[RELz] Oblivion XP Update

Post » Wed Sep 01, 2010 6:35 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 :)


Thanks for the head's up. I haven't touched the menus part of the install script or any of the menus/HUD stuff yet. Also, as I said, I've never used BTmod. Perhaps SirFrederik based his script on the earlier version.

I would like to ask though, that you STOP YELLING :) I do my best to support everyone that uses this mod. Also pm'ing me to get the jump on support isn't cool either.

Edit: actually looking at this later, replacing Oblivion XP's menus with those from BTmod won't work. BTmod is basically vanilla and SirFrederik's installation script is correct.
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Mr. Ray
 
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Post » Wed Sep 01, 2010 5:45 pm

I would like to ask though, that you STOP YELLING :) I do my best to support everyone that uses this mod.



:nope: :chaos: :batman: :blink: :cry: :ahhh: :facepalm:


I didn't use caps :nope:
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MatthewJontully
 
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Post » Wed Sep 01, 2010 4:37 pm

Nevermind... Getting into a feeding frenzy...
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Valerie Marie
 
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Post » Wed Sep 01, 2010 6:51 pm

Thanks for the support. I knew you were a long-time user :) Hope you like the updates. I'd love it if SirFred came back - it'd be really interesting to trade ideas with him. As I've been working with the scripts, I've wondered why things were done a certain way - I think it would be interesting to talk to him. If you happen to hear from him, please pm me if you think that would be ok.

There is no chance of this happening. There's been no word nor sighting from SF for almost 2 years.
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Adriana Lenzo
 
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Post » Wed Sep 01, 2010 7:45 pm

Andalaybay, sorry I didn't get back to you earlier, installed OBMM and got OXP and OOO 1.33 working, much less of a head ache than the tedious skill grind, thanks for your help.


That said, and I know I can manually edit the XP given for certain tasks, but I've been getting most of my XP through reading books and discovering new areas... Is this normal? I seem to hardly get any XP for killing stuff that's a few levels higher than me, maybe it's the static NPC levels of OOO?
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Jessie
 
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Post » Wed Sep 01, 2010 10:57 pm

There is no chance of this happening. There's been no word nor sighting from SF for almost 2 years.


That was my understanding too. It was just when you mentioned that you thought he was coming back, I thought maybe you had heard something from somewhere else. That's too bad, but hopefully he's having a blast modding other games :)

Andalaybay, sorry I didn't get back to you earlier, installed OBMM and got OXP and OOO 1.33 working, much less of a head ache than the tedious skill grind, thanks for your help.That said, and I know I can manually edit the XP given for certain tasks, but I've been getting most of my XP through reading books and discovering new areas... Is this normal? I seem to hardly get any XP for killing stuff that's a few levels higher than me, maybe it's the static NPC levels of OOO?


Good, glad you got it working. What level are you currently? Even without OOO, you don't get a lot of experience for killing things when you are at a low level. Now if I understand how OOO works, it makes it so that you might encounter something that is a higher level than you, which should earn more points, but Oblivion XP uses the ratio of the sum of your attributes versus the target's attributes to figure out the bonus.

So, Oblivion XP figures out the total of your PC's attributes (Health, Agility, Endurance, Intelligence, Personality, Speed, Strength and Willpower). Then it does the same for the actor (i.e. your target, whether it's a creature or NPC). It also takes the actor's level into account (with 1 being the minimum). From all that it calculates the basixP. A big part of this calculation is the multXPKillBase setting from the ini file. Your PC's level is also factored in. Then the basixP is multiplied by a bonusXP which is the ratio of the sum of the attributes times to multXPKillBonus.

So, in a nutshell, it really depends on how that ratio of attribute sums works out. I know the other big thing with OOO is that it also changes all the attributes, so perhaps even though the target is a higher level than you, maybe its attributes aren't that much higher? I'm not really sure, because I've never played OOO.

I remember that early on, even without OOO, I was only getting anywhere from 3 pts to 40 pts for a kill. I remember that getting 100 pts was a lot and I don't think that started to happen until I was level 6 or maybe even higher.

Basically SirFrederik worked all this out so that even though you don't get as many points for stuff, at the lower levels you don't need as many points to gain a level.

My PC is now level 31 and even then I will get approx. 0.3 pts for killing a mudcrab and 200 pts for killing an ogre. The screenshot on the Nexus page shows 400 XP for killing an ogre, but that's because I had rested, so I was getting an extra bonus. That screenshot was also taken when my character was a couple of levels lower than what he is now.

With Oblivion XP, you won't see the huge point gains that you might see with other RPG's that use the experience point system. But you will never need a million points to gain a level either. You can tweak the kill base and bonus settings, but I'd be careful doing that because you might find you level too quickly that way. Now that may not be such an issue with OOO, I'm not sure.

I wish I could give you some pointers for the settings to use with OOO, but I've never used OOO. Perhaps some other players that have can pitch in with some tips. You might try asking in the OOO thread as well...
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Kevin Jay
 
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Post » Wed Sep 01, 2010 11:47 pm

@Andalaybay

I found if you add this code below to C:\Program Files\Bethesda Softworks\Oblivion\Data\menus

\main\Stats_menu.xml this will fix the bug I mentioned with Level Number missing and XP amount missing

so you have to add it a Fresh Install of BTMOD after installing your update.



				<!-- Oblivion XP changes the following items:					- stat_p1						- stat_p1_health_layout						- stat_p1_magicka_layout						- stat_p1_fatigue_layout						- stat_p1_level_value					- stat_p2						- stat_p2_strength_layout						- stat_p2_intelligence_layout						- stat_p2_willpower_layout						- stat_p2_agility_layout						- stat_p2_speed_layout						- stat_p2_endurance_layout						- stat_p2_personality_layout						- stat_p2_luck_layout						- stat_p2_icons						- stat_p2_icons2 (NEW)						- stat_p2_lines (DELETED)					- stat_p3						- KCAS_label (CHANGED TO ObXP_label)					- stat_skill_template						- temp_fill_bar (DELETED)						- skill_prog* (DELETED)					- stat_pop_background						- stat_pop_text				-->												 14 					 &true; 					 5 					 618 					 50 					 &true; 					 65 																	 60 										<_description1> 						To gain Experience Points (XP), you can, amongst others, kill creatures, gather Nirnroots, explore new areas or complete Quests.																						<_description2> 						To increase your Level, gather Experience Points (XP), which you can do in a number of ways. Once you have gained enough XP to increase your level, you can click on the Level entry to the left to go to the Level Up menu, where you will be able to pick the Attributes and Skills that you want to increase.										<_levelprogress> 50 					<_currentXP> Current XP 					<_neededXP> Needed XP 					<_restedXP> Rested XP 					<_totalXP> Total XP 					<_hourlyXP> XP per Hour 											  						 20 						 676 						 3 						 -35 						 														 65  																											 3 						 Experience 						 &left; 						  						  						  						  						  						 300 						 24 						 6 																 Menus\Oblivion XP\stat_ribbon_empty.dds 						 &true; 						 7 						 200 						 35 						 222 						 12  													 Menus\Oblivion XP\stat_ribbon_full_yellow.dds 							 &true; 							 1 							 								 155 																																			
100
20
35 5 0 Menus\Oblivion XP\stat_ribbon_slider.dds 2 40 35 28 0 3 &right; 250 600 6 3 / &right; 250 6 3 &right; 250 6
&generic; &false; 1 1 0 0 <_value_scrolled_to> 1 99 1 100 0 1 3

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Princess Johnson
 
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Post » Wed Sep 01, 2010 9:12 am

@Andalaybay

I found if you add this code below to C:\Program Files\Bethesda Softworks\Oblivion\Data\menus

\main\Stats_menu.xml this will fix the bug I mentioned with Level Number missing and XP amount missing

so you have to add it a Fresh Install of BTMOD after installing your update.
... snipped...


Which is what SirFrederik's script does if you use OBMM to install Oblivion XP. You must install your UI first and then select that UI when you are installing Oblivion XP. The installation script will take the proper menu, rename it and copy it to the correct location. This is all stated in the installation instructions, which you posted earlier.

No changes are needed, everything is fine. And yes I compared your xml to what would have been installed with the OBMM script and it is the same.
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Siobhan Wallis-McRobert
 
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Post » Thu Sep 02, 2010 12:33 am

The Ayleid Steps 3.4.1 is available at http://www.tesnexus.com/downloads/file.php?id=16316 as an Esp-only download, featuring the XP result scripts in all current quests.
Installation: copy The Ayleid Steps.esp to your \Oblivion\Data directory, overwriting the previous version. No need to clean save, just continue your game.
Warning: UNTESTED in-game, as I've never used the XP mod.
Please report any problems in the http://www.gamesas.com/index.php?/topic/1091510-relz-the-ayleids-steps-3-thread-2/ thread. Thank you. :)
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Soph
 
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Post » Wed Sep 01, 2010 11:28 pm

I have the same problem with the display of the word "Level" instead of the actual character level that nastynacho1 had (although clicking for a level up works). I have installed Oblivion XP with OBMM and also did a clean save to try to solve this.
But looking at the XML code that is installed with OblivionXP i am a bit suprised that this works at all for anyone. ( But then again i really have no knowledge of XML whatsoever :blush: )
Now this is the part of the stats_menu.xml that i think is relevant to this:

						 3 						<_string_1> Level 						<_string_2> Click To Level Up 						<_value> 							 1 							 								 1 																										 99 																																																		


Now if i replace the content of the _string_1 property with any arbitrary value (for example "yaddayadda" instead of "Level" this word is what gets displayed in the Stats menu in game. If i replace the word "Level" with "" as taken from the original stats_menu.xml the correct character level is displayed.
But then i have the problem that when i have enough experience points to level up instead of "Click to Level Up" only a "0" is displayed. Clicking on this and leveling up works as it should though.
Any idea why this does not work for me as it does for others?
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WTW
 
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Post » Wed Sep 01, 2010 5:55 pm

The Ayleid Steps 3.4.1 is available at http://www.tesnexus.com/downloads/file.php?id=16316 as an Esp-only download, featuring the XP result scripts in all current quests.
Installation: copy The Ayleid Steps.esp to your \Oblivion\Data directory, overwriting the previous version. No need to clean save, just continue your game.
Warning: UNTESTED in-game, as I've never used the XP mod.
Please report any problems in the http://www.gamesas.com/index.php?/topic/1091510-relz-the-ayleids-steps-3-thread-2/ thread. Thank you. :)


Thank you! I'll add Ayleid Steps to the Friends list! I'll also have to post a new version of Oblivion XP since the current one still has a bit of support for AS built in :)
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Jaki Birch
 
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Post » Wed Sep 01, 2010 11:33 am

I have the same problem with the display of the word "Level" instead of the actual character level that nastynacho1 had (although clicking for a level up works). I have installed Oblivion XP with OBMM and also did a clean save to try to solve this.
But looking at the XML code that is installed with OblivionXP i am a bit suprised that this works at all for anyone. ( But then again i really have no knowledge of XML whatsoever :blush: )
Now this is the part of the stats_menu.xml that i think is relevant to this:

						 3 						<_string_1> Level 						<_string_2> Click To Level Up 						<_value> 							 1 							 								 1 																										 99 																																																		


Now if i replace the content of the _string_1 property with any arbitrary value (for example "yaddayadda" instead of "Level" this word is what gets displayed in the Stats menu in game. If i replace the word "Level" with "" as taken from the original stats_menu.xml the correct character level is displayed.
But then i have the problem that when i have enough experience points to level up instead of "Click to Level Up" only a "0" is displayed. Clicking on this and leveling up works as it should though.
Any idea why this does not work for me as it does for others?


You need to install BTmod first, then Oblivion XP. If you install BTmod after having installed Oblivion XP at any point, you will have to re-install Oblivion XP. During the installation of Obivion XP, you have to select your UI from the list, which would be Vanilla/BTmod. The reason BTmod and vanilla share the same xml is because the size is the same. When Oblivion XP calls it "vanilla", it won't be the "vanilla" menu anymore once Oblivion XP is installed :) The word Level is just the label. Your actual level is displayed in _string_2. The scripts will replace that with your proper level and change it to the Click to Level up thing when it's time for you to level.

The new readme file that I added to Oblivion XP explains this a bit better (basically says to install the UI mod first, then Ob XP). Ob XP only replaces some of the menu files, so you need to install your UI first, then Ob XP. If you change anything after installing Ob XP, its menus might be overwritten - that might be why you are having trouble. But installing Ob XP again would fix that. This is why installation order is just as important as load order. Tomlong created a http://www.tesivpositive.animolious.com/?page=installing_mods to installing mods because it can be pretty complicated and lots can go wrong, unfortunately.

Edit: Now having said all that, it is possible that there is something wrong with the xml, but the code nastynacho posted earlier is identical to the menu that would be copied in by the installation program. I don't think very many people use BTmod, so the problem was never reported and didn't get fixed. The scripts in Oblivion XP alter this menu at certain points (your current progress is displayed and the text changes when it's time to level), so the labels have to be in place for the scripts to do that. When you change the value of the label, the display becomes static and the scripts won't be able to change it.

Edit 2: As I matter of fact, I finally tracked down the actual script line that sets the level:
	;stats menu	if ( getActiveMenuMode == 1003 )		;level progress		setMenuFloatValue "stat_layout\stat_background\stat_p1\ObXP_layout\_levelprogress" 1003 ObXPMain.levelProgress		;current level		let tempString := sv_Construct "%.0f" ObXPMain.playerLevel		SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level_value\_string_1|%z" tempString 1003		;current XP		let tempString := sv_Construct "%.0f" ObXPMain.currentXP		SetMenuStringValue "stat_layout\stat_background\stat_p1\OBXP_layout\_currentXP|%z" tempString 1003... remainder of script


So, you must use Oblivion XP's version of the menu. I also notice that version 2.2 of BTmod has various customization options - I doubt these are compatible with Oblivion XP because version 2.2 came out after SirFrederik's 4.1.5, which is the last time any of this stuff was touched. I would suggest you install BTmod, customize and then install Oblivion XP. I can't guarantee it will work. I would say that Oblivion XP is compatible with version 2.1, but I don't know the extent of the changes in version 2.2 to comment on whether it's completely compatible or not.
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Alexandra Louise Taylor
 
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Post » Wed Sep 01, 2010 4:21 pm

Hi Andalaybay!

I'm having DarkUI-related CTDs, don't know if OXP is involved but would it be possible for you to release a BAIN version so it's easier to know what files ought to be installed?

A wizard will help too.. But as long the folders are BAIN friendly everything will be much clearer, thanks :)
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Peetay
 
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Post » Wed Sep 01, 2010 7:17 pm

Hi Andalaybay!

I'm having DarkUI-related CTDs, don't know if OXP is involved but would it be possible for you to release a BAIN version so it's easier to know what files ought to be installed?

A wizard will help too.. But as long the folders are BAIN friendly everything will be much clearer, thanks :)


Arghhhhhh! Runs screaming down the street ripping out clumps of hair :) BAIN and I don't get along, but it is on my multi-page todo list ;) I will have to create a wizard so that the menus get installed properly.

Now Oblivion XP supports DarkUId DarN, but not Dark UI, so that could be what your problem is. Although Oblivion usually won't start up at all if it's unhappy with the menus. It might be that the main menu is fine, but Oblivion is unhappy with one of the others.

Normally when installing with OBMM, the menus get copied and renamed according to the UI you are using. Have a look at the script.txt file in the omod conversion data folder.
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sam westover
 
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Post » Wed Sep 01, 2010 3:41 pm

Another update uploaded! Oblivion XP has a new Friend! Ervvyn has added support for Oblivion XP to The Ayleid Steps, so I have removed the built-in support. Oblivion XP's support was quite outdated, so this should be a major improvement to those of you running this mod.

There's also a fix for the Curse of Hircine support.

You don't need to install this if you aren't using either of these mods.
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Kelvin
 
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Post » Wed Sep 01, 2010 9:11 am

Arghhhhhh! Runs screaming down the street ripping out clumps of hair :) BAIN and I don't get along, but it is on my multi-page todo list ;) I will have to create a wizard so that the menus get installed properly.

Now Oblivion XP supports DarkUId DarN, but not Dark UI, so that could be what your problem is. Although Oblivion usually won't start up at all if it's unhappy with the menus. It might be that the main menu is fine, but Oblivion is unhappy with one of the others.

Normally when installing with OBMM, the menus get copied and renamed according to the UI you are using. Have a look at the script.txt file in the omod conversion data folder.


LOL I wasn't aware of your BAIN-allergy :P

Anyway, I'm sure you'll fall in love with it as soon you give it a serious try :)

The UI I'm trying to use is DarkUId_DarN_16-11280, and reading the OMOD script was more than enough to setup OBX correctly, thank you!

(No need for wizards or friendly archives)

Cheers!
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Josh Lozier
 
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Post » Wed Sep 01, 2010 11:47 am

You need to install BTmod first, then Oblivion XP. If you install BTmod after having installed Oblivion XP at any point, you will have to re-install Oblivion XP. During the installation of Obivion XP, you have to select your UI from the list, which would be Vanilla/BTmod. The reason BTmod and vanilla share the same xml is because the size is the same. When Oblivion XP calls it "vanilla", it won't be the "vanilla" menu anymore once Oblivion XP is installed :) The word Level is just the label. Your actual level is displayed in _string_2. The scripts will replace that with your proper level and change it to the Click to Level up thing when it's time for you to level.

The new readme file that I added to Oblivion XP explains this a bit better (basically says to install the UI mod first, then Ob XP). Ob XP only replaces some of the menu files, so you need to install your UI first, then Ob XP. If you change anything after installing Ob XP, its menus might be overwritten - that might be why you are having trouble. But installing Ob XP again would fix that. This is why installation order is just as important as load order. Tomlong created a http://www.tesivpositive.animolious.com/?page=installing_mods to installing mods because it can be pretty complicated and lots can go wrong, unfortunately.

Edit: Now having said all that, it is possible that there is something wrong with the xml, but the code nastynacho posted earlier is identical to the menu that would be copied in by the installation program. I don't think very many people use BTmod, so the problem was never reported and didn't get fixed. The scripts in Oblivion XP alter this menu at certain points (your current progress is displayed and the text changes when it's time to level), so the labels have to be in place for the scripts to do that. When you change the value of the label, the display becomes static and the scripts won't be able to change it.

Edit 2: As I matter of fact, I finally tracked down the actual script line that sets the level:
	;stats menu	if ( getActiveMenuMode == 1003 )		;level progress		setMenuFloatValue "stat_layout\stat_background\stat_p1\ObXP_layout\_levelprogress" 1003 ObXPMain.levelProgress		;current level		let tempString := sv_Construct "%.0f" ObXPMain.playerLevel		SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level_value\_string_1|%z" tempString 1003		;current XP		let tempString := sv_Construct "%.0f" ObXPMain.currentXP		SetMenuStringValue "stat_layout\stat_background\stat_p1\OBXP_layout\_currentXP|%z" tempString 1003... remainder of script


So, you must use Oblivion XP's version of the menu. I also notice that version 2.2 of BTmod has various customization options - I doubt these are compatible with Oblivion XP because version 2.2 came out after SirFrederik's 4.1.5, which is the last time any of this stuff was touched. I would suggest you install BTmod, customize and then install Oblivion XP. I can't guarantee it will work. I would say that Oblivion XP is compatible with version 2.1, but I don't know the extent of the changes in version 2.2 to comment on whether it's completely compatible or not.


I am sorry that i made it sound as if i used another UI than the vanilla one. I don't :)
But i found a solution that works for me (and this again makes me wonder how this can work as is for anyone?)
I had to change the script from SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level_value\_string_1|%z" tempString 1003 to
SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level\_string_1|%z" tempString 1003 because in the stats_menu.xml there is only a stat_p1_level and not the stat_p1_level_value.
Anyway, thanks for the help and all the work you do to keep this great mod uptodate :goodjob:
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Charlie Ramsden
 
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Post » Wed Sep 01, 2010 10:25 am

I am sorry that i made it sound as if i used another UI than the vanilla one. I don't :)
But i found a solution that works for me (and this again makes me wonder how this can work as is for anyone?)
I had to change the script from SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level_value\_string_1|%z" tempString 1003 to
SetMenuStringValue "stat_layout\stat_background\stat_p1\stat_p1_level_layout\stat_p1_level\_string_1|%z" tempString 1003 because in the stats_menu.xml there is only a stat_p1_level and not the stat_p1_level_value.
Anyway, thanks for the help and all the work you do to keep this great mod uptodate :goodjob:


Ah, I thought you said you were using BTmod - beg your pardon. Well, it may very well be that you are one of the only Ob XP users out there using vanilla! :P I suspect that the vast majority are using DarN or Dark DarN. I remember that there was one guy who was trying to get this working with Dark UI, which is just a dark version of vanilla and he was having a lot of trouble too. So that makes two of you :)

I'll add this to my list (need a third page now) and will have a look at it at some point.

Edit: I had a look at this and the easiest fix is to fix the xml. Open a text editor and do a search and replace on the stats_menu.xml file (in menus\main under data).

Search for:
Replace with:

Only one item should be changed. Use the entire phrase I list above () to ensure that only one thing is changed! Undo the change you made to the script and everything should be fine.

Needless to say, this fix will be in the next update. Thanks for bringing it to my attention.
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josh evans
 
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Post » Wed Sep 01, 2010 5:07 pm

So I came back to play Oblivion again after playing a lot of Fallout: New Vegas, and figured I'd try out XP for a change. Like an idiot, I installed a ton of mods at once, which went about as well as you'd expect. :facepalm: Then I uninstalled and started over from scratch.

I got everything set up again, and for the most part the mod works like a champ. There's one little bug that's bothering me: none of my stolen items stack with each other. All non stolen items stack just fine, but if I steal five apples from someone's house I get five separate stacks of one stolen apple.

I've followed the install instructions in the readme, and at this point it's a clean install with only the official patch (1.2.0.416), OblivionXP, OBMM, and OBSE v19. Chances are that I'm mucking it up somehow, but I've tried reinstalling from scratch, doing a manual install instead of using the omod, and tried the old 4.1.5 version (which gives me the same bug). Not exactly a crippling bug, but I tend to be a bit of a kleptomaniac in oblivion, so I figured I'd try here before I sell a thousand individual stacks of stolen stuff to some poor merchant.
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Ryan Lutz
 
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Post » Wed Sep 01, 2010 6:49 pm

So I came back to play Oblivion again after playing a lot of Fallout: New Vegas, and figured I'd try out XP for a change. Like an idiot, I installed a ton of mods at once, which went about as well as you'd expect. :facepalm: Then I uninstalled and started over from scratch.

I got everything set up again, and for the most part the mod works like a champ. There's one little bug that's bothering me: none of my stolen items stack with each other. All non stolen items stack just fine, but if I steal five apples from someone's house I get five separate stacks of one stolen apple.

I've followed the install instructions in the readme, and at this point it's a clean install with only the official patch (1.2.0.416), OblivionXP, OBMM, and OBSE v19. Chances are that I'm mucking it up somehow, but I've tried reinstalling from scratch, doing a manual install instead of using the omod, and tried the old 4.1.5 version (which gives me the same bug). Not exactly a crippling bug, but I tend to be a bit of a kleptomaniac in oblivion, so I figured I'd try here before I sell a thousand individual stacks of stolen stuff to some poor merchant.


Well this is definitely not caused by Oblivion XP. Oblivion XP has nothing to do with inventory. In a nutshell, it awards points by evaluating the various miscellaneous statistics that the game records as you do stuff.

I would definitely recommend that you install the Unofficial Oblivion Patch and the supplementals. There are so many game bugs fixed by those mods, I can't even count.
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Nomee
 
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Post » Wed Sep 01, 2010 10:51 am

Somebody on Nexus reported an issue with the Cowl of Nocturnal and that reminded me that there is actually a fix for that in the 4.1.7a release as well. So if you are an unredeemable evil person who's "normal" infamy value exceeds that of the Cowl, you will also want to grab 4.1.7a. I've updated the release posts here and on Nexus to mention that.

Also I don't think I ever thanked LogicDragon for helping to debug and test these fixes - my bad :blush:
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Nikki Lawrence
 
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Post » Wed Sep 01, 2010 1:32 pm

Well this is definitely not caused by Oblivion XP. Oblivion XP has nothing to do with inventory. In a nutshell, it awards points by evaluating the various miscellaneous statistics that the game records as you do stuff.

I would definitely recommend that you install the Unofficial Oblivion Patch and the supplementals. There are so many game bugs fixed by those mods, I can't even count.


Well, I had some more time to mess around with this, and it was being caused by OBSE, apparently. Any time I ran the game with the OBSE loader (with or without mods) I'd have the stacking issue. Switched from v19 to v18 and it seems to be working.

Sorry for crapping up your thread :foodndrink:
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Jordan Moreno
 
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Post » Wed Sep 01, 2010 10:11 pm

Well, I had some more time to mess around with this, and it was being caused by OBSE, apparently. Any time I ran the game with the OBSE loader (with or without mods) I'd have the stacking issue. Switched from v19 to v18 and it seems to be working.

Sorry for crapping up your thread :foodndrink:


It's ok. Actually now that you mention it, I just went back to one of my old saved games under OBSE 19 and the same thing happened to me! I'll report it in the OBSE thread. If you wouldn't mind reporting it as well, that will help (so they can't decide that I'm another loony). If you report too, well that will make two loonies :)

Edit: Ok, I reported it in the OBSE thread. You probably don't need to post as well since I named you as co-conspirator :) We'll see what they say...
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Sakura Haruno
 
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Post » Wed Sep 01, 2010 11:46 pm

Hi Andalaybay

Here I am again to bug you with interface issues :)

As you may have noticed, I`m up to create a streamlined immersive interface for myself, trying to get rid of all unnecessary screen clutter. Now I would like to get rid of the Oblivion XP log too and make all the messages that usually appear inside its log window appear as normal messages (you know the ones on the left upper corner of the screen, like : "You discovered X", etc.) Do you know if there`s any easy way to achieve this?

Greetings

Klaus
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Eire Charlotta
 
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Post » Wed Sep 01, 2010 1:35 pm

Hi Andalaybay

Here I am again to bug you with interface issues :)

As you may have noticed, I`m up to create a streamlined immersive interface for myself, trying to get rid of all unnecessary screen clutter. Now I would like to get rid of the Oblivion XP log too and make all the messages that usually appear inside its log window appear as normal messages (you know the ones on the left upper corner of the screen, like : "You discovered X", etc.) Do you know if there`s any easy way to achieve this?

Greetings

Klaus


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.
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Shelby Huffman
 
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