[WIPREL] ASISPISE Successor Thread #3

Post » Sun May 27, 2012 9:59 pm

Pluto, I have a suggestion.

Do you think you could add a user-selected memory allocation feature similar to what Leviathan did for AV? My last ASIS build really maxed out the processing, so I think ASIS is nearing the upper limit for Java, just like AV did until Lev added the fix so users could select additional memory usage.
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Steeeph
 
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Post » Mon May 28, 2012 7:44 am

Pluto, I have a suggestion.

Do you think you could add a user-selected memory allocation feature similar to what Leviathan did for AV? My last ASIS build really maxed out the processing, so I think ASIS is nearing the upper limit for Java, just like AV did until Lev added the fix so users could select additional memory usage.

Although not the most elegant solution, you can have my increased RAM batch files :). Just extract the contents of http://dl.dropbox.com/u/56032901/ASIS/Version%201.70/ASIS%20Batch%20Files.7z archive to /Data/SkyProc Patchers/ASIS and run the patcher by double clicking the appropriate batch file for the RAM you want to give ASIS (512 mb, 1gb, 2gb, or 4gb). It will run a command prompt (that you can ignore), but it gets the job done.
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Ronald
 
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Post » Mon May 28, 2012 4:06 am

Although not the most elegant solution, you can have my increased RAM batch files :smile:. Just extract the contents of http://dl.dropbox.com/u/56032901/ASIS/Version%201.70/ASIS%20Batch%20Files.7z archive to /Data/SkyProc Patchers/ASIS and run the patcher by double clicking the appropriate batch file for the RAM you want to give ASIS (512 mb, 1gb, 2gb, or 4gb). It will run a command prompt (that you can ignore), but it gets the job done.

Thanks, Dres. I'll try it out when I restart.

Lev tried a batch file at one point, too, but found it to not be too good of a solution, as you said. It might even be possible to basically use the code that he put in AV and simply port it to ASIS with a few edits so that users can customize the memory from within the patcher. He probably wouldn't mind if you guys contact him about it. :)
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lucile davignon
 
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Post » Mon May 28, 2012 12:05 am

Crossposted it here and one the PISE Nexus page. Just in case somebody read this thread but not the PISE one.... If its not OK, please tell me and I stop with crossposting....


@Plutoman (and everyone who can help)

What you and Leviathan1753 are doing with ASIS and AV (automatic variants) which are both using Levi's skyproc is absolutely marvellous and pure magic.

Summary: Started using ASIS, have followed it in the past. Did RTFM this thread to the point where it was introduced on here the Nexus. Did RTFM ASIS/PISE Successor Thread #3 on the gamesasforum. Also using Automatic Variants for some time now (quite sure you have seen my posts there). I have NO experience with the CK. I'm trying to understand what ASIS is doing and things I don't know I have to ask ;->

I want to use ASIS for something special and I'm curious if this can be accomplished and how. I'm using Skytest Realistic Animals and Predactors (SRAP) and Real WildLifeSkyrim (RWS) and also Prides of Skyrim (Pride) and More Village Animals (MVA). At this point I ONLY want to change the spawns for these mods (wildlife) and leave the rest to the Skyrim vanilla settings. For example draugr, skeleton, falmer I want to have the normal spawns (no extras). Lets take SRAP as an example. It adds wolfpacks (6-8 wolfs in each pack) and things like herds of Deer and Elk. Unfortunately it adds little extra spawn for rabbits. To keep the question simple. I want to reduce the SIZE of the wolfpacks and increase the number of rabbits in the game say by a factor of five. Do NOT think ASIS can be used to reduce the number of Wolfpack or can it? Looked at the IncreasedSpawn.ini file and I'm baffled.

Questions

1) Can't figure out what the normal change/percentage for extra spawns is for, for example a Draugr or Skeleton. Can't figure out what spawn0weight=200 to spawn5weight=2 do. I only see them introduced but not used in the .ini file.

2) Is there an easy way to figure out what the EditorID for a certain NPC/creature is. Is there a list somewhere which I can download or do I have to use the CK or is there another (simpler) tool which could accomplish that. Using the debug files of AV currently and found out that SRAP is adding for example an WolfRedEnc and EncElkBraveST (I assume that are EditorID's). If using a tool do I have to feed it with the Skytest.esp file or?

3)On page five of this thread I read about you talking about NPCMaxSpawnSettings to set the maximum for a certain NPC say Dragon. What exactly does this mean. Is this for whole SKyrim or just the cell where I'm in.

4) NPCReducedSpawnSettings. Afaik from reading this thread its used for Dragons. How did you find out those name. I assume boss refers to the Ancient Dragon and dragon refers to all other dragons. Could I use NPCReducedSpawnSettings to cap the size of a wolfpack to for example 4. If so how can I find the name to put here. I believe SRAP spawns its own wolves (not vanilla names), not the vanilla ones (vanilla names)

5) Have used player.placeatme statements for testing and found out that when I spawn a Dragon there is a change I get 2 Dragons. How big is this change and how is it calculated and how can I change it?

Things I think I have to do to accomplish what I want

Disable ALL extra spawns created by ASIS by deleting enc and lvl from the inclusions section. I know what enc means but what does lvl means (leveled list or?). BTW I think SRAP uses its own created leveled lists... Afterwards I assume I have to put ALL NPC's I want to have extra spawns for like Rabbits and Wolves (from the wolv packs) here. Suppose I want the 5 times more rabbits in the game how I do accomplish that ??

I know it are quite a lot of questions. Just trying to figure out what if want if it can be done and how. Hopefully it can be done without me going mental in the process ;-)
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Britta Gronkowski
 
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Post » Mon May 28, 2012 1:48 am

@Plutoman (and everyone who can help)

What you and Leviathan1753 are doing with ASIS and AV (automatic variants) which are both using Levi's skyproc is absolutely marvellous and pure magic.

Summary: Started using ASIS, have followed it in the past. Did RTFM this thread to the point where it was introduced on here the Nexus. Did RTFM ASIS/PISE Successor Thread #3 on the gamesasforum. Also using Automatic Variants for some time now (quite sure you have seen my posts there). I have NO experience with the CK. I'm trying to understand what ASIS is doing and things I don't know I have to ask ;->

I want to use ASIS for something special and I'm curious if this can be accomplished and how. I'm using Skytest Realistic Animals and Predactors (SRAP) and Real WildLifeSkyrim (RWS) and also Prides of Skyrim (Pride) and More Village Animals (MVA). At this point I ONLY want to change the spawns for these mods (wildlife) and leave the rest to the Skyrim vanilla settings. For example draugr, skeleton, falmer I want to have the normal spawns (no extras). Lets take SRAP as an example. It adds wolfpacks (6-8 wolfs in each pack) and things like herds of Deer and Elk. Unfortunately it adds little extra spawn for rabbits. To keep the question simple. I want to reduce the SIZE of the wolfpacks and increase the number of rabbits in the game say by a factor of five. Do NOT think ASIS can be used to reduce the number of Wolfpack or can it? Looked at the IncreasedSpawn.ini file and I'm baffled.

I'm glad that you are enjoying ASIS and AV so far :smile:! At this point, ASIS does not support increasing the number of spawns for a specific type of creature more than others. However, it is very possible for you to decrease the size of the wolfpacks (or at least, the number of extra wolfs for the packs that ASIS spawns) as well as increase the spawns of only the creatures that you wish. I will detail how to do this later on, as you address the procedure directly in a question.

Questions

1) Can't figure out what the normal change/percentage for extra spawns is for, for example a Draugr or Skeleton. Can't figure out what spawn0weight=200 to spawn5weight=2 do. I only see them introduced but not used in the .ini file.

Essentially, these determine the global nature of ASIS. The values are "weights" for the extra number of spawns indicated by the numeral (0, 1, 2, etc.) in the tag. Whenever an NPC included in the [INCLUDES] part of increasedSpawns.ini is spawned, the game randomly decides how many more to spawn based on these weights. For example, by default, the weights add up to 400. Thus, the change of that number of extra spawns happening is (weight / 400). So there is a 50% (200 / 400) chance of an NPC spawning 0 additional NPCs, a 37.5% (150 / 200) chance of it spawning one additional copy, and so on and so forth. These settings apply to all creatures that ASIS increases the spawns of.

2) Is there an easy way to figure out what the EditorID for a certain NPC/creature is. Is there a list somewhere which I can download or do I have to use the CK or is there another (simpler) tool which could accomplish that. Using the debug files of AV currently and found out that SRAP is adding for example an WolfRedEnc and EncElkBraveST (I assume that are EditorID's). If using a tool do I have to feed it with the Skytest.esp file or?

For me, the best way to find EditorIDs for creatures from the original game is through the CK, but for other plugins, I use TESVSnip to open the plugin and look through the added and changed records for the EditorIDs. However, most times the EditorIDs are pretty easy to guess. For example, all wolves will include "Wolf" in their EditorID.

3) On page five of the PISE thread I read about you talking about NPCMaxSpawnSettings to set the maximum for a certain NPC say Dragon. What exactly does this mean. Is this for whole SKyrim or just the cell where I'm in.

This means that, in all of Skyrim, it will never spawn more extra dragons than the number indicated. Although this section is not included in the default ini file of the download, you can add it to cap extra spawns. For example, adding Dragon=1 under [NPCMaxSpawnSettings] will make it so that ASIS will spawn at most 1 additional dragon for any encounter. Setting it to 0 instead of 1 will effectively exclude Dragons from ASIS.

4) NPCReducedSpawnSettings. Afaik from reading this thread its used for Dragons. How did you find out those name. I assume boss refers to the Ancient Dragon and dragon refers to all other dragons. Could I use NPCReducedSpawnSettings to cap the size of a wolfpack to for example 4. If so how can I find the name to put here. I believe SRAP spawns its own wolves (not vanilla names), not the vanilla ones (vanilla names)

NPCReducedSpawnSettings does not cap the number of additional spawns from ASIS, but rather reduces the chance of spawning extra by the specified factor. For example, with Dragon=5, the chance of ASIS spawning one additional dragon is reduced from 50% (global setting) to 10% (50 / 5). Dragon actually refers to all dragons, including ancient. Boss refers to monsters, such as the super-powerful Draugr at the end of dungeons, that are supposed to be more difficult than the other encounters in a dungeon and serve as "Boss" monsters. In order to find the name to put there, I recommend using TESVSnip to look at the plugin for SRAP and find the EditorID for the wolves somewhere in the list.

5) Have used player.placeatme statements for testing and found out that when I spawn a Dragon there is a change I get 2 Dragons. How big is this change and how is it calculated and how can I change it?

As I mentioned above, the chance to spawn a dragon is the global chance to spawn an additional creature divided by the NPCReducedSpawnSettings entry for dragons. Initially, it is a 10% chance of 1 extra dragon, a 7.5% chance of two extra, and a really small chance of more than that. You can change this by either changing the global settings or changing the Dragon=5 line under [NPCReducedSpawnSettings] to a different number (lower number means more dragon spawns, higher number means less).

Things I think I have to do to accomplish what I want

Disable ALL extra spawns created by ASIS by deleting enc and lvl from the inclusions section. I know what enc means but what does lvl means (leveled list or?). BTW I think SRAP uses its own created leveled lists... Afterwards I assume I have to put ALL NPC's I want to have extra spawns for like Rabbits and Wolves (from the wolv packs) here. Suppose I want the 5 times more rabbits in the game how I do accomplish that ??

I know it are quite a lot of questions. Just trying to figure out what if want if it can be done and how. Hopefully it can be done without me going mental in the process ;-)

Yes, lvl stands for a leveled Actor from a leveled list. Yes, deleting Enc and lvl from inclusions and adding the EditorID for rabbits and wolves would make it so that ASIS only spawned additional rabbits and wolves. Unfortunately at this time, ASIS does not support increasing the spawns for one type of character (rabbits) more than another type of character. I can try to add this feature to a later release if you would like me to.


I'm glad you are enjoying ASIS and AV so far! Hopefully my answers helped a little :tongue:.


EDIT:

Deleted.

:(. Deleted as I typed the answers lol. Hopefully my responses can still help someone out there O.o!

EDIT 2:

Fixed :).
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City Swagga
 
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Post » Sun May 27, 2012 7:08 pm

@Dres Croffgrin. Was afraid it would pollute things to much by crossposting. Checked if someone had already replied. Looks as if nobody did (perhaps forgot to reload) so I deleted. Will put the original question back so you can finish your replies as you intended so everybody can perhaps learn something. A BIG THANKS for you answers and troubles...
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Sarah Unwin
 
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Post » Mon May 28, 2012 2:03 am

@Dres Croffgrin. Was afraid it would pollute things to much by crossposting. Checked if someone had already replied. Looks as if nobody did (perhaps forgot to reload) so I deleted. Will put the original question back so you can finish your replies as you intended so everybody can perhaps learn something. A BIG THANKS for you answers and troubles...

Haha, no problem. My rule of thumb for cross-posting is that if you post in one location and don't hear back for a day or two, then it is safe to post in the other location.
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Ludivine Dupuy
 
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Post » Sun May 27, 2012 5:55 pm

@Dres Croffgri. Tried to digest/process all information gained. The BIG problem with highly configurable mods like ASIS (now including your great Custmomized AI) and AV is that I spent so much time trying to configure it the way I want (and bump into things current versions have not anticipated) and doing RTFM that I don't find the time to actually play Skyrim ;->

Have tried TesVSnip, nice tool. If you have more usefull tools let me know. Currently using NMM, BOSS 2.01, Wrye Bash 296 (for bashed patches only, 296 is SVN version which understands the BOSS 2.01) masterlist, Boss Userlist Manager (actually will start using BUM), NifSkope and BasOpt. The complexity of the CK makes me very reluctant to use it.

I have come to the following conclusion, and please correct me when I'm wrong.

1) More rabbit/Deer spawns. The only way to get more rabbit/deer spawns is by doing the following. Suppose I want for a rabbit spawn 3 rabbits each time. Setting the spawn3weight=100 (or whatever value), all other spawnXweight to 0. Hence 100% change that every spawn generates three spawn. To make that work I have remove lvl and enc from the inclusions section. Huge drawback all other creatures do not have extra spawns...

2) Limiting the size of a wolf pack. For the life of me can't figure out how NPCMaxSpawnSettings works. I now understand the spawn0weight (0-9) concept which gives you a percentage for extra spawns and that using NPCReducedSpawnSettings you can even reduce this percentage. As I understand it, this for every spawn which is created by Skyrim or the installed mods. NPCMaxSpawnSettings I can't understand. I've read about this in combination with Deadly Dragons. By setting it to 0 for dragon you get no extra Dragon spawns for Dragons. Used in combination with Deadly Dragons you only get one Dragon spawned (I assume this is the dragon spawned by DD and not vanilla Skyrim). But when DD spawn 3 seperate dragons how can NPCMaxSpawnSettings prevents those three from spawning? In case of wolf packs, when Skytest generates a wolf pack consisting of 6 wolves, how can inserting in NPCMaxSpawnSettings limit the wolfpack to 3 wolves.. I'm sure the answer is simple but its beyond me.....

To quote you: "Unfortunately at this time, ASIS does not support increasing the spawns for one type of character (rabbits) more than another type of character. I can try to add this feature to a later release if you would like me to."
PLEASE DO, would be perfect. Perhaps best to have apart from a global spawnXweight system to have a local (for every creature) spawnXweight system which overrides the default one. This would make it possible to have for example 3 rabbits created instead of one for each or have two Deers instead of one. Perhaps this could be implemented in an even more general way to allow for future expansion.... Quick hacks are easy but a short term solution, good general implementations are hard(er) but can make life MUCH easier in the long run.....

Have tried to be precise but because the concept is new for me its pretty difficult to tell you what I exactly mean.....

PS. I'm using Occupy SKyrim which is very nice but I don't want them to have more spawns (a group of 8 dremora/flame atronach) is enough for me. Do you perhaps know how to exclude this one. Same goes for More Village Animals. In contrast to Warzones and DFB can't seem to find any special PREfix (for the NPC names or lvllists) using TesVsnip to exlude in the .ini file....
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mimi_lys
 
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Post » Mon May 28, 2012 3:40 am

For some reason, the quote boxes are not working for me while trying to post right now. Please bear with my attempt at setting off your quotes :P.



@Dres Croffgrin. Tried to digest/process all information gained. The BIG problem with highly configurable mods like ASIS (now including your great Custmomized AI) and AV is that I spent so much time trying to configure it the way I want (and bump into things current versions have not anticipated) and doing RTFM that I don't find the time to actually play Skyrim ;->

Have tried TesVSnip, nice tool. If you have more usefull tools let me know. Currently using NMM, BOSS 2.01, Wrye Bash 296 (for bashed patches only, 296 is SVN version which understands the BOSS 2.01) masterlist, Boss Userlist Manager (actually will start using BUM), NifSkope and BasOpt. The complexity of the CK makes me very reluctant to use it.





I understand where you are coming from lol, I spend so much time developing and debugging stuff that I don't really get to play Skyrim that much either lol :wink:.



I have come to the following conclusion, and please correct me when I'm wrong.

1) More rabbit/Deer spawns. The only way to get more rabbit/deer spawns is by doing the following. Suppose I want for a rabbit spawn 3 rabbits each time. Setting the spawn3weight=100 (or whatever value), all other spawnXweight to 0. Hence 100% change that every spawn generates three spawn. To make that work I have remove lvl and enc from the inclusions section. Huge drawback all other creatures do not have extra spawns...



Yes, this is true as of the current version of ASIS, unfortunately :(.



2) Limiting the size of a wolf pack. For the life of me can't figure out how NPCMaxSpawnSettings works. I now understand the spawn0weight (0-9) concept which gives you a percentage for extra spawns and that using NPCReducedSpawnSettings you can even reduce this percentage. As I understand it, this for every spawn which is created by Skyrim or the installed mods. NPCMaxSpawnSettings I can't understand. I've read about this in combination with Deadly Dragons. By setting it to 0 for dragon you get no extra Dragon spawns for Dragons. Used in combination with Deadly Dragons you only get one Dragon spawned (I assume this is the dragon spawned by DD and not vanilla Skyrim). But when DD spawn 3 seperate dragons how can NPCMaxSpawnSettings prevents those three from spawning? In case of wolf packs, when Skytest generates a wolf pack consisting of 6 wolves, how can inserting in NPCMaxSpawnSettings limit the wolfpack to 3 wolves.. I'm sure the answer is simple but its beyond me.....



Essentially, when a NPC (dragon, draugr, wolf, etc.) is spawned by any means (vanilla, DD, Skytest, etc), ASIS spawns additional monsters of the same type in accordance with the spawn weights set up in the INI. If the EditorID of the NPC in question has a max spawn setting associated with it, then that is what it will be capped at. For example, if you have Dragon=1 under NPCMaxSpawnSettings and the standard random number to determine additional spawns says that three more dragons should be spawned for a DD event, only one additional dragon will be spawned because the spawns for Dragons was capped at 1. If the random roll determined that no more dragons should be spawned, then there will not be additional dragons. If Skytest generates a wolfpack of 6 wolves, there is no way for ASIS to make it spawn only 3. Adding wolf=0 will prevent ASIS from spawning additional wolves on any of the pack of 6 that Skytest put there, but all of the Skytest wolves will remain. If DD spawns three dragons on its own before ASIS increases the spawns, then there is no way for ASIS to decrease the number of dragons spawned. Am I explaining it better this time :tongue:?



To quote you: "Unfortunately at this time, ASIS does not support increasing the spawns for one type of character (rabbits) more than another type of character. I can try to add this feature to a later release if you would like me to."
PLEASE DO, would be perfect. Perhaps best to have apart from a global spawnXweight system to have a local (for every creature) spawnXweight system which overrides the default one. This would make it possible to have for example 3 rabbits created instead of one for each or have two Deers instead of one. Perhaps this could be implemented in an even more general way to allow for future expansion.... Quick hacks are easy but a short term solution, good general implementations are hard(er) but can make life MUCH easier in the long run.....




We can add this to our "to do" list lol :wink:. I'm not sure how much time Pluto has atm, and I'm going through high school graduation right now, so it will probably be a couple weeks minimum until it is done. But it's on the list!



Have tried to be precise but because the concept is new for me its pretty difficult to tell you what I exactly mean.....



You're doing fine :smile:.



PS. I'm using Occupy SKyrim which is very nice but I don't want them to have more spawns (a group of 8 dremora/flame atronach) is enough for me. Do you perhaps know how to exclude this one. Same goes for More Village Animals. In contrast to Warzones and DFB can't seem to find any special PREfix (for the NPC names or lvllists) using TesVsnip to exclude in the .ini file....



I also use Occupy Skyrim. Unfortunately, we do not know how to exclude its extra spawns at this time. Because it modifies vanilla spawns instead of creating its own, we cannot simply add a mod prefix to Exclusions to fix it (as you noticed). If a solution presents itself, I will let you know, though!

Thanks for trying out the mod and giving us feedback!
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Ash
 
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Post » Sun May 27, 2012 5:04 pm

Just popping in to say that I played a couple of hours with this mod and everything about the increased spawns worked seamlessly. It really increased the difficulty too. It works really well with UFO as you can bring a couple of friends to help you vs. the hoards of evil.

I want to take on a mage's nest next to test to see if some new apocalypse spells and some old midas magic stuff shows up in enemy hands :)
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Kate Schofield
 
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Post » Mon May 28, 2012 2:39 am

@Dres Croffgrin. Thanks again for your reply. Now its crystal clear. The reason I couldn't figure out how you could somethings is because it turns out you can't atm !!. I guess the problem is that you can only see 'here is a spawn resquest', but you can't see who made the call. I think the current Paphyrys VM doesn't provide you with this info. Perhaps this can be done in the future with SKSE. Afaik SKSE enables more low level access to the Skyrim internals. Perhaps in the future SKSE can give you the info you need. Going to test ASIS out non the less. As I don't care for extra monster spawns perhaps I''m gonna use it to create more wildlife. Spells and Potions also sound promising. Atm I've edited the AI.ini so that everything should be like vanilla Skyrim. This is way I can test if AI.ini works as intended.

I few last questions/suggestions:
1) When ASIS will be made 'ASIS.esp safe to delete' its perhaps best to put the consistency file NOT in skyproc patcher but somewhere more out of reach. AV currently puts it in the dir C:\Users\wolverine\Documents\My Games\Skyrim\SkyProc\Consistency
2) I've noticed that when I run the patcher with for example increaded Spawns deselected, when I run ASIS again the previous state is NOT remembered. Might be a good idea to implement that in a future version of ASIS.
3) How safe is it enable/disable the options. As in suppose I run the patcher wiht Inc Spawns on I play and save and afterwards I run the patcher again but now disable the Inc. Spawns. Would that give problems with my savegames. Also the same question for the other options.
4) What is at this moment the correct way to build an ASIS.esp considering the fact that I'm using a WB bashed patch, ASIS and AV. Which .esp files do I have to disable etc etc ??
5) Am I correc that afer running ASIS.jar only an ASIS.esp is being generated. In Boss Userlist Manager I see also an Automatic Spells.esp and a Custmomized AI.esp. The former is I assume from the now obsolete Automatic Spells mod and the latter from the now obsolete Custom AI mod. Just to be sure...
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SexyPimpAss
 
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Post » Sun May 27, 2012 10:58 pm

@Dres Croffgrin. Thanks again for your reply. Now its crystal clear. The reason I couldn't figure out how you could somethings is because it turns out you can't atm !!. I guess the problem is that you can only see 'here is a spawn resquest', but you can't see who made the call. I think the current Paphyrys VM doesn't provide you with this info. Perhaps this can be done in the future with SKSE. Afaik SKSE enables more low level access to the Skyrim internals. Perhaps in the future SKSE can give you the info you need. Going to test ASIS out non the less. As I don't care for extra monster spawns perhaps I''m gonna use it to create more wildlife. Spells and Potions also sound promising. Atm I've edited the AI.ini so that everything should be like vanilla Skyrim. This is way I can test if AI.ini works as intended.

I few last questions/suggestions:
1) When ASIS will be made 'ASIS.esp safe to delete' its perhaps best to put the consistency file NOT in skyproc patcher but somewhere more out of reach. AV currently puts it in the dir C:\Users\wolverine\Documents\My Games\Skyrim\SkyProc\Consistency
2) I've noticed that when I run the patcher with for example increaded Spawns deselected, when I run ASIS again the previous state is NOT remembered. Might be a good idea to implement that in a future version of ASIS.
3) How safe is it enable/disable the options. As in suppose I run the patcher wiht Inc Spawns on I play and save and afterwards I run the patcher again but now disable the Inc. Spawns. Would that give problems with my savegames. Also the same question for the other options.
4) What is at this moment the correct way to build an ASIS.esp considering the fact that I'm using a WB bashed patch, ASIS and AV. Which .esp files do I have to disable etc etc ??
5) Am I correc that afer running ASIS.jar only an ASIS.esp is being generated. In Boss Userlist Manager I see also an Automatic Spells.esp and a Custmomized AI.esp. The former is I assume from the now obsolete Automatic Spells mod and the latter from the now obsolete Custom AI mod. Just to be sure...

Thanks for the suggestions :). To attempt to answer some of your questions:

3) I honestly don't know 100%, but I think you are fine to change them at will. Pluto would be better to ask this, he knows more about the inner workings of some of the options like Automatic Spells. I know that Customized AI is definitely safe to toggle, however.

4) Build a Bashed Patch with ASIS.esp, ASIS-Dependency.esp, and Automatic Variants.esp unchecked. Check ASIS-Dpendency.esp and run ASIS.jar. Lastly, Check ASIS.esp and run AV. Soon, SUM (SkyProc Unified Manager) will do this for you :).

5) Yes, this mod only generates ASIS.esp. Those entries are old, are are only there for people that have not updated to the latest versions of these mods :).
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Anthony Diaz
 
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Post » Mon May 28, 2012 8:11 am

I want to offer a comment about wolverine's suggestion to put the consistency file out of reach. I do not think that is a good idea at all. Just the opposite, in fact. Bethesda offers pretty much everything right up front so that we can access it if we wish. Mods should do the same. I do not want a mod (or tool for mods) trying to "hide" things from me. I want to be able to see whatever it is doing. Any mods or tools that attempt "hidden" stuff get deleted.

On another note, Dres, just fyi, I tried using the 1 GB batch file from your collection and it didn't execute the ASIS patcher. I put it in the ASIS patcher folder so I would not think that the location would be a problem. I thought that there might be a compatibility issue with ASIS 1.70, so I wanted to let you know.

Oh, and wolverine, about running the patchers in sequence... Dres' instructions are right, but keep in mind that you may need to deactivate certain mods when running AV (Extended Colors, for example). Of course, you can also deactivate any mod you don't want included (e.g., if you are using Deadly Dragons and don't want additional dragon spawns from ASIS, you probably want to deactivate it before patching :) ).
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StunnaLiike FiiFii
 
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Post » Mon May 28, 2012 1:15 am

2) Limiting the size of a wolf pack. For the life of me can't figure out how NPCMaxSpawnSettings works. I now understand the spawn0weight (0-9) concept which gives you a percentage for extra spawns and that using NPCReducedSpawnSettings you can even reduce this percentage. As I understand it, this for every spawn which is created by Skyrim or the installed mods. NPCMaxSpawnSettings I can't understand. I've read about this in combination with Deadly Dragons. By setting it to 0 for dragon you get no extra Dragon spawns for Dragons. Used in combination with Deadly Dragons you only get one Dragon spawned (I assume this is the dragon spawned by DD and not vanilla Skyrim). But when DD spawn 3 seperate dragons how can NPCMaxSpawnSettings prevents those three from spawning? In case of wolf packs, when Skytest generates a wolf pack consisting of 6 wolves, how can inserting in NPCMaxSpawnSettings limit the wolfpack to 3 wolves.. I'm sure the answer is simple but its beyond me.....

Essentially, when a NPC (dragon, draugr, wolf, etc.) is spawned by any means (vanilla, DD, Skytest, etc), ASIS spawns additional monsters of the same type in accordance with the spawn weights set up in the INI. If the EditorID of the NPC in question has a max spawn setting associated with it, then that is what it will be capped at. For example, if you have Dragon=1 under NPCMaxSpawnSettings and the standard random number to determine additional spawns says that three more dragons should be spawned for a DD event, only one additional dragon will be spawned because the spawns for Dragons was capped at 1. If the random roll determined that no more dragons should be spawned, then there will not be additional dragons. If Skytest generates a wolfpack of 6 wolves, there is no way for ASIS to make it spawn only 3. Adding wolf=0 will prevent ASIS from spawning additional wolves on any of the pack of 6 that Skytest put there, but all of the Skytest wolves will remain. If DD spawns three dragons on its own before ASIS increases the spawns, then there is no way for ASIS to decrease the number of dragons spawned. Am I explaining it better this time :tongue:?

Okay so Im confused only about this part I get the rest of it but how do i get this working? NPCMaxSpawnSettings

I dont see any

[NPCMaxSpawnSettings]
Dragon=1
Rabbit=10
godzilla=GTFODodge

Is it in a new update I dont see (currently on 1.7 patcher)

also maybe you know this but how do I get new spells to be added in via Patcher like say phenderix mod spells
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Poetic Vice
 
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Post » Sun May 27, 2012 7:00 pm

Hmm, so what exactly qualifies a "boss"? If I were to increase the chance for "boss" spawns would I be able to loosely replicate the feel of PISE? I rather miss a great portion of it's changes, but none more than how dynamic and real the world felt with a larger variance of creature level. So yeah I would really love to be able to increase the chances of spawns outside my own level-tier.
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trisha punch
 
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Post » Sun May 27, 2012 9:42 pm

@seen144800. This http://www.gamesas.com/topic/1370196-relwip-extended-and-customized-leveled-lists/page__fromsearch__1called "Extended and Customized Leveled Lists" could be what you need to make the (4 supported NPC's) MUCH harder (if you want) Its also Skyproc based (hence configurable and you can make the NPC's as hard as you want). Till now NOBODY has replied to his thread, unbelievable. Found out by accident myself. A small cititation from the author.

"I built this tool to extend some of the common leveled lists (Bandits, etc.) with higher level NPCs. Many of the most common enemies you fight in the game cap off around 25, meaning the game becomes very easy at higher levels even without exploiting any of the less balanced features. The first version I built for my own use added +5, +10 and +15 level variants of Bandits, Falmer, Draugr, and Forsworn. In my experience most of the enemies you encounter are from these lists.

This test release adds user customization of the process and includes options for altering the spawn levels of the existing enemies. This is done using SkyProc to create a patch based on your load order, making it theoretically compatible with whatever mods you have installed.".

Its (perhaps) not the same as what PISE had to offer but perhaps worth checking out. Defintely look nice and promising. Just go there and find it. If ppl are gonna use it perhaps the author could implement more NPC's. Just my 2 eurocent...
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Oscar Vazquez
 
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Post » Mon May 28, 2012 7:03 am

@Dres Croffgrin. When taking the Skyproc based "Extended and Customized Leveled Lists" mod into account. Do you know or can you make an educated guess what the NEW order should be when building the Skyrpoc patches. Again I'm using bashed patch, ASIS, AV AND the new mod mentioned here.
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hannah sillery
 
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Post » Mon May 28, 2012 12:05 am

I've finally got all of the mods I wanted running in a stable load order and now want to try ASIS, but I have a couple of questions...

1. Do I have to start a new game?

2. I'm assuming that ASIS handles not only NPCs but creatures as well? I'm running Mighty Dragons 3 and DO NOT want any extra dragons being spawned. I've read the readme on the .ini files for the spawning, but I'm not sure if I understand it. Can I just add "dragon" to the IncreasedSpawns.ini (under [Exclusions]) to have all dragons exlcluded from any increase in spawning for them?

If I do that, should I delete the "dragon=5" under the [NPCReducedSpawnSettings] section?

3. Among the bigger mods I run are Mighty Dragons 3, Dance of Death and Ultimate Followers Overhaul. Will there be any compatibility issues with these mods?

4. What is the proper load order for the ASIS files? Also, is ASIS-Dependency.esp actually an ESM?

5. And finally, what all types of mods do I need to UN-check from my current load order before running the ASIS patcher? I'm assuming I need to UN-check UFO and Mighty Dragons 3? Or not?

Should I UN-check any mods that change AI behaviour? The only mod I'm running that changes spawning rates is one that respawns the Stormcloak/Imperial camps if they've been wiped out. Would I need to disable that one? And should it be loaded before or after the ASIS files?

What about new, custom companions that I don't want touched? Should I UN-check them in the load order or add them to the exclusions list?

What about mods that perhaps change perks? Should they be UN-checked?

Mods that add new custom NPC races?

Mods that change stamina related carry weight? What about mods that alter stamina or magic regeneration rates?


What about mods that perhaps change perks? Mods that add new custom NPC races? Mods that change stamina related carry weight? What about mods that alter stamina or magic regeneration rates?
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Saul C
 
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Post » Mon May 28, 2012 12:12 am

I've finally got all of the mods I wanted running in a stable load order and now want to try ASIS, but I have a couple of questions...

1. Do I have to start a new game?

2. I'm assuming that ASIS handles not only NPCs but creatures as well? I'm running Mighty Dragons 3 and DO NOT want any extra dragons being spawned. I've read the readme on the .ini files for the spawning, but I'm not sure if I understand it. Can I just add "dragon" to the IncreasedSpawns.ini (under [Exclusions]) to have all dragons exlcluded from any increase in spawning for them?

If I do that, should I delete the "dragon=5" under the [NPCReducedSpawnSettings] section?

3. Among the bigger mods I run are Mighty Dragons 3, Dance of Death and Ultimate Followers Overhaul. Will there be any compatibility issues with these mods?

4. What is the proper load order for the ASIS files? Also, is ASIS-Dependency.esp actually an ESM?

5. And finally, what all types of mods do I need to UN-check from my current load order before running the ASIS patcher? I'm assuming I need to UN-check UFO and Mighty Dragons 3? Or not?

Should I UN-check any mods that change AI behaviour? The only mod I'm running that changes spawning rates is one that respawns the Stormcloak/Imperial camps if they've been wiped out. Would I need to disable that one? And should it be loaded before or after the ASIS files?

What about new, custom companions that I don't want touched? Should I UN-check them in the load order or add them to the exclusions list?

What about mods that perhaps change perks? Should they be UN-checked?

Mods that add new custom NPC races?

Mods that change stamina related carry weight? What about mods that alter stamina or magic regeneration rates?


What about mods that perhaps change perks? Mods that add new custom NPC races? Mods that change stamina related carry weight? What about mods that alter stamina or magic regeneration rates?

1. Clean save

2. no need to delete if you exclude then thats the end you dont have dragosn spawning but no need to delete either.

3. because of the patcher system there is compatability with every mod known to nexus or workshop... except warzones so far and the breakign of mods liek Feralfade because of the extra spawnings (basically summoning follower mods)

4. ASIS goes after Bashed patch Dependency coes before ASIS anywhere it doenst matter where it goes

5. any mods you dont want added you can either add them to exclusions (the npcs they add by prefix or full EditorID name) or you can unchack the mod while runnign patcher.

Should I UN-check any mods that change AI behaviour? The only mod I'm running that changes spawning rates is one that respawns the Stormcloak/Imperial camps if they've been wiped out. Would I need to disable that one? And should it be loaded before or after the ASIS files? No you dont need to uncheck and before ASIS.

What about new, custom companions that I don't want touched? Should I UN-check them in the load order or add them to the exclusions list? Add to exclusion lists only if they are spawning like Feralfade is

What about mods that perhaps change perks? Should they be UN-checked? Nope

Mods that add new custom NPC races? nope because the races would need to be added to inclusions to be affected

Mods that change stamina related carry weight? What about mods that alter stamina or magic regeneration rates? Nope
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Keeley Stevens
 
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Post » Mon May 28, 2012 4:24 am

Thank you, Oyaban_Kyuubi! :)
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Bethany Short
 
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Post » Sun May 27, 2012 5:33 pm

@Straton:
Note that if you are using Automatic Variants, you will need a new game start, not just a clean save.

You will be able to see which mods are included in the patcher's patches (ASIS, AV) by looking at the patch .esp in either NMM or Wrye (look at the files listed as being required for the patcher's .esp after it is built). You'll probably notice that most of your active mods are not included.

Easiest way to skip a mod is to deactivate it, create the patch, then reactivate it.
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FoReVeR_Me_N
 
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Joined: Wed Sep 05, 2007 8:25 pm

Post » Mon May 28, 2012 6:42 am

@Straton:
Note that if you are using Automatic Variants, you will need a new game start, not just a clean save.

You will be able to see which mods are included in the patcher's patches (ASIS, AV) by looking at the patch .esp in either NMM or Wrye (look at the files listed as being required for the patcher's .esp after it is built). You'll probably notice that most of your active mods are not included.

Easiest way to skip a mod is to deactivate it, create the patch, then reactivate it.

With the newest one, it may not need a new game. Looks like all the questions were answered. :)

Been hectic lately arranging school stuff. Switching majors, dealing with girlfriend stuff, went camping.
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T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Sun May 27, 2012 7:27 pm

With the newest one, it may not need a new game. Looks like all the questions were answered. :smile:

Been hectic lately arranging school stuff. Switching majors, dealing with girlfriend stuff, went camping.

did you see my two questions pluto?
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Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Sun May 27, 2012 5:41 pm

Just checking in to say that i am here, but i am on senior trip right now, so can't answer questions atm. I will be back to answer questions and make improvements in a few days.
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Angela Woods
 
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Joined: Fri Feb 09, 2007 2:15 pm

Post » Sun May 27, 2012 7:39 pm

With the newest one, it may not need a new game. Looks like all the questions were answered. :smile:

Been hectic lately arranging school stuff. Switching majors, dealing with girlfriend stuff, went camping.

If you mean AV, I still had to start a new game to avoid skating animals even with the newest version. YMMV. :)
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Eibe Novy
 
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