xcrunner15 Posted January 1, 2015 Posted January 1, 2015 So I modified Vipcxj's Airfight system to drain fatigue based on movement speed and endurance stat and that part works great but since I can only subtract from the fatigue in integer values it would drain fatigue too fast normally so my solution was to use ForceAV to give the player 100 times their current fatigue when they activate flight and then divide it by 100 to reset it when they deactivate flight. This worked perfectly fine at first however I had other mods that weren't working, namely Oblivion XP wasn't taking effect and some armor mods had conflicts. So I messed around with my load order and rebuilt bashed patch and now suddenly ForceAv doesn't work. The script has no effect despite being unchanged. When I used ForceAV in game through the console it worked but could only go up to a certain, seemingly random value dependent on my base fatigue. I've tried rebuilding bash, changing load order, disabling mods, and removing my .ini to no effect. Does anyone have an idea of what caused such a drastic issue? Mod list: Active Mod Files: 00 Oblivion.esm 01 CM Partners.esm 02 Beautiful People 2ch-Ed.esm 03 Cobl Main.esm [Version 1.72] 04 x117race.esm 05 Natural_Habitat_by_Max_Tael.esm 06 UndiesUnderneath.esm 07 Open Cities Resources.esm [Version 4.1.5] 08 EVE_StockEquipmentReplacer.esp 09 Unofficial Oblivion Patch.esp [Version 3.5.1] 0A Oblivion Citadel Door Fix.esp 0B UOP Vampire Aging & Face Fix.esp [Version 1.0.0] 0C UOPS Additional Changes.esp 0D DLCShiveringIsles.esp 0E Unofficial Shivering Isles Patch.esp [Version 1.5.5] 0F USIPS Additional Changes.esp 10 DLCSpellTomes.esp 11 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 12 Knights.esp 13 Knights - Unofficial Patch.esp [Version 1.1.5] 14 Beautiful People 2ch-Ed Sheogorath Eye.esp 15 MigNoDeath.esp [Version 1.2] 16 Better Dungeons.esp 17 Beautiful People 2ch-Ed Vanilla Race.esp 18 Beautiful People 2ch-Ed Disable BandBlindMask.esp 19 BareNecessities.esp 1A Beautiful People 2ch-Ed Merged Eye Modules.esp 1B Exterior Actors Have Torches 1.32 CT.esp 1C CoblDeathFix.esp [Version 1.20] 1D Beautiful People 2ch-Ed MS Elves - NoSc.esp 1E Assassin_Blade.esp 1F HUD Status Bars.esp [Version 5.3.2] 20 SM Combat Hide.esp [Version 1.2] 21 Deadly Reflex 5 - Timed block and 150% damage.esp 22 nudeshyceadb.esp [Version 2.8.2] 23 Display Stats.esp [Version 2.0.1] 24 Open Cities Classic.esp [Version 4.1.5] 25 MTCExpandedVillages.esp 26 R18PN - Lingeries.esp 27 DKImperials.esp 28 Dynamic Map.esp [Version 2.1.1] 29 Cobl Glue.esp [Version 1.72] 2A Deflect.esp 2B Vacuity.esp [Version 0.2] 2C Enhanced Economy.esp [Version 5.4.3] 2D EVE_KnightsoftheNine.esp 2E sycNiceToMeetYou.esp 2F JumpModifier.esp 30 OblivionReloaded.esp 31 kuerteeNPCsYield.esp 32 MaleBodyReplacerV5.esp 33 Oblivion_Character_Overhaul.esp [Version 2.0] 34 Immersive Weapons.esp 35 DPCS.esp [Version 0.6] 36 Cobl Tweaks.esp [Version 1.44] 37 Open Cities New Sheoth.esp [Version 2.0.1] 38 Cobl Si.esp [Version 1.63] 39 EVE_ShiveringIslesEasterEggs.esp 3A ExpandedGreetings.esp [Version 1.0] 3B UU_Female_Undies.esp 3C Mass Outfit Redesign.esp 3D Weapon Improvement Project.esp [Version 1.9] 3E Diverse Voices.esp [Version 0.1a] 3F mythsandlegends.esp 40 Cyrodiil transportation network 1.3.esp 41 Max and Flan boy cloth armour.esp 42 Nudeshy Undergarments.esp 43 EVE_KhajiitFix.esp 44 Open Cities new script for city doors.esp 45 sycHearNoEvil.esp [Version 1.0] 46 Natural_Habitat_by_Max_Tael.esp 47 Open Cities Outer Districts.esp [Version 4.1.4] 48 RAEVWD Cities.esp [Version 1.9] 49 Cheydinhal Petshop.esp 4A CM Partners.esp 4B SKS Ren Hair.esp 4C Beautiful People 2ch-Ed Merged Hair Modules.esp 4D ROM Drop Lit Torches.esp 4E SM Essential Kills.esp [Version 1.02] 4F Purger.esp 50 QZ Easy Menus.esp 51 RAEVWD Imperial City.esp [Version 1.9] 52 SeductiveIdle.esp 53 SimpleSprinting.esp 54 SM Bounty.esp [Version 1.22c] 55 StealthOverhaul.esp 56 'Eagle Eye' Realistic Archery v1.0 Fixed.esp [Version 1.0] 57 tkRapiers.esp 58 Travelers Inns.esp 59 CM Partners More NPCs NE.esp 5A MidasSpells.esp 5B Cliff_RPO_NewBeginnings_RPC.esp [Version 1.0] 5C OCC-KOTN-Patch.esp [Version 3.0] 5D CM Partners NPC NE.esp 5E CM Partners NPC.esp 5F OC+Midas Magic Patch.esp 60 Nudeshy X.esp 61 CM Partners Extra NPCs.esp 62 DPCSOblivionXP.esp [Version 0.5] ----> Delinquent MASTER: Oblivion XP.esp 63 Flan - Natural Skins.esp 64 CoverYourself.esp 65 Enhanced Grabbing.esp [Version 0.5] 66 nudeshynudejail.esp 67 OC+CTN Patch.esp 68 Apachii_Goddess_Store.esp 69 em_packrideponies1.esp 6A OCC+COBL Luggage Patch.esp 6B sycSHOUT.esp [Version 1.02] 6C UU_Male_Undies.esp 6D V_LowerClassOutfits.esp 6E Bashed Patch, 0.esp ----> Delinquent MASTER: Oblivion XP.esp ----> Delinquent MASTER: VipCxj_AirSystem.esp 6F Oblivion XP.esp 70 VipCxj_AirSystem.esp The delinquent master issues are because I tried loading the files after the bashed patch. This fixed oblivion xp's issue but did nothing for my main problem.
Symon Posted January 1, 2015 Posted January 1, 2015 It can be all too easy to produce unwanted effects with these functions. See: http://cs.elderscrolls.com/index.php?title=ModActorValue http://cs.elderscrolls.com/index.php?title=ForceActorValue and http://obse.silverlock.org/obse_command_doc.html(looking at the AV sections.) Follow all the links from the CS pages. Make note of things like "You should never use ForceActorValue". All the AV functions are fraught with danger, especially when multiple mods make use of them. Their are some examples on the wiki of issues you can easily get with dueling mods making AV changes.
movomo Posted January 1, 2015 Posted January 1, 2015 I don't know what caused the AV functions misbehave in your game, but I know how it is handled in that kind of mods. but since I can only subtract from the fatigue in integer values it would drain fatigue too fast normally Yes and no. You can only decrement it by integers yes, but this does not mean that it has to drain fatigue super fast. If I remember correctly, the air fight mod works in the same way with pretty much any other mod that does a similar job. The idea is to cumulate floating point fatigue drains until it reaches equal to or more than a whole integer. Let's say your game runs 25fps for example, you would think that it has to damage fatigue 25 per second because the script should run 25 times every second. But it doesn't need to. You can decide if it will damage fatigue or not in every given frame. So if you want to damage 5 fatigue points per second, instead of 25 pts, and always only 5 no matter how your frame rate is, Let fatigue_damage -= 5.0 * ScriptEffectElapsedSeconds ; Or GetSecondsPassed if it's a GameMode script if fatigue_damage <= -1.0 ModAV2 fatigue -1 fatigue_damage += 1.0 endif should work. Assuming 25fps, ScriptEffectElapsedSeconds or GetSecondsPassed will return 0.04 or very close value. So, on every run, fatigue_damage variable decrements by 5 * 0.04 = 0.2; After 5 frames your fatigue actually decreases by 1, and so forth. Detailed explanations can be found here: http://cs.elderscrolls.com/index.php?title=Flying
xcrunner15 Posted January 1, 2015 Author Posted January 1, 2015 I guess that'll work, thanks Update: Got it working exactly as I wanted. Also, my script is significantly different from the CS flying example in that I calculate the players velocity vector in 3 dimensions and use that as a multiplier so you can stop to hover without losing fatigue or switch to walk mode to go slower but lose fatigue slower as well for aerial combat. This works especially well with an enchantment on the wings to fortify speed and athletics.
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