INCOMING WALL:
Thank you sir for a great adition to my modlist

Now a question if I may: let's say i'd like to get creatures from a mod to spawn but don't want all the other stuff the mod does in my game. Would it be possible to have DLL spawn it's creatures without the mod being active in my load order? Thanks for any info!
You'll need the mod active for DLL to read the leveled lists. Something simple you can do is load up the mod in TES4Edit and delete everything but the LLists, this way you get the spawns but not anything else it does.
DLL could theoretically "insert" creatures into existing LLists by just adding them to the LList as it processes through them, but you'd still need to extract all the creature data from your target esp. On top of that, there'd be no way to "automatically" insert creatures into LLists, because DLL can't possibly know that say, a lightning imp, should go in the imp LLists rather than the undead ones. That's automatic logic I can't really build in without some extravagant "and CPU costly" system. It would most likely just match up name keywords and probably be pretty inaccurate.
Theoretically, yes.. DLL could do it. But it's easier to just drag and drop the creature data in Tes4Edit. That's what I'm doing for my WAC/OWC-ND -> FCOM port
Tried 2.04.1 and all seemed well while I did a bit of running around Bruma. Then I got your "sneaking suspicion" popup, the engine started grinding to a halt again, and I managed to get through maybe a half-dozen freezes before the game went CTD.
And I can absolutely guarantee you that all mods were active when I ran the exe. After installing 2.04.1, I enabled DLL in wrye bash, ran the exe, rebuilt my bashed patch, and ran the game. Nothing else touched my Oblivion/Data or My Games/Oblivion directories in the course of this.
Disabling DLL did not resolve the CTD, but disabling my bashed patch did... With DLL on and the bashed patch off, I got through that point just fine, with no noticeable slowdowns and no CTD. Re-enabling the bashed patch a few seconds past the time when the CTD was coming up continued working and still no slowdowns from DLL processing. So I'm pretty much clueless on this, but maybe something here will be meaningful/useful to you...
The sneaking suspicion error should only occur when the recursive call to average LLists gets larger than 100 calls. So, lets say DLL is processing LList #1, and LList #1 has LList #2 as an entry, and LList #2 has LList #3 as an entry. The algorithm will call the average function on #1, then start averaging the entries.. when it gets to #2, it'll call average on LList #2 which will call average on #3 and return the result recursively. SO... perhaps the arrangement of your LLists just has a terrible terrible tree of recursive calls that gets gigantic... just because of bad circumstances?
When I get home, I'll work on a better algorithm that uses a queue and puts any LList that has another LList as an entry to the end of the queue. That way, it'll be impossible for these recursive chains to occur. Nevertheless, I feel like something else is at play in your problem here.
Normally, if DLL is tracking all your LLists.. any choking quickly stops, due to the fact that whenever DLL averages a LList, it puts the result in the array for quick future referencing. So if you have a terribly bad initial setup that has a huge recursive tree right off the getgo.. it may choke up for at the start.. but it should stop choking soon, as all the results are being saved and referenced in future queries. If your DLL processing is coming to a "grinding" halt.. that means that it is CONSTANTLY trying to do a giant recursive tree of averaging functions and never saving or accessing the results from the array. This happens when DLL ISN'T tracking all your LLists, and therefore isn't saving the results for quick future queries. Either that reason.. or something else I haven't thought of.
If you start a brand new character and let DLL run, do the same issues occur?
I am not using FCOM and i went through the Frostfire Cave for that Tears of...someone quest for a Kajhiit mage in leyawin. And inside the Frostfire Cave i encountered a group of around 15 Goblins with a level 17 and up i guess, and also 2 or 3 level 14 Brown bears. :shocking:
http://i176.photobucket.com/albums/w172/Illius_photos/TES/Oblivion/GoblinArmy.jpg
I am not afraid to admit that i used the console to use God mode in this case. Till that moment i hat not met the Army Bug so to speak, but inside there it was not funny at all i can assure you that.
Yeah, that's definitely this "army" bug I'm investigating. From all the tests I've done... I don't think it's DLL alone that is causing this. But I've got to do some more testing before I can speak any facts. When I get home I'll do some tramping around with all my mods active to see if I can get this army bug to happen for me. If I can, it'll be 10x easier for me to fix.
The console spam is ridiculous. Could you reduce that soem for the next version of DLL????
The console log you provided isn't normal spam of DLL. That "spam" is standard OBSE output when any script is malfunctioning (dividing by zero in your case).
Most likely, the cause is that you didn't do a clean save of DLL, or didn't run the new exe? Nonetheless, I'll look at that area of the scripts when I get home and see what I can see.
@Mujuro
Yeah, you're probably running into this silly army bug we've been dealing with. It's first on my list to smash when I get home and past finals (Wednesday/thursday)
If you want to take a shot at running DLL 1.08 go ahead. It doesn't have some of the functionality of 2.04.1, but it also didn't seem to have the army problem.
Also, as for DLL messing with your travelers mod, you can add the mod DLL's exception list so it doesn't mess with it. Since most of the LLists probably just have friendlies, DLL doesn't need to be tweaking it.