[RELbeta] Oblivion Intensity

Post » Fri May 04, 2012 5:51 am

Will the new version require a new game?

No it should not. The changes between 0.92 and 0.93 are just tweaks and additions that should settle in within a few game-days, and not require a new game to be started...... I think.

The 0.93 files are being uploaded right now... just waiting for that to complete to update the website and everything.
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Jessica Phoenix
 
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Post » Fri May 04, 2012 12:56 am

I was about to install MMM and saw this and decided to dig a bit further on the website :biggrin: :biggrin: . It sounds promising!!! Almost all the same features as other major overhauls out there with one single esp. I'm wondering though... how would this mod impact the performance of the game? I currently get 20-30 outdoors and I don't use major overhauls yet.

Update: I'm going to give this a try but how would this be compatible with Oblivion XP? Wish me luck. :biggrin: :dry:
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Imy Davies
 
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Post » Fri May 04, 2012 11:11 am

would this mod impact the performance of the game? I currently get 20-30 outdoors and I don't use major overhauls yet.

Update: I'm going to give this a try but how would this be compatible with Oblivion XP? Wish me luck. :biggrin: :dry:

I give it test runs on my Dell laptop from 2005. I figure if it runs okay on that, then that's saying a lot. That being said - it runs smoothly MOST of the time outdoors on the laptop... sometimes I get CTDs, and sometimes it'll stutter for a couple seconds when loading new creatures. Your mileage may vary...

I have NO idea how Oblivion XP works so I can't speak to how OI will run along with it. :T

MAJOR UPDATE: 0.93 is now online, and the the info on the website as well as the main post on this thread have been updated accordingly. Highlights include the two new armor sets (adamantium & stalhrim), and 22 new creatures (snakes finally in Blackwood!!!). Check out the change history on the download page for the full list of changes.

Much to my surprise, it appears that the size of this mod has now approached or maybe even exceeded the size of FCOM. My priority with this was always quality over quantity, but over the years of working on it, I built a very sturdy foundation of quality that also allowed for new resources to be plugged in very easily, and before I knew it I had added much more than I initially planned, but still feel that it never seems overly crammed/crowded.
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Max Van Morrison
 
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Post » Fri May 04, 2012 2:07 am

I give it test runs on my Dell laptop from 2005. I figure if it runs okay on that, then that's saying a lot. That being said - it runs smoothly MOST of the time outdoors on the laptop... sometimes I get CTDs, and sometimes it'll stutter for a couple seconds when loading new creatures. Your mileage may vary...

I have NO idea how Oblivion XP works so I can't speak to how OI will run along with it. :T

MAJOR UPDATE: 0.93 is now online, and the the info on the website as well as the main post on this thread have been updated accordingly. Highlights include the two new armor sets (adamantium & stalhrim), and 22 new creatures (snakes finally in Blackwood!!!). Check out the change history on the download page for the full list of changes.

Much to my surprise, it appears that the size of this mod has now approached or maybe even exceeded the size of FCOM. My priority with this was always quality over quantity, but over the years of working on it, I built a very sturdy foundation of quality that also allowed for new resources to be plugged in very easily, and before I knew it I had added much more than I initially planned, but still feel that it never seems overly crammed/crowded.

Well that's a relief. That means I don't have to worry about too much fps dropping while outdoors. As for Oblivion XP, it's basically Oblivion meets Diablo/Baldur's Gate/NWN etc etc. Killing, discovering locations, quests, lockpicking gives you xp for you to collect to level instead of relying on skill usage. Here's more detailed info: http://www.tesnexus.com/downloads/file.php?id=35333. Hopefully it's compatible so you don't have to make a patch or something. I'll let you know once I fire my game up.

Oh one more thing... your website informs that the skeletons for daedroth and clannfear are bugged and should be deleted. Someone from Unofficial Oblivion Patch thread posted a fixed version here: https://skydrive.live.com/?cid=715953c7841ab2e4&id=715953C7841AB2E4!109 if you haven't find that out already. Thought you should know. :biggrin: :biggrin:
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Adriana Lenzo
 
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Post » Fri May 04, 2012 2:10 pm

Just played with your mod installed along with Oblivion XP and I'm happy to say it's working fine. No problem at all so far!!! :biggrin: :biggrin: :foodndrink:
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Prisca Lacour
 
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Post » Fri May 04, 2012 4:25 am

Awesome to hear! I would have been surprised if Oblivion XP did have any problems with compatibility because I couldn't think of any reason why it would, but it always good to get confirmation of things playing nicely with each other.

I see that while that skeleton update does provide new skeleton nifs, it still recommends deleting the daedroth, clannfear body, and clannfear head nifs anyway. I wonder why the UOP replaces skeletons in the first place? I don't like that, because I like to use Realistic Physics and Force, which also replaces the skeletons for better ragdolls.

If anyone has any suggestions for how to prevent creatures from spawning in the air off the edge of cliffs and falling to their doom, I would love to hear them.
Also if anyone has any suggestions for making the passive fish actually swim away when the player approaches them, I would love to hear those too (I already set their aggression to 99 and their confidence to 0 but it doesn't work).
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HARDHEAD
 
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Post » Fri May 04, 2012 10:01 am

Awesome to hear! I would have been surprised if Oblivion XP did have any problems with compatibility because I couldn't think of any reason why it would, but it always good to get confirmation of things playing nicely with each other.

I see that while that skeleton update does provide new skeleton nifs, it still recommends deleting the daedroth, clannfear body, and clannfear head nifs anyway. I wonder why the UOP replaces skeletons in the first place? I don't like that, because I like to use Realistic Physics and Force, which also replaces the skeletons for better ragdolls.

If anyone has any suggestions for how to prevent creatures from spawning in the air off the edge of cliffs and falling to their doom, I would love to hear them.
Also if anyone has any suggestions for making the passive fish actually swim away when the player approaches them, I would love to hear those too (I already set their aggression to 99 and their confidence to 0 but it doesn't work).
Hey I just realized that since this mod makes traps deadlier to all characters what would happen when Oreyn walks onto a ceiling spike trap during one of the Fighters Guild Quest? :blink: :ahhh: :facepalm:
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Sabrina Schwarz
 
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Post » Fri May 04, 2012 2:06 pm

Hey I just realized that since this mod makes traps deadlier to all characters what would happen when Oreyn walks onto a ceiling spike trap during one of the Fighters Guild Quest? :blink: :ahhh: :facepalm:

He's essential, so, while it may not be very realistic, the worst that can happen to him according to the game is that he gets knocked unconscious.
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courtnay
 
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Post » Fri May 04, 2012 2:14 pm

He's essential, so, while it may not be very realistic, the worst that can happen to him according to the game is that he gets knocked unconscious.
Ookay guess I was worrying about it for nothing. :tongue: Another issue came up while I was playing though. :unsure2: :glare: Although I would understand if a giant rat wants a piece of me because it's bigger than my character but small rats were coming after me also. When I checked it with FormID Finder its faction belonged to evil. :excl: :banghead: What?!!!! May I suggest that you tweak the scripts for the creature behavior to make it a bit more realistic? :stare: :yuck:
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Steeeph
 
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Post » Fri May 04, 2012 7:21 am

Someone from Unofficial Oblivion Patch thread posted a fixed version here: https://skydrive.live.com/?cid=715953c7841ab2e4&id=715953C7841AB2E4!109... :biggrin:
Thanks for posting this, I didn't catch it in the UOP thread. Must update them now, I see the error too often to ignore anymore.
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Scared humanity
 
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Post » Fri May 04, 2012 8:29 am

Ookay guess I was worrying about it for nothing. :tongue: Another issue came up while I was playing though. :unsure2: :glare: Although I would understand if a giant rat wants a piece of me because it's bigger than my character but small rats were coming after me also. When I checked it with FormID Finder its faction belonged to evil. :excl: :banghead: What?!!!! May I suggest that you tweak the scripts for the creature behavior to make it a bit more realistic? :stare: :yuck:

It's perfectly normal for all wildlife factions to be "evil". Per the construction set wiki: "An NPC that belongs only to evil factions is not protected by the laws of Cyrodiil. Any crime committed against an evil NPC does not create bounty. The player can steal from or murder such NPCs with impunity." - That means that if they weren't set to evil, killing them would be considered a crime. It doesn't affect their actual AI at all. The factors that really control their behavior is their aggression, confidence, and the scripting on them. They never seemed too aggressive to me when I was testing it out (they seemed to run away when they saw me about 75% of the time), but if they are attacking somewhat frequently, then you're right, they shouldn't be. Right now their aggression is set to 30 on some and 40 on others, with a confidence level of only 20, which should make them very prone to running away. However, they also have the "natural wildlife" scripting on them which can make them decide to be aggressive if you get too close to them, and give them a random chance of their confidence switching up as well. Maybe they'd be better off without that scripting on them, so they behave more reliably the way deers do... I'll look into it for the next update.

Thanks for the feedback!
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Kelly John
 
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Post » Fri May 04, 2012 10:30 am

Thanks for posting this, I didn't catch it in the UOP thread. Must update them now, I see the error too often to ignore anymore.
No problem, anything I can do to help my fellow gamers. :biggrin: :biggrin: .
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Kit Marsden
 
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Post » Fri May 04, 2012 6:00 am

It's perfectly normal for all wildlife factions to be "evil". Per the construction set wiki: "An NPC that belongs only to evil factions is not protected by the laws of Cyrodiil. Any crime committed against an evil NPC does not create bounty. The player can steal from or murder such NPCs with impunity." - That means that if they weren't set to evil, killing them would be considered a crime. It doesn't affect their actual AI at all. The factors that really control their behavior is their aggression, confidence, and the scripting on them. They never seemed too aggressive to me when I was testing it out (they seemed to run away when they saw me about 75% of the time), but if they are attacking somewhat frequently, then you're right, they shouldn't be. Right now their aggression is set to 30 on some and 40 on others, with a confidence level of only 20, which should make them very prone to running away. However, they also have the "natural wildlife" scripting on them which can make them decide to be aggressive if you get too close to them, and give them a random chance of their confidence switching up as well. Maybe they'd be better off without that scripting on them, so they behave more reliably the way deers do... I'll look into it for the next update.

Thanks for the feedback!

Geez I did not know anything like that. So that's a perfectly normal behavior? Still I think it should be tweaked so small rats at least will be less aggressive especially at night. Almost every creature of all kinds came after me the other night. :biggrin: :biggrin: . I'll keep on playing and see if I can find anything else.
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Lyd
 
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Post » Thu May 03, 2012 10:53 pm

Patch to upgrade 0.93 to 0.93b uploaded! See the download page to get it. It's just a replacement esp that makes the following changes:
  • Fix: gave poison atronachs, spectres, barghests, and slimes back their shaders, which they lost at some point between version 0.92 and 0.93 for unknown reasons (weird)
  • Update: changed hill giants and swamp hulks to the “giant” creature type
  • Update: increased agility of giants where appropriate to make it more difficult to stagger them
  • Update: increased hill giants' attack from 25 to 50 (they were barely stronger than a wolf before!)
  • Update: improved a few of the “LL2” creature lists that had been overlooked
  • Update: made rats, rotworms, & roaches more cowardly
  • Update: also made a less-cowardly version of a few of the common rats and added them back to the mix
  • Update: cleaned mod with TES4Edit
So now about 85% of the standard rats are set to run away as soon as they see you, and the other 15% MAY attack you if you get too close to them, but not all the time. I think this will be a good balance. :)
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Ella Loapaga
 
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Post » Fri May 04, 2012 7:53 am

Patch to upgrade 0.93 to 0.93b uploaded! See the download page to get it. It's just a replacement esp that makes the following changes:
  • Fix: gave poison atronachs, spectres, barghests, and slimes back their shaders, which they lost at some point between version 0.92 and 0.93 for unknown reasons (weird)
  • Update: changed hill giants and swamp hulks to the “giant” creature type
  • Update: increased agility of giants where appropriate to make it more difficult to stagger them
  • Update: increased hill giants' attack from 25 to 50 (they were barely stronger than a wolf before!)
  • Update: improved a few of the “LL2” creature lists that had been overlooked
  • Update: made rats, rotworms, & roaches more cowardly
  • Update: also made a less-cowardly version of a few of the common rats and added them back to the mix
  • Update: cleaned mod with TES4Edit
So now about 85% of the standard rats are set to run away as soon as they see you, and the other 15% MAY attack you if you get too close to them, but not all the time. I think this will be a good balance. :smile:
Woohoo!!! Another update!!! :biggrin: :banana: :goodjob: Time to give another play through :tongue: :hehe: Thank you!!
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renee Duhamel
 
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Post » Fri May 04, 2012 4:38 am

Please disregard this post. It's better to send him a pm instead.
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Naomi Lastname
 
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Post » Fri May 04, 2012 6:37 am

Created a new small optional mod called "Safer Weye", which will probably be integrated into Oblivion Intensity eventually after some testing. Grab it here: http://brettsaltzer.com/oblivion/Safer%20Weye%20for%20OI.zip

This mod should be loaded after any mods which change the area in and around Weye, Talos Bridge, and the IC stables. It is meant to make the area safer for people using Oblivion Intensity, as it changes the cell names from "Wilderness", which will prevent the creature spawn generator script from creating new spawn points in those cells.

Location 3,16 changed from "Wilderness" to "ICStableArea"
Location 2,16 changed from "Wilderness" to "ICTalosBridgeArea1"
Location 2,14 changed from "Wilderness" to "ICTalosBridgeArea2"
Location 1,16 changed from "Wilderness" to "WeyeArea1"
Location 0,16 changed from "Wilderness" to "WeyeArea2"
Location -1,16 changed from "Wilderness" to "WeyeArea3"
Location -2,16 changed from "Wilderness" to "WeyeArea4"
Location -2,15 changed from "Wilderness" to "WeyeArea5"
Location -2,14 changed from "Wilderness" to "WeyeArea6"
Location 0,14 changed from "Wilderness" to "WeyeArea7"
Location 1,14 changed from "Wilderness" to "WeyeArea8"

Does not appear to have any compatibility issues whatsoever with AFK_Weye, Region Revive, or any other mods from what I can tell.
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joeK
 
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Post » Fri May 04, 2012 12:11 pm

Since the main quest is impossible for a level 1 player, and the wilderness and dungeons are so dangerous as well, I realized I needed to make some things that a level 1 player would surely be able to handle, so I am editing some of the vanilla quest leveled lists & NPCs to make them static and easy. I'm not editing the actual quests at all (like the scripts and/or structure), but I am making the things involved in them nice and friendly to a level 1 player. So far I've made sure That Agarmir and his thug in "Unfriendly Competition" aren't too tough, and also made sure the Blackwater Brigands from "Unexpected Voyage" aren't tough either. I'm also making sure the goblins in both "The Killing Field" and "The Desolate Mine" aren't very tough. The Spectral Sailers from "The Ghost Ship of Anvil" have also been changed. Now instead of wraiths, they are actual spectral sailers (ghost versions of the original crewmembers similar to the new NPC spectres I included in the undead leveled lists), which are significantly easier to face than wraiths.

Any thoughts/suggestions regarding this would be greatly appreciated. :)
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herrade
 
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Post » Fri May 04, 2012 5:06 am

The Weye idea is good. As for the quests, I guess its a mixed bag. I do not think those quests should be automatically easy for level 1 characters. if you take that approach, there are plenty of others that can fit that. The rewards from these are pretty good, maybe too good for level 1. For me, even with FCOM, I can do those at level 2-3, especially if you are smart.

Not sure if this helps you, I think you should trust your vision, and if this is the way to go, then go that way. For me, Oblivion is more about what's out in the dungeons.
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Margarita Diaz
 
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Post » Fri May 04, 2012 4:11 am

Since the main quest is impossible for a level 1 player, and the wilderness and dungeons are so dangerous as well, I realized I needed to make some things that a level 1 player would surely be able to handle, so I am editing some of the vanilla quest leveled lists & NPCs to make them static and easy. I'm not editing the actual quests at all (like the scripts and/or structure), but I am making the things involved in them nice and friendly to a level 1 player. So far I've made sure That Agarmir and his thug in "Unfriendly Competition" aren't too tough, and also made sure the Blackwater Brigands from "Unexpected Voyage" aren't tough either. I'm also making sure the goblins in both "The Killing Field" and "The Desolate Mine" aren't very tough. The Spectral Sailers from "The Ghost Ship of Anvil" have also been changed. Now instead of wraiths, they are actual spectral sailers (ghost versions of the original crewmembers similar to the new NPC spectres I included in the undead leveled lists), which are significantly easier to face than wraiths.

Any thoughts/suggestions regarding this would be greatly appreciated. :smile:

How bout making those quests easier but adjust the level of reward accordingly so balance the game you know? I'm using Oblivion XP so I become powerful by gaining xp not by using skills. So, more xp I get more skills I can level up sooner. :biggrin: :biggrin:
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Queen
 
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Post » Fri May 04, 2012 4:17 am

Well I don't want them to necessarily be EASY for a level 1 player... just not impossible. :)
For instance, before with "The Killing Field", there was a chance goblin berserkers would show up. There's pretty much no way a level 1 character could ever defeat a goblin berserker (especially considering how my mod makes attacks more powerful, so they can kill you a lot quicker now), so I changed the waves as follows:
Wave 1: 2/3rds snotlins and 1/3rd regular goblins
Wave 2: 1/3rd snotlins and 2/3rds regular goblins
Wave 3: 2/3rds regular goblins and 1/3rd goblin archers
Boss: goblin skirmisher

As another example, Agarmir and his thug can still kill you quite easily if you're not careful, but at least now there's no chance that his thug is going to be wearing any armor better than steel.

And yea I'll definitely be working on making sure the rewards are balanced to the difficulty level. I don't want them to be overpowering to a level 1 player, but I also want them to still feel like actual rewards, so I'm trying to find that happy medium.
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Chris Guerin
 
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Post » Fri May 04, 2012 12:07 am

I'm liking pretty much every aspect of this mod. However, there are two things I'm not quite satisfied with:
  • The monster spawn script is spawning monsters too close to the player. This is specially evident, comical even, if you are using a detect life spell. You can clearly see how the monsters fall from the air all around you.
  • I have yet to find a foe with more than 10 levels over mine. With the exception of a Xivilai I found in oblivion, which was level 20, (I'm level 7 atm) everybody else seem to be within 5-7 levels of me. In this regard I find OOO much more challenging. For new chars at least.
Also a side effect of issue number one; monsters spawn in dangerous places; like bridges, mountains and cliffs and fall to death. Even if you disagree with both previous points I think you could agree this one is rather annoying.
A simple solution could be achieved by using http://obse.silverlock.org/obse_command_doc.html#GetTerrainHeight and set the monsters at that location.
In interiors you could use http://obse.silverlock.org/obse_command_doc.html#GetFirstRef and getNextRef to find the position of current monsters and spawn yours near the existing ones. I've seen more than one pink blur falling to the void in caves and dungeons. :biggrin:

These minor quibbles aside, excellent mod mate, I'm truly enjoying it.
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Flash
 
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Post » Fri May 04, 2012 3:42 am

Thank you for the feedback Five! I'm glad you're enjoying it...

I absolutely hate the monsters spawning mid-air and falling. I wish nothing more than to be able to ensure they always only spawn level with the terrain. I got my hopes up for a moment with your suggestion, but then saw it is specific to OBSE, and I really REALLY want to avoid forcing my mod to be dependent on OBSE. :(

Hmmm... too many easy monsters you say??? I'll definitely have to look into that... So you're just waltzing around in Oblivion at only level 7 and not getting murdered??? This surprises me!

Wait... you're getting monsters spawning inside caves and dungeons??? That shouldn't even be possible...... the spawn point generator script is supposed to ONLY create spawns when the player is in an exterior! *head explodes*
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Bethany Watkin
 
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Post » Fri May 04, 2012 12:32 pm

Thank you for the feedback Five! I'm glad you're enjoying it...

I absolutely hate the monsters spawning mid-air and falling. I wish nothing more than to be able to ensure they always only spawn level with the terrain. I got my hopes up for a moment with your suggestion, but then saw it is specific to OBSE, and I really REALLY want to avoid forcing my mod to be dependent on OBSE. :(
I see....Well, thats a tough one. Without using OBSE I guess the only solution is to use moveTo instead of placeAtMe, then use an activator below the spawner's position in the z axis to check GetLos with the spawner's reference. If getLos is positive it'd mean theres nothing in between them, you can them proceed to lower the activator more and more until getLos returns 0, at which point you can move the spawn a little above the activators position. But that would require creating a reference of the Leveled Creature list, as well as an exclusive gameMode script to loop this, since you can't use while or goto. Too much trouble if you ask me.

Hmmm... too many easy monsters you say??? I'll definitely have to look into that... So you're just waltzing around in Oblivion at only level 7 and not getting murdered??? This surprises me!
Well I wouldn't say I'm waltzing around, I'm having some tough moments too :smile: but you shouldn't take my level as a reference. In reality I'm more like a level 12-15.( I'm a vampire, with +20 to most of my stats and before killing me they need to empty my blood pool, so I guess that turns things into my favor a little :wink:

Wait... you're getting monsters spawning inside caves and dungeons??? That shouldn't even be possible...... the spawn point generator script is supposed to ONLY create spawns when the player is in an exterior! *head explodes*

Well It's definitely not your mod, I just looked into the creatures script to change the spawn distance and they wont spawn in interiors. Must be some other mod altering that cave.
BTW doubling the values from 1024 to 2048 and to 3072 worked wonderfully. I can no longer see stuff spawning in front of me, with detect life.
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Cesar Gomez
 
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Post » Fri May 04, 2012 2:30 am

I would recommend using DLL with this mod to make the spawns more to your difficulty liking.
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Floor Punch
 
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