[Relz] Kyoma's Mod Collection thread #1

Post » Wed Mar 30, 2011 1:23 pm

Kyoma, what happened to your X-SKills mod? I read earlier in this thread that you were working on two projects at once, a minimap mod, and Xskills. Unless I misinterpreted the post wrong, X-skills was still in progress (and the minimap mod was put on hold due to a technical issue). Am I mistaken?
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Toby Green
 
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Post » Wed Mar 30, 2011 1:32 pm

Kyoma, what happened to your X-SKills mod? I read earlier in this thread that you were working on two projects at once, a minimap mod, and Xskills. Unless I misinterpreted the post wrong, X-skills was still in progress (and the minimap mod was put on hold due to a technical issue). Am I mistaken?
No you are not mistaken, I am still working on it. Or should I say, working on the documentation. People that know me know that can take a long time. Although I was planning to wait with the release for OBSE v18 non-beta anyway. Since that took alot longer than (everybody) expected I haven't been motivated to continue with the documentation either. :P

But the MiniMap mod has been released. :)
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suzan
 
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Post » Wed Mar 30, 2011 12:20 pm

Another day, another small mod. Something I've been planning to release for a long time:

Francesco's Ore Refiner at http://www.tesnexus.com/downloads/file.php?id=28511
* This mod allows you to refine the various qualities of Amber and Madness Ore into higher quality material. The minimum amount required for refinement is three, the maximum is eight. The chance of succesfully refining the ore depends on your armorer skill and the total amount used. Luck plays a small factor aswell. Upon failure you have a small chance to retrieve half of what you put in, otherwise you loose it all. Thus it pays to use more than three pieces to increase the chance of success.

-kyoma
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Strawberry
 
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Post » Wed Mar 30, 2011 1:28 pm

Okay Kyoma. Thank you for the heads up. I apologize for the delay in responding after you did. Real-life decided to intrude a bit.

In any event, the http://thewormhole.nfshost.com/forum/index.php/board,161.0.html was wondering about that. We've implemented your Xskills into the Craftybits mod as a way to build up crafting-related skills.
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 12:12 pm

Journal -

I like requiring the use of a quill and inkpot to write in the journal. However, I also use MMM's crafting function, which uses quills to make arrow flights. So, I thought I'd get myself a fine or exquisite quill to keep for Journal use. And, sadly, the mod does not recognize them. :(

Would it be possible to add in recognition of fine and exquisite varieties of the quill and inkpot?

gothemasticator
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Theodore Walling
 
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Post » Wed Mar 30, 2011 12:13 pm

Journal -

I like requiring the use of a quill and inkpot to write in the journal. However, I also use MMM's crafting function, which uses quills to make arrow flights. So, I thought I'd get myself a fine or exquisite quill to keep for Journal use. And, sadly, the mod does not recognize them. :(

Would it be possible to add in recognition of fine and exquisite varieties of the quill and inkpot?

gothemasticator


It is possible, it was done in this mod:
http://tesnexus.com/downloads/file.php?id=21447

the mod requires you to have inkwell, parchment and quill. I think that it uses some functions that look for "quill" in the item name.
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 8:49 am

Hey Kyoma,
you wrote Sep 14 that you had a update under way for your Journal mod. I still haven't used you journal mod so I was wondering if I should just grab the 3.2.1 version or do you have a new version coming up?
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Lily
 
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Post » Wed Mar 30, 2011 5:38 am

Another day, another small mod. Something I've been planning to release for a long time:

Francesco's Ore Refiner at http://www.tesnexus.com/downloads/file.php?id=28511
* This mod allows you to refine the various qualities of Amber and Madness Ore into higher quality material. The minimum amount required for refinement is three, the maximum is eight. The chance of succesfully refining the ore depends on your armorer skill and the total amount used. Luck plays a small factor aswell. Upon failure you have a small chance to retrieve half of what you put in, otherwise you loose it all. Thus it pays to use more than three pieces to increase the chance of success.

-kyoma


You released it cool, will have to check it out
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Jaki Birch
 
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Post » Wed Mar 30, 2011 2:40 pm

Okay Kyoma. Thank you for the heads up. I apologize for the delay in responding after you did. Real-life decided to intrude a bit.

In any event, the http://thewormhole.nfshost.com/forum/index.php/board,161.0.html was wondering about that. We've implemented your Xskills into the Craftybits mod as a way to build up crafting-related skills.
Ok, but I gotta warn you, don't use the current version that may be floating around (I think it's v0.56 or v0.55). The next and proper release will be quite different from the previous versions. Nothing gamebreaking but the current version just isn't really for the masses, more of a proof-of-concept or modder's resource to play with.

Would it be possible to add in recognition of fine and exquisite varieties of the quill and inkpot?

It is possible, it was done in this mod:
http://tesnexus.com/downloads/file.php?id=21447

the mod requires you to have inkwell, parchment and quill. I think that it uses some functions that look for "quill" in the item name.
Yes it is possible (very actually) and I'll add support for it. Although there is a slight chance I will forget to do it in which case a small reminder will bump my memory. :P


Hey Kyoma,
you wrote Sep 14 that you had a update under way for your Journal mod. I still haven't used you journal mod so I was wondering if I should just grab the 3.2.1 version or do you have a new version coming up?
The new version has been delayed somewhat as you might have guessed. Currently the core of the mod has been rewritten and mostly working. There are still some minor additions I need to work on and then test everything again. The last bit is very important, due to the nature of the scripts a small error could have large consequences on the long run. Not for your overall game though, the damage would be limited to the Journal Mod. Probably requiring a clean save which in turn resets anything you typed. So it's very important I find any major bugs before releasing it, still, a beta version may appear sooner stating the risks. :shrug:

But my modding time has been limited lately and I'm mostly working on smaller mods these days. A rough roadmap would be something like this:
  • Finish up two or three minor mods
  • Release next version of MiniMap (biggest addition is a worldmap mode)
  • Release rewritten version of Spell Renamer (basically done except for final testing)
  • Then either X-Skills or the Journal Mod depending on how my state of mind will be
So I haven't forgotten about it and I will release the next version. But when that will be is very hard for me to say, it may be in a week or two or it may not be until a month or two. Sorry. :(

You released it cool, will have to check it out
Yup, and now I've updated it. :P

Fran's Ore Refiner v1.1
  • Fixed bug with the "Back" button sometimes not working properly.

-kyoma
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lolly13
 
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Post » Wed Mar 30, 2011 6:13 am

Thanks for such a full answer to question, kyoma. I'll just get the Journal mod now, I've heard many good things about it. :)
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James Potter
 
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Post » Wed Mar 30, 2011 8:56 am

hi, kyoma. thanks for the Elsweyr map.

is it normal to experience a delay when opening the world map? it only happens the first time after starting the game. after i open the map once, no delay occurs when opening the map again. the delay is about 7 seconds on my pc. the esp is loaded last and i tried it both before and after the bash patch with same behavior.
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Genevieve
 
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Post » Wed Mar 30, 2011 9:48 am

hi, kyoma. thanks for the Elsweyr map.

is it normal to experience a delay when opening the world map? it only happens the first time after starting the game. after i open the map once, no delay occurs when opening the map again. the delay is about 7 seconds on my pc. the esp is loaded last and i tried it both before and after the bash patch with same behavior.
What UI mod are you using? I noticed a delay myself when I used just the vanilla map menu (for other testing purposes). It seems to be caused by the fact the file is much larger than the normal file. Although I never noticed that much delay with using DarNifiedUI.
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Julie Ann
 
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Post » Wed Mar 30, 2011 4:07 am

http://www.tesnexus.com/downloads/file.php?id=11280 only an older 1.56 version. i'll update it later when i get a chance and see if anything changes. my pc is getting around 5 years old, too. the delay doesn't bother me, just curious if it is only me. i'll post if the update helps. thanks for the reply.
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aisha jamil
 
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Post » Wed Mar 30, 2011 12:12 pm

Hey Kyoma!

I have a question about journal... Do we need to have it in our inventory in order to write?
Other day I tried to create additional scroll that I wanted to have on the desk and write notes in it.
But I got some message (I forgot, but I'll try to repeat it and write it down) and no text was saved. I already use one journal book and it works fine and with different character I use two books without problems.
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Sabrina Steige
 
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Post » Wed Mar 30, 2011 12:42 pm

updating to DarkUId DarN 1.6 yields the same results. the only thing left to do is for everyone to send pc donations as soon as possible. pm me for details on how your kindness can help save the gaming industry. hurry, don't miss out.
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Smokey
 
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Post » Wed Mar 30, 2011 9:16 am

Journal Mod style: Hello Scampy. :rofl: :tops: :) :lmao: :goodjob:
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tegan fiamengo
 
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Post » Wed Mar 30, 2011 1:53 pm

Good Lord, man! You ever gonna port the Journal mod to OBSE 18 ? :incredulouslook:
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Trish
 
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Post » Wed Mar 30, 2011 1:30 pm

Journal Mod style: Hello Scampy. :rofl: :tops: :) :lmao: :goodjob:
You can thank Grimbot for that, he did awesome work creating a couple of covers. :)

Good Lord, man! You ever gonna port the Journal mod to OBSE 18 ? :incredulouslook:
Ssssssssst :ph34r:
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Liii BLATES
 
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Post » Wed Mar 30, 2011 3:27 am

Figured I'd post a bit of an update on my current status. As some may have read elsewhere my PC broke down a bit over a week ago. There's someone to take a look at it coming over today but I do not expect it to be fixed on-the-spot so it will most likely take another week before I can get back to modding.

And to tease everybody a bit I'll start with the very first mod I'll be releasing once my PC is fixed: X-Skills! I've been working on a re-write for a past month or so and things are coming along very nicely. More and more features got added and more and more features got an overhaul. The final product should be much easier to use by modders regardless of their experience with Oblivion scripting. I've also made a bit of a breakthrough with adding any xskill to the Class-Creation menus, allowing you, the user, to choose if you want it to be a major or a minor xskill (if the modder chooses to let you choose ofcourse).

The second thing will be the next version of MenuQue, which will have yet another new and powerful function. This time something to give modders the ability to open certain menus by force, menus that are normally opened solely by the game's code under certain situations (skillperk menu, magicpopup menu, etc.). And as a bonus it will, most likely, allow modders to open said menus through a non-standard xml file (only for menus that aren't always open to avoid problems). This will pave the way for full custom menus that can be opened at any time. No need to alter an existing menu and add your unique parts to it, just create a new xml, open with this function and from there on use the UI functions to read and write any variables within the custom menu. Once I get it working I'll post an update with a small example to show what I mean. :)

P.S. Before anybody asks, yes I need to update the OP with ALL my mods. :P

-kyoma
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Bek Rideout
 
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Post » Wed Mar 30, 2011 4:03 am

The second thing will be the next version of MenuQue, which will have yet another new and powerful function. This time something to give modders the ability to open certain menus by force, menus that are normally opened solely by the game's code under certain situations (skillperk menu, magicpopup menu, etc.). And as a bonus it will, most likely, allow modders to open said menus through a non-standard xml file (only for menus that aren't always open to avoid problems). This will pave the way for full custom menus that can be opened at any time. No need to alter an existing menu and add your unique parts to it, just create a new xml, open with this function and from there on use the UI functions to read and write any variables within the custom menu. Once I get it working I'll post an update with a small example to show what I mean. :)

P.S. Before anybody asks, yes I need to update the OP with ALL my mods. :P

-kyoma
I don't want to know how you pulled that off :batman:

I'm a terrible liar...
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Jon O
 
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Post » Wed Mar 30, 2011 10:37 am

Almost there, my precious, almost there. :hugs:

Spoiler

CPU: AMD Phenom II X2 550 Black Edition (2x 3100 Mhz) Dual Core
Motherboard: Asus M4A78T-E
RAM: 4GB DDR3 1333Mhz (Dual Channel)
HD: 500GB 7200 RPM SATA
GPU: ATI HD5870 (1024MB GDDR5)
PSU: Cooler Master Silent Pro 700W 85+ ( Modulair, Quiet 135mm fan )


I don't want to know how you pulled that off :batman:

I'm a terrible liar...
Well to me honest I still don't know a 100% sure if it'll work or not, I just can't think of any reason why it wouldn't. :P And even if it does, a Master never reveals his secrets. :toughninja: But I do plan to reveal the source code. ;)

-kyoma
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Christine
 
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Post » Wed Mar 30, 2011 10:06 am

One could assume that Francesco's Ore Refiner Version 1.1 requires Frans, but if not I want to check it out. Doesn't really say in the tesnexus description unless I'm blind.
So, does it require Frans?
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Alba Casas
 
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Post » Wed Mar 30, 2011 2:31 pm

One could assume that Francesco's Ore Refiner Version 1.1 requires Frans, but if not I want to check it out. Doesn't really say in the tesnexus description unless I'm blind.
So, does it require Frans?
Yes it requires Frans.
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Eric Hayes
 
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Post » Wed Mar 30, 2011 10:49 am

Yes it requires Frans.
Ok, Thanks!
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 11:00 am

Happy birthday kyoma! :)

Has anyone had any problems with Journal lately? Last time I played, the journal was empty and it I tried to write something, it wouldn't stick. I haven't played since and haven't investigated, but only relevant changes that I can remember were updating obse, installing cse and updating Menuque. (not that I'm saying that it's related). I'll post more when I find out more.
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Ian White
 
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