[WIPZ/RELZ] Dynamic Place Centric Scaling

Post » Wed Sep 01, 2010 4:12 pm

Trying to wrap my head around what this mod does.

SM - what would be the effects of using this with another overhaul such as TIE (unleveled) or MMM?

thanks.
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Naughty not Nice
 
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Post » Wed Sep 01, 2010 7:34 pm

@Psymon:
The mod by default just instills the fallout 3 levelling system such that once you visit a location at a specified level it will stay that level.

There are optional options available to make regions of tamriel have static levels areas furthest from cities but low level closest to cities. In effect it spoofs and creates a place centric game by changing the level the game thinks you are on the fly. Combined with Frans or a vanilla game it becomes much more place centric. With OOO it will just further support OOO's own system. The plan in OOO's case eventually will be to have its own map of areas to levels to enforce OOO's ideals but i havn't got that far yet in development, still working on the base mechanics. TIE is the only overhaul that this mod will probrably have the least effect because TIE randomises all npc and loot spawns no matter what your level so it just dosn't matter. MMM doesn't matter only the base overhauls you choose to use above.

So to wrap up vanilla and frans get the most benefit, OOO gets some, TIE gets nearly no benefit
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Heather Kush
 
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Post » Wed Sep 01, 2010 12:53 pm

So I just tried this with Frans+MMM and must say it has been an awesome experience so far... except when I couldn't level up. I'm using Oblivion XP 4.1.5 and I do have the compatibility plugin supplied with DPCS installed as well. When I level up the level in the stats menu never increases, DPCS's console output says my original level is still 1, and the Oblivion XP progress bar never resets to an empty bar. I have tried turning off the optional features that I had enabled in DPCS but that doesn't solve it. I also rebuilt my bashed patch without merging the compatibily plugin and that didn't work either. Finally I tried just using Oblivion XP and DPCS as my only activated plugins and still got the same result.

Here's my load order if it's needed:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  AFC v2 Core.esm07  Unofficial Oblivion Patch.esp  [Version 3.3.1]08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  SM Plugin Refurbish - SI.esp  [Version 1.30]**  MOBS SI.esp  [Version 1.2.2a]0B  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]0C  All Natural.esp  [Version 1.0]0D  All Natural - SI.esp  [Version 1.0]0E  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]0F  All Natural - Real Lights.esp  [Version 1.0]10  AliveWaters.esp11  AliveWaters - Koi Addon.esp12  AliveWaters - Slaughterfish Addon.esp13  Ayleid Loot EXtension.esp14  AFC v2 Combo Chains.esp15  AFC v2 Locational Damage.esp++  Item interchange - Extraction.esp  [Version 0.78]16  Enhanced Economy.esp  [Version 4.3.1]17  DropLitTorchOBSE.esp  [Version 2.4]18  Lock Bash Omega.esp  [Version 1.5]19  Map Marker Overhaul.esp  [Version 3.7]1A  Map Marker Overhaul - SI additions.esp  [Version 3.5]1B  Enhanced Hotkeys.esp  [Version 1.4]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1E  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]21  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]22  ClassyClothingCompendium.esp  [Version 1.2]23  Francesco's Optional Dungeon Chest Loot.esp24  Francesco's Optional Dungeon Chest Locks.esp25  Francesco's Optional House Chest Loot.esp++  Francesco's Optional Vendor Tweaks.esp26  Francesco's Optional Leveled Quests.esp27  Francesco's Optional Leveled Arena.esp++  Francesco's Dark Seducer Weapons Patch.esp28  Cobl Glue.esp  [Version 1.73]29  Cobl Si.esp  [Version 1.63]2A  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]2C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Spiders.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]30  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]31  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4MMM.esp33  GlenvarCastle.esp34  DLCFrostcrag.esp35  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]36  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]37  Knights.esp38  Knights - Unofficial Patch.esp  [Version 1.0.10]**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]39  MannimarcoRevisited.esp3A  road+bridges.esp  [Version 4.5.8]3B  Dungeon Actors Have Torches 1.6 DT.esp3C  Exterior Actors Have Torches 1.3 DT.esp++  ScriptIcon_Replacer.esp3D  Enhanced Vegetation [125%].esp3E  Enhanced Economy - House prices.esp  [Version 1.0]3F  Alternative Start by Robert Evrae.esp40  SupremeMagicka.esp  [Version 0.90]41  SM_ShiveringIsles.esp  [Version 0.86]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]42  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]43  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp44  SM Combat Hide.esp  [Version 1.2]45  Enhanced Grabbing.esp  [Version 0.5]46  Oblivion XP.esp  [Version 4.1.5]47  DPCS.esp  [Version 0.6]++  DPCSOblivionXP.esp  [Version 0.5]++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp48  bgBalancingEVCore.esp  [Version 10.52EV-D]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]49  SPAWN.esp  [Version 0.3]**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]4A  Vacuity.esp  [Version 0.2]**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]4B  Bashed Patch, 0.esp


I apologize in advance for the thread necromancy if this mod happens to be abandoned/unsupported.

EDIT: Nevermind I modified the mod and solved it myself.
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Lisha Boo
 
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Post » Thu Sep 02, 2010 2:52 am

Sorry for the thread necromancy but is this still being worked on and is there a compatibility patch for oblivion xp update?
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Bellismydesi
 
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Post » Wed Sep 01, 2010 5:16 pm

Yeah, let's indulge in a bit of necromancy to bring back SM: he hasn't been around since october. Hopefully the call of Oblivion modding will make him return!
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Josephine Gowing
 
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Post » Wed Sep 01, 2010 2:47 pm

Hi, nice to here oblivion XP got updates. Its on my low priority things to do at the moment. If you have made a working version for yourselves might be worth posting on the thread for the time being.
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Nauty
 
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Post » Thu Sep 02, 2010 1:09 am

If I never revisit a place again then what's the difference between this and vanilla scaling?
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Kit Marsden
 
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Post » Wed Sep 01, 2010 12:27 pm

If I never revisit a place again then what's the difference between this and vanilla scaling?


Nothing by default.

If you want something more you need to play around with the optional ini settings.You can make it so your level is set based upon specific regions of the world (dependent on distance from cities) then in one place on tamriel your see lvl 40 monsters for example while on the outskirts of say cheydinhal your only see level 3 enemies etc.
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carley moss
 
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Post » Wed Sep 01, 2010 3:43 pm

Nothing by default.

If you want something more you need to play around with the optional ini settings.You can make it so your level is set based upon specific regions of the world (dependent on distance from cities) then in one place on tamriel your see lvl 40 monsters for example while on the outskirts of say cheydinhal your only see level 3 enemies etc.

Thanks for the answer.

My other question is now (half)moot. It was gonna be this: "What if I decided to revisit(re-revisit) every place one more time, what will be the difference from previous?" :P

I understand this is aimed for a specific purpose that is Fallout leveling. But I think this method only goes as far as one iteration.

I came across this mod:

http://www.tesnexus.com/downloads/file.php?id=25449

It is a great idea, but it isn't a level overhaul mod per se. But creates another group which can be seen as adventurers.

In the spirit of that, I think there could be more iterations.

Let's run first iteration for tutorial purposes.
If places can be rated for their strategic and other values,
then there can be goals like capturing a higher rated cave/hideout. This would create a dynamic circulation.
If I clear a cave from high level content, low level content will have the opportunity to fill there. Before they were trying and dying.
High level content will try to capture a higher rated place, if they can manage they will stay there(for a moment before they try an even higher rated place). Their place will be open to other contents then.

This is something I saw in Stalker. Different groups dynamically change places. It could be the fights between them or player cleaning a place, so rivals will take their posts. (Although, there you can side with one party/faction. Can we be friends with vampires or bandits?) Off course, this can be crudely approximated with random lists, but the magic would be gone then. (spawns can be realized as content coming from surrounding provinces. Dunmers from east, Nords from north etc. They spawn in wilderness and head to nearest place of interests. After that they try to capture higher rated places. A real believable population.)

What do you think? Is there a place for this type of thing in your mod? Becayse one iteration is too short, I think.
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Markie Mark
 
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Post » Wed Sep 01, 2010 3:43 pm

Dynamic level changing, for AI environment is very possible. Alot of work but its doable.

All the mechanics are in place so its just creating a way to dynamically modify levels based on all 3 of the following flowing realistic world, the players level, and location.
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Mizz.Jayy
 
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