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
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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.