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

Post » Tue Jun 19, 2012 12:35 pm

No problem. Just curious to see any bugs, hehe. <_< Trying to figure out how to vary up combat styles.. there's a console command to set them, but no papyrus function. I mean, really?
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Your Mum
 
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Post » Tue Jun 19, 2012 5:00 pm

No problem. Just curious to see any bugs, hehe. :dry: Trying to figure out how to vary up combat styles.. there's a console command to set them, but no papyrus function. I mean, really?
That seems to be a trend in BGS games... Hopefully SKSE will have those sorted out shortly. :biggrin:
I've got a big ol' list o' mods that need updating, once that's all done (and I update my GPU drivers... :dry:) I'll let you know if anything wonky shows up. :smile:

EDIT: Is ASIS.esp supposed to have ASIS.esp as a master or did I mess something up when I ran the patcher?
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Nathan Maughan
 
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Post » Tue Jun 19, 2012 2:11 pm

Have you considered using Piratelord's loot overhaul or maybe implementing something like it? It's great being able to find random clutter in all containers instead of just always a couple apples, etc. The good loot find chance is a little high, but that could just be dropped a bit.
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sunny lovett
 
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Post » Tue Jun 19, 2012 12:21 pm

Have you considered using Piratelord's loot overhaul or maybe implementing something like it? It's great being able to find random clutter in all containers instead of just always a couple apples, etc. The good loot find chance is a little high, but that could just be dropped a bit.

My plan is to phase out all of my loot overhauls and point people in the direction of others. :P

My other plan is to have an automated program that will add other mods INTO those mods, and normalize the lists. Not the same as merging leveled lists; but to actually add just an added weapon completely into all the leveled lists automatically, and normalize it based on various parameters.
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electro_fantics
 
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Post » Tue Jun 19, 2012 2:32 pm

EDIT: Is ASIS.esp supposed to have ASIS.esp as a master or did I mess something up when I ran the patcher?

Not supposed too o.o You should probably delete the old one, and make a new one. Should fix that. I'll make sure it's added as an exclusion, might have missed that.
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e.Double
 
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Post » Tue Jun 19, 2012 10:01 am

Not supposed too o.o You should probably delete the old one, and make a new one. Should fix that. I'll make sure it's added as an exclusion, might have missed that.

I'm getting that too, and I did delete my old ASIS.esp file.

The only masters the new plugin has are Skyrim.esm, Real Wildlife Skyrim 0.1.esp and ASIS.esp, doesn't even include PISE or any of my other plugins. I suspect a bug.

Will try a few things, see if I can get it to work.
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Tha King o Geekz
 
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Post » Tue Jun 19, 2012 6:50 pm

That's... Odd. I'll check it out. Bugs are certainly possible - sorta why it's not out of beta >_>
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Eileen Collinson
 
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Post » Tue Jun 19, 2012 9:44 pm

Cool, I'd love to play with it this weekend and actually do some in-game testing of how it plays in terms of balance and stuff.
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john palmer
 
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Post » Tue Jun 19, 2012 9:23 pm

Sounds good. I'm going to try to implement true probability on the increased spawns, too. :smile:

Edit: I also forgot to turn off the debug mode, too. It'll drastically increase the speed of the patch.
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Marilú
 
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Post » Wed Jun 20, 2012 1:16 am

I'm getting that too, and I did delete my old ASIS.esp file.

The only masters the new plugin has are Skyrim.esm, Real Wildlife Skyrim 0.1.esp and ASIS.esp, doesn't even include PISE or any of my other plugins. I suspect a bug.

Will try a few things, see if I can get it to work.
I got similar results.
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Timara White
 
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Post » Tue Jun 19, 2012 9:52 am

Seems like it's the Increased Variety checkbox that's causing it to reference itself as a required master file.

If I uncheck that, it seems to generate the patch fine.

This is with just the Skyrim.esm loaded.
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Ricky Meehan
 
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Post » Tue Jun 19, 2012 9:13 pm

Hey, this could be the start of a neat little survival-horror mod: "Resident Evil: Skyrim." Slowly, all the NPCs in the game turn to Draugr and attack the player. You step into Breezehome after a hard day fighting wolves and skeevers, toss your helm onto an armchair and call out, "Honey, I'm home!" Aela lumbers out of the bedroom, decaying arms outstetched, growling, "Must...kill...Dovahkiin..."

:evil:

Hmm, I'm actually not seeing it in the plugin.. I thought it was probably because a dup wasn't getting reinitialized, but that seems fine.

You know - I wonder if it's from re-installing the plugin? And then, after, a formID matched to draugr, but the script was already loaded on the NPC in the saved game? This could require a clean-install/re-install.

That was it, not doing a clean install. With a complicated mod like this, I should've known better :tongue:

The latest default plugin fixed the non-hostile drauger and guard spawn bugs. The conjure familiar bug is still there (summons extra regular wolves that go hostile on you).

About the size variation thing, I'm not seeing any variations other than spiders (but they already vary in vanilla).

The default spawn rates are still a little too aggressive. In the Markarth dwemer ruin, I was attacked by 12 Falmer (most of them shadowmasters) at once. That was insane and is next to impossible on Master difficulty.

Edit: One other thing I noticed was on some drauger and falmer (after they became corpses), their weapons were not in the inventory and was not dropped. They disappeared somehow.
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Jimmie Allen
 
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Post » Tue Jun 19, 2012 10:59 am

Tested it once I got the patch to generate without having itself as a master file, and on a quick test running through a mixed bandit/draugr dungeon, seems like it's working (other than the variant sizes since I had to uncheck that to make the patch generate) -- Bandits are properly increased in spawns, and I was quite pleased to discover that it doesn't just duplicate the chosen "bandit" that would spawn at a point, say, if an Argonian bandit would spawn -- it doesn't just make an exact copy of that Argonian, instead, the duplicate could be an orc, or some other race, whatever.

And the draugr seem to work too, walked into a room full of "ambush" draugr that had all been duplicated and the dupes all ran forward and attacked right away.


One question though -- is the "duplication" rate set to 100%? Seemed like every draugr in that room had been duplicated, but that could have just been poor luck.
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claire ley
 
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Post » Tue Jun 19, 2012 8:26 pm

I think.. that it's a result of the inherent changes in the global database and patch, and it's basically pulling all the data from the database, and adding it to the patch, without the need for the masters as the latest copy from the load order is just used in the patch, taken from the database.

Been talking with Lev on it, and it seems to be working correctly except for adding itself, which is a non-issue generally as having it active will also have itself as a master, but the question I'm concerned with is why it adds PISE as a master on my local copy, but not yours.

To make sure, one of you running PISE and not having it added as a master - could you send me your logs, and maybe the esp, too? I think all I need is the logs, but both might help.

Edit: Yeah, there's no true probability on the duplication, and it's just doing double, triple, or quad spawns based on a simple 1 to 10 check. Should have that tonight.
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Samantha Wood
 
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Post » Tue Jun 19, 2012 4:25 pm

The latest default plugin fixed the non-hostile drauger and guard spawn bugs. The conjure familiar bug is still there (summons extra regular wolves that go hostile on you).

Yeah, the summon must not have summon in the editor ID.. I'll look it up and add it as an exclusion. :smile:

The default spawn rates are still a little too aggressive. In the Markarth dwemer ruin, I was attacked by 12 Falmer (most of them shadowmasters) at once. That was insane and is next to impossible on Master difficulty.

Should have that done tonight - it's not anything real resembling a function of rates.

Edit: One other thing I noticed was on some drauger and falmer (after they became corpses), their weapons were not in the inventory and was not dropped. They disappeared somehow.

Weird? I've no idea on that. They're exact duplicates. Any extra mods changing their weapons? I guess PISE maybe.

If you can give me any information on the exact NPC that had that issue, I could look into it. Without that it's difficult. :/
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Bird
 
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Post » Tue Jun 19, 2012 10:03 am

ASIS.esp using itself as a master prevents me from activating it in wrye bash. but I could activate it via NMM and it's working.
the variety scrips is indeed working.. i've seen 2 big wolfs in a pack, and a very small spider once. And a killmove stabbed a draugr in the belly instead of the chest due to the upscaling :biggrin:.

I kind of forgot, but is it PISE that makes the enemies block more frequently?
if yes, I think it could use a little tweak. Because it's kind of funny when I'm surrounded by 5 bandits or more, they're blocking most of the time. If I'm outnumbered like that shouldn't they be much much more aggressive?
If it's not PISE then just forget what I said :tongue:

Edit : forgot to mention, the draugrs are not passive anymore as well.. even bleak falls barrow at lvl 1 was tough on my toon now.. especially when there's 3 aggressive big frostbite spiders guarding arvel :biggrin:.
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Nicole Elocin
 
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Post » Tue Jun 19, 2012 5:03 pm

Weird? I've no idea on that. They're exact duplicates. Any extra mods changing their weapons? I guess PISE maybe.

If you can give me any information on the exact NPC that had that issue, I could look into it. Without that it's difficult. :/

It happened at Valthume nordic ruin and the NPCs are high level draugr deathlords. I think it might have something to do w/ decals (those particular draugr dropped weapons). And since there are so many spawns and corpses now, the engine is cleaning up orphaned weapons?

I don't have any other PISE plugins installed at the moment, just ASIS. I have no weapon mods installed and the only other mod I use that affects NPCs is multiple followers.

Edit: and I still think you should consider releasing Increased Spawns as a stand-alone mod. Lots of people might be intimidated or hesitant to use an overhaul like PISE, but if they see a mod that just spawns more vanilla enemies, that's a definite download. Or keep it moduler, Pluto!
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Kate Schofield
 
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Post » Tue Jun 19, 2012 12:05 pm

So when you add the probability thing, we can set up our own chances of there being a duplicate, and even a chance of how MANY duplicates? But right now it always duplicates, just whether it's 1 or more?

EDIT - Confirming conjure familiar is also bugged for me. Dang, will have to wait til the next version, as that renders it too buggy to play (as well as no real probability factor of possibly having the default spawns vs duplicating).

Looks like fun though, once it has that bug fixed and configurations for probability of duplicating a spawn.
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sexy zara
 
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Post » Tue Jun 19, 2012 4:45 pm

Yep, I'm implementing that, the familiar fix, and thefix for ASIS.esp as a master right now (well, Lev did the last one <_<).

Give me ~within a half hour or so. Honestly, the hard part is figuring out the default spawn settings, and how to work them in, and then how to make it make sense to others..
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Skivs
 
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Post » Tue Jun 19, 2012 4:37 pm

The size variety is indeed working, I saw two dwarven spheres in the Markarth ruin. One was slightly taller than the other.
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Tikarma Vodicka-McPherson
 
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Post » Tue Jun 19, 2012 11:49 am

I've encountered a thief in the wilds, there's 3 of them. the original one asks me for my valuables as usual, but the other 2 was friendly.
So I should just add 'Thief' in the exclusions list to fix this right?
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Rik Douglas
 
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Post » Tue Jun 19, 2012 9:42 am

oic.. Yeah, Actually, you'd probably want to add an exclusion of WEAdventurer, I think. I was hoping the dup'd scripts would activate properly, but those don't apparently work right as exact duplicates due to all the scripts and etc running.
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Laura Simmonds
 
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Post » Tue Jun 19, 2012 12:30 pm

Yep, I'm implementing that, the familiar fix, and thefix for ASIS.esp as a master right now (well, Lev did the last one :dry:).

Give me ~within a half hour or so. Honestly, the hard part is figuring out the default spawn settings, and how to work them in, and then how to make it make sense to others..

Not a problem, looking forward to it.
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Joanne Crump
 
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Post » Tue Jun 19, 2012 5:28 pm

Should I not open the ASIS.esp file generated in the CK?

Running the game with the generated ASIS is not giving me any obvious errors. But if I open it the CK it generates these three errors:

A error messages for the string files:
Zero entries in the Asis_English files. Strings will be missing

And for records within the ASIS and the master esp for it:
FORMS: Non-parent form "Enc..." exists in both ASIS and TCW-PISE-MonMod_Superpack

It also pops up with a:
FORMS: Chunk size # to big in chunk SHRT_ID in form NPC_ID (#####) Max size is 4, data truncated to "Con"). Or "Dwa", or "Fal" or "For", etc.
The # part I stuck in there is always a different number. I am also guessing it truncating Dwarven or Falmer or Forsworn and other names.

The TCW-PISE thing used as the master esp is a combo pack I made using your PISE settings and the Skyrim Monster Mod with some custom level lists and extra hard difficulty settings. It is the only eps I use that has any NPC edits and level lists. It is pretty straightforward for something of that sort and has never generated error messages and works so far. (I am sure I am going to tinker once to much one of these days and blow it up)

I went ahead and clicked through the errors and then saved the ASIS.esp just to see what happens.

It reduced the file size from about 550K to to 300K .

Loading both up in TESVSnips shows both containing the same amount of records in the NPC Grup and wth roughly the same byte size. I am guessing the overall size difference is the fact that the CK compresses the data when it saves the esp file?

Also, when I checked the new(ish) ASIS.esp in TESVSnip, the master reference for my PISE-SkyMon Mash.esp had been removed.

Reloading the CK saved ASIS still generates the Chunk size error and changes the string error to tell me a Lookup failed.

I checked the actor's spell list and perks/abilities to see if it still contained the parts I customized. All are still there and the custom stat levels and classes are also still there.
It also maintains the proper template data. Even with that template no longer in the esp (or referenced since it removed the master esp reference).

So from a quick check, it doesn't look broken. Except for the Lookup Failed for all the names.

I tried to create a string file for the Asis, but no matter what, it still gives string and lookup errors when loading into the CK.

So is my best bet to just generate the Asis file and not load it up in the CK to check it out?

Love the work your doing here Plutoman.

Thanks,
bats

Quick Edit: Fixed the lookup problem by the Skyrim String Localizer and embedding the strings in the esp. I am guessing the other errors are the CK not liking one esp referencing another esp where they share the same form. I think I need to figure out what a non-parent form is.
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SamanthaLove
 
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Post » Tue Jun 19, 2012 4:16 pm

Yep; don't load it in the CK. The plugin's healthy.. but some of the CK issues are kinda getting in the way. It's not really that user-friendly to external tools.

About done with the update here, packing it up now.
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Rusty Billiot
 
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