[RELz] Imp's More Complex Needs

Post » Thu May 24, 2012 9:13 pm

Anyone using IMCN along with Real Wildlife?
when I activate both, I always CTD when I barter with Hulda in The Bannered Mare, Whiterun.

If I only use 1, either IMCN or Real Wildlife, I got no CTD.

Anyone had a similar problem?

I'm using a lot of other mods as well though, so you might need a combination of Mod A,B,C,n to replicate this.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Thu May 24, 2012 8:11 pm

Interesting. Those are the things that actually stayed the same when switching between modes. When you first released the mod, I started out on Basic to get a good feel of it since I had some other of the recent survival mods as well at the same time. I recently switched to MC mode and I like it a lot, but I switched back to see how things worked. Running back on MC now, though. Anyways, you're constantly making this mod better. Even if 1 loaf of bread weighs 1 lb. :dead: :tongue: {edit} okay, the bread part seriously needs to change, lol. Please please please. Dough is heavy. Fluffy loaves are light. I'll forgive the potato's weight of .8 :turtle:

Looks like just protein, nutrients, and the fatigues get reset when you switch from complex to basic, switching from basic to complex resets protein, nutrients, and morale. The numberless vitality menu looks at those numbers when deciding which penalties to display, so they need to be reset to zero or you'll see complex penalties in basic mode (means I need to reset morale too when you switch from complex to basic.)

The food weights are all pretty reasonable - a large potato really does weigh close to a pound, and the bread loaves are great big loaves of sourdough. They're both quite a meal. The ones I think are maybe unreasonable are the wines and water, half the weight comes from the glass bottle.


Anyone using IMCN along with Real Wildlife?
when I activate both, I always CTD when I barter with Hulda in The Bannered Mare, Whiterun.

If I only use 1, either IMCN or Real Wildlife, I got no CTD.

Anyone had a similar problem?

I'm using a lot of other mods as well though, so you might need a combination of Mod A,B,C,n to replicate this.

Can you confirm that its just Hulda, or do any other merchants do the same thing? As far as I know I don't treat Hulda any differently from all the other merchants. This mod temporarily adds several merchant containers to a quest reference alias with items in its inventory to add those items to the containers. That happens once a day, and the aliases are cleared immediately afterwards.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Fri May 25, 2012 5:13 am

Tested other merchants a bit(keerava, avenicci, lucan, riverwood barkeeper, belethor, khajiit caravan, grelka)

so far its only hulda/saadia that cause the CTD
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Fri May 25, 2012 3:59 am

I'm also using Real Wildlife along IMCN but I don't have this problem.. maybe another mod is causing the CTD..

(also using lot of other mods)
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri May 25, 2012 4:24 am

Derp.. looks like i have to review all my mods again.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Thu May 24, 2012 6:39 pm

One thing that crashes the inventory/barter menu instantly and without fail is if a food or potion in either container doesn't have any effects added to it. The CK throws up a warning upon loading your mod if that's the case. Are you using any other mods that add foods?
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Thu May 24, 2012 8:22 pm

Oh, Imp, just a little niggle I've been noticing for a while: the Cooked Beef food item has a rather out-of-place description attached to it.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Thu May 24, 2012 4:41 pm

Great mod... with the latest tweaks the immersion went up significantly. I like the complexity, you are gradually making it more and more subtle. Looking forward to future evolutions of this... thanks for the mod! :thanks:
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu May 24, 2012 9:04 pm

One thing that crashes the inventory/barter menu instantly and without fail is if a food or potion in either container doesn't have any effects added to it. The CK throws up a warning upon loading your mod if that's the case. Are you using any other mods that add foods?

IIRC real wildlife does add some foods, but I'm using the optional plugin that don't add the custom Foods.

Better yet, someone can run both without problems at all.

I must've done something terribly wrong somewhere.

I'll do some more detailed tests later when I got back home.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Fri May 25, 2012 3:32 am

Oh, Imp, just a little niggle I've been noticing for a while: the Cooked Beef food item has a rather out-of-place description attached to it.

Heh, thanks. I vaguely remember clearing the "Hide In UI" flag for that effect to see what would happen. Easy fix.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Thu May 24, 2012 7:41 pm

Hey, I think I've nailed the problem..

It was Grilled Chicken briast that causes the CTD.

the conflict seemed to be coming from Phitts alchemy and food overhaul.

though I used the 'PTAlchemyOverhaul_ONLY_BetterSorting.esp' that shouldn't affect any food, it still caused CTD everytime I open the inventory/barter menu when I had grilled chicken briast or highlight that food while cooking.

Can anybody else confirm this?
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Fri May 25, 2012 4:31 am

That'd be easy to confirm/fix via TESVSnip - just load up that .esp and look for the FoodChickenCooked form under ALCH. If it has no effects attached (nothing listed under EFID) it's the culprit. Either way, that form probably shouldn't be in that .esp at all, so just delete it (or notify the author so they can fix it.)
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Thu May 24, 2012 2:10 pm

Hey, I think I've nailed the problem..

It was Grilled Chicken briast that causes the CTD.

the conflict seemed to be coming from Phitts alchemy and food overhaul.

though I used the 'PTAlchemyOverhaul_ONLY_BetterSorting.esp' that shouldn't affect any food, it still caused CTD everytime I open the inventory/barter menu when I had grilled chicken briast or highlight that food while cooking.

Can anybody else confirm this?
There's an error in the previous version of that esp. Grab the hotfix from the download page.
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Fri May 25, 2012 2:54 am

I had a neat idea for a feature that might be worth implementing:


Variable/Random Food Appeal: Basically what this does is make the Appeal stat on food more variable/random instead of a fixed value for each character. (example, a green apple currently has an appeal of 8. with this, it would be more random. For one character it might have an appeal of 9 or even 10, for others it might have only an appeal of 7, 6, 5, or even 4. ) This would give characters a sense of "personal tastes", making them a bit . Not everyone likes Black Brair mead more than Honningbrew, and some people like beef stew a LOT, while others would gag at the mere scent of it. Not everyone likes the same food. This way you could very well wind up with a character that loves the taste of vegetable stew but apsolutely hates sweetrolls (lol)

This could also be affected by race or conditions. Example: due to the green pact wood elves would have a higher preference of meats over fruits or vegetable stews. Khajiits would like Elsewyr fondue more than say a redguard would. And wearwolves might have a higher liking for raw meats than normal people do.

And to top it all off an option to have Appeal hidden from the player untill he/she has eatten that particular meal at least once.
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Thu May 24, 2012 11:49 pm

On top of that random fluctuations in appeal could represent the quality of the food. While a bruised apple might be essentially as n nutritious as a fresh apple, it's not as pleasant to eat.
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Thu May 24, 2012 2:12 pm

I had a neat idea for a feature that might be worth implementing:


Variable/Random Food Appeal: Basically what this does is make the Appeal stat on food more variable/random instead of a fixed value for each character. (example, a green apple currently has an appeal of 8. with this, it would be more random. For one character it might have an appeal of 9 or even 10, for others it might have only an appeal of 7, 6, 5, or even 4. ) This would give characters a sense of "personal tastes", making them a bit . Not everyone likes Black Brair mead more than Honningbrew, and some people like beef stew a LOT, while others would gag at the mere scent of it. Not everyone likes the same food. This way you could very well wind up with a character that loves the taste of vegetable stew but apsolutely hates sweetrolls (lol)

This could also be affected by race or conditions. Example: due to the green pact wood elves would have a higher preference of meats over fruits or vegetable stews. Khajiits would like Elsewyr fondue more than say a redguard would. And wearwolves might have a higher liking for raw meats than normal people do.

And to top it all off an option to have Appeal hidden from the player untill he/she has eatten that particular meal at least once.
On top of that random fluctuations in appeal could represent the quality of the food. While a bruised apple might be essentially as n nutritious as a fresh apple, it's not as pleasant to eat.

That sounds pretty interesting. I just got done transferring all the nutrition info from magic effects to scripted activators so I can access it from more than just the eating script. If I place those activators into a dummy cell, I can still use them the same way, but write changes as well as read - meaning I'd have a place to store all that random appeal data. Very cool idea.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Thu May 24, 2012 8:52 pm

That sounds pretty interesting. I just got done transferring all the nutrition info from magic effects to scripted activators so I can access it from more than just the eating script. If I place those activators into a dummy cell, I can still use them the same way, but write changes as well as read - meaning I'd have a place to store all that random appeal data. Very cool idea.
Clever. That will let you keep track of food in containers as well, right?
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Thu May 24, 2012 2:53 pm

Clever. That will let you keep track of food in containers as well, right?

I was doing it for more sophisticated food spoilage - it lets me specify a rotten, stale, or not so fresh version for each food, and allows my spoilage scripts to read it when deciding what to put in a food's place when it goes bad. Another bonus is that I can now write an auto-eat script that's able to look at the nutrition info and decide what's best to eat, something I'd need to do if I wanted to support follower HTS (or lazier users.)
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Thu May 24, 2012 8:41 pm

I was doing it for more sophisticated food spoilage - it lets me specify a rotten, stale, or not so fresh version for each food, and allows my spoilage scripts to read it when deciding what to put in a food's place when it goes bad. Another bonus is that I can now write an auto-eat script that's able to look at the nutrition info and decide what's best to eat, something I'd need to do if I wanted to support follower HTS (or lazier users.)

Amazing, i'm really looking for the spoilage update.
I can't play skyrim without this mod now.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Thu May 24, 2012 3:46 pm

Amazing, i'm really looking for the spoilage update.
I can't play skyrim without this mod now.

The system for multistage spoilage is in place, but it'll be a lot of work to fully implement it - it means adding multiple versions of each food, and recipes to use them in. DarkUncleBoh has offered to help me flesh that out, but it probably won't make it into the next update. Food will just spoil into one of 4 different, more or less useless "spoiled food" items. But if it works well and people like the system, it'll get developed further.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Thu May 24, 2012 5:16 pm

Hehe, I'm thinking of making an assassin for my next character. It'll be great to intentionally make food get moldy to use in my devious poisons. :teehee:

When you get around to it, would you consider giving the spoiled versions of rarer items nastier effects?
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Thu May 24, 2012 7:31 pm

I guess I could make some of the spoilage replacements alchemy ingredients rather than foods. Spoiled beef could be used to make a paralysis poison maybe (botulism.)
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Thu May 24, 2012 9:00 pm

I like that idea best, but I thought botulism was also produced from spoiled fruit? Like canned fruit (or left in a dungeon in a barrel). In fact I think that some barrels could then be seen as traps that induce you to breath in. The modern weaponization of botulism is airborne.

Ohh the google said any badly preserved food.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Thu May 24, 2012 8:18 pm

Well that was gratifying. I just got done setting up a system where, instead of all the nutrition info for each food being encoded directly into a unique script type magic effect, its coded into a unique scripted activator form. The magic effect instead references an object reference sitting in a dummy cell with a script attached (one of those for each food), which in turn references either one of those base activators with nutrition info, or a similar scripted activator that instead has recipe information attached (that references one or more of those food object references in the dummy cell.) Finally got all that to compile, went to test it out, and it seems to work. Now I can put together a new food that's crafted from other foods (new recipes), and instead of having to figure out nutrition info for it, I just specify what's in it, and all that gets calculated automatically.
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Thu May 24, 2012 4:55 pm

mod was working fine at start. after a while i couldnt enter the IMCN items anymore, my character just "ate" them. :S dont know what caused this, i did switch animations off at one point though... could that be it?
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

PreviousNext

Return to V - Skyrim