[Relz] Oblivion -Elys- Uncapper ( OBSE plugin ) #2

Post » Tue Sep 14, 2010 3:53 pm

SO does this affect NPC's as well?
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Ells
 
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Post » Tue Sep 14, 2010 2:29 pm

SO does this affect NPC's as well?

No, why should it?
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Miss Hayley
 
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Post » Tue Sep 14, 2010 2:06 pm

No, why should it?


I think it does affect npc's, since:

"This mod increases the hardcoded ATTRIBUTES and SKILLS, level caps from 100 to 200 for all actors in game including the player."

from the description. I think to keep the playing envirionment level.
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Project
 
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Post » Tue Sep 14, 2010 10:31 pm

but will any of that actually change how quickly i gain levels? i went from 100 to 142 from one ruin in conjuration. there must be a way to slow it down, i raised multiple levels from this as well. i feel like i cheated.
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X(S.a.R.a.H)X
 
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Post » Tue Sep 14, 2010 10:35 pm

SO does this affect NPC's as well?


Yes theorically, excepted than vanilla Oblivion NPC does not have any stats higher than 100, and rarely up to 100. So in practice the NPCs may eventually benefit from the Melee Damage/Magicka cost bonus over level 100 if they are equipped with items that increase the related skills over 100.

but will any of that actually change how quickly i gain levels? i went from 100 to 142 from one ruin in conjuration. there must be a way to slow it down, i raised multiple levels from this as well. i feel like i cheated.


No the mod does not modify the rate at which you gain experience/skill. Nor how you gain level, since you gain one level once your total major skill experience bar is full.
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Elisha KIng
 
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Post » Tue Sep 14, 2010 10:07 pm

I have already released such version about two months ago on the precedent page of this topic,

Briefly:

http://karamail.nerim.net/elys/download/Oblivion%20-Elys-%20Uncapper%20v0.98.zip

You can modify settings in OBSE_Elys_Uncapper.ini


This is much appreciated; thank you. dl'd.
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Nick Pryce
 
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Post » Tue Sep 14, 2010 8:32 pm

Yes theorically, excepted than vanilla Oblivion NPC does not have any stats higher than 100, and rarely up to 100. So in practice the NPCs may eventually benefit from the Melee Damage/Magicka cost bonus over level 100 if they are equipped with items that increase the related skills over 100.
No the mod does not modify the rate at which you gain experience/skill. Nor how you gain level, since you gain one level once your total major skill experience bar is full.


sorry, i mis-worded my post. that's what i meant, because i was getting over one skill per cast of conjuration. so i cast three of something and i end up gaining 4 skills, which after 42 of these, i gained about 4 levels. this only happened once i added the new .ini i think.
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Suzie Dalziel
 
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Post » Tue Sep 14, 2010 9:03 am

sorry, i mis-worded my post. that's what i meant, because i was getting over one skill per cast of conjuration. so i cast three of something and i end up gaining 4 skills, which after 42 of these, i gained about 4 levels. this only happened once i added the new .ini i think.


What are you casting ? A vanilla spell or a modded spell ? A modded spell may have its own scripted way to modify the experience gained, which may have not be designed for base value above 100 ?
Have you tried without any mod but only the Uncapper, and check if casting the spell is leveling as quickly?
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Tina Tupou
 
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Post » Tue Sep 14, 2010 8:27 pm

What are you casting ? A vanilla spell or a modded spell ? A modded spell may have its own scripted way to modify the experience gained, which may have not be designed for base value above 100 ?
Have you tried without any mod but only the Uncapper, and check if casting the spell is leveling as quickly?


do you know if any of these change my experienced gained?

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  CM Partners.esm03  EnhancedWeather.esm  [Version 1.1]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Unofficial Oblivion Patch.esp06  EnhancedWeather.esp  [Version 1.1]07  Skillbookssave.esp08  Landmarks, w Wells.esp  [Version 1.10]09  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]0A  OOO-Water_Weeds.esp  [Version 1.33]0B  OOOAyleidMeteoricWeaponUpdate.esp0C  300_White Stallion 4.esp0D  Museum.esp0E  ReneersTrainingMod.esp0F  wd purse of wonders.esp10  OOO-Level_Stock.esp  [Version 1.33]11  4836-1.0-Vanilla Oblivion Skill Rates-TESSource.esp++  SM_EnableCharmChameleon.esp++  SM_NoPoisonLevitationEffects.esp12  CM Partners.esp13  ScreenControls.esp14  OOO_ThievesGuildFix.esp15  encumbrance.esp16  974-Faster Turning Horses-TESSource.esp17  EnhancedWeather - Enhanced Seasons.esp++  VipereyeFix.esp18  Kylin.esp19  Bashed Patch, 0.esp


let me know, otherwise i may have to live with it, its just the conjuration that seems to be doing it, but it was also the only one at 100.
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Andrea P
 
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Post » Tue Sep 14, 2010 12:34 pm

do you know if any of these change my experienced gained?
...
let me know, otherwise i may have to live with it, its just the conjuration that seems to be doing it, but it was also the only one at 100.


I only know "Unofficial Oblivion Patch.esp" from your list ( which does not change experience gains )
For the others, I don't know.
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Jordan Moreno
 
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Post » Tue Sep 14, 2010 6:13 pm

Though I don't know what it exactly does, this mod is most likely culprit here: 4836-1.0-Vanilla Oblivion Skill Rates-TESSource.esp.
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Lavender Brown
 
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Post » Tue Sep 14, 2010 11:50 am

Though I don't know what it exactly does, this mod is most likely culprit here: 4836-1.0-Vanilla Oblivion Skill Rates-TESSource.esp.


well, i removed it and tried it again. awesome! it worked. now i don't feel so cheap. that was a really old mod that i got back in early '07, i think it conflicted with other OOO mods i had.
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Phillip Brunyee
 
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Post » Tue Sep 14, 2010 9:33 am

This is much appreciated; thank you. dl'd.


So what's the "correct" updated version?

The link to the discussion thread in the OP doesn't work .:shrug:
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Dan Endacott
 
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Post » Tue Sep 14, 2010 7:13 pm

So what's the "correct" updated version?

The link to the discussion thread in the OP doesn't work .:shrug:


The old original discussion thread is too old and has been swallowed by the board ;)

There is two correct versions

v96 if you want to simply use all the Uncapper features.

v98 if you want to be able to disable some of the features ( by modifying an *.ini file).
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Strawberry
 
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Post » Tue Sep 14, 2010 11:39 pm

So what's the "correct" updated version?

The link to the discussion thread in the OP doesn't work .:shrug:


I assume you are talking about a version which doesn't uncap skills, but retains the attribute uncapper?

If so, When Elys mentioned the 'precedent page of this topic' I think she was talking about the prior page in the thread, pg 4, as opposed to the prior thread. This would make sense, seeing as how that's where the latest file is, and that file was posted two months ago, as mentioned by Elys.

she says:

You can modify settings in OBSE_Elys_Uncapper.ini

For example:

; Set Attribute and Skill cap to 200
; 0:Disable, 1:Enable
ModLevelSkillCap=0



If you download said file, it's ini file has these settings. Setting modlevelskillcap to 0 should then do as described (I think so - my character is yet to be of a high enough level to test this).th the Attribute and Skill uncappers. But as I said, my character is not at a point where he can test this.

The only thing I'm not sure about is why, just above the modlevelskillcap, it mentions both Skills and Attributes ('Set Attribute and Skill cap to 200'). This could mean that setting modlevelskillcap to 0 disbales both the Attribute and Skill uncappers. But as I said, my character is not at a point where he can test this.

Anyone care to verify that this is not the case?
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Averielle Garcia
 
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Post » Tue Sep 14, 2010 1:59 pm

...

The only thing I'm not sure about is why, just above the modlevelskillcap, it mentions both Skills and Attributes ('Set Attribute and Skill cap to 200'). This could mean that setting modlevelskillcap to 0 disbales both the Attribute and Skill uncappers. But as I said, my character is not at a point where he can test this.

Anyone care to verify that this is not the case?


It's for both Skills and Attributes. Originally the uncapper was an exe file patcher, with simply the level 100 cap removers, without any additional skill effects.
When I converted it to an OBSE plugin, I just imported the raw patching code from my exe patcher, which is basically a bunch of addresses and bytes to modify in Oblivion, and does not mean anything, until you start anolyzing what each modification was doing.

I did not intend to make an option about disabling various aspects. So when it was requested, I've only made it for what was directly clear in the OBSE Uncapper source code, so basically the whole raw patching code, and the new effects for skill above level 100.

I'm too lazy to look at the raw patching code to find again what each part is doing what, why it's an unique setting for both in the INI file ;)
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Keeley Stevens
 
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Post » Tue Sep 14, 2010 11:02 pm

Thanks! I'm going to use v96 for now (and simplicity sake :) )
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John Moore
 
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Post » Tue Sep 14, 2010 8:36 am

Sorry to bump this up for what could be a stupid question but...what about all the other skills? Such as sneak and light/heavy armor and the other ones? Is there a bug with them or do the calculations or w/e not benefit from them being higher than 100?
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KRistina Karlsson
 
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Post » Tue Sep 14, 2010 8:12 pm

Sorry to bump this up for what could be a stupid question but...what about all the other skills? Such as sneak and light/heavy armor and the other ones? Is there a bug with them or do the calculations or w/e not benefit from them being higher than 100?


Only the skills and other effects listed in the original post of this thread, or in the readme benefit from value above 100.
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Marie Maillos
 
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Post » Tue Sep 14, 2010 3:36 pm

Ah I see, thanks :).
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Ice Fire
 
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Post » Tue Sep 14, 2010 10:59 am

Problem. Its in the right spot, it just doesn't work. Here's the OBSE text:

OBSE: initialize (version = 15.4 010200D6)
oblivion root = C:\Games\Oblivion\
plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) reported as incompatible during query
patched
OBSE: deinitialize


><
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Setal Vara
 
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Post » Tue Sep 14, 2010 2:08 pm

Problem. Its in the right spot, it just doesn't work. Here's the OBSE text:

OBSE: initialize (version = 15.4 010200D6)
...


================
2. REQUIREMENTS
================

Oblivion version 1.2.0416 is required.
Oblivion Script Extender ( http://obse.silverlock.org/ ) version 0012 or above.


You are using an old Oblivion version 1.2.0214. http://www.elderscrolls.com/downloads/updates_patches.htm to the last version 1.2.0416
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christelle047
 
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Post » Wed Sep 15, 2010 12:33 am

Hey Elys I finally finished up the benefits mod for the rest of the skills: http://www.gamesas.com/bgsforums/index.php?showtopic=870400

Gives benefits to Light and Heavy Armor, Speechcraft, Mercantile, Armorer, Block, Security and Sneak

Should I tell people to use the v .96 or .98 of the Uncapper or does it make a difference?
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Music Show
 
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Post » Tue Sep 14, 2010 4:42 pm

Hey Elys I finally finished up the benefits mod for the rest of the skills: http://www.gamesas.com/bgsforums/index.php?showtopic=870400

Gives benefits to Light and Heavy Armor, Speechcraft, Mercantile, Armorer, Block, Security and Sneak

Should I tell people to use the v .96 or .98 of the Uncapper or does it make a difference?


The only difference between v96 and v98 is that you can manually disable some of the Uncapper behaviour in v98 using an INI file.
So for your mod, v96 is all file.

I've also updated the link in the first post of this topic to point to your new thread.
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Jonathan Braz
 
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Post » Tue Sep 14, 2010 11:24 pm

Elys, I really like this mod. I used to use Talkie Toaster's, but he highly recommended yours should replace his, so I went with his recommendation. I'm glad I did.

I was wondering: You've probably been asked this before, but Sheogorath has 10,000 Magicka per the Prima Guide Book (under the topic "Killing Sheogorath"). Since by virtue of possessing the Staff of Sheogorath, you have supposedly both the power and the authority he held over the Isles. It would still be in-character if you were able to progress to 10,000 Magicka, as long as the SI MQ was completed.

Would you consider modifying your Uncapper mod to allow for that progression, if your character is Sheogorath? Thanks for considering this request.
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Miguel
 
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