[RELz] Oblivion XP Update - Thread 2

Post » Mon Mar 14, 2011 3:02 pm

Yay my first fishy stick!...what's it do?I have version 4.1.8, but it's been happening since older versions by the original author. Thank you for investigating!


I have no idea! However it's an old and fun tradition that I keep going. I think there's an explanation of how it all came about in the Wiki, which is where that image came from.

I'll keep you posted on my findings regarding the sneak kills.

Well. In the Ely's Uncapper's .ini. It only has like 3 options.
; Allow Spell cost to decrease up to magic skill level 200; 0:Disable, 1:EnableModMagicCost=1; Allow Hand to Hand Damage up to skill level 200; 0:Disable, 1:EnableModH2HDamage=1; Allow Weapon Damage to increase up to skill level 200; 0:Disable, 1:EnableModWeaponDamage=1
So. Weapon damage and spell costs are the only things that change?


Yeah, you got it. In the readme, she lists the skills that get the benefit:
"So the Blade, Blunt, Hand to Hand, Athletics, Acrobatics, Marksman Illusion, Conjuration,Mysticism, Alteration, Destruction, Restoration benefit from the uncapped values."

Basically the damage dealt keeps going up and the spells keep getting cheaper. I also load Grandmaster of Alchemy so that my potions keep getting stronger too. There is another mod called Legendary Abilities that tries to cover off the rest, but I don't like the way they implemented some of the high level skill benefits. Oh, and if you load something like Supreme Magicka, you can configure it so that you can do stronger spells and enchantments.

Personally I have a chart that I use when I level and I've marked those skills above as the ones I can raise past 100. I just don't bother increasing the rest past 100.
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Ymani Hood
 
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Post » Mon Mar 14, 2011 1:36 pm

You can also use http://www.tesnexus.com/downloads/file.php?id=34841. It is fully configurable.
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Paula Ramos
 
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Post » Mon Mar 14, 2011 3:09 pm

Alright I'm bringing my bug report from tesnexus on here. Oblivion XP is giving me double exp when I sneak kill things even when I'm detected by them, as long as it's just one enemy that sees me.

...snipped...


Haha - I just realized what the issue is! It's because there's no one left to detect you! Basically you just finished killing the last guy who could rat on you, so technically there is no one detecting you and you get the sneak bonus!

You see, this is part of the killing script. The killing script builds an array of all the NPC's in the area. When you kill one, it checks to see if you are sneaking and if you have been detected. Well in this case, both of these are true. Due to the script timing, the function test for being detected returns false because the guy is dead already. If there is more than one NPC in the area, then the detected test would return true as long as one of the other NPC's had detected you. If you manage to kill them all without others detecting you, you would get the bonus.

So, yeah, unfortunately this is the way it works. It is open to a bit of an exploit and all I can say is don't exploit it that way :wink_smile:

I will be completely rewriting this script in a future update, so if I can fix this issue, I will, but I'm not sure I can. I'll mark it down though and will certainly have a look. Thanks for bringing this to my attention :)
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sharon
 
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Post » Mon Mar 14, 2011 8:43 am

HELP!!!

I just updated from the old Oblivion XP to yours and this doesn't initialize when my game starts. When I kill a creature I also don't get any XP for it since it's not initialized. I can go to my stats screen and see my progress bar is at the half way mark like it was before but in the HUD it remains empty.
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Nymph
 
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Post » Mon Mar 14, 2011 8:22 am

HELP!!!

I just updated from the old Oblivion XP to yours and this doesn't initialize when my game starts. When I kill a creature I also don't get any XP for it since it's not initialized. I can go to my stats screen and see my progress bar is at the half way mark like it was before but in the HUD it remains empty. ALSO the large screen that shows you your list of XP remains up but wasn't up before. Can anybody help me figure out what to do?


Yeah, that's because it hasn't initialized properly. Make sure you're running OBSE 18 final or newer. Is OBSE itself loading properly? For some reason of late I've had a number of people reporting issues with getting OBSE itself to load properly. You can check by looking at your obse.log file in the Oblivion game directory (where the exe is). If you're using the Steam version of Oblivion, you need to activate the in-game Steam community for OBSE to load properly.

You do need to follow the upgrade instructions in the readme (that's in the download) because the ini file has been relocated and modified. You'll need OpenOffice (free) or Word 2007 or later to read the readme. The link for OpenOffice is in the first post in this thread and is also on the Nexus download page.

If your OBSE is ok, and you followed the upgrade instructions, I'd just try reinstalling Oblivion XP. How are you installing it? If you're using OBMM, just deactivate the omod, exit OBMM, open OBMM again and reactivate the omod. If you're using BAIN, you have to make sure to select "has extra directories", depending on which version of Wrye Bash you're running. I have changed the readme to mention that, but I haven't replaced the version in the download yet. So select "has extra directories" and then click Anneal to fix the installation. Make sure you pick the sub-package that corresponds to your UI.
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Javier Borjas
 
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Post » Mon Mar 14, 2011 3:10 am

Well I don't know what was going on but i got it working . Either my game or my computer decided to be a pain in the butt. I went into Wrye Bash and looked and OXP was checked off the first time ran BOSS but when I went to play it said a file was missing and OXP wouldn't initialize. I look at wrye bash again after the third time of things not working and for some reason OXP wasn't checked off. Everything is working fine now. I have no idea how or why it became unchecked.
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Ice Fire
 
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Post » Mon Mar 14, 2011 7:10 am

I've had that happen periodically too. Not with Oblivion XP, but other mods in my list will suddenly be deactivated... Not sure why either :shrug:

Anyway, glad you got it sorted.
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Jade Muggeridge
 
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Post » Mon Mar 14, 2011 9:29 am

Does anyone know a fair number of skill points per level to keep....hmm. I guess the correct way to say it would be to keep the game fair, for the player and mobs/npcs. Because I find my level 17 thief able to take out level 34 vampire matriarchs with a sneak attack arrow/with a few arrows head on, no sneak attacks.

Each set of caps is odd imo though. You set the journeyman cap at level 5. Expert cap at level 10. Then master cap is jumped to 20? Then grandmaster is 30. Logically speaking. They should be 5 for journeyman, 10 for expert, 15 for master, 25 for grandmaster. And purrchance 35 for the final cap of 200? I've got my caps set to 5/10/15/25 atm. But Purrhaps that makes my character too overpowered.
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brenden casey
 
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Post » Mon Mar 14, 2011 7:27 am

So, yeah, unfortunately this is the way it works. It is open to a bit of an exploit and all I can say is don't exploit it that way :wink_smile:

I will be completely rewriting this script in a future update, so if I can fix this issue, I will, but I'm not sure I can. I'll mark it down though and will certainly have a look. Thanks for bringing this to my attention :)


Hey, I just figured out that it might actually be an incompatibility with "Ultimate Third Person Camera". I had that as a very urging idea when I woke up today because I notice they look at your camera instead of you, like you're controlling an invisible second person behind the camera... no idea how I thought of that suddenly, but it seems true! So far the bug isn't happening with that disabled. I've tried so far 10 times like in the video, and it's giving me the normal EXP... so I wonder if that camera mod also breaks sneak or anything like that?

But I'd like to add it's not exactly right for a sneak character to avoid sneaking. :P Or it could just be me that tends to sneak sometimes when fighting enemies so that other enemies don't hear us fighting etc. But anyway, it looks like without that camera mod it's fixed, so I guess I'll just live without that.

On another note, I am excited and waiting for that ini update planned for limiting points put into skills, like attributes. I probably said that before, but I feel it's really important so you can't go from underpowered to overpowered in just a couple levels, with your enemies and loot staying about the same because...it's just a couple levels. That's been my hugest "hate" about Oblivion XP ever since I first tried it, and I think that's *always* been the reason for me to uninstall it. But I really like the system and keep coming back to try it...probably the 8th time in over a year now. I wish for this update!
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Kayla Oatney
 
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Post » Mon Mar 14, 2011 6:49 am

Does anyone know a fair number of skill points per level to keep....hmm. I guess the correct way to say it would be to keep the game fair, for the player and mobs/npcs. Because I find my level 17 thief able to take out level 34 vampire matriarchs with a sneak attack arrow/with a few arrows head on, no sneak attacks.

Each set of caps is odd imo though. You set the journeyman cap at level 5. Expert cap at level 10. Then master cap is jumped to 20? Then grandmaster is 30. Logically speaking. They should be 5 for journeyman, 10 for expert, 15 for master, 25 for grandmaster. And purrchance 35 for the final cap of 200? I've got my caps set to 5/10/15/25 atm. But Purrhaps that makes my character too overpowered.


Interesting... How many attribute points do you have to spend each level? I've never increased mine above the default 13. Now I like to play as "jack-of-all-trades", so I have increased the number of skill points per level to 105! Now even at that, I'm pretty sure I couldn't take out a level 34 vampire matriarch at level 17 in a few shots. Are you playing at the default difficulty (50%)? Mind you, because I'm a "joat", I probably wouldn't have any skills that would be super high at that level. I've never had to mess around with the mastery levels either. I'm usually well beyond those levels before I have to worry about increasing a skill to the next level of mastery.

I haven't touched the defaults for the min levels for the next level of mastery from the values SirFrederik originally set. I think you should increase them a bit. Maybe 8/12/18/25 or something like that.

I have heard some players do decrease the number of attribute and/or skill points they have to spend each level, so you might want to adjust those values a bit. Even though I increase the number of skill points I have to spend each level, I increase the quadratic slope so that I level slower.

There are a lot of parameters for this, so you might want to play around a bit until you're happy with the results. Any changes you make to the ini will take effect immediately, so it shouldn't take too long to see the effects.

Hey, I just figured out that it might actually be an incompatibility with "Ultimate Third Person Camera". I had that as a very urging idea when I woke up today because I notice they look at your camera instead of you, like you're controlling an invisible second person behind the camera... no idea how I thought of that suddenly, but it seems true! So far the bug isn't happening with that disabled. I've tried so far 10 times like in the video, and it's giving me the normal EXP... so I wonder if that camera mod also breaks sneak or anything like that?

But I'd like to add it's not exactly right for a sneak character to avoid sneaking. :P Or it could just be me that tends to sneak sometimes when fighting enemies so that other enemies don't hear us fighting etc. But anyway, it looks like without that camera mod it's fixed, so I guess I'll just live without that.

On another note, I am excited and waiting for that ini update planned for limiting points put into skills, like attributes. I probably said that before, but I feel it's really important so you can't go from underpowered to overpowered in just a couple levels, with your enemies and loot staying about the same because...it's just a couple levels. That's been my hugest "hate" about Oblivion XP ever since I first tried it, and I think that's *always* been the reason for me to uninstall it. But I really like the system and keep coming back to try it...probably the 8th time in over a year now. I wish for this update!


Yeah, as I said, I really hadn't encountered the problem you were having before. I didn't actually try it because I don't have a game that would be convenient for me to test it on right now. I was looking at the code and thought it might be a timing issue. I'm not surprised the third person camera has this effect. I think it works by having an invisible npc behind you, I believe. I don't think there was any other way to get the camera to behave like that because it isn't that adjustable in Oblivion.

Until I get the update done, I suggest you try to limit yourself to spending 5 or 10 points on a skill per level :wink_smile: I know self-discipline can be hard at times :lol:
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Wayland Neace
 
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Post » Mon Mar 14, 2011 4:58 am

I was wondering what you plan to limit the "single skill" points to, and the journeyman expert etc stuff? I actually was making a chart to help think about it, but now it just looks like a big mess, so nevermind. :P

I was thinking maybe ditch the journeyman etc unlocking stuff altogether and just give 4 points in a skill per level? You'd master a major skill at about level 20. Or...actually, you'd probably master all your major skills at the same time, unless maybe you also limited the total skill points to distribute... You know what? Why not make it simple like the attributes are and make everything take 1 point, and give 5-8 total points to put into your skills? Oh, right... then major skills wouldn't have so much of a point other than starting at novice. Hmm... well I guess I've stumped myself. But hopefully my thoughts will help somehow.

edit: OR OR! Maybe 10 total points (like vanilla) for skills with each skill costing 1, while limiting a single skill to 5 points per level? Another idea, maybe put caps of 49 (or 50 for journeyman if that sounds fine) for minor skills so you can't be good at minors?

So it would be like this, what do you think?
LEVEL UP!
- Total points 10
- Cost to put into any skill: 1
- Max allowed to put into a single skill: 5
- No more unlocking journeyman etc, because that was just there to keep you from zooming to 100 right? So we just fixed that.
- Minors capped at 49 or 50, depending if it's decided that journeyman is too good.
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Dalton Greynolds
 
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Post » Mon Mar 14, 2011 7:39 am

- No more unlocking journeyman etc, because that was just there to keep you from zooming to 100 right? So we just fixed that.


Get out your penny jar, cause I've got $0.02 for everyone! :lol:

I've personally found the "soft caps" to be a somewhat arbitrary feature. For example, if I were to set my skill points to a high value, it would indicate that I want to level quickly, whereas if I set them really low, it means I want to level slowly. In either case, I've found the caps to be either an annoying hinderance, or completely irrelevant (since I never hit them). I'm assuming the point of the feature was to keep you from systematically "maxing out" skills one by one, but even that feels like somewhat of a thin premise to me. It just seems that often times, the skill caps are just another arbitrary layer to leveling, and that most of the time I can adequately control my leveling by adjusting my skill points alone (which is why all mine are set to level 1). But then again, perhaps this point of view is colored by my personal playing style. :smile:

There, now you are all $0.02 richer.... don't spend it all in one place now! :lol:
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Reanan-Marie Olsen
 
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Post » Mon Mar 14, 2011 12:15 pm

Actually I will be implementing Phitt's suggestions - sorry, he's way ahead of you :)

Basically there wil be an ini setting to limit how many points you can spend on each skill per level. I think the default will be 10, but it might be 5, I'm not sure right now. There will also be additional settings so that skills cost more as you advance to the next level of mastery. So once you hit Journeyman level, the skill cost will increase by 1, so if a skill cost 2 to start, it will now cost 3 etc. When you hit Expert level, it will cost 2 more points and Master level will cost 3 more points.

This system will also have a new default for the number of skill points per level to balance out the higher costs.

And this will all remain optional, because some of us, Princess Bridget, don't have a problem with self discipline :lol: Just teasing... I have had a couple of people request this and Phitt patently refuses to upgrade until I fix this!! :lol:
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noa zarfati
 
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Post » Mon Mar 14, 2011 7:49 am

And this will all remain optional, because some of us, Princess Bridget, don't have a problem with self discipline :lol: Just teasing... I have had a couple of people request this and Phitt patently refuses to upgrade until I fix this!! :lol:


Ohh, I didn't know you had it planned out. Cool, I like those ideas too. I just want it to be fair and balanced, so whatever works! But did I understand right that you're not making the changes as the new default? Wait now I'm confused...
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Nick Jase Mason
 
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Post » Mon Mar 14, 2011 8:27 am

Ohh, I didn't know you had it planned out. Cool, I like those ideas too. I just want it to be fair and balanced, so whatever works! But did I understand right that you're not making the changes as the new default? Wait now I'm confused...


No, I don't want to break people's games :) So the default will be as it is now, but everything will be configurable in the ini, so as soon as I release the new version, you can go in and apply the suggestions. I will list the suggestions in the ini to help you set it up. So yeah, I guess it's kind of weird :lol: The default suggestion will be a limit of 5 or 10 points for increasing skills and then the cost increase of one point per level of mastery, Journeyman and above.

Edit: I guess if I have a lot of people requesting this, then I could flip it around so that these are the defaults, but I've only had two people request this so far...
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Alexx Peace
 
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Post » Mon Mar 14, 2011 3:14 am

I would definitely use that feature. So here's my request ;)
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Charlotte Henderson
 
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Post » Mon Mar 14, 2011 6:10 am

I see... would an omod option be fine instead? Like,

1: "New awesome balanced settings with ice cream and a cherry on top - recommended for new games"
2: "Old settings - if you upgraded but don't want to start a new game"

I'm not being biased... :D
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Hayley Bristow
 
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Post » Mon Mar 14, 2011 6:29 am

I would definitely use that feature. So here's my request ;)


haha - ok, so that's three :lol: I suspect this will be more popular once people see what it does.

I see... would an omod option be fine instead? Like, 1: "New awesome balanced settings with ice cream and a cherry on top - recommended for new games" 2: "Old settings - if you upgraded but don't want to start a new game"I'm not being biased... :D


No! Multiple ini files? You're a real task-master, aren't you? :rofl: I'll give clear instructions for implementing the settings yourself - it won't be that bad, honest!
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Justin Bywater
 
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Post » Mon Mar 14, 2011 1:24 am

Do you have a possible release date for when you would add this into OXP because I may consider waiting to play anymore until it comes out : :whistling:
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Taylor Thompson
 
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Post » Mon Mar 14, 2011 1:21 pm

Oh, I think it's going to be a bit yet. I'm working on another mod atm and I have people waiting for me to do some stuff - gad this is worse than work!

Anyway I'm aiming for the end of January to get a new version of Ob XP out.

Edit: Actually as I look at the calendar see that it's mid-January already, I would say mid to late February is more realistic :)
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jadie kell
 
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Post » Mon Mar 14, 2011 6:24 am

So I'm having a strange bug since yesterday. When I load my save my XP bar is full (it wasn't before) and I keep hearing the noise your hear when the mod is loaded. It's very annoying... thanks for your help.
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Brad Johnson
 
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Post » Mon Mar 14, 2011 2:45 am

So I'm having a strange bug since yesterday. When I load my save my XP bar is full (it wasn't before) and I keep hearing the noise your hear when the mod is loaded. It's very annoying... thanks for your help.


You might have a corrupt saved game. Don't save over top of a previous saved game - always save to a new slot. This is really important when you are running OBSE, which Oblivion XP requires.

Try going back to an earlier saved game if you have one. If not, you could try doing a clean save and let Oblivion XP reinitialize. I'm not sure that would work at this point though.
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Heather Kush
 
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Post » Mon Mar 14, 2011 4:40 pm

Ah. I've got everything like default. Except changed the mastery levels, Changed attributes to 15 per level, which I'll probably switch down to 10. << I like multiples of 5. OCD yay. My skill points are set to 90 per level. And I have it in specialist mode. So for a stealth class, stealth skills cost 2-3 points. And non-specialized combat skills are 4 and stuff. Think I might drop down the skill points too.

Also. I don't really understand how AVuncapper does it. I'm good at math. But I don't feel like plugging in and checking things when they could be explained somewhat easily. Also. Attributes over 100, helpful or not?
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laila hassan
 
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Post » Mon Mar 14, 2011 3:51 am

Same deal with attributes - some are handy over 100, others not worth it. Strength, Intelligence and Willpower continue to provide benefits over 100, but Int and Will only if you are a magic user. Here, have a look at the http://www.uesp.net/wiki/Oblivion:Attributes If you click on the links for each of the attributes, I think they talk about what the benefits of each is above 100.

Sounds like you've got a pretty good setup though. As you say, you might want to lower a couple of settings here and there to keep things competitive :)
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Jade
 
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Post » Mon Mar 14, 2011 11:42 am

Bug report: It's possible to get infinite EXP by killing your own conjured creatures (I use Less Annoying Magic Experience).
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Gwen
 
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