[WIPREL] ASISPISE Successor Thread #5

Post » Fri Jun 15, 2012 4:35 am



ASIS - Automatic Spells, Increased Spawns




Nexus page:
http://skyrim.nexusmods.com/mods/18436


A full blown SkyProc patch including increased spawns, automatic spells for NPC's, potions for NPC's, and a customizable AI. Fully compatible with (almost) all other mods! This is my PISE successor, and plans are extensive but are unreleased for now. For more information, check this thread gamesas Thread here. If that topic is closed, check the main mods forum for a new thread (threads are closed at 200 posts). Change logs and release notes are all listed there, and not here.


https://dl.dropbox.com/u/56852942/ASIS%20Readme.html

Please see the readme section here for install instructions: https://dl.dropbox.com/u/56852942/ASIS%20Readme.html#install

More information is in the readme! Please read it before asking questions!


The main features of this include;
  • Fully customizable spawn levels, including all added mods without any compatibility issues.
  • NPC's have spells they meet the skill requirements for - including missing vanilla spells and spells from other mods.
  • Customizable AI, with smarter enemies.
  • NPC's now have potions, in fully customizable rarity levels.
An important note:
  • This is a dynamic patch, in the same manner as a bashed patch, but it generates changes instead of merging.
  • Being a dynamic patch, it must be ran again when a mod affecting it is added.
  • DO NOT DELETE THE ASIS.esp UNLESS YOU ARE PERMANENTLY UNINSTALLING ASIS. It imports data from the old ASIS.esp generated to prevent saves from breaking.
  • The exclusions files are intended to be used for other mods. It excludes based upon PHRASES in an editor id (ie, putting down dragon on a new line will exclude every NPC with dragon in the editor ID).
  • If you have a mod that requires it to be excluded (Warzones, DFB Encounters, companion mods) - please, ask the authors what the NPC editor ID to add to the exclusion is, or in the case of larger mods, ask what the specific keyphrase in the editor ID is for the mod's NPC's.
An note on the Plugin vs Patcher:
  • The patcher will merge data from other mods in - preserving compatibility. It will also add the increased spawns to new creatures, and it will add mod-spells to NPC's, both mod-added and vanilla.
  • The plugin is simply a normal mod generated with the default settings, and will not add in exterior mods.
***FREQUENTLY ASKED QUESTIONS***
  • I'm not playing an English Skyrim and ASIS is not working properly!
  • Answer: Change the entry in the ASIS.ini to correspond with your language.
***TROUBLESHOOTING ASIS***
Please follow these steps before reporting bugs and errors.
  • If the patcher is taking a long time to create, please close it, and re-download the patcher and ini with the latest versions - please check that they are ALL in the data folder together.
  • If you have a 64 bit operating system, make sure you download both the 32 bit and 64 bit versions of Java. This should fix issues with the java program not functioning in some cases.
  • If a program besides java (winrar, bitzipper, anything like that) is opening the .jar - Go to Application Defaults in the Windows options. You may be able to reassign it there. If not, right click on the JAR file and choose open with. Under that menu, select Java and tick the default option.
  • - If the patcher is not running correctly, try running the ASIS.bat as an administrator.
  • Check here -> DLL Java Help to make sure the java is working properly.
  • Confirm that the folder structure is correct.
  • Configure the ini file to the manner you want.
  • Run the java file (if it doesn't work, start from step #1 or check the FAQ).
If you would like to see source code, please send me a PM. The project is listed on google code under GPL v3, here; http://code.google.com/p/asis-skyproc/

Changes:
Spoiler

Version 1.04 -> 1.11
  • Auto Perks Added
  • Auto Spells switched to a mod inclusion list versus an exclusion list.
  • NPC Potions script modified.

Version 1.03 -> 1.04

  • Fixed the automatic spells that I broke with the mod exclusions add-in.
Version RC 1.02 -> 1.03
  • NPC Potions typo fixed in code.
  • Automatic Spells ini expanded with more default inclusion/exclusion data.
  • SkyRe_Enemies.esp added as an exclusion under the Automatic Spells [NPCModExclusion] header, as it has some faulty data in it. Most likely the fault of TESVSnip not handling compressed records very well. It will now run with this mod installed.
Version RC 1.01 -> 1.02
  • NPC Potions fix (again, hopefully? I'm not sure why it was having issues in the first place).
  • Automatic Spells Mod Exclusions ini fixed - the correct headers are '[NPCModExclusions]' and '[spellModExclusions]', to exclude NPC's and spells respectively.-Made a mistake in the cell exclusions, the line of '01582C' should be '01528C' to fix the companions quest - fixed (again - I accidentally broke it from 1.0 to 1.01).
  • Massively updated readme for mod exclusions and other ini information (check it out!).
  • Updated FAQ for SkyRe - Enemies.esp, which breaks the NPC data. (thanks lifestorock).
  • Global script errors should be gone.
Version RC 1.0 -> RC 1.01
Mod exclusions now possible.
  • NPC Potions should be fixed.
  • Mammoths, Skull of Corruption, ini fixes.
Version 1.83 -> RC 1.0
  • Modified a couple minor ini entries.
Version 1.82 -> 1.83
  • Draugr bug should be fixed.
Version 1.81 -> 1.82
  • Actually fixed the automatic spells ini this time.
Version 1.80 -> 1.81
  • Fixed the Automatic Spells (had an ini change in the code, that I forgot to put into the ini itself - also, added many exclusions to get the proper clean spell lists). Big thanks to lifestorock for pointing out all those exclusions!
Version 1.62 -> 1.80
  • Many many bug fixes, customized AI added, all sorts of stuff.
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

Old versions past this point will be hosted on the nexus, but are available on request from my personal dropbox storage.

Version 1.83:
Spoiler

Patcher (1.83):
https://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-83.zip

Plugin (1.83):
https://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-83.zip

Version 1.82:
Spoiler

Patcher 1.82:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-82.zip

Plugin (1.81 plugin was built with an updated ini):
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-81.zip

Version 1.81:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-81.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-81.zip

Version 1.80:
Spoiler

Patcher:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-80.zip

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin%20-%201-80.zip

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:
Spoiler

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.cm/u/56852942/ASIS%20Plugin%20-%201-53.zip

Version 1.52:
Spoiler

Patcher:
http://dl.dropbox.co...%20-%201-52.zip

Plugin:
http://dl.dropbox.co...%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
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Thu Jun 14, 2012 2:19 pm

I lost some of my formatting when I made a copy of the thread text, forgive me. :dry: Gotta fix that.

Okay, it's mostly done. I'll fix the rest later, gotta run off.
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Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Thu Jun 14, 2012 1:50 pm

one of my mod's users got this:

Also, In the Debug Overview of ASIS log, it tell me :
[59] [Import Mods] Skipping a bad mod: ACE Realistic Fighting.esp

I am curious what might cause that to pop up, did I make a mistake in that mod?
anyways, I will be rewriting the entire thing almost to make it work with perks for npcs :)
I just really hope to not be making mods with bugs lol ><
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Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Thu Jun 14, 2012 8:16 pm

Not sure, did you do any of it outside the CK? TESVSnip is known to corrupt some NPC_ records. I'll let you know more on it later!
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Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu Jun 14, 2012 6:45 pm

Just checking my error log and I found this:

Spoiler



[56] [Import Mods] Skipping a bad mod: Update.esm
[57] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[58] [EXCEPTION] skyproc.exceptions.BadRecord: Record INCC (49 4E 43 43
at skyproc.Record.matchType(Record.java:68)
at skyproc.Record.getNextType(Record.java:73)
at skyproc.SubRecords.importSubRecord(SubRecords.java:113)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1070)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:67)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[59] [Import Mods] Skipping a bad mod: Civil War Neutrality Fix.esp
[60] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[61] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -61
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.Mod.getNthMaster(Mod.java:145)
at skyproc.FormID.standardize(FormID.java:187)
at skyproc.GRUP.standardizeMaster(GRUP.java:256)
at skyproc.GRUP.addRecord(GRUP.java:243)
at skyproc.GRUP.parseData(GRUP.java:106)
at skyproc.GRUP.parseData(GRUP.java:83)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.parseData(Mod.java:694)
at skyproc.SPImporter.importMod(SPImporter.java:505)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[62] [Import Mods] Skipping a bad mod: ACE Realistic Fighting.esp
[63] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[64] [Import Mods] Done Importing Mods


It doesn't seem to like Update.esm for some reason, Civil War Neutrality Fix is a small mod of Arthmoor's that actually allows the player to stay neutral in the Civil War conflcit. Also I can confirm that it doesn't like ACE Realistic Fighting.

Artorius.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Thu Jun 14, 2012 4:15 pm

Just checking my error log and I found this:

Spoiler



[56] [Import Mods] Skipping a bad mod: Update.esm
[57] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[58] [EXCEPTION] skyproc.exceptions.BadRecord: Record INCC (49 4E 43 43
at skyproc.Record.matchType(Record.java:68)
at skyproc.Record.getNextType(Record.java:73)
at skyproc.SubRecords.importSubRecord(SubRecords.java:113)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1070)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:67)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[59] [Import Mods] Skipping a bad mod: Civil War Neutrality Fix.esp
[60] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[61] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -61
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.Mod.getNthMaster(Mod.java:145)
at skyproc.FormID.standardize(FormID.java:187)
at skyproc.GRUP.standardizeMaster(GRUP.java:256)
at skyproc.GRUP.addRecord(GRUP.java:243)
at skyproc.GRUP.parseData(GRUP.java:106)
at skyproc.GRUP.parseData(GRUP.java:83)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.parseData(Mod.java:694)
at skyproc.SPImporter.importMod(SPImporter.java:505)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[62] [Import Mods] Skipping a bad mod: ACE Realistic Fighting.esp
[63] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[64] [Import Mods] Done Importing Mods


It doesn't seem to like Update.esm for some reason, Civil War Neutrality Fix is a small mod of Arthmoor's that actually allows the player to stay neutral in the Civil War conflcit. Also I can confirm that it doesn't like ACE Realistic Fighting.

Artorius.

I had a feeling that'd come up. I was asking people to try and test that before for that very reason. Oh well, should be easy to fix. Pluto, can I do this one? I kinda miss being useful. :tongue:

For Update.esm, that is.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri Jun 15, 2012 2:36 am

@deaths_soul
love the avatar :)

@Artorius
thanks for confirming it wasn't just 1 user that got this!

@Plutoman
I didn't use TESVSnip on RF, or .. if I did I definitely loaded it in the CK after and that's where the final save occured, which would rectify TESVSnip errors, no?
I am concerned about that file ... hmm >< I'm going to be releasing version 11e of my mod soon, wondering if I should hold off on it to see what the deal is with RF ><

Thanks by the way for giving me something awesome to work with and look forward to in my modding-hobby!! The perks to npcs is going to change the face of Skyrim as we know it :)
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Fri Jun 15, 2012 4:16 am

Plutoman would you recommend Duke's or Duel combat overhaul for a more fun/challenging experience with your mod? Do you have experience playing with either?
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Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Thu Jun 14, 2012 11:26 pm

I had a feeling that'd come up. I was asking people to try and test that before for that very reason. Oh well, should be easy to fix. Pluto, can I do this one? I kinda miss being useful. :tongue:

For Update.esm, that is.

Sure, if you are interested. :smile: I haven't been totally in touch with Lev, so I've worked off my copy of SkyProc, here; https://code.google.com/r/kurtcop-copy/

Just a matter of adding that one as a SubData object. My copy's a bit out of date, but the additional stuff is mostly GUI, SUM, or records I'm not using.

Just checking my error log and I found this:

Spoiler



[56] [Import Mods] Skipping a bad mod: Update.esm
[57] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[58] [EXCEPTION] skyproc.exceptions.BadRecord: Record INCC (49 4E 43 43
at skyproc.Record.matchType(Record.java:68)
at skyproc.Record.getNextType(Record.java:73)
at skyproc.SubRecords.importSubRecord(SubRecords.java:113)
at skyproc.SubRecords.importSubRecords(SubRecords.java:104)
at skyproc.SubRecords.importSubRecords(SubRecords.java:99)
at skyproc.Mod$TES4.parseData(Mod.java:1070)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.(Mod.java:67)
at skyproc.SPImporter.importMod(SPImporter.java:490)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[59] [Import Mods] Skipping a bad mod: Civil War Neutrality Fix.esp
[60] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[61] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -61
at skyproc.SubSortedList.get(SubSortedList.java:31)
at skyproc.Mod.getNthMaster(Mod.java:145)
at skyproc.FormID.standardize(FormID.java:187)
at skyproc.GRUP.standardizeMaster(GRUP.java:256)
at skyproc.GRUP.addRecord(GRUP.java:243)
at skyproc.GRUP.parseData(GRUP.java:106)
at skyproc.GRUP.parseData(GRUP.java:83)
at skyproc.Record.parseData(Record.java:28)
at skyproc.Mod.parseData(Mod.java:694)
at skyproc.SPImporter.importMod(SPImporter.java:505)
at skyproc.SPImporter.importMods(SPImporter.java:417)
at skyproc.SPImporter.importActiveMods(SPImporter.java:321)
at asis.ASIS$ASISImporter.importControl(ASIS.java:240)
at skyproc.SPImporter$StartImportThread.run(SPImporter.java:60)
at java.lang.Thread.run(Unknown Source)

[62] [Import Mods] Skipping a bad mod: ACE Realistic Fighting.esp
[63] [Import Mods] skyproc.exceptions.BadMod: Ran into an exception, check SPGlobal.logs for more details.
[64] [Import Mods] Done Importing Mods


It doesn't seem to like Update.esm for some reason, Civil War Neutrality Fix is a small mod of Arthmoor's that actually allows the player to stay neutral in the Civil War conflcit. Also I can confirm that it doesn't like ACE Realistic Fighting.

Artorius.

See above with the Update.esm - let me check out the Neutrality fix.

@Plutoman
I didn't use TESVSnip on RF, or .. if I did I definitely loaded it in the CK after and that's where the final save occured, which would rectify TESVSnip errors, no?
I am concerned about that file ... hmm >< I'm going to be releasing version 11e of my mod soon, wondering if I should hold off on it to see what the deal is with RF ><

Thanks by the way for giving me something awesome to work with and look forward to in my modding-hobby!! The perks to npcs is going to change the face of Skyrim as we know it :smile:

The corruption that can occur generally isn't fixable by a re-save in the CK, sadly - usually the data is lost permanently. I'll check it out specifically - there IS the chance of a SkyProc error, depending on what it is catching on. NPC's are quite reliable considering how much they've been manipulated, but there may be some other stuff it's not parsing 100% correctly. However, there's also the tesvsnip stuff that can go on. Sorta.. just depends. :tongue:

No problem - let's see what we can cook up for Skyrim, eh? :wink:
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Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Thu Jun 14, 2012 9:23 pm

Sure, if you are interested. :smile: I haven't been totally in touch with Lev, so I've worked off my copy of SkyProc, here; https://code.google.com/r/kurtcop-copy/

Just a matter of adding that one as a SubData object.

Yep, I knew that. I was all ready to do it the day the beta went out weeks ago but no one wanted to test things. :P
Will jump on it tomorrow or the next day. Today's a bit busy. :P

And that works. I really should start making backup copies of my own code projects in the cloud one of these days... >_>

And thanks. ^^
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Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Fri Jun 15, 2012 2:44 am

there is no way to tell a dragon to use ALL of its shouts, rather than just 2, right?

I mean this for a mod where dragons get more shouts :P
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Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Fri Jun 15, 2012 4:40 am

Looks like my plug got taken down :( Oh well.

I had a pretty straightforward question: will your perk distributor automatically distribute perks such as those in SKyrim Redone to NPCs as well? If not, I probably will work with T3ND0 to make NPCs have perks in his mod. If it does work like that, I'll recommend that he add ASIS to his recommended mod section.
In any case, I'll be working on another SKyProc project with someone who wants to make racial weapons! So, thats fun.
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Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Thu Jun 14, 2012 12:43 pm

It's probably beyond the scope of this mod's AI changes, but one thing I would like to see is a mod that made hostiles actually follow you through doors. I lack the self-discipline to prevent myself from doing it, but I constantly find myself abusing portals between worldspaces to heal and recharge my mana because I know that all those furious bandits will never actually follow me outside into their own courtyard to finish me off. Not even sure if that would be an AI issue.
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joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Thu Jun 14, 2012 11:24 pm

LOL I do the same! in Oblivion they DID follow you...
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Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Thu Jun 14, 2012 3:30 pm

Looks like my plug got taken down :( Oh well.

I had a pretty straightforward question: will your perk distributor automatically distribute perks such as those in SKyrim Redone to NPCs as well? If not, I probably will work with T3ND0 to make NPCs have perks in his mod. If it does work like that, I'll recommend that he add ASIS to his recommended mod section.
In any case, I'll be working on another SKyProc project with someone who wants to make racial weapons! So, thats fun.

Hey, check my mod recommendations section. ;) I changed my mind and made one. God, I'm indecisive sometimes.

Yes, it will, actually. The filtering algorithm works pretty nicely. I'd encourage you to do that! Sounds like an interesting project. Bug me if you have questions. And again - I don't mean to be like, mean with the auto perks thing. It's been on my feature list to do for.. well, since like january.
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Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Thu Jun 14, 2012 10:23 pm

Okay, cracked the nut with Realistic Fighting. SkyProc error, somewhere deep inside the conditionals. Also fixed the TES4 header (sorry deaths_soul, I couldn't help it :P ). Update should go out tomorrow, probably. :smile:
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ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Fri Jun 15, 2012 1:24 am

Okay, cracked the nut with Realistic Fighting. SkyProc error, somewhere deep inside the conditionals. Also fixed the TES4 header (sorry deaths_soul, I couldn't help it :tongue: ). Update should go out tomorrow, probably. :smile:

It's all good. Probably should be working on my parser anyways. >_>
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TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Thu Jun 14, 2012 11:48 pm

I have some questions for those who use Increased spawns.

1) Are there any mods that you choose to exclude when rebuilding, or chose to deactivate before a rebuild (for those in the Pre-Mod Exclusion era), and for what reasons do you exclude them?

2) What about reduced spawns? What creatures/npc keywords do you personally add to this list? What is your preferred setting for thse creatures/npcs?

3) What about max spawns? (Same deal as question 2)

I just started a new game with increased spawns and want an idea on what mods to exclude or what I should limit.

Edit: Edited post to rectify what I believe to be terrible wording.

My Load Order for reference:
Spoiler
00  Skyrim.esm01  Update.esm02  LorecraftESM.esm03  XFLMain.esm04  Piratelords Loot Adjustments.esm05  HighResTexturePack01.esp06  HighResTexturePack02.esp07  Civil War Neutrality Fix.esp08  Unofficial Skyrim Patch.esp  [Version 1.0]09  Chesko_Frostfall.esp0A  Better Dynamic Snow.esp0B  Realistic Lighting.esp0C  StaticMeshImprovementMod.esp0D  Economics of Skyrim.esp0E  Bring Out Your Dead.esp  [Version 1.1]0F  Cart in Each Big Town.esp  [Version 1.7]10  Chesko_SwiftPotion.esp++  ExpensiveCarriagesInns_x5.esp11  improvedskillbooks.esp12  Ish's Souls to Perks.esp13  Lorecraft - Vanilla.esp14  Occupy Skyrim.esp15  Piratelords Loot Adjustments.esp16  Auto Unequip Arrows.esp17  Cloaks.esp18  Lorecraft - Cloaks09.esp19  1nivWICCloaks.esp  [Version 2.0]1A  1nivWICCloaksLorecraft.esp  [Version 1.0]1B  1nivWICSkyCloaksPatch.esp  [Version 0.9]1C  PISE-Encounter Zones Only.esp1D  DeadlyDragons.esp1E  Radiance.esp1F  The Paarthurnax Dilemma.esp  [Version 1.0.2]20  A&P weight change only..esp21  RebalancedDwarvenIngots.esp22  Rebalanced Potion Weight.esp23  Weighted Items.esp24  vinis_ingredients.esp25  BetterQuestObjectives.esp26  CutthroatMerchantsMedium.esp27  ImmediateDragons.esp28  kuerteeGoldAjustment.esp29  NoAutoQuestStart_ThievesGuild_High.esp2A  No Perk Prereqs.esp2B  Skyrim Creatures Alive.esp  [Version 0.25CK]2C  SkyTEST-RealisticAnimals&Predators.esp2D  Tougher Traps.esp2E  dD - Realistic Ragdoll Force - Realistic.esp2F  markrecall.esp30  Improved Dragon Shouts.esp31  tSSSSS.esp32  MMOAlterationChanges.esp33  MMOConjurationChanges.esp34  MMODestructionChanges.esp35  MMOIllusionChanges.esp36  MMORestorationChanges.esp37  Duke Patricks - Heavy Weapons Combat.esp  [Version 5.9.2]38  pace_H_1100_0 (linear).esp39  XFLDialogue.esp3A  XFLPlugins.esp3B  XFLTweaks.esp3C  Alternate Start - Live Another Life.esp  [Version 2.0]3D  Dynamic TimeScale.esp3E  Bashed Patch, 0.esp3F  ASIS-Dependency.esp40  ASIS.esp
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C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Fri Jun 15, 2012 1:12 am

I have some questions for those who use Increased spawns.

1) Are there any mods that you choose to exclude when rebuilding, or chose to deactivate before a rebuild (for those in the Pre-Mod Exclusion era), and for what reasons do you exclude them?

2) What about reduced spawns? What creatures/npc keywords do you personally add to this list? What is your preferred setting for thse creatures/npcs?

3) What about max spawns? (Same deal as question 2)

I just started a new game with increased spawns and want an idea on what mods to exclude or what I should limit.

Edit: Edited post to rectify what I believe to be terrible wording.

1) I try to exclude mundane animal spawns. Don't need more rabbits, goats, deer and similar things running around.

2) I added wolves to this list ... because I want more of them. Yes, more. By using a fractional value in this section you can actually increase the spawn weight for a given critter type. For example, dragons are on this list by default with a value of five. That means that the spawn weight for a given number of extra dragons will be divided by five (so that if spawning one additional creature normally had a weight of 100, dragons would only have a weight of 20 as 100 divided by five is 20). Using a fractional value actually increases the weight for that number of additional creatures. Setting the dragon in the above example from 5 to .2 would mean (100/.2=500) that the weight for an additional dragon was 500! Wolves should travel in packs.

3) Haven't used this function yet.
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri Jun 15, 2012 1:03 am

1) I try to exclude mundane animal spawns. Don't need more rabbits, goats, deer and similar things running around.

2) I added wolves to this list ... because I want more of them. Yes, more. By using a fractional value in this section you can actually increase the spawn weight for a given critter type. For example, dragons are on this list by default with a value of five. That means that the spawn weight for a given number of extra dragons will be divided by five (so that if spawning one additional creature normally had a weight of 100, dragons would only have a weight of 20 as 100 divided by five is 20). Using a fractional value actually increases the weight for that number of additional creatures. Setting the dragon in the above example from 5 to .2 would mean (100/.2=500) that the weight for an additional dragon was 500! Wolves should travel in packs.

3) Haven't used this function yet.

1) Considering I run both SkyTest and Skyrim Creatures Alive this is probably a good idea. I ran into a large swarm of wolves the other night, more than my level 1 character can handle currently.
Edit: An addendum to this, SkyTEST adds more spawn points for animals (and chances for younger variants to spawn with the advlt animals), and Skyrim Creatures Alive makes creature spawns unlevelled, so is already offering enough of a challenge without ASIS in the mix.

2) I agree that wolves should travel in packs, so I may mess with the fractional values when my character feels more brave.

3) I may limit dragons to 0 extra spawns due to deadly dragons being in my load order, though the spawn weight for them is low enough to begin with, so I can probably handle the occasional "Save me Talos" moment.
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James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Fri Jun 15, 2012 12:27 am

1) I try to exclude mundane animal spawns. Don't need more rabbits, goats, deer and similar things running around.

2) I added wolves to this list ... because I want more of them. Yes, more. By using a fractional value in this section you can actually increase the spawn weight for a given critter type. For example, dragons are on this list by default with a value of five. That means that the spawn weight for a given number of extra dragons will be divided by five (so that if spawning one additional creature normally had a weight of 100, dragons would only have a weight of 20 as 100 divided by five is 20). Using a fractional value actually increases the weight for that number of additional creatures. Setting the dragon in the above example from 5 to .2 would mean (100/.2=500) that the weight for an additional dragon was 500! Wolves should travel in packs.


Can you explain a bit more about the steps for doing this in the .ini file?

For example, here is my IncreasedSpawns.ini - what would you recommend changing to enhance the realism a bit? I also have Real Wildlife installed, so perhaps that is affecting the spawn rate as well.

Spoiler

[PatchSettings]spawn0weight=200spawn1weight=150spawn2weight=35spawn3weight=10spawn4weight=3spawn5weight=2spawn6weight=0spawn7weight=0spawn8weight=0spawn9weight=0reducedInteriorSpawns=false[NPCInclusions]lvlenc[NPCExclusions]CagedPrisonerTargetdogpulleverpullbarlieutenantdunrannvampirethrallaudiotemplatedbenctrollcuralmilencc06wolfspirithorsesummonidgrodravencronecwmission08whitestagvisionuderfryktemagicanomalymalfunctionatronachcorpsecolettecourierarenabedroombossredeagledunpoitundraGuardSonsGuardImperialWEAdventurerWEThieftemplateC00GiantForWhiterunBattleDA13hallucinatedSkeeverdunBluePalaceAtronachFlamedunBluePalaceAtronachFrostdunBluePalaceAtronachStormdunBluePalacePelagiusAtronachFlamedunBluePalacePelagiusAtronachFrostdunBluePalacePelagiusAtronachStormdunFellglow_EncAtronachFlameSentrydunFellglow_WarlockWolfdunFrostflowEncChaurus_HoldPosdunFrostmereCryptPaleLadydunHonningbrewMeaderyencSkeeverdunHonningbrewMeaderyencSkeever02dunHunterBeardunHunterSabreCatdunHunterTrollDunLostKnifeSabreCatdunPOIAggroTroll1024dunPOIRaiderFrostTrolldunPOITrappedWolfdunRavenscarSabreCatdunShadowgreen_AmbushWolfdunWhiteRiverWatchWolfWE23ScavengerWEDL03PlautisCarvainWEDL04PlautisCarvainWEJS25_LvlWarlockFireWEJS25_LvlWarlockFrostWZONESDFB[NPCReducedSpawnSettings]boss=5dragon=5mammoth=3[NPCMaxSpawnSettings]mammoth=2[CellExclusions]01528C03424709B23D03424303454809B23903453709B23809AA4A0138100CAB920CAB9101380F01380E[ModExclusions]
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Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Thu Jun 14, 2012 8:26 pm

Can you explain a bit more about the steps for doing this in the .ini file?

For example, here is my IncreasedSpawns.ini - what would you recommend changing to enhance the realism a bit? I also have Real Wildlife installed, so perhaps that is affecting the spawn rate as well.

Exclusions are easy to add, but it's based on the Editor Name. I get the default Editor Names from http://www.skyrimsearch.com/actors.php resource for vanilla critters. For mod added critters I guess you would have to go into the CK and find them, but I'm lazy so am more likely to exclude a whole mod if winging it doesn't work. I'm not sure if you can use partial names or not, but I assume you can because there appears to be partials (like 'horse') in the default .ini.

As to realism, just take note of what doesn't look right. For me, the excessive number of deer and elk was jarring, so I removed them. Decided to go ahead and remove other critters like goats, chickens, foxes, rabbits and crabs as well for performance sake. I might exclude SkyTEST all together so my poor computer doesn't have to handle processing duplicates of all of those little flavor animals (rats, small spiders, etc). My current additions to NPCExclusions are ...

deer
elk
crab
slaughterfish
bear
fox
goat
chicken
enchare
enccow
horker

I'm currently not using Skyrim Monster Mod because I was having crash issues, but I don't think that was the culprit so I may turn it back on. I need to change to a more lore friendly version if they have one though ... those triceratops weren't doing it for me. Not only were they out of place, but the game doesn't animate huge creatures like that well as they spin around too fast and their tails clip into other creatures and stuff. The thought of digging around in there though for editor names seems a little intimidating.

I did like the extra wolves, so I use a value of .5 under NPCReducedSpawnSettings for wolves to double their default weights.

Ideally, dragons would be really scarce early, but grow in number as more and more get resurrected. While one could simulate that by rebuilding the patch every couple levels, it wouldn't be satisfying.
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Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Thu Jun 14, 2012 4:00 pm

Exclusions are easy to add, but it's based on the Editor Name. I get the default Editor Names from http://www.skyrimsearch.com/actors.php resource for vanilla critters. For mod added critters I guess you would have to go into the CK and find them, but I'm lazy so am more likely to exclude a whole mod if winging it doesn't work. I'm not sure if you can use partial names or not, but I assume you can because there appears to be partials (like 'horse') in the default .ini.

As to realism, just take note of what doesn't look right. For me, the excessive number of deer and elk was jarring, so I removed them. Decided to go ahead and remove other critters like goats, chickens, foxes, rabbits and crabs as well for performance sake. I might exclude SkyTEST all together so my poor computer doesn't have to handle processing duplicates of all of those little flavor animals (rats, small spiders, etc). My current additions to NPCExclusions are ...

deer
elk
crab
slaughterfish
bear
fox
goat
chicken
enchare
enccow
horker

I'm currently not using Skyrim Monster Mod because I was having crash issues, but I don't think that was the culprit so I may turn it back on. I need to change to a more lore friendly version if they have one though ... those triceratops weren't doing it for me. Not only were they out of place, but the game doesn't animate huge creatures like that well as they spin around too fast and their tails clip into other creatures and stuff. The thought of digging around in there though for editor names seems a little intimidating.

I did like the extra wolves, so I use a value of .5 under NPCReducedSpawnSettings for wolves to double their default weights.

Ideally, dragons would be really scarce early, but grow in number as more and more get resurrected. While one could simulate that by rebuilding the patch every couple levels, it wouldn't be satisfying.

Actually I think I'll change my setup to what you have listed here instead. No mods exclusions yet, I've only just started this character, so I'll play it by ear (Well, maybe SCA, because, again, unleveled spawns). As for a more lore fiendly version of Skyrim Monster Mod http://skyrim.nexusmods.com/mods/16411.

I wonder what the editor names are for the SkyTEST "flavour" animals? Just excluding those would be good in my book.
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Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Thu Jun 14, 2012 8:35 pm

Ideally, dragons would be really scarce early, but grow in number as more and more get resurrected. While one could simulate that by rebuilding the patch every couple levels, it wouldn't be satisfying.

Huh. That's always a possibility to add. Just add a function to get the player level OnLoad() and modify the spawn chances based on the level. If you have any suggestions for how to implement that, I could do it. :smile: I've considered changing the WIFunctions script - currently, it modifies the days between each dragon spawning - I could set it high initially and lower it as either the player level rises or game time passes, until it caps at 1 day or so (variable cap).

When cells get added to SkyProc, I'll add stuff such as modifying the chance for a higher or lower leveled spawn. I just had an idea for that - previously, I had no way to get an encounter zone, but I realized I can walk through cells and route a cell -> encounter zone, cell, encounter zone, etc, down a form list. Then I do getParentCell() and get the form immediately after it in the form list. Having the encounter zone, I can then place a leveled spawn itself that takes the parameters of easy, medium, hard, or boss, each one a multiplier against the level of the encounter zone, and the new level is used when accessing the leveled list.

This will all come secondary to weapons/armor, I think - but it's all definitely possible.

I'd let you know about SkyTest, but it caused way too much script lag on my PC. :( Probably not a factor on stuff like an i5/i7, but my PC just grinded to a halt with it. That, and More Dynamic shadows brought it down dramatically.

Btw, for most cases I probably won't advise too much on 'proper' ini settings, as I generally play with defaults and I like to see what creativity people can come up without the restraints of needing to know how scripting and programming work. Exceptions involve helping people learn how and what edits do, and exceptions that need to happen because it's problematic otherwise.
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Kill Bill
 
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