Oblivion xp ( a mod from sir frederik)

Post » Fri May 27, 2011 6:47 pm

Can someone takes his project and improve it? I don't think a mod maker would be angry for improving his mod. Just give him the right merit he deserves.

P.s I pmed him one month ago, with almost no result. Seems like he is not loggin anymore.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sat May 28, 2011 1:50 am

A month isn't a very long time, considering I've heard nothing on his part to suggest that he's left the scene or abandoned Oblivion XP. People disappear for a while, and I'd say you should wait a bit longer than a month before declaring him dead and divvying up his work.

EDIT: Just checked, he last logged in on 4th December. So it's approaching 3 months, which I suppose is more acceptable. But it's wrong to just assume a modder's reaction to someone else taking over his work. Few will kick up a fuss, but it's always better to be polite and make every effort to be sure.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Sat May 28, 2011 1:18 am

Just asking, but... What exactly is there to improve? Last version available is 4.1.5 I think, and the last I played with it, it was almost conflict-free, bugless and packed with options.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Fri May 27, 2011 8:49 pm

what should be improved is compatibility with other mods + making it much less cpu hungry (like SirFrederik was doing, by making the mod in c++ language)
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sat May 28, 2011 12:23 am

If he was converting it into an OBSE plugin, no wonder he's disappeared, I'd imagine that would take some serious coding, and a lot of time. Very few people have the know-how here to do that, so unless one of them is sympathetic, I doubt anyone will pick the mod up, and you'll just have to hope that SirFredrick is still working on it.
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Fri May 27, 2011 10:58 pm

How cpu hungry are we talking here? Because I can tell you that my old bucket of bolts has no problem running the mod.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat May 28, 2011 4:33 am

You do realize that anything in C++ takes a long time to write and for something like this it'd take a long time. It uses obse, which makes use of the game's scripting engine and extends it. Since the game was either scripted/programmed in C++ or C# the mod itself would be written in a similar fashion. It is perfectly fine as is, what is there to fix? Maybe more features? There is not a lot to add or fix with it.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat May 28, 2011 4:06 am

I'm sure he knew how long it would take and how much effort would need to be put in. There must have been a good reason for this, he does know the mod better than anyone and what we may perceive as working perfectly and has no bugs/needs no new features, there may really be some under the hood problems. I mean he wouldn't do it for [censored] and giggles :).
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat May 28, 2011 9:37 am

what should be improved is compatibility with other mods + making it much less cpu hungry (like SirFrederik was doing, by making the mod in c++ language)

What is it incompatible with? I'm in the process of changing my modlist, and I'm going with Oblivion XP this time around. I've read the readme and read up on the mod. What am I missing? Seems like a great piece of work.

gothemasticator
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Sat May 28, 2011 8:04 am

You do realize that anything in C++ takes a long time to write and for something like this it'd take a long time. It uses obse, which makes use of the game's scripting engine and extends it. Since the game was either scripted/programmed in C++ or C# the mod itself would be written in a similar fashion. It is perfectly fine as is, what is there to fix? Maybe more features? There is not a lot to add or fix with it.

He was at 80% of the work months ago.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri May 27, 2011 6:46 pm

What is it incompatible with? I'm in the process of changing my modlist, and I'm going with Oblivion XP this time around. I've read the readme and read up on the mod. What am I missing? Seems like a great piece of work.

gothemasticator

It isn't incompatible, you just don't get xp from some monsters, if you add mods that aren't fully compatible/integrated with it.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Sat May 28, 2011 6:42 am

It isn't incompatible, you just don't get xp from some monsters, if you add mods that aren't fully compatible/integrated with it.


This is 100% wrong, changes were made long ago to correct that. All custom monsters from any mod will now give xp based on level
The only thing that may not be totally compatible is quest mods, but most big ones are supported and even if they are not they will still give a generic amount of xp
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sat May 28, 2011 5:50 am

SF has worked hard on that mod for many months and pumped out a lot of revisions just to get it working for everyone. He specifically said the next version wont be out anytime soon, and that its going to be converted to OBSE, using C++. And with that script where you can easily integrate other mods into his own to gain xp(hell gain exp from anything if you know how to code it in properly) already in place; this shouldnt be a problem. Granted his disappearing acts are nothing 'new' because he did a lot of it between 3.2 to 4.0, but he always came back to his mod. I know he has not abandoned it.
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri May 27, 2011 7:49 pm

I know he has not abandoned it.

Well, i hope so.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Sat May 28, 2011 5:19 am

I suggest PMing a moderator and asking them to change the subtitle of this thread, since it is misinformation.

gothemasticator
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Sat May 28, 2011 4:36 am

It isn't incompatible, you just don't get xp from some monsters, if you add mods that aren't fully compatible/integrated with it.

Prove it. :blink:
As mentioned before this simply isn't right. Latter versions of OXP use scripted tokens which get dynamically added to all monsters in the cell, modded or no, and then calculate the given amount of xp based on different factors.
If you're using and old version, upgrade, or if you really think your claim is correct, post the conflicting mod. At least this is my understanding of how the script works.

There are only two relatively noticeable issues with OXP, one of them only affecting users with Supreme Magicka who don't get XP from kills made with elemental shields. This happens because there is no way at all to detect a kill done in such a manner.
The other issue is a bit more widespread, where kill detection gets borked when killing NPC summoners.

None of them are game-breaking, and considering the feat OXP is, they're honestly not really worth mentioning.

Saying "when will it get fixed" and not telling what needs fixing isn't exactly the best way to go about it.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Sat May 28, 2011 5:42 am

Well, i hope so.

Three months is nothing. He's gone longer than that.
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Fri May 27, 2011 7:33 pm

I am closing this thread. Title will be changed to keep from making members fear the worst about another member.

And a month's reprieve isn't much time for a serious modder. Sometimes a year isn't very long.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am


Return to IV - Oblivion