[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Mon May 07, 2012 6:40 pm

HOLY CRAP

I just found the mother load of bugs. All SI Enchanted versions of normal weapons except silver and daedric do not ignore normal weapons resistance!!! While this should be something for the USIP, I figured Mobs could handle this as the USIP is not maintained anymore.


Apparently I was under the impression that all enchanted weapons ignored normal weapons resistance, this is not true at all :D
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Blessed DIVA
 
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Post » Mon May 07, 2012 10:42 pm

CorePC,
I've been working to modify WEPON so that it is MOBS/OMOBS compatible. As part of this work I've reviewed all of the vanilla Oblivion and SI weapons, and came across numerous minor errors in MOBS - things like 2 Dwarven shortswords having the wrong speed, some of the Durable weapons added by SI having the wrong weight, etc. Are you interested in taking a look at these and considering whether the changes should be added to MOBS?

EDIT: I'm working on posting a "change list" to the WEPON download page. That will list all of the fixes I made to MOBS...you may want to take a look and decide whether to add any of them to a future MOBS release :)
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Ana Torrecilla Cabeza
 
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Post » Mon May 07, 2012 5:59 pm

Well, I just completed my audit of MOBS. It was very exhausting, taking a look at the changes made to every single vanilla or SI weapon!
Only a few of the things I found would I consider anything other than minor. That said, depending on how you count them, I found 400+ potential mistakes!
If anyone is interested in reviewing the findings of my MOBS audit, they can be found posted as "Weapon Attribute Fixes" on the download page of WEPON, http://www.tesnexus.com/downloads/file.php?id=35560.

Thanks!
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Hairul Hafis
 
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Post » Tue May 08, 2012 2:51 am

I was working yesterday on a OMOBS version for SI; I copied all SI to OMOBS SI and started tweaking.
I found some flaws in the prices of SI weapons compared to those of Vanilla Oblivion.

Example:
Amber Sword
Speed 0.88
Reach 0.90
Value 310
Health 300
Weight 21
Damage 14

MOBS and WEPON stats for:

Steel Longsword:
Speed 0.85
Reach 0.90
Value 45
Health 375
Weight 22.79
Damage 11


Dwarven Longsword has stats close to Fine Amber Sword, but:
Dwarven Longsword value = http://forums.bethsoft.com/topic/1059765-rerelzmobs-medieval-oblivion-equipment-balance-system-rerelz/200 while
Fine Amber Sword value = http://forums.bethsoft.com/topic/1059765-rerelzmobs-medieval-oblivion-equipment-balance-system-rerelz/630

there are lot of others examples.
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Cassie Boyle
 
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Post » Tue May 08, 2012 3:17 am

So, OMOBS still is at v1.0?
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James Hate
 
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Post » Mon May 07, 2012 3:11 pm

Well, I just completed my audit of MOBS. It was very exhausting, taking a look at the changes made to every single vanilla or SI weapon!
Only a few of the things I found would I consider anything other than minor. That said, depending on how you count them, I found 400+ potential mistakes!
If anyone is interested in reviewing the findings of my MOBS audit, they can be found posted as "Weapon Attribute Fixes" on the download page of WEPON, http://www.tesnexus.com/downloads/file.php?id=35560.

Thanks!

Hey BFG, that effort is appreciated!

Have you considered joining forces with John123?

Very minor suggestion: your install instructions are very clear - anyway, renaming the folders as to let them have the same beginning numbers would clarify that those packages are alternatives and not complementary.

Cheers :)
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Matt Terry
 
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Post » Mon May 07, 2012 4:03 pm

I was working yesterday on a OMOBS version for SI; I copied all SI to OMOBS SI and started tweaking.
I found some flaws in the prices of SI weapons compared to those of Vanilla Oblivion.
Personally I'm not too surprised to see that. I found quite a few minor price issues in the regular version of MOBS, too.
You may want to take a look at my documentation of the MOBS audit (it's on the WEPON page as stated above); that probably would help you find additional problems with OMOBS!


Hey BFG, that effort is appreciated! Have you considered joining forces with John123?
Thanks! I honestly did not think very many people would care about the work. After all, MOBS has been out...how long now? And I think the majority of the issues I fixed have not been noticed by anyone.
Regarding working with John123...not a bad idea. He clearly is interested in the same sort of work that I am :). You never know!

Very minor suggestion: your install instructions are very clear - anyway, renaming the folders as to let them have the same beginning numbers would clarify that those packages are alternatives and not complementary.
Good point. I'll change that for the next download, thanks.
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Fiori Pra
 
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Post » Mon May 07, 2012 5:51 pm

Just following up on the previous post.
I am awaiting confirmation from CorePC that he would be interested in posting a new version of MOBS that incorporates my fixes. I am already working on a modified build that includes the relevant fixes, but won't make it available until/unless CorePC gives permission.

A brief description of the fixes (all 514 of them!) I made to MOBS and MOBS-SI can be found in one of the files posted on the WEPON page. The link to WEPON is provided in my signature.

Feedback is appreciated...
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Dona BlackHeart
 
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Post » Mon May 07, 2012 2:11 pm

I haven't been able to get ahold of CorePC to discuss what to do with this "fixed" version of MOBS I have built. Does anyone have advice?
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SEXY QUEEN
 
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Post » Mon May 07, 2012 2:06 pm

I have a version of MOBS with all the fixes that he was planning to make for a new version (that I know of), perhaps we can combine them together?
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Richus Dude
 
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Post » Mon May 07, 2012 4:03 pm

I haven't been able to get ahold of CorePC to discuss what to do with this "fixed" version of MOBS I have built. Does anyone have advice?


I have a version of MOBS with all the fixes that he was planning to make for a new version (that I know of), perhaps we can combine them together?

I PM BFG99 and told him to upload his stuff so that other's can look at has well...I am just too busy at the moment with Cobl/Overhaul/ Development and testing.

I have no problem with other people uploading their stuff. Nothing wrong with Community Involvement once again..
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Johanna Van Drunick
 
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Post » Mon May 07, 2012 5:25 pm

Thanks CorePC!



I have a version of MOBS with all the fixes that he was planning to make for a new version (that I know of), perhaps we can combine them together?
That would be great! I modified the latest uploaded version - 1.2.2a - as I didn't realize a more up to date version existed. I suspect many of the fixes in that build mirror those I made. If you can make that version available, I will try to combine them.



With CorePC's permission, here is the version I have developed. I also included a spreadsheet that gives information on the fixes made to 1.2.2a. I have only uploaded MOBS-SI for now.
http://www.2shared.com/file/DmPGVgNR/MOBS_1-3.html
I limited the corrections to cases where it appeared weapons were not properly converted to MOBS, or cases where errors that Bethesda had made led to issues. I also incorporated the fixes from the latest Unofficial Oblivion Patch Supplemental.
Any feedback is appreciated.
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Rodney C
 
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Post » Mon May 07, 2012 3:35 pm

http://www.mediafire.com/?x5b0y0gqccg7m5a

I don't remember what was fixed, as it was a few months ago. Just compare it to 1.2.2a
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Marion Geneste
 
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Post » Mon May 07, 2012 9:08 pm

Here you go guys..

Here is my last update that I work on myself...

MOBS 1.2.3 and OMOBS 1.1 Updates

http://www.4shared.com/file/4ivf7vVA/MOBS123.html

MOBS 1.2.3 Fixes

-1.2.3-

- Totally Removed No Running Backward Features from Optionial Combat Settings Plugin's both Mobs and Omobs Version. Has it effect would stack with the same feature from other mods aka Frans Has no Running Backwards enabled by default, and using them both together would cause double slowdown - speed negative 200 where you almost cannot move..etc..

- Checked Against Unofficial Oblivion Patch Supplemental v324 thru 326 and applied these fixes
- Corrected all Bound Weapons to have correct item flag marked has Quest item so you cannot drop it
- Fixed Bow Reach on WeapSteelBowFine
- fixed naming error
"EnchDaedricLongswordStorm" was labled as "Longswrd of Storms" now "Longsword of Storms"
"EnchDwarvenWarHammerTurnUndead" had an extra space at the end of it's name
"EnchEbonyClaymoreScorch" was labled as "Lavaflow Claymore" now "Claymore of the Blaze"

MOBS SI

"SEOrderKnight0SwordSteel" was flagged as ignores normal weapon resistance but that was removed in the USIP fixed in MOBS now has well
"SEAmberMaceC" was flagged as a quest item, removed quest flag per usip fixes.


OMOBS

1.1
- OMOBS Optionial Combat Settings - Totally Removed No Running Backwards, has it effects would stack up with those from other mods that would do the same. Aka some reported having negative -200 speed which made it almost impossible to move at all.

- OMOBS
* Intergrated UOP 3.2.4 - 3.2.6 Fixes has needed - See Mobs.rtf for more details

- OMOBS SI
* Added OMOBS Stats to all SI Enchanted Weapons
* Fixed Durablity on DurableIronBattleAxe from 9XXX to 9XX

Only Quest, Amber, Madness, Golden Saint and Seducer Weapons are left to get OMOBS Stats.

Thought I would post it..
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Matt Gammond
 
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Post » Mon May 07, 2012 4:13 pm

http://www.mediafire.com/?x5b0y0gqccg7m5a

I don't remember what was fixed, as it was a few months ago. Just compare it to 1.2.2a
Thanks! I'm happy to report that only two of the fixes made in this version are not in the version I uploaded. They are the two CorePC notes above as MOBS-SI fixes.

I've added those fixes to the "final" version, but won't bother uploading it right now since it's only two changes.
As noted above, the version I uploaded contains the latest Unofficial Patch Supplemental fixes as well, and it also contains any pertinent fixes to the issues I discovered while auditing Bethesda's work during "WEPON" development (click on the link in my signature for more info).

Any comments are appreciated!
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Ronald
 
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Post » Tue May 08, 2012 2:41 am

Here you go guys..

Here is my last update that I work on myself...

MOBS 1.2.3 and OMOBS 1.1 Updates

http://www.4shared.com/file/4ivf7vVA/MOBS123.html





Thought I would post it..

Unless Core forgot to add them to the changelist, this does not include some reach and speed fixes to some weapons that were talked about earlier in the thread. (some shortswords and hammers)
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Harry Hearing
 
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Post » Mon May 07, 2012 7:01 pm

Unless Core forgot to add them to the changelist, this does not include some reach and speed fixes to some weapons that were talked about earlier in the thread. (some shortswords and hammers)

Yep, the version I uploaded includes those too, since I went back and compared every weapon's stats to what the MOBS documentation said they SHOULD be.
515 changes altogether. :thumbsup:
Well, I'm not sure what needs done for the "no running backwards" content so didn't do anything there.
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Brian Newman
 
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Post » Tue May 08, 2012 1:54 am

Interesting, seems I missed the party with your WEPON mod. I'm gunna check out what kind of fixes you made to vanilla
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SiLa
 
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Post » Tue May 08, 2012 1:24 am

Interesting, seems I missed the party with your WEPON mod. I'm gunna check out what kind of fixes you made to vanilla

There's a spreadsheet available on the WEPON download page that details each of the fixes, but for an easier-to-read version, search for "Unresolved Minor Issues" on UESP. I've documented all of the changes WEPON makes there. (Well, the SI page isn't done yet, but the Oblivion one is.) Any changes listed there that are still relevant in MOBS are in the 1.3 version I uploaded.

EDIT: Some of the fixes in WEPON require changes to leveled lists. I did not add any of those to this version of MOBS.
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Lily Something
 
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Post » Tue May 08, 2012 1:45 am

Ya, I'm more interested in what you did to the leveled lists. Would you update it with those changes?
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Quick Draw III
 
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Post » Tue May 08, 2012 2:26 am

Ya, I'm more interested in what you did to the leveled lists. Would you update it with those changes?

I've no problem doing that, so long as CorePC okays it. It is still his mod after all :)
I didn't originally put the leveled list fixes in since MOBS does not currently touch lists, and adding them could introduce new conflicts with other mods.
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Susan
 
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Post » Mon May 07, 2012 11:10 pm

I've no problem doing that, so long as CorePC okays it. It is still his mod after all :)
I didn't originally put the leveled list fixes in since MOBS does not currently touch lists, and adding them could introduce new conflicts with other mods.

And please keep those leveledlist changes in another mod other than MOBS itself has this mod does not touch them in first place only stat's are adjusted beside what optionial combat settings plugin do..

I need to update MOBS SI with Both's of your changes and fix a OMOBS issue I forget..
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Patrick Gordon
 
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Post » Mon May 07, 2012 3:57 pm

And please keep those leveledlist changes in another mod other than MOBS itself has this mod does not touch them in first place only stat's are adjusted beside what optionial combat settings plugin do..
I need to update MOBS SI with Both's of your changes and fix a OMOBS issue I forget..

Not a problem, CorePC. I will leave the leveled list changes out of MOBS as you have requested.
Here is the latest version, incorporating all changes from my earlier build, the X'tyfe version, and your comments: http://www.2shared.com/file/tv4czQpM/MOBS_SI.html
Again, besides Unofficial Patch Supplemental and basic MOBS corrections, I incorporated all changes listed on the "Unresolved Minor Issues" pages of UESP that were pertinent, except the leveled list changes.

I have not created a non-SI version of this build. I will wait until you and others have had a chance to comment on this one.
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Eric Hayes
 
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Post » Tue May 08, 2012 3:57 am

So, I hate to keep pushing the subject, but...does anyone have comments on the new test build of MOBS linked in the above posts?
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Amy Cooper
 
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Post » Tue May 08, 2012 12:16 am

Is there an OMOBS patch for KotN? I found a MOBS patch for it here: http://www.tesnexus.com/downloads/file.php?id=17510


Edit: Reading the description, it sounds like that mod replaces the original Knights plugin or something. Is there another patch somewhere that I've missed. I use FCOM of course, so I don't need a separate patch, but it would be nice to have a link to one to give to other users.
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Matthew Warren
 
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