[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Tue May 08, 2012 4:18 am

I have some fixes for OMOBS and OMOBS_SI - some of the staff models and weapons are looking for meshes and textures from Oscuro's if happening to be using them standalone and not using bash..Noticed this when I was merging them into OOO.. Not a problem if they have OOO installed but if not then wtf can happen..I need to check them over once again to make sure that I did not miss anything and will upload those later today.
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Kill Bill
 
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Post » Mon May 07, 2012 1:29 pm

I have some fixes for OMOBS and OMOBS_SI - some of the staff models and weapons are looking for meshes and textures from Oscuro's if happening to be using them standalone and not using bash..Noticed this when I was merging them into OOO.. Not a problem if they have OOO installed but if not then wtf can happen..I need to check them over once again to make sure that I did not miss anything and will upload those later today.
When I get the DLC_OMOBS version done and your fixes have been applied, we should probably change the version on everything to 2.1 so that everyone knows whether they have the final version :)
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Sarah Bishop
 
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Post » Mon May 07, 2012 2:18 pm

Corepc, as discussed above, there's both a VileLair_MOBS and a Lair_MOBS included with the latest file (2.0b). The VileLair_MOBS is your corrected version (and so is the one that should be used). I also see that you submitted that one for addition to BOSS.

Might I suggest that it be submitted as Lair_MOBS instead? All MOBS conversions prior to this one have been called Lair_MOBS.esp. Thanks, BFG
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Franko AlVarado
 
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Post » Mon May 07, 2012 10:31 pm

Done with my Audit,

List of Fixes for MOBS / OMOBS 2.1

These Enchanted Arrows had vanilla stats - corrected stats has needed across MOBS and OMOBS plugins

AMMO
0003BF67 EncArrow2SteelFrenzyArea
000CD53F EncArrow3SilverFireArea
0003CB6C EncArrow3SilverWithering
000CD540 EncArrow4DwarvenFrostArea
000CD545 EncArrow5ElvenFrostArea
000CD541 EncArrow5ElvenShockArea
000CD542 EncArrow6GlassFireArea
000CD543 EncArrow7EbonyShockArea
000CD544 EncArrow8DaedricSilenceArea


OMOBS - OMOBS_SI

Corrected Weapons to point to correct Vanilla Model when 1) used has standalone 2) if OOO resources where not installed caused wtf example umbra sword

WEAP
00026B22 DAClavicusUmbraSword
00027109 DAEbonyBlade
00095A3A MS93Redwave01
00095A39 MS93Redwave05
00095A3B MS93Redwave10
00095A3C MS93Redwave15
00095A3D MS93Redwave20
00095A3E MS93Redwave25
00095A3F MS93Redwave30
00027108 OldDAVolendrung
000CA158 UniqueWeaponKorbansSaber

Removed SI items that where in OMOBS.esp -

WEAP
00045E47 DurableWeapIronBow
00079C0D forkofhorripilation
0004E038 testAmberHammer1handed

===========

BFG if you want to check above to confirm what I am seeing has well..

I will go ahead and rename vilelaIr_mobs.esp to lair_mobs.esp and will report to boss team has well and have them remove vilelair_mobs from list..

===========

It is me or are the Stats off on the NDAurosranBattleAxe in Knights_Mobs..Should it not follow iron/steel/silver/dwarven/elven/glass/ebony/daedric stat wise ?
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SaVino GοΜ
 
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Post » Mon May 07, 2012 5:05 pm

I will take a look this weekend at the issues you found, thanks! I will also try to get OMOBS_DLC done soon so we can release it at the same time as the 2.1 versions.


In the meantime, here are some quick thoughts on what you found:


These Enchanted Arrows had vanilla stats - corrected stats has needed across MOBS and OMOBS plugins

AMMO
0003BF67 EncArrow2SteelFrenzyArea
000CD53F EncArrow3SilverFireArea
0003CB6C EncArrow3SilverWithering
000CD540 EncArrow4DwarvenFrostArea
000CD545 EncArrow5ElvenFrostArea
000CD541 EncArrow5ElvenShockArea
000CD542 EncArrow6GlassFireArea
000CD543 EncArrow7EbonyShockArea
000CD544 EncArrow8DaedricSilenceArea
I might need to take a look at these before release...in the original MOBS, most Area arrows appear to have a -8 modifier to damage, versus their non-Area counterparts. This is similar to how, in Vanilla, most Area arrows have a -5 modifier to damage. I tried to preserve this in MOBS 2 and OMOBS 2.


Corrected Weapons to point to correct Vanilla Model when 1) used has standalone 2) if OOO resources where not installed caused wtf example umbra sword
WEAP
00026B22 DAClavicusUmbraSword
00027109 DAEbonyBlade
00095A3A MS93Redwave01
00095A39 MS93Redwave05
00095A3B MS93Redwave10
00095A3C MS93Redwave15
00095A3D MS93Redwave20
00095A3E MS93Redwave25
00095A3F MS93Redwave30
00027108 OldDAVolendrung
000CA158 UniqueWeaponKorbansSaber

Removed SI items that where in OMOBS.esp -
WEAP
00045E47 DurableWeapIronBow
00079C0D forkofhorripilation
0004E038 testAmberHammer1handed
Yep, I think I did make a mistake on those :)


It is me or are the Stats off on the NDAurosranBattleAxe in Knights_Mobs..Should it not follow iron/steel/silver/dwarven/elven/glass/ebony/daedric stat wise ?
Hmm, I will need to take another look at those...I may have gotten them wrong, as they were one of the very last weapon sets I adjusted!
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kristy dunn
 
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Post » Tue May 08, 2012 4:39 am


I might need to take a look at these before release...in the original MOBS, most Area arrows appear to have a -8 modifier to damage, versus their non-Area counterparts. This is similar to how, in Vanilla, most Area arrows have a -5 modifier to damage. I tried to preserve this in MOBS 2 and OMOBS 2.


I will revert my correction on those arrows back to your settings to preserve the aoe versus no aoe variants..Thanks for pointing that out..
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D LOpez
 
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Post » Mon May 07, 2012 11:04 pm

I'm hoping to finally get OMOBS_DLC done this weekend...sorry it's taking so long! (A lot going on IRL right now.)
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Je suis
 
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Post » Mon May 07, 2012 11:30 pm

I'm hoping to finally get OMOBS_DLC done this weekend...sorry it's taking so long! (A lot going on IRL right now.)
Take your time ;)
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Jade
 
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Post » Mon May 07, 2012 9:30 pm

Heya, I left a comment on the MOBS standalone page on TESNexus, and was directed here. I'll just snip out what I said there:

"I appreciate most of what this mod is trying to do, but I'd actually like something adressed with melee reach. The reduction in reach actually makes the game a lot easier because the enemies don't seem to understand their own reach anymore, so they swing when you're out of range, and even with the reduced backpedaling it's very easy to total melee kite a horde of Goblins or some such. Even with a short weapon like a Shortsword.

To me it's really immersion breaking to have a horde of enemies wildly swinging at air around me. The dirty fix would obviously be to restore the original reach of all weapons, but obviously I'd rather have custom AI that acknowledges the new reaches(not sure how hard this is to implement). "

I know that trying to fix or alter the AI in these games is very hit and miss, and that if it were easy it probably would've been done by now, but I figured it was still worthy of discussion, given that I hadn't seen it discussed in relation to MOBS before.
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Nick Swan
 
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Post » Mon May 07, 2012 3:52 pm

http://www.tesnexus.com/downloads/file.php?id=31882 may help with the issue. Check out http://www.youtube.com/watch?v=0wK9dc_O3pM&feature=player_embedded. (Warning: video may cause actual laughing out loud ;) ).
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Richard Dixon
 
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Post » Mon May 07, 2012 7:36 pm

So I've been away for a while, and I want to be clear about this before I change anything.

I've got a bain package in my bash installer list with the unofficial patches, the mobs versions of those patches found here : http://www.tesnexus.com/downloads/file.php?id=17621,
and the supplementals by arthmoor. And another package with the mobs and omobs mods.

From what I understand, I do not need to use the mobs versions of the patches anymore and I can just use the patches, the supplementals, and
than install the new mobs/omobs version? I've always been a bit unsure what I needed to do with these =/
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gary lee
 
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Post » Tue May 08, 2012 12:12 am

No you do not need to use mobs version of the UOP patches anymore

Install Unofficial Oblivion Patches, Supplementals Patches, then choose either MOBS or OMOBS and DLC_Mobs (DLC_OMOBS is not done yet)..
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Lloyd Muldowney
 
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Post » Mon May 07, 2012 10:48 pm

Heya, I left a comment on the MOBS standalone page on TESNexus, and was directed here. I'll just snip out what I said there:

"I appreciate most of what this mod is trying to do, but I'd actually like something adressed with melee reach. The reduction in reach actually makes the game a lot easier because the enemies don't seem to understand their own reach anymore, so they swing when you're out of range, and even with the reduced backpedaling it's very easy to total melee kite a horde of Goblins or some such. Even with a short weapon like a Shortsword.

To me it's really immersion breaking to have a horde of enemies wildly swinging at air around me. The dirty fix would obviously be to restore the original reach of all weapons, but obviously I'd rather have custom AI that acknowledges the new reaches(not sure how hard this is to implement). "

I know that trying to fix or alter the AI in these games is very hit and miss, and that if it were easy it probably would've been done by now, but I figured it was still worthy of discussion, given that I hadn't seen it discussed in relation to MOBS before.

Perhaps try using this if you are not already using Frans, OOO, MMM which contain these tweaks already..

http://www.tesnexus.com/downloads/file.php?id=2073



http://www.tesnexus.com/downloads/file.php?id=31882 may help with the issue. Check out http://www.youtube.com/watch?v=0wK9dc_O3pM&feature=player_embedded. (Warning: video may cause actual laughing out loud ;) ).

That only affects creatures do not affect Npc at all..
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Khamaji Taylor
 
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Post » Mon May 07, 2012 8:08 pm

That only affects creatures do not affect Npc at all..

It doesn't affect normal playable races, but I checked BAIN before posting and it does affect other weapon-wielding foes like goblins, minotaurs, Xivilai, etc. Including FCOM-added variants.
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Jodie Bardgett
 
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Post » Mon May 07, 2012 12:05 pm

(In a casual, no-pressure kinda tone: )
So... any word on the DLC omobs?
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cassy
 
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Post » Tue May 08, 2012 1:38 am

Heh, it'll happen someday soon :)
If someone else wants to take a stab at OMOBS_DLC and then have CorePC and I look it over, just let us know. Otherwise, I'll get to it...well, at least before Skyrim comes out.
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BlackaneseB
 
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Post » Mon May 07, 2012 6:03 pm

Heh, it'll happen someday soon :)
If someone else wants to take a stab at OMOBS_DLC and then have CorePC and I look it over, just let us know. Otherwise, I'll get to it...well, at least before Skyrim comes out.

Cheers. Looking forward to the Skyryim release already, then, even though I'll be holding off on playing it until my next pc ;)
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+++CAZZY
 
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