Realistic Leveling

Post » Fri May 27, 2011 2:03 pm

Ok, I hated to do this but, I just uninstalled all my mods and I am going to reinstall them again. (assuming uninstall on Wrye Bash is really uninstalling)

Not a bad idea! My advice would be to go a bit slow on the reinstall. Add some mod or a group of mods, see if runs stable, play for a while with it. Only then add more. Like this you will realize more quickly and have better control when something is messed up (like that levelling issue that crept in now).

After I have installed the core of my "essential" say 20 - 30 mods that I know will run safe, I'm adding only like one or two in a week.
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jessica Villacis
 
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Post » Sat May 28, 2011 12:39 am

yeah, i am just going to do the big overhauls for now. i am doing the fcom thing. it is a big difficult to follow through the instructions, but i prefer this over clustering a bunch of mods together again and having problems.

im just getting the main core mods that have major gameplay effects and not just stuff like *adds new building here* and etc.

FFCOM + realistic mods and ill see what happens. :P

thanks
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Anna Kyselova
 
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Post » Fri May 27, 2011 10:34 pm

TheNiceOne, I have been looking at that economy enhanced mod of yours... and from what I can see it sounds really nice. I have already downloaded it and ready to install it but I am curious as to exactly how different it is to LE.
When it comes to LE's two main features, dynamic barter gold and dynamic prices, EE's readme states:

The Dynamic Barter Gold feature is essentially similar to Living Economy's main feature, but with the following main improvements:* Works for all merchants, also those added by mods like Bartholm, Blood&Mud and Thievery in the Imperial City* No 65K bug! The merchant's will not suddenly start to have 65000 barter gold.* More immersive barter gold. In LE, if you visted a merchant in the morning, and then came back in the evening, he would have exactly the same amount of gold. With EE, chances are that the merchant has received a good amount of gold from other customers.* Higher compatibility with other mods due to changes in far less Oblivion.esm records
...to which I should also probably add that EE is much more configurable.

Local Economy is essentially similar to Living Economy's Items feature (except LE's quantity based prices), but with the following main improvements:
* Works for all merchants of a given type (ex Smith) - not only for vanilla merchants.
* Works for all items - not only for vanilla items. Now all the pelts added by FCOM or any other mod is repriced too.
* The prices are modified from the items' current prices, so any static repricing made by other mods will be used correctly.
* Has individual handling of special merchants. Ex: Maro Rufus's - being a light armor specialist - will pay more for light armor than other smith items.
* Clothiers will buy cloth even before you're a Journeyman.

...to which I definitely should add that it is much more configurable than LE - Items.

But in addition to this, EE has the following features (all optional) that is not found in LE at all:
Haggle Overhaul: Disable Haggle menu and get automatically correct prices - or keep it, but with restriction on the number of haggle attempts.Global Economy: The merchants' prices and willingness to trade is affected by the Oblivion crisis.Gold Adjustment: Adjust how much gold you get from quest or any other source.Item Removal: Reduce the number of enchanted items found in the game.Repricing: Reprices the buyable houses, Reduces the high values of enchanted loot. Reprices all services.House Taxes: Makes you have to pay tax for your houses.



As for Realistic Leveling vs Darnified UI: This is what you need to do in order to see the progress and have full compatibility:
1. Answer "No" when the DarnUI installation scripts ask you if you want compatibility for leveling mods
2. Make sure to install the levelupmenu.xml (or what it's called) that come with RL, over the one from DarnUI.
No need to edit any xml file.
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Alba Casas
 
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Post » Sat May 28, 2011 12:21 am

wow, thanks for that informative post. :)
ill be sure to install it and deactivate LE once i get FCOM all set up. Almost done actually.
i probably wont configure anything if its at default, I simply need a more realistic economy system because when i had this game on xbox i had thousands of gold and nothing to buy. it was like it grew off trees and there was no reason to use it ever.
would you suggest using gold weight/is an item MOD as well as the bank mod as well? i have those but i have not installed any mods after FCOM yet as I want to be cautious with what I install.

thanks both of you, i got the DarnUI thing working with the xml file. I didnt see that the first time. :P
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Krystina Proietti
 
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Post » Fri May 27, 2011 7:10 pm

... anyway I'll be back in like 2 hours or so.

Well I'm back, but have nothing to do anymore! Thanks for taking care of that, NiceOne. At least I remembered the name Darnified correctly... :embarrass:
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Inol Wakhid
 
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Post » Sat May 28, 2011 12:27 am

i probably wont configure anything if its at default, I simply need a more realistic economy system because when i had this game on xbox i had thousands of gold and nothing to buy. it was like it grew off trees and there was no reason to use it ever.
That problem was the reason I started working on EE in the first place, and then it just started to grow. But the default settings is mostly aimed at adding the functionality without changing the economical balance much. So if you want to avoid the problem of getting rich too fast, I would suggest that you do at least some of the following.

* Change buyMin/buyMax and sellMin/sellMax settings to make merchants give you worse deals.
* Enable itemRemoval settings to reduce the large number of enchanted items you can can find when looting. Especially FCOM adds tons of those and makes the problem even worse than vanilla.
* Enable the reduction of Enhanced item prices. With OOO an enchanted ring with vanilla price of 200 or so can cost several thousand with OOO. This is an (unfortunate) side effect of OOO making powerful enchanting more expensive. EE can reduce the values of enchanted items back to vanilla without reducing the enchanting cost.
* Enable house taxes
* Change house prices (requires an additional esp file). In my game, the houses cost around 7x vanilla's prices. It makes me feel that I've accomplished something when I finally buy a house.

would you suggest using gold weight/is an item MOD as well as the bank mod as well? i have those but i have not installed any mods after FCOM yet as I want to be cautious with what I install.
Personally, I have never tried one, but I can understand how it adds realism. If so, I would suggest kuertee's as I know that is 100% compatible with EE.
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Greg Cavaliere
 
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Post » Fri May 27, 2011 3:53 pm

If so, I would suggest kuertee's as I know that is 100% compatible with EE.

Kuertee actually has a made a whole bunch of mostly smaller but really clever mods. http://www.gamesas.com/bgsforums/index.php?showtopic=1053086 I am using his Auto-Save and Time, was a bit sceptic about the time options, tried it and the whole mod is really cool!!

A gold-with-weight sounds a bit too realistic for my fun, so I've never tried one. Then you also need a bank or so.... I have enough real life encounters with that, I do not want to bother with it in my gaming. :lol:
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Queen of Spades
 
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Post » Fri May 27, 2011 9:39 pm

hehe, its ok tommy i figured it out because you mentioned the xml and made sure i did it right thanks to theniceone.

ill tamper with the EE settings a bit as you suggested, i just dont want to make any outrageous edits. but now that you mentioned the magical item reduction and the cost reduction for OOO it really caught my eye and ill be sure to do that. :)

i think its pretty cool to use that gold mod just because it makes it a little more important to carry around gold when you need it and then in a bank when you dont and build up interest. im an immersion freak what can i say :P

thanks both of you!


oh, btw... is it ok to use COBL with FCOM? i only see esp's for OOO and MMM.
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Josh Trembly
 
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Post » Fri May 27, 2011 11:45 am

oh, btw... is it ok to use COBL with FCOM? i only see esp's for OOO and MMM.

I can't say because I don't know, sorry. FCOM thread? They'll know :)
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teeny
 
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Post » Fri May 27, 2011 10:31 pm

:P true, ill go there... the installation guide on the FCOM site said FCOM_COBL is compatible but does that mean just cobl because there is no FCOM_coble that I can find.
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Laura Cartwright
 
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Post » Fri May 27, 2011 1:36 pm

:P true, ill go there... the installation guide on the FCOM site said FCOM_COBL is compatible but does that mean just cobl because there is no FCOM_coble that I can find.


You should look harder :) . It's in the FCOM Optional Add-Ons Folder in the FCOM package.
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Trish
 
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Post » Fri May 27, 2011 2:21 pm

oh lmao duhhhh haha thanks
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Sammykins
 
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Post » Fri May 27, 2011 11:35 pm

if I use a skill uncapper, will it affect any leveling rates with RL?

http://www.tesnexus.com/downloads/file.php?id=13841

I ask this because I have my RL settings how I want them but I also want to exceed 100 attributes and skills but i dont want my level and skill progression to get any faster/slower by having the max attributes and skills set to 200. but then im afraid each skill up it will simply double the amount of attr i get per skill up which is bad too.

; Set max level an attributes reached when all skills have reached 100. These
; affect how far and fast your level and attributes advance. If you are using
; a skill uncapper that allows skills to exceed 100, then your level and
; attributes will also exceed these values.

set aaRealisticLeveling.levelMax to 65 ; default = 65
set aaRealisticLeveling.attrMax to 100 ; default = 100


i am not sure what to do here. i was thinking simply just set max attrmax to 200. any idea guys?

thanks
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Amanda Furtado
 
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Post » Fri May 27, 2011 7:22 pm

i am not sure what to do here. i was thinking simply just set max attrmax to 200. any idea guys?

You should just not do anything. attrMax is what an attribute will be when all governing skills are 100, and you will want to let it stay at 100, which again means that if the governing skills reach 200, your attribute will be around 200 as well. Or said otherwise, attrMax is how fast (in %) the attribute increase compared to its skills.
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Justin Bywater
 
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Post » Sat May 28, 2011 2:39 am

Useless post, sorry.
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Rozlyn Robinson
 
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Post » Fri May 27, 2011 3:30 pm

ahh, thanks! thats awesome, now getting over 100 will be useful and itll work fine with RL. :D

does this also mean, regularly that according to that ini there, if max level is set to 65 that i wont have max 100 in everything until i am lvl 65 nomatter what since its controlled by how many skill ups i get per level, correct?

lol, tommyh im sure it was useful in some way, i didnt get to see what you said. :P

thanks
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Robert DeLarosa
 
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Post » Fri May 27, 2011 11:25 am

does this also mean, regularly that according to that ini there, if max level is set to 65 that i wont have max 100 in everything until i am lvl 65 nomatter what since its controlled by how many skill ups i get per level, correct?

Yes - or rather, it controls how many skill-ups you need per level, but the result is that you wont have 100 in everything until lvl 65.

Btw, you really should post this in (and your other questions regarding ABO's mods) in ABO's thread. Click on Members top right, search for ABO, and you'll easily find the thread.
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ZANEY82
 
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Post » Fri May 27, 2011 11:53 pm

haha yeah, ill direct my questions to there from now on. i just figured it wouldnt hurt to bump this thread one last time since you both have been helping me alot. :P

thanks again
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Naomi Lastname
 
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Post » Sat May 28, 2011 12:18 am

Now it's me bumping it one last time, tricky, namely because I would like to ask you to post your "final" current, working (hopefully) load order (I know it's always a moving target). Nevertheless I find that quite instructive to see. IIRC know you went the FCOM route plus some extra, and I'll be doing that eventually too so I'm casually collecting them from players who got it working to see and learn them. That would be cool, thanks. It has been my pleasure!
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Yonah
 
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Post » Fri May 27, 2011 1:05 pm

haha hey, i havent gotten much played yet since my last load order was finished but sofar everything seems to be working for the most part. (i might not have correctly installed a few minor mods however)

i dont know if it will show them all because i been trying to do a proper bash. i think i managed to do it right. anything that has a dot or a cross means i dont have to checkmark it after i bash i assume.

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I have a total of 262 mods but i bashed em down to 161... i think lol.
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Britta Gronkowski
 
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Post » Fri May 27, 2011 11:42 pm

You might want to read through the FOCM thread for advice on not using TIE-in with FCOM.

gothemasticator
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Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Fri May 27, 2011 7:54 pm

oh... it recommended it as an addon on the official website. wierd, ill look into that. thanks
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john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Fri May 27, 2011 5:29 pm

To save you some research http://www.gamesas.com/bgsforums/index.php?showtopic=1071403&st=18# and http://www.gamesas.com/bgsforums/index.php?showtopic=1065265&st=182#
It's a pretty good idea to read the official forum threads for updated information before installing a mod. B)
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Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Fri May 27, 2011 8:09 pm

Looked through your mod list and noticed this:
2C HouseMapMarkersOnlyBought.esp

You have probably not yet bought any houses, but when you do, you will probably notice a double set of markers, because OOO also adds map markers for bought houses - unless the above mod works by editing the same scripts as OOO does, in which that mod will just not work at all. In either case, you're better off without it.

So I guess I tag this post too with some self-appraisal :P
You may look into my Map Marker Overhaul. It too adds house markers for bought houses, but real house icons instead of the village icons - but is OOO aware (an Open Cities aware) so if one of those mods are found, MMO just changes the icon added for those mods instead of adding its own.
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helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Fri May 27, 2011 5:12 pm

hehe, ill take ur advice and remove that. ill take a look at ur marker overhaul again but you make all these customizations that confuse me. :P is there a default setting so I wont mess it up. lol

on the other hand, im having RL issues again. :'(

i dont believe it is due to any mods either but because I installed and uninstalled it too many times and now i keep doing as the uninstallation guide says but it still doesnt work once i reinstall it again.

setPCMajorSkillUps
setPCTrainingSessionsUsed

Where is the major skill advance count you want, and is the number of training sessions used you want. At this point you can save your game and continue using vanilla leveling.

Extra Information About Uninstalling
====================================

Realistic Leveling, like nearly every other leveling mod, disables vanilla leveling by changing the iLevelUpSkillCount to a large value. Oblivion internally keeps a count of all major skill advances, and every time you advance a level this count is decremented by iLevelUpSkillCount. Setting iLevelUpSkillCount to a large value ensures that this count never gets large enough to trigger vanilla leveling.

However, this does mean that the internal count becomes a very big negative number. This count will still be negative after you disable the leveling mod, which means you will need many thousands of major skill advances before your next level up. This is not a problem if you are switching to another leveling mod; they will also have a large iLevelUpSkillCount setting and will not use the internal count. Only vanilla leveling uses this internal count, and it is not even possible to access it from scripts.

If you do want to go back to vanilla leveling after using a leveling mod, you will need to reset this internal count. This can be done after deactivating the leveling mod at the console by doing;

SetDebugText 10
ToggleDebugText
SetGameSetting iLevelUpSkillCount, <-nnnn>
AdvancePCLevel
SetGameSetting iLevelUpSkillCount, 10
Player.SetLevel

Where <-nnnn> is the big negative number shown by the debugging text on the line "Major Skills Advanced: <-nnnn> / ", and is the level your character was at before doing this. After doing this the debugging text should show "Major Skills Advanced: 0 / 10". At this point you can save your game and continue using vanilla leveling.


im about to give up, i have done everything exactly as given yet im still stuck at 0% progression nomatter what. :'(
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Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

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