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FuroTrap Improved: Tentacles! v6.91 (Last Updated: Apr-20)

Furo FuroTrap Tentacles Daedra Daedric Trap Tentacle

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#316
feanor69

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Yes I know the Settings are saved. I want to say I only use the spell once and then never again. I do not care if I can make changes in the game with a spell, or use a INI before I start the game,

But spell or INI is better as change the scripts in the esp.

 


I added an INI file to v7.0, with instructions.

Users can either change the ini file or override the ini file in the Settings Spell.


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#317
leddis3

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I think as long as there's an INI then there's no real issue with streamlining the mod itself.

Looking forward to the next version!


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#318
Corpus Vile

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Hi all, I'm mostly lurking but since 7.0 is in the works, it may be a good time to point out one thing... I'll be (as) brief (as I can).
I agree that an ini would be preferable to having to edit the esp in CS, and a settings spell that overrides the ini settings would be even handier (think of it, you might want to add a setting in the ini that allows the user to enable/disable the spell? I think Nudeshy had something similar since one of the latest versions...), but, concerning the spell itself, there's one very minor problem.
It's a conjuration spell, and it actually levels conjuration up as you use it. It kind of holds pedantic people such as, well, me, from using it more than once. I know, it's meaningless, it's just that it makes little sense...
If you changed it to be a lesser power (keep in mind that I'm only talking about the settings spell; it makes perfect sense for the other ones to be "real" spells) it could solve this lesser inconsistency. But, again, it's a very minor thing.
 
Well, that's all I had to say; you're doing a great job, I love how customisable and solid this mod is, simple as it may be (which is a good thing, I may add...).

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#319
feanor69

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Hi all, I'm mostly lurking but since 7.0 is in the works, it may be a good time to point out one thing... I'll be (as) brief (as I can).
I agree that an ini would be preferable to having to edit the esp in CS, and a settings spell that overrides the ini settings would be even handier (think of it, you might want to add a setting in the ini that allows the user to enable/disable the spell? I think Nudeshy had something similar since one of the latest versions...), but, concerning the spell itself, there's one very minor problem.
It's a conjuration spell, and it actually levels conjuration up as you use it. It kind of holds pedantic people such as, well, me, from using it more than once. I know, it's meaningless, it's just that it makes little sense...
If you changed it to be a lesser power (keep in mind that I'm only talking about the settings spell; it makes perfect sense for the other ones to be "real" spells) it could solve this lesser inconsistency. But, again, it's a very minor thing.
 
Well, that's all I had to say; you're doing a great job, I love how customisable and solid this mod is, simple as it may be (which is a good thing, I may add...).

 

Good point! The settings spell really isn't a spell at all in the game fiction.

A lesser power does make more sense.


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#320
rynak777

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As was discussed a lot, there is a balancing problem with this hot mod. It's twofold imo:

 

1. Even though the idea of the mod may be "to breed an army". The problem with this is, that no matter how weak the scamps are, if there are many, they will just bombard the player or anyone arriving. Them having low hp doesn't help on that case. I even tried to edit the esp, to make the summon-chance only 15%, and add lower spell-effectiveness options, down to 1. It still didn't help. There just are too many. Of course, this also kills framerate.

 

My opinion: The problem is the lack of a limit. Even if the player isn't nearby, the number of scamps just keeps exploding. If it is possible to check how many scamps there are in the current cell, and if the number is above a (configurable?) limit, traps stop spawning more scamps (in that cell) - if that were possible to do, i think that would solve the inflating number of scamps.

 

2. Unless one casts this oneself in a town or the like, there just aren't enough females. The ratio of scamps to females just gets off.

 

Proposal: Perhaps with a chance of 20%, spawn a female instead of scamp. Again, limit problems. This too would nead a (configurable) limit check, just as with the scamps - else numbers would explode even faster.


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#321
feanor69

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As was discussed a lot, there is a balancing problem with this hot mod. It's twofold imo:

 

1. Even though the idea of the mod may be "to breed an army". The problem with this is, that no matter how weak the scamps are, if there are many, they will just bombard the player or anyone arriving. Them having low hp doesn't help on that case. I even tried to edit the esp, to make the summon-chance only 15%, and add lower spell-effectiveness options, down to 1. It still didn't help. There just are too many. Of course, this also kills framerate.

 

My opinion: The problem is the lack of a limit. Even if the player isn't nearby, the number of scamps just keeps exploding. If it is possible to check how many scamps there are in the current cell, and if the number is above a (configurable?) limit, traps stop spawning more scamps (in that cell) - if that were possible to do, i think that would solve the inflating number of scamps.

 

2. Unless one casts this oneself in a town or the like, there just aren't enough females. The ratio of scamps to females just gets off.

 

Proposal: Perhaps with a chance of 20%, spawn a female instead of scamp. Again, limit problems. This too would nead a (configurable) limit check, just as with the scamps - else numbers would explode even faster.

 

I've been considering this as well.

 

1. The new v7 trap design would only allow one to two spawns per capture, but I may need to add some kind of global maximum active spawns.

 

2. There is actually a plan to allow customizable, random spawns. One of the options is more female human/daedra hybrids.


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#322
(ThatOne)

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Another possible solution is a timer.

Giving the player (very important) and NPCs (less important) a time window between captures to clear out some of the scamps, or get away, should make most the issues go away. Timer can be set to a variable for maximum flexibility.

The summon trap self spell can override that if desired.

 

You could couple that up with a maximum number of summoned scamps for even more control. I suggest a global variable that increases every time a scamp is summoned, and add a script to the scamps so that when they die they (1) decrease the variable, and (2) are disabled and removed from the game, so as to avoid the massive amount of corpses that are invariably present after the spell is let loose in an even slightly populated area.

The global variable is extremely easy to alter in game.


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#323
feanor69

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Another possible solution is a timer.

Giving the player (very important) and NPCs (less important) a time window between captures to clear out some of the scamps, or get away, should make most the issues go away. Timer can be set to a variable for maximum flexibility.

The summon trap self spell can override that if desired.

 

You could couple that up with a maximum number of summoned scamps for even more control. I suggest a global variable that increases every time a scamp is summoned, and add a script to the scamps so that when they die they (1) decrease the variable, and (2) are disabled and removed from the game, so as to avoid the massive amount of corpses that are invariably present after the spell is let loose in an even slightly populated area.

The global variable is extremely easy to alter in game.

 

Limiting the scamps to a maximum and removing the dead bodies is a very good idea.

 

The timer may not be necessary because the it already takes multiple hits from the Scamp spell to be trapped again.

I'll do some testing and find out.
 


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#324
kasimir

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Out of curiousity, do you plan to add more traps/animations in the future?


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#325
Shadowskippy

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Every time a character in the game gets to the pregnant stage the breasts seem to stretch and go a bit weird, whereas the belly is fine. does anybody know how I can fix this?

Attached File  2013-05-07_00001.jpg   149.55KB   176 downloads

It looks like this.


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#326
fejeena

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Install a BBB Skeleton.

e.g.   Universal Skeleton v181 "controllable version" by Growlf:  http://oblivion.nexu....com/mods/37596


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#327
Shadowskippy

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I still have the problem, is there anything else I can try?


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#328
fejeena

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Sorry don't know.

Not  sure if Archive Invalidation is necessary.

Mod Manager - Utilities - Archive Invalidation

check BSA redirection (Thus A.I. is automatically, and you must never  Manual click "Update now"

Attached File  AI.jpg   292.68KB   10 downloads

 

You can replace the 3 pregnant Body meshes with None BBB meshes (meshes\Characters\PregnantBody)


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#329
Shadowskippy

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It hasn't worked, sadly. This isn't the only mod that I have this issue in, if that's any help.

Thanks.


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#330
feanor69

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It hasn't worked, sadly. This isn't the only mod that I have this issue in, if that's any help.

Thanks.

 

I've had this exact same problem as you.

I assure you that the solution is to install the Universal Skeleton, but I also know that the installation can be tricky.

Because of the folder structure in the Universal Skeleton 7z file, OBMM (and other mod managers) don't handle it properly.

 

Specifically try this:

1. Download the Universal Skeleton mod manually:

 http://oblivion.nexu.../download/84920

2. Open the UniversalSkeletonNIF181...7z using WinRar (or some other program that can open 7zip files)

 a. Go into the "TotalControlableSkeleton" folder, there should be a single folder called "Data"

 b. Go into the "Data" folder, there should be a single folder inside called "Meshes"

5. Drag/extract the "Meshes" folder into your "Oblivion\Data" folder (usually "C:\Program Files (x86)\Steam\steamapps\common\Oblivion\Data")

 a. Replace all files and folders during the extract


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Also tagged with one or more of these keywords: Furo, FuroTrap, Tentacles, Daedra, Daedric, Trap, Tentacle