[WIPRELz] PISE - Pluto's Improved Skyrim Experience Thread #

Post » Sun May 20, 2012 3:02 pm

Loloking forward to the update. It's a great mod.
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Chenae Butler
 
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Post » Sun May 20, 2012 9:17 am

limits to the equipment on battlemages, spellswords, and thieves? The latter of which are the ones you encounter in random events.
Thieves should be limited to leather armor with a small chance of elven and elven/steel weapons.
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Alister Scott
 
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Post » Sun May 20, 2012 9:51 am

I agree there, I was thinking the same. Battlemages/Spellswords I was considering leaving them at a full range of equipment, but lowering the level requirements and increasing the rarity of high-end gear.
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P PoLlo
 
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Post » Sun May 20, 2012 7:25 am

Thieves should be limited to leather armor with a small chance of elven and elven/steel weapons.
I agree as long as the Thieves equipment can have various upgrades(smithing upgrades on npc gear).
I mean look at the bandit camps most of them have all the smithing gear, but none have upgraded equipment not even the ones using the upgrade stations.
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daniel royle
 
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Post » Sun May 20, 2012 2:07 pm

I'm planning on getting a release later tonight, but I really need some opinions;

Should Thalmor (normal guys only) have access to glass? Or only bosses?
Should vampires (non-boss) have access to scaled armor?
Should warlocks have access to anything higher than enchanted orcish daggers?

Thalmor - IMO glass, ebony, & daedric should be off limits for non-boss anything. Dragon should be crafted by the player only.
Vampires - I think high level vampires /w scale is OK.
Warlocks - See #1.

Good weapons & armor should not be on treasure lists for zones populated by people period. If good weapons/armor exist on a map with humanoids they should be worn by whoever is in charge, not in a box. You want a good weapon you kill someone with one and take if from his corpse, make it yourself, or buy one with your lottery winnings for the very, very, very few times you see one on a vendor. Good stuff in a box in a crypt is far less objectionable. Ideally caves /w animals shouldn't have chests at all but should have "shiny's" (coins, gems, jewelry) on the ground, but living with "shiny's" in a chest would be OK (since that's what the game does).
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adame
 
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Post » Sun May 20, 2012 7:43 am

Hi Plutoman, look forward to the release. I'm cool with whatever route you go with.

I am curious if this mod would be comaptible? It's new and seems cool! http://www.skyrimnexus.com/downloads/file.php?id=5996
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cutiecute
 
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Post » Sun May 20, 2012 7:30 am

Good weapons & armor should not be on treasure lists for zones populated by people period. If good weapons/armor exist on a map with humanoids they should be worn by whoever is in charge, not in a box. You want a good weapon you kill someone with one and take if from his corpse, make it yourself, or buy one with your lottery winnings for the very, very, very few times you see one on a vendor. Good stuff in a box in a crypt is far less objectionable. Ideally caves /w animals shouldn't have chests at all but should have "shiny's" (coins, gems, jewelry) on the ground, but living with "shiny's" in a chest would be OK (since that's what the game does).

Much, much more difficult to do. That'd involve changing all the lists. Probably fairly easily done with the CK, but it'll also be incompatible with changes to cells. In a way though, I agree with the system; those items are rare to the groups. They don't wear them out by using them all the time, they'd be used in a bandit raid. Just like you'd use a sports car in a race, but use a less-expensive car for commuting.

sainen; not possible at the moment. The smithing upgrades are done through scripts.
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carley moss
 
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Post » Sun May 20, 2012 11:12 am



Much, much more difficult to do. That'd involve changing all the lists. Probably fairly easily done with the CK, but it'll also be incompatible with changes to cells. In a way though, I agree with the system; those items are rare to the groups. They don't wear them out by using them all the time, they'd be used in a bandit raid. Just like you'd use a sports car in a race, but use a less-expensive car for commuting.

sainen; not possible at the moment. The smithing upgrades are done through scripts.
ah well, I guess I'll just have to wait for the CK then.
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Motionsharp
 
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Post » Sun May 20, 2012 9:00 am

I went to go endorse the mod and realised I'd already endorsed it. Doh! Looking forward to the new update.
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michael danso
 
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Post » Sun May 20, 2012 4:53 pm

Hi Plutoman, look forward to the release. I'm cool with whatever route you go with.

I am curious if this mod would be comaptible? It's new and seems cool! http://www.skyrimnexus.com/downloads/file.php?id=5996

It'll 'sort've' be compatible. I checked it out - all he did was add stormcloaks/imperials to the leveled lists for the predator/prey lists in several areas. It'll overwrite my increased spawns, but since I don't believe the increased spawns works properly there, that's not a big deal.
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Justin Hankins
 
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Post » Sun May 20, 2012 8:34 am

Equipment lists done. Going through various gold/ingot lists right now. After that, I'll be editing a few NPC's. Then, constructing a FOMOD xml script for NMM (maybe.. might put that off longer). Then, some bug-fixing that was brought to my attention.

Also making a few changes to the loot tweaks.

Overall, NPC equipment will be less leveled, but good gear is much rarer, vendors will have less high-end gear than now, gold levels throughout the entire game (including quests) will be reduced, bartering by default will be set to the current optional (maybe.. or something near it, maybe a bit higher, not sure yet), loot chances will be reduced in chests by ~at least half, but the minimum level of loot will be significantly raised (so you'll get only one or two items, but they'll be more worthwhile), and some NPC's should have extra perks that they were never given to put them on a similar level as the player.

Oh, and the whole encounter zone thing, ofc. I'm hoping I'll get all this done tonight. <_<
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Stu Clarke
 
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Post » Sun May 20, 2012 4:41 am

When I use only Increased Spawns and AI Tweaks, the game doesn't crash after the Bethesda intro clip, but when I enable PISE-full in this fashion:

http://i.imgur.com/j2q8S.png

The game crashes after the logo intro clip.
Any incompatibilities?
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Samantha Jane Adams
 
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Post » Sun May 20, 2012 2:54 am

Check to make sure the main PISE.esp is being checked in the data files when the game loads. I've consistantly run into the problem where even though NMM says PISE is enabled, it isn't and you have to check it in data files every damn time you load up the game or it crashes. Got sick of this problem and just use all the PISE seperated files now (edit) instead of the main PISE. Hopefully this helps.
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Ysabelle
 
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Post » Sun May 20, 2012 1:29 pm

When I use only Increased Spawns and AI Tweaks, the game doesn't crash after the Bethesda intro clip, but when I enable PISE-full in this fashion:

http://i.imgur.com/j2q8S.png

The game crashes after the logo intro clip.
Any incompatibilities?

Sounds like you need the strings files for the main PISE.esp. They aren't used for those other files, but they're used for the full PISE.

Getting everything finished up. I found a bug with some of the NPC edits, certain NPC's had the VMAD subrecords moved to the bottom, so the script wasn't getting activated. Some of the ambush NPC's thus were standing still. Thanks to Leviathan for getting me there.. even though it was entirely accidental. :tongue:

It's interesting to note that record order seems to be extremely important.

Edit: Okay, NPC edits will come in the next update. There's a LOT. Heh, none of the mages have the dual-casting perks, arch conjurers need twin souls, etc. There's so many here that'll need changed.

Release delayed till tomorrow.. getting too tired. >.<
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Big mike
 
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Post » Sun May 20, 2012 10:26 am

Edit: Okay, NPC edits will come in the next update. There's a LOT. Heh, none of the mages have the dual-casting perks, arch conjurers need twin souls, etc. There's so many here that'll need changed.
How is that going to affect compatibility with other mods that edit NPCs?

Also, sleep tight :teehee:
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Kelly John
 
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Post » Sun May 20, 2012 2:54 pm

Okay, stuck out a beta in the MISC section of my downloads. Check it out. It's pretty much finished, but the vendors will be integrated into the main file.

Still gotta do all my documentation, separated files, optionals, etc, but there's that at least.

@Thingy Person - it'll conflict. I've already edited all the mages prior to this anyways. However, soon, I'll be doing a significant portion of updates through DLL which'll patch the NPC's, and create a new plugin for them, sort've like a bashed patch. The difference being that it's customized to specific mods and developers can flag how data will work before, instead of being reliant on the user, and it'll allow a lot of customized spawning settings. This'll mean complete compatibility with other mods that edit NPC's.. but not now.
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Hussnein Amin
 
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Post » Sun May 20, 2012 3:37 pm

Okay, stuck out a beta in the MISC section of my downloads. Check it out. It's pretty much finished, but the vendors will be integrated into the main file.

Still gotta do all my documentation, separated files, optionals, etc, but there's that at least.

@Thingy Person - it'll conflict. I've already edited all the mages prior to this anyways. However, soon, I'll be doing a significant portion of updates through DLL which'll patch the NPC's, and create a new plugin for them, sort've like a bashed patch. The difference being that it's customized to specific mods and developers can flag how data will work before, instead of being reliant on the user, and it'll allow a lot of customized spawning settings. This'll mean complete compatibility with other mods that edit NPC's.. but not now.

Sleep tight Plutoman I guess I will wait tomorrow before I start from fresh again.

BTW: given the new PISE integrated vendors, it probably will conflicts with HBE which heavily modifies vendors, which esp should I load first, PISE or HBE?
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Brad Johnson
 
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Post » Sun May 20, 2012 1:46 am

hope w3e patch gets included in the update :thumbsup:
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George PUluse
 
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Post » Sun May 20, 2012 1:10 pm

Check to make sure the main PISE.esp is being checked in the data files when the game loads. I've consistantly run into the problem where even though NMM says PISE is enabled, it isn't and you have to check it in data files every damn time you load up the game or it crashes. Got sick of this problem and just use all the PISE seperated files now (edit) instead of the main PISE. Hopefully this helps.

Thanks, that seemed to be the problem once I opened up the default mod manager.

When I check PISE even in the default and NMM, and open through the default, it still doesn't load it, I guess I'll just do what you suggested.
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RaeAnne
 
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Post » Sun May 20, 2012 11:16 am



Sleep tight Plutoman I guess I will wait tomorrow before I start from fresh again.

BTW: given the new PISE integrated vendors, it probably will conflicts with HBE which heavily modifies vendors, which esp should I load first, PISE or HBE?
Load whichever one has the settings you like last. I'd guess that since you're already using HBE's vendor settings you prefer those, so PISE should load first. :)
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BRIANNA
 
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Post » Sun May 20, 2012 6:17 am

Could the vendors changes remain separate from the main PISE file? I'm not a fan of de-leveled vendors i f you can find powerful equipment very early on since it pretty much renders much of the previous gear useless plus it conflicts with the hardcoe mod... I am more a fan of leveled venodrs that sell gear based on how high your skills is... While this doesn't make sense it forces you to wait to use higher tier equipment.

Edit: NM I see that it is already seperate!
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JD FROM HELL
 
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Post » Sun May 20, 2012 12:39 pm

Could the vendors changes remain separate from the main PISE file? I'm not a fan of de-leveled vendors i f you can find powerful equipment very early on since it pretty much renders much of the previous gear useless plus it conflicts with the hardcoe mod... I am more a fan of leveled venodrs that sell gear based on how high your skills is... While this doesn't make sense it forces you to wait to use higher tier equipment.

Edit: NM I see that it is already seperate!

It will be integrated, though. There's some additional changes I'll be making that will make it fairly difficult to get that high end gear. However, staying true to my goals, everything will be modular and optional, so you won't be forced into anything. ;)

If you like HBE vendors, simply load it after mine and there'll be no issues. Or load the separated plugins. I'll get a change log up so everyone knows what I changed.

I've edited ~1400 leveled lists in the game.. o.o ~1100 of which are item lists. I tried to avoid the use of redirection so it'll play a bit friendlier with a bashed patch. Ideally DLL can handle it at some point and we won't need to worry about it.

W3E compatibility will be included, and I should also get in a compatibility part that'll add them into all the NPC equipment lists.
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Pete Schmitzer
 
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Post » Sun May 20, 2012 2:26 pm

Plutoman if I am playing with the XSO script with its recommended values for the xp curve should I adjust the level scaling if I am playing with PISE? By default XSO recommends a level scaling value of 150 "vanilla uses 100" this to compinsate for the much slower leveling earlier on that results in your character having much higher skills "being more powerful" at lower levels... Should I keep this recommended value or adjust it for PISE?
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Maria Leon
 
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Post » Sun May 20, 2012 11:52 am

The recommended curve is quite good for the slower leveling. I'd say to just use that value. Only adjust it later on if you feel over/under powered. My default level scaling is only a gentle increase over vanilla, but that's assuming vanilla scaling.
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Brad Johnson
 
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Post » Sun May 20, 2012 11:58 am

With all your hard work, im still not going to use it. you are changing way too much.
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Fluffer
 
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