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

Post » Tue Jun 19, 2012 7:57 pm

Same issue here. I used the plugin (first time ASIS user). I'll be trying the patcher now.

Use "ASIS Plugin - 1-0"; that fixes the string files for mismatched names.

@Pluto

The latest version spawn rates are pretty much spot on, not too hard and not too easy. A couple of things to exclude is the "First Mate" in the Dainty Sload ship and that single dwemer spider (the one that you can control using the nephew's staff) in Calcemo's Tower. I played for many hours this weekend (did alot of dungeon delving) and the latest version is ready for primetime, IMO.
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Joey Bel
 
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Post » Tue Jun 19, 2012 2:52 pm

If I had the time, I'd set you up with at least an intro. Working today, no time right now :tongue:
Guess I'll see if I can take a stab at it in a couple hours.

Famous last words, "How bad can it be?" :tongue:

Bless you guys for your kindness.
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D IV
 
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Post » Tue Jun 19, 2012 2:18 pm

How is it breaking their spells? It should work WITH the magic mods, adding them. Do you mean the custom conjurations are spawning multiples? In this case, realize that this is a beta, not a release. In a release, I'll be adding more specific information on working it in with the other mods. In the meantime, the focus is on it working by itself.

Yes the custom conjuration are spawning hostile multiples, i am aware that this is a beta. Apart from that i've seen no issues with using this mod with multiple others, it's brilliant and adds a lot to the game.

I noticed there are exclusions in the increase spawns ini and was wondering how I add to this list so I can test this feature.

Edit, Also. I started a new character and noticed two things, the wounded giant frostbite spider in Bleak falls barrow spawned multipe giant frostbite spiders (a bit much for low level characters) And the scripted companions killing a giant outside white run spawns multiple giants the companions got pwned, so did all the farm workers, a passing imperial patrol and me.
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LuBiE LoU
 
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Post » Tue Jun 19, 2012 11:37 pm

You'd have to find the editor ID's of the summons. :) So for midas, you'd open up the plugin, check the spells and see what creatures they summon, and then add the editor ID's of those creatures to the exclusion list. :)
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rolanda h
 
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Post » Tue Jun 19, 2012 10:14 pm

Edit, Also. I started a new character and noticed two things, the wounded giant frostbite spider in Bleak falls barrow spawned multipe giant frostbite spiders (a bit much for low level characters) And the scripted companions killing a giant outside white run spawns multiple giants the companions got pwned, so did all the farm workers, a passing imperial patrol and me.

That bit with the giant sounds hilarious, and I'd call it working as intended! :D
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Adam Baumgartner
 
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Post » Tue Jun 19, 2012 1:03 pm

Edit, Also. I started a new character and noticed two things, the wounded giant frostbite spider in Bleak falls barrow spawned multipe giant frostbite spiders (a bit much for low level characters) And the scripted companions killing a giant outside white run spawns multiple giants the companions got pwned, so did all the farm workers, a passing imperial patrol and me.

The giants is quite funny.. that would actually really need to edit the quest itself to change that. The frostbite spider, too.. Can't really change all the individual entries. It's only a 50% chance for increased spawns in total, so I think you ended up unlucky with the frostbite spider. It's definitely a difficulty factor, though.

If I get the leveled weighting it might smooth it out a bit, though. The companions getting owned by a giant, sounds normal to me though. They never struck me as all that tough anyways. :P
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Adriana Lenzo
 
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Post » Tue Jun 19, 2012 12:35 pm

You'd have to find the editor ID's of the summons. :smile: So for midas, you'd open up the plugin, check the spells and see what creatures they summon, and then add the editor ID's of those creatures to the exclusion list. :smile:

Found the guilty party ENCDwarvenSpider02, Midas luggage works fine now. However does this mean I won't get increased dwemer spider spawns in other places too?

That bit with the giant sounds hilarious, and I'd call it working as intended! :biggrin:

It was hilarious, 6 Giants going crazy was awesome, people were getting blasted in to orbit all over. I think it stops the companions quest line though as those two NPC won't go back to Jorvaskar until the giants are dead.
]
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Dylan Markese
 
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Post » Tue Jun 19, 2012 12:54 pm

It means that specific spider won't, no. Sadly. That's a fault of the spell itself, as it links in an original NPC... instead of creating an normal new summoned NPC. Bethesda did half/half on that, atronachs are special, but other summons are unique and filtered. Then others like the familiar template off another spawn and double up. >.< Frustrating.

And that does svck with the giants.. 6 of them? o.O You hit the astronomical odds there, it's like a .5% chance for that many spawns (unless you changed it).

Also: Lev is working on consistency changes, so you won't need a clean install - all the form references will remain the same.
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YO MAma
 
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Post » Tue Jun 19, 2012 1:52 pm

It means that specific spider won't, no. Sadly. That's a fault of the spell itself, as it links in an original NPC... instead of creating an normal new summoned NPC. Bethesda did half/half on that, atronachs are special, but other summons are unique and filtered. Then others like the familiar template off another spawn and double up. >.< Frustrating.

And that does svck with the giants.. 6 of them? o.O You hit the astronomical odds there, it's like a .5% chance for that many spawns (unless you changed it).

Also: Lev is working on consistency changes, so you won't need a clean install - all the form references will remain the same.

Came up with a fix

I edited midas.esp, duplicated encdwarvenspider02 renamed the copy encdwarvenspider02midascopy and then changed the actor base of Midasdwarvenspider01 to encdwarvenspider02midascopy and then added "encdwarvenspider02midascopy" to the exclusions in the ini.



it works.
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 3:46 pm

Really enjoying increased spawns... I've actually been waiting for someone to produce this before I get very far into my playthrough. Increasing the difficulty by doubling up on the number of enemies is way more fun than just increasing their damage resistance with the difficulty slider.

Anyway, the lastest version has fixed the names issue, but there do seem to be cases where it's actually just spawning the wrong thing. For the quest "The Silver Hand" you enter Gallows Rock to kill the SIlver Hand members inside, but apparently all the additional spawns here are Bandits (who are now fighting w/ the Silver Hand members). Seeing them side by side, it certainly looks like SIlver Hand spawns are just Bandits with a different name and silver weapons, not sure if that has anything to do with the error here.

I'm using the plugin version and no other mods aside from SkyUI. I'll continue trying out "unusual" dungeons (ones that spawn specialized enemies instead of generic Bandits, etc.) to look for other spawn issues.
...
Haven't seen anything else like that yet (though I imagine any othe Silver Hand spawns will do the same thing), but I did want to mention hostile wilderness spawns. I don't think this is actually a bug really, but it's still a bit odd the way it works out so I thought I'd write up my thoughts.

On my test-sprint around the wilderness I was running into a lot of spawn groups like these:
1 troll, 1 frostbite spider (fighting -- ran into a number of groups like this)
1 frostbite spider, 2 wolves (attacked me before I could see if they were fighting each other)
2 wolves, 1 sabre cat (didn't seem to be fighting)
Anyway you get the idea. I'm guessing this is just the natural effect of the script telling the game "spawn more hostile wilderness stuff wherever there was already 1 hostile wilderness creature," but it does seem a little off to me. I mean, it's not exactly bad to see interactions like this happening (ie, you come across animals fighting) but it is kind of odd for every animal spawn to include animals of different species hanging out in close proximity.

On the purely positive side, I ran into a group of about 10 treasure hunters on a tiny island in a river, they felt like a believable looting party getting ready to do something. Later I bumped into 3 hunters ambushing 5 neutral animals at a small pond, which again felt totally believable and was pretty impressive. Several times I saw predators going after prey, something that really just doesn't get to happen very often in vanilla. And just in general, even with the wilderness spawns doing a lot of in-fighting I still felt like there was just a lot more out to get me in the forest.
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Cesar Gomez
 
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Post » Tue Jun 19, 2012 10:59 pm

Anyway, the lastest version has fixed the names issue, but there do seem to be cases where it's actually just spawning the wrong thing. For the quest "The Silver Hand" you enter Gallows Rock to kill the SIlver Hand members inside, but apparently all the additional spawns here are Bandits (who are now fighting w/ the Silver Hand members). Seeing them side by side, it certainly looks like SIlver Hand spawns are just Bandits with a different name and silver weapons, not sure if that has anything to do with the error here.

Same thing happens in the Silver Blood Mine in Karhwasten. Bandits are spawned and they start fighting w/ the Silver Blood Mercenaries (who are neutral to you).
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Alyce Argabright
 
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Post » Tue Jun 19, 2012 12:24 pm

Frustrating.. It's probably a script triggered change of faction. It's like they've gone out of their way to make this difficult. >_>
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Samantha Wood
 
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Post » Tue Jun 19, 2012 12:57 pm

Allow me to frustrate you further :P

I've seen draugrs overwhelming the front guard in halted stream camp.
I lol-ed hard while seeing that, thinking 'the end of humanity nears..'

same thing happened to rodulf the blind, the front guard at whitewatch.

this is somewhat random though. I reloaded and it spawned bandit this time.
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Lily
 
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Post » Tue Jun 19, 2012 10:18 pm

That sounds like an out of sync issue, did you have a clean install with it?

All that should get fixed up for the next version. No need for a clean install then, it'll sync up everything itself.
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Benito Martinez
 
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Post » Tue Jun 19, 2012 4:36 pm

Now that you mention it, no. i didn't do any clean install. That must have been the cause.

Sorry for the false alarm. My mistake ;)

wonder if sometime when you are bored and totally free, might as well add a 'zombie' mode for all spawns. Just for the lols :P
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XPidgex Jefferson
 
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Post » Tue Jun 19, 2012 9:29 am

Man, I am loving this thing.

Quick question on how it generates the spawn:

Does it parse the Leveled Actor List and then any items/actors in the list that match the Inclusion values it will then make a copy that NPC/Actor in that Leveled List in the Asis.esp
I am assuming it copies the NPC/Actor in that leveled list from the esp that contains that leveled list *if* that esp has that NPC/Actor. If that esp does not have that specfic NPC/Actor does it just pull it from Skyrim.esm or any other esp that has that actor (I.E. Syrim values first, then if another esp has that NPC/Actor it pulls it from them, and so forth).

If so, what governs which NPC/Actor gets the final say so? Or does the program concatenate the values from across multiple esp/esm(s)?


Then in the Asis.esp it attaches the scripts that makes them spawn additonal copies with extra spells (in addition to the noraml spells?). So then when the game calls for that Actor from a Leveled List, it will use the ones from the Asis.esp and then run the scripts attached to the actor?

Just curious as I am going to rebuild my Leveled List and was going to remove all th extra entries that I had tagged with counts of 2 or more (via SkyEdit). And also trim them down to reduce redundant entries since I am seeing how my redone NPCs with level values scaling with the player and custom classes.

Gakk, readng my dribble I am not sure I am making clear what I am asking. I don't want to make a bigger wall of text. Let me know if this make any sense :smile:

Thanks,
Bats
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Katey Meyer
 
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Post » Wed Jun 20, 2012 1:00 am

I'm not sure what you're quite asking.. but I'll run you through the process. Nothing involves leveled lists at all. :)

Everything is either patched or in scripts.

Basically: the program parses the NPC's, and those that have certain tags and meet the skill requirement get the spell added to them, if auto spells is active. Then, the next parsing is performed over that new list, and NPC's that meet the include/exclude requirements then have a script attached to it. Any time an NPC is spawned, it'll activate that in-game script. The variables inside the script are set by the parameters in the patcher. To properly spawn without a feedback loop, it duplicates an entry and spawns the second, that doesn't have the script. Spells are already done/not done, depending on options, so they'll be included in the duplicates.

And finally, it performs the size parsing, and parses the same NPC list and attaches another script which varies the sizes according to an algorithm.

The original parsing is done upon NPC's, and it brings them into a database according to load order. If a plugin x has an NPC A, plugin y has NPC A, B, and C, and A and B exist in the Skyrim.esm, y being earlier in the load order than x - the program imports all the NPC's from the Skyrim.esm, overwrites A and B in the esm with y's copies, adds C to the database, and then hits x and overwrites B's copy with x's. It always takes the latest version of the NPC. Very ideally used with the bashed patch. :)
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Lifee Mccaslin
 
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Post » Tue Jun 19, 2012 3:10 pm

Gotcha. Much more elegant than my convoluted process.

It parses for all the NPCs that fit the final included values based on the Inclusion and Exclusion. The base NPC values are from the "last one standing" after running through the load order of the mods.


Does the program use the more recent load order based on the Plugins.txt via the 1.4.27 patch?

I would like to Bash patch a lot of mods, but I don't think Bash handles NPCs yet. Plus, I am having a fit getting it to merge leveled actor lists right now.

Thanks for the feedback Plutoman.
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Alexander Lee
 
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Post » Tue Jun 19, 2012 7:13 pm

Finally got my conjuration skill up high enough to use "summon dremora lord" and the same thing is happening like the conjure familiar bug.
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benjamin corsini
 
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Post » Tue Jun 19, 2012 3:28 pm

Figures.. Thanks for the notice. :smile:

I'm quite frustrated with the game here. Not very friendly to this.

Test tomorrow, I'll respond with more tomorrow.
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WTW
 
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Post » Tue Jun 19, 2012 3:09 pm

I was wondering something. I use Mod Organizer to handle all my mods so instead of everything being put into the Data folder, it's all organized into individual folders in the Mod Organizer's mod folder. Will the patcher work with a setup like that that or will I have to move all the .esps into a single location to get the patcher to pick up on them?
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Crystal Clarke
 
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Post » Tue Jun 19, 2012 8:06 pm

It will not pick up on that, sadly. You could put the patcher in what 'would' be your data folder, so the Folder/SkyProc Patchers/ASIS/ASIS.jar and run it from there.
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Ronald
 
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Post » Tue Jun 19, 2012 11:47 pm

Getting some updates prepped, hopefully a fix for NPC's attacking each other for those special cases (it'll need testing on this first approach, though - I have an alternative, but the first one here is cleaner). Consistency, so you won't need the full clean-install on every re-run, too.

Should mean most issues are resolved except for anything like 6 giants in a quest.. <_<

Gonna try and update automatic spells, too, and see what the issue is with draugr getting stuck on some spells? Is that still happening? Noticed a couple comments on that.
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teeny
 
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Post » Tue Jun 19, 2012 8:45 pm

Hey Pluto,

Reading through your progress chart, loving a lot of the changes you've implemented. Some of them I've already considered with my planned Beasts mod. Also sounds like you've got a lot of programming magic going on so players can customise easily. Very impressive.

But, bit overwhelming to me, but if you don't mind, can I ask some questions about what you've implemented and how.

1. You've got levelled lists adjusted for bandits to not use high level gear. From what I've seen, they can't use high level gear. Their lists (apart from bosses) don't give access. Have I missed something?

2. Enemies using potions - was this as simple as adding them to inventory. I tried adding healing potions to bandits, and I think out of all my tests of various things killing loads of bandits, I've only ever seen one bandit "drink" a potion. They suddenly had the magic effect on them. Is there some setting that adjusts their behavior, or is it something to do with AI packages? Do they drink all potions, or just healing/magic/stamina ones?

3. Can I load the mod in th CK to see the AI adjustments? They are all things I'd like to also implement. An earlier post mentioned not loading it in the CK.

Have you discovered what game settings control sneak detection? What with darker dungeons and the like, I can frequently stand in a semi dark area with a bandit boss standing in front of me, shoot him full of arrows, and he just doesn't see me :S

Thanks in advance.
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rolanda h
 
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Post » Wed Jun 20, 2012 12:42 am

Yep! I'll go in order...

1) I reduced the chances of items such as elven/dwarven to much lower chances, rather than a 1 in 3 chance at the max level for the lists, it maxes at say, 1 in 10. Items such as glass and ebony are reduced to the highest chances of 1 in 30 for glass, 1 in 60 for ebony. In contrast, the actual level requirements were dropped by ~2/3rds. So a piece of glass can drop as early as level 24.

This isn't the ideal solution, I don't think, on a second approach. I think the level requirements shouldn't be modified all that much, but the rarities only modified.

2) It involved changing some AI settings (GMST's, really) alongside adding them to the inventories. There's some modifiers for it, at what percentage of health they start considering to use a potion, what the delay is between multiple potions, etc.

3) Sure! All of it's GMST changes. At the time, they were hidden and hard-coded in the exe - apparently, this time around, they decided to allow the CK to edit them so it's available. There's about ~100+ of them or so I modified in various ways. Omnomnom25 had some great testing results on them that I could pass on to you in a more concise form later.

4) (sneaking) Yes. :smile: You can search my plugin for those.. if you open in tesvsnip, they're towards the bottom, not sure in the CK. I'd list them off, but I don't know them off the top of my head, been a while since I changed them.

The progress chart's changing a bit.. I'm going to change my focus a bit, centering it towards customizable changes, working into other mods. My battery's almost dead, on my laptop, so I'll say more later.
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megan gleeson
 
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