[WIPREL] ASISPISE Successor Thread #3

Post » Sun May 27, 2012 7:21 pm

@Duar

they are asking about pISE not ASIS :P
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Dawn Farrell
 
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Post » Sun May 27, 2012 5:51 pm

I am using just PISE currently. I have an install question. What is the String folder for? Do i need to install that? If so, what items do i install? Or do install everything in the folder? Thanks.

It's for non-English users, I believe. You don't need anything in it if you are using English Windows, as far as I know.

However, I'd suggest moving from PISE to ASIS as soon as you can as PISE is no longer supported and ASIS is superceding it (just in case you didn't know :) ).
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*Chloe*
 
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Post » Mon May 28, 2012 8:33 am

Hi! I've got a few mods that in the debug files appear to throw Java exceptions, usually ArrayIndexOutOfBoundsixception (I'm running 1.62 with the npcpotions.pex file added), they are:

Customized AI (http://www.gamesas.com/topic/1367059-wiprel-customized-ai)
Ancient Spells - Morrowind and Oblivion Spells (http://skyrim.nexusmods.com/downloads/file.php?id=9153)
Most of the components of Better Sorting (http://skyrimnexus.com/downloads/file.php?id=2730)

Is that anything to worry about? Better Sorting is just a renamer so it might not affect things, but Customized AI might have an effect on various NPCs, and Ancient Spells definitely adds new spells that the AS part of ASIS should deal with.

Oh, and on a minor note, the GUI for the .jar program lists "Increased Spawns" twice instead of having "NPC Potions" in one slot.
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Glu Glu
 
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Post » Mon May 28, 2012 3:16 am

I am using just PISE currently. I have an install question. What is the String folder for? Do i need to install that? If so, what items do i install? Or do install everything in the folder? Thanks.

FOr the strings folder you Need the actual folder + these strings inside it Dar

PISE_English.DLSTRINGS
PISE_English.ILSTRINGS
PISE_English.STRINGS

ASIS does the Potions so you dont need potion tweaks of PISE any longer.

It's for non-English users, I believe. You don't need anything in it if you are using English Windows, as far as I know.

However, I'd suggest moving from PISE to ASIS as soon as you can as PISE is no longer supported and ASIS is superceding it (just in case you didn't know :smile: ).

Actually Ai PISE is back when Strings were needed for every language (pre ck when you could have scripts and BSAs

so therefore Strings are pertinent in this case :)
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Alada Vaginah
 
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Post » Sun May 27, 2012 7:06 pm

Thanks for the help.
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Victoria Bartel
 
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Post » Mon May 28, 2012 12:45 am

Is ASIS compatible with Skyrim Creatures Alive? It's noted on the Nexus that Creatures Alive is compatible with PISE, but does not mention ASIS.

And do I even want Skyrim Creatures Alive, or does ASIS do everything that it does?
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Britney Lopez
 
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Post » Mon May 28, 2012 2:58 am

ASIS due to the patcher is compatable with every mod Outside of a Mod like Automatic varients and Mods with summonable followers like Feralfade. for those mods you want to unactivate them when you run the patcher so it doesnt use them
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Danny Warner
 
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Post » Mon May 28, 2012 2:34 am

ASIS due to the patcher is compatable with every mod Outside of a Mod like Automatic varients and Mods with summonable followers like Feralfade. for those mods you want to unactivate them when you run the patcher so it doesnt use them


Do you mean that we would UN-check them from our load order altogether? Sorry for the stupid question, but I've not installed the mod yet or, obviously ran the patcher. Does the patcher create sort of a Bashed Patch or something?
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Nitol Ahmed
 
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Post » Mon May 28, 2012 8:52 am

No the Patcher doesnt create a bashed patch.

and yes you Uncheck them from your load order. basically anything kept in your load order is affected by ASIS so if you have Higher level enemies DD OCS Warzones Realistic animals and predators MOMod then your ASIS will affect all of those spawn wise.
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Natalie J Webster
 
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Post » Mon May 28, 2012 6:14 am

FOr the strings folder you Need the actual folder + these strings inside it Dar

PISE_English.DLSTRINGS
PISE_English.ILSTRINGS
PISE_English.STRINGS

ASIS does the Potions so you dont need potion tweaks of PISE any longer.



Actually Ai PISE is back when Strings were needed for every language (pre ck when you could have scripts and BSAs

so therefore Strings are pertinent in this case :smile:

Oops... yep, I uninstalled PISE on Pluto's recommendation so I forgot it originally did go ahead an include its strings. However, you no longer really need PISE, at least according to Pluto when I asked here about using both. He said that ASIS has incorporated almost all PISE functions and the AI can be done with Customized AI patcher. ASIS also uses the strings, btw. My bad.

Is ASIS compatible with Skyrim Creatures Alive? It's noted on the Nexus that Creatures Alive is compatible with PISE, but does not mention ASIS.

And do I even want Skyrim Creatures Alive, or does ASIS do everything that it does?

As Oyaban said, ASIS is pretty much compatible with anything. It will scan all of your active mods and process them (Automatic Spells, Increased Spawns, and NPCs using Potions). Using ASIS and AV (Automatic Variants) really diversifies your game!
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SWagg KId
 
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Post » Mon May 28, 2012 5:59 am

@Ai

The strings are added by the patcher though and are english only also :) and Im askign Pluto jsut what exactly PISE still does that ASIS doesnt so I sent him web poke via mail :)
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Jesus Duran
 
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Post » Mon May 28, 2012 7:44 am

I've received this information about the potions:
unpack requires a string argument of length 1
Error loading 'LVLI' record and/or subrecord: 08000D63
eid = u'ASISLVLHEALTHPOTIONS'
subrecord = 'LVLD'
subrecord size = 4
file pos = 3166872
Error in ASIS.esp
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Schel[Anne]FTL
 
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Post » Mon May 28, 2012 12:34 am

However, I'd suggest moving from PISE to ASIS as soon as you can as PISE is no longer supported and ASIS is superceding it (just in case you didn't know :smile: ).

Is ASIS a superset of PISE yet? Last I heard, the recommendation was to continue using PISE for the AI changes while letting ASIS take over the spawning-related, spell-related, and (now) potion-related portions of PISE's functionality.

ASIS due to the patcher is compatable with every mod Outside of a Mod like Automatic varients and Mods with summonable followers like Feralfade. for those mods you want to unactivate them when you run the patcher so it doesnt use them

This is news to me. I'm using ASIS and Feralfade (enabled when I run the patcher) with no issues.
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Daniel Holgate
 
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Post » Mon May 28, 2012 1:51 am

Is ASIS a superset of PISE yet? Last I heard, the recommendation was to continue using PISE for the AI changes while letting ASIS take over the spawning-related, spell-related, and (now) potion-related portions of PISE's functionality.



This is news to me. I'm using ASIS and Feralfade (enabled when I run the patcher) with no issues.

My feralfade when I summoned her Had 2 summon at one time. Then afterwards she never stayed summoned if she was around for 20 seconds or attackign I was lucky otherwise shed lay down and disapear quickly. and the only thing I had changed at the time was moving to the Patcher.
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Cagla Cali
 
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Post » Sun May 27, 2012 6:57 pm

Not sure if this has been asked, but since the patcher are sorting master files by alphabets, it cause inconsistencies in the master load order because I ordered my mod manually, so is it actually safe to ignore the warning given from wrye bash about this?
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jesse villaneda
 
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Post » Mon May 28, 2012 3:05 am

That should be fixed in the latest version?

If all goes well a new version, bit more stable and altogether, will be put up tomorrow. The project's on git and Dres is working on it while I deal with finals, so thank him for me. :wink:

If it works well enough, I'll throw a larger public beta on the nexus PISE file.

Still really busy personally, so I may not answer everything. If I miss anything, shoot me a PM on the boards here and I'll do my best to reply to it within the next week. :dry: PM's don't get lost as easily as posts, so.

Edit:

Reducing dragons, either increased the number under [NPCReducedSpawnSettings] to a higher (it's a divider of the spawn weights), or add a header called [NPCMaxSpawnSettings] and add dragon='x', x being the CAP for extra spawns (ie, 2 means a max of 2 EXTRA spawns, so a max of 3 total), without the ' marks. (ie, dragon=2 will cap it to 2 extra spawns - dragon=0 will prevent any extras from spawning).

Because script data is saved into saved games, when changing around spawn weights, exclusions, inclusions, and the reduced and max spawn settings, it will take a clean save to implement. If you use it but don't save, testing a change, and then trying a new test (on a clean save), then you are fine. But if you make a change, and then save the game, then you need to make a clean save with it if you change the settings.
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Rebecca Clare Smith
 
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Post » Sun May 27, 2012 9:28 pm

Reducing dragons, either increased the number under [NPCReducedSpawnSettings] to a higher (it's a divider of the spawn weights), or add a header called [NPCMaxSpawnSettings] and add dragon='x', x being the CAP for extra spawns (ie, 2 means a max of 2 EXTRA spawns, so a max of 3 total), without the ' marks. (ie, dragon=2 will cap it to 2 extra spawns - dragon=0 will prevent any extras from spawning).

Any chance of getting that changed from extra spawns to total spawns? (i.e., "dragon=1" for no extra spawns / at most one dragon spawning)

I see two advantages to this change:

1) I expect it would be more intuitive to most users, who will think in terms of "I want to see at most x dragons" rather than "I want to see at most x additional dragons".

2) I've asked before about using PISE to remove certain creatures from the game and removing, say, Water Skeevers (aka "common rats") with the command "WaterSkeever=0" would follow naturally from this. (I expect the internal implementation would vary wildly, since it would involve removing the originally-spawned creature in addition to modifying additional spawns, but it would avoid having to support two distinct commands, one for increasing spawn counts and another for reducing them.)
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Shelby Huffman
 
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Post » Mon May 28, 2012 7:41 am

A simple internal script check would manage that.. but it'd be odd in places. Imagine if you wanted draugr removed - then every dungeon with draugr, including quest related ones, would just be empty. Not replaced, in any form, but just empty.

I think the most effective approach for that will involve the grouping of types of mobs, and sorting it out with some small percentages of 'other' spawns from a similar type. Then, if a certain creature is removed, there'll be the other 'types' to step in and replace it.

The actual implementation would be fairly simple - if the cap on the creatures is 0, then delete the original. If the cap is >0, prevent it from spawning extra. That's not a problem at all, it'd be simple to implement - it's just the above issues that need to be resolved first. :)

If you have any ideas on those, let me know! I'm uncertain of how I'd want to 'group' the mobs, and I know Lev also wants to implement a full on DLL system at some point, too. Just a matter of picking a direction with it all.
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Chris Cross Cabaret Man
 
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Post » Sun May 27, 2012 5:26 pm

Hello everyone :smile:. I am that one guy who wrote Customized AI that one time. Now I'm on the ASIS team (well, It's just me and Pluto. Mainly Pluto. But I'm here :tongue:). Since Pluto has been really busy with finals, I have been working on the next release of ASIS.

Version 1.70 of ASIS contains a smattering of bug fixes and a brand-new feature. The NPC Potions check box is now correctly named, the NPC Potions script is now packaged in the main mod download, and the "frozen at 60%" bug has been remedied (it turned out that the bug was caused by either ASIS-Dependency being either missing or ghosted. The patcher now warns the user of this problem and exits instead of freezing).

The brand-new feature is the inclusion of the Customized AI GMST changes. For those wanting to know the details, I would advise you read the OP of the now-defunct http://www.gamesas.com/topic/1367059-wiprel-customized-ai/. These changes are the same as the Combat AI and sneak changes from PISE. It should be noted, however, that I discovered a very nasty bug with the Customized AI "no override" option, so that has been omitted from ASIS.

Although this is an "unofficial" release (I haven't even gotten to talk to Pluto to confirm the version number), I hope that it works for you. Enjoy!

Version 1.70 of ASIS can be downloaded http://dl.dropbox.com/u/56032901/ASIS/ASIS%20Patcher%201-70.zip.
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James Shaw
 
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Post » Mon May 28, 2012 8:40 am

Glad to see you decided to merge the projects and work together on this. Will try out the new release once I find some time to play, thanks! :)
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Michael Russ
 
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Post » Mon May 28, 2012 5:18 am

why is asis not on the nexus?
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Mélida Brunet
 
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Post » Sun May 27, 2012 6:30 pm

why is asis not on the nexus?

Is still "technically" in Beta, when they have all the bugs more or less ironed out there will be an official release on the nexus (I'm assuming), and that is not too far off as I understand it.

I'm personally awaiting for it to be out of "Beta" before I add it to my load order. Would give me reason to play my older characters again.
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Gaelle Courant
 
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Post » Mon May 28, 2012 5:25 am

Hello everyone :smile:. I am that one guy who wrote Customized AI that one time. Now I'm on the ASIS team (well, It's just me and Pluto. Mainly Pluto. But I'm here :tongue:). Since Pluto has been really busy with finals, I have been working on the next release of ASIS.

Version 1.70 of ASIS contains a smattering of bug fixes and a brand-new feature. The NPC Potions check box is now correctly named, the NPC Potions script is now packaged in the main mod download, and the "frozen at 60%" bug has been remedied (it turned out that the bug was caused by either ASIS-Dependency being either missing or ghosted. The patcher now warns the user of this problem and exits instead of freezing).

The brand-new feature is the inclusion of the Customized AI GMST changes. For those wanting to know the details, I would advise you read the OP of the now-defunct http://www.gamesas.com/topic/1367059-wiprel-customized-ai/. These changes are the same as the Combat AI and sneak changes from PISE. It should be noted, however, that I discovered a very nasty bug with the Customized AI "no override" option, so that has been omitted from ASIS.

Although this is an "unofficial" release (I haven't even gotten to talk to Pluto to confirm the version number), I hope that it works for you. Enjoy!

Version 1.70 of ASIS can be downloaded http://dl.dropbox.com/u/56032901/ASIS/ASIS%20Patcher%201-70.zip.

Awesome! I loved your custom AI mod and glad too see you are now working on ASIS too! Just means things will move along smoother (not saying pluto was bad by any means, but two is better than one!)

Look forward too playing around with this again!
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Prohibited
 
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Post » Sun May 27, 2012 10:31 pm

The brand-new feature is the inclusion of the Customized AI GMST changes. For those wanting to know the details, I would advise you read the OP of the now-defunct http://www.gamesas.com/topic/1367059-wiprel-customized-ai/. These changes are the same as the Combat AI and sneak changes from PISE. It should be noted, however, that I discovered a very nasty bug with the Customized AI "no override" option, so that has been omitted from ASIS.

What is wrong with the "no override" option?
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QuinDINGDONGcey
 
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Post » Sun May 27, 2012 6:57 pm

why is asis not on the nexus?
Is still "technically" in Beta, when they have all the bugs more or less ironed out there will be an official release on the nexus (I'm assuming), and that is not too far off as I understand it.

I'm personally awaiting for it to be out of "Beta" before I add it to my load order. Would give me reason to play my older characters again.


As far as I am aware, the reason (at least at first) that ASIS was not on the Nexus is because it was initially a very buggy mod. However, all of the major bugs that I know about have been squashed, so that is no longer as much of an issue. What is mainly holding ASIS back now is that it is not really finished: it is supposed to be of much greater scope (leveled list de-leveling, etc. Think of the other stuff that PISE did). However, it may be released on the Nexus before it reaches this point. We shall see :).



What is wrong with the "no override" option?


Well... it doesn't actually work. Sometimes it detects the GMSTs that have been changed just fine, and sometimes it fails completely and either leaves them out when they haven't been changed or includes them when they have. The error is dependent on which GMST is changed, and all the ones that I tested before release were from the set that worked lol... :P. I have a Deadly Combat compatibility option in the works right now; I should be able to get it out soon. As for a wider, more general compatibility option, I will see what I can do. I can't guarantee anything, however. The code looks pretty broken :(.

The version in ASIS doesn't have any known bugs, though. All of those were left behind when I ported my code over :).
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naome duncan
 
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