[Rel] Vacuity

Post » Wed Mar 09, 2011 9:49 am

Not fair, I wanna have my own mod too. :stare:
I have something in mind :shifty:


One of my saves wouldn't let me leave the Three Sisters Lodge (or was it Three Claws Inn... the fancy Kahjiit Inn in Leyawin) without the game CTDing when I had Vacuity enabled, I then disabled it, and I could leave the Inn fine. It was kinda weird... I need to see if I can now that I'm outside the inn I'll need to check my consribe next time I try to leave.
Looks like you've started to see Pluggy's HUD crashes. Nothing can be done about that, besides lamenting in the Pluggy thread and verbally abusing haama.


It seems to conflict with Summon Luggage?
http://www.tesnexus.com/downloads/file.php?id=23854

When I checked both esps and started a new game, a messagebox pop up asking if you want to activate The Luggage.
I clicked yes, and it caused CTD.
I'll take a look. Thanks.


I can only see the Value: X Septims line, I don't see the EMPTY notice on empty containers. OBSE v18b4, Pluggy 132 (modified to HUD), installed Vacuity and installed its fonts.

Edit: I found it! It would appear to be a conflict between Vacuity and TheNiceOne's Enhanced Economy mod. With EE disabled, I get the EMPTY notices on empty containers, and value notices on others.
I'm guessing the GetNumItems function includes non-playable items, many mods use them to mark a container as being processed by whatever things the mod wants to do to the container. A shame really, I guess the alternative is scanning each item in the inventory. :shrug:
I believe I manually counted the number of playable items in each container. But a look at the hotfix tells me that I'm yet to update the Nexus uploads. Will do so. Thanks for reporting the issue.

And I still see nothing :banghead: .
Even after upgrading to v132/128 ? :( Is Pluggy disabling HUD on load ? If it's the latter, I suggest you post about the issue in Pluggy's thread.

EDIT: ModDB mirror added.
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Catherine N
 
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Post » Wed Mar 09, 2011 1:38 am

http://www.tesnexus.com/downloads/file.php?id=29283

Version 0.2 is out !


Change Log

0.2 - Blacklisted non-playable items, removed Pluggy dependency, made compatible with all UI mods, camouflaged myself to haama
0.1 - Initial Release

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maya papps
 
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Post » Wed Mar 09, 2011 6:50 am

Wait, You've removed Pluggy dependancy ... YAY thanks so much! I might actually be able to get this to work now!
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Adriana Lenzo
 
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Post » Tue Mar 08, 2011 9:48 pm

Yup - Also added a new feature [ http://www.tesnexus.com/downloads/images/29283-1-1263853737.jpg ]. Let me know how it goes. If it works, I advise you start building a shire to kyoma.
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vanuza
 
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Post » Wed Mar 09, 2011 5:17 am

... Ok, is there anything I have to do to get this thing working?! I really am not having any luck ... It should just start up and begin as soon as I load my save correct? You don't have to type anything into the console or make any changes do you? I'm not missing anything am I? (I have installed everything into correct directories, and have installed the font. Vacuity is almost last in my load order before my Bashed Patch and Streamline)
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sexy zara
 
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Post » Wed Mar 09, 2011 1:39 am

You'll need a clean save. Forgot to add that to the readMe.
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neen
 
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Post » Wed Mar 09, 2011 1:00 am

Ah, well that solved it. Thanks for that! It's working ... YAY! Thanks for your help.
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Charleigh Anderson
 
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Post » Wed Mar 09, 2011 9:02 am

Ah, I'm really not having any luck with this am I ...

See http://img138.imageshack.us/img138/3056/oblivion201001191558451.png
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Luna Lovegood
 
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Post » Wed Mar 09, 2011 6:29 am

Ah, I'm really not having any luck with this am I ...

See http://img138.imageshack.us/img138/3056/oblivion201001191558451.png
Does it do that all the time?

[edit]
Could you check two things next time it happens? Open up the console and type
show zzVacuityCoreQ.svTextshow zzVacuityCoreQ.svGold

The only explanation for your problem is that somehow they both point to the same string, aka they'll have the same value. Codewise that would make the most sense, well apart from how they got to the same value in the first place ofcourse.
[/edit]

-kyoma
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Robert Bindley
 
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Post » Tue Mar 08, 2011 11:05 pm

Does it do that all the time?

Well it displays empty just fine, but the gold doesn't. I know you can disable it, but that was my favourite feature of this mod :(
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Donatus Uwasomba
 
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Post » Wed Mar 09, 2011 12:53 am

Well it displays empty just fine, but the gold doesn't. I know you can disable it, but that was my favourite feature of this mod :(
See my edit above. :)
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Racheal Robertson
 
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Post » Wed Mar 09, 2011 12:59 am

That makes no difference ... It sets them to one, and even on a fresh save nothing changes.
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Cassie Boyle
 
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Post » Tue Mar 08, 2011 8:44 pm

That makes no difference ... It sets them to one, and even on a fresh save nothing changes.
The fact they are both set to 1 means the problem is as I suspected. But I'm still not sure how it happened in the first place. Especially since you say a fresh save didn't make a difference. :(
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Dean Brown
 
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Post » Wed Mar 09, 2011 10:34 am

The fact they are both set to 1 means the problem is as I suspected. But I'm still not sure how it happened in the first place. Especially since you say a fresh save didn't make a difference. :(
Well, persistence after a clean save could only point to an UI problem ( right ? ). Does the mod work correctly when run on the vanilla UI ?
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Gemma Woods Illustration
 
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Post » Wed Mar 09, 2011 6:31 am

No idea. I've found a work around. I just have to type in "Set zzVacuityCoreQ.svText to 0" whenever I start up a game. Not ideal but it's hardly a hassle.
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Juliet
 
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Post » Wed Mar 09, 2011 7:00 am

Well, persistence after a clean save could only point to an UI problem ( right ? ). Does the mod work correctly when run on the vanilla UI ?
Yes but looking at the string on the screenshot and the code the only place it is used is here:
elseIf ( sUpdateInfo == 2 )	if getMenuHasTrait "iteminfo_rect\x" 1005		let svText := "iteminfo_rect\hudinfo_value_icon\hudinfo_value_text"	else		let svText := "hudinfo_value_icon\hudinfo_value_text"	endIf	setMenuFloatValue "%z\user1" svText 1005 sTotalGold	setMenuStringValue "%z\string|%z" svText svGold 1005
And svGold is the string that is used. The only situation where this problem might occure is if svText has the same ID/value as svGold. Then, that string is set at the top of the code, but since they got the same ID, when the trait path is set, it overrides the previous gold amount. It doesn't really make any sense to me either why it still happens after a clean save though. :shrug:
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CArla HOlbert
 
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Post » Wed Mar 09, 2011 9:24 am

No idea. I've found a work around. I just have to type in "Set zzVacuityCoreQ.svText to 0" whenever I start up a game. Not ideal but it's hardly a hassle.
I'll see if I can reproduce the issue on my end.
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OnlyDumazzapplyhere
 
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Post » Wed Mar 09, 2011 2:46 am

Vacuity got hosted on Strategy Informer yesterday - http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/34646.html
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Shaylee Shaw
 
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Post » Wed Mar 09, 2011 1:12 am

http://www.tesnexus.com/downloads/file.php?id=29283

Version 0.3 is out !


Change Log

0.3 ? Locked containers are no longer handled, animated containers do not mess up the rectile anymore
0.2 - Blacklisted non-playable items, removed Pluggy dependency, made compatible with all UI mods, camouflaged myself from haama
0.1 - Initial Release

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Jarrett Willis
 
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Post » Wed Mar 09, 2011 10:24 am

I've got a bug, sometimes the Values of the stuff that's in a container aren't updated properly or just wrong
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Mark Churchman
 
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Post » Wed Mar 09, 2011 11:07 am

IIRC there are a few instances (maybe just in mods?) where content gets added to a container only when you activate it (so that it can't cause problems if it resets). Presumably such content is not going to show value.
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Wayne W
 
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Post » Wed Mar 09, 2011 9:03 am

it is with great sadness to inform you that Vaiucty doesn't work for me, seems is not entirely compatible with some UI modifications (because it works with vanilla UI)

anyway while it would have been nice to have it working, im glad that Scateh works, man that thing is frickin awesome, nothing like seeing for how much did you hit that bastard, AAHAHAHAHA.. er.. ok.

but yeah for me seeing for how much you hit is priceless, maybe because i liked kotor a lot then kotor 2, then dao, hehe yeah maybe thats why... or basically like most rpgs that show how hard your hitting your opponent instead of the crappy bar oblivion had err.. nvm.

using Scateh and Scouter with the textures that look like wow, sigh, makes me wish i could send some monay to you guys yay!

anyway umm, yeah seems Viacuty conflicts with my UI any ideas to find a work around or am i stuck in this issue forever? maybe could i modify a xml file?

danke.

changelog
0.1 added
0.2 fixed some spelling issues, spelling issues are bad, it could hurt your feelings and i dont want that...
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Your Mum
 
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Post » Wed Mar 09, 2011 1:37 am

Hi,

It occured to me that Vacuity and Enhanced Economy is partly incompatible. I'm not sure how big deal it is, and whether we should/can do something about it, but here's what I can think of:

1. EE's merchant quests adds the quest item the moment you activate a container, so Vacuity will think (and display) that the item is not there, even if it for the player's purpose is.
2. EE's item removal feature removes items the moment you activate a container, while Vacuity will display the full gold value even though the player will find a substantially smaller gold value when opening the container
3. EE's local economy feature has the possibility of setting a multiplier or added for the gold value of certain object types, and this too is handled on the fly when opening the container.

None of those are game breaking, but at least the first issue is something that users of both mods should be aware of.
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Bee Baby
 
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Post » Wed Mar 09, 2011 11:13 am

it is with great sadness to inform you that Vaiucty doesn't work for me, seems is not entirely compatible with some UI modifications (because it works with vanilla UI)
I'll loook into it thanks. What UI mod are you using ?

Hi,

It occured to me that Vacuity and Enhanced Economy is partly incompatible. I'm not sure how big deal it is, and whether we should/can do something about it, but here's what I can think of:

1. EE's merchant quests adds the quest item the moment you activate a container, so Vacuity will think (and display) that the item is not there, even if it for the player's purpose is.
2. EE's item removal feature removes items the moment you activate a container, while Vacuity will display the full gold value even though the player will find a substantially smaller gold value when opening the container
3. EE's local economy feature has the possibility of setting a multiplier or added for the gold value of certain object types, and this too is handled on the fly when opening the container.

None of those are game breaking, but at least the first issue is something that users of both mods should be aware of.
Thanks for the heads up :) I'm not sure if we can do something about the above issues, to my knowledge, as Vacuity's indicators only serve their purpose until a container's opened. If you've got a suggestion, shoot. If not, I'll add a note about EE in the readMe.
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Natalie J Webster
 
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Post » Wed Mar 09, 2011 1:53 am

ads up :) I'm not sure if we can do something about the above issues, to my knowledge, as Vacuity's indicators only serve their purpose until a container's opened. If you've got a suggestion, shoot. If not, I'll add a note about EE in the readMe.

I think the most important part is to mention in the readme that EE quest items may be in a container even if Vacuity indicates that the container is empty. The other things are minor issues, but you may avoid some "the gold value is wrong" posts by mentioning it in the ini. What you could do, is to check if EE is installed, and if so, read the value of tnoEE.containerAdjustment. That is a variable which controls the adjustment of gold found in containers (in percent). So if the value is 50, you could halve the amount of gold in the container for your calculations, etc.
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kristy dunn
 
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