[RELz] DLL - Dynamic Leveled Lists Thread 7

Post » Wed Dec 14, 2011 4:52 pm

http://tesnexus.com/downloads/file.php?id=37904
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/ http://www.gamesas.com/index.php?/topic/1232931-relz-dll-dynamic-leveled-lists-thread-6/

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 <|


4.2 Release

Major changes:
  • A Leveled List modeler has been added to the GUI. This will let users look at any LList and see the probabilities it will have in real time as the user changes settings.
  • The PC-offset actor abuse issue has been dealt with.
  • Exception Management is now done through the application GUI.




Next on the list:
  • Investigation of the possibility of DLL handling items.
  • Many of the http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#todo you all have suggested! 8)
  • 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
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FABIAN RUIZ
 
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Post » Wed Dec 14, 2011 4:49 pm

I had an interesting issue yesterday: nothing was spawning. I'll go back to the beginning...

Friday afternoon, I upgraded DLL to 4.2; that night, I played for a few hours, and everything was hunky-dory. At the end of the night, I made a few minor edits to one of the mods in my LO.

Saturday, I logged on and ran around the IC for an hour or two, just selling stuff and dealing with quests, then I went to Bruma. I didn't notice at the time, but I didn't encounter anything on the road except a merchant from Tamriel Travellers - I always see at least one creature spawn (usually a deer), and there's a spot just south of Bruma where bandits like to hang out, but I never saw them. I did some stuff in Bruma, then upgraded KDQ to 2.12. I went to Rielle, and the place was empty but for a lone burning skeleton (Frans, I think). Odd, I thought... but maybe all of the spawn points had somehow gotten a 0% chance of spawning (it's possible, isn't it?).

I headed down to Cheydinhal. After not encountering anything along the way, I started to get suspicious, so I went to an interior cell and waited for three days, then went up to Lake Arrius Caverns. Again - no Mythic Dawn people except the ones who were specifically placed (and a couple of those were in the wrong places - Harrow attacked me in the cavern after the first locked door, and the storeroom guard was down in the Living Quarters instead of at his post).

The first thing I tried was clean-saving DLL; when I disabled it, the spawns returned, but I got the nighteye bug we've been discussing on the SDR thread. Long story short: After several hours of troubleshooting, I finally got things working by disabling DLL, waiting three days, then reenabling it. I still don't know what I did to cause this whole mess, but I thought it worth reporting.


Hehe, something wen't funky. Hard to tell without a log, though.
I'll see if I cant stick this somewhere in the troubleshooting section to do a clean save if there aren't any spawns. 8)
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Jonathan Montero
 
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Post » Wed Dec 14, 2011 2:14 pm

Not so fast. As it turns out, the place I checked last night (Rockmilk Cave) either has some special spawning instructions, or it's immune to DLL. I checked a few other dungeons/ruins, and none of them were spawning. I've sent you a debug log, along with a Conscribe log.
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Rik Douglas
 
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Post » Wed Dec 14, 2011 6:00 am

From the logs, It looks like you are playing with a mod setup where your LLists have all their entries labeled as level 1 (WAC/WarCry/Tie/etc), and you have force levels OFF?
If this is the case, you are a high enough level (15ish?) to cause level 1 creatures not to spawn, thus, all those LLists have nothing able to be spawned.
I would suggest turning on Force Levels if it isn't on, to bring the unleveled entries to their true levels.

I'm sending you a personal message to talk more about the issue.
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Chase McAbee
 
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Post » Wed Dec 14, 2011 10:38 am

I figured out a simple solution - it's probably just a kludge, but it works... just set the low level cut line to 99 - that way you'll never outpace it. Thanks to whoever posted that idea in the last thread - if I hadn't read that, I wouldn't have thought to try it.
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K J S
 
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Post » Wed Dec 14, 2011 7:17 pm

The simplEST solution should be the Revive Dead LLists, as that's what its intended function is.

If it's not working, then I gotta fix it. 8)
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DeeD
 
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Post » Wed Dec 14, 2011 9:50 am

The simplEST solution should be the Revive Dead LLists, as that's what its intended function is.

If it's not working, then I gotta fix it. 8)

All right. I'll give that a try and let you know how it works. :)

Edit: Okay. I reset my low level cut line to 15, turned on Revive Dead LLists, and rebuilt the patch. Once in game, I coc'ed to a few dungeons I hadn't explored yet and took a look around.

They were all empty. :(
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Antony Holdsworth
 
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Post » Wed Dec 14, 2011 5:58 pm

Alright. I was -just- about to release a patch.. but I'll see if I can recreate the scenario and figure out what's up and bundle any fix into the patch. 8)
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Gen Daley
 
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Post » Wed Dec 14, 2011 9:42 am

DLL v4.2.3 Release

  • All buttons that will change your settings now show and highlight the changes when the user hovers over them.
  • A "Presets" area has been added to the Manage Actors panel. Current presets are: "Unleveled", "Vanilla" (for comparison), "Hard". Feel free to offer up any presets you guys have! 8)
  • A "Script Attachment" section has replaced the Automatic Patrols section. This section will let users pick and choose between various script attachment mods (from consenting authors) to apply to their setup.
    The main reason for this addition is that many script attaching mods will fail to execute when DLL has just recently (about < .05 seconds) placed the actors. Mods in this section will instead by applied directly by the DLL patch, to ensure their presence.
  • Adjusted the patch-required sensor, as it was failing in certain situations.
  • Fixed the new decompression protocol from 4.2.2.
  • The adjusted the chance-none probability protocol. Before, if an entry with chance-none found itself as the only entry of it's level, then its chance-none would have no effect. This has been fixed.
  • Adjusted the order protocol a bit. If a user had delay spawns on, and DLL was in the middle of averaging LLists, then the spawnpoint would be delayed until averaging was done. Instead, the spawnpoint will spawn immediately, and then averaging will continue.
  • The Revive LLists function had a boolean conditional inverted was not working as intended. Thanks WalkerInShadows!


Next:
  • Adding Ashes to Ashes to the supported scripts panel
  • Multiple Oblivion support
  • WAC + OWC-ND --> FCOM injector patch
  • Itemz!
  • Other http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#todo that all you guys have suggested. 8)


I'm hoping to get 1 and 2 done before Dec 16th at least.

I'm getting some outside help (my brother) to do some of the gruntwork on the FCOM injector patch... so that's probably what my focus will be on over the christmas season.
No promises that it'll be complete.. but hopefully it'll be making great strides. 8)
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Jodie Bardgett
 
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Post » Wed Dec 14, 2011 7:38 pm

Seem to have missed the release. :P The patch-required sensor is working better but it's ignoring any changes made to the exceptions list. Doesn't say anything useful in the create patch debug overview:

Spoiler

[1]         [MAIN]  Reading in SaveFile.[2]         [MAIN]  SaveFile read.[3] [DLL C...ATCH]  Importing Active Plugins.[4] [DLL C...ATCH]  Plugins loaded and sorted.[5] [DLL C...ATCH]  Processing Active Plugins.[6] [DLL C...ATCH]  Plugins processed, database made.[7] [DLL C...ATCH]  Processing Database.[8]     [Importer]  Dummy Prototype, FormID: 000EFEDynamicLeveledLists.esp[9]     [Importer]  Dummy Placeholder, FormID: 031996DynamicLeveledLists.esp[10][DLL C...ATCH]  Database processed, LLists filtered.[11][DLL C...ATCH]  >>>>Finished Importing successfully.<<<<[12]      [DLLGUI]  Doing only essential export.[13]       [DEBUG]  Closing Debug Files[14]       [DEBUG]  Closing Debug File.


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amhain
 
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Post » Wed Dec 14, 2011 12:23 pm

Ah yes... simply my oversight. I don't think I added any exception-changing sensing at all. 8o
Shhh... :whistling:
Thanks for pointing it out, I'll get a fix up soonish. 8)

Just force the patch for now
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Luna Lovegood
 
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Post » Wed Dec 14, 2011 8:59 am

Leviathan, I am still running 4.2.2 at the moment but will update soon. I have read your future plans / to do list and it is most impressive. You think you can really pull this off? If so, it would be simply fantastic! Well, your mod is already fantastic. :goodjob:

Two things:

1.) DLL scans the modlist for well... your mods. And in WB they will show up as DLL masters. Now... for example I have installed "See you Sleep". And DLL will make that also one of its masters. Why would that be? There is no content in SYS that would be of interest to DLL. But I rant into the problem that I temporarily disabled SYS, but did not need to rebuild the DLL patch. Then OB would crash immediately on start-up because a master was missing from the DLL.esp. So I needed to rebuild the DLL patch, but DLL still included SYS despite it being disabled (however SYS was still sitting in the Data folder). Of course after deleting SYS from the Data folder and re-running DLL, all was cool again.

I hope I have described the issue correctly. I guess the question is whether it would be possible for DLL not to indiscriminately include all mods as masters? Or have I missed something?

2.) In the DLL app, there is one option where you can Force Level the level of a modded actor. What is the commom wisdom here: turn that on or off? I have been thinking about it but cannot come to a conclusion. The way I understand it,"Forced On" will force him to his level, even if he was out of the DLL range as per his settings in the original mod. Ok, now what am I going to do with that?? :)

Maybe for place-centric mods like OOO turn it on, but for player-centric mods turn it off? I'm just a bit lost on that DLL feature.

In any case a great mod, and I am definitely keeping it in my LO!!
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Bloomer
 
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Post » Wed Dec 14, 2011 9:08 pm

The new graphic interface is just sick, man. Well done!
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Pete Schmitzer
 
Posts: 3387
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Post » Wed Dec 14, 2011 6:17 pm

Leviathan, I am still running 4.2.2 at the moment but will update soon. I have read your future plans / to do list and it is most impressive. You think you can really pull this off? If so, it would be simply fantastic! Well, your mod is already fantastic. :goodjob:


Items -> Perhaps
FCOM injection patch -> If the original devs of all the mods don't throw a fit
Other DLL features -> *cracks knuckles* lets do it!

I hope I have described the issue correctly. I guess the question is whether it would be possible for DLL not to indiscriminately include all mods as masters? Or have I missed something?


DLL currently will make anything that has a LList, Creature, or NPC in it a master. This is because if a mod has a LList.. DLL needs to monitor it, durr.. if it has a CREA or NPC, then those -could- end up on a LList DLL is monitoring, and so DLL adds it as a master just in case.
Eventually I can make some logic to scan which creatures actually do appear on the LLists, and cut out mods that don't have any.. but that's logic that I've skipped over in favor of working on other features for now.

As for why DLL was putting SYS on its master list even while it was disabled.. im not quite sure. DLL gets its plugin list from the pluginlist.txt file that Oblivion itself uses to load up mods.. so I'm not sure how SYS could've gotten in DLL if it wasn't enabled. 8\
Either way... try out 4.2.3 and see if you have any future issues, as I adjusted the patch creation sensor a bit. 8)

2.) In the DLL app, there is one option where you can Force Level the level of a modded actor. What is the commom wisdom here: turn that on or off? I have been thinking about it but cannot come to a conclusion. The way I understand it,"Forced On" will force him to his level, even if he was out of the DLL range as per his settings in the original mod. Ok, now what am I going to do with that?? :)

Maybe for place-centric mods like OOO turn it on, but for player-centric mods turn it off? I'm just a bit lost on that DLL feature.

In any case a great mod, and I am definitely keeping it in my LO!!


The best reason for keeping Force Levels on is that it "normalizes" unleveled (all entries are level 1) LLists.
For example,
OOO's LList XX004235
has all Jaguar entries (which are level 12 actors in-game),
but it marks them all as level 1's on the LList.

DLL can either regard them as level 1's in its calculations,
or regard them as their true level: 12.

------------

Now, for the case of OOO, this isn't a huge issue one way or the other, as the modder did a good job of labeling levels within the more complex "major" LLists.
(if that jaguar LList appeared in a different LList, it would probably be marked as level 12 by OOO, and the probabilities would be nice and accurate).

However, in the case of WAC or TIE... -everything- is marked as level 1.
DLL gets lost in this case, as it can't do any complex probability using your settings, because it thinks everything is a level 1 creature.
In this scenario, your DLL settings would have -no- effect whatsoever.

Force Levels does some magic here by disregarding WAC's marked levels, and instead looking at each actors true level.
At that point, DLL has a range of levels to do its probabilities with, and your settings actually have an effect on the spawning probabilities in-game.

-----

In summary:
- Force Levels is somewhat un-necessary on leveled mod setups that are well done, as the differences will be subtle if at all.
- It's completely necessary for UNleveled setups like TIE/WAC

It's best to keep it on unless you're for some reason actively DISlike what it's doing on a particular LList setup, and know its effects. 8)

The new graphic interface is just sick, man. Well done!


Thanks! 8D
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Charlotte Buckley
 
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Post » Wed Dec 14, 2011 11:13 am

@Leviathan, about the forced level, thank you. Well I basically have a Vanilla + MMM + some user made quest mods like Integration-TSL at present. OK, I will leave leave it on and see what happens.

As to SYS in particular, I will re-read what you wrote. Have little time now, thanks again!! :)
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Melanie Steinberg
 
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Post » Wed Dec 14, 2011 6:55 am

Forgive me for asking, but I'm a bit confused. If I were to add this to my FCOM setup, would this just start working close to out-of-the-box or would I have to do a lot of tweaking before it's of any use? I ask because I would like to use this, and don't mind tweaking a setting here and there to my preference, but don't want to have a long setup process for it.
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Karine laverre
 
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Post » Wed Dec 14, 2011 5:51 pm

Nope! DLL works great right out of the box. 8)
Tweak only if you want to.
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TIhIsmc L Griot
 
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Post » Wed Dec 14, 2011 7:38 pm

Forgive me for asking, but I'm a bit confused. If I were to add this to my FCOM setup, would this just start working close to out-of-the-box or would I have to do a lot of tweaking before it's of any use? I ask because I would like to use this, and don't mind tweaking a setting here and there to my preference, but don't want to have a long setup process for it.


The default settings are pretty good and you should notice a variety of creatures (possibly in smaller numbers) than with just FCOM. Some may be a bit stronger than before, some weaker. If you use the FCOM spawns stronger plugin than the default settings may give you a little weaker spawn than you are used to.
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Ron
 
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Post » Wed Dec 14, 2011 10:13 pm

The default settings are pretty good and you should notice a variety of creatures (possibly in smaller numbers) than with just FCOM. Some may be a bit stronger than before, some weaker. If you use the FCOM spawns stronger plugin than the default settings may give you a little weaker spawn than you are used to.


Hey! Been a while! 8)

Hmm, I'm wondering why that would be, if it's true. Doesn't it just use the same LLists, but label higher leveled entries lower? If it's just changing the level labels, this shouldn't be the case. 8\
"TO THE LEVELED LIST MODELER!" :dmc:
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K J S
 
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Post » Wed Dec 14, 2011 12:47 pm

I just now noticed there was a new edition out. Thanks for the fix! As soon as TESNexus gets back on its feet (I can't currently DL anything), I'll grab it.

DLL currently will make anything that has a LList, Creature, or NPC in it a master. This is because if a mod has a LList.. DLL needs to monitor it, durr.. if it has a CREA or NPC, then those -could- end up on a LList DLL is monitoring, and so DLL adds it as a master just in case.
Eventually I can make some logic to scan which creatures actually do appear on the LLists, and cut out mods that don't have any.. but that's logic that I've skipped over in favor of working on other features for now.

A suggestion: TES4LL (Gruftikus' LOD Generator) has a menu where you can choose which mods get processed. Could you add something like that to DLL? Users can then avoid adding mods that have no bearing on it (like SYS), or that they want to keep separate for whatever reason. It also tracks which mods have been added, so each time you run it, you can simply choose "Use plugins from last run" (or whatever it's called) without having to through the list again.
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Elle H
 
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Post » Wed Dec 14, 2011 4:55 pm

DLL's Omit A Mod feature could be made to provide all those requests.
I'll do some tweaking in the next patch. 8)
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Sarah Knight
 
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Post » Wed Dec 14, 2011 11:10 am

Sweet! But in the meantime... I found something that could be bad. When I loaded up my game earlier (with 4.2.3), I got all this stuff printing to the console:

Spoiler
Error in script 8a01e133
Operator := failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
Invalid array access - the array was not initialized.
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
Operator [ failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
Operator := failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
Invalid array access - the array was not initialized.
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
Operator [ failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
Operator := failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x0839 Command: Let
Error in script 8a01e133
Invalid array access - the array was not initialized.
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
Operator [ failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call
Error in script 8a01e133
An expression failed to evaluate to a valid result
File: DynamicLeveledLists.esp Offset: 0x08BE Command: Call


I hope it's not serious...
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Elea Rossi
 
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Post » Wed Dec 14, 2011 8:26 am

Hehe, not at all. 8)
It's a small harmless bug I've just never sat down and fixed yet.
Just one of those "tidy things up" things I need to do.

When you re-initialize DLL, the spawning scripts and the patrolling scripts initialize at the same time.
If the spawning ones finish first, and stuff spawns before the patrolling init finishes.. you get those errors.

The only thing that fails is that those first few spawns won't go on patrol, but everything after that runs normal.
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Ricky Rayner
 
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Post » Wed Dec 14, 2011 1:44 pm

Fixed
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Josee Leach
 
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Post » Wed Dec 14, 2011 7:05 am

So it seems like the "patrol" scripts you add to creatures results in Oblivion gates likely not having daedra around them? I came across three gates since using DLL - none of them having daedra around (which I've never experienced before), but instead I found them a good distance away from the gate by a chance encounter. Even though the patrol likelihood was set to 25%. But I'm not sure what that 25% means. Is there a single 25% chance-roll for each creature to add patrol scripting? Or is it a 25% chance for each time your mod runs a script to add patrols?

Anyway, I was going to count this as an unfortunate effect of DLL, but then I realized that I think it's pretty cool. I came across a lone scamp in the wilderness - no conjurer around - and I thought, "What the heck? Where did this guy come from?" Then I came across the gate, and thought - OH NOES! Haha. And then I found another gate later on with no daedra around and wondered where they went and what trouble they were causing. Seems to make sense. The gates have spawned to allow daedra to invade Tamriel, correct? So of course they're going to leave the gate and look for stuff to kill, like little viruses.

:thumbsup:
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Ysabelle
 
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