Oblivion
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31 comments

  1. Kolagon
    Kolagon
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    For some reason, this mod keeps bringing up a "Error in Script" message in the console.
  2. Pherim
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    This doesn't work for me, the speed does not change, no matter how much strength or Agility I have... Could it be incompatible with other mods that edit weapons? Also, does this still basically use the same method as the original mod by Aridale, which would make it impossible to uninstall because the changes to weapons are permanent? I wonder if with newer OBSE versions there is a better way to do this but I am not a scripter...
    1. sandone
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      Yes, it's essentially the same method as Aridale's, just using Offkorn's modifications (which I don't think changes the base logic) with a new calculation. The scripts are still the same, so yes, make sure you have a backup save file...I'll have to look into this more; I'm a programmer (though still learning) but still very new to Oblivion and OBSE scripting :/
      The method is basically this: it checks a set of conditions to see if it should be modded (here it excludes bound weapons, hand to hand and a few other things), or if it has already been modded. If it is okay to mod, then it will copy the values of the weapon (including enchantments) to a new copy of the weapon and goes through all the checks to modify the speed. Finally, the weapon's speed is replaced with the new speed value and the new weapon replaces the old one.

      I really feel there should be some simpler way to do this...when I get more time, I'll try to look into it more thoroughly. Do either Aridale's or Offkorn's work for you? If so, then I might have done something wrong when I modified it. I had thought about the uninstall part myself, and thought it was a little unfortunate that neither of theirs had that functionality in case it was needed. For that, I would just have to keep track of what weapons were changed and then apply the reverse operation. Probably, like what some other modders have done, I could make a console command for this, e.g. "setstage weaponSpeedsUninstall to 5".

      Thanks for your input, Pherim. I'll try to see what I can do.
    2. Pherim
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      That would be great if you found a better way to do it. Offkorn's version also doesn't work. I will try them on an unmodded version to see how it works there. But as long as the method is the same I doubt I will use it.
    3. sandone
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      Okay, thank you for your help. I have university studies to concentrate on too, but I'll try to set aside some time to fix this if I can. Hopefully this weekend. I might actually eventually just rewrite the whole set of scripts using this as a reference, if I need to, and if I figure out what I'm doing
    4. sandone
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      I'll take a look soon, but I had an idea before I fell asleep last night. I might be able to look at Craftybits' weapon and armor smithing/improvement scripts and see how they implemented them, then adapt the idea to this. And please let me know your results on unmodded Oblivion. Thanks again for your help ^.^
    5. Pherim
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      Alright; I have tried it on a (mostly) unmodded game with a savegame of a level 1 character with only the GOTY-esm files active and both your version and the one by Offkorn worked - So it has to be something from my mod list that causes this mod not to function. However, I have installed quite a lot of mods so it would take some time to sort out which exactly is responsible... but since I don't think I will use the mod in it's current state anyway I don't know if I really want to do that. But I have to report that both mods produce significantly different results.

      For example:

      With Strength/Agility/Speed 50
      Steel Shortsword (Weight 10) - Vanilla Speed: 1.2 / Offkorn 1.03 / Your mod 1.79
      Iron Longsword (Weight 20) - Vanilla Speed 10 / Offkorn 0.87 / Your mod 1.66
      Iron Warhammer (Weight 30) - Vanilla Speed 0.7 / Offkorn 0.67 / Your Mod 1.33

      As you can see, your mod produces much higher speeds than both Vanilla and Offkorn's version already with attributes at 50, which I believe is supposed to be the "average". But this gets even more extreme with higher Stats:

      Strength/Agility 100 (Speed 50)
      Steel Shortsword (Weight 10) - Vanilla Speed: 1.2 / Offkorn 1.53 / Your mod 3.24
      Iron Longsword (Weight 20) - Vanilla Speed 1.0 / Offkorn 1.41 / Your mod 3.11
      Iron Warhammer (Weight 30) - Vanilla Speed 0.7 / Offkorn 1.22 / Your Mod 2.68

      Offkorn's values at 100 are still lower than yours at 50 - I don't think you did that on purpose, did you? Anyway, they are much too high, and wielding a two-handed warhammer with a speed of 2.68 looks really silly. Well, since you intend to remake this entirely, I believe you will take care that the values are more balanced again.
    6. sandone
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      Hmm...interesting, I wonder what would be conflicting with the scripts. And no, I didn't intend for values to be that high >_< I think the problem was the formula I used to try and emulate Offkorn's set of if and else if statements. It uses a quadratic (squared function) for one part of it, which would explain the very high speed values. Maybe I should use this (http://www.had2know.com/academics/regression-calculator-statistics-best-fit.html) and make an equation of best fit

      Unfortunately, I wasn't able to understand all the Craftybits scripts or find the one pertaining to weapon sharpening, but I'll keep looking into this. Thank you if you do decide to test and find out what mod is conflicting; it would probably give me some insight into the problem or alternative methods I could use for it. I wish I could give you kudos more than once. Vielen Dank. :3
    7. Pherim
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      Alright, since I would really like to have a functional version of this, I have begun testing which of my mods conflict with it. So far I can say that with a new character and quickstart mod (to skip the tutorial dungeon) it seems to work even with all my mods active - at least partially. With quickstart mod you start directly at the sewer exit and there is a chest with a few basic items, and all of them have their speed changed except the steel shortsword. So I have disabled all my mods except the most basic ones (Unofficial Patches and such) and tried activating one by one, starting of course with such mods that edit weapons. And I can say that with MOBS (http://www.nexusmods.com/oblivion/mods/28537/?) or Francescos Creatures and Items Mod (http://www.nexusmods.com/oblivion/mods/40190/?), which contains an older version of MOBS, active, the steel shortsword stops being affected.
      Of course, there are probably more weapons affected, but with a new character I only have a very limited arsenal. And with my main character it didn't work, as I said before. But since it works for some weapons with a new character and all mods active I should try if the same weapons work with my main character.

      edit: Tested, as I assumed, it works with some basic weapons (iron, mostly), but it doesn't with most other weapons. As I don't know how the script works (and I don't have any scripting experience myself) I have no idea why this could be happening. But maybe it does help you.
    8. sandone
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      Thanks, your testing does help, although I have yet to figure out why this doesn't work with most weapons. Right now I'm probably too tired to think this through properly (not to mention I have more things to work on for classes now), but I did upload a little update that should fix the problem with weapon speeds being too high. It should now be a much more gradual change (natural logarithm as opposed to squared). I'll try to get another update out soon if possible. I know I have at least these things still to fix/add:
      1. Add uninstall/reversal function
      2. Fix the changes not applying to most weapons
      3. Remove dependency on Oblivion.esm (I think it's because it adds a "dummy" caster object to a new cell that is moved to the player upon the script start)

      Hope you have a good day, and sorry for putting you through all this trouble :/
    9. Pherim
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      You are welcome. Thanks for the new version, I will try it out soon.
    10. sandone
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      Hopefully the new version's formula works a lot better (and doesn't give crazy speeds). I've been busy but took a quick look through the scripts again and noticed how messy the scripting is (figuratively). For example, rather than assign a quest script to a quest that runs at game start, it has an invisible dummy actor that is moved to the player at the game start and casts an area of effect spell on all actors in the area. Convoluted, isn't it? o.o
      Not only that, I could also optimize it a little and remove one of the scripts since it's essentially a duplicate. Hopefully after doing these things, it will work better for you. Then I still have to create the uninstall function and remove Oblivion.esm dependency so it can be used with Nehrim or other conversions that don't depend on Oblivion.esm.

      Hope you had a good weekend.
    11. Pherim
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      Sounds interesting. I'm looking forward to what you come up with.

      It appears something is still not right with your formula... when I load a savegame which didn't use the previous version before the speeds are still too high, but when I switch weapons around the speed gets set so very low values (0.01-0.03) as I equip a weapon which already had its speed adjusted.
    12. sandone
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      Hmm...I would advise starting from a clean save file that hasn't had this mod applied yet and see how that works. I also just updated the file so /hopefully/ it works better now. You can check the change log to see what I did >w<

      I still need to add the uninstall function though, so be warned. I'll try to add that next version when I get the time. I should be studying my discrete math and doing that grant proposal...
    13. Pherim
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      I have started on a clean save, actually one that does not depend on any mods, only the base game and SI. But thanks for the Update, will check it out. And don't worry, as long as I cannot remove this again from my savegame, I will not use it with my main character.
    14. sandone
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      Hmm...alright, and I promise I'll get that uninstall done soon (and include notes for it in the readme, which I need to clean up >.<. Right now I'm struggling to keep up with classes and I've also volunteered to do voice acting for another mod (Nagasteim) and help out with EleiMiShill's True Banking System.

      I do hope the update helps a little. Hopefully I'll eventually get to a mostly bug-free release eventually. This has taught me a lot about scripting through trial and error.
    15. Pherim
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      Take your time... I can't really dedicate much time to testing it atm anyway.
    16. sandone
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      That's okay, you're under no obligation to help me test, but your help has been invaluable. Thank you very much
      I should name an NPC in another mod after you for all your help :3
    17. sandone
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      Okay, there is now an uninstall in the latest version, however, the info key hasn't been added back yet (my Construction Set is having problems so I can't open it to update the scripts and save the mod). If you want to use the uninstall (which is not perfect, since it can only work on the player and whatever NPCs are in the currently loaded cell), it should be "set ANBDWSQst.uninstall to 1"
      Type this in the console (no quotation marks of course) and this will set it to uninstall mode. In the latest version (which I only have the scripts for, no actual esp since I can't open the CS and update it), there will be an ini file to set the uninstall but if you want to do it ingame that will still be the same method. I'll have the info key back too if you set it to debug mode in the ini or through set ANBDWSQst.debug to 1. I did that so you can play without that coming up at game start, but if you want to test, you can have the info key still

      Good luck, and take care ^.^
    18. sandone
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      Okay, latest version is up! Enjoy! ^_^
    19. Pherim
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      Thanks, I'll try to test it soon.
    20. Pherim
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      It doesn't work... The speed doesn't change and when I enable the info message in the ini it always says 0.00. Used with a savegame which was not touched by a previous version, of course.
    21. sandone
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      Oh... :/
      I'll have to look at it again when I'm not busy. I'll try to sort this out soon, promise.
    22. Pherim
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      Any news?
    23. sandone
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      Oh, no, not lately, sorry...I should get back to work on it but I've been busy until about two weeks ago. Will be starting classes again in another two weeks. :/
      I've just been working on coding a game with a friend but I'll try to fix this soon.
  3. PvtPirate
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    i am very interested in this, but i need to know if this is compatible with nehrim (no oblivion master file needed).
    1. sandone
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      At the moment, it's not (I thought that was strange myself), but it's apparently because the invisible dummy activator is initially placed in a cell in Oblivion (the testing hall?). I was going to change that soon because I thought that was unnecessary, but I need to brush up on my scripting and fix it a little as well, since it appears it's not working as intended >.<
    2. sandone
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      I've been busy and haven't had much time to rewrite the scripts, but I can say they're a bit messy. The dependency on Oblivion.esm, though, is because it references bound weapons. The NPC part of the script also uses a strange roundabout way of applying the script involving an invisible dummy caster that fires an AOE spell on all the NPCs. So the spell references (for whatever reason) Oblivion spell effects and shaders. I'll be rewriting it though to consolidate the scripts and remove the invisible caster/spell part.
    3. sandone
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      Okay, Oblivion dependency removed! Try it now if you want
  4. Nealus
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    Video, please!
    1. sandone
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      Okay, I'll try to get one this weekend if possible. A little busy with uni studies at the moment. >.<