Dynamic Leveled Lists - Thread 5

Post » Sun Sep 18, 2011 4:42 am

http://tesnexus.com/downloads/file.php?id=37904
The cure all elixir for predictable dungeons


Previous Pages http://www.gamesas.com/index.php?/topic/1180064-relz-dll-dynamic-leveled-lists/ http://www.gamesas.com/index.php?/topic/1192691-relz-dll-dynamic-leveled-lists-thread-2/ http://www.gamesas.com/index.php?/topic/1210884-relz-dll-dynamic-leveled-lists-thread-3/page__st__180__gopid__18458171#entry18458171

What does DLL do?
Dynamic Leveled Lists is a set of algorithms that rework the Leveled Lists in your mods to let you customize your spawning experience to the teeth. DLL aims to redefine how we customize leveled lists.

What Does this Mean for You?
Adventurers
- Want harder creatures to spawn earlier? Want easier spawns? Want more creatures to spawn at once?
Whatever you choose, DLL will make sure it happens no matter what mods you have.
- The EPIC button: Gives each encounter a small percentage chance to spawn creatures way above your level.
- Never another "Slightly More Spawns" or "Slightly Even Less Spawns" patch. Just tweak your DLL settings to give you exactly what you want.
- Never another "MMM - No Slimes" patch. Get rid of any creature you dislike by just typing keywords into DLL's exception system.

Developers
- Simplifies most Leveled Lists to only need one of each creature (Noah's Ark / 2); DLL handles the probabilities.
- Never hand-tweak a Leveled List again.
- Leave the spawning setup to the users. Or not! Add your Leveled Lists to an exception list to prevent DLL from tampering with your desired setup.


Some Reasons to Consider Using DLL:

1) It takes every LList in your game and customizes it to be unpredictable and random.
2) It gives you an amazing amount of control over how your world spawns.
3) It is able to make a percentage of spawns go on an automatically generated patrol route.
4) When it spawns more than one creature, it spawns two different creatures instead of two duplicate creatures, like other increased spawn mods.
5) The EPIC button. Gives each encounter a small percentage chance to spawn creatures way above your level.
6) It ensures that boss creatures only spawn once per dungeon, with its Boss Exceptions system.
7) There is no need for any patch that removes creatures, like "MMM - No Slimes" patch. DLL can block anything automatically using keywords or FormIDs.
8) (Upcoming) It will soon be able to manage items in addition to creatures.
9) It fixes modder errors, such as the Staada bug in WarCry.


This has got to be one of the most important important mods ever made for Oblivion. It is definitely of the magnitude of FCOM, WAC, DR, Midas.... Just brilliant work.
- Trollatuofs


I have to say that this mod has had the greatest impact on my game since I discovered OOO about five years ago. Running a full FCOM setup I think I have yet to see the same creature more than once. I also have seen several creatures I have never seen before with previous characters with more than a hundred hours played.
- Poddmeister



http://www.afterimagemetal.com/DynamicLeveledListsReadme4.0.html#intro




|> News/Updates <|


http://tesnexus.com/downloads/file.php?id=37904&tab=6&navtag=/modules/comments/index2.php?tid=322085|:|fid=37904

(as compared to 3.0:)
1) No longer is there a dependency on Pluggy for file I/O.
2) Lessens the in-game processing as everything is hard coded in the generated DLL patch. (no flooding needed after Oblvion restart).
3) Lessens CTD's caused by Oblivion having to save DLL data in the savegame -> most everything will be hard coded into the .esp file.


DLL v4.1 Release

WARNING I'm not 100% certain, but better safe than sorry:
DLL versions 4.0.4.2 up until this patch -may- have introduced "invalid/unstable" actors. If you experience any on-save crashes. I recommend doing a full cell reset (wait in an interior with NO enemy actors for 7 or so days) before continuing your game. Very, very sorry if it's true! :sad:

Changelog:
  • Introducing the new DLL http://img24.imageshack.us/img24/9162/newguio.jpg! Enjoy a much more organized interface for changing settings, all while DLL imports your mods and creates the patch in the background!
    The GUI only features basic ini settings and patch creation, but will be expanded upon in the DLL v4.1 series to contain a great deal more features.

  • Fixed a bug introduced in 4.0.4.2 with the .esm/.esp detection code. ESP files should now be recognized correctly and added to the list (they were being skipped over before)



If the new GUI doesn't work for you, PLEASE LET ME KNOW!
I'm brand stinking new to GUIs, and this one is made from scratch -> All typing, no GUI editors used
There's multithreading, and lots of other fancy stuff that's new to me, so if your specific OS has issues, please inform me so I can improve upon it. 8)



Next on the list:
  • Invent a system to prevent dummy creatures from being saved in your savegame file -> reducing its size and save/load times
  • Add GUI exception managing
  • Add a detection system that will only create a patch if you -need- to create a patch. (so if you're just changing settings you wont have to wait for the patch creation every time)
  • Add GUI tool that will let you pick any LList in your game, and see what creatures can spawn on it, and what the probabilities will be with your settings.
  • Helpful descriptions of each setting right next to the GUI settings
  • Other GUI stuffs
    • Readme Link / Integration
    • Excel sheet integration into the settings area
    • Presets Area to pick from several different setups
    • DLL update notifier (will be togglable)
    • Wrye Bash multiple Oblivion profile support
    • For-sure Upcoming Features pane to replace this list
    • Wishful thinking / todo pane with future hopes and dreams of DLL

  • Items!
  • Hypothetical FCOM/WAC/OWC-ND merger patch


MODDERS!
If you have a mod that you want on the exception list, contact me. I will add you to the DLLexceptions folder included in my download,
ensuring your mod is untouched if anyone uses DLL.




|> ReadMe <|
For:
- Installation
- First Timers Guide
- Settings Overview
- FAQ
- Troubleshooting
- Bug Reporting
- Credits/Legality
- Changelog

Be sure to refer to the

http://www.afterimagemetal.com/DynamicLeveledListsReadme4.0.html
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sat Sep 17, 2011 11:15 pm

Well Nexus is down at the moment, but when it's back up...

DLL v4.1 Release

WARNING I'm not 100% certain, but better safe than sorry:
DLL versions 4.0.4.2 up until this patch -may- have introduced "invalid/unstable" actors. If you experience any on-save crashes. I recommend doing a full cell reset (wait in an interior with NO enemy actors for 7 or so days) before continuing your game. Very, very sorry if it's true! :sad:

Changelog:
  • Introducing the new DLL http://img24.imageshack.us/img24/9162/newguio.jpg! Enjoy a much more organized interface for changing settings, all while DLL imports your mods and creates the patch in the background!
    The GUI only features basic ini settings and patch creation, but will be expanded upon in the DLL v4.1 series to contain a great deal more features.

  • Fixed a bug introduced in 4.0.4.2 with the .esm/.esp detection code. ESP files should now be recognized correctly and added to the list (they were being skipped over before)



If the new GUI doesn't work for you, PLEASE LET ME KNOW!
I'm brand stinking new to GUIs, and this one is made from scratch -> All typing, no GUI editors used
There's multithreading, and lots of other fancy stuff that's new to me, so if your specific OS has issues, please inform me so I can improve upon it. 8)



Next on the list:
  • Invent a system to prevent dummy creatures from being saved in your savegame file -> reducing its size and save/load times
  • Add GUI exception managing
  • Add a detection system that will only create a patch if you -need- to create a patch. (so if you're just changing settings you wont have to wait for the patch creation every time)
  • Add GUI tool that will let you pick any LList in your game, and see what creatures can spawn on it, and what the probabilities will be with your settings.
  • Helpful descriptions of each setting right next to the GUI settings
  • Redo the in-game probability calculating to eliminate the last remaining DLL background processing.
  • Other GUI stuffs
    • Readme Link / Integration
    • Excel sheet integration into the settings area
    • Presets Area to pick from several different setups
    • DLL update notifier (will be togglable)
    • Wrye Bash multiple Oblivion profile support
    • For-sure Upcoming Features pane to replace this list
    • Wishful thinking / todo pane with future hopes and dreams of DLL

  • Items!
  • Hypothetical FCOM/WAC/OWC-ND merger patch

User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Sun Sep 18, 2011 11:41 am

So I've got a few ideas in my head for how to eliminate dummy save-game data.

After the dummy has done its scripts:
  • Move the dummy to a very frequently visited place. Whenever the user visits there, hopefully the cell will have reset, and all the dummies inside will be wiped from the savegame.

    Not the most reliable, but a decent option.

  • Move the dummy to an empty, dark, void cell. Whenever the amount of dummies in the void cell reaches X amount, the PC is teleported to/from the void cell in a split second. The cell will be reset upon the PC entering, and all the dummies inside will be wiped.

    Most reliable, but perhaps unsafe for other mods? I don't know if other mods would necessarily care if you teleported to a different cell and back within a single frame.

  • Same as above, except user activates the teleport wipe when he deems it safe/convenient
  • Don't do anything, and let the dummies make your savegame bigger than it has to be. Some people might not care?
  • User could also do a DLL clean-save if they wanted.


Any ideas for what the most frequently visited place is? My guess would be the market district? But perhaps that's too over-visited as to never allow the cell to reset? Not quite sure.
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Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Sun Sep 18, 2011 1:05 pm

#1, not reliable as you said.
#2, could get ugly to script. When is it safe to teleport the player? And I bet you'd get complains of CTD's sooner or later.
#3, something automated is better, most players won't like to fuss with it like this
#4 and #5 seems most appealing at this point. o.o

Sorry this is too technical for me, would it be possible to just use OBSE's deletereference command to get rid of the rat though? Or something similar.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Sun Sep 18, 2011 2:34 am

In the end, I'll probably end up offering options in the GUI to pick which method the user wants.

Yeah, not liking #1 myself.


#2, I'd deem it safe when the PC is not in combat. And maybe even tack on the additional requirement that the PC be in town, or some other such "safe area". This would pretty much guarantee the PC wasn't in an area where it wouldn't matter that they bliped to another cell.

The only dangerous part about this option that I see is if/when quests or other scripts check to see if the PC has changed cells. They could do the check in the split second the PC was in the void cell? Which is why I'd tack on that second condition.
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Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Sun Sep 18, 2011 11:39 am

The latest package isn't being recognized as a BAIN-ready archive by the SVN Wrye Bash :( Maybe it's the absence of the .ini now. A dummy DLL.esp - prolly just DLCShiveringIsles.esp renamed - in the archive (that does nothing unless the patch is actually built) would probably rectify that (if the .ini NEEDS to be absent :P)

PS: You mention doing a cell reset before continuing - I've always done the "clean save" trick when upgrading DLL (deactivate DLL.esp, save, build new .esp, activate, load save and PROFIT! :D) ... Would that fix whatever plagued the old version? (haven't experienced the CtD you mention though) Or would I still need to wait 7 days (awfully long time)
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Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Sun Sep 18, 2011 4:19 am

Not exactly sure what is supposed to happen when clicking the exceptions and help/tools button, as nothing seems to happen. Patch built when I exited the program to see if relaunching it would help. Weird.

Win7 x64
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Sat Sep 17, 2011 10:01 pm

could you use "http://tesnexus.com/downloads/file.php?id=24606" by kuertee to clean dummys somehow? Have the dummy flaged actorRef.Disable?
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Sun Sep 18, 2011 6:33 am

Manage exce[tions and tools buttons do nothig for me either.

I like the config buttopn, nicer than ini. However, how do I turn off patrols? Set percent to 0?

Was confused to realize I need to close GUI to generate esp. I suggest putting that instuction on the GUI or making a build button.

Also, when I started the GUI and went t0o tweak settings it froze for a bit. I then realized I needed to wait for all mods to load. Perhaps a better way to handle that? I realized it when I saw the mods loading in the bottom left corner of the GUI.

I am at level 2 (9 hours of game time) now and my save is 5MB. A clean save without DLL is only 5kb less. When checking for bloat I have 3 null refernces but can't say that is DLL related or not.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sat Sep 17, 2011 11:19 pm

The latest package isn't being recognized as a BAIN-ready archive by the SVN Wrye Bash :( Maybe it's the absence of the .ini now. A dummy DLL.esp - prolly just DLCShiveringIsles.esp renamed - in the archive (that does nothing unless the patch is actually built) would probably rectify that (if the .ini NEEDS to be absent :P)

PS: You mention doing a cell reset before continuing - I've always done the "clean save" trick when upgrading DLL (deactivate DLL.esp, save, build new .esp, activate, load save and PROFIT! :D) ... Would that fix whatever plagued the old version? (haven't experienced the CtD you mention though) Or would I still need to wait 7 days (awfully long time)


I can just rename the DLLsource as an .esp. I took the .esp tag off as a was to shepard people away from just moving it to their data folder and activating it. Hehe

No, if what I -suspect- is correct.. then there would be actors wandering around your game that cant be saved correctly -> non-DLL actors that wouldn't be wiped on a DLL clean save.
However, this is just a theory I have from some people's bug reports... which is why I've said to do it if you've experienced the on-save crashes. 8)

could you use "http://tesnexus.com/downloads/file.php?id=24606" by kuertee to clean dummys somehow? Have the dummy flaged actorRef.Disable?


Yes, all the dummies are flagged as disabled. I'll look into that mod and see what I can see. 8)


Not exactly sure what is supposed to happen when clicking the exceptions and help/tools button, as nothing seems to happen. Patch built when I exited the program to see if relaunching it would help. Weird.

Win7 x64

Manage exceptions and tools buttons do nothig for me either.


Yup, the changelog states that only the settings work.. and the upcoming features list states adding exception managing is #2. 8o

I like the config buttopn, nicer than ini. However, how do I turn off patrols? Set percent to 0?

Was confused to realize I need to close GUI to generate esp. I suggest putting that instuction on the GUI or making a build button.

Also, when I started the GUI and went t0o tweak settings it froze for a bit. I then realized I needed to wait for all mods to load. Perhaps a better way to handle that? I realized it when I saw the mods loading in the bottom left corner of the GUI.

I am at level 2 (9 hours of game time) now and my save is 5MB. A clean save without DLL is only 5kb less. When checking for bloat I have 3 null refernces but can't say that is DLL related or not.


I quickly removed the checkboxes before release (because some code wasn't ready yet, but I wanted to get the fix out). You can just set the % to 0 if you want. 8) Otherwise, open up your DynamicLeveledListsFiles\DLLProgramFiles\SaveFIle (edit with notepad) and change DLLpatrol to 0, and the same for DLLini.
Sorry for the inconvenience. 8( The main checkboxes will be ready soon.

I can make a message about it. 8)

Hmm, about the freezing: I made the mod importing function on a separate thread (if you know what those are), which should be running in parallel to the GUI... allowing you to make changes while the mods import. Is this not the case for you? Does it freeze completely until all your mods are imported, or just choke up for a little bit while things get started? What OS/rig are you running?

As for the 5MB savefile.. like I said before.. my savefile from a year ago without using DLL was 9MB... and that character was only level 3 (granted I have slow leveling activated). 5MB doesn't sound too over the top for me? I feel like most savefiles with a lot of mods get to be large. But I could be wrong.
What size are you used to?
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CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Sun Sep 18, 2011 8:48 am

I had to exit gui and go back in to get it to let me make changes again. I have Win7 Pro 64 bit on a dual core processor. No big deal from what I can tell.

I guess I should have more thoroughly read the changelog about the other buttons :)

Anyway, I updated and rebuilt the esp. However, I have gone into three locations and have found minimal creatures. Makes me think some spawns are not spawning. I will do a wait for 3 days and see if things improve. I am enjoying the break.

One thing to note, when opening my console I see these messages:
[DLL Main} Next to spawn on the buffer:
[DLL Main} Spawning dummies in the buffer.

Over and over. This is new to see the console messages.

But how cool is it, that in all the years I have played with OOO and FCOM, I have NEVER seen a "Bog Ogre Youngling" from OOO! This is a greenish ogre half the height of a human (showed level 14 when I did a getlevel - yeah, I am level 2 but I increased my high tier :) )

It's like a whole new game!!!

My largest saves were about 15MB but that is at high level and after 80+ hours. This is close to the usual I would think at the start IIRC. So I am not concerned about this at all, more thinking about the save time, although save time is not a deal breaker to me at all, not with all the things I get with DLL.
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Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sun Sep 18, 2011 7:13 am

Regarding the packaging of DLL, think it should be treated like how BOSS or WB are currently, it is a third party tool after all. Just have all of DLL's file in its own folder, including the .jar (should be easy to change where it looks for the esp files right?). Manual unzip to the Data directory or even Oblivion directory, just delete the whole thing when you need to upgrade. Having dummy files so you can install with WB is misleading and less than ideal I think.
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Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Sun Sep 18, 2011 12:19 pm

My only request for future archives is move everything down one directory level (eliminate data and put the jar file and DLL directory in the root of archive). Then it is BAIN ready like all the others!
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Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Sun Sep 18, 2011 11:13 am

Waited out 5 days in testinghall, went back to my home, slept, went to cave, was empty, no spawns. I have been there before in a previous DLL game and had bandits.

Saw a setting for ingame debug, will turn off to see if it stops the messages in console. Just checked, it di not.

I think I will go back to previous version for a bit. I can try it again later once more peole post about their experience with 4.1. It could be just me.
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Jessica Nash
 
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