[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Fri Jan 17, 2014 3:05 am


Noticed this as well and I've already mentioned it in the BOSS thread.
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tannis
 
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Post » Thu Jan 16, 2014 10:42 pm




and the plugins are missing the Optionial Combat .esp has well..

I will get the name fixed once again and readd the optional combat settings plugins..reuploading..
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electro_fantics
 
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Post » Thu Jan 16, 2014 10:38 pm

http://www.tesnexus.com/downloads/file.php?id=28537


Renamed MOBS_SI back to MOBS SI so that boss and bash would see it correctly once again
Readded MOBS and OMOBS Optional Combat Settings Plugins (do not use with Frans or OOO already contain these)
Added and Updated Readme
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JeSsy ArEllano
 
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Post » Fri Jan 17, 2014 3:55 am

Thank you Corepc! Everything working as intended!
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Bryanna Vacchiano
 
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Post » Thu Jan 16, 2014 6:52 pm

Indeed, merci beaucoup beaucoup, and to BFG as well. Always nice to have updates to something as classic as MOBS.

Also, I just had a thought, how about splitting up the Optional plugin? I personally like most of the changes, but I'm currently using http://www.tesnexus.com/downloads/file.php?id=18834, so I wouldn't mind being able to leave out MOBS' hand-to-hand tweaks. Not that it probably matters, and not that having more .esps rather than less is ever really a good thing... Could maybe be a BAIN installer with "Optional Combat Settings - Separated" and "Optional Combat Settings - All" in separate folders to keep it down to one for those that like all the tweaks.

Not even a tiny bit of a big deal, I just thought I'd mention it 'cause the last couple times I've posted thoughts I've had, people hadn't thought of them and thought they were great thoughts. At least, I thought they thought so (though I may just be enjoying typing the word "thought" tonight).
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+++CAZZY
 
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Post » Thu Jan 16, 2014 12:46 pm

Hi all, are there any OMOBS versions of the DLCs being worked on? I'm just checking in after being away for almost half a year.


Thanks for the update release!
--Tomlong75210


Edit:
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sarah simon-rogaume
 
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Post » Fri Jan 17, 2014 12:16 am


Not that I know of.
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Jenna Fields
 
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Post » Thu Jan 16, 2014 4:16 pm

I'll see if I can get to it this weekend. I've been meaning to make such mods, and probably should do so before I forget the methodology I used for the new release /smile.gif' class='bbc_emoticon' alt=':)' />
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Jhenna lee Lizama
 
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Post » Fri Jan 17, 2014 2:26 am

Update on the above question - a test version of MOBS DLC was posted to the MOBS download page, here: http://www.tesnexus.com/downloads/file.php?id=28537
It covers all the DLC except Knights of the Nine right now. Comments are appreciated; when I have a chance I'll finish it up and then post an OMOBS version.
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Siidney
 
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Post » Thu Jan 16, 2014 5:36 pm

I'll be awaiting that /smile.gif' class='bbc_emoticon' alt=':)' />
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Steven Nicholson
 
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Post » Fri Jan 17, 2014 12:07 am

Done! (At least with the MOBS version of the DLCs.) You can get it here:
http://www.tesnexus.com/downloads/file.php?id=28537

If all goes well, I'll have the OMOBS version done by this weekend!
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Taylor Bakos
 
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Post » Thu Jan 16, 2014 4:55 pm

Thank you

You missed one - DL9ChampAxe01 in Mehrunes.esp.

I have tested the DLC Mobs with Bash "Filter" tag added to it and it works if user has bash and is missing say Battlehorn for example. So we can add "Filter" Tag to it.

Also perhaps we should change the order of DLC to match how boss sort the dlc.

You will need to use tes4gecko to do it right. I already have this fixed if you want me to upload it.
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Mashystar
 
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Post » Thu Jan 16, 2014 10:01 pm


You had me worried, Corepc! I thought that I had indeed missed one.
DL9ChampAxe01, form 35E74, is = WeapDaedricWarAxe, and is in Oblivion.esm, not DLCMehrunes.esp. Mehrunes' Razor erroneously changes this weapon over to one of the ChampAxes, causing all Daedric War Axes in the game to behave like that one. The record I included in DLC_MOBS should fix that problem, but I had to eliminate DL9ChampAxe01 to do so.


On a different note - I cannot get DLC_MOBS to correctly match up with its master files in TES4Edit. For example, even though Knights is 05 in TES4Edit, all of its weapons in DLC_MOBS are showing up as 04. I may have made some sort of grievous mistake in TES4Edit--could someone else take a look?
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Liii BLATES
 
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Post » Thu Jan 16, 2014 1:16 pm

To all users of the new MOBS DLC: PLEASE REDOWNLOAD IT. While checking on Corepc's question above, I discovered a flaw in the original DLC_MOBS.esp that renders it completely ineffective. The just-posted version fixes the problem so that it will work correctly now.
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Danny Blight
 
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Post » Thu Jan 16, 2014 5:24 pm

You missed adding in the

formid 030016B2 UOMPDL9ChampAxe01 DaedricBattleAxe Fix from Unofficial Mehrunes Patch this time around, you had it in previous DLC_Mobs..
which fixes the problem with formid 0200B555 DL9ChampAxe01 in Mehrunes

Alot of weapons are missing script or enchantment..

Let me fix things up and sort the load order of master so this stop's happening..;

You can start on the omobs version if you want and let me fix up the MOBS Version and get them working correctly..
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Tanya
 
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Post » Fri Jan 17, 2014 2:22 am

http://www.tesnexus.com/downloads/file.php?id=28537

Corepc Fixes

- Resorted Order Master in DLC_MOBS to match how Boss sort them in load order
- Added Filter Tag to DLC_MOBS
- Added Stats Tags to All *_MOBS.esp
- Corrected Missing Enchantment and Script that where not attached correctly (formid error)
- Adjusted stats on MehrunesRazor ChampBattleAxe01 to have mobs stats
- ReAdded Unofficial MehrunesRazor UOMPDL9ChampAxe01 which was missing
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Jake Easom
 
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Post » Thu Jan 16, 2014 4:15 pm

Thank you both for your updates! /smile.gif' class='bbc_emoticon' alt=':)' /> I noticed the 2.0b package has 2 esps seemingly for DLCVileLair (Lair_MOBS.esp and VileLair_MOBS.esp)

Eagerly awaiting the OMOBS versions! /biggrin.gif' class='bbc_emoticon' alt=':D' />
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Nichola Haynes
 
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Post » Thu Jan 16, 2014 4:13 pm

Sorry about that, will get it sorted out, need to check and see if they have been added to boss yet if not then we can use VileLair

Use VileLair which has the correct header for order of master ..

Has BFG ( Lair ) version had order of master backward dlc then oblivion, mine fixes it so that oblivion is first then dlc..
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Lisa Robb
 
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Post » Fri Jan 17, 2014 1:27 am

I just use the DLC_MOBS.esp but this struck me odd when I BAINed the package /tongue.gif' class='bbc_emoticon' alt=':P' /> Thanks for the quick reply!
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Charlie Sarson
 
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Post » Thu Jan 16, 2014 8:20 pm


if you want to save a slot, you can right click on dlc_mobs and select export stats , then remove it from your load order and then select the dlc_mobs csv under import stats section instead..
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Marquis deVille
 
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Post » Fri Jan 17, 2014 3:43 am

Wow! Thats just phenomenal! Would it be feasible for Wrye Bash to include the csvs for MOBS and OMOBS then? I guess any future updating would be a hassle though...
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Soku Nyorah
 
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Post » Thu Jan 16, 2014 11:28 pm

I have no idea what happened to my first two builds of DLC_MOBS. I swear that it was fine when I tested it - no missing scripts/enchantments etc., and I was very careful in the work I was doing. It's almost as if TES4Edit corrupted it somehow.
Sorry about this, everyone.

Corepc: I'd prefer to wait until you give the "all clear" before I start working on the OMOBS version, as I will use the CORRECT mobs version as the starting point.
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Joey Avelar
 
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Post » Fri Jan 17, 2014 2:51 am

Regarding the changes:
--I decided not to include UOMPDL9ChampAxe01 in the original build, so that the unofficial patch for Mehrunes' Razor would not be required as a master. It's probably fine to add it in though!
--I don't think that the ChampBattleAxe01 that you added (xx00B555) will get used in-game. Mehrunes' Razor expects ChampBattleAxe01 to be 00035E74, which was WeapDaedricWarAxe in the original Oblivion. For that reason, in the original build I set 00035E74 to have the same stats as WeapDaedricWarAxe in MOBS_SI.
--The missing enchantments and scripts definitely were an oversight on my part. I suspect my mistake was using TES4Edit's "Sort Masters" function, thinking it would ensure the masters get sorted the same way that BOSS loads them (since that's the order they load for me). I need to go back and figure out what I did wrong.

Thanks for your cleanup effort on this, Corepc, and I apologize that it was necessary. I will be sure to send an OMOBS version only to you (so that you can check it for problems) before it is posted.
BFG
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Mari martnez Martinez
 
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Post » Thu Jan 16, 2014 10:02 pm


Mehrunez Razor_Mobs.esp and DLC_Mobs.esp - I added Unofficial Patch has a requirement for these so that players get the fix once again

Correct ChampBattleAxe01 is not used and it ends up getting deleted from leveledlist and get replaced in list by the Unofficial Mehrunes Patch Version.

The missing script and enchaments where because the formid where out of order.

I had to use tes4gecko edit master to sort the order on dlc_mobs..Which keep the formid in check when moving them up or down..

I will remove the lair_mobs.esp from the package and reupload a new zip if their is not anything that we are missing..

You should be good to go for DLC_OMOBS just send to me first so that I can check it and fix any mistake you may have..
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Robert
 
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Post » Thu Jan 16, 2014 1:41 pm


Thanks! I'll start on the OMOBS version today and send to you when complete.
I checked over your version of the 6 DLC_MOBS ESPs and did not find any further issues.
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Dj Matty P
 
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