[Rel]No Follower Torch Mod

Post » Sun May 27, 2012 8:09 pm

This Mod has been abandoned!
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Mrs Pooh
 
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Post » Mon May 28, 2012 5:56 am

And this is different from the other http://www.gamesas.com/topic/1375971-relz-torch-hotkey/ how?
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kasia
 
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Post » Sun May 27, 2012 11:06 pm

@Psymon: "This mod makes follower holster their torch when a. sneaking, or b. in command mode. Everything automatically."

Justin other's mod "Adds a rebindable torch hotkey to free a vanilla hotkey".
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kyle pinchen
 
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Post » Sun May 27, 2012 10:52 pm

And this is different from the other http://www.gamesas.com/topic/1375971-relz-torch-hotkey/ how?

Hotkeys? Which hotkeys? Did you ever saw a actor other then the player using keyboard keys? I wish they would use one so I don't have to make them put their torch away.
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Valerie Marie
 
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Post » Sun May 27, 2012 5:55 pm

I misread the title I thought it was saying hotley mod sans followers.

So then what is the difference between this one and other one you released?

Three hotkey mods in a day - kinda confused.
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Donatus Uwasomba
 
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Post » Mon May 28, 2012 4:15 am

I misread the title I thought it was saying hotley mod sans followers.

So then what is the difference between this one and other one you released?

Three hotkey mods in a day - kinda confused.

You're confused? Why? Other one = Hotkey mod, this one = no hotkey mod. I assume you're an intelligent person and able to read?
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Alkira rose Nankivell
 
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Post » Sun May 27, 2012 4:31 pm

I'm not confused in the slightest, but I can see how Psymon may have been - your readme above (and in the download) still refers to "hotkeymod.esp" and "hotkey.7z" as though this were the name of the file. I assume you just copy/pasted the readme from your other hotkey mod...

Anyway, this will be a great addition to the game - thanks!
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Luis Longoria
 
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Post » Mon May 28, 2012 3:36 am

I'm not confused in the slightest, but I can see how Psymon may have been - your readme above (and in the download) still refers to "hotkeymod.esp" and "hotkey.7z" as though this were the name of the file. I assume you just copy/pasted the readme from your other hotkey mod...

Anyway, this will be a great addition to the game - thanks!

Fix'ed...;)
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NEGRO
 
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Post » Sun May 27, 2012 5:41 pm

!!!Announcement: This mod is officially open source and I'm searching for someone who's willing to continue to develope, respectively adopt it. If nobody is found within three days, the mod will be removed from the Nexus!!!
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Ash
 
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Post » Sun May 27, 2012 2:37 pm

You just need not to give torches to your follower if you don't want him/her to use them...
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Dan Stevens
 
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Post » Sun May 27, 2012 5:05 pm

I'll adopt it if it's abandoned, but would just assume start with a clean slate/re-upload. I've a version set up which uses quest aliases/1.0 update intervals which should prove less conflict prone/resource consumptive. If you choose to stick with it, you could use the alias variant once completed as an update.
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Julie Serebrekoff
 
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Post » Sun May 27, 2012 5:40 pm

I'll adopt it if it's abandoned, but would just assume start with a clean slate/re-upload. I've a version set up which uses quest aliases/1.0 update intervals which should prove less conflict prone/resource consumptive. If you choose to stick with it, you could use the alias variant once completed as an update.

Perfect. A clean slate/re-upload of yours is exactly what I like, so I can just delete it from my Nexus account. Would you also adopt the Hotkey mod? Let me know if you downloaded them, so I can delete them. About the alias variant, yeah I would like to build this into the Overhaul once it's done. I'm almost done with it's BETA development, so streamlining the code should be priorized.
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Rachel Eloise Getoutofmyface
 
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Post » Mon May 28, 2012 4:18 am

Perfect. A clean slate/re-upload of yours is exactly what I like, so I can just delete it from my Nexus account. Would you also adopt the Hotkey mod? Let me know if you downloaded them, so I can delete them. About the alias variant, yeah I would like to build this into the Overhaul once it's done. I'm almost done with it's BETA development, so streamlining the code should be priorized.
Sure. I'm familiar with the code for it as well. *both downloaded/signs adoption papers* The hotkey mod, however, will probably get put off 'til the SKSE input events are available.
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Alexis Estrada
 
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Post » Mon May 28, 2012 3:51 am

I assume you're an intelligent person and able to read?
Implying insults to people really isn't a great way to promote your mod.

I'm a bit lost as to why you want somebody to finish your mod? It removes torches from companions when they're sneaking, or in command mode, so isn't it finished?

Anyway, sounds like a useful mod. I'll try it out later :)
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Neko Jenny
 
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Post » Sun May 27, 2012 10:05 pm

I'll adopt it if it's abandoned, but would just assume start with a clean slate/re-upload. I've a version set up which uses quest aliases/1.0 update intervals which should prove less conflict prone/resource consumptive. If you choose to stick with it, you could use the alias variant once completed as an update.

After going through the script files for "Hotkey Mod (Beta)", I noticed quite a few "RegisterForUpdates" hanging out, when a RegisterForSingleUpdate chain would work. This prevents multiple threads of the same script being spawned. Were you planning to address this in this mod? (Unless you are very carefully using UnregisterForUpdate, if so, don't mind me)
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Tanya
 
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Post » Sun May 27, 2012 2:01 pm

@JustinOther

I've taken down the mod. Just to let you know, I've experimented with the IsWeaponEquiped, IsAlarmed and IsAlerted functions, but they all created behaviour in such that the follower was continously equiping/unequiping the torch.

I've also tried to make followers equip torches only when the player does, to no avail. I've tried it with PlayerREF, Game.GetPlayer and forcing the actor into an alias, but nothing seemed to work.

@Chesko

Another reason for me to abandone the hotkey project is its buggyness. Justin made it so that you were only able to use the reconfigure once after loading the game. I wanted to have it so that you are always able to reconfigure. Just when I thought to have a stable version, I've tested it for like half an hour, and implementing it into the Overhaul I noticed the script freezes my game every time I tried to reconfigure. The Hotkey Mod reconfigure works perfectly when used alone, but when used with lots of script intensive mods, it occasionally freezes the whole game while reconfiguration, without a chance of exit. I've had to hardcrash the game in order to exit...very frustrating, very frustrating.

The RegisterForUpdates/UnregisterForUpdates are in there to create different speeds about how the script is readed. I need quick response when pressing (0.1) a hotkey and need slower responses when I reconfigure (1) a key.

If you're willing to take over the project I will give you an in detail description what the two scripts do and what is needed in order to improve it. I've implemented the hotkey feature into the Overhaul without the reconfiguration thingy, and it works perfectly hour after hour after hour.
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Eve Booker
 
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Post » Mon May 28, 2012 3:49 am

You just need not to give torches to your follower if you don't want him/her to use them...
This is just for when they're sneaking.
After going through the script files for "Hotkey Mod (Beta)", I noticed quite a few "RegisterForUpdates" hanging out, when a RegisterForSingleUpdate chain would work. This prevents multiple threads of the same script being spawned. Were you planning to address this in this mod? (Unless you are very carefully using UnregisterForUpdate, if so, don't mind me)
That'll be seen to, most likely by waiting to recreate it with the pending input events.
I've taken down the mod.
Well, here's a http://www.mediafire.com/?idublkhba380dh6. It covers all of the vanilla followers that were in your plugin and has ten empty alias slots for mod added followers. To add a mod added follower, hand them the "Note to Follower" you'll find in your inventory. When sneaking, followers will have dummy torches which should be innocuous, yet maintain their current weight and aid the illusion that they're smarter.
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BethanyRhain
 
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Post » Mon May 28, 2012 12:50 am

So, provided the aforelinked setup is working all right for others as well, I'll make a RELz thread and UL to the Nexus/WS. Anyone tried it?

Since the description in the OP is no longer there... The gist of this is that followers can sneak with a torch out by default which just doesn't make sense. This will disallow torch wielding for all vanilla followers while they're sneaking by replacing their torches with unequipable dummy torches until they are no longer sneaking, lending the illusion that they're smarter. There's also a mechanism for up to ten mod added followers, a "Note to Follower" written by the player which, when given to a mod added follower, will fill an empty alias slot with them thus applying the same script glued to the vanilla follower aliases. Anyhow, should be seamless and not conflict with anything as there are 0 overrides...
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Travis
 
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