[RELz] DLL - Dynamic Leveled Lists

Post » Wed Mar 30, 2011 8:21 am

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?


Yep. Just started a new character and ran off to go through the intro dungeon. I was just about to head down the hallway where you meet your first zombie, the game froze for a few seconds (I assumed it was just doing a streamsave), and I got the "sneaking suspicion" popup, then it kept jerking along after that until I was able to pull up the console and quit. The timer on the save file says the character was 17 minutes old.

Before starting this character, I turned DLL back on, rebuilt my bashed patch, ran the DLL exe, and had tes4edit check for circular leveled lists. There were half a dozen circular LEVIs from Sigil Stones Expanded and Extended and two circular LEVIs from Fran's lvl 20 weapon lists, but the only circular LEVC was SE14GSEscortList from oblivion.esm, which I'm a little reluctant to go messing with. I assume the LEVIs shouldn't affect DLL.
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Arrogant SId
 
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Post » Wed Mar 30, 2011 6:57 am

@Malonn
According to your logs, this is one of the lines failing on you:
let totalCount := (totalCount + (1 + (100 / DLLSpawnIncreaseFinalPercent - 1)*(1 - ((countCount - 2) / (DLLSpawnIncreaseMax - 2))))	)

There's a divide by zero. Which brings into question your
[DLLSpawnIncreaseFinalPercent] and [DLLSpawnIncreaseMax] settings. It's looking like a setting of maxcount = 2 would cause this div0

Just to confirm that it's the source of the issue, do you have Max set to 2?
If so, it's just an edge condition I didn't test properly. I'll be releasing a quick patch soon

Yep. Just started a new character and ran off to go through the intro dungeon. I was just about to head down the hallway where you meet your first zombie, the game froze for a few seconds (I assumed it was just doing a streamsave), and I got the "sneaking suspicion" popup, then it kept jerking along after that until I was able to pull up the console and quit. The timer on the save file says the character was 17 minutes old.

Before starting this character, I turned DLL back on, rebuilt my bashed patch, ran the DLL exe, and had tes4edit check for circular leveled lists. There were half a dozen circular LEVIs from Sigil Stones Expanded and Extended and two circular LEVIs from Fran's lvl 20 weapon lists, but the only circular LEVC was SE14GSEscortList from oblivion.esm, which I'm a little reluctant to go messing with. I assume the LEVIs shouldn't affect DLL.


Thanks for the update. I did a few tests of my own, and it seems like it's simply just an unoptimal ordering of LLists. The optimal order is to put all the LLists that don't reference any others first, and LLists that only reference other LLists last.

If it's switched around, and the first LLists you process are ones that are 100% references to other LLists, it can get ugly.

For now, I'd suggest just turning off the average LList function, or slow your processing speed down a ton.
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Mariaa EM.
 
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Post » Wed Mar 30, 2011 6:42 am

@Malonn
According to your logs, this is one of the lines failing on you:
let totalCount := (totalCount + (1 + (100 / DLLSpawnIncreaseFinalPercent - 1)*(1 - ((countCount - 2) / (DLLSpawnIncreaseMax - 2))))	)

There's a divide by zero. Which brings into question your
[DLLSpawnIncreaseFinalPercent] and [DLLSpawnIncreaseMax] settings. It's looking like a setting of maxcount = 2 would cause this div0

Just to confirm that it's the source of the issue, do you have Max set to 2?


Yes. I have DLLSpawnIncreaseMax set to 2, and DLLSpawnIncreaseFinalPercent set to 20.
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Cool Man Sam
 
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Post » Wed Mar 30, 2011 12:49 am

Yes. I have DLLSpawnIncreaseMax set to 2, and DLLSpawnIncreaseFinalPercent set to 20.


Sweet, I -JUST- finished squashing the bug, uploading a patch now. 8)
Thanks for bringing it to my attention!
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jessica Villacis
 
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Post » Wed Mar 30, 2011 7:32 am

Sweet, I -JUST- finished squashing the bug, uploading a patch now. 8)
Thanks for bringing it to my attention!


Awesome. Hey, can I ask you a scripting question? How can I iterate through certain keys in an array, then set a string, then iterate through the rest of the keys, set the same string to a different value?

Like:
While array[key] through array[key]continueloopLet mystring := "what I want"while array[laterkeys] through array[lastkeycontinuelooplet mystring := "what I want"


I'm having trouble with the through statement. I can't find an equivalent expression. I am spamming a little, but I really want to figure this out.
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John N
 
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Post » Wed Mar 30, 2011 3:24 am

Gonna move to private messages to avoid spamming DLL 8)
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marina
 
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Post » Wed Mar 30, 2011 6:40 am

Gonna move to private messages to avoid spamming DLL 8)


Yeah, I'm teetering on bad etiquette. No, maybe I've crossed that threshold.
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Meghan Terry
 
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Post » Wed Mar 30, 2011 10:33 am

Yeah, I'm teetering on bad etiquette. No, maybe I've crossed that threshold.


Haha, you're totally fine 8)

Also:
I've confirmed the army bug in my own setup. Investimigatering
1) It didn't show up when I went into Brittlerock cave with only Vanilla + DLL
2) With my complete mod setup, I got 20+ creatures gathered around a spawnpoint

EDIT:

OOH! Just had an idea:
the army bug MIGHT be caused by the "Calculate For Each Item in Count" flag.
This setting will propagate counts through LLists. So, for example:

LList 1 references LList 2
If we roll to spawn LList 1, and end up spawning 4 LList #2, then we go and roll on LList #2 and get count 4... that gets multiplied to get 16 creatures if the flag is off. If it's on, it "resets" the count every time it's rolling on a new LList, so the counts don't multiply.

Testing a solution of blocking LList entries from having counts > 1
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Brιonα Renae
 
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Post » Tue Mar 29, 2011 11:56 pm

Hallay-lou-jah!
I think I figured out the army bug. All I had to do was either:
1) set the "Calculate For Each Item in Count" flag to 1 for each LList
2) make the DLL count settings not apply for LLists (entries that are LLists always have a count of 1)

What was happening is that large mod overhauls had chains of LLists referencing other LLists (LList1 -> LList2 -> LList3 -> An actual creature)
If along the way of picking that creature, the counts above 1 were chosen when going down the LList reference chain.. they would actually MULTIPLY in most cases, if the "Calculate For Each Item in Count" flag was off. This would easily result in 20+ creatures depending on how long the LList chains were.

2.04.3 patch released with the fixes! 8)

Next on the list to smash:
1) Make averaging LLists function more realistic for large mod setups with lots of LList referencing (to prevent freezing)
2) Migrating backup system to Pluggy file instead of OBSE array
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Manuel rivera
 
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Post » Wed Mar 30, 2011 1:24 am

Haven't have time to play, but that's excellent news, Lev. ^_^ Will try the latest version as soon as possible.
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Miss K
 
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Post » Tue Mar 29, 2011 11:51 pm

Haven't have time to play, but that's excellent news, Lev. ^_^ Will try the latest version as soon as possible.



Yeah that is great news indeed. I will install the latest patch tonight after work. :)
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Andrea Pratt
 
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Post » Wed Mar 30, 2011 5:10 am

OOH! Just had an idea:
the army bug MIGHT be caused by the "Calculate For Each Item in Count" flag.


Oh. That flag... It's a minor bane of my existence at the moment as well. :P

(I'm messing with a mod structure for easily adding random mod-added items to LEVIs because I'm sick of the "chest in " and "I've created 3,274 items which are all for sale in this one shop and nowhere else" item mods. Aside from tweaking how often custom items appear, it's working pretty well... except for arrows. The LEVIs are supposed to pick one arrow type, then roll a 25% "not appearing" chance for each arrow to randomize the number of them. What's actually happening is that it's rolling the type of each arrow independently. So, instead of qty 8 turning into (on average) 6 arrows of one type, I'm getting one arrow each of 8 different types. Grrrrr...)

Hallay-lou-jah!
I think I figured out the army bug.


...and there was much rejoicing!

Next on the list to smash:
1) Make averaging LLists function more realistic for large mod setups with lots of LList referencing (to prevent freezing)
2) Migrating backup system to Pluggy file instead of OBSE array


As the (apparently) only person having consistent issues with #1, I vote for getting #2 handled first. At this point, I'm not actually playing with DLL enabled unless I'm specifically testing something for you due to the performance issues caused by these two things. #1 makes the game absolutely unplayable, but you've suggested an easy workaround (turn off list averaging), so that performance problem is (well, should be; I haven't tested it yet) gone. With only #2, it's playable, but unpleasant, so I'm unlikely to start using DLL full-time until the long save times are dealt with.

Not that I really expect my vote to mean much, since you're doing all the work as a volunteer, but that's what I'd like to see first (even though I realize that a fix for #1 is likely to be a lot quicker to implement...).
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Anthony Diaz
 
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Post » Wed Mar 30, 2011 2:14 am

(I'm messing with a mod structure for easily adding random mod-added items to LEVIs because I'm sick of the "chest in " and "I've created 3,274 items which are all for sale in this one shop and nowhere else" item mods. Aside from tweaking how often custom items appear, it's working pretty well... except for arrows. The LEVIs are supposed to pick one arrow type, then roll a 25% "not appearing" chance for each arrow to randomize the number of them. What's actually happening is that it's rolling the type of each arrow independently. So, instead of qty 8 turning into (on average) 6 arrows of one type, I'm getting one arrow each of 8 different types. Grrrrr...)


Awesome! that sounds killer. 8) I'm all for mods that shuffle custom items/creatures into normal gameplay. Let me know if it gets to a beta, I'll definitely use/test it
Heck that even sounds like something that could be packaged with DLL if I ever get around to extending it to items. If you'd want to combo, of course.. 8)

I'll probably do #2 first, since I think the real reason for the #1 choke is that it has to iterate through the array to locate each LList to even shortcut... It would work much better to use a stringmap setup. So instead of revamping the current setup just to drop it for the pluggy backup setup.. I might as well just skip it and do #2

Does OBSE's stringmap even get the benefit of direct access? or is a Linked List substructure that won't benefit me anyway? I gotta ask on the OBSE forums and find out

BTW, 200 is the post cap, right?
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Jamie Lee
 
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Post » Wed Mar 30, 2011 12:59 am

Awesome! that sounds killer. 8) I'm all for mods that shuffle custom items/creatures into normal gameplay. Let me know if it gets to a beta, I'll definitely use/test it
Heck that even sounds like something that could be packaged with DLL if I ever get around to extending it to items


It's much simpler than what DLL does... I've basically just created generic "weapon", "armor", "clothing", "jewelry", and "arrow" LEVIs, plus a "magic " version for each one and then inserted one or more entries for each into the appropriate vanilla LEVIs, which is basically the same as how Fran's inserts its custom loot (as I discovered when I looked with tes4edit to be sure my changes had worked correctly...). Then I'm creating esp-mastered plugins for each item mod which just dump all the new items into my new LEVIs as appropriate. The basic idea being that I want this to be something that the item modders (or, if they can't be arsed to do it, any interested user) can do in under five minutes, on the assumption that, if people were willing to take the time to break things down into the full existing LEVI structure, they'd already be doing it. (But, even so, I'm considering adding more specific clothing/armor lists, broken down by body slot, so that NPCs can actually spawn wearing the stuff without having to worry that they'll get two shirts and no pants or whatever; right now, I'm putting clothing/armor in loot lists only, not equipment lists.)

Of course, I can easily see something more DLL-like with either an exe or some heavy OBSE scripting to build body-slot-specific lists from the generic lists on startup without requiring the plugin creators to divide it all up... Could also break the weapons into blunt/blade/bow lists that way and armor into heavy/light, so that it could be properly integrated into NPC equipment instead of giving Teh Axe of Killingz!!!1! to a Bandit Bowman.

Yes, I think I'll have to brush up on the last half-dozen versions of OBSE and do that. (sigh. So much for this just being a simple hack...)

It would be really killer if I could also come up with a way to automagically assign appropriate spawn levels to each item when inserting it into the LEVIs, but item modders are so inconsistent with how they assign item stats and prices that I don't know how that's likely to be feasible, even without throwing the wildcards of enchantments and scripted enchantments into the mix.

In order to at least try to bring this on-topic (hah!), have you thought at all about ways that DLL might be able to "correct" creature spawn levels? e.g., From Fran's, it seems to me that a level 8 Herne is significantly harder to kill and generally more dangerous than a level 10 Elder Scamp, so the Herne should be higher-level than the Elder Scamp.
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Damien Mulvenna
 
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Post » Wed Mar 30, 2011 2:56 am

Yeah, down the road it might be feasible to create a system that assigns levels based on stats and spells. (scripts might get fuzzy) Might not be 100% accurate, but it would probably be pretty good. I'd like to get DLL more settled in and solid before adding on cherries.

Can't wait to get to that point though and be able to add any nutso idea we want to the already solid base
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NAtIVe GOddess
 
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Post » Wed Mar 30, 2011 1:21 am

Thanks for the credits, Lev. You've got my name right too. :P

The good news! Looks like the army bug is squashed, ran around a few places and the spawns were much more normal and leveled to my range. I did get the sneaking suspicion message when I upgraded but all seems well. Coincidentally I managed to hit the next level, experienced severe lag when DLL was doing the updating. Didn't CTD like ndervish though, just had to wait a bit until it's done and I continued on my merry way. Hmm, nothing else to report, this version is a perfect release as far as I could tell. :thumbsup: Now eagerly awaiting the pluggy system.

And yes, the post limit is 200.

Edit: Forgot to mention I had DLLAverageLListLevels set to 1.
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SEXY QUEEN
 
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Post » Wed Mar 30, 2011 2:26 pm

Haha, copy/paste always does the trick! XP

Yeah, I'd turn the averaging function off for now. It'll bog down in our FCOM setups. The LList daisychains are just too huge for the current averaging system. It'll function and get to the end.. EVENTUALLY.. it'll just take a while and stutter your game.

I'll put a better system in with the new pluggy backup.
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мistrєss
 
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Post » Wed Mar 30, 2011 2:06 am

where can i find the list of mods touched by DLL after running his .exe ?
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Liv Staff
 
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Post » Tue Mar 29, 2011 11:15 pm

where can i find the list of mods touched by DLL after running his .exe ?


You should be able to see all impacted mods and your chosen exceptions in your save game directory under the Pluggy\User Files subdirectory, file DynamicLL.ini.
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Juliet
 
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Post » Tue Mar 29, 2011 11:06 pm

You should be able to see all impacted mods and your chosen exceptions in your save game directory under the Pluggy\User Files subdirectory, file DynamicLL.ini.


Thanks. I need that list mainly for look the DLCs altered by DLL. My thought is about the unique/special enemies to fight in these DLCs ; for example, DLL will spawn 2 or 3 Jyggalag or Umaril ?? I guess yes, if these boss coming from a dynamic leveled list (but about that i don't know if this true or not), btw will look odd fighting 3 Umaril at the same time, in terms of gameplay and/or lore :lol:

How the DynamicLL.ini look inside Pluggy folder

Spoiler
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Oblivion Patch.esp8nu=18f0=05F47D--------=9na=Unofficial Shivering Isles Patch.esp9nu=19f0=079C90--------=DONE=[FormIDBlock][FormIDIgnore]0na=Oblivion.esm0f0=079C90              0nu=1--------=[FactionIgnore]0na=Oblivion.esm0f0=0005D556            0nu=1--------=[KeywordBlock][KeywordIgnore][State]number=9new=2352numberFormIDBlockMods=0numberKeywordBlock=0numberFormIDIgnoreMods=1numberKeywordIgnore=0numberFactionIgnore=1totalLLists=1208


If someone play with DLL and the same mods inside spoiler above, PM me the contents of Oblivion\Data\DLLexceptions\Block Lists -> Keyword Block Exceptions , please. :bowdown: this will resolve the potential "problem" (SW The Unique Enemy's Clone Wars) i exposed above.
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Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Wed Mar 30, 2011 3:12 am

Yup, I'm aware of this issue with bosses spawning counts > 1.

It's on my list of things being introduced in the next patch:
A "Boss" exception list that will prevent things such as that from occurring.

If you want to contribute some mods + FormIDs that you know about that should be added to the list when it comes out, feel free! 8)
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JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Wed Mar 30, 2011 4:48 am

Yup, I'm aware of this issue with bosses spawning counts > 1.

It's on my list of things being introduced in the next patch:
A "Boss" exception list that will prevent things such as that from occurring.

If you want to contribute some mods + FormIDs that you know about that should be added to the list when it comes out, feel free! 8)


Not only Boss but obviously unique NPCs with a unique name also. Here a http://i55.tinypic.com/zlq3w5.jpg : a npc introduced by TIE (but 3 now with DLL :lol: ) . But that's not a big problem, i can avoid that by creating a text file named "TIE.esp" inside the "Mods To Omit Entirely" folder, right ? Anyway great mod Leviathan1753 , endorsemant 4 you :tops:
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Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Wed Mar 30, 2011 5:28 am

Haha, exactly. 8)
Sooner or later I have to compile all the FormIDs of the unique/boss creatures into the exception system.

And yeah, you can plop a TIE.esp.txt file into the Mods To Omit entirely folder.
That will prevent ANY LLists that originate from TIE to be modified.

You could also FormID Ignore (NOT block) the specific LLists, if you wanted to try it that way.
That would allow the rest of TIE to be modified by DLL

Thanks! 8D
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Wed Mar 30, 2011 3:04 pm

Thanks. I need that list mainly for look the DLCs altered by DLL. My thought is about the unique/special enemies to fight in these DLCs ; for example, DLL will spawn 2 or 3 Jyggalag or Umaril ?? I guess yes, if these boss coming from a dynamic leveled list (but about that i don't know if this true or not), btw will look odd fighting 3 Umaril at the same time, in terms of gameplay and/or lore :lol:


You know, come to think of it... Doesn't Umbra spawn from a leveled list? Or is that only her equipment? Because it would be rather... interesting to fight four Umbras at once... :D
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Wed Mar 30, 2011 1:52 am

Keyword Ignore should work for the bosses too, right? Hassle to dig up the FormID's..

*pointy sticks Lev* Any progress updates then? :P

In other news, just need 7 votes to top the FOTM on Nexus. Not certain how long it'd remain if it reaches the top since there're quite a few good mods voted, but do vote!
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Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

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