re:
Auto-1st and 3rd person viewWhat does Auto 3rd-1st person use? 17?...I think that was the mod that was causing so many ctds on cell transitions. Seriously Only until this last week had I ever really on a regular basis crashed while in interiors....I deactivated that and so far that has stopped. Will look at ini and see if I can turn off the cell transition options and only have combat/stealth options.
i can't remember, to be honest.
however, i've gone through all my recently-updated mods and recompiled them with obse 0017.
i really shouldn't have adoped the beta obse - like in the past.
it was just that my level was screwed up due to living economy's 32k bug.
and i wanted to replace it with theNiceOne's Enhanced Economy - which required 0018.
re:
General game bugsI came upon two NPCs who were caught in a constant loop of casting spells over and over - one was a healing spell the other a buffing spell....Tried disabling Realistic Fatigue then MMM Extra Wounding then both - no effect the NPCs remained spell cast happy....Further the only mods of yours that I had active was the backpack mod (as I'm slowly retesting mod combos right now).
So I don't think it has anything to do with your mods.
i have a sneaking suspicion that the culprit may be MMM's scripted spells used to scale actor properties in regards to their size.
they're suppose to be dispelled immediately after the first cast.
but i've noticed the spell still active on the npcs with my ActorDetails.esp report.
i'm slowly trying to catch these bugs:
1. continual casting occurence
2. broken health
re:
Magicka-based magic jewelery limits...Now I cannot reload MagickaBasedJewelry mod at all. Any attempt to load it with the current 18b5 or older 18b5 OBSE results in a ctd on load....One thing about that mod though - when I disabled it previously I had about 4 rings and two necklaces equipped - and they remained equipped even after disabling the mod (that I now cannot re-enable at all).
i just tested Magicka-based magic jewelery limits:
i had 2 necklaces equipped and 5 rings.
i disabled the mod.
those items were still equipped.
but i was able to unequip them.
and when i try to equip them again, they were like normal: 1 necklace limit, and 2 rings limit.
re:
"Bashed" patchesthis is a guess: the problems may not be mod-specific.
it could be that the data in your saved-games are getting corrupt.
i.e. not the file itself but the data stored in your saved-games may be getting jumbled up.
i don't know much about "bashing" esps together: does the mod information get lost with the bash?
i.e. if a GetFormFromMod "kuertee Inventory is a backpack.esp" "123456" is called, can the game find the "kuertee Inventory is a backpack.esp" when it is bashed into a larger esp?
this line of question of course shows my total lack of knowledge about "bashed" patches.
re:
General gaming...I don't want to ditch this save game thread...
i understand completely.
i gave up my previous warrior class before i was comfortable in delving into oblivion due to some unfixable skill stats. (i now know it was living economy.)
and i'm not going to give up this mage class because it was very tough playing with him with the increased damage from my opponents.
...At this point I really respect Delte for his willingness to not try beta anything...
agreed. but version numbers are arbitrary - i reckon.
i use them simply as markers so that users know if the mod has been updated.
if i label my mods like most do, most of them would be well past version 1.
version 1 would be a few releases after the initial release - when the feature-set has stabalised.
an increment of a hundreth would be bug-fixes: e.g. version 1.01.
and an increment of a tenth would be new features added: e.g. version 1.1.
...sorry just bad day with this is all.
no probs, dude.
after all, all our hobbies: gaming, sports, socialising is to let us all relax a little.
i can understand how frustrating it can be when those hobbies start going haywire.
re:
Battle fatigue and injuries in regards to timescales
...Question - You play on high timescale settings right? Like at least over 20 or so...
combat: 10, interior or oblivion planes: 20, exterior: 20 when stopped and it increases to 90.
so i play with very high-timescales.
to be honest, when the sun sets in a game-day and i asses what my player has done or how far he has travelled, a timescale of 90 feels more right than others.
i tried 30, 45, and 60 for long stretches of game-time. i settled on 90.
...Does this mean that when you have the battle fatigues mod set to regen health in an hour you can see it climb pretty quickly while playing?...
pretty much. out in tamriel, i actually see the bar increase.
you can check how much health you heal every time the mod "ticks" by setting "debug" to 1 in the INI.
it'll output your player's data to the console.
debug to 2 will output data for all npcs with battle fatigue and injuries token.
debug to 3 will output the data of the npc you targetted by holding down the right-shift key on him.
...I usually play at time scale 10 (with no variances in or out). The problem is because I also use Duke Combat mods and and have ramped up damage on weapons - most combat encounters are over within a minute or two (real time) and I then see my health seem to remain stagnant - now if I were to change the scale of the health regen - do you have a suggestion. I'm thinking like I should set to regen in 20 minutes. That is game time right? or is that real time?...
the value in the INI is game-time. set it to 15 minutes game-time or something: 0.25.
...If it weren't for the times I have to wait here and there but don't want to spend a whole hour I would set my time scale as 1:1 really.
yeah...before real injury, i used to get my player to simply sit and wait one hour.
then it started to feel like cheating - because regardless of what effects the player has the full amount of health, magicka and fatigue is restored after any amount of waiting.
at least with real injury/battle fatigue and injuries, healing occurs while playing and so other effects are active on the player.
good luck with your game, psymon!
(i've got a few mods to release. just trying to get as much game-time with them as i can before release.)