[REL] Oblivion WarCry New Dimension EV

Post » Wed Mar 30, 2011 10:42 am

OK, Lets start to give you answers :D

1. I still don't get what is meant by level brake? Particularly the term brake. It sounds like level stop - I don't think it is the right word or I'm just too thick to get it. Is it some form of adding a hierarchy to the skills or new levels required for novice to mastery in them or something? I quote the balancing section:
Brake -3x
Brake -2x
Brake 0x
Brake +1x
...then each with the list of skills that have such brakes. Is this skill progression rates?


Yes, this means Slower Skill progression


2. Integrated mods. So it seems harvest flora is integrated. Will uninstall the original then. I see there is a beautification for soul gems I've not seen before, but does this change soul gem behavior?


No, this is not the Original Harvest Flora Mod.

AFAIK Harvest Flora disables the Objects, but this was http://www.scharesoft.de/joomla/forum/member.php?u=3361 Idea and Work contains complete from Scratch Made new Harvest Animations....

Next and this is probably more important - is it that “Illumination Within” by Slap & Modman mod is integrated? If so doesn't that mean that city mods will be incompatible as they often change the location of windows/buildings, as well as, a mod like Animated Window Lighting System? If you haven't seen AWLS - it covers shivering Isles and only changes window meshes/textures.
[edit] just read up on IW and AWLS ... with IW any mod added building will not be illuminated, while they will with AWLS. Here is the section on AWLS that details using them both and the issues with IW:
Using AWLS + Illumination Within Revived (IWR)


AWLS is a great mod for sure. However, using actual light sources arguably looks more realistic. Therefore, if you want the best visual quality and you don't mind the performance hit and the inconsistency of having mod-added buildings not have light sources, then you can load both AWLS and Illumination Within Revived.

How to Use IWR

To use IWR, download Illumination Within Revived Optimized and enable just the IWR-Lights.esp.

Note: Do not download the original "Illumination Within" or the original "Illumination Within Revived" and do NOT install any of the meshes and textures assets from IWR. Only load the Lights.esp. Do NOT EVER use the Windows or Shutters .esps!

Rather than using IWR Optimised, you could use Illumination Within Revived Retrofitted and enable just IWRRetroFittedLights.esp and PONLights.esp (if you use Knights of the Nine). It will do the same thing as above basically.

Compatibility Issues with IWR

It should be noted that if you use mods that move or add buildings, such as Blood & Mud or Better Cities, you will get floating light sources from IWR where the vanilla buildings used to be. Therefore, it's recommended to use IWR only if you don’t use major city overhaul mods. Although understand using IWR with these types of mods won't cause any major issues apart from some visually strange lighting.

Note that ImpeREAL City by SilentResident works fine with IWR, however, none of the new upper levels of buildings that his mod adds will have actual light sources, but all the lower level, vanilla windows will. However, the performance impact between IWR and ImpeREAL City can be quite high.

Also know that the IWR lights are colored mostly orangish-yellow. This will not look that great if you use the more darker, blue color options in AWLS. For instance, do not use the Imperial City Blue window option with IWR. The best looking options are the "Brumbek Yellow" but all the orange and yellow options including all curtain options look just fine.

Note: IWR does NOT cover Shivering Isles at all. Therefore, you can pick whatever color choices for SI without concern for IWR's lights.

It should also be noted that there are some differences in window time schedules between IWR and AWLS. This means the light sources won't always go off at the same time AWLS windows go off. Ideally, AWLS would create its own version to unify the scripts. Maybe someday.
So it seems that the version included is ILLUMINATION WITHIN V1.0.5, which is not the optimized version. Anyway I'm mentioning all this because many here use AWLS and that there is a more optimized version of IW available.


Yes, its the 1.0 Version
But this from ND works very fine with The Better Cities Series. I use Chorrol, Skingrad, Anvil and IC Complete.


3. Level scaling.

Not seeing this addressed in the readme, but still curious I started looking around in tes4edit I seem to see a lot of leveled creatures set to appear at level 1, but then the main levels for most creatures are 1, 15, 30, 40. So then the challenge could potentially be there up to around level 45 or so. Does that sound right? Those tiers seem a bit far apart. There is then leveling but not a complex system with embedded leveled lists like OOO has - at least from what I can tell.

[edit] I just removed a section that I thought was about a problem but I just forgot to add the relev tag to the esp for bash. All better now.

I guess what I mean by asking about level scaling is just trying to get a grasp of how all the new content is scaled to appear based on character level. I like how bg2408 broke down the difference in scaling in his comparison thread. I guess I was hoping for a similar synopsis for bosses, npcs, and loot.



Hmh, how tell i this.....

NDs Level scaling is a bit like OOO, a Cup of Francescos and a lot of Eddys Taste :wink:


It may be you walk around and meet only easy to kill Creatures, Bandits Animals and then in the next moment stands a Minotaur Lord or a Zerberus in the middle of the way......

Or you enter a Dungeon follow the way down and ..... :ahhh:

You can play 20 hours and find only Bad Items and then a Dremora Weapon Masterpiece...

This means, that everything can happen everywhere.

NNW
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saxon
 
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Post » Wed Mar 30, 2011 2:36 am

Concerning OWC-ND's IW:
AWLS works fine with OWC-ND, I use it myself. Sometimes there are differently lighted windows on one house, but imo nothing worth a patch.
I use Chorrol, Skingrad, Anvil and IC Complete.

Funny - the problematic cities are Cheydinhal and Bruma. Hovering windows are in western Cheydinhal and those of the chapel of Bruma. I'd have made a patch for better cities, but every time I want to save it, the CS claims there would be an error and crashes...
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M!KkI
 
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Post » Wed Mar 30, 2011 6:57 am

I mentioned it in a different thread but I would find it helpful if anyone could tell me why the fish attacks ain't connecting with Warcry. After playing Warcry for 10+ hours that is the only issue that bothers me.

My loadlist. (Thanks for any help even though I don't really expect anyone to find a solution)

Edit: to be more descriptive when I say not connecting I mean they don't even try to attack me, I mean they try to swim above my head but the attack animation and thus the attack never happen. I'm not so sure why this is but I tested it with ONLY Oblivion Warcry installed and the issue still happened although Fish only attack rarely so it's not a big issue.

Spoiler
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Better Cities Resources.esm  [Version 4.9.0]03  Progress.esm  [Version 2.2]04  DLCShiveringIsles.esp05  Better Cities .esp06  Atmospheric Loading Screens - Random Quotes.esp07  ChaseCameraMod.esp08  Ultimate 3rd Person Camera.esp++  Item interchange - Extraction.esp  [Version 0.76]09  FF_Real_Thirst.esp0A  Display Stats.esp  [Version 2.0.1]0B  Forward Motion Blur.esp0C  Lock Bash Omega.esp  [Version 1.5]0D  Streamline 3.1.esp0E  Dynamic Map.esp  [Version 2.0]0F  Enhanced Hotkeys.esp  [Version 2.1.1]10  DLCHorseArmor.esp11  DLCOrrery.esp12  DLCVileLair.esp13  DLCMehrunesRazor.esp14  DLCSpellTomes.esp++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp15  DLCThievesDen.esp16  Cobl Glue.esp  [Version 1.72]17  Cobl Si.esp  [Version 1.63]18  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]19  OWC - Mannequin.esp1A  OWC - Seaworld.esp1B  OWC - New Dimension.esp1C  DLCBattlehornCastle.esp1D  DLCFrostcrag.esp1E  Knights.esp1F  xuldarkforest.esp  [Version 1.0.5]20  xulStendarrValley.esp  [Version 1.2.2]21  xulTheHeath.esp22  XulEntiusGorge.esp23  xulFallenleafEverglade.esp  [Version 1.3.1]24  xulColovianHighlands_EV.esp  [Version 1.2.1]25  xulChorrolHinterland.esp  [Version 1.2.2]26  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]27  xulBravilBarrowfields.esp  [Version 1.3.2]28  xulLushWoodlands.esp  [Version 1.3.1]29  xulAncientYews.esp  [Version 1.4.3]2A  xulAncientRedwoods.esp  [Version 1.6]2B  xulCloudtopMountains.esp  [Version 1.0.3]2C  xulArriusCreek.esp  [Version 1.1.3]2D  xulPatch_AY_AC.esp  [Version 1.1]2E  xulRollingHills_EV.esp  [Version 1.3.3]2F  xulPantherRiver.esp30  xulRiverEthe.esp  [Version 1.0.2]31  xulBrenaRiverRavine.esp  [Version 1.1]32  xulImperialIsle.esp  [Version 1.6.6]33  xulBlackwoodForest.esp  [Version 1.1.0]34  xulCheydinhalFalls.esp  [Version 1.0.1]35  xulAspenWood.esp  [Version 1.0.2]36  xulSkingradOutskirts.esp  [Version 1.0.1]37  xulSnowdale.esp  [Version 1.0.2]38  xulCliffsOfAnvil.esp39  kuerteeInventoryIsABackpack.esp3A  Alternative Start by Robert Evrae.esp3B  RealisticFatigue.esp3C  kuerteeEatAndSleep.esp3D  RealisticHealth.esp3E  RealSleepExtended.esp  [Version 2.5]3F  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]40  SorcerysToll.esp41  Creature Damage Fix.esp  [Version 2.4]42  Duke Patricks - Combat Archery.esp  [Version 4.2]43  BetterBlocking.esp  [Version 3]44  kuerteeBattleFatigueAndInjuries.esp45  Phitt's Phighting Phixes.esp46  ProgressGSD.esp  [Version 2.0]47  ProgressMBSP.esp  [Version 2.0]48  ProgressSBSP.esp  [Version 1.0]49  ProgressRBSP.esp  [Version 1.0]4A  ProgressRacial.esp4B  ProgressArmorer.esp  [Version 1.0]4C  ProgressMercantile.esp  [Version 1.11]4D  RealisticLeveling.esp++  Item interchange - Placement.esp  [Version 0.76]4E  Better Cities Full.esp  [Version 4.9.0]4F  Better Cities - VWD of the IC.esp  [Version 4.7.0]50  Better Imperial City.esp  [Version 4.9.0]51  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]52  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]53  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]54  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]55  Better Cities - COBL.esp  [Version 2.1]56  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  Timescale 5x Real-Life.esp57  kuerteeDetectLifeEffectNightEyeShader.esp++  LightSpellBlue.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]58  Bashed Patch, 0.esp

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Bad News Rogers
 
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Post » Tue Mar 29, 2011 10:16 pm

Fishes are "Fleeing" Animals in ND and not Attacking Monsters
Why should a little fish try to attack a armored warrior? :rofl:

Btw.

What is

SorcerysToll.esp ?



NNW
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Tyrel
 
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Post » Wed Mar 30, 2011 9:20 am

There are several interesting mods that address this magic system like Sorcerys Toll or Fizzle.

The idea is that you are able to cast any spell independent on the actually skill level. You have a chance that the spell works or fails. If it fails different things can happen from loosing all mana loosing
health because the spell gets backfired on you. I like the system because there are situations for example as a warrior when you have to try a difficult spell to master a situation and than you are either very happy or ...bad things will happen.
This ensures that magic gets more valuable and it makes role playing easier because it is nearly impossible to cast powerful spells as a warrior. Most of this things can be configured in a handy ini file so that everyone can decide how difficult things can get.

Very nice immersion additions this little modifications are
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Lyndsey Bird
 
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Post » Tue Mar 29, 2011 9:58 pm

Thanks for the replies - please be patient with me as I have a few follow ups.

So with these skill progression rates - if I use a mod like http://tesnexus.com/downloads/file.php?id=14304 am I asking for trouble? Is there a way to disable the skill rates in OWC ND? So that the more comprehensive mod Progress can handle it? I suppose perhaps http://www.gamesas.com/index.php?/topic/1126697-relz-wipz-tejons-thread-o-mods/page__view__findpost__p__17299751.

As for the harvest flora - very interesting. Cool stuff.

Level scaling - well yeah the way you describe it - it sounds more like TIE with unleveling than OOO. So that still confuses me, but I guess time and effort will reveal more.

Next - well since nanonashorn reports the issues that Brumbeck described in the AWLS readme - that is too bad. Ultimately I would urge Mr. Eddy to please consider switching to http://tesnexus.com/downloads/file.php?id=19628 as a recommended supplementary mod, which is an all encompassing windows lighting mod that will work with any mod added building or moved window - always. Maybe AWLS needs translation to German?

But following the instructions from AWLS when using both mods then the advice is to:
To use IWR, download Illumination Within Revived Optimized and enable just the IWR-Lights.esp.

Note: Do not download the original "Illumination Within" or the original "Illumination Within Revived" and do NOT install any of the meshes and textures assets from IWR. Only load the Lights.esp. Do NOT EVER use the Windows or Shutters .esps!
So the first question is - is that there is the shutter esp integrated or is it the regular.

If just regular then the answer is that the OWC.esp will contain that and for those using AWLS then remove the windows lighting folder from these pathways:
Textures/Architecture/OWC - New Dimension/WindowLights
Meshes/Architecture/OWC - New Dimension/WindowLights

Perhapshttp://www.gamesas.com/index.php?/topic/1165779-relzanimated-window-lighting-system-thread-7/page__view__findpost__p__17299687 for advice as well.

Does that sound right?

[edit] and, I think, the point that Sculelos was making about the fish was that not being able to hit them means that you can't kill them. In MMM the fish you can kill an eat.
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stacy hamilton
 
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Post » Tue Mar 29, 2011 8:59 pm

Sorry for double posting - just wanted to give feedback about creatures and encounters.

Loaded the mod up in the above load order. Only added Duke Patrick Combat Archery which ramps up bow damage by 7x on average - just so my level 2 dunmer had half a chance if able to get to high ground. Also I turned the difficulty down to first 30% then later 2% (will explain below).

Wanted to check out a cave that had been expanded - chose sideways cave since near sewer exit. First arrival there was a cruel pirate who completely ignored me and jaguar from WAC and in the water a water elemental. After I attacked the jaguar the pirate just walked away and the water elemental went berserk trying to kill me. Those were a challenge at 30% difficulty. I also had redwave sword. That helped.

Next two encounters was a LIOPEURODON that was basically a god to my little dunmer. He had no real chance against this thing what looked like a water based dinosaur that waddled very fast over land and clipped up walls to get at me but then later got stuck under the arches near the fort and crossroads there. Its seemed it mesh was much larger than the visual size of the creature because as it waddled it appeared to be about 3 feet off the ground and it appeared like it could fit under the arch but could not - to my advantage - as I was able to lob many arrows at it. Even after dying it was that high off the ground. It took many flare spells and about 40 arrows to kill it. And that was at 7x bow strength and the difficulty slider at 2%!!

Annoyingly guards (I think a combination of vanilla, the mod Voila, and Arthmoors New Roads and Bridges mod - all should be in the guard faction) completely ignored this giant hulking beast chasing me down and even on the road sauntered by as this thing screeched and hissed at me. They did stop to kill the vanilla spawned goblins near the fort, but ignored this thing.

While my character was running for his life for many minutes searching for any kind of respite - he also picked up another giant lizard called SANDLIZARD. This thing was also pretty large but not as large. My character lost this creatures and when I went back to see where it went I came upon a guard tower (again added by New Roads and Bridges) to find a blood bath of guards. And this thing was also incredibly difficult to kill. In fact if it weren't for another set of patrolling guards who did want to interact with and attack this monster I would have run out of ammo and health.

Phew. My first response what - OK Cyrodiil is now Jurassic park. Guards are food.

OK save then enter sideways cave. I was wondering if darkness mods would work in the altered dungeons. Well they apparently will if the space is the same vanilla spaces. Cava Obscura was fine but the new areas were not darkened. Not a big loss. In there I met vanilla creatures: spriggan, Land Dreugh, and troll. Also met from this mod Ancient Dreugh, diseased troll who gave vampire disease, small gargoyles, ice gargoyle. Will o Wisps from VASE.

None of these were near as tough as the dinosaurs on the surface. Safer underground while thunder-lizards roam above.

So my first impression is above ground unleveled - underground tough like OOO, but not insane.

All first impressions though. Will get more insight after next play time.
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D LOpez
 
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Post » Tue Mar 29, 2011 9:32 pm

that does make me want to try it out asap, exotic creatures ftw! XD
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JAY
 
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Post » Tue Mar 29, 2011 11:06 pm

Phymon I took some inspiration from you and decided to run both WAC and Warcry ND together with Warcry being the dominant overhaul as in the spoiler tags below. Also using bash so both leveled list get merged so I see creatures from Both and so far so good. I think Wac is more of a content pack then a content changer so it doesn't matter so much if things in it are overwriten. EItherway everything seems to be working properly and the WAC fish are attacking properly so perhaps my issue might be resolved by running both together, further testing will make it clear to see exactly what fish act funny.

Spoiler
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Waalx Animals & Creatures.esm03  Natural_Habitat_by_Max_Tael.esm04  Better Cities Resources.esm  [Version 4.9.0]05  Progress.esm  [Version 2.2]06  DLCShiveringIsles.esp07  Better Cities .esp08  Atmospheric Loading Screens - Random Quotes.esp09  Natural_Habitat_by_Max_Tael.esp0A  ChaseCameraMod.esp0B  Ultimate 3rd Person Camera.esp++  Item interchange - Extraction.esp  [Version 0.76]0C  WAC - Crowded Roads Revisited.esp  [Version 1.1]0D  FF_Real_Thirst.esp0E  Display Stats.esp  [Version 2.0.1]0F  Forward Motion Blur.esp10  Lock Bash Omega.esp  [Version 1.5]11  Streamline 3.1.esp12  Dynamic Map.esp  [Version 2.0]13  Enhanced Hotkeys.esp  [Version 2.1.1]14  DLCHorseArmor.esp15  DLCOrrery.esp16  DLCVileLair.esp17  DLCMehrunesRazor.esp18  DLCSpellTomes.esp++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp19  DLCThievesDen.esp1A  Cobl Glue.esp  [Version 1.72]1B  Cobl Si.esp  [Version 1.63]1C  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]1D  WAC.esp1E  WAC - OverSpawn.esp1F  WAC - BlackBootDungeon.esp20  WAC - Dead Knights.esp21  WAC - Player Summons.esp22  WAC - Birds&Insects.esp23  WAC - Companions.esp24  WAC - Horses.esp25  WAC - TCOS.esp26  WAC - TCOS Shops.esp  [Version 03]27  WAC - 8th Gate.esp28  WAC - Legion.esp29  WAC - Gladiator.esp2A  WAC - Magic.esp2B  OWC - Mannequin.esp2C  OWC - New Dimension.esp2D  OWC - Seaworld.esp2E  DLCBattlehornCastle.esp2F  DLCFrostcrag.esp30  Knights.esp31  xuldarkforest.esp  [Version 1.0.5]32  xulStendarrValley.esp  [Version 1.2.2]33  xulTheHeath.esp34  XulEntiusGorge.esp35  xulFallenleafEverglade.esp  [Version 1.3.1]36  xulColovianHighlands_EV.esp  [Version 1.2.1]37  xulChorrolHinterland.esp  [Version 1.2.2]38  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]39  xulBravilBarrowfields.esp  [Version 1.3.2]3A  xulLushWoodlands.esp  [Version 1.3.1]3B  xulAncientYews.esp  [Version 1.4.3]3C  xulAncientRedwoods.esp  [Version 1.6]3D  xulCloudtopMountains.esp  [Version 1.0.3]3E  xulArriusCreek.esp  [Version 1.1.3]3F  xulPatch_AY_AC.esp  [Version 1.1]40  xulRollingHills_EV.esp  [Version 1.3.3]41  xulPantherRiver.esp42  xulRiverEthe.esp  [Version 1.0.2]43  xulBrenaRiverRavine.esp  [Version 1.1]44  xulImperialIsle.esp  [Version 1.6.6]45  xulBlackwoodForest.esp  [Version 1.1.0]46  xulCheydinhalFalls.esp  [Version 1.0.1]47  xulAspenWood.esp  [Version 1.0.2]48  xulSkingradOutskirts.esp  [Version 1.0.1]49  xulSnowdale.esp  [Version 1.0.2]4A  xulCliffsOfAnvil.esp4B  kuerteeInventoryIsABackpack.esp4C  Alternative Start by Robert Evrae.esp4D  RealisticFatigue.esp4E  kuerteeEatAndSleep.esp4F  RealisticHealth.esp50  RealSleepExtended.esp  [Version 2.5]51  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]52  SorcerysToll.esp53  Creature Damage Fix.esp  [Version 2.4]54  Duke Patricks - Combat Archery.esp  [Version 4.2]55  BetterBlocking.esp  [Version 3]56  kuerteeBattleFatigueAndInjuries.esp57  Phitt's Phighting Phixes.esp58  ProgressGSD.esp  [Version 2.0]59  ProgressMBSP.esp  [Version 2.0]5A  ProgressSBSP.esp  [Version 1.0]5B  ProgressRBSP.esp  [Version 1.0]5C  ProgressRacial.esp5D  ProgressArmorer.esp  [Version 1.0]5E  ProgressMercantile.esp  [Version 1.11]5F  RealisticLeveling.esp++  Item interchange - Placement.esp  [Version 0.76]60  Better Cities Full.esp  [Version 4.9.0]61  Better Cities - VWD of the IC.esp  [Version 4.7.0]62  Better Imperial City.esp  [Version 4.9.0]63  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]64  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]65  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]66  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]67  Better Cities - COBL.esp  [Version 2.1]68  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  Timescale 5x Real-Life.esp69  kuerteeDetectLifeEffectNightEyeShader.esp++  LightSpellBlue.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]6A  Bashed Patch, 0.esp

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Maddy Paul
 
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Post » Wed Mar 30, 2011 9:29 am

This looks pretty awesome, might try it out one day :D.

Are the resources modders resources?? Some of them look amazing.
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Danel
 
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Post » Wed Mar 30, 2011 11:30 am

Are the resources modders resources?? Some of them look amazing.


For the most of them, you need the Permission from the Original Authors ;)

@Psymon

It looks as if you had not much luck on the first few meters..... :rofl:
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Kelly Tomlinson
 
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Post » Tue Mar 29, 2011 8:18 pm

I have just downloaded by WC-ND and WAC and plan to play the two together. Just wanted to say thanks for this awesome looking overhaul! I've also enjoyed reading this topic
I grew up with German foreign exchange students and find myself laughing at the banter between Eddy and Psymon. Reminds me of when I had to share rooms with my German friends. :)

Thanks for bringing back some good memories. Prost! :foodndrink:
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Lucky Girl
 
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Post » Tue Mar 29, 2011 8:41 pm

Hi,

Just wanted to pop in with a few comments concerning things I know pretty well :)

Compatibility:

Economy Mods:
Economy Mods might unbalance the values assigned to the vanilla items by OWC-ND, so for now it's not recommended to use any of them.
This is true for Living Economy, but not for my Enhanced Economy mod. EE does not in itself change prices of items. If you go to a smith that pays 20% more for weapons than the normal price, he will pay 20% more than whatever the price is set by other mods (like this mod), and he will pay 20% more for both vanilla and mod-added weapons, so there is no balance change at all with Enhanced Economy.

It seemed that when I interacted with a merchant and bought or sold from them that their gold never changed. I've used Enhanced Economy for so long - is that vanilla or a bug behavior?
That's the vanilla behaviour.

Load EE after ND
No, you should generally load EE early (but in this case it probably doesn't matter). EE handles most things in its own gamemode/menumode scripts and is therefore hardly affected by load order, but its best to load it early, as BOSS suggests. And I'm pretty sure it works well with OWC-ND.


So with these skill progression rates - if I use a mod like http://tesnexus.com/downloads/file.php?id=14304 am I asking for trouble? Is there a way to disable the skill rates in OWC ND? So that the more comprehensive mod Progress can handle it?
Progress works similar to EE, in the sense that it does its changes in gamemode scripts after all the static changes (that you can see in TES4Edit) has been applied, so Progress will work well with, and override the level rate setting, completely independent on load order.


Btw, in case anyone is interested, by reading through this thread, I think most of my mods should work well with OWC-ND. The clear exception is HUD Status Bars, since OWC-ND uses the single known UI overhaul that has changed the basic xml paths of the main hud xml, for no good reason. But replace the UI with Darn (or other) and it should work well too.
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 3:49 am

I couldn't load the game without Darn installed, so for english users that is likely required.

And yes HUD status is working - though I've not gotten too fancy with it.

EE seems to be working as well.

Tracking skill progression is not something I feel able to do while playing. Mostly my lil dunmer is running from the giant monsters in the wild. Reloaded tonight and immediately he was set upon by a giant (huge) stonecrab that chased him halfway round the imperial isle. He did level a few skills but whether that is happening via progress and without OWC ND interfering - I'm not 100% certain. Didn't get feedback from devs here whether the skill rates are just settings on the individual skills or if there are extra scripts involved.

I've not tested Brumbeck's AWLS solution either.
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Wed Mar 30, 2011 12:29 am

OWC-ND mostly changes item values, trap damage, level-up system (on level-up, you can always distribute 10 points to your attributes),


When I level up I get to choose 3 attributes that go up by 1 point so I'm guessing there's something wrong with my install? I deleted the menus folder as instructed in the first post and installed DarnUi instead. I've tried reinstalling it several times but the only thing I've been able to accomplish is replacing all the menu text with 0's which might be related to this problem. Any advice as to what I should do?
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Wed Mar 30, 2011 11:12 am

Please try it with http://www.sendspace.com/file/5t0byh XML. Copy it to Data\Menus.
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KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Mar 30, 2011 2:05 am

So I just wanted to give my first impressions of using OWCND along with WAC...

After loading a new game and using "COC Weye" command, I exited the Weye house. I immediately used to see a guard or two on horseback using FCOM just outside of the Weye house. This time I was greeted by a well-equipped druid, readily waiting to heal me. (The druid was from WAC.) Additionally, there was much more farm life in comparison to MMM. Instead of two cows and a pig, there were about 5 cows 3 pigs and 5 roosters. A couple small lizard like rodents with glowing eyes trotted past. (WAC) Then I noticed down the road... two Argonians with cloth pants, sandals and baskets strapped to their backs. For a moment I hesitated as to whether or not they were a clone of each other. They looked very similar to one another. But as it turned out, they each had different names. I assume they are twins. Both were very friendly. Must of been merchants or travelers, but they had no inventory. (Also from WAC)

A bit further down the road in the foggy distance, I noticed two glowing torches. The closer I got, I found that these torches were being held by what looked liked guards on horseback. I could see their capes and helmets from the back. Thinking nothing of it, I began to run right past them. But something threw me off about the two horses as I began to pass them by...THEY HAD NO FLESH. (I immediately thought that maybe a mod had glitches and the guard’s horses were just missing their body meshes and textures. How naive of me.) :facepalm: As I ran past the guards I expected to hear a friendly gesture, but instead I heard a HISS! I immediately turned around to look behind me. Suddenly two very scary looking armored skeletons were dismounting from their fleshless horses and quickly charging towards me with their blades held high! Realizing I was unarmed, I ran back to the two Argonians for help. They just stared at me as I ran past them in a panic. Looking back to see if they would help attack these demonic foes, it turned out they were in complete shock and really weren't too concerned about my well-being. A bit further I saw the druid again. Surely he would help... The druid approached both enemies and began to attack. But unfortunately he didn't last long. Being no match for these foes, I ran off to hide. Luckily I was able to trick them by hiding behind some large boulders. (Surprisingly the hiding worked, where as if this was a Vanilla install, I'm certain the skeletons would of had a GPS location pinned on where to find me. So something is working well as far as the mechanics of hiding from enemies. Not sure if this is from OWCND or WAC) (Death Squad from OWCND)

I then used "COC Anvillighthouse" Exited the lighthouse and headed towards the docks. I saw couple well equipped bearded fellows, (also from WAC) and another druid to heal me. I went to pear out across the ocean from one of the docs when out of nowhere a lightning bolt hit me from across the water near the lighthouse. 2 gargoyles, one lighting, the other fire. (OWCND) The druid and another bearded male set forth to help and swam towards the gargoyles. (The lightning and fire effects looked better, so not sure what mod was being used for those. WAC or OWCND? The battle was unique in that it
was taking place on water and land with magic effects reflecting off the water during dusk. Pretty awesome! Never have seen enemies in this area of the map.
) The Druid and helper were victorious.

I then proceeded to journey toward Gothshaw Inn. On my way I strolled past travelers and adventurers and two half-trolls (OWCND). At the corner where you would typically meet with a bandit demanding money, were now two bandits. They were no match for the public filled roads. The travelers and adventures pummeled them. I was able to score some free loot. Finally something to defend myself with... Dual shortswords.

Once I reached Brina Cross Inn, I figured I would take a break and see what farm animals were around. I noticed again, much more farm life... I went to pet a little piggy, but suddenly he started to run off. (At first I thought his AI was scripted with that of a deer since I don't remember pigs ever fleeing) After I got pelted by an arrow I realized the piggy was just fleeing from the enemy which just ambushed me! (Amazon of the Blood, OWCND. Very elaborate battle-ranger light armor which was somewhat revealing, but not overly.)This time I knew I had backup just around the corner. So I fled to see if the travelers and adventurers would help me out. We had this enemy cornered. About 3 joined me to battle. The enemy put up a good fight, but in the end lost. We were without a casualty this time. She had a very nice katana which I looted.

I continued forth to Gothshaw Inn. The road in between met me with some small friendly rodents among other friendly creatures. Once I arrived to Gothshaw Inn I happened to notice the same Death Squad I had first encountered mounted on their fleshless horses. Unable to hide before they noticed me, I immediately fled into Gothshaw Inn hoping some guests or a guard would assist. A guard ran outside to battle without hesitation. The Inn keeper, totally oblivious, slept thru the ruckus. Back outside, I attempted to stab from a distance with my blade to assist the guard. The guard didn't last very long and suddenly I found myself fighting the two demons again! Their fleshless horses ready for battle as well. After about 4 blows, I had to flee... These guys are pretty fast, so I decided to save my life by dropping all my equipment. Now I was totally naked... I noticed some more travelers not far off who were running towards to help. I sprinted back behind Brina Cross Inn only to find one of the skeletons waiting on the other side. The Death Squad actually surrounded me! I ran up the hill directly behind the Inn and cut across back to the road to draw them toward the travellers. The skeletons took their attention off of me. This gave me the opportunity to run inside the inn and grab as much food to eat in order to regain my strength so I could flee. The Inn keeper still sleeping away. Noticing I was still naked, I rushed outside to grab my gear and then fled out of site and hid. I waited for about 3 to 5 minutes until I didn't hear anymore combat sounds. I went back to check on my traveling comrades who just risked their lives for me, only to find there dead bodies. The Death Squad had executed them as well.

Beware of the Death Squad! (OWCND)
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Tue Mar 29, 2011 9:37 pm

I will try to download this ... huge mod tonight. Maybe I could be help you with english translation for v1.21
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sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Tue Mar 29, 2011 9:17 pm

I'm curious if this mod alters the quest award weapons/armor?

Interesting to see others finding a hard time with new character too. I found the imperial isle dotted with prehistoric monsters that slew every guard in their path - not even oblivion crises - just another day in tamriel.

Looking now for exceptions to this bloodshed.
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u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Wed Mar 30, 2011 8:55 am

so, do we have to donwload ALL parts from texneus and extract them ALL? theres like 25 parts ._.
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Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Mar 29, 2011 10:37 pm

so, do we have to donwload ALL parts from texneus and extract them ALL? theres like 25 parts ._.

Yes. Extract them all into the same folder and either make a BAIN package or OMOD.

I recommend cleaning the esp.

It is huge - I know. I recommend getting both sets of patches too - they both have useful things.

=========

As for the reduced spawns plugin - does it remove spawn points or does it reduce mob sizes?

Any known compatibility issues with Adash city of magic or the outer spheres? (thinking I might as well get the German thing going with this install).

... and loading screens - anyway to use atmospheric?
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Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Wed Mar 30, 2011 7:34 am

I'm curious if this mod alters the quest award weapons/armor?

Interesting to see others finding a hard time with new character too. I found the imperial isle dotted with prehistoric monsters that slew every guard in their path - not even oblivion crises - just another day in tamriel.

Looking now for exceptions to this bloodshed.


Psymon, could you post your load order you're using? I have yet to see a prehistoric creature.

EDIT: Be wary of creating an OMOD if you use OBMM like me still... I think OBMM size limit for .OMOD files must have a size limit ceiling.
I ended up backing up my Oblivion install and copying OWCND straight old school to my Oblivion install.

- Waiting on BAIN user responses.... :toughninja:
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Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Wed Mar 30, 2011 1:54 am

Please try it with http://www.sendspace.com/file/5t0byh XML. Copy it to Data\Menus.


With that file a message box shows up with the phrase that's usually at the top of the level up menu ("you have ascended to level"... and so on). The only button I can click is ok and nothing happens after that. I remember it was the same way without darn installed, just the ui that comes with the mod.
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leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Wed Mar 30, 2011 6:06 am

Psymon, could you post your load order you're using? I have yet to see a prehistoric creature.

EDIT: Be wary of creating an OMOD if you use OBMM like me still... I think OBMM size limit for .OMOD files must have a size limit ceiling.
I ended up backing up my Oblivion install and copying OWCND straight old school to my Oblivion install.

- Waiting on BAIN user responses.... :toughninja:

Yeah I made BAIN packages out of both the main mod and another combining both patch collections.

Interesting about the size ceiling - no problems with BAIN as per usual.

As for my load order it is not set or complete yet - still testing mods and running conflict detections against this. May be by the end of the month when I have a playable game. The Giant dinosaurs I met were according to the new english readme Boss creatures - very rare. Which is why NNW was laughing at me getting those. Still I think a large part is unleveled and so to mitigate this I'm thinking using the spawn reducer plugin will be necessary.

My very tentative and highly WIP load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.2]04  Cobl Main.esm  [Version 1.73]05  TamRes.esm06  Waalx Animals & Creatures.esm07  VASE - core.esm08  TamrielTravellers.esm  [Version 1.39c]09  Hemingweys Capes Improved.esm  [Version 3.0b]0A  Kvatch Rebuilt.esm0B  NNWAEMaster.esm0C  CLS-Craftybits.esm0D  The Other Spheres Base.esm0E  CustomSpellIcons.esm0F  PMSneakySummons.esm  [Version 1]10  John's Leveled List Overhaul.esm11  ScreenEffects.esm12  DBBAM.esp  [Version 1.45]13  Unofficial Oblivion Patch.esp  [Version 3.3.4]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]16  SM Plugin Refurbish - SI.esp  [Version 1.30]17  TamRes.esp18  Environment Mods - Merged.esp19  All Natural.esp  [Version 1.2]1A  All Natural - SI.esp  [Version 1.2.1]1B  Immersive Interiors.esp  [Version 0.7]1C  Immersive Interiors - Lights Addon.esp  [Version 0.7]1D  Enhanced Water v2.0 HDMI.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Visually Realistic Deadly Lava.esp++  Symphony of Violence.esp1E  Side's EAX Control.esp  [Version 1.0]++  Diverse Voices.esp  [Version 0.1a]1F  All Natural - Real Lights.esp  [Version 1.2.1]20  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]21  My Voice Extender.esp22  Willful Resistance.esp  [Version 4.0]23  Enhanced Economy.esp  [Version 5.2.2]24  WAC - Crowded Roads Revisited.esp  [Version 1.1]25  PTRoamingNPCs.esp26  C&C - The Blackwood Company.esp27  Display Stats.esp  [Version 2.0.1]28  DropLitTorchOBSE.esp  [Version 2.4]29  Enhanced Seasons.esp  [Version 1.3]2A  Oblivion Graphics Extender Support.esp  [Version 0.3]2B  UI Mods Merged.esp2C  Dynamic Map.esp  [Version 2.0]2D  Map Marker Overhaul.esp  [Version 3.8]2E  Map Marker Overhaul - SI additions.esp  [Version 3.5]2F  Enhanced Hotkeys.esp  [Version 2.1.1]30  Home Care Mods Merged.esp31  DLCHorseArmor.esp32  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]33  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]34  DLCOrrery.esp35  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]36  SM Plugin Refurbish - Orrery.esp  [Version 1.11]37  DLCMehrunesRazor.esp38  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]39  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp3B  EVE_StockEquipmentReplacer.esp3C  ClassyClothingCompendium.esp  [Version 1.2]++  CSR - Golden Saint.esp3D  Explosives.esp++  FineWeapons.esp3E  phinix_dual-wield_imports.esp3F  PTArtifacts.esp++  RustyItems.esp40  SentientWeapon.esp  [Version 3]41  Mage Equipment.esp42  kuerteeHorseCommands.esp43  DLCThievesDen.esp44  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]45  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]46  Cobl Glue.esp  [Version 1.73]47  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  CSR - Fine Iron.esp48  Hemingweys Capes Improved.esp  [Version 3.0b]++  Hemingweys Capes Improved No Tail Capes Patch.esp49  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Cyrodillic Armors.esp++  John's Leveled List Overhaul - Vanilla Armours.esp4A  John's Leveled List Overhaul - Vanilla Weapons.esp4B  John's Leveled List Overhaul - Bandits in Glass Begone.esp4C  OBSE-Storms & Sound SI.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp4D  OWC - Seaworld.esp4E  OWC - New Dimension.esp++  OWC ND-Spawn-reduced.esp++  OWC - TGPatch.esp4F  TamrielTravellers.esp  [Version 1.39c]50  TamrielTravellersItemsUnscaled.esp  [Version 1.39c]51  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]52  TIE.esp  [Version 1.44]++  TIE Cats.esp53  WAC.esp54  WAC - BlackBootDungeon.esp55  WAC - Birds&Insects.esp56  WAC - Horses.esp57  WAC - TCOS.esp58  WAC - TCOS Shops.esp  [Version 03]59  WAC - Gladiator.esp5A  WAC - Magic.esp5B  DBSQR.esp  [Version 1.03]5C  Ivellon.esp  [Version 1.8]5D  A Sorceress Love 1_1.esp5E  FiveBlindMiceBeta.esp  [Version 1.3]5F  GTAesgaard.esp60  GTAesgaard_2.esp61  Kragenir's Death Quest.esp62  KDQ - Rural Line Additions.esp63  Kvatch Rebuilt.esp64  Kvatch Rebuilt - Oblivion XP Patch.esp65  OldCrowInn.esp  [Version 1.5]66  LordKain_Adash_World.esp67  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]68  NNWAEDungeons-Series2EV.esp69  NNWARE06-RhyeliaEmeroEV.esp6A  The Ayleid Steps.esp  [Version 3.4]6B  Aylied Steps - AN Real Lights patch.esp  [Version 1.00]6C  TheForgottenRealm.esp6D  The Lost Tomb.esp6E  thievery.esp6F  VOILA.esp70  DLCfrostcrag.esp71  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]72  Consequences.esp  [Version 3.0]73  TOS - Prelude.esp74  The Lost Spires.esp75  ShezriesTownsMaster.esp76  LostSpires+PellsGate Patch.esp  [Version 1.0]77  Daedric Shrine Ruins.esp78  Wellspring Vale.esp79  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]7A  Walkabout.esp++  WAC - Elsweyr Anequina.esp7B  road+bridges.esp  [Version 4.6]7C  Feldscar.esp  [Version 1.0.7]7D  Vergayun.esp  [Version 1.0.6]7E  Faregyl.esp  [Version 2.0]7F  Faregyl+Anequina Patch.esp  [Version 2.0]80  Molapi.esp  [Version 1.0.1]81  xuldarkforest.esp  [Version 1.0.5]82  LostSpires-DarkForest patch.esp83  WAC-ULdarkforest-patch.esp84  xulStendarrValley.esp  [Version 1.2.2]85  xulTheHeath.esp86  XulEntiusGorge.esp87  xulFallenleafEverglade.esp  [Version 1.3.1]88  LostSpires-Everglade patch.esp  [Version 1.2]89  Anequina-Fallenleaf-Patch.esp8A  xulColovianHighlands_EV.esp  [Version 1.2.1]8B  OWC - ND UL Colovian Highlands Patch.esp8C  xulChorrolHinterland.esp  [Version 1.2.2]8D  WAC-ULchorrolhinterland-patch.esp8E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8F  WAC - xulBCLostCoast.esp90  xulBravilBarrowfields.esp  [Version 1.3.2]91  xulLushWoodlands.esp  [Version 1.3.1]92  xulAncientYews.esp  [Version 1.4.3]93  SentientWeaponII-AncientYews patch.esp94  xulAncientRedwoods.esp  [Version 1.6]95  xulCloudtopMountains.esp  [Version 1.0.3]96  Ravenview-Cloudtop-Patch.esp  [Version 2.0]97  xulArriusCreek.esp  [Version 1.1.3]98  xulPatch_AY_AC.esp  [Version 1.1]99  OWCND - UL Arrius Creek Patch.esp9A  xulRollingHills_EV.esp  [Version 1.3.3]9B  xulPantherRiver.esp9C  xulRiverEthe.esp  [Version 1.0.2]9D  xulBrenaRiverRavine.esp  [Version 1.1]9E  Brena River Ravine Daedric Shrine Ruins Patch.esp9F  xulImperialIsle.esp  [Version 1.6.6]A0  xulBlackwoodForest.esp  [Version 1.1.0]A1  xulCheydinhalFalls.esp  [Version 1.0.1]A2  KvatchRebuilt-CheydinhalFalls patch.espA3  DungeonsOfIvellon-CheydinhalFalls patch.espA4  xulAspenWood.esp  [Version 1.0.2]A5  Lakewood+AspenWood Patch.esp  [Version 2.0]A6  xulSkingradOutskirts.esp  [Version 1.0.1]A7  xulSnowdale.esp  [Version 1.0.2]A8  Feldscar+Snowdale Patch.esp  [Version 1.0]A9  FrostcragReborn-Snowdale patch.espAA  xulCliffsOfAnvil.espAB  NRB4+UL-II Patch.esp  [Version 5.0.1]AC  KragenirsDeathQuest-UniqueLandscapes Merged patch.esp  [Version 1.1]AD  The Ruins of Miscarcand.espAE  HUD Status Bars.esp  [Version 4.1.1]AF  kuerteeInventoryIsABackpack.espB0  Enhanced Vegetation [125%].espB1  Dialogue and Messages Merged.espB2  Soulgem Magic.esp  [Version 1.0]B3  CLS-Craftybits.espB4  Alternative Beginnings.esp  [Version 1.1]B5  RealisticFatigue.espB6  RealisticHealth.espB7  Advanced Magecraft.espB8  SupremeMagicka.esp  [Version 0.90]B9  MidasSpells.espBA  FearsomeMagicka.espBB  Sneaking Detection Recalibrated.espBC  Morrowind Lockpicking.esp++  GuildBetrayal.espBD  Enhanced Grabbing.esp  [Version 0.5]BE  kuerteeNPCsYield.espBF  SMCombatRegen.esp  [Version 1.00]C0  JCN_AV Uncap.esp  [Version 1.01]C1  Oblivion XP.esp++  OWC ND - Oblivion XP Patch.esp  [Version 0.3]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]C2  Sonia.espC3  bgBalancingEVCore.esp  [Version 10.52EV-D]++  EVE_KhajiitFix.esp++  EyelashesVannilaRaces.esp**  TamrielTravellers Cosmetics Cobl or RBP.espC4  ZUAmberMadnessOverhaul.espC5  ZUSIO-Map MarkerOverhaul SI-patch.esp++  ZUSIO-SM Plugin Refurbish SI-patch.espC6  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]C7  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]C8  bgMagicEVPaperChase.esp  [Version 1.68EV]++  PMSneakySummonCompatibility.esp  [Version 1]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]C9  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]CA  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]++  bgIntegrationEV - Unique Clothes.espCB  SPAWN.esp  [Version 0.3]**  bgMagicEVShader.esp  [Version 1.7EV]CC  DS Flaming Arrows.esp  [Version 1.2]++  Life Detected - Aura - Medium - 2.espCD  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.esp**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]CE  Bashed Patch, 0.espCF  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]D0  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]D1  Duke Patricks - Basic Combat Geometry.esp  [Version 1.6]D2  Duke Patricks - Momentum Damage And Jump Risk.esp  [Version 2.5.1]D3  Duke Patricks - SCA Melee Combat with NO RECOIL.esp  [Version 4.6]
About 15 more are planned to go in and I still need to do a lot more testing on what is in there already. TIE will likely come out but I was thinking if I burried it lower than the OWC ND and WAC that I'd get features I like, but on the other hand - eh. Will likely add heightmaps and some immersion mods too (and DP combat magic/archery). This load order I would not recommend to a new comer.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Wed Mar 30, 2011 2:58 am


EDIT: Be wary of creating an OMOD if you use OBMM like me still... I think OBMM size limit for .OMOD files must have a size limit ceiling.
I ended up backing up my Oblivion install and copying OWCND straight old school to my Oblivion install.


You can always separate OMODs:
- One Omod for Meshes
- One Omod for Textures
- One Omod for Sounds
etc
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

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