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Everything posted by Xenavire
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Right now I am using a mod that un-equips armor when broken, and usually the first thing to break is my boots... Something I often don't notice for about 5-10 minutes, when my other gear starts to break. So I figure having a mod that does damage to me while not having boots on would be handy, and I do know of one already, however I believe it will be incompatible (I use SDR, which handles all sneaking features, and the mod in question was a sneaking mod if memory serves.) After a search that turned up nothing, I figured I would just ask, other than the one sneaking mod, are there any others that cause you to take damage when not wearing shoes/boots? If needed I can track down the sneaking mods name, but I think anyone who would know of other mods should probably be aware of the sneaking one too.
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Hell that idea of yours is actually pretty good... I know in the Vilja companion mod she keeps "temporary" bags of some sort, meaning her gear can be stored while she sleeps (she only has grey robes and gold plus a few minor things)... If that could be scripted into a droppable item that remembers what you stored in there (keeping the weight, but acting like a bag of holding sort of deal) with an animation (or similar) to drop it (so if you drop it combat you suffer a nasty penalty, not being able to block during the animation.... Then when combat is over you can go retrieve it. And if you insist on holding onto it you would swing slower or for reduced damage.... I think it could be done. Have it done well? Depends on the modder I suppose haha. Definately something to think about though!
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Oh, I never meant to imply there weren't acceptable workarounds (I gather you assume I am asking for a "fix" because I am upset with gameplay, while in actual fact I have tweaked and molded my game into something quite comfortable for myself.) The idea itself is to have oblivion feel like a real life vs hero comparison, which only really matters due to numbers. I know for a fact the player can carry a great deal more than a real human could, enchants or not, it is more the feeling of knowing the exact weight the character can carry, and how much he/she is carrying... But put into real world standards? I don't know how well I am explaining this, but look at it this way; player has effective carry wieght of about 30 pounds, can carry the effective mass/wieght of about 180 pounds. The realistic version should look like about 60-90 pounds carry limit, with the gear re-wieghted to fit normally (meaning you would have to leave about half of your heavy armours in storage, or using feather spells, which should be a LOT more important with this change.) I am not even requesting a mod (I don't think anyone here is at this point), we are simply discussing the differences. (Having given Skyrim a test, it seems to be a little closer, but not having it installed now means I cannot go check exact values.) It is mostly a comparison thread I guess. If some nice modder happened to walk away with an idea to make this into a mod, all the better. If I felt like doing the research, I almost think I could do this as my first ever mod, too bad I am afraid to break my game (or other mods I use). From a technical viewpoint though, this would be possible for vanilla and SI/KotN, but would it be easily bashable? Or just best put at the end of the load order? (Assuming it only changes wieghts and mechanics for carry wieght.) Ugh, I really need to stop rambling...
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I don't honestly think anyone here is disputing that, it is just going by the wieght units listed and certain issues with wieghts of items, it is not very helpful for immersion. Currently I can choose to carry potions/soul gems/alchemy ingredients, and lots of them, or dozens of daggers/light swords, or several sets of armour. The choice of which I want to carry is there, but the realism is not (honestly, do you expect a normal person to carry a couple of sets of greaves and chestpieces? Probably not, however spare boots and gauntlets would not be a tough thing to carry.) Sometimes the vanilla values feel close, but other times they are WAY off. If we even just take weight out of the question, the sheer mass of several pieces of armour would greatly outwiegh a second scabbarded sword, or a satchel full of potions. A whole overhaul would be pretty nice, but from a realism standpoint, I am pretty much as capable and strong as the main hero of the game, according to the vanilla values. Which I hardly think is realistic. So a buff to the carry wieght would be a good step.
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Going off all the information in this thread, I have to say it is a little bit low. I am not particularly familiar with the metric system in place in america (pounds and ounces and gallons etc, it's like a different language to me) but I do know enough math to put into practice here. 60lbs is what a well prepared knight wore, times 16 (the conversion rate to ounces from the OP?) put's that wieght by oblivion standards at 960 ounces, almost double the example in the OP (500 ounces). I agree it would be ridiculous to carry around 10 swords and 4 sets of full armor, but if we are playing heroes half as strong as historical figures, something seems a little off. (To me at least.) Now to my own metric system for examples (and I will let others do the nitty gritty if they want to). I am pretty wimpy physically, but I can still carry 10+ kg's on my back, and another 3+ per hand, and thats just when shopping, and I can easily walk several kilometers with no issues. And I am a wimp! I know the rough conversion would make that roughly 30-40 pounds, and anywhere from 5-10 miles. So a fit, active hero should be easily able to carry at least twice as much, possibly even triple. As for fighting, they should easily be able to handle what I can handle (which is near 500 ounces I believe?) And probably more, so I think realistically they should be able to carry about 700 ounces minimum for max strength. (For anyone wanting to dispute my math, AFAIK 15kg x2 = 30lbs x 16 =480 ounces. Feel free to correct any mistakes I made.) EDIT: Just checking in Oblivion now (and I am pretty sure I have vanilla weapons) an Elven bow is 16 ounces (1 pound right?) While lots of armour (light) is less than 16 ounces per piece (which seems a little odd to me, when the imperial dragon light armour all together seems to wiegh less than a bow.) So the best way to fix this is make a mod to greatly increse carry wieght and make most weapons and armor a bit heavier (the ones that need it!) So you are able to freely carry 1 set of armour (possibly 2 if you are he-mans cousin, or use feather) and a few weapons and a shield. Anything else (books etc) do add up when you have a lot, so low-ish weights like they have now doesn't seem out of place. (I think I remember mods that did make changes to a lot of weapon and armour weights, but I don't believe they changed the carry limits from str.)
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The title might not be clear, but the long and short of it is this: I love pimpskinny's mods. The Druid mod and the Paladin mod were both fantastic, I use the content a lot and enjoy myself greatly. The issue is there is pnly the two mods, and while pimpskinny might be working on another as we speak, I was wondering if there were any others out there that were of as good quality (or at least near) and relatively bug-free that add new content that includes "levelling" the way pimpskinny's mods do? (By levelling I mean you prgress by using your skills and finishing quests, giving new reasons to try skills you would usually ignore). Note: I am asking here as the search terms for these kinds of mods could be almost anything. So I could spend weeks searching, or seconds asking. Something close would be acceptable, and I will accept anything that sounds similar (even if I dont use it I will likely try it.) I currently use these major mods that may or may not conflict (mostly adding magic): Suppreme Magicka, Higher Magic, LAME, Paladin Mod and Druid Mod, and Vilja companion mod. (I don't use UVII or Deadly reflexes, which I know are popular mods that cause conflicts with seemingly random stuff, so no worries there.) Any ideas here would be great, and I encourage anyone considering making a mod like this to go for it, it adds so much more depth to an already fantastic game.
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I use conduit magic and strong bow attacks, but quite often I will find they are very violently blown back (especially with a fire spell) but I also use supreme magicka, which has extra knockback on a small percent chance on fire spells, so it is hard to tell when it is the extra knockback from SM. But unusually large knockback is common for me, even without any extra effects. I would not be surprised if they were linked, as I often notice them both at the same time. I would be interested if there was ever a fix, for the sake of being interested in how big of a difference it would make (I think I have not played without a custom skeleton in at least 5 playthroughs.)
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I also have this a lot, I find it rather comical, and other than being a little immersion breaking, it has never been dangerous or crash causing. I just rationalise it by saying "it's a magic weapon!" as a lot of other games have lore based weapons that can float by themselves. Makes the game more fun honestly haha!
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That is pretty much what I would want in the long run, but finding someone to do it (as I do not have any scripting or modelling skills) doesn't seem to easy right now. Perhaps someone will decide to do it someday, but my girlfriend is happy, so for now this mod can be supported with suggestions as to how it could be done I guess, but until someone serious comes along I guess this is a "dead" mod request... Thanks a lot for the input though, those ideas are very similar to what I was thinking. One thing though, do characters of the same faction following you alert people while you are sneaking? (If that is confusing, the simple way to say it would be, would the pet alert gaurds etc? And if it is considered the property of the player (not sure if that is possible or needed by the summon) would it count towards tresspasses etc?) Good to see some interest though! Thanks everyone =p
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I don't have anything to add that is actually constructive, but a hearty +1 to this idea. I recently found myself wondering about doom mods, and having one would be pretty cool. I imagine this would take a LOT of effort though, because you would (to have a true doom experience) have to disable all the elements not found in doom (magic, melee attacks, levelling, lockpicking, etcetera.) I think, if doom might be too large an endevour to begin with, Hexxen might be a good start? (If you know doom you probably know those games too, they never had the same charm as doom, but for hybridizing with oblivion, it is perfect, in both atmosphere and mechanics.) In fact, from what I remember from hexxen and the other games I tried, you barely would have to do anything. Just swap around some enemies, make soul stones very common (to work like ammo), map out some decent levels, and you can almost replicate it exactly. (Oh, almost forgot to mention making weapons immune to damage, but that should be obvious I guess.) Hexxen could be used as a stepping stone into doom, if straight conversion to doom-like gameplay was too much of a leap.
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Haha, thats perfect for my girlfriend! Would be nice to have a whole range of choices (and without needing an item equipped as that one seems to?) For the meantime this can be enough, until some nice person with the know-how decides the game really needs familiars. (If only I knew scripting.)
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Haha, I know the hand to hand skill is for hand to hand, but it is rather lacking, I honestly don't understand why they made you level it up. You can't enchant your hands, you get no boost from wearing gloves/gauntlets, and you dont get any crazy martial art skills. It was only a suggestion mind you, but making hand to hand an actual choice in combat could be cool. Up to you if you want to handle it, I am sure there are hand to hand overhauls that could handle it if you dont feel like bothering. As for the whole slider thing, I know it isn't physically a slider, but there is only so many terms you can use and it fits, in the sense we are using it =p
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My girlfriend keeps bugging me to request this, so here goes. I haven't seen any companion pets (other tha CM partners etc), and nothing that acts like a familiar. So I was wondering if someone knows how to, or if it is possible, to make non-combat pets. If you are wondering the differences between CM companions and this, think along the lines of DnD familiars (basically pets that give bonuses to stats). I think the base of the mod should be to make an NPC that you can summon/dismiss with a toggle spell (summoning a different one dismisses the old one too, so no summoning 5 different pets or anything). The NPC is unkillable (for simplicities sake) and should be undetectable by monsters if possible (to make it non-combat). It would have no combat scripts, basically only following you and nothing else. For now I know of a few animals that could be turned into a familiar for testing purposes (deer etc, possibly wolves/dogs) so this could start as a scripting project, and evolve into modelling/texturing/animating. As I said, my girlfriend keeps asking this constantly, she wants to have a little piggy following her 24/7. I would like a cat personally, and I am sure other people would love other pets too. If at some point the familiars could grant small stat bonuses (+x to stat, perhaps +3 to agility for a cat, etc) to encourage use of the mod. Obviously this should be available to non-mages too (for RP purposes the whole mod would be great for anyone) but I would think adding an npc to the Arcane university (possibly outside chatting to gaurds) to sell the familiar spells should be enough. Lastly, I think one more addition could make this mod even better: adding woodland grace as a toggle aura (for the nature people, druids/rangers etc) giving you the option to play without being attacked by the cuddly bears and wolves. (Possibly adding vermin into the script might be handy, some monsters don't seem to be affected by woodland grace.) All of this is just an idea, and I know there a bunch of mods that share similarities, but I have yet to find one that works just right.
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Toggles and sliders... Possibly Amount of power added each "rank", how many onhit's for each "rank", scaling choices, choice of onhit and ontargetdeath (is this correct? you know what I mean) and possibly an option to handle hand to hand (for people who want to effectively double thier hand to hand skill, the most underpowered "weapon" in the game unmodded as far as I know, and most mods exclude h2h as well.) I am sure I am missing a bunch of possible options, but I think those would be some of the tricky ones, I doubt I could come up with something more difficult than what I have listed already.
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Monsters immune to magic damage while I am sneaking.
Xenavire replied to Xenavire's topic in Oblivion's Mod troubleshooting
Quick update: Problem seems to be resolved, need to do some testing to make sure, but seems promising so far. SDR and SM obviously don't play well if you bash them together, but making a new bash patch while excluding SDR, and loading SDR after SM seems to work. I might leave a comment in SDR's thread, to alert the author of the conflict, they might feel like patching it themselves, otherwise my experience might help other people with the issue. (Assuming my game is "clean" from the bug for now.) After further testing the bug seems to be completely fixed. Thanks everyone! -
Monsters immune to magic damage while I am sneaking.
Xenavire replied to Xenavire's topic in Oblivion's Mod troubleshooting
I hate to double post, but new info that might help eliminate Supreme Magicka from the suspects. I used the uninstall mode, made a fresh save, disabled the whole mod, then loaded, tested, still resisted. Has anyone esle ever had this behaviour from SDR alone? I do know the problem started at some point after I started using SDR, but I had SDR installed on my previous install with no issues, so I wonder if it has anything to do with my bashed patch. Can a bashed patch edit things without having the bashed patch active? Because I dont seem to have any luck making the problem go away by re-bashing or removing the bashed patch. EDIT: I tell a lie, messing around with Supreme majicka disabled, THEN turning off the bash patch fixes this completely. Can someone give me some pointers on what and how to exclude when I build a new one? I think bashing SDR and SM together broke something, but which is better to exclude? SDR is basically my only sneaking one, it doesn't seem to affect anything else worth bashing for, would that be the better one to exclude? -
That sounds great! You sir are wonderful! Can the exponential levelling be on a toggle, with adjustable values? Some people hate waiting too long for the next upgrade, and I would love this to be a popular mod. (Not because it's my idea, more because I feel quilty having to ask someone else to create it for me... I want the creator to get full credit, and at the moment it looks like you want to be that person!) I don't know if it's a lot of extra work, but from playing with a bunch of mods like supreme magicka, having a lot of toggles and values to change makes those mods a lot better.... So if you can, put as many options as you can in (I can't think of much other than the scaling method, the amount it can increase (cap/uncap) etc.) As you are the one creating it, I am sure you will be able to identify things like that much better than myself. Oh, and thankyou! I appreciate this so much. I love mods that enhance my character development, and this would be my biggest missing link right now!
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Monsters immune to magic damage while I am sneaking.
Xenavire replied to Xenavire's topic in Oblivion's Mod troubleshooting
I thought that too, it seems highly likely, but disabling either doesn't seem to fix it (unless it managed to save itself into my save, in which case I have no idea how to clean it properly.) And I would happily turn off the spell sneak attack, if there was an ini option. My only option is to remove the whole part of code there and hope it doesn't break anything. It is also wierd that it wasn't acting like this on a previous install with both active, could it be a backlash form a bash patch? (I re-installed for other reasons at that time, it broke, again, on this current install.) -
Monsters immune to magic damage while I am sneaking.
Xenavire replied to Xenavire's topic in Oblivion's Mod troubleshooting
Active Mod Files: Thanks, haven't been using Wyre Bash long, so that is very useful to know. While I am here, is there a way to rebuild bash patch and exclude certain mods? So far I have been manually moving them out of my data folder while rebuilding, and I know there must be a way to make exceptions. I just don't happen to know it haha. One other issue, I had it fixed on my previous install but somehow this time it refuses to fix, but I have a few mods like CCC, as you can see above, and I have all my races looking quite nice, EXCEPT Golden saint and Dark seducer, they have eyes a good few inches to the sides of the eye sockets. It doesn't affect my actual game, but it annoys me, if someone knows of a quick fix (so far bash patching didn't fix it, and niether did swapping mod order), feel free to mention it. -
Basically the title says it all, while I am sneaking and undetected mosters are 100% immune to my magic attacks. So the first hit always fails, but any other spell/enchanted weapon strike works normally. I have a ton of mods on (mostly magic modifying ones, like Supreme Magicka/LAME/Higher magic) and a few for sneaking (SDR specifically). I have disabled a lot of the mods, built and rebuilt bash patches, installed and reinstalled, and I cannot pinpoint the issue. Currently using OBSE/OBMM/Wyre Bash, and I would rather not type out all my mods, so if there is a function in OBMM or Wyre Bash (or another program) that can print my mod and load order I will post them here. The main suspects are all mods mentioned above, and Conduit magic/Fundament(+bundlement)/nGCD/Birthsigns expanded/Advanced magecraft/Fizzle. If anyone happens to know a fix to this off the top of thier head, or can point me to a resistance limiting mod for monsters (I would rather do 50% magic damage than none at all) I would greatly appreciate it.
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That sounds like EXACTLY what I want XD On a technical side, without actually scripting it, do you think enchanting the weapons partway through levelling them would break the code or interfere? (Same goes for conduit magic, or other similar mods, your best guess is fine.) Also, as I am sure people would want a choice, would it be possible in the ini files to cap/uncap the amount of damage, and possibly make it scale (say first increase is at 50 hits, but after +20 damage it is taking 1000+ hits for an upgrade). If that was possible, it could be basically universal, making it a very useful and intuitive mod. (I am asking your opinion on conflicts because I have a very irritating one in my game right now, one of my mods if giving monsters 100% magic resist while I am sneaking and undetected, and I cannot pinpoint the mod causing it. As I lead with sneak attacks almost constantly, this breaks conduit magic for me, so I am very self aware about causing more conflicts in my game right now. After several re-installs and activating/deactivating countless mods has not fixed my issue, which sucks.)
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That indeed looks like a wonderful mod, but while the concept is right the execution is too rigid. I might give it a go, but I personally dislike mods that add items to my inventory, my inventory is already clogged, and I am almost certian it would clash with conduit magic, as I saw he mentioned enchanting the item removes it from the list, making you start all over again. Ideally I would love a mod that brings a weak weapon up to par of a higher level one with practice, but only in raw power, not by adding effects like +marksmanship. Straight damage boosts give a bit more freedom with other mods. If I had to settle for something like this though, maybe it could be granted through lesser powers, rather than items. I mean I have my own preferences, but if some modder would make this mod it has to appeal to more people than just me. EDIT: I have tested Old friends, and it doesn't conflict with any mods, but the scaling is very odd. The end result also seems rather over the top. It gets the job done in an odd way, so perhaps the modder might be nice enough to make it open source for some other modder to make a version that doesn't need items (if possible) and auto-detected your weapons, and had a more passive scaling model, rather than having a small boosts to start, and a huge boost to end. Going to request his permission and link him to this thread, I only hope he responds, his input would help a lot.
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That sounds like it could work, but would be problematic, if it works the way I think it does. The idea I had should work with custom weapons, or modified vanilla weapons, to avoid mod conflict. I am not personally able to script this, nor do I know a lot of the scripting options/language used for oblivion, but IF it exists, could you not use something like GetActorWeaponID (or whatever equivalent works) and give the player (and possibly NPC's. for companions) an invisible token to handle the scripts for counting and modifying the weapon damage (possibly also how fast weapons take damage themselves, something I thought of just now). There might be simpler ways of handling this, but with my limited knowledge I figure you make the script make a call to get the weapon ID, check it against the token, if the token has the same ID recorded, it modifies the weapon, if it is a different ID it causes the old ID values to decay, and starts recording the new ID and modifying stats. And of course if there is no ID it reverts to hand to hand (which should be handled by a different mod, UNLESS it is possible to keep track of the same way. Even though there is no other Hand to hand "weapon" to switch to.) If this mod works, it could be extended to armor, shields, and it might be possible for spells (although that seems unlikely and largely unnecessary.)
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That seems interesting, but I would prefer per attack if possible, because sometimes additional effects cause the kill instead of the weapon, and I dont know how it behaves with other mods. For example, I use Conduit magic, which casts a spell while you attack with your weapon (I personally tweaked the ini for the cost to be much higher than tha normal spellcast), as I don't generally enjoy most normally enchanted weapons. I have other worries about Conduit magic (I don't know if it edits the weapon ID every time you swap spells, so it might be entirely incompatible anyway.) The issue with conduit magic in this case though, is which kills the NPC, the weapon or the spell? I also wonder about vanilla effects like poisons etc, and possibly even the enchantments on the weapons (do they count as weapon damage too?) If everything counts as weapon damage though, and it wasn't going to conflict with other mods, then I imagine it would be perfect. Although you could train very quickly by using spells, then finishing with your weapon... Probably too much effort for a small reward though haha.
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Before you go saying there is something like this already, I have done a few searches and found nothing, if you know something that does exactly what I am looking for, please link it. Now the idea behind this is pretty simple, to show the effect of having trained with a specific weapon, rather than weapon type. Say you love your old iron bow, and you find a shiny new silver bow. It looks nice, and is powerful, but it feels a little clunky to pull back that string, and your shots keep going a little wide. You decide you want to keep your old bow, and get rid of that annoying silver bow. The problem with this idea, is simply that you don't gain anything from using an old weapon (or armor for that matter), and you are encouraged to upgrade at the first possible moment. In real life (a bad comparison to make, but bear with me) if you train with a bow for example, you get used to it, adjust to its quirks, and learn how to make the best of every shot. But if you change to an entirely new bow (say moving up to a composite version) you know in theory how to use it, but you have to learn it all over again. The solution: Have a script keeping track of how many times you have attacked with that weapon, and after X amount of uses you get a small upgrade, with only that weapon. This would be very difficult, but I have an idea that might work: the script uses your weapon ID to store the number of uses (this means going from one iron bow to another will keep your "training", but moving onto a silver bow would start from scratch.) Possible issues with this might include enchantments, and possible save file bloating (I am not 100% sure how scripted effects work in this manner, but I assume your OBSE save file keeps tabs on it.) Ideas for fixing the possible issues? Well for save file bloating, possible skill decay? After you have gained a "level" in a weapon of the same sort, your old skill decays (as you get used to the new weapon instead.) I don't know about enchantments, it might be a sacrifice you have to make, if I recall enchantments use a different ID that thier un-enchanted equivelents (which is why BU armors can't be enchanted, and still break, unless I am mistaken?) I am not sure what else to say for now, this is the base idea, if any nice modder thinks they can do this, be my guest, and add whatever features you feel like. I only request that you include a customisable ini, as sometimes modders have a different idea of balance to me, and they don't fit into my games... And I am sure I am not the only one! Thanks for your time.