[RELz] Oblivion XP

Post » Fri May 27, 2011 9:38 am

Just posting to say Thank You for this awesome mod. It takes everything I hate about Oblivion and turns it into fun.
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Adam Kriner
 
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Post » Fri May 27, 2011 1:27 pm

Hi!

I'm having problems with this mod!
I have installed it along with Shivering Isles, Knights of the 9 and all DLCs, some visual mods and nothing else.

The new blue bar in the lower left corner is visible and the yellow progress bar in the stats menu is visible, the screen in the right corner where it's supposed to display earned xp is there.

But I don't gain any exp at all.
I've even tried altering the .ini to produce ridiculus amounts of xp and nothing happens.
Please, this is exactly what I've been looking for since I bought Oblivion when it shipped and now I found it but can't use it.
Please help!

Since you state 'nothing else', I'm assuming you mean that you haven't installed OBSE. Am I correct in assuming this?
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Bitter End
 
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Post » Fri May 27, 2011 8:08 am

Since you state 'nothing else', I'm assuming you mean that you haven't installed OBSE. Am I correct in assuming this?


Yes, you need OBSE or it won't work.
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Gavin Roberts
 
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Post » Fri May 27, 2011 11:40 am

Little problem with the newest version.
After migrating from 3.0.1 to 4.1.5 should I normally level up again, however, instead nothing happens after the new version is confirmed. When checking the console all I see is that a script can not be executed, probably from Oblivion XP.
Even starting a new game doesn't fix the problem, it persists.
All I changed was Oblivion XP, and I updated to Obse17b. No idea where the problem could lie.

Edit:

Alright, fixed it. I just used the omod to install the new Interface and Oblivion Xp and it all works perfectly.
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Sista Sila
 
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Post » Thu May 26, 2011 11:54 pm

I just installed version 4.1.5 of Oblivion XP using OMOD and loaded an existing character. My character's level was reset to 1 and I was not given the Level Up menu to allow me to redistribute Stats. How do I get this menu?
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A Lo RIkIton'ton
 
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Post » Fri May 27, 2011 1:46 pm

Hail Sir Frederik! Firstly, thanks for creating this great mod. It is very professionally presented and it's obvious much work has been put into it.

I was running version 3 for a while until I discovered that you had released several updates. So I DLed the latest one. I like the XP bar on the HUD and the new menu with the arrow buttons.

BUT. I'm experiencing some rather annoying issues.

1. Whenever I try to change the INI more to my liking it doesn't take effect in my game. This was after I have enabled the mod and saved my game with it loaded. For example, I raised the number of times I can train to 10 and increased the cost x3. But these changes did not take effect. I then deativated the mod (it's an OMOD) and even deleted my save game with the .obse extension. When I loaded the game, there was a large transparent box in the lower left corner that didn't go away (which I ignored for the time being). I saved my game, quit, and re-activated the mod with the INI changes made. The default settings still persisted even though the values were changed and saved in the INI.

2. The amount of rested XP I am getting is ridiculous and makes for very quick leveling. The amount is around 4000 extra XP and higher (as opposed to the max of 400 in the version I was running before). I don't know if this is the default amount or not, but I tried changing it in the INI and it didn't work.

Some help with this would be much appreciated.

I also have a few suggestions for the next version:

1. How much XP you get from reading books should be proportional to it's value. It doesn't make any sense that I would get the same XP for reading a blank piece of paper as closing an Oblivion gate.

2. Killing the same creature over and over again should cause the amount of XP gained from killing that creature to deteriorate. That way, allowing a conjurer to continually summon the same creature and then killing it again and again can't be used to take advantage of the system.

3. Why not recieve XP for repairing items?

4. Is there any way to get XP when I kill something with a scripted weapon that has scripted damage?

5. Is it possible to display the skill perk popup windows when I've achieved a new mastery level for a skill? It would be nice to get those just to remind me that I can now "cast expert level restoration spells". Maybe after I click "done" in the point distribution menu.

6. Is it possible to display information about the skills and attributes in the point distribution menu? Such as the governing attribute for a skill and the descriptions.

7. It would be good if there was a way to decrease the size of the XP bar as well as change it's position. Right now it's like 3 times larger than my health bar.

8. You should update the link in the readme and on the nexus description page to point to this current forum thread. The thread that it is currently linked to was closed long ago.


Also, what's the Grandmaster skill level mastery mentioned in the INI? Are there any perks?
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Stacyia
 
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Post » Fri May 27, 2011 5:32 am

I just installed version 4.1.5 of Oblivion XP using OMOD and loaded an existing character. My character's level was reset to 1 and I was not given the Level Up menu to allow me to redistribute Stats. How do I get this menu?


The menu should pop up automatically - if it doesn't, the mod is probably not working right. So could you please confirm that Oblivion XP is working correctly? Just start a new character and check if you get XP etc like you should.

Hail Sir Frederik! Firstly, thanks for creating this great mod. It is very professionally presented and it's obvious much work has been put into it.

I was running version 3 for a while until I discovered that you had released several updates. So I DLed the latest one. I like the XP bar on the HUD and the new menu with the arrow buttons.

BUT. I'm experiencing some rather annoying issues.

1. Whenever I try to change the INI more to my liking it doesn't take effect in my game. This was after I have enabled the mod and saved my game with it loaded. For example, I raised the number of times I can train to 10 and increased the cost x3. But these changes did not take effect. I then deativated the mod (it's an OMOD) and even deleted my save game with the .obse extension. When I loaded the game, there was a large transparent box in the lower left corner that didn't go away (which I ignored for the time being). I saved my game, quit, and re-activated the mod with the INI changes made. The default settings still persisted even though the values were changed and saved in the INI.

2. The amount of rested XP I am getting is ridiculous and makes for very quick leveling. The amount is around 4000 extra XP and higher (as opposed to the max of 400 in the version I was running before). I don't know if this is the default amount or not, but I tried changing it in the INI and it didn't work.

Some help with this would be much appreciated.


I have the feeling you're editing the old v3 ini, which was in the Oblivion\Data directory; the location of the ini has changed in the new version, so please make sure you're editing the right one. It's now located in Oblivion\Data\Oblivion XP and is called Oblivion XP Settings.ini. In v4, rested XP is a percentage of your Needed XP - so it's quite a bit higher than in v3, where it was static (and hence less and less useful as you got to higher levels).

Deactivating the ObXP OMOD while your UI OMOD is still active will cause the ObXP custom UI files not to get deleted, which is why you still were seeing the box after deactivating.

I also have a few suggestions for the next version:

1. How much XP you get from reading books should be proportional to it's value. It doesn't make any sense that I would get the same XP for reading a blank piece of paper as closing an Oblivion gate.

2. Killing the same creature over and over again should cause the amount of XP gained from killing that creature to deteriorate. That way, allowing a conjurer to continually summon the same creature and then killing it again and again can't be used to take advantage of the system.

3. Why not recieve XP for repairing items?

4. Is there any way to get XP when I kill something with a scripted weapon that has scripted damage?

5. Is it possible to display the skill perk popup windows when I've achieved a new mastery level for a skill? It would be nice to get those just to remind me that I can now "cast expert level restoration spells". Maybe after I click "done" in the point distribution menu.

6. Is it possible to display information about the skills and attributes in the point distribution menu? Such as the governing attribute for a skill and the descriptions.

7. It would be good if there was a way to decrease the size of the XP bar as well as change it's position. Right now it's like 3 times larger than my health bar.

8. You should update the link in the readme and on the nexus description page to point to this current forum thread. The thread that it is currently linked to was closed long ago.

Also, what's the Grandmaster skill level mastery mentioned in the INI? Are there any perks?


1. That's an interesting idea - scrolls already yield only 1/3 of the XP books get, but an additional scaling factor would make the balance even better I think. It remains to be seen if the value of the book is the right factor, though - I'll test this some more.
2. This is a bit problematic: I see your point about summoning, but e.g. a cave of goblins shouldn't have deteriorating XP just because they're all goblins, right? The problem is that a lot of different spawns (each new spawn will be a new ID) can have the same base, so I don't see a viable way to implement this.
3. This has been brought up before and is something that will be included in a future version - if it can be done right, that is :)
4. If the maker of that script made the script properly, the script will increase the player's kill counter after applying the scripted damage (e.g. Deadly Reflex does this - which is why DR works fine with ObXP). If the maker forgot this, it won't work, and never will unless fixed.
5-6. Both on the to-do list for the next version.
7. I'm hoping to make the new UI elements completely configurable in the next version (like DarN UI).
8. Yeah I'm lazy with updating links, sorry ;)

I hope that answered your questions.

Cheers,

SF.
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Lovingly
 
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Post » Fri May 27, 2011 5:16 am

Such as the governing attribute for a skill and the descriptions.


But skills and attribures are unrelated in this version. Your request would only make sense in the earlier versions when skill increases also affected your attribute increases. That's not longer the case, you assign points to each seperately at level up and there's no longer any connection between the two.

Also, what's the Grandmaster skill level mastery mentioned in the INI? Are there any perks?


If you're using Elys's uncapper you can raise your Alchemy skill to 200, and there's a couple of mods you can use that give you some special abilites when you pass the default 100 barrier.
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Kelli Wolfe
 
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Post » Fri May 27, 2011 1:56 pm

Hey guys, is there any possibility to reset ur skill and abilitypoints and spend them in another way on an existing character?
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 4:25 am

You could deactivate the mod, clean save and reactivate it
This is how it automatically configures for existing players, so it should in theory be able to do what you want
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Brittany Abner
 
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Post » Fri May 27, 2011 3:02 am

I have the feeling you're editing the old v3 ini, which was in the Oblivion\Data directory; the location of the ini has changed in the new version, so please make sure you're editing the right one. It's now located in Oblivion\Data\Oblivion XP and is called Oblivion XP Settings.ini. In v4, rested XP is a percentage of your Needed XP - so it's quite a bit higher than in v3, where it was static (and hence less and less useful as you got to higher levels).


Hmm. No, all of my old XP files have been removed. I'm sure I'm editing the correct INI. It's called Oblivion XP Settings and it's in the folder you say. So, that's not it. :( I wish it was, but it must be something else.


In v4, rested XP is a percentage of your Needed XP - so it's quite a bit higher than in v3, where it was static (and hence less and less useful as you got to higher levels).


OK, I see your point. I just think the percentage is a little high (but I could easily lower that in the INI).

But skills and attribures are unrelated in this version. Your request would only make sense in the earlier versions when skill increases also affected your attribute increases. That's not longer the case, you assign points to each seperately at level up and there's no longer any connection between the two.


Ah. Good point. :)
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BRAD MONTGOMERY
 
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Post » Thu May 26, 2011 11:52 pm

Hmm. No, all of my old XP files have been removed. I'm sure I'm editing the correct INI. It's called Oblivion XP Settings and it's in the folder you say. So, that's not it. :( I wish it was, but it must be something else.


Are you absolutely sure the INI settings dont come through? The mod shouldn't even run properly without the INI working correctly - all values for all those variables dont have defaults in the code. Perhaps it's just the training settings that arent working? Other mods may override this. So please check if any of the other INI settings work.
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.X chantelle .x Smith
 
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Post » Fri May 27, 2011 10:38 am

Also, what's the Grandmaster skill level mastery mentioned in the INI? Are there any perks?

I think of it as a term paying homage to the now deprecated Legendary Mastery mod.

If Master = 100 then Grandmaster = 150-200
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Smokey
 
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Post » Fri May 27, 2011 4:41 am

What would be the best variable to test? I've edited more than the training variables, such as XP amount for books, percentage of needed xp = rested XP, nirnroots, and health regenertion rate.

I set the xp for books to 5 and I got 240 xp (including rested xp)

Oblivion XP leveling is near to last in my load order, and I have no other training mods - besides OOO. which I think it said that it could overwrite.
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sam
 
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Post » Fri May 27, 2011 5:19 am

I forgot to mention that I am using the OBSE 18 beta 3 version of your mod. And yes, I do have OBSE 18 beta 4. What is the difference between the two versions of your mod?
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Stephanie Valentine
 
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Post » Fri May 27, 2011 10:35 am

I forgot to mention that I am using the OBSE 18 beta 3 version of your mod. And yes, I do have OBSE 18 beta 4. What is the difference between the two versions of your mod?


Any mod that wants to use OBSE v18 needs to be recompiled (i.e. saved in the CS) with v18 active - there's no difference in the ObXP code at all.

Regarding the INI settings situation, any luck so far? I really can't think of anything that could possibly cause this - I've also never heard of it happening before. Did you try starting a new game?
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Naazhe Perezz
 
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Post » Fri May 27, 2011 7:10 am

I think of it as a term paying homage to the now deprecated Legendary Mastery mod.

If Master = 100 then Grandmaster = 150-200


I don't think grandmaster would be much higher than Master. Perhaps lvl 110 or around that. I mean, if you set destruction to lvl 200, you can make a 100 pts 100 sec 100 ft shock damage spell that only costs 1 magicka.
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Lyd
 
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Post » Fri May 27, 2011 8:48 am

I don't think grandmaster would be much higher than Master. Perhaps lvl 110 or around that.


If you go by the formula for the other levels, then you'd become a Grandmaster at 125.
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Tessa Mullins
 
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Post » Fri May 27, 2011 8:44 am

Hi all.

I was searching for something changing the leveling system because the deffault seems really exploitable to me. There are some other good mods here for leveling but are made for simplify the system, making exploits even easier (or at least this is my impresion). So, I liked the old but allways good idea of XP "Diablo style". I had downloaded and installed this mod and I cant wait for check it.

I have a noob question about configuration: I want configure the ini file in a maner that "only kills count" and dont touch nothing more. I supose I have to change the numbers in the columns down and set it to "0", but wich column? left column, right column or both? :read:


Spoiler

Set ObXPSettings.multXPLevel to 0.2 ; 0.2
Set ObXPSettings.multXPQuestLevel to 0.1 ; 0.1
Set ObXPSettings.multXPArtifacts to 300 ; 300
Set ObXPSettings.multXPBook to 25 ; 25
Set ObXPSettings.multXPEating to 1 ; 1
Set ObXPSettings.multXPExploration to 30 ; 30
Set ObXPSettings.multXPFame to 50 ; 50
Set ObXPSettings.multXPGates to 200 ; 200
Set ObXPSettings.multXPHorses to 65 ; 65
Set ObXPSettings.multXPHouses to 180 ; 180
Set ObXPSettings.multXPInfamy to 50 ; 50
Set ObXPSettings.multXPInvest to 150 ; 150
Set ObXPSettings.multXPLockpick to 15 ; 15
Set ObXPSettings.multXPNirnsFound to 50 ; 50
Set ObXPSettings.multXPNPCDisposition to 25 ; 25
Set ObXPSettings.multXPPickpocket to 4 ; 4
Set ObXPSettings.multXPPotion to 25 ; 25
Set ObXPSettings.multXPSouls to 20 ; 20
Set ObXPSettings.multXPStealing to 1 ; 1
Set ObXPSettings.multXPVampireBite to 50 ; 50
Set ObXPSettings.multXPSleeping to 0.03 ; 0.03
Set ObXPSettings.globalQuestXPMult to 1 ; 1
Set ObXPSettings.lockpicksBrokenMax to 5 ; 5

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Fam Mughal
 
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Post » Fri May 27, 2011 10:51 am

I switched to a new CPU (Core 2 Duo E7400) and the stutter is completly gone. Now I can enjoy the mod to its fullest :)
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ruCkii
 
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Post » Fri May 27, 2011 12:24 pm

I have a noob question about configuration: I want configure the ini file in a maner that "only kills count" and dont touch nothing more. I supose I have to change the numbers in the columns down and set it to "0", but wich column? left column, right column or both? :read:


The left column. The right only lets you know what the defaults are and have no effect on the mod itself.
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Sheila Esmailka
 
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Post » Fri May 27, 2011 2:45 am

Can this mod have problems of compatibility with realistic fatigue, food and sleep mods?
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Scarlet Devil
 
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Post » Fri May 27, 2011 1:19 am

Hi everyone,

Please be gentle as I'm relatively new to the world of Oblivion and mods, but I feel comfortable now after installing some.

I run Oblivion+SI+KotN Steam version, I also have OBMM and OBSE v17 installed.

I am having issues with OblivionXP; it doesn't seem to be working. Here are my observations:

- I see the text/log area, however I cannot hide/resize it using L + the direction keys as I should.
- I never got any sort of pop-up to redistribute my stats.
- I see the new EXP bars, but they do not seem to be moving/increasing.
- No notifications are appearing in the text area.

Please advise? I can list the mods I currently have installed if that would help. :)
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Bellismydesi
 
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Post » Thu May 26, 2011 11:07 pm

I run Oblivion+SI+KotN Steam version, I also have OBMM and OBSE v17 installed.


I don't believe OBSE will work with the Steam version. I know it doesn't with Direct to Drive. These versions have their own encrypted exe file and trying to get OBSE to work with them would require breaking that encryption, which is illegal. And if OBSE isn't working, then neither will Oblivion XP or any of the best mods. If you really want to try out some mods, you should get the disc version of the game.
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City Swagga
 
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Post » Fri May 27, 2011 10:10 am

OBSE comes with instructions for Steam. :) It's in the Readme file.

OBSE provides official support for:
Oblivion & Shivering Isles build 1.2.0.416. This is the latest official build of Oblivion. It provides fixes for the FormID problems and supports Shivering Isles. All users will need to update to this build in order to use OBSE v0017 and later.
Steam build 1.2.0.416 (in v0017b)

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Your Mum
 
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