[RELz] DLL - Dynamic Leveled Lists

Post » Wed Mar 30, 2011 2:37 pm

Story of my life. I started modding my oblivion about 9 months ago... still only have a level 5 mage.. 8(

SOMEDAY! Soooomeday it'll all pay off! XD

Oh, man, is that on your first playthrough ever?? I only got Oblivion 9 months ago and I've got a level 18 character, still on my first playthrough. If that's your first then, well, you can have my crown as king of glacially slow playing!!

...to rudely take your thread off-topic :teehee:
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Del Arte
 
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Post » Wed Mar 30, 2011 8:49 am

Oh, man, is that on your first playthrough ever?? I only got Oblivion 9 months ago and I've got a level 18 character, still on my first playthrough. If that's your first then, well, you can have my crown as king of glacially slow playing!!

...to rudely take your thread off-topic :teehee:


Haha, I played Oblivion several years back.. but I was a total modding newb and I quit out of frustration (CTDs). I've yet to beat the game, but I think I had a level 18ish on that first setup.



UPDATE:
Upcoming 2.0 release will contain:
- flip/flop system for slowing down updating process even more. Should further reduce CPU requirements while DLL updates.
Note: the initial backup process is still 'relatively' CPU heavy. I'm looking into options to reduce this as well.

- Exception system with the following exception options:
1) FormID based Block (matches won't spawn at all). This option can be used to replace patches like "MMM - No slimes"
2) FormID based Ignore system (matches will always spawn as Normal Tier)
3) Keyword based Block (anything that has a name containing these keywords won't spawn at all).
4) Keyword based Ignore (matches will always spawn as Normal Tier)
5) Faction based Ignore (creatures that are part of given factions will always spawn as Normal Tier). As a default, this exception list will contain the faction "Prey" to prevent Deer/Rabbits/etc from spawning less as your player levels. This exception was already hardcoded in v1.08, but will be instead handled by this system in 2.0
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Khamaji Taylor
 
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Post » Wed Mar 30, 2011 8:52 am

I have my number of spawns set to be at 4 maximum. But often times I get 6 - 8 enemies spawned at a time. Only in interiors though.
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James Rhead
 
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Post » Tue Mar 29, 2011 11:37 pm

I have my number of spawns set to be at 4 maximum. But often times I get 6 - 8 enemies spawned at a time. Only in interiors though.


Hmm, just to make sure... do you have
DLLSpawnForceButton set to 1?

This probably is happening because there are two spawnpoints near each other.
2 spawnpoints * 4 each -> 8 creatures

Unfortunately, DLL just moderates how many will spawn at ONE spawnpoint; there's no way for DLL to know about (or fix) the fact that an area may have more than one spawnpoint.
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Sheila Reyes
 
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Post » Wed Mar 30, 2011 7:40 am

Hmm, just to make sure... do you have
DLLSpawnForceButton set to 1?

This probably is happening because there are two spawnpoints near each other.
2 spawnpoints * 4 each -> 8 creatures

Unfortunately, DLL just moderates how many will spawn at ONE spawnpoint; there's no way for DLL to know about (or fix) the fact that an area may have more than one spawnpoint.


Yes, I have the DLLSpawnForceButton set.

So, there is no way to control the number of spawn points? It's hard coded into the engine?
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Bloomer
 
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Post » Wed Mar 30, 2011 1:14 am

Yes, I have the DLLSpawnForceButton set.

So, there is no way to control the number of spawn points? It's hard coded into the engine?


Not hard coded into the engine, but DLL will not change the actual spawn points. You can go into the CS and disable them yourself if you like, but that's a lot of effort if it's a lot of spawn points.
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Nicholas C
 
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Post » Wed Mar 30, 2011 6:52 am

Not hard coded into the engine, but DLL will not change the actual spawn points. You can go into the CS and disable them yourself if you like, but that's a lot of effort if it's a lot of spawn points.


Oh, okay. Thanks.

Do you have any plans to control the number of spawn points?
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Daniel Holgate
 
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Post » Wed Mar 30, 2011 9:29 am

Oh, okay. Thanks.

Do you have any plans to control the number of spawn points?



Hmm, just to make sure... do you have
DLLSpawnForceButton set to 1?

This probably is happening because there are two spawnpoints near each other.
2 spawnpoints * 4 each -> 8 creatures

Unfortunately, DLL just moderates how many will spawn at ONE spawnpoint; there's no way for DLL to know about (or fix) the fact that an area may have more than one spawnpoint.

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Kevin Jay
 
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Post » Wed Mar 30, 2011 2:17 am

snip...


Oh, oops. Sorry. I hate it when people do that.
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Andrea P
 
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Post » Wed Mar 30, 2011 3:32 am

Been playing with DLL in my game for a while, the more varied mobs and increased spawns are pretty cool. Quick questions, my character is level 61, creatures I've met ranged from level 3-76 in the wilderness. Highest was 86 in a mod dungeon. Is that normal? Figured the lower end spawns shouldn't happen. And there won't be any epic tier spawns yes? Settings:

set DLLlowTierReducLine to 5
set DLLlowTierCutLine to 15
set DLLHighTierReducLine to 5
set DLLHighTierCutLine to 10
set DLLEpicTierDropPercent to 2
set DLLEpicTierSoftCutLine to 5
set DLLEpicTierCutLine to 10
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Peter P Canning
 
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Post » Wed Mar 30, 2011 6:26 am

I finally actually downloaded this, and will try it before too long, but I do want to say that you might have the best Oblivion mod logo I've ever seen!!!! haha

Also spreadsheets are tha bomb! I only looked at the image of it and figured out how nice it is for you to include that, very helpful
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BaNK.RoLL
 
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Post » Wed Mar 30, 2011 12:34 pm

Been playing with DLL in my game for a while, the more varied mobs and increased spawns are pretty cool. Quick questions, my character is level 61, creatures I've met ranged from level 3-76 in the wilderness. Highest was 86 in a mod dungeon. Is that normal? Figured the lower end spawns shouldn't happen. And there won't be any epic tier spawns yes? Settings:

set DLLlowTierReducLine to 5
set DLLlowTierCutLine to 15
set DLLHighTierReducLine to 5
set DLLHighTierCutLine to 10
set DLLEpicTierDropPercent to 2
set DLLEpicTierSoftCutLine to 5
set DLLEpicTierCutLine to 10


Hrm, well for one, I didn't even know it was possible to have characters that high.. XD There's some of my Oblivion naivete for you.

As for your high spawns, the modded dungeon might have a PC offset of something huge like 25. That could explain your level 86. Or, perhaps the modder is insane and just put a level 86 creature, who knows. DLL doesn't CHANGE any entry's levels, it just determines -when- they spawn, so it was there because the modder put it there.

As for your low spawns, no, you shouldn't be getting anything below 45ish with your settings.
I'll look into it. I've definitely done more testing on the High/Epic tiers than I have low tier, so something may have fallen through the cracks. Thanks for the heads up! 8)

If you FEEL like it, you could try something for me. Be warned, it might take some time for your comp to process if you have DLL monitoring a lot of LLists. Start your game up and type "startquest DLLcondexport" into the console. This will export the state of -every- leveled list DLL is tracking into a file located in your Pluggy folder (My Documents/My Games/Oblivion/Pluggy/User files). Send it to my junk email afterimage1753@gmail.com if you end up making one. Yes, this may/will take 10+ minutes depending, so perhaps you'd want to start it before heading out to grab a Chipotle burrito or something.. XD File I/O is slow as hell for some reason.
Anyway, like I said.. if you feel like it, it'll definitely help pinpoint the problem. If you run it for a while and get sick of it being frozen and it hasn't finished yet, you can force quit oblivion, and the file will still contain all the LLists processed up to that point. The incomplete file could still be useful. 8) Up to you.



I finally actually downloaded this, and will try it before too long, but I do want to say that you might have the best Oblivion mod logo I've ever seen!!!! haha

Also spreadsheets are tha bomb! I only looked at the image of it and figured out how nice it is for you to include that, very helpful


Haha, thanks! 8) I was an avid Photoshopper before I discovered coding.
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Guy Pearce
 
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Post » Wed Mar 30, 2011 3:08 pm

Hrm, well for one, I didn't even know it was possible to have characters that high.. XD There's some of my Oblivion naivete for you.

As for your high spawns, the modded dungeon might have a PC offset of something huge like 25. That could explain your level 86. Or, perhaps the modder is insane and just put a level 86 creature, who knows. DLL doesn't CHANGE any entry's levels, it just determines -when- they spawn, so it was there because the modder put it there.

As for your low spawns, no, you shouldn't be getting anything below 45ish with your settings.
I'll look into it. I've definitely done more testing on the High/Epic tiers than I have low tier, so something may have fallen through the cracks. Thanks for the heads up! 8)

If you FEEL like it, you could try something for me. Be warned, it might take some time for your comp to process if you have DLL monitoring a lot of LLists. Start your game up and type "startquest DLLcondexport" into the console. This will export the state of -every- leveled list DLL is tracking into a file located in your Pluggy folder (My Documents/My Games/Oblivion/Pluggy/User files). Send it to my junk email afterimage1753@gmail.com if you end up making one. Yes, this may/will take 10+ minutes depending, so perhaps you'd want to start it before heading out to grab a Chipotle burrito or something.. XD File I/O is slow as hell for some reason.
Anyway, like I said.. if you feel like it, it'll definitely help pinpoint the problem. If you run it for a while and get sick of it being frozen and it hasn't finished yet, you can force quit oblivion, and the file will still contain all the LLists processed up to that point. The incomplete file could still be useful. 8) Up to you.


Think most FCOM users have the level limit set at 100 at least. ^_^ I don't mind the high level spawns, wanted epic tier ones in fact. My character is kinda like a mini-god at this point lol. The low levels are annoying though. Anyway, ran the export and emailed it to you. Thanks for looking into it.
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Richard Dixon
 
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Post » Tue Mar 29, 2011 11:04 pm

Hrm, well according to your export. Something is turribly wrong.. every creature has a recorded spawn level of -1, which means that either the update process didn't happen, or didn't work.
My guess is that it's a bug with the DLLAverageLListLevels setting that I just recently found. I'll be including a fix for it with the 2.0 release.

Try turning DLLAverageLListLevels to 0 and see if the problem goes away.

Other things to try:
Make sure you have the newest DLL, and make sure you .ini file isn't the screwed up version I was passing out for a while. (One copy didn't have comment ; symbols before the default values)

One test you can do is do
1) a clean install of DLL (untick it in your load order, load your savegame, save a copy without DLL),
2) Turn DLLPrintUpdateStatus to 1
3) load up DLL again and check your console every so often to see if it ever gets to the update phase. My guess is that it'll start failing once you get there if you have DLLAverageLListLevels on.
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Setal Vara
 
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Post » Wed Mar 30, 2011 7:34 am

Something is turribly wrong..


That doesn't sound reassuring. :P Yes it's the latest file so not a problem there. After setting DLLAverageLListLevels to 0, do I have to re-run the .exe? So as long as the spawn level isn't -1, it's correct? Will try doing the clean save.
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 8:53 am

That doesn't sound reassuring. :P Yes it's the latest file so not a problem there. After setting DLLAverageLListLevels to 0, do I have to re-run the .exe? So as long as the spawn level isn't -1, it's correct? Will try doing the clean save.


Haha, it isn't the end of the world. There's probably just something minor that's stopping the updating process (like the average LLists bug). Also, set DLLLimitLListProcessMax to 1 if you've changed it to something else.

I think I'm going to release a v1.09 with a few bugfixes when I get home, instead of waiting for 2.0.

No, you shouldn't have to re-run the exe. You only run it when you're adding a new mod that contains Leveled lists, or you're adding/removing an exception.

Yes, a spawn level of -1 means the updating process didn't work properly.
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Undisclosed Desires
 
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Post » Wed Mar 30, 2011 12:53 pm

Haha, it isn't the end of the world. There's probably just something minor that's stopping the updating process (like the average LLists bug). Also, set DLLLimitLListProcessMax to 1 if you've changed it to something else.

I think I'm going to release a v1.09 with a few bugfixes when I get home, instead of waiting for 2.0.

No, you shouldn't have to re-run the exe. You only run it when you're adding a new mod that contains Leveled lists, or you're adding/removing an exception.

Yes, a spawn level of -1 means the updating process didn't work properly.


Hmm DLLAverageLListLevels at 0 didn't work, still getting spawn level -1 after a clean save. Didn't change DLLLimitLListProcessMax from default. Hope you can figure something out.
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Invasion's
 
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Post » Wed Mar 30, 2011 4:30 am

EDIT:

I just realized an obvious cause of the -1 spawn levels: You might have exported the state of the array when it was still in the process of backing up. Turn on DLLPrintUpdateStatus to 1, watch the printouts in the console and wait until the backup and update stages are done, and THEN do the export. If you see any errors, note them and let me know. 8)




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Old post:
Spoiler

Hrm... no fun. 8(

Alright. Couple things you could do.

1) Load up just Oblivion.esm and DLL as your load order, and run the exe to clear out any of your other mods' data, and confirm that it processes just Oblivion LLists okay. It should.

2) Load up your real load order again, run the exe, and you could try turning DLLPrintUpdateStatus to 1, and watching it progress in the console.

See if it gets to the updating stage and see if any error messages pop up as it updates. I've built in error messages that print the offending LList if one of the main updating functions fail. If one of the sub-functions fail, then it might not print anything, unfortunately. 8\ Hopefully it does print something and we can find out which mod's LList is causing things to break.

Sorry this isn't working for you! 8( We'll figure it out though

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James Smart
 
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Post » Wed Mar 30, 2011 10:16 am

I just realized an obvious cause of the -1 spawn levels: You might have exported the state of the array when it was still in the process of backing up. Turn on DLLPrintUpdateStatus to 1, watch the printouts in the console and wait until the backup and update stages are done, and THEN do the export. If you see any errors, note them and let me know. 8)


Ha ha, yes I'd just realized that myself. This time I let the game run until both backup and update processes were done. Took a few hours though, absurdly long. Good news is there's no more -1 spawn levels. Is there anything you can do to speed it up? I'd hate to wait hours and hours every time the leveled lists changes. o.o

Edit: Forgot to mention, after running the .exe it says "Press a key" but nothing works except enter. Might want to change it to "Press enter" or make it so that any key works.
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Jaki Birch
 
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Post » Wed Mar 30, 2011 3:05 pm

Ha ha, yes I'd just realized that myself. This time I let the game run until both backup and update processes were done. Took a few hours though, absurdly long. Good news is there's no more -1 spawn levels. Is there anything you can do to speed it up? I'd hate to wait hours and hours every time the leveled lists changes. o.o

Edit: Forgot to mention, after running the .exe it says "Press a key" but nothing works except enter. Might want to change it to "Press enter" or make it so that any key works.


Yeah, the DLLLimitLListProcessMax setting is supposed to let you make it faster by upping how much it processes each frame. Like I said though, it's broken on v1.08.

With 2.0, that setting will work. It will also have a new option that will do the initial backup upfront at the beginning to "get it over with". I'm almost ready to release it.

And cool, thanks for the tip! 8)
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Tiffany Holmes
 
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Post » Wed Mar 30, 2011 12:12 pm

DLL 2.0 is up! Be sure to grab it as there are many new features and bugfixes! 8D
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Latisha Fry
 
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Post » Wed Mar 30, 2011 3:09 am

You left DLLPrintUpdateStatus to 1 by default again. :P Console keeps reporting "Importing faction ignore exceptions", normal? FormID and keyword were just twice each, once for block and once for ignore.
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roxanna matoorah
 
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Post » Wed Mar 30, 2011 2:31 pm

You left DLLPrintUpdateStatus to 1 by default again. :P Console keeps reporting "Importing faction ignore exceptions", normal? FormID and keyword were just twice each, once for block and once for ignore.


GAH! By golly... I keep turning it on for debugging new releases. *headdesk*

Looking into the ignore exception thingy.

EDIT: Fixed with the 2.02 patch

<3 your feedback Omeletted 8)
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james kite
 
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Post » Wed Mar 30, 2011 2:31 pm

I copied the DLLImportNewFormIDs.exe inside oblivion/data. I doubled clicked to it and... crash.
Version 2.02
O.S. windows XP

What i should do ? :unsure:
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Jesus Lopez
 
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Post » Wed Mar 30, 2011 1:04 pm

I copied the DLLImportNewFormIDs.exe inside oblivion/data. I doubled clicked to it and... crash.
Version 2.02
O.S. windows XP

What i should do ? :unsure:


Sheesh this XP bug is killing me. Hah. I just had someone report the code was working.. 8\
Let me see what I can do. I'll probably be uploading another Debug pack. If you want to help out, all you'd have to do is run each one and tell me which one crashes. 8) It'll help me pinpoint the problem since I don't have XP myself.

You can use the DLLplaceholder file for now. It's in the optional files area.

EDIT: Debug EXE is up, if you want to run it and help out. 8)
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Pixie
 
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