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

Post » Tue Jun 19, 2012 11:22 am


http://www.skyrimnexus.com/downloads/file.php?id=1269




Nexus page:
http://www.skyrimnexus.com/downloads/file.php?id=1269

Progress and Future page:
https://docs.google.com/spreadsheet/ccc?key=0AiAQSMjBQ6EQdHp6Rk9sU1VubmZkVUhnTmhhUkctenc#gid=0

I was going to add all the rest: but it's sort've heading in a new direction. This is intended to lead into the next set, so it's more of a discussion and beta thread than a release thread.

Current beta of ASIS (Automatic Spells and Increased Spawns - NOT a final name, just a temporary thing);
Plugin (just updated it now):
http://dl.dropbox.com/u/56852942/ASIS%20Plugin.zip
Patcher (same as the latest in the last thread):
http://dl.dropbox.com/u/56852942/ASIS%20Patcher.zip

Edit: Forgot to increment thread. If a moderator could just add 'Thread #5' to the title of this thread?
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Janette Segura
 
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Post » Tue Jun 19, 2012 11:29 pm

Ah, gotcha. Wasn't sure if it had been discussed. I'll pass it on tomorrow if it doesn't get done tonight. May get more done with another one of us on it.

Don't need a class on this stuff, you know. :wink: I taught myself at an early age. Wasted childhood and all that >_>

From last thread;
Yeah, that's what I'm finding XD You should help with the java version. Get some code done on it - once it gets to a more stable release, a more final version, that's when it might be seen to open other options. Definitely need more record definitions, at the very least.
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Rozlyn Robinson
 
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Post » Tue Jun 19, 2012 10:55 am

From last thread;
Yeah, that's what I'm finding XD You should help with the java version. Get some code done on it - once it gets to a more stable release, a more final version, that's when it might be seen to open other options. Definitely need more record definitions, at the very least.

I might. I'll have to think it over, though. Especially with my conversion being so close now. Almost at the point where I just need to change the function calls. Though, I can always divide my attention on it depending on the speed you guys are looking for. I have no plans on abandoning the conversion, though. :P

But, yeah, I'll give it some serious thought. Who knows, I may help teach you as well. ^^
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Michelle Chau
 
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Post » Wed Jun 20, 2012 1:13 am

Nah, not suggesting to abandon it - but you might find it easier to advance the java program, and then convert it when the java program is more stable. So far, it's really only early releases as compared to what can happen in the future. Don't mind help - I learn pretty quick, but I do best with examples generally. :tongue: I can process what's going on in sections, and with a bit of practice implement it myself. I'll probably put up my source in a bit, studying diff eq atm still.

Edit: Just realized when you said you enjoyed that class -> I thought you referred to a programming course. Yeah, diff eq's not bad. 'Twas horrid on my first few classes till I switched teachers.. now it's been great. Not really all that hard, either. The wrongskian takes ages to do though on the complex conjugates, though. Annoying.
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Phillip Hamilton
 
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Post » Tue Jun 19, 2012 5:06 pm

Might be a good idea. Actually, I could convert my code as I write it. That'd make things much easier, some to think of it. I'll sleep on it, throw some ideas around in my empty IRC room, and see what my gut tells me. Not literally, of course. :P
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m Gardner
 
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Post » Tue Jun 19, 2012 7:50 pm

Is this compatable with balanced magic?

http://skyrim.nexusmods.com/downloads/file.php?id=2275
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A Dardzz
 
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Post » Tue Jun 19, 2012 9:12 am

Yep. No issues.
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Krista Belle Davis
 
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Post » Tue Jun 19, 2012 9:27 pm

What needs to be added to the exclusion lists so that guards do not duplicate?

Also, will the ones that HAVE multiplied go back to normal if I save without this plugin loaded?
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Hayley O'Gara
 
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Post » Tue Jun 19, 2012 9:09 am

Doubtful.. the cleanup script will still activate, though. So if you wait 30 days, it'll be fine - assuming you have the latest version with the cleanup scripts. Updating the plugin should make sure it all gets added properly.

It's -probably- best to reload an old saved game, but I'm not entirely sure.

Adding 'GuardImperial' and 'GuardSons' to the exclusion list will keep them out, while still keeping the stuff like 'BanditGuard'. Since the only ones filtering in are ones with the 'lvl' tag, that will cover them. I'll add that in the next release - which should fix a lot. :)
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Amy Smith
 
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Post » Tue Jun 19, 2012 5:46 pm

Ok, added for now.

I'm not too worried, I only went to Windhelm and so now it's apparently extra fortified for this character. No big deal.

Still not able to generate the patch with PISE enabled, but you knew that already.
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keri seymour
 
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Post » Tue Jun 19, 2012 8:40 pm

Couldn't get it all set up in time.. new version will come up tomorrow.
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Blaine
 
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Post » Tue Jun 19, 2012 9:26 pm

Lol, your plugin has completely botched NPC naming it seems. Some bandits are called Draugr, Mudcrabs are called Vaermina Devotees, Deer are called Treasure Hunters etc etc

I think something went awry with it, I deactivated and then all names were normal again.
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Camden Unglesbee
 
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Post » Wed Jun 20, 2012 1:00 am

Lol, your plugin has completely botched NPC naming it seems. Some bandits are called Draugr, Mudcrabs are called Vaermina Devotees, Deer are called Treasure Hunters etc etc

I think something went awry with it, I deactivated and then all names were normal again.

I haven't seen this. Might want to check and see if there's an incompatibility with another mod you're using.

However, what I did notice using the latest version of the Increased Spawns is that Draugr spawning in front of "asleep" draugr still aren't aggroing the player.

Even so though, I went into a room that normally would have about 4 draugr and there were at least 12, it was pretty intense. Going to be awesome if you can get the extra draugr to wander rather than just stand there and not do anything.
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sam westover
 
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Post » Tue Jun 19, 2012 11:58 pm

Lol, I just had a quite funny episode outside of markarth. I'm using the "more npcs in wild" mod, so there was about 20 bandits outside of markarth. I then thought [censored] it and spawned 10 dremora for a big fight. Dremora killed off bandits pretty quick, and I was fighting them for about 20 minutes non-stop, because they kept multiplying from Pluto's plugin.
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Dezzeh
 
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Post » Tue Jun 19, 2012 6:24 pm

Kept multiplying?... They shouldn't keep multiplying at all. Something is either incompatible or wrong. Definitely haven't noticed any names that are off.
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Abi Emily
 
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Post » Tue Jun 19, 2012 9:32 am

I really dunno, but some spawns seem to be increased AFTER they're spawned.
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Captian Caveman
 
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Post » Tue Jun 19, 2012 12:54 pm

The latest ASIS plugin is spawning drauger (in place of the extra guard spawns) in cities now.
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Darrell Fawcett
 
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Post » Tue Jun 19, 2012 6:53 pm

The latest ASIS plugin is spawning drauger (in place of the extra guard spawns) in cities now.

O_O

I will check that out pronto.

Edit: Oh, man. I know why. Gimme a bit.
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jess hughes
 
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Post » Tue Jun 19, 2012 10:14 am

The latest ASIS plugin is spawning drauger (in place of the extra guard spawns) in cities now.
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..."
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bimsy
 
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Post » Tue Jun 19, 2012 3:20 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..."

LOL!
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gemma
 
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Post » Tue Jun 19, 2012 9:13 am

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.
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Motionsharp
 
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Post » Tue Jun 19, 2012 10:32 pm

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.

Do you think that might be why my Draugr still weren't attacking too?

I can certainly give it a try if so.
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Sian Ennis
 
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Post » Tue Jun 19, 2012 5:12 pm

Yeah, it might be good to check. Just go to some shop or something without anything covered by the plugin, set timescale to like 20000, hit wait every so often, and see what happens when a month's passed and put stuff back to normal. :tongue:

I can't promise it'll fix it, though. But if the draugr were initialized before the new plugin was installed, that could be it.

Btw: I do appreciate the help in testing this stuff. Oftentimes I put it out here almost entirely untested, as all my free time tends to go towards building it.. spending a few hours testing all this stuff would mean stuff gets made much, much slower than it already is. <_> It's great to have the feedback.
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Isabella X
 
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Post » Tue Jun 19, 2012 12:02 pm

Sorry if this is being asked a lot, but is the ASIS plugin compatible with mods like WiS, Warzones Civil Unrest, Real Wildlife and Deadly Dragons? I don't expect them to be fully compatible, but will this mean all spawned mobs (like the ones of Warzones Civil Unrest) will sometimes spawn double?

Btw, great mod! I love direction you're taking, quality over quantity =)

If you need some more people testing, feel free to ask us. I'm a small modder myself, and I know how hard it can be to play your own mod when your busy trying to fix issues in your own mod.
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Emmie Cate
 
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Post » Tue Jun 19, 2012 2:59 pm

The patcher is fully compatible with everything (the latest local version on my PC at least) - the plugin is not. :smile: Well, the plugin may work for WiS and others, but it'll be incompatible in some areas.

If you want to change it, you can add an exclusion to the ini for increased spawns to make sure warzones doesn't spawn double. Hopefully authors will add on information like that if it's needed.

Edit: Size function;
http://www4a.wolframalpha.com/Calculate/MSP/MSP16411a09i457e9hf9cid00006458458895g1id6a?MSPStoreType=image/gif&s=40&w=419&h=188&cdf=RangeControl

How does that look? From x = 0 to the intersection at y = .5. The y axis representing the percentage change, the x axis referring to the percentage chance of that change.
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OJY
 
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