[RELz]/[WIPz] Vim & Vigor Advanced

Post » Sat Oct 16, 2010 11:06 am

I'm sorry to hear that you lost your mom. You have all of my good thoughts with you.
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Mandi Norton
 
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Post » Sat Oct 16, 2010 11:18 am

I'm sorry to hear about your mom ssenkrad.
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Nikki Morse
 
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Post » Sat Oct 16, 2010 12:51 pm

condolances
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Lew.p
 
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Post » Sat Oct 16, 2010 1:13 pm

Sskenrad, just posting info and occurrences from "in the meantime" until you can get back:

Please see http://www.rubyblade.com/images/foods.jpg in the http://www.gamesas.com/bgsforums/index.php?showtopic=856410&pid=12477913&st=20&#entry12477913 thread.

I would ask you to take particular note of the separate textures for cooked and raw bacon and sausage. for example, nothing said about... a plate of pancakes. A soft-boiled egg with a couple of slices of bacon and toast. A roast chicken. All for Externalized Eating goodness.

This.... excites me ... quite a lot :) .

On that note, you might also have interest in:

http://www.tesnexus.com/downloads/file.php?id=17360 (may be used freely as long as credited)
http://www.tesnexus.com/downloads/file.php?id=17869 (same author, same rules, may be used freely as long as credited)

for improved textures for the various plates. Is anyone still working on the Plates? If so, in addition to them being structured as types of meals (breakfast, lunch, dinner) is there any way that they could show foods you had (and previously packed)? I've been thinking, I don't so much care that the plate conforms to any specific ration pack, but I do become a trifle annoyed if let's say the Externalized plate is showing me oh, crab legs, and I know I never had any crab legs to pack in my rations at all.

OBSE has made great strides of late; I wonder if it's possible to "hold" a little database of what I really packed into rations, and then display a plate (when I Eat Externally) that shows me a semi-custom plate based on the time of day (breakfast, lunch, dinner) that included only items which were in my database and passed over plates of the same "day section" that included foods not in my database. Ah well, idle dreaming.

I do have an actual request, though (for whenever).

One of the (only) things I miss from using Real Hunger oh so long ago is the fact that you could not eat raw meat. Meat had to be cooked before you could eat it, which of course makes perfect sense-- we aren't savages, after all. I would like to see all raw meat items collected from hunted animals or as loot as non-food items. I've also asked CLShade to enable the cooked versions of the meats as food items which can then be eaten/packed into rations just like the raw versions are currently. So kinda sorta nothing would so much change, in that you wouldn't have to do any new calculations or anything (I think); the cooked meats could have the same values as the raw ones do now... it's just that it's a bit nauseating to be able to eat a raw bloody venison/boar/beef steak like I'm some kind of Neanderthal (who's going to die real soon due to bacterial contamination, by the way :) )

Anyway, that's it, hoping that you and your family are recovering from your grief as well as possible, and that we see you soon.
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Mrs Pooh
 
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Post » Sat Oct 16, 2010 6:05 pm

Another note left behind for the future:

It begins to seem that a likely cause of the sleep/wait issues inside of and beyond the starter dungeon is the fact that the 'setinchargen' flag was turned on, but never turned off.

setinchargen is this (stupid little) flag (imo) that is "only" responsible-- so far as the Wiki will tell you-- for tracking your skill use in the tutorial dungeon so that a DefaultClass can be generated for the player, enabling an "educated guess" from Baurus when you go to pick your class, and presumably some kind of reasonable levelup when you exit the sewer exit (is there anybody who doesn't level up to 2 when they exit the sewers? Well how does the game know, unless it's tracking somehow? My guess is that this is how).

But its now coming to light that this (stupid little) flag does substantially more:
The setinchargen command tells the game that you are still in the character generation process. I'm not sure of what all that means under the hood, but amongst other things, it does not process AI packages on wait, doesn't heal NPCs on wait, and it keeps track of all your skill increases so that it can suggest a class for you. If the alternate start mod never formally ends the chargen process with "setinchargen 0", then the game will keep tracking your skill increases and never process AI packages on wait.

I believe the purpose is to give the starter dungeon that "time stands still" feeling that it has. For instance, when you are following along behind the Emperor, Baurus and the other one, try hitting the wait button and waiting an hour. Or a full 24 hours, even. When you are finished waiting, Uriel and the blades are still trodding along in the exact same spots they were 24 hours earlier. You can do this repeatedly, following the Emperor through the prison ruins for weeks and weeks according to the game calendar, presumably to give the player plenty of time to heal up by resting without throwing the story off kilter.

This effect works well in the starter dungeon, but it doesn't work so well in Cyrodiil proper. Meeting up with Armand Cristophe is a real pain when wait doesn't work properly.

So this seems to be a big reveal in terms of why I have often had such a hard time using realism mods successfully in the starter dungeon (Survival Suite HTS used to work around this by simply giving you a two-day "grace period" before you ever got hungry or tired), although I don't know why the lack of processing NPC AI while time was still passing would bork up a realism mod's scripts. But I could see how this discontinuity (time is passing for you, and the calendar is advancing, but the world is frozen in the past in some way) could confuse any mod.

But that's not the problem, as such. Or at least not the biggest/most relevant. The biggest/most relevant issue is that this (damn annoying) flag is turned on pretty much behind the backs of everyone, so no alt start mods know to turn it off, unless it's by accident, or one goes through the tute dungeon where it's turned off in the normal course of events.

As you may remember, my current working theory is that the CharacterGen quest script is hardcoded to start when you click "New" in the Main Menu. I believe this because the first act of the script is to bring up the Race Menu, which, as we all know, is the first thing that happens when you warp into the prison cell (or the intro film ends, however you want to say it), and this happens even though the Charactergen quest is not startgame enabled. But there's no other command anywhere that brings up the race menu (and if the script wasn't responsible, then why would the command be there in the first place?).

The second act of the script is to set the Charactergen quest to stage 5, whose stage result is--- yes, you guessed it, setinchargen 1 . Which makes perfect sense, since if you've started a new game, you obviously are in chargen. But. Since the script started the quest, and the quest set the flag, and the startscript was hardcoded somewhere where you never knew it had started, and subsequently set the flag that does a whole lot more mojo than we realized... nobody realizes that they have to turn it off to stop it wreaking havok once you've entered Tamriel (or indeed wreaking havok with realism mods operating in the alternate start environment).

setinchargen is set back to 0 naturally as a result of MQ01 88. The tutorial quest. Which everybody turns off, except to set stage 100 later, maybe. Because we have 'jumped over' stage 88 and gone straight to 100, the flag is still never reset, leaving everybody in a mess, where sleep/wait may be messed up, and greater powers may not refresh after a day, and all kinds of crappy things may occur.

Now, users playing existing games can do 'setinchargen 0' if they are informed and are running into these problems, but players of new games with alt start mods are mostly out of luck unless they fix the mods themselves, or are fortunate enough to be using a sort of alt start mod that takes them through the tute dungeon so that they pass MQ01 88 at some point.

Since you can't depend on any of that, but it could affect you, even if you don't start the mod till outside of the start area, you might seriously want to consider adding a check for setinchargen, and if it's 1, and the player is not in the tutorial dungeon/start area, but in Tamriel or other 'real' worldspace, that it should be set to 0. Just to be sure, know what I mean?

OK that's it for my documentation of obscure possible issues for today, hello, hope you're well and all that ( :) I'm just writing this stuff down as I learn it so that it's written down somewhere, is all) :) .
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Fam Mughal
 
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Post » Sun Oct 17, 2010 12:51 am

Another note left behind for the future:
[snip]
OK that's it for my documentation of obscure possible issues for today, hello, hope you're well and all that ( :) I'm just writing this stuff down as I learn it so that it's written down somewhere, is all) :) .

Hey people! Just putting up a small smoke signal here to let you know I'm still around.

The dust is not settled here yet, there are alot of legalities churning in the works...but life is slowly beginning to resume. I'm gradually slipping back into my old routine, which could be a good thing or a bad thing, depending on your perspective :shrug: ...

I've been out of the loop for well over three months now (seems like a year...), so I have to refresh my memory on alot of things. Luckily, I have kept good notes, so I know what I was working on and where I was planning to poke next. I think I'll play the game a while, maybe that will help me get back "in the saddle".

Thanks to all who helped the thread stay alive. I hope to be here more as the wheels in that dark corner of my head begin whirl back up to speed again. And thank you wmj, for posting your findings...chewing on this information has helped get those wheels greased up....
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Trevor Bostwick
 
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Post » Sat Oct 16, 2010 10:38 pm

Hey there Ssenkrad!!

You've been sorely missed! I was saddened to hear about your loss, and of course my deepest condolences to you, my friend.

But glad to hear that things are settling a bit ... I hope that everything turns out well.

Best wishes,
leandro
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carly mcdonough
 
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Post » Sun Oct 17, 2010 1:27 am

My, it's good to see you back, Ssenkrad.
I've had a heavy heart with your news but am SO glad to see that you are doing your best to stay sound and not let things cramp you from keeping going and doing the things you love to do.
I think we've all been waiting and hoping for work to continue of V&V after the work you've already done on it that made it a staple in many of our mod lists.
Nice to see you back and many thoughts still going out to you for your troubles and loss.
~LadyD
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Arrogant SId
 
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Post » Sat Oct 16, 2010 10:21 pm

Thank you for the kind words, everyone.

In response to http://www.gamesas.com/bgsforums/index.php?showtopic=867205, and because I have planned to do this eventually anyway, I'm going to make an effort to make a mod to play eating and drinking animations on the player's character. Once I get the animations figured out, I'll integrate the mod into V&VA.

Since it will eventually be a part of V&VA, I'll just keep the discussion of it here.

I'm not really very handy when it comes to animations, but I'll give it a shot anyway.
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Robert Jr
 
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Post » Sun Oct 17, 2010 3:25 am

Thank you for the kind words, everyone.

In response to http://www.gamesas.com/bgsforums/index.php?showtopic=867205, and because I have planned to do this eventually anyway, I'm going to make an effort to make a mod to play eating and drinking animations on the player's character. Once I get the animations figured out, I'll integrate the mod into V&VA.

Since it will eventually be a part of V&VA, I'll just keep the discussion of it here.

I'm not really very handy when it comes to animations, but I'll give it a shot anyway.

:twirl: This is very exciting, indeed.
When you say you aren't handy, are you implying that you'd have to do the animation from scratch, or just that you don't really know how they work yet?
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Stephanie Valentine
 
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Post » Sat Oct 16, 2010 1:01 pm

:twirl: This is very exciting, indeed.
When you say you aren't handy, are you implying that you'd have to do the animation from scratch, or just that you don't really know how they work yet?

I'll be able to use the vanilla animations, what I'll have to do is, set conditions so the animation only plays when you want it to.

I managed to do it with my pipe mod, so I know I can do it...it just requires alot of trial and error...that's what I meant.
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Steve Smith
 
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Post » Sun Oct 17, 2010 2:36 am

Will the animations be compatible with personality idles and see you sleep? It will be nice to see the pc eating. :)

Also a couple of things I'd like to mention It would be nice if a change could be made to the messages, so that they are more of a player talking to themselves rather than being instructions on the mod. The simpler the messages the better, it's my opinion that the readme is quite well done and the player should be able to refer to that for details on the workings of the mod.
Permanent fatal consequences for not eating/sleeping would be good too.
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Cody Banks
 
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Post » Sat Oct 16, 2010 11:52 pm

While working on the animations, I thought of a name for the mod....
Eat, Drink, and be merry
:foodndrink:

Will the animations be compatible with personality idles and see you sleep? It will be nice to see the pc eating. :)

Also a couple of things I'd like to mention It would be nice if a change could be made to the messages, so that they are more of a player talking to themselves rather than being instructions on the mod. The simpler the messages the better, it's my opinion that the readme is quite well done and the player should be able to refer to that for details on the workings of the mod.
Permanent fatal consequences for not eating/sleeping would be good too.

The animations will be the vanilla animations, only with new conditions for them to play. It should be compatable with PI amd SYS.

As for the messages, I'll change them to first person....some messages, like the amout of food units converted to rations, will be removed in the next update.

Fatal consequences are something that may be worked on later. I'd like to get a good solid foundation working first, then I'll start redoing how hunger and fatigue are handled....

Good ideas Katnap. Thanks!
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I’m my own
 
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Post » Sat Oct 16, 2010 6:55 pm

Just came into Vim & Vigour recently (my thanks, wmj, for alerting me to it, even if it was an off-hand mention on the Oblivion XP thread). Thank you very much for creating this mod Ssenkrad. Also (though I know it seems a bit meaningless since I only know you from the few of your posts I've read), I'm sorry for your loss.

I had some ideas to help the mod, but - as my mind is want to do - I've forgotten them.
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Casey
 
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Post » Sat Oct 16, 2010 5:25 pm

I had some ideas to help the mod, but - as my mind is want to do - I've forgotten them.


I hear you....I've been there too. ;)

Hey Sskenrad, I'm back from Vacation....I love the idea for the name of the next WIP, "Eat, Drink and Be Merry"
Lots of fun and memorable.
It's been kinda quiet in here, but I'm still interested in what's been happening behind the scenes with these ideas. Anything to note at this point? Maybe a new thread should be started for it?

~LadyD
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Emily Martell
 
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Post » Sat Oct 16, 2010 4:48 pm

Hey, all-- just saw a newly-released mod that needs a glue plugin or something, because if I can't satisfy my hunger by eating this beautiful food, I will go completely mad :) :

http://www.tesnexus.com/downloads/file.php?id=20105.

Here's hoping.... or should I be in the COBL thread?
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Kevin S
 
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Post » Sat Oct 16, 2010 10:48 pm

When ever i buy a well marker, my game instantly crashes.
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Mashystar
 
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Post » Sat Oct 16, 2010 4:09 pm

Yes, I'm still around. I have my V&VA folders spread around on my desk, and have managed to avoid staining any of my notes with spilled coffee so far. Sorry for my slow responces...I haven't even launched Oblivion in the past month. Starting to feel a tinge of withdraw tho, so stay tuned:


Just came into Vim & Vigour recently (my thanks, wmj, for alerting me to it, even if it was an off-hand mention on the Oblivion XP thread). Thank you very much for creating this mod Ssenkrad. Also (though I know it seems a bit meaningless since I only know you from the few of your posts I've read), I'm sorry for your loss.

I had some ideas to help the mod, but - as my mind is want to do - I've forgotten them.

Welcome, and thanks for the kind words...if any ideas come to mind, please post them here!

I hear you....I've been there too. ;)

Hey Sskenrad, I'm back from Vacation....I love the idea for the name of the next WIP, "Eat, Drink and Be Merry"
Lots of fun and memorable.
It's been kinda quiet in here, but I'm still interested in what's been happening behind the scenes with these ideas. Anything to note at this point? Maybe a new thread should be started for it?

~LadyD

Hey LadyD, hope the vacation was memorable! Not much has been happening, real life takes its toll. Most the paperwork is behind me now, there is still alot of running around being done, and being seen in public and such ( :yuck: ). ED&BM hasn't made it past the notebook stage yet, a touch of depression still lingers, and makes it hard to focus on anything for very long. As soon as I get something working in the game on my end, I'll start a WIPz thread for it.

Hey, all-- just saw a newly-released mod that needs a glue plugin or something, because if I can't satisfy my hunger by eating this beautiful food, I will go completely mad :) :

http://www.tesnexus.com/downloads/file.php?id=20105.

Here's hoping.... or should I be in the COBL thread?

wmj, the addition of new foods would be done on the COBL end, I think...or would be handled by the mod makers themselves. Have you tried contacting the maker of Tamriel Snacks to see if they are interested in COBLizing it?

When ever i buy a well marker, my game instantly crashes.

Odd...I have no problem purchasing a well marker in my game. Anyone else experiencing this issue?
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Louise
 
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Post » Sat Oct 16, 2010 7:12 pm

wmj, the addition of new foods would be done on the COBL end, I think...or would be handled by the mod makers themselves. Have you tried contacting the maker of Tamriel Snacks to see if they are interested in COBLizing it?

Not as yet; it's currently unclear to me if that's actually necessary, as haama, the current maintainer of COBL (Wrye is almost completely retired, if you hadn't heard), seems to have a different idea about how it should be handled.... here's the digest of the current conversation on the subject:

Have you seen this?
http://tesnexus.com/downloads/file.php?id=20105

Ha, SheerShaw, you beat me to it-- I just posted this link in the Vim and Vigor Advanced thread, and thought that maybe I should post it here as well (since VVA is COBL-aware), but it looks like you got here first.

Pretty exciting mod, huh? :)


Looks cool, but what's the connection?


More foods for COBL-aware hunger mods? As with Salmo? Rather than those hunger mods having to make a separate (non-COBL) compatibility ESP?


Ahh - sorry, not so familiar with the food side of COBL. Looking into it briefly, this is something that would benefit from the recent "communication" quest GenericLore. We should be able to have other mods "add" food for COBL hunger without adding a dependency or adding the foods to COBL. That shall be next on the list, then.

Which last I unfortunately don't understand what precisely it means in terms of who I should ask to "do something" or indeed what I should ask them to do.

Guess I'll have to ask haama for more details. But no matter who makes the foods available to VVA, wouldn't you still need to "integrate" them in terms of giving them a food value that VVA could recognize (as opposed to a value that Real Hunger COBL would recognize, or HTS COBL would recognize)? Or am I just confusing myself somehow?

Anyway, success with the reboot/upgrade and your recovery in general :) .
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Eve Booker
 
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Post » Sun Oct 17, 2010 5:28 am


Guess I'll have to ask haama for more details. But no matter who makes the foods available to VVA, wouldn't you still need to "integrate" them in terms of giving them a food value that VVA could recognize (as opposed to a value that Real Hunger COBL would recognize, or HTS COBL would recognize)? Or am I just confusing myself somehow?

(Me thinks a second or two...)

CLShade integrated the foods from Crafty Bits into COBL with an optional plugin...and V&VA recognises them without any trouble. Then, V&VA simply uses the "Nutrition Value" assigned to each food item by him in the plugin, calculating the number of rations derived using a formula in the V&VA scripts.

CLShade would be the one to ask how the integration is done...he is both old, and wise.
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vanuza
 
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Post » Sat Oct 16, 2010 7:09 pm

I'm on the CB team, So... I can take a look see and see what can be done for some comp patches to work foods into COBL the way CLshade does it. If you all would like...
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Budgie
 
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Post » Sat Oct 16, 2010 7:07 pm

More new foods! (new release):

http://tesnexus.com/downloads/file.php?id=20526
you'll find pancakes, a bottle of maple syrup, oatmeal porridge, a bowl of anachronistic cereal in milk, A strawberry cake, a single wedge of the cake, cinnamon rolls, toast, fishy sticks, a dish of tartar sauce and a bottle of malt vinegar. Originally I had pats of butter on some of the food, but the butter was a COBL ingredient, I didn't want to make this mod dependent on COBL just for butter. ^_^

Licensing/Legal
===============
You can include this food in other mods, but all I ask in return is that you give me credit for it and inform me of any mod that will include them.

On plates and everything, so half ready for Externalized Eating plates. How are we doing with the various elements of the upgrade/update/reboot, anyway?
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Eire Charlotta
 
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Post » Sat Oct 16, 2010 6:25 pm

There seems to be a bug with COBL and VV in general. It also seems to affect ALL VERSIONS of VV.

Let me quickly explain what happened. I used FFVV 1.20 for a long time and wanted to upgrade to VVA with COBL. I upgraded and played a day or so when i wanted to wait a few hours. I then encountered this collapse while waiting bug for the first time and was like "WTF!". I tested a looong time and messed around with my mods and finally decided to reinstall my old FFVVO 1.20 and just keep that. Well i did this, uninstalled VVAA like it said in the readme, disabled COBL and installed FFVVO 1.2 again.
But BAAAAM the bug was still THERE !!

Ok, i thought that the save is maybe corupted and went back a few saves (days gaming time ^^) but the Bug did not g away... i finally went back to the save BEFORE i first installed VVA (the CLEAN SAVE i had done AFTER UNINSTALLING FFVV 1.20). Damn i hope you can still follow me ;-) ...

I thought that i could keep COBL for the extra food and goodies and just install my old FFVV1.20 again.(after all, i thought VV is the problem)
So i activated COBL, installed FFVV 1.2 and tested the wait feature immediatly after i got "the Days Labors"... and BAAAAAAM i went unconcious !!! Now i really was like WTF and ran a few more TESTS !!

The results come here:

When COBL was ACTIVATED i got the Unconscious BUG with EVERY VERSION of VV up to VVAA as soon as i waited the first time after installation of "insert Version of VV here" !!

When COBL was DEACTIVATED the VV Versions from FFVV1.2 to VV 2.10 worked fine and NO BUG was there ....

Well, i hope this helps maybe someone of you but i must make it clear that no matter what i tried with my old save i could not get it to work and HAD TO GO BACK to the save BEFOE COBL to fix this bug. As soon as COBL is installed all Saves from that point on seem to be bugged and you cant use VV anymore and not collapse while wait.

I now use VV2.10 without cobl for 1 day and no problems so far !
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Janette Segura
 
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Post » Sun Oct 17, 2010 7:06 am

I'm on the CB team, So... I can take a look see and see what can be done for some comp patches to work foods into COBL the way CLshade does it. If you all would like...

Thanks for the offer dewshine...
wmj: any updates on getting Tameriel Snacks COBLized?

Oh, and dewshine...reguarding wmj's next quoted post: A while back, you put together some new externalized plate models. Whatever happened to these? Do you still have them? Are they still available for me to use?

More new foods! (new release):

http://tesnexus.com/downloads/file.php?id=20526

On plates and everything, so half ready for Externalized Eating plates. How are we doing with the various elements of the upgrade/update/reboot, anyway?

Well, I did dig out my Oblivion disk, and have been playing the game for the past two weeks...that helps refresh my memory on what needs work in VVA.

The creative juices are starting to flow, and I've got quite a few things I want to do for the next release. As for actually hacking around in the scripts themselves, I haven't gotten that far yet.

There seems to be a bug with COBL and VV in general. It also seems to affect ALL VERSIONS of VV.

Let me quickly explain what happened. I used FFVV 1.20 for a long time and wanted to upgrade to VVA with COBL. I upgraded and played a day or so when i wanted to wait a few hours. I then encountered this collapse while waiting bug for the first time and was like "WTF!". I tested a looong time and messed around with my mods and finally decided to reinstall my old FFVVO 1.20 and just keep that. Well i did this, uninstalled VVAA like it said in the readme, disabled COBL and installed FFVVO 1.2 again.
But BAAAAM the bug was still THERE !!

Ok, i thought that the save is maybe corupted and went back a few saves (days gaming time ^^) but the Bug did not g away... i finally went back to the save BEFORE i first installed VVA (the CLEAN SAVE i had done AFTER UNINSTALLING FFVV 1.20). Damn i hope you can still follow me ;-) ...

I thought that i could keep COBL for the extra food and goodies and just install my old FFVV1.20 again.(after all, i thought VV is the problem)
So i activated COBL, installed FFVV 1.2 and tested the wait feature immediatly after i got "the Days Labors"... and BAAAAAAM i went unconcious !!! Now i really was like WTF and ran a few more TESTS !!

The results come here:

When COBL was ACTIVATED i got the Unconscious BUG with EVERY VERSION of VV up to VVAA as soon as i waited the first time after installation of "insert Version of VV here" !!

When COBL was DEACTIVATED the VV Versions from FFVV1.2 to VV 2.10 worked fine and NO BUG was there ....

Well, i hope this helps maybe someone of you but i must make it clear that no matter what i tried with my old save i could not get it to work and HAD TO GO BACK to the save BEFOE COBL to fix this bug. As soon as COBL is installed all Saves from that point on seem to be bugged and you cant use VV anymore and not collapse while wait.

I now use VV2.10 without cobl for 1 day and no problems so far !

My first question is the most obvious...are you digesting a meal (the count down "spell effect" timer is present) when you wait? If you try waiting on an empty stomach, your fatigue will diminish very rapidly, and you'll pass out in no time flat.

Second question...what timescale setting are you using? And, have you ajusted the timescale using COBL's "-Options" menu? Let me focus on ajusting the timescale using COBL's "-Options" menu:
When you start the game for the first time using COBL + VVA, select the "-Options" inventory item in the miscellaneous section and select your timescale. Close the menu, and close your inventory....You'll faint dead away...dont worry, it will (should) only last a few seconds. The timescale variable (all variables, in fact) is stored in the save game, and COBL changes it when it does it's voodoo...knowing this, I've always used the -Options menu to make certain the timescale variable is properly set when I initialize COBL + VVA.

Third question...is you load order correct? This is very importaint, as VVA needs to load AFTER COBL, because it changes/modifies/overrides some of COBL's scripts and variable settings. Last mod loaded modifies previously loaded mods....

I've not encountered this issue, and am running COBL + VVA in my current setup. My first instinct tells me it has something to do with COBL's altering of the timescale. Try loading up a game with COBL + VVA again, and mess around with it. Please let me know whether or not this is the case. We'll get this resolved...
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stevie critchley
 
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Post » Sun Oct 17, 2010 5:33 am

Another question to add: are either of you using alternate start mods?

If I didn't mention before, most of them (except Alternate Start Arrive By Ship, which has been updated to fix this problem) may have an issue with a flag set when you start a new game, which affects sleeping, waiting, and the refreshing of Greater Powers, if it is not reset/disabled by the alternate start mod (which most of them don't do, because we really didn't know about this until very recently).

I could explain the whole thing, and I will if you want to hear it, but for the moment, try setting setinchargen 0 in the console, and see if that stops the sleep/wait crash.

If it does, then it's not VVA that's the problem, its the alternate start mod.
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Jeff Tingler
 
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