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#991
nexususer01

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Very nice mod! Love many of the features! I'm still experimenting with the mod and with the settings and have some questions.

I would like to make it so that the player would only start loosing stats and attributes after a need bar is fully depleted, or at least after a certain percent. Is this possible somehow?

I noticed that there is a feature to add wells to Bravil and Bruma. Why is this disabled by default? Maybe some city overhaul mods adds wells, too?

Edited by nexususer01, 10 August 2014 - 10:57 AM.


#992
Maskar

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In response to post #17360879.

Edit the BPN.ini_statloss_realistic setting to adjust when stats/attributes start declining.

By default wells are only added to the Shivering Isles. This because there aren't any there. The wells in Bravil and Bruma aren't required to still find enough water to drink. They're just an addition for those that want it.

#993
Goardio

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I would like to ask about editing something.

Can I eliminate the lock on kegs? I find this annoying as almost all kegs either start empty or locked and I don't think the INI offers a way to change this (except editing difficulty, which I don't want to do)

Sorry if this has already been answered, I don't have time to visit all 72 pages of comments.



#994
Maskar

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In response to post #17669619.

By default there's a 50% chance a barrel/keg is locked/empty. This is based on location and date. If it's locked/empty you'll have to come back the next day and check again. Owned barrels/kegs (those found in people's houses) will always be locked/empty.

Just like wells being poisoned, barrels/kegs are locked/empty to provide some form of rarity to food/drinks. If you would like to make it easier to find food/drinks you'll need to lower the difficulty level.

If you really don't like this feature you can edit the BPNCustomKeyFunctionScript script to remove it.

#995
ZZZ02

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I just got an error when trying to convert this to an OMOD format. I can't copy it but it said something like unable to load because BPN OMOD already existed in the omod files (which was obviously not true). I plan on installing manually but I was hoping you could look into the problem.

I looked at the folder it mentioned during another attempt at converting and it showed the OMOD appearing at the same time the error happened then disappeared afterwards. the conversion was at 99% too. If it helps, I just updated to the extended version of OMM, i used the older version for your other mods.

#996
Maskar

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In response to post #18181089.

You might for some reason have created a corrupted OMOD file. Have a look at the OBMM\corrupt folder.

#997
ZZZ02

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In response to post #18181089. #18181654 is also a reply to the same post.

Already did that before I posted, just a better cities one in there, deleted it and tried again same result no file. just looked again just in case, empty...
I will see if I get the same result with camping which I havent downloaded yet and if I do get those results, I will try with your overhaul mod to test if it was just an update error for OMM

PS,I was thinking about possible ideas for this mod and BPH if you want to hear them and if your workload isn't too large.

Edited by ZZZ02, 06 September 2014 - 11:50 PM.


#998
ZZZ02

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In response to post #18181089. #18181654, #18185139 are all replies on the same post.

I found and fixed the problem and now I feel like a dunce. I followed the instructions for better cities which includes upgrading to TES Mod Manager because the regular one couldn't support it. I downloaded the TESMM first but it kept crashing on me during OMOD creation hence the corrupted better cities so, I decided just to try OMM extended to get support for better cities. the problem was when I ran OMM the TESMM also ran at the same time or something like that on the same menu. As a result, they BOTH created the OMOD at the same time thus cancelling each other out. I uninstalled them both and just installed OMM and upgraded to extended and now, it seems to work lets hope it continues to work.

#999
Maskar

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In response to post #18181089. #18181654, #18185139, #18186574 are all replies on the same post.

Good to hear it's working now. I myself just use OBMM so am not really aware of other mod managers.

Ideas are always welcome, but I'm currently mostly working on the next MOO update.

#1000
ZZZ02

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My first Idea is an alternate drunk effect that is not as intense maby just a simple blur effect. I rarely have a problem with those but something about this particular one gives me a massive headache after such a short time so I will disable it (nice touch with the random camera movements by the way.) the next one is having the ability to designate carnivorous herbivorous or neutral for your character. Characters that are carnivorous recover more hunger while eating meat and fish but don't recover as much hunger eating vegetables and fruit and it has a chance to cause the reverse effect due to getting sick, the reverse is true for herbivores. Werewolves will always be forced into carnivorous mode. My last Idea is a skooma shader and having skooma and moon sugar greatly recover fatigue but then set it even lower than it was before also make it decrease thirst to simulate the high then crash effect. I will post my ideas for BPH on that forum.




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