Oblivion

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Strategy Master

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Strategy Master

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About this mod

This mod try\'s to apply Fallout 3 improved style of scaling to oblivion in that when you visit a location for the first time from then on all spawns in the cell (items, actors) will be at that level. The aim is provide the illusion of a place centric game.

Permissions and credits
Mirrors
So the scaling system in oblivion has never been a strong point. Never ending scaling makes you loose a sense of acheivement at later levels. There are many mods and overhauls that attempt to address this issue making the scaling system better but the underlying flaw in the system still lingers.

This mod try's to apply Fallout 3 improved style of scaling to oblivion in that when you visit a location for the first time from then on all spawns in that cell (items, actors) will be at that level. The aim is provide the illusion of a place centric game.

The mod also comes with a variety of configuration options that can make it even more place centric or do the reverse and make it have more scaling. As well as some settings will just increase or decrease general game difficulty.

Install and Requirements
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Requires OBSE 17 - http://obse.silverlock.org/

Only manual install or wrye bash install methods are currently supported at present

If you wish to try some of the alternate configuration options ensure the ini file is in the "Data/Oblivion" folder

NOTE: This mod will have the greatest effect on a new game or low level characters because cells get set to lower levels.


Compatability
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- SPAM is fully compatable
- Pure Immersion is expected to be compatable.
- Compatability plugin available for Realistic leveling (v1.12)
Load the plugin after both realistic leveling and DPCS plugins.
- Compatability plugin available for Wrye Leveling (v07)
Load the plugin after both wrye leveling and DPCS plugins.
- Compatability plugin available for Oblivion XP (v4.15)
Load the plugin after both Oblivion XP and DPCS plugins.

- This mod is at present incompatabile with other leveling mods such as ngcd, Kobus, Af leveling etc.
- Any other mods that may rely on the function Player.GetLevel may possibly get confused by this mod.
- Levelling rate mods should be compatabile e.g. Progress
- Will work nicely with player centric overhaul mods such as frans, warcry or even vanilla oblivion. Should also work fine with FCOM and OOO place centric mods. Can also be used with TIE but how much effect it will have is unknown due to its totally random nature.

- Quest award leveller will also not be compatible with this mod because your reported level may not be your actual level so the quest awards will keep changing in strength.

Uninstall
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To uninstall the mod to revert your level to the actual original level and clear out stored arrays in the save game type the following into the oblivion console

set aaSMLevelQuest.bUninstall to 1

Reset
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The reset option will allow you to re-configure the mod as if you had just installed the mod. Doing so will make the mod forget all information about the cells you visited and the levels they were set to.

To reset the mod at any time (even if you called the uninstall code) type the following into the oblivion console

set aaSMLevelQuest.bReset to 1

Modders - How to get your mod to read/modify the players correct level?
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Because Player.GetLevel only returns the players level in the current cell we can't really use it if we really need the players orginal level for something. Luckily there is a simple solution for those mods using OBSE.

To Return the players Level - Also if the variable ends up being 0 you know this mod isn't installed so can just run the usual code to get the players level.

RunScriptLine "set to aaSMLevelQuest.splayerlevel"


To Modify the players level

RunScriptLine "set aaSMLevelQuest.splayerlevel to "

If you mod dosn't use OBSE, you can either create your own solution or use COBL. If my mod detects COBL it will set the following variables.

'cobPcX.iTrueLevel' contains the true level of the player.
'cobPCx.iNomLevel' contains the level the player is supposed to be in this current cell.
'cobPcX.rTrueLevel' will contain a reference to my script 'aaSMLevelScript' if DPCS is in control of the COBL system.

You can modify the iTrueLevel setting to get the change to apply to DPCS. (NOTE if another OBSE mod or console modifies the level using the previous method at the same time as COBL variable is changed, the OBSE mod will get priority over COBL)

Ideas
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- Fix bugs as they appear
- Customization?
- Quest cell scaling (Specific cells are of particular levels based on the quests)
- Specific offsets to support particular levelling mods

Known Issues
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- Moving between cells (more likely when fast travelling) where one is recorded as low level to a new cell thats high level (or vice versa) the levelled lists may still correspond to the old level in the last cell. In theory this bug should exist but in practise actor levels seemed to be correct (But equipment they wear may not be)
- As this is beta console debug messages are still present in the game to ensure things are working correctly.
- If the first menu that appears on pressing the 'tab' key to bring up the character menu's is the screen with your level, it will show your fake level until you change to another character menu screen and back again.
- When you do a level up the level up screen will display your level as 1 more than your fake level. Your actual level will still raise correctly and is displayed to you above the level up message.
- When using the console command player.setlevel the difference between the value you choose and your level in the current cell is applied to your actual level.
- Cannot pre-load completly new cells, but may have ability to do this once we move to OBSE 18

Version History
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0.6 (Beta 6)
- Fixed a major CTD because DPCS was trying to preload unloaded cells (often moving from interior to exterior cells). Now will only preload cells that are already loaded.
- Preloading of cells now does not store the level of new cells it predicts to prevent storing of the wrong level.
- All oblivion realms including interior cells levels will not be stored to prevent oblivion gates being fixed to weak levels.

0.5 (Beta 5)
- Added interior scaling support that will level based to your level at the last exterior location. Only works if you turn on exterior offset/fixed levelling options.
- Tamriel city distance calculations are now more accurate. Also added options to include the start sewer entrance and kvatch as safe locations or not.
- Random oblivion realm exterior cell levels are not stored (otherwise it dosn't take long for the gates to all become fixed to specific low levels)
- Updated oblivion XP support to 4.15

0.4 (Beta 4)
- Requires OBSE 17
- Added Max/Min offset ini settings
- Added ini setting that if enabled makes Max/Min offsets apply every time you visit a cell instead of the first time you visit (i.e increased scaling)
- Added Fixed Exterior Scaling options so each exterior cell has a specific preferred level and will use Max/Min offsets in determing your level. (i.e more place centric)
- Added ini settings that if enabled visiting a particular cell type (interior, exterior) always re-calculates best level for that cell (i.e increased scaling if not using fixed exterior scaling)
- Updated Oblivion XP optional plugin to 4.02.

0.31
- Just updated code for OBSE 17 beta2 support

0.3 (Beta 3)
- Completly disabled my fix for the fast travel exploit, as not were only offsets getting confused and stored wrongly in the savegame but its not actually needed. The actor scaling seem to calculated after the players level is set in all my test cases which was surprising but handy.
- When about to enter a door that loads a new area your level will be temporarily set to the level of the cell behind the door so that levelled lists are more likely to be set to correct level they supposed to be for that cell.
- Added an ini file with a variety of new options that can be enabled.
: Can enable a system where you will face stronger enemies the further you are from the nearest city. The idea is the more remote you are the stronger enemies you will face. This is done by adding an offset to your fake level in that region.
: Can enable an option such that if you are a number of levels above the cells preset level it will be recalculated to your current level.
: Enable or Disable Debug Messages
- Added COBL support for levelling mods that cannot use OBSE

0.2 (Beta 2)
- Some more debug messages added and safeguards.
- Daedric statue quests can now be started if visited the cell at an earlier level than required to start them (UOP fixes that overlap have also been included).
- Added Checks for OBSE 17.
- Uninstall/Reset support.
- Character menu screen will now display your original level and not the level in the current cell (see known issues).
- Added message when level up screen appears so that your actual level you are levelling up to is mentioned to you.
- On Levelup in a cell your level will stay to the level its supposed to be for that cell.
- Created Rudimentory compatability plugins for wrye leveling, realistic leveling and Oblivion XP.

0.1 (Beta 1)
- Initial Beta Release

Credits
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Bethesda - Fallout 3