[RELz] Oblivion XP Update - Thread 3

Post » Tue Mar 29, 2011 10:20 pm

excuse me, but oblivion xp UI dont work well in dark ui darn
the new yellow bar is supposed to present experience, yeah?
so when it was 30% to level up looking at exp values, the bar has less than half filled
all the parameters for exp curve was at default
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Nana Samboy
 
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Post » Wed Mar 30, 2011 5:56 am

Glad to find the fix was already made. I downloaded the 4.1.5 version from the older upload on TESnexus recently, and I've been trying to level my character's athletics up to 25 in the menu, and it would just crash. Very gamebreaking.

That *is* what version 4-point-1-point-9a fixes, right? On the side, maybe go back to that upload and update the description to tell everyone to move on to the updated upload.


No. I'm not sure why the old version is crashing for you. I have re-enabled the display of the Skill Perks when you advance a skill to the next level of mastery, like increasing athletics to 25 - the Skill Perk menu will pop-up telling you about the new perk you've attained. There was a bug with some of skills because they had percent signs in their descriptions. I didn't make people's games crash though, except in one specific instance with OBSE 19b.

Anyway if you are upgrading from 4.1.5 to 4.1.9a, follow the upgrade instructions in the downloaded version of the readme - a LOT has changed between 4.1.5 and my versions and you need to follow the instructions to ensure it gets installed properly.
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Katharine Newton
 
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Post » Wed Mar 30, 2011 4:32 am

excuse me, but oblivion xp UI dont work well in dark ui darn
the new yellow bar is supposed to present experience, yeah?
so when it was 30% to level up looking at exp values, the bar has less than half filled
all the parameters for exp curve was at default


I'm not sure what you're trying to say. I'm using DarkUId DarN and the experience bar works fine. Why don't you turn on the progress bar text and see what that says? Find the line in the ini that says "Set ObXPSettings.progressDisplayText to 0" and change that 0 to a 1. It should say the same as your character stats menu.
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(G-yen)
 
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Post » Wed Mar 30, 2011 8:10 am

Is there a console command I can use to add an X amount of xp to my character?
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Josh Lozier
 
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Post » Wed Mar 30, 2011 5:55 am

Yup. Get the value for your current xp from the character stats menu (or the HUD if you have the text displayed). Figure out the new value for your current xp by adding X to it.

Then type:

set obxpmain.currentxp to xx

where xx is the new value for the current xp that you just calculated. So if your current xp is 1835 and you want to add 100 to it, the new value for your current xp will be 1935 and that's what you'll set xx to in the console.

That's basically how I force a level-up when I'm testing :D
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Mr. Ray
 
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Post » Wed Mar 30, 2011 11:49 am

There was an idea I told SF long time ago about letting luck play some kind of role in xp gain. He thought it was a good idea and was on his list of things to try and implement. Though I forgot the core idea I had in mind for luck -.-. Luck plays a tiny role in oblivion and ObXP I felt was the ticket to make it more or as important as the other attributes.

Also suggested it to be customizable in the ini.
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Prue
 
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Post » Tue Mar 29, 2011 10:18 pm

There was an idea I told SF long time ago about letting luck play some kind of role in xp gain. He thought it was a good idea and was on his list of things to try and implement. Though I forgot the core idea I had in mind for luck -.-. Luck plays a tiny role in oblivion and ObXP I felt was the ticket to make it more or as important as the other attributes.

Also suggested it to be customizable in the ini.


I like the idea, because this way it would make finally make sense to raise Luck.
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Roddy
 
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Post » Tue Mar 29, 2011 8:05 pm

There was an idea I told SF long time ago about letting luck play some kind of role in xp gain. He thought it was a good idea and was on his list of things to try and implement. Though I forgot the core idea I had in mind for luck -.-. Luck plays a tiny role in oblivion and ObXP I felt was the ticket to make it more or as important as the other attributes.Also suggested it to be customizable in the ini.


I like the idea, because this way it would make finally make sense to raise Luck.


Yeah! I like that too :evil: I can certainly see incorporating into the XP gain for kills. I guess you could do it for the XP gain for quests where luck plays a role in either giving a bit more XP or a bit less... That one is tricky though because third party mods supply the base XP and some of them already offer a lot of points - so I'd be hesitant to give out a bonus on top of that. Perhaps I could have luck only factor into the levelling bonus part. Basically when you do a quest, you get a base amount of XP. Then you get extra XP according to your current level. The idea is that this compensates for the fact that you require more XP to gain another level at the higher levels. I could factor luck into that bonus. So the base amount would stay the same, but the extra amount would be based on your level and luck.

I could also apply luck in the same way to the miscellaneous actions. Actually for miscellaneous actions, I could apply a luck factor to the base amount too...

I'll add it to the list - nice idea!!
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GabiiE Liiziiouz
 
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Post » Wed Mar 30, 2011 10:53 am

I would apply a luck factor to all XP gains, so if you raise your Luck attribute you raise all incoming XP. It`s beautiful that way, because it`s simple.

Do all races start with 50 Luck? I would propose to give 1% more XP per Luck attribute point above Luck 50, so with Luck 100 your XP gains increase to 50%. But I guess this could be made configurable in the ini .

I was also asking myself in general, if there can be any correlation between more luck and more experience, I mean as a real-life concept carried over to the game. Does something like that actually exists and how could it be explained? I could imagine that a intelligence of a person raises their experiences, but not luck. It`s not like: "I was lucky and hit this guy with my sword unexpectedly and therefore learned a lot from this fight!" But I guess such considerations do not matter, if the gameplay mechanic of raising luck really gets an improvement and creates a new interesting choice for the player.
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Alisia Lisha
 
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Post » Wed Mar 30, 2011 6:46 am

I would apply a luck factor to all XP gains, so if you raise your Luck attribute you raise all incoming XP. It`s beautiful that way, because it`s simple.

Do all races start with 50 Luck? I would propose to give 1% more XP per Luck attribute point above Luck 50, so with Luck 100 your XP gains increase to 50%. But I guess this could be made configurable in the ini .

I was also asking myself in general, if there can be any correlation between more luck and more experience, I mean as a real-life concept carried over to the game. Does something like that actually exists and how could it be explained? I could imagine that a intelligence of a person raises their experiences, but not luck. It`s not like: "I was lucky and hit this guy with my sword unexpectedly and therefore learned a lot from this fight!" But I guess such considerations do not matter, if the gameplay mechanic of raising luck really gets an improvement and creates a new interesting choice for the player.


The problem with computer games is there is no way to measure a player's skill. Fighting is not such a fine-tuned art that you can reliably take the mouse or joystick movements and say "that's a hit", therefore there is always a random factor built in. I was planning on having a player's luck attribute factor in to that random hit or miss. Now you can't apply the same logic to quest completion - you either complete the quest or you don't. However quest completion does have a bonus factor based on level. I felt that I could factor a player's luck attribute into whether they got the bonus or not. Lastly we have miscellaneous quests. Once again, most of them are either you completed the action or you didn't, so the only opportunity for randomness is in the bonus factor - the points awarded from miscellaneous actions are also based on level. There are a couple of miscellaneous quests that do have a randomness or luck factor to them, so I might apply a player's luck attribute to the base points for those actions.
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Marion Geneste
 
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Post » Wed Mar 30, 2011 6:08 am

The problem with computer games is there is no way to measure a player's skill. Fighting is not such a fine-tuned art that you can reliably take the mouse or joystick movements and say "that's a hit", therefore there is always a random factor built in. I was planning on having a player's luck attribute factor in to that random hit or miss. Now you can't apply the same logic to quest completion - you either complete the quest or you don't. However quest completion does have a bonus factor based on level. I felt that I could factor a player's luck attribute into whether they got the bonus or not. Lastly we have miscellaneous quests. Once again, most of them are either you completed the action or you didn't, so the only opportunity for randomness is in the bonus factor - the points awarded from miscellaneous actions are also based on level. There are a couple of miscellaneous quests that do have a randomness or luck factor to them, so I might apply a player's luck attribute to the base points for those actions.


I would prefer, as stated before, if luck would give more XP for all actions, that give XP (quests, kills, exploring, etc.). Otherwise I`m not sure, if I would consider raising luck instead of my secondary main attribute.

In vanilla Oblivion and in OOO it`s always the same, at least for me: you raise your two main attributes first, for example as mage you raise intelligence and willpower, as a melee fighter you raise strength and endurance (yeah, I like to play "pure" classes). I set up Oblivion XP to give only a small amount of attribute points to distribute per level, to prevent to be able to raise three or more attributes at the same time. Because like that, this makes the attribute point distribution choice even less interesting for me.

If I would have another option, say raising luck instead of my second main attribute to get more XP, there would finally be an interesting choice in raising attributes.

I`m wondering what other people think about how the luck factor should be applied to the XP mechanics: whether it should increase all XP or only XP for a specific action (finishing quests, killing, exploring, etc.). Maybe do a poll?

Btw: I finished the german translation, but I need to do some testing on my machine, to see if all the text gets properly displayed. Unfortunately I`m still not at home and can`t play Oblivion.
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sophie
 
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Post » Wed Mar 30, 2011 6:24 am

I finally decided to give this mod a try. I have been using Wrye leveling because it let me control when to level and how to distribute points, and I could level anytime if I had the correct amount of gold. After trying this I have to say that Oblivion XP does the same thing, and I am liking it ALOT. Thanks for the work you are doing with this mod, it looks like it may becaome a staple for all my future games.

Now I just need to look at the readme thourghly to see about experience for quests that are not supported or do not have a patch.

I also use a mod mqsdone which places an orb in the Tyber Septim Hotel that when activated completes the main quest for you. I use this because I have played the main quest enough times that it holds no interest for me.
Having started a new character, I made my way to activate the orb. After clicking through all the menus, I received enough experience points to level up to level 4. So that works well.

Previously, I had a new character who already activated the orb, did nothing else, was only minutes into game. I added Oblivion XP to that game, loaded the save, but did not receive any experience for the completed main quest through the mqsdone mod. Did not worry about it as I would prefer to have a clean slate in the world where there is no main quest and the Oblivion crisis has passed. Would you expect this behavior to be correct, no getting experience for the completed quests, when adding Oblivion XP to an existing game?

I ask this because if this is not a fluke, it is nice to have the option of having the MQ done and not having any experience, by either adding Oblivion XP at the start of a new game or right after completing the MQ using the mqsdone mod http://www.tesnexus.com/downloads/file.php?id=14904

Either way, keep up the good work. Takes me back to D&D days, when it all started.
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barbara belmonte
 
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Post » Tue Mar 29, 2011 8:35 pm

Question:

After having more fully read the manual, I wonder if it is possible to cap skills at different levels. Once of the great things in ROM was the leveling where:

Major skills capped at 100
Specialization skills capped at 50
Minor skills capped at 25

Only way to go avove these was with skill books.

I do not know if there would be wide demand for something like this, but is this possible in Oblivion XP? Maybe if I learned about scripting I could modify Oblivion XP for my use to make it so?

Any thought s on this?
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Maria Garcia
 
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Post » Wed Mar 30, 2011 7:27 am

I would prefer, as stated before, if luck would give more XP for all actions, that give XP (quests, kills, exploring, etc.). Otherwise I`m not sure, if I would consider raising luck instead of my secondary main attribute.

In vanilla Oblivion and in OOO it`s always the same, at least for me: you raise your two main attributes first, for example as mage you raise intelligence and willpower, as a melee fighter you raise strength and endurance (yeah, I like to play "pure" classes). I set up Oblivion XP to give only a small amount of attribute points to distribute per level, to prevent to be able to raise three or more attributes at the same time. Because like that, this makes the attribute point distribution choice even less interesting for me.

If I would have another option, say raising luck instead of my second main attribute to get more XP, there would finally be an interesting choice in raising attributes.

I`m wondering what other people think about how the luck factor should be applied to the XP mechanics: whether it should increase all XP or only XP for a specific action (finishing quests, killing, exploring, etc.). Maybe do a poll?

Btw: I finished the german translation, but I need to do some testing on my machine, to see if all the text gets properly displayed. Unfortunately I`m still not at home and can`t play Oblivion.


Luck would factor into earning XP for everything. The only ways that you earn XP is for killing, quests and miscellaneous actions - I just grouped it all into the three main categories, rather than listing them all individually. What I was explaining, was how Luck would factor into the earning of XP for each of those categories.
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Bitter End
 
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Post » Wed Mar 30, 2011 11:22 am

Question:

After having more fully read the manual, I wonder if it is possible to cap skills at different levels.


Maybe you`re looking for something like http://www.tesnexus.com/downloads/file.php?id=31464 or http://www.tesnexus.com/downloads/file.php?id=35675.

Luck would factor into earning XP for everything. The only ways that you earn XP is for killing, quests and miscellaneous actions - I just grouped it all into the three main categories, rather than listing them all individually. What I was explaining, was how Luck would factor into the earning of XP for each of those categories.


Ok, thanks for clearing it up for me.
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His Bella
 
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Post » Wed Mar 30, 2011 5:46 am

I finally decided to give this mod a try. I have been using Wrye leveling because it let me control when to level and how to distribute points, and I could level anytime if I had the correct amount of gold. After trying this I have to say that Oblivion XP does the same thing, and I am liking it ALOT. Thanks for the work you are doing with this mod, it looks like it may becaome a staple for all my future games.Now I just need to look at the readme thourghly to see about experience for quests that are not supported or do not have a patch.I also use a mod mqsdone which places an orb in the Tyber Septim Hotel that when activated completes the main quest for you. I use this because I have played the main quest enough times that it holds no interest for me.Having started a new character, I made my way to activate the orb. After clicking through all the menus, I received enough experience points to level up to level 4. So that works well.Previously, I had a new character who already activated the orb, did nothing else, was only minutes into game. I added Oblivion XP to that game, loaded the save, but did not receive any experience for the completed main quest through the mqsdone mod. Did not worry about it as I would prefer to have a clean slate in the world where there is no main quest and the Oblivion crisis has passed. Would you expect this behavior to be correct, no getting experience for the completed quests, when adding Oblivion XP to an existing game?I ask this because if this is not a fluke, it is nice to have the option of having the MQ done and not having any experience, by either adding Oblivion XP at the start of a new game or right after completing the MQ using the mqsdone mod http://www.tesnexus.com/downloads/file.php?id=14904Either way, keep up the good work. Takes me back to D&D days, when it all started.


You won't get points for any quests that you completed before installing Oblivion XP because it has no way of tracking them before it has been installed :D The way the point distribution works when you install it with an existing game is to simply take the number of levels you attained, multiply that by the number of attribute and skill points you would have to spend each level and award you that number of points to spend. You are also given extra skill points for reading skill books and if you had used up some training sessions. This is to make up for those lost skill points because to regain the skills that you gained by reading books or training you will now have to spend points on them. Once again Oblivion XP has no way to track which skill books you read or what skill you trained, it only knows the number of skill books you read and the number of training sessions you used.

So it sounds like it does what you want. If you use the Orb after installing Oblivion XP, you are awarded the points for completing the quests because it detects that mod setting each of the quests to be completed. I'm glad to hear the author did it that way actually, otherwise it wouldn't have worked with Oblivion XP.

Question:After having more fully read the manual, I wonder if it is possible to cap skills at different levels. Once of the great things in ROM was the leveling where:Major skills capped at 100Specialization skills capped at 50Minor skills capped at 25Only way to go avove these was with skill books.I do not know if there would be wide demand for something like this, but is this possible in Oblivion XP? Maybe if I learned about scripting I could modify Oblivion XP for my use to make it so?Any thought s on this?


No, there's no way to cap skills at different levels. However, the different skill "groups" cost more to increase. So in the end, it typically means that you'll never be able to raise your minor skills to 100. A skill that is a major and specialist skill only costs 2 points to increase. Once it reaches Journeyman level it will cost 3 points, 4 points at Expert and finally 5 points at Master. If you leave the total number of points per level set to the default of 48, you aren't going to have enough skill points to be able to raise your major (non-specialist) and minor skills very high. Major (non-specialist) skills start out costing 3 points, then go to 4, 5 and finally 6 points to increase, so with only 48 points to spend on everything, I think you'll see that you are going to reach a pretty high level before you get these skills to anything near master level.

You're welcome to have a look at Oblivion XP's scripts and modify them for your own use, but I think you'll find them rather daunting, especially if you haven't scripted before. They are pretty complicated - I've been told that by other players who were thinking of taking over Oblivion XP before I came along. Anyway I suggest you give the existing system a try and if you find you do want to limit the individual skills, come back and I'll give you some directions on the scripts you need to look at.
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Rebekah Rebekah Nicole
 
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Post » Tue Mar 29, 2011 8:21 pm

Maybe you`re looking for something like http://www.tesnexus.com/downloads/file.php?id=31464 or http://www.tesnexus.com/downloads/file.php?id=35675.

Ok, thanks for clearing it up for me.


Oh, and I meant to mention: good idea to test the translation before releasing it. The spacing between the skill names and arrows on the level-up screen is a little tight. I will be increasing that space in the next release. I already have a fix I will need to make to the French translation once I increase that space. Sita had to abbreviate one of the skills and the term he used isn't really correct, but the full phrase won't fit.

So if you find things don't fit, let me know via pm. Some things might be hard to change, so you may need to abbreviate, but the skill names will get more space after the next release, so you can abbreviate for now, but give me the full phrases and I will swap them in for you after I increase the space.
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Poetic Vice
 
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Post » Tue Mar 29, 2011 9:11 pm

Thanks for the answers. Scripting is not something I want to get into, rather play, if you know what I mean. Either way, looking at Oblivion XP for the long haul in current game and looks like it may be better for me than Wrye Leveling. Keep up the good work.
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Paula Rose
 
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Post » Tue Mar 29, 2011 9:20 pm

Yeah! I like that too :evil: I can certainly see incorporating into the XP gain for kills. I guess you could do it for the XP gain for quests where luck plays a role in either giving a bit more XP or a bit less... That one is tricky though because third party mods supply the base XP and some of them already offer a lot of points - so I'd be hesitant to give out a bonus on top of that. Perhaps I could have luck only factor into the levelling bonus part. Basically when you do a quest, you get a base amount of XP. Then you get extra XP according to your current level. The idea is that this compensates for the fact that you require more XP to gain another level at the higher levels. I could factor luck into that bonus. So the base amount would stay the same, but the extra amount would be based on your level and luck.

I could also apply luck in the same way to the miscellaneous actions. Actually for miscellaneous actions, I could apply a luck factor to the base amount too...

I'll add it to the list - nice idea!!

Thanks alot. :foodndrink:
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James Hate
 
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Post » Wed Mar 30, 2011 10:52 am

Yeah, this is a great idea! It's really got me chewing on it :biggrin: I think I will factor luck into the miscellaneous actions in different ways because some of them definitely have a chance based element to them. I'll make sure it's in the next release. Also adding you to the credits - thank you!!
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Svenja Hedrich
 
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Post » Wed Mar 30, 2011 10:10 am

Uh, I cannot click on the arrows in the attributes distribution menu, it also does not show how much experience points I have gained once I gain it, it just says Oblivion XP initialized along with the version of the script extender I think...
Bethesda forums won't let me post my OBSE.log since it is too big, well I will just upload the .log file to this conspicuous looking website. http://puu.sh/1qIf
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Adrian Morales
 
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Post » Wed Mar 30, 2011 9:19 am

Uh, I cannot click on the arrows in the attributes distribution menu, it also does not show how much experience points I have gained once I gain it, it just says Oblivion XP initialized along with the version of the script extender I think...
Bethesda forums won't let me post my OBSE.log since it is too big, well I will just upload the .log file to this conspicuous looking website. http://puu.sh/1qIf


Yup, Oblivion XP is definitely unhappy :D Which version of Windows are you running? If you are running Windows 7 or Vista, you're going to have to disable the UAC (not recommended) or install Oblivion outside of program files. Modded Oblivion needs to change files in the directory where the executable is located and the UAC will not permit that.

Your obse.log should not have all those errors in it. I believe they are being caused by the UAC not allowing OBSE to initialize properly.
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Jade Muggeridge
 
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Post » Tue Mar 29, 2011 9:22 pm

Well, I might have a clue on the problem, perhaps maybe since I used Oblivion Face Exchange, it made a new save file, which did not have the .obse to come with it, so when I used the new save file, it could have had to rebuild the .obse data but did not generate some of the code that the data would usually obtained from starting a new game (or something like that) ; then again, I don't know jack squat about coding, so it was just a hypothesis base on my knowledge of reasoning. I made a new save, but this time I used the face importer built in wrye bash, so I did not have to use a new save file, and everything seems to be working ok.
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James Smart
 
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Post » Wed Mar 30, 2011 5:02 am

Well, I might have a clue on the problem, perhaps maybe since I used Oblivion Face Exchange, it made a new save file, which did not have the .obse to come with it, so when I used the new save file, it could have had to rebuild the .obse data but did not generate some of the code that the data would usually obtained from starting a new game (or something like that) ; then again, I don't know jack squat about coding, so it was just a hypothesis base on my knowledge of reasoning. I made a new save, but this time I used the face importer built in wrye bash, so I did not have to use a new save file, and everything seems to be working ok.


I have a note in the readme that Oblivion XP is not compatible with Face Exchange. Face Exchange completely replaces your character with one that has base stats equal to your current stats and that breaks Oblivion XP. Wrye Bash only replaces the face, so that works fine, as you discovered.

If you are running Win 7 or Vista, I think you will run into trouble with Oblivion installed in program files, unless you've disabled the UAC.

Anyway glad you got it sorted. :)
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gandalf
 
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Post » Wed Mar 30, 2011 4:44 am

I ran into a situation that may or may not be caused by Oblivion XP. After I completed the quest to grab Lovidicus' Journal for the Gray Prince and returned with the book to the arena, I got the standard messages that I received +3 to Athletics, Blade, and Block. However, nothing happened to the stats.

My load order is below. You will note that I am running with OOO, MMM, FCOM, SM, and LAME. I cannot say if this lack of skill upgrades was present before I loaded OXP, but it is surely there now. I went ahead and added the skills via console commands. I thought that this should be brought to your attention.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  CyrodiilUpgradeResourcePack.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  bookplacing.esm  [Version 1]0D  Unofficial Oblivion Patch.esp  [Version 3.3.4]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.30]++  Shivering OOO.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  All Natural.esp  [Version 1.2]19  All Natural - SI.esp  [Version 1.2.1]++  Improved Water.esp++  Symphony of Violence.esp1A  All Natural - Real Lights.esp  [Version 1.2.1]1B  300_Lore_Dialogue_Updated.esp1C  Book Jackets Oblivion - BP.esp1D  ClocksOfCyrodiil.esp1E  Enhanced Economy.esp  [Version 5.2.2]1F  Display Stats.esp  [Version 2.0.1]20  DropLitTorchOBSE.esp  [Version 2.4]21  FormID Finder4.esp22  Streamline 3.1.esp23  Map Marker Overhaul.esp  [Version 3.8]24  Map Marker Overhaul - SI additions.esp  [Version 3.5]25  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]26  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]29  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2A  DLCVileLair.esp**  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]2B  DLCMehrunesRazor.esp**  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2C  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]2D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp2E  Elegant Vests.esp2F  vermillionandsilverthorn.esp30  XiaNewAmuletsV1.esp**  Armamentium female.esp31  ClassedBeginning.esp32  DLCThievesDen.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.8]33  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]34  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]35  Cobl Glue.esp  [Version 1.72]36  Cobl Si.esp  [Version 1.63]37  Bob's Armory Oblivion.esp38  FCOM_BobsArmory.esp  [Version 0.9.9]39  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3A  Oblivion WarCry EV.esp  [Version 1.09]3B  FCOM_WarCry.esp  [Version 0.9.9MB5]3C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]3D  Alluring Potion Bottles.esp3E  TheOrdinatorsArmor.esp**  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]3F  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  FCOM_Cobl.esp  [Version 0.9.9]40  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]41  FCOM_Convergence.esp  [Version 0.9.9Mb3]42  FCOM_OscurosOverhaul.esp  [Version 0.9.8]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]43  FCOM_RealSwords.esp  [Version 0.9.9]44  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  TamrielTravellerAdvScript.esp  [Version 1.39c]4A  TamrielTravellers4OOO.esp  [Version 1.39c]4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]4D  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]4E  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]4F  OOO-WaterFish.esp  [Version 1.34]**  EVE_StockEquipmentReplacer4FCOM.esp**  EVE_StockEquipmentReplacer for OOO.esp**  EVE_StockEquipmentReplacer4MMM.esp50  Ivellon.esp  [Version 1.8]51  ArmoryLab.esp52  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]53  Kragenir's Death Quest.esp54  KDQ - Rural Line Additions.esp55  Vampire Hunting - Order of the Virtuous Blood.esp56  DLCBattlehornCastle.esp57  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]58  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]59  DLCFrostcrag.esp**  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]5A  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]5B  Knights.esp**  Knights - Unofficial Patch.esp  [Version 1.1]**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]5C  Origin of the Mages Guild.esp  [Version 6]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_Ruin.esp  [Version 0.9.9]**  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]5D  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]5E  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]5F  Bag of Holding.esp  [Version 1.5.0]60  BFG's Open All the Gates.esp61  Cliff_BetterLetters.esp  [Version 1.1]62  EVE_ShiveringIslesEasterEggs.esp63  gardening.esp64  P1DkeyChain.esp  [Version 5.00]65  Scouter.esp66  Enhanced Economy - House prices.esp  [Version 1.0]67  RealisticForceHigh.esp68  SupremeMagicka.esp  [Version 0.90b]69  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]6A  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]6B  MidasSpells.esp6C  RshAlchemy.esp6D  Deadlier Sneaking 1.1.esp6E  Oblivion XP.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp6F  Cobl Races.esp  [Version 1.52]70  bgBalancingEVCore.esp  [Version 10.5EV-D]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]71  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]72  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]73  bgMagicEVPaperChase.esp  [Version 1.68EV]74  bgMagicAlchemy.esp  [Version 1.57]75  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]76  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]77  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  Cobl Races - Balanced.esp  [Version 1.52]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]78  bgMagicLightningbolt.esp**  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]79  Bashed Patch, 0.esp

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sam smith
 
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Joined: Sun Aug 05, 2007 3:55 am

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