[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Thu Jan 16, 2014 10:39 pm

You have to be careful that you don't have more than one mod that reduces backwards running speed at a time. Combining this one with Marksman's Challenge, for instance, will drag you down to a very slow crawl in reverse.
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Anna S
 
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Post » Thu Jan 16, 2014 5:59 pm



I don't have any other mod that alters the backward speed. I remember I enable the original MOBS from Frans mod and I disable the OOO MOBS during the FCOM installation. I don't know if that was correct to do. I figure that if I'm using frans MOBS I don't need OOO MOBS too.
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Matt Bee
 
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Post » Fri Jan 17, 2014 2:12 am

Quick question: I have ONLY OOO installed as major overhaul mod, no FCOM, no Frans no nothing, just OOO 1.34. And I also have installed SI (from the GOTY edition). Which OMOBS files from 1.0 I should I install?

I think I can install all three, right? That's OMOBS, Omobs Optional Combat and OMOBS for SI. I mean they will not interfere with each other, right? I hope I understood the readme correctly.

(And I also still need to install Shivering OOO which I forgot to install that until now. And I will install/load OMOBS-SI after that as per the readme).

Current load order:
[codebox]Active Mod Files:
00 Oblivion.esm
01 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
02 Unofficial Oblivion Patch.esp [Version 3.2.3a]
03 DLCShiveringIsles.esp
04 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
05 QZ Easy Menus.esp
06 Immersive Combat Music.esp [Version 1.00]
07 P1DseeYouSleep.esp
08 VAs Better Gold with no Menu Icon.esp
09 Enhanced Economy.esp [Version 3.3.2]
0A Landmarks, w Wells.esp [Version 1.11]
0B Lem - Hotkey Cyclers.esp
0C Command Mount.esp
0D LadyDeadlock_LoveYourHorse.esp
0E Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
0F OOO-Water_Weeds.esp [Version 1.33]
10 OOO-WaterFish.esp [Version 1.34]
11 Knights.esp
12 Knights - Unofficial Patch.esp [Version 1.0.9]
13 Harvest [Flora].esp [Version 3.0.0]
14 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
15 Bag of Alchemy.esp
16 Toggleable Quantity Prompt.esp [Version 3.1.1]
17 Quest Award Leveller.esp [Version 2.0.1]
18 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
19 Alchemy At Home.esp
1A Alchemy Book.esp
1B Denock Arrows.esp
1C SD Skill Diary.esp
1D OOO-Respawn_Week.esp [Version 1.33]
1E Streamline 3.1.esp
[/codebox]
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Rude Gurl
 
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Post » Thu Jan 16, 2014 10:29 pm

Is MOBS compatible with Armamentarium Complete?
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laila hassan
 
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Post » Fri Jan 17, 2014 3:08 am


That would be the other way around, Francesco give you option of installing mobs not OOO..

If you want mobs stats then you need to use mobs version, else if you want omobs use that version.


Yes you can install all three OMOBS, Omobs Optionial and OMOBS_SI.esp..everything should work fine.


Yes, MOBS and OMOBS only affect vanilla weapons once again.

Armamentairum Complete has it own stats that are more similar to MOBS and OMOBS mix.
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Josephine Gowing
 
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Post » Fri Jan 17, 2014 2:29 am

Any chance we can get the guidelines/spreadsheet that is used for omobs/mobsifying existing weapons/armor? I recall seeing a MOBS one in the past, though an OMOBS would be nice as well (and I can't find the MOBS one for the life of me.)

[edit] God I feel stupid, forgot Excel was uninstalled so I totally missed the MOBS file in the archive. However, I am curious if there is a produced guideline of OMOBS, or if there are some rules of thumb when converting? I'll probably just balance all my mods stats to MOBS, but I may feel extra energetic in which case I'd like to make separate stats for each.[/edit]
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Kortknee Bell
 
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Post » Fri Jan 17, 2014 12:59 am


I do not have a omobs spread sheet sorry to say that. I will look around and see if there is one posted somewhere, but, I highly doubt it..
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flora
 
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Post » Thu Jan 16, 2014 11:37 pm

Wrye bash wants to merge OMOBS SI.esp and Shivering OOO.
To merge or not to merge?
This is the question.
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Britney Lopez
 
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Post » Fri Jan 17, 2014 2:56 am

Hi, Corepc. Whether are necessary OMOBS_FRAN.esp, OMOBS_MMM.esp, OMOBS_MMM_H&C_Ammo.esp, FCOM_Archery.esp, FCOM_ArcheryRealSwords.esp, FCOM_ArcheryHunting&Crafting.esp, if are installed OMOBS.esp and OMOBS_SI.esp?
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Ross
 
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Post » Fri Jan 17, 2014 1:19 am

Nevermind. Core has answered in the FCOM thread...
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He got the
 
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Post » Thu Jan 16, 2014 6:37 pm

TamrielImmersionExprience aka TIE.
Tie contain is own stats for Weapons has well(IT'S SUPPOSED TO BE AS WELL NOT HAS WELL).
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Justin Bywater
 
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Post » Thu Jan 16, 2014 2:10 pm


Import under stats, else merging is fine has well.


You can find those here..

http://www.tesnexus.com/downloads/file.php?id=18770

but they are not necessary once again and not required either..

fcom_archery is included in OMOBS.esp itself. and omob_si.esp.



And it is simple grammer mistake all my post have stuff like this once again, I svck at grammar once again. no biggie..
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Juanita Hernandez
 
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Post » Thu Jan 16, 2014 1:29 pm

Presumable theres no need for Shivering OOO if you're using FCOM_SI_Hunger_unity and SI_OMOBS?
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Marcia Renton
 
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Post » Thu Jan 16, 2014 6:14 pm


Correct no need for Shivering OOO if using FCOM SI Hunger and OMOBS SI..

FCOM SI Hunger should be tagged with graphics, invent, relev ( for compatiblity with UFCOM and Cobl 1.7X MMM Cobl ) ..it can be imported fully and so it can be deactivated and selected in bash patch section itself When building.
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Emily Rose
 
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Post » Thu Jan 16, 2014 7:40 pm

Thanks. I've let BOSS sort out the tags on SI_hunger so it's got whatever the latest masterlist says /smile.gif' class='bbc_emoticon' alt=':)' />
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Emilie M
 
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Post » Fri Jan 17, 2014 3:34 am

What do I have to do if I'm using Frans (no FCOM, OOO or anything, just Frans) to implement the changes?
I had previously chosen toactivate MOBS during installation of Frans.

Can I just put the new MOBS version at the end of my load order?
Should I uninstall Frans (Ihave the merged version) and reinstall it without MOBS and then add the newest MOBS?
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Laura Richards
 
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Post » Thu Jan 16, 2014 11:56 am


You can either load MOBS after Frans and UOP in load order and let it overwrtie those once again

or you can either uinstall and reinstall frans without mobs and use my update instead. (my suggestion)

============

Status of Next Update

No Running Backward will be taken out from Optionial Combat Settings Plugin for compatiblity with other mods that do the same and to avoid issue if using with Frans running backwards setting doubling up with one from Mobs itself.


- applied UOP 3.2.4-6 Updates has Needed


MOBS

- fixed bound weapon to have correct flag on them they where missing the quest item flag from UOP

- fixed some naming error
"EnchDaedricLongswordStorm" is labled as "Longswrd of Storms" should be "Longsword of Storms"
"EnchDwarvenWarHammerTurnUndead" has an extra space at the end of it's name
"EnchEbonyClaymoreScorch" is labled as "Lavaflow Claymore" should be "Claymore of the Blaze"

- Fixed Bow Reach on WeapSteelBowFine

MOBS SI

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

=========


OMOBS SI -

All SI Enchanted Weapons now have OMOBS stats

Correct Issue on DurableIronBattle axe to not have 9000 points of durablity..now 925..

All that is left is quest, amber, madness, golden saint, seducer weapons that needs omobs stats once again.

=========

Soon very soon hopefully it will be done..

Corepc
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Mark Hepworth
 
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Post » Thu Jan 16, 2014 8:04 pm

Hi, I have a question about using OMOBS with FCOM installation. So far I have got Frans installed (without optional MOBS support since OMOBS will provide it). I also have SI and USIP. Do I still need to install USIP_MOBS_1-4 and Frans Optional Leveled Quests-SI Only (as per http://www.uesp.net/wiki/Tes4Mod:FCOM#Compatibility_Guidelines_.26_Patches), or can I just use OMOBS_SI.esp?
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Phoenix Draven
 
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Post » Thu Jan 16, 2014 11:05 pm


You don't need USIP_MOBS_1-4. That's one of the neat things with the standalone ones - no need for patched UP's. Not sure about the second frankly - never really understood this Amber/Madness thingy as I never use Fran's.
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Angelina Mayo
 
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Post » Thu Jan 16, 2014 9:39 pm

Got some new ones for ya Corepc

The reach for all Steel Shortswords, normal and enchanted is more then Steel Longswords /smile.gif' class='bbc_emoticon' alt=':)' /> For example Steel Shortswords = 0.95 while Steel Longswords are at 0.9 Should be changed back to 0.7 like all other Shortswords.

The reach for Durable Dwarven Shortsword and Shortsword of Soul Scorching is set to 0.65, should 0.7 like the other Shortswords
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Quick Draw
 
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Post » Thu Jan 16, 2014 6:53 pm


Thanks for reporting, got them fixed now for next release.

Also noticed the Reach Value on these where not correct

SEEnchDwarvenWarHammerFlame set at 1.30 should be .90
Durable Silver Warhammer set at 1.30 should be .90 has well
EnchElvenClaymoreImmolator set at 1.20 should be 1.10
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lilmissparty
 
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Post » Fri Jan 17, 2014 2:05 am

How's the next update coming? Soon I hope
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Kelly Tomlinson
 
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Post » Thu Jan 16, 2014 5:10 pm

Do Bobs Armory have (O)MOBS stats? If no does FCOM change that?
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Amy Smith
 
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Post » Fri Jan 17, 2014 1:32 am


Yes, that's exactly one of the things that http://devnull.sweetdanger.net/convergence.html:

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des lynam
 
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Post » Thu Jan 16, 2014 5:54 pm

thanks.. missed that.
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Jamie Lee
 
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