giskarduk Posted November 15, 2008 Share Posted November 15, 2008 OK, I didn't know the 500 gold reward was hardcoded. :huh: Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me.But I'll check out the new version. octavius243 I'll be truthful here, you sound like your flame baiting here or at the very least nit picking and calling what amounts to an opinion a SERIOUS FLAW, but 'll give you the benefit of the doubt and reply. If that is not your intension, I recommend you lighten up a bit. 500 gold is not hard coded, its a script that deals with rewards for standard beth fighter guild contracts. Beth have the advantage of hired voice actors that will work reliably and have DVD disks so they can record as many lines as they like, I am a mod maker, I have to find people to record lines which is not easy and I have to upload those lines and there are limits. Organizing voice acting on its own because of the number of people that let modders down is a nightmare. So like all mod makers i do what i can with what I have. So I choose 500, which is the standard reward for leveled 20 to 25 player characters in beths own fighters guild quests and other quests. And if you think that is too high, understand this 1 point, I happen to think oblivions whole economy is wrong so your complaints fall short of mine. its all too high, one rumour suggested 500 was years pay, so what does that say about potions worth 300 and the cost of various items in the game ? Either way thats an issue with oblivion not the mods made for it. The new fighters guild contracts has custom AIs designed to fight according to the style of combat they should have. Eg archers prefering range, barbarians prefering close up fighting and it is based on CUOs fighting styles for those types of characters so it is CUO material your seeing. But that is an on off switch in all of oblivions combat styles. They do not say "well lets start at range" if their AI says close combat. They do only what they are told to do and nothing else and they can only be told to do 1 thing. Beths AI can only handle questions like should i attack, should i retreat. That is more or less the sort of thing it was designed to do. Idle routines are much better and vastly improved in Fallout 3. The rest is scripted or otherwise programmed as a set of linear instructions. For example you will never see an AI that is told to walk from Anvil to the imperial city suddenly deciding to drop by an Inn for a bite to eat. Its AI is unable to make those decisions. Btw AIs are a hobby of mine, Oblivion offers me few real options here for improving the ones in the game. Giskard Link to comment Share on other sites More sharing options...
giskarduk Posted November 15, 2008 Share Posted November 15, 2008 You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol... please tell me how you can give a truthful answer when you never played the mod? No he has not, had he played it, he would not have posted what he posted. So he already answered that question whether he knows it or not. People forget they can fool other players but they cannot fool the mod maker. Giskard Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 OK, I didn't know the 500 gold reward was hardcoded. :huh: Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me.But I'll check out the new version. octavius243 I'll be truthful here, you sound like your flame baiting here or at the very least nit picking and calling what amounts to an opinion a SERIOUS FLAW, but 'll give you the benefit of the doubt and reply. If that is not your intension, I recommend you lighten up a bit. 500 gold is not hard coded, its a script that deals with rewards for standard beth fighter guild contracts. Beth have the advantage of hired voice actors that will work reliably and have DVD disks so they can record as many lines as they like, I am a mod maker, I have to find people to record lines which is not easy and I have to upload those lines and there are limits. Organizing voice acting on its own because of the number of people that let modders down is a nightmare. So like all mod makers i do what i can with what I have. So I choose 500, which is the standard reward for leveled 20 to 25 player characters in beths own fighters guild quests and other quests. And if you think that is too high, understand this 1 point, I happen to think oblivions whole economy is wrong so your complaints fall short of mine. its all too high, one rumour suggested 500 was years pay, so what does that say about potions worth 300 and the cost of various items in the game ? Either way thats an issue with oblivion not the mods made for it. The new fighters guild contracts has custom AIs designed to fight according to the style of combat they should have. Eg archers prefering range, barbarians prefering close up fighting and it is based on CUOs fighting styles for those types of characters so it is CUO material your seeing. But that is an on off switch in all of oblivions combat styles. They do not say "well lets start at range" if their AI says close combat. They do only what they are told to do and nothing else and they can only be told to do 1 thing. Beths AI can only handle questions like should i attack, should i retreat. That is more or less the sort of thing it was designed to do. Idle routines are much better and vastly improved in Fallout 3. The rest is scripted or otherwise programmed as a set of linear instructions. For example you will never see an AI that is told to walk from Anvil to the imperial city suddenly deciding to drop by an Inn for a bite to eat. Its AI is unable to make those decisions. Btw AIs are a hobby of mine, Oblivion offers me few real options here for improving the ones in the game. Giskard I assure you, I'm not flamebaiting, I'm just blunt., although I must admit I get rather annoyed at people who don't read what I actually write, but goes ballistic at perceived slights against their perceived mod. All I did was point out a conflict between CUO and OOO! If I perceive a flaw or potential for improvement in a mod, I'm not afraid to say so, and I mean it as constructive critisism. I see your point about voice acting. Personally I think VA is overrated, and I'd much prefer a more detailed mod with less or no VA. The new FGC sounds great and I'll definitely give it a try! Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol... please tell me how you can give a truthful answer when you never played the mod? Because I know that when two mods edit the same thing, there will be a conflict. Mod A uncreases weitght of a Longsword. Mod B increase the attack value. If you load mod A first, Obliovion will ignore the changes A makes to the Longsword, since mod B also edits the Longsword.OOO edits 40 vanilla chests. CUO edits the same 40 chests. Result: conflict. And you will only see the items added to the chests by the mod that loads last.Any modder and many players know this.. Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol... please tell me how you can give a truthful answer when you never played the mod? No he has not, had he played it, he would not have posted what he posted. So he already answered that question whether he knows it or not. People forget they can fool other players but they cannot fool the mod maker. Giskard I already said I haven't played it, but it's not difficult to find the conflicts in TES4View. Link to comment Share on other sites More sharing options...
Lalwende Posted November 15, 2008 Share Posted November 15, 2008 Do you know that TES4View can find 'conflicts' that aren't conflicts in fact? Like little things that improve coexistance of 2 mods and do not exclude each other? :) Link to comment Share on other sites More sharing options...
buddah Posted November 15, 2008 Share Posted November 15, 2008 Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue? You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...>snip<Moderator Note: Personal attacks are not allowed on this site, if you want to argue take it to pm's. Continue down the path you are on and the results will be most unpleasant. Buddah Link to comment Share on other sites More sharing options...
brasilianengineer Posted November 15, 2008 Share Posted November 15, 2008 I already said I haven't played it, but it's not difficult to find the conflicts in TES4View. Sure you can find any "conflicts" in TES4View but I have yet to seen any feature in that program or any other program that shows you what the "conflict" actually does to the game. Link to comment Share on other sites More sharing options...
remotecontrol Posted November 15, 2008 Author Share Posted November 15, 2008 AAAAAAAAAanyways... other than all that. ... :dry: I was wondering if there is a way to undo the fatigue draining caused by running, thogh I respect the realness of the fact that fatigue happens while running in real life, I would like to turn it off for a while if possible. I just got the deadly reflex mod and by the time I get to the enemy to try out some stuff I am a limp noodle :huh: ...at least, tell me if the fatigue draining is less a problem if leveled up... like, does it get any more lasting, slower draining... ect. Also, I wanted to say Mr. Giskarduk, that this mod is awsome and I appreciate very much the vast amount of work that must of gone into making it... thank-you :thanks: Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 I already said I haven't played it, but it's not difficult to find the conflicts in TES4View. Sure you can find any "conflicts" in TES4View but I have yet to seen any feature in that program or any other program that shows you what the "conflict" actually does to the game. Then you obviously don't understand the software. It's very easy actually. The conflict in question regards items added to chests. So using TES4View to check for conflicts first, you at least know *what* to look for when playtesting. Someone mentioned missing bunnies. What if they are missing due to a mod conflict? How are you going to find out *which* mod is conflicting? You could spend an eternity playing, wondering where the bunnies are, or you could spend a few minutes with TES4View and actually find out. Link to comment Share on other sites More sharing options...
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