DLL v4.2.3.1Just bugfixes and optimizations
- The Java runtime environment that DLL uses has a default maximum memory usage that is too low for large modlists. This results in extreme slowdowns of the program when it runs out of memory, causing patch times that are up to 2 minutes longer than they should be. If you are experiencing these issues, http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#outofmem.
- Adjusted Omit a Mod exception to better do its job.
- Adjusted the dummy entry recognition script, as it was still misbehaving. I made the function more CPU heavy, but Oblivion should *fingers crossed* respect it 100% of the time now.
- Fixed a bug in the patrol route creation system that would put Oblivion in an infinite loop (freeze) if the location was too small to support a proper patrol route.
- Adjusted the master list compliation to exclude mods that only have actors and aren't referenced by any LList DLL monitors.
Those experiencing interior freezes shouldn't anymore. 8)
A suggestion: TES4LL (Gruftikus' LOD Generator) has a menu where you can choose which mods get processed. Could you add something like that to DLL? Users can then avoid adding mods that have no bearing on it (like SYS), or that they want to keep separate for whatever reason. It also tracks which mods have been added, so each time you run it, you can simply choose "Use plugins from last run" (or whatever it's called) without having to through the list again.
I didn't implement this because unlike LOD generation, which can take whatever set of data you prefer, and it will spit out results for that data (however mismatched it may look in-game, it'll work), DLL has to import a lot more things for referencing reasons.
For example: Let's say you wanted to Omit OOO.esm using the exceptions, for whatever reason. You would expect that DLL wouldn't have to import it, but in fact it does. In the end, DLL will not monitor any OOO LLists (put any dummy creatures on)... but it still
has to import OOO and label it as a master. Why?
Because FCOM refers to OOO in its LLists.. and in order to have a proper reference TO OOO, I have to put it as a master in DLL.
However, I did "spruce up" the master list requirement generation. For mods such as SYS that are unrelated to LLists but happen to have Actors, DLL now recognizes that it has no LLists itself.. and none of the LLists DLL has references to SYS in any way. This will keep it off the master list... but DLL still has to
import it to make those checks.
===========================
Future of DLL:
Skyrim is getting its cold icy clutches on me. I'm going to start working on creating a DLL structure to import the data necessary for Skyrim DLL.. which will probably be a rough job as there's no Tes5edit, and lots of the records are unknown. Hopefully i'll get it figured out and perhaps even contribute to the record information on the wikis. 8)
I've got a lot of plans for Skyrim once the tools come into place. Might end up working with Plutoman101 (maker of Darker Nights/Dungeons, and PISE) on a lot of cool features, if things fall into place.
That being said, I'm slowing down my Oblivion DLL work.
What this means:
- Bugfixes for current DLL features are still a -top- priority for me. If you guys run into any, I will do my best to scurry fourth and fix em.
- I still want to integrate a lot of the http://afterimagemetal.com/DynamicLeveledListsReadme4.0.html#todo you guys have mentioned that have to do with actor spawns. The system is already set up, so it'll be relatively easy to implement these (I believe).
- Items has taken a low priority. I feel that control over items in the way DLL exerts control over actors is unnecessary, and will probably only serve to break the game (spawn epic items way too early, making things too easy and fast-paced). The only reason I would consider implementing an item system would be to do the "whipped cream and cherries" features like making luck skew the drop chances. However, they aren't quite worth all the work that would have to go into developing a new system (different from actors) and bugfixing it, just for a few small "neat" features... especially in light of all the work that could be done in Skyrim.
- FCOM/WAC/OWC-ND patch, also a low-medium priority. The WAC fellows are "travelling the world" according to their forums, and seem like they might not like the idea of me ripping their mod to shreds and putting it in another overhaul.. as they have mentioned "WAC is an overhaul in it's own right, and should be respected as such" (paraphrase). This, on top of the fact that it would require a few months of work and bugfixing means that it's out of the scope of what I can do if I want to do -any- modding in Skyrim before next December. 8P
So, all you die-hard Oblivion fans.. that's where DLL-Oblivion stands. 8)
Expect a few releases of new features concerning actors, but there won't be any -major- additions past that in the near future.
Perhaps later if Oblivion happens to sway be back and I want to actually do a full playthrough. XD (still haven't even played my own Oblivion game with DLL on since I started it in Nov 2010.) :rolleyes:
Keep an eye out for DLL-Skyrim! 8)
Whatever shape that may take.