[WIPREL] ASISPISE Successor Thread #3

Post » Sun May 27, 2012 10:51 pm


http://www.skyrimnexus.com/downloads/file.php?id=1269



ASIS - Automatic Spells, Increased Spawns





Nexus page (for PISE, not ASIS):
http://www.skyrimnexus.com/downloads/file.php?id=1269

ASIS will be released on the nexus... Well, when I feel it's ready for it. If a full GUI is implemented to mix up the current skyproc patches together in some manner, it may be a little bit.

Summary: A mix of 3 different options, which can be chosen from in the patcher. Increased Spawns will increase the spawns throughout the game world. Automatic Spells will give NPC's spells that they are missing, and spells from other mods, based on the skill levels an NPC has. NPC Potions adds potions to NPC's, similarly to how PISE implemented it.

Installation: Drop the contents of the ASIS Patcher zip into the Data folder (preserving the folders inside), and run the ASIS.jar located in Data/SkyProc Patchers/ASIS/ASIS.jar. Alternatively, customize the ini files before running it.

For the plugin, just drop the plugin(s) and the scripts into the data directory as per normal.

The patcher 'patches' in changes, and is fully compatible with all other mods due to the wonders of SkyProc (<3).

Latest Version (1.62):
Use either the patcher OR the plugin. The default plugin is based off of vanilla settings.
Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-62.zip

Patcher w/ Debug:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-62%20Debug%20Mode.zip

Changes:
Spoiler

Version 1.61 -> 1.62
  • Fix that actually adds the NPC potions check box option.
Version 1.6 -> 1.61:
  • Fixed issue with scripts deleting NPC's early.
Version 1.53 -> 1.6:
  • Added in NPC Potions.
Version 1.52 -> 1.53:
  • Added ini entries courtesy of CorePC, updated from newer SkyProc, added NPC reset code to prevent spawn stacks.
Version 1.51 -> 1.52:
  • Fixed aggression levels (used a SetAV instead of ModAV for reliability) of ambush NPC's.
Version 1.5 -> 1.51:
  • Fixed broken coding logic to properly check against the form lists (which made all the checks fail and not have any NPC's spawn), and a couple other fixes.
  • Added ambush changes, so any increased spawns around an ambush spot will not just stand there.
Version 1.4 -> 1.5:
  • Adding a reduced spawns setting.
  • Reworked entirely to not use duplicate NPC's.
  • Added ASIS-Dependency which contains a unique faction for NPC's, used to prevent spawn loops.
  • Re-added encounter NPC's.
  • Updated to latest SkyProc for proper import of plugins.
Version 1.3 -> 1.4:
  • Changed the exclusion list to exclude templates.
  • Removed all encounter creatures from the lists to fix the face mismatch.
  • Integrated progress bar.
  • Few minor other improvements.
Version 1.2 -> 1.3:
  • Rewrote most of the code to be significantly more organized. Source IS available on request, if anyone's interested.
  • Adding a second duplication of NPC's to re-link templates in Increased Spawns, to make sure it's linking to exact, identical NPC's for safety's sake.
Versions <1.2 -> 1.2:
  • Most of the base code was written and rewritten during this stage, isolating and determining bugs and the best ways to evaluate the spawn increases.

Old Versions:
Spoiler

Spoiler

Version 1.61:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-61.zip
Version 1.6:
Spoiler

Patcher (haven't built a default plugin yet):
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-6.zip

Version 1.53:
Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-53.zip

Patcher (w/ Debug):
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-53%20-Debug.zip

Generated Plugin w/ vanilla:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-53.zip

Version 1.52:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-52.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-52.zip

Version 1.51:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-51.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-51.zip


Version 1.5:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-5.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-5.zip


Version 1.4:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-4.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-4.zip


Version 1.3:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-3.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-3.zip


A few tidbits of information;

Increased Spawns:
Spawn weights in the Increased Spawns ini are direct weightings. They currently add up to 400, but do not need to by any means. If you have a weighting of 30 and a total number of 600, there is a 5% chance of that specific weighting to happen, for example. The defaults are;
  • 0 Extra - 50% (200 weight)
  • 1 Extra - 37.5% (150 weight)
  • 2 Extra - 8.75% (35 weight)
  • 3 Extra - 2.5% (10 weight)
  • 4 Extra - 0.75% (3 weight)
  • 5 Extra - 0.5% (2 weight)
  • All the rest -> 0%, 0 weight.
If you need to reduce spawns in some manner, the [NPCReducedSpawnSettings] is the form of editorID=reducer, in which all spawn weights for an NPC containing that phrase of the editor ID are divided by the reducer except for spawn 0 weight.

If you want to cap the spawns, the [NPCMaxSpawnSettings] (can be added to the ini) is the form of editorID=cap, in which the number of spawns is capped at that number.

Automatic Spells:
In automatic spells, NPC's are given spells depending on the requirements. It determines this based on the perks, and thus, each perk level is associated with the spell and the requirement. For example, in the ini, adeptLevel is 45, so if an NPC has a skill level of 45 destruction, the NPC will get all adept level destruction spells.

NPC Potions:
NPC's get potions, they get a certain chance for a number of potions, configurable in the ini file.

Troubleshooting:
Please be sure to have an updated version of Skyrim and both versions of java, x86 and x64. You may not need both versions, but if you have troubles, try installing both.
User avatar
cosmo valerga
 
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Post » Sun May 27, 2012 8:44 pm

I've been so hectic, so nothing more except a new thread atm. Not very fancy, either, reconstructing it was a pain and I'm on just a few hours of sleep. >.< Dang finals coming up.
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Chantel Hopkin
 
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Post » Mon May 28, 2012 7:54 am

Thanks for your hard work, Plutoman! I've been sharing this with anyone familiar with PISE I come across on my stream!
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Max Van Morrison
 
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Post » Sun May 27, 2012 7:09 pm

me too me too :D and the patcher is awsome
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Miranda Taylor
 
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Post » Sun May 27, 2012 5:24 pm

Is ASIS eventually going to include everything from PISE like the AI changes, or will PISE always be a mod on its own?
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Irmacuba
 
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Post » Sun May 27, 2012 6:34 pm

Hi Pluto! I'd like to ask, would it be possible to have ASIS write out some kind of log of what existing mods it took into account while generating the .esp? Alternatively, can you think of a very easy way to check that ASIS correctly took a given mod into account (i.e. easier than wandering around and hoping to see a bandit use a mod spell)?

The reason I would like this is that I've been trying to make ASIS work right within Mod Organiser (which as you may know keeps each installed mod in its own separate folder), and I *think* I've got that right since I can end up with an ASIS.esp that has a different hash from the one I create when simply running ASIS.jar the regular way, but now I'd want to make sure that everything worked properly.
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Quick draw II
 
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Post » Mon May 28, 2012 3:47 am

Pluto...I'm not sure if its just me or not. Since 1.53 when you added the de spawner. Extra spawned monsters only stay on mu screen a minute or two and then poof. This only happens too the extra spawned monsters, and it doesn't happen in 1.52. Not sure if I'm the only one with this issue or not :-(
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Stephanie I
 
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Post » Mon May 28, 2012 1:19 am

Pluto...I'm not sure if its just me or not. Since 1.53 when you added the de spawner. Extra spawned monsters only stay on mu screen a minute or two and then poof. This only happens too the extra spawned monsters, and it doesn't happen in 1.52. Not sure if I'm the only one with this issue or not :-(

Use a spawn timer longer than a few minutes. You are probably using WiS's blood coins for what, a 2 minute cell respawn? The extra spawns are based around the cell respawn timer to avoid someone individually having to change the cell respawn time themselves, and to match other mods.

Is ASIS eventually going to include everything from PISE like the AI changes, or will PISE always be a mod on its own?

Planned to eventually include it all, in some form or another. Phasing it all in slowly. I don't plan on supporting PISE on it's own, now. Especially considering I'm using the patcher as much as a modding tool for myself (algorithmic batch edits, essentially) as it is a distributive platform.

Hi Pluto! I'd like to ask, would it be possible to have ASIS write out some kind of log of what existing mods it took into account while generating the .esp? Alternatively, can you think of a very easy way to check that ASIS correctly took a given mod into account (i.e. easier than wandering around and hoping to see a bandit use a mod spell)?

The reason I would like this is that I've been trying to make ASIS work right within Mod Organiser (which as you may know keeps each installed mod in its own separate folder), and I *think* I've got that right since I can end up with an ASIS.esp that has a different hash from the one I create when simply running ASIS.jar the regular way, but now I'd want to make sure that everything worked properly.

It should work fine. Drop it into whatever the 'assumed' data folder would be and run it from there. Though, it keeps each mod in it's own separate folder? It assumes plugins are in the Data folder. If a plugin is a level below in an individual folder, it won't detect it. It may need to be ran from the Data folder.

I don't think I've updated 1.6 with a version creating a debug logs, but if you look at 1.53, there's a version with debugging on. Try running that version and check the SkyProcDebug folder generated for the data. Should only take a couple minutes to run and check.
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Cody Banks
 
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Post » Sun May 27, 2012 10:51 pm

I am using bloodcoins. But I'm using the normal one which is 5 days vs the normal 30. Two minutes doesn't really make sense does it?
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Liv Brown
 
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Post » Sun May 27, 2012 11:36 pm

Hmm. Might need a multiplier, then. Anyone else noticing that? It's an easy fix if it's what I think it is.
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Michelle davies
 
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Post » Mon May 28, 2012 6:55 am

If you check your pm's Pluto real quick I sent you another scenario of a friend who also has the issue. Again it might be me. I can deactivate bloodcoins normal and see if that helps. I'm not trying to be rude, I absoutrly love asis and cannot start my new game without it haha

Most people might not notice because they kill the monsters. I just kited them around until they poofed, but I do recall somone saying his corpses dissapeared in front if him. Could be unrelated though.

Also, not sure if this matters or not but I am only using the 64 bit version of Java 6 (I have a 64 bit OS). AV or custom AI doesnt seem to have any issues though.
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Andrew Lang
 
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Post » Sun May 27, 2012 8:34 pm

I found the issue, if dropbox wasn't being a pain I'd upload it now. :smile:

Edit:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-61.zip

New 1.61 patcher.
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helen buchan
 
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Post » Mon May 28, 2012 8:44 am

Very nice! You can ignore the PM from me now. Also is there supposed too be a checkbox for 'potions tweaks' like there is for spells and extra spawns?

Happy day! Custom AI just updated too 1.1 as well too include your PISE Sneak tweaks! :-)
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Shelby McDonald
 
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Post » Mon May 28, 2012 12:36 am

Very nice! You can ignore the PM from me now. Also is there supposed too be a checkbox for 'potions tweaks' like there is for spells and extra spawns?

Happy day! Custom AI just updated too 1.1 as well too include your PISE Sneak tweaks! :-)

There is O.o Huh. Dang, gonna have to open netbeans back up.
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Natalie Harvey
 
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Post » Sun May 27, 2012 5:25 pm

Yeah, for 1.6 for me anyway its only showing spells and spawns. Also, I havnt had time to play around with the potions part but somone said only some NPC's use and carry potions. i'll be playing with this basically all day so I will report back any findings I can too help with the testing :-)
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Hope Greenhaw
 
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Post » Mon May 28, 2012 8:28 am

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-62.zip

Patcher w/ Debug:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-62%20Debug%20Mode.zip

Another update. Adds the check box. <_<
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Shannon Lockwood
 
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Post » Mon May 28, 2012 1:25 am

Checkbox wasnt necessary. I for sure wanted the potions tweaks, i'll report back if I have anymore missing monsters! Thanks a lot Pluto, good luck with finals!
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Charlotte Lloyd-Jones
 
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Post » Mon May 28, 2012 12:05 am

Yep. :D And the NPC potions should actually be implemented. I never initialized the check box as true (it wasn't initialized at all), and so it was up in the air as to whether the program ran it or not.
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gandalf
 
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Post » Mon May 28, 2012 8:01 am

Yep. :biggrin: And the NPC potions should actually be implemented. I never initialized the check box as true (it wasn't initialized at all), and so it was up in the air as to whether the program ran it or not.

I was actually going to respond on this later, a friend of mine said only some NPC's were using potions and some werent...so theres that. I just figured i'd let you tackle the poofing extra spawns first :D
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Emily Rose
 
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Post » Sun May 27, 2012 7:47 pm

*poke* pluto... now increased spawns shows twice on the ASIS patcher haha.


Edit: http://i8.photobucket.com/albums/a23/Duarian/asis.jpg

If you need the screenshot for reference :D
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Tha King o Geekz
 
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Post » Sun May 27, 2012 6:46 pm

*poke* pluto... now increased spawns shows twice on the ASIS patcher haha.

O_O

Egads.

The second one is the potions. I was dumb and forgot to rename it. <_< I'm a bit busy now, so I'll do it later. It shouldn't cause any issues at all, as it's just a name thing.
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Kristina Campbell
 
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Post » Sun May 27, 2012 10:52 pm

lol THe other Spawns means that you get ninjas added to your game ;) pluto did ti for epic value.
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neen
 
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Post » Mon May 28, 2012 6:13 am

Hi Pluto! I'd like to ask, would it be possible to have ASIS write out some kind of log of what existing mods it took into account while generating the .esp? Alternatively, can you think of a very easy way to check that ASIS correctly took a given mod into account (i.e. easier than wandering around and hoping to see a bandit use a mod spell)?

The reason I would like this is that I've been trying to make ASIS work right within Mod Organiser (which as you may know keeps each installed mod in its own separate folder), and I *think* I've got that right since I can end up with an ASIS.esp that has a different hash from the one I create when simply running ASIS.jar the regular way, but now I'd want to make sure that everything worked properly.

I'm not sure if this is what you need, but you can see the masters for the .esp in either Bash or NMM. The masters would be the mods that ASIS used, at least as far as I know.
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steve brewin
 
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Post » Sun May 27, 2012 4:50 pm

It should work fine. Drop it into whatever the 'assumed' data folder would be and run it from there. Though, it keeps each mod in it's own separate folder? It assumes plugins are in the Data folder. If a plugin is a level below in an individual folder, it won't detect it. It may need to be ran from the Data folder.

I don't think I've updated 1.6 with a version creating a debug logs, but if you look at 1.53, there's a version with debugging on. Try running that version and check the SkyProcDebug folder generated for the data. Should only take a couple minutes to run and check.
Cool, thanks! I'll check out 1.53 then.

@AitTenshi1: thank you too, if the debug isn't clear I'll try that.

Quick recap of how Mod Organizer works in case this comes up again (and because it is awesome and every serious mod user should use it): when you install a mod through Mod Organizer, the Data folder is left completely untouched; instead, the mod files are copied into \ModOrganizer\modname. Then, your ModOrganizer profile specifies which of these mods are 'active' and in which priority order (so you install both Skyrim HD2K and Skyrim Realistic Overhaul, you can decide which one's files are loaded whenever there's a conflict). Finally, when you run Skyrim with the MO plugins, it does some dark magic so that as far as TESV.exe is concerned, the Data folder looks like it would if you had installed all those mods in the order your profile specifies.

End result, MO is great because you can completely change mod configurations without moving anything on your hard disk other than a few text files; make a "Vanilla" profile with all mods unselected and Skyrim will see a vanilla Data folder when you switch to it, then with one click you're back to a 150-.esp configuration. Your mod files also never ever get overwritten by different mods, so you can for example try out a small texture mod and if you disable it, the big texture packs underneath are still there and don't need to be reinstalled.

So the issue was that ASIS finds itself located in an isolated \ModOrganizer\ASIS\ directory instead of in the main \Skyrim\Data\ folder, and obviously it won't go look for the active mods on its own. What I've tried to do is launching a .bat file with java -jar ASIS.jar from the same launcher that MO uses to start Skyrim or BOSS, and hopefully it did show to ASIS.jar file the same "virtual" \Data\ folder it shows to BOSS.exe and TESV.exe
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Shelby Huffman
 
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Post » Sun May 27, 2012 4:25 pm

That did the trick pluto! no more poofing extra spawns :smile:

I noticed the Hourstocleanup is up near the spawn area of the ini. If we are using bloodcoins for the 5 day re-spawn should we change this from 720 (30 days) too 120 (5 days). Or will ASIS automatically adjust internally for Bloodcoins?
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Natasha Callaghan
 
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