[RELz] Oblivion XP Update - Thread 3

Post » Wed Mar 30, 2011 10:31 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 - 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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



I really don't think it's caused by Oblivion XP. Oblivion XP doesn't control skill increases in a way that prevents in-game bonuses like this. I always do that quest and get the increases. I also get the increases from a few of the other opportunities, including the Oghma Infinium. See the others in the spoiler tags.

Spoiler

Talk to Baurus after Path of the Dawn quest.
Watch Blades train at Cloud Ruler.
Watch arena hopefuls train in Arena district.
Rescue Jeelius from Mythic Dawn.

I always get the skill increases from all of these.


I'm pretty sure other players do too because this is the first report of this kind that I've had. I will be doing the Gray Prince quest shortly in my latest game and I'll keep an eye out for the skill increases though, just in case something changed recently.

Keep an eye on Kragenir's though - that does alter your stats - both good and bad :)
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Darian Ennels
 
Posts: 3406
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Post » Wed Mar 30, 2011 11:27 am

I really don't think it's caused by Oblivion XP. Oblivion XP doesn't control skill increases in a way that prevents in-game bonuses like this. I always do that quest and get the increases. I also get the increases from a few of the other opportunities, including the Oghma Infinium. See the others in the spoiler tags.

Spoiler

Talk to Baurus after Path of the Dawn quest.
Watch Blades train at Cloud Ruler.
Watch arena hopefuls train in Arena district.
Rescue Jeelius from Mythic Dawn.

I always get the skill increases from all of these.


I'm pretty sure other players do too because this is the first report of this kind that I've had. I will be doing the Gray Prince quest shortly in my latest game and I'll keep an eye out for the skill increases though, just in case something changed recently.

Keep an eye on Kragenir's though - that does alter your stats - both good and bad :)



Thanks. I did get an increase in H2H after watching the fighters near the arena. I haven't been able to get to the other events yet, as my character is only a level 5 dweeb. As I said earlier, I cannot recall if the gains did not happen from the Gray Prince before I loaded OXP. I will look into this and see if there is anything that might be preventing this. Maybe something I've merged in the Bash patch is doing something with this quest. :( That's a bummer because I have a boatload of merges.


Edit: I found out what happened. It seems that the main esm (Oblivion.esm) has this as the result of the conversation with Agnorak regarding the journal:

player.removeitem MS52LordJournal 1
setstage MS52 100
;modpcskill blade 3
;modpcskill athletics 3
;modpcskill block 3
player.addspell ArenaGrayPrinceTrain
Message "Permanent +3 Increase to Blade"
Message "Permanent +3 Increase to Block"
Message "Permanent +3 Increase to Athletics"
player.modav fame 1



Please note that the modpcskill commands are commented out and the spell "ArenaGrayPrinceTrain" is added. Now, this spell does not show up in my list, nor do I have anything listed in the current effects page which shows these skill increases. The spell name does not show up anywhere else, so it doesn't seem to be activated by any other quest or conversation that I can find. Clearly, this is an odd condition and one that must have been noticed before. I will look into this more. Obviously, it is not a feature of OXP. My apologies for insinuating such nonsense.

BTW, I really like the mod. The gameplay changes quite a bit and I am just starting to get the hang of it with my character. I have about 20 hours into it. I enjoy long, drawn-out games, especially when I reset the cells after one day. I've adjusted the slope with the following values:


Set ObXPSettings.multXPNeeded to 3 ; 1
Set ObXPSettings.multXPNeededBase to 4500 ; 1500
Set ObXPSettings.multXPNeededLinear to 150 ; 150
Set ObXPSettings.multXPNeededQuadraticSlope to 0.4 ; 1
Set ObXPSettings.multXPNeededQuadraticAmp to 30000 ; 20000


It creates something much steeper with a gentler slope. I wanted to make it so that the first 8 levels or so are short to moderate in length, with the rest fairly wide. For me, the joy comes when I have a crippling situation (no weapon skills or very low endurance e.g.) and I solve an extremely difficult scenario with the tools I have available. Sometimes, my character finds a use for poisons, sometimes a conjured scamp, and other times very long distance arrow strikes. It's always different with each character, and usually different with each level. The XP system forces me to make some hard decisions regarding which skills to raise. I find that my magic characters focus entirely on magic skills (as they should), and fighters on weapons and stealth. One day I will create a good Monk type character and make like a spider monkey all over Tamriel...except when I meet the ghosts. :) Ciao, baby. Congrats on a great version of this excellent mod. :foodndrink:
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Wed Mar 30, 2011 4:56 am

Thanks. I did get an increase in H2H after watching the fighters near the arena. I haven't been able to get to the other events yet, as my character is only a level 5 dweeb. As I said earlier, I cannot recall if the gains did not happen from the Gray Prince before I loaded OXP. I will look into this and see if there is anything that might be preventing this. Maybe something I've merged in the Bash patch is doing something with this quest. :( That's a bummer because I have a boatload of merges.


Edit: I found out what happened. It seems that the main esm (Oblivion.esm) has this as the result of the conversation with Agnorak regarding the journal:

Please note that the modpcskill commands are commented out and the spell "ArenaGrayPrinceTrain" is added. Now, this spell does not show up in my list, nor do I have anything listed in the current effects page which shows these skill increases. The spell name does not show up anywhere else, so it doesn't seem to be activated by any other quest or conversation that I can find. Clearly, this is an odd condition and one that must have been noticed before. I will look into this more. Obviously, it is not a feature of OXP. My apologies for insinuating such nonsense.

BTW, I really like the mod. The gameplay changes quite a bit and I am just starting to get the hang of it with my character. I have about 20 hours into it. I enjoy long, drawn-out games, especially when I reset the cells after one day. I've adjusted the slope with the following values:


It creates something much steeper with a gentler slope. I wanted to make it so that the first 8 levels or so are short to moderate in length, with the rest fairly wide. For me, the joy comes when I have a crippling situation (no weapon skills or very low endurance e.g.) and I solve an extremely difficult scenario with the tools I have available. Sometimes, my character finds a use for poisons, sometimes a conjured scamp, and other times very long distance arrow strikes. It's always different with each character, and usually different with each level. The XP system forces me to make some hard decisions regarding which skills to raise. I find that my magic characters focus entirely on magic skills (as they should), and fighters on weapons and stealth. One day I will create a good Monk type character and make like a spider monkey all over Tamriel...except when I meet the ghosts. :) Ciao, baby. Congrats on a great version of this excellent mod. :foodndrink:


The http://www.uesp.net/wiki/Oblivion:Origin_of_the_Gray_Prince does mention that the Gray Prince bonuses are done in an odd fashion. They are supposed to be a permanent ability. I'm pretty sure they show up on the active effects tab. I think the bonus from Baurus works the same way. So perhaps there's something in your LO or in the process of merging stuff that's preventing these effects from being applied. My LO is small enough that I don't have to worry about merging anything :D I don't think it's your FCOM install. A number of Ob XP players are running FCOM and I've never heard of an issue.

My current character is a vampire and those bonuses are definitely working, so once again, Ob XP is not affected by skill or attribute increases done that way.

Did you play with the spreadsheet at all when figuring out those levelling parameters? It sounds like you've got a good setup for the mods you have loaded. I've had to make some adjustments myself. I used to only have to tweak the quadratic slope a bit to slow my levelling, but I have a number of quest mods loaded now, so I had to really increase the quadratic slope and the overall multiplier. I think I'll be making some changes to my tips section in the readme :lol:

Thanks for the support. I'm glad you're liking the mod.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue Mar 29, 2011 8:41 pm

That spreadsheet definitely showed me how unbalanced my previous setup(from 4.1.4) was. I'm curious though, is there a way I can input further levels beyond 50?
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Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Wed Mar 30, 2011 12:46 am


My current character is a vampire and those bonuses are definitely working, so once again, Ob XP is not affected by skill or attribute increases done that way.

Did you play with the spreadsheet at all when figuring out those levelling parameters? It sounds like you've got a good setup for the mods you have loaded. I've had to make some adjustments myself. I used to only have to tweak the quadratic slope a bit to slow my levelling, but I have a number of quest mods loaded now, so I had to really increase the quadratic slope and the overall multiplier. I think I'll be making some changes to my tips section in the readme :lol:

Thanks for the support. I'm glad you're liking the mod.




Well, it looks like I have some detective work to do. I did use the spreadsheet to get my numbers. Without it, I wouldn't have had a graphic representation of what the numbers could have done for me. I'm an old-time D&D player and DM, so I have a fondness for increasing amounts of XP as characters level up. The vanilla leveling system is Ok, but it did make it very easy to max out all stats. As an aside, I used KCAS before switching to Oblivion XP. I had the most fun with the 5x leveling setting, which meant that I usually had characters which reached level 20 after 300 hours of play. They were also gods by that time, so would always generate another. As my current character progresses through his growth, I'll keep an eye out for issues, especially with Kragenir's as you mentioned earlier.

Keep up the good work. :thumbsup:
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Wed Mar 30, 2011 6:16 am

That spreadsheet definitely showed me how unbalanced my previous setup(from 4.1.4) was. I'm curious though, is there a way I can input further levels beyond 50?



Terra:

You can get the results for any range you need. The spreadsheet merely contains a formula in each cell for the calculated values. Briefly, you do this:

1) insert as many rows as needed after the last calculated row. for the spreadsheet I have, that would be after row 53.
2) continue the numbering down the Level column
3) copy the two cells C:53 and D:53
4) highlight the cells underneath them and to the right of the additional level numbers
5) paste

Voila!
:thumbsup:
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Sista Sila
 
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Post » Wed Mar 30, 2011 10:33 am

Thanks much for that. I also figured out how to expand the data range in the graph.
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katie TWAVA
 
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Post » Wed Mar 30, 2011 2:42 am

Thanks much for that. I also figured out how to expand the data range in the graph.



Groovy. I went a bit further and added a few columns to calculate the % change from each level to the previous one and the actual amount of XP that changed. It helped me find the numbers to get a more linear result. The graph was fine, but my numbers are so high that the baseline graph almost looks horizontal. :biggrin:
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Veronica Martinez
 
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Post » Tue Mar 29, 2011 8:46 pm

They were also gods by that time, so would always generate another.


:rofl: I'm going to have to remember that one! I like that.

Groovy. I went a bit further and added a few columns to calculate the % change from each level to the previous one and the actual amount of XP that changed. It helped me find the numbers to get a more linear result. The graph was fine, but my numbers are so high that the baseline graph almost looks horizontal. :biggrin:


I'm actually going to try your numbers - thanks for sharing. :D I think I've had more downloads of that spreadsheet than the translations! Should have put it up earlier... You can also stretch the graph frame so that it shows the slope a little better. I didn't want to make it too big.
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Emily Shackleton
 
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Post » Tue Mar 29, 2011 10:29 pm

:rofl: I'm going to have to remember that one! I like that.



I'm actually going to try your numbers - thanks for sharing. :D I think I've had more downloads of that spreadsheet than the translations! Should have put it up earlier... You can also stretch the graph frame so that it shows the slope a little better. I didn't want to make it too big.



You've made me a happy gamer. :hugs:

BTW, I found out where the problem with the Gray Prince is. Apparently, one of the bits in LAME (bgMagickBonus.esp) changes all of the Vanilla bonuses from runestones and -- surprisingly -- the bonus from completion of the Origin of the Gray Prince quest. The author changes the skill bonuses to a 5 pt resist normal weapons effect. Now, in a mostly vanilla setup with LAME on board, I can see where that would make the game a bit kinder...gentler. :rofl:

I'm going to take that mod out and see what the game is like then.
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Lori Joe
 
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Post » Wed Mar 30, 2011 5:14 am

You've made me a happy gamer. :hugs:

BTW, I found out where the problem with the Gray Prince is. Apparently, one of the bits in LAME (bgMagickBonus.esp) changes all of the Vanilla bonuses from runestones and -- surprisingly -- the bonus from completion of the Origin of the Gray Prince quest. The author changes the skill bonuses to a 5 pt resist normal weapons effect. Now, in a mostly vanilla setup with LAME on board, I can see where that would make the game a bit kinder...gentler. :rofl:

I'm going to take that mod out and see what the game is like then.


I hate when mods do that :mad: I guess if it's advertised it's not so bad, but it just doesn't strike me as something that a magic overhaul should be doing. It also sounds like it's a little inconsistent. Supreme Magicka has some similar things, but you can turn them off in the ini. Anyway thanks for letting me know - if someone else comes along with a similar complaint, I might remember what the cause is :lol:
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Jeremy Kenney
 
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Post » Wed Mar 30, 2011 6:06 am

Somehow I think that's an oversight and not intended.
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Dalia
 
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Post » Tue Mar 29, 2011 10:29 pm

Somehow I think that's an oversight and not intended.


Probably.

Please don't forget to endorse this on Nexus if you like it. I've started to get some negative endorsemants...
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Nicholas
 
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Post » Wed Mar 30, 2011 4:45 am

Probably.

Please don't forget to endorse this on Nexus if you like it. I've started to get some negative endorsemants...


You almost exclusively get 'thumbs down' from people who are too stupid to install a mod properly. And then they're bold (or stupid) enough to claim that a mod with multiple thousand downloads and dozens of endorsemants doesn't work. The only thing it proves is that the person who gave the 'negative endorsemant' has a very low IQ. :rolleyes:
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Nicole Mark
 
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Post » Wed Mar 30, 2011 5:39 am

You almost exclusively get 'thumbs down' from people who are too stupid to install a mod properly. And then they're bold (or stupid) enough to claim that a mod with multiple thousand downloads and dozens of endorsemants doesn't work. The only thing it proves is that the person who gave the 'negative endorsemant' has a very low IQ. :rolleyes:


Yeah, I know. Still annoying though :)
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Bonnie Clyde
 
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Post » Wed Mar 30, 2011 6:55 am

I endorsed this mod at nexus and was happy to do so.

It is very liberating not to be forced to use skills I don't want to just to raise certain attributes. Gets rid of lots of frustrations. Thanks much for making this game fun again.

A few questions:

I am wondering what people use for levelling settings with OOO. I've bumped everything up, but it still feels like I am leveling really fast.

I also noticed that after completing quest with the paranoid dude in Skingrad, I went to his house, and found his stash of gold. When I stole it, I got 2800 XP! Does each piece of gold count as an item when stealing?



And last, was there ever any thought on using the "costs of raisng skills varies according to class" idea and applying it to attibutes? And using race/gender and class attributes to determine cost?

For instance, base cost of an attribute is 4.
If your race/gender "favors" that attribute (ie it starts at 50) than cost decreases by 1. If your race/gender is bad at that attribute (starts at 30) cost goes up by one. And cost is decreased by one if the attribute is one of your class attibutes.
At levelup you are given a pool of attribute points to spend, something like 30 or so (configurable).

So for instance a Female Brenton with Int/Will as class attributes, Endurance would cost 5 points to raise, but Intelligence would only cost 2.

This way a Brenton/Mage could raise Endurance, but it will mean making tradeoffs with something else. And you can make a Nord mage, but it will be a challenge. Oh well, there are probably good reasons not to do this, but I was wondering what people thought.
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Dj Matty P
 
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Joined: Sat Jun 09, 2007 12:31 am

Post » Wed Mar 30, 2011 5:56 am

Try various high settings of multXPNeededLinear and multXPNeededQuadraticAmp, these 2 seem to have the largest influence on how slow or fast you will level.
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W E I R D
 
Posts: 3496
Joined: Tue Mar 20, 2007 10:08 am

Post » Wed Mar 30, 2011 8:25 am

I endorsed this mod at nexus and was happy to do so. It is very liberating not to be forced to use skills I don't want to just to raise certain attributes. Gets rid of lots of frustrations. Thanks much for making this game fun again.A few questions:I am wondering what people use for levelling settings with OOO. I've bumped everything up, but it still feels like I am leveling really fast.I also noticed that after completing quest with the paranoid dude in Skingrad, I went to his house, and found his stash of gold. When I stole it, I got 2800 XP! Does each piece of gold count as an item when stealing?And last, was there ever any thought on using the "costs of raisng skills varies according to class" idea and applying it to attibutes? And using race/gender and class attributes to determine cost?For instance, base cost of an attribute is 4.If your race/gender "favors" that attribute (ie it starts at 50) than cost decreases by 1. If your race/gender is bad at that attribute (starts at 30) cost goes up by one. And cost is decreased by one if the attribute is one of your class attibutes.At levelup you are given a pool of attribute points to spend, something like 30 or so (configurable).So for instance a Female Brenton with Int/Will as class attributes, Endurance would cost 5 points to raise, but Intelligence would only cost 2.This way a Brenton/Mage could raise Endurance, but it will mean making tradeoffs with something else. And you can make a Nord mage, but it will be a challenge. Oh well, there are probably good reasons not to do this, but I was wondering what people thought.



First to change your rate of levelling, the two that seem to change it the best without altering the overall shape of the curve, try changing the multXPNeeded to 2, and the multXPNeededQuadraticSlope to 2. I'm thinking of making these the new defaults because I think things have changed quite bit since SirFrederik first developed the formula. I think everybody plays with a lot more quest mods loaded now, so I think things need to be adjusted so that more points are needed each level.

For a really dramatic change, you could try astr0wiz's settings, but you will REALLY slow your levelling with these numbers:

multXPNeeded 3.00
multXPNeededBase 4500.00
multXPNeededLinear 150.00
multXPNeededQuadraticSlope 0.40
multXPNeededQuadraticAmp 30000.00

You can download the spreadsheet from Nexus that has the levelling formula in it. Just plug in the new numbers and you'll see how that changes the curve.

In terms of the Attributes, most players seem to be pretty happy with the way they work now. There are a lot of players who reduce the number of the attribute points per level they have to spend, but I've never gotten any suggestions to change their cost. I think part of the reason is that there isn't as much of a scaling or bonus to high attributes. NPC's will start making remarks when your attributes start getting over 70, but that's it. There are no perks for higher level attributes. Higher level attributes do affect various things, but it's much simpler than the role skills play.

Thanks for the support and the suggestion though!

Edit: Stealing: yes, the amount of points you get are based on the value of the item stolen. I will be changing this in a future release so that you only get points for fencing items. There is an exploit in the current mechanism.
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Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Wed Mar 30, 2011 11:48 am

First to change your rate of levelling, the two that seem to change it the best without altering the overall shape of the curve, try changing the multXPNeeded to 2, and the multXPNeededQuadraticSlope to 2. I'm thinking of making these the new defaults because I think things have changed quite bit since SirFrederik first developed the formula. I think everybody plays with a lot more quest mods loaded now, so I think things need to be adjusted so that more points are needed each level.


Been playing with the numbers myself, much fun. Yes you probably should change the default numbers a bit, think they weren't meant to be for up to level 100, were they? My current settings:

multXPNeeded 5.00
multXPNeededBase 3000.00
multXPNeededLinear 200.00
multXPNeededQuadraticSlope 0.10
multXPNeededQuadraticAmp 20000.00

A bit less punishing than astr0wiz's and very gentle slope all the way to level 100. Roughly 2.5 times more XP required than the default numbers.
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Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Wed Mar 30, 2011 5:07 am

Been playing with the numbers myself, much fun. Yes you probably should change the default numbers a bit, think they weren't meant to be for up to level 100, were they? My current settings:

multXPNeeded 5.00
multXPNeededBase 3000.00
multXPNeededLinear 200.00
multXPNeededQuadraticSlope 0.10
multXPNeededQuadraticAmp 20000.00

A bit less punishing than astr0wiz's and very gentle slope all the way to level 100. Roughly 2.5 times more XP required than the default numbers.


:lol: We're going to have to start a "Post your Numbers!" thread :D Thanks for posting omeletted. If anybody else wants to post their settings, feel free. I'll gather these up and add them to a new guidelines document or add them to one of the introductory posts.
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Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Wed Mar 30, 2011 2:26 am

My settings:

Set ObXPSettings.multXPNeeded to 1.5
Set ObXPSettings.multXPNeededBase to 1500
Set ObXPSettings.multXPNeededLinear to 150
Set ObXPSettings.multXPNeededQuadraticSlope to 1
Set ObXPSettings.multXPNeededQuadraticAmp to 40000

Relatively fast leveling for the first few levels (since in my game the first few levels are so hard that it becomes annoying if it takes too long to reach ~level 5), but slow leveling after the first few levels so it's hard to reach level 20+. I have also changed the misc xp gains to be much less (reading books etc) and I have decreased the rested xp to this:

Set ObXPSettings.multXPSleeping to 0.005
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Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Wed Mar 30, 2011 9:29 am

My settings:

Set ObXPSettings.multXPNeeded to 1.5
Set ObXPSettings.multXPNeededBase to 1500
Set ObXPSettings.multXPNeededLinear to 150
Set ObXPSettings.multXPNeededQuadraticSlope to 1
Set ObXPSettings.multXPNeededQuadraticAmp to 40000

Relatively fast leveling for the first few levels (since in my game the first few levels are so hard that it becomes annoying if it takes too long to reach ~level 5), but slow leveling after the first few levels so it's hard to reach level 20+. I have also changed the misc xp gains to be much less (reading books etc) and I have decreased the rested xp to this:

Set ObXPSettings.multXPSleeping to 0.005



Great! Thanks Phitt.
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NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Wed Mar 30, 2011 7:00 am

I didn't change the slope in any way, but i've changed almost all other settings for a more static leveling. This settings are closer to lets say gothic 3, its level cap is closer to 100 than 50, but it's perfect in my opinion as I use all xp compatible quest mods. I've modded my starting attributes, lowered them by 20, so the lowest atribute is 10, the highest attribute is 30 (it's harder that way, also far more specialised, no more jack of all trades). The first 5 levels should be gaind very easy. I've used this settings roughly for 2 years and I am most pleased with them.
Set ObXPSettings.attributePointsPerLevel to 3
Set ObXPSettings.skillPointsPerLevel to 12
Set ObXPSettings.trainingSessions to 0
Set ObXPSettings.skillPointPreset to 1
Set ObXPSettings.multXPKillBase to 100
Set ObXPSettings.multXPKillBonus to 1
Set ObXPSettings.multXPKillLevel to 0
Set ObXPSettings.multXPKillSneaking to 2
Set ObXPSettings.multXPLevel to 0
Set ObXPSettings.multXPQuestLevel to 0
Set ObXPSettings.multXPArtifacts to 10000
Set ObXPSettings.multXPBook to 100
Set ObXPSettings.multXPEating to 3
Set ObXPSettings.multXPExploration to 100
Set ObXPSettings.multXPFame to 300
Set ObXPSettings.multXPGates to 10000
Set ObXPSettings.multXPHorses to 500
Set ObXPSettings.multXPHouses to 1000
Set ObXPSettings.multXPInfamy to 300
Set ObXPSettings.multXPInvest to 500
Set ObXPSettings.multXPLockpick to 100
Set ObXPSettings.multXPNirnsFound to 500
Set ObXPSettings.multXPNPCDisposition to 250
Set ObXPSettings.multXPPickpocket to 50
Set ObXPSettings.multXPPotion to 250
Set ObXPSettings.multXPSouls to 200
Set ObXPSettings.multXPStealing to 10
Set ObXPSettings.multXPVampireBite to 250
Set ObXPSettings.multXPSleeping to 0
Set ObXPSettings.globalQuestXPMult to 30
Set ObXPSettings.capLevel to 100
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Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Wed Mar 30, 2011 12:43 am

Yeah sure, I'll post my untested numbers. Though according to the spreadsheet, it's what I want.
Set ObXPSettings.multXPNeeded 			to 0.8		; 1Set ObXPSettings.multXPNeededBase 		to 10		; 1500Set ObXPSettings.multXPNeededLinear		to 380	 	; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 0.5 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 35000	; 20000

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michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Wed Mar 30, 2011 4:40 am

I didn't change the slope in any way, but i've changed almost all other settings for a more static leveling. This settings are closer to lets say gothic 3, its level cap is closer to 100 than 50, but it's perfect in my opinion as I use all xp compatible quest mods. I've modded my starting attributes, lowered them by 20, so the lowest atribute is 10, the highest attribute is 30 (it's harder that way, also far more specialised, no more jack of all trades). The first 5 levels should be gaind very easy. I've used this settings roughly for 2 years and I am most pleased with them.Set ObXPSettings.attributePointsPerLevel to 3 Set ObXPSettings.skillPointsPerLevel to 12 Set ObXPSettings.trainingSessions to 0Set ObXPSettings.skillPointPreset to 1Set ObXPSettings.multXPKillBase to 100 Set ObXPSettings.multXPKillBonus to 1 Set ObXPSettings.multXPKillLevel to 0 Set ObXPSettings.multXPKillSneaking to 2Set ObXPSettings.multXPLevel to 0 Set ObXPSettings.multXPQuestLevel to 0 Set ObXPSettings.multXPArtifacts to 10000 Set ObXPSettings.multXPBook to 100 Set ObXPSettings.multXPEating to 3 Set ObXPSettings.multXPExploration to 100 Set ObXPSettings.multXPFame to 300 Set ObXPSettings.multXPGates to 10000 Set ObXPSettings.multXPHorses to 500 Set ObXPSettings.multXPHouses to 1000 Set ObXPSettings.multXPInfamy to 300 Set ObXPSettings.multXPInvest to 500 Set ObXPSettings.multXPLockpick to 100 Set ObXPSettings.multXPNirnsFound to 500 Set ObXPSettings.multXPNPCDisposition to 250 Set ObXPSettings.multXPPickpocket to 50 Set ObXPSettings.multXPPotion to 250 Set ObXPSettings.multXPSouls to 200 Set ObXPSettings.multXPStealing to 10 Set ObXPSettings.multXPVampireBite to 250 Set ObXPSettings.multXPSleeping to 0 Set ObXPSettings.globalQuestXPMult to 30 Set ObXPSettings.capLevel to 100


And that's always an option too. I turn off most of the points from miscellaneous actions, for example. Thanks for the feedback.

Yeah sure, I'll post my untested numbers. Though according to the spreadsheet, it's what I want.
Set ObXPSettings.multXPNeeded 			to 0.8		; 1Set ObXPSettings.multXPNeededBase 		to 10		; 1500Set ObXPSettings.multXPNeededLinear		to 380	 	; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 0.5 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 35000	; 20000



Aha - and now you need to try them in-game :D I'm starting to think I should have ask for load orders too... At least to identify the FCOM players.
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Zualett
 
Posts: 3567
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