[WIP] Oblivion XP Update

Post » Thu Apr 07, 2011 11:36 am

An update to this excellent mod would be very much appreciated. :bowdown:

Especially if it fixes and old problem that has come up once again, which is not getting XP from poison kills.

Or at least I'm having that problem with the latest version. May have something to do with T.I.E.? Idk. I doubt it.


Why do I get the sinking feeling that I've just signed up for a life-long commitment? :)

It could be a mod conflict, although I don't know if it's with TIE in particular. Oblivion XP takes the poison effect and adjusts it's duration manually. It checks to see if you have a poisoned weapon equipped, then clones that weapon, applies the new poison effect and then re-equips the "fixed" weapon on the player. So if a mod messes around with poison effects, then this could interfere with Ob XP's ability to detect the condition and apply the fix.

Do you happen to know if TIE does anything to poison effects?
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ShOrty
 
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Post » Thu Apr 07, 2011 4:22 pm

Why do I get the sinking feeling that I've just signed up for a life-long commitment? :)

It could be a mod conflict, although I don't know if it's with TIE in particular. Oblivion XP takes the poison effect and adjusts it's duration manually. It checks to see if you have a poisoned weapon equipped, then clones that weapon, applies the new poison effect and then re-equips the "fixed" weapon on the player. So if a mod messes around with poison effects, then this could interfere with Ob XP's ability to detect the condition and apply the fix.

Do you happen to know if TIE does anything to poison effects?
The only thing I know of that TIE does concerning poisons is create some new ones like the hunting poison. As for effects in general, I don't think it touches anything. I can go on the TIE thread and ask just to be safe if you want, though I doubt it does anything to completely screw over the poison system.

Oh, and according to this comment on TES Nexus for Oblivion XP, I can assume it's not fully related to TIE (unless this user uses it).

@SirFrederik: I can't seem to get poison (specifically my own custom potions) to give me kill XP. I use a number of other mods but have taken care to load this one last, beyond that I can't think of anything to solve the problem. It wouldn't be a problem if my character wasn't trying to use poison as a primary killing mechanic.


There's also this reply in the old Oblivion XP thread http://www.gamesas.com/index.php?/topic/1098030-relz-oblivion-xp/page__view__findpost__p__16213747. As you can see by their modlist, they don't use TIE and they report inconsistently getting XP from poison kills.
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Melissa De Thomasis
 
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Post » Thu Apr 07, 2011 5:14 am

The only thing I know of that TIE does concerning poisons is create some new ones like the hunting poison. As for effects in general, I don't think it touches anything. I can go on the TIE thread and ask just to be safe if you want, though I doubt it does anything to completely screw over the poison system.

Oh, and according to this comment on TES Nexus for Oblivion XP, I can assume it's not fully related to TIE (unless this user uses it).

There's also this reply in the old Oblivion XP thread http://www.gamesas.com/index.php?/topic/1098030-relz-oblivion-xp/page__view__findpost__p__16213747. As you can see by their modlist, they don't use TIE and they report inconsistently getting XP from poison kills.

Just to clarify, are you looking for the npc to die from your poison? You are not hacking him with a sword or whatever, but waiting for the poison to kill him, correct? I have always understood that the poison system in Oblivion is busted, but I don't worry about killing using this method, so I haven't investigated it very much. I will investigate and see what I can determine regarding this issue.
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~Amy~
 
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Post » Thu Apr 07, 2011 3:04 pm

Just to clarify, are you looking for the npc to die from your poison? You are not hacking him with a sword or whatever, but waiting for the poison to kill him, correct? I have always understood that the poison system in Oblivion is busted, but I don't worry about killing using this method, so I haven't investigated it very much. I will investigate and see what I can determine regarding this issue.
Pretty much yes. I mean I'm not entirely waiting on the poison to kill them if I'm in a sword fight, but you're basically right on that.
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Marion Geneste
 
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Post » Thu Apr 07, 2011 7:58 am

Pretty much yes. I mean I'm not entirely waiting on the poison to kill them if I'm in a sword fight, but you're basically right on that.


Ok, thanks for the clarification. I primarily use magic, but I have had poison kills work. As I said, I'll do more investigating and perhaps some inquiries to see how the poison system works.

Last question: for your poison kills, how long is the duration that isn't working? SirFrederik set the duration to four times the default, so I might have to find another mechanism to set the duration, if possible.
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kyle pinchen
 
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Post » Thu Apr 07, 2011 8:55 pm

Last question: for your poison kills, how long is the duration that isn't working? SirFrederik set the duration to four times the default, so I might have to find another mechanism to set the duration, if possible.

I'm sorry, but I don't quite understand what you're asking. Are you asking how long the duration of said poison is, or how long it takes someone to die from said poison?

I'm sorry I'm confused.
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Killah Bee
 
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Post » Thu Apr 07, 2011 3:51 pm

I'm sorry, but I don't quite understand what you're asking. Are you asking how long the duration of said poison is, or how long it takes someone to die from said poison?

I'm sorry I'm confused.


No problem! I was wondering how long the stated duration of the poison is supposed to be. What the statistics are when you hover the cursor over it in your inventory. If you happen to know who long it takes for someone to die from it, that might be handy to know to, but I would imagine that that would be subjective.
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Carys
 
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Post » Thu Apr 07, 2011 1:06 pm

I think a patch would be impractical in this case. I will be modifying most of the scripts, clearing out some quests and creating some new ones. Basically I don't think there will be very much that I won't be touching, so I think it would be better to simply release a new version. I'd also like to ensure that people with a large number of mods are able to run this too, so one less plugin might be appreciated.

I will be looking for testing assistance if I get the go-ahead. I'm running Supreme Magicka, but I will need people running the big overhauls and the other magic overhauls.

FCom, SM + lame + Fearsome Magica. 340 mods.Conscribe , Refscope logs if you wish. If you want me as a tester, I'm in. wkomarecki@wp.pl
P.S.
Private detailes of my hardware too. CPU uesing maybe.
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carly mcdonough
 
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Post » Thu Apr 07, 2011 7:58 am

FCom, SM + lame + Fearsome Magica. 340 mods.Conscribe , Refscope logs if you wish. If you want me as a tester, I'm in. wkomarecki@wp.pl
P.S.
Private detailes of my hardware too. CPU uesing maybe.

Great! Thank you.

I should be ready to release something soon. I'm just waiting for my copy of SI to arrive so I can compile all the scripts properly :)
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Nomee
 
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Post » Thu Apr 07, 2011 8:46 pm

If you can make OXP less CPU hungry ...
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I love YOu
 
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Post » Thu Apr 07, 2011 1:36 pm

No problem! I was wondering how long the stated duration of the poison is supposed to be. What the statistics are when you hover the cursor over it in your inventory. If you happen to know who long it takes for someone to die from it, that might be handy to know to, but I would imagine that that would be subjective.

Ah. That's what I thought. Anyways, the poisons I'm making so far last for about 12 seconds, and they're damage health just in case you needed to know that as well.
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James Hate
 
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Post » Thu Apr 07, 2011 11:11 pm

Ah. That's what I thought. Anyways, the poisons I'm making so far last for about 12 seconds, and they're damage health just in case you needed to know that as well.

Great, thanks. That sounds like something I can do as well (make damage health with similar duration). I'm trying to reach master in alchemy to make drain health - I've found those quite effective as well.
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J.P loves
 
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Post » Thu Apr 07, 2011 11:34 am

Ok, well that tells me that the miscellaneous stats are being recorded properly. I expected that. When you load a game, you do get the message that Oblivion XP has initialized, right? I'm also assuming that you are getting XP for other actions, just not the misc. ones.

Yeah, it is exactly what you say! :thumbsup:
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Lizs
 
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Post » Thu Apr 07, 2011 3:59 pm

Yeah, it is exactly what you say! :thumbsup:


Ok, so I'll have to include some debugging statements in the first release so I can figure out what this script is doing. I can't get at the variables I need right now with the console.
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Nauty
 
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Post » Thu Apr 07, 2011 2:40 pm

Hi Andalaybay,

I'd be very happy to play your improved release of OXP!

Thanks and keep up the good work :)
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Campbell
 
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Post » Thu Apr 07, 2011 11:28 am

I play with Oblivion XP a lot. This news made me create a account here. :)

Suggestions:

1) When the character reach 25, 50, 75 and 100 for skills by level up, Oblivion XP show messages about new powers of skills. I never remember my new powers of bows, sneak or blade.

2) Change the formula for Health regeneration. It is too fast. My Mage regenerates Health faster than Mana.

3) New character <10 is boring. Change de formula to a progress a bit faster at start.

4) Option to let other skills, like merchant, work without OXP take control over it.

Bugs:

1) If you kill with bow and sneak with a single shot, some times you get the murder status killing Bandits, Marauders, Vampires. Just play with a good character and see how many murderes you have.

Thanks. :)
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Emma
 
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Post » Thu Apr 07, 2011 6:24 pm

I play with Oblivion XP a lot. This news made me create a account here. :)


Welcome to the forums!
Suggestions:

1) When the character reach 25, 50, 75 and 100 for skills by level up, Oblivion XP show messages about new powers of skills. I never remember my new powers of bows, sneak or blade.


This annoys me too, although I'm not sure if there's anything I can do about it. I'll have a look.

2) Change the formula for Health regeneration. It is too fast. My Mage regenerates Health faster than Mana.

3) New character <10 is boring. Change de formula to a progress a bit faster at start.


These are configurable in the ini. Personally I disabled heath regeneration altogether. If you want it on but have a slower rate, try setting the heatlhReturnBase to 0.5 and the healthReturnMult to 0.015 or even 0.01.
After changing them, the lines should look like this:
Set ObXPSettings.healthReturnBase to 0.5 ; 0.75
Set ObXPSettings.healthReturnMult to 0.015 ; 0.02

The rate of progress is determined by the settings in the XP NEEDED TO LEVEL section of the ini. I'm assuming that you want to decrease the points needed to level.
The easiest value to change is the multXPNeeded. If you want to level faster, change that to 0.75 or 0.5 Once you've reached level 10, you can change the value back to 1 to slow down your progress again. The other variable that you could change is the multXPNeededQuadraticSlope. I actually wanted to level slower, so I changed this value to 1.2 and it worked really well. If you want to level faster, I'd try changing this to 0.9. I suggest only changing one of the settings at a time. Change the setting, load the game and see what impact it has on the number of points you need to achieve the next level. You can continue to tweak those values until you get something you like.

I won't change the formulae themselves because SirFrederik put a lot of effort into anolyzing the whole package. If I start changing the formulae, then I have to consider the impact on all facits of the mod, including the number of points awarded for all the actions. There are also third party mods that have Oblivion XP support built in and altering the formulae could impact those as well.

4) Option to let other skills, like merchant, work without OXP take control over it.


This isn't possible due to the relationship between skills and attributes. Oblivion XP has suspended that relationship and it won't be possible to turn it back on for some skills.

Bugs:

1) If you kill with bow and sneak with a single shot, some times you get the murder status killing Bandits, Marauders, Vampires. Just play with a good character and see how many murderes you have.

Thanks. :)


This isn't an Oblvion XP bug :) Oblivion XP doesn't alter the killing mechanic of the game, it just uses the miscellaneous statistics that the game engine records to detect a kill and award the points accordingly. Do you have another mod that might be causing this? I sneak kill bandits etc. all the time with magic (I have a magic overhaul that allows sneak magic attacks) and I've never had a murder tallied against me. The one area I do have a problem with are the Deep Ones in the Hackdirt. I suspect that they are not immediately hostile and you have to wait until they turn hostile before attacking. So if you have a mod that makes bandits and whatnot not immediately hostile, then you will incur a murder if you sneak kill them.

Thanks for the suggestions and support!
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Lexy Corpsey
 
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Post » Thu Apr 07, 2011 10:27 pm

Since Oblivion XP is one of the few 'must-have' mods that I would never play without I would appreciate an update a lot. The only bug that matters to me is the conjurer/summon bug though.

I've tried the 'training sessions carry over to the next level' feature, but it didn't work for me. Made my own http://www.tesnexus.com/downloads/file.php?id=31578 instead. It's quite simple, but it works and makes the useless personality attribute a bit more useful.

I don't care about the health/fatigue/magicka control stuff, no idea what it has to do with a leveling mod anyway. I disabled all the features.

I've adjusted Oblivion XP for my own use a bit, maybe you'd like to implement some of the features as optional ini settings as well. For me they work perfectly and make the mod even better:

1. Amount of points you can raise a skill per level up is limited, similar to the already existing setting for attributes. This prevents the problem that for example you can raise your blade skill by 18 points during one level up and once you hit the perk cap you have to wait a long time until you can raise the skill again. I'm not a big fan of the perk cap anyway, I've disabled it. The amount of points you can spend depends on your specialization. In my game I can raise a major and specialized skill by 5 points per level, a major or specialized skill by 4 points and a minor skill by 3 points.

2. Skills points above 50 cost +1 ObXP skill point and skills above 75 cost +2 points. Like a major and specialized skill would cost 3 normally, above 50 it costs 4 and above 75 it costs 5. That makes it more interesting to me. You can choose whether you want lots of mediocre skills but almost no highly trained skills or a decent amount of highly trained skills and a lot of weak skills. If you want to bring a skill from 75 to 100 you need to spend much more points than if you want to bring it from 25 to 50 for example. This feature is also interwoven with the first feature, the higher the skill point cost, the less you can increase a skill per level. That way I don't need a level/perk cap, if I start a major and specialized skill with 30 I need to reach level 18 before I can be at 100 (and only if I constantly spend the max points possible on that skill when leveling up). For non-major and/or non-specialized skills it takes even longer.

Of course you have to raise the skill point value for 2 (I have 48 instead of 36).

Just a few suggestions, it works very well in my game and it makes it even harder to choose what to do with your points and makes choosing your majors and specialization immensely important.
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Cameron Garrod
 
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Post » Thu Apr 07, 2011 6:54 pm

Since Oblivion XP is one of the few 'must-have' mods that I would never play without I would appreciate an update a lot. The only bug that matters to me is the conjurer/summon bug though.

I've tried the 'training sessions carry over to the next level' feature, but it didn't work for me. Made my own http://www.tesnexus.com/downloads/file.php?id=31578 instead. It's quite simple, but it works and makes the useless personality attribute a bit more useful.

I don't care about the health/fatigue/magicka control stuff, no idea what it has to do with a leveling mod anyway. I disabled all the features.

I've adjusted Oblivion XP for my own use a bit, maybe you'd like to implement some of the features as optional ini settings as well. For me they work perfectly and make the mod even better:

1. Amount of points you can raise a skill per level up is limited, similar to the already existing setting for attributes. This prevents the problem that for example you can raise your blade skill by 18 points during one level up and once you hit the perk cap you have to wait a long time until you can raise the skill again. I'm not a big fan of the perk cap anyway, I've disabled it. The amount of points you can spend depends on your specialization. In my game I can raise a major and specialized skill by 5 points per level, a major or specialized skill by 4 points and a minor skill by 3 points.

2. Skills points above 50 cost +1 ObXP skill point and skills above 75 cost +2 points. Like a major and specialized skill would cost 3 normally, above 50 it costs 4 and above 75 it costs 5. That makes it more interesting to me. You can choose whether you want lots of mediocre skills but almost no highly trained skills or a decent amount of highly trained skills and a lot of weak skills. If you want to bring a skill from 75 to 100 you need to spend much more points than if you want to bring it from 25 to 50 for example. This feature is also interwoven with the first feature, the higher the skill point cost, the less you can increase a skill per level. That way I don't need a level/perk cap, if I start a major and specialized skill with 30 I need to reach level 18 before I can be at 100 (and only if I constantly spend the max points possible on that skill when leveling up). For non-major and/or non-specialized skills it takes even longer.

Of course you have to raise the skill point value for 2 (I have 48 instead of 36).

Just a few suggestions, it works very well in my game and it makes it even harder to choose what to do with your points and makes choosing your majors and specialization immensely important.


These are definite possibilities because I think I could implement them and still have them as options in the ini. I'd be hesitant to change anything that wouldn't be configurable - that's one of the best things about this mod. Personally, I'm a jack of all trades, so I wouldn't use the specializations in the same way, but having a mod that suits different playing styles is one of this mod's strengths.

I've also disabled the health/magicka regen. And a lot of the miscellaneous point rewards too :)
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Maya Maya
 
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Post » Thu Apr 07, 2011 11:25 am

Ah. That's what I thought. Anyways, the poisons I'm making so far last for about 12 seconds, and they're damage health just in case you needed to know that as well.


Good news and, well, it's not bad news yet...

Good news is I can replicate this, so it's not another mod causing issues.

Bad news is I don't get XP for the kill :) I actually have a recipe for a very cool poison that was really interesting to watch. I name my poisons by effect (sorry no imaginative names here), so this one is called Burden-Damage Health-Fire-Shock Damage. The damage health, fire damage and shock damage go for about 30 sec (I'm an expert alchemist with master equipment). Anyway the cool thing was I could stand there and watch the damage! The bandit looked like she was being hit with a shock spell and would cry out every time the shock damage took effect. She finally fell over right in front of me. I must admit I've never done that before in all my years of playing. I usually just keep whacking at them until they're dead. I'm pretty sure I've gotten credit for poison kills in the past though (I seem to remember seeing the message). Ob XP displays a special message when you get a poison kill.

Anyway, I will have to debug the script and see what's going on. SirFrederik is evaluating a lot of magic effects in this particular script and he's trying to manually count down the duration and checks if the damage done is enough to kill the actor. He then manually updates the two statistics that record kills. The script correctly recognized that I had applied a poison, so that part is working.

So, lots of debugging to do, but I can replicate this. It may wind up depending on what functions OBSE has available to detect the conditions...
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Darren Chandler
 
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Post » Thu Apr 07, 2011 11:59 am

Great! Thank you.

I should be ready to release something soon. I'm just waiting for my copy of SI to arrive so I can compile all the scripts properly :)


Looking forward to it :)
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Taylah Haines
 
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Post » Fri Apr 08, 2011 12:13 am

1) When the character reach 25, 50, 75 and 100 for skills by level up, Oblivion XP show messages about new powers of skills. I never remember my new powers of bows, sneak or blade.


That happens when you finish the level up with a skill exactly at those values. If you go from 70 to 76, for example, you won't see it, but if you stop at 75 you will see it.

1) If you kill with bow and sneak with a single shot, some times you get the murder status killing Bandits, Marauders, Vampires. Just play with a good character and see how many murderes you have.


That's a bug from Reneer's Guard Overhaul. It started with 2.5. I don't know if 2.52 fixed it or not.
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Trey Johnson
 
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Post » Thu Apr 07, 2011 10:09 am

That happens when you finish the level up with a skill exactly at those values. If you go from 70 to 76, for example, you won't see it, but if you stop at 75 you will see it.

That's a bug from Reneer's Guard Overhaul. It started with 2.5. I don't know if 2.52 fixed it or not.


Lost4Ever was referring to the nice little messageboxes that used to pop up when you reached a new level of mastery in skills. These messageboxes don't appear because Oblivion XP uses a custom level up screen. I remember that there were some issues there, so if I can fix it, I will. I like the reminders too :) You will get them if you reach those levels via training, but not in the level up screen.

Yeah I thought that there were a couple of mods out there with that bug.
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Kahli St Dennis
 
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Post » Thu Apr 07, 2011 11:21 pm

The "no credit for poison kills bug" appears to be licked :) I've updated the OP with the details. I will create a new thread once I release the first of the updates later next week (if SI arrives on time :))
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jessica breen
 
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Post » Thu Apr 07, 2011 9:15 am

The "no credit for poison kills bug" appears to be licked :) I've updated the OP with the details. I will create a new thread once I release the first of the updates later next week (if SI arrives on time :))

That's very good to hear. :celebration:

Once again, thank you for your efforts. I can't wait to see the finished update and have it installed in my game. My Argonian Assassin will thank you. :tops:
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Farrah Barry
 
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