[Rel] Vector

Post » Tue May 17, 2011 8:50 am

Hmmmmm, interesting, finally found something to graduate me from Pestilent Afflictions. I look forward to being the diseased scourge of Tamriel. God help the town that sees me ride up on shadowmere like one of the four horseman of the apocalypse. HAhahah, Cough... cough... :chaos:
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Nicholas C
 
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Post » Tue May 17, 2011 1:50 pm

Indeed, I am fiercely anticipating this mod. I love stuff that has to do with diseases. All the better to torment my unfortunate player character. XD Can't WAIT for the release!
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Iain Lamb
 
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Post » Tue May 17, 2011 1:29 am

This mod just seems too cool, I love reality in games. But I'm also a bit afraid of it... what if one day everyone in every town will be coughing and sniffling and whatnot? :/
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Noely Ulloa
 
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Post » Tue May 17, 2011 2:31 am

I already anticipate the news... Hey did you hear? No, what? Dont go to Bruma, a plague of bloodlung broke out and the whole town is quarantined. Best stay away. ... Thats too bad. No doubt.

Heh.

I do have a few questions though...

1. Is that OBGE the Old version or the one mentioned in the OGE thread. The new alpha version? The old version likes to CTD my system somethin' fierce! Of course I'm assuming the new alpha doesnt crash my system. Since I've not seen anyone officially use it yet and havent my self used it...

2. In Pestilent Afflictions it seems like every varmint in the game has a disease of some sort. I cant get into a fight without catching something. Will I come across a lot of passed out animals because they were spawned with disease like 3 days ago? Now every rat and his brother I see is passed out cold.

2.1 How common will that sort of thing be?

2.2 Will some animals be just carriers and not actually harmed by the disease with which they are infected? What about NPC / Towns folks? IE a Begger who is like Typhoid Mary.
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jenny goodwin
 
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Post » Tue May 17, 2011 6:00 am

1. Is that OBGE the Old version or the one mentioned in the OGE thread. The new alpha version? The old version likes to CTD my system somethin' fierce! Of course I'm assuming the new alpha doesnt crash my system. Since I've not seen anyone officially use it yet and havent my self used it...

2. In Pestilent Afflictions it seems like every varmint in the game has a disease of some sort. I cant get into a fight without catching something. Will I come across a lot of passed out animals because they were spawned with disease like 3 days ago? Now every rat and his brother I see is passed out cold.

2.1 How common will that sort of thing be?

2.2 Will some animals be just carriers and not actually harmed by the disease with which they are infected? What about NPC / Towns folks? IE a Begger who is like Typhoid Mary.

. It currently uses the old build ( Timeslip's ) but should be compatible with scanti's.
. If I recall my conversations with the testers, nope. The mod's pretty balanced in that way. You may however see one or two lying about if their disease have progressed to a higher stage.
. This question is best asked to 10Cent/Pheonix. But off the top of my head, I'd say it'd be pretty uncommon.
. Nope.
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Nathan Maughan
 
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Post » Tue May 17, 2011 9:18 am

1. Is that OBGE the Old version or the one mentioned in the OGE thread. The new alpha version? The old version likes to CTD my system somethin' fierce! Of course I'm assuming the new alpha doesnt crash my system. Since I've not seen anyone officially use it yet and havent my self used it...

2. In Pestilent Afflictions it seems like every varmint in the game has a disease of some sort. I cant get into a fight without catching something. Will I come across a lot of passed out animals because they were spawned with disease like 3 days ago? Now every rat and his brother I see is passed out cold.

2.1 How common will that sort of thing be?

2.2 Will some animals be just carriers and not actually harmed by the disease with which they are infected? What about NPC / Towns folks? IE a Begger who is like Typhoid Mary.



. I'll see about testing scanti's OBGE build. I have over 200 plugins running and major overhauls, so I don't know what your problem is. The original OBGE build by Timeslip works great.
. This should never happen to any creature that respawns, or any named NPCs. The only time I've ever seen this occur was with non-respawning enemy NPCs with generic names that happen to be on our disease assignment list, and have too little max fatigue to withstand final stage diseases of the mod's most serious new diseases. Only managed to happen with a level 2 non-respawning highwayman.
. As I've said, NPCs barely fall over from lack of fatigue... unless you use Realistic Fatigue and Realistic Health, which would make the penalties more severe. Check your settings for those mods to avoid conflict.
. No. Anything that carries a disease will be affected, but the magitudes aren't enough to even effect rats or crabs. Not to say that they're weak, but these enemies have already carried a fair amount of fatigue since Bethesda released the game.
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Janine Rose
 
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Post » Tue May 17, 2011 1:31 am

. I'll see about testing scanti's OBGE build. I have over 200 plugins running and major overhauls, so I don't know what your problem is. The original OBGE build by Timeslip works great.


For some people yes, for others no. Its common for some graphics card types. Some Nvidia cards for instance, not all, some. Which I have two of them in this system as a matter of fact. My other computer uses ATI, it doesnt crash. This computer also cant use screeneffects or pluggy with HUD modifications. Each crash on transitions to interior cells. I've also since that post tested out scanti's OBGE. It for me does the same thing. CTD on interior transitions. It happens and is well tested on my computers. It has little if anything to do with quantity of plugins or major overhauls. It is what it is, that is all. Doesnt really mater now if its OBGEv2 or not I guess.

I direct your attention to much of the discussion in the following thread to further your knowledge on the subject : http://www.gamesas.com/bgsforums/index.php?showtopic=867821&hl=OBGE%20%20Crash

I digress, Shademe answered my questions adequately, thank you for your input though.
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bimsy
 
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Post » Tue May 17, 2011 1:21 pm

For some people yes, for others no. Its common for some graphics card types. Some Nvidia cards for instance, not all, some. Which I have two of them in this system as a matter of fact. My other computer uses ATI, it doesnt crash. This computer also cant use screeneffects or pluggy with HUD modifications. Each crash on transitions to interior cells. I've also since that post tested out scanti's OBGE. It for me does the same thing. CTD on interior transitions. It happens and is well tested on my computers. It has little if anything to do with quantity of plugins or major overhauls. It is what it is, that is all. Doesnt really mater now if its OBGEv2 or not I guess.

I direct your attention to much of the discussion in the following thread to further your knowledge on the subject : http://www.gamesas.com/bgsforums/index.php?showtopic=867821&hl=OBGE%20%20Crash

I digress, Shademe answered my questions adequately, thank you for your input though.

I see. My Nvidia graphics card is very stable, so I've had few problems so far. I only mentioned the amount of plugins to inform you of the variety of graphic shader plugins and mods that use OBGE to ease your thoughts of this mod's compatibility. I was also anticipating that you would test the situation more thoroughly and find a solution, but you've already tested and researched this enough to reach a solid conclusion. You did have some questions regarding potential gameplay complications with vanilla Oblivion setups and modded ones, and nobody should know this better than I. As I've said, the mod is very stable and will not hinder your experience of the game. As of recently, shadeMe incorporated a sanity check to ensure that even with player disease limits capped to high variable limits in the INI, if the player character acquires a disease which lowers one of their attributes to a negative value below zero, the disease which contributes the most to this problem will be dispelled. This will prevent your strength from falling to zero and being permanently overencumbered, as well as other unfavorable situations regarding attribute stats.
The only mods I've seen that increase the potential for buggy and unwanted behavior are Realistic Health and Realistic Fatigue. These mods overhaul how both the player and NPCs (humanoid and creature) use fatigue, react to disease, and react to damage. Even with this in consideration, these mods can be enjoyed almost fully save for minor annoyances.
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Rhi Edwards
 
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Post » Tue May 17, 2011 12:33 am

Thats cool. I know you were only trying to help me understand the mod a little better. When ya said "so I don't know what your problem is" I thought hmmm, maybe I should elaborate a little and help you understand what my problem is. I should try and maybe look less like a newbtard ya know lol

I only wish I could use OBGE. Like you said, a lot of mods use OBGE. I'm acutely aware of that fact. :) This being the most powerful computer in my house and it being my primary gaming system.. Well, this issue kind of leaves me out of the fun for a lot of mods. What really bites me hard is when PiiiP I believe begins using OGE and shaders. The "fun stuff" features if ya know what I mean. Which dont get me wrong will be awesome, however; It might not go over well with my graphics cards. :rolleyes:

As far as cards go they're very stable. Its just that OBGE has some kind of hook that for me just annihilates Oblivion. Other then that for 8800GTX's they run relatively cool. Games like Crysis, Farcry 2. No issues. Solid as a rock. Nice FPS. No complaints.

I guess to wrap it up, as long as this mod doesnt absolutely "REQUIRE" OBGE then I'll be alright. No worries. Thanks again for the info.

Its all good :thumbsup:
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Darren
 
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Post » Tue May 17, 2011 10:30 am

That's great to hear. You'll be happy to hear that OBGE is a minimal part of Vector, not a main highlight. I use NVIDIA GeForce 8600M GT, so I'm not playing on high-end software either. In the meantime I'll try to test Vector and Pestilent Afflictions together since that's what many users have been using up to now. I think they should be compatible, if Vector v0.2.6 doesn't displace the mod already..
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Dalton Greynolds
 
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Post » Tue May 17, 2011 3:36 pm

Hi!

I reckon this is a stupid question but Obge is http://www.gamesas.com/bgsforums/index.php?showtopic=1067368, right? Because it's called OGE there...

So, Vector 2 will require OGE for some effects? Will it work without it?
Can I install those OGE shaders that Vector uses without having those godrays, depth of field and all that mambo-jumbo?

How's the testing going?
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K J S
 
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Post » Tue May 17, 2011 1:15 pm

*snip* What really bites me hard is when PiiiP I believe begins using OGE and shaders. The "fun stuff" features if ya know what I mean. Which dont get me wrong will be awesome, however; It might not go over well with my graphics cards. :rolleyes:
I don't see how that will ever happen - I've been out of ideas for new features since October :D


Hi!
I reckon this is a stupid question but Obge is http://www.gamesas.com/bgsforums/index.php?showtopic=1067368, right? Because it's called OGE there...

So, Vector 2 will require OGE for some effects? Will it work without it?
Can I install those OGE shaders that Vector uses without having those godrays, depth of field and all that mambo-jumbo?

How's the testing going?
*deep breath* OGE = A new version of the older OBGE. You may either, but not both. The shaders listed in the OGE thread are optional. Vector will work with both builds of the graphics extender plugin ( OBGE and OGE ). Vector's use of the graphics extender is optional - You'll get nice effects if you use the plugin that you won't otherwise. Vector will work without O(B)GE. As Vector comes with its own shader, you can use it exclusively.
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Brian LeHury
 
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Post » Tue May 17, 2011 9:10 am

*deep breath* OGE = A new version of the older OBGE. You may either, but not both. The shaders listed in the OGE thread are optional. Vector will work with both builds of the graphics extender plugin ( OBGE and OGE ). Vector's use of the graphics extender is optional - You'll get nice effects if you use the plugin that you won't otherwise. Vector will work without O(B)GE. As Vector comes with its own shader, you can use it exclusively.


Oh.. Kay!
Thanks for the explanation. I've been mostly ignoring those OBGE / OGe threads until right now so I'm a bit green in that area...
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Harry Hearing
 
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Post » Tue May 17, 2011 12:46 am

Just curious, how's everything going with progress? No activity on this thread for over a week really. I assume all is well? :poke:
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Emily abigail Villarreal
 
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Post » Tue May 17, 2011 10:25 am

Just curious, how's everything going with progress? No activity on this thread for over a week really. I assume all is well? :poke:
Well, the testing process has slowed down a bit due to RL priorities. The only major feature I'm yet to incorporate is an animation for one of the transfer vectors. Once that's done, I'll probably call it the final build ( excluding bugfixes ). We then proceed to wait until OBSE 18 goes final.
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Mrs Pooh
 
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Post » Tue May 17, 2011 2:12 am

BTW, I'm worried about that "guards' euthanasia" thing. Is it questbreaking-proof? Can't the whole idea lead to key NPCs dying?
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Rob
 
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Post » Tue May 17, 2011 3:11 pm

BTW, I'm worried about that "guards' euthanasia" thing. Is it questbreaking-proof? Can't the whole idea lead to key NPCs dying?
Yes. Essential NPCs aren't targeted by guards.
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Nick Swan
 
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Post » Tue May 17, 2011 1:25 pm

ShadeMe

could vector be made to work with Oblivifall - Revenge of the Classic: Deadly Diseases by Cliffworms?

I know these two mods are not finished but both of them seem like they "could" work together.
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Benji
 
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Post » Tue May 17, 2011 2:38 am

Depends on how Cliff implements it. Vector 0.2 has most, if not all, of Deadly Diseases' planned features. If he plans to write his own disease engine, like I have, I'm afraid there isn't much I can do about that.

PS : Technically, Vector 0.2 is "finished" - I'm only waiting for OBSE 18's final release.
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mollypop
 
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Post » Tue May 17, 2011 1:34 pm

Depends on how Cliff implements it. Vector 0.2 has most, if not all, of Deadly Diseases' planned features. If he plans to write his own disease engine, like I have, I'm afraid there isn't much I can do about that.

PS : Technically, Vector 0.2 is "finished" - I'm only waiting for OBSE 18's final release.



Okay that sounds great
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Annick Charron
 
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Post » Tue May 17, 2011 1:56 am

Hey!

We wants this really bad! :)

Is it compatible with Pestilent Afflictions in the end? And would you suggest using them together? Basically, if the diseases from Vector are serious enough to warrant a "need" to heal instead of just being a minor nuisance, then I wouldn't need it.

Hope I get my hands on this soon!

Cheers!

cc
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chinadoll
 
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Post » Tue May 17, 2011 3:08 pm

Hey!

We wants this really bad! :)
All in good time, child *sagemode* But I could use some more testers. Want to volunteer ?

Is it compatible with Pestilent Afflictions in the end? And would you suggest using them together? Basically, if the diseases from Vector are serious enough to warrant a "need" to heal instead of just being a minor nuisance, then I wouldn't need it.
This mod is completely incompatible with PA, in a gameplay perspective, as you'll end up having two types of diseases. Vector serves as a replacement for PA, so there isn't a need to use both. 0.2 does more than what PA does and does it well. My advise - Uninstall PA and install Vector.
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Emmanuel Morales
 
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Post » Tue May 17, 2011 8:54 am

All in good time, child *sagemode* But I could use some more testers. Want to volunteer ?

This mod is completely incompatible with PA, in a gameplay perspective, as you'll end up having two types of diseases. Vector serves as a replacement for PA, so there isn't a need to use both. 0.2 does more than what PA does and does it well. My advise - Uninstall PA and install Vector.


OK! Thanks for clearing that up.

I don't have Oblivion in a "playable" state at the moment, but as soon as I will, sure! Though after three months of beta-testing I don't know what other bugs there could be!

Cheers!

cc
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Noraima Vega
 
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Post » Tue May 17, 2011 1:59 pm

Hey!

I'm back!

Two things - I know the chapel altars don't work anymore to cure diseases, but why do the wayshrines still work? (if they don't, my apologies) It would make sense that they wouldn't because... well, they're basically the same thing.

Secondly, I was thinking about the euthanasia thing. While cool in concept, I'm wondering if you're having them kill NPCs that don't respawn. Because if that's the case, the towns could get quite desolate after a few outbreaks.
And, if the one they kill is the one who had the disease the longest (i.e. has had it progress the farthest) - then wouldn't the merchants be high profile targets?

Finally, looks like it's more than two after all, do the guards attack the player if he comes into town with a stage 3 disease? They ought to prevent an epidemic I think...

Cheers!

cc
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james tait
 
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Post » Tue May 17, 2011 2:44 am

Two things - I know the chapel altars don't work anymore to cure diseases, but why do the wayshrines still work? (if they don't, my apologies) It would make sense that they wouldn't because... well, they're basically the same thing.
Wayshrines were allowed to cure diseases mainly for the sake of balance. Low level players without cash can opt to seek out these in case their acquired ailments worsen.

Secondly, I was thinking about the euthanasia thing. While cool in concept, I'm wondering if you're having them kill NPCs that don't respawn. Because if that's the case, the towns could get quite desolate after a few outbreaks.
And, if the one they kill is the one who had the disease the longest (i.e. has had it progress the farthest) - then wouldn't the merchants be high profile targets?
There is no such safeguard in place (currently). But you'll find that it takes a long time for that to happen as such activities only happen when the player is in the same cell as the actor in question. Merchants have no such affinity to diseases - They are treated like any other NPC in the game.

Finally, looks like it's more than two after all, do the guards attack the player if he comes into town with a stage 3 disease? They ought to prevent an epidemic I think...
Yes. They get warned first, though.

10Cent posted some good news about an issue the mod was having. Hopefully, this will speed up its release. In any case, I shan't be opening a new thread when this one gets closed; I plan to reserve that for 0.2's release. If you've got any more questions, PM me.
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Marion Geneste
 
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