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

Post » Tue Jun 19, 2012 12:10 pm

Gotta be something up, then. My gut feeling is that it's run into an issue with the formID's getting assigned incorrectly.. or faction stuff gets templated WAY up the list.

Thanks, Pseron. I'll implement a check on the last one to make sure that won't cause issues, and look into the former. Might be as simple as pulling the latest SkyProc, but I'll check over the code a bit too. I can't imagine why carts would collide, though..

First thing on the list after I get back from work. It has been a headache, I can say that. Too many issues arising just to make increased spawns bug-free... >.< There's so much stuff that's rigged up to the barest point of working in vanilla Skyrim, that anything touching into the system tends to break it fairly easily.
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Shannon Marie Jones
 
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Post » Tue Jun 19, 2012 9:47 pm

Just to chime in I ran into a bug in dustman's cairn doing the companion quest where you get accidently locked up and the companion Farkas turns into a werewolf and kills all the silver hands and he is supposed to let you out.. well he kills all the silver hands and in werewolf form stands infront of the gate and never opens it.. when asis is disabled it goes away and the script runs correctly...
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Madison Poo
 
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Post » Tue Jun 19, 2012 2:12 pm

Hey Pluto,


I was wondering if you were planning on adding variety dungeon inhabitants?

After an extended playtrhough, I find that the bandits are quite a bit too common, and scale too high for immersion (bandit marauder is stronger than any military soldier in Skyrim). Perhaps it's possible to make more special groups like the Silver Hand, and giving them better, or even unified equipment to distinguish them from the common bandit, while preventing bandits from having 500 health and killing dragons lol.

For example, you could make the Silver Hand scale from a minimum of level 20 and make them only wear steel plate or scaled armor to show more unity.


Similar to how Oscuro's Overhaul added that elite wood elf faction in the eastern dungeons of cyrodill if you played that mod in oblivion.


Thoughts?
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katie TWAVA
 
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Post » Tue Jun 19, 2012 8:49 pm

Just to chime in I ran into a bug in dustman's cairn doing the companion quest where you get accidently locked up and the companion Farkas turns into a werewolf and kills all the silver hands and he is supposed to let you out.. well he kills all the silver hands and in werewolf form stands infront of the gate and never opens it.. when asis is disabled it goes away and the script runs correctly...

That's.... odd. I can't think of any possible reason at all why that would happen. I can see the other issues happening, they are related to my changes, but no idea why that one does.. any other mods running of note?

@above: possible, not sure at this point. Depends on a lot of other factors, tbh, as to how much I do.

Edit: Gonna need a new thread.. :tongue: I'll make one in a bit/something.
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Pixie
 
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Post » Tue Jun 19, 2012 7:58 pm

I am so confused at this point... apparently, it's spawning Thalmor inside Helgen on the game start, causing some combat. In some cases, the horse turns off on the front cart, but the second horse continues fine.

The problem being that I do not edit horses OR guards in any manner in these tests. Nor any of the unique NPC's. I'm extremely confused as to what's going on. I think some unique NPC templates to a thalmor.. but I've no idea which one. :/
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JUDY FIGHTS
 
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Post » Tue Jun 19, 2012 10:39 am

Hey, congratulations on your mods. You have set a very high standard of quality control that I admire.

A couple of questions: If I were to test this Beta, can I still have PISE installed? My understanding is that this just redoes all the NPC's to have all the spells from midas etc, plus has additional spawns cropping up all over the place. Items aren't yet done (so weopons of third era stuff can't be distributed to NPC's with the patcher) so as I understand it I can keep all the AI improvments in PISE.

Second question - if I install economics of skyrim to try out his system which looks more in depth than yours (except for the fact that your vendors actually sell magic gear), will the values for bartering that PISE have used be in my save game forever, making the game harder? If this is the case, can I use console to change the relevant bartering values back to whatever they are in vanilla then save the game so economics of skyrim will work as intended?

Just want to clear these things up before diving down this rabbit hole. I want to use a harder economic system as it makes the game far more challenging, but overly expensive consumable items like potions don't make sense within the games economy. Eg earn 500gp for jarl work and it doesn't cover the cost of a good potion - wut?
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El Goose
 
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Post » Tue Jun 19, 2012 3:34 pm

Post limit.
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Emma Copeland
 
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