[WIPZ/RELZ] Dynamic Place Centric Scaling

Post » Wed Sep 01, 2010 9:37 pm

Looks interesting :thumbsup: On a lighter and a technical note, I wonder how you could manage to pre-load interiors through scripts ? Does accessing a reference in a remote interior cause the interior to load ?
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Wed Sep 01, 2010 9:46 pm

Definitely very interesting.

There's a compatibility patch for Wrye Levelling... does the patch make it work with Wrye Morph as well, or is that just a pipe dream?
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Wed Sep 01, 2010 6:38 pm

Looks interesting :thumbsup: On a lighter and a technical note, I wonder how you could manage to pre-load interiors through scripts ? Does accessing a reference in a remote interior cause the interior to load ?


I preload the level the player should be if they went into that cell. Hence when they go into the cell all levelled lists are ensured to be calculated at that level. There isn't a known way to actually force a cell to be loaded (yet)


@opaj: No its just the wrye levelling mod.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Wed Sep 01, 2010 5:57 pm

I preload the level the player should be if they went into that cell. Hence when they go into the cell all levelled lists are ensured to be calculated at that level. There isn't a known way to actually force a cell to be loaded (yet)

Ah ... clarified :thumbsup: I thought you'd managed to pull of the latter. In any case, first class work mate. Is it possible that different type of cells have different ranges of leveling ? As in, alyeid ruins have a predefined range of levels b'ween which it switches after cell resets, as do normal caves and dungeons.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Wed Sep 01, 2010 5:05 pm

@shadeMe:
Well first my idea is to have an option to set level ranges for interior cells that are part of a quest. Thats the goal to work on first. Having predefined ranges for the actual type the cell is an interesting solution you have brought up. Something i may have to look into and is easier to define then setting level offsets for every cell in the game individually.

@all:
I've had another idea of scaling cells too. Instead of using fixed offset and min max levels. It could be percentage based. In otherwords the following formula
(players level/50 * (cellmaxlevel - cellminlevel)) + cellminlevel
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Wed Sep 01, 2010 9:48 pm

@shadeMe:
Well first my idea is to have an option to set level ranges for interior cells that are part of a quest. Thats the goal to work on first. Having predefined ranges for the actual type the cell is an interesting solution you have brought up. Something i may have to look into and is easier to define then setting level offsets for every cell in the game individually.

@all:
I've had another idea of scaling cells too. Instead of using fixed offset and min max levels. It could be percentage based. In otherwords the following formula
(players level/50 * (cellmaxlevel - cellminlevel)) + cellminlevel

Lovely :thumbsup: And I second the formula to be percentage-based - That'll live up to the name.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Wed Sep 01, 2010 12:48 pm

@ShadeMe: Well after more consideration i might not now, well especially for ranges of cells which need to be between a range of 0 and 50 because that just equals the players level which is rather pointless being that functionality already exists.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Wed Sep 01, 2010 12:30 pm

Has anyone tested this mod with Pure Immersion?

It should work OK, but I want to be sure do if anyone tested them together please inform me.

Thanks.
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Wed Sep 01, 2010 6:17 pm

@Sphagne: I havn't tested but it should be fine if you dont require the players actual level for some calculations or you dont explicity set the players level with 'player.setlevel'.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Sep 01, 2010 7:13 pm

No, P.I. does not touch player levels and skills, only current attributes related to levels and skills.

So, I think that it can be listed with other leveling mods that are compatible with your mod. :)
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Wed Sep 01, 2010 12:42 pm

Released a small update for OBSE 17 beta 2 support.
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Wed Sep 01, 2010 9:07 pm

um ... SM, you still working on DPCS ?
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Thu Sep 02, 2010 1:13 am

um ... SM, you still working on DPCS ?


Yes.

I'm on a round trip of updates for obse 17 so it has to wait its turn :P
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Wed Sep 01, 2010 2:02 pm

Just wanted to say that I would love to see more from this mod as well. In combination with Francescos it would be the best solution for creatures\item leveling I could imagine.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Wed Sep 01, 2010 6:19 pm

I would love to see more from this, I think this combined with Oblivion XP with make a brilliant game experience :foodndrink:
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Thu Sep 02, 2010 3:08 am

DPCS Beta 4 Released

- Requires OBSE 17
- Added Max/Min offset ini settings
- Added ini setting that if enabled makes Max/Min offsets apply every time you visit a cell instead of the first time you visit (i.e increased scaling)
- Added Fixed Exterior Scaling ini options so each exterior cell has a specific preferred level and will use Max/Min offsets in determing your level. (i.e more place centric)
- Added ini settings that if enabled visiting a particular cell type (interior, exterior) always re-calculates best level for that cell (i.e increased scaling if not using fixed exterior scaling)
- Updated Oblivion XP optional plugin to 4.02 support.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Wed Sep 01, 2010 9:12 pm

I've just re-uploaded after noticing a bug with min setting for fixed scaling not applying. Error on my part :P
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Wed Sep 01, 2010 10:55 pm

I'm confused as to how this works with FCOM. It seems to me like this does an 'illusion' of what FCOM does for real? What then would be the benefit of installing both?
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Wed Sep 01, 2010 1:01 pm

Hey!

I'm excited to see this mod's progress. Someone pointed out my mod earlier but it never was fine-tuned.

Anyway, I am curious as to how this mod handles quest rewards. As you get your reward in a different place than the challenge you faced, the quest reward can be mismatched. The way my mod handled this was by setting the player's level as soon as he/she entered dialogue. I didn't realize it until just now, but that would explain why the bribery costs changed (Bribery takes the player's level into account). If you did things that way, you would also have to set the bribery globals to get bribery costs correct.

Another option would be to have the Quest Reward Leveler type mods scale rewards to iTrueLevel.

Anyway, is this mod already handling that issue somehow? Keep up the great work SM. I love your work!
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Wed Sep 01, 2010 1:53 pm

@Infernussums:
This mods core purpose was to implement fallout 3's scaling system such that moment you enter a cell it stays your level and benefits more the player centric scaling systems. So its not really the same purpose as FCOM but there is no actual issue with using this with FCOM or OOO and it will just compliment them to work more like how they were designed to work.

The way oblivion was designed means making place centric scaling is still difficult to fully accomplish mainly due to the way levelled lists work and generate creatures/item loot based on the players level. Combining DPCS together FCOM and OOO can become even more place centric because that dependency on level can finally be circumvented and in the future we have potential to enforce the level at particular locations.
beta 4 DPCS for example now has new fixed scaling options that when enabled will really enforce place centric rules into exterior locations of the game and is a first step to enforing these rules for all potential scaling environments people are using. This type of functionality can only hope to hone FCOM further beyond the capabilities with just messing around with levelled lists.


@Anthrop: No not at present i've not touched quest rewards or the bribery costs. Thanks for bringing up the bribery cost i actually hadn't thought of that one, but i am aware of the quest awards. Its pending results of what i do for quest scaling levelling so that quest locations are specific levels before i work out solutions that are needed for that .
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Wed Sep 01, 2010 10:55 pm

I have had another idea thats come that could easily be extended from the code base i have so far. At the moment cells will never be higher level than you no matter what. But there is nothing preventing me from making an optional system that if enabled cells are all predefined to particular levels (A true place centric solution)

So for example in exterior cells the level of cells would be pre-set higher for places in particular regions or cells furthest away from cities
In interiors we can approach it where as main quest or guild quest arcs progress the level of the interiors involved is preset to higher levels. Other interiors we would either have to work out its difficulty based on where the entrance is on the exterior world space and how deep the player has gone into the interior location.

For something like OOO the system could be modified to scale with the difficulties OOO sets to places (I.e specifically setting more cells to particular levels to compliment its place centric rules).


Wow! I'm really happy that you managed to pull this off. I've been pushing the very same idea around for a while.

Some random suggestions:
  • Quest locations (if we can find a reliable way to detect them) should be set at the player's real level, and I think you should also set the real level before entering dialogue, so the player gets the normal leveled rewards. I don't see another way of avoiding glitches like the barter costs problem.
  • There's another mod being worked on (can't remember the name) that controls the respawn time, and can manage to surprise you by randomizing it. It think this feature would combine very well with your mod, since more dangerous places could have quicker respawn times, just to name one possible use. Also:
    - You could catch a disease that gives you a smell that attracts monsters, making all cells respawn as soon as you enter them.
  • Modifying the level associated to some places after some specific events could make for very interesting mods:
    - Increase the level around Oblivion Gates as time goes by, to give you a reason to stop ignoring the main quest!
    - In the "Unleash Great Evil" theme, you could have an innocent-looking ruin with a Varla Stone at its center. You take it, not realising that it was in fact the seal that kept 20-levels-above-you horrors at bay. (So, when you pick up the stone, levels are raised for all cells in that dungeon. Guess what happens when you cross a load door.)
  • Instead of perpetually respawning creatures of the same level in already-visited places, the level associated to that place could actually go down with repeated visits. This would simulate the player decimating and scaring off the denizens, until everyone knows that a bada** hero is guarding that place. It would end up empty except for rats and other vermin. However, these repeated visits could also have a small chance of dramatically raising the place's level: this would simulate challengers, some high-level villains that go there on purpose to meet and kill you, 'the so-called hero'.
    Respawns could also be less common when you repeatedly clean up a place.
    And the place could revert to its former evilness or even get worse with time, if left alone long enough.
  • Some events or game variables could also affect the level at any point in time:
    - Infamy could rise the level when you're entering a holy place, such as a church's crypt. Get attacked by high-level ghosts!
    - Similarly, Fame could cause you to be attacked by stronger level creatures when entering an Oblivion Realm or another evil place.
    - If Bounty could raise the level at specific places so that higher-level guards show up, that would be interesting...
    - Having a lot of gold could raise your level around bandit spawn points, so that being rich actually makes you more of a target!
    - Some really powerful spells could have as a penalty the risk/chance of greatly rising your level... dabbling in dark magic sometimes attracts very evil creatures...
    Of course all this would also modify the loot you get, so there are some potential exploits.
  • There are many other interesting variables that could be taken into account in some places for both fake level and respawn time, such as altar blessings from the Gods, Daedra favors, health/magicka/fatigue, Luck, ...
Edit: added another idea.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Wed Sep 01, 2010 12:31 pm

Surprise i've released a new version of DPCS.

Version 0.5
- Added interior scaling support that will level based to your level at the last exterior location. Only works if you turn on exterior offset/fixed levelling options.
- Tamriel city distance calculations are now more accurate. Also added options to include the start sewer entrance and kvatch as safe locations or not.
- Random oblivion realm exterior cell levels are not stored (otherwise it dosn't take long for the gates to all become fixed to specific low levels)
- Updated oblivion XP support to 4.15

This release finally allows the offset/fixed scaling options in the ini to also apply to the interior cells. It only uses the level of the last exterior location. The effects of these optional options are now very noticeable in game ( especially for vanilla gameplay).

@Gabba: I've taken note of your long list of ideas :)
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Wed Sep 01, 2010 1:25 pm

Be aware There is currently a nasty crash in the latest beta of dpcs. Basically looking at any load doors especially the initial sewer gate has a high chance of crashing the game. I am looking into this but there are very strange and bizzare things going on in the script too that cannot be explained (like 1 > 1 returning true???). Its like voodoo to me.

But anyway i recommend not using the plugin for the time being until this issue is resolved.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Wed Sep 01, 2010 2:41 pm

like 1 > 1 returning true???

Probably some kind of rounding issue, or float vs. integer. My understanding is that all variables are floats under the hood, even shorts/longs. Maybe the extra digits on a float that's been assigned to a short come back out again when variables are compared. You could test this by rounding down with floor before the comparison.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Wed Sep 01, 2010 1:42 pm

DPCS Beta 0.6 released
- Fixed a major CTD because DPCS was trying to preload unloaded cells (often moving from interior to exterior cells). Now will only preload cells that are already loaded.
- Preloading of cells now does not store the level of new cells it predicts to prevent storing of the wrong level.
- All oblivion realms including interior cells levels will not be stored to prevent oblivion gates being fixed to weak levels.

@OnmyojiOmn: Tried that and that didn't work either. Funny thing is only by wraping some code with an if else endif statement did this line keep returning true. I'm sure i couldn't have reached the limits of if statements or something??? In any case kept the extra if code that causes that issue disabled for the time being.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

PreviousNext

Return to IV - Oblivion

cron