[RERELZ]MOBS Medieval Oblivion Equipment Balance System [RER

Post » Thu Jan 16, 2014 2:44 pm

Afraid I can't help you on that question at least, Tom /sadvaultboy.gif' class='bbc_emoticon' alt=':sadvaultboy:' />

Has anyone tested http://www.2shared.com/file/tv4czQpM/MOBS_SI.html? I think it's ready for posting on the main MOBS download page on TESNexus, but would like a second opinion /smile.gif' class='bbc_emoticon' alt=':)' /> (And, besides that, it's CorePC's mod, not mine.)
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+++CAZZY
 
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Post » Thu Jan 16, 2014 6:47 pm

CorePC, what do you think? Seven downloads and no feedback yet...
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Lance Vannortwick
 
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Post » Thu Jan 16, 2014 11:39 pm


Don't think so, but FCOM_Knights.esp have OMOBS stats so guess it could rather easily be stripped down to an OMOBS patch with TES4Edit.

@BFG99, any plans on an OMOBS SI patch? The current one is incomplete.
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DarkGypsy
 
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Post » Thu Jan 16, 2014 6:33 pm

I'm not really planning to audit/update OMOBS anytime soon, as development of WEPON is picking back up. That said, when is the next major release of OOO or FCOM coming? It would make sense to update OMOBS-SI before then--both to finish it, and to make corrections similar to those I made in MOBS 1.3.
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Silencio
 
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Post » Thu Jan 16, 2014 5:48 pm


Updates of OOO/UFCOM are rather close. I've looked into it myself but couldn't see a scheme/method so got mostly confused.
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Alexander Horton
 
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Post » Thu Jan 16, 2014 11:19 am


I'd like to know as well... either MOBS or OMOBS would be fine (I'm only running OOO). the Updated Official DLC MOBS seems to not include Knights, Frostcrag or Orrery (don't know if there's any new equipment in the last two but still) for some reason.
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Bethany Short
 
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Post » Fri Jan 17, 2014 2:05 am

Any comments on the new build of MOBS, http://www.2shared.com/file/tv4czQpM/MOBS_SI.html? I think CorePC is waiting for some feedback, one way or the other, before posting it.

Information on what was fixed is on the WEPON download page. Look for the "Weapon Attribute Fixes" file, http://www.tesnexus.com/downloads/file.php?id=35560

EDIT: In case anyone is wondering, I also have committed to updating OMOBS (OOO's and FCOM's version of MOBS).
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Myles
 
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Post » Thu Jan 16, 2014 5:57 pm

Ok, so what exactly should I download to have the latest, most updated version of MOBS and MOBS SI? Also, are there any updated MOBS conversions for the DLCs such as KotN, Vile Lair, Thieve's Den, Mehrune's Razor, and Battlehorn Castle?
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Karine laverre
 
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Post » Fri Jan 17, 2014 3:32 am

The file linked to in the post right above yours (MOBS 1.3) is the latest MOBS-SI version. It's still in "test phase" though, because no one's really commented on the changes made in it that are not in the latest version posted on TESNexus.
If it gets approved then I'll make a regular MOBS (non-SI) version from it.


As for MOBS DLC conversions, just do a search for MOBS on TESNexus and you'll find "DLC_MOBS" and "MOBS for Knights".
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lilmissparty
 
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Post » Thu Jan 16, 2014 7:48 pm

I just checked out MOBS-SI 1.3. Wrye bash now reports that the mod is no longer mergeable because of new records in WEAP. Does this mean that the mod must now be enabled, as well as stats imported into the bashed patch, instead of having the mod only import stats as with the version 1.2.2a without enabling?

I'm using BOSS to sort out mods, and it would add some suggested bash tags to several esps. MOBS 1.2.2a would have NoMerge,Stats tags and if I have it enabled while building the patch, then Wrye bash notifies that
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Neko Jenny
 
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Post » Thu Jan 16, 2014 11:55 pm


Hmm, that brings up a good point--one that I hadn't considered. The test version (MOBS 1.3) does indeed add two new weapons: the Bow of Soul Chill (enchanted silver bow in SI) and the Battle Axe of Fracturing (glass disintegrate armor axe). These two weapons look like ones Bethesda meant to include, but accidentally omitted.
That said, MOBS 1.3 does not include the Leveled List fixes that would be needed to add these weapons to the game (as CorePC requested no leveled list changes be made). For that reason, these two records probably should be removed.
See these pages on UESP for more information: http://www.uesp.net/wiki/Oblivion:Unresolved_Minor_Issues, http://www.uesp.net/wiki/Shivering:Unresolved_Minor_Issues
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Jhenna lee Lizama
 
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Post » Thu Jan 16, 2014 9:27 pm

I see. Also IIRC Corepc also mentioned in the readme or somewhere that he's cleaning up the main MOBS esp so that it can be fully mergeable into the patch, but BOSS, I presume, intelligently tags the esp so that only Stats would be imported and not have the mod fully merged.

I have followed those links you posted. Perhaps there can be other ways to add those missing weapons, though I have no idea how it would be done. I'm also using your WEPON mod, and the two work wonders in improving combat stats.
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Luis Longoria
 
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Post » Thu Jan 16, 2014 12:24 pm


CorePC's approach would make sense. I am not a regular user of Wrye Bash, which is why I was unaware of the issue caused by adding the two "fixed" weapons. So I also do not know what changes, besides removing those two weapons, would be necessary in MOBS 1.3 to make it fully mergeable as CorePC desires.

I tried talking the author of the Unofficial Oblivion Patch Supplemental into including all the issues fixed by WEPON, but he wasn't interested since they are far from game-breaking. So, only WEPON (and soon, JLLO) users will get fixes to all those issues /smile.gif' class='bbc_emoticon' alt=':)' />

I'm glad to hear you've seen a noticeable improvement in combat stats with WEPON's version of MOBS. That ESP includes all the fixes in the MOBS 1.3 test build, plus all needed leveled list fixes.

CorePC, ultimately this is your mod, so it is your decision. What say you?
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katsomaya Sanchez
 
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Post » Thu Jan 16, 2014 9:31 pm

As a user of your mod, and soon JLLO if I get to find out about it more (any links?), then this is great news. /smile.gif' class='bbc_emoticon' alt=':smile:' />

I would also mention that adding the "fixed" weapons is only a minor issue in that the esp would no longer be mergeable as originally intended, and also means that to have those added weapons in-game would now mean activating the esp, instead of only importing the stats, in addition to having leveled list changes for them.
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e.Double
 
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Post » Thu Jan 16, 2014 7:21 pm

Having downloaded Corepc's MOBS 1.2.3, I noticed that the optional combat settings esp no longer have an SI counterpart. Perhaps this means vanilla and SI installations now share one common esp for optional combat settings? BFG99, could you share some light on this? Before it was always a pair between vanilla and SI for the main and optional esps.
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Oyuki Manson Lavey
 
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Post » Thu Jan 16, 2014 9:22 pm

Yep, thank you very much. May I also add that the new weapon stats now feels more balanced than the vanilla and now one doesn't always need, at least for me, to aim for Daedric just because it was levels above the other weapon types. Even though one would think unofficial patches could also handle those changes, but because of differing visions for the project, it's always nice to have others working on other aspects that mods have left behind. After all, one just can't have it all. /smile.gif' class='bbc_emoticon' alt=':smile:' />

Regarding the inclusion of all the fixes in the MOBS 1.3 testbuild, I guess I have to redownload a later uploaded conversion pack to get those?
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Scott Clemmons
 
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Post » Thu Jan 16, 2014 7:23 pm


Yep! No MOBS-compatible mods are currently designed around the MOBS 1.3 test build. And until CorePC okays this test build and posts it, I suspect the old 1.2.2a will continue to be used.

I have removed the two weapons added in the current test build from the final version, so that MOBS can continue as a stats-importing-only mod like it was in the past.
I am also working on auditing OMOBS, but it will take a while /smile.gif' class='bbc_emoticon' alt=':)' />
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Alexander Lee
 
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Post » Thu Jan 16, 2014 11:51 am

Thanks for the confirmation.

I have also removed those two new added records in Tes4Edit. I suppose that should be fine? Now the Mobs SI esp is marked mergeable again, though I only import stats from it into the bashed patch.
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Amy Smith
 
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Post » Thu Jan 16, 2014 2:11 pm


Yep, that should be fine...that's the same edit I have made to the latest test build (which is not posted currently).
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teeny
 
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Post » Thu Jan 16, 2014 3:06 pm

Hello everyone,

I am a little confused about OMOBS, MOBS, WEPON and the Unofficial patches, hopefully you can forgive my asking of stupid questions. I want to use OMOBS, Unofficial 3.3.3 and WEPON. Now OMOBS says it incorporates the Unofficial patch 3.2.3 into it and WEPON incorporates weapon fixes. If I use OMOBS and WEPON, do I need the Unofficial patch? Also, should I have the "nomerge" tag on the OMOBS esp? Finally, is the BOSS ordering of OMOBS correct? Should it load after the overhauls? I thought the unofficial patch was always first.

Thank you for your help, and for all your work in the modding community!
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roxanna matoorah
 
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Post » Thu Jan 16, 2014 3:04 pm


Don't worry, it's not a stupid question, and you definitely are not the only one to wonder about this!
Here's a little clarification.
  • MOBS (Medieval Oblivion Balancing System) alters vanilla weapon stats to make weapons more distinct and realistic. It covers all Oblivion and SI weapons.
  • OMOBS (Oscuro's MOBS) is Oscuro's tweaked version of MOBS, for Oscuro's Oblivion Overhaul or FCOM. The current version covers all Oblivion weapons, but only some SI weapons.
  • The base version of WEPON is vanilla Oblivion and SI compatible; the MOBS add-on will make it fully compatible with MOBS. Because OMOBS does not cover all SI weapons, it is not possible to create a version of WEPON that is OMOBS compatible, but the MOBS add-on will make it "close".
  • The unofficial patches cover a LOT more than just weapons. So, no matter what you do, you should be sure and install the Unofficial Oblivion Patch, Unofficial Oblivion Patch Supplemental, and Unofficial Shivering Isles Patch (assuming you have SI).

I would recommend, then, that you install all the unofficial patches, then the latest OMOBS, and then WEPON with the MOBS add-on. They should load in this order (which should be the way BOSS orders them). Can't answer the question on the "nomerge" tag as I don't use Wrye Bash /smile.gif' class='bbc_emoticon' alt=':)' />
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Spencey!
 
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Post » Thu Jan 16, 2014 12:11 pm

Hi, is it a good idea to combine MOBS SI Optional Combat Settings.esp from CorePC's MOBS 1.2.2a?

Basically, I have an Oblviion + Shivering Isles setup and am just interested in having the absolute latest MOBS (which appears to be the one made by BFG99, MOBS 1.3) and I don't want reduced backwards running speed.

From what I understand, the "optional combat setings" ESPs from 1.2.2a are supposed to do that. So since I have SI, I assume MOBS SI Optional Combat Settings.esp would be the right file to use.

Would there be any issues using together BFG99's MOBS 1.3 and CorePC's MOBS SI Optional Combat Settings.esp from the 1.2.2a package?

EDIT: And just for clarification... unlike the 1.2.2a package where MOBS for Oblivion and MOBS for SI are separated into two individual files, the MOBS SI.esp from BFG99's MOBS 1.3 package actually includes stats for both games, so I only need to use BFG99's MOBS SI.esp and nothing else, correct? I assume this will change whenever CorePC finally integrates BFG99's changes (so it'll be back to 2 files) but for now... if I just want to use MOBS 1.3, I only need to use one file, MOBS SI.esp. Is this correct?
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JeSsy ArEllano
 
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Post » Thu Jan 16, 2014 12:17 pm

It's the other way around - the Optional Combat Settings version comes with reduced backward run speed.
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stevie trent
 
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Post » Fri Jan 17, 2014 12:56 am

Ah, okay. So I'll just use BFG99's MOBS SI.esp until CorePC officially updates the mod.

Also, does anyone know if there's a MOBS for Knights that doesn't overwrite the original ESP? Or can I just rename the file and manually do the merging and stuff? How should I tag it, if I rename the file myself?
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vicki kitterman
 
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Post » Thu Jan 16, 2014 11:55 am

I believe that if you are using FCOM, then FCOM_Knights.esp does the 'mobsification'.
If not using FCOM, then I don't know of one.
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BaNK.RoLL
 
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