[RELz] Oblivion XP Update - Thread 4

Post » Tue Mar 29, 2011 11:52 pm

Oblivion XP Update
Version 4.1.9a

Download links:
http://www.tesnexus.com/downloads/file.php?id=35333

Oblivion XP Update is a full update to SirFrederik's Oblivion XP mod. It has several bug fixes and script optimizations that utilize the new features and functions available in the newer versions of Oblivion Script Extender. I intend to release further updates that will include more bug fixes, performance improvements and a complete overhaul of the third party mod support.

This is a complete self-contained package. It does not require the original Oblivion XP - everything is included in this update. This is being released as an upgrade to the original Oblivion XP mod because the changes are quite extensive and the overhaul of the third party mod support will require major structural changes to the plugin (ESP file).

Existing users will be able to install this update and continue with your current games. You should not lose the progress you have made. You will need to follow the upgrade instructions in the readme file because the location and contents of the ini file have been changed.

The package is BAIN compatible, with an OMOD conversion script for OBMM as well.

Description

For those unfamiliar with Oblivion XP, it is a levelling system replacement. The Oblivion levelling system is based on skill use to improve the skills themselves and their associated attributes. However, for many players this has turned out to be a tedious exercise that forced them to use skills that did not fit their roleplaying experience in order to improve certain attributes. It also required a certain degree of "micromanagement" if you wished to get the maximum attribute bonuses when you increased in level.

Oblivion XP aims to change all that. It brings the experience point reward system to Oblivion. You gain experience points for performing a variety of actions, including completing quests, killing monsters, picking locks or discovering new locations. When you accumulate enough experience points, you will gain a new level. Upon gaining the new level, you spend points to increase your attributes and skills. You no longer improve your skills by using them. You earn experience points by action and spend an allotted number of points on skills and attributes to improve them, anyway you wish, when you level-up.

SirFrederik is the original author of this mod. He devised the mathematical formulae that control the number of points you need to level and the number of experience points you receive for various actions. The system he designed is complete and operates as a balanced and comprehensive unit. I will not be altering any of this underlying logic. He also made Oblivion XP extremely customizable through settings in the ini file so that this system would work with a variety of playing styles.

Important Notes

The ini file has been relocated to the ini directory under (install folder)\Oblivion\Data\. There are several mods using this convention now, so the Oblivion XP ini file will be found in the same directory used by other mods.

See the readme file in the download for a full description of all the changes.

Requirements:
This release requires http://obse.silverlock.org/. This is a newer version than what the original Oblivion XP required.
Also requires http://www.tesnexus.com/downloads/file.php?id=32200/ version 8a.

Other Languages

As of version 4.1.9, translating Oblivion XP is as simple as translating the ObXP_strings.xml file. See the readme for full details.

FatalIllusion has already done an Italian translation and the file is on the Nexus download page. Just download it and copy to your Data\Menus\Strings directory. You must install the new version of Oblivion XP first.

Translations Available

Italian by FatalIllusion
Japanese by nkyhiro
French by Sita
Simplified Chinese by dantebelmondo

Previous Threads
http://www.gamesas.com/index.php?/topic/1126968-relz-oblivion-xp-update/
http://www.gamesas.com/index.php?/topic/1147258-relz-oblivion-xp-update-thread-2/
http://www.gamesas.com/index.php?/topic/1165958-relz-oblivion-xp-update-thread-3/

Change Log

Ok, now the details on what I've done so far... This is only a brief summary - see the readme file for details!

Version 4.1.9a
  • fixed problem with text display for some Skill Perks.
  • on-screen log was listing wrong string when an artifact was found. On-screen log would say "Read a book" when it should have said "Found an artifact".
  • added missing Dark Brotherhood quest and added alternate ending for Fighters Guild quest


Version 4.1.9
  • HUD overhaul! New progress bar to match the other HUD elements. Also restored option to display progress text. New ini options to control display of progress text and progress bar itself.
  • menu overhaul! Character statistics menu and Level-up menu have been given a face lift.
  • added support for Dark UI
  • skill increases per level capped at five. Configurable in ini file.
  • skill point cost progression. Higher level skills will cost more to increase. Also configurable.
  • Skill Perks are now displayed when you increase a skill to the next mastery rank. May be turned off in ini file.
  • can set trainingSessions and/or trainingCostMult ini settings to 0 to disable. Disabling Oblivion XP's control of these parameters will revert them to the default game settings and unused training sessions will NOT carry over to the next level (if trainingSessions is set to 0).
  • all messages and menu text moved to the ObXP_strings.xml file. Now anybody wishing to translate Oblivion XP only has to translate the ObXP_strings.xml file. Oblivion XP now requires MenuQue. It also requires a newer version of OBSE than previous versions.
  • enhanced OBSE detection. Will detect if OBSE is not running properly in addition to detecting if wrong version is installed.


Version 4.1.8
  • Fixed miscellaneous stats bug. This is the "no experience from miscellaneous actions" bug that has plagued Oblivion XP for so long - not any more!
  • Removed built-in support for AFK_Weye. Dwip has created a patch that will award experience points for all quests in AFK_Weye.
  • Fixed vanilla/BTmod character stats menu. Now your current level will be displayed properly in the menu.
  • Fixed bug that was preventing the training cost multiplier from being processed properly. Now if you change the ini setting, it will be reflected properly in-game.
  • Changed Health regeneration calculation so that the minimum rate is always 1.0. Previously it was possible for characters with low Endurance and/or Willpower to have a rate less than one, so there was no Health regeneration at all.


Version 4.1.7a
  • Fixed bug in Curse of Hircine script. Also fixed a bug in the Cowl of Nocturnal script. Points were still being awarded if your "normal" infamy exceeded that of the Cowl - naughty, naughty :)
  • Removed built-in support for The Ayleid Steps - Ervvyn has added Oblivion XP support to the latest version of The Ayleid Steps.


Version 4.1.7
  • No points awarded for kills by poison, part 2: The previous fix didn't work in all cases. I think I got it this time :)
  • Training sessions not carrying over to next level, part 2: There were still some problems with training sessions carrying over properly that has now been fixed. No special steps to upgrade anymore either!
  • Gray Cowl of Nocturnal bug: A large number of experience points would be awarded when removing the Cowl. Not any more!
  • Curse of Hircine bug: Similar to the Gray Cowl of Nocturnal. No more XP for switching forms.
  • Point awards fixed for Lockpicking: If you broke more lockpicks than the setting in the ini file, you would still receive full points for picking the lock. This has been fixed. Furthermore, there is a new ini setting for the Skeleton Key. By default, if you have the Skeleton Key, you will NOT earn any experience points for lockpicking!
  • Points awarded when in text input mode: Previously you would earn points for reading a book everytime you went into text input mode. Fixed now.


Version 4.1.6
  • Summons bug No. 1: Kill a conjurer with a summoned creature and you'd only get the points for killing the measly creature.
  • Summons bug No. 2: Experience point running total corrupted by killing a zero-level summoned creature.
  • Poison Kills bug: No points awarded for killing a creature or NPC via poisoning.
  • DLC Quest bug: No points awarded for completing the official DLC quests.
  • No Level Adjustment for 3rd Party Mods: Experience points awarded for completing quests in third party mods with built-in Oblivion XP support were not scaled properly.
  • No Kill Points Awarded if Bonus Muliplier Disabled bug.
  • Training Sessions bug: Training sessions not carrying over to next level. See the readme file for details.
  • Master Training Quests bug: No points awarded for completion of master training quests.


Outstanding Bugs and Future Plans
  • overhaul the third party mod support. This is a source of most of the performance hit in Oblivion XP.
  • reward points for fencing stolen goods rather than for simply stealing them. This will fix an exploit with stealing items. It also seems to better fit the effort required to actually sell stolen items rather than simply picking something up. The points awarded will be scaled to the monetary value of the item.
  • see if experience points can be awarded for the Speechcraft mini game. Currently there is an ini setting for rewarding points for changing the NPC's disposition, but this was never implemented.
  • look at new locations discovery script. Might be able to use city markers instead of current mechanism. This will allow Oblivion XP to work with extended worldspaces better.
  • scale the experience points awarded for lockpicking according to security skill. Picking a hard level lock with a security skill of 20 will yield more points than picking the same lock with a security skill of 80.
  • award points for arena matches. Looking at awarding points when player attains a new rank and for the overall completion of the quest.
  • award points for repairing items.


Credits

I wouldn't be able to do this alone! Thanks to:
  • Bethesda for creating Oblivion.
  • SirFrederik for creating Oblivion XP.
  • Tejon for some hints and a sample script to fix the summoned creature bug.
  • Javert93 for his help in anolyzing, testing and fixing the miscellaneous stats bug.
  • kyoma for his help in fixing the miscellaneous stats bug. Also for his help with the menus.
  • TheNiceOne for his help in demystifying Oblivion XML and the Darnified UI.
  • Phitt for his suggestions on the new skill cost progression. Also for his help in testing.
  • Amadaun, Klaus, samuro_, Tatts4Life and FatalIllusion for their help in testing.
  • LHammonds for the Readme Generator that the readme file was based on.

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alicia hillier
 
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Post » Wed Mar 30, 2011 3:01 pm

Friends of Oblivion XP

Friends of Obivion XP is a prestigious group of mods in which the mod authors have taken the time to build Oblivion XP support into their mod!

When you complete quests in these mods, you will be awarded experience points. Oblivion XP only has a small amount of work to do to process these points, so performance is greatly improved. Also, this code is only run for mods that you actually have loaded and if the mod author changes the mod, you will get those changes as soon as you download the new version of the mod!

Current Friends

Kragenir's Death Quest
Enhanced Economy
The Ayleid Steps
AFK Weye (external patch written by dwip)
Faregyl Village
Frostcrag Village

Now I'm sure that there are more out there than that, so if I've missed anybody, please let me know and I will be sure to add them to the list.

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

Replace "blah blah" with the name of the quest. Replace the 100 in the second line with the number of points you wish to award.

Point guidelines:

* For simple quests that really only require you to talk to somebody, you would award about 50 pts. The Deliver the Amulet quest is a good example. The master training quests in which all you need to do is find the trainer and talk to him are also good examples.
* For quests that involve you doing bit of leg-work, you would award about 100 pts. The miscellaneous quests "The Potato Snatcher", "Raid on Greyland", "Go Fish" or "Bear Season" are all good examples.
* For quests that involve a small dungeon dive and retrieval you might award about 150 pts. The Daedric Shrine quests all fall into this category. "Find the Heir" or "Weynon Priory" are also examples.
* For quests that involve a more extensive dungeon dive or a lot of running around, you might award 200 to 250 pts. This is typically the upper limit.


Oblivion XP will handle everything else, including scaling those points to the player's level.

If your mod doesn't require OBSE and you don't want to add it, then let me know and I will see about creating a patch for it. Patches will be posted as extra files on the Obivion XP download page. The downside to doing a separate patch is that if a mod is changed, then the patch will become obsolete unless it is updated as well.


Third Party Mod Support

When SirFrederik released Oblivion XP, he included support for 22 mods. I plan to overhaul this part of Oblivion XP and set things up so that the only processing that occurs is for mods the player actually has loaded. The best way to do that is to ask mod authors to add Oblivion XP support to their mods.

Here is the list of mods that have support built into Oblivion XP:

Arrows of the Ayleid King v1.8
Bartholm v6.0
Blood & Mud
C&C - The Blackwood Company v1.0.2
Daggerfall Memories - The Liberation of Cybiades v2.1
Danger Sense - Feral Instincts v1.5
Gates to Aesgaard Ep. 1 v1.1
Glenvar Castle v2.10
Heart of the Dead v5.3
Integration – TSL
JQ Assassin Quest v1.0
Malevolent v1.0.2
Midas Magic v0.990
Oscuro's Oblivion Overhaul v1.34
Ruined Tail's Tale v3.0.1
Servant of the Dawn SI v2.25
Tamriel Rebuilt – Stirk v1.2
Tears of the Fiend v1.2.2
The Dungeons of Ivellon v1.8
The Lost Spires v14
Verona House – Bloodlines SI v1.2
Windfall v1.0

Patches

I will list the patches currently available in this section. Patches can be downloaded from the main download page.

A Brotherhood Renewed
AFK Weye (patch written by dwip)
Kvatch Rebuilt 1.1
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ZzZz
 
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Post » Wed Mar 30, 2011 10:37 am

Translating Oblivion XP

If you are interested in translating Oblivion XP, all you need to do is to translate the ObXP_strings.xml file that was introduced in version 4.1.9.

Oblivion XP uses a new MenuQue feature that will take any xml file in Data\Menus\Strings and append it to the base strings.xml file. The strings.xml file has most of the menu text in it. It is located in the Oblivion - Misc.bsa file. You don't need to touch the original strings file or extract it from the BSA. MenuQue will append the data in your custom string files at runtime.

FatalIllusion has already done an Italian translation. He said it only took about 20 minutes!

If you decide to do a translation, please let me know and I will host your translated ObXP_strings.xml file on the Nexus download page.

Translations Available

Italian by FatalIllusion
Japanese by nkyhiro
French by Sita
Simplified Chinese by dantebelmondo

Configuring Oblivion XP

In this section, I will list some guidelines for configuring Oblivion XP. I have also listed some of the changes other players have made to the levelling parameters to suit their gaming experience. Basically as more quest mods support Oblivion XP, we are finding that the original equations developed by SirFrederik need a bit of tweaking to slow your rate of levelling. All of the players below are either running FCOM or have a large number of quest mods loaded. You can see what kind of effect these numbers will have on your game by downloading the spreadsheet from the Miscellaneous files section on the Nexus download page. The spreadsheet has a graph of the existing formula, as well as an area for you to plug in new numbers and see the result.

If you are running FCOM, I recommend using settings labelled as much slower.

Levelling Parameter Customizations

Player: astr0wiz Levelling Effect: Much slower
Set ObXPSettings.multXPNeeded to 3 ; 1Set ObXPSettings.multXPNeededBase to 4500 ; 1500Set ObXPSettings.multXPNeededLinear to 150 ; 150Set ObXPSettings.multXPNeededQuadraticSlope to 0.4 ; 1Set ObXPSettings.multXPNeededQuadraticAmp to 30000 ; 20000


Player: omeletted Levelling Effect: Much slower
multXPNeeded 3.00multXPNeededBase 1500.00multXPNeededLinear 200.00multXPNeededQuadraticSlope 0.50multXPNeededQuadraticAmp 40000.00


Player: Phitt Levelling Effect: Slower
Set ObXPSettings.multXPNeeded to 1.5Set ObXPSettings.multXPNeededBase to 1500Set ObXPSettings.multXPNeededLinear to 150Set ObXPSettings.multXPNeededQuadraticSlope to 1Set ObXPSettings.multXPNeededQuadraticAmp to 40000

Phitt also changed the sleeping bonus: Set ObXPSettings.multXPSleeping to 0.005 and removed or reduced many of the points from miscellaneous actions.

Player: Prugalo Levelling Effect: About the same as default
Set ObXPSettings.attributePointsPerLevel to 3Set ObXPSettings.skillPointsPerLevel to 12Set ObXPSettings.trainingSessions to 0Set ObXPSettings.skillPointPreset to 1Set ObXPSettings.multXPKillBase to 100Set ObXPSettings.multXPKillBonus to 1Set ObXPSettings.multXPKillLevel to 0Set ObXPSettings.multXPKillSneaking to 2Set ObXPSettings.multXPLevel to 0Set ObXPSettings.multXPQuestLevel to 0Set ObXPSettings.multXPArtifacts to 10000Set ObXPSettings.multXPBook to 100Set ObXPSettings.multXPEating to 3Set ObXPSettings.multXPExploration to 100Set ObXPSettings.multXPFame to 300Set ObXPSettings.multXPGates to 10000Set ObXPSettings.multXPHorses to 500Set ObXPSettings.multXPHouses to 1000Set ObXPSettings.multXPInfamy to 300Set ObXPSettings.multXPInvest to 500Set ObXPSettings.multXPLockpick to 100Set ObXPSettings.multXPNirnsFound to 500Set ObXPSettings.multXPNPCDisposition to 250Set ObXPSettings.multXPPickpocket to 50Set ObXPSettings.multXPPotion to 250Set ObXPSettings.multXPSouls to 200Set ObXPSettings.multXPStealing to 10Set ObXPSettings.multXPVampireBite to 250Set ObXPSettings.multXPSleeping to 0Set ObXPSettings.globalQuestXPMult to 30Set ObXPSettings.capLevel to 100 

Prugalo didn't change the levelling parameters, but he reduced the number of skill and attribute points per level and changed many of the other factors so that levelling is much more static. You'll see that many of the levelling bonuses have been removed.

Player: Terra Nova Levelling Effect: Slightly slower
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


My settings: Slower
Set ObXPSettings.multXPNeeded 			to 2		; 1Set ObXPSettings.multXPNeededBase 		to 1500		; 1500Set ObXPSettings.multXPNeededLinear		to 150	 	; 150Set ObXPSettings.multXPNeededQuadraticSlope	to 2 		; 1Set ObXPSettings.multXPNeededQuadraticAmp	to 20000	; 20000

User avatar
+++CAZZY
 
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Post » Wed Mar 30, 2011 3:17 pm

Will I be able to start Oblivion with OB XP this weekend?I hope so because I want to use such a great mod as this ! :) Andalaybay,will OB XP need an updated translation when you'll make a big update?
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Eve Booker
 
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Post » Wed Mar 30, 2011 4:00 pm

Will I be able to start Oblivion with OB XP this weekend?I hope so because I want to use such a great mod as this ! :) Andalaybay,will OB XP need an updated translation when you'll make a big update?


Another update isn't due for a while and when it is, hopefully the translations won't change. We just hit the post limit on the previous thread, that's all.

Also I am collecting people's levelling parameter customizations, so post yours if you have changed your levelling parameters. See the last couple of posts in the previous thread for some examples. Here's the http://www.gamesas.com/index.php?/topic/1165958-relz-oblivion-xp-update-thread-3/

Lastly, please endorse this on Nexus, if you haven't do so already. I've started to get some negative endorsemants :(
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XPidgex Jefferson
 
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Post » Wed Mar 30, 2011 8:07 am

I'll once I start my game :D Btw you have to know that your mod is becoming popular and these negative comments are,most times,from people who don't read the readme.
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Teghan Harris
 
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Post » Wed Mar 30, 2011 11:54 am

Lastly, please endorse this on Nexus, if you haven't do so already. I've started to get some negative endorsemants :(


Sometimes I really pity the modders, they have to field the same old questions repeatedly and deal with random jerks who don't even try before posting negative comments. Don't be down andalaybay, you know the rest of us love you. ^_^

And I don't usually encourage such silliness but let's -rep the guy and bury the comment lol.
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jasminε
 
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Post » Wed Mar 30, 2011 6:01 am

I'll once I start my game :D Btw you have to know that your mod is becoming popular and these negative comments are,most times,from people who don't read the readme.


You still haven't started? :lol:

Sometimes I really pity the modders, they have to field the same old questions repeatedly and deal with random jerks who don't even try before posting negative comments. Don't be down andalaybay, you know the rest of us love you. ^_^And I don't usually encourage such silliness but let's -rep the guy and bury the comment lol.


Thanks guys. The support is appreciated.
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 10:48 am

I had this crazy idea. :ahhh:

There are three basic leveling curves that could be utilized in any given game: 1) linear progression, 2) logarithmic cure fit, and 3) exponential curve fit. One is a straight line, one curves slowly upwards until it accelerates quickly toward a vertical line, and the other rises quickly before flattening out. Sir Frederick's curve is basically an exponential curve The formulas for these curves can easily be created, and parameters for custom adjustments are also simple to employ. Why not have the ability to choose between these three basic curves?

With that, players can really tweak their character progression. Just a thought.

Edit: Did I really say that? I meant to say that Sir Frederick's curve was logarithmic. Man, what a goof-up.
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WYatt REed
 
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Post » Wed Mar 30, 2011 4:51 am

I had this crazy idea. :ahhh:

There are three basic leveling curves that could be utilized in any given game: 1) linear progression, 2) logarithmic cure fit, and 3) exponential curve fit. One is a straight line, one curves slowly upwards until it accelerates quickly toward a vertical line, and the other rises quickly before flattening out. Sir Frederick's curve is basically an exponential curve The formulas for these curves can easily be created, and parameters for custom adjustments are also simple to employ. Why not have the ability to choose between these three basic curves?

With that, players can really tweak their character progression. Just a thought.

Edit: Did I really say that? I meant to say that Sir Frederick's curve was logarithmic. Man, what a goof-up.


Well he's got an exponential component in there too :D The problem is that everything else is balanced against that formula. It might not seem like it since we're going through and changing it rather dramatically, but the basic formula does work and all the reward values are geared to that. If player's had the option to pick a different formula, all the rewards would have to be balanced to match. And it adds quite a bit of complexity!

I've started to publish the levelling parameters players are using. That, along with the spreadsheet from the download page, will allow players to customize the settings to suit their style of play. I think you'd need quite a few quest mods loaded to make your equation work, for example, and not all players would find that that would work for them. I don't think most players would know what the difference is between a linear, exponential or logarithmic progression, even if I show examples of what each curve looks like. Basically they would wonder what the difference is in terms of playing the game and how it would effect their game. That would be hard to say because it would depend on the mods they're running.

So just a reminder to everybody: post your levelling parameters if you've reconfigured how Oblivion XP levels. See the third introductory post in this thread for examples. Also, if you want to see how some of the posted numbers look, I've uploaded a spreadsheet with a graph of the levelling formula in it. You can enter alternate values for the parameters to see how they would affect the levelling curve.
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 8:31 am

Hmm, was thinking the XP required for my character's next level didn't quite tally with what was stated in the leveling chart. Thought it might be because I kept changing the settings and something broke, so started a new character to check. At level 1 with the default settings, next level requires 1701, close enough to the chart. With the settings I was playing with, required XP was 16000. That is a bit... extreme. o.O Don't know whether it's just displayed wrongly or what. According to the chart it's suppose to be 3240.
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^_^
 
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Post » Wed Mar 30, 2011 12:25 am

Hmm, was thinking the XP required for my character's next level didn't quite tally with what was stated in the leveling chart. Thought it might be because I kept changing the settings and something broke, so started a new character to check. At level 1 with the default settings, next level requires 1701, close enough to the chart. With the settings I was playing with, required XP was 16000. That is a bit... extreme. o.O Don't know whether it's just displayed wrongly or what. According to the chart it's suppose to be 3240.


So you're saying that in-game it's telling you you need 16000 pts for level 2? Are your settings what you posted earlier (I have them in the third post of the intro)?
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evelina c
 
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Post » Wed Mar 30, 2011 12:53 am

So you're saying that in-game it's telling you you need 16000 pts for level 2? Are your settings what you posted earlier (I have them in the third post of the intro)?


Yes to both.
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Jade Barnes-Mackey
 
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Post » Wed Mar 30, 2011 5:14 am

Yes to both.


Ok, let me chew on it a bit. I will probably have some debugging commands for you to enter in the console. Which version of OBSE are you running?

Btw, the guy that gave the bad rating earlier... is now back asking for help :blink: He actually went back and edited his previous post, but I had quoted him in my response :lol: Oh well.
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Jake Easom
 
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Post » Wed Mar 30, 2011 12:26 am

Ok, let me chew on it a bit. I will probably have some debugging commands for you to enter in the console. Which version of OBSE are you running?

Btw, the guy that gave the bad rating earlier... is now back asking for help :blink: He actually went back and edited his previous post, but I had quoted him in my response :lol: Oh well.


The latest, 0020 stable release.

Yes, I saw his edited post. Guess what, he couldn't get SirFrederik original version to work either, he posted there as well. :P What an oddball.
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Marquis T
 
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Post » Wed Mar 30, 2011 3:07 pm

The latest, 0020 stable release.

Yes, I saw his edited post. Guess what, he couldn't get SirFrederik original version to work either, he posted there as well. :P What an oddball.


Ok, I upgraded to OBSE 20 stable as well, so I'll compare my in-game xp requirements with the spreadsheet. Quite frankly, I thought my xp requirements were a little on the high side as well, but I had been playing with the numbers too :D
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helen buchan
 
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Post » Wed Mar 30, 2011 2:58 am

Ok, I upgraded to OBSE 20 stable as well, so I'll compare my in-game xp requirements with the spreadsheet. Quite frankly, I thought my xp requirements were a little on the high side as well, but I had been playing with the numbers too :D


FYI: I see the same number for level 2 as omeletted...16000. Must be in the initialization somewhere. Man, I can't believe that I had such a high number when I started. Maybe I'll check that out as well...tomorrow.

G'night.

:snoring:
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 9:16 am

Ok, guys, it's the spreadsheet that's wrong :blush: I forgot a set of brackets :D So, with omeletted's settings, she would require 17,160 for level 2. Now the real formula doesn't round up, it uses modulus to set the number to the nearest 100, so the in-game numbers are pretty darn close. I'll fix the spreadsheet so that it also does the modulus, making the numbers closer to what you will see in-game. The in-game numbers will still be a little different due to rounding errors.

omeletted and astr0wiz, if you wind up adjusting your numbers, would you please post the new ones and I'll change the third intro post. Give me 20 mins or so and I'll upload a new spreadsheet. I was really just testing to see if you were paying attention :rofl:
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Nicole Kraus
 
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Joined: Sat Apr 14, 2007 11:34 pm

Post » Wed Mar 30, 2011 4:20 am

Ok, new spreadsheet posted. The numbers are a lot closer to what you will see in-game now. I've also included instructions on how to expand it beyond 50 levels. There are hidden columns now, so it's a little trickier to expand.
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Dalton Greynolds
 
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Post » Wed Mar 30, 2011 12:08 am

@andalaybay oh mate you work so hard to correct every error and update your mod,that's great:) btw I haven't started yet because of the school..hopefully I'll start during Easter holidays
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Siidney
 
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Post » Wed Mar 30, 2011 12:21 am

Tinkered with the settings again.

multXPNeeded 3.00
multXPNeededBase 1500.00
multXPNeededLinear 200.00
multXPNeededQuadraticSlope 0.50
multXPNeededQuadraticAmp 40000.00

Tried to keep the beginning levels low in XP requirements but hard to gauge if it's ok without starting a new character. Will just adjust NeededBase if it's still too fast. Anyway, the scary thing with my previous number was that it still felt a little fast even though I'm nearing level 60 already. o.o
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Brian Newman
 
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Post » Wed Mar 30, 2011 12:16 am

It always does :D My current guy is only level 18 and I've increased the numbers a couple of times too :lol: I'll swap these new numbers in. Thanks.
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Travis
 
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Post » Wed Mar 30, 2011 3:32 am

I've recently come back to Oblivion after a long hiatus and it's great to see that someone else has picked up this mod again.

I love the idea of skills being harder to level the higher they are, but it made me think of a suggestion. How hard would it be to introduce a system where the player receives more skill points depending on how high their level is? This way any skills that are roughly in line with the player's level would be require similar amounts of effort but power-levelled skills would remain hard to increase while low level ones would become relatively easy. I don't know what you guys think about such a system but I reckon it'd give a nice feeling of growth and accomplishment if handled properly.
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Rozlyn Robinson
 
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Post » Wed Mar 30, 2011 5:28 am

I've recently come back to Oblivion after a long hiatus and it's great to see that someone else has picked up this mod again.

I love the idea of skills being harder to level the higher they are, but it made me think of a suggestion. How hard would it be to introduce a system where the player receives more skill points depending on how high their level is? This way any skills that are roughly in line with the player's level would be require similar amounts of effort but power-levelled skills would remain hard to increase while low level ones would become relatively easy. I don't know what you guys think about such a system but I reckon it'd give a nice feeling of growth and accomplishment if handled properly.


You "guys" is just little lonely ol' me :D

Let me see if I'm understanding you correctly. Currently Oblivion XP has settings that prevent you from increasing a skill beyond a certain point. By default, they are set to:
Set ObXPSettings.minimumLevelApprentice		to 0		; 0Set ObXPSettings.minimumLevelJourneyman 	to 5		; 5Set ObXPSettings.minimumLevelExpert		to 10		; 10Set ObXPSettings.minimumLevelMaster 		to 20		; 20Set ObXPSettings.minimumLevelGrandMaster 	to 30		; 30


This means that you need to be at least level 5 in order to increase a skill to Journeyman level. Similarly you need to be at least level 10 to increase a skill to Expert level. Now it sounds like your suggestion would be to scrap that system and allow a player to increase their skills as much as they want, but if they are only level 7, let's say, then it would cost more to increase a skill to Expert level. But it would actually cost less than the default to increase a Novice skill.

My main concern with your suggestion is that it seems to encourage "jack-of-all-trades" type players. Oblivion XP is set up to reward specialization. I guess it's a question of distinguishing between specializing and power-levelling.
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Isabel Ruiz
 
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Post » Wed Mar 30, 2011 9:43 am

Obviously it needs more thought, but that's basically the gist of it.

In a way the system I described would work similarly to the level blocks and high skill-level/high cost system that's already in place, but with some tweaks. Instead of outright denying over-powered characters it makes such a thing possible but a definite challenge as all points need to be funnelled into a couple of skills for less and less gain the higher the skills get relative to the character's level. It would also mean that as characters grow to higher levels skills that people generally don't concentrate on (or at least I don't) like athletics or acrobatics can be upgraded gradually while still having enough points left over to spend on more important skills. A jack-of-all-trades method would be inherently discouraged since any skills that approach the character's level (or proficiency, I'm not sure how you'd term it) would become more costly to upgrade making it beneficial to keep those skills at a relatively low level. I think that levelling would be slightly more fluid and immersive if carried out right - somewhat like utilizing the worldly knowledge your character has gained over their travels.

Anyway, thanks for hearing me out, it's an idea to play around with at least :)
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Kari Depp
 
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