The cure all elixir for predictable dungeons
Previous Pages http://www.gamesas.com/index.php?/topic/1180064-relz-dll-dynamic-leveled-lists/ http://www.gamesas.com/index.php?/topic/1192691-relz-dll-dynamic-leveled-lists-thread-2/ http://www.gamesas.com/index.php?/topic/1210884-relz-dll-dynamic-leveled-lists-thread-3/ http://www.gamesas.com/index.php?/topic/1225657-dynamic-leveled-lists-thread-4/ http://www.gamesas.com/index.php?/topic/1230896-dynamic-leveled-lists-thread-5/
What does DLL do?
Dynamic Leveled Lists is a set of algorithms that rework the Leveled Lists in your mods to let you customize your spawning experience to the teeth. DLL aims to redefine how we customize leveled lists.
What Does this Mean for You?
Adventurers
- Want harder creatures to spawn earlier? Want easier spawns? Want more creatures to spawn at once?
Whatever you choose, DLL will make sure it happens no matter what mods you have.
- The EPIC button: Gives each encounter a small percentage chance to spawn creatures way above your level.
- Never another "Slightly More Spawns" or "Slightly Even Less Spawns" patch. Just tweak your DLL settings to give you exactly what you want.
- Never another "MMM - No Slimes" patch. Get rid of any creature you dislike by just typing keywords into DLL's exception system.
Developers
- Simplifies most Leveled Lists to only need one of each creature (Noah's Ark / 2); DLL handles the probabilities.
- Never hand-tweak a Leveled List again.
- Leave the spawning setup to the users. Or not! Add your Leveled Lists to an exception list to prevent DLL from tampering with your desired setup.
Some Reasons to Consider Using DLL:
1) It takes every LList in your game and customizes it to be unpredictable and random.
2) It gives you an amazing amount of control over how your world spawns.
3) It is able to make a percentage of spawns go on an automatically generated patrol route.
4) When it spawns more than one creature, it spawns two different creatures instead of two duplicate creatures, like other increased spawn mods.
5) The EPIC button. Gives each encounter a small percentage chance to spawn creatures way above your level.
6) It ensures that boss creatures only spawn once per dungeon, with its Boss Exceptions system.
7) There is no need for any patch that removes creatures, like "MMM - No Slimes" patch. DLL can block anything automatically using keywords or FormIDs.
8) (Upcoming) It will soon be able to manage items in addition to creatures.
9) It fixes modder errors, such as the Staada bug in WarCry.
This has got to be one of the most important important mods ever made for Oblivion. It is definitely of the magnitude of FCOM, WAC, DR, Midas.... Just brilliant work.
- Trollatuofs
I have to say that this mod has had the greatest impact on my game since I discovered OOO about five years ago. Running a full FCOM setup I think I have yet to see the same creature more than once. I also have seen several creatures I have never seen before with previous characters with more than a hundred hours played.
- Poddmeister
http://www.afterimagemetal.com/DynamicLeveledListsReadme4.0.html#intro
|> News/Updates <|
http://tesnexus.com/downloads/file.php?id=37904&tab=6&navtag=/modules/comments/index2.php?tid=322085|:|fid=37904
(as compared to 3.0:)
1) No longer is there a dependency on Pluggy for file I/O.
2) Lessens the in-game processing as everything is hard coded in the generated DLL patch. (no flooding needed after Oblvion restart).
3) Lessens CTD's caused by Oblivion having to save DLL data in the savegame -> most everything will be hard coded into the .esp file.
4.1.2 Release
- The in-game percentage scripts were a bit off from the 3.0 to 4.0 transfer. The've been investigated and adjusted to work as intended again.
- The chance-none attribute of LLists was not being transferred correctly to the final patch, thus some actors were spawning too often.
- I was misusing OBSE strings in some of my scripts, which was causing savegame bloat. This has been fixed. You can remove the excess space from previous versions by doing a clean save of DLL.
- If any GUI setting contains nothing, it will automatically be reverted to default settings on exit.
If the new GUI doesn't work for you, PLEASE LET ME KNOW!
I'm brand stinking new to GUIs, and this one is made from scratch -> All typing, no GUI editors used
There's multithreading, and lots of other fancy stuff that's new to me, so if your specific OS has issues, please inform me so I can improve upon it. 8)
Next on the list:
- Probability investigation and adjustments (Some things are slightly off)
- Add a detection system that will only create a patch if you -need- to create a patch. (so if you're just changing settings you wont have to wait for the patch creation every time)
- Add GUI tool that will let you pick any LList in your game, and see what creatures can spawn on it, and what the probabilities will be with your settings.
- Other GUI stuffs
- Add GUI exception managing
- Readme Link / Integration
- Excel sheet integration into the settings area
- Presets Area to pick from several different setups
- DLL update notifier (will be togglable)
- Wrye Bash multiple Oblivion profile support
- For-sure Upcoming Features pane to replace this list
- Wishful thinking / todo pane with future hopes and dreams of DLL
- Add GUI exception managing
- Investigation of the possibility of DLL handling items.
- Hypothetical FCOM/WAC/OWC-ND merger patch
MODDERS!
If you have a mod that you want on the exception list, contact me. I will add you to the DLLexceptions folder included in my download,
ensuring your mod is untouched if anyone uses DLL.
|> ReadMe <|
For:
- Installation
- First Timers Guide
- Settings Overview
- FAQ
- Troubleshooting
- Bug Reporting
- Credits/Legality
- Changelog
Be sure to refer to the
http://www.afterimagemetal.com/DynamicLeveledListsReadme4.0.html