[Relz] Cobl No.15

Post » Fri Dec 24, 2010 8:09 am

Download: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 or http://tesnexus.com/downloads/file.php?id=21104 (TESNexus has the latest)
Readme: http://wryemusings.com/Cobl.html (http://wryemusings.com/Cobl.html#Versions)
Related: http://www.uesp.net/wiki/Tes4Mod:Cobl/Mods
Modders Manual: http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding at UESP.
Previous Topic: http://www.gamesas.com/bgsforums/index.php?showtopic=1037455
Translations:
* http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=854 by ThreeD
* http://tesall.ru/files/authors/svshu/?page=1#cobl by SvShu

This is both a RELZ and a WIPZ topic for Cobl (Common Oblivion). Cobl is essentially two things: 1) a shared library mod, and 2) a content mod that adds lots of little things (ingredients, beers, foods, alchemical sorters, and of course, The Luggage).

Cobl Races
Cobl has recently expanded to (optionally) include a moderate sized set of hairs, eyes and races. You'll find more info about this in the readme. For more discussion, see the http://www.gamesas.com/bgsforums/index.php?showtopic=1051762

Direct Additions
If you're using Cobl by itself, here's some of what you'll find added to the world:

Alchemical Catalogs
By default, these catalogs list all vanilla Oblivion ingredients by name and by effect. However, if you use Wrye Bash, the Bashed Patch will automatically update them to list all ingredients from all active mods. You'll find the catalogs for sale in Cheydinhal.

Screenshot: http://wryemusings.com/images/Cobl_Catalogs_01.jpg

Alchemical Sorters
Alchemical sorters are now available in all eight buyable Oblivion homes. No need to make an extra purchase -- each sorter is associated with one of the standard furnishing packages for each home (typically a storage or a dining room package).

Use the sorters to: put away your ingredients, or retrieve ingredients by name or by effect. By default, the sorter will handle all vanilla Oblivion ingredients. But if you have OBSE installed/active, the sorter will handle ALL ingredients from all mods.

Screenshot:http://wryemusings.com/images/ShelfGreen.jpg

The Luggage
The Luggage is a universal storage container that's available in most pre-existing sleep spots. You'll find it in Mage and Figther guild halls (if you've gained at least one rank); inns and taverns (if you've rented a bed); and in wilderness camps (if you've slept nearby in the last day or two). To get started with the luggage, visit the docks in Anvil and look for it.

Screenshot: http://wryemusings.com/images/Luggage_01.jpg

Lore Ingredients and Books
Cobl includes the full set of ingredients and books from previous games. You'll find these in loot, alchemist shops and bookstores. (Note that if you're currently using Tamrielic Ingredients, you should remove that and use Cobl instead.)

Foods and Drinks
Cobl contains the foods from Tarnman's Salmo the Baker and beverages from Tarnsman's Beer. You'll find these in inns and taverns and scattered around the world. (Additional foods will be added later.)

Screenshot: http://wryemusings.com/images/Oblivion%20beer%20bottles_CS.jpg, http://wryemusings.com/images/Bakery%20Shelves2.jpg

Options Menu
Cobl provides an in-game options menu for configuring various aspects of gameplay. Here, you'll find command like "Time Scale" which allows you to set how quickly time passes in-game. You'll also find commands that allow you to configure how Cobl (and possibly other mods) act.

Screenshot: http://wryemusings.com/images/Cobl_Options_01.jpg

Support for Modders
While Cobl adds many items into the game, it is primarily designed as a support library for other mods. All of the features listed above can also be used by Cobl aware mods. Mods that use Cobl have more features, are more consistent with each other and are quicker to download. Here's a listing of what Cobl provides to users...

All of the Above
Alchemical sorters; The Luggage; lore ingredients and books; foods and drinks; options menu. All of these can be and are used by other mods. By using Cobl, modders avoid inventory doubling (e.g. two or more different versions of "Pearl Dust" in your inventory). Also mods benefit from upgrades in Cobl (e.g. mods that were using Cobl's alchmical sorter recently received an automatic upgrade due to the addition of the OBSE sorting mode).

Survival Suport
Cobl provides standard water wells that can be placed in villages. Survival mods can then re-define the script for these, thus automatically making all such wells work with their mods. Cobl also provides a "Dinner Plate" interface for accessing foods in the player's inventory. Survival mods can override some scripts related to this so that they will accept foods from all mods that are Cobl aware (plus of course the Cobl foods themselves).

Various Signals
Cobl defines a number of signals that mods can use to signal each other. Current signals include: cobNoPCNeeds (PC temporarily exempt from survival needs -- e.g. while PC is in afterlife or dream); cobSigCompNoFollow (Companions should not follow pc into next location); cobSigQuestMarkers (whether or not the user wants to see quest markers). Plus many more (see http://www.uesp.net/wiki/Tes4Mod:Cobl/Modders/Signals.)

Death Handling
Cobl provides a safe and conflict-free mechanism for intercepting the player's death, and then passing it on for a client mod to handle. Useful for mods tha provide an "afterlife" or "resurrection" ability to the player.

Screenshot: http://wryemusings.com/Wrye%20Shivering%20Death.html

Beware of Finger Chomping Monkey God!
Wrye (main monkey god for Cobl) has a notoriously low tolerance for questions which could easily be answered by a) reading the readily available readme/manual, b ) reading back in the topic a little bit, c) doing a google search, and/or d) using your brain to put two and two together. He's also mostly retired (from modding) and thus even less patient than he was before. So, please, do a little research before asking your question. If Wrye http://www.uesp.net/wiki/User:Wrye#Warning in response to such a question, he later won't be available to help you if you have a more serious problem.
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ijohnnny
 
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Post » Thu Dec 23, 2010 11:36 pm

From the previous thread...
Hi, I use cobl, mostly for all the ingredients it adds. Most of the other functions that it has are not so useful to me because of other mods i use. However, i really love all the extra ingredients - the more the better! I do however have one slight complaint, which i haven't thoroughly checked out, so i guess it MAY not be caused by this mod. My complaint is that the ingredient sellers have HUGE bundles of ingredients to sell - that is, many of them have bundles of 30 or sometimes 60 of the ingredients found in this mod. So going to an ingredient seller you can pick up literally hundreds of ingredients, which makes for REALLY quick alchemy levelling. I would say that having these ingredients only in bundles of 5 or so might be a bit better for the balancing. Does anyone agree?

That's how they were set up in Cobl Glue. The next version won't have so many (as per the Proposal on TesNexus).
Cobl is great, and its races pack is going well, but I'd like to make a request. To add some races, because I need

them(and so many people surely needs too) for my companions. If you could cover the following races, pretty much all

companions would be supported by cobl.

I'm not sure why Wrye and bg stopped where they did. I'll take a look into the reasoning, and see what we can do.
Speaking of omods, do I have permission to post the omod version of "Cobl Cosmetics Res 01" at tesnexus?

I'd rather include it in the download :)
Hamma,

If you get chance can you look at Cobl Filter Late Merge - it list for master file that is looks for a out of snyc with how boss log places esm and esp.

I am sure this could cause some type of problem but to what extent hard to tell,

but it just does not seem right. that plugin wants to have mmm.esm loading before cobl.esm, where has current load order are cobl.esm before MMM.esm etc..

Look at is master list in wrye bash on right hand side you will see what I mean..

Corepc

All FLM does is add food to a leveled list, so I doubt the order causes any problems. (Without the masters it's hard for me to tell, though.)
Wrye requested I update it with new foods and I'm actually in the process of downloading the masters necessary to work with the file, so I'll get it sorted once I manage to find all the necessary files.

Vac

Thanks Vac :)
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Julie Ann
 
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Post » Fri Dec 24, 2010 6:54 am

Readme link seems to be down.
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katsomaya Sanchez
 
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Post » Fri Dec 24, 2010 8:41 am

Ufrealms is down. The readme is also bundled with the download as an html file, though.
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Riky Carrasco
 
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Post » Fri Dec 24, 2010 8:38 am

From Last Thread..

MMM 3.7b3 Cobl Update

This add Cobl Item to nearly almost every single creature, Xvilai and Khajiit Npcs in MMM!!!

http://www.4shared.com/file/149656474/a6bb36c9/MMM-Cobl.html

*Requires http://www.tesnexus.com/downloads/file.php?id=21104 listed under Misc Downloads

*Intergrated all feature from Cobl Tweaks has needed into MMM Version, users do not need Cobl Tweaks anymore with MMM Cobl.
*Fixed all Liches to have correct faction added to them from 3.7b3 Changes
*Fixed Lvl on many creatures that where not set correctly to match MMM lvls
*Load before MMM Knights in load order, so that mmm cobl items get imported correctly and Knights patch work correctly.
Do Not Use FCOM_Cobl patch with this, use fcom instead


Hamma,

Cobl race link at top is dead,

http://www.gamesas.com/bgsforums/index.php?showtopic=1051762
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Jessica Thomson
 
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Post » Fri Dec 24, 2010 2:01 am

Some who not able to see your post on my thread is this what i need to fix load order? Also do I need to reinstall all of mmm3.7b3 with this cobl down or can i just add it on ?
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Prohibited
 
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Post » Fri Dec 24, 2010 9:11 am

Some who not able to see your post on my thread is this what i need to fix load order? Also do I need to reinstall all of mmm3.7b3 with this cobl down or can i just add it on ?


You should really sort out your other problems before adding updates or trying to use other mods..I have gave you some suggestion in your thread on what to try, have you tried any of that yet...
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Auguste Bartholdi
 
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Post » Fri Dec 24, 2010 8:47 am

I'm not sure why Wrye and bg stopped where they did. I'll take a look into the reasoning, and see what we can do.


Any luck yet?
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Marie
 
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Post » Fri Dec 24, 2010 4:25 am

Any luck yet?


We are discussing it, how does that sound. :bigsmile:
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Sammie LM
 
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Post » Fri Dec 24, 2010 8:04 am

Cobl is great, and its races pack is going well, but I'd like to make a request. To add some races, because I need them(and so many people surely needs too) for my companions. If you could cover the following races, pretty much all companions would be supported by cobl. The hairs and the eyes are fine .
...

A bit later (after the holidays) I'll look into upgrading Cobl to reflect Race Balancing Project 10.52 (from 9.2) - this will end up with 3 new races: Daedra Seducer, Sea Elves, and Ohmes.

Otherwise, the decision process is:
  • Is there a high modder demand for it in Cobl? To be honest, I haven't heard much (though I haven't hung out in the Cobl - Races thread).
  • Can we get permission for it? Or, better yet, can you (or someone other than me :P) get permission for it? There are a number of mods on your list where that ain't gonna happen.
  • Is it compatible with the majority of body mods? That is, will it work easily with a good number of mods/hacking without breaking (we hear a lot about eye problems, so we're reluctant to add anything that could cause more problems - even if those problems stem from not RTFM).
  • Is it lore based? (I might look at the Lycan and Spriggan races a bit - those might be good.)
  • Is it a new and unique race? Basically, is it more than a image change? (Lattamer is absolutely gorgeous, but still a Dark Elf.)

On a separate note - companions have long had a separate library mod, so I don't feel the need to add companion support to Cobl. Don't get me wrong, I'd like to, but it's very low on the list of priorities.
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Vincent Joe
 
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Post » Fri Dec 24, 2010 6:52 am

As there is no Meteoric Weapons thread I'll ask here instead: what is the point with those Meteoric Weapons who have "Weakness to Normal Weapons 50% for 1 sec on Strike"? Are they meant to have that? Seems rather pointless IMO.
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Alyce Argabright
 
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Post » Fri Dec 24, 2010 12:39 pm

wouldn't that be devastating with weapons that swing fast like daggers?
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Conor Byrne
 
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Post » Fri Dec 24, 2010 12:25 pm

As there is no Meteoric Weapons thread I'll ask here instead: what is the point with those Meteoric Weapons who have "Weakness to Normal Weapons 50% for 1 sec on Strike"? Are they meant to have that? Seems rather pointless IMO.

I'll guess that it was supposed to make your attack 50% stronger. I haven't tried it, so maybe it does work that way, but I know with poisons having a Weakness to Frost won't help the Frost Damage. Looking at the latest OOO - they've got the same so :shrug:
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biiibi
 
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Post » Fri Dec 24, 2010 1:28 am

I'll guess that it was supposed to make your attack 50% stronger. I haven't tried it, so maybe it does work that way, but I know with poisons having a Weakness to Frost won't help the Frost Damage. Looking at the latest OOO - they've got the same so :shrug:


I always wondered about this too. Aren't normal weapons unenchanted weapons? If so, the weakness is useless since the weapon is enchanted.
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gemma king
 
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Post » Fri Dec 24, 2010 12:04 am

I'll be gone for the weekend and most of next week; not sure if I'll have te h SoP Internetz. By the way, now would be the time to comment on the leveled list/item frequency Proposal (found on TesNexus)...

I always wondered about this too. Aren't normal weapons unenchanted weapons? If so, the weakness is useless since the weapon is enchanted.

I believe Oblivion breaks it down into normal damage (from the weapon) and poison damage (from the enchantment and any poisons), but I'm not 100% sure.
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Joe Alvarado
 
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Post » Fri Dec 24, 2010 3:36 am

I'll be gone for the weekend and most of next week; not sure if I'll have te h SoP Internetz. By the way, now would be the time to comment on the leveled list/item frequency Proposal (found on TesNexus)...
With any luck I can cover most support questions until you get back. I don't have time for modding, but I'm still managing to check the boards semi-regularly. Of course there are chunks of Cobl that I know little about, so I can't cover everything so easily. Actually I'll be away for a few days myself next weekend.

Have a great vacation (I presume?),

Vac
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Dustin Brown
 
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Post » Fri Dec 24, 2010 3:41 pm

I believe Oblivion breaks it down into normal damage (from the weapon) and poison damage (from the enchantment and any poisons), but I'm not 100% sure.


Right you are. From UESP Wiki:

Weakness to Normal Weapons decreases the target's ability to withstand physical attacks by M% for D seconds. So if you had 50% Weakness to Normal Weapons and were hit by a non-enchanted and non-poisoned weapon normally dealing 20 points of damage, your health would go down by 30 points as a result. In the case of enchanted and poisoned weapons only their base physical damage will be increased by M%; the enchanted damage and damage from poisons they carry will be applied separately. Note that many creatures (mostly undead and daedra) have an innate immunity to normal weapons, and this spell is one way of counteracting that. Although, just using a silver, daedric or enchanted weapon is usually the easier way. Your fists also do regular damage provided that your Hand to Hand skill is at least Journeyman.


So I guess it's not useless after all, can even be great against enemies with resistance to normal weapons.
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Robert Devlin
 
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Post » Fri Dec 24, 2010 3:04 pm

when using cobl races I can use all of rbp with it except the cobl races balanced. Can I also use cobl tnr ?
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Leilene Nessel
 
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Post » Fri Dec 24, 2010 5:18 am

I'll be gone for the weekend and most of next week; not sure if I'll have te h SoP Internetz. By the way, now would be the time to comment on the leveled list/item frequency Proposal (found on TesNexus)...


Have a merry Xmas, will do our best to watch the thread till you get back.

when using cobl races I can use all of rbp with it except the cobl races balanced. Can I also use cobl tnr ?


You Cannot Use Cobl races with Race Balancing Project, will not work, Lead to all types of problems. You can use Anything else from Cobl with Race Balancing Project expect Cobl Races.

Has cobl races is based off older version of race balancing project version 9.2.

Else Race Balancing Project comes with a TNR Plugin has well called NPCDiversity and is much more difficult to install because it has even more option than cobl races does.
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Manuel rivera
 
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Post » Fri Dec 24, 2010 3:03 pm

Thanks for your work on this mod. I'm installing
Cobl Loot-Drop-Merchant changes Proposal
with the new MMM cobl plugin;
before I need to do a clean save.
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Ron
 
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Post » Fri Dec 24, 2010 2:36 pm

You know with Wrye Retired from Modding for Oblivion and Morrowind, as of 12/5/09. and the Wrye ufrealms site down/unaccessible (permenantly? I think ufrealms or whatever blew up) Is there plans to make a new site?
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Riky Carrasco
 
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Post » Fri Dec 24, 2010 3:56 pm

You know with Wrye Retired from Modding for Oblivion and Morrowind, as of 12/5/09. and the Wrye ufrealms site down/unaccessible (permenantly? I think ufrealms or whatever blew up) Is there plans to make a new site?

Yes.

http://www.wryemusings.com

(Although most of the Cobl information is on the UESP pages)

Eloise
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GLOW...
 
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Post » Fri Dec 24, 2010 6:00 am

I have a question about the cobGenXferRef. Are there any special considerations I should have when using it? I know it is meant to be a temporal container for stuff moved with the RemoveAllitems,or so the wiki says, and it has a variable which I'm not sure how to use. What worries me is whether I should be careful about other things happening in the background that will empty that chest when I don't want to. I'm using it to store the player's stuff during a battle, and after the battle he should get his stuff back from the chest, all of it scripted.
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Danny Blight
 
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Post » Fri Dec 24, 2010 1:28 pm

I have a question about the cobGenXferRef. Are there any special considerations I should have when using it? I know it is meant to be a temporal container for stuff moved with the RemoveAllitems,or so the wiki says, and it has a variable which I'm not sure how to use. What worries me is whether I should be careful about other things happening in the background that will empty that chest when I don't want to. I'm using it to store the player's stuff during a battle, and after the battle he should get his stuff back from the chest, all of it scripted.

You can't really use it as storage. It's meant as a vanilla work-around to silently add items to the player, so it only should only be used as a temporary container. (Specifically, after you add items to it you should immediately RemoveAllItems to the player.)
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Emily Rose
 
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Post » Fri Dec 24, 2010 8:41 am

Ermm, immediately? Well, how about, 60 sec, would it be safe enough? :bigsmile:
yes, I'm using it as temporary container, and yes, I'm using it to avoid message spam by using RemoveAllItems on it and on the player, but also to act as a temporary container for your stuff when you are supposed to take a challenge with no aid from your gear.
Is it more secure to use any other container specifically built for that purpose in my own mod? Wait, I think I can answer myself here... :facepalm:
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Sammygirl500
 
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