[RELz] Oblivion XP Update - Thread 3

Post » Tue Mar 29, 2011 10:29 pm

Well I'll be damned to Oblivion! You got it completely right! Not only does perk skill info display correctly without DR6 installed, but I don't get crashing while displaying skill perk info when running under OBSE 19. In other words, there are no outstanding issues I can detect with DR6 disabled. That kind of svcks because I just keep finding more reason not to use that mod. I chose to use it because I like how it models combat in a manner similar to Dark Messiah. Are you using any kind of mod to change the oblivion combat system? I suppose I could go back to DR5. That one seemed to work well for me without causing an excess of extraneous problems.Oh yeah, thanks for the fishy Cap'n!


How odd. I don't get crashes when skill perk info pops up but I got "0" for Light Armor perk. Acrobatics showed ok, there was one other skill before that was ok too, can't recall which. Using DarkUI Darn, obse19b, MenuQue 9a, EH, DR6. Going to try without DR6 and see what happens, but won't disable it either way, it's too fun a mod. ^_^


All I can suggest if you guys do confirm that it's DR 6 that's causing the problems is that you post your findings in the DR 6 thread. It is a beta and hopefully Skycaptain can figure out what the issue is. At least we know what it is, so you can decide whether to keep DR 6 and just disable the skill perks (you can do that in the Ob XP ini), or try to find an alternative to DR 6.

Skycaptain can contact me if he needs more details. I'm using GetDescription and GetTexturePath (OBSE functions) to get the information necessary to populate the skill perk menu and maybe that's where the conflict lies.
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dav
 
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Post » Wed Mar 30, 2011 3:17 am

All I can suggest if you guys do confirm that it's DR 6 that's causing the problems is that you post your findings in the DR 6 thread. It is a beta and hopefully Skycaptain can figure out what the issue is. At least we know what it is, so you can decide whether to keep DR 6 and just disable the skill perks (you can do that in the Ob XP ini), or try to find an alternative to DR 6.

Skycaptain can contact me if he needs more details. I'm using GetDescription and GetTexturePath (OBSE functions) to get the information necessary to populate the skill perk menu and maybe that's where the conflict lies.


Disabled DR6 and it's still the same. Tested a bunch of other skills as well, Blunt, Hand to hand, Restoration, Sneak etc, and all info displayed ok. They're all at different skill perk level. So, only Light Armor gave me "0", might have others but couldn't test all skills. Very very odd, wonder where the descriptions are stored, maybe I messed up the file or something. Sorry for giving you new headache. :tongue:
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Marie
 
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Post » Wed Mar 30, 2011 4:17 am

Disabled DR6 and it's still the same. Tested a bunch of other skills as well, Blunt, Hand to hand, Restoration, Sneak etc, and all info displayed ok. They're all at different skill perk level. So, only Light Armor gave me "0", might have others but couldn't test all skills. Very very odd, wonder where the descriptions are stored, maybe I messed up the file or something. Sorry for giving you new headache. :tongue:


That sounds like it's an issue with the OBSE function or the skill name. Basically when using GetDescription, you have to pass a reference to it, so Light Armor is passed as SkillLightArmor. Does Heavy Armor work ok? I'll test these as well.

Anyway it doesn't sound like you are having the same problem as npell01 was having. Very odd.
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Sophie Louise Edge
 
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Post » Tue Mar 29, 2011 10:52 pm

That sounds like it's an issue with the OBSE function or the skill name. Basically when using GetDescription, you have to pass a reference to it, so Light Armor is passed as SkillLightArmor. Does Heavy Armor work ok? I'll test these as well.

Anyway it doesn't sound like you are having the same problem as npell01 was having. Very odd.


Can't test Heavy Armour since I've already got the perk. Odd, but I can live with it though I wonder why only light armour.
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Emilie Joseph
 
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Post » Wed Mar 30, 2011 9:26 am

Can't test Heavy Armour since I've already got the perk. Odd, but I can live with it though I wonder why only light armour.


Indeed. I guess I'd better find some way to test all of them... Let's see 1000 pts to spend with no limits per skill - that should do it :lol:
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Kate Norris
 
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Post » Wed Mar 30, 2011 12:03 am

An update on the problems with DR 6, Enhanced Hotkeys and MenuQue:

OBSE 20 beta 6 has been released. This should have a fix to the problem that Scruggsy would like people to test. Scruggsy says it is not the fault of those other mods, rather they uncovered a bug in the OBSE code.

Since Oblivion XP needs MenuQue, there were some issues for people running Oblivion XP, so I am mentioning this here as well. I suspect there will be updates soon in the threads of the other mods affected.
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Cameron Wood
 
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Post » Wed Mar 30, 2011 9:47 am

Oblivion XP has made a new friend: Faregyl Village Version 2.0.1 :wub:

Arthmoor has built support for Oblivion XP into the new version of Faregyl Village. Now you will gain XP when doing Faregyl's quests.

Thanks Arthmoor!!


Also, a French translation has been added! All translations are on the main download page.
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Chris Duncan
 
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Post » Wed Mar 30, 2011 2:40 am

Arthmoor has also added Oblivion XP support to Frostcrag Village!
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Luis Reyma
 
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Post » Wed Mar 30, 2011 1:08 am

Hey, Andalaybay!

I'm trying to tweak my Oblivion XP ini file, and would like some input. I don't understand from the ini descriptions what exactly the order of operations is for the various XPNeeded multipliers.

I told you a while ago, but I play with FCOM, and in my last Oblivion XP play-through I found low levels too easy and high levels frustratingly long, due to the way creatures are (un)leveled and the resulting XP disparity. So what I'm trying to do is figure out some good values that will increase (or at least leave alone) the XP needed at low levels, while relatively decreasing the XP needed at higher levels. Or to alter other values elsewhere in the ini that will have the same net effect, of making leveling a bit slower at the lowest levels and faster past 25-ish.

I could probably go into the CS and find the appropriate scripts, but I don't know how recognizable they would be (I've never messed around with OBSE scripting), and to be honest math beyond basic algebra is not my strong suit, so even if I did I might need help figuring this out.

So far, based on the descriptions in the ini alone, what I've done is this:

Set ObXPSettings.multXPNeeded 			to 1		; 1Set ObXPSettings.multXPNeededBase 		to 2000		; 1500Set ObXPSettings.multXPNeededLinear		to 100	 	; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 2 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 20000	; 20000On top of this, I've also changed the following:Set ObXPSettings.multXPKillLevel 	to 0.5		; 0.3



The logic of the first section being that the NeededBase increase is going to effect everything, while the QuadraticSlope increase will slightly increase the total XP needed per level as well but bring down the level where quadratic increase slows, to around the same level I stop finding anything that outlevels me significantly. At which point the lower NeededLinear value will keep the total XP needed at a lower total level than it was previous (I hope?).

The MultXPKillLevel change was a two-birds-with-one-stone move. In part it compensates for the fact that I set to zero "rested" XP (don't like that functionality, originated with MMORPGs trying to encourage people to play alts to keep them busy...) and set sneak bonus to 1 for no bonus. I actually contemplated setting it to less than one, since sneak kills are easier, not harder, than detected kills... but in the end I decided, a kill is a kill is a kill. And, overall I just want the lion's share of my XP coming from combat compared to the other things I can get XP for, without removing those other things entirely.

The MultXPKillLevel is actually the bit I'm most curious about. The ini is vague. Is this a flat increase that will multiply all kill XP by 50% where it had previously been 30%? Or is this interacting with my level and the base number (and any other part of the killXP equation that I don't know about/understand) in a way that will cause it to have an increasing effect as my level goes up? The latter would be my preference, obviously, as long as the effect isn't insane.

In any case, thanks for taking the time to read, and any feedback (from anyone who understands the equations here, for that matter, not just Andalay) is appreciated.
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flora
 
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Post » Wed Mar 30, 2011 2:33 am

Hey, Andalaybay!

I'm trying to tweak my Oblivion XP ini file, and would like some input. I don't understand from the ini descriptions what exactly the order of operations is for the various XPNeeded multipliers.

I told you a while ago, but I play with FCOM, and in my last Oblivion XP play-through I found low levels too easy and high levels frustratingly long, due to the way creatures are (un)leveled and the resulting XP disparity. So what I'm trying to do is figure out some good values that will increase (or at least leave alone) the XP needed at low levels, while relatively decreasing the XP needed at higher levels. Or to alter other values elsewhere in the ini that will have the same net effect, of making leveling a bit slower at the lowest levels and faster past 25-ish.

I could probably go into the CS and find the appropriate scripts, but I don't know how recognizable they would be (I've never messed around with OBSE scripting), and to be honest math beyond basic algebra is not my strong suit, so even if I did I might need help figuring this out.

So far, based on the descriptions in the ini alone, what I've done is this:

Set ObXPSettings.multXPNeeded 			to 1		; 1Set ObXPSettings.multXPNeededBase 		to 2000		; 1500Set ObXPSettings.multXPNeededLinear		to 100	 	; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 2 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 20000	; 20000On top of this, I've also changed the following:Set ObXPSettings.multXPKillLevel 	to 0.5		; 0.3



The logic of the first section being that the NeededBase increase is going to effect everything, while the QuadraticSlope increase will slightly increase the total XP needed per level as well but bring down the level where quadratic increase slows, to around the same level I stop finding anything that outlevels me significantly. At which point the lower NeededLinear value will keep the total XP needed at a lower total level than it was previous (I hope?).

The MultXPKillLevel change was a two-birds-with-one-stone move. In part it compensates for the fact that I set to zero "rested" XP (don't like that functionality, originated with MMORPGs trying to encourage people to play alts to keep them busy...) and set sneak bonus to 1 for no bonus. I actually contemplated setting it to less than one, since sneak kills are easier, not harder, than detected kills... but in the end I decided, a kill is a kill is a kill. And, overall I just want the lion's share of my XP coming from combat compared to the other things I can get XP for, without removing those other things entirely.

The MultXPKillLevel is actually the bit I'm most curious about. The ini is vague. Is this a flat increase that will multiply all kill XP by 50% where it had previously been 30%? Or is this interacting with my level and the base number (and any other part of the killXP equation that I don't know about/understand) in a way that will cause it to have an increasing effect as my level goes up? The latter would be my preference, obviously, as long as the effect isn't insane.

In any case, thanks for taking the time to read, and any feedback (from anyone who understands the equations here, for that matter, not just Andalay) is appreciated.


Hey Ty! I've actually had questions like this a couple of times recently, so I think what I'll do is post my spreadsheet for people to download. I'll need to fix it up a bit, but basically it will have the levelling equation in it, with the default numbers and graph. Then I'll add a second column where you can put your numbers and the spreadsheet will display the new graph. That might be the best way for you to see the results of playing with the numbers. Increasing the Quadratic Slope to 2 will slow down your levelling by quite a bit, so you may not want to raise it that high. I would strongly recommend you not alter the basic equation anyway because SirFrederik did develop it as part of the whole system, so all the point rewards complement the levelling formula. If you start changing one without adjusting the rest of the system, you may not get the results you expect. That's why I haven't touched his equation. I was looking at implementing the 3rd edition Dungeons & Dragons formula, but I would have to rewrite and rework everything and decided that I just couldn't balance the mod by doing that.

The formula for kills is a little more complicated because it figures out how powerful the enemy is compared to you. It also checks to see if you have any companions and if they killed the critter for you, then you only get a portion of the normal kill points. But for the specific parameter that you are looking at, it is the extra point bonus you get as you get higher in level. It is a bit of compensation for the fact that you need more points to increase in level at higher levels. So basically it sounds like it will do exactly what you want and increasing it to 0.5 would be a pretty good adjustment. I wouldn't raise it too high.

So give me a bit to fix up that spreadsheet and I'll upload it to the Nexus download page. It might be a day or two. Also, it will be in OpenDocument Data format, so you'll need OpenOffice for it - OpenOffice is free. If you want to play in the meantime, I suggest you set the Quadratic Slope to 1.2, perhaps a bit higher, but 2 might be a bit too high. Although with FCOM, maybe you could get away with a much higher number than what I would use.
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Samantha Wood
 
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Post » Tue Mar 29, 2011 8:00 pm

Using FCOM and I've set both multXPNeeded and multXPNeededQuadraticSlope at 2. Still feel it's too fast, pondering upping them some more..
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Laura Simmonds
 
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Post » Wed Mar 30, 2011 12:12 pm

Using FCOM and I've set both multXPNeeded and multXPNeededQuadraticSlope at 2. Still feel it's too fast, pondering upping them some more..


Really? Wow. Ok, good to know. I might add that to the docs as a recommendation for FCOM users then.
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Justin
 
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Post » Wed Mar 30, 2011 6:53 am

An update on the problems with DR 6, Enhanced Hotkeys and MenuQue:

OBSE 20 beta 6 has been released. This should have a fix to the problem that Scruggsy would like people to test. Scruggsy says it is not the fault of those other mods, rather they uncovered a bug in the OBSE code.

Since Oblivion XP needs MenuQue, there were some issues for people running Oblivion XP, so I am mentioning this here as well. I suspect there will be updates soon in the threads of the other mods affected.


Just to let you know, I have upgraded to XP 4.1.9 and added Menuque. I did have problems with the game crashing when I tried to increase Athletics from 24 to 25. I was able to get around this by going to an Athletics Trainer and train. The same crash happened when I tried to increase from 49 to 50. Again, I was able to get around that by going to an Athletics Trainer.

I then grabbed OBSE 20 beta 6 and tried this again. The game does not crash when I increase Athletics from 24 to 25 anymore. The screen that shows up has only one character on it. "O" or "0" (I'm not sure whether it is the letter or the number.
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 10:47 am

Andalabay ehy mate! Good to see that your mod is not dead :P I'm joking ofc! Btw,since I am going to finally play oblivion and I'll use FCOM(yea 4 overhaul almost translated)..Have I to tweak anything in the ObXp ini file?

p.s. Am I doing an error by using FCOM complete on my first game?(I have played it but..always stopped because of translations/textures etc)
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Monika Krzyzak
 
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Post » Tue Mar 29, 2011 8:17 pm

Just to let you know, I have upgraded to XP 4.1.9 and added Menuque. I did have problems with the game crashing when I tried to increase Athletics from 24 to 25. I was able to get around this by going to an Athletics Trainer and train. The same crash happened when I tried to increase from 49 to 50. Again, I was able to get around that by going to an Athletics Trainer.I then grabbed OBSE 20 beta 6 and tried this again. The game does not crash when I increase Athletics from 24 to 25 anymore. The screen that shows up has only one character on it. "O" or "0" (I'm not sure whether it is the letter or the number.


Well I'm glad it's not crashing anymore, but it does sound like we have something fishy going on. I haven't had a chance to test this yet myself, but I will do so shortly. It sounds like something has happened to GetDescription, which is the OBSE function that I'm using for this. I will test and see what I find.

Andalabay ehy mate! Good to see that your mod is not dead :P I'm joking ofc! Btw,since I am going to finally play oblivion and I'll use FCOM(yea 4 overhaul almost translated)..Have I to tweak anything in the ObXp ini file?p.s. Am I doing an error by using FCOM complete on my first game?(I have played it but..always stopped because of translations/textures etc)


You're using FCOM on your first play-through? You're crazy! :rofl: Well have a look at omeletted's post above. It sounds like you might want to increase the Quadratic Slope to 2. She also increased the multXPNeeded to 2 as well. Basically you might find yourself levelling too quickly with the base settings.
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Angus Poole
 
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Post » Wed Mar 30, 2011 10:48 am

Thank you for a great mod

Quick question just started using XP had a strange problem where my block, heavy armor and armourer skills just randomly went up by 1 level half way through the prison at the start of the game, Don't know if it was supposed to happen as i havn't been using those skills.
Here's my load list incase anyone can spot if i have something that clashes

Spoiler
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Ayleid Edition.esp57  Anduril Reforged.esp58  Murderer.esp59  Anvil_MorningGloryBetterCities_Mixed.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]5A  AuriCloudRulerAddons.esp5B  Better Dark Brotherhood Sanctuary.esp5C  Better Benirus Manor - Helping Hands.esp5D  Better Benirus Manor.esp  [Version 4.71]5E  Better Rosethorn Hall.esp5F  Better Rosethorn Hall - Cobl Patch.esp60  BHC_Expanded.esp  [Version 1.2]61  HackdirtTheDeepOnes.esp62  BrotherhoodRenewed.esp  [Version 1.0.11]63  BrotherhoodRenewed - Oblivion XP Patch.esp64  Defenders of Cyrodiil.esp65  DescentIntoNecropolis.esp  [Version 1.1]66  Dungeons of Blackwood.esp67  Extended Imperial City Version 1.0.esp68  Extended Chorrol.esp69  Extended Skingrad.esp6A  Gift of Kynareth.esp6B  JDNT_Brina Cross.esp6C  JolardHome.esp  [Version 4.7.0]6D  Kragenir's Death Quest.esp6E  KDQ - Rural Line Additions.esp++  300 Feudal Empire.esp6F  OldCrowInn.esp  [Version 1.5]70  LostSwordOfTheAylied.esp71  The Imperial Water - BETTER CITIES.esp72  Miniquest_Vampire.esp73  MrPwner's Ambient Inn's.esp74  Northern Front.esp75  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]76  NNWAEDungeons-Series2EV.esp77  NNWARE06-RhyeliaEmeroEV.esp78  Oblivion 4ever.esp79  Oblivion_NPC_Project1.esp7A  oblivionNPCproject2.esp7B  OblivionNPCproject3.esp7C  RealisticPopulation_Cheydinhal.esp7D  RealisticPopulation_Anvil.esp7E  RealisticPopulation_Bravil.esp7F  RealisticPopulation_Chorrol.esp80  RealisticPopulation_Leyawiin.esp81  QOTW001-010.esp82  Region Revive - Lake Rumare.esp83  Return Of Shadows.esp  [Version 1.1]84  ScarletMonastery.esp85  SenTineL's Legendary Weapons And Armors.esp86  ShadowfangKeep.esp87  Side's Bravil House.esp++  Side's Bravil House (COBL).esp88  Side's Bruma House.esp  [Version 1.1]89  Side's Bruma House (COBL).esp8A  Side's Cheydinhal House.esp  [Version 1.01]++  Side's Cheydinhal House (COBL).esp  [Version 1.0]8B  Home Improvement - Imperial City Shack 1.0.esp8C  Steve - Thieves Guils HQ.esp  [Version 1.2-SF.]8D  SunderedKeep.esp8E  TalosBridgeGateHouse.esp8F  The Ayleid Steps.esp  [Version 3.4]90  TheForgottenShields.esp91  NRB4+ForgottonShields Patch.esp92  The Vertueux.esp93  thievery.esp94  thievery - EE patch.esp  [Version 4.2]95  TR_Stirk.esp96  Stirk_Compatibility_Patch.esp97  VaultsofCyrodiil.esp98  VaultsofCyrodiilBC.esp99  VHBloodlines 1.2.esp  [Version 1.5.3]9A  Vampire Hunting - Order of the Virtuous Blood.esp9B  Villages1.1.esp  [Version 1.1b]9C  VileLairRebuilt.esp9D  Village of Lily 2.0.esp9E  WOTFH_1.3.esp9F  Butcher.espA0  Wretched Pit and Witherstone Caverns.espA1  Arena District Alive.espA2  Arena_BattlesV1.2EV.espA3  DLCFrostcrag.espA4  BrumaMGRestored.espA5  BrumaMGRestored-Frostcrag.espA6  Knights.espA7  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]A8  GuardsofCyrodiilRedux.esp  [Version 1.11]A9  Mighty Umbra.espAA  Lost Paladins of the Divines.espAB  AFK_Weye.esp  [Version 2.2.COBL]AC  AFK_Weye - Oblivion XP Patch.esp  [Version 1.0]AD  Rumare-AFK_Weye Patch.esp  [Version 2.0]AE  MannimarcoRevisited.espAF  MannimarcoRevisitedOOO.esp  [Version 0.1]B0  John's Leveled List Overhaul - Mannimarco Revisited Patch.espB1  Shadowcrest_Vineyard_COBL.espB2  ShezriesTownsMaster.espB3  GoC_ShezriesTowns_Patch.espB4  Daedric Shrine Ruins.espB5  road+bridges.esp  [Version 4.6]B6  NRB4+Vineyard Patch.espB7  Feldscar.esp  [Version 1.0.9]B8  Vergayun.esp  [Version 1.0.7]B9  Faregyl.esp  [Version 2.0.1]BA  The Arsenal - Faregyl Patch.espBB  Molapi.esp  [Version 1.0.1]BC  New Valen.espBD  PTMudwater.espBE  StalhrimVillage.espBF  mythsandlegends.espC0  ImpeREAL Empire - Unique Forts.espC1  ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.espC2  ImpeREALForts+BrinaCross Patch.esp  [Version 1.0]C3  Frostcrag Village.esp  [Version 1.0.1]C4  Fort Akatosh Redux.espC5  FortAkatoshRedux-NewRoads&Bridges patch.espC6  Universitum Arcanorum.espC7  Better Abandoned House.espC8  NRB4+RR Patch.esp  [Version 2.1]C9  NPC new clothes V2.6.espCA  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]CB  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]CC  AutoBookPlacer.esp  [Version 3.02]CD  Cliff_BetterLetters.esp  [Version 1.2]CE  HUD Status Bars.esp  [Version 4.1.1]CF  ActorsHaveTorches.ESP**  Leviathan Soul Gems Abridged.espD0  P1DkeyChain.esp  [Version 5.00]D1  undercover.esp  [Version 2.0]D2  upperGothicClutter.espD3  Wayshrine_Redesign.espD4  Enhanced Economy - House prices.esp  [Version 1.0]D5  Impossible begining.espD6  RealisticFatigue.espD7  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]D8  SupremeMagicka.esp  [Version 0.90b]D9  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]DA  SM_EnchantStaff.esp  [Version 0.90]++  SM_NoSpellLights.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]DB  Vector.esp  [Version 0.1]DC  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]DD  Creature Damage Fix.esp  [Version 2.4]DE  realArchery_eng.espDF  JM's Bar Fights mortal.espE0  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]E1  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espE2  JCN_AV Uncap.esp  [Version 1.01]E3  Oblivion XP.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]E4  Useful Houses.esp  [Version 2.0]E5  CCR - Capucine.espE6  bgBalancingEVCore.esp  [Version 10.52EV-D]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]E7  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]E8  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E9  bgMagicEVPaperChase.esp  [Version 1.68EV]EA  bgMagicAlchemy.esp  [Version 1.57]EB  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]EC  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]ED  DibellasWatchBeta06.espEE  Better Cities Full.esp  [Version 4.8.3]EF  Better Cities - VWD of the IC.esp  [Version 4.7.0]F0  Better Imperial City.esp  [Version 4.9.1]F1  Better Clocks for Better Cities.espF2  Better Cities - Thievery.esp  [Version 4.8.0]F3  Better Cities - VHBloodlines.esp  [Version 4.8.4]F4  Better Cities - Old Crow Inn.esp  [Version 4.7.0]F5  Better Cities - COBL.esp  [Version 2.1]F6  Side's Bruma House (BC patch).espF7  Automatic Timescale.esp  [Version 1.1.1]F8  SPAWN.esp  [Version 0.3]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]F9  bgMagicLightningbolt.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]FA  Bashed Patch, 0.espFB  Duke Patricks - Fortress of Fear.espFC  Duke Patricks - Combat Magic II.esp

User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Wed Mar 30, 2011 10:02 am

@Andalabay why am I crazy?because I am playing 4 overhauls on my first COMPLETE playthrough?Well I'll not have time to play it twice,so I am choosing to get the greatest oblivion experience:D am I doing a big error? I think that FCOM can just make Oblivion better and bigger(even if I haven't ever seen a such big game).Btw I'll check these settings
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Mar 30, 2011 8:04 am

Thank you for a great mod

Quick question just started using XP had a strange problem where my block, heavy armor and armourer skills just randomly went up by 1 level half way through the prison at the start of the game, Don't know if it was supposed to happen as i havn't been using those skills.
Here's my load list incase anyone can spot if i have something that clashes

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  Cobl Main.esm  [Version 1.73]04  TamRes.esm05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  VASE - core.esm09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Hemingweys Capes Improved.esm  [Version 3.0b]0C  Better Cities Resources.esm  [Version 4.9.5]0D  NNWAEMaster.esm0E  John's Leveled List Overhaul.esm0F  The Arsenal.esm**  Essential_Merchants.esp10  Unofficial Oblivion Patch.esp  [Version 3.3.4]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.1]13  Better Cities .esp  [Version 4.7.0]14  TamRes.esp15  Blue_Lagoon_Water-2032.esp16  AmbientTownSounds.esp17  Atmospheric Oblivion.esp++  Shadowcrans Mergeable Tweaks.esp18  WindowLightingSystem.esp19  Ayleid Loot EXtension.esp1A  Ayleid Loot EXtension - OOO Dungeons.esp1B  7lbsBedrolls-OBSE.esp1C  Book Collection.esp++  BrighterTorches_v1.2.esp1D  Fishing in Cyrodiil.esp1E  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]**  Personality Idles - Modified version.esp  [Version 1.5]1F  Player Hunters Fame and Infamy - Normal.esp20  ReneersNotesMod.esp21  Enhanced Economy.esp  [Version 5.2.2]22  Immersive Travelers.esp23  BookTrackerOBSE.esp24  Display Stats.esp  [Version 2.0.1]25  FormID Finder4.esp26  kuerteeAutoSaveAndTime.esp27  kuerteeCleanUp.esp28  Lock Bash Omega.esp  [Version 1.5]29  skycaptains NPCFF.esp2A  Dynamic Map.esp  [Version 2.0]2B  Map Marker Overhaul.esp  [Version 3.8]2C  Map Marker Overhaul - SI additions.esp  [Version 3.5]2D  Enhanced Hotkeys.esp  [Version 2.1.1]2E  DLCOrrery.esp2F  DLCVileLair.esp30  DLCMehrunesRazor.esp++  MaleBodyReplacerV4.esp31  Adonnays Elven Weaponry for NPCs.esp32  BookCollisionTest.esp++  CSR - Golden Saint.esp33  Drake Knight Armor and Weapons v1.0.esp34  SentientWeapon.esp  [Version 3]35  The Arsenal.esp36  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp37  XiaNewAmuletsV1.esp38  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]39  DLCThievesDen.esp3A  dunbarrowupgrade.esp3B  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]3C  Cobl Glue.esp  [Version 1.73]3D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]3E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]3F  OOO-Map_Markers_Stock.esp  [Version 1.33]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  CSR - Fine Iron.esp40  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]++  Hemingweys FCOM NPC Capes Improved IC Guards.esp  [Version 3.0b]41  RealitySpectreStars2HeavenBetterPotionsOOOEffects.esp42  ArmamentariumArtifacts.esp  [Version 1.35]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp**  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul for OOO.esp43  OOO 1.32-Cobl.esp  [Version 1.72]44  OBSE-Storms & Sound SI.esp++  The Arsenal - Leveled Lists for OOO.esp45  Mart's Monster Mod.esp  [Version 3.7b3p3]46  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]48  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.73]4C  CNRP Bruma4OOO.esp  [Version 0.2]4D  CNRP Chorrol4OOO.esp  [Version 1.1]4E  CNRP DB for OOO.esp  [Version 1.0]4F  CNRP Cheydinhal4OOO.esp  [Version 1.0]50  CNRP FightersGuild4OOO.esp  [Version 1.0]51  LBUndeadAdditions.esp52  Ivellon.esp  [Version 1.8]53  00RBScribeSupplies Intensive.esp54  Adventurers Guild.esp55  Raubritter.esp56  Ancient Ruins - Ayleid Edition.esp57  Anduril Reforged.esp58  Murderer.esp59  Anvil_MorningGloryBetterCities_Mixed.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]5A  AuriCloudRulerAddons.esp5B  Better Dark Brotherhood Sanctuary.esp5C  Better Benirus Manor - Helping Hands.esp5D  Better Benirus Manor.esp  [Version 4.71]5E  Better Rosethorn Hall.esp5F  Better Rosethorn Hall - Cobl Patch.esp60  BHC_Expanded.esp  [Version 1.2]61  HackdirtTheDeepOnes.esp62  BrotherhoodRenewed.esp  [Version 1.0.11]63  BrotherhoodRenewed - Oblivion XP Patch.esp64  Defenders of Cyrodiil.esp65  DescentIntoNecropolis.esp  [Version 1.1]66  Dungeons of Blackwood.esp67  Extended Imperial City Version 1.0.esp68  Extended Chorrol.esp69  Extended Skingrad.esp6A  Gift of Kynareth.esp6B  JDNT_Brina Cross.esp6C  JolardHome.esp  [Version 4.7.0]6D  Kragenir's Death Quest.esp6E  KDQ - Rural Line Additions.esp++  300 Feudal Empire.esp6F  OldCrowInn.esp  [Version 1.5]70  LostSwordOfTheAylied.esp71  The Imperial Water - BETTER CITIES.esp72  Miniquest_Vampire.esp73  MrPwner's Ambient Inn's.esp74  Northern Front.esp75  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]76  NNWAEDungeons-Series2EV.esp77  NNWARE06-RhyeliaEmeroEV.esp78  Oblivion 4ever.esp79  Oblivion_NPC_Project1.esp7A  oblivionNPCproject2.esp7B  OblivionNPCproject3.esp7C  RealisticPopulation_Cheydinhal.esp7D  RealisticPopulation_Anvil.esp7E  RealisticPopulation_Bravil.esp7F  RealisticPopulation_Chorrol.esp80  RealisticPopulation_Leyawiin.esp81  QOTW001-010.esp82  Region Revive - Lake Rumare.esp83  Return Of Shadows.esp  [Version 1.1]84  ScarletMonastery.esp85  SenTineL's Legendary Weapons And Armors.esp86  ShadowfangKeep.esp87  Side's Bravil House.esp++  Side's Bravil House (COBL).esp88  Side's Bruma House.esp  [Version 1.1]89  Side's Bruma House (COBL).esp8A  Side's Cheydinhal House.esp  [Version 1.01]++  Side's Cheydinhal House (COBL).esp  [Version 1.0]8B  Home Improvement - Imperial City Shack 1.0.esp8C  Steve - Thieves Guils HQ.esp  [Version 1.2-SF.]8D  SunderedKeep.esp8E  TalosBridgeGateHouse.esp8F  The Ayleid Steps.esp  [Version 3.4]90  TheForgottenShields.esp91  NRB4+ForgottonShields Patch.esp92  The Vertueux.esp93  thievery.esp94  thievery - EE patch.esp  [Version 4.2]95  TR_Stirk.esp96  Stirk_Compatibility_Patch.esp97  VaultsofCyrodiil.esp98  VaultsofCyrodiilBC.esp99  VHBloodlines 1.2.esp  [Version 1.5.3]9A  Vampire Hunting - Order of the Virtuous Blood.esp9B  Villages1.1.esp  [Version 1.1b]9C  VileLairRebuilt.esp9D  Village of Lily 2.0.esp9E  WOTFH_1.3.esp9F  Butcher.espA0  Wretched Pit and Witherstone Caverns.espA1  Arena District Alive.espA2  Arena_BattlesV1.2EV.espA3  DLCFrostcrag.espA4  BrumaMGRestored.espA5  BrumaMGRestored-Frostcrag.espA6  Knights.espA7  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]A8  GuardsofCyrodiilRedux.esp  [Version 1.11]A9  Mighty Umbra.espAA  Lost Paladins of the Divines.espAB  AFK_Weye.esp  [Version 2.2.COBL]AC  AFK_Weye - Oblivion XP Patch.esp  [Version 1.0]AD  Rumare-AFK_Weye Patch.esp  [Version 2.0]AE  MannimarcoRevisited.espAF  MannimarcoRevisitedOOO.esp  [Version 0.1]B0  John's Leveled List Overhaul - Mannimarco Revisited Patch.espB1  Shadowcrest_Vineyard_COBL.espB2  ShezriesTownsMaster.espB3  GoC_ShezriesTowns_Patch.espB4  Daedric Shrine Ruins.espB5  road+bridges.esp  [Version 4.6]B6  NRB4+Vineyard Patch.espB7  Feldscar.esp  [Version 1.0.9]B8  Vergayun.esp  [Version 1.0.7]B9  Faregyl.esp  [Version 2.0.1]BA  The Arsenal - Faregyl Patch.espBB  Molapi.esp  [Version 1.0.1]BC  New Valen.espBD  PTMudwater.espBE  StalhrimVillage.espBF  mythsandlegends.espC0  ImpeREAL Empire - Unique Forts.espC1  ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.espC2  ImpeREALForts+BrinaCross Patch.esp  [Version 1.0]C3  Frostcrag Village.esp  [Version 1.0.1]C4  Fort Akatosh Redux.espC5  FortAkatoshRedux-NewRoads&Bridges patch.espC6  Universitum Arcanorum.espC7  Better Abandoned House.espC8  NRB4+RR Patch.esp  [Version 2.1]C9  NPC new clothes V2.6.espCA  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]CB  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]CC  AutoBookPlacer.esp  [Version 3.02]CD  Cliff_BetterLetters.esp  [Version 1.2]CE  HUD Status Bars.esp  [Version 4.1.1]CF  ActorsHaveTorches.ESP**  Leviathan Soul Gems Abridged.espD0  P1DkeyChain.esp  [Version 5.00]D1  undercover.esp  [Version 2.0]D2  upperGothicClutter.espD3  Wayshrine_Redesign.espD4  Enhanced Economy - House prices.esp  [Version 1.0]D5  Impossible begining.espD6  RealisticFatigue.espD7  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]D8  SupremeMagicka.esp  [Version 0.90b]D9  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]DA  SM_EnchantStaff.esp  [Version 0.90]++  SM_NoSpellLights.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]DB  Vector.esp  [Version 0.1]DC  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]DD  Creature Damage Fix.esp  [Version 2.4]DE  realArchery_eng.espDF  JM's Bar Fights mortal.espE0  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]E1  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espE2  JCN_AV Uncap.esp  [Version 1.01]E3  Oblivion XP.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]E4  Useful Houses.esp  [Version 2.0]E5  CCR - Capucine.espE6  bgBalancingEVCore.esp  [Version 10.52EV-D]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]E7  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]E8  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]E9  bgMagicEVPaperChase.esp  [Version 1.68EV]EA  bgMagicAlchemy.esp  [Version 1.57]EB  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]EC  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]ED  DibellasWatchBeta06.espEE  Better Cities Full.esp  [Version 4.8.3]EF  Better Cities - VWD of the IC.esp  [Version 4.7.0]F0  Better Imperial City.esp  [Version 4.9.1]F1  Better Clocks for Better Cities.espF2  Better Cities - Thievery.esp  [Version 4.8.0]F3  Better Cities - VHBloodlines.esp  [Version 4.8.4]F4  Better Cities - Old Crow Inn.esp  [Version 4.7.0]F5  Better Cities - COBL.esp  [Version 2.1]F6  Side's Bruma House (BC patch).espF7  Automatic Timescale.esp  [Version 1.1.1]F8  SPAWN.esp  [Version 0.3]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]F9  bgMagicLightningbolt.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]FA  Bashed Patch, 0.espFB  Duke Patricks - Fortress of Fear.espFC  Duke Patricks - Combat Magic II.esp



It doesn't matter whether you use them or not - Oblivion XP doesn't work that way. Your skills no longer increase by using them. The only time you can increase your skills is when you level-up - then you spend skill points to increase them. If they went up during the tutorial dungeon, then it's probably because you read a skill book. Reading books that improve your skills will increase them, just like they do normally.

Make sure you don't have any other levelling mods active. I don't see any of the standard ones in your LO, but you do have some mods loaded that I'm not familiar with. Kragenir's Death Quest messes around with your stats quite a bit, although I didn't think it would kick in during the tutorial dungeon. It's usually after you start doing KDQ quests. Some of the choices you make when doing the quests will alter your statistics. It doesn't conflict with Oblivion XP - in fact KDQ has Ob XP support built in - just saying that you might see your stats change when playing it.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Wed Mar 30, 2011 10:38 am

@Andalabay why am I crazy?because I am playing 4 overhauls on my first COMPLETE playthrough?Well I'll not have time to play it twice,so I am choosing to get the greatest oblivion experience:D am I doing a big error? I think that FCOM can just make Oblivion better and bigger(even if I haven't ever seen a such big game).Btw I'll check these settings


Yes! We usually recommend people play Oblivion un-modded at least once so they get an idea of how the game works. FCOM makes the game a lot harder and it changes some of the basic "rules". Oblivion was designed so that enemies level with you, so that you'll never be overmatched. FCOM changes all that. Don't be surprised if you die several times, just in the tutorial! Also, you need to get used to the controls and how the combat and magic work. You have given yourself the task of learning all that, while having to deal with all the changes your mods make.

You shouldn't even run Oblivion XP until you've played with the basic levelling system. The problem is that you can't judge if the rate of levelling is working for you or not because you haven't played the vanilla game. So when I say that you might find you are levelling too quickly, you would have no way of judging that.

If the game came packaged the way you have it now, then you would have some assurance that all the pieces are balanced and set up to work with one another. You don't have that assurance because you've loaded a bunch of mods from all different authors. Judging whether a particular load list works for you is a matter of experience. Every player is different and has a different playing style. I've never run any of the overhauls. I don't think any of them would suit my playing style or my tastes. When people come to me and ask if Oblivion XP will work with FCOM, I say that I know it's compatible, but I have no idea what settings need to be changed to make it work better. I have to go on feedback from other players for that. That's why I noted omeletted's comment and said I would add it to the readme. I know FCOM adds a lot more monsters and I know you will encounter tougher monsters much earlier than normal, so you will accumulate experience points much quicker than normal. So I'm not surprised that the levelling parameters have to be adjusted. I was a little surprised by how much.

So that's what I meant by my comment. I hope you haven't set yourself up for frustrating experience that has you quitting the game 10 hours in.
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Tue Mar 29, 2011 10:27 pm

Thank you for the reply
No leveling mods loaded or skill books read proberly just a strange clash with another mod, I will see if it happens again

Many thanks
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Wed Mar 30, 2011 10:35 am

@Andalaybay Mate I know how the vanilla levelling system works and I didn't like it at all;in fact I was using Francesco and I was going to add MMM.Then I got the idea to play with full FCOM..Damn you are making me sad-:/ I'll judge once I start playing..hopefull this weekend
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Wed Mar 30, 2011 11:05 am

@Andalaybay Mate I know how the vanilla levelling system works and I didn't like it at all;in fact I was using Francesco and I was going to add MMM.Then I got the idea to play with full FCOM..Damn you are making me sad-:/ I'll judge once I start playing..hopefull this weekend


Ok, so it sounds like you've had some experience with playing the vanilla game then (that's what we call un-modded Oblivion). Don't get too frustrated - just realize that FCOM is going to be hard! Save the game lots (in different slots). Then if something doesn't work, you can go back to an earlier save and try a different approach.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Wed Mar 30, 2011 5:43 am

A game without challanges is a boring game.How would be a life without challanges? :D in your opinion,would FCOM make my oblivion worse or better? even if you haven't played it,I think you know it's features
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Wed Mar 30, 2011 8:30 am

It doesn't matter whether you use them or not - Oblivion XP doesn't work that way. Your skills no longer increase by using them. The only time you can increase your skills is when you level-up - then you spend skill points to increase them. If they went up during the tutorial dungeon, then it's probably because you read a skill book. Reading books that improve your skills will increase them, just like they do normally.

Make sure you don't have any other levelling mods active. I don't see any of the standard ones in your LO, but you do have some mods loaded that I'm not familiar with. Kragenir's Death Quest messes around with your stats quite a bit, although I didn't think it would kick in during the tutorial dungeon. It's usually after you start doing KDQ quests. Some of the choices you make when doing the quests will alter your statistics. It doesn't conflict with Oblivion XP - in fact KDQ has Ob XP support built in - just saying that you might see your stats change when playing it.


Kragenir's Death Quest doesn't kick in until level three after you sleep. I love that mod.
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Wed Mar 30, 2011 8:31 am

A game without challanges is a boring game.How would be a life without challanges? :D in your opinion,would FCOM make my oblivion worse or better? even if you haven't played it,I think you know it's features


I really can't answer that :) For me, personally, OOO does too much - it changes too many things. I don't want more monsters, so Fran's or MMM are out. If I was play an overhaul, I would be inclined to try TIE.

Whether you use FCOM or not is a matter of personal taste. It's like saying vanilla ice cream is better than chocolate!

You've got it all set up now, so give it a try. :D
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Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

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