[RELz] Useful Houses

Post » Tue May 03, 2011 1:27 am

leonardo2: I don't know, you just have to test. Personally, I would consider player house mods to be slightly broken if they don't set the ownership to the player, but it is of course possible. But if the mod have given the player ownership, then it works as intended.

I will test other companion mods along with your mod to see if there is any problem, but if I encounter any issue and I will bring it to your attention. :user:

Thanks TheNiceOne, it's exactly what the mods does as you just describe about the ownership. :)
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Laura Shipley
 
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Post » Mon May 02, 2011 6:57 pm

Psymon: Can you enable debug in UH's ini file? It will tell what happens, whether the place is considered owned or not, and how much the mod will allow you to repair items to.

Actually this is another great example of what happens when you don't select 'has extra directories' in BAIN.

Damn that feature.

Haven't we proved yet that the ini folder is the standard?

Why is that not yet the norm? So that a few can hold true to one of Wrye's last positions - that virtually no one agreed to.
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Vickey Martinez
 
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Post » Mon May 02, 2011 11:29 pm

PacificMorrowind did send a message to Wrye about the INI folder. I think it's currently a combination of waiting a respectful time for a response, and the fact that PM has been very busy lately.

I'd expect to see that issue sorted in the next release or the one after that.
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Francesca
 
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Post » Mon May 02, 2011 11:57 pm

I like this mod. However, by the time it came out my character had already advanced far enough to buy a house. But I hate to think that had I played with this mod from the very beginning it would have been quite some time before I could brew potions for real. It must really spoil the early part of the game for alchemist-type characters.
I know I'm free to change the values in the INI and make faction cells have no penalty at all. I just think it would be better to have other options besides switching off one of the main features of this mod. How about making the penalty to alchemy exponential instead of fixed 50%?
I mean, it's logical that an Expert in Alchemy needs a fully-fledged 'lab' (a proper place for making the potions) far more than a Novice does. After all, distilling and combining the third or the fourth of ingredient effects must require more concentration and, consequently, suffer more when performed 'in the wild'. Make the penalty for Master Alchemists greater than it is for Novices so that while a Novice would get a relatively small penalty when brewing outside an Expert would find a proper lab absolutely essential to get anywhere near top class Alchemy.
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Johanna Van Drunick
 
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Post » Tue May 03, 2011 6:14 am

I like this mod. However, by the time it came out my character had already advanced far enough to buy a house. But I hate to think that had I played with this mod from the very beginning it would have been quite some time before I could brew potions for real. It must really spoil the early part of the game for alchemist-type characters.
I know I'm free to change the values in the INI and make faction cells have no penalty at all. I just think it would be better to have other options besides switching off one of the main features of this mod. How about making the penalty to alchemy exponential instead of fixed 50%?
You make a good point, and I agree with your reasoning. So I will look into making the penalty increase as your skills increase.

I also plan to include a simple way to make interior cells owned, to be used by mods like Hoarfrost Castle that doesn't set ownership when you gain it. Doing that would be pretty simple.
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naana
 
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Post » Tue May 03, 2011 3:15 am

This seems to be a killer (as in bad) mod for low levels or people that spend lots of time outdoors.

Having to trudge all the way back home to repair would just make me turn all that off.
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Alisha Clarke
 
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Post » Tue May 03, 2011 12:53 am

This seems to be a killer (as in bad) mod for low levels or people that spend lots of time outdoors.

Having to trudge all the way back home to repair would just make me turn all that off.

But as a low level you can now repair enchanted items. I never had enough money repairing them at a low level (and never at a high either for that matter).
And it is all settable in the ini!!
EDIT: Besides having armour at 80% (or 90 if you want) is not as bad as in being naked. And how often do you forget to repair your armour after a fight and run around with less than 80% anyway? END EDIT

I'd like to see more bonus to sitting, also while being out doors. Because sitting is no fun as it is :P
One thing I would like sitting to do is to temporarily give you a fatigue increase - and also accelerate the regain to be allot higher than the vanilla setting.

Cheers!
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Elina
 
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Post » Tue May 03, 2011 12:41 am

This seems to be a killer (as in bad) mod for low levels or people that spend lots of time outdoors.

Having to trudge all the way back home to repair would just make me turn all that off.
Now, it doesn't prevent you from repairing while outdoors, just preventing you from repairing up to 100%.

But this mod is not made for the average player, but rather for relative hardcoe immersion seekers. It is a good reason (and expected) that while being released around the same time as Display Stats, Useful Houses has been downloaed 145 times and Display Stats 7555 times. :)

It was actually Delte who first thought of a mod like this, and I liked the idea, but it was never meant as a mainstream mod.
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ruCkii
 
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Post » Mon May 02, 2011 7:54 pm

I don't see how useful display stats can be. It seems only for modders.
I really don't care how much "health" my weapon has. It comes included in Duke Patricks Combat Archery to appraise a bow for its own reasons.
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Rodney C
 
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Post » Tue May 03, 2011 4:46 am

Display stats is a great mod for seeing other stats that factor into melee/archery combat that are normally not seen - weapon reach, speed, etc. For those who want to better appraise their weapon not for the gold value but usefulness.
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Alexx Peace
 
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Post » Tue May 03, 2011 3:50 am

I don't see how useful display stats can be. It seems only for modders.

So when you decide whether to keep a weapon, its speed, reach, durability, whether it ignores weapon immunity on enemies, and how its damage will scale when you level up, are all completely worthless bits of info to you?

If so, Display Stats is not for you of course, but there's a lot of players that like this info when deciding which weapon is best to keep.


I must say that Psymon has a point. Not that it bothers me at all that you're not interested in all my mods, but I don't see the reason for posting in this thread if your only point is that you don't like the concept of the mod - though a bump was welcome for this thread :P
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Emma louise Wendelk
 
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Post » Tue May 03, 2011 11:19 am

Now that Nice has expounded upon it, I suppose I see more, but it does seem to be a cheat in a way on some of those things listed.


I don't see how it is a cheat. Not more or less than the default stats you already see (weapon damage, health percentage, value). It is impossible to see which weapon or armor is is better without Display Stats, especially with a low skill level (were often all weapons and armors have about the same damage/armor rating).

If you only play with vanilla items it is easy to choose which one to keep - a dwarven longsword is better than a steel longsword. But with lots of modded weapons and overhauls you don't have these clear categories anymore. Gold value is relative as well and says nothing about the usefulness of a weapon or armor.

With Display Stats I can finally decide which weapon or armor to keep, something that was absolutely impossible before unless the difference between the items was absolutely clear (like one sword doing 5 damage and the other sword doing 20 damage). And I felt that this was extremely annoying since one (not the only one) of the motivations for me to play RPGs is to find new and better equipment.

Not sure why this is in the Useful Houses thread though.
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joseluis perez
 
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Post » Tue May 03, 2011 3:49 am

Okay, a couple of rude posts have gone away. If anyone wants to bicker/snipe at/kibitz with another member, do so via PM. Don't derail this thread with it.
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Marine x
 
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Post » Mon May 02, 2011 11:31 pm

Earlier in this thread, I saw a comment about being able to use anvils. I just wanted to mention that Imperial Furniture has usable anvils for sale. You can buy them at the store and put them anywhere you want. When you click on it and select "use" from the menu, it equips a repair hammer (you must have repair hammers in your inventory). Nothing major and it doesn't give any bonuses, but I guess it saves you from having to open your inventory and select a hammer. Nice immersive touch I guess :)

NiceOne if you want to incorporate this into your mod somehow, let me know and I can give you more details.

See my sig for the Imperial Furniture download if you're interested.
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Felix Walde
 
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Post » Tue May 03, 2011 8:21 am

Earlier in this thread, I saw a comment about being able to use anvils. I just wanted to mention that Imperial Furniture has usable anvils for sale. You can buy them at the store and put them anywhere you want. When you click on it and select "use" from the menu, it equips a repair hammer (you must have repair hammers in your inventory). Nothing major and it doesn't give any bonuses, but I guess it saves you from having to open your inventory and select a hammer. Nice immersive touch I guess :)

NiceOne if you want to incorporate this into your mod somehow, let me know and I can give you more details.

See my sig for the Imperial Furniture download if you're interested.

Yes, something like that is exactly what I'm interested in, in order to make this mod more immersive. I have some plans for updating this mod, that is dependent on OBSEv19, so I will come back to it.
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Susan
 
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Post » Mon May 02, 2011 10:31 pm

It's too bad the vanilla player houses don't have the space to hold an actual forge, because needing one before you can start hammering away would be even cooler.

Also, I didn't see it mentioned and haven't downloaded it yet, but do you check just for "Player" for ownership or are you also checking for "PlayerFaction" as well?
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Stay-C
 
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Post » Mon May 02, 2011 8:37 pm

It's too bad the vanilla player houses don't have the space to hold an actual forge, because needing one before you can start hammering away would be even cooler.
Yes, adding forge and an alchemy table as two new buyable furniture items, and then using that for the bonuses would be the perfect solution. I'm not up to that myself though.

Also, I didn't see it mentioned and haven't downloaded it yet, but do you check just for "Player" for ownership or are you also checking for "PlayerFaction" as well?
Both. There is a specifc ini setting (factionPenalty) that set how much of the penalty that is applied if the player's faction (and not the player himself) owns the interior. So if you set it to 0, faction-owned houses has no penalty, and with 1 full penalty. The default is 0.5.
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Felix Walde
 
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Post » Tue May 03, 2011 4:10 am

Yes, adding forge and an alchemy table as two new buyable furniture items, and then using that for the bonuses would be the perfect solution. I'm not up to that myself though.

Both. There is a specifc ini setting (factionPenalty) that set how much of the penalty that is applied if the player's faction (and not the player himself) owns the interior. So if you set it to 0, faction-owned houses has no penalty, and with 1 full penalty. The default is 0.5.

Mentioning these two together makes me think that using the forge at a Fighter's guild when you're a member might be more easily given a bonus. Potion-making at the Lustratorium in Arcane U as a Mages' Guild member would be similar. Other possible specifics are the Smith's forge in Anvil Castle as a Thieves' Guild member, and I believe Battlehorne Castle has a forge you can own.

However, that opens up the floodgates to requests to support mods that add forges (and I have made one of those!)
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Clea Jamerson
 
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Post » Mon May 02, 2011 9:46 pm



However, that opens up the floodgates to requests to support mods that add forges (and I have made one of those!)

So why not just check if the cell contains a nif with the name forge in it and if there is a fire for example. Or some other combination.
BFG99 was thinking of making a smithing mod, maybe he will take it up when he is finished with his Amber/Madness mod.

Cheers!
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Noely Ulloa
 
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Post » Mon May 02, 2011 7:37 pm

I don't know if this has been mentioned yet, but I ran into a bit of an issue while in the Bloated Float doing the Unexpected Journey quest. I was able to repair all my gear to 100%, but I should only have been able to go to 80% there.
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louise tagg
 
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Post » Tue May 03, 2011 7:38 am

I guessed I totally missed this mod when it came! Will look into downloading this. It's funny how TNO's mods are these really needed improvements to the game (especially for immersionists!).
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Anne marie
 
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Post » Tue May 03, 2011 2:03 am

I don't know if this has been mentioned yet, but I ran into a bit of an issue while in the Bloated Float doing the Unexpected Journey quest. I was able to repair all my gear to 100%, but I should only have been able to go to 80% there.

Doesn't a rented room temporarily count as owned (so you can use its bed)? If that's the case, you'd get the UH bonus while you're renting.
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Sara Lee
 
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Post » Tue May 03, 2011 5:24 am

Doesn't a rented room temporarily count as owned (so you can use its bed)? If that's the case, you'd get the UH bonus while you're renting.


I wasn't in the room at the time, I was out in the hallway.

PS: I checked this out after renting a room in The Merchant's Inn, and rented rooms don't count as a player space. So I definitely shouldn't have been able to fully repair my weapons on the Float.
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Marcia Renton
 
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Post » Tue May 03, 2011 2:37 am

I guess the game has some weird ownership set for The Bloated Float, as this mod just checks the ownership of the current cell. I am not sure I want to code for specific cells like this, but I'll keep it in mind. OBSEv19 gives some new functions I intend to take advantage of with this mod, so I am planning an update pretty soon anyway.
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JaNnatul Naimah
 
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Post » Tue May 03, 2011 3:34 am

I guess the game has some weird ownership set for The Bloated Float, as this mod just checks the ownership of the current cell.


IIRC, The bloated Float has two interiors, one that's used only for the Unexpected Voyage quest.
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Latino HeaT
 
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