[Relz] Jason McCullough's Ridiculous Oblivion Mod Pack

Post » Wed Sep 01, 2010 8:55 pm

Short version: I've written a collection of batch files that will take about 150 mods and automatically install them for you. Also includes pre-tweaked performance settings. My goal here is to enable someone who knows absolutely nothing about Oblivion modding to be able to install and use some key high-quality hand-picked mods with the absolute minimum amount of work. If I can automate it, I have.

To honor the licensing and redistribution agreements in everyone's mods, I don't redistribute anything; you still have to download it all yourself. I just install it for you and fix the load order once you've got it. If you have a tesnexus.com subscription, you can download a lot of it automatically; otherwise you'll have to click everything. The load order is entirely conflict-free, near as I can tell.

http://www.hronk.com/jmromp/JMROMP%20V018.zip.
http://www.hronk.com/jmromp/Readme.html.

What Is This Thing?

Way back a couple of years ago I finished Oblivion. There was some cool looking mods out there, so I tried adding a few. And then a few more. And a few more. Unfortunately, Bethesda's modding system simply doesn't scale beyond having a handful of mods; everything overlaps with everything else, there's strange rules about what conflicts matter and what don't, conflicts result in content just being deleted, and it requires an elaborate amount of custom tooling to make mods work together. It svcks.

So I got to thinking - ok, I'll just figure out what exact order I need to extract everything in to have it all work, and the exact load order, and I'll be ready to go play. Hey, and why not document all that so other gamers can do it to?

Fat chance - you can't just do a single installation in sequence. Mod packs overlap. They all have different layouts when extracted. Some times you want to keep a few files from a previous mod, but overwrite the rest. Some of them include custom scripting. Some of them have installers. There's an entire project devoted just to tracking the conflicts!

So fine, I'll write a installer myself to do it all, and just include a load order. I don't trust the conflict tracking project to get things right, so whatever, I'll manually check the conflicts myself. How hard can that be?

About a 120 hours of work hard, that's what. Yeesh. Two years since I first started it, after reading the entire Bethesda oblivion mod forums both before and after they deleted their archive, it's finally ready. I hope you appreciate it.

I'd like to think dev_akm for his awesome modding explanations and reviews, TESNexus for providing such a valuable community resource, and the denizens of the Bethesda oblivion mod forums for their awesome work producing the content I link to here.

I'm just installing their work. Thank them, not me.


Questions
Q: Why don't you use any BAIN, OBMM, or Wyre Bash to manage installations?
A: They don't operate outside of their packaging format and they have little in the way of command-line interfaces.

Q: Why don't you use BOSS?
A: I started this project before BOSS was released. Additionally, no command line support.

Q: Why don't you include mod X?
A1: Some mods just have too high an adoption cost. OOO overwrites practically everything, for example. I have my limits!
A2: Some mods change the fundamental gameplay in ways I don't prefer, so I don't include them. Francesco's leveled creatures and items is interesting, but I personally don't like it, so I don't include it.
A3: Some mods just have too high a performance cost. I'm targeting my own box here, and as awesome as Reneer's Guard Overhaul is, it's not worth a FPS drop from 40 to 36 in the Imperial City.
A4: There's way too many quest mods to include them all, so I only went for the best ones I presonally thought were interesting. If I left it out that doesn't necessarily mean it svcks, just that I didn't find it on the "best of" lists.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Wed Sep 01, 2010 7:13 pm

Hey, glad to see you never quit working on this thing! A previous version of your Ridiculous pack was actually my first experience of modding Oblivion. How's that for a feather in your cap?

I hope many people get the same pleasure as I did getting a taste for the wide variety of mods available before they are technically skilled enough to manage a LARGE install like this one by themselves.

gothemasticator
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Thu Sep 02, 2010 2:13 am

Bumped to V0002 for Heart of the Dead 6.2.

How to upgrade:
1. Replace HeartOfTheDead.bsa with the one in HODBaseVer6.0.7z.
2. Replace Video\HOD\Credits.bik with the one in HODBaseVer6.0.7z.
3. Replace HeartOfTheDead.esp with the one in HODUpdateVer6.2.7z.
4. Replace Data\Streamline\INI Files\sl.ini with the one in 00-Configuration.
5. Import the .olod load order again using OBMM.
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Wed Sep 01, 2010 10:37 pm

Hi,

It seems that

Martigen Monster Mod 3.7.b2andMMMForShiveringIsle 3.7beta2 : MMMPYFII_Optimized_Meshes_OMOD-17784.omod

link is broken,

anyway to fix it?

i can't seem to download the file on its own....

thanks :)
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Wed Sep 01, 2010 2:11 pm

Release 3. See first post.

Added Unofficial Oblivion Patch 3.2.3a hotfix
Updated The Ayleid Steps to 3.0
Updated Map Marker Overhaul to 3.1.1b
Updated Martigen's Monster Mod to 3.7 beta 3
Updated Mike's Clothes Replacer to 1.1
Updated Persuasion overhaul to 1.4.3
Updated QZ Easy Menus to 1.01
Updated Storms and Sounds Patches to 1.6
Updated Super Hotkeys to 0.54

I'd recommend updating, the new Martigen's crashes a lot less.
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Wed Sep 01, 2010 2:57 pm

Updated to release 4. See first post.

* Almost Everything Visible While Distant 1.7 - bugfixes, removed performance-intensive Imperial City changes
* Animated Window Lighting System 5.18 - no significant changes
* Bomret's Texture Pack - Shivering Isles - different download link and repack
* Book Jackets Oblivion (High Res) - different download link
* Enhanced Weather 1.4 RC1 - bugfixes
* Female Imperial Dragon Armor - different download link
* Green Glass Armor & Weapon Retex
* Map Marker Overhaul - bugfixes
* Midas magic - new features
* Minimap 0.7.1b - new features
* OBMM - different download link
* OBSE 18 Beta 6 - bugfixes
* QTP3 Redimized 1.0 - different download link
* Rational Names - different download link
* Spell Renamer 3.0.0 - new features
* Supreme Magicka - bugfixes, summons that don't expire but hold onto the mana reduction enabled
* The Ayleid Steps 3.2 - bugfixes
* Unofficial Oblivion Patch 3.2.4 - bugfixes
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Wed Sep 01, 2010 2:00 pm

I've found a few broken links...

http://elderscrolls.filefront.com/file/Better_Looking_Tools_v12;70387
http://elderscrolls.filefront.com/file/kalikuts_Female_Dragon_Armour;68530
http://elderscrolls.filefront.com/file/Kalikuts_Green_Glass_Retex;68529
http://www.rangersguild.net/secretinfluence/temp/DJMarkovManorV1.2.zip

All seem to be not working ATM.


Edit: Ah, the filefront links are back, site must have been down for a few hours... The rangersguild link is still down for me.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Thu Sep 02, 2010 1:23 am

Updated to release 5. See first post.

Release 5

* Fixed space/underscore naming issues
* A takes all - updated
* Heart of the Dead - updated to 6.3
* Markov manor - updated download link
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Wed Sep 01, 2010 9:30 pm

The download link in your first post seems to be broken.

gothemasticator
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Sep 01, 2010 4:24 pm

Thanks, fixed it.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Wed Sep 01, 2010 3:51 pm

Updated to release 7, see first post.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Wed Sep 01, 2010 5:12 pm

Updated to release 8, see first post.

1. Fixed TESNexus main page link to The Unofficial Shivering Isles Patch.
2. Updated Bartholm to 7.0.
3. Updated Map Marker Overhaul to 3.4.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Thu Sep 02, 2010 2:12 am

Updated to release 9, see first post.

1. Added Official DLC MOBS 1.01
2. Added Weapons Values Displayed 1.0
3. Removed Operation Optimization
4. Updated The Ayleid Steps to 3.3.2
5. Updated Enhanced Weather to 1.4
6. Updated OBSE to 18 Release
7. Updated Spell Delete and Item Remove to 3.1
8. Updated Storms and Sounds Patches to 1.7
9. Updated UOP supplemental to 3.2.6
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Wed Sep 01, 2010 11:36 pm

Updated to release 10, see first post.

1. Updated Animated Window Lighting System and Chimneys to 5.1.8 (Brumbek Mixed Textures now 5.1.3)
2. Updated Guild Map Markers
3. Updated Refscope to 2.02
4. Updated Spell Renamer Basic to 3.0.1
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Wed Sep 01, 2010 3:05 pm

* Almost Everything Visible While Distant 1.7 - bugfixes, removed performance-intensive Imperial City changes


You sure that's the right title?
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Sep 01, 2010 2:45 pm

I updated to RAEVWD 1.7, but didn't install these three to keep the performance impact down:

03 Imperial City Architecture
10 Higher Detail Castles
11 Higher Detail IC Bridges
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Wed Sep 01, 2010 11:39 am

This is a neat idea. Has anyone tried this with Fcom at all to see how it works with it?
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Wed Sep 01, 2010 7:50 pm

This is a neat idea. Has anyone tried this with Fcom at all to see how it works with it?

It would probably work just as well.
Some one (that is interested to make automated FCOM install) would have to write the batch files for installation, set each stage accordingly, etc.

Even the guides about how to build your own bsa with PyFFi'ed meshes could take advantage of such automation. (I was about to make a batch script to PyFFi my meshes while I saw this.)
Only thing you had to do is having the tools installed. (Or have it install them for you, for that matter...)

This automation procedure would save me the week it took to install most of the mods I wanted (had I known about this in the first place, eh :D).
It's nice, really.
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Wed Sep 01, 2010 11:44 am

It would probably work just as well.
Some one (that is interested to make automated FCOM install) would have to write the batch files for installation, set each stage accordingly, etc.

Even the guides about how to build your own bsa with PyFFi'ed meshes could take advantage of such automation. (I was about to make a batch script to PyFFi my meshes while I saw this.)
Only thing you had to do is having the tools installed. (Or have it install them for you, for that matter...)

This automation procedure would save me the week it took to install most of the mods I wanted (had I known about this in the first place, eh :D).
It's nice, really.


Actually, what I was asking is if these mods will work with FCOM or if there are some that conflict.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Wed Sep 01, 2010 6:02 pm

Probably half the thing conflicts with FCOM, yeah.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Wed Sep 01, 2010 11:09 am

Updated to release 11, see first post.

1. Removed DJ Markov Manor (Cool but short and with a brutally difficult, unavoidable introduction)
2. Removed Weapon Values Displayed
3. Updated AWLS to 5.1.9
4. Updated Enhanced Weather to 1.4.1
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Sep 01, 2010 9:49 pm

Updated to release 12. See first post.

* Added Thieves Arsenal: Odd Jobs Compatibility Patch 03.30.10.
* Updated Mannimarco Resurrection to 2.5.
* Updated Map Marker Overhaul to 3.5.2.b.
* Updated QZ Easy Menus to 1.0.2.
* Updated Unofficial Oblivion Patch Supplemental to 327.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Sep 01, 2010 10:26 pm

Updated to release 13. See first post. Note there's a new AdvancedAlchemy.ini file you have to manually copy now.

* Added Alchemy Advanced 1.1.
* Added Gather Ye Rosebuds 1.1.
* Added No Bone Loot to Martigen.
* Added Unofficial Oblivion Patch Knights of the Nine Hotfix.
* Updated AWLS to 5.2.0.
* Updated The Ayleid Steps to 3.4.
* Updated Storms and Sounds Patches to 1.8.
* Updated Unofficial Oblivion Patch Supplemental to 329.

Advanced Alchemy is awesome; filtering and saved recipes take the tedium out of alchemy. Gather Ye Rosebuds creates an invisible naked woman who instantly teleports around the map, loots all alchemy ingredient plants, and hands them over to you. You can't actually see the invisible naked woman part, but it's hilarious that it's implemented that way.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Thu Sep 02, 2010 3:02 am

Updated to release 14. See first post.

* Added MMM No Ghostly Appariation.
* Updated Alchemy Advanced to 1.2
* Updated Animated Window Lighting System to 5.2.1
* Updated Better Letters to 1.2
* Updated Map Marker Overhaul to 3.5.3
* Updated Minimap to 0.7.2
* Updated RAEVWD to 1.8.
* Updated RAEVWD Koldorn Ayleid Ruins to 1.8.
* Updated RAEVWD QTP3 Texture Pack by Brumbek to 1.4.
* Updated RAEVWD SI Bomret Textures to 1.8.
* Updated RAEVWD SI Edition to 1.8.
* Updated Storms and Sounds Patches to 2.2
* Updated Unofficial Oblivion Patch Supplemental to 3.2.10.
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Thu Sep 02, 2010 12:43 am

Updated to release 15. See first post.

* Updated Animated Window Lighting System to 5.3.3
* Updated Enhanced Weather to 1.4.4
* Updated Map Marker Overhaul to 3.6
* Updated QZ Easy Menus to 1.0.3
* Updated Toggable Quantity Prompt to 3.2.0
* Updated Unofficial Oblivion Patch Supplemental to 3.3.1
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Next

Return to IV - Oblivion