[RELz] Oblivion XP Update - Thread 4

Post » Wed Mar 30, 2011 12:06 am

I gotta come in here and say thanks like every couple of weeks for this update. Thanks, thanks and thanks. I love the Quest delay settings, I actually have to lower them for performance. Lol, I think some of the OSR wrappers or Critical Sections dangle with quest delay or scripting in general and I have that tweaked to faster spins. Could just be placebo effect. Thanks again. :D
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KIng James
 
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Post » Wed Mar 30, 2011 11:32 am

Oblivion XP is awesome but I have my problems: starting the game --> obse and menque working fine ----> oblivion xp initilaized ----> but then there is no XP bar or anything :(

Did I miss something?
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Cameron Wood
 
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Post » Wed Mar 30, 2011 10:42 am

Spoiler


OBSE: initialize (version = 20.6 010201A0)
oblivion root = f:\steam\steamapps\common\oblivion\
plugin directory = f:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin f:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
RegisterCommand GetWorldMapDoorway (26C0)
RegisterCommand GetTextEditString (26C1)
RegisterCommand GetMousePosInText (26C2)
plugin f:\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000002 OBSE_Kyoma_MenuQue 00000009) loaded correctly
patched
loading from C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\quicksave.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\quicksave.obse
RenameGameHook: C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Leonhard\Documents\My Games\Oblivion\Saves\autosave.obse
OBSE: deinitialize

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Toby Green
 
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Post » Wed Mar 30, 2011 9:35 am

How did you install ObXP? Maybe the menu replacements were mis-installed or something.
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Hazel Sian ogden
 
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Post » Wed Mar 30, 2011 11:49 am

How did you install ObXP? Maybe the menu replacements were mis-installed or something.

I installed it via bain ! even installed darfinied to try if it was working then....

nevermind: tried it with obmm and it worked fine this way :( Thx again!
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steve brewin
 
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Post » Wed Mar 30, 2011 12:42 pm

I installed it via bain ! even installed darfinied to try if it was working then....

nevermind: tried it with obmm and it worked fine this way :( Thx again!



With BAIN, you might have to select "Has extra directories". If you don't, the ini file may not get installed. It depends on which version of Wrye Bash you're using.

I'll create a BAIN wizard for the next update and that will help with selecting the proper sub-packages.

Anyway it sounds like you got it sorted. Have fun :D
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~Sylvia~
 
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Post » Wed Mar 30, 2011 3:54 pm

This continues to be my leveling mod of choice.
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Conor Byrne
 
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Post » Wed Mar 30, 2011 12:04 am

I'm getting a crash recently from Oblivion XP whenever I try and load a save or start a new game. I have narrowed it specifically to this as I can disable the mod and everything is fine. I assumed it was a problem with Darnified UI but that does not seem to be the case.

Spoiler
Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Natural_Weather_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Enhanced Economy.esp
DBTAM.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Map_Markers_Stock.esp
OOO-Container_Trap_Instant_Effects.esp
DLCfrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Natural_Vegetation_by_Max_Tael.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest [Flora] - DLCVileLair.esp
Harvest [Flora] - DLCFrostcrag.esp
Denock Arrows.esp
_Ren_BeautyPack_onlyhairs.esp
Oblivion XP.esp


Hah, I'd really love to get this fixed as its basically preventing me from playing. I love this mod so much. :)
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Kevin Jay
 
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Post » Wed Mar 30, 2011 2:10 am

Welcome to the forums! Have a http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg :D

That load order looks a little suspicious to me - have you used BOSS on it? If not, please grab http://www.tesnexus.com/downloads/file.php?id=20516 and run it against your load order. So far I've found most crashes that seem to be related to Ob XP are due to an incorrect load order.
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Kerri Lee
 
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Post » Wed Mar 30, 2011 12:51 am

Why, thank you :D

Yes, that is the load order after I let BOSS have a go at it.
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Misty lt
 
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Post » Wed Mar 30, 2011 4:25 pm

How did you install Darnified and Oblivion XP? Which version of Oblivion XP are you running?
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Nicholas C
 
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Post » Wed Mar 30, 2011 10:52 am

I'm using Oblivion Mod Manager. I made an OMOD with both of them.

4.1.9 as far as the version.

I don't even think I changed anything. I started a new character and went through the tutorial just fine. Right before the door to the second part with the emperor I quit. Next time I came back, was crashing on the load screen.

Is there a crash report somewhere I can paste to you?
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Horror- Puppe
 
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Post » Wed Mar 30, 2011 4:30 am

Load screen crashing like that usually means Oblivion is unhappy with its menus. Also, if you aren't running 4.1.9a, I recommend you grab it. You should also be running OBSE 20 and MenuQue 9a. And if you are running Windows 7 or Vista, don't install Oblivion to Program Files. If you have, then you'll have to reinstall Oblivion to a directory outside Program Files or disable UAC and mess around with file permisssions (not recommended). OBSE and mods that require it need to write to the Oblivion game directory and the UAC under Windows 7 and Vista will not permit that.

If you are running those versions of OBSE and MenuQue, then here's what I suggest:

1. Uninstall Oblivion XP. Just double-click on the OMOD and confirm deactivation or whatever it calls it.
2. Exit OBMM.
3. Open OBMM and uninstall Darnified UI. Exit OBMM again.
4. Open OBMM and install Darnified UI.
5. Install Oblivion XP. Make sure you select Darnified UI as the UI when prompted.

Now try running your game again. If you're still having trouble, please post the contents of your OBSE.log file, which is in your Oblivion folder.
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Heather Dawson
 
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Post » Wed Mar 30, 2011 9:18 am

Huh, that worked.

Awesome! :D Do you know what the problem was?
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Jack
 
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Post » Wed Mar 30, 2011 12:15 pm

I had FCOM installed with the old version of this mod. I only got to level 5 before my HDD crashed. One thing I noticed is reading books was like power leveling. I read books in the Chorral and Cheedynhal guilds. I literally gained a level and a half. I know this version has much lower numbers for books. What I am looking for are ini settings for an FCOM install?
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i grind hard
 
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Post » Wed Mar 30, 2011 8:39 am

Huh, that worked.Awesome! :D Do you know what the problem was?


I suspect that either you tweaked something when you playing around with Darnified UI or you installed Oblivion XP a little too early in your installation order. This time it's installation order, not load order. Oblivion XP needs to be installed fairly late so that it can get its menus in and doesn't have anything else that overwrites them.

I had FCOM installed with the old version of this mod. I only got to level 5 before my HDD crashed. One thing I noticed is reading books was like power leveling. I read books in the Chorral and Cheedynhal guilds. I literally gained a level and a half. I know this version has much lower numbers for books. What I am looking for are ini settings for an FCOM install?


Have a look at the third post on the first page in this thread under Configuring Oblivion XP. A number of players that run FCOM contributed their tweaks. Basically you want to slow your levelling by quite a bit because you earn a lot of points with FCOM. I'd have a look at astr0wiz's or omletted's settings. I should probably post mine too - although I don't run FCOM.
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Izzy Coleman
 
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Post » Wed Mar 30, 2011 2:09 am

Have a look at the third post on the first page in this thread under Configuring Oblivion XP. A number of players that run FCOM contributed their tweaks. Basically you want to slow your levelling by quite a bit because you earn a lot of points with FCOM. I'd have a look at astr0wiz's or omletted's settings. I should probably post mine too - although I don't run FCOM.

*cries* Nobody spells my name right. :tongue:

BigRedNole, you might want to tweak the XP gain multipliers for actions like book reading, lockpicking etc in addition to leveling settings. I didn't bother to since I didn't want to fuss with them too much.
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Jessie Butterfield
 
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Post » Wed Mar 30, 2011 4:44 am

BigRedNole, you might want to tweak the XP gain multipliers for actions like book reading, lockpicking etc in addition to leveling settings. I didn't bother to since I didn't want to fuss with them too much.


omeletted: Thx. I just rebuilt yesterday, so I could not use the spreadsheet to look at any changes to the parameters. I first tried astr0wiz's. At level 1, it requires 14,000 points to get to the next level. That seems insane. Then, I used your settings. It was around 5300 to get to the next level. It is hard for to estimate what to do because I have never played with FCOM and do not know the XP values at later levels. An example would be level 15 needs 53,800 XP. If you are only getting 100 XP per kill, 30 XP for finding a new place, 25 for reading a book, and a multitude of other things, this seems like it could take weeks to get. But, if you are getting sat 400 XP per kill, then this is OK. I just do not have anything to compare it to.
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D LOpez
 
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Post » Wed Mar 30, 2011 3:23 am

omeletted: Thx. I just rebuilt yesterday, so I could not use the spreadsheet to look at any changes to the parameters. I first tried astr0wiz's. At level 1, it requires 14,000 points to get to the next level. That seems insane. Then, I used your settings. It was around 5300 to get to the next level. It is hard for to estimate what to do because I have never played with FCOM and do not know the XP values at later levels. An example would be level 15 needs 53,800 XP. If you are only getting 100 XP per kill, 30 XP for finding a new place, 25 for reading a book, and a multitude of other things, this seems like it could take weeks to get. But, if you are getting sat 400 XP per kill, then this is OK. I just do not have anything to compare it to.

Yeah, I know what you mean. I tried to keep the early levels at lower xp requirements but couldn't really gauge how well it'd work out since my character is already at level 64. At my current level, it's still quite easy to level with my settings. FCOM + lots of quest mods will generate a ton of xp... At low levels, the default xp gain from book reading, lock picking, exploring will help a lot though. Be sure to share your settings if you do some tweaking. :happy:
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Wayland Neace
 
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Post » Wed Mar 30, 2011 10:04 am

*cries* Nobody spells my name right. :tongue:


Sorry! :blush: Hey I got most of it! :lol:

Yes, BigRed, please post your settings if you wind up tweaking them. Astr0wiz's are pretty insane :D, but I've never played FCOM, so I don't know how they compare in-game.
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Gisela Amaya
 
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Post » Wed Mar 30, 2011 11:47 am

That's weird! Ok, well if it crops up again, you know where to find me :D


Hello there. I've been lost in Nehrim for quite a while and I just finished that game. Now I am rebuilding to start another TESIV game and reached the point where I am loading Oblivion XP.... Anyway, I wanted to mention that I had the same issue as vee4, but I found out what the issue was. Not so oddly, that condition happens when ObvXP is loaded, but not enabled in the mod list. :lol: I often do that. Load games but not enable them. Sometimes I even forget to order them via BOSS.
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Rob Davidson
 
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Post » Wed Mar 30, 2011 3:49 am

omeletted: Thx. I just rebuilt yesterday, so I could not use the spreadsheet to look at any changes to the parameters. I first tried astr0wiz's. At level 1, it requires 14,000 points to get to the next level. That seems insane. Then, I used your settings. It was around 5300 to get to the next level. It is hard for to estimate what to do because I have never played with FCOM and do not know the XP values at later levels. An example would be level 15 needs 53,800 XP. If you are only getting 100 XP per kill, 30 XP for finding a new place, 25 for reading a book, and a multitude of other things, this seems like it could take weeks to get. But, if you are getting sat 400 XP per kill, then this is OK. I just do not have anything to compare it to.


Now just hold on there. :)
According to my spreadsheet, using the numbers AndalayBay posted on this thread, one would need 5375.99 points to get to level 2 with my specifications. Or is that 4794? I'm not sure which number because I get confused when looking at the spreadsheet sometimes. I mean, for the row marked level 1, the base XP number shows as 1730. Does this mean I need that many points to get to level 1? Don't we already start the game at level 1?

One other thing I should mention when I was working the numbers. I concentrated more on how much I needed to move from one level to the next, and not what the initial load would be. It is a bit insane, but I really like to play a long game at level 1
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Lyd
 
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Post » Wed Mar 30, 2011 6:30 am

Hey astr0wiz, welcome back!

The level in the spreadsheet means your current level. The number of points you would need is to reach the next one. I think you still have the old version of the spreadsheet (I did make an error and forgot a parenthesis :D), because if I plug in the numbers I have from OP 3, you would indeed need 14000 points to reach level 2.

Would you like to download the fixed spreadsheet and play with your numbers a bit? If so, I'll fix the OP.
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Jonny
 
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Post » Wed Mar 30, 2011 3:09 pm

Since I do not know what to expect, I do not want my early levels to be insanely difficult and I do not want my later levels to be weeks to level. I am going to start with these parameters and see how things go. They can be tweaked later if necessary. Since I do not know what FCOM will bring and how much XP I get later, this may be a good starting point.

Parameters:
multXPNeeded 1.00 5.00
multXPNeededBase 1500.00 1000.00
multXPNeededLinear 150.00 100.00
multXPNeededQuadraticSlope 1.00 0.40
multXPNeededQuadraticAmp 20000.00 25000.00
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Sheeva
 
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Post » Wed Mar 30, 2011 12:03 am

Hey astr0wiz, welcome back!

The level in the spreadsheet means your current level. The number of points you would need is to reach the next one. I think you still have the old version of the spreadsheet (I did make an error and forgot a parenthesis :D), because if I plug in the numbers I have from OP 3, you would indeed need 14000 points to reach level 2.

Would you like to download the fixed spreadsheet and play with your numbers a bit? If so, I'll fix the OP.


Yer darn tootin! 14000 points to the first level is truly insane. :bonk:

Ok, so I looked at the new spreadsheet and I must say that my original numbers were nuts. To be fair, however, I did use this in a game with a character that was already up to level 3. Because of that, the initial leveling requirement was moot, and I was only concerned with the points needed to get to the next level. I will now try this setup:


multXPNeeded = 2
multXPNeededBase = 1000
multXPNeededLinear = 150
multXPNeededQuadraticSlope = 0.5
multXPNeededQuadraticAmp = 20000

I will run with this on a new character and then probably re-adjust the values for my next. The one concern I have is that the formula will, by design, always require a huge number for the first level change. This works out for me -- usually -- but I can see where an improvement to this mod would be stellar: instead of calculating the total xp needed for a given level, calculate the the xp needed to get to the next level from the previous one. Of course, that would mean changing the way XP is calculated for the PCs efforts in regards to the level of the PC and so forth.

Another way to do this is to provide a variable that one can adjust to set the initial XP for a new character. For my next game, I will boost my character's XP so that it only needs to get a small amount to reach level 2. Even with the defaults, one needs 1700 to reach level 2 and then only 400 to reach level 3. That's an odd way to get a character started. A good solution would then add 1400 xp to the character before anything is accomplished in the beginning. In that way, you would only need to play for 300 xp to get to level 2. This is more consistent with the rest of the leveling.

Just my thoughts on the matter. The mod is still the best leveling scheme I've seen IMHO. All the others are either unsupported, or they were meant to placate the munchkins. :rofl:

(I think we need a munchkin thread)
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Marcia Renton
 
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