[RELz] Oblivion XP Update

Post » Wed Sep 01, 2010 11:58 am

Unfortunately, no. SirFrederik created his own custom message log and it is used in every single script. His little log is rather sophisticated because you can use the arrow keys to scroll through the log in various ways.

I haven't figured out quite how it works yet, so I don't have a lot to suggest. I imagine that I could create an ini setting so that you could shut if off, but there isn't anything like that right now. You can't even set the buffer size to zero because that's actual an array size and the script subtracts from that value, so you would probably crash your game. I also don't think you can do anything with the xml - at a quick glance, it looks like the scripts override what might be set in there anyway.


Thanks for the detailed info. I`m gonna check the scripts and the xml out this evening and see, what I can do about it.
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Marguerite Dabrin
 
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Post » Wed Sep 01, 2010 2:14 pm

I recently installed Oblivion XP & OOO for the first time (played through the vanilla game a few times back when it first came out, but never tried out any mods until just now), and I freaking love these two mods. Thanks for the good work.

I have a feature request...I'm guessing this is the right place to put it. Currently, the mod gives an experience reward when you mix a "new" potion -- in my experience, the detection of whether a potion is "new" or not is spotty...sometimes, for instance, I'll mix a Restore Fatigue potion, get XP for doing so, then change ingredients and mix another Restore Fatigue potion (at the same Alchemy level) and get another XP gain. Sometimes, I'll switch to an entirely different potion (say, from Restore Fatigue to Restore Intelligence) that hasn't been made at my alchemy level and not get an XP gain. Not sure if this is a bug or a mod interaction issue or what, but my feature request is a workaround method for awarding XP that I'd prefer regardless: would it be possible (or is it already somewhere?) to make it so that there is an XP award for every potion made, rather than just new ones? Personally, I'd rather have a 1 or 2 XP gain for every single potion made than a 25 XP gain for each "new" potion. Also, I'd love to be able to get a small XP award for harvesting a plant in the wild. So I guess that's actually two feature requests.

Thanks again. :)
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Chavala
 
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Post » Thu Sep 02, 2010 12:01 am

I recently installed Oblivion XP & OOO for the first time (played through the vanilla game a few times back when it first came out, but never tried out any mods until just now), and I freaking love these two mods. Thanks for the good work.

I have a feature request...I'm guessing this is the right place to put it. Currently, the mod gives an experience reward when you mix a "new" potion -- in my experience, the detection of whether a potion is "new" or not is spotty...sometimes, for instance, I'll mix a Restore Fatigue potion, get XP for doing so, then change ingredients and mix another Restore Fatigue potion (at the same Alchemy level) and get another XP gain. Sometimes, I'll switch to an entirely different potion (say, from Restore Fatigue to Restore Intelligence) that hasn't been made at my alchemy level and not get an XP gain. Not sure if this is a bug or a mod interaction issue or what, but my feature request is a workaround method for awarding XP that I'd prefer regardless: would it be possible (or is it already somewhere?) to make it so that there is an XP award for every potion made, rather than just new ones? Personally, I'd rather have a 1 or 2 XP gain for every single potion made than a 25 XP gain for each "new" potion. Also, I'd love to be able to get a small XP award for harvesting a plant in the wild. So I guess that's actually two feature requests.

Thanks again. :)


Glad to hear you're lovin' it :) And yup, this is the place for requests!

I can look at your suggestions. Actually that would probably be easier than the mechanism for detecting potion creation now! I'd have to make these optional though - there are a lot of players that actually turn all this stuff off and I've had a number of requests to make things harder! That's the nice thing about this though - with all the configuration options, it caters to a wide range of players :)

I also have to look into the ingredient harvest - I'm not sure if the game records every ingredient that's harvested - it might, I've just not looked into it. I'm also not sure if it's distinguished from harvesting ingredients from animals.

The algorithm for the potion creation is a bit odd - I'm not sure how to describe it. But yes, it is prone to error. I haven't looked at it in a bit, but if I recall correctly, it doesn't carry over between game loads either. I think it's supposed to. Anyway, as I said, I don't mind having a look at this and perhaps tweaking it a bit.
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Lucky Boy
 
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Post » Wed Sep 01, 2010 7:57 pm

Installed Oblivion XP 4.17 I changed some things in .ini file, Like disable Mana and Health regeneration. changed level up 13:36 to 12:42 and make +3 for any skill update and 0.02 for Sleeping bonus. and make a new game. 59 hours later, level 11. No problems.

The nice is see the progression of enemies and armors naturally. And I am not a killer machine. Somethimes I get my char killed, but I have full control of my character.

Suggestions:

1) Like the other user... XP for new Potions. Maybe only catch the ingredients used. If equal and the level alchemy is the same = no xp gain
2) Vampire bite... Maybe change to gain xp one time per day or per NPC or both.

Thanks.
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Kate Murrell
 
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Post » Wed Sep 01, 2010 10:23 pm

1. Thank to You for the good job
2.It seems ,It seems - I'm repeating, like You have not too good balanced relations of creatures kind , level and exp. point given for killing. Example: I've gotten near the same exp. after killed ogre ,troll, board level one. Worse I have less exp. from ogre level 1 then rat level 5 (big beast, but rat!).
3.some ideas:

- ini. option : no level up after sleep , player decides when level up.
Sometimes hold on leveling is good idea, but "realistic sleep" users can't do it.

- I wrote about it and You did not smile to this idea, but I find it very useful so I repeat (the last time, I promise) - Give option to turn off massages like this "You killed ...,level...,and got exp....". For people with not to high end comp. it will means the border between " I'm still in game" and "I can kiss my windows pulpit" is higher.
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xxLindsAffec
 
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Post » Wed Sep 01, 2010 9:56 am

1. Thank to You for the good job
2.It seems ,It seems - I'm repeating, like You have not too good balanced relations of creatures kind , level and exp. point given for killing. Example: I've gotten near the same exp. after killed ogre ,troll, board level one. Worse I have less exp. from ogre level 1 then rat level 5 (big beast, but rat!).
3.some ideas:

- ini. option : no level up after sleep , player decides when level up.
Sometimes hold on leveling is good idea, but "realistic sleep" users can't do it.

- I wrote about it and You did not smile to this idea, but I find it very useful so I repeat (the last time, I promise) - Give option to turn off massages like this "You killed ...,level...,and got exp....". For people with not to high end comp. it will means the border between " I'm still in game" and "I can kiss my windows pulpit" is higher.


1. Thank you!
2. It sounds like you are running an overhaul that is altering the level of these creatures a bit. This connects to your request about not levelling when you sleep. You might be levelling too quickly. You might try changing this line:
Set ObXPSettings.multXPNeededQuadraticSlope	to 1toSet ObXPSettings.multXPNeededQuadraticSlope	to 1.1 or 1.2


This will slow down your levelling. You may also want to change the kill parameters as well:
Set ObXPSettings.multXPKillBase 		to 5		; 5Set ObXPSettings.multXPKillBonus 		to 1		; 1Set ObXPSettings.multXPKillLevel 		to 0.3	; 0.3


In particular, you might want to change the KillLevel to 0.4 or something like that. The kill bonuses work by adding up the attributes of the NPC or creature that you killed and comparing them to your own. It also takes your level into account. The idea is that if you kill a creature that is much stronger and has a higher level than you, you will get more points for that than killing creatures that are weaker than you. If you are getting more experience points for killing a rat than killing an ogre, then you are running a mod that has altered the level and attributes of these creatures. I can't do anything about that. The algorithms that SirFrederik created for figuring how many points you need to level and how many points you get for doing various things are quite sophisticated and I will NOT be changing them :) Also, as you increase in level, you will need more points to attain the next level, so you get more points for killing things at higher levels - SirFrederik factored all that in as well.

I did respond to your previous request. I will be working to improve the performance of Oblivion XP in future releases. The messages are not the cause of your performance issues. Even if I shut them off, I don't think you would see an improvement because it's the processing "behind the scenes" that is causing the problems, not the display of the messages. Now some people have requested more configuration options for the HUD and I will be looking into providing those as well, but I don't think it will help your problem. The configuration options for the HUD would include an option to turn off messages.

If you are really having that much of a problem with performance, maybe you should consider removing some mods. Keep an eye on this thread - I will be releasing new versions of Ob XP and one of them will have the changes that will improve its performance.
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ANaIs GRelot
 
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Post » Wed Sep 01, 2010 7:35 pm

Update! Seeing as I was the one who originally requested help on this mod, I would have replied earlier but I just couldn't stop playing now that poison kills work all the time. Thank you.

Of course, no post would be complete without a bug report. I've narrowed it down to this mod, though it might be a conflict with another. Playing with the update, everything was fine for a while until I started getting pseudo-random CTDs. Not entirely random because they happen almost immediately after something dies, whether by my character or by some other actor, and not entirely predictable because it doesn't happen to everything that dies nor does it happen consistently. When I kill something and the CTD occurs, if I reload to a very recent save and kill the same enemy, the CTD doesn't occur again (usually). This happens when creatures/NPCs are fighting each other as well, and in battles with 7 or more combatants a CTD is bound to happen when something dies. The CTD can show up when killing things with the console too. It doesn't seem to matter whether the kills are sneak kills or regular ones.
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Matt Terry
 
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Post » Wed Sep 01, 2010 1:19 pm

Update! Seeing as I was the one who originally requested help on this mod, I would have replied earlier but I just couldn't stop playing now that poison kills work all the time. Thank you.

Of course, no post would be complete without a bug report. I've narrowed it down to this mod, though it might be a conflict with another. Playing with the update, everything was fine for a while until I started getting pseudo-random CTDs. Not entirely random because they happen almost immediately after something dies, whether by my character or by some other actor, and not entirely predictable because it doesn't happen to everything that dies nor does it happen consistently. When I kill something and the CTD occurs, if I reload to a very recent save and kill the same enemy, the CTD doesn't occur again (usually). This happens when creatures/NPCs are fighting each other as well, and in battles with 7 or more combatants a CTD is bound to happen when something dies. The CTD can show up when killing things with the console too. It doesn't seem to matter whether the kills are sneak kills or regular ones.


I suspect this is a resource issue. How long are you able to play before it crashes? Do you have enough RAM to use the 4GB patch? You'd need more than 4GB. Can you check in Wrye Bash and see if you're getting save game bloat? Have you tweaked any of the ini settings with regards to how often the scripts run? I would not recommend that you change any of those settings. I might even remove them from the ini. I reduced the scan radius on the kill script to try to reduce the load.

Here are the settings I'm talking about. Could you please reset them to the original values if you have changed them?
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


Also could you please the contents of your OBSE.log file? It's located in the Oblivion directory (not data).

Glad to hear the poison kills are working. Maybe you are overdoing it and taxing the system :) During testing I did raid several conjurer dens which usually meant a large melee, but my load list is relatively light (only 100 or so mods) and I'm not running any overhauls.
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Sarah Edmunds
 
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Post » Wed Sep 01, 2010 11:26 am

I suspect this is a resource issue. How long are you able to play before it crashes? Do you have enough RAM to use the 4GB patch? You'd need more than 4GB. Can you check in Wrye Bash and see if you're getting save game bloat? Have you tweaked any of the ini settings with regards to how often the scripts run? I would not recommend that you change any of those settings. I might even remove them from the ini. I reduced the scan radius on the kill script to try to reduce the load.

Here are the settings I'm talking about. Could you please reset them to the original values if you have changed them?

Also could you please the contents of your OBSE.log file? It's located in the Oblivion directory (not data).

Glad to hear the poison kills are working. Maybe you are overdoing it and taxing the system :) During testing I did raid several conjurer dens which usually meant a large melee, but my load list is relatively light (only 100 or so mods) and I'm not running any overhauls.

Did I hit a limitation of the engine if it is a resource issue? I am running Windows 7 64-bit with the 4GB patch, and I have 4 GB installed. I usually get 30 fps outside and no lag at all indoors unless there is a big battle happening. I do see a bit of save game bloat in bash but it has been there for a while, although I do see a mod (Ayleid Ruins Expanded) that has added bloat that I haven't seen before, so I will be looking into that. I did change the update intervals but I increased them quite a bit since I notice a performance hit with the default values. Changing the update intervals to the default makes the crash happen immediately instead of almost immediately, which confirms its something with this mod that is causing it. I can play for a very long time without crashing if nothing is killed anywhere around my character. If its relevant, the CTDs are the instant kind that happen with no error message.

Load order here; since no one else seemed to have reported this it might be some conflict:
Spoiler
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ini file: (I have some other settings changed but other than the script update intervals nothing that affects kills)
Spoiler
;==============================================================================;                                                                             	; This is the INI file for Oblivion XP Leveling v4.1.7; -----------------------------------------------------                       	;                                                                             	; 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 10		; 13Set ObXPSettings.skillPointsPerLevel 			to 32		; 36Set ObXPSettings.trainingSessions			to 5		; 5Set ObXPSettings.trainingCostMult			to 100		; 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 4		; 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.;; - SkeletonKeyCounts -; This determines whether you earn points for lockpicking with the Skeleton Key.; Zero (0) means no points are awarded, while one (1) means points are awarded.;==============================================================================Set ObXPSettings.multXPLevel			to 0.2	; 0.2Set ObXPSettings.multXPQuestLevel		to 0.1	; 0.1Set ObXPSettings.multXPArtifacts 		to 300	; 300Set ObXPSettings.multXPBook 			to 0		; 25Set ObXPSettings.multXPEating 			to 1		; 1Set ObXPSettings.multXPExploration 		to 30		; 30Set ObXPSettings.multXPFame 			to 100		; 50Set ObXPSettings.multXPGates 			to 200	; 200Set ObXPSettings.multXPHorses 			to 65		; 65Set ObXPSettings.multXPHouses 			to 180	; 180Set ObXPSettings.multXPInfamy 			to 100		; 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 10		; 1Set ObXPSettings.lockpicksBrokenMax		to 5		; 5Set ObXPSettings.SkeletonKeyCounts		to 0		; 0;==============================================================================; 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 200	; 100Set ObXPSettings.capLevel			to 50		; 50Set ObXPSettings.capSkills			to 200	; 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. ObXP; 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 0		; 1Set ObXPSettings.healthControlEnabled 	to 0		; 1Set ObXPSettings.magickaControlEnabled	to 0		; 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 0		; 1Set ObXPSettings.magickaReturnEnabled	to 0		; 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:; http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown;==============================================================================Set ObXPSettings.messageIcon			to 0		; 1Set ObXPSettings.messageInit			to 0		; 1Set ObXPSettings.messageSoundInit		to 0		; 1Set ObXPSettings.messageSoundLevel		to 1		; 1Set ObXPSettings.messageSoundXP		to 0		; 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 8 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 15.0		; 5.0Set ObXPSettings.scriptDelay			to 1.5		; 0.05Set ObXPSettings.scriptKillingDelay		to 1.5		; 0.1Set ObXPSettings.scriptMiscDelay		to 1.5		; 0.1Set ObXPSettings.scriptQuestDelay		to 1.5		; 1.5Set ObXPSettings.scriptUIDelay			to 1.3		; 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. Even if this is fixed by another mod, it is recommended that you; do not disable this setting.;===============================================================================Set ObXPSettings.enablePoisonFix		to 1		; 1;===============================================================================; INITIALIZATION DONE; -------------------								; WARNING: Do NOT change the following!;===============================================================================Set ObXPMain.initialized 			to 1;===============================================================================; DEBUG MODE;===============================================================================Set ObXPMain.debugMode to 0


And obse.log:
Spoiler
OBSE: initialize (version = 19.4 010201A0)oblivion root = W:\Games\Oblivion\plugin directory = W:\Games\Oblivion\Data\OBSE\Plugins\checking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\CustomSpellIcons.dllSetOpcodeBase 000025F0RegisterCommand HasAssignedIcon (25F0)RegisterCommand OverwriteSpellIcon (25F1)RegisterCommand SetSpellIcon (25F2)RegisterCommand ClearSpellIcon (25F3)plugin W:\Games\Oblivion\Data\OBSE\Plugins\\CustomSpellIcons.dll (00000001 CustomSpellIcons 00000001) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dllplugin W:\Games\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dllSetOpcodeBase 000024C0RegisterCommand emcGetDesiredMusicType (24C0)RegisterCommand emcGetSpecialMusicType (24C1)RegisterCommand emcCreatePlaylist (24C2)RegisterCommand emcPlaylistExists (24C3)RegisterCommand emcChangePlaylist (24C4)RegisterCommand emcRestoreDefaultPlaylist (24C5)RegisterCommand emcIsMusicSwitching (24C6)RegisterCommand emcSetRelativeMusicVolume (24C7)RegisterCommand emcGetRelativeMusicVolume (24C8)RegisterCommand emcPrintPlaylist (24C9)RegisterCommand emcRecreatePlaylist (24CA)RegisterCommand emcAddPathToPlaylist (24CB)RegisterCommand emcEnableBattleOverride (24CC)RegisterCommand emcDisableBattleOverride (24CD)RegisterCommand emcIsBattleOverridden (24CE)RegisterCommand emcIsPlaylistActive (24CF)RegisterCommand emcStartMusicHold (24D0)RegisterCommand emcEndMusicHold (24D1)RegisterCommand emcIsMusicOnHold (24D2)RegisterCommand emcPrintAvailablePlaylists (24D3)RegisterCommand emcPrintActivePlaylists (24D4)RegisterCommand emcPrintPlayingMusicFile (24D5)plugin W:\Games\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dll (00000001 enhanced_music_control 00000048) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dllplugin W:\Games\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)RegisterCommand FromOBSEString (23ED)RegisterCommand ToOBSEString (23EE)RegisterCommand HudT_Font (23EF)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin W:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dllplugin W:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 00000062) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\SoundCommands.dllSetOpcodeBase 00002398RegisterCommand SetMusicVolume (2398)RegisterCommand SetMasterVolume (2399)RegisterCommand SetEffectsVolume (239A)RegisterCommand SetFootVolume (239B)RegisterCommand SetVoiceVolume (239C)RegisterCommand FadeMusic (239D)RegisterCommand GetMusicVolume (239E)RegisterCommand PlayMusicFile (239F)RegisterCommand GetEffectsVolume (23A0)RegisterCommand GetFootVolume (23A1)RegisterCommand GetVoiceVolume (23A2)RegisterCommand GetMasterVolume (23A3)plugin W:\Games\Oblivion\Data\OBSE\Plugins\\SoundCommands.dll (00000001 SoundCommands 00000004) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin W:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlychecking plugin W:\Games\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin W:\Games\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedloading from C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_10.obseReading mod list from co-saveLoading strings  WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):    FormID Finder4.esp (150 strings)Loading array variablesplugin has data in save file but no handlerplugin has data in save file but no handlerplugin has data in save file but no handlerDoLoadGameHook: C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_10.essloading from C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_10.obseDoSaveGameHook: C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_11.esssaving to C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_11.obseDoSaveGameHook: C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_12.esssaving to C:\Users\RS\Documents\My Games\Oblivion\Saves\Streamsave_12.obse

User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Wed Sep 01, 2010 9:16 am

I'm surprised you're getting credit for kills at all with that timing. That script really should run every 5 seconds (the default). If you run Windows resource monitor while running Oblivion, you would probably see the memory usage climb to around 1.8 GB and then crash. See this http://www.gamesas.com/index.php?/topic/1118450-oblivion-and-memory-usage/ I have the benefit of having two monitors, so I can have it running on my other monitor while playing. Anyway I suggest following some of the tips in that thread to see if you can get the crashes down to a manageable level. I think you are already running close to the limit and when Oblivion XP's scripts kick in, it's pushing you over. Unfortunately one of the things they found in that thread is that the 4GB patch wouldn't be quite as useful if you only had 4GB installed. I bumped my ram up to 8 GB and that really helped me. I also turned on PCB in Map Marker Overhaul and that pretty much stopped the CTD's for me. I fast travel quite a bit, so having MMO do the PCB works really well for me. You could try doing a PCB just before killing something and see if that helps (just open the console and type pcb, hit enter and close the console).

I wanted to check your OBSE log to make sure I had corrected the memory leak that Ob XP did have. It would only affect people who had turned on debugging anyway, so it really shouldn't have affected anybody, but I wanted to check. Oblivion XP is fine, but Form ID Finder is leaking a bit:
Loading strings
WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat):
FormID Finder4.esp (150 strings)


I don't know if the author for Form ID finder is around, but he should be contacted and asked to fix that. The only way to fix it in your game is to fix the mod, then do a clean save without it and then reload it again. I run it in my game too, but never noticed any issues. I guess I never checked my OBSE log after using it a few times.

So I'm not really sure I would call this a mod conflict. You have a lot of "stressful" mods loaded and I really think you are running out of resources. I will be releasing another version of Oblivion XP that will have some performance improvements in it and hopefully that will help with memory usage, but that's a future release that I don't have any timing on right now. I'm still waiting for some new Bash tags for one thing. So try some of the things suggested in that thread and see if that helps. Run Oblivion Stutter Remover if you're not already. Keep me posted and we'll try to narrow the cause down some more if you continue to have trouble.
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Tammie Flint
 
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Post » Wed Sep 01, 2010 10:27 am

I just did some testing and I can rule out resource overload. I have been playing for a long time with my current load order and I have never seen this type of crash before. It's too coincidental that the crash only happens right after something dies. Performance Monitor shows that the crash still happens with Oblivion taking about 600 MB, so that probably isn't the problem. I've been running Stutter Remover and the Crash Prevention System for a while now.

It seems strange to me that the script updates every five seconds with the default settings since all xp updates are practically immediate when I use those settings, and with my current settings the delay is at most one second. For testing I went into Gutted Mine, which has a goblin occupying every square meter of that cave due to FCOM. I'm playing a sneaky character with no companions so there is no performance issues due to large battles (and there is not currently a goblin war in the mine). When I kill something it seems like there is a chance that the crash occurs; sometimes its after the first enemy killed, or it could be the 20th. On average I guess its on the 10th kill. Its definitely something to do with Oblvion XP or a conflict since if I disable it (and the Brotherhood Renewed patch) I can clear the entire cave system without this particular crash happening.

Otherwise the mod runs fine, though I need to test the misc xp bug thing.
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:)Colleenn
 
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Joined: Thu Aug 31, 2006 9:03 am

Post » Wed Sep 01, 2010 10:18 am

Version 4.1.7a Re-Uploaded

I just discovered that at some point, one of the sound files went missing from the archive. No idea how - files were in my development directory, but one of them got stripped out when I copied the directory to my build area :shrug: Anyway, I've uploaded it again and all should be good now.
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sunny lovett
 
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Post » Wed Sep 01, 2010 12:28 pm

I just did some testing and I can rule out resource overload. I have been playing for a long time with my current load order and I have never seen this type of crash before. It's too coincidental that the crash only happens right after something dies. Performance Monitor shows that the crash still happens with Oblivion taking about 600 MB, so that probably isn't the problem. I've been running Stutter Remover and the Crash Prevention System for a while now.

It seems strange to me that the script updates every five seconds with the default settings since all xp updates are practically immediate when I use those settings, and with my current settings the delay is at most one second. For testing I went into Gutted Mine, which has a goblin occupying every square meter of that cave due to FCOM. I'm playing a sneaky character with no companions so there is no performance issues due to large battles (and there is not currently a goblin war in the mine). When I kill something it seems like there is a chance that the crash occurs; sometimes its after the first enemy killed, or it could be the 20th. On average I guess its on the 10th kill. Its definitely something to do with Oblvion XP or a conflict since if I disable it (and the Brotherhood Renewed patch) I can clear the entire cave system without this particular crash happening.

Otherwise the mod runs fine, though I need to test the misc xp bug thing.


Ok, this is good information and now we get into details, if you will bear with me. Firstly, the 5 second script update isn't to process the kill itself. The kill script runs every 0.1 seconds, which you have changed to 1.5 seconds. The 5 seconds is to do a cell scan. This builds an array of all the creatures in the 8 cells surrounding the player. By setting this to 15 seconds, there's a chance you could kill something that isn't in the array. Oblivion XP doesn't detect that you've killed something as an action, rather it scans this array and if the actor is dead (an actor is a creature or an NPC), it awards the points for the kill. Now I do have a check in the script that if the array is completely empty, it will rebuild the array. I thought this was extremely unlikely, but it might be possible with your configuration.

So, does it crash after any kill or specifically after poison kills? Even if the poison doesn't kill the critter, it will cause the poison kill script to run and that is separate from the kill script. The poison kill script is not affected by any of the script timings - it works completely differently. So please let me know if you are poisoning every creature or just some. I need to know if the poison script is kicking in at all when you experience one of these crashes.
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Joanne Crump
 
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Post » Wed Sep 01, 2010 12:15 pm

Ok, this is good information and now we get into details, if you will bear with me. Firstly, the 5 second script update isn't to process the kill itself. The kill script runs every 0.1 seconds, which you have changed to 1.5 seconds. The 5 seconds is to do a cell scan. This builds an array of all the creatures in the 8 cells surrounding the player. By setting this to 15 seconds, there's a chance you could kill something that isn't in the array. Oblivion XP doesn't detect that you've killed something as an action, rather it scans this array and if the actor is dead (an actor is a creature or an NPC), it awards the points for the kill. Now I do have a check in the script that if the array is completely empty, it will rebuild the array. I thought this was extremely unlikely, but it might be possible with your configuration.

So, does it crash after any kill or specifically after poison kills? Even if the poison doesn't kill the critter, it will cause the poison kill script to run and that is separate from the kill script. The poison kill script is not affected by any of the script timings - it works completely differently. So please let me know if you are poisoning every creature or just some. I need to know if the poison script is kicking in at all when you experience one of these crashes.

About the 15 second cell scan, I have seen times when I change cells and quickly kill something I don't get the xp, but it never results in a crash, of course. In the mass-kill-goblins test I didn't use poisons at all since sneak kills are one-hit kills anyway. I used a poison on a boss-level goblin, which died from it without crash but that might just be a coincidence. Actually, since the crash happens with non player kills too the problem might be with the cell scan process. This never happened with 4.1.5 and maybe 4.1.6 ( I didn't play for a while but kept up with mod updates).
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Stephani Silva
 
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Post » Wed Sep 01, 2010 1:19 pm

About the 15 second cell scan, I have seen times when I change cells and quickly kill something I don't get the xp, but it never results in a crash, of course. In the mass-kill-goblins test I didn't use poisons at all since sneak kills are one-hit kills anyway. I used a poison on a boss-level goblin, which died from it without crash but that might just be a coincidence. Actually, since the crash happens with non player kills too the problem might be with the cell scan process. This never happened with 4.1.5 and maybe 4.1.6 ( I didn't play for a while but kept up with mod updates).

What do you mean by "non player kills"? I noticed you mentioned this previously. Do you mean a companion kill (i.e. a follower)? Or somebody completely unrelated to you? If it's somebody unrelated, then that's interesting because Ob XP should stop processing immediately if the kill was by someone outside your little "group".
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Dale Johnson
 
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Post » Wed Sep 01, 2010 10:57 am

What do you mean by "non player kills"? I noticed you mentioned this previously. Do you mean a companion kill (i.e. a follower)? Or somebody completely unrelated to you? If it's somebody unrelated, then that's interesting because Ob XP should stop processing immediately if the kill was by someone outside your little "group".

That means anyone that is not the player, which includes goblins in a war with other goblins and kills from the console.
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Nicola
 
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Post » Thu Sep 02, 2010 1:29 am

I just downloaded this mod to give it a try. I tried on a new game and also attempted to change over one of my save games from nGCD to this mod. I get a message that this mod initializes in each. I do not see any differences in the HUD or the menus. On the save game, I did get a message about redistributing points. When I click yes, I get the Vanilla level up screen instead of the one from this mod. Any idea what is going on?
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Jerry Cox
 
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Post » Wed Sep 01, 2010 6:53 pm

I just downloaded this mod to give it a try. I tried on a new game and also attempted to change over one of my save games from nGCD to this mod. I get a message that this mod initializes in each. I do not see any differences in the HUD or the menus. On the save game, I did get a message about redistributing points. When I click yes, I get the Vanilla level up screen instead of the one from this mod. Any idea what is going on?


You have to use OBMM to install this. Follow the instructions in the readme 4.1.7a.pdf file to create an omod and install it that way. A script has to run to set the menus up properly.
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Spooky Angel
 
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Post » Wed Sep 01, 2010 11:29 am

That means anyone that is not the player, which includes goblins in a war with other goblins and kills from the console.


Well I'm not sure what you're up to, but Oblivion XP should be aborting as soon as it detects that neither the player character or a companion is involved in the kill.
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sexy zara
 
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Post » Wed Sep 01, 2010 3:14 pm

You have to use OBMM to install this. Follow the instructions in the readme 4.1.7a.pdf file to create an omod and install it that way. A script has to run to set the menus up properly.


That worked, thanks. I have never successfully built an OMOD before. I think I figured out why now.
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Shannon Marie Jones
 
Posts: 3391
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Post » Wed Sep 01, 2010 5:08 pm

Ok this is simply awesome, today i finally got my new Oblivion DVD after my computer took a bite out of the previous OB DVD...and i see that a new version of one of my favorite OB mods is out, thanks andalaybay. :D
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Cartoon
 
Posts: 3350
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Post » Wed Sep 01, 2010 12:30 pm

Hi there,

I think I have a bug with Oblivion XP. In the ini, Set ObXPSettings.trainingSessions is set to 5 (the default, I believe), and has been set that way since the start of my current game. My character is currently level 9, and the in-game journal reports that I've had 17 training sessions (which sounds like about the correct number to me, adding up what I know I've trained), but trainers say that I only have 1 available training session, and when I train once, trainers tell me that I have used up all my training sessions for that level. Pretty sure I should still have either 22 or 27 sessions remaining after that 18th, depending on whether I'm supposed to get sessions for level 1.

edit: Also, advancing a level only gave me 1 additional training session.
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Emily Martell
 
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Post » Wed Sep 01, 2010 9:38 pm

Hi there,

I think I have a bug with Oblivion XP. In the ini, Set ObXPSettings.trainingSessions is set to 5 (the default, I believe), and has been set that way since the start of my current game. My character is currently level 9, and the in-game journal reports that I've had 17 training sessions (which sounds like about the correct number to me, adding up what I know I've trained), but trainers say that I only have 1 available training session, and when I train once, trainers tell me that I have used up all my training sessions for that level. Pretty sure I should still have either 22 or 27 sessions remaining after that 18th, depending on whether I'm supposed to get sessions for level 1.


With ObXPSettings.trainingSessions set to 5, you should have 45 training sessions available (if you had never trained). Could you please copy the following into a new text file:

getPCMiscStat 3
getGameSetting iTrainingSkills
show ObXPmain.prevTrainingSessions

Save the file as ObXPDebug.txt

Copy that file into your Oblivion folder. This is your game folder where the Oblivion.exe is located.

Load up your game, open the console and type this:

bat ObXPDebug.txt

Press enter. Each command will run and output some numbers. Scribble those numbers down and let me know what the values are. If you are running Conscribe, you could just copy the contents of the log. If you're having a hard time reading the output, you could take a screenshot of the screen with the console open (and the output displayed) and post it somewhere.

Alternatively you could just type those three commands into the console, but it's easy to make a typing mistake if you're not familiar with the commands. By the way, when typing stuff into the console, it's not case sensitive, so you could type everything in lowercase if you want - I just used capital letters for clarity.
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Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed Sep 01, 2010 11:10 pm

Here you go...

> GetPCMiscStat 3
Player misc stat value 18.00
> Get GameSetting iTrainingSkills
GameSetting iTrainingSkills >> 1
> Show ObXPmain.prevTrainingSessions
Script 'SysWindowCompileAndRun' line 1:
Unknown Variable or Function 'prevTrainingSessions'.
Script 'SysWindowCompileAndRun line 1:
Missing parameter Float.
Compiled script not saved!

Hope that helps. Let me know if you need anything else.
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Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Wed Sep 01, 2010 8:47 pm

Which version are your running? If you're not running 4.1.7a, could you upgrade please? This was all fixed in 4.1.7 - it was severely busted before then :) Follow the upgrade instructions in the Oblivion XP Readme 4.1.7a.pdf. You don't need to do a clean save or anything like that. Just back up your ini file first and transfer the changes from your old ini file to the new - do NOT copy your old ini file over - there were new settings added in 4.1.7. Follow the instructions in the readme and you should be fine :) I have posted the readme on the Nexus download page as well, if that makes it easier. Just select View Readme from the options menu to the right of the description area.

Anyway other than telling me there is something wrong with your install if you are running 4.1.7+, it also tells me that you have trained 18 times up until now, so you should have 27 training sessions available.
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Alisha Clarke
 
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