[WIP] Oblivion XP Update

Post » Wed Apr 06, 2011 8:56 pm

If you've looked through the various Oblivion XP threads lately, you may have noticed that I mentioned that I was working on some of the bugs in this mod. I think I have just fixed one of the ones that annoyed me the most: the awarding of experience points when you kill a conjurer when he has summoned creatures. Basically you only get the points for one of the summoned creatures, not the summoner himself. This can be quite a descrepancy in points if the conjurer is a fairly high level but conjures a low level creature.

Also, if you have any of the DLC's, you may have noticed that you are not getting experience points for any of the quests. This is most apparent with Knights of the Nine, but you are also supposed to get some reward points for the other DLC's as well. I have fixed this issue as well.

I have also applied the level bonus factor to experience points awarded via third party mods. Currently, if a mod awards Oblivion XP points, the actual points gained are only the points defined by the mod author and do not increase based on the player's level. I have fixed this so that the points awarded by third party mods use the same levelling system that all other point awards do. So a third party mod author only has to worry about rewarding the basic experience points for a quest and Oblivion XP will take care of the rest. Note that this only applies to mods in which the author has incorporated the reward of Oblivion XP points in the mod itself, not Oblivion XP's built-in third party mod support. Kragenir's Death Quest is a prime example. Povuholo rewards Oblivion XP points for completion of the quests. However when Oblivion XP processes those point rewards, it doesn't scale them as it should. This has been fixed.

I also have some other small fixes and have plans to fix some of the other larger bugs.

Now comes the question about the right to alter this mod. SirFrederik is the original author of this mod. He has not been active on any of the forums for almost a year. He left instructions to contact him if you wish to alter the mod. I have tried to contact him on the Bethesda forums, the Nexus forums and by the email address he listed. The email address has been shut down - the email was returned. He said in the original mod posting on TES Nexus that if you did not hear from him in four weeks, you could consider that his approval to proceed. Since his email account has been deleted, I am not going to hear from him via that avenue. It has not yet been four weeks since trying the contact him via the Bethesda forums, but I don't expect to. If someone knows how to contact SirFrederik, please let me know. I would actually prefer to send my fixes to him than publish another version of his mod.

So, if all are in agreement, I am prepared to take this on and release a new version of this mod.

Here is the list of bugs that I plan to fix, other than what I've listed already:

- if player disables bonusXPMultiplier for kills, he will get no experience points at all. The ini file does say that this parameter should be at least one, but it isn't clear what the impact will be if the player disables this parameter. I will correct this. In a similar vein, I will also fix the issue with getting invalid experience points for killing a creature that has no level, which can happen with some mods. I have already partially fixed this and will put the rest of the fix in place. UPDATE: completely fixed now.
- some players have reported that they no longer get any experience points for miscellaneous actions. I will investigate and see if I can resolve this issue.
- training sessions not carrying over to next level. If you don't use all your training sessions, the remainder is supposed to carry over to the next level. I have found the variable resets so you only get the basic number of sessions each level. This also seems to be variable, because I have had games where they did carry over properly.
- huge number of experience points gained when removing Gray Cowl of Nocturnal. Very tempting perhaps, but it's not supposed to work this way :)
- overhaul of the third party mod support. Oblivion XP has built-in support for a large number of third party mods, but that has become outdated in some cases. I would like to overhaul this part of the mod. I will provide further details on my plans if I take on the development of a new version of Oblivion XP.

So, please reply to this thread with your opinion on how I should proceed. I have not posted the new version and will not do so if I don't get any support. If you don't want me to release it, I won't and will simply keep my fixed version all to myself :)

AN UPDATE EDIT:

I will take this work on. I'd still appreciate your comments, but there seems to be enough support to proceed. At this point, I am waiting for the delivery of my brand spanking new copy of Shivering Isles (yes in all my years of playing, I've never played SI :)). It's due to arrive next Tuesday (the 19th). I can't compile all the scripts properly without it, even though Oblivion XP does NOT require SI.

I am also working on the "no credit for poison kills" bug.

I also have plans to overhaul the third party mod support which should lead to some performance improvements for Ob XP. I'm hoping that PacificMorrowind can make some changes to Wrye Bash that will facilitate this work.

Another Update: It appears I've licked the "no credit for poison kills" bug. More testing to be done, but this appears to be working now. I wound up rewriting the algorithm, but SirFred's approach was spot on. Just some issues with the details - probably stayed up too late that night :)
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+++CAZZY
 
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Post » Thu Apr 07, 2011 9:34 am

As a user of the mod I would welcome the fixes, I would be happy to test anything as well. As far as permissions, I don't think there will be an issue as you said he has given his permission for editing if he was not heard from for some time, it's been almost a year now so I'd say it's safe. My only suggestion as far as that is to make a new branch of the mod similar to the UOPS instead.
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michael danso
 
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Post » Thu Apr 07, 2011 6:46 am

I think it'd be more practical to release a patch for the original esp than completely replace it. But either way, an update would be welcome I guess.
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Andy durkan
 
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Post » Thu Apr 07, 2011 12:35 am

I think a patch would be impractical in this case. I will be modifying most of the scripts, clearing out some quests and creating some new ones. Basically I don't think there will be very much that I won't be touching, so I think it would be better to simply release a new version. I'd also like to ensure that people with a large number of mods are able to run this too, so one less plugin might be appreciated.

I will be looking for testing assistance if I get the go-ahead. I'm running Supreme Magicka, but I will need people running the big overhauls and the other magic overhauls.
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Epul Kedah
 
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Post » Thu Apr 07, 2011 11:17 am

I vote for a fixed version i would use it.
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Rachel Briere
 
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Post » Thu Apr 07, 2011 12:52 am

Release either a patch or a new version (whatever is the most convenient) and be sure to give credit to SirFrederik for the original work.
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Penny Courture
 
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Post » Thu Apr 07, 2011 6:18 am

... and be sure to give credit to SirFrederik for the original work.

Absolutely! He's the genius behind this mod, not me :)
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djimi
 
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Post » Thu Apr 07, 2011 6:14 am

Can you also increase XML compatibility?
Actually you have to copy an entire block of text in hud_main_menu.xml
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Kat Lehmann
 
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Post » Thu Apr 07, 2011 4:19 am

Can you also increase XML compatibility?
Actually you have to copy an entire block of text in hud_main_menu.xml


I was thinking of delving into the wonders of the Darn UI. I know xml, so that's not a problem, it was mainly figuring out Darn's notation or the names he used for stuff. There have been a lot of complaints about the size of the XP bar when using Darn UI and I will try to fix it. I have looked into it and I will also have to change some meshes, but I might be able to manage.

I'm not sure what you mean by xml compatibility and copying an entire block of code in hud_main_menu.xml - could you clarify?
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Kirsty Wood
 
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Post » Thu Apr 07, 2011 12:24 pm

It sounds good for all OXP players!
some players have reported that they no longer get any experience points for miscellaneous actions. I will investigate and see if I can resolve this issue.

I am looking forward to this fix since I was one of the "some players". :(
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Nitol Ahmed
 
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Post » Thu Apr 07, 2011 1:08 am

It sounds good for all OXP players!

I am looking forward to this fix since I was one of the "some players". :(


Could you post your load order using Wrye Bash*, please? Also how long have you been playing your current game?

I've logged almost 400 hrs in my current game and haven't had this issue (touch wood), so I fear that it might be a mod compatibility issue. Mind you, I have had a problem with training sessions not carrying over and that also relies on miscellaneous stats (getPCMiscStat), so the two could be related.

* Just in case you don't know how: Just click on the mods tab, right-click on File and select List Mods... Copy and paste the contents into a reply. I'm hoping you use WB :)
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D LOpez
 
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Post » Thu Apr 07, 2011 3:32 pm

Could you post your load order using Wrye Bash*, please? Also how long have you been playing your current game?

I've logged almost 400 hrs in my current game and haven't had this issue (touch wood), so I fear that it might be a mod compatibility issue. Mind you, I have had a problem with training sessions not carrying over and that also relies on miscellaneous stats (getPCMiscStat), so the two could be related.

* Just in case you don't know how: Just click on the mods tab, right-click on File and select List Mods... Copy and paste the contents into a reply. I'm hoping you use WB :)

I have this issue even in my new game so it should not belong to the problem related to playing time.
Just one of my thought, would this issue caused by OBSE overloaded? BTW I've tried delayed the script timing in .ini and this does not help.
The EXP for doing misc. actions still stops gaining after loading a game for about 20mins.

Sure I use WB and my load order here
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  GTAesgaard_2.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.69]07  Harvest[Containers].esm08  Harvest[Containers] - Flat-Top Barrels Add-on.esm09  Harvest[Containers] - Havok Crates Add-on.esm0A  Harvest[Containers] - Player Home Add-on.esm0B  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0C  Mart's Monster Mod.esm  [Version 3.7b3p3]0D  VASE - core.esm0E  TamrielTravellers.esm  [Version 1.39c]0F  FCOM_Convergence.esm  [Version 0.9.9MB3]10  Armamentarium.esm  [Version 1.35]11  Artifacts.esm  [Version 1.1]12  Unofficial Oblivion Patch.esp  [Version 3.3]13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp19  Francesco's Dark Seducer Weapons Patch.esp1A  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp1D  All Natural - Real Lights.esp  [Version 1.0]1E  All Natural.esp  [Version 1.0]1F  All Natural - SI.esp  [Version 1.0]20  Immersive Interiors.esp21  Immersive Interiors - Lights Addon.esp22  Enhanced Water v2.0 HD.esp23  Symphony of Violence.esp24  AmbientTownSounds.esp25  MIS.esp26  MIS New Sounds Optional Part.esp27  Atmospheric Oblivion.esp28  WindowLightingSystem.esp29  Akatosh Mount By Saiden Storm.esp2A  Book Jackets Oblivion.esp2B  DropLPUI.esp2C  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]2D  P1DmenuEscape.esp2E  Oblivion Cats v0.2b.esp2F  Oblivion Collectible Cards.esp30  PrivateQuarters.esp  [Version 2.33]31  Harvest[Containers] - SI - Ore Respawn.esp32  Harvest[Containers] - Vanilla - Ore Respawn.esp33  Harvest[Containers] - Player Home Add-on.esp34  Harvest[Containers] - Flat-Top Barrels Add-on.esp35  Harvest[Containers] - Havok Crates Add-on.esp36  Enhanced Economy.esp  [Version 2.0.2]37  Improved Hotkeys.esp  [Version 1.1]38  Quick Clothes and Spells.esp39  DLCHorseArmor.esp3A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3B  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]3C  Kratos Blade Of Chaos.esp3D  MC_Staff_Pack.esp3E  tda_Armoury.esp3F  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]40  Cobl Glue.esp  [Version 1.73]41  Cobl Si.esp  [Version 1.63]42  Bob's Armory Oblivion.esp  [Version 0.9.9]43  FCOM_BobsArmory.esp  [Version 0.9.9]44  Oblivion WarCry EV.esp  [Version 1.08a]45  FCOM_WarCry.esp  [Version 1.08a]46  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]47  OCCards-OOO Patch.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]48  ArmamentariumLLVendors.esp  [Version 1.35]49  ArmamentariumArtifacts.esp  [Version 1.35]4A  OOO 1.32-Cobl.esp  [Version 1.69]4B  FCOM_Cobl.esp  [Version 0.9.9]4C  OBSE-Storms & Sound SI.esp4D  FCOM_Convergence.esp  [Version 3.7b1]4E  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4F  FCOM_RealSwords.esp  [Version 0.9.9]50  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]51  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]52  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]57  VASE - Cyrodiil for MMM.esp58  VASE - Vanilla Cyrodiil.esp59  VASE - Vanilla SI.esp5A  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]5B  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]5C  TamrielTravellersFactionAll.esp  [Version 1.39c]5D  TamrielTravellers4OOO.esp  [Version 1.39c]5E  TamrielTravellersItemsCobl.esp  [Version 1.39c]5F  ShiveringIsleTravellers.esp  [Version 1.39c]60  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]61  FCOM_TamrielTravelers.esp  [Version 0.9.9]62  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]63  FCOM_BobsGuardUnity.esp  [Version 0.9.9]64  FCOM_HungersUnitySI.esp  [Version 0.9.9]65  FCOM_FriendlierFactions.esp  [Version 0.9.9]66  FCOM_MoreRandomItems.esp  [Version 0.9.9]67  Mart's Monster Mod - 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Thank you for your work. :celebration:
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Jason White
 
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Post » Thu Apr 07, 2011 9:20 am

I have this issue even in my new game so it should not belong to the problem that related to playing time.
Just one of my thought, would this issue caused by OBSE overloaded? BTW I've tried delayed the script timing in .ini and this does not help.
The EXP for doing misc. actions stops gaining after loading a game for about 20mins.

Sure I use WB and my load order here
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  GTAesgaard_2.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.69]07  Harvest[Containers].esm08  Harvest[Containers] - Flat-Top Barrels Add-on.esm09  Harvest[Containers] - Havok Crates Add-on.esm0A  Harvest[Containers] - Player Home Add-on.esm0B  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0C  Mart's Monster Mod.esm  [Version 3.7b3p3]0D  VASE - core.esm0E  TamrielTravellers.esm  [Version 1.39c]0F  FCOM_Convergence.esm  [Version 0.9.9MB3]10  Armamentarium.esm  [Version 1.35]11  Artifacts.esm  [Version 1.1]12  Unofficial Oblivion Patch.esp  [Version 3.3]13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp19  Francesco's Dark Seducer Weapons Patch.esp1A  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp1D  All Natural - Real Lights.esp  [Version 1.0]1E  All Natural.esp  [Version 1.0]1F  All Natural - SI.esp  [Version 1.0]20  Immersive Interiors.esp21  Immersive Interiors - Lights Addon.esp22  Enhanced Water v2.0 HD.esp23  phinix-waterfix.esp24  Symphony of Violence.esp25  AmbientTownSounds.esp26  MIS.esp27  MIS New Sounds Optional Part.esp28  Atmospheric Oblivion.esp29  WindowLightingSystem.esp2A  Akatosh Mount By Saiden Storm.esp2B  Book Jackets Oblivion.esp2C  DropLPUI.esp2D  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]2E  P1DmenuEscape.esp2F  Oblivion Cats v0.2b.esp30  Oblivion Collectible Cards.esp31  PrivateQuarters.esp  [Version 2.33]32  Harvest[Containers] - SI - Ore Respawn.esp33  Harvest[Containers] - Vanilla - Ore Respawn.esp34  Harvest[Containers] - Player Home Add-on.esp35  Harvest[Containers] - Flat-Top Barrels Add-on.esp36  Harvest[Containers] - Havok Crates Add-on.esp37  Enhanced Economy.esp  [Version 2.0.2]38  Improved Hotkeys.esp  [Version 1.1]39  Quick Clothes and Spells.esp3A  DLCHorseArmor.esp3B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3C  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]3D  Kratos Blade Of Chaos.esp3E  MC_Staff_Pack.esp3F  tda_Armoury.esp40  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]41  Cobl Glue.esp  [Version 1.73]42  Cobl Si.esp  [Version 1.63]43  Bob's Armory Oblivion.esp  [Version 0.9.9]44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Oblivion WarCry EV.esp  [Version 1.08a]46  FCOM_WarCry.esp  [Version 1.08a]47  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]48  OCCards-OOO Patch.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]49  ArmamentariumLLVendors.esp  [Version 1.35]4A  ArmamentariumArtifacts.esp  [Version 1.35]4B  OOO 1.32-Cobl.esp  [Version 1.69]4C  FCOM_Cobl.esp  [Version 0.9.9]4D  OBSE-Storms & Sound SI.esp4E  FCOM_Convergence.esp  [Version 3.7b1]4F  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]50  FCOM_RealSwords.esp  [Version 0.9.9]51  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]52  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]53  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]58  VASE - Cyrodiil for MMM.esp59  VASE - Vanilla Cyrodiil.esp5A  VASE - Vanilla SI.esp5B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]5C  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]5D  TamrielTravellersFactionAll.esp  [Version 1.39c]5E  TamrielTravellers4OOO.esp  [Version 1.39c]5F  TamrielTravellersItemsCobl.esp  [Version 1.39c]60  ShiveringIsleTravellers.esp  [Version 1.39c]61  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]62  FCOM_TamrielTravelers.esp  [Version 0.9.9]63  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]64  FCOM_BobsGuardUnity.esp  [Version 0.9.9]65  FCOM_HungersUnitySI.esp  [Version 0.9.9]66  FCOM_FriendlierFactions.esp  [Version 0.9.9]67  FCOM_MoreRandomItems.esp  [Version 0.9.9]68  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]69  MMM-Cobl.esp  [Version 1.73]6A  Nightshade_Armor.esp6B  Ivellon.esp  [Version 1.8]6C  adTreeHome.esp6D  ArmoryLab.esp6E  Artifacts.esp  [Version 1.1]6F  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]70  Clamshell_Cottage_v1.5_COBL.esp71  FarmersStrikeBack.esp72  GTAesgaard.esp73  GTAesgaard_2.esp74  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]75  HauntedHouse.esp  [Version y]76  HentaiMania2.esp77  Lakeview2.esp78  ScarletMonastery.esp79  TR_Stirk.esp7A  Knights.esp7B  Knights - Unofficial Patch.esp  [Version 1.0.9]7C  The Lost Spires.esp7D  FCOM_Knights.esp  [Version 0.9.9]7E  Harvest [Flora].esp  [Version 3.0.0]7F  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]80  DS Portable Sorters.esp  [Version 1.1]81  gardening.esp82  P1DkeyChain.esp  [Version 5.00]83  Toggleable Quantity Prompt.esp  [Version 3.2.0]84  ATakesAll.esp85  Alternative Start by Robert Evrae.esp86  Skip Tutorial.esp87  RealisticFatigue.esp88  AgarMoreVariedSpellEffects.esp89  MidasSpells.esp8A  Denock Arrows.esp8B  Oblivion XP.esp  [Version 4.1.5]8C  CTAddPose_v_1.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]8D  Moonshadow Elves - NoSc.esp8E  DesuChan's Dolls.esp8F  bgBalancingEVCore.esp  [Version 10.52EV-D]90  bgMagicEV.esp  [Version 1.7EV]91  bgMagicEVAddEnVar.esp  [Version 1.68EV]92  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]93  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]94  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]95  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]96  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]97  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]98  DS Flaming Arrows.esp  [Version 1.2]99  QTdof.esp9A  FCOM_Archery.esp  [Version 0.9.9]9B  Hemingweys Capes.esp  [Version 2.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]9C  Bashed Patch, 0.esp9D  SupremeMagicka.esp  [Version 0.88]9E  SM_OOO.esp  [Version 0.89]9F  SM_MMM.esp  [Version 0.89]A0  SM_COBL.esp  [Version 0.86]A1  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]A2  bgMagicEVShader.esp  [Version 1.7EV]A3  bgMagicShaderLifeDetect.esp  [Version 1.68]A4  bgMagicLightningbolt.espA5  FormID Finder4.espA6  !Get_Level_Spell-5659.esp  [Version y]A7  !Archery Rebalance.esp  [Version 1.0]

Thank you for your work. :celebration:


I was afraid you'd have an fcom setup :) Which misc actions do you have activated in Ob XP? All of them? If you could give me a specific example of an action you're not getting points for, I can focus on that section of the script. I might ask you to run a couple of console commands, if that's ok.
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Bird
 
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Post » Thu Apr 07, 2011 11:04 am

I was thinking of delving into the wonders of the Darn UI. I know xml, so that's not a problem, it was mainly figuring out Darn's notation or the names he used for stuff. There have been a lot of complaints about the size of the XP bar when using Darn UI and I will try to fix it. I have looked into it and I will also have to change some meshes, but I might be able to manage.

You should definitely look into using MenuQue for the hud additions. That allows you to have all your xml in your own little xml file, and then just inserting it into the HUD xml when the game starts. That will make it compatible with all UI mods, without having to create one version for each UI mod you want to support.
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Danger Mouse
 
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Post » Thu Apr 07, 2011 7:56 am

I was afraid you'd have an fcom setup :) Which misc actions do you have activated in Ob XP? All of them? If you could give me a specific example of an action you're not getting points for, I can focus on that section of the script. I might ask you to run a couple of console commands, if that's ok.

Yes all misc. actions are activated with some of the values lowered.
Spoiler
Set ObXPSettings.multXPLevel			to 0.2		; 0.2Set ObXPSettings.multXPQuestLevel		to 0.1		; 0.1Set ObXPSettings.multXPArtifacts 		to 300		; 300Set ObXPSettings.multXPBook 			to 20		; 25Set ObXPSettings.multXPEating 			to 1		; 1Set ObXPSettings.multXPExploration 		to 30		; 30Set ObXPSettings.multXPFame 			to 50		; 50Set ObXPSettings.multXPGates 			to 200		; 200Set ObXPSettings.multXPHorses 			to 65		; 65Set ObXPSettings.multXPHouses 			to 180		; 180Set ObXPSettings.multXPInfamy 			to 50		; 50Set ObXPSettings.multXPInvest 			to 150		; 150Set ObXPSettings.multXPLockpick 		to 8		; 15Set ObXPSettings.multXPNirnsFound 		to 40		; 50Set ObXPSettings.multXPNPCDisposition		to 25		; 25Set ObXPSettings.multXPPickpocket 		to 4		; 4Set ObXPSettings.multXPPotion 			to 20		; 25	Set ObXPSettings.multXPSouls 			to 20		; 20Set ObXPSettings.multXPStealing 		to 1		; 1Set ObXPSettings.multXPVampireBite 		to 50		; 50Set ObXPSettings.multXPSleeping 		to 0.02	; 0.03Set ObXPSettings.globalQuestXPMult		to 0.8		; 1Set ObXPSettings.lockpicksBrokenMax		to 4		; 5

Example1: I don't gain XP by eating any ingredients.
Example2: I don't gain XP by exploring any new locations.

I do wanna ask is there any command that can re-initialize OXP in game?
I am sure I could help you to run the console commands. :)
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I’m my own
 
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Post » Thu Apr 07, 2011 11:38 am

I would like to see a version that is compatible with the tamriel heightmaps :-) ...Oblivion xp uses a script for checking the players distance to civilisation ..I guess this is what conflicts with the extended tamriel ws of my heightmap...

regards
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BaNK.RoLL
 
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Post » Thu Apr 07, 2011 9:22 am

Yes all misc. actions are activated with some of the values lowered.
Spoiler
Set ObXPSettings.multXPLevel			to 0.2		; 0.2Set ObXPSettings.multXPQuestLevel		to 0.1		; 0.1Set ObXPSettings.multXPArtifacts 		to 300		; 300Set ObXPSettings.multXPBook 			to 20		; 25Set ObXPSettings.multXPEating 			to 1		; 1Set ObXPSettings.multXPExploration 		to 30		; 30Set ObXPSettings.multXPFame 			to 50		; 50Set ObXPSettings.multXPGates 			to 200		; 200Set ObXPSettings.multXPHorses 			to 65		; 65Set ObXPSettings.multXPHouses 			to 180		; 180Set ObXPSettings.multXPInfamy 			to 50		; 50Set ObXPSettings.multXPInvest 			to 150		; 150Set ObXPSettings.multXPLockpick 		to 8		; 15Set ObXPSettings.multXPNirnsFound 		to 40		; 50Set ObXPSettings.multXPNPCDisposition		to 25		; 25Set ObXPSettings.multXPPickpocket 		to 4		; 4Set ObXPSettings.multXPPotion 			to 20		; 25	Set ObXPSettings.multXPSouls 			to 20		; 20Set ObXPSettings.multXPStealing 		to 1		; 1Set ObXPSettings.multXPVampireBite 		to 50		; 50Set ObXPSettings.multXPSleeping 		to 0.02	; 0.03Set ObXPSettings.globalQuestXPMult		to 0.8		; 1Set ObXPSettings.lockpicksBrokenMax		to 4		; 5

Example1: I don't gain XP by eating any ingredients.
Example2: I don't gain XP by exploring any new locations.

I do wanna ask is there any command that can re-initialize OXP in game?
I am sure I could help you to run the console commands. :)


There's no re-initialization script or quest, but if you disable the mod, load and save the game, exit and then re-enable the mod, it will re-initialize itself. It's just like adding the mod to a current game. I've done it and it does a pretty good job of figuring out what all the settings should be.

Could you please run this command in the console and report the results?

getPCMiscStat 11

Then eat an ingredient and re-run that command? Unfortunately the other variables I'd like to check are stored in arrays and there doesn't appear to be an easy way to list the contents of an array in the console. I might have to put a debug version of the mod together and ask people to run it - I suspect this is going to be hard to pin down!

Thanks.
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daniel royle
 
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Post » Thu Apr 07, 2011 1:07 pm

You should definitely look into using MenuQue for the hud additions. That allows you to have all your xml in your own little xml file, and then just inserting it into the HUD xml when the game starts. That will make it compatible with all UI mods, without having to create one version for each UI mod you want to support.


Revealing your secrets, hmmm? :) I was wondering how the heck you were churning out HUD status bars! Thanks for the tip, I'll check it out.

By the way, remember the questions on the OBSE thread? Now you know why :) Mind you, it turned out I didn't need another array after all - I just needed to reorganize how the current one was created! I've got to remember KISS - Keep it Simple, Stupid! Works every time :)
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Baylea Isaacs
 
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Post » Thu Apr 07, 2011 9:47 am

I would like to see a version that is compatible with the tamriel heightmaps :-) ...Oblivion xp uses a script for checking the players distance to civilisation ..I guess this is what conflicts with the extended tamriel ws of my heightmap...

regards


Is Oblivion XP actually incompatible or is it that you just don't get any experience points from discovering new locations? I don't know much about Tamriel Heightmaps, I'm afraid...
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Johnny
 
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Joined: Fri Jul 06, 2007 11:32 am

Post » Thu Apr 07, 2011 11:19 am

Is Oblivion XP actually incompatible or is it that you just don't get any experience points from discovering new locations? I don't know much about Tamriel Heightmaps, I'm afraid...


best to have a look here

http://www.gamesas.com/index.php?/topic/1119426-tamriel-heightmaps-obse-problem/

regards

onra


... informed the obse team about the problem as well
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Breanna Van Dijk
 
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Post » Thu Apr 07, 2011 4:48 am

There's no re-initialization script or quest, but if you disable the mod, load and save the game, exit and then re-enable the mod, it will re-initialize itself. It's just like adding the mod to a current game. I've done it and it does a pretty good job of figuring out what all the settings should be.

Could you please run this command in the console and report the results?

getPCMiscStat 11

Then eat an ingredient and re-run that command? Unfortunately the other variables I'd like to check are stored in arrays and there doesn't appear to be an easy way to list the contents of an array in the console. I might have to put a debug version of the mod together and ask people to run it - I suspect this is going to be hard to pin down!

Thanks.

Here is the result of "can gain xp"
getpcmiscstat 11
player misc stat value 11.00
<--ate 1 ingredient-->
getpcmiscstat 11
player misc stat value 12.00

Here is the result of "cannot gain xp"
getpcmiscstat 11
player misc stat value 18.00
<--ate 1 ingredient-->
getpcmiscstat 11
player misc stat value 19.00

the values in both situtaion are increased by 1 anyway.
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djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Thu Apr 07, 2011 6:50 pm

I was thinking of delving into the wonders of the Darn UI. I know xml, so that's not a problem, it was mainly figuring out Darn's notation or the names he used for stuff. There have been a lot of complaints about the size of the XP bar when using Darn UI and I will try to fix it. I have looked into it and I will also have to change some meshes, but I might be able to manage.

I'm not sure what you mean by xml compatibility and copying an entire block of code in hud_main_menu.xml - could you clarify?

You should definitely look into using MenuQue for the hud additions. That allows you to have all your xml in your own little xml file, and then just inserting it into the HUD xml when the game starts. That will make it compatible with all UI mods, without having to create one version for each UI mod you want to support.

Revealing your secrets, hmmm? :) I was wondering how the heck you were churning out HUD status bars! Thanks for the tip, I'll check it out.

By the way, remember the questions on the OBSE thread? Now you know why :) Mind you, it turned out I didn't need another array after all - I just needed to reorganize how the current one was created! I've got to remember KISS - Keep it Simple, Stupid! Works every time :)


I mean the solution that TheNiceOne has given to you.
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Chrissie Pillinger
 
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Post » Thu Apr 07, 2011 6:59 am

Here is the result of "can gain xp"
getpcmiscstat 11
player misc stat value 11.00
<--ate 1 ingredient-->
getpcmiscstat 11
player misc stat value 12.00

Here is the result of "cannot gain xp"
getpcmiscstat 11
player misc stat value 18.00
<--ate 1 ingredient-->
getpcmiscstat 11
player misc stat value 19.00

the values in both situtaion are increased by 1 anyway.


Ok, well that tells me that the miscellaneous stats are being recorded properly. I expected that. When you load a game, you do get the message that Oblivion XP has initialized, right? I'm also assuming that you are getting XP for other actions, just not the misc. ones.
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Tasha Clifford
 
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Post » Thu Apr 07, 2011 2:41 pm

Updates would be most appreciated. :D
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Mason Nevitt
 
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Post » Thu Apr 07, 2011 12:14 pm

An update to this excellent mod would be very much appreciated. :bowdown:

Especially if it fixes and old problem that has come up once again, which is not getting XP from poison kills.

Or at least I'm having that problem with the latest version. May have something to do with T.I.E.? Idk. I doubt it.
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Eve(G)
 
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