[RELz] Oblivion XP Update - Thread 4

Post » Wed Mar 30, 2011 11:35 am

New translation just posted: dantebelmondo has just completed a Simplified Chinese translation. File available under Miscellaneous section on download page.
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Darrell Fawcett
 
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Post » Wed Mar 30, 2011 2:44 pm

I believe that I get the gist of Soup Master's idea, and there may be merit in considering the following (please correct me SM if I have this really wrong):

1) Generally, for leveling, you would need x skill points to go up in level when you are a novice.
2) As you become an Apprentice, then Journeyman, etc., the cost for each increase rises.
3) Thus, we would see Jack-of-all-trades characters with the minor skills between Apprentice and Journeyman levels, while the specialization skills would be much higher.

It sounds like SM wants to swap the vanilla "number-of-times-I-must-hit-something-to-gain-a-level" concept with skill points. After all, in the vanilla system, you need to hit things more often in order to gain each subsequent level. There are probably a few things to consider, like training. Somehow, training costs should really reflect the level of difficulty between the specialized and non-specialized skills...for example.

Couple that with the OBXP method of charging less for specialized skills and more for others, and you have basically eliminated the Jack-of-all-trades demigods which I detest playing. :)

*********

On another note, I just ran into two situations where I was not given credit for a kill. Note: I use FCOM, OOO, MMM, and Open All Gates for an incredibly masochistic game.

1. I located a Spriggan with my bow by zooming in on her (lvl 50 with marksman). I shot her three times, got irked that she kept healing herself, and then zapped her three times with a shock spell. She fell dead, but I received no points. I checked the message box, just in case I had a senior moment where I didn't hear the "ding", but it was not there.

2. I was under the Bloodworks, hunting vampires, when I found one in a room. Pretending to be stealthy, my PC scooted into view and shot the vamp with a Midas light arrow. Zap! Boom! Argh. The vampire fell dead but I didn't get the points.

For the spriggan situation, I really don't know if I can recreate that. I can, however, attempt the vampire thing again as I have yet to get Azura's Star. When that happens, I will gladly report on the results. Until then, I must rest. These old bones are complaining and I keep making mistakes while typing. :snoring:
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Jade
 
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Post » Wed Mar 30, 2011 2:27 pm

I believe that I get the gist of Soup Master's idea, and there may be merit in considering the following (please correct me SM if I have this really wrong):

1) Generally, for leveling, you would need x skill points to go up in level when you are a novice.
2) As you become an Apprentice, then Journeyman, etc., the cost for each increase rises.
3) Thus, we would see Jack-of-all-trades characters with the minor skills between Apprentice and Journeyman levels, while the specialization skills would be much higher.

It sounds like SM wants to swap the vanilla "number-of-times-I-must-hit-something-to-gain-a-level" concept with skill points. After all, in the vanilla system, you need to hit things more often in order to gain each subsequent level. There are probably a few things to consider, like training. Somehow, training costs should really reflect the level of difficulty between the specialized and non-specialized skills...for example.

Couple that with the OBXP method of charging less for specialized skills and more for others, and you have basically eliminated the Jack-of-all-trades demigods which I detest playing. :)

*********

On another note, I just ran into two situations where I was not given credit for a kill. Note: I use FCOM, OOO, MMM, and Open All Gates for an incredibly masochistic game.

1. I located a Spriggan with my bow by zooming in on her (lvl 50 with marksman). I shot her three times, got irked that she kept healing herself, and then zapped her three times with a shock spell. She fell dead, but I received no points. I checked the message box, just in case I had a senior moment where I didn't hear the "ding", but it was not there.

2. I was under the Bloodworks, hunting vampires, when I found one in a room. Pretending to be stealthy, my PC scooted into view and shot the vamp with a Midas light arrow. Zap! Boom! Argh. The vampire fell dead but I didn't get the points.

For the spriggan situation, I really don't know if I can recreate that. I can, however, attempt the vampire thing again as I have yet to get Azura's Star. When that happens, I will gladly report on the results. Until then, I must rest. These old bones are complaining and I keep making mistakes while typing. :snoring:


Actually it sounds like you might have run into another kill method by Midas Magic that doesn't work with Oblivion XP. Basically Midas Magic does not update the kill statistic. If you have a look at your kill statistic before killing something with certain Midas Magic spells and then check it afterwards, I think you'll see that the statistic hasn't been incremented. It's the kill statistic (Misc. stat 5 and 6) that Oblivion XP uses to detect kills. I had a look at the Midas Magic code and for some reason that I really don't understand, the author doesn't kill the target but moves it to another cell and replaces it with a dead one :shrug:

I do have a note in the readme about some of the MM spells being incompatible. Unfortunately there's nothing I can do about it. Midas Magic would need to be modified so that it updates the kill statistic.

Now I am planning to rewrite the kill script. Perhaps the new method I plan on using will fix this.

As for the Spriggan, if it was a regular shock spell that you used, then my only guess is she was out of range. This is very rare because the creature has to be quite a distance away for this to happen, but that's the only thing I can think of. I've never managed to kill something that was out of range, but I guess it's possible. It would have to be a long ways off though...
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herrade
 
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Post » Wed Mar 30, 2011 2:24 pm

Will the newest update work with OBSE 20?
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gandalf
 
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Post » Wed Mar 30, 2011 9:53 am

Will the newest update work with OBSE 20?


Definitely, using it with obse 20 at the moment.
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FABIAN RUIZ
 
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Post » Wed Mar 30, 2011 4:34 am

Yeah, I've actually been using OBSE 20 since the first beta. It was actually developed with OBSE 20 and I went into one of my other game instances and re-compiled everything with OBSE 19b to make sure it would work :D See what we do for you guys? :lol:
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Shirley BEltran
 
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Post » Wed Mar 30, 2011 10:24 am

Hi Andalaybay,

Not sure if this is the stealing exploit that's already known, but stacks of items stolen give the stealing XP reward for each item in the stack -- this is even true for gold coins. I got something like 1800 XP for pickpocketing 150 gold off some fellow at level 7. Quite a windfall.
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roxanna matoorah
 
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Post » Wed Mar 30, 2011 2:23 pm

Hi Andalaybay,

Not sure if this is the stealing exploit that's already known, but stacks of items stolen give the stealing XP reward for each item in the stack -- this is even true for gold coins. I got something like 1800 XP for pickpocketing 150 gold off some fellow at level 7. Quite a windfall.


Yeah for gold, I believe it's some factor times the amount of gold you stole. Now I wasn't planning on changing the pickpocketing reward though. I suspect when you pickpocket gold, each gold piece increases the pickpocketing stat. So based on what you said, pickpocketing 150 gold at level 7 would yield 1440 pts with the default settings. If you have some rested XP, you would get more points. Also if you changed multXPLevel or multXPPickpocket, you'll get more points - if you increased those.

The exploit I'm planning to fix is when you pick up a stolen item - you'll get XP everytime you pick it up. I can't do much about pickpocketing because Ob XP is just using the miscellaneous stat that the game records. Now it is possible that the game isn't tracking that miscellaneous stat properly - I have to admit that I pickpocket so rarely I never noticed.
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Robert Bindley
 
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Post » Wed Mar 30, 2011 11:50 am

Adding Oblivion XP Support

How do I make my mod support Oblivion XP? Excellent question :)

If your mod requires OBSE, then all you need to do is add a couple of lines of code to the result script for the quest completion stage, as follows:

if ( isModLoaded "Oblivion XP.esp" )
runScriptLine "set ObXPMain.interOpGainedXPMessage to sv_Construct %qCompleted the blah blah quest%q"
runScriptLine "set ObXPMain.interOpGainedXP to 100"
endif

Just a little note that you may want to add. If someone adds this script command to their result script, it must be added at the very end, no other commands should follow. Because if the player does not use OBSE then any script lines coming after this command won't run.
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louise fortin
 
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Post » Wed Mar 30, 2011 6:23 am

Just a little note that you may want to add. If someone adds this script command to their result script, it must be added at the very end, no other commands should follow. Because if the player does not use OBSE then any script lines coming after this command won't run.


If your mod doesn't require OBSE, then you shouldn't add those lines to the result script. You should create a separate patch. I say this in the instructions ("If your mod requires OBSE..."). If you have added these lines to a mod that doesn't require OBSE, then you should remove them. I fear it would cause crashes because there are unhandled exceptions. If your mod does require OBSE, then you should include an OBSE detection quest and script. It is actually possible to make OBSE optional by surrounding the OBSE commands with a check from the OBSE detection quest and script, but I don't know how well that would work in a quest result script.

If you want an OBSE detection script that works if the player doesn't have OBSE loaded, let me know and I can send it to you. Similarly if you need help making a patch. I know KDQ has Oblivion XP support built in, but I thought that was because KDQ required OBSE. If it doesn't then you should strip that code out of the result scripts. If you want to try surrounding the "isModLoaded" block with a check for OBSE being loaded, without it requiring OBSE, let me know and I'll send along the code.
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Tanya Parra
 
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Post » Wed Mar 30, 2011 10:00 am

I didn't know someone had taken over this mod and was updating it again, nice to know. Does the updated version fix the bug from 4.1.5 where the mod will randomly stop awarding XP from reading books / picking locks / finding locations? Ive noticed this bug in the past, but I am having a real problem with it in my latest install of Oblivion and its really annoying to not notice it stop working on all those while still giving me XP from kills.
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Kortknee Bell
 
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Post » Wed Mar 30, 2011 9:42 am

I didn't know someone had taken over this mod and was updating it again, nice to know. Does the updated version fix the bug from 4.1.5 where the mod will randomly stop awarding XP from reading books / picking locks / finding locations? Ive noticed this bug in the past, but I am having a real problem with it in my latest install of Oblivion and its really annoying to not notice it stop working on all those while still giving me XP from kills.


Yes. And lots of others :D
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Mrs shelly Sugarplum
 
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Post » Wed Mar 30, 2011 12:45 am

If you want an OBSE detection script that works if the player doesn't have OBSE loaded, let me know and I can send it to you. Similarly if you need help making a patch. I know KDQ has Oblivion XP support built in, but I thought that was because KDQ required OBSE. If it doesn't then you should strip that code out of the result scripts. If you want to try surrounding the "isModLoaded" block with a check for OBSE being loaded, without it requiring OBSE, let me know and I'll send along the code.

Ah okay. KDQ doesn't require OBSE. Still, I've tested it and as long as the OBSE command comes last everything works fine, whether you use OBSE/Oblivion XP or not.
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DeeD
 
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Post » Wed Mar 30, 2011 3:30 am

Ah okay. KDQ doesn't require OBSE. Still, I've tested it and as long as the OBSE command comes last everything works fine, whether you use OBSE/Oblivion XP or not.


Ok, I am a little concerned about the unhandled exception though. Basically when it encounters an error like this, the script stops running. You've handled that by putting this part of the script last and since this is a result script, the effect is limited, but I do wonder if it could wind up causing other problems in the game. Especially with a mod the size of KDQ. For one thing, I believe the pile up of unhandled exceptions causes the Abomb problem to happen faster.

The OBSE detection quest/script that I developed is a refinement of the process explained in the http://cs.elderscrolls.com/constwiki/index.php/Combine_your_SI_and_non-SI_mods_into_one_%28OBSE,_Patch_v1.1,_Other_mods_too%29. The nice thing about this method is that is just sets a short to indicate whether OBSE is loaded or not and it properly detects the case where OBSE isn't running because it didn't get loaded properly. You could add a test of the short just before the isModLoaded check (which is an OBSE command). If OBSE isn't loaded, it should skip that part of the script with no ill effects. Yes, you would have to alter all your result scripts, but you just need to paste in a couple of lines. You would need to do the short test in a separate if stmt though (you can't combine it with the isModLoaded test).

One of the changes I made was to detect the minor revision of OBSE as well. I think there were a couple of others - I can't remember right now. If you want the code, just pm me.
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Imy Davies
 
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Post » Wed Mar 30, 2011 1:15 pm

Question:

Is there a way to artificially give yourself XP?
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M!KkI
 
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Post » Wed Mar 30, 2011 12:19 am

Is there a way to artificially give yourself XP?

Type "set obxpmain.currentxp to xx" in the console, where xx is the new xp value you want. Hmm, maybe the command should be mentioned in a FAQ somewhere, seems to come up fairly often.
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Lily
 
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Post » Wed Mar 30, 2011 10:00 am

I second that. From as far back as version 3.0, it was the most asked console command XD.
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Isabella X
 
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Post » Wed Mar 30, 2011 12:37 pm

Considering that ObXP is literally THE go-to mod for a XP-based levelling system, and that everyone understands an XP-to-level system more, it makes sense.

*takes the note down and preps it*
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JUDY FIGHTS
 
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Post » Wed Mar 30, 2011 3:29 am

Type "set obxpmain.currentxp to xx" in the console, where xx is the new xp value you want. Hmm, maybe the command should be mentioned in a FAQ somewhere, seems to come up fairly often.



I second that. From as far back as version 3.0, it was the most asked console command XD.



Considering that ObXP is literally THE go-to mod for a XP-based levelling system, and that everyone understands an XP-to-level system more, it makes sense.*takes the note down and preps it*


Actually "how do I install this?" is number one :D But tweaking your current XP is right up there too. Just to clarify currentxp is the total number of XP you have, so if you want to award yourself some more XP, you need to take your current XP and add on the amount you want to award yourself when you set the new value for currentxp.

Thanks for helping out guys :)
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helen buchan
 
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Post » Wed Mar 30, 2011 2:55 am

I've searched and I cant find any answers to my problem. When i install Oblivion XP and I start the game, I have a little blue bar above my health on the HUD, and when I go into my stats screen, I have a yellow bar that is half full right under my Fatigue bar, and there is writing behind the yellow bar. I do not gain experience for doing ANYTHING. I have the hollow log box on the bottom right of my HUD, but it does nothing and I cannot hide it. Also, when I sleep, I level up with the new levelup screen which comes up right after sleeping. The problem with it, is that for the number of points i can distribute, it just shows "X" and gives me unlimited points. I have OBSEv20 and MenuQue v9a, and I'm fully patched aswell. I used OBMM to install it too. Any help would be appreciated. Thanks.
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Christine
 
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Post » Wed Mar 30, 2011 6:13 am

I've searched and I cant find any answers to my problem. When i install Oblivion XP and I start the game, I have a little blue bar above my health on the HUD, and when I go into my stats screen, I have a yellow bar that is half full right under my Fatigue bar, and there is writing behind the yellow bar. I do not gain experience for doing ANYTHING. I have the hollow log box on the bottom right of my HUD, but it does nothing and I cannot hide it. Also, when I sleep, I level up with the new levelup screen which comes up right after sleeping. The problem with it, is that for the number of points i can distribute, it just shows "X" and gives me unlimited points. I have OBSEv20 and MenuQue v9a, and I'm fully patched aswell. I used OBMM to install it too. Any help would be appreciated. Thanks.


The hollow log box on the HUD means that Oblivion XP has not initialized. Are you running the Steam version of Oblivion? If so, did you enable the Steam In-game Community setting? That must be activated for OBSE to run properly. You should have gotten an error message pop up saying that OBSE is required for Oblivion XP.

If you're not running the Steam version, are you running Windows 7? If so, did you install Oblivion to program files? If so, you'll have to reinstall Oblivion outside of program files. A directory like C:\Games would work just fine. Many Oblivion mods, especially those that require OBSE, need to make changes to files in the Oblivion game directory and the UAC under Vista and Windows 7 will not permit files in program files to be modified.

If none of that helps, please post the contents of your obse.log file in spoiler tags, which is in the Oblivion game directory.
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naome duncan
 
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Post » Wed Mar 30, 2011 12:22 am

The hollow log box on the HUD means that Oblivion XP has not initialized. Are you running the Steam version of Oblivion? If so, did you enable the Steam In-game Community setting? That must be activated for OBSE to run properly. You should have gotten an error message pop up saying that OBSE is required for Oblivion XP.

If you're not running the Steam version, are you running Windows 7? If so, did you install Oblivion to program files? If so, you'll have to reinstall Oblivion outside of program files. A directory like C:\Games would work just fine. Many Oblivion mods, especially those that require OBSE, need to make changes to files in the Oblivion game directory and the UAC under Vista and Windows 7 will not permit files in program files to be modified.

If none of that helps, please post the contents of your obse.log file in spoiler tags, which is in the Oblivion game directory.


Im not using steam version, but I'm using W7, but not installed to program files. But, the problem appeares to have just fixed itself. I dont know what I did, but it just initialized, which it has never done before no matter how long I waited after starting up the game. I guess the problem is solved :P Thanks anyways, time to check this mod out.
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LADONA
 
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Post » Wed Mar 30, 2011 2:01 pm

That's weird! Ok, well if it crops up again, you know where to find me :D
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JAY
 
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Post » Wed Mar 30, 2011 12:49 am

Query. I'm finally updating my mods, including OXP. Is this new version compatible with the mod-specific patches made for OXP, such as the one for Kyomas Journal mod? Also reading through the change log, great work updating a classic leveling system.
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Fiori Pra
 
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Post » Wed Mar 30, 2011 6:04 am

You don't need the Journal Mod patch - I fixed the bug in Oblivion XP. That is explained in the Change Log in the readme (in the download). It was fixed in 4.1.7. The Change Log on the download page is just a brief summary - I'm much gabbier in the readme :D

You should only use the mod patches that I have posted on the download page. A lot of the mod patches I see on Nexus weren't even needed for SirfFrederik's version and certainly aren't needed by mine.
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Stacy Hope
 
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