[RELz] Oblivion XP

Post » Thu May 26, 2011 11:21 pm

Prolly the one that holds either read skill book or made potions. Makes it easier to check what's been done already.
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Lucky Girl
 
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Post » Fri May 27, 2011 6:05 am

Prolly the one that holds either read skill book or made potions. Makes it easier to check what's been done already.


Actually, there's just one container, ObXPContainer, that holds both potions and books :)
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Rachell Katherine
 
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Post » Thu May 26, 2011 11:54 pm

How do you enable the map seen in this screenshot? http://tesnexus.com/downloads/images/15619-4-1248979162.jpg
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Chris Johnston
 
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Post » Fri May 27, 2011 12:15 pm

How do you enable the map seen in this screenshot? http://tesnexus.com/downloads/images/15619-4-1248979162.jpg


That was supposed to be a seperate mod SF was working on, but I think he may have scrapped it since Kyoma was working on the exact same concept. There's nothing in XP that will enable it though.
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Aaron Clark
 
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Post » Fri May 27, 2011 2:20 am

My newest console spam from version 4.1.5 for obse 18. Using obse 18 beta 3.

Its all working as intended, but only those harmless errors mess my console constantly. :)

Error in script 9500fddaOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000666 Command: Let (0x1765)Error in script 9500fddaAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000687 Command:  (0x0973)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000C96 Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000CAD Command:  (0x0021)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000D0B Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000D2F Command:  (0x0F01)Error in script 9500fddaOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000666 Command: Let (0x1765)Error in script 9500fddaAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000687 Command:  (0x0973)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000C96 Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000CAD Command:  (0x0021)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000D0B Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000D2F Command:  (0x0F01)Error in script 9500fdd8Operator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x0000084E Command: Let (0x1765)Error in script 9500fdd8An expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x0000086F Command:  (0x0873)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000C96 Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000CAD Command:  (0x0021)Error in script 950030fbOperator := failed to evaluate to a valid result    File: Oblivion XP.esp Offset: 0x00000D0B Command: Let (0x1765)Error in script 950030fbAn expression failed to evaluate to a valid result

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Amie Mccubbing
 
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Post » Fri May 27, 2011 12:20 am

My problem does not appear to be fixed...here is my error from OBSE.log file

Error in script aa00ac85
Too few operands for operator :=
File: SupremeMagicka.esp Offset: 0x00000173 Command: (0x1300)
Error in script aa00ac85
An expression failed to evaluate to a valid result
File: SupremeMagicka.esp Offset: 0x00000177 Command: (0x000E)
Error in script e500fdda
An expression failed to evaluate to a valid result
File: Oblivion XP.esp Offset: 0x00000469 Command: (0x5600)

I have the correct versions of both Oblivion XP (4.1.5 for OBSE 18 Beta 3), SM (89b), and OBSE v18 beta 3 installed...any other ideas? Thank you for your time and effort with this. :D

Also, will mods like Intelligence Overhaul, Magicka Based Skill Progression, and Persuasion Overhaul conflict with Oblivion XP?
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Miss Hayley
 
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Post » Fri May 27, 2011 8:16 am

Prolly found bug! On one of my chars, as for now, it does work flawlessly. On another char its log bugged itself completely - it shows new 'kill' entries about random creatures that I really havent killed, each time I read book. It refresh 'obxp initialized' sentence each time I really kill something. So just fyi. Hope that helps in further bug fixing. ;)

zax
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Claudz
 
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Post » Thu May 26, 2011 10:17 pm

Something which might be useful for bughunting.
There's a new OBSE plugin called http://www.gamesas.com/bgsforums/index.php?showtopic=1029117&st=0 which makes a log of Oblivions console.

Perhaps its worth to check it out and could give SirFrederik and other mod users viable information.
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Blessed DIVA
 
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Post » Fri May 27, 2011 6:19 am

I might be missing something but I seem to be getting random skill-ups. Heavy armour and archery, among others, have gone up one point. No combat, no books.

Also I can't seem to stop persuasion overhaul from upping my speechcraft.

Any ideas?
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Lexy Corpsey
 
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Post » Fri May 27, 2011 10:34 am

Is there anyone who use ObXP along with Living Economy? How can you stop mercantile skill progression from Living Economy so that they won't level up when you sell stuffs?
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Kill Bill
 
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Post » Fri May 27, 2011 9:34 am

You will probably just have to deactivate the enhanced mercantile progression using the CS.
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kelly thomson
 
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Post » Fri May 27, 2011 5:46 am

Does anyone know why I just stopped getting XP for killing things? I leveled up to level 4, went through all the adding points and whatever, and no longer gather XP for killing things. I'm using version 4.1.5 for obse 17a. Yes, I have the correct version. I get XP for anything else, but not killing things. It just stopped.

EDIT: After shutting down and reloading the game several times, it has now decided I should be awarded for killing things again. That was weird.
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Red Bevinz
 
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Post » Fri May 27, 2011 9:44 am

Is there anyone who use ObXP along with Living Economy? How can you stop mercantile skill progression from Living Economy so that they won't level up when you sell stuffs?


Im using both of the mods. The merchantile skill progression is something which is a part of Living Economy.
I dont think OBxp changes it. You should check the Living Economy read-me for help.
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Stephanie Kemp
 
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Post » Fri May 27, 2011 3:59 am

^LE's readme doesn't tell me how to turn off mercantile progression. What's worse is that I don't know how to do that with TESCS. Can someone teach me? it's really annoying that mercantile is the only skill that can realitically levelup
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Travis
 
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Post » Thu May 26, 2011 10:04 pm

Mercantile doesnt level up for me at all. ;o While using ObXP. And if you meant traders, then I guess ObXP has nothing to do with them. Anyway, from Living Economy's configuration menu, disable the "Complementary PC Mercantile Skill Progression" feature. To do so, type in console: "startquest cflemenu" that will bring up the Living Economy configuration menu, so you can disable the Complementary Player Mercantile Progression.
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Colton Idonthavealastna
 
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Post » Fri May 27, 2011 2:24 pm

Hey, it's nice to see there is some activity here again. Some time last year I was afraid this mod had been abandoned. And so much has changed since then! I can't wait to try it out!

Last year, when I first tried the mod, I wasn't fully satisfied with the leveling system. It was far too easy to put all of your points into a single skill or attribute. As far as I can see, this hasn't changed significantly. There are caps that depend on your level but this only shifts the problem: Now you pump the stat until you reach the cap, then wait until you reach the level at which the cap increases and start pumping again. I came up with my own leveling system back then, but when I tried to implement it, I first encountered the script length limitation of the Oblivion engine and when I tried to split it up into multiple files, it hung up completely, so I gave it up. I did, however, implement a simple HTML/Javascript proof of concept to see how it would work in the game and I think it might be pretty cool.

Short description:
Skill point costs increase with the number of skill points that are invested in that skill. This means that racial bonus etc doesn't increase the cost of the skill but raising the skill with skill points does. The cost for raising also depend on whether it is a major or minor skill.
The cost for raising an attribute depend on how many points you have invested in the associated skills and in the respective attribute. If you invest many points in strength-related skills, raising your strength score becomes cheaper.

If you want to try it out, here is my http://gehirnmutant.de/oxp.html.

Long description:

I modeled the leveling system such that the player should on average be just a little stronger that the NPCs at his level. On level 1, this is usually the case because the stats of NPCs are generated in the same way as the player's stats. After that, NPCs gain 1 point in each major skill, 0.1 point in each minor skill and additionally 0.5 points in each skill from their specialization. On average, this means 11.9 skill points per level. The player needs to be able to gain at least that much.

To get the same distribution of skills as in an NPC, we must use the following weights:
minor: 10specialized minor: 1.5major: 1specialized major: 0.6

However, making minor skills ten times as expensive as major skills doesn't sound like a lot of fun. Players want to be able to get at least some level of proficiency in their minor skills. Therefore, I reduced the cost for minor skills to 2. The cost for raising the skill is then computed as (current level - base level) * cost. To make sure that the player always gets to distribute as many skill points as the NPCs, i.e. 12, the amount of points you get per level is 12*level.

Attributes should also be distributed by the player, but it should not be possible to quickly raise a certain attribute straight to 100. Also, I didn't want to completely discard the concept of governing attributes. With NPCs, the increase of their attributes depends on how many of the governing skills are major skills:
3 Major:  Attribute +3	(Skills increased by +3.5)2 Major:  Attribute +2.2  (Skills increased by +2.6)1 Major:  Attribute +1.4  (Skills increased by +1.7)0 Major:  Attribute +0.6  (Skills increased by +0.8)

As you can see, the average increase in the governing skills (all 3 together) roughly corresponds to the attribute increase. Therefore the cost in my system depends only on the number of points invested in the attribute and the governing skills. To avoid too strong fluctuations in the attribute cost, I use an additional tolerance value t. The attribute cost is then computed as:
(t + a) / (t + s1 + s2 + s3) * 10

where a is the number of points invested in the attribute, t is the tolerance parameter and s1...s3 are the points invested in the governing skills of that attribute. NPCs can get up to 9.2 attribute points per level, so the player should get at least 10. With an NPC-like skill distribution, the average cost for increasing an attribute is 10, so the player gets 100 attribute points to distribute per level.

One important thing is that you need to make sure the skills cannot be redistributed once the attributes have been allocated. Otherwise, the player could put all of his skill points into strength-related skills, buy strength points very cheaply, and then put the skill points into other skills, making another attribute very cheap. This can easily be prevented by the levelup interface (see the example character builder). For the same reason, the player must be forced to distribute all attribute points instead of saving them.

What do you think of the system?
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Racheal Robertson
 
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Post » Fri May 27, 2011 2:43 am

I like your skills cost idea, that would be definitely improvement. Not sure about attributes though. That would require us to bump certain skills as high and as quick as possible (immersion ftw) to get max number of points to bump certain attributes, no? So welcome back to vanilla? I would rather like to see implemented similar attribute cost increase as in your skills forrmula. Just thoughts.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 6:05 am

To all those who were having problems with console errors while using OBSE v0018, please note the new OBSE v18 BETA 4 is now out, and is supposed to fix some of these errors.

Last year, when I first tried the mod, I wasn't fully satisfied with the leveling system. It was far too easy to put all of your points into a single skill or attribute. As far as I can see, this hasn't changed significantly. There are caps that depend on your level but this only shifts the problem: Now you pump the stat until you reach the cap, then wait until you reach the level at which the cap increases and start pumping again. I came up with my own leveling system back then, but when I tried to implement it, I first encountered the script length limitation of the Oblivion engine and when I tried to split it up into multiple files, it hung up completely, so I gave it up. I did, however, implement a simple HTML/Javascript proof of concept to see how it would work in the game and I think it might be pretty cool.

What do you think of the system?


This is surely a well thought out and very interesting variation on Oblivion XP! I would really like to try it at some point :)

In the future, this type of complete customization of Oblivion XP will be possible: I'm working on moving most of the functionality of ObXP to an OBSE plugin (or if this won't work as I want it to, I'll move it to an Oblivion XP.esm function library) so that variations like this can be more easily accomplished - the core functionality of ObXP will be unchanged, but the actual implementation can be customized through ObXP functions accessible in the Construction Set.
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Matthew Barrows
 
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Post » Fri May 27, 2011 9:43 am

I like your skills cost idea, that would be definitely improvement. Not sure about attributes though. That would require us to bump certain skills as high and as quick as possible (immersion ftw) to get max number of points to bump certain attributes, no? So welcome back to vanilla? I would rather like to see implemented similar attribute cost increase as in your skills forrmula. Just thoughts.


Immersion is just the reason why I wanted to maintain some connection between the skills and the attributes. It should be easier for a fighter to get a high strength score than for a mage. The player still gets to distribute the points manually, so you CAN raise your strength without raising the corresponding attributes, it will just be more expensive. If you think that the influence of the skills is too strong, you can tweak the tolerance parameter. The higher it is, the less will the skills affect the attributes. If you want to play around with the numbers, just download the files for the character generator (http://gehirnmutant.de/oxp.html, http://gehirnmutant.de/oxp.js and http://gehirnmutant.de/oxp.css) and save them locally on your hard drive. The constant numbers are all at the beginning of the oxp.js file. Just edit them however you like and open the HTML file with your browser. No webserver needed. ^_^
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NIloufar Emporio
 
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Post » Fri May 27, 2011 12:11 pm

The thing I don't like about attributes part of your idea is too much micro management to not break your character. There would be no reason to lose attribute points till you get highest possible level of related with that attribute skills. So in theory it would "force" us to max out luck at first, while maxing certain skills, then bump corresponding attributes for least point cost possible. It would be similar to getting vanilla x5 multipliers or maxing out endurance at the beggining. I totally agree with you that there should be something to stop maxing attributes which doesnt fit your class. Perfect system to do that would be: skills and their cost as you described it and attributes increases passively by number of averaged skill points in related skills. As far as I know attributes were increasing automaticly in older versions of ObXP, but SF, for some reason abandoned thats idea.
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BRAD MONTGOMERY
 
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Post » Fri May 27, 2011 12:21 am

As far as I know attributes were increasing automaticly in older versions of ObXP, but SF, for some reason abandoned thats idea.

The 2x and 3x versions of Oblivion XP worked like this;

Skills directly determined attribute increase. You only had total control of it through the ini file by increasing or decreased the influence skills had on attributes. If you wanted willpower to raise 3-4 pts, you have to bump up whatever skill you had that was set to influence it. This means, that increasing sneak would bump up agility, and it you wanted it to raise a lot, you'd change that default(0.2??) to something like 0.9. So yeah attributes were increasing automatically but only because you dumped points into the skills. IMO this was a bit too much and required TOO much constant skill variable changing. While I don't remember his reason for doing away with that system, I'm sure as heck glad it's gone, and I love the current one where I'm in control of both attributes and skills directly. hell, I'm grateful. It made managing my character very fluid and precise. All I have to do is change three variables.
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Imy Davies
 
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Post » Fri May 27, 2011 12:44 am

Not letting me level up, just made a new mage after reinstalling oblivion. Level 1, exp is like 21k/18k or something like that. I click the "click this to level up" the character window closes, but no level up menu appears. Any ideas?
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  You Are Here.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Armamentarium.esm  [Version 1.3]0B  Artifacts.esm0C  HorseCombatMaster.esm0D  UnnecessaryViolence.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  SM Plugin Refurbish - SI.esp  [Version 1.05]14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp18  FCOM_Francescos.esp  [Version 0.9.9]19  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  MIS.esp1D  MIS New Sounds Optional Part.esp1E  Atmospheric Oblivion.esp1F  PCSoundNalia.esp  [Version 2.6]20  Storms & Sound.esp**  AmbientDungeons.esp21  Adonnays Ranger Coats.esp++  Item interchange - Extraction.esp  [Version 0.74]22  RAEVWD Cities.esp  [Version 1.4]23  RAEVWD Imperial City.esp  [Version 1.4]24  Living Economy.esp25  Living Economy - Items.esp26  Map Marker Overhaul.esp  [Version 1.2]27  sr_super_hotkeys.esp28  DLCHorseArmor.esp29  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2A  DLCVileLair.esp2B  SM Plugin Refurbish - VileLair.esp  [Version 1.11]2C  DLCSpellTomes.esp++  MaleBodyReplacerV4.esp++  EVE_StockEquipmentReplacer.esp2D  Adonnays Elven Weaponry.esp2E  Arynns-Heavenly-Sword_hottest.esp2F  c_dagcol.esp30  Armamentium female.esp31  DLCThievesDen.esp32  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]33  Francesco's Optional New Adventurers.esp34  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]35  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.69]38  Cobl Si.esp  [Version 1.63]**  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]39  Bob's Armory Oblivion.esp3A  FCOM_BobsArmory.esp  [Version 0.9.9]3B  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3C  Oblivion WarCry EV.esp3D  FCOM_WarCry.esp  [Version 0.9.9]3E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  Artifacts - 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;===============================================================================;                                                                             	; This is the INI file for Oblivion XP Leveling v4.1.5                        	; -----------------------------------------------------                       	;                                                                             	; This file must be in your "Oblivion\Data\Oblivion XP" folder!	The mod will not; run if the file is not found.							;																				; For your convenience, the defaults of each setting are listed after the semi- ; colon.																		;===============================================================================;===============================================================================; LEVELING					    	      			; ---------																		; These settings control various things related to your level.			;																			; - attributePointsPerLevel -							; This constant determines how many Attribute Points the player gains when 	; increasing his/her level.							;; - skillPointsPerLevel -							; This constant determines how many Skill Points the player gains when 		; increasing his/her level.			;; - trainingSessions -								; This sets the number of training sessions you gain per level. Unused sessions	; carry over to the next level!	;; - trainingCostMult -								; This sets the training cost multiplier. It will override any changes made; to this variable by other mods.						;; - multXPNeeded -								; The amount of XP Needed per level is multiplied by this factor.;; - multXPNeededLevel -								; Controls the per level increase of the amount of XP Needed to gain a level.	;; - multXPNeededBase -								; Controls the base amount of XP Needed to gain a level.			;; - maximumAttributeIncrease -							; Determines the maximum number of points a player can put into a single 	; attribute when leveling.							;; - skillPointPreset -								; Specifies the preset to determine how many Skill Points it costs to increase	; a Skill by 1. Set to 1 for Specialist preset, set to 0 for Master of All.	;; - minimumLevelApprentice -							; Player level required to progress to Apprentice Skill Level.;; - minimumLevelJourneyman -							; Player level required to progress to Journeyman Skill Level.;; - minimumLevelExpert -					; Player level required to progress to Expert Skill Level.			;; - minimumLevelMaster -					; Player level required to progress to Master Skill Level.			;; - minimumLevelGrandMaster -					; Player level required to progress to Grand Master Skill Level.		;===============================================================================Set ObXPSettings.attributePointsPerLevel 	to 13		; 13Set ObXPSettings.skillPointsPerLevel 		to 36		; 36Set ObXPSettings.trainingSessions		to 5		; 5Set ObXPSettings.trainingCostMult		to 10		; 10Set ObXPSettings.minimumLevelApprentice 	to 0		; 0Set ObXPSettings.minimumLevelJourneyman 	to 5		; 5Set ObXPSettings.minimumLevelExpert		to 10		; 10Set ObXPSettings.minimumLevelMaster 		to 20		; 20Set ObXPSettings.minimumLevelGrandMaster 	to 30		; 30Set ObXPSettings.maximumAttributeIncrease 	to 5		; 5Set ObXPSettings.skillPointPreset 		to 1		; 1;===============================================================================; ATTRIBUTE / SKILL RE-DISTRIBUTION					    	      			; ---------------------------------;; When first using Oblivion XP on an exisiting character, you are given the ; option to redistribute all your Skills and Attributes.;; - redistRefundSkillBooks -; When set to 1, you will get 1 additional Skill Points per Skill Book that you; read before first using Oblivion XP.;; - redistRefundTrainingSessions -; When set to 1, you will get 1 additional Skill Point for every time your have; have trained a Skill before first using Oblivion XP.;;===============================================================================Set ObXPSettings.redistRefundSkillBooks 	to 1		; 1Set ObXPSettings.redistRefundTrainingSessions	to 1		; 1; XP NEEDED TO LEVEL					    	      			; ------------------; The formula for XP Needed to Level is as follows:;; XP (x) = multNeeded * (Mult * atan(Slope * x^2 / 250) + Linear * x + Base);; where x = Player Level. This is then rounded to multiples of 100.;; This formula describes a curve that, at first, goes up really quickly, and then; after a while goes over into a straight line. With the default settings, what; this means is that, before level 30, the XP Needed to Level will increase more; and more and faster and faster each level, until you reach around level 40-45; and then every level your XP Needed increases with almost the same amount; every next level.;; To better understand this formula, here follows a qualitative description of; what each variable does.;; - multXPNeeded -; This simply multiplies the result of the formula. If you like the shape of the; XP needed curve, but just want to make it slower or faster to level, than this; is the easiest variable to change.;; - multXPNeededBase -; This controls the very base amount of XP that is Needed to Level, regardless; of the rest of the formula.;; - multXPNeededLinear -; This variable controls the increase of the straight line, it mainly determines; how much XP Needed increases after level 40 (before that it has a lot less ; influence).;; - multXPNeededQuadraticSlope -; The slope variable controls how quickly the peak of increasing XP Needed per; level is reached. If you set this to 2, for example, your XP Needed will go; steady at level 25-30 instead of level 40-45. Increasing this variable also; slightly increases the XP Needed, but not by much.;; - multXPNeededQuadraticAmp -; This variables determines the amplitude of the quadratic part of the formula.; What it determines is really the maximum amount of Needed XP contributed by; the quadratic part. This value is reached when the curve goes into the ; straight line (which point is determined by the Slope variable).;===============================================================================Set ObXPSettings.multXPNeeded 			to 1		; 1Set ObXPSettings.multXPNeededBase 		to 1500		; 1500Set ObXPSettings.multXPNeededLinear		to 150 		; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 1 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 20000	; 20000;===============================================================================; XP GAIN MULTIPLIERS - KILLS						    	; ---------------------------							; This controls the amount of XP that is awarded per kill. The calculation is 	; as follows: First, the Base XP of a kill is calculated, after which the stats	; of the NPC are compared to your own, which determines the Bonus Multiplier.	; This Bonus Multiplier is then applied to the Base XP to yield the XP awarded. ;																				; - multXPKillBase -								; Increase this to have kills yield more Base XP.				;; - multXPKillBonus -								; When this is set to 1, the Bonus XP Multiplier is normally equal to 1 when 	; the NPC's stats are equal to yours. Setting this to 2 for example will make 	; it so that if your stats are twice that of the NPC, you get the base amount 	; of XP. Essentially, this is the toughness ratio of the NPC to the Player. If	; you set it to 2, then that means the NPC will only have to be half as tough 	; as the player in order to yield full XP.;; - multXPKillLevel -	; After the above is applied, the XP gained is multiplied by the 1 plus the ; player's level times this factor.;					; - multXPKillSneaking -	; If the player makes a kill in stealth and remains undetected, the XP gained; for the kill is multiplied by this factor.;===============================================================================Set ObXPSettings.multXPKillBase 		to 5		; 5Set ObXPSettings.multXPKillBonus 		to 1		; 1Set ObXPSettings.multXPKillLevel 		to 0.3		; 0.3Set ObXPSettings.multXPKillSneaking 		to 2		; 2;===============================================================================; XP GAIN MULTIPLIERS						    	      	; -------------------								; This controls the amount of XP that is awarded per action.	;; - multXPLevel -	; Any XP gained is multiplied by (1 + player level * multXPLevel). Set this to 0; if you want the same actions to always yield the same XP regardless of your; character's level. Quest and Killing XP are not affected by this, but they ; instead have their own level multiplier.; 			; - multXPQuestLevel -	; Any XP gained for completing a Quest is multiplied by ; (1 + player level * multXPQuestLevel).														;; - multXPSleeping -								; Unlike the other XP gain multipliers, this is a percentage of the total XP 	; needed to level. By default, it's at 3% with a maximum of 8x3% = 24%.	;; - globalQuestXPMult -								; The XP gained for completing any quest is multiplied by this value.	;; - lockpicksBrokenMax -; This determines the maximum number of lockpicks the player is allowed to break; while still getting XP for picking a lock.;===============================================================================Set ObXPSettings.multXPLevel			to 0.2		; 0.2Set ObXPSettings.multXPQuestLevel		to 0.1		; 0.1Set ObXPSettings.multXPArtifacts 		to 300		; 300Set ObXPSettings.multXPBook 			to 25		; 25Set ObXPSettings.multXPEating 			to 1		; 1Set ObXPSettings.multXPExploration 		to 30		; 30Set ObXPSettings.multXPFame 			to 50		; 50Set ObXPSettings.multXPGates 			to 200		; 200Set ObXPSettings.multXPHorses 			to 65		; 65Set ObXPSettings.multXPHouses 			to 180		; 180Set ObXPSettings.multXPInfamy 			to 50		; 50Set ObXPSettings.multXPInvest 			to 150		; 150Set ObXPSettings.multXPLockpick 		to 15		; 15Set ObXPSettings.multXPNirnsFound 		to 50		; 50Set ObXPSettings.multXPNPCDisposition		to 25		; 25Set ObXPSettings.multXPPickpocket 		to 4		; 4Set ObXPSettings.multXPPotion 			to 25		; 25	Set ObXPSettings.multXPSouls 			to 20		; 20Set ObXPSettings.multXPStealing 		to 1		; 1Set ObXPSettings.multXPVampireBite 		to 50		; 50Set ObXPSettings.multXPSleeping 		to 0.03		; 0.03Set ObXPSettings.globalQuestXPMult		to 1		; 1Set ObXPSettings.lockpicksBrokenMax		to 5		; 5;===============================================================================; CAPS							 		  										; ----																			; This controls the caps for your Level, Skills and Attributes. Note that when	; you allow skills and attributes to raise above 100, you will need to use one 	; of the various uncappers (e.g. Elys' Uncapper) for the attributes to have any	; effect above 100.	Also, these caps simply serve to not allow ObXP to raise; variables beyond them; they will not, however, lower any level/attribute when ; it already is beyond the cap upon first using ObXP.				;===============================================================================Set ObXPSettings.capAttributes			to 100		; 100Set ObXPSettings.capLevel			to 50		; 50Set ObXPSettings.capSkills			to 100		; 100;===============================================================================; DERIVED ATTRIBUTES (HEALTH/MAGICKA/FATIGUE)			    	      	; -------------------------------------------					; This controls the various settings determining your Derived Attributes.	; In Vanilla, the values are calculated as follows:				;																				; Health = PCHealthMultBase * End + PlayerLevel * PCHealthMultEnd * End		; Magicka = PCMagickaMultBase * Int						;																				; With the default Oblivion XP settings, this changes to:		;																				; Magicka = PCMagickaMultBase * Int + PlayerLevel * PCMagickaMultInt * Int	;	    + ( Sum of Magic Skills ) * PCMagickaSumMult			;																				; The PC...MultAgi etc, change the per level bonuses for each attribute. OXP 	; also provides the option to have the level of your Magic skills influence the	; amount of Magicka you have:							;																				; - PCMagickaSumBase -								; Set this to 1 to enable having your Magic skills influence your Magicka pool. ;; - PCMagickaSumMult -								; This is the multiplier applied to the sum of your Magic skills		;																				; - fatigueControlEnabled/healthControlEnabled/magickaControlEnabled -		; Set this to 1 to enable having Oblivion XP determine your Health/Magicka/	; Fatigue. 																		;===============================================================================Set ObXPSettings.fatigueControlEnabled 		to 1		; 1Set ObXPSettings.healthControlEnabled 		to 1		; 1Set ObXPSettings.magickaControlEnabled 		to 1		; 1Set ObXPSettings.healthMultBase 		to 2		; 2Set ObXPSettings.healthMultAgi			to 0		; 0Set ObXPSettings.healthMultEnd			to 0.1		; 0.1Set ObXPSettings.healthMultInt			to 0		; 0Set ObXPSettings.healthMultPer			to 0		; 0Set ObXPSettings.healthMultSpd			to 0		; 0Set ObXPSettings.healthMultStr			to 0		; 0Set ObXPSettings.healthMultWil			to 0		; 0Set ObXPSettings.magickaMultBase 		to 2		; 2Set ObXPSettings.magickaMultAgi			to 0		; 0Set ObXPSettings.magickaMultEnd			to 0		; 0Set ObXPSettings.magickaMultInt			to 0.1		; 0.1Set ObXPSettings.magickaMultPer			to 0		; 0Set ObXPSettings.magickaMultSpd			to 0		; 0Set ObXPSettings.magickaMultStr			to 0		; 0Set ObXPSettings.magickaMultWil			to 0		; 0Set ObXPSettings.magickaSumBase			to 1		; 1Set ObXPSettings.magickaSumMult			to 0.25		; 0.25Set ObXPSettings.fatigueMultAgi			to 0		; 0Set ObXPSettings.fatigueMultEnd			to 0		; 0Set ObXPSettings.fatigueMultInt			to 0		; 0Set ObXPSettings.fatigueMultPer			to 0		; 0Set ObXPSettings.fatigueMultSpd			to 0		; 0Set ObXPSettings.fatigueMultStr			to 0		; 0Set ObXPSettings.fatigueMultWil			to 0		; 0;===============================================================================; REGENERATION									; ------------									; These settings determine the rate of regeneration of Health and Magicka.	;										; - healthReturnEnabled/magickaReturnEnabled -					; Set this to 1 to enable ObXP's Health/Magicka Regeneration.			;; - healthReturnBase - 								; This specifies the Base rate of Health Regen.					;; - healthReturnMult -								; This specifies how much each point of Willpower influences Health Regen.	;; - magickaReturnBase - 							; This specifies the Base rate of Magicka Regen.				;; - magickaReturnMult -								; This specifies how much each point of Willpower influences Magicka Regen.	;===============================================================================Set ObXPSettings.healthReturnEnabled		to 1		; 1Set ObXPSettings.magickaReturnEnabled		to 1		; 1Set ObXPSettings.healthReturnBase		to 0.75		; 0.75Set ObXPSettings.healthReturnMult		to 0.02		; 0.02Set ObXPSettings.magickaReturnBase 		to 0.75		; 0.75Set ObXPSettings.magickaReturnMult		to 0.02		; 0.02;===============================================================================; MESSAGE SETTINGS								; ----------------								; These are the settings that control the XP gain messages.			;																			; - messageBufferSize - 								; This determines the number of lines kept in the ObXP message buffer.		;; - messageLogAutoHide - 								; Setting this to 1 will automatically hide the Oblivion XP message log if; nothing happened for more than 5 seconds.		;; - messageIcon - 								; Set to 0 to not show the ObXP icon, set to 1 to show it.			;; - messageInit - 								; Set to 0 to not show the ObXP initialization message, set to 1 to show it.	;; - messageSoundX - 								; Set this to 0 to not play any sound for action X, set to 1 to play it.;; - keyControl -; This defines which key needs to be held in combination with the other keys in; order to control the Oblivion XP message areas.;; - keyHideLog -	; This defines which key needs to be pressed to hide the log/status text.;; - keyShowLog -; This defines which key needs to be pressed to show the log/status text.;; - keyScrollUp -; This defines which key needs to be pressed to scroll up in the message log.;; - keyScrollDown -; This defines which key needs to be pressed to scroll down in the message log.;; Note: For a list of key codes, check the following link:; [src="http://forums.bethsoft.com/index.php?/topic/1029449-relz-oblivion-xp/http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown"]http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown[/url];===============================================================================Set ObXPSettings.messageIcon			to 1		; 1Set ObXPSettings.messageInit			to 1		; 1Set ObXPSettings.messageSoundInit		to 1		; 1Set ObXPSettings.messageSoundLevel		to 1		; 1Set ObXPSettings.messageSoundXP			to 1		; 1Set ObXPSettings.messageBufferSize		to 50		; 50Set ObXPSettings.messageLogAutoHide		to 1		; 1Set ObXPSettings.keyControl			to 38 		; 38 (L)Set ObXPSettings.keyHideLog 			to 203 		; 203 (Left)Set ObXPSettings.keyShowLog 			to 205 		; 205 (Right)Set ObXPSettings.keyScrollUp 			to 200 		; 200 (Up)Set ObXPSettings.keyScrollDown 			to 208 		; 208 (Down);===============================================================================; SCRIPT TIMING / PERFORMANCE    	      					; ---------------------------							; These settings control script timing; if you're experiencing lag, try setting ; bigger delays. Conversely, if you find Oblivion XP doesn't respond quickly	; enough, try setting lower delays. Do note that lower delays may come with a  ; performance hit. 			;																			; - cellScanDelay -								; Controls how often the 25 cells surrounding the player are scanned for NPCs.	;; - scriptDelay -									; Controls global ObXP script delay.	;; - scriptKillingDelay -									; Controls XP for Killing script delay.			;; - scriptMiscDelay -									; Controls XP for Miscellaneous Actions script delay.	;; - scriptQuestDelay -									; Controls global ObXP quest scripts delay. This is the delay for the scripts; that control XP gains from quests.;; - scriptUIDelay -									; Controls script delay for UI control (level up and stats).	;===============================================================================Set ObXPSettings.cellScanDelay			to 5.0		; 5.0Set ObXPSettings.scriptDelay			to 0.05		; 0.05Set ObXPSettings.scriptKillingDelay		to 0.1		; 0.1Set ObXPSettings.scriptMiscDelay		to 0.1		; 0.1Set ObXPSettings.scriptQuestDelay		to 1.5		; 1.5Set ObXPSettings.scriptUIDelay			to 0.05		; 0.05;===============================================================================; COMPANION SUPPORT								; -------------------								; Set to 0 to disable having Oblivion XP automatically detect whether any NPC; near the player is in combat with any of the player's followers. This is a ; somewhat experimental feature and may cause strange XP gains or unwanted slow-; downs. If you're experiencing any of those, try disabling this part.;===============================================================================Set ObXPSettings.enableCompanionSupport		to 1		; 1;===============================================================================; POISON FIX								; -------------------								; Set to 0 to disable the fix for poison kills not increasing the player's kill; counter. This is obviously not recommended but the option is there in case ; this gets fixed by another mod.;===============================================================================Set ObXPSettings.enablePoisonFix		to 1		; 1;===============================================================================; INITIALIZATION DONE								; -------------------								; WARNING: Do NOT change the following!						;===============================================================================Set ObXPMain.initialized 			to 1

User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Fri May 27, 2011 5:26 am

75 Oblivion XP - OOO.esp
76 Oblivion XP - Midas Magic.esp

Wouldn't surprise me if these are conflicting with it's own parent ;p. They were made under a different system. The current ObXP system will work for OOO- that said, that compatibility plugin is deprecated. But MM needs to be configured to allow XP gains from killing with its spells.

This, however tells me that you have a previous ObXP install, no doubt a 3x version. Try removing *any* files related to that version - then make a clean save, and then reinstall 4.1.5. That's the best I can tell you.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Fri May 27, 2011 12:09 pm

I have the 4.1.5 version OMOD, with DarkUI'd Darn. Didn't know that the ooo and midas patches didn't work anymore. I'll try without those.
If you scroll down to the ini codebox, it says 4.1.5. As well to the right of Oblivion XP [ Version 4.1.5]
Worked, thanks!
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Fri May 27, 2011 9:25 am

What do you think of the system?
It looks awesome!
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

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