[RELbeta] Oblivion Intensity

Post » Fri May 04, 2012 1:49 am

Could someone explain what BEAR is?
I didn't hear about it (or maybe I just can't tell the abbreviation)
See BFG99's signature. :wink:
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des lynam
 
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Post » Fri May 04, 2012 2:30 pm

Could someone explain what BEAR is?
I didn't hear about it (or maybe I just can't tell the abbreviation)

BFGs Enhanced Armory Realism (http://www.tesnexus.com/downloads/file.php?id=32914) - good stuff.

This sounds like a very good and I think when I play Oblivion again that I will go with this over FCOM so that I can have more room in my load order for quest mods. I was wondering how difficult it would be to add new creatures in? Would it be like adding creatures to OOO or is there something special I would need to do?

PS. I really want some of the creatures from MMM like Balrogs and Gazers (at least I think those were from MMM) but since MMM isn't compatible I was thinking of adding them in myself.

I've never tried adding creatures to OOO so I unfortunately don't know how to answer that. OI uses a TON of custom creature leveled lists though to account for my OCD with how I wanted the structure to work for creature encounters. Because of that, my take on adding additional creatures is this: easy if you want it to be sloppy and not fit into the OI structure very well, but hard for anyone except me if you want the new creatures to work properly within the structure of OI.

Balrogs and gazers were originally from Midas Magic actually (along with uberhulks, skeep, and a few others). I would want to handle balrogs differently than they are handled in MMM though, with the balrogs being huge and part of my Daedric Giants leveled list (which currently includes clannterrors, giant daedroths, and pain atronachs). I am tentatively planning on creating versions of OI that include integration of creatures from that mod as well as Waalx Animals and Creatures. The plan is to have four different versions of OI in the end (original OI, OI with MM creatures, OI with WAC creatures, and OI with MM+WAC creatures). As long as you have the necessary BSA files it should work fine. However this is something I would do only after I'm sure everything else is complete with OI, so there's no telling when that will be.
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KIng James
 
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Post » Fri May 04, 2012 12:14 pm

OI with MM+WAC creatures

Mmmm... wet dream :)
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glot
 
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Post » Fri May 04, 2012 11:36 am

I was just using OOO as an example but since it would be difficult to add the creatures in and work correctly I will wait for what you have coming. It will be awhile until I play anyways so there is plenty of time.

PS. Having MMM and WAC along with your mod sounds better anyways then what I was going to do.
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Maya Maya
 
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Post » Fri May 04, 2012 1:03 pm

PS. Having MMM and WAC along with your mod sounds better anyways then what I was going to do.

No no, not "MMM" (Martigen's Monster Mod) - but rather "MM" (Midas Magic).
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Solina971
 
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Post » Fri May 04, 2012 7:33 am

Ooooh the TA stuff is being used, nice :dance:
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Jennifer Munroe
 
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Post » Fri May 04, 2012 7:15 am

Hey Insanity! Yea your stuff is very awesome. I really love the new combat knife especially. And Urbul gro-Orkulg really loves selling your weapons at Slash-n-Smash. :)

Newest updates for v0.93:
- Five new boars added
- Durzogs added
- Rotworms added
- Glowing removed from glass armor
- All the male armors from Sin's Light Armor Kit converted to Robert male body versions

Hopefully I'll have 0.93 done and available for download just before the new year.
Best compliment I've gotten so far on this from a friend of mine at work: "I haven't played Skyrim in over 5 days, and it's all this mod's fault"
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Veronica Martinez
 
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Post » Fri May 04, 2012 1:56 am

Best compliment I've gotten so far on this from a friend of mine at work: "I haven't played Skyrim in over 5 days, and it's all this mod's fault"

Same here!
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M!KkI
 
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Post » Fri May 04, 2012 12:03 am

Curses on you! Just when I was ready to start a new game with the latest MMM + Frans you come with this to tempt me and possibly make me torn. At least I will read what you have done on that website, and congratulations on committing to a large overhaul and seeing it to a state of release. I tried to make my own major mod, but want to impress led me to add things that were not necessary, leading to problems and strange scripted remedies that led to more problems, and my hard work quickly spiraled into qaqa.
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Alycia Leann grace
 
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Post » Fri May 04, 2012 3:00 am

Sorry I actually meant MM and just accidently added an extra M. I haven't actually used MM since it came after last time I played but I am planning on using it and I really like the creatures in it and it would be great to run into them outside of the new areas added by MM.
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meghan lock
 
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Post » Thu May 03, 2012 10:50 pm

wow!

I just now looked at your intensity mod and I DO belive that I will play with this overhaul!

I was also amazed at just how few conflicts that I found. In a mod of this size, this is no mean feat.
I have seen all too too many mods that seem to conflict with "everything".

I am going to try just the wac.esp with maybe the bird and insect mod or maybe the legion mod, with this, for the roman armor and the birds and insects.

I see several conflicts with ul mods though.. I might indeed just uninstall these, as I say in my other post about an Immersive imaginative Oblivion, I note that I must have 20 patch for the ul mods already and still there are many small conflicts with mods.

thank you http://www.gamesas.com/user/24287-cryonaut/ for your devoted work.

freestone
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Ridhwan Hemsome
 
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Post » Fri May 04, 2012 1:01 pm

There shouldn't be any conflicts with UI mods since I don't think this touches the UI.
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Matthew Aaron Evans
 
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Post » Thu May 03, 2012 10:27 pm

Hmmmm.... that is really weird to hear about conflicts with UL. I never once touched landscape in any way, and the only exterior cell edits that would even exist would be a few farm animal spawn points around farms and inns... maybe there's a farm or inn that is in the same cell as one that got touched by one of the UL mods and I didn't realize it?
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Amysaurusrex
 
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Post » Fri May 04, 2012 12:09 am

Hmmmm.... that is really weird to hear about conflicts with UL. I never once touched landscape in any way, and the only exterior cell edits that would even exist would be a few farm animal spawn points around farms and inns... maybe there's a farm or inn that is in the same cell as one that got touched by one of the UL mods and I didn't realize it?

yes probably so. the obmm conflict detector tends to be very over reactive. that conflict run that I did was just to get a feel for waht might conflict and i was very surprised at just how few mods did conflict.

freestone
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Melissa De Thomasis
 
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Post » Fri May 04, 2012 9:33 am

Hey Insanity! Yea your stuff is very awesome. I really love the new combat knife especially. And Urbul gro-Orkulg really loves selling your weapons at Slash-n-Smash. :smile:

Thanks, glad you like them :bunny:

The knife was kind of a surprise hit really, I didn't think many would use/like it but I'm glad I was wrong :laugh:
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Harry Leon
 
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Post » Fri May 04, 2012 9:23 am

Brilliant work Cryonaut, I was in the process of a fresh Oblivion installl so will be giving this a try instead of my usual FCOM - I especially love the idea of stripping out of heap of Mods from my load order as you've already incorporated them into OI !! :smile: :smile:

One question though - BOSS does not appear to know about this yet so throws it at the bottom of my load order after the Bashed Patch. Where would you (or others?) recommend OI be placed? Should it be at the top immediately after the DLCs and unofficial patches? Before or after UL mods?

Also, should we be using any particular bash tags?

I had a read through previous posts and your doco but can't find mention of load order anywhere (apologies if it's staring me in the face :( )

Oh- one last thing I just noticed - I spoke to Shady Sam and he didn't seem to have a barter menu available. Load order below (bugger all in it at the moment), not sure if this is a bug or just me?

Active Mod Files:
Spoiler
00  Oblivion.esm01  Unofficial Oblivion Patch.esp  [Version 3.4.1]02  DLCShiveringIsles.esp03  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]04  OBGE - Liquid Water.esp05  Oblivion Graphics Extender Support.esp  [Version 0.42]06  DLCHorseArmor.esp07  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.7]08  DLCOrrery.esp09  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]0A  DLCVileLair.esp0B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.7]0C  DLCMehrunesRazor.esp0D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]0E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]0F  DLCThievesDen.esp10  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.10]11  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.5]12  DLCBattlehornCastle.esp13  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.6]14  DLCFrostcrag.esp15  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.6]16  Knights.esp17  Knights - Unofficial Patch.esp  [Version 1.1.2]18  Oblivion Intensity.esp19  RefScope.esp  [Version 2.1.2]1A  JCN_AV Uncap.esp  [Version 1.01]1B  Bashed Patch, 0.esp



cheers,

Straub666
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Add Me
 
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Post » Fri May 04, 2012 10:03 am

Ah good point straub - no you didn't miss it; I do need to add some details about load order probably to the documentation. I'm not an expert when it comes to load orders unfortunately, but I would THINK that early in the load would be a good spot for it. I think your thoughts were correct that it should go after any UOP mods or other fixes, after the DLC, but before UL. You definitely want to make sure it goes after any mods which futz with the leveled lists though. Anyone who is more of an expert with load orders though feel free to chime in.

As far as bash tags go, I'm afraid I've got nothing. I tried to learn WryeBash a long time ago but it felt like trying to do algebra homework and my brain just refused to deal with it.

Shady Sam has no barter menu? That's really strange... The only mods I see in your load order that I'm not using are RefScope.esp, JCN_AV Uncap.esp, and Bashed Patch, 0.esp but I can't think of any reason why they would be causing a problem... I'll try reloading a few times and keep testing him out to see if I can reproduce the problem.
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Melung Chan
 
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Post » Fri May 04, 2012 12:09 pm

My bad, Cryonaut - I added OI to an exisitng test game, which may explain Shady Sam. I just tried waiting 72 hours in an internal cell then spoke to him again and his barter menu was there :)

I'm liking what I've seen so far, but one suggestion I have is maybe to make it possible to toggle some of the creatures/options? (eg I'm not a fan of slimes, so would prefer to not have them). I know MMM does this with optional "disable" esps, not sure if it would be possible to do this through an ini file or an in game menu?

Keep up the great work :)

Cheers,

Straub666
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Mylizards Dot com
 
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Post » Fri May 04, 2012 7:16 am

My bad, Cryonaut - I added OI to an exisitng test game, which may explain Shady Sam. I just tried waiting 72 hours in an internal cell then spoke to him again and his barter menu was there :smile:

I'm liking what I've seen so far, but one suggestion I have is maybe to make it possible to toggle some of the creatures/options? (eg I'm not a fan of slimes, so would prefer to not have them). I know MMM does this with optional "disable" esps, not sure if it would be possible to do this through an ini file or an in game menu?

Keep up the great work :smile:

Cheers,

Straub666

Dynamic Leveled Lists should do the trick, and it has also many features and is very customizable. But I don't know if it could interfere with the locational/time-based system this Overhaul offers and (in that case) there is a workaround.
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GabiiE Liiziiouz
 
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Post » Fri May 04, 2012 2:34 pm

Well the creature spawn scripting simply generates it's creatures from leveled lists anyway, so while I've never played around with DLL, I would imagine it would work fine for the purpose of simply removing any unwanted creatures. It would also be a good thing for arachnophobes if it works, considering my mod adds five different types of spiders, plus I just integrated scorpions as well.

But geez... no slimes? Any fantasy game that doesn't have some form of gelatinous blob as an enemy just feels like it is missing something to me. Whether they be blobs, slimes, oozes, sludges, gels, or jellies, I just feel like they are a necessity. That train of thought is probably caused by nostalgia more than anything though.

Anyway thanks to all who have shown interest in this thing. I've gotten everything on my to-do list for version 0.93 checked off, so I'm hoping that the next few hours of testing I'm about to perform goes well, and I can release the newest version within the next 6 hours. :)
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Michael Russ
 
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Post » Fri May 04, 2012 8:11 am

Well the creature spawn scripting simply generates it's creatures from leveled lists anyway, so while I've never played around with DLL, I would imagine it would work fine for the purpose of simply removing any unwanted creatures. It would also be a good thing for arachnophobes if it works, considering my mod adds five different types of spiders, plus I just integrated scorpions as well.

But geez... no slimes? Any fantasy game that doesn't have some form of gelatinous blob as an enemy just feels like it is missing something to me. Whether they be blobs, slimes, oozes, sludges, gels, or jellies, I just feel like they are a necessity. That train of thought is probably caused by nostalgia more than anything though.

Anyway thanks to all who have shown interest in this thing. I've gotten everything on my to-do list for version 0.93 checked off, so I'm hoping that the next few hours of testing I'm about to perform goes well, and I can release the newest version within the next 6 hours. :smile:


Thanks Masterplan and Cryonaut, I'll give DLL a go and let you know my feedback. Cryonaut, am I sensing a bit of D&D nostalgia re. the slimes....? :wink: :smile:

Edit - Seems like DLL is the way to go, haven't seen anymore slimes yet. I just used the default settings for DLL and excluded OI slimes from the load list, piece of cake (so far no issues...)

Update - just came across a Kobold and it had purple hands - I beleive this issue is generally related to a missing texture? The mod (including textures, etc) seemed to install without issue so not sure if this one slipped through the cracks?


Cheers,

straub666
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Julie Serebrekoff
 
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Post » Fri May 04, 2012 4:11 am

I've gotten everything on my to-do list for version 0.93 checked off, so I'm hoping that the next few hours of testing I'm about to perform goes well, and I can release the newest version within the next 6 hours. :smile:
Testing didn't go well. I broke something with the upgraded creature spawning scripts. Back to the drawing board...

Cryonaut, am I sensing a bit of D&D nostalgia re. the slimes....? :wink: :smile:
Nope never got into D&D - this is more based on the video games I grew up with; The Legend of Zelda, Dragon Warrior, Ultima: Quest for the Avatar, and Sword of Vermilion. :)

Edit - Seems like DLL is the way to go, haven't seen anymore slimes yet. I just used the default settings for DLL and excluded OI slimes from the load list, piece of cake (so far no issues...)
Awesome! I'm glad to hear it went so smoothly. It's good to hear people have an easy way of customizing what creatures appear if they want to. Does it also work in the opposite way? As in, if someone wants MORE of a creature? I have a friend at work who had actually asked me to triple the amount of slimes that spawn because he liked them so much. I'm wondering if this would be an easy way for him to get more slimes.

Update - just came across a Kobold and it had purple hands - I beleive this issue is generally related to a missing texture? The mod (including textures, etc) seemed to install without issue so not sure if this one slipped through the cracks?
Did you ensure all pre-requisettes were met, including Robert's Male Body?
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Sarah MacLeod
 
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Post » Fri May 04, 2012 7:10 am

Nope never got into D&D - this is more based on the video games I grew up with; The Legend of Zelda, Dragon Warrior, Ultima: Quest for the Avatar, and Sword of Vermilion. :smile:

Ah...I used to love Ultima myself :thumbsup:


Awesome! I'm glad to hear it went so smoothly. It's good to hear people have an easy way of customizing what creatures appear if they want to. Does it also work in the opposite way? As in, if someone wants MORE of a creature? I have a friend at work who had actually asked me to triple the amount of slimes that spawn because he liked them so much. I'm wondering if this would be an easy way for him to get more slimes.

I'm no expert on DLL (and your friend should definately confirm in the DLL thread), but it looks like it could be possible. For example, through the DLL interface you can browse into the OI esp and see % to spawn, probablility values, etc for all creatures in the levelled lists. It also looks as though you can change the values to increase spawns and probabilities (I haven't messed with it though). As long as you place the generated DLL esp at the end of your load order I don't see why it wouldn't be able to increase spawns for slimes or any other creature.


Did you ensure all pre-requisettes were met, including Robert's Male Body?

Aha, that would be the answer I suspect - I haven't installed the body mods yet :whistling:

Cheers, straub666
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jenny goodwin
 
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Post » Thu May 03, 2012 11:04 pm

Concerning Wyre Bash I can make the following bash tag suggestions based on looking for conflicts using TES4Edit. Needs testing! I'm still experimenting on where is a good spot in the load order as well as additional tags that might be needed.

Oblivion Intensity Tags:
Names - To keep OI item name changes
Stats - Changes to weapon stats, dmg, etc...
Graphics - Clothing and armor appearance

If using Intelligence Overhaul, load this esp before Oblivion Intensity and tag it with "Scripts" to keep its book script to advance Intelligence while keeping OI's skill book changes.
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Chloe :)
 
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Post » Fri May 04, 2012 10:27 am

Will the new version require a new game?
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Julia Schwalbe
 
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