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

Post » Tue Jun 19, 2012 9:29 am

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin.zip

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

Spawn probabilities in the increased spawns ini. Basically, weightings for each spawn. Default is a weighting of 200/400 for 0 extra spawns, 150/400 for 1, 35/400 for 2, 10/400 for 3, 3/400 for 4, 2/400 for 5.

Try it out, let me know how it goes. Added some exclusions for the thieves and other adventurers, and the familiar. :smile: Oh, and issue with the self-master is fixed. Also, dangit - I messed up the plugin. <_> It had a few of my own mods added in.

Edit: Link is fixed with the patcher and plugin, default link means the patcher doesn't produce logs. If you need it to log stuff, use this;
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%20with%20Logs.zip
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Jack Bryan
 
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Post » Tue Jun 19, 2012 1:40 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.

Thanks for the quick reply. Yeah, I find myself using SkyEdit and TEVSnip for a lot of editing. The CK is pretty finicky about a lot of stuff. NPC editing gives me headaches with some things it adds to simple edit.
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Elizabeth Lysons
 
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Post » Tue Jun 19, 2012 7:06 pm

I do a massive amount of editing in tesvsnip, and most of the error-checking is done with it to check for records. Lev took the structures through a record validation process, and everything checked out byte for byte on editing, so it's all clear to go. :)
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SWagg KId
 
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Post » Tue Jun 19, 2012 5:59 pm

Ok, I feel like I really should know this, but I've been reading around and can't figure it out. How does ASIS work with the Increased Spawns part of PISE? I downloaded PISE off the nexus a few days ago and have been really enjoying it so far, and would like to try out ASIS, but I don't really know what it would do beyond what PISE already does.
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Carolyne Bolt
 
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Post » Tue Jun 19, 2012 9:18 am

PISE's increased spawns is.. ineffective. ASIS uses a proper scripted solution, which works significantly better, allows customization, and doesn't spawn an identical actor - but instead spawns another leveled one, so it's not the same each time. :smile:

Also: WHOOPS. Forgot to define the extra settings for the number of max spawns in the script/increased spawns library. I'll get that fixed. Otherwise, you'll have bosses/dragons the same as others.

Edit: fixed;
Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin.zip

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

Patcher + Logging:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%20with%20Logs.zip

Edit2: I re-post all the links, but I think they're always the same. <_> Oh well. *shrug*
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Jessie Butterfield
 
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Post » Tue Jun 19, 2012 9:27 pm

This sounds really interesting, I would love to try it out and help beta test (it looks like this isn't a mod that would corrupt a save game on removal if something odd happened). However, I can't seem to find the equivalent of a readme hidden in either of those files or the pages listed for PISE. Could you point me in the direction of the instruction manual?
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Mari martnez Martinez
 
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Post » Wed Jun 20, 2012 12:40 am

This sounds really interesting, I would love to try it out and help beta test (it looks like this isn't a mod that would corrupt a save game on removal if something odd happened). However, I can't seem to find the equivalent of a readme hidden in either of those files or the pages listed for PISE. Could you point me in the direction of the instruction manual?

No readme, I'd be updating it so often with all the beta stuff that it's not worth it. When it approaches full-release, it'll have one, in the meantime, just ask me any questions you have (preferably fairly specific ones) and I'll try and answer. :)

Though, to be honest; it will temporary corrupt stuff on removal, but not permanently. It requires a clean un-installation - ie, after removing, go to some interior cell (some shop or something, without anything affected by this), and wait 30 days (I find raising time scale to an obscene amount is fastest). Then, all the affected NPC's will have cycled out. :)
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R.I.P
 
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Post » Tue Jun 19, 2012 10:18 am

So with the spawnweight settings, they have to add up to 400?

Why not just make it out of 100, so it's easy to understand in terms of percentages?

Currently trying to test and see if it works at all, I just ran through a draugr/bandit dungeon with the default settings and didn't notice any increased spawns, but that could have been poor luck. Going to up the spawn9weight to 400 and everything else to 0 and see if it works (will be very obvious if it does!)
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Benji
 
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Post » Tue Jun 19, 2012 4:49 pm

So with the spawnweight settings, they have to add up to 400?

Why not just make it out of 100, so it's easy to understand in terms of percentages?

Nope! It's all dynamic. That was just what I chose on the spot. :)

It'll basically add up to whatever they are, and calculate based on those weights.
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Sharra Llenos
 
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Post » Tue Jun 19, 2012 2:15 pm

Though, to be honest; it will temporary corrupt stuff on removal, but not permanently. It requires a clean un-installation - ie, after removing, go to some interior cell (some shop or something, without anything affected by this), and wait 30 days (I find raising time scale to an obscene amount is fastest). Then, all the affected NPC's will have cycled out. :smile:

It would probably be better to use the console to lower the cell reset rate to an hour and then waiting two hours or so :wink:
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JLG
 
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Post » Wed Jun 20, 2012 12:47 am

I got it running (at least the debug text files looked like everything was working well after I ran the patcher). I'm off to the labyrinthian to get the last word of Dismay, I'll report back when I'm done.

On another note, have you thought about packaging the downloads with all of the files inside a Data folder so that it is in a form that NMM can install? I know I always like to use the Mod Manage so that I can get a clean uninstall if the time comes. It isn't that much of a hassle for those of us that want to install it with the NMM, but it's just a thought.
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Poetic Vice
 
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Post » Tue Jun 19, 2012 4:05 pm

Nope! It's all dynamic. That was just what I chose on the spot. :smile:

It'll basically add up to whatever they are, and calculate based on those weights.

Oh! Ok, cool, I'll just do it out of 100 then so it's easy to understand.

My testing with spawn9weight was interesting. Not 100% what I expected. I did notice an increase in spawns, some that could have been upwards of 9 or more, but not always.

For example, ran across a place where you'd normally fight one giant spider. There were 3. This was interesting, because I would have thought the spawn9weight option would have spawned 9 of them there...

Also ran into a spawn where it was mixed, probably because this leveled list has several things it can choose from. I had 4 frost trolls fighting 3 draugr deathlords. Was pretty cool (Still only added up to 7 though)

Is this "not quite 9" thing caused by the levelled list having a chance of being empty?



Also, suggestion for future development:

Would it be possible to dynamically adjust the spawn weights based on player level?

For example, let's say at level 1-20 we want little to no chance of spawning extras.

20-30 we'd have a fairly common chance for 2, rare chance for 3.

30-40 it goes up, more common for 2, uncommon 3, rare 4.

40-50 very common 2, common 3, uncommon 4, rare 5, rare 6, rare 7, rare 8, rare 9.

Or something like that?

Currently I'm going to input calculations based on what I think it should be at level 50, and just go with it. But it'd be awesome if the weights could change by player level.

Problem with that is it might not be doable because of the way it's done via patch and not in-game.
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Damian Parsons
 
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Post » Tue Jun 19, 2012 2:38 pm

Ahh - I messed up the calcs in the max spawns. It basically set the max extra spawns to 2 on all enemies. <_< One of those variables I missed, and I didn't test all extra settings.

Also, that's entirely plausible, with a customizable level range. I'm not sure when I'll get to doing that, though. I was actually considering another scale entirely - scale based on the level of the enemies AND player level. So at high levels, if a low level enemy spawns, it spawns lots of them, but only one or two of the same level enemy. At low levels, there's nothing 'low' to you, so it only spawns normal amounts.

I'll get that calc fixed up real quick.
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tannis
 
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Post » Tue Jun 19, 2012 4:29 pm

Ahh - I messed up the calcs in the max spawns. It basically set the max extra spawns to 2 on all enemies. :dry: One of those variables I missed, and I didn't test all extra settings.

Also, that's entirely plausible, with a customizable level range. I'm not sure when I'll get to doing that, though. I was actually considering another scale entirely - scale based on the level of the enemies AND player level. So at high levels, if a low level enemy spawns, it spawns lots of them, but only one or two of the same level enemy. At low levels, there's nothing 'low' to you, so it only spawns normal amounts.

I'll get that calc fixed up real quick.

That'd be even better.

I was having a blast with the "9" spawns (not truly 9 now I see?) with a huge group of low level bandits on my level 54 character. Actually was a small challenge, even though I could one shot them.
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JaNnatul Naimah
 
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Post » Tue Jun 19, 2012 5:20 pm

I'm confused with spanwnXweight settings..

say, if I put spawn0weight=1 and spawn9weight=1 and the rest=0, what'll happen?
do I get a 50 / 50 chance of no dups / 9dups? or am i wrong?

how about spawn0weight=0, spawn2weight=1, spawn4weight=3 the rest=0.
does this mean theres 25% I'll get 2 dups per spawn and 75% 4dups per spawn?
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Lady Shocka
 
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Post » Tue Jun 19, 2012 4:47 pm

Plugin:
http://dl.dropbox.com/u/56852942/ASIS%20Plugin.zip

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

Patcher + Logging:
http://dl.dropbox.com/u/56852942/ASIS%20Patcher%20-%20with%20Logs.zip

That issue should be fixed right there then. Leftover line of code from my previous algorithm.

Edit: Wait, I'm not sure this is right on the script.. lemme check.

Don't download yet. >_> Also, @ above, that's what it'll be, 50/50 if you have 1 on 0 and 1 on 9. Yep at the rest, too.

Edit: Have at it. Should, keyword should, work fine now. I'm off to bed, if there's issues I'll nab them tomorrow. :)
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ezra
 
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Post » Tue Jun 19, 2012 3:40 pm

Updated the links above, so go for it. :)
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Marine Arrègle
 
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Post » Tue Jun 19, 2012 9:31 am

The working 9x spawns are absolutely epic, though too many of them DOES cause the game to freak out a bit and their AI stops working.

But the game seems perfectly capable of handling upwards of 30 NPCs and monsters attacking the player without much trouble. Above that you start to have problems. (I had problems when there was 5 spawns, so that was about 45 NPCs)

EDIT - Conjure familiar is still bugged for me.
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Silvia Gil
 
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Post » Tue Jun 19, 2012 4:58 pm

I did a proper clean install this time for the version two posts up and enemy names were all messed up. I saw two trolls fighting each other, both named master necromancers. Then I conjured a familiar and the extra wolf spawn was named bandit thug. I never had this problem before w/ intalling new versions (but then I never did the timescale thing either). But the spawn weight was working because I saw just one elk for once (they were always in packs of 3 or more).

Could you please start naming the betas (ASISv1.0b, ASISv1.1b, etc) and leaving old versions up? I wanted to reinstall an older version to see if the names were still messed but I accidentally deleted them and now just have the latest.
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Amanda savory
 
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Post » Tue Jun 19, 2012 4:07 pm

EDIT - Conjure familiar is still bugged for me.

That's annoying. :( It's taking a script from the template above, and causing an increased spawns. Have to put an exclusion on EncWolf to prevent that, then. Wolves should, most of the time, still have increased spawns from leveled spawns, but due to that exclusion any directly placed EncWolf spawns will not be increased.

Ah well. Gotta do what we gotta do.

Son of Skyrim; I could do that, yeah. I don't have any older versions though right now o.o I've been updating so rapidly, making changes, usually just sticking whatever I have out, that I've just overwritten stuff as I've gone as I don't really term these 'versions'.

It sounds like what happened there is the strings didn't get overwritten (did you use the patcher, or plugin). If you haven't changed any mods - I would re-run the patcher, or just re-install the version (it could be my strings that got messed up on the plugin, too).

The way the strings work is that it uses a formID-type marker for a string, and references it in the string file. Since they're being created on the spot, they tend to go sequentially. If the strings files now have extra entries, a different order, those references start hitting different names.
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Manny(BAKE)
 
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Post » Tue Jun 19, 2012 2:21 pm

I wonder if it's possible to make a seperate patchSetting for indoors and outdoors..

I like it when it duplicates 2 - 4 more for each spawn. Outdoors, this is very enjoyable. But when this settings applied inddors, it's getting out of hand really.

I could be wrong, but it seems like the alert radius for each duplicate in indoors is a bit too large. I alerted a draugr in 1 room, all dups from 2 or 3 rooms further came rushing to me as well.
That's what lead me to think that maybe I should reduce the spawn rate for indoors. they already plant a lot of draugrs in dungeons anyway :tongue:
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Jay Baby
 
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Post » Tue Jun 19, 2012 12:42 pm

That's beyond the smart algorithm..

Actually, I have a thought. That may be possible. For cells, there's an IsInterior() boolean check. I'll see what I can do. :)
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adame
 
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Post » Tue Jun 19, 2012 7:13 pm

It sounds like what happened there is the strings didn't get overwritten (did you use the patcher, or plugin). If you haven't changed any mods - I would re-run the patcher, or just re-install the version (it could be my strings that got messed up on the plugin, too).

The way the strings work is that it uses a formID-type marker for a string, and references it in the string file. Since they're being created on the spot, they tend to go sequentially. If the strings files now have extra entries, a different order, those references start hitting different names.

I'm always using the plugin, I figured since everyone else uses the patcher somebody has to test the default plugin. Yeah, please check the strings in the plugin version (I've tried unistalling/reinstalling mutliple times already). I have to say after using increased spawns since the first beta, I can't play vanilla ever again :)

BTW, the conjure familiar bug only seems to spawn the extra wolves at first cast in a cell. Subsequent casts don't spawn more wolves.
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Rachie Stout
 
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Post » Tue Jun 19, 2012 8:17 pm

Yeah, I think that's what happened. :)

Lemme run through a couple things and see if I can add an optional check on the interior.
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JERMAINE VIDAURRI
 
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Post » Tue Jun 19, 2012 11:39 pm

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

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

By default, reduced interior spawns is off. What it does is halve all the spawn weights from 1-9 if an object reference is in an interior. So to have an effect at all, it needs a chance for 0 spawns. I'm not sure if I should change that to add on more to spawn0weight, instead.. like adding on the value of spawn1weight to spawn9weight added together? It has to be based upon those values, as otherwise it's not flexible.

Added the EncWolf exclusion, too. Gonna check out some Realistic Lighting stuff and then maybe see about implementing the level additions.
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Christina Trayler
 
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