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

Post » Tue Jun 19, 2012 3:07 pm

Thanks. You can always PM me at your convience about all the settings, etc instead of overwhelming this topic with all the techie stuff. Up to you.


Oh, also had one idea about AI, haven't been able to make sense of AI packages in the CK, but having a chance of enemy NPCs first running to nearby containers/items to search for better equipment at combat start would make things a bit more interesting.


I managed it in Oblivion, worked some of the time. Also then added random adventurers into dungeons, so if they were not fighting off enemies, they wandered about looting containers. So, as a player, do you attack to get that loot back, or ignore them in case you get killed.
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Lisha Boo
 
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Post » Tue Jun 19, 2012 9:30 am

Hi Plutoman,

Quick bug report. Don't know if it is just my mods, but if I have both Skyrim.esm and Update.esm set as masters for a mod, then Asis will not create the patched esp file. It will just create a 70 byte file with the base main plugin header.

Remove the Update.esm master reference from the mod, it will compile the asis.esp as normal.

I been getting in the habit of ticking both the Skyrim and Update because the CK doesn't autoload the update like I thought it did.

Bats
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Tanya Parra
 
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Post » Wed Jun 20, 2012 12:29 am

That's odd? There's some updates to be made considering the plugin load order update just a few days ago.
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jess hughes
 
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Post » Tue Jun 19, 2012 8:42 pm

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.

Yes with the magic casting ones, but I had Midas installed and am using Automatic Spells so I figured it was just a conflict of some sort so didnt think much of it at the time :shrug:

If I run across it again Ill try and take note of which specific draugr and what the spells looked like. It was in the dungeon where you get that "Horn of 'Somebody' Wind(?)caller" for the MQ, its like the first quest the Greybeards send you on. Cant remember the name of the place, lol.
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Alycia Leann grace
 
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Post » Tue Jun 19, 2012 3:02 pm

Another 1.4.27 load order quirk!

Normally, I use Wyre Bash to sort my load order. That worked fine until 1.4.27. Now I have to sort the load order in WB and then cut and paste it into the Plugin.txt. And then I check it with the Skyrim Front End Loaded to make sure it looks good.

Problem is since post 1.4.27 the Plugins file does not include the Skyrim.esm when it does that

So, if you do that and then run the Asis program, it will not parse the Skyrim.esm.

So for right now, when I want to test the spawn weights or add a new mod, I run Wyre Bash, set my load order, create my Bash patch.
Then I exist WB and then run Asis and let it create the the full sized patched esp.
Then I re-run WB, do the copy-past thing to fix the Plugin.txt file and then run the Skyrim Loader to double check.

Also, Thanks for the spawn weight options in the ini, that really makes it easy to trick out a dungeon quest for more challenge.

Bats
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Emma louise Wendelk
 
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Post » Tue Jun 19, 2012 9:34 pm

Another 1.4.27 load order quirk!

Normally, I use Wyre Bash to sort my load order. That worked fine until 1.4.27. Now I have to sort the load order in WB and then cut and paste it into the Plugin.txt. And then I check it with the Skyrim Front End Loaded to make sure it looks good.

Problem is since post 1.4.27 the Plugins file does not include the Skyrim.esm when it does that

So, if you do that and then run the Asis program, it will not parse the Skyrim.esm.

So for right now, when I want to test the spawn weights or add a new mod, I run Wyre Bash, set my load order, create my Bash patch.
Then I exist WB and then run Asis and let it create the the full sized patched esp.
Then I re-run WB, do the copy-past thing to fix the Plugin.txt file and then run the Skyrim Loader to double check.

Also, Thanks for the spawn weight options in the ini, that really makes it easy to trick out a dungeon quest for more challenge.

Bats

I have a program that could help, though Bash just had an SVN release to help to bring it in line. Your choice if you want to try them :tongue:
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Liv Brown
 
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Post » Tue Jun 19, 2012 5:53 pm

The issue with the skyrim.esm and etc is fixed courtesy of Leviathan, but my local copy hasn't been updated because it still needs a few more changes. :)
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ANaIs GRelot
 
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Post » Tue Jun 19, 2012 9:45 am

Cool :) Thanks for all the hard work on this Plutoman.

I'm running this with your enhanced AI and Sneaks and it is awesome when in a dungeon you wake up one bugger and then watch the red ants on the enemy bar increase becuase it alerted their friends and their spawned friends:)
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Reanan-Marie Olsen
 
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Post » Tue Jun 19, 2012 7:07 pm

Am I the only one with friendly Ice Wolves? Regular Wolves are still hostile, but not them.

I know it's caused by PISE, but trying to edit it myself just causes the [LOOKUP FAILED] error with the Wolves.
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Alexander Horton
 
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Post » Tue Jun 19, 2012 10:31 am

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.. :dry:

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.

Any updates on the "conjure dremora lord" and "spawed bandit fights" bugs? Those 2 are the only ones left in my many hours of testing. And about leveled spawns and not having to clean install are both nice to have, but not essential. Eagerly awaiting the ASIS 1.1 :smile:
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Karen anwyn Green
 
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Post » Tue Jun 19, 2012 1:49 pm

If all goes well, I'll have a releasable version by the end of the evening.

Edit: Maybe not.. To -properly- fix the issues, I'll need access to more data and I need to talk to Lev on that. Basically, need to be able to set template flags for summons to NOT inherit scripts from above entities.

He's got some of the code in place, but I'm not sure on the rest.. :P Should be a quick fix then, though. Working on the faction stuff.. at this point, it's quite odd. I want to be able to add factions from one NPC to another, but while I can check if an NPC has a faction, or their rank in a faction, and I can add a faction to an NPC, I can't return a list of factions at all.

If I do anything like a set relationship, it'll only affect those two NPC's, the original and the duplicate.. I can't check a faction relationship without knowing the factions involved, and there's no way to generically do that, I'd have to know ahead of time.

Ugh. Rather stumped on this one. Actually, a bit confused on several things - the silver hand spawns should spawn silver hand, according to the data here.
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Smokey
 
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Post » Tue Jun 19, 2012 4:18 pm

Pluto, do you have any idea how well the merchant-changing aspects of PISE would work with Economics of Skyrim?
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Natalie Taylor
 
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Post » Tue Jun 19, 2012 9:32 pm

Pluto, do you have any idea how well the merchant-changing aspects of PISE would work with Economics of Skyrim?

Honestly, use his. :tongue: His is a more in-depth overhaul and I think it looks quite good. Mine's a very simplistic de-leveling at the core. It'll conflict in the entirety - you can either have one or the other. I'd recommend just using his though. Trying to merge stuff will just make it work weirdly.

Edit: So load his afterwards. That's basically it.
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Jeff Turner
 
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Post » Tue Jun 19, 2012 4:40 pm

Honestly, use his. :tongue: His is a more in-depth overhaul and I think it looks quite good. Mine's a very simplistic de-leveling at the core. It'll conflict in the entirety - you can either have one or the other. I'd recommend just using his though. Trying to merge stuff will just make it work weirdly.

Edit: So load his afterwards. That's basically it.

Merging the two without much care for what you are doing would result in the merchants selling from BOTH lists, and that would get very confusing very fast.

So as Pluto said, load EoS after PISE, EoS will get the override for the merchant containers and the mods will mesh together with little issue.
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Rob Davidson
 
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Post » Tue Jun 19, 2012 11:10 pm

Thanks Pluto and Thomas Kaira! I am downloading EoS right now! :)
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Chloe Lou
 
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Post » Tue Jun 19, 2012 2:26 pm

Ugh. Rather stumped on this one. Actually, a bit confused on several things - the silver hand spawns should spawn silver hand, according to the data here.

I found another dungeon w/ the bandit bug: Broken Oar Grotto near Solitude. They spawn in place of the Blackblood Marauders. So the commonality w/ this problem are unique enemy NPCs that are basically "renamed bandits or marauders". I'm about to do a quest involving a dungeon w/ Black-Briar mercenaries, I'm expecting the same thing to happen. I'll let you know.
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Madeleine Rose Walsh
 
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Post » Tue Jun 19, 2012 9:02 pm

http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-0-1.zip

Just the patcher here. Implemented some crude fixes for the silver hand issues and the conjure dremora.. I was hoping to do other methods, but I've got to sit and think about it. The issue with spells is fixed, I found some code errors which meant the exclusions weren't working at all. That's now fixed. The summon spells can have a true fix once I talk to Lev, but the issues with silver hand are odd and I'm not really sure how to fix them at this point with a true fix for all the NPC's that may have this issue (but the silver hand themselves should be fine).

This is basically some hot fixes, which is why it's the beta 1.01. I'll get some more features in later, hopefully. :tongue:

Edit: Ahh, Blackblood too? Hm. I have an idea.. if I set the flags on NPC's to use the factions of the above templates, this issue won't occur, but I have to see if it removes the added faction of them. Either that - or the template flags of NPC's are getting changed in the duplication process, somehow.

*shrug* maybe I should just add the faction bandit ally to all the creatures and NPC's. >__>
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Stephanie I
 
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Post » Tue Jun 19, 2012 12:58 pm

I swear, the way they implemented all this looping and templating is ridiculous. I want to shoot my computer trying to figure this out. I mean, if they're gonna implement these new fangled things, at least add some dang papyrus functions relating to the data... >.< The scripting is so limited in the amount of functions I have access too.

Edit: Idea.

If I add all the factions of each NPC into a form list (a unique one for each NPC) with SkyProc, attach that form list to both the NPC and it's duplicate, and on the game spawning them, add all the factions from the form lists to the NPC's, I might be able to fix it. This way, even if the spawn changes the factions due to the way the templating works, it'll get re-added. It'll be a bit redundant in certain circumstances but should be a global fix.

This may/may not get done tonight, though. Test on Monday.
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Eoh
 
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Post » Tue Jun 19, 2012 10:49 am

Another problem I forgot to mention earlier is that extra spawns in inappropriate situations can break scripts. Here are two examples:

1) Broken Oar Grotto: as you first enter the grotto, there are two Blackblood marauders that talk to each other about where the captain's treasure is located. But they fight w/ the spawned bandits and even if they both live, the conversation never takes place.

2) Darklight Tower: when you and Illia confront the mother, the spawned Hag fights w/ the mother and the scripted sequence that takes place between Illia and her mother are broken.
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Christine
 
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Post » Tue Jun 19, 2012 11:07 am

And, that's why I need a global fix for it. I have a couple ideas for it, and the scripts won't break if the combat sequence isn't entered. :smile:

Thanks for the reports, it'll get fixed. :)
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Benjamin Holz
 
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Post » Tue Jun 19, 2012 9:26 pm

http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-1.zip

Anyone want to give this a try for me? Gotta get some other stuff done now, but this should fix all faction issues and conflicts between NPC's. It should, if all goes well, be a universal fix, and not one dependent on certain NPC's.

Sorry for the delay, blame Mass effect 3. <_<
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Shelby McDonald
 
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Post » Wed Jun 20, 2012 1:30 am

http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%201-1.zip

Anyone want to give this a try for me? Gotta get some other stuff done now, but this should fix all faction issues and conflicts between NPC's. It should, if all goes well, be a universal fix, and not one dependent on certain NPC's.

Sorry for the delay, blame Mass effect 3. <_<
I'll stab it tomorrow morning. :)
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Jessie
 
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Post » Tue Jun 19, 2012 10:36 pm

I'll test it too! Please provide a plugin version.
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Tiff Clark
 
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Post » Tue Jun 19, 2012 6:49 pm

I was about to start a new game today. So I'll give this a test also. Thanks very much for all your hard work on this. It sounds as though it's been a real headache.
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Zualett
 
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Post » Wed Jun 20, 2012 12:20 am

I've run into a problem. I started a game using the patcher from post #196 but I can't get inside Helgen. Halfway there the two carts collide. The two guys on horseback get off their horses and start attacking something off the road (I'm not sure what). If my cart manages to push past the cart in front and continue to Helgen the Helgen gates won't open. The guards on top of the wall appear to be in combat with something inside the city.

I tested this four times with ASIS and my full mod list and this happened three out of the four times. Then I disabled ASIS and tested three more times without ASIS. The cart ride went smoothly, the gates opened as usual.

To eliminate the possibility of a mod conflict, I disabled all of my mods and re-enabled ASIS.esp. With ASIS as my only enabled mod, the carts collided and the gates wouldn't open.
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megan gleeson
 
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