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D's Enemy Upgrade


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#21 viperdan

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Posted 24 November 2008 - 08:13 AM

I'm wondering if i can use the same number as a bonus to a stat.For example,("%saveVsSpell%" - RANDOM(2 2))

#22 Icendoan

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Posted 24 November 2008 - 08:26 AM

Sure, but it will always be 2.

All you are doing is asking for a random number between 2 and 2.

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Edited by Icendoan, 24 November 2008 - 08:26 AM.

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#23 viperdan

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Posted 24 November 2008 - 09:13 AM

Sure, but it will always be 2.

All you are doing is asking for a random number between 2 and 2.

Icen


I Know.That's what i want.

#24 viperdan

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Posted 24 November 2008 - 10:09 AM

Icendoan,this line of code caused some kind of parsing error:PATCH_IF %SOURCE_REZ% !STRING_COMPARE ~charbase~ BEGIN

I was only able to install "enemy upgrade" after i removed it.

#25 viperdan

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Posted 24 November 2008 - 10:34 AM

Duality,i've taken a look at the my enemy upgrade debug file and it appears that npc's have been modified by it.I've uploaded a copy as an attachment in this message.

Attached Files



#26 Icendoan

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Posted 24 November 2008 - 10:36 AM

You used the custom setting, right? If so, that is my problem.

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#27 viperdan

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Posted 24 November 2008 - 11:24 AM

You used the custom setting, right? If so, that is my problem.

Icen


I was using wuss mode.The code looks like this:


BACKUP ~enemyupgrade/backup~
AUTHOR ~Duality (dualities.shadow@gmail.com~



BEGIN ~Wuss Mode~
SUBCOMPONENT ~Enemy Upgrade~

RANDOM_SEED %seeded%

COPY_EXISTING_REGEXP GLOB ~.+.cre$~ ~override~
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN //Protects against invalid files
READ_LONG 0x1CC "biography"
PATCH_IF ("%biography%" < 3) THEN BEGIN //Makes sure they aren't a NPC
PATCH_IF %SOURCE_REZ% !STRING_COMPARE ~charbase~ BEGIN

It's basically Duality's code with your line of code added to prevent pc modification.It's the way you have it set in the 2nd tp2 you posted on the first page of this thread.

Edited by viperdan, 24 November 2008 - 11:24 AM.


#28 Icendoan

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Posted 24 November 2008 - 11:59 AM

%SOURCE_RES% instead of %SOURCE_REZ%. And it was my code, except he messed it up a bit. :P

So the latest version is up for download hm... I lost my copy of the tp2.

Icen

Edited by Icendoan, 24 November 2008 - 12:01 PM.

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#29 Icendoan

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Posted 24 November 2008 - 12:03 PM

Apparently, my edits and additions aren't included. Better wait for Duality to resubmit it.

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#30 Duality

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Posted 25 November 2008 - 06:07 PM

All right, well, I finally quite playing Oblivion for long enough to put the finishing touches on the new version and upload it :P

Charbase is no longer modified, you can no longer end up with totally immune creatures and Icendoan's "Choose Yourself" setup option is now included.

Thanks again Icen :)

[EDIT]
Oops, missed the whole second page of this thread. Uh, the ~charbase~ source_res thing DOESN'T work at all, it should, but it doesn't. EVERYTHING gets modified if that code is in place, which is *hopefully* the reason the NPC's were being modified. If it still happens (and it should only happen if a join-able NPC didn't have a bio, in which case there's nothing I can really do since there aren't any unique tags to differentiate join-able NPC's from normal creatures) then let me know.

And the REZ thing was your fault Icen :P I noticed it in the code you sent me :P
[/EDIT]

Edited by Duality, 25 November 2008 - 06:16 PM.


#31 Icendoan

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Posted 26 November 2008 - 12:08 AM

Ah well, we all make mistakes. :P

I don't really understand it, and I PMed you with better code for it. As far as I know, the NPCs will have greater HP and resistances. I'll look into it later.

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#32 viperdan

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Posted 26 November 2008 - 08:45 AM

It's possible that joinable npc's aren't modified.The piece of code "PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN" may cause the joinable npc cre files to be modified without actually changing any values.Charbase IS modified however,but when the character is created new values are entered for everything but resistances.

Edit:Yes,i'm right.Joinable npc's appear in the debug file as though they have been modified but there aren't.

Edited by viperdan, 26 November 2008 - 08:47 AM.


#33 Icendoan

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Posted 26 November 2008 - 09:17 AM

Yeah, they have been copied, but the Bio check works, and Charbase is modified back to the original.

Wait a minute, try this:

At the beginning of the mod:
ALWAYS
 COPY_EXISTING ~charbase.cre~ ~enemyupgrade/charbase.cre~
END

And then, right at the bottom:

AT_EXIT
COPY ~enemyupgrade/charbase.cre~ ~override~
END
.

It removes and then replaces any modifed .cre file. The existing should work, and that should as well.

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#34 viperdan

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Posted 26 November 2008 - 04:24 PM

Thank's Icen.I'm happy with the modified charbase.cre however.I like having the resistances.

#35 Icendoan

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Posted 26 November 2008 - 04:30 PM

Heh.

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#36 Miloch

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Posted 17 October 2009 - 02:38 AM

Apparently no one's reported it in this thread, but this mod needs to nerf some of its over-the-top XP awards as mentioned here etc.

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#37 -Borsook-

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Posted 31 December 2010 - 02:24 PM

Am I right thinking that this will only work with BG? If so, you might want to have a look at my old mix-mod which includes similar difficulty boosters meant for any IE game. Anyway great job on the input component. :)