ABOs mods

Post » Mon Jul 19, 2010 1:10 pm

First and foremost, I do like the fact that a Blade skill of 50 counts equally to your Strength regardless of how you achieved your Blade skill, so I don't want RL to become more like nGCD in that regard. But I was thinking that just as some skills are leveled more easily, it would be great if there could be an option in RL that if turned on, made it so that some attributes would level more easily than others.
...
I'm aware that I'm suggesting quite a lot here, and maybe even something you're not at all interested in. But this is something I would like, and I think it would fit quite well in with the rest of RL. So I would appreciate if you could indicate whether you think this was a good or a bad idea. If you don't like it, then I would probably implement it in a private version. If you happen to like it but don't have the time, I would be happy to have a go at doing it and send it to you for review. :)

You have to be a bit careful with this stuff... increasing the rate that attributes advance will also increase their max value. So a 25% increase in strength advancement would add (attrMax - 40)*0.25 = 15 to your max strength, and that would be on top of your existing +10 racial bonus, to give you a max strength of attrMax + 10 + 15 = 125.

RL treats race and star bonuses to attributes as "special bonuses" that are added to attributes on top of the normal skill based attribute advancement. This means that a +10 racial bonus not only means that you start +10 above normal, but you stay +10 ahead throughout your characters advancement, and your max value for that attribute is attrMax + 10 = 110.

I think that the current RL attribute advancement racial bonuses are significant enough, and nice and simple. I'm not that interested in adding more complexity to RL for features like this that are of arguable benefit unless a lot of people really want it. You are welcome to modify RL to do this yourself, and I'll be happy to review it and make suggestions etc, but unless lots of people request this feature I probably wouldn't incorporate it into RL itself... simplicity is a virtue that is lost by degrees :-)
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Anna Watts
 
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Post » Mon Jul 19, 2010 11:19 am

You have to be a bit careful with this stuff... increasing the rate that attributes advance will also increase their max value. So a 25% increase in strength advancement would add (attrMax - 40)*0.25 = 15 to your max strength, and that would be on top of your existing +10 racial bonus, to give you a max strength of attrMax + 10 + 15 = 125.
True. But is this really a problem? I must admit that I don't really know what's happening in such a case. Will Strength be capped at 100, or will it really be 125 with all that applies - or something inbetween (125, but with some effects capped at 100). I beliebve it is the latter.

In any case, this is not necessary a problem, though certainly something one needs to be aware of.

RL treats race and star bonuses to attributes as "special bonuses" that are added to attributes on top of the normal skill based attribute advancement. This means that a +10 racial bonus not only means that you start +10 above normal, but you stay +10 ahead throughout your characters advancement, and your max value for that attribute is attrMax + 10 = 110.
Which is very good. :) My suggestion is really an extension of that. A +10 racial bonus may mean 20% above normal at start, and I think it make somewhat sense that this attribute grows naturally (up to) 20% faster as well, in order to stay 20% higher. It's just a way to make the race mean a bit more.

I think that the current RL attribute advancement racial bonuses are significant enough, and nice and simple. I'm not that interested in adding more complexity to RL for features like this that are of arguable benefit unless a lot of people really want it.
Understood, and reasonable answer. I think I know how to add this with very little added complexity, but of course, very little is not the same as none, and if you don't really care for the feature, then it's little reason for you to add it.

You are welcome to modify RL to do this yourself, and I'll be happy to review it and make suggestions etc, but unless lots of people request this feature I probably wouldn't incorporate it into RL itself... simplicity is a virtue that is lost by degrees :-)
OK. I think I will try it out, and I'll send you a copy so that you may look at it and use it if you would want to.

Anyway, thanks for great mods :)
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Big Homie
 
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Post » Mon Jul 19, 2010 4:13 am

I know I've heard the answer to this before...this time I'm writing it down, I swear! When installing Darn UI, do you choose the KCAS/etc level compatibility option for use with Realistic Levelling? Realistic Fatigue and Realistic Levelling are two of my constants, so really I should know this by now. :P
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Kelvin
 
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Post » Mon Jul 19, 2010 4:22 pm

I know I've heard the answer to this before...this time I'm writing it down, I swear! When installing Darn UI, do you choose the KCAS/etc level compatibility option for use with Realistic Levelling? Realistic Fatigue and Realistic Levelling are two of my constants, so really I should know this by now. :P

If you install with OBMM the prompt dialog asking of you want to install the menu has a bit of an explanation of what you should do. If you pick KCAS etc level compatibility then you will get a nice DarnUI'ed levelup dialog, but you will not get the level progress meter. If you don't pick KCAS level compatibility then you will get the vanilla levelup dialog, but you will also get a working DarnUI'd level progress meter. In theory you should be able to use just the DarnUI'd levelup dialog, but the DarnUI install options bundle that dialog with removing the level progress meter, so you would have to install things manually and it's a bit of a PITA.
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IM NOT EASY
 
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Post » Mon Jul 19, 2010 1:55 pm

Thanks ABO, that clears it up nicely.
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lillian luna
 
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Post » Mon Jul 19, 2010 4:38 am

BTW, can people rate my mods? I think they are pretty stable and fairly well tuned now, except for CarrySacks which is not ready yet. After 20,000+ downloads RF has only 51 ratings, and after 10,000+ downloads RL has only 40 ratings.
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Stefanny Cardona
 
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Post » Mon Jul 19, 2010 4:41 am

I use Realistic Health and Realistic Leveling and think they're excellent. I tried Realistic Fatigue and liked it for the most part. A couple questions about it though:

I can't remember, can you sprint with RF? I use Running Revised at the moment and have grown to really like the sprint function. It has saved my mage a number of times now.

Can I turn off the stagger/tripping completely? It drove me absolutely crazy and it's the reason I got rid of the mod. I see

set aaRealisticFatigue.tripGain to ; recommended 0.05
set aaRealisticFatigue.staggerGain to ; recommended 0.25

in the ini. Do I just change and to 0?

Going to rate them now. :thumbsup:
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Strawberry
 
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Post » Mon Jul 19, 2010 5:14 am

I can't remember, can you sprint with RF? I use Running Revised at the moment and have grown to really like the sprint function. It has saved my mage a number of times now.

RF does not have a "sprint" feature. Adding something like this to NPC's would be difficult, and RF tries to affect all actors the same as the Player. RF does optionally change walk/run speeds so that walking is not so unnaturally and painfully slow, and running is more like sprinting.
Can I turn off the stagger/tripping completely? It drove me absolutely crazy and it's the reason I got rid of the mod. I see

set aaRealisticFatigue.tripGain to ; recommended 0.05
set aaRealisticFatigue.staggerGain to ; recommended 0.25

in the ini. Do I just change and to 0?

Setting those two settings to zero will turn off the trip/stagger feature... but remember that this means that your enemies will also not trip/stagger either. You could always try turning them right down so that trip/stagger still happen but only very rarely and only when you are really fatigued and running backwards.
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Riky Carrasco
 
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Post » Mon Jul 19, 2010 5:44 am

Hey ABO, I'm having a strange problem with Realistic Health on a new install/setup. It seems to be causing my character screen and option dialogue fonts to be pixilated/corrupted, with the same problem on the ingame maps, except the entire map not just the letters as on other screens. Books, etc. are fine and it works great in-game.
I'm very confused, love the Realistic Health, and I never had any problems with it on my previous install. It isn't a mod conflict problem - it appears with only RH installed.
I do have CorePC's textures and DarnUI installed, but I did not have any problem with them and RH before. Yep, OBSE and OBGE are installed.
Maybe later I can post screenshots when I have more time....Its not a huge deal, but is so annoying that I'm considering playing without RH (gasp! Noooooo!) Any thoughts as what could be happening

Thanks for your wonderful mods
X (as in E)
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Tamara Primo
 
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Post » Mon Jul 19, 2010 2:01 pm

Well i have a quick question on realistic fatigue, well i read the whole readme and i couldnt find if it needed screeneffects. Im guessing that it doesnt need it right? Just wanted to make sure.
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Natalie Harvey
 
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Post » Mon Jul 19, 2010 12:56 pm

I also read the readme, and saw no mention of pandas. I'd like clarification on this, does it require a panda?

;)
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Thema
 
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Post » Mon Jul 19, 2010 10:13 am

jeez, i was just checking, i thought blur was acheived trough screeneffects. You could just say no :rolleyes:
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Sweet Blighty
 
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Post » Mon Jul 19, 2010 5:24 am

jeez, i was just checking, i thought blur was acheived trough screeneffects. You could just say no :rolleyes:


It's OK.. I've realized that I just have to get used to rude replies here. You can read everything thoroughly and still have a legitimate question, but you'll just get made fun of.

Anyway, I'm not sure how it does the blurring (I turned it off, along with the panting because it didn't sound right when they don't LOOK like they're panting) but I guess it's not with either OBGE or Screen Effects... I already have both installed though, so I didn't see any dependency errors in Wrye Bash. If it does, it would crash when you load the game, if you don't have screen effects. :)

... I had a problem with Realistic Fatigue but I'm going to try reinstalling it as an OMOD before I ask, since I'm afraid to ask. :)
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Dale Johnson
 
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Post » Mon Jul 19, 2010 6:19 am

It's OK.. I've realized that I just have to get used to rude replies here. You can read everything thoroughly and still have a legitimate question, but you'll just get made fun of.

Anyway, I'm not sure how it does the blurring (I turned it off, along with the panting because it didn't sound right when they don't LOOK like they're panting) but I guess it's not with either OBGE or Screen Effects... I already have both installed though, so I didn't see any dependency errors in Wrye Bash. If it does, it would crash when you load the game, if you don't have screen effects. :)

... I had a problem with Realistic Fatigue but I'm going to try reinstalling it as an OMOD before I ask, since I'm afraid to ask. :)

Thank You, im glad that i can actually get a nice answer in the forums, instead a bunch of rude witty responses :)
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Liii BLATES
 
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Post » Mon Jul 19, 2010 12:24 pm

Oh come on, it was just a joke :(

You have to admit it looked silly :P
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mishionary
 
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Post » Mon Jul 19, 2010 2:49 pm

I understand, but i wasnt looking for jokes was i ;) , either way lets not let this thread get off topic :)
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Amanda Leis
 
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Post » Mon Jul 19, 2010 12:59 pm

I'm not sure, but I think Realistic Leveling may not be working properly in my game. At any rate, I seem stuck. I'm about 25 hours into the game and I'm still level 1. Now, I'm using Progress set to about a 5X slowdown, so I expected it to take a while to level, and it would be fine if I could see some kind of improvement, but I'm not seeing anything. When I do sqv aaRealisticLeveling, the "newLevel" is currently at 1.8210 . . . I've seen it in the 1.85 region, and down at 1.81, but it always hovers right around here. However, quite a few of my skills have increased . . . most schools of magic at least one or two times, security at least five times, blade and light armor several times each, alchemy about fifteen times (I've been mixing a lot of potions, and it started low anyway) marksman a couple of times, mercantile a few times, speechcraft a few times, etc. I would have expected to gain at least a few levels by now.

I am using quite a few mods that modify stats, which I could imagine causing trouble . . . LAME, RBP, Stealth Overhaul, FCOM, Real Hunger COBL, Realistic Health and Realistic Fatigue (although obviously those two should be fine), and others. I could post a full load order if necessary. Or is this normal -- is there often a long hump at the beginning as skills increase to some minimum level before starting to count towards level-ups? This is my first time using Realistic Leveling . . . the last time I played, a year or so ago, I used nGCD, and I remember there being a hump of sorts at the beginning, but it was because I began at a negative level due to some mods, and I could see my level increasing steadily until it hit 2.00 and I got the level up screen. So I don't really think this is the same thing . . .
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Tanya Parra
 
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Post » Mon Jul 19, 2010 2:44 pm

Well i have a quick question on realistic fatigue, well i read the whole readme and i couldnt find if it needed screeneffects. Im guessing that it doesnt need it right? Just wanted to make sure.

I'm pretty sure the blur effect comes from vanilla, as it occurs when cave-in traps are set off. Realistic health requires OBGE, as does a different mod called forward motion blur or something.

So, no. Screeneffects not required!
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mollypop
 
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Post » Mon Jul 19, 2010 2:53 am

Oy Vey, almost wish I hadn't posted, since this thread almost went off-topic.

Anyway, figured out my problem - I had tried a shaderpackage013 tweak in addtion to the shaderpackage017 tweak, not sure why anymore..... so I changed that back and it solved my problem. So in summery, don't replace shaderpackage013, causes problems with RH.


Thanks again
X(as in E)

EDIT: Scratch this....I'm still having the same problem - its like a doubling or shadowing of letters and a low-rez pixallation of the in-game map. Hmmm...
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Kortknee Bell
 
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Post » Mon Jul 19, 2010 6:36 pm

Brain fart. Sorry.
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Lucky Boy
 
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Post » Mon Jul 19, 2010 11:23 am

Okay . . . so now I'm pretty sure something is broken. I've played more, raised more skills, and my newlevel is still pretty much the same . . . it's gone down by .02 or so.

Then I discovered that it's possible to scroll back through console output with the page up/down keys, so I looked more at the numbers output from sqv aaRealisticLeveling. Mostly they're meaningless to me, but some of them (most of the exp values) are so high that it's hard to believe they're meaningful (although I don't know the formulas being used, so maybe they make sense). The output of sqv aaRealisticLeveling:
advAcrobatics = 14advAthletics = 10advLightArmor = 30advMarksman = 11advSecurity = 19advSneak = 21advAlchemy = 29advConjuration = 35advMysticism = 32advAlteration = 20advDestruction = 32advRestoration = 32advIllusion = 35advMercantile = 10advSpeech = 28advLevel = 1advFame = 1advInfamy = 4expStrength = 3310.5435expIntelligence = 17569.7402expWillpower = 13374.0918expAgility = 3995.7900expSpeed = 5979.0957expEndurance = 553.1488expPersonality = 11711.9629expLuck = 18.0000expLevel = 56493.3672baseStrength = 40baseIntelligence = 35baseWillpower = 40baseAgility = 40baseSpeed = 40baseEndurance = 35basePersonality = 50baseLuck = 50baseHealth = 0newStrength = 42.8006newWillpower = 45.8667newAgility = 40.8270newSpeed = 40.4928newEndurance = 33.0691newPersonality = 55.5257newLuck = 50.6362newLevel = 1.8046newHealth = 0.0000Running: YesCurrent Stage: 0Priority: 90


Basically, skills seem to increase fine (governed by Progress) and attributes seem to increase fine (governed by Realistic Leveling). But my level hovers right around 1.8, which seems like a problem. Here's my load order:

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.3]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Jog_X_Mod.esm06  Cobl Main.esm  [Version 1.69]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Better Cities Resources.esm0C  Progress.esm  [Version 2.0]0D  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  SM Plugin Refurbish - SI.esp  [Version 1.05]++  Shivering OOO.esp13  Oblivion.esp14  Francesco's Optional Leveled Quests-SI only.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Atmospheric Loading Screens - Original Text.esp**  LoadingScreens.esp**  LoadingScreensAddOn.esp**  LoadingScreensSI.esp1C  Natural_Habitat_by_Max_Tael.esp1D  All Natural.esp  [Version 0.9.3]++  All Natural - EW + AWS.esp  [Version 0.9.2]1E  All Natural - Enhanced Seasons.esp  [Version 0.9.2]1F  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  ln.esp20  AmbientTownSounds.esp21  MIS Low Wind.esp22  MIS New Sounds Optional Part.esp23  Atmospheric Oblivion.esp++  Drum_Fix.esp24  Storms & Sound.esp25  WindowLightingSystem.esp26  AliveWaters.esp27  AliveWaters - Slaughterfish Addon.esp28  Book Jackets Oblivion.esp29  Book Jackets DLC.esp2A  7lbsBedrolls-OBSE.esp2B  Ayleid Loot EXtension.esp++  BrighterTorches_v1.2.esp++  Item interchange - Extraction.esp  [Version 0.71]2C  Lyn-StoriesFromTheSeaMod.esp2D  Musical Immersion 1.0.esp2E  QZ Easy Menus.esp2F  RAEVWD Cities.esp  [Version 1.4]30  RAEVWD New Sheoth.esp  [Version 1.3.3]31  RAEVWD Imperial City.esp  [Version 1.4]32  ReneersNotesMod.esp++  VA_BetterGold.esp33  Living Economy.esp34  Living Economy - Items.esp35  Cutthroat Merchants.esp36  Choices and Consequences.esp37  C&C - The Blackwood Company.esp38  Improved Hotkeys.esp  [Version 1.1]39  DLCHorseArmor.esp3A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]3C  DLCOrrery.esp3D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]3E  SM Plugin Refurbish - Orrery.esp  [Version 1.11]3F  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]40  DLCVileLair.esp41  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]42  SM Plugin Refurbish - VileLair.esp  [Version 1.11]43  DLCMehrunesRazor.esp44  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]45  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]46  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]47  EVE_ShiveringIslesEasterEggs.esp++  EVE_KhajiitFix.esp++  FCOM_MOECaptainRenaultArmor.esp48  PersuasionOverhaul.esp  [Version 1.4]49  Colourwheels sixy SI Armor & Clothing Replacer.esp4A  DLCThievesDen.esp4B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]4C  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]4D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]4E  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]4F  Cobl Glue.esp  [Version 1.69]50  Cobl Si.esp  [Version 1.63]51  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]52  Bob's Armory Oblivion.esp53  FCOM_BobsArmory.esp  [Version 0.9.9]54  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]55  Oblivion WarCry EV.esp56  FCOM_WarCry.esp  [Version 0.9.9]57  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]58  Choices and Consequences - OOO.esp  [Version 0.2]59  FCOM_Convergence.esp  [Version 0.9.9]5A  Choices and Consequences - MMM.esp  [Version 0.2]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]5B  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]5C  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]5D  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]5E  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]5F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]60  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]61  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]62  TamrielTravellers4OOO.esp  [Version 1.39c]63  TamrielTravellersItemsNPC.esp  [Version 1.39c]64  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]65  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]++  Atmospheric Oblivion - MMM Patch.esp++  Atmospheric Oblivion - OOO Patch.esp++  Fransfemale.esp++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  EVE_StockEquipmentReplacer4FCOM.esp66  C&C - The Blackwood Company - OOO.esp67  Geomancy & Gem Dust OOO (No Spell Change).esp68  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]69  300 Regal Imperial City 2.esp6A  BD&R - Laughing Maw.esp6B  BD&R - Deepgrave.esp6C  DBSRebuiltComplete.esp6D  LetThePeopleDrink.esp  [Version 2.5]6E  MountainShack.esp6F  Region Revive - Lake Rumare.esp70  sunk ships.esp71  TempleOfZealotsV2.esp72  The Ayleid Steps.esp  [Version 2.5.2]73  The Siren's Deception.esp74  thievery.esp75  za_bankmod.esp76  DLCBattlehornCastle.esp77  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]78  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]79  DLCFrostcrag.esp7A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]7B  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]7C  Knights.esp7D  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Mart's Monster Mod - Knights.esp  [Version 3.7b1]++  KotN Wayshrine Fix.esp7E  The Lost Spires.esp7F  Ungarion1TheWelkyndSword.esp  [Version 1.4]80  Shadowcrest_Vineyard_COBL.esp++  FCOM_Knights.esp  [Version 0.9.9]81  xuldarkforest.esp  [Version 1.0.2]82  xulStendarrValley.esp83  xulTheHeath.esp84  XulEntiusGorge.esp85  xulFallenleafEverglade.esp  [Version 1.3]86  LostSpires-Everglade patch.esp87  xulColovianHighlands_EV.esp88  xulChorrolHinterland.esp89  xulBeachesOfCyrodiilLostCoast.esp8A  xulBravilBarrowfields.esp  [Version 1.3]8B  xulLushWoodlands.esp8C  xulAncientYews.esp8D  xulAncientRedwoods.esp8E  xulCloudtopMountains.esp8F  xulArriusCreek.esp90  xulPatch_AY_AC.esp  [Version 1.1]91  xulRollingHills_EV_withoutWheat.esp92  MMMMWL-RollingHills patch.esp93  xulPantherRiver.esp94  xulRiverEthe.esp95  xulBrenaRiverRavine.esp  [Version 1.0.1]96  xulImperialIsle.esp  [Version 1.6.1]97  MTCThievesGrotto.esp98  LostSpires-DarkForest patch.esp99  Better Cities .esp9A  Better Cities Full.esp9B  BCBravil-Barrowfields patch.esp9C  BCChorrol-ChorrolHinterland fix.esp9D  Better Cities - Thievery.esp9E  Better Cities - COBL.esp  [Version 0]9F  RR - LTPDPatch.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]A0  NPC new clothes V2.6.esp++  FCOM_NewNPCClothes.espA1  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]A2  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]A3  BloodSpray.espA4  CT-YABM - No Idle.espA5  DropLitTorchOBSE.esp  [Version 2.1]A6  Dungeon Actors Have Torches 1.6 DT.espA7  Exterior Actors Have Torches 1.3 DT.espA8  kuerteeInventoryIsABackpack.espA9  Kyoma's Journal Mod.esp  [Version 3.2.0]AA  Leviathan Soulgems.espAB  kuerteeGoldIsAnInventoryItem.espAC  Enhanced Vegetation [125%].espAD  Storms & Sound - Bank of Cyrodiil.espAE  Storms & Sound - The Lost Spires.espAF  Storms & Sound - Better Cities.espB0  Toggleable Quantity Prompt.esp  [Version 3.1.1]B1  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.espB2  Real Hunger, Cobl.esp  [Version 1.6.1]B3  RealisticHealth.espB4  bgBalancingEVCore.esp  [Version 10.5EV-D]B5  Disenchant.esp++  GrimbotsSpellTomes.espB6  AgarMoreVariedSpellEffects.espB7  bgMagicEV.esp  [Version 1.69EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]B8  bgMagicBonus.esp  [Version 1.62EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]B9  bgMagicEVPaperChase.esp  [Version 1.68EV]BA  bgMagicAlchemy.esp  [Version 1.57]BB  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]BC  StealthOverhaul.espBD  RenGuardOverhaul.espBE  RenGuardOverhaulShiveringIsles.espBF  Deadly Reflex 5 - Timed block and 150% damage.espC0  DeadlyReflex 5 - Combat Moves.espC1  Enhanced Mercantile Progress.esp  [Version 1.0a]C2  ProgressMBSP.esp  [Version 1.0]C3  ProgressSBSP.esp  [Version 1.0]C4  RealisticLeveling.esp++  SW01Plus.espC5  Let There Be Darkness - Knights.espC6  Let There Be Darkness - Mehrunes Razor.espC7  Let There Be Darkness - Shivering Isles.esp++  Item interchange - Placement for FCOM.esp  [Version 0.71]C8  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]C9  bgMagicLightningbolt.espCA  Get Wet - just droplets.esp++  Real Lava 1.3.esp++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]CB  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]CC  bgIntegrationEV.esp  [Version 0.87]++  bgIntegrationEV - Unique Clothes.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]CD  Better Imperial City.espCE  Bashed Patch, 0.esp++  Duke Patricks - BASIC Script Effect Silencer.espCF  Streamline 3.1.esp


And here's my RealisticLeveling.ini file:
; RealisticLeveling.ini; =====================;; Version: 1.12; Author: Donovan Baarda (abo@minkirri.apana.org.au); Home: [src="http://forums.bethsoft.com/index.php?/topic/969750-abos-mods/http://www.tesnexus.com/downloads/file.php?id=13879"]http://www.tesnexus.com/downloads/file.php?id=13879[/url]; RealisticLeveling Settings; --------------------------;; Set the RealisticLeveling operating mode. The possible values are;; 0 = do nothing, just calculate values for debugging.; 1 = attributes only, use vanilla major skill count style leveling.; 2 = silent levelup, levelup silently with no notification.; 3 = verbose levelup, levelups will show the levelup menu.; 4 = sleep levelup, levelup after being notified by sleeping.set aaRealisticLeveling.mode to 3		; default = 3; Set max level an attributes reached when all skills have reached 100. These; affect how far and fast your level and attributes advance. If you are using; a skill uncapper that allows skills to exceed 100, then your level and; attributes will also exceed these values.set aaRealisticLeveling.levelMax to 		; default = 65set aaRealisticLeveling.attrMax to 100		; default = 100; Set luck advancement rate multiplier. This affects how far and fast your luck; advances. Your total luck advances are calculated as;; luckMult * sqrt(level^2 + fame^2 + infamy^2)set aaRealisticLeveling.luckMult to 0.1500	; default = 0.2; Set the wheel primary, secondary, and tertiary related skill contributions.; Small values mean less contributions from those skills, and they should all; add up to 1.0. To turn off related attribute advancement set these to; 1.0/0.0/0.0.set aaRealisticLeveling.WheelMult1 to 0.6667	; default = 0.6667set aaRealisticLeveling.WheelMult2 to 0.2222	; default = 0.2222set aaRealisticLeveling.WheelMult3 to 0.1111	; default = 0.1111; Set the experience skill curve exponent. This is used to calculate how much ; experience was required to reach a particular skill level. It should be set; to fSkillUseExp+1 for attributes and levels to advance accurately based on; total skill experience. Setting this lower will mean your level and; attributes will advance slightly faster if you generalise. Setting this; higher will mean your level and attributes advance faster if you specialise.set aaRealisticLeveling.expPow to 2.5		; default = 2.5; Game Settings; -------------;; If you use other mods like Progress that also change these settings, make; sure they set them to the right values. You can comment out these settings; if you prefer to use another mod to manage any of these settings.; Set the major skill advances required per level for vanilla leveling. In; modes 2, 3, and 4 this setting will be forced to 100 to make the levelup; progress meter show progress with 1% resolution. If you want to use vanilla; leveling together with RealisticLeveling for advancing attributes, set the; mode to 1, set this to 10, and read the ReadMe for details on how to reset; your major skill advance count.;setGS iLevelUpSkillCount 10; Set how many times you can train per level. You can set this to something; lower if you prefer some sort of limit.setGS iTrainingSkills 10		; default = 5; Optional Settings; -----------------;; These following settings can be used to provide basic adjustments to how; health and skills advance. They are not set by default to allow other mods; to adjust health and skill advancement.; Set how much base health you have. The baseHealth part of total health will; change in response to endurance fortify/drain effects. Increasing either of; these settings will increase your starting health.; baseHealth = endurance * fPCBaseHealthMult * fStatsHealthStartMult;setGS fPCBaseHealthMult 2.0;setGS fStatsHealthStartMult 1.0; Set how much extra health you gain each level. This will not change for; endurance fortify/drain effects, and will be calculated from your average; endurance since you started. Increasing this will increase how much your; health goes up each level.; levelHealth = fStatsHealthLevelMult*(level - 1)*(baseEndurance + endurance)/2;setGS fStatsHealthLevelMult 0.1; Set how the skill progression rate slows down as skills get higher. The; experience required to advance a skill is proportional to skill^fSkillUseExp.; Larger values mean higher skills will advance more slowly. ;setGS fSkillUseExp 1.5; Set the overall skill progression rate. The progression rate is proportional; to fSkillUseFactor^fSkillUseExp. Larger values mean skills will advance; slower. For the default fSkillUseExp=1.5, the slowdown factors are;; 1x = 0.35, 2x = 0.56, 3x = 0.73, 4x = 0.88, 5x = 1.02, 10x = 1.62;setGS fSkillUseFactor 0.35; Set the major/minor/specialty skill experience multipliers. The experience; required to advance a skill is multiplied by the relevant settings. Larger; values mean relevant skills will advance slower.;setGS fSkillUseMajorMult	0.75;setGS fSkillUseMinorMult	1.25;setGS fSkillUseSpecMult	0.75; Set the training cost multiplier. The base gold cost to train a skill is; skill*TrainingCostMult. Larger values mean training costs more.;setGS fTrainingCostMult	10.0


And, just in case it's relevant, here's my Progress.ini file:
; Progress.ini; ------------; Version 2.0;; BOFRA'S -; This file contains settings which approximate Bofra's Level Rates Modified.; Bofra's settings are used by both Francesco's Leveled Creatures/Items and; Oscuro's Oblivion Overhaul.; Bofra's x2, x3, x4 and x5 mods are not entirely consistent with each other.; This file defaults to a hypothetical Bofra's x1, using my best guess as to; the intended base values.;; Basic Slowdown; --------------; The usual method of slowing down progression is to increase the value of; fSkillUseFactor. This will add a fixed multiplier to your skill advancement.; However, because of the exponent involved, the amount of increase is not; linear. Here are approximate values for some specific multipliers:;; 1x - 0.35 2x - 0.56 3x - 0.73 4x - 0.88 5x - 1.0set Progress.fSkillUseFactor to 1.00; Global Settings; ---------------; These settings, including fSkillUseFactor above, affect the overall rate of; skill and level advancement. They directly control Oblivion settings with the; same names, which would otherwise need to be edited in the Construction Set.;; - fSkillUse* -; The formula used to determine how much "use" you need to advance a skill is:;; ( fSkillUseFactor * skillValue ) ^ fSkillUseExp;; skillValue is the skill rank you are working toward (not your current rank),; and the ^ symbol represents an exponent. The value yielded by this formula is; multiplied by fSkillUseMajorMult if it's a class skill, or fSkillUseMinorMult; otherwise. Finally, if it's part of your class specialization (Combat, Magic; or Stealth), it is multiplied by fSkillUseSpecMult.;; - iLevelUpskillCount -; This is the number of skill increases you need to advance one level.;; - iTrainingSkills -; Sets how many times you can train per level.;; - fTrainingCostMult -; The gold cost to train a skill is your rank in that skill multiplied by this.set Progress.fSkillUseExp to 1.5set Progress.fSkillUseMajorMult to 0.75set Progress.fSkillUseMinorMult to 1.25set Progress.fSkillUseSpecMult to 0.75set Progress.iLevelUpSkillCount to 100set Progress.iTrainingSkills to 10set Progress.fTrainingCostMult to 25.0; Skill Use Rates; ---------------; Here you can configure how much experience you receive for performing various; actions with your skills. Like the Global group, these directly mirror; settings in the Construction Set. Most of them have straightforward names,; but I've provided notes where there might be confusion.set Progress.fSkillArmorerRepair to 1.15 ; Per "hit" with hammerset Progress.fSkillAthleticsRun to 0.02 ; Per secondset Progress.fSkillAthleticsSwim to 0.045 ; Run and Swim stack!set Progress.fSkillBladeHit to 0.45set Progress.fSkillBlockHit to 1.15set Progress.fSkillBluntHit to 0.45set Progress.fSkillHandToHandHit to 0.6set Progress.fSkillHeavyArmorHit to 1.15set Progress.fSkillAlchemyCreation to 2.0 ; Per potion madeset Progress.fSkillAlchemyWortcraft to 0.2 ; Per ingredient eatenset Progress.fSkillAlterationCast to 0.5set Progress.fSkillAlterationHit to 5.0set Progress.fSkillConjurationCast to 0.5set Progress.fSkillConjurationHit to 5.0set Progress.fSkillDestructionCast to 0.5set Progress.fSkillDestructionHit to 1.1set Progress.fSkillIllusionCast to 0.5set Progress.fSkillIllusionHit to 3.88set Progress.fSkillMysticismCast to 0.5set Progress.fSkillMysticismHit to 5.75set Progress.fSkillRestorationCast to 0.5set Progress.fSkillRestorationHit to 1.0set Progress.fSkillAcrobaticsJump to 0.388set Progress.fSkillAcrobaticsFall to 2.88 ; Per 10 damage takenset Progress.fSkillLightArmorHit to 2.15set Progress.fSkillMarksmanHit to 0.75set Progress.fSkillMercantileBarter to 0.8 ; Per transactionset Progress.fSkillSecurityPickLock to 4.50 ; Per tumblerset Progress.fSkillSneakAvoidNotice to 0.65 ; Per second of motionset Progress.fSkillSneakPickPocket to 4.00set Progress.fSkillSpeechcraftPersuade to 3.75 ; Per turn of minigame


I'm using the most current versions of pretty much all of my mods, including Realistic Leveling. I do have OBSE enabled. I haven't noticed any other problems with my game, beyond the occasional CTD on loading an area every couple of hours that seems inevitable with as many mods as I'm using. Actually, that's not totally true -- I'm using Living Economy, and the prices occasionally get messed up, so that I need to enter its setting menu and manually tell it to recalculate prices. Can't imagine how that could be related to this, though . . .
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Mon Jul 19, 2010 5:45 am

Hey CardTrick -

This line in the RL ini could be the problem -
set aaRealisticLeveling.levelMax to ; default = 65

Try changing to 65 (or 50 or 60 for that matter)

Did you set up through OBMM? That should have set that value for you, but try setting that and see if it helps


X (as in E)
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Mon Jul 19, 2010 5:46 pm

Thanks, Xeno. I didn't install it through OBMM (I'm using Bain/Bash). My understanding, though, was that the settings in angle brackets get automatically filled in with the default, as long as you're using OBSE (which I am). Is this not true? The manual installation instructions definitely didn't mention having to set all of the angled bracketed settings to numerical values . . . still, I can definitely give it a try.
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Mon Jul 19, 2010 5:18 am

Cardtrick - no, without the omod script (is there such a thing for BAIN?, don't know) the ini files will only be set to the default settings that they come with. Its more along the line of the ini file setting up OBSE, not the other way around. This should be true for RealisticLeveling and RealisticFatigue, RealisticHealth can stay at its ini defaults.

X(as in E)
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Mon Jul 19, 2010 5:47 pm

Doh. Thank you. I even see now where I got confused . . . there's a paragraph in the readme that talks about installing the mod without OBMM and how you need to adjust those values by hand, and it's very clear, but when I read it originally I saw "OBMM" and thought "OBSE". Granted, it doesn't make much sense, but that's why I said that thing about thinking it was okay not to modify the values if you were using OBSE. I appreciate the help!

On a more general note, now that Bain is gaining popularity as an alternative to OBMM, it might be a good idea to have a pre-configured ini by default, which the OBMM script could then alter/replace if necessary . . . or at least to have the mod detect that certain important values are not set and output this to the console or as a pop-up message when launching the game. Still, I guess it's unnecessary as long as people read more carefully than me!
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NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

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