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ForceAV and ModAv stopped working


xcrunner15

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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.
 
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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.

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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

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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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