[RELz] Oblivion XP Update

Post » Wed Sep 01, 2010 11:39 am

Oblivion XP Update
Version 4.1.7a

Download link: http://www.tesnexus.com/downloads/file.php?id=35333

Oblivion XP Update is a full update to SirFrederik's Oblivion XP mod. It has several bug fixes and script optimizations that utilize the new features and functions available in the newer versions of Oblivion Script Extender. I intend to release further updates that will include more bug fixes, performance improvements and a complete overhaul of the third party mod support.

This is a complete self-contained package. It does not require the original Oblivion XP - everything is included in this update. This is being released as an upgrade to the original Oblivion XP mod because the changes are quite extensive and the overhaul of the third party mod support will require major structural changes to the plugin (ESP file).

Existing users will be able to install this update and continue with their current games. They should not lose the progress they have made. See the comments below and the upgrade instructions in the readme for further details.

Description

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.

SirFrederik is the original author of this mod. He devised the mathematical formulae that control the number of points you need to level and the number of experience points you receive for various actions. The system he designed is complete and operates as a balanced and comprehensive unit. I will not be altering any of this underlying logic. He also made Oblivion XP extremely customizable through settings in the ini file so that this system would work with a variety of playing styles.

Important Notes

Please read SirFrederik's original readme in the Oblivion XP Readme.pdf file in the download. This will describe how Oblivion XP works and all of the things that you can customize in the ini file. Also read the Oblivion XP Readme 4.1.7.pdf file. This lists all the details on what has been fixed and the future plans for these updates.

IMPORTANT NOTE: The ini file has been relocated to the ini directory under (install folder)\Oblivion\Data\. This is to help players using BAIN install this mod. There are several mods using this convention now, so the Oblivion XP ini file will be found in the same directory used by other mods.

New Ini Setting for Skeleton Key
----------------------------------------
Lockpicking has been fixed in version 4.1.7 and a new setting has been added to the ini file. The default for the new setting (called SkeletonKeyCounts) is zero, which means you will NOT earn any experience points for picking locks with the Skeleton Key. See below for more details.

Requirements: This release requires OBSE v18 FINAL. This is a newer version than what the original Oblivion XP required.

Bug Fixes

Ok, now the details on what I've done so far... This is only a brief summary - see the readme file for details!

Version 4.1.7a
  • Fixed bug in Curse of Hircine script. Also fixed a bug in the Cowl of Nocturnal script. Points were still being awarded if your "normal" infamy exceeded that of the Cowl - naughty, naughty :)
  • Removed built-in support for The Ayleid Steps - Ervvyn has added Oblivion XP support to the latest version of The Ayleid Steps.


Version 4.1.7
  • 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.


Version 4.1.6
  • Summons bug No. 1: Kill a conjurer with a summoned creature and you'd only get the points for killing the measly creature.
  • Summons bug No. 2: Experience point running total corrupted by killing a zero-level summoned creature.
  • Poison Kills bug: No points awarded for killing a creature or NPC via poisoning.
  • DLC Quest bug: No points awarded for completing the official DLC quests.
  • No Level Adjustment for 3rd Party Mods: Experience points awarded for completing quests in third party mods with built-in Oblivion XP support were not scaled properly.
  • No Kill Points Awarded if Bonus Muliplier Disabled bug.
  • Training Sessions bug: Training sessions not carrying over to next level. See the readme file for details.
  • Master Training Quests bug: No points awarded for completion of master training quests.


Outstanding Bugs and Future Plans
  • overhaul the third party mod support. This is a source of most of the performance hit in Oblivion XP. New Wrye Bash features that have been promised will allow me to completely revamp this part of Oblivion XP.
  • no points awarded for miscellaneous actions. This will require some assistance from players experiencing this bug to fix since I can't reproduce it.
  • reward points for fencing stolen goods rather than for simply stealing them. This will fix an exploit with stealing items. It also seems to better fit the effort required to actually sell stolen items rather than simply picking something up. The points awarded will be scaled to the monetary value of the item.
  • see if experience points can be awarded for the Speechcraft mini game. Currently there is an ini setting for rewarding points for changing the NPC's disposition, but this was never implemented.
  • make level progress bar on HUD fit better with Darn UI. Look at improving UI compatibility.
  • look at new locations discovery script. Might be able to use city markers instead of current mechanism. This will allow Oblivion XP to work with extended worldspaces better.
  • add new ini settings to control how many points may be spent on a single skill during level-up and to make skill improvements for journeyman level and higher more expensive. These will be optional settings that can be configured in the ini file. Some players find Oblivion XP too easy!
  • display skill perk reminders when a skill is increased to the next rank in the level-up screen. I'm not sure if this is possible, but I will look into it.
  • scale the experience points awarded for lockpicking according to security skill. Picking a hard level lock with a security skill of 20 will yield more points than picking the same lock with a security skill of 80.
  • award points for arena matches. Looking at awarding points when player attains a new rank and for the overall completion of the quest.


Credits

Thanks to Bethesda for creating Oblivion.
Thanks to SirFrederik for creating Oblivion XP.
Thanks to Tejon for some hints and a sample script to fix the summoned creature bug.
Thanks to LHammonds for the Readme Generator the readme file was based on.
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He got the
 
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Post » Wed Sep 01, 2010 11:25 pm

Friends of Oblivion XP

Friends of Obivion XP is a prestigious group of mods in which the mod authors have taken the time to build Oblivion XP support into their mod!
When you complete quests in these mods, you will be awarded experience points. Oblivion XP only has a small amount of work to do to process these points, so performance is greatly improved. Also, this code is only run for mods that you actually have loaded and if the mod author changes the mod, you will get those changes as soon as you download the new version of the mod!

Current Friends

Kragenir's Death Quest
Enhanced Economy
The Ayleid Steps

Now I'm sure that there are more out there than that, so if I've missed anybody, please let me know and I will be sure to add them to the list.

Adding Oblivion XP Support

How do I make my mod support Oblivion XP? Excellent question :)

If your mod requires OBSE, then all you need to do is add a couple of lines of code to the result script for the quest completion stage, as follows:

if ( isModLoaded "Oblivion XP.esp" )	runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qCompleted the blah blah quest%q"	runScriptLine "set ObXPMain.interOpGainedXP to 100"endif

Replace "blah blah" with the name of the quest. Replace the 100 in the second line with the number of points you wish to award.

Point guidelines:

* For simple quests that really only require you to talk to somebody, you would award about 50 pts. The Deliver the Amulet quest is a good example. The master training quests in which all you need to do is find the trainer and talk to him are also good examples.
* For quests that involve you doing bit of leg-work, you would award about 100 pts. The miscellaneous quests "The Potato Snatcher", "Raid on Greyland", "Go Fish" or "Bear Season" are all good examples.
* For quests that involve a small dungeon dive and retrieval you might award about 150 pts. The Daedric Shrine quests all fall into this category. "Find the Heir" or "Weynon Priory" are also examples.
* For quests that involve a more extensive dungeon dive or a lot of running around, you might award 200 to 250 pts. This is typically the upper limit.


Oblivion XP will handle everything else, including scaling those points to the player's level.

If your mod doesn't require OBSE and you don't want to add it, then let me know and I will see about creating a patch for it. Patches will be posted as extra files on the Obivion XP download page. The downside to doing a separate patch is that if a mod is changed, then the patch will become obsolete unless it is updated as well.

NOTE: New Wrye Bash tags have been promised that will allow Oblivion XP patches to be imported into your Bashed Patch. This is not required, but for those players with a large mod list, they probably don't have space for a bunch of patches and are probably running Wrye Bash already.

Third Party Mod Support

When SirFrederik released Oblivion XP, he included support for 25 mods. This is the reason that Oblivion XP is so CPU intensive. Even if the player doesn't have the mod loaded, the scripts run and do a lot of wasted processing. I plan to overhaul this part of Oblivion XP. Basically I would like to set things up so that the only processing that occurs is for mods the player actually has loaded. The best way to do that is to ask mod authors to add Oblivion XP support to their mods. The alternative is to create separate patches that can be imported into a Wrye Bash patch plugin. If the new tags are not added, then I will fall back to my contingency plan, which should still offer a significant performance improvement.

Patches

I will list the patches currently available in this section. Patches can be downloaded from the main download page.

A Brotherhood Renewed
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Laura Mclean
 
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Post » Wed Sep 01, 2010 11:27 am

So you post all this and then have the file hidden on nexus? F U :P
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Grace Francis
 
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Post » Wed Sep 01, 2010 9:04 pm

I just knew somebody was going to do that. Alright smarty pants, it should be visible now :)
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FITTAS
 
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Post » Wed Sep 01, 2010 10:35 pm

For those of you chomping at the bit, there was a slight error in the OBMM install script. You can ignore it, but I have uploaded a new version.
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Steve Smith
 
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Post » Wed Sep 01, 2010 11:18 am

Nice to see someone picking up the torch from Sir Frederick. :goodjob:
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sw1ss
 
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Post » Thu Sep 02, 2010 12:12 am

I thought it was SF coming back under a new name.. I guess he really is gone D:.

But it's nice to see someone picking up where he left off. I'm sure he'd want that. Despite his long absence periods, he was always enthusiastic about the mod, very open to new ideas.

And as one of the very first people to use ObXP since 2.0, I definitely welcome this.
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Charity Hughes
 
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Post » Wed Sep 01, 2010 11:16 pm

I thought it was SF coming back under a new name.. I guess he really is gone D:.

But it's nice to see someone picking up where he left off. I'm sure he'd want that. Despite his long absence periods, he was always enthusiastic about the mod, very open to new ideas.

And as one of the very first people to use ObXP since 2.0, I definitely welcome this.


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.
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krystal sowten
 
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Post » Wed Sep 01, 2010 12:09 pm

Hey Andalaybay

Can you tell me how to disable the Oblivion XP level progress bar for the HUD? I want to try to use the bar provided by HUD Status Bars instead. Need to figure out how, though. Thanks in advance.
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Sammi Jones
 
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Post » Wed Sep 01, 2010 7:29 pm

Very nice work. :)
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louise hamilton
 
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Post » Wed Sep 01, 2010 3:36 pm

Congrats on the release andalaybay :goodjob:
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Robert Jr
 
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Post » Wed Sep 01, 2010 12:27 pm

Congrats on the new release! Hopefully your continued efforts will make this an even better mod than it currently is.


There are still a number of bugs that need to be addressed. These include: no points from miscellaneous actions...


This probably may not help everyone and may have even been discussed but when ever I use FormID finder (latest version) after the scroll pops up I get no points for misc actions. I find this to be one legitimate cause. Of course this cause might not apply to everyone but I believe it is worth looking at.
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Kelsey Anna Farley
 
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Post » Wed Sep 01, 2010 1:42 pm

Hey Andalaybay

Can you tell me how to disable the Oblivion XP level progress bar for the HUD? I want to try to use the bar provided by HUD Status Bars instead. Need to figure out how, though. Thanks in advance.


I believe the command is L+Left Arrow Key to disable the HUD components ingame. They will stay disabled until you call them up again.
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Valerie Marie
 
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Post » Wed Sep 01, 2010 2:40 pm

Congrats on the release! It's nice to have an updated version of Oblivion XP.

Now, in case you don't know. I am working on a newer version of Curse of Hircine called http://tesnexus.com/downloads/file.php?id=35118. Of course, werewolves have the exact same problem as the Gray Cowl but I created a patch to fix it for the previous ObXP version. It looks like you didn't change the ObXPMiscScript so it should still work but it'll probably be outdated soon. It might be useful to you so I'll post the code.

There is an extra variable at the top that stores the player's state:
;player's state for fame/infamy; 0 - normal, 1 - Gray Cowl, 2 - werewolfshort state


This code determines the player's current state and compares it to the previous state to see if it was changed:
;fix issues with Gray Cowl/Werewolvesif ( IsModLoaded "CurseOfHircine.esp" ) ; *this isn't required with the more general method - see below	; tempLong is set to 1 when in wolf mode	RunScriptLine "set ObXPMisc.tempLong to cidwwpcwwmode"else	set tempLong to 0endif; current state is stored in tempLongif ( tempLong ) ; *the more general method is to check overrideState here - see below	let tempLong := 2elseif ( player.getEquipped TGGrayFoxCowl )	let tempLong := 1else	let tempLong := 0endif;reset fame/infamy if state changedif ( state != tempLong )	let arrayMiscXP[13] := getPCFame	let arrayMiscXP[14] := getPCInfamy	let state := tempLongendif;famelet tempLong := arrayMiscXP[13] if ( getPCFame > tempLong ) ; && ( player.getEquipped TGGrayFoxCowl == 0 ) - No longer needed


Feel free to use this in your mod, no credits necessary. You might want to make it more general so mods can tell ObXP to reset fame/infamy by setting a variable. Having an overrideState variable then other mods can use - RunScriptLine "set ObXPMisc.overrideState to (1 or 0)" - to tell ObXP to update the state.
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Nany Smith
 
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Post » Wed Sep 01, 2010 6:59 pm

Hey AndalaybayCan you tell me how to disable the Oblivion XP level progress bar for the HUD? I want to try to use the bar provided by HUD Status Bars instead. Need to figure out how, though. Thanks in advance.



I believe the command is L+Left Arrow Key to disable the HUD components ingame. They will stay disabled until you call them up again.


As Thomas mentioned,

Hold down the L key and press the Left Arrow Key. Keep pressing the Left Arrow Key until the HUD progress bar disappears. If you want it displayed again, hold down the L key and press the Right Arrow Key. Keep pressing Right Arrow until everything is back.

You can also hold down the L key and press the Up or Down arrow keys to scroll through the messages in the log.
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Esther Fernandez
 
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Post » Wed Sep 01, 2010 9:57 pm

Congrats on the new release! Hopefully your continued efforts will make this an even better mod than it currently is.

This probably may not help everyone and may have even been discussed but when ever I use FormID finder (latest version) after the scroll pops up I get no points for misc actions. I find this to be one legitimate cause. Of course this cause might not apply to everyone but I believe it is worth looking at.


This is what has made this issue so hard to track down. I use Form ID finder all the time and have never had a problem! There are other people who don't use that one, but have another setup and have the problem... I thought that a full FCOM setup might be a contributing factor, but I wouldn't be surprised to hear that, once again, there are people with FCOM and no problems!

Anyway, if you are not getting any XP from miscellaneous actions, please let me know. I have put some debugging code in that script and you can turn on the debugger in the ini file. You will need to load Conscribe though... And you might also need to load the newest version of OBSE (even newer than Ob XP requires in non-debug mode :)).

Contact me first, and we'll take it from there ;)
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Olga Xx
 
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Post » Wed Sep 01, 2010 10:34 am

Congrats on the release! It's nice to have an updated version of Oblivion XP.

Now, in case you don't know. I am working on a newer version of Curse of Hircine called http://tesnexus.com/downloads/file.php?id=35118. Of course, werewolves have the exact same problem as the Gray Cowl but I created a patch to fix it for the previous ObXP version. It looks like you didn't change the ObXPMiscScript so it should still work but it'll probably be outdated soon. It might be useful to you so I'll post the code.
... snipped..


Yeah, my fix is similar. I haven't put it in yet because #1, I'm debating with myself which way I want to do it and #2, that script may get overhauled :) There are a number of people who don't get experience points for miscellaneous actions at all and I'd rather track that one down and fix it first. So I don't want to change this script until it has been fixed. Then I'll add the Gray Cowl fix as well. Once I've released the version of Ob XP with the fix, you might want to have a look at the script then so you could redo your patch, if necessary. I don't know at this point how extensive the changes will be...

If anyone uses the Gray Cowl a lot and doesn't like the point bonuses :), please post here and I will explain how you can reverse the points awarded.
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Marine Arrègle
 
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Post » Wed Sep 01, 2010 1:29 pm

Andalaybay, thank you very much for this update. As I don't know, if you already know about this, there is a patch made by Kyoma, author of http://www.tesnexus.com/downloads/file.php?id=15294. Whithout it (it's at the same place as the Journal Mod - the link is above), every time you open the journal, you "earn" the XP for reading a book. The patch is a replacement for one Oblivion XP's script, so I think you should probably somehow incorporate it into your update - provided that your rewrites already have not fix this issue. Thnanks once more for keeping this mod alive.
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dell
 
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Post » Wed Sep 01, 2010 5:40 pm

Andalaybay, thank you very much for this update. As I don't know, if you already know about this, there is a patch made by Kyoma, author of http://www.tesnexus.com/downloads/file.php?id=15294. Whithout it (it's at the same place as the Journal Mod - the link is above), every time you open the journal, you "earn" the XP for reading a book. The patch is a replacement for one Oblivion XP's script, so I think you should probably somehow incorporate it into your update - provided that your rewrites already have not fix this issue. Thnanks once more for keeping this mod alive.


Thanks for the head's up. I'll check it out. I would prefer that patches like this stay with the mod that needs the patch - so leave it with Kyoma's mod. I'll have a look at the patch...
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Cccurly
 
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Post » Wed Sep 01, 2010 6:26 pm

As Thomas mentioned,

Hold down the L key and press the Left Arrow Key. Keep pressing the Left Arrow Key until the HUD progress bar disappears. If you want it displayed again, hold down the L key and press the Right Arrow Key. Keep pressing Right Arrow until everything is back.


Thank you. However, it would be nice, if an option to permanently turn it off would be added to the ini.
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Nathan Hunter
 
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Post » Wed Sep 01, 2010 7:25 pm

Thank you. However, it would be nice, if an option to permanently turn it off would be added to the ini.


I was planning on fixing the whole HUD thing in a future release :) TNO suggested that I use Menu Que and I need to look into all that. Right now my focus is fixing the bugs, then I will look at enhancements. I do intend to look at this stuff though.
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Arnold Wet
 
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Post » Wed Sep 01, 2010 3:57 pm

Bump for the next round of visitors... Also added details to second post.
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Sarah Knight
 
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Post » Wed Sep 01, 2010 11:40 am

s
Thanks for the head's up. I'll check it out. I would prefer that patches like this stay with the mod that needs the patch - so leave it with Kyoma's mod. I'll have a look at the patch...


Yes, I can understand that. It's only because it states that it replaces one OblivionXP's scripts, so it would probably mean updating the patch everytime you update this particular script. On the other hand, maybe you even now have not updated that script, so the patch may be still working?
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stevie trent
 
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Post » Wed Sep 01, 2010 6:33 pm

s

Yes, I can understand that. It's only because it states that it replaces one OblivionXP's scripts, so it would probably mean updating the patch everytime you update this particular script. On the other hand, maybe you even now have not updated that script, so the patch may be still working?


The current patch will continue to work until the next release. The fix is actually a generic OBSE function call which I will add to the next release - so Kyoma's patch won't be needed anymore! You'll have to continue using the patch until the next release though. Turns out the problem is not specific to Kyoma's mod - it's actually an OBSE function. As I said, I can add a simple check in the script and will do so.

Now if only all the fixes were that easy :)
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K J S
 
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Post » Wed Sep 01, 2010 11:35 pm

I was planning on fixing the whole HUD thing in a future release :) TNO suggested that I use Menu Que and I need to look into all that. Right now my focus is fixing the bugs, then I will look at enhancements. I do intend to look at this stuff though.


Ok, great to hear.
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Mason Nevitt
 
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