[RELz] Oblivion XP Update - Thread 3

Post » Tue Mar 29, 2011 11:21 pm

Yeah I have a gaming mouse with extra buttons, so I have activate and cast mapped to mouse buttons as well as keyboard buttons.

The way these work is explained http://www.uesp.net/wiki/Oblivion:Ini_Settings#Remap_Mouse_Buttons. Or to repeat from that page:
The bindings in the INI are 8-digit hex codes XXXXYYZZ where XXXX is the keyboard button, YY is the mouse button, and ZZ is the joystick button.

In one of my other game instances, I have the same Quick1 through 8 settings you have. It's also an OBSE 20 beta 5 game with EH 2.1.1 and works fine.

I do see one little problem with your configuration. Do you use Ctrl as a modifier for EH? I remapped my Sneak key to C because I use Ctrl as a modifier key for EH. So, with my configuration, I use Ctrl+1 to cast a spell, for example. When I had Sneak set to Ctrl (the default), EH didn't work well at all. The only other thing I see is that you have the block key mapped to Pg Up - is that correct? I don't think that's a problem unless you have Pg Up assigned to a hotkey. Lastly, if you don't use a joystick, you could try setting bUse Joystick to 0, but if that was the issue, I would imagine a lot more people would be having problems with this because I doubt most people bother to go in and disable that setting.

The key codes are listed http://cs.elderscrolls.com/constwiki/index.php/OnKeyDown.
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Felix Walde
 
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Post » Wed Mar 30, 2011 11:21 am

@omeletted: I have never been able to get a joystick to work properly with Oblivion. I tried 3 different software, 4 different joysticks.
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lolly13
 
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Post » Wed Mar 30, 2011 9:39 am

That one is the delay between cycles of the quest scripts. Those are the scripts that reward points for completing quests. You might be able to slow that one down a bit, but I'm not sure about 5.5 seconds. I'd try 2 or 3, as in 2.0 or 3.0.

Hmm... it looked fine on 5.5 where I don't notice the stutter at all, but what should I look out for to know if it's breaking something?

Alright 1 or 2 more very small bugs I ran into! Nothing important though:

First one is especially small because I play with gamepad with xpadder, which isn't exactly the norm! So this is more of a FYI thing I guess. So, for the first 5-ish hours on my game I was wondering why most books gave me no EXP. Well, I found out your mouse has to be over the book for it to happen... and since I wasn't using the mouse to click exit on the books (basically I was using arrow keys and enter, as mapped on gamepad), no exp! But since figuring that one out, it's not a problem to just flick my mouse (rightstick) for a sec.

The second bug is something I just had funny weird and rare happen. I lockpicked into a house in Chorrol and a guy in there instantly got roid rage and was punching everyone. Well, every time he punched the poor dogs, I'd get exp for stealing an item. :eek: Though when he punched his wife or me, I didn't get the exp. It wasn't really a problem because it's just 4 exp each time, but it was just like...whoa!? Anyway just in case it wasn't just a freak experience, the house is Rimalus Bruiant's House, across from the mage's guild in Chorrol.

I have never been able to get a joystick to work properly with Oblivion. I tried 3 different software, 4 different joysticks.

I managed to get a decent joystick setup! I use a PS3 controller with Xpadder and have it set up where I play it completely from joystick. Only thing is missing the true anolog movement... but I have it set to change between walk/run depending on how far I push at least. I combined it with Enhanced Hotkeys and it lets me tap square for heal, or hold square for something else like heal other.

Here's my joystick setup... pretty complex actually but it does everything!
Spoiler

Dpad = Arrows for navigating menus and inventory
X = Activate/push enter (hold = holster)...(this enter is for selecting things in inventory)
[] = Heal (hold = heal other)
O = Inventory (hold = jump)
/\ = Cast spell/push enter (this enter is for taking stuff from containers)
L1 = Destruction target spell (hold = grab)
R1 = Melee Attack/left mouse
L2 = Destruction touch spell like poison
R2 = "Shift" button (changes all buttons to another set of buttons)
L3 = 1st/3rd camera switch
R3 = Sneak
Left stick = Walk (push further = run)
Right stick = Spin camera/move mouse
Select = Summon creature
Start = Cycle debuff spells
PS3 button = Cycle buff spells (hold = quicksave)

and then there's...
R2 + Dpad = Turbo arrows for scrolling through big inventory
R2 + right stick <-- = F1 (status)
R2 + right stick ^ = F2 (equipment)
R2 + right stick --> = F3 (spells)
R2 + right stick v = F4 (map)
R2 + X = Dispel
R2 + [] = Torch usually
R2 + /\ = Invisibility/chameleon
R2 + O = Unlock spell
etc!

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Jason Wolf
 
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Post » Tue Mar 29, 2011 11:58 pm

Hmm... it looked fine on 5.5 where I don't notice the stutter at all, but what should I look out for to know if it's breaking something?

Alright 1 or 2 more very small bugs I ran into! Nothing important though:

First one is especially small because I play with gamepad with xpadder, which isn't exactly the norm! So this is more of a FYI thing I guess. So, for the first 5-ish hours on my game I was wondering why most books gave me no EXP. Well, I found out your mouse has to be over the book for it to happen... and since I wasn't using the mouse to click exit on the books (basically I was using arrow keys and enter, as mapped on gamepad), no exp! But since figuring that one out, it's not a problem to just flick my mouse (rightstick) for a sec.


You are the first player I have ever encountered that uses a joystick or gamepad for Oblivion! Congratulations :lol: The point reward system for books relies on the game's own mechanism for detecting that you've read a book, so I can't do anything about that. I think you'll find that not only do you not get the points for reading a book without clicking on the done or exit button, but your number of books read stat wouldn't increase either. That's what Oblivion XP is using to detect that you've read a book and reward the points.

The second bug is something I just had funny weird and rare happen. I lockpicked into a house in Chorrol and a guy in there instantly got roid rage and was punching everyone. Well, every time he punched the poor dogs, I'd get exp for stealing an item. :eek: Though when he punched his wife or me, I didn't get the exp. It wasn't really a problem because it's just 4 exp each time, but it was just like...whoa!? Anyway just in case it wasn't just a freak experience, the house is Rimalus Bruiant's House, across from the mage's guild in Chorrol.


Huh? That is even weirder than your sneak exploit :lol: Once again, Oblivion XP relies on the game's own mechanism for evaluating stolen items. This time it's the miscellaneous stat 28 - stolen items. When you pick up something with the stolen flag set, this stat gets incremented. Oblivion XP uses that to award points. So I have absolutely no idea why punching the dog would increase misc. stat 28... That's almost funny, actually...

The only thing I can say is that I do plan to change the awarding of points from stealing items to fencing them, but that won't happen until the next release which is probably a few months away.

As to the sneak issue, I was able to replicate this in my game! As you said, it only happens with creatures and only when there is only one. I guess they're too stupid to track you properly and you have just killed the last one that can detect you... Anyway I'll have a look at the conditional code that's used to detect this situation and see if there's anything I can do.
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Russell Davies
 
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Post » Tue Mar 29, 2011 8:23 pm

I do see one little problem with your configuration. Do you use Ctrl as a modifier for EH? I remapped my Sneak key to C because I use Ctrl as a modifier key for EH. So, with my configuration, I use Ctrl+1 to cast a spell, for example. When I had Sneak set to Ctrl (the default), EH didn't work well at all. The only other thing I see is that you have the block key mapped to Pg Up - is that correct? I don't think that's a problem unless you have Pg Up assigned to a hotkey. Lastly, if you don't use a joystick, you could try setting bUse Joystick to 0, but if that was the issue, I would imagine a lot more people would be having problems with this because I doubt most people bother to go in and disable that setting.


Since ctrl and alt are modifier keys for EH, I had the default commands changed to something else in case of conflicts. Didn't make a difference, and I didn't change block back. :tongue: Don't use joystick either, that's just the default. Just tried setting it to 0 but same thing. EH debug mode seems to say with obse20b5, the right mouse button is now key "2", odd yes? Guess I'll drop a note in the EH thread.
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Beast Attire
 
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Post » Wed Mar 30, 2011 4:36 am

Since ctrl and alt are modifier keys for EH, I had the default commands changed to something else in case of conflicts. Didn't make a difference, and I didn't change block back. :tongue: Don't use joystick either, that's just the default. Just tried setting it to 0 but same thing. EH debug mode seems to say with obse20b5, the right mouse button is now key "2", odd yes? Guess I'll drop a note in the EH thread.


Definitely. Well, that might give TNO something to work on. I wonder what I would see if I put EH in debug mode...
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Heather Stewart
 
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Post » Wed Mar 30, 2011 5:22 am

Have a video of the thief dog puncher since I was trying to sneak past them a billion times for this vampire quest I'm on! (finally did it)

http://www.youtube.com/watch?v=Vz3DzHWhUhc :D

Interesting things is they both say they're on my side, but the guy always attacks me if I'm in sight, or the dogs if I'm out of sight. :eek: Also in another attempt after this video, the girl was upstairs looking down at the guy with her fists out saying in a mad tone something like, "steal that from me will you?!" Reallyyyyyy weird!
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Andrew Lang
 
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Post » Wed Mar 30, 2011 4:25 am

Ok, well when you enter that house, you are trespassing, so you've already triggered the crime detection. Also if there are dogs in a house and you have a weapon drawn, they are supposed to attack you. I don't know why the owner is switching to the dogs when he can't detect you. You were detected as soon as you entered the house. Then when you moved to the side, the actors couldn't detect you anymore. I would check to see if there's a mod in your game screwing with the factions of these characters. It would be easiest to use TES4Edit for that. I think that what should happen is both the dogs and owners should attack you and something is interferring with the factions so that the dogs aren't in the same faction as the owners anymore.

I know of mods that pretty much have you stealing as soon as you sneak into an area, even if you haven't touched anything yet. I'm not sure what would be disappearing that would make one of them think something was stolen, unless it's a mod doing it. I am really cautious of some of these immersion mods because they start changing game mechanics without a good understanding of the consequences that could have. I don't know if that is what is going on here or not.

What is your sneak skill at this point?
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Mark Hepworth
 
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Post » Tue Mar 29, 2011 11:08 pm

Ok, well when you enter that house, you are trespassing, so you've already triggered the crime detection. Also if there are dogs in a house and you have a weapon drawn, they are supposed to attack you. I don't know why the owner is switching to the dogs when he can't detect you. You were detected as soon as you entered the house. Then when you moved to the side, the actors couldn't detect you anymore. I would check to see if there's a mod in your game screwing with the factions of these characters. It would be easiest to use TES4Edit for that. I think that what should happen is both the dogs and owners should attack you and something is interferring with the factions so that the dogs aren't in the same faction as the owners anymore.

I know of mods that pretty much have you stealing as soon as you sneak into an area, even if you haven't touched anything yet. I'm not sure what would be disappearing that would make one of them think something was stolen, unless it's a mod doing it. I am really cautious of some of these immersion mods because they start changing game mechanics without a good understanding of the consequences that could have. I don't know if that is what is going on here or not.

What is your sneak skill at this point?


Ok I tried TES4Edit experimental version, but I have no idea what I'm doing, soo. :P But I was able to get their factions with FormID Finder, and they're all in just Bruiant Family Faction. I don't know... I wasn't too worried about it, just thought I'd throw it out there anyway! But if I notice it happen again somewhere else I'll definitely start my adventure to find out which mods are causing it. *breaks into more houses*

And my sneak there was 32+20 = 52.
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^_^
 
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Post » Wed Mar 30, 2011 11:55 am

Ok I tried TES4Edit experimental version, but I have no idea what I'm doing, soo. :P But I was able to get their factions with FormID Finder, and they're all in just Bruiant Family Faction. I don't know... I wasn't too worried about it, just thought I'd throw it out there anyway! But if I notice it happen again somewhere else I'll definitely start my adventure to find out which mods are causing it. *breaks into more houses*

And my sneak there was 32+20 = 52.


Yeah I wanted to know what your sneak was because I was going to try it out :D
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Dalia
 
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Post » Wed Mar 30, 2011 6:50 am

Slowly going through the readme to get this set up. I have a few questions that I'm not seeing explicitly answered in the readme.

First ... I'm using (or want to use) http://www.tesnexus.com/downloads/file.php?id=34841 and http://www.tesnexus.com/downloads/file.php?id=35675 which allows up to level 200 in stats and skills. It does not handle character level.

So to use with this then I need to set these to 200 - correct?
Set ObXPSettings.capAttributes	        to 200		; 100Set ObXPSettings.capSkills	        to 200		; 100


But what about this line:
Set ObXPSettings.capLevel	        to 50		; 50


Should I raise the roof on the character level too? If so any recommendations? I know Abo recommended, I think, 75 if skills and attributes could go to 200 with realistic leveling. I quote:
To adjust the level and attribute advancement rates, you set levelMax/attrMax to change the level and attribute reached when all skills reach 100. Note that attrMax is the maximum attribute value not including racial, class, or star bonuses, which can push attributes beyond that limit. Uncapper mods that allow skills to exceed 100 will also allow attribute and level to exceed these settings. To increase the level advancement rate to be closer to vanilla if you focus on major skills;

set aaRealisticLeveling.levelMax to 75
Sound good?

===========

Next character specializations and class. Am I to take it that the main advantage of having a class with specialization then is that whatever majors I choose are just cheaper to level up?

===========
next this from the incompatibility section:
Supreme Magicka and other mods that control the amount of Magicka and its regeneration: you
should disable these functions in the other mods or in Oblivion XP. Similarly mods that control
your Health or Fatigue should have that functionality disabled in the other mod or in Oblivion XP.
I'd prefer having Race Balancing handle retroactive health and Magicka regeneration ... and Realistic Fatigue to handle fatigue regeneration. So will this disable these functions in this mod:
Set ObXPSettings.fatigueControlEnabled 	to 0		; 1Set ObXPSettings.healthControlEnabled 	to 0		; 1Set ObXPSettings.magickaControlEnabled	to 0		; 1
Or should I also set these to this:
Set ObXPSettings.healthReturnEnabled	to 0		; 1Set ObXPSettings.magickaReturnEnabled	to 0		; 1
And what are your thoughts on doing that? Supreme magicka is also in the mix and I did set its magick based skill progression to 0.

Sorry if these have been asked to death.

thanks
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Mark Churchman
 
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Post » Wed Mar 30, 2011 6:16 am

Hey Psymon. I'll pipe in since I think I can accurately answer your questions, and you may be waiting on an answer.

Question 1, Uncapping: Yes, you need to set those values to 200 for skills and attributes, else Oblivion XP will keep you from increasing them beyond 100.

Question 2, CapLevel: This is really a matter of taste. The mod will cap your level at this number. I set it to 100, as the way I have my skill progression set up I could easily not be fully skill capped in all skills even at that level.

Question 3, Specialization: You have it right. The cost of specialized and class skills are decreased with the specialist setting, so skills which are both will cost only 2 of Oblivion XPs spendable skill points. Skills which are one or the other are 3, those which are neither cost 4. The generalist setting (or whatever it's actually called) means all skills always cost 3 points.

Question 4, Secondary stats: The "ControlEnabled" values set whether Oblivion XP will control your max./total amount of the stat in question. The "ReturnEnabled" settings are for Oblivion XP's regeneration control. This is probably obvious, but I wasn't sure from the way you phrased your question. For the mods you're using, it looks like you want all those things controlled elsewhere, so having everything turned off is fine and good.
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john page
 
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Post » Wed Mar 30, 2011 7:37 am

Slowly going through the readme to get this set up. I have a few questions that I'm not seeing explicitly answered in the readme.

First ... I'm using (or want to use) http://www.tesnexus.com/downloads/file.php?id=34841 and http://www.tesnexus.com/downloads/file.php?id=35675 which allows up to level 200 in stats and skills. It does not handle character level.

So to use with this then I need to set these to 200 - correct?
Set ObXPSettings.capAttributes	        to 200		; 100Set ObXPSettings.capSkills	        to 200		; 100


But what about this line:
Set ObXPSettings.capLevel	        to 50		; 50


Should I raise the roof on the character level too? If so any recommendations? I know Abo recommended, I think, 75 if skills and attributes could go to 200 with realistic leveling. I quote:
Sound good?


Yes. Whether you will ever hit those numbers with Oblivion XP is debatable, but it you want your levelling to be pretty much uncapped, increase the attribute and skill cap to 255 and the level cap to 99 (I think there's a game encoded cap of 99 for this - not sure). With the default settings of Oblivion XP, I don't think you'll get anywhere near any of those limits. I actually increase the number of skill points I have to spend each level to 120 (I use the jack-of-all-trades setting) and I have a character who's finally reached level 40 after over 400 hours of gameplay. Now I'm not running OOO or FCOM, so you might get to a higher level running those mods. I still haven't maximized all of my skills and attributes, but I do have a few that are over 100. I still use Elys Uncapper and am also using Grandmaster of Alchemy.

===========

Next character specializations and class. Am I to take it that the main advantage of having a class with specialization then is that whatever majors I choose are just cheaper to level up?

===========
next this from the incompatibility section:
I'd prefer having Race Balancing handle retroactive health and Magicka regeneration ... and Realistic Fatigue to handle fatigue regeneration. So will this disable these functions in this mod:
Set ObXPSettings.fatigueControlEnabled 	to 0		; 1Set ObXPSettings.healthControlEnabled 	to 0		; 1Set ObXPSettings.magickaControlEnabled	to 0		; 1
Or should I also set these to this:
Set ObXPSettings.healthReturnEnabled	to 0		; 1Set ObXPSettings.magickaReturnEnabled	to 0		; 1
And what are your thoughts on doing that? Supreme magicka is also in the mix and I did set its magick based skill progression to 0.

Sorry if these have been asked to death.

thanks


Yes, basically. People also like to create a class and pick a specialization for RP purposes. I choose a specialization to make up for deficiencies in the race I like to play.

The control parameters handle Oblivion XP's calculation of the base values for your fatigue, health and magicka. The return parameters handle the regeneration of your health and magicka. Yes, Oblivion XP offers health regeneration - I always shut it off, but it's there for those that want it. I have Oblivion XP calculate my base stats, but have Supreme Magicka control the magicka regeneration.

Nope, these haven't been asked to death :lol: Good recap for anyone else who might be wondering!

Edit: Haha got :ninja: by Ty, but he also brings up a good point about the difference in costs to raise skills with the default major and specialization setting versus the jack-of-all-trades where all skills start out costing 3 pts to increase.
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jennie xhx
 
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Post » Tue Mar 29, 2011 11:58 pm

Thanks you two.

So to follow up ... since raising the level cap on those three basically just means they can continue to be bought after - this in no way effects any other mechanics of leveling/stats? So in a sense with OblivionXP it is actually a more secure way of using uncappers.

Andalaybay at the bottom of your post you state: "I have Oblivion XP calculate my base stats" ... here do you mean derived stats or health and fatigue? Or am I misunderstanding what base stats mean? Anyway .. so yes those settings take control away from OblivonXP? good.

I too am thinking of the generalist mode - as I understand from the readme these settings:
Set ObXPSettings.skillPointsPerLevel 		to 105		; 48Set ObXPSettings.skillPointPreset 		to 0		; 1
Would give me what Tyrthyllanos describes where each skill would cost 3 points to level?

If ever these settings are changed in the future - say I decide that this is too much skill to be had and I lower skillPointsPerLevel to 75 - would that retroactively take away skill assignments I already made?

The class and specializations then with a generalist jack-of-all-trades settings would then be a lot like the mods that tejon makes that undermine class (no class/any class).
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Leonie Connor
 
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Post » Tue Mar 29, 2011 9:21 pm

I'll answer again, since AndalayBay appears to not be on the boards right now (although I didn't see him before either, sneaky sneaky).

1: Since Oblivion XP completely ignores the normal skill increase system, this does make it's interactions with uncappers completely predictable. Progress + nGCD will net you a stable effect as well, though. BTW, thanks for bringing that new uncapper to my attention, I hadn't seen it before!

2: I think by base stats he means the values for his secondary stats. To me base stats are Strength, Endurance, Willpower, etc., and secondary stats = derived stats, but it's vague terminology. I currently let Oblivion XP control my max values for health and fatigue but not magicka, and have both regeneration controls turned off.

3: Your INI quote - that's right. The 0 for skillPointPreset sets the "everything costs 3 points" generalist mode. I give myself 99 skill points per level, because 33 skillups is what I averaged in a vanilla game (and I work my miscellaneous skills a lot).

4: There is no retroactive change, unless that's new to this version. AFAIK it just pulls the number straight from the INI and adds that to your available total of spendable skill points on a levelup. I've changed this repeatedly in previous games to no ill effect.
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Lyd
 
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Post » Wed Mar 30, 2011 5:31 am

Thanks again.

If you check out the AV uncapper (the supposed latest and greatest) and see any issues I should be aware of please do let me know.
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Prohibited
 
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Post » Wed Mar 30, 2011 5:11 am

Thanks you two.So to follow up ... since raising the level cap on those three basically just means they can continue to be bought after - this in no way effects any other mechanics of leveling/stats? So in a sense with OblivionXP it is actually a more secure way of using uncappers. Andalaybay at the bottom of your post you state: "I have Oblivion XP calculate my base stats" ... here do you mean derived stats or health and fatigue? Or am I misunderstanding what base stats mean? Anyway .. so yes those settings take control away from OblivonXP? good.I too am thinking of the generalist mode - as I understand from the readme these settings:
Set ObXPSettings.skillPointsPerLevel 		to 105		; 48Set ObXPSettings.skillPointPreset 		to 0		; 1
Would give me what Tyrthyllanos describes where each skill would cost 3 points to level?If ever these settings are changed in the future - say I decide that this is too much skill to be had and I lower skillPointsPerLevel to 75 - would that retroactively take away skill assignments I already made? The class and specializations then with a generalist jack-of-all-trades settings would then be a lot like the mods that tejon makes that undermine class (no class/any class).


Yes, raising the level cap only affects how high you can raise your skills and the maximum level you can achieve. It doesn't affect any other mechanics.

By base stats I meant the value for my health, magicka and fatigue each level. So I let Oblivion XP figure out those stats but have Supreme Magicka control my magicka regeneration. I turn off health regeneration altogether. Oblivion XP doesn't touch fatigure regeneration at all.

Setting SkillPointPreset to 0 sets Oblivion XP to "jack-of-all-trades" mode which means that all skills cost 3 points to increase. Now that will increase by 1 point when you hit Journeyman level in the skill, then another point when it gets to Expert and finally a third point at Master level. So it will cost a total of 6 points to increase a master skill by 1. So I have adjusted my SkillPointsPerLevel even more so that it's divisible by 3, 4, 5 and 6 - which came out to 120!! That's probably too much and will make the game boring at higher levels, so you may not want to increase it that high :)

Changes in skill points are not retroactive. Oblivion XP will just figure out the new totals when you level up again. Unused attribute and skill points are carried over to the next level and they will be added on to your totals.

I'll answer again, since AndalayBay appears to not be on the boards right now (although I didn't see him before either, sneaky sneaky). 1: Since Oblivion XP completely ignores the normal skill increase system, this does make it's interactions with uncappers completely predictable. Progress + nGCD will net you a stable effect as well, though. BTW, thanks for bringing that new uncapper to my attention, I hadn't seen it before!2: I think by base stats he means the values for his secondary stats. To me base stats are Strength, Endurance, Willpower, etc., and secondary stats = derived stats, but it's vague terminology. I currently let Oblivion XP control my max values for health and fatigue but not magicka, and have both regeneration controls turned off. 3: Your INI quote - that's right. The 0 for skillPointPreset sets the "everything costs 3 points" generalist mode. I give myself 99 skill points per level, because 33 skillups is what I averaged in a vanilla game (and I work my miscellaneous skills a lot). 4: There is no retroactive change, unless that's new to this version. AFAIK it just pulls the number straight from the INI and adds that to your available total of spendable skill points on a levelup. I've changed this repeatedly in previous games to no ill effect.


Uh, that would be she :D Yes, you are correct about the base stats - I was being a bit careless :D As I said to Psymon, the only tweak you might want to make to that 99 is to pick a number that's divisible by 4 as well (96). Or you could just change the SkillPointsPerLevel again when you get to that point...

Re. AV Uncapper: I haven't tried that one yet because I didn't like some of the changes it makes to give you the benefit of the high level skills. I think it does some stuff to your armour rating that I didn't agree with. I know it's extremely customizable so I could probably change that, but quite frankly, I just found it too tedious to set up :lol: Anyway I don't think it would have any negative impact because Oblivion XP only controls your level and the value of your skills. It doesn't touch the amount of damage done or anything like that.
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Tania Bunic
 
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Post » Wed Mar 30, 2011 2:04 am

Thanks - yeah perhaps 120 is a better option then.

JV uncapper does have a lot of features (well the plugin does) but the only armor rating I see is this:
set JCNAVUncapQuest.fMaxArmorRating				to	95		; Vanilla: 85
I set it to 95 tops.

Actually what concerms me about it is how it affects blocking which may interfere with Duke Patrick mod - glad I looked the armor thing up so I can now follow up with that.
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George PUluse
 
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Post » Wed Mar 30, 2011 10:16 am

Thanks - yeah perhaps 120 is a better option then.

JV uncapper does have a lot of features (well the plugin does) but the only armor rating I see is this:
set JCNAVUncapQuest.fMaxArmorRating				to	95		; Vanilla: 85
I set it to 95 tops.

Actually what concerms me about it is how it affects blocking which may interfere with Duke Patrick mod - glad I looked the armor thing up so I can now follow up with that.


Would you mind passing along your configuration settings? Maybe I could make sense of it then and give it a try :D
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Alexandra walker
 
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Post » Wed Mar 30, 2011 2:09 am

Ok, I would have started here, but I never thought my original post would generate so much discussion.
So you are correct in that there are no zero entries other than the skill perk menu. And as you guessed I am running DR6. Yeah, that mod kinda scares me in that I really don't know that much about what it's doing behind the scenes. I do know it's caused a few issues with some of the other mods I run.
Also, I actually do have a file called skill_perk.xml in menus\generic. I checked the various omods I installed to see if one contained the file in question and determined that it probably came from DarNified UI 1.3.2. Well, that and the fact that a header in the file says "<!-- DarN Version 1.0 -->" Not too surprising right? I could delete the file to see if I get the proper display but I probably won't try that until I can use OBSE 20 without (apparently) DR6 breaking things.
Thanks for the insight about the connection between DR6 and enhanced hotkeys. It never occurred to me that there could be a conflict there.
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Jacob Phillips
 
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Post » Wed Mar 30, 2011 8:27 am

Ok, I would have started here, but I never thought my original post would generate so much discussion.
So you are correct in that there are no zero entries other than the skill perk menu. And as you guessed I am running DR6. Yeah, that mod kinda scares me in that I really don't know that much about what it's doing behind the scenes. I do know it's caused a few issues with some of the other mods I run.
Also, I actually do have a file called skill_perk.xml in menus\generic. I checked the various omods I installed to see if one contained the file in question and determined that it probably came from DarNified UI 1.3.2. Well, that and the fact that a header in the file says "<!-- DarN Version 1.0 -->" Not too surprising right? I could delete the file to see if I get the proper display but I probably won't try that until I can use OBSE 20 without (apparently) DR6 breaking things.
Thanks for the insight about the connection between DR6 and enhanced hotkeys. It never occurred to me that there could be a conflict there.


Welcome to the forums! Have a http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg. :D Actually I should have a special Oblivion XP Fishy Stick...

There should be no problem with Darnified UI. Do not delete the file - that will break things :) I'm running Darnified in one of my game instances and I know for sure it worked at one point - in fact I think the screen shot I posted about the skill perks is from Darnified.

But there could be another conflict with DR6... Grrrr. Ok, let me test my Darnified game instance and make sure it works for me (I'm not running DR6). You are running OBSE 19b, right?
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His Bella
 
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Post » Wed Mar 30, 2011 1:35 am

Small Update

French translation just added to download page. That means Oblivion XP 4.1.9 is now available in Italian, Japanese and French. I know we have German players out there: anyone willing to step up? I've been told it doesn't take long! :D
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sally R
 
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Post » Wed Mar 30, 2011 12:15 pm

Ok, I would have started here, but I never thought my original post would generate so much discussion.So you are correct in that there are no zero entries other than the skill perk menu. And as you guessed I am running DR6. Yeah, that mod kinda scares me in that I really don't know that much about what it's doing behind the scenes. I do know it's caused a few issues with some of the other mods I run. Also, I actually do have a file called skill_perk.xml in menus\generic. I checked the various omods I installed to see if one contained the file in question and determined that it probably came from DarNified UI 1.3.2. Well, that and the fact that a header in the file says "<!-- DarN Version 1.0 -->" Not too surprising right? I could delete the file to see if I get the proper display but I probably won't try that until I can use OBSE 20 without (apparently) DR6 breaking things.Thanks for the insight about the connection between DR6 and enhanced hotkeys. It never occurred to me that there could be a conflict there.

Welcome to the forums! Have a http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg. :D Actually I should have a special Oblivion XP Fishy Stick...There should be no problem with Darnified UI. Do not delete the file - that will break things :) I'm running Darnified in one of my game instances and I know for sure it worked at one point - in fact I think the screen shot I posted about the skill perks is from Darnified.But there could be another conflict with DR6... Grrrr. Ok, let me test my Darnified game instance and make sure it works for me (I'm not running DR6). You are running OBSE 19b, right?


Alright, I just did a quick test with OBSE 19b, MenuQue 9a and Darnifed UI and it http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/skillPerk.jpg. So I guess DR 6 is causing another issue. Could you remove DR 6 and see if the problem goes away (just as a quick test)?
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IsAiah AkA figgy
 
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Post » Tue Mar 29, 2011 8:11 pm

Alright, I just did a quick test with OBSE 19b, MenuQue 9a and Darnifed UI and it http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/skillPerk.jpg. So I guess DR 6 is causing another issue. Could you remove DR 6 and see if the problem goes away (just as a quick test)?


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!
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Kelly John
 
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Post » Wed Mar 30, 2011 12:48 am

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. ^_^
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Andy durkan
 
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