[RELz] Oblivion XP

Post » Fri May 27, 2011 1:27 pm

I just installed this mod for the first time with a level 21 character. After I rebalanced my attributes and stats, I was able to level instantly to 21 with 273 attribute points to distribute, which is the mod working as intended (13 points per level). Given that attributes generally start in the 30-40 range at level 1, I was able to raise all my attributes to 80+. Given the mod is designed to possibly level to 50, by level 50, every attribute would be well maxed out, even by level 30 (I know I could also use an uncapper to allow further increases).

I am coming from using nGCD where at level 21 my attributes were still in 50-70 range, so this mod seems way differently balanced from that. I'm not sure if my attributes would be 80+ if using the vanilla system and trying to ensure every level gained +5 modifiers, but I don't think they would.

Does anyone else find this unbalanced or do you think this system works well? I know you can tweak max attributes raises per level, points per level, etc. Do most of you use the default values or tweak them?
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Ash
 
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Post » Fri May 27, 2011 4:31 am

I tweak everything. To be truthful the only 'broken' part about the mod as far as defaults are concerned, is the redistribution process. The variable that really should be tweaked is Set ObXPSettings.maximumAttributeIncrease as that controls how many points you can put into an attribute. 5 is the default, but I lower mine to 2.
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 2:20 am

By default its unbalanced as hell. You max out every stat much before level cap. You should definitely tweak it yourself. I suggested SF to decrease defaults attribute points gain, but he seems to disagree with me. I suggest you to lower attribute points per level from 13 to like 7 (to get 343 points at lvl50 with - around 450 needed to max every stat), along with setting maxAttributeIncrease as poster above said. Not sure about skills, but I maxed out most important skills so soon, so I guess it should be tweaked manually as well.
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Jade Muggeridge
 
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Post » Fri May 27, 2011 11:40 am

Good suggestions. Yeah, I don't see how a mod that is supposed to let you get to level 50 can max out your stats at like level 30.
Any other suggestions for ini tweaks from users out there? I would like to slowly get to around level 45-50 playing the game for probably like 500+ hours and have my attributes and skills starting to hit the max around that level cap.
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phil walsh
 
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Post » Fri May 27, 2011 11:25 am

Last night, my character cracked open a chest that didn't exactly belong to her, and found some gold in it. It seemed silly to leave it laying there unattended, so she took it. :P ObXP promptly rewarded her with 600 XP (she was level 7 at the time). Thinking this a bit unbalanced, I looked into it and decided to change things.

Anyway, I whipped up an expansion .esp for ObXP that makes it so that any gold you take from a container will not increase your items stolen counter (PCMiscStat 28), and therefore you won't get XP for it. Just in case anyone else might agree that getting XP for gold is a bit too much, I've uploaded the .esp http://www.mediafire.com/file/jomzgvwzyz5/NoXPforGold.rar
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laila hassan
 
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Post » Fri May 27, 2011 1:14 am

Well, you could do Set ObXPSettings.maximumAttributeIncrease to 1 and leave Set ObXPSettings.attributePointsPerLevel to 8.

8 attributes, 1 pt per. You can put 1 point into all 8. So in 30 levels, each of your attributes increased 30 times.

Keep in mind you do not HAVE to put points into all skills/attributes. You can choose to increase none at all. The only thing with that is, left over points get carried over, which isn't a big deal.
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Kelvin
 
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Post » Fri May 27, 2011 12:23 pm

It's easily changed with the ini file, but I was wondering about the default value of the amount of skill points per level. It starts as 36, but divide that by 3 and that's 13 skill ups per level. Seeing how with the vanilla leveling you can get as much as 30 skill ups per level, it feels kinda low. Do you feel like it's really unbalancing to increase it?
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claire ley
 
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Post » Fri May 27, 2011 1:54 pm

Up^ No, I would decrease it, not increase.
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Luis Longoria
 
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Post » Fri May 27, 2011 3:29 am

I'm a little confused with health. I just installed the mod, at level 21, with 75 endurance. By the calculation given in the readme, that should mean I have 1725 health, but I only have 300. Am I missing something?
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-__^
 
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Post » Thu May 26, 2011 10:10 pm

2 * End + (Level - 1) * End * .1

150 + 150 = 300

Having 1725 health would be insanely overpowering.
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Michelle Serenity Boss
 
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Post » Fri May 27, 2011 1:41 pm

Agreed about being overpowered:

how come the readme has this formula (different than the one you quoted)?:
Health = 2 * Endurance + Player Level * Endurance / 10
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Julie Serebrekoff
 
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Post » Thu May 26, 2011 9:51 pm

The readme is wrong. The script controlling health uses the formula I used (containing PlayerLevel - 1), and multiplying by .1 is the same as dividing by 10.
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Oscar Vazquez
 
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Post » Fri May 27, 2011 6:52 am

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.


That's why it is important that you're not allowed to save the attribute points. The system must force you to distribute them all before proceeding. Also, Luck should be increased by other means, maybe reputation, places visited or something like that. On the other hand, maybe I just don't understand what you mean. Did you try out the character generator demo I posted above?
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Laurenn Doylee
 
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Post » Fri May 27, 2011 6:16 am

2 * End + (Level - 1) * End * .1

150 + 150 = 300

Having 1725 health would be insanely overpowering.

Clearly you dont use FCOM -.-. 1725HP means absolutely nothing.. take it from one who has a character with 1900HP.

And.. ^^; I hope when my idea with luck is implemented that the next version is still relatively the same apart from that. Some of these ideas..which are most likely sure to be implemented(maybe not)makes this mod sound very unfun and limiting.
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George PUluse
 
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Post » Fri May 27, 2011 2:36 am

Some of these ideas..which are most likely sure to be implemented(maybe not)makes this mod sound very unfun and limiting.


Don't worry, SF seems to be inactive last time. He might have been even abandoned this project, who knows? ;)
So you prolly wont see those changes anytime soon...
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Mariana
 
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Post » Fri May 27, 2011 3:40 am

Clearly you dont use FCOM -.-. 1725HP means absolutely nothing.. take it from one who has a character with 1900HP.

And.. ^^; I hope when my idea with luck is implemented that the next version is still relatively the same apart from that. Some of these ideas..which are most likely sure to be implemented(maybe not)makes this mod sound very unfun and limiting.

How do you have 1900 HP? You must have heavily editied the ini file?
Again, please share with me your ini tweaks, as I am new to this mod, and I use tons of mods including FCOM as well.
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des lynam
 
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Post » Fri May 27, 2011 1:43 pm

And.. ^^; I hope when my idea with luck is implemented that the next version is still relatively the same apart from that. Some of these ideas..which are most likely sure to be implemented(maybe not)makes this mod sound very unfun and limiting.


The core of the mod is not going to change a lot any more. I really like the way it works at the moment, and apart from minor tweaks and other improvements (like your Luck idea), no major changes will be made to the core/default setup.

That said, I do plan on making things easier to completely customize. I think the way the mod is currently pleases as many people as possible, and only a few would be interested in major variations like Lhestris' ObXP "overhaul". However, it would be very cool to at least have the option to better customize (through plugins or some such) the way the core of the mod works - if anything, I've learnt that the more options the mod has, the better able I am to give everyone what they want :)

Don't worry, SF seems to be inactive last time. He might have been even abandoned this project, who knows? ;)
So you prolly wont see those changes anytime soon...


I've been very busy with work and other "real-life" things the last week or so, and haven't had much time to do any modding.

Rest assured, this mod is surely not abandoned though :)
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Beth Belcher
 
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Post » Fri May 27, 2011 11:28 am

Sometimes, when i open my inventory and close it my game freezes, i disabled Oblivion XP.esp and everything is normal now, anyone have this problem? i dont want to stop using Obxp

my LO
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Sarah Evason
 
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Post » Fri May 27, 2011 12:27 am

The core of the mod is not going to change a lot any more.


Except you'll be adding a BTMod version of the menus and screens. Right ? :bigsmile:
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Eire Charlotta
 
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Post » Fri May 27, 2011 1:05 pm

How do you have 1900 HP? You must have heavily editied the ini file?
Again, please share with me your ini tweaks, as I am new to this mod, and I use tons of mods including FCOM as well.

My old character used 3.0.1. So my ini settings for that is useless to you ;p. Well, she started out with ver2x.

Seriously though, having a lot of HP is not as god like for some mods. Having 85 armor rating isn't all that cracked up to be either. BUT fatigue is very important! But you don't wont too much of that. It's not set to any default value, so if you need it to grow a bit more, you should check it out.

I've been very busy with work and other "real-life" things the last week or so, and haven't had much time to do any modding.

For the record, it left a bit of a bad taste in my mouth(for a long time after as well)after I errr made my little less than prudent statement regarding your disappearances ^^;;;;;;;;;;;;;;;. So sorry for that.
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Veronica Martinez
 
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Post » Fri May 27, 2011 7:54 am

I just installed FCOM, love the way it slows leveling, but hate messing with skills and attribute multipliers (ugh). So, I was going to try nGCD or something like that when I noticed Oblivion XP. I love the idea of getting XP for finishing quests. In the vanilla system, I always feel compelled to kill EVERYTHING, because that's how you get skill increases, by fighting and killing. Well, here, I can just finish the quest any way I want.

I thought maybe Oblivion XP would clash with FCOM, but then I read here that it was basically designed for FCOM. I really want to give it a try.

How does it interact with FCOM? I'm confused as to how the level slowing of FCOM is taken into account. Confused about a lot of things. I will read the readme more thoroughly, but it didn't mention FCOM except at the beginning.

It sounds great! I'm just a little leery, mostly just because I dunno what I'm doing. (One nice thing about nGCD and that kind of mod is that it does everything for you. That's also a negative, though. I'll have no idea what it's doing!)

Hoping I know how to raise my skills and attributes myself so that I don't end up overpowering useless skills and underpowering ones I need. (I'll probably try to take a rounded approach and raise things fairly evenly. That's what I tend to do in other games that use similar systems.)

Any tips/advice would be awesome. :) I'm making a stealth character, though I don't necessarily even know what race and two focused attributes to choose (or birth sign).
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Cat
 
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Post » Fri May 27, 2011 8:02 am

One of the greatest advantages of Oblivion XP is that it is completely configurable by the ini. It need a bit of reading to understand everything correct but
it is definitely worth the effort. The main idea is that you gain experience points like in other famous rpg games. You can control the amount of experience points you get from killing,
quests everything with the ini so it is up to you how fast or slow you level up.
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Amy Melissa
 
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Post » Fri May 27, 2011 3:36 am

SirFrederik, can you change your ini fillepath on data folders from data\oblivion xp\ to data\ini on next version of Oblivion XP ? my data folder is cluttered with ini files and want to move them to one folder.
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Isabel Ruiz
 
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Post » Thu May 26, 2011 11:33 pm

hi there first of all congratulations for such excellent job, the mod is great i i really love it.

now the force ask for help :)

sometimes when figtting and killing npcs i still get the lost meshes icon on screen refering to a tokeni read the 4.5.1 arent supose to appear but i still get them im wondering if my module load order has anything to do with them appearing and if there is a way to stop them from appearing thanks in advance for any help and ligth you can give me on this :)
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Michael Korkia
 
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Post » Thu May 26, 2011 10:17 pm

Except you'll be adding a BTMod version of the menus and screens. Right ? :bigsmile:


Yep, I'll update for the next version :) Again, I have little to no time at the moment, but should be back modding next week.

SirFrederik, can you change your ini fillepath on data folders from data\oblivion xp\ to data\ini on next version of Oblivion XP ? my data folder is cluttered with ini files and want to move them to one folder.


This is probably not going to happen until I rewrite the mod in the form of an OBSE plugin, which is going to take quite a while still... sorry.

hi there first of all congratulations for such excellent job, the mod is great i i really love it.

now the force ask for help :)

sometimes when figtting and killing npcs i still get the lost meshes icon on screen refering to a tokeni read the 4.5.1 arent supose to appear but i still get them im wondering if my module load order has anything to do with them appearing and if there is a way to stop them from appearing thanks in advance for any help and ligth you can give me on this :)


Oblivion XP uses absolutely nothing anymore that is related to tokens, literally everything is accomplished through script, so it must be another mod that is causing this - unless you are using v3.0.1 of Oblivion XP?
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Emma
 
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