I put semicolons on these lines for speed, but I'm still noticeably slower than vanilla, and I'm not wearing any armor in either test. Not sure what I'm missing or doing wrong.
Hello, Perhaps someone knows the answer to this. I have installed MOO, which will adjust itself automatically for vanilla combat enhanced. My question is, during the installation of vanilla combat enhanced with Wrye Bash, I see a sub package for MOO. I do not know if I should check this or not.
Does anyone know if that subpackage is to disable the pieces of this mod that conflict? In which case I could see neither mod adjusting those settings.
A little bit late, but you should check MOO parts. Those parts will give some MOO creatures more powerful attack animations, allowing them to hit from running state.
Well I discovered the issue was caused by this mod thanks to this report: https://forums.nexusmods.com/index.php?/topic/62386-martsmonstermod37b3-public-release/page-45#entry79548533
here you can watch some videos of what I mean with staying still:
mmh following the forum topic about MMM, I suspect that for some reason the animation files from VCE are not being applied to the models contained in MMM BSAs, but when the user extracted the BSA models from MMM and overwrote them with the animations from VCE then they started working....maybe the same happens with OOO BSAs....by the moment I don't get this problem with the Frans BSA, "could" be that the problem lies in some of the BSA flags, but I am not sure....or maybe has to do with something in the load order, maybe two BSAs overwriting each other? (OOO and MMM models and textures are often being used from other mods as resources)...
Apologize if I seem harsh, but why are you scared about Francesco? If there was any issue at all, you would have noticed by now (if you play the game).
No one noticed the guar simply because no one plays with OOO/MMM + this mod (or deadlier creatures). Especially because you meet the Guar at level 1 while going into the wildlife, so anyone playing with these two mods would have noticed it immediately that something wrong was going on. I didn't think it was Vanilla combat enhanced/deadlier creatures simply because after 8 years it was out, it would be "natural" that issues would be ironed out for now or "known".
Instead I had to find an obscure (and old) report to strengthen my finding.
My personal advise is thus: play the game, if you find creatures that stay still take a look at this mod and check if it touches them.
Sorry if I sound harsh, but....whenever did I say I was scared about Francesco?? I only pointed it out because I think that if the author Zamir would have screwed animations in one of his patches, he probably would have done it also with others... From the post you linked it is CLEAR (to me at least) that the issue doesn't lie within THIS mod, rather the way in which MMM BSAs were packed back then (which is a while "back then" indeed...), and by the moment that the only time I tried installing OOO (with all its updates/semi updates/install-this-but-take-this-other-esp-and-this-other-stuff-but-not-this-version thingy) it completely f***** up my game, I am pretty positive the problem is with OOO, not with VCE... I shouldn't even care cause I don't use OOO or MMM, but I am always fond of discussions about issues with this and that, so that we can ALL get a better understanding of how mods work (or don't, like in this case)...
Long shot, but just in case anyone has a clue what's going on here, my log is giving:
[004F3313] [ DEBUG ] Expression Error: SYNTAX [00516FA5] [WARNING] Script 'ImprovedCombatMainScript', line 186: failed to evaluate expression.
GIven that line 186 is just "return" I am somewhat mystified. I don't have any other combat mods, except unidirectional attack and Migmiscellanea, and I am not using any overhauls
I tried starting a new game with no mods except this + xOBSE active, still got the error. Doesn't seem to be a conflict. It's confusing how this issue only seemed to pop up in 2022? Maybe something to do with newer obse versions?
So just to make sure, i just have to delete these in the ini files? -->
;Weapon Damagesetgs fDamageWeaponMult 1.0;Default 1.0Vanilla 0.5;Creature Damage - this only affects the damage of level based creatures, for other creatures see recommended mods in the readmesetgs fCreatureCalcDamage 2.0;Default 2.0Vanilla 1.0
so i can make it compatible with Maskars Oblivion Overhaul?
375 comments
;setgs fMoveRunMult 2.5 ;Default 2.5 Vanilla 3.0
;setgs fMoveRunAthleticsMult 0.5 ;Default 0.5 Vanilla 1.0
Edit: Oh, nevermind. I set it to Vanilla values instead of trying to make it unreadable, then it worked. I need my sonic speed!
Does anyone know if that subpackage is to disable the pieces of this mod that conflict? In which case I could see neither mod adjusting those settings.
Any ideas will be helpful.
Thank you.
here you can watch some videos of what I mean with staying still:
https://forums.nexusmods.com/index.php?/topic/2950184-oscuros-oblivion-overhaul-136/page-184#entry105540963
The fix is simple: just remove the OOO guars folder and you are done.
No one noticed the guar simply because no one plays with OOO/MMM + this mod (or deadlier creatures). Especially because you meet the Guar at level 1 while going into the wildlife, so anyone playing with these two mods would have noticed it immediately that something wrong was going on.
I didn't think it was Vanilla combat enhanced/deadlier creatures simply because after 8 years it was out, it would be "natural" that issues would be ironed out for now or "known".
Instead I had to find an obscure (and old) report to strengthen my finding.
My personal advise is thus: play the game, if you find creatures that stay still take a look at this mod and check if it touches them.
From the post you linked it is CLEAR (to me at least) that the issue doesn't lie within THIS mod, rather the way in which MMM BSAs were packed back then (which is a while "back then" indeed...), and by the moment that the only time I tried installing OOO (with all its updates/semi updates/install-this-but-take-this-other-esp-and-this-other-stuff-but-not-this-version thingy) it completely f***** up my game, I am pretty positive the problem is with OOO, not with VCE...
I shouldn't even care cause I don't use OOO or MMM, but I am always fond of discussions about issues with this and that, so that we can ALL get a better understanding of how mods work (or don't, like in this case)...
Anyway, I hope someone will come with an explanation, because I'm totally ignorant on the reasons this stuff seems to happen.
Cheers, and happy oblivion
set ImprovedCombatQ.CreatureStagger to 0
Since this is what is related to this part of the script.
Probably some of the other stagger mods could work as an alternative for this part.
[004F3313] [ DEBUG ] Expression Error: SYNTAX
[00516FA5] [WARNING] Script 'ImprovedCombatMainScript', line 186: failed to evaluate expression.
GIven that line 186 is just "return" I am somewhat mystified. I don't have any other combat mods, except unidirectional attack and Migmiscellanea, and I am not using any overhauls
;message "force is %.2f" , force , 2
if push == 1 && force >= 3.5
let push := force * 5
attacker.pushActorAway target push
return
;Weapon Damagesetgs fDamageWeaponMult 1.0;Default 1.0Vanilla 0.5;Creature Damage - this only affects the damage of level based creatures, for other creatures see recommended mods in the readmesetgs fCreatureCalcDamage 2.0;Default 2.0Vanilla 1.0
so i can make it compatible with Maskars Oblivion Overhaul?