[REL]Automatic Difficulty Increaser

Post » Thu Oct 07, 2010 8:25 pm

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http://www.tesnexus.com/downloads/file.php?id=28589
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Name: Automatic Difficulty Increaser
Version: 2.1.0 beta
Date: 12/09/2009
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0.214, OBSE v18 beta 2 or greater
Author: Argomirr

Description
===========
This automatically moves the difficulty slider up as your level increases. As of v2.0.0, it is also fully customizable through an INI.


Details
=======
To change settings edit the INI file. How to do so is also explained in that file.

Note that the difficulty slider can still be adjusted, but will be moved back to the value calculated for your level automatically. So no cheating!
Also, it takes roughly 5 seconds before the difficulty is adjusted when you level up.

If you open the console, you should notice debug lines. If you are experiencing problems, look for an error message, memorize its ID and have a look
at the list of possible bugs. The scripts seem to be stable though, so no need to worry.


Updating
========
1. Deactivate the v1.0.0 .esp.
2. Launch the game, load a saved game and save.
3. Exit Oblivion, overwite the old .esp and activate the new one.
4. Enter Oblivion again, load your saved game and save again.


Install
=======
1. Extract the files to your Oblivion\Data\folder.
2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).


Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete 'Automatic Difficulty Increaser.esp', 'Automatic Difficulty Increaser - Settings.ini'Automatic Difficulty Increaser - Error IDs.txt' and Automatic Difficulty Increaser - ReadMe.txt'.


Incompatibility
===============
None known.


Known Issues or Bugs
====================
* The difficulty slider may not always move all the way up. This is due to the limited amount of decimals a float variable can contain.


History
=======
(Dates are MM/DD/YYYY)

2.1.0, 12/09/2009 - Fixes.
* Fixed a bug that pevented the difficulty to update if the players level is greater than the MaxLevel setting
* Fixed a serious bug that caused the difficulty to be set to 100% rather than the user defined value in certain cases
* Fixed a bug that caused an error message to be shown even though there's nothing wrong
* Updated "Uninstall" description in ReadMe to include the INI and txt files

2.0.0, 12/08/2009 - Complete remake.
* Now fully customizable through an INI
* Formulas optimized

1.0.0, 12/07/2009 - Initial release.


Contact
=======
You can find me on TESNexus as 'Argomirr'
You can send me an email here: Argomirr@gmail.com


Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.

Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond, DO NOT re-package!

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http://www.tesnexus.com/downloads/file.php?id=28589
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User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Thu Oct 07, 2010 7:02 pm

Cool. I requested this a long while ago so it's nice to see I'm not alone in wanting it. Would it be possible to make it customizable, perhaps via an ini (I love inis), so you can set starting difficulty and rate of increase? Perhaps other settings as well - with FCOM I'm fine with default difficulty (50) for quite a while, so setting it start on Lvl X would be neat. Anyway, thanks for the release!
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Thu Oct 07, 2010 1:39 pm

Good idea, but 100% difficulty at level 20, ouch, I'd be mincemeat. (I useOOO)

Yes, please make it configurable, or failing that be a bit more relaxed about the difficulty increases. How about starting at 50% and increasing at 1% per level, maxing out at level 50.

I'd use this in an instant with a gentler ramp up of the difficulty.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Thu Oct 07, 2010 4:22 pm

Yes, having 100% difficulty at level 20 with a full FCOM setup would seem ...interesting :P

Not to hijack the thread, but I have a fully configurable mod that not adjusts the difficulty, but instead controls the player health, thus getting a similar effect while still keeping your attacks as effective as before. One of the major drawbacks of a high difficulty level is that each fight gets so much longer since your attacks have so little effect. The mod is http://www.gamesas.com/bgsforums/index.php?showtopic=1027480.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Thu Oct 07, 2010 2:02 pm

Thanks for the feedback!

Making the settings customizable is a good idea indeed. It's something I should definitively try to include in the first update.

And yeah, the mod was designed to work with vanilla Oblivion, but with FCOM or OOO it'll get pretty hard. :P
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Thu Oct 07, 2010 6:47 pm

Making the settings customizable is a good idea indeed. It's something I should definitively try to include in the first update.

Marvelous.
This is something that a few of us have wanted for a l-o-n-g time. :thumbsup:
It would be something if you could make it customizable. From experience, FCOM in particular is unplayable beyond 85% without the use of exploits.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Thu Oct 07, 2010 5:32 pm

This is something that a few of us have wanted for a l-o-n-g time. :thumbsup:


Count me among the "few"............as well those who would appreciate an ini for individual customization. :)
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Thu Oct 07, 2010 10:19 pm

Automatic Difficulty Increaser v2.0.0 beta, fully customizable through an INI, is now available!

I've worked on it for 4 hours straight to get it finished as quickly as possible.
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Thu Oct 07, 2010 7:54 pm

WOOT! :clap:
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Thu Oct 07, 2010 10:25 pm

Thank you :ahhh:
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Thu Oct 07, 2010 4:51 pm

sweet! :D
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Thu Oct 07, 2010 3:07 pm

Thanks! If you like it, don't forget to endorse the file. :)
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Thu Oct 07, 2010 8:53 pm

I wonder if there'd be a way to have it track you deaths or near deaths to lower it in those really hard dungeons. The only flaw I see is that it may result in the player getting caught up because someone decided to make mobs of 40 enemies. OR if you're like me and have an inexplicable burst in goblin population in areas of your game (In my game the area East of IC but South of the road to Cheydinhall is infested, once I go diced by a mob of SIXTY!!! Goblins) Made me laugh at least. :P
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Thu Oct 07, 2010 12:56 pm

Some serious bugs have been fixed in v2.1.0. See the "History" section the ReadMe for details. I highly recommend you to update to v2.1.0 if you're using an older version.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Thu Oct 07, 2010 11:25 am

bump for awesomeness.
User avatar
lolli
 
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Joined: Mon Jan 01, 2007 10:42 am


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