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gudal

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  1. Hi Anyone else think it's rather stupid that Astrid is so nice to you and sees potential in you when at the Sanctuary, but still sends those assassin's after you when travelling cross country? Well I do, unfortunately it is way beyond me to mod it away, so this is a request for help to: 1. make it stop after you've joined 2. Even better to have some dialog option to have a quest or anything, so one can work it away somehow. Know that DB just carries out murders brainlessly, but still Astrid wouldn't make a note saying she should be killed herself right? Can't imagine no one has thought of this before, but I couldn't find a mod like this with a little bit of clever nexus or google searching, so forgive me if it is already there.
  2. This is propably a stupid question, but I can't seem to find the answer anywhere, and google just returns me to this thread. How (detailed) do I set up the modding tools? Especially interested in FNVedit. Get the fatal error that a registry is missing. I haven't created dummy folders, because I don't have New Vegas and therefore do not know how the folder structure is supposed to be, and what the dummy files are to be called, the exe, for instance.
  3. No' it isn't. That number refers to charge level and has no impact on constant effect enchantments. I'm referring to the numbers 1 to 5 used in the ce formula, not the charge level, which is as you say easily editable through the cs or tes4edit or similar. I really don't think you need to. It should only be needed while enchanting, unless you want to define entirely new soul levels, which i don't. All I want is the soul level integer value that is not the charge level to change. Just to mention it. To each soul level there is assigned two values. An integer from 1 to 5 and an unbounded (within certain limits, I assume) integer used to calculate charge level. The latter is used for "on strike" enchantments, the first on constant effect enchantments. It's the first I'd like to edit.
  4. Thought I would. No. That is not the case. I want to make it so that the constant effect formula is exponential instead of linear. Now the constant effect increase lineary with soul level (which is 1 (petty), 2 (lesser), 3 (common), 4 (greater) or 5 (grand).). Lets say you want to make a feather ce and that mods has the petty value to be 20 feather points and lesser to be 30 feather points. The next will also increment by 10, so that we get 40 at common, 50 at greater and 60 at grand (the actual increment will vary depending on mods, but will be the same between each level. What I would like instead is that you get, for instance. Petty: 10 points feather. Lesser 20 points feather. Common 40 points feather. Greater 90 points feather and Grand 200 points feather. (the actual values here could be different). This would give a more rewarding experience for getting to higher levels and with better monsters. Lets face it, the 10 point increase from 20 to 30 is a greater percetnage increase than 50 to 60. As I sayd, this cold be done by either modifying the formula to make it exponential, or to change the values level integers for souls. Such that petty = 1, lesser = 2, common = 4; greater = 7 grand = 12, or something similar, instead of the default values of 1 to 5. However, I haven't found any variables or gamesettings that can be changed to accomplish this.
  5. It is my feeling that a soul should be considerably better than it's immediate lower level version, so that the increase in magnitude is far greater from lesser to common than from petty to lesser. For instance it could be double effect on each increase, with lesser being made worse than Vanilla, to retain balance. This would make it cooler to have a grand soul gem. Perhaps one could mod the chance of soultrapping difficult foes to be dependent on Mysticism skill or something, to make it a better feeiling to (finally) manage to trap a more dangerous creature. However this last bit is not a part of this request. The request is for modding soul levels to achieve the above mentioned effect of greater increases. It is easy to change the charge level of souls, to help creating better enchanted weapons, and achieve better charging of them. However, for constant effects, it is not the same possibility. The game uses "base cost * constant effect factor * soul level" + some insignificant additive constant. The soul level variable is a numeric value from 1 to 5. Hence this is a linear function (lets call it y = ax + b), with soul level x, slope (base cost * constant effect factor) a, and b the constant effect constant (default 5, which I can't find to change by the way) is the y-intersect. I would like a more exponential feeling to the constant effects. This can either be done by modifying the function in some way, or by manually changing the values of soul levels, that is the 1 to 5 values. I'm afraid modding that functions is beyond me, and I can't seem to find any way to change the soul level values. Anyone have any idea?
  6. Well, I isolated the problem and, stupid me, it was the Living economy items esp. It changes prices permanently, and you cannot revert it, Anyone know any mods that do? I will look around and see if I can't find any, and post back if I do. I seem to still have the problem of not being able to console add ooo items though. Am I supposed to be able to do that?
  7. Well, an interesting turn of events. Tried changing the ooo value for weight. It worked. Tried with value, that didn't work. So that means ooo has precedence over vanilla esm on weight at least. Then I tried to load all mods loaded after ooo into TES4Edit. Non of them changed the test item (still blue suede shoes). Another interesting thing is if I start a new game, the ooo values ARE applied. So it seems rather to be savegame related. Pretty wierd. I then tried to add an ooo specific item, and it says the ObjectID could not be found. Well looking at that, it appears OOO does not load at all, apart from the fact that prices do change for mye enchanted items when enabling/disabling the mod. The problem can't be with changes I have made to the OOO esp, both because replacing my fixed version with the new one does not get rid of the problem, and because starting a new game does rid me of the problem.
  8. I'll try explaining myself more throughly. I do use full version of OOO. I don't load it last normally, just tried to see if that got rid of the problem. Living Economy does not alter the price of the items that are the problem. The blue suede shoes I have never altered. Though I did for instance mess around with the escutcheon of Chorrol stats in ooo. Though I have changed them back to standard ooo now. The problem is that it seems values from the OOO esp that are also in the vanilla esp just does not load, two examples being the price of the blues suede shoes or a daedric cuirass. Just to rule out a few of the bigger mods I use: - Bananasokuts better cities - Unique landscape compilation - Quest award leveller - pose pack (with eroblivion, actors in charge etc) - Unofficial patch - key chain - af levelling mod - exnems body and hgec - cute elves - Growfls (or something) hot clothes and mods like these These mods don't seem to change the items i mention. I recently added: - smarter mercantile levelling (which states it should work well with ooo and living economy) - sigil stone selector - enchantment mastery Can't see anyone of these doing wrong either. So I once more say I do think I somehow have messed up OOO loading somehow. For instance by disabling it, saving and enabling it again, tohugh I thought this would be ok. Like I said, calculations of values based on enchantments seem to use the ooo prices, it just the base value (and I fear the other values such as weapon damage) that are not loaded. I seems that Oblivion somehow makes Oblivion.esm load after OOO, which I didn't think possible. Or maybe it does not manage to load some things. As a matter of interest, OBMM still shows color codes as if the ooo items overwrites the oblivion.esm items. (ooo items in green, oblivion.esm items in dark red)
  9. Well. that's what I thought. But isn't loading OOO last supposed to make it overrule everything else then? Well, it doesn't somehow. I have checked all mods below it on the load order list, and none of them alter my example item (which is the blue suede shoes). I have read somewhere that enabling/disabling mods can cause oblivion to lose track of what mod "owns" an item. Though I was sure that changing load order would be what rules. The big problem here will be that I do not know when this occured. It might have been ages ago, though I didn't notice it until now. Disabling mods added after the fresh game start does not seem to help. I can list all my mods, but I will have to wait til after school tomorrow to do that.
  10. I have a problem with OOO, though I expect it to be a general problem. After installing and doing som fencing, I sold garments at the OOO prices. Around 40 istead of 4 gold a piece. Then I did some Dark Brotherhood quest, gate closing etc, and then I went to steal some stuff to get Independent thievery up again. Though now the garments were back to Vanilla prices. I checked by adding a Daedric Cuirass and it was the same. I expect that item health, armor rating, weapon damage etc does not load either. I have added a few mods since the beginning of the game, like sigil stone selector, enchanting enhanced etc, but non of these seem to change clothing, so the garments should be fine (I've checked with TES4Edit). Some prices does have the changed values, however. Any selfmade items like sigil stone enchated amulets are worth much more with ooo enabled than not. I have tried putting OOO and the end of the load order list, still no luck. Anyone have any ideas? Tips for debugging? (I am no modder, so it has to be easy)It seems to me that things that are not loaded, somehow. Could try to reinstall ooo, but I have made some changes to some values of other items, not remembering what, it would be a pain to have to do them all again.
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