[RELz] Oblivion XP Update

Post » Wed Sep 01, 2010 9:46 pm

Ok, I tracked this down. I misled you earlier. It turns out that if you are running Darnified UI or Dark DarN, that menu is NOT replaced at all. You should have the Dark DarN version of that menu. That's part of the reason why you need to install this with OBMM.

But doing things the manual way, screwing up and bugging the modders is half the fun! ;) Thanks for clearing it up.
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Lizbeth Ruiz
 
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Post » Wed Sep 01, 2010 9:29 pm

But doing things the manual way, screwing up and bugging the modders is half the fun! ;) Thanks for clearing it up.


Careful - women have very loooonnnngggg memories :) Glad you got it sorted.
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Alyesha Neufeld
 
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Post » Wed Sep 01, 2010 9:26 pm


Edit: Actually I just managed to reproduce it! I was trying to kill a boar.



Thank god. For a small time, I thinking: "My Oblivion Goty is crazy, here."

Maybe some creatures have Poison resistence. I don't know.

My previous saves are lost, then I only can do tests starting a new game. I will do more tests with debug on and post here tomorrow, with load order.

Thanks for the support. :)

Edit I am not using Unnecessary Violence.
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Amber Hubbard
 
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Post » Wed Sep 01, 2010 4:56 pm

Thank god. For a small time, I thinking: "My Oblivion Goty is crazy, here."

Maybe some creatures have Poison resistence. I don't know.

My previous saves are lost, then I only can do tests starting a new game. I will do more tests with debug on and post here tomorrow, with load order.

Thanks for the support. :)

Edit I am not using Unnecessary Violence.

Well your Oblvion GOTY is probably going crazy, but we'll do our best to restore some sanity :)

Yeah, the script takes resistances into account (both elemental and poison). I think that there's something almost undetectable here. I know that there was some debate about two of the animals, one of them being boars, about whether they should have certain resistances or not and whether the UOP removed them. That might be the issue here. Goblins are really weird too. But their resistances shouldn't be to poison - I don't think!

Anyway I've got some other ideas that I'm going to try. I'll pm you as well.
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Kit Marsden
 
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Post » Wed Sep 01, 2010 11:36 am

Hey Andalaybay

Here`s my UI, showing the Oblivion XP level progress bar as a fourth status bar:

http://www5.pic-upload.de/28.10.10/4pai6fm9f4q6.jpg

Used Mods:

DarNified UI (tweaked to look like Immersive Interface)
Oblivion XP
HUD Status Bars
Immersive Crosshair (made by myself, you`ll notice the yellow dot)
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Chrissie Pillinger
 
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Post » Wed Sep 01, 2010 5:27 pm

Hey Andalaybay

Here`s my UI, showing the Oblivion XP level progress bar as a fourth status bar:

http://www5.pic-upload.de/28.10.10/4pai6fm9f4q6.jpg

Used Mods:

DarNified UI (tweaked to look like Immersive Interface)
Oblivion XP
HUD Status Bars
Immersive Crosshair (made by myself, you`ll notice the yellow dot)


Yeah I saw that in TNO's thread. Looks very nice, but what's this 4.1.5 stuff? :) And as I said in the other thread, 4.1.7 will be out in a day or two. No HUD changes yet though.

That does look really good. I will definitely recommend TNO's mod to people who want more display options.
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GLOW...
 
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Post » Wed Sep 01, 2010 9:26 pm

what about a combination of both, OOO + Oblivion XP?

OOO can be setup individually how slow/fast a skill raises.
OXP stays as is, BUT leaves the OOO let skill raise, too

which means exactly f.e.:

you can raise the skill "lockpicking" by using it from 15 to 16, just like vanilla oblivion was. (maybe with or without possibility to count towards a second level-up, maybe for later versions of OOO/OXP)
you can additionally raise the "lockpicking" til his cap to 25 from OXP level-up (PC level 5+)

best system for me would be a slowed down by 3x-6x usage of skill counting to a level-up progress AND the XP for level-up progress. either or...
so two level-up bars would be raising.
but this is optional, i'd be pleased if at least the skill advance stays the same (with slowdown) like vanilla.

if there's already a similar mod/plugin, i'm very curious about it! please let me know

regards
jed
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Dorian Cozens
 
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Post » Wed Sep 01, 2010 6:52 pm

what about a combination of both, OOO + Oblivion XP?

OOO can be setup individually how slow/fast a skill raises.
OXP stays as is, BUT leaves the OOO let skill raise, too

which means exactly f.e.:

you can raise the skill "lockpicking" by using it from 15 to 16, just like vanilla oblivion was. (maybe with or without possibility to count towards a second level-up, maybe for later versions of OOO/OXP)
you can additionally raise the "lockpicking" til his cap to 25 from OXP level-up (PC level 5+)

best system for me would be a slowed down by 3x-6x usage of skill counting to a level-up progress AND the XP for level-up progress. either or...
so two level-up bars would be raising.
but this is optional, i'd be pleased if at least the skill advance stays the same (with slowdown) like vanilla.

if there's already a similar mod/plugin, i'm very curious about it! please let me know

regards
jed


Oblivion XP has to take total control of your levelling and skill improvement. It's all an integrated package and I can't split out bits and pieces. Now Phitt made some suggestions to alter how you can spend skill points and how many skill points it takes to improve a skill once you hit certain levels of mastery. Basically it would cost more to increase a skill once that skill was journeyman level or higher. I plan to implement these changes in a future release. They would all be configurable in the ini file, so if you didn't want to use this new system, you wouldn't have to.

You might find that this is more to your liking and lines up better with what you are suggesting. I will be releasing a new version shortly, so I would say these changes would be in the version after that, if all goes well :)
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Rebecca Dosch
 
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Post » Wed Sep 01, 2010 1:25 pm

ok, if it has to take over total control, why not.

i recommend options for using OXP standalone and additionally along with OOO, because OOO is a very popular addon. this could be easily done with some settings of OXP or OOO disabled i think.
OOO changes the environment and monster levels, i don't think the idea of OXP is to match that, but going its own ways of leveling philosophies, so OOO + OXP is not what intented by resp. each of them standalone i guess.

so at this time it's a decision either use OOO or use OXP (for leveling/balancing change purpose)

i like the OOO for its environment changes, that is for short static monster levels, more factions, new AI etc. and it is balanced for using it _standalone_
if set OXP on top i reckon it is not balanced anymore, but i do like the fallout 3/new vegas style of leveling up very much! but the skill progress if using a particular skill is also very nice! and the environment like OOO changes it is also very appreciated...

the more experienced users with both addons in use might help me out

regards
jed
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Kanaoka
 
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Post » Wed Sep 01, 2010 5:03 pm

Re Friends of Oblivion XP - if I want to add experience points to quests in my mods, I need an understanding of what's already contributing without any changes, and what needs to be added.

For example, if a quest is a "paperchase" where you solve clues to find the next one and discover a reward at the end. I'd expect to have to add XP points for solving each step of the chain, plus a slightly larger one at the end, rather than just give a "lump sum" for the entire quest. This is because clue-solving would not be something OXP already covers. However, if the quest involves clearing all the mobs in a dungeon, I'd expect OXP to be counting my kills already and only give a clearance bonus. However, the description of quest bonuses implies otherwise, if you need to reward completion differently, it looks like the work you do inside the quest isn't being captured.

I also need some idea of how to balance sneak versus fight XP when the player has to get past someone guarding something. I assume the intent is to reward equally and not bias the player's choice. There are probably other balance questions, but this makes a good example. Does the mod need to do anything, or is the use of sneak or combat being picked up by OXP, so I don't need to bother with anything but the "reach the target" award?

Can you clarify?
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Lynne Hinton
 
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Post » Wed Sep 01, 2010 4:44 pm

OOO changes the environment and monster levels, i don't think the idea of OXP is to match that, but going its own ways of leveling philosophies, so OOO + OXP is not what intented by resp. each of them standalone i guess.


I disagree, OOO just makes it so you can encounter any level of creatures at any level your character currently has (hence static environment). Meaning you could end up fighting elder vampires or something as a level 1. Other than that, the only "levelling philosophy" OOO has is making Vanilla levelling a lot slower, since it was way too easy to spam a few spells to get your levels up ludicrously fast.

OXP actually works really great with a static environment. Since going through the hardship of killing the aforementioned example of an elder vampire will actually be rewarded with an appropriately scaled amount of experience, which allows you to level a lot faster, which allows you to spend points in all of your skills equally as you see fit, thus making your character stronger overall (assuming you actually survive of course).

Whereas with OOO's slowed vanilla levelling you'll barely have levelled 1 and a half levels of Blade or Destruction magic, tops. Since getting hit is most likely out of the question (which means no LightA or HeavyA levelling). Not nearly as rewarding IMO.

Still, it's all a matter of taste. But making two seperate forms of levelling work alongside eachother is more trouble than it's worth, really.
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Hairul Hafis
 
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Post » Thu Sep 02, 2010 12:28 am

I disagree, OOO just makes it so you can encounter any level of creatures at any level your character currently has (hence static environment). Meaning you could end up fighting elder vampires or something as a level 1. Other than that, the only "levelling philosophy" OOO has is making Vanilla levelling a lot slower, since it was way too easy to spam a few spells to get your levels up ludicrously fast.

OXP actually works really great with a static environment. Since going through the hardship of killing the aforementioned example of an elder vampire will actually be rewarded with an appropriately scaled amount of experience, which allows you to level a lot faster, which allows you to spend points in all of your skills equally as you see fit, thus making your character stronger overall (assuming you actually survive of course).

Whereas with OOO's slowed vanilla levelling you'll barely have levelled 1 and a half levels of Blade or Destruction magic, tops. Since getting hit is most likely out of the question (which means no LightA or HeavyA levelling). Not nearly as rewarding IMO.

Still, it's all a matter of taste. But making two seperate forms of levelling work alongside eachother is more trouble than it's worth, really.


ok, thx for your perspective on that. you're somewhat right, f.e. i chose mercantile and speech as major skills and guess what?! it's very slow progress with OOO on this skills. is OOO too fight/thief/magic-heavy?
but i don't see the trouble apart from doing a mod for that:

  • keep vanilla skill leveling (maybe w/o level-up progress-bar then?!) and make it slower by x, that's what OOO already does.
  • and additionally use XP leveling as is in OXP, but doublecheck some conflicts at level-up point distribution, i.e. "manually" leveled stuff to 25 below PC level 5 can't be assigned with skillpoints then on an OXP level-up anymore.

that's my idea for "improving" OXP.

somewhat off-topic, regarding to current versions:
so i can simply "load" OXP after OOO. anything else to change in the .ini i have to pay attention for? i think the magicka/health/fatigue stuff i should disable, because OOO handles that along with restoration of them.

default Oblivion XP Settings.ini:
Set ObXPSettings.fatigueControlEnabled 	to 1		; 1Set ObXPSettings.healthControlEnabled 	to 1		; 1Set ObXPSettings.magickaControlEnabled	to 1		; 1---Set ObXPSettings.healthReturnEnabled	to 1		; 1Set ObXPSettings.magickaReturnEnabled	to 1		; 1


setting all of them to 0 in .ini would be enough then to let OOO handle the stats? anything else?
how would you setup OXP along with OOO?

regards
jed
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Philip Rua
 
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Post » Wed Sep 01, 2010 10:33 am

I think you may want to keep Set ObXPSettings.healthControlEnabled to 1, changes the max HP calculation equation, so that you don't have to spend all attribute points in rushing up Endurance to get the max HP @ max level.

But I'd defiantly turn off HP regen makes the game to easy.
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 8:18 pm

Re Friends of Oblivion XP - if I want to add experience points to quests in my mods, I need an understanding of what's already contributing without any changes, and what needs to be added.

For example, if a quest is a "paperchase" where you solve clues to find the next one and discover a reward at the end. I'd expect to have to add XP points for solving each step of the chain, plus a slightly larger one at the end, rather than just give a "lump sum" for the entire quest. This is because clue-solving would not be something OXP already covers. However, if the quest involves clearing all the mobs in a dungeon, I'd expect OXP to be counting my kills already and only give a clearance bonus. However, the description of quest bonuses implies otherwise, if you need to reward completion differently, it looks like the work you do inside the quest isn't being captured.

I also need some idea of how to balance sneak versus fight XP when the player has to get past someone guarding something. I assume the intent is to reward equally and not bias the player's choice. There are probably other balance questions, but this makes a good example. Does the mod need to do anything, or is the use of sneak or combat being picked up by OXP, so I don't need to bother with anything but the "reach the target" award?

Can you clarify?


Ah, well this the really nice part about you adding Oblivion XP support to your mod - you can do it however you like! You see, if I do a patch, I'm not going to know anything that's involved in the mod. I'm just going to look at the quest stages, find the completion stage and add bunch of points there. This is going to be quite arbitrary.

However, if the mod author adds in the support, then he can award points whenever he thinks it's appropriate. Yes Oblivion XP will award for kills and pick locks, so that's done already. Unfortunately the game engine doesn't offer any reward for successfully sneaking past something. If you kill it while sneaking you will get a bonus, and Ob XP does that already, but I don't believe there is a mechanism for detecting successful sneaks, unfortunately. Now if you have something in your mod that does detect a successful sneak, then you could certainly award points for that.

For your multi-stage quest that requires a lot of thinking, you could award a small amount of XP for the individual stages and also award some completion XP. And as you say, for clearing out the mobs in a dungeon, well Ob XP will be awarding points for the kills and you could award some points at the end for completion. You could even be nasty and not award the completion XP until they've ALL been cleared out :evil:

On Oblivion XP's side, all that's happening is there is a script that runs pretty frequently that's continually checking the InterOP variables. When it detects a change in those variables, they are processed and the points are awarded. It will display the message that you set in the interOpGainedXPMessage. That message can say whatever you like. I used "Completed blah blah quest" because most of the time, that's what people would say. But if you award points for finding a note, you could say "Found a mysterious note...". I'm not quite sure what the limit on the mesage size is but you might want to keep it about 30 characters or less. You might be able to go as high as 50 characters - I recommend testing it if you need messages that long.

So hopefully this helps clear things up. Thanks for asking about this because you gave me the opportunity to point out the options that are available if mod authors add support to their mods :)
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Emma-Jane Merrin
 
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Post » Thu Sep 02, 2010 12:01 am

Outstanding work on this!

One slight catch: I think I may have found a problem with the mod. Every time I level up, training sessions are reset to the amount that they would be if I hadn't trained at all. With default settings, 5 points per level are allowed. That is, if I am level 1, I would have trained 0/5. Since they spill over to the next level, level two would be 0/10 if I hadn't trained. I noticed this at level six, when I had 0/30, even though I did in fact train. So, every level resets ALL training points and assumes I haven't trained at all. I could train 50 times at level 10 in addition to the 45 at level 9, and so on.
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Tracy Byworth
 
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Post » Wed Sep 01, 2010 5:02 pm

How do I tell what Level I am at

It just states Level and side bar with how much XP I have

Where is the Level Number

before OBXP I saw Level 14 for my current character now it just says Level no number ?
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Multi Multi
 
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Post » Wed Sep 01, 2010 7:39 pm

Look on the save/load menu. It will say it there.
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Phillip Hamilton
 
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Post » Wed Sep 01, 2010 10:31 am

Look on the save/load menu. It will say it there.


i guess I am saying why dont you add to where it says level

and also it makes my BTMOD show large menus for main skills

but all other windows are ok is there a .ini switch to make it small like other windows?

or console command>?
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Lynette Wilson
 
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Post » Wed Sep 01, 2010 9:57 am

Outstanding work on this!One slight catch: I think I may have found a problem with the mod. Every time I level up, training sessions are reset to the amount that they would be if I hadn't trained at all. With default settings, 5 points per level are allowed. That is, if I am level 1, I would have trained 0/5. Since they spill over to the next level, level two would be 0/10 if I hadn't trained. I noticed this at level six, when I had 0/30, even though I did in fact train. So, every level resets ALL training points and assumes I haven't trained at all. I could train 50 times at level 10 in addition to the 45 at level 9, and so on.


Give the man a :cookie: You caught it :blush: Yes there's a bug in 4.1.6 that I have fixed in 4.1.7 which will be coming out later today :) In fact in 4.1.7 it will now properly figure out your training sessions and you don't even have to do anything special to install the new version :) Just install it.

i guess I am saying why dont you add to where it says leveland also it makes my BTMOD show large menus for main skillsbut all other windows are ok is there a .ini switch to make it small like other windows?or console command>?


It should display your current level on the http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/CharacterMenu.jpg (F1), unless you are ready to level-up, then it will say "Click here to level up". Did you install Oblivion XP with OBMM? If not, you should reinstall it using OBMM. OBMM takes care of making sure the menus are installed properly. If you install it manually, you are on your own :) Now the way SirFrederik packaged support for BTmod makes it pretty much vanilla so it isn't going to look much different. I haven't used BTmod so I don't know what it's like.

Also, what version of Oblivion XP are you using? You should be using my update, first post in this thread. Hold off on updating yet though - I will be releasing a new version shortly :)
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Becky Palmer
 
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Post » Wed Sep 01, 2010 1:15 pm

Ok, the new version is up! I finally had to wave the white flag of surrender and convert the readme to a pdf file so I could get OBMM to install it into your data folder. Now there is SirFrederik's original readme and a new one for this version (4.1.7). If you are upgrading to this version, then you only need to scan the new readme. SirFrederik's readme explains the ini settings in detail and the points award algorithm. You should read this if you wish to change the levelling rate.

Latest Fixes:
  • No points awarded for kills by poison, part 2: The previous fix didn't work in all cases. I think I got it this time :)
  • Training sessions not carrying over to next level, part 2: There were still some problems with training sessions carrying over properly that has now been fixed. No special steps to upgrade anymore either!
  • Gray Cowl of Nocturnal bug: A large number of experience points would be awarded when removing the Cowl. Not any more!
  • Curse of Hircine bug: Similar to the Gray Cowl of Nocturnal. No more XP for switching forms.
  • Point awards fixed for Lockpicking: If you broke more lockpicks than the setting in the ini file, you would still receive full points for picking the lock. This has been fixed. Furthermore, there is a new ini setting for the Skeleton Key. By default, if you have the Skeleton Key, you will NOT earn any experience points for lockpicking!
  • Points awarded when in text input mode: Previously you would earn points for reading a book everytime you went into text input mode. Fixed now.


I'm still looking for feedback from those who are experiencing the "no points from miscellaneous actions bug". I think that's the last outstanding bug. I know one player that had the problem previously reported that it disappeared when he reinstalled Ob XP, so I haven't had any reports of this problem lately.

I've also taken the suggestions I agreed with and posted them in a new section in the first post in this thread and I have also listed them in the readme. :)

Now I plan to go off for a bit and work on my other mods (keeping fingers crossed that there's no major issues here). I have some players who have been waiting very patiently for some updates ;) I will pick this up again in a couple of weeks or so, so I won't be gone long! I'll continue to check the forum thread daily.
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Jade Muggeridge
 
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Post » Thu Sep 02, 2010 12:04 am

Also, what version of Oblivion XP are you using? You should be using my update, first post in this thread. Hold off on updating yet though - I will be releasing a new version shortly :)



@ANDALAYBAY ,

OBMM OBSE

[IMG]http://oi54.tinypic.com/2wftzqs.jpg[/IMG]

[IMG]http://oi55.tinypic.com/2ilbyhg.jpg[/IMG]

Thanks for your time :)

Also I sell alot of stuff but don't get XP with it is this normal ?

So spamming Fire Spells won't increase my destruction I am guessing per LVL up is Destruction boost

if I choose so ?

I also receive weird XP bonuses like 274.49 XP for killing Orc etc....

Also when I try to train I can only do this once per Lvl is that normal as well ?

Also there is no install instructions listed on Nexus or here unless I am blind

I got OBXP from Nexus but not updates yet do I need to unactivate then install your OMOD now

when I get the update file ? Will my Oblivion XP .ini changes be saved or do I need to redo them ?
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Matt Fletcher
 
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Post » Wed Sep 01, 2010 9:04 pm

Requirements
============
Oblivion Script Extender (OBSE) v18 FINAL -


Install
=======
Note: if you haven't installed your UI of preference yet, do so before installing Oblivion XP. Oblivion XP will replace some of the UI elements, so it has to be installed after all UI mods, like Darnified UI.

Open Oblivion Mod Manager (OBMM) and click on the Create button at the bottom of the screen.
Click the Add Archive button.
Select the Oblivion XP archive file.
Select Yes when prompted to import the omod conversion data.
Click Create omod.
Double-click on the Oblivion XP 4.1.7 omod.
Select your UI from the list. Select Yes if you are prompted to overwrite any files.

Uninstall
=========
See the Oblivion XP Readme.pdf file for manual un-installation instructions.

Open OBMM and double-click on the Oblivion XP 4.1.7 omod.
Select Yes to deactivate the omod.
Reinstall your UI mod if required.

Upgrade
=======
To upgrade from version 4.1.x of Oblivion XP:

Back up the Oblivion XP Settings.ini file to a folder outside of your Oblivion game folder.
Uninstall the current version of Oblivion XP. If you are using OBMM, just double-click on the OMOD package to deactivate the old version.
Follow the installation instructions above.
Transfer your changes from your back-up copy of the Oblivion XP Settings.ini file to the new one in (install folder)\Oblivion\Data\ini\. Do NOT replace the new ini file with your old one - there are some new sections in the new file.
Start Oblivion and play!




Sorry found this added for others please respond to my other ?s thanks alot :)
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phillip crookes
 
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Post » Thu Sep 02, 2010 12:32 am

@ANDALAYBAY ,

OBMM OBSE

[IMG]http://oi54.tinypic.com/2wftzqs.jpg[/IMG]

[IMG]http://oi55.tinypic.com/2ilbyhg.jpg[/IMG]

Thanks for your time :)

Also I sell alot of stuff but don't get XP with it is this normal ?

So spamming Fire Spells won't increase my destruction I am guessing per LVL up is Destruction boost

if I choose so ?

I also receive weird XP bonuses like 274.49 XP for killing Orc etc....

Also when I try to train I can only do this once per Lvl is that normal as well ?


Have you tried clicking on the word "Level"? I'm wondering if the problem is that there isn't enough space to display the normal phrase that prompts you to click on it to level up.

If that doesn't work, then there has to be something wrong with your installation if you are only seeing "level" instead of the number for your level. Remove the version you have, then reinstall BTmod. Then load and save the game without Oblivion XP, and then install the new version, now 4.1.7. It will say "4.1.7" on-screen when it has initialized. When you install Oblivion XP in an existing game, it will prompt you to level up. Go into the level up screen and spend the experience points on your attributes and skills. Follow the instructions in the Oblivion XP Readme.pdf file - SirFrederik explains everything in there.

From my introductory post (and the description on Nexus):
For those unfamiliar with Oblivion XP, it is a levelling system replacement. The Oblivion levelling system is based on skill use to improve the skills themselves and their associated attributes. However, for many players this has turned out to be a tedious exercise that forced them to use skills that did not fit their roleplaying experience in order to improve certain attributes. It also required a certain degree of "micromanagement" if you wished to get the maximum attribute bonuses when you increased in level.

Oblivion XP aims to change all that. It brings the experience point reward system to Oblivion. You gain experience points for performing a variety of actions, including completing quests, killing monsters, picking locks or discovering new locations. When you accumulate enough experience points, you will gain a new level. Upon gaining the new level, you spend the experience points you earned on attributes and skills. You no longer improve your skills by using them. You earn experience points by action and spend those points how you wish.


This means that you do NOT improve skills by using them anymore. You don't need to spam fire spells anymore. Once you have earned enough experience points to level, you can spend them on skills in any way you wish. You also don't have to worry about how many skill improvements you need to increase attributes (like Strength). You will have 13 points to spend on attributes in any fashion you wish, although you can only increase a single attribute by a maximum of 5 points. With Oblivion XP, you can spend 5 points on Luck if you want.

This is like playing the Dungeons & Dragons style of RPG's. If you've ever played Baldur's Gate, Icewind Dale, Neverwinter Nights or even Dragon's Age - it's like that. It's also similar to the levelling system in Fallout 3.

So you earn experience points by doing stuff like killing ogres. When you have enough points, you will increase in level. The amount of points you have to spend on Attributes and Skills is configured in the ini file and has no relation to the experience points you earn for doing stuff.

If you want to increase your skills by practicing them, then don't use Oblivion XP. Try Realistic Levelling or nGCD instead. There are other levelling mods out there that you might like better.
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Misty lt
 
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Post » Wed Sep 01, 2010 1:07 pm

@ andalaybay

4.1.7 http://oi51.tinypic.com/28kub5y.jpg

http://oi54.tinypic.com/307ucuf.jpg

I am guessing in this script here

	Case Vanilla/BTMod		CopyDataFile "Menus\\levelup_menu_Vanilla.xml" "Menus\\levelup_menu.xml"		CopyDataFile "Menus\\Main\\hud_info_menu_Vanilla.xml" "Menus\\Main\\hud_info_menu.xml"		CopyDataFile "Menus\\Main\\hud_main_menu_Vanilla.xml" "Menus\\Main\\hud_main_menu.xml"		CopyDataFile "Menus\\Main\\stats_menu_Vanilla.xml" "Menus\\Main\\stats_menu.xml"		InstallDataFolder "Menus\\Prefabs" True


might reset BTMOD or I might not have vanilla BTMOD but another version

but all other menus are small just that one menu wierd %#%
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Sep 01, 2010 11:48 pm

CopyDataFile "Menus\\Main\\stats_menu_Vanilla.xml" "Menus\\Main\\stats_menu.xml" 


<---- If you put BTMOD 2.22 stats_menu.xml

into the C:\Program Files\Bethesda Softworks\Oblivion\Data\menus\main

this fixes the problem with the missing Lvl

Number and also makes the Stats Menu small again like BTMOD intended.

If you can take this out of the script or add another option that would make it easier :)

Here is 2 pics about what I mean about small menus




[img]http://oi56.tinypic.com/2l8x16o.jpg[/img]


[img]http://oi52.tinypic.com/2n1st9v.jpg[/img]
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

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