Beginners tips for OOO

Post » Tue May 03, 2011 8:47 am

Again, thread necromancy here but I wonder if someone can help me.
I've come back from playing Ob for a while in vanilla a few years ago, and now have started using a few mods including OOO - very much enjoying it. I'm fairly sure I've got it installed correctly (as in everything is transferred to Oblivion/data) and I've recently updated from 1.33 to 1.34 beta. HOWEVER, I haven't done the process above (using wyre bash to update the save game) - what affect should this be having on my game before the process and what happens when I do?

Also, if someone could give me a layman's idea of what rebuilding the bashed patch does and how I go about doing it correctly? (I've done it, but its got all the options to merge mods etc - with which mods should I be doing this?)

Thanks for your help, I'd appreciate any advice.


Updating NPC Levels in your save is safe and a good idea if updating OOO or adding it to a game in progress. Right-click the save in Wrye Bash > Update NPC Levels > OK. You'll see the result - at worst it wasn't necessary so no NPC levels would be changed. The thing is that OOO changes lots of NPC's, making them stronger etc., so you'd want them updated if they have vanilla levels for the above reasons.

The Bashed Patch isn't necessary if only running OOO so it depends on which mods you're running what you'd want it to do. If using BOSS for the load order you can basically trust that it gets the bash tags correctly and check all mods under Import X etc. and rebuild the patch. Also, all mods that can be merged are safe as well in general so check all there as well.

Also, no thread necromancy to post here - although this question would be better suited in the release thread perhaps as it's technical rather than spoilerish.
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Chloe Mayo
 
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Post » Tue May 03, 2011 4:47 am

Updating NPC Levels in your save is safe and a good idea if updating OOO or adding it to a game in progress. Right-click the save in Wrye Bash > Update NPC Levels > OK. You'll see the result - at worst it wasn't necessary so no NPC levels would be changed.

The Bashed Patch isn't necessary if only running OOO so it depends on which mods you're running what you'd want it to do. If using BOSS for the load order you can basically trust that it gets the bash tags correctly and check all mods under Import X and rebuild the patch. Also, all mods that can be merged are safe as well in general so check all there as well.


Ok thanks, I've basically been trusting Wyre Bash to order everything correctly so far (and it seems to automatically stick everything in the right place going on what people are saying about load order on here).
I've been meaning to reply to your request for my load order about my random container opening problem - I'll post it once I'm back from work and I'll see if I can get some advice about how to use bash with the ones I'm running. Thanks for your help.
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Nancy RIP
 
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Post » Tue May 03, 2011 10:15 am

@dhershy
It's a simple procedure to update to the current version.
Install 1.34 beta5, overwriting when prompted. Use Wrye Bash to update your save game. Open to your save file>right click>update NPC Levels then wait out the respawn period.
It's vital that you do this away from all npc's and critters. I'd suggest opening the console (~) coc TestingHall, wait four game days, then return to the game world with coc Weye.


I've been playing OOO + MMM for a while. I used the procedure above before remembering I added MMM. Now I have a couple of interesting inconsistencies like flesh golems that look like blood golems and drop blood golem hearts. I was thinking I might correct this by reinstalling the MMM omod I have. Is there anything else I need to watch out for here?
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Petr Jordy Zugar
 
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Post » Tue May 03, 2011 1:46 am

I've been playing OOO + MMM for a while. I used the procedure above before remembering I added MMM. Now I have a couple of interesting inconsistencies like flesh golems that look like blood golems and drop blood golem hearts. I was thinking I might correct this by reinstalling the MMM omod I have. Is there anything else I need to watch out for here?


Not sure why this is posted in this thread as it isn't connected to beginners tips - and not sure what you mean either. Updating NPC levels won't affect creatures or drops. Post your load order via Wrye Bash in the OOO or the MMM release thread.
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A Boy called Marilyn
 
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Post » Mon May 02, 2011 9:32 pm

You're quite correct. I didn't mean to imply updating the NPCs had any effect on it. I was thinking either there was an issue with one of the esps (though I can't find one) or perhaps with meshes being overwritten. Here's the list:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Cobl Main.esm  [Version 1.72]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.5.5b4]05  Mart's Monster Mod for OOO.esm  [Version 0.9.8b5]06  Kvatch Rebuilt.esm07  Open Cities Resources.esm  [Version 3.5]08  BetterMusicSystem.esm09  HorseCombatMaster.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.8]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  All Natural - Real Lights.esp  [Version 0.9.9.5]10  All Natural.esp  [Version 0.9.9.5]11  All Natural - SI.esp  [Version 0.9.9.5]12  MIS Low Wind.esp13  MIS New Sounds Optional Part.esp14  WindowLightingSystem.esp15  Extended Death Camera.esp++  Item interchange - Extraction.esp  [Version 0.76]16  BetterMusicSystem(SI).esp17  Enhanced Economy.esp  [Version 4.2.1]18  Map Marker Overhaul.esp  [Version 3.5.2]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  TGND.esp1B  TGND_SI.esp1C  Cobl Glue.esp  [Version 1.72]1D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1F  OCC-OOO-Patch.esp  [Version 2.4]20  OOO 1.32-Cobl.esp  [Version 1.72]21  Mart's Monster Mod for OOO.esp  [Version 0.9.8b5]22  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.5.5b4]23  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.5.5b4]24  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.5.5b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.5.5b4]25  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.5.5b4]26  Mart's Monster Mod - Vindasel.esp  [Version 3.5.5b4]27  Mart's Monster Mod - Foxes.esp  [Version 3.5.5b4]28  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.5.5b4]29  MMM Pelt Extension.esp++  MMM-Cobl.esp  [Version 1.69]2A  goldenarrowarcheryshopfixedprices.esp2B  Kvatch Rebuilt.esp2C  OCC-KR-Patch.esp  [Version 2.0]++  Kvatch Rebuilt - OOO Compatibility.esp2D  Kvatch Rebuilt Weather Patch.esp2E  The Ayleid Steps.esp  [Version 3.4]2F  xuldarkforest.esp  [Version 1.0.5]30  xulStendarrValley.esp  [Version 1.2.2]31  xulTheHeath.esp32  XulEntiusGorge.esp33  xulFallenleafEverglade.esp  [Version 1.3.1]34  xulColovianHighlands_EV.esp  [Version 1.2.1]35  xulChorrolHinterland.esp  [Version 1.2.2]36  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]37  xulBravilBarrowfields.esp  [Version 1.3.2]38  xulLushWoodlands.esp  [Version 1.3]39  xulAncientYews.esp  [Version 1.4.2]3A  xulAncientRedwoods.esp  [Version 1.6]3B  xulCloudtopMountains.esp  [Version 1.0.3]3C  xulArriusCreek.esp  [Version 1.1.3]3D  xulPatch_AY_AC.esp  [Version 1.1]3E  xulRollingHills_EV.esp  [Version 1.3.2]3F  goldenarchery-rollinghills fix.esp40  xulPantherRiver.esp41  xulRiverEthe.esp  [Version 1.0.2]42  xulBrenaRiverRavine.esp  [Version 1.0.2]43  xulImperialIsle.esp  [Version 1.6.5]44  xulBlackwoodForest.esp45  xulCheydinhalFalls.esp  [Version 1.0.1]46  KvatchRebuilt-CheydinhalFalls patch.esp47  xulAspenWood.esp  [Version 1.0.1]48  xulSkingradOutskirts.esp49  xulSnowdale.esp  [Version 1.0]4A  Open Cities New Sheoth.esp  [Version 1.1]4B  Open Cities Outer Districts.esp  [Version 3.5]4C  Open Cities Reborn - Full Merge.esp  [Version 0.6]4D  OCC-ULCH-Patch.esp  [Version 2.2]4E  OCLR+ULBWForest Patch.esp  [Version 1.0.1]4F  Harvest [Flora].esp  [Version 3.0.0]50  Salmo the Baker, Cobl.esp  [Version 3.08]51  Enhanced Grabbing.esp  [Version 0.5]52  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp53  DeadlyReflex 5 - Combat Moves.esp54  RealisticLeveling.esp**  Dark Dungeons.esp55  Dark Dungeons -  SI.esp++  Item interchange - Placement.esp  [Version 0.76]56  Cobl Races.esp  [Version 1.52]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]57  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]58  Bashed Patch.esp59  BudongsNarcolepsySpell.esp


Yeah, it doesn't really match this thread. The link was the updating of OOO. Suppose I should have found the thread about installs.
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Melanie Steinberg
 
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Post » Tue May 03, 2011 7:29 am

You're quite correct. I didn't mean to imply updating the NPCs had any effect on it. I was thinking either there was an issue with one of the esps (though I can't find one) or perhaps with meshes being overwritten. Here's the list:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Cobl Main.esm  [Version 1.72]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.5.5b4]05  Mart's Monster Mod for OOO.esm  [Version 0.9.8b5]06  Kvatch Rebuilt.esm07  Open Cities Resources.esm  [Version 3.5]08  BetterMusicSystem.esm09  HorseCombatMaster.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.8]0B  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  All Natural - Real Lights.esp  [Version 0.9.9.5]10  All Natural.esp  [Version 0.9.9.5]11  All Natural - SI.esp  [Version 0.9.9.5]12  MIS Low Wind.esp13  MIS New Sounds Optional Part.esp14  WindowLightingSystem.esp15  Extended Death Camera.esp++  Item interchange - Extraction.esp  [Version 0.76]16  BetterMusicSystem(SI).esp17  Enhanced Economy.esp  [Version 4.2.1]18  Map Marker Overhaul.esp  [Version 3.5.2]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  TGND.esp1B  TGND_SI.esp1C  Cobl Glue.esp  [Version 1.72]1D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1F  OCC-OOO-Patch.esp  [Version 2.4]20  OOO 1.32-Cobl.esp  [Version 1.72]21  Mart's Monster Mod for OOO.esp  [Version 0.9.8b5]22  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.5.5b4]23  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.5.5b4]24  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.5.5b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.5.5b4]25  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.5.5b4]26  Mart's Monster Mod - Vindasel.esp  [Version 3.5.5b4]27  Mart's Monster Mod - Foxes.esp  [Version 3.5.5b4]28  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.5.5b4]29  MMM Pelt Extension.esp++  MMM-Cobl.esp  [Version 1.69]2A  goldenarrowarcheryshopfixedprices.esp2B  Kvatch Rebuilt.esp2C  OCC-KR-Patch.esp  [Version 2.0]++  Kvatch Rebuilt - OOO Compatibility.esp2D  Kvatch Rebuilt Weather Patch.esp2E  The Ayleid Steps.esp  [Version 3.4]2F  xuldarkforest.esp  [Version 1.0.5]30  xulStendarrValley.esp  [Version 1.2.2]31  xulTheHeath.esp32  XulEntiusGorge.esp33  xulFallenleafEverglade.esp  [Version 1.3.1]34  xulColovianHighlands_EV.esp  [Version 1.2.1]35  xulChorrolHinterland.esp  [Version 1.2.2]36  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]37  xulBravilBarrowfields.esp  [Version 1.3.2]38  xulLushWoodlands.esp  [Version 1.3]39  xulAncientYews.esp  [Version 1.4.2]3A  xulAncientRedwoods.esp  [Version 1.6]3B  xulCloudtopMountains.esp  [Version 1.0.3]3C  xulArriusCreek.esp  [Version 1.1.3]3D  xulPatch_AY_AC.esp  [Version 1.1]3E  xulRollingHills_EV.esp  [Version 1.3.2]3F  goldenarchery-rollinghills fix.esp40  xulPantherRiver.esp41  xulRiverEthe.esp  [Version 1.0.2]42  xulBrenaRiverRavine.esp  [Version 1.0.2]43  xulImperialIsle.esp  [Version 1.6.5]44  xulBlackwoodForest.esp45  xulCheydinhalFalls.esp  [Version 1.0.1]46  KvatchRebuilt-CheydinhalFalls patch.esp47  xulAspenWood.esp  [Version 1.0.1]48  xulSkingradOutskirts.esp49  xulSnowdale.esp  [Version 1.0]4A  Open Cities New Sheoth.esp  [Version 1.1]4B  Open Cities Outer Districts.esp  [Version 3.5]4C  Open Cities Reborn - Full Merge.esp  [Version 0.6]4D  OCC-ULCH-Patch.esp  [Version 2.2]4E  OCLR+ULBWForest Patch.esp  [Version 1.0.1]4F  Harvest [Flora].esp  [Version 3.0.0]50  Salmo the Baker, Cobl.esp  [Version 3.08]51  Enhanced Grabbing.esp  [Version 0.5]52  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp53  DeadlyReflex 5 - Combat Moves.esp54  RealisticLeveling.esp**  Dark Dungeons.esp55  Dark Dungeons -  SI.esp++  Item interchange - Placement.esp  [Version 0.76]56  Cobl Races.esp  [Version 1.52]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]57  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]58  Bashed Patch.esp59  BudongsNarcolepsySpell.esp


Yeah, it doesn't really match this thread. The link was the updating of OOO. Suppose I should have found the thread about installs.


You should update http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/. Note the procedure for doing so.
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Melanie
 
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Post » Mon May 02, 2011 11:48 pm

Thanks. Will do.

Speaking of beginner tips, the one about the dungeons closer to the cities is generally true, but I've noticed not universally. Caution and preparation help.
Spoiler
For example, Sardavar Leed, south of the IC is nasty with OOO

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Kay O'Hara
 
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Post » Tue May 03, 2011 1:05 am

Speaking of beginner tips, the one about the dungeons closer to the cities is generally true, but I've noticed not universally. Caution and preparation help.
Spoiler
For example, Sardavar Leed, south of the IC is nasty with OOO



You don't have to go that "far" from a city to end up in danger.
Spoiler
*cough* Dzonot Cave *cough*
:toughninja:
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Bek Rideout
 
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Post » Mon May 02, 2011 8:12 pm

You don't have to go that "far" from a city to end up in danger.
Spoiler
*cough* Dzonot Cave *cough*
:toughninja:



I made THAT mistake yesterday.
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Kat Ives
 
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Post » Mon May 02, 2011 7:04 pm

lol my first death in OOO came from there.
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Alycia Leann grace
 
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Post » Mon May 02, 2011 11:14 pm

Download a journal mod. They are really useful for remembering dungeons that you want to return to. In my journal I have a page and a half of the dungeons I want to return to once I level up some more.
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Kelly John
 
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Post » Tue May 03, 2011 1:57 am

I've been using Map Marker Overhaul for that. I have a bunch of dungeons flagged as too tough, doors I can't open, chests I can't open, etc. A nice journal mod might be good too.

Speaking of dungeons I can't open, are the ones that need keys just tied to specific quests or am I supposed to go on a hunt for keys?
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Matt Bee
 
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Post » Tue May 03, 2011 4:45 am

Speaking of dungeons I can't open, are the ones that need keys just tied to specific quests or am I supposed to go on a hunt for keys?


OOO doesn't change that, so you can check UESP for details in the specific cases. All I can think of ATM are tied to specific quests.
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lillian luna
 
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Post » Tue May 03, 2011 12:53 am

I found something helpful. Normally some of the roads depending on my luck I will attract some serious trouble. For example trolls and imps at same time between skingrad and IC.

For this reason I started the game in the Lake Rumare. Swim around the edge and collect nirnroot. If you find a fort or ruin sneak up. If you are getting thrashed by whoevers near that ruin run to lake Rumare and swim away. Usually they don't follow too far and you can always swim to waterfront and guards help you. I swam all the way around lake rumare and collected 35 nirnroot. I found maybe 5 or 6 places that were pretty easy.

By the way I am kind of frustrated. I am level 6 and have orcish and dwemer armor with elven weapons but I still can't make it safely along the roads.
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Sheeva
 
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Post » Tue May 03, 2011 8:34 am

By the way I am kind of frustrated. I am level 6 and have orcish and dwemer armor with elven weapons but I still can't make it safely along the roads.


Depends on the build of course, but generally it doesn't help so much to get much better equipment on lower levels as relatively low skill levels of Blade, Heavy Armor etc. means that you don't get that much extra AR or damage compared to weaker equipment. With OOO I find it of primary importance to max out AR as much as possible (with melee chars anyway), so it pays off to complement the AR of the armor with Shield spells, Shield potions, enchanted items with Shield etc.
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Penny Courture
 
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Post » Tue May 03, 2011 4:23 am

You don't have to go that "far" from a city to end up in danger.
Spoiler
*cough* Dzonot Cave *cough*
:toughninja:


The great Nord warrior Pingla Pinglason's famous last words:
- Pffft! A bunch of bimbos!
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Charlotte Henderson
 
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Post » Tue May 03, 2011 6:32 am

A good tip for OOO newbies: install the excellent http://tesnexus.com/downloads/file.php?id=21989 mod and play that before leaving the Imperial City. It's located in it's own worldspace which is not as dangerous as Cyrodiil and can be started at lvl 1.
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ijohnnny
 
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Post » Tue May 03, 2011 8:16 am

A good tip for OOO newbies: install the excellent http://tesnexus.com/downloads/file.php?id=21989 mod and play that before leaving the Imperial City. It's located in it's own

Sorry for double post.
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Samantha Pattison
 
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Post » Tue May 03, 2011 11:08 am

Hello guys and girls.

What would be effective distribution of level up points for Nord (female) spellsword (vanilla) with birth sing of an Mage?

I was thinking that first couple levels (say 1-7) i should put my points only in to the intelligence, willpower and endurance, and leave all others alone.
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Adam
 
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Post » Tue May 03, 2011 8:23 am

Hello guys and girls.

What would be effective distribution of level up points for Nord (female) spellsword (vanilla) with birth sing of an Mage?

I was thinking that first couple levels (say 1-7) i should put my points only in to the intelligence, willpower and endurance, and leave all others alone.

Sounds reasonable, but don't forget about luck. Sure, you can only put one point per level in it, but it's worth giving it a few increases every few levels. With a Nord, you probably don't want to forget about agility, either. Unless you like spending time being planted on your backside. :laugh:

Eloise
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Tammie Flint
 
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Post » Tue May 03, 2011 1:33 am

Sounds reasonable, but don't forget about luck. Sure, you can only put one point per level in it, but it's worth giving it a few increases every few levels. With a Nord, you probably don't want to forget about agility, either. Unless you like spending time being planted on your backside. :laugh:

Eloise


Thanks
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Keeley Stevens
 
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Post » Tue May 03, 2011 12:33 am

I have a good tip.
If you happen to be using OOO in conjunction with the alternative start mod, do not start over in Anvil.
You have to go through all the really tough enemies that OOO adds in some areas to start the main quest over in the imperial city.
Just speaking from experience here.
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Guy Pearce
 
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Post » Tue May 03, 2011 6:56 am

So how am I supposed to deal with those ancient gargoyles? What is their weakness?

Damn, everytime I see one of those buggers, I have to console kill them...
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Ashley Clifft
 
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Post » Mon May 02, 2011 9:16 pm

So how am I supposed to deal with those ancient gargoyles? What is their weakness?

Damn, everytime I see one of those buggers, I have to console kill them...


Depends on char/level but either stay out of reach and dodge spells while using target spells or just hack away with an enchanted/silver etc. weapon.
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Juanita Hernandez
 
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Post » Tue May 03, 2011 6:27 am

Depends on char/level but either stay out of reach and dodge spells while using target spells or just hack away with an enchanted/silver etc. weapon.

I am lvl 15, and have some really powerful weapons (ayleid meteoric shock damage, elven two-handed sword, blade of the haunted etc.), but it takes forever to get one of these ancient gargoyles down, even when i have three summons hacking at them alongside me. I encountered two yesterday at haynote cave winding sump, and it was just miserable. Nothing else has given me so much trouble yet (I have yet to open the Oblivion gates, so I guess Balrogs might be worse).

Isn't there an elemental weakness for these creatures, like other creatures in OOO have? They also cannot be "creature commanded" by my spells either!
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Lucky Boy
 
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