-
Posts
7,439 -
Joined
-
Last visited
-
Days Won
1
Everything posted by EssArrBee
-
So, after two nights of playing with Mator Smash, I'm pretty much all in on it. It is insanely powerful. It can pretty much support bash tags right now and a whole ****-ton more can be added. It only takes about one minute to create a new tag. Each plugin can have it's own special setting too. I'm already creating a set of settings for STEP mods and what they will need, plus about 20 additional tags that Wrye Bash doesn't even have. If there was a way to auto apply those settings then it'd be perfect. Once it's out of alpha, we should move STEP in that direction. It will increase the number of plugins initially from what we do with the STEP Patch, but Mator Smash should have a form of merging at some point as well which will reduce plugins. This will probably put an end to the STEP Patches as they conceived right now. It will just be stuff that is explicitly needed because we just can't figure out how to make Mator Smash patch that record they way it is needed or to merge plugins that we have permission for. We won't have to worry about compatibility with mods like USLP, ELE, CRF, AOS, RWT, ICAIO, or RS anymore. People can just pick and choose what they want and run the patcher with the settings we tell them to.
-
pack Dreadflopps Modular patches
EssArrBee replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I haven't added them to the release version since ICAIO was about to update and I'd have to make a new version anyways. -
pack Dreadflopps Modular patches
EssArrBee replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I made some non-ICAIO patches in the STEP Compilation thread. In case anyone needs them. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
Nice looking skill books: https://www.nexusmods.com/newvegas/mods/61273/? Hey Mono, you want me to add your gun to the Additional Weapons? It's pretty easy. Just need to know how you add it to the game. -
ACCEPTED Not So Fast - Main Quest (by cdcooley)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
It's just the name of the note. Everything else in the record gets forwarded. Wrye bash has it already, but it's not a big deal. Mator Smash might have a built in tagger soon anyways, so it won't matter. -
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
Use the sub sections ([SkillExpGainMults\<skill>]) that focus on the skill's level to give bonuses as the level increases. Maybe even give a penalty early on if you don't want it to move to fast. The other thing you can do is start with the first section ([SkillExpGainMults]) and set a base for the skill. The second set of sections ([SkillExpGainMults\<skill>]) will use that for it's multiplier. So if you want to level up archery quickly then set the first section to 1.1 or higher then the second section set the skill to increase more and more as you level up the skill. 1=1, 20=1.1, 40=1.2, 60=1.3... By combining the two sections you get staking multipliers. First section * second section. 1.1*1=1.1 until level 20, then 1.1*1.1=1.21 until level 40, 1.1*1.2=1.32 until level 60... and so on. Penalties for the first section help balance too. First section at .8, then multipliers as you level up will slow things down at first then you can speed them up. .8*1=.8 until level 20, .8*1.1=.88 until level 40, .8*1.2=.96 until level 60... You have to think ahead and plan accordingly. Then add in a stone and you add another multiplier. .8*1.2*1.2=1.152 for the standing stone bonus. The reason it doesn't go back down is how ridiculously long it takes to level up a skill when it gets really high. Archery and Sneak are really bad when you get over about 60 levels. I'm even considering spreading the bonuses out a few more levels. Maybe instead of a 1-25% bonus from level 25-50, I'll spread it out from 25-75. Giving a percent every other level. -
ACCEPTED Not So Fast - Main Quest (by cdcooley)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
I like the change you're proposing for the new version cdcooley. One other thing, could you add a bash tag to your file header description. Just put {{BASH:Names}} in the description record so patchers can auto-read it. -
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
The problem I have is the starting skill increase speed. If you are going to play a pure mage then it can be hard to do it because if you start with a base value of 1 for every skill and then give bonuses for every skill that class focuses on, it will mess up the leveling speed because you're only going to focus on those skills. I think I may have to come up with a different solution. Maybe make the base .8 or .85 and give the bonuses up to 1. Here's something simple for the speed of skill increases for a pure mage: [SkillExpGainMults] ; Set the Skill Experience Gained Multiplier to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=1.0 <- crafting are left at 1 fAlteration=1.25 <- all magic get 25% bonus fArchery=0.25 <- all combat and thief skills get 75% reduction fBlock=0.25 fConjuration=1.25 fDestruction=1.25 fEnchanting=1.0 fHeavyArmor=0.25 fIllusion=1.25 fLightArmor=0.25 fLockpicking=0.25 fOneHanded=0.25 fPickpocket=0.25 fRestoration=1.25 fSmithing=1.0 fSneak=0.25 fSpeech=1.0 fTwoHanded=0.25 I think that is something that would work, but the initial leveling would be a bit overpowered. The other approach is tying the bonus to skill level like so... [SkillExpGainMults\<skill>] 1=1.0 <- initially normal skill speed increase until skill level 30 25=1.01 <- two ways to do this 26=1.02 <- first way is to increase by one percent per skill level increase starting at 25 to make it unnoticeable 27=1.03 28=1.04 30=1.05 <- second way is to increase 5% at level 30 and add additional 5% bonus every 5 skill levels until reaching 25% bonus 35=1.1 40=1.15 45=1.2 50=1.25 Either way is okay to me, I just make one list and copy paste to other skills or sections in the INI. Just wanted input if it's better to get 1% a level or 5% every fifth level. You may notice the increase with it being every 5 levels, but won't with 1% per level. Also, is it better to do it based on skill level or just make one bonus from the game start. The same problem occurs in the next section for each skill level up's contribution to the next player level up. -
How do you know when a Presidential candidate has made a mark?
EssArrBee replied to GrantSP's topic in Step Banter Inn
The features for that language are hilarious. Features Our language includes several convenient features, perfect for any aspiring Presidential candidate including: No floating point numbers, only integers. America never does anything halfway.All numbers must be strictly greater than 1 million. The small stuff is inconsequential to us.There are no import statements allowed. All code has to be home-grown and American made.Instead of True and False, we have fact and lie.Only the most popular English words, Trump's favorite words, and current politician names can be used as variable names.Error messages are mostly quotes directly taken from Trump himself.All programs must end with "America is great."Our language will automatically correct Forbes' $4.5B to $10B.In it's raw form, TrumpScript is not compatible with Windows, because Trump isn't the type of guy to believe in PC.The language is completely case insensitive. -
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yeah, sorry, should have said that. -
Well, mods that use patchers usually don't use the mcm for settings. It's just to turn the mod on or off and debug.
-
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
When combining settings, there is sometimes a popup that asks about merging certain record types. https://puu.sh/mEQyY/fdca0d217a.png Does this mean that record type will merge both settings, or only use the setting from which ever is chosen in the dropdown? -
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
There were some additional CELL tags that aren't included in the WB Advanced Readme. I added the rest here: https://copy.com/exm982P9q0YvLHoT There's probably a few more settings that aren't on that readme since it's Oblivion focused. I know that some of FNV stuff is missing for sure like WeaponMods, Deflst, and Destructible. Pretty sure WeaponMods won't matter for Skyrim. I'll make any that are missing as I find them. It's really not that hard. Smash settings are kinda easy to make and with just about every record being patchable it opens up the possibility for a lot more tags that may be needed and were never added to Wrye Bash. -
Neo? Does he have a mod that needs FISS support?
-
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
I get that, but the LOOT masterlist is also a repo for bash tags. You're wanting to make a crowdsourced tag list, but one already exists. Smash could just ignore everything else. -
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Is the automatic tagging read from the record header or the LOOT masterlist? -
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
Kryptopyr's mods definitely help, but only to a degree that is within the bounds of STEP I'd say. I'd almost say to use Disparity with STEP Extended since it can really help as well. My goal may be to offer a select group of classes to use that we can offer people. I'm just lazy and don't want to do it I guess. It's actually less work than I'm making it out to be, but it would be time consuming. THat is something I don't have much off until next month. -
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
Well, from the following section you can change how much each skill contributes to leveling or how far the little blue bar moves when a skill levels up. This is how I might do something for my archer illusionist... [PCLevelSkillExpMults] ; Set the Skill Experience to Player's Character Experience Multipliers to ; betwen 0.0 and 10000.0 ; Using too low or too high values may crash the game. Handle them with caution. ; Default game value = 1.0 ; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections) fAlchemy=0.25 <-4 alchemy level up to make one regular level up to prevent spamming. fAlteration=1.1 <- secondary magic fArchery=1.25 <- Main weapon fBlock=1.1 <- secondary weapon fConjuration=0.5 <- Not strong in this skill fDestruction=0.5 <- Not strong in this skill fEnchanting=0.25 <- Prevents spamming fHeavyArmor=0.5 <- Light armor is main armor category fIllusion=1.25 <- Main magic fLightArmor=1.0 <- It's the main armor, but making it higher or lower is optional fLockpicking=0.5 <- Not strong in this skill fOneHanded=1.1 <- Secondary weapon fPickpocket=1.1 <- Bonus weapon fRestoration=0.5 <- Not strong in this skill fSmithing=0.25 <- Prevents spamming fSneak=1.0 <- Standard strength like light armor fSpeech=1.0 <- Speech is always a weird skill, so I just leave it at 1 fTwoHanded=0.5 <- Not stron gin this skill So 25 and 10 percent bonuses for the main skills and a big reduction in other skills. This encourages players to focus on their skill set. Also, it gets rid of spamming since crafting is pretty broken from a balance standpoint. You can also use the following section to make it something that changes as you level up. So, if you want to limit the crafting spamming early in game when Blue Mountain Flower and Hanging Moss lets you level up alchemy really fast, then change it later in the game when the skill takes a lot to level up. [PCLevelSkillExpMults\Alchemy] 1=0.25 <- Skill starts 75% reduction 25=0.3 <- level 25 it goes to 70% reduction 30=0.35 <- 65% reduction 35=0.4 40=0.45 45=0.5 <- By time you get hear it takes so long to level up that you only get half a reduction than vanilla. Removes the penalty for spamming as spamming becomes harder. ... That continues for every individual skill and it can be tied to skill level or player level. -
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
What type of playthrough do you want me to start with? Mage, Thief, or Warrior. I could also go into something a bit more specialized. Stuff like prevention of spamming level ups with crafting, slowing down overall leveling, making skills contribute more to player character leveling than others, selecting certain skills as specializations, and/or placing caps of leveling speeds or skill level. My current INI is setup for two major skills and two minor ones. An archer that is good at Illusion magic are the main ones. Secondary combat is sword and board, secondary magic is alteration. Also, have one bonus skill of pickpocket. I don't recommend doing more than five skills that are specialized. Also, I don't like making characters that good at crafting unless it's an assassin that is good at alchemy for poisons. -
[WIP] Mator Smash
EssArrBee replied to Mator's question in Mator's Utilities Support (archived, read-only)
Hey Mator, is there a readme for this somewhere? I watched the video you did, but I still want some documentation. I'm just better with stuff in word form. Also, is the VMAD bug you mentioned still in v011? -
Well, use the sign up link from one of us so we get extra space. Like this link right here ->https://copy.com?r=XCvA6f
-
ACCEPTED Skyrim -Community- Uncapper (by Elys)
EssArrBee replied to skwareballz's topic in Skyrim LE Mods
I was going to do some different playstyle INIs for people, but never got around to it. The guide is pretty self explanatory if you read like 6 times. -
Is there a readme yet? I watched the video, but seems like some documentation would help. We could start putting some stuff up on the wiki too.
-
It handles patching pretty well. I made a patch for CELL records without the STEP Patch active and it did everything correctly. That's where I want to get eventually. Get the STEP Patches down to the fewest patched records possible and let a patcher do the work. Want them to be more like the Combined Plugins, so that there are only a few masters which means more compatibility for everyone including pack authors.
-
Okay, I've been messing around with Mator Smash enough to know that I like it. Lotta black magic going on with it, but I don't have enough soul left for that to matter. When it gets out of alpha we should probably use it. I think it does reduce plugin count if you use the right settings because you don't need patches that you otherwise would. The AICIO-ELE Patch, for example, would be unnecessary. I hope there is a way to export the settings for the patcher so we can make simpler for the less informed users.

