prep v0.2.0

Set ModVersion and add update code. Update docs.

Might add another couple fixes before releasing 0.2.0.
This commit is contained in:
2025-06-18 14:26:23 -04:00
parent eb8cd50ada
commit c25499b41e
8 changed files with 30 additions and 5 deletions

3
.gitignore vendored
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@@ -1 +1,2 @@
RowYourBoat.zip
RowYourBoat.zip
OblivionRemastered/

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@@ -4,6 +4,17 @@ All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## 0.2.0
- Fix for boat disappearing after leaving it somewhere and coming back later
- You may now see the boat flash briefly when you approach it from far away
- Added UE4SS script to fix boat sometimes duplicating
- The boat may freeze for a split second whenever the duplication would have happened but it should recover from there
- Switched the DARK spell effect with LOCK effect instead so the Row spell doesn't break the Night Eye effect
- The Row spell is now a touch spell and has a lock icon instead of damage fatigue icon
- (this is needed so the spell does not make a noise or visual effect when cast)
- Reduced the amount of false-positives with collision detection so the boat shouldn't get grounded in water as often
## 0.1.1
- Fix for CTD in June 5th, 2025 Oblivion Remastered 1.1 Update (1.511.102.0)

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@@ -180,6 +180,7 @@ CollisionDetectZThreshold (10) - Height threshold for collision<br>
ColliderOffset (300) - Distance forward from center for detection<br>
ColliderOffsetReverse (350) - Distance backward from center for detection<br>
ColliderMoveFreq (0.05) - How often to move collider<br>
CollisionPosThreshold (1.0) - Ignore detection if this far off position<br>
OverboardDistance (300) - Distance before "overboard" triggers<br>
<br>
Miscellaneous Enchantments:<br>

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@@ -167,6 +167,7 @@ CollisionDetectZThreshold (10) - Height threshold for collision
ColliderOffset (300) - Distance forward from center for detection
ColliderOffsetReverse (350) - Distance backward from center for detection
ColliderMoveFreq (0.05) - How often to move collider
CollisionPosThreshold (1.0) - Ignore detection if this far off position
OverboardDistance (300) - Distance before "overboard" triggers
[b]Miscellaneous Enchantments:[/b]
@@ -183,10 +184,10 @@ DeltaSmoothingFactor (0.1) - Sensitivity of frame rate compensation
[size=5]Known Issues / FAQ[/size]
[list]
[*][b]The collision detection sometimes triggers when you are in clear open water.[/b] Sometimes this can happen much more frequently in some problem locations (beneath some bridges) or at very low frame rates. There isnt much I can do about this, so just try rowing again until you clear the area.
[*][b]The collision detection sometimes triggers when you are in clear open water.[/b] Sometimes this can happen much more frequently in some problem locations (beneath some bridges) or at very low frame rates. This should be better in version 0.2.0, but if it happens just try rowing again until you clear the area.
[*][b]The collision detection sometimes fails to trigger when it should.[/b] Particularly when rowing into cliff faces or objects in the water. Youll likely get pushed overboard if this happens which stops the boat. If the boat gets lost in terrain, you can use the Row spell to summon it back at your location.
[*][b]Theres sometimes a weird splashing sound and visual effect around the boat when it is moving.[/b] Thats just the tiny invisible vampire that is preventing you from losing your boat in the terrain, dont worry about it 😉
[*][b]The row spell as a “DO NOT USE - Darkness” effect in addition to the script effect and damage fatigue effect.[/b] This is purely there to remove the annoying spell cast sound and visual effect when you are continuously casting it. It doesnt actually do anything in the game.
[*][b]The row spell as a lock icon and a “Open Easy Lock” effect in addition to the script effect and damage fatigue effect.[/b] This is purely there to remove the annoying spell cast sound and visual effect when you are continuously casting it. It doesnt actually do anything in the game.
[*][b]The boat is floating above/below the water in interiors.[/b] Theres currently no way to fix this since we cant query a cells water level from scripts. Hopefully well eventually have an OBSE64 function to do this.
[*][b]Sometimes the boat doesnt appear when summoned.[/b] I noticed there are a few problem locations where this can happen more frequently. If it does, try switching to summoning with the “Place Boat Right Here” option instead.
[*][b]The “Get On Boat” menu option sometimes places you outside the boat.[/b] This seems to be a bug/quirk with the game engine where it just decides to place the player slightly off of the position requested. If this ever happens, use the “Sit Down” option or activate the rope ladder if you have purchased it which doesnt have this problem.
@@ -202,7 +203,7 @@ This mod should be fully compatible most mods. Let me know if you find a mod tha
[*]The area behind the IC Waterfront Shack where the rowboat is placed
[*]Sergius Verus or The Three Brothers Trade Goods
[*]Any model replacers for the rowboat, lower-class chest, lower-class stool, ship lamp, or rope ladder.
[*]The Darkness Spell Effect thats unused in vanilla oblivion
[*]The Lock Spell Effect thats unused in vanilla oblivion
[*]The VampireRace thats unused in vanilla oblivion
[/list]
This mod was designed specifically with the [url=https://www.nexusmods.com/oblivionremastered/mods/2118]Lived In - Imperial Waterfront mod[/url] in mind, so it is compatible with that.

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@@ -17,6 +17,12 @@ to be kept quite short since result scripts have a small max limit.
I use the `.psc` extension for better code highlighting, but these technically aren't Papyrus files since these are
OBScript files.
## UE4SSScripts
This folder contains all of the [UE4SS](https://docs.ue4ss.com/index.html) Lua
scripts to be installed in
`OblivionRemastered/Binaries/Win64/ue4ss/Mods/RowYourBoat/scripts/`.
## ESP
I'm checking in any changes I make to the `.esp` plugin here, but it's a binary format not easily readable on git

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@@ -1,6 +1,6 @@
; RYB Stage 1 Initialize Constants
set RYB.ModVersion to 0.1
set RYB.ModVersion to 0.2
set RYB.pi to 3.1415927
set RYB.halfPi to RYB.pi / 2
set RYB.radToDeg to 180.0/RYB.pi ; always multiply to convert

Binary file not shown.

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@@ -309,6 +309,11 @@ begin GameMode
SetStage RYB 7 ; init player weight
endif
if (ModVersion < 0.2)
set ModVersion to 0.2
set ColliderPosThreshold to 1.0
endif
if (Resetting == -1)
SetStage RYB 51 ; Re-enable boat and attachment refs
set Resetting to 1