[WIPRELz] PISE - Pluto's Improved Skyrim Experience Thread #

Post » Tue Jun 19, 2012 8:13 pm

Enemy names fixed and conjure familiar bug is gone. I'll test the new interior spawns later.

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Ross Thomas
 
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Post » Tue Jun 19, 2012 12:49 pm

Enemy names fixed and conjure familiar bug is gone. I'll test the new interior spawns later.

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SWagg KId
 
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Post » Tue Jun 19, 2012 6:47 pm

I have done several caves with bandits, draugr, and a combination of the two using the latest versions of the ASIS plugin and patcher. I noticed nothing out of the ordinary as far as AI behavior is concerned, but they fights were definitely more awesome. This mod rocks :)!
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Sammygirl500
 
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Post » Wed Jun 20, 2012 12:55 am

Small issue.

The patcher causes Midas Magic summon luggage spell to conjure a group of hostile dwemer spiders.

Other wise this is brilliant.
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hannaH
 
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Post » Tue Jun 19, 2012 11:01 pm

Small issue.

The patcher causes Midas Magic summon luggage spell to conjure a group of hostile dwemer spiders.

Other wise this is brilliant.

If all goes well, mod authors will provide exclusion settings.

How do people think it is? I'm wondering whether it's release worthy, or if I should wait and add more.

I'm slightly biased and want a chance at a fotm, so I'm not sure. :tongue:

Edit: Guess if I want to try fotm, I should wait 3 days or so. :P

Should I work towards AI variation? Difficult, but possible, without a SetCombatStyle command.. Maybe the item normalizer/adder? Automatic perks? Named bosses/etc?
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Peter lopez
 
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Post » Tue Jun 19, 2012 8:19 pm

If all goes well, mod authors will provide exclusion settings.

How do people think it is? I'm wondering whether it's release worthy, or if I should wait and add more.

I'm slightly biased and want a chance at a fotm, so I'm not sure. :tongue:

Edit: Guess if I want to try fotm, I should wait 3 days or so. :tongue:

Should I work towards AI variation? Difficult, but possible, without a SetCombatStyle command.. Maybe the item normalizer/adder? Automatic perks? Named bosses/etc?
If you want to do items, that saves me from having to teach myself Java, and with concerts/jury/recital coming up any time I'm away from my axe is wasted time... ;)
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Adrian Morales
 
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Post » Tue Jun 19, 2012 5:16 pm

If you want to do items, that saves me from having to teach myself Java, and with concerts/jury/recital coming up any time I'm away from my axe is wasted time... :wink:

Pssh, but java is good to learn. :D I want to get auto-perks done, but that's awkward as a massive amount of it has to be done in editor ID's... In fact, I wish I had more ways to switch over the other algorithms from editor ID's. There's just very little that clarifies inside an NPC, perk, or spell as to what it is.
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Steven Nicholson
 
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Post » Tue Jun 19, 2012 6:31 pm

Pssh, but java is good to learn. :biggrin: I want to get auto-perks done, but that's awkward as a massive amount of it has to be done in editor ID's... In fact, I wish I had more ways to switch over the other algorithms from editor ID's. There's just very little that clarifies inside an NPC, perk, or spell as to what it is.
I know, I'm probably gonna take a class on it over the summer, but right now I'm in the practice room 4+ hours a day. lol
I'll test out the new ASIS stuff tonight. :D
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Suzie Dalziel
 
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Post » Tue Jun 19, 2012 5:28 pm

Awesome. :D What instrument do you play?
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Bedford White
 
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Post » Tue Jun 19, 2012 11:04 pm

OK, I have a dumb question. If I just want to run Increased Spawns (and not the whole PISE), do I just need to use the patcher and plugin that Plutoman posted in post #100? Do I need to install any of the files from PISE too? I'm confused. Thanks.

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Adrian Morales
 
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Post » Tue Jun 19, 2012 6:56 pm

OK, I have a dumb question. If I just want to run Increased Spawns (and not the whole PISE), do I just need to use the patcher and plugin that Plutoman posted in post #100? Do I need to install any of the files from PISE too? I'm confused. Thanks.


What I have here is better - but it's also beta. It's not related to any files in PISE, but is instead more of a 'successor' to PISE in development.
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Beat freak
 
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Post » Tue Jun 19, 2012 5:29 pm

OK, I have a dumb question. If I just want to run Increased Spawns (and not the whole PISE), do I just need to use the patcher and plugin that Plutoman posted in post #100? Do I need to install any of the files from PISE too? I'm confused. Thanks.


Would like to know this too, be really cool to just have more spawns in my game for now.
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Nancy RIP
 
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Post » Tue Jun 19, 2012 5:42 pm

Also - you would use either/or - use the plugin I posted, or the patcher. The patcher creates a plugin - the plugin is created from the patcher with the default skyrim.esm/update.esm settings. The patcher will allow customization of values and integration with other mods.
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Brandon Wilson
 
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Post » Tue Jun 19, 2012 8:51 pm

use the plugin I posted, or the patcher.
Ah, I didn't know that either. Thanks a lot for your help. I appreciate it.
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Laura-Lee Gerwing
 
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Post » Tue Jun 19, 2012 6:03 pm

Playing with 0.81 and I have to say I like it. But I think a bow against a dragon is still imba. Is it possible to make some (strong) dragons ignoring an arrow? I stopped using a bow, because im killing with it every dragon without problems.
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Penny Courture
 
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Post » Tue Jun 19, 2012 2:33 pm

Playing with 0.81 and I have to say I like it. I think a bow against a dragon is still imba. Is it possible to make some (strong) dragons ignoring an arrow? I stoped using a bow, because im killing with it every dragon without problems.

That's more of a problem with the way weapon perks and smithing works, which is outside the scope of PISE. If you have 4-5 ranks of Overdraw, or are a skilled smith, (or both) that's the problem right there.
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Steve Bates
 
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Post » Tue Jun 19, 2012 9:26 am

Hmm. So, who's got an opinion? What should I get in next? Named enemies are looking iffy without SKSE. Combat styles could be done, but would be a lot cleaner with SKSE (atm, you could see 80mb plugins coming out of a patch pretty easily, along with a couple minutes of patching, with that being done). Auto perks could be done, but it's awkward and unclean - might be the best thing to start with, though. So I think it's that or items?

Edit: Guess I could work on Real Lights, too. :P
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Emmie Cate
 
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Post » Tue Jun 19, 2012 9:46 am

So I think it's that or items?
Sounds good. AliTheLord might have some ideas on that, you should give him a poke.

Also, ASIS should list all your mods as a master, the way that AS does, right? If so, it's not doing that and only listing Skyrim.esm, Real Wildlife, and Skyrim Creatures Alive.
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tegan fiamengo
 
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Post » Tue Jun 19, 2012 9:07 pm

Nope. It's only implementing needed masters, now. Anything that references only material in the Skyrim.esm will be merged into the plugin. If there's stuff that references mod-added stuff (ie, creatures alive has new creature variants, same with real wildlife, which are in the plugin only), then it will be added as a master.

Basically: only needed masters are implemented. Was sort of indirectly applied by using special merger patches.
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Chrissie Pillinger
 
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Post » Tue Jun 19, 2012 5:38 pm

Nope. It's only implementing needed masters, now. Anything that references only material in the Skyrim.esm will be merged into the plugin. If there's stuff that references mod-added stuff (ie, creatures alive has new creature variants, same with real wildlife, which are in the plugin only), then it will be added as a master.

Basically: only needed masters are implemented. Was sort of indirectly applied by using special merger patches.
Got it. Gonna play in a bit, will report my findings. :D
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+++CAZZY
 
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Post » Wed Jun 20, 2012 12:16 am

Perfect. :)

Looks like I can have a clean algorithm on perks, but it's beyond my java knowledge.. Yay. I'll relax this evening, I think. Or do homework. Or real lights. Ughhh, indecision.
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Setal Vara
 
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Post » Tue Jun 19, 2012 3:26 pm

Hey Pluto, do you think there's any way DLL or PISE might be able to refresh the inventories of already spawned but non-respawning npcs? I can't seem to figure out anything regarding it lol.
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Stay-C
 
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Post » Tue Jun 19, 2012 2:26 pm

I honestly have no idea. Never looked into it. Could attach scripts that runs, and on a certain time-frame, or other trigger, removes all the initial items if they're still there, and adds a new set? Likely wouldn't need SkyProc, unless it was needed en masse or with a smart algorithm.
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no_excuse
 
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Post » Tue Jun 19, 2012 9:45 pm

I honestly have no idea. Never looked into it. Could attach scripts that runs, and on a certain time-frame, or other trigger, removes all the initial items if they're still there, and adds a new set? Likely wouldn't need SkyProc, unless it was needed en masse or with a smart algorithm.

Yep, that's the way to go. You could do it by checking the in game time or by checking real world time. If real world time isn't in a function, then you'll need to do the math on the timescale. Set up a trigger to fire when a certain event occurs, the event being the time. You could keep track of the initial items by adding them to some container (data, that is; not an in-game container ;)) on spawn and just do a search for them in the inventory or the equip slots.

Though, I haven't looked into the functions in Papyrus much so all this could be wrong but the general idea should be the same.
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Jack Moves
 
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Post » Tue Jun 19, 2012 11:59 am

I wonder if you guys might be able to help me then...I really want to refresh the inventories of certain NPCs in the game so they use some high class equipment I gave them(weapons and such) (like the Jarls and Stormcloak/Imperial Commanders) without forcing the player to start a new game every time I decide to update an NPC inventory. My scripting and programming knowledge is really minimal though...so I'm lost about what to do. I really want help =/
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Nana Samboy
 
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