[Rel] Vector

Post » Tue May 17, 2011 2:11 pm

Some screenshots of the new OBGE shader that Vector will use, as a disease symptom - http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-23-60.jpg-http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-39-49.jpg | http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0515-59-48-30.jpg-http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0515-59-44-29.jpg

The differences should be more apparent ( and more annoying ) when seen ingame. Gets worse with disease progression.


Awesome work so far, Shade. Have been waiting for a mod like this for quite some time now.

I notice that you have a 'phantom bridge' in your first set of screenshots. :P I see a reflection, but no bridge. O.o
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Bethany Short
 
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Post » Mon May 16, 2011 11:44 pm

I actually really like the after effect. makes the world seem more deary and dark fanstay as opposed to the high fantasy look.
Likewise. It even feels a bit like Morrowind ( to me, atleast )


funny how it reflects a bridge that is no longer there :lol:

I don't think he's using any particular water shader though, it looks like Enhanced Water HDMI + Water Reflection Blur + additional water reflections activated in the .ini

edit: actually he's probably using natural water, since it looks very transparent
That stupid LOD bug :brokencomputer: As for the water effect, you've nailed it - I use Enhanced Water HD + Water Reflection Blur + additional water reflections activated in the .ini
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rebecca moody
 
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Post » Tue May 17, 2011 6:27 am

see, the first answer is what counts. I got that right. now I only have to figure out if I should feel like a proud geek or a shameful one. you know, for being geeky enough to tell what water mods one is using from a screenshot. :lol:

edit: btw, does anyone know what causes some water reflections to be pitch black sometimes? that bridge seems to be suffering from that bug. aside from the fact that it's not in the game of course but at least we know how that happens - pretty sure it's caused by not rerunning Tes4Lodgen after taking out NRAB.
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Shannon Marie Jones
 
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Post » Tue May 17, 2011 3:06 pm

edit: btw, does anyone know what causes some water reflections to be pitch black sometimes? that bridge seems to be suffering from that bug. aside from the fact that it's not in the game of course but at least we know how that happens - pretty sure it's caused by not rerunning Tes4Lodgen after taking out NRAB.
Actually, NRAB is enabled in that screenshot.
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James Baldwin
 
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Post » Tue May 17, 2011 2:44 pm

well, that IS weird! what gives? it just makes no sense that the reflection is there but the actual bridge is not O.o
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 2:45 am

if you have enough time one last request........npcs at 3 attack others and spread it when they do
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Ricky Meehan
 
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Post » Tue May 17, 2011 1:32 am

if you have enough time one last request........npcs at 3 attack others and spread it when they do
Melee combat based transfers are already available, if that is indeed what you're asking for. If not, please be more clear.
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Blessed DIVA
 
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Post » Tue May 17, 2011 8:29 am

http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-23-60.jpg-http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-39-49.jpg

Totally off-topic,
what mod add that bar in the bottom left in the screenshots?
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Gill Mackin
 
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Post » Tue May 17, 2011 12:41 pm

Totally off-topic,
what mod add that bar in the bottom left in the screenshots?

The big blue one is OblivionXP. The little one under the weapon icon is DarNUI, I'm pretty sure.
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jessica breen
 
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Post » Tue May 17, 2011 11:30 am

The big blue one is OblivionXP. The little one under the weapon icon is DarNUI, I'm pretty sure.


Oh, thanks
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Sylvia Luciani
 
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Post » Tue May 17, 2011 10:40 am

Hey! I have a question. What does Bashed patch draw from Vector?
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Alyce Argabright
 
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Post » Tue May 17, 2011 7:36 am

Vector's contents don't need to be imported into the bashed patch. Why do you ask ?
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Andrew Perry
 
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Post » Tue May 17, 2011 8:01 am

Because I've had some crashes since I installed these mods (weocps log included at the end):
crossbows of cyrodiilvectorportable altarsartifactsmedicspears of cyrodiilp1d candles for cleptospoisson arrowsweocps report:Sat Dec 12 20:31:50 2009	OCPS build 2009-03-28 prevented crash at offset 0x0008e7f4 (eip: 0x0048e7f4, sub_48E740).	0x0048E819. Link is faulty (0x00000014)!					eax=226bcb90 ebx=00000000 ecx=226bcb90 edx=00000001 esi=20724d38 edi=160bc4b0 esp=0012f7b8 ebp=226bcbacSat Dec 12 20:31:50 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x226bcb80 (vtbl: 0x226bcb70)					eax=00000000 ebx=00000000 ecx=226bcb80 edx=00000001 esi=226bcb80 edi=160bc4b0 esp=0012f7a4 ebp=226bcbacSat Dec 12 20:31:50 2009	OCPS build 2009-03-28 prevented crash at offset 0x0008e7f4 (eip: 0x0048e7f4, sub_48E740).	0x0048E811. Link is faulty (0x6abf12a3)!					eax=6abf12a3 ebx=00000000 ecx=6abf12a3 edx=00000000 esi=1d5cdeb0 edi=00000000 esp=0012f7b8 ebp=20a52965Sun Dec 13 01:51:16 2009	OCPS build 2009-03-28 prevented crash at offset 0x0008e7f4 (eip: 0x0048e7f4, sub_48E740).	0x0048E819. Link is faulty (0x00000014)!					eax=27bec938 ebx=00000000 ecx=27bec938 edx=00000001 esi=22d321ac edi=160bc410 esp=0012f7b8 ebp=27bec954Sun Dec 13 01:51:16 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x27bec928 (vtbl: 0x27bec918)					eax=00000000 ebx=00000000 ecx=27bec928 edx=00000001 esi=27bec928 edi=160bc410 esp=0012f7a4 ebp=27bec954Sun Dec 13 01:51:16 2009	OCPS build 2009-03-28 prevented crash at offset 0x0008e7f4 (eip: 0x0048e7f4, sub_48E740).	0x0048E811. Link is faulty (0xccc300b3)!					eax=ccc300b3 ebx=00000000 ecx=ccc300b3 edx=00000000 esi=27bec928 edi=00000000 esp=0012f7b8 ebp=00a04b48Mon Dec 14 00:41:36 2009	OCPS build 2009-03-28 prevented crash at offset 0x0008e7f4 (eip: 0x0048e7f4, sub_48E740).	0x0048E819. Link is faulty (0x0000003c)!					eax=243ed7dc ebx=00000000 ecx=243ed7dc edx=00000001 esi=229bd7e4 edi=160bc640 esp=0012f7b8 ebp=243ed820Mon Dec 14 00:41:36 2009	OCPS build 2009-03-28 prevented crash at offset 0x0001e232 (eip: 0x0041e232, BaseExtraList::GetExtraData).	Invalid _THIS_ pointer: 0x243ed340 (vtbl: 0x243ecea4)					eax=00000000 ebx=00000000 ecx=243ed340 edx=00000001 esi=243ed340 edi=160bc640 esp=0012f7a4 ebp=243ed820


I tried to disable them one by one and when I disabled Vector, Bashed patch was also disabled. So, something was merged I think.
Crashes could also be because of Ob. stutter remover alpha, I don't know.
I haven't had a chance to try locate the reason for crashing yet.
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Hayley Bristow
 
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Post » Tue May 17, 2011 9:18 am

Ah ... that's probably because your bashed patch is set to tweak clothing records. Just de-activate Vector before you rebuild the bashed path - That should fix it.
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Austin Suggs
 
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Post » Tue May 17, 2011 12:32 am

Yes, I think it tweaks amulet display... I'll just move Vector below it.
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Yung Prince
 
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Post » Tue May 17, 2011 12:27 pm

I definitely second the suggestions that these diseases be more difficult to cure and have more dire consequences if you fail to do so - such as player death or incapacitation. It's just too easy to visit an alter, use a cure disease potion, or spell - and the vanilla diseases hardly affect the player - I think the worst one is Vapors, where your magicka doesn't regenerate.

I like the idea of having to use the potion, alter, spell every day until the disease is cured. Maybe once the disease progresses, you have to find more potent means of curing yourself, like making a special potion, or being more skilled with restoration (there could be different levels or qualities of cure disease spells and potions.). You could also pay NPCs (maybe priests?) to heal you.

This would make avoiding the disease in the first place and curing it as quickly as possible much more important.
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Spaceman
 
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Post » Tue May 17, 2011 12:45 am

I definitely second the suggestions that these diseases be more difficult to cure and have more dire consequences if you fail to do so - such as player death or incapacitation. It's just too easy to visit an alter, use a cure disease potion, or spell - and the vanilla diseases hardly affect the player - I think the worst one is Vapors, where your magicka doesn't regenerate.
Hmm ... how about this - Once the player exceeds a threshold by contracting too many diseases, he/she starts to take damage. That would serve as encouragement .

I like the idea of having to use the potion, alter, spell every day until the disease is cured. Maybe once the disease progresses, you have to find more potent means of curing yourself, like making a special potion, or being more skilled with restoration (there could be different levels or qualities of cure disease spells and potions.). You could also pay NPCs (maybe priests?) to heal you.

This would make avoiding the disease in the first place and curing it as quickly as possible much more important.
The current build allows you to cure diseases completely by drinking many potions at once - I'll add a limit to that.
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Gaelle Courant
 
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Post » Tue May 17, 2011 12:51 pm

Altars to cure disease never made since to me.

Altars to cure curses does. Maybe some of the diseases could be seen as curses?

Maybe different diseases need different cures - or at the very least different altars?

But yeah Medicine men/healers and or exotic ingredients for curing yourself. Books on the diseases so that one could learn to themselves.
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Chase McAbee
 
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Post » Tue May 17, 2011 4:28 am

A book or books on diseases would be a very nice touch. And I also like the idea of having to find a specific cure for a specific disease. - most of the time I don't even pay attention to what disease my character has - I just effortlessly cure it - if I even notice that she has it at all! (I talking about vanilla OB - I haven't actually installed Vector yet.)
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Timara White
 
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Post » Tue May 17, 2011 6:21 am

I definitely second the suggestions that these diseases be more difficult to cure and have more dire consequences if you fail to do so - such as player death or incapacitation. It's just too easy to visit an alter, use a cure disease potion, or spell - and the vanilla diseases hardly affect the player - I think the worst one is Vapors, where your magicka doesn't regenerate.

I like the idea of having to use the potion, alter, spell every day until the disease is cured. Maybe once the disease progresses, you have to find more potent means of curing yourself, like making a special potion, or being more skilled with restoration (there could be different levels or qualities of cure disease spells and potions.). You could also pay NPCs (maybe priests?) to heal you.

This would make avoiding the disease in the first place and curing it as quickly as possible much more important.


I like the idea of paying a priest to cure you. It takes more effort to raise the money than to activate a free altar.

As for cure potion dose pacing, a timer should work, such as one that counts the number of hours/days that go by to take your next potion (24 hours sounds good). As a matter of fact, let's add some risk: drug overdose. This should be implemented similarly to the Shivering Isles quest which makes you poison the Duke of Mania with an overdose of his favorite hallucinogen. If you actually made your character ingest the ingredient (the drug), you immediately notice side effects represented as nighteye and some drain effects, all on very large timers. If your character takes two more doses within that span, he/she will die. This is all due to a custom script applied to the ingredient, so what must be done to introduce a similar script in all stock potions, player-made potions, and mod-added potions would be to use a function in OBSE that would mark any potion carrying a Cure Disease effect with a token that adds this scripted effect. This however should only work on players, since NPC disease work more like potions in script.

It would add a very nice touch to Cure Disease potion limitation, but the timer needs to be worked on. The normal spell timer works on the amount of real time seconds that go by, and the span of a day may vary depending on the timescale you use. An OBSE script check to remove the effect the moment 24 hours passes should work, however.

Altars to cure disease never made since to me.

Altars to cure curses does. Maybe some of the diseases could be seen as curses?

Maybe different diseases need different cures - or at the very least different altars?

But yeah Medicine men/healers and or exotic ingredients for curing yourself. Books on the diseases so that one could learn to themselves.


Actually, I noiced one of the next version diseases go by the alias "Caliron's Curse", and your suggestion is great! All the needs to be done is implement an additional tag to mark the pestilence as a "disease" or a "curse", and now there can finally be something done to infect ghosts and wraiths!

Also, good idea on different altars. Some diseases may only be dispelled by activating one of the other small altars in a chapel, or visiting a wayshrine. Different cures would require a scripted potion, but it is possible.

New NPCs can be a stretch, since adding them to a world via placement or spawn points can cause problems, and they won't have voice acting (unless someone looks through all the voice files to see a voice MP3 that works). Different ingredients can be another obstacle, since editing leveled lists for creatures and chests can be a problem--adding them to a merchant seems okay though. Books on diseases seems fair, like Bethesda's spellbook official plugin. But then a player's spell list will be flooded with various "Cure Disease" spells of all types, so please elaborate with more ideas for implementation.

A flaw in implementing these specifics however will be that adding custom disease records to the game will be a difficult chore since the disease records needs to be accompanied with additional spells, potions, scripts, and other, all which may not be present since the modder who made the mod to add new diseases was only attempting to modify default Oblivion, and didn't know Vector existed.
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Rachael Williams
 
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Post » Tue May 17, 2011 7:33 am

I like the idea of paying a priest to cure you. It takes more effort to raise the money than to activate a free altar.
There seems to be a priest class that I could use. Viable. Should healers cure diseases completely ?

As for cure potion dose pacing, a timer should work, such as one that counts the number of hours/days that go by to take your next potion (24 hours sounds good). As a matter of fact, let's add some risk: drug overdose. This should be implemented similarly to the Shivering Isles quest which makes you poison the Duke of Mania with an overdose of his favorite hallucinogen. If you actually made your character ingest the ingredient (the drug), you immediately notice side effects represented as nighteye and some drain effects, all on very large timers. If your character takes two more doses within that span, he/she will die. This is all due to a custom script applied to the ingredient, so what must be done to introduce a similar script in all stock potions, player-made potions, and mod-added potions would be to use a function in OBSE that would mark any potion carrying a Cure Disease effect with a token that adds this scripted effect. This however should only work on players, since NPC disease work more like potions in script.

It would add a very nice touch to Cure Disease potion limitation, but the timer needs to be worked on. The normal spell timer works on the amount of real time seconds that go by, and the span of a day may vary depending on the timescale you use. An OBSE script check to remove the effect the moment 24 hours passes should work, however.
I've implemented this feature. Was hardly an issue as I already have a timer that tracks the gamedayspassed variable. I don't have to modify the potions themselves either.

Actually, I noiced one of the next version diseases go by the alias "Caliron's Curse", and your suggestion is great! All the needs to be done is implement an additional tag to mark the pestilence as a "disease" or a "curse", and now there can finally be something done to infect ghosts and wraiths!
Sound doable.

Also, good idea on different altars. Some diseases may only be dispelled by activating one of the other small altars in a chapel, or visiting a wayshrine. Different cures would require a scripted potion, but it is possible.
I plan to remove the Cure Disease effect from the chapel altars - That'll essentially force the player to seek a healer ( or a wayshrine ) to get those diseases cured.

A flaw in implementing these specifics however will be that adding custom disease records to the game will be a difficult chore since the disease records needs to be accompanied with additional spells, potions, scripts, and other, all which may not be present since the modder who made the mod to add new diseases was only attempting to modify default Oblivion, and didn't know Vector existed.
One of reasons why I made the mod disease independent.
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Jon O
 
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Post » Tue May 17, 2011 5:27 am

There seems to be a priest class that I could use. Viable. Should healers cure diseases completely ?


You could rank them like I did in Healers mod:
Ranks:
0 - 24 -- Novice
25 - 49 -- Apprentice
50 - 74 -- Journeyman
75 - 89 -- Expert
90 - 100 -- Master

Where numbers represent their Restoration skill. Master healers could cure you instantly or sell you a potion that does so but also at the highest price and maybe some disposition requirement, while lower skilled ones would be less effective.

The ranks don't match with regular ranks or perks in Oblivion, but that's on purpose.
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Natasha Callaghan
 
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Post » Tue May 17, 2011 5:48 am

Eh, I think it might be better if only certain priests (designated healers) can cure you. Their abilities are static however. Maybe there could be several different options via dialogue such as just "ease my symptoms" or "cure my disease" for each single healer. Perhaps the priests of Mara are the best healers...

EDIT: One thing I hope to see (I still haven't actually tested Vector yet - shame on me) is higher importance placed on the Restoration skill - and also skill requirements for curing certain diseases. I.E. you have to be a journeyman in Restoration to cure x disease at x stage. Also, healing or curing NPC's will increase their disposition toward you. If you are highly skilled in Restoration, and already have a reputation as a healer, you will be asked in the streets for cures and healing - maybe even getting paid for it. Curing a certain number of NPCs will increase your fame.
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Emily Graham
 
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Post » Tue May 17, 2011 5:59 am

Implemented healers. Mechanics - Healers are limited by their restoration skill. Every healer can cure stage 0 diseases, regardless of their skill level. Those with better masteries in Restoration will be able to heal advanced diseases. Here's the layout :-
  • 0 - 25 = Can cure diseases that have at most progressed to stage 0
  • 25 - 50 = Can cure diseases that have at most progressed to stage 1
  • 50 - 75 = Can cure diseases that have at most progressed to stage 2
  • 75+ = Can cure diseases all diseases
Temple altars don't have the cure diseases effect anymore. Wayshrines still do but I plan to limit it to the most remote ones. The cost of a cure (for each curable disease) = Stage(1-4) * Configurable Multiplier.

This implementation required a little tweaking of the current CUDI handler, which resulted in another feature: You can now optionally limit the curative effect of cure disease potions to disease that have at most reached a particular stage.

Eh, I think it might be better if only certain priests (designated healers) can cure you. Their abilities are static however. Maybe there could be several different options via dialogue such as just "ease my symptoms" or "cure my disease" for each single healer. Perhaps the priests of Mara are the best healers...
I dislike working with a bugged dialog editor. Besides, I'm an atheist.

EDIT: One thing I hope to see (I still haven't actually tested Vector yet - shame on me) is higher importance placed on the Restoration skill - and also skill requirements for curing certain diseases. I.E. you have to be a journeyman in Restoration to cure x disease at x stage. Also, healing or curing NPC's will increase their disposition toward you. If you are highly skilled in Restoration, and already have a reputation as a healer, you will be asked in the streets for cures and healing - maybe even getting paid for it. Curing a certain number of NPCs will increase your fame.
Falls outside Vector's purview.
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Klaire
 
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Post » Tue May 17, 2011 11:44 am

Just an idea. :)

Any plans for new books?
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Christie Mitchell
 
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