[Relz] Cobl No.15

Post » Fri Dec 24, 2010 10:40 am

I updated MMM cobl with the one on the 5th post, removed Cobl Tweaks and ... still 2 blood :P.

Until the next Cobl I think I will desactive import inventory in Wrye Bash on MMM4OOO's esp(who adds the FCOM blood), hopefully MMM-Cobl.esp replaces that part completely.


This is a vanilla creature, so getting it work right is somewhat difficult.

has bash want to import from OOO cobl and MMM Cobl has well..The FCOMTI leveledlist are not used at all unless you use the fcom_cobl. which you do not use with MMM-Cobl .

it may say that in tes4edit but in game it would be empty once again..

You are getting the two drop of One is OOO cobl patch and the other is from MMM..

If you do not import inventory on OOO Cobl Patch then it should fix that..
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Julie Ann
 
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Post » Fri Dec 24, 2010 7:15 pm

This is a vanilla creature, so getting it work right is somewhat difficult.

has bash want to import from OOO cobl and MMM Cobl has well..The FCOMTI leveledlist are not used at all unless you use the fcom_cobl. which you do not use with MMM-Cobl .

it may say that in tes4edit but in game it would be empty once again..

You are getting the two drop of One is OOO cobl patch and the other is from MMM..

If you do not import inventory on OOO Cobl Patch then it should fix that..


Just not importing inventory from MMM4OOO's solved it.
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kasia
 
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Post » Fri Dec 24, 2010 5:38 pm

Nvm, my fault :).
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sw1ss
 
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Post » Fri Dec 24, 2010 5:50 pm

[snip]
Try updating Item Interchange? That version is... old.

Vac
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Kelvin Diaz
 
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Post » Fri Dec 24, 2010 11:27 pm

Try updating Item Interchange? That version is... old.

Vac


It doesn't solve the MMM-Cobl issue but thank you for telling me.

For some reason I always thought Item Interchange was a core part of cobl and I never thought to look for a separate update.
Shouldn't there be a link in the #1 post about it?
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Nitol Ahmed
 
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Post » Fri Dec 24, 2010 1:10 pm

I updated MMM cobl with the one on the 5th post, removed Cobl Tweaks and ... still 2 blood :P.
After that I loaded all my mods in tes4edit(including the merged ones) to see from which mod the cobl one came from, and it came from MMM-Cobl.esp:
http://img148.imageshack.us/img148/4699/tesscreen2.png
Until the next Cobl I think I will desactive import inventory in Wrye Bash on MMM4OOO's esp(who adds the FCOM blood), hopefully MMM-Cobl.esp replaces that part completely.

Might want to try this one again. Two bloods ain't an issue - the FCOM Leveled list is undefined/empty (unless you use MMM4OOO-Cobl.esp), so no extra chance to get blood.

As CorePC said, there are massive changes in the works so you won't need to worry about this anymore.
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Red Bevinz
 
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Post » Fri Dec 24, 2010 7:15 am

Might want to try this one again. Two bloods ain't an issue - the FCOM Leveled list is undefined/empty (unless you use MMM4OOO-Cobl.esp), so no extra chance to get blood.

As CorePC said, there are massive changes in the works so you won't need to worry about this anymore.


Doh!
I just checked and you're right, I feel so stupid now :P.
Ok importing MMM4OOO then.

Thanks a lot!
I'm really looking forward to the next cobl :).
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DAVId MArtInez
 
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Post » Fri Dec 24, 2010 5:43 pm

Hello!

I have updated meshes for http://tesnexus.com/downloads/images/22062-1-1267986907.jpg.
Please include the patch in next version of COBL.

http://tesnexus.com/downloads/file.php?id=22062

For changelog:
- Replaced meshes for sujamma/mazte, greef/shein and flin with new models more faithful to original.
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Queen
 
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Post » Fri Dec 24, 2010 2:55 pm

Hello!

I have updated meshes for http://tesnexus.com/downloads/images/22062-1-1267986907.jpg.
Please include the patch in next version of COBL.

http://tesnexus.com/downloads/file.php?id=22062

For changelog:
- Replaced meshes for sujamma/mazte, greef/shein and flin with new models more faithful to original.

Done :)
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Carys
 
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Post » Fri Dec 24, 2010 10:47 am

Thanks!
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Sabrina Schwarz
 
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Post » Fri Dec 24, 2010 8:58 am

Clean install on new rig.
The files included in Proposals (@Nexus) still recommended?
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elliot mudd
 
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Post » Fri Dec 24, 2010 9:26 pm

Clean install on new rig.
The files included in Proposals (@Nexus) still recommended?

They're certainly more interesting :)
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michael danso
 
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Post » Fri Dec 24, 2010 6:29 pm

Hello!

I have updated meshes for http://tesnexus.com/downloads/images/22062-1-1267986907.jpg.
Please include the patch in next version of COBL.

http://tesnexus.com/downloads/file.php?id=22062

For changelog:
- Replaced meshes for sujamma/mazte, greef/shein and flin with new models more faithful to original.



Done :)


I have made another update (on the same link).

Change log:
- pyffi optimised meshes
- removed unnecessary stencil property


By the way, when will next version of Cobl be available?
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Andy durkan
 
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Post » Fri Dec 24, 2010 12:09 pm

By the way, when will next version of Cobl be available?


I am currently holding the Haama and Vacuity Hostage until MMM/UFCOM Cobl is done which is 98%..So Once I am done with them I will let them free once again. And perhaps a Beta will be released to go alongside MMM update has well.

I will glady take a ransom for them has well.

Corepc
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Epul Kedah
 
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Post » Fri Dec 24, 2010 10:41 pm

Ok, they're in good hands!
No need for Beta imho, finish it when you can! :)
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Rachel Briere
 
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Post » Fri Dec 24, 2010 12:06 pm

I am using this mod, its a bit on the older side "Arrow Forge"

http://www.tesnexus.com/downloads/file.php?id=3176

unfortunately, with all the new things being added, such as rusted gear and the like by other mods, the arrow forge wont read these items and convert them.
1 iron sword = 10 iron arrows, etc.

I did not create this mod, simply a user, but how can I get it to work with cobl, mmm?
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Penny Courture
 
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Post » Fri Dec 24, 2010 5:22 pm

I am using this mod, its a bit on the older side "Arrow Forge"

http://www.tesnexus.com/downloads/file.php?id=3176

unfortunately, with all the new things being added, such as rusted gear and the like by other mods, the arrow forge wont read these items and convert them.
1 iron sword = 10 iron arrows, etc.

I did not create this mod, simply a user, but how can I get it to work with cobl, mmm?


Hey there, Cobl doesn't add that kind of items (rusty gear etc). That's probably from some MMM or OOO or something. But I reckon that you use MMM since you've mentioned it?
If that's correct, you can use MMM Hunting & Crafting plug in and create your arrows, armour or whatever.
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djimi
 
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Post » Fri Dec 24, 2010 5:08 pm

Hey there, Cobl doesn't add that kind of items (rusty gear etc). That's probably from some MMM or OOO or something. But I reckon that you use MMM since you've mentioned it?
If that's correct, you can use MMM Hunting & Crafting plug in and create your arrows, armour or whatever.



yes, I am using mmm and ooo.

the crafting from mmm is good, arrow forge has an extra function that makes it worth keeping. it lets you make enchanted arrows with it. making arrows that already exist in the game using alchemy and armorer skills.

but thanks for clearing that for me I will need to find someone to talk to on how to update this mod for use with MMM then the new gear, and alchemy ingrediants just arent recognized.
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Kat Lehmann
 
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Post » Fri Dec 24, 2010 3:03 pm

Hi,

Right now I'm using Cobl 1.72, with Cobl Main.esm loaded by itself. I don't use any of the other plugins because I really like the power exhaustion feature but I really, really dislike the giant stacks of new ingredients at vendors. I also have problems with duplicated MMM loot. I don't mind any of Cobl's other features. I understand that you're addressing the ingredient and loot problems in the upcoming version, but the proposal mod falls short regarding Tamrielic Ingredients.

The ingredient numbers will look a little more normal now (but there can still be a handful of 10s and 20s and even 50!). Mages guilds, Sinderion, and a few other merchants will have a wider selection of Tamerial ingredients to choose from. The Bravil Mages Guild and Arcane University now carry TI ingredients, and if you look real closely you'll find a barrel in Skingrad's Mages Guild.

1. Please don't just throw even stacks of 10, 20, or 50 ingredients on merchants. Using ranges, like 45-55 instead of 50, would be a huge improvement.

2. Stacks of 50 are pretty ridiculous in the context of existing merchant inventories. 20 is a whole lot, more than that is silly, 50 looks like I have a broken mod.

3. Why so much emphasis on adding these ingredients to specific merchants and locations? Why not just spread them naturally across existing leveled lists? Why is there a random barrel in Skingrad that's inexplicably packed with ingredients from three specific provinces that have no relation to each other?

Please consider using more reasonable amounts and placements for ingredients in upcoming versions.
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Kirsty Wood
 
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Post » Fri Dec 24, 2010 11:06 pm

I guess it's time for some news on the upcoming version.

The biggest improvement - MMM-Cobl and OOO-Cobl have been updated to work with the most recent versions of MMM and OOO. More importantly, we reorganized MMM-Cobl so it will be compatible with all future versions (and hope to do the same for OOO-Cobl). You'll also find that more (a lot more) MMM creatures drop Tamrelic Ingredients now - Iron Golems drop Iron, Necromancers have TI loot, etc.

In terms of Glue and TI loot at vendors - the ingredients have been divided into 2 major categories: Native and Imported. You'll find native ingredients at all Alchemical vendors and imported ingredients along trade routes and Mages Guild vendors. The numbers are all fairly low now - the highest I've seen is 5. However, if you get in the good graces of certain merchants you'll have access to their private (and somewhat larger) stash. (It's hard to modify dialogue in Oblivion because it's all vocal, so I'll probably create some Journal entries for the heads-up).
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Nitol Ahmed
 
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Post » Fri Dec 24, 2010 11:35 am

Sounds good to me. I also agree with Omnjiy... above poster that stack of 50 looks like a broken mod.

And I still hate new updated forum because it's slow and svcks and it doesn't take me to the last post of the thread.
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D LOpez
 
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Post » Sat Dec 25, 2010 1:56 am

Haama, thanks for the update. Did you ever find out how to add new items to the Grinder?
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Jason White
 
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Post » Fri Dec 24, 2010 7:40 pm

Haama, thanks for the update. Did you ever find out how to add new items to the Grinder?

I have an idea for it - should work but I haven't had a chance to script and test it yet.

BTW Washington, in the incredibly short time to write the response to Phaedra, Bethesda lost my "verification" and I had to go back and reply again :facepalm:
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Bird
 
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Post » Fri Dec 24, 2010 9:26 pm

Hehe! And I'm reading threads from the end to beginning because it goes smoother in that direction! :)
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Danger Mouse
 
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Post » Fri Dec 24, 2010 6:14 pm

I've noticed that Salmo, The Baker Cobl.esp locks and adds a key to inns in Anvil and the IC with the key belonging to "Wallace Vey".

Is this an important part of the mod, or something just added? It conflicts with the new Inns Revised.
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I’m my own
 
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