[RELz] Willful Resistance v4.0

Post » Sun Feb 13, 2011 10:52 am

http://www.tesnexus.com/downloads/file.php?id=11237.
Requires OBSE v0017+


Willpower now affects a character's vulnerability to the effects of magic, as was the case in previous Elder Scrolls games. At a Willpower of 50 there is no effect, but higher values apply Resistance and lower values apply Weakness. This effect applies to all NPCs as well as the player.

With default settings you receive 1% Weakness to Magic per point of Willpower below 50, and 0.24% Resistance to Magic per point above 50. The rate at which Weakness and Resistance is applied, as well as the threshold value, are configurable.

Version 4 resolves several issues and includes a clean-removal mode which can also fix some problems created by previous versions.
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cosmo valerga
 
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Post » Mon Feb 14, 2011 3:49 am

Keep up the Bad Work ? ( have to be cautious :ninja: )
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Astargoth Rockin' Design
 
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Post » Sun Feb 13, 2011 10:23 pm

hahahahahahah, Keep up the Horrible Work ?
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Rach B
 
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Post » Sun Feb 13, 2011 3:12 pm

Great, an update! What are the changes since the v4 beta?

Keep up the Bad Work ? ( have to be cautious :ninja: )
Hehe, I would be worried if you had said 'Good Work'. :P
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Luis Longoria
 
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Post » Sun Feb 13, 2011 6:00 pm

Hooray, time to add this to my LO :D

Keep up the fantasmagorical work :)
(releasing the phrase as public domain fyi)
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Kortniie Dumont
 
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Post » Sun Feb 13, 2011 5:55 pm

Great, an update! What are the changes since the v4 beta?

Instead of repeatedly editing the same effect, I've got a dynamically-generated array map full of CloneForms. This wound up allowing much cleaner code, because I don't need separate application/removal for bonus vs. penalty... weakness is stored in negative keys so I can just look up the modifier I want and toss it in a reference. The only time I have to do extra conversion is when the key doesn't exist yet.
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Robert DeLarosa
 
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Post » Mon Feb 14, 2011 2:55 am

Sounds awesome. If I wasn't currently playing a warrior with terrible willpower I'd download :gun:
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Rude_Bitch_420
 
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Post » Sun Feb 13, 2011 3:18 pm

Updating from the v.4 beta, again the message spam in the console (same stuff I saw with nGCD)... I expect, as before, it won't cause any problems, right?
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Kara Payne
 
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Post » Mon Feb 14, 2011 4:21 am

Im glad to see your still working on the mod!

So if i want to upgrade from version 3 do i still need to turn the cleaning mode on and stay in an empty cell for 30 min?
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Colton Idonthavealastna
 
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Post » Sun Feb 13, 2011 7:46 pm

So if i want to upgrade from version 3 do i still need to turn the cleaning mode on and stay in an empty cell for 30 min?

Nope! Now you can just upgrade to v4 and activate assert mode, then play normally for half an hour, save and deactivate assert. :)
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Sweet Blighty
 
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Post » Sun Feb 13, 2011 6:09 pm

Nope! Now you can just upgrade to v4 and activate assert mode, then play normally for half an hour, save and deactivate assert. :)


ah thats great news! thanks for the update! especially on making updating easier.
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luis ortiz
 
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Post » Mon Feb 14, 2011 3:12 am

Do I need to play 30min to make this mod working first time? Cause while loading existing characters save with that mod, theres no difference in resistances at all.
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Phillip Brunyee
 
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Post » Mon Feb 14, 2011 1:33 am

Do I need to play 30min to make this mod working first time? Cause while loading existing characters save with that mod, theres no difference in resistances at all.

It should begin working immediately. Maybe it can't find its initialization data? Make sure you copied the _tejon subfolder from the archive to your Oblivion\Data folder.
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Miguel
 
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Post » Sun Feb 13, 2011 4:51 pm

It should begin working immediately. Maybe it can't find its initialization data? Make sure you copied the _tejon subfolder from the archive to your Oblivion\Data folder.


I'm sure I've done that. How are those resists shown btw? It's possible for them to be somehow hidden completely or they will always be visible in "effects" panel as passive ability? Sorry for dumb questions, but I don't know what to think about that issue, lol.
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Jynx Anthropic
 
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Post » Mon Feb 14, 2011 5:42 am

zax what is your willpower? Because if its around 50 you most likely wont see any resistance or weakness to magic and that could be your problem. Im pretty sure i remember when my willpower was in the 50-53 range their was no resistance, but no weakness either.

edit:

and their listed in your effects menu
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Symone Velez
 
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Post » Sun Feb 13, 2011 5:48 pm

Its 45 willpower, should be like -5% resistances or so. Is that possible that it conflicts with mods like OOO, SM or Obivion XP? Have no other mods in mind (from my mod list) that chagnes attributes/stats calculations.
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Lisha Boo
 
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Post » Mon Feb 14, 2011 2:26 am

They shouldn't cause a problem, i use ooo, lame, and nGCD with no problems, and im sure some one would have mentioned by now if they had problems with those mods.

I notticed you said -5 resistance, just to clarify you know that it will show as weakness to magic in the effect list correct? Other than that small mistake you made, sorry if you haven't, i have no clue why it wouldn't work and i guess you'll have to wait for the mastermind tejon to figure it out. lol the badger mastermind...
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Tracy Byworth
 
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Post » Mon Feb 14, 2011 1:56 am

One more thing I found about this issue - If I set tejonWillfulResistance.CLEAN to 1, load game then save, quit, change that line to 0 then load again, it works. Only till next quitting/loading though... Any ideas?
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Beat freak
 
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Post » Mon Feb 14, 2011 4:18 am

Zax, what version of OBSE are you using?
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chloe hampson
 
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Post » Sun Feb 13, 2011 8:28 pm

obse 0017a
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Leilene Nessel
 
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Post » Sun Feb 13, 2011 2:23 pm

Try 0017b.
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joseluis perez
 
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Post » Mon Feb 14, 2011 6:24 am

Try 0017b.


Ok, tried 0017b and 18beta. Doesnt work. BUT I found one thing.

If I leave inventory while being in " magic effects" tab, then I save, load and enter " magic effects" directly after loading I dont see its mod effect. But if i'll leave inventory in, lets say, spells tab then save/load so after loading I need to change tabs to "magic effects" then I see that "magic weakness". Ah and also I found that if I dont enter spell inventory so fast after loading (I wait few seconds for all scripts to load) its better chance for this mod to work - lol. So its script is too slow so its not updating before I do actions (would be strange) or It works but It doesnt update effects in some events. That might be dumb observations, but I really see it working randomly otherwise.
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Teghan Harris
 
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Post » Mon Feb 14, 2011 6:29 am

Ah and also I found that if I dont enter spell inventory so fast after loading (I wait few seconds for all scripts to load) its better chance for this mod to work - lol. So its script is too slow so its not updating before I do actions (would be strange) or It works but It doesnt update effects in some events.

When you load your game, it takes up to five seconds before any quest scripts process, regardless of how their normal process speed is configured. So yeah, you have to wait a moment before you'll see any effects. The very first time you load it could take ten seconds for everything to get started because there's also an initialization cycle before the tokens start to get applied. On subsequent games you'll just have the normal wait, because the token is already there and it only has to wait to make sure WillfulResistance.ini has been processed.

Note that the main pause seems to happen only the first time a game is loaded after Oblivion is restarted. If you load a second game without quitting first, the script engine is already initialized so you don't have to wait.

If what you've seen can be explained by this, good! Otherwise let me know. :)
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Samantha Jane Adams
 
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Post » Sun Feb 13, 2011 6:19 pm

Unfortunately its not that. Now I've tested all possibilities and to make it working after loading the game needs to be saved after leaving one of those spells tabs. It must be spells, but not effects tab. If I leave in items inventory - It wont appear after loading. If I leave in effects (last tab of spell inventory) it wont work. So when game is loaded I press TAB and if im in one of spells inventories, I change to effects and it (magic res/weakness) will be here. Its only way to get it working in my game. It sounds so incredibely dumb, but it is as it is. ;)
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Eve(G)
 
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Post » Sun Feb 13, 2011 10:32 pm

The cause is still a mystery to me, but I think I've encountered Zax's problem, and I think I fixed it with some extra checks. :P

http://www.tesnexus.com/downloads/file.php?id=11237, but please note that this was compiled with (and therefore requires) OBSE v0018, so it's de facto beta.
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Nikki Morse
 
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