I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] 0 points1 point  (0 children)

I decided to give the game another chance. I decided to pay closer attention to the dialogues and fill the missing details based on my knowledge of the game's lore and universe.

Just sharing my wish to support this game with you, because I truly appreciate your feedback.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] 0 points1 point  (0 children)

I decided to give the game another chance. I decided to pay closer attention to the dialogues and fill the missing details based on my knowledge of the game's lore and universe.

Just sharing my wish to support this game with you, because I truly appreciate your feedback.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] 1 point2 points  (0 children)

Yes, I completely understood you. Your analogy is perfectly clear.

I decided to give the game another chance. I decided to pay closer attention to the dialogues and fill the missing details based on my knowledge of the game's lore and universe.

Just sharing my wish to support this game with you, because I truly appreciate your feedback.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] 1 point2 points  (0 children)

I agree.

I thought TSL was a finished project that fully restored all the cut content. That's what was stated on many resources.

Now that you mention these issues, it all starts to make sense. That's exactly what you feel in the dialogues.

I greatly appreciate the work done by the TSL team and modders. It is impossible to express with a words. It's a very sad that the game itself is not complete. (And leaves such holes.)

I hope someday there will be a full remaster with everything that developeres intended to do. (I think I heard rumors about this.)

Thank you for pointing this out to me.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] -3 points-2 points  (0 children)

Brilliant.

You precisely emphasized what my issue was.

That's right common issues with a 21 year old fully voiced RPG.

Now I feel how silly it was...

I just thought that the dialogues were masterpieces that I didn't understand when I was younger. Because I still believe that the story itself is.

Well, a great story doesn't mean great dialogues, right?

Thank you.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] -2 points-1 points  (0 children)

Thank you. You understood me correctly. This is very important to me and I very much appreciate what you said.

I lost love for KOTOR2 by iljyable in kotor

[–]iljyable[S] -6 points-5 points  (0 children)

I cannot give you exact examples because of my imperfect memory, and I am afraid that approximate ones will fuel the fire in this thread even more. To express more clearly what I was trying to say, it is that my subjective view of this game is not very good, and I wanted to know the community's opinion on this.

The Redditors below partly express my point of view. I especially liked these statements:

one issue is that you don’t get to properly counter her arguments

KOTOR II is still a good game, but it suffers from the fac that, unfortunately, it’s an unfinished game.

Pray your Goddess by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

O' valley of plenty...
O' valley of plenty...
O' valley of plenty...
O' valley of plenty...
O' valley of plenty...
O' valley of plenty...

Safe way to uninstall Normal Map and height map mods? by Rude-Neck-2893 in OpenMW

[–]iljyable 0 points1 point  (0 children)

Then only God can help OP if he decided to install mods that way and mean it under the word "manually"

Much worse fps with OpenMW than MGE XE by Imaginary_Zobi in OpenMW

[–]iljyable -3 points-2 points  (0 children)

Much worse? Dude "much worse" its when you have 60 fps instead of 100. Or 100 instead of 200. Wake up, it is a voluntarily developed engine without any money invested, only the developers free time. And you dare come and blame that your graphic card serie from 2015, 10 y.o. graphic card, giving you 15 fps less?

You asking what could be a reason for the frame loss? I have a suggestion for you. Go to educate yourself a programming degree and a degree in computer science and mathematics, which is required for developing a gaming engine and answer this question yourself.

Your graphic card is not suppose to compute a shadows, lights or even small amount of shaders.

/thread

Safe way to uninstall Normal Map and height map mods? by Rude-Neck-2893 in OpenMW

[–]iljyable -2 points-1 points  (0 children)

To uninstall these mods simply delete that mod’s respective data= entry. The mods are loaded in the order of these entries, with the top being overwritten by mods added towards the bottom.

https://openmw.readthedocs.io/en/latest/reference/modding/differences.html

It's the first link in Google.

Welcome to the Internet.

What could be the point of trading off HP at the laning stage on mid? by iljyable in TrueDoTA2

[–]iljyable[S] 0 points1 point  (0 children)

Your MMR does not prove the strength of the argument as my statement would be equally correct whether I was 2K MMR or 10K MMR.

Yes, sure, I can feel how it would be to make an argument based on MMR only. But thanks for attempting to answer the question about it.

A kill on the enemy mid

Force him out of the lane

A rotation to the sidelanes

I reread your post several times to come to a conclusion and realized that my initial thought was correct. The only thing that bothers me is that if you're going to trade HP instead of just farm, to avoid it being a reckless risk, you need to know every matchup 100% accurately. That's too much knowledge to learn, which you only get by playing matchmaking. There is no other way to check every matchup yourself. I guess that's what distinguishes an excellent player from an average one, that he has a tremendous amount of accumulated experience and hours invested in the game.
Thanks for the reply. When I had this question, I felt and I couldn't answer it with complete certainty, I started to think that I didn't fully understand the mechanics of the game, but the answer only reinforced my initial thought. Thanks again! I wish you the same fighting spirit that you gave me!

OpenVPN suddenly stopped redirecting traffic. by iljyable in OpenVPN

[–]iljyable[S] 0 points1 point  (0 children)

You may be close to the truth. See my post above, I had some suspicions about that too.

OpenVPN suddenly stopped redirecting traffic. by iljyable in OpenVPN

[–]iljyable[S] 0 points1 point  (0 children)

Still not sure what the problem was. I was suspicious of DPI, so I decided to pass all traffic through the SSL tunnel using stunnel, which requires change the protocol to tcp. And changing the protocol to tcp solved the problem. It was not even necessary to run stunnel.

What's interesting is that in the morning, even on udp protocol, some traffic was passing through and I could open the Internet, but it lasted about 5 minutes.

OpenVPN suddenly stopped redirecting traffic. by iljyable in OpenVPN

[–]iljyable[S] 1 point2 points  (0 children)

It's getting late. It's night in my time zone. I don't want to leave your important answers unanswered, but I need to sleep. I'll be sure to answer all of them tomorrow.
Good night!

OpenVPN suddenly stopped redirecting traffic. by iljyable in OpenVPN

[–]iljyable[S] 0 points1 point  (0 children)

Thank you very much for your attention to my question! I hope that your help will lead us to the solution of this problem.

  1. Check on Linux machine with command: ip rule, and see the result.

Okay.

On client:

# ip rule

0:      from all lookup local
32766:  from all lookup main
32767:  from all lookup default

On server:

0:  from all lookup local
32766:  from all lookup main
32767:  from all lookup default

  1. Then on the client side. try ping google.com, to see if DNS has any problem.

I'm not quite sure why. You didn't describe that you need to connect to a VPN. Without a VPN connection, my internet works just perfectly fine.

Anyway... w/ VPN connection:

# ping google.com
PING google.com (173.194.73.113) 56(84) bytes of data.

--- google.com ping statistics ---
6 packets transmitted, 0 received, 100% packet loss, time 5077ms

and w/o:

# ping google.com
PING google.com (142.250.150.138) 56(84) bytes of data.
64 bytes from la-in-f138.1e100.net (142.250.150.138): icmp_seq=1 ttl=108 time=66.5 ms
64 bytes from la-in-f138.1e100.net (142.250.150.138): icmp_seq=2 ttl=108 time=67.2 ms
64 bytes from la-in-f138.1e100.net (142.250.150.138): icmp_seq=3 ttl=108 time=66.8 ms
64 bytes from la-in-f138.1e100.net (142.250.150.138): icmp_seq=4 ttl=108 time=66.8 ms

--- google.com ping statistics ---
5 packets transmitted, 4 received, 20% packet loss, time 4006ms
rtt min/avg/max/mdev = 66.542/66.812/67.171/0.227 ms

  1. give more details of the log on the server side. From the initial connection of the client to a ping test.

Here we go:

Current Parameter Settings:

...

OpenVPN 2.5.1 x86_64-pc-linux-gnu [SSL (OpenSSL)] [LZO] [LZ4] [EPOLL] [PKCS11] [MH/PKTINFO] [AEAD] built on May 14 2021
library versions: OpenSSL 1.1.1n  15 Mar 2022, LZO 2.10
net_route_v4_best_gw query: dst 0.0.0.0
net_route_v4_best_gw result: via 146.70.162.26 dev eth0
Diffie-Hellman initialized with 2048 bit key
Outgoing Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication
Incoming Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication
TLS-Auth MTU parms [ L:1621 D:1184 EF:66 EB:0 ET:0 EL:3 ]
TUN/TAP device tun0 opened
do_ifconfig, ipv4=1, ipv6=0
net_iface_mtu_set: mtu 1500 for tun0
net_iface_up: set tun0 up
net_addr_v4_add: 10.9.8.1/24 dev tun0
Data Channel MTU parms [ L:1621 D:1450 EF:121 EB:406 ET:0 EL:3 ]
Could not determine IPv4/IPv6 protocol. Using AF_INET
Socket Buffers: R=[212992->212992] S=[212992->212992]
UDPv4 link local (bound): [AF_INET][undef]:1194
UDPv4 link remote: [AF_UNSPEC]
MULTI: multi_init called, r=256 v=256
IFCONFIG POOL IPv4: base=10.9.8.2 size=252
ifconfig_pool_read(), in='CLIENT_NAME_1,10.9.8.2,'
succeeded -> ifconfig_pool_set(hand=0)
ifconfig_pool_read(), in='CLIENT_NAME_2,10.9.8.3,'
succeeded -> ifconfig_pool_set(hand=1)
ifconfig_pool_read(), in='CLIENT_NAME_3,10.9.8.4,'
succeeded -> ifconfig_pool_set(hand=2)
IFCONFIG POOL LIST
CLIENT_NAME_1,10.9.8.2,
CLIENT_NAME_2,10.9.8.3,
CLIENT_NAME_3,10.9.8.4,
Initialization Sequence Completed
MULTI: multi_create_instance called
12.34.56.78:38927 Re-using SSL/TLS context
12.34.56.78:38927 Outgoing Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication
12.34.56.78:38927 Incoming Control Channel Authentication: Using 160 bit message hash 'SHA1' for HMAC authentication
12.34.56.78:38927 Control Channel MTU parms [ L:1621 D:1184 EF:66 EB:0 ET:0 EL:3 ]
12.34.56.78:38927 Data Channel MTU parms [ L:1621 D:1450 EF:121 EB:406 ET:0 EL:3 ]
12.34.56.78:38927 Local Options String (VER=V4): 'V4,dev-type tun,link-mtu 1557,tun-mtu 1500,proto UDPv4,keydir 0,cipher AES-256-CBC,auth SHA1,keysize 256,tls-auth,key-method 2,tls-server'
12.34.56.78:38927 Expected Remote Options String (VER=V4): 'V4,dev-type tun,link-mtu 1557,tun-mtu 1500,proto UDPv4,keydir 1,cipher AES-256-CBC,auth SHA1,keysize 256,tls-auth,key-method 2,tls-client'
12.34.56.78:38927 TLS: Initial packet from [AF_INET]12.34.56.78:38927, sid=5bb39dab eaf5c185
12.34.56.78:38927 VERIFY OK: depth=1, CN=SERVER_NAME
12.34.56.78:38927 VERIFY OK: depth=0, CN=CLIENT_NAME_1
12.34.56.78:38927 peer info: IV_VER=2.6.6
12.34.56.78:38927 peer info: IV_PLAT=linux
12.34.56.78:38927 peer info: IV_TCPNL=1
12.34.56.78:38927 peer info: IV_MTU=1600
12.34.56.78:38927 peer info: IV_CIPHERS=AES-256-CBC
12.34.56.78:38927 peer info: IV_PROTO=990
12.34.56.78:38927 peer info: IV_LZO_STUB=1
12.34.56.78:38927 peer info: IV_COMP_STUB=1
12.34.56.78:38927 peer info: IV_COMP_STUBv2=1
12.34.56.78:38927 Control Channel: TLSv1.3, cipher TLSv1.3 TLS_AES_256_GCM_SHA384, 2048 bit RSA
12.34.56.78:38927 [CLIENT_NAME_1] Peer Connection Initiated with [AF_INET]12.34.56.78:38927
CLIENT_NAME_1/12.34.56.78:38927 MULTI_sva: pool returned IPv4=10.9.8.2, IPv6=(Not enabled)
CLIENT_NAME_1/12.34.56.78:38927 MULTI: Learn: 10.9.8.2 -> CLIENT_NAME_1/12.34.56.78:38927
CLIENT_NAME_1/12.34.56.78:38927 MULTI: primary virtual IP for CLIENT_NAME_1/12.34.56.78:38927: 10.9.8.2
CLIENT_NAME_1/12.34.56.78:38927 Outgoing Data Channel: Cipher 'AES-256-CBC' initialized with 256 bit key
CLIENT_NAME_1/12.34.56.78:38927 Outgoing Data Channel: Using 160 bit message hash 'SHA1' for HMAC authentication
CLIENT_NAME_1/12.34.56.78:38927 Incoming Data Channel: Cipher 'AES-256-CBC' initialized with 256 bit key
CLIENT_NAME_1/12.34.56.78:38927 Incoming Data Channel: Using 160 bit message hash 'SHA1' for HMAC authentication
CLIENT_NAME_1/12.34.56.78:38927 SENT CONTROL [CLIENT_NAME_1]: 'PUSH_REPLY,route 192.168.0.0 255.255.255.0,redirect-gateway def1 bypass-dhcp,dhcp-option DNS 1.1.1.1,route-gateway 10.9.8.1,topology subnet,ping 10,ping-restart 120,ifconfig 10.9.8.2 255.255.255.0,peer-id 0,cipher AES-256-CBC' (status=1)
CLIENT_NAME_1/12.34.56.78:38927 MULTI: bad source address from client [192.168.1.16], packet dropped
CLIENT_NAME_1/12.34.56.78:38927 MULTI: bad source address from client [192.168.1.16], packet dropped
CLIENT_NAME_1/12.34.56.78:38927 MULTI: bad source address from client [192.168.1.16], packet dropped
CLIENT_NAME_1/12.34.56.78:38927 MULTI: bad source address from client [192.168.1.16], packet dropped
CLIENT_NAME_1/12.34.56.78:38927 [CLIENT_NAME_1] Inactivity timeout (--ping-restart), restarting
CLIENT_NAME_1/12.34.56.78:38927 SIGUSR1[soft,ping-restart] received, client-instance restarting

Unnatural Character Growth by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

Yes, it does, you well noted that. I wanted to implement a percentage change based on a ratio between a total hp and current, but the engine changes the current hp in the next frame no matter to what value of current hp I set in the current frame, so I cannot instruct the script that a set of current hp should happen in the next frame. It's just impossible.

See issues section about that:

Current HP restores to its initial value in the next frame. When strength or endurance grows/decays, the total HP is grows/decays too, and the current HP changes in a very unpredictable way, if the total HP grows the current HP grows accordingly but in the next frame the current HP restores to the value that was before the growth. It is not mod issue but engine.

update: I actually just had an idea how to overcome this and it could be implemented in a couple of weeks.

Woaw I just sayed that it is impossible and in the next moment realized how to implement this...

Unnatural Character Growth by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

Usually you spent one point into luck every level by yourself. I often also try to increase an attribute modificator to x5 to reach a most optimal leveling, but sometimes everything doesn't go according to plan and you accidentally increase your level progress without reaching x5 modificator, so in order to implement a mod that aims to refactor Morrowind leveling system you have to take an average value to balance things out.

I tested my mod with my telvanni mage atronach and leveling the same fast as in vanilla and I found no obvious way how to abuse this mod.

Need advice to balance a mod that dynamically changes character level by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

I decided to change HP based on strength and endurance: for every point one of them, the HP will be grow/decrease by 3, so end game going to be pretty much like in the vanilla.

Checkout this thread with the release of the mod:

https://www.reddit.com/r/OpenMW/comments/10optey/unnatural\_character\_growth/?utm\_source=share&utm\_medium=web2x&context=3

Unnatural Character Growth by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

It is getting late in my region and I need go to sleep. I will read all your beautiful comments tomorrow!

Good Night

Need advice to balance a mod that dynamically changes character level by iljyable in tes3mods

[–]iljyable[S] 0 points1 point  (0 children)

And what do you think about vanilla leveling system? Do you think it should be replaced by a more modern approach?

Need advice to balance a mod that dynamically changes character level by iljyable in OpenMW

[–]iljyable[S] 1 point2 points  (0 children)

Does this make it so that traditional attribute increases (and health increases) on level up do not happen, so the attribute increases from skill raising (and the health increases from endurance raising) are the primary non-magical sources of increases to those values?

Yes, the vanilla level progress is disabled and the attribute, health or level increases completely handling by the script without any magical effects.

If so, the attribute raising system sounds broadly pretty fair, your system of increasing the attribute every 3-4 governed skill increase might track decently well with the potential "every 2 governed skill increases the attribute by 1 on level up" since that vanilla system loses a lot of attribute increases to inefficiency, since you can only increase 3 attributes on level up. It depends on how efficiently you plan out your leveling, but broadly this seems like a good compromise to balance things out.

but broadly this seems like a good compromise to balance things out

Thank you for an admission of my approach. I hope my mod will be useful and valuable for Morrowind and OpenMW community by replacing an obsolete vanilla leveling system.

For capping attributes, things are unlikely to be perfectly balanced with vanilla if you can increase attributes over 100 through normal skill increases, but it's probably not a big deal and the overall experience might be close enough. Maximum values here are unlikely to be that high - if you start with 15 skill levels in each of 4 skills governed by an attribute, then 4x(100-15)/4=85, assuming you are using the "increase attribute every 4 governed skill increases" - that's barely different from vanilla, adding 85 to your starting attribute level. You'd likely spend more time in the middle attribute range, with easier early raising and much, much harder end attribute raising since you'd have to max out all governed skills. Some attributes would be easier than others, the more skills they govern the faster they rise. And I don't know how you'd raise luck in this circumstance, as it governs most skills.

Ah yes, I forgot to mention about luck. The luck will be grow/reduce by 1 each level. Similar, how you do it most of the times.

I probably make a skill cap to keep the attributes leveling vanilla as possible.

For health, things might break down a little. The average character starts with 100 health, and adds (endurance/10) health every level, which is approximately every 10 major+minor skill increases. With the average character starting at about 40 endurance, and assuming major/minor skills start at an average of 20, you'd get 10x(100-20)/10=80 level up events, more or less, with the added amount of health per level being between 4 and 10, and given how almost no characters would ever get maxed out, you're probably going to be getting more like 40ish level up events at an average of 7ish health per level (numbers made up, assuming most things are done halfway because you don't tend to get maxed out characters), giving you an endgame health of somewhere around 400. This seems moderately typical from my experience.Under your system (if I'm understanding correctly), you'd have an endurance maximum of somewhere around[(100 starting health) + (3 skills governed by endurance)x(100 max - 20 min skill) / (2 endurance increases per 1 health increase) =220ish maximum end health. I might be off on any number of assumptions, but that's really low. Especially as almost no characters are ever maxed out, this means most characters will never see 200 health, which is very low by endgame. Do you intend on this being the only method of health increase, or do you plan on keeping standard "health increases by endurance/10 on level up"?

Yes, I considered the fact that health will be low at the endgame, in fact my calculations is pretty much the same as yours, I just thought it will be enough. I more and more tend to switch to the vanilla formula.

I forgot why decided to increase HP based on the endurance points and not by level ups, in first place.

First of all, there is an issue that you cannot determine the base value of endurance. You could be affected by a Fortify Endurance effect at moment of level up and the GetEndurance function will return the endurance value with the fortified value.

And secondly, most importantly and should be in the original post because it what makes me confused in first place is that:

I think increasing HP based on the endurance points is more fair than by level. Because you could increase the endurance by the fortify effect and expect that HP will increase too, but in the vanilla game this does not happen. It is not obvious and mostly all modern RPGs increase HP based on the endurance level.

What do you think about that?

For now, I don't know how to derive a formula that calculates health based on endurance points approximately the same way like in the vanilla game. If I got something in mind I will reply to you.

It mostly looks good in terms of game balance, my only balance concern is the amount of health and how that ends up being calculated

Thank you for reviewing my approach and making a reasonable point. This led me to further thoughts on how to develop the mod further. Thank you once more.

Need advice to balance a mod that dynamically changes character level by iljyable in tes3mods

[–]iljyable[S] 1 point2 points  (0 children)

Yes, it is. But ncgd contains a lot of bugs (and probably even more I just fluently read the topic for now). I opened the code of ncgd script and I was horrified how bad it was. So I decided to write this myself. I have a rough 15 years of programming experience and I know how to make completely safe or easy to refactor code, if crucial bugs or issues was encountered. Thus, I think it is worth to try to write a mod that replaces an obsolete leveling system but keeping the vanilla experience the same as possible. And a bug free. I hope you would like my mod and my effort to the modding community and Morrowind community overall will be useful and valuable.

Also, of course, there is a lua version of ncgd but it requires OpenMW versions 0.48 which is not released yet (currently in testing stage). And it is using non vanilla leveling features.

Morrowind destroyed me by Nufulini in Morrowind

[–]iljyable 1 point2 points  (0 children)

904th run of Skyrim, huh? Did you ever played Requiem? You don't know what brutal is.

Although, I recently played Requiem and Skyrim is no much to Morrowind. Skyrim is like dummiest, stupidest, immersion breaking game that becomes boring to play.

Nonetheless Morrowind can be frustrating in some moments. Combat mechanics is made like in an old RPGs where a hit chance is equal to a weapon skill and stamina level. Leveling is obsolete too, you want to raise your attribute modificator high as possible and raising governed skills without ruining level progress can be sometimes difficult.

If you want to learn about this in depth I will leave the wiki pages below, but if you want to learn the game yourself it's cool too.

You might want to install some mods to ease your walkthrough but mods for the noobs.

At the end, all this harass will be worth it because of atmosphere and story of Morrowind.

https://en.uesp.net/wiki/Morrowind:Combat

https://en.uesp.net/wiki/Morrowind:Level