[REL] Oblivion WarCry New Dimension EV

Post » Wed Mar 30, 2011 12:20 am

@TheNiceOne:
Wow, thanks for the clarification :)

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

All weapons and armors have different models now and the names were slightly modified so you'll have them always on top of your inventory list (which I find very useful), but nothing else was changed.

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).

Adash is completely compatible. I don't know what the "outher spheres" are.

... and loading screens - anyway to use atmospheric?

You can either remove the new loadingscreens from OWC-ND via TES4Edit or use my Old-Loadingscreens-Patch to remove those of OWC-ND, then try to load the new loadingscreens after OWC-ND.
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Tue Mar 29, 2011 9:40 pm

Uh, you use 3 Overhauls at the same time?
TIE and ND change the same things.

:deal: :ahhh:

@Viscade

This File is for suppressing the Original Oblivion Level Up Menu.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Wed Mar 30, 2011 2:46 am

Uh, you use 3 Overhauls at the same time?
TIE and ND change the same things.

We can try to help, but sorry, with this Loadorder we cant give you support...... :deal: :ahhh:

Still looking for an argument huh?

I guess you missed the part where I more than explicitly state:
TIE will likely come out but I was thinking if I buried it lower than the OWC ND and WAC that I'd get features I like, but on the other hand - eh.
Maybe that didn't translate right for you with whatever machine your using. What the 'eh' at the end means is that most likely I will not end up keeping the full TIE. I even go on to very explicitly state:
This load order I would not recommend to a new comer ... very tentative and highly WIP
What these mean are that this is not the set load order for playing only for testing.

Now as far as "you use 3 overhauls at the same time?" the third overhaul is one that you guys said is compatible. Now that list I posted above was in error - TIE was supposed to load earlier, but AGAIN - not serious playing only testing and experimenting.

Further ... and I think this is an important point - I have not posted saying "OMG why doesn't such and such work the way it is supposed to or why aren't TIE parts working with OWC ND." The reason for this is because I have little hope that they do and knowing that I'm not going to post that there is an issue.

If you really look and read what I've posted I'm either asking about what is internal to the mod or about patches that exist or very specific issues/questions.

What else ... probably unlike many other lowly mod users I take the time to go over mods especially when used with other mods. I suspect this is an attitude that you don't support (for whatever reason) or perhaps you are are just looking for another reason to discount every post I make, or perhaps it still just chafes your hide that not every post in this thread is overflowing with how much more cool this is than FCOM. I really don't know what problem you have with the free flow of information - except that it is not my problem.

Let me clue you on something. Oblivion modding is kind of cycling down. Skyrim is around the corner. I think it is cool that so late in the cycle of the game overhauls are still being made. I think it is cool that Mr. Eddy made this thing. I'm gonna try it out. Know what else ... it is not the only mod I'm going to use ... and really a point that you seem to fail to get - I'm not going to get on my hands and knees and grovel just because someone either made a mod or helped edit it.

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

Nanonoshorn-

When you say:
All weapons and armors have different models now
Do you mean all weapons in the game. I see the chart about the different qualities of weapons - does this mean that each tier of quality also has unique models and textures, or do you mean only in reference to the quest awards (the gear you get for completing quests). I was considering using http://www.tesnexus.com/downloads/file.php?id=26638 mod - a mod that gives your the best version of a quest reward regardless of your level - so you get the top tier chillrend if you do that quest regardless of your level.

I've lost the link to The Other Spheres mod - http://map.planetoblivion.de/component/option,com_gmaps/task,viewmap/mapId,1/Itemid,31/Marker,182 is in the spoilers to the mod - maybe you can figure out how to navigate the site. Either way tes4edit will reveal any issues - and if not then so will game play.

The issue I seem to have with the loading screens is that the text is way up in the picture area. I don't have that when using regular Trolf loading screens. And I like Dark UI Darn - I suppose I could go to http://www.tesnexus.com/downloads/file.php?id=16950.

thanks for help

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

Far327-

Actually there was an issue with BAIN - the foreign character issue that happens with BAIN - so a handful of textures that had accents in the file name I placed by hand. That is a Wrye bash issue though and not an issue with this mod.
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Tue Mar 29, 2011 10:28 pm

This File is for suppressing the Original Oblivion Level Up Menu.


I see so it's working the way it's supposed to now, then how and when do you increase the attributes? I've got a character at level 7 and all my attributes are as they were when I started.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Wed Mar 30, 2011 9:15 am

This mod looks promising.

I have downloaded all files and created OMODs:

- Oblivion War Cry ND - Main Files 1.10.omod (18.5 MB)
- Oblivion War Cry ND - Main Files DV 1.21.omod (6.38 MB)
- Oblivion War Cry ND - Menus 1.20.omod (241 KB)
- Oblivion War Cry ND - Meshes 1.20.omod (615 MB)
- Oblivion War Cry ND - Sound 1.20.omod (225 MB)
- Oblivion War Cry ND - Textures 1.20.omod (1.38 GB)
- Oblivion War Cry ND - Video 1.20.omod (24.5 MB)

Not interested with local color map;
I don't install any other Overhaul or Magicka system for now in this mTES4 copy.
I will begin by installing HGEC body mod replacer.
Then I will look if we can translate "Menus" and other files.

Do we need Unofficial Oblivion Patch?
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Wed Mar 30, 2011 1:14 am

- Toggleable Quantity Prompt 3.2.0 is not working with the UI
- RefScope do not recognize OBSE version (maybe FormID Finder work better).

I think there is no harm to replace the UI with DarkUI darn 1.6

From my first impressions this overhaul make life easier from the first begining dungeons (too much stuffs collected for my gameplay style).
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue Mar 29, 2011 10:55 pm

What these mean are that this is not the set load order for playing only for testing.


Aha.

What else ... probably unlike many other lowly mod users I take the time to go over mods especially when used with other mods. I suspect this is an attitude that you don't support (for whatever reason) or perhaps you are are just looking for another reason to discount every post I make, or perhaps it still just chafes your hide that not every post in this thread is overflowing with how much more cool this is than FCOM. I really don't know what problem you have with the free flow of information - except that it is not my problem.


Sorry That i have asked.
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Wed Mar 30, 2011 1:47 am

I agree that Oblivion modding seems to be winding down but honestly I've had countless hours of fun with Oblivion and mods. First with vanilla then with Oscuro's, then with FCOM then with TIE and now with New Dimension and WAC.

I'm thinking New Dimension + WAC will likely be the last major setup I play Oblivion with but you never know. Skyrim is now only 8 months away.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Wed Mar 30, 2011 12:58 am

1. @ Ayleid_people
- use UOP.
- RefScope works. RS ver. 2.1.2;obse 20 beta 5; wcnd 1.1 Ev
- question - You use DV ver 2.1 along with 1.1 ev . Are there some meshes/texures replacing 1.1's ones ? Should I download 2.1 parts ?
2. @TheNiceOne
MapMarkersO. gives some double icons/names (English and German) on the map. It seems this mod touch a lite this aspect of the game too.
3. @ R3NNW
Great mod. Bosses gives a lot of fun. Thank you for EV ver.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Wed Mar 30, 2011 12:37 pm

First off , let me say the amount of work and artistry that has gone into this mod is impressive and much appreciated.
Being a real fan of the original Warcry, I am really enjoying this mod and its additions.

Unforunately, I have to report the same problem as vicsade -

When I level up, I am only able to add 1 point to each of 3 attributes, not ten as stated previously by the modder.

I'm also finding the levelling rate very fast; I've only done the tutorial dungeon and part of Vilverin and I'm already level 4.
Is this about right? and if so, will the levelling rate slow down as I gain higher levels?

Vielen Danken. (Ich spreche nur ein bischen Deutsch!)
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Wed Mar 30, 2011 11:13 am

- Toggleable Quantity Prompt 3.2.0 is not working with the UI


- Open the file Data\Menus\quantity_menu.xml with a text editor and replace the complete code with this:
Spoiler
<!--Oblivion Interface Overhaul by Xerus************************************Quantity Menu--------------------------------------------------------------------------------Data\Menus\quantity_menu.xmlVersion: 3.0Compatibility: Toggleable Quantity PromptIncluded Prefabs:Data\Menus\Prefabs\OIO\OIOconfig.xmlData\Menus\Prefabs\generic_background.xmlData\Menus\Prefabs\button_short.xmlData\Menus\Prefabs\button_long.xml================================================================================ -->	 &QuantityMenu; 	 &no_click_past; 	 0.2 	 0 	 0 	 0 	 &true; 			<!-- CONFIGURATION	============================================================ -->			 <!--		 _____________ 		|   < XML >   |		|  _________  |		|  _________  |		|  _________  |		|  _________  |		|_____________| -->		<_config0>						 0.9 			 1.1 				<_config1>			 <!--			0 = deactivated			1 = activated -->						<!-- BACKGROUND	============================================================ -->			 <!--		 _____________ 		|   < XML >   |		|  _________  |		|  _________  |		|  _________  |		|  _________  |		|_____________| -->		 1 		 &true; 		 1 											
2
2
&true; 580 <!-- width --> 260 <!-- height --> <!-- QUESTION ============================================================ --> 2 3 &left; 117 59 33 3
2
30
<!-- COUNT ============================================================ --> 3 &left; 33 59 117 3
2
60
<!-- SLIDER BAR ============================================================ --> <!-- The slider bar is built explicitly here and is not taken from the prefabs (horiz_floating_scroll.xml) in order to include the "set to one" feature. --> 3 &true; Menus\Shared\horizontal_scrollbar_line.dds 100 350 16 5
2
120 &true; 0 <!-- minimum range value --> 100 <!-- set by code - maximum range value --> 1 <!-- step distance --> 25 <!-- set by code - jump distance --> 0 <!-- starting value --> 4 <!-- marker's id --> <!-- current value --> 0.9 <!-- zoom factor --> <_scrollable_range> <_mouseover_any> 0 1 &generic; &true; <!-- distance between the left arrow and the marker --> 36 1 0 -9 3 &generic; &true; <!-- distance between the right arrow and the marker --> 36 1 -9 3 &generic; &true; Menus\Shared\horizontal_scrollbar_parts.dds 100 50 42 2 -11 3 &generic; &true; Menus\Shared\horizontal_scrollbar_parts.dds 100 128 51 42 2 -11 3 &true; Menus\Shared\horizontal_scrollbar_parts.dds 100 64 39 36 3 <!-- set my position relative to the current scroll -->
-9 3 <!-- for dragging - drag interval -->
0 <!-- for dragging - lines dragged --> <_value_scrolled_to> <!-- retain old value --> <!-- step distance --> <!-- jump distance --> <!-- "set to one" feature --> &generic; &true; &true; Menus\Dialog\dialog_selection_full.dds 255 1 93.75 115 60 3 57 21 &true; &true; Menus\Dialog\dialog_selection_cut.dds 93.75 98 60 1 90 0 <!-- BUTTONS ============================================================ --> 5 7 <!-- shadow adjustment -->
2
7 <!-- shadow adjustment --> 30 &true; <!-- BUTTON ONE ============================================================ --> <!-- _____________ | < XML > | | _________ | | _________ | | _________ | | _________ | |_____________| --> &generic; 1 1 0 0 3 <!-- button text --> &true; <!-- true if enabled, false if disabled --> <!-- BUTTON OK ============================================================ --> <!-- _____________ | < XML > | | _________ | | _________ | | _________ | | _________ | |_____________| --> 6 1 130 0 <!-- button text --> &true; <!-- true if enabled, false if disabled --> <!-- BUTTON CANCEL ============================================================ --> <!-- _____________ | < XML > | | _________ | | _________ | | _________ | | _________ | |_____________| --> 7 1 130 0 2 <!-- button text --> &true; <!-- true if enabled, false if disabled -->
<!-- dummy okay button --> 6


- Open the file Data\Menus\message_menu.xml with a text editor and replace the complete code with this:
Spoiler
<!--Oblivion Interface Overhaul by Xerus************************************Message Menu--------------------------------------------------------------------------------Data\Menus\message_menu.xmlVersion: 3.0Compatibility: Toggleable Quantity PromptIncluded Prefabs:Data\Menus\Prefabs\OIO\OIOconfig.xmlData\Menus\Prefabs\focus_box.xmlData\Menus\Prefabs\generic_background.xml================================================================================ -->	 &MessageMenu; 	 &no_click_past; 	 0.2 	 0 	 &true; 			<!-- CONFIGURATION	============================================================ -->			 <!--		 _____________ 		|   < XML >   |		|  _________  |		|  _________  |		|  _________  |		|  _________  |		|_____________| -->		<_config0>						 0.9 			 1.1 						<!-- FOCUS BOX	============================================================ -->			 <!--		 _____________ 		|   < XML >   |		|  _________  |		|  _________  |		|  _________  |		|  _________  |		|_____________| -->		 3 		 &false;  <!-- set by code -->				<!-- BACKGROUND	============================================================ -->			 <!--		 _____________ 		|   < XML >   |		|  _________  |		|  _________  |		|  _________  |		|  _________  |		|_____________| -->		 1 		 &true; 		 3 		 0 		 0 		 &true; 		 680  <!-- width -->		 <!-- height -->									 30 								<!-- MESSAGE		============================================================ -->					 2 			 3 			 text  <!-- set by code -->			 &left; 			 117 			 59 			 33 															 30 										 3 			 30 			 30 									 Menus\Shared\shared_border_horizontal_1.dds 			 20 															 30 						 8 			 3 			 30 															 10 											<!-- BUTTON 1		============================================================ -->					 4 			 &true; 			 &true; 											 20 				 80 														 2 						 3 															
2
30 &true; text <!-- set by code - button text --> &true; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 2 ============================================================ --> 5 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 3 ============================================================ --> 6 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 4 ============================================================ --> 7 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 5 ============================================================ --> 8 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 6 ============================================================ --> 9 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 7 ============================================================ --> 10 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 8 ============================================================ --> 11 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 9 ============================================================ --> 12 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- BUTTON 10 ============================================================ --> 13 &false; <!-- set by code --> &true; 20 80 2 3
2
13 &true; text <!-- set by code - button text --> &false; <!-- _____________________ | focus box goes here | |_____________________| --> 3 &left; 117 59 33 3
2
2
<!-- This needs to go after the background so we get the proper width and height. -->
2
2

User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Tue Mar 29, 2011 8:15 pm

Does this alter or require the normal tutorial dungeon.

I ask because when attempting to use an alternate start mod - this mod crashes the game when attempting to start in the alternate space.

With Arthmoor's http://tesnexus.com/downloads/file.php?id=37382.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Wed Mar 30, 2011 8:50 am

Does this alter or require the normal tutorial dungeon.

I ask because when attempting to use an alternate start mod - this mod crashes the game when attempting to start in the alternate space.

With Arthmoor's http://tesnexus.com/downloads/file.php?id=37382.


No, I already tried it with 2 differents characters starting at the Dragon Inn. One made it to Bartholm and the Imperial City without problem. The other died in cave near Bartholm.
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Tue Mar 29, 2011 10:29 pm

Well with this loaded I get crashing in the beginning room with the statues.

No crashing at all without OWC ND.esp. I assume that once out of there and into a chosen start position there is no issue.

Even if I load up make race, birthsign, class, and just waiting to sleep to start the game with fill load order minus this mod it is stable. Add the esp from this in an instant crashing (again with only that alternative beginnings mod - in case people again think I'm trying to smear their mod).

so ... yes
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Wed Mar 30, 2011 6:20 am

OWC-ND edits MQ01 for some reason. All I can see it touching are log journal text entries, which means it's probably not an intended edit. It's very possible that if this is loaded after ALB that the crashes are from that.

I can't verify this myself though because I don't have the capacity to download 2GB worth of stuff just to keep the mod from having a cow about missing resources.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Tue Mar 29, 2011 10:31 pm

2. @TheNiceOne
MapMarkersO. gives some double icons/names (English and German) on the map. It seems this mod touch a lite this aspect of the game too.
Yes, Map Marker Overhaul by default adds map markers for Shrines, Ayleid Wells, magical stones, player homes and SI obelisks - so from your post I assume this mod does the same for some/all of those. But you can disable the addition (of each type separately), to stop MMO from adding markers where OWC-ND does the same - though it would be better if OWC-ND didn't add those, as MMO's map markers are better (unique icon for each marker type).
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Tue Mar 29, 2011 11:31 pm

Arthmoor-
Yeah don't worry about it - the crashing only happened while in the chargen room. It occurred right after the race statue appears (after having chosen my race) or if that was already done then as soon as game loads.

I wanted to do the shipwreck version so I saved in the ships hull before exiting then added OWC ND and about 20 others and there was no crashing - all was as expected.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Wed Mar 30, 2011 8:50 am

1.@TNO
Yes,of course. I have posted this becouse I would like:
- to give some addon to your post about WCND EV and your mods.
- to make knowlage about what WCND integrated a bit larger
- to give some info about existing German names in English ver. for the authors.

2. There is some shrine called "Gaya Shrine" ,if I remember. It allows, among other things, changing quest items to "normal" ones.
- the menu is in German
- What about other two options? It's something like "Quest Award Leveler"?

3. Is any sens to dawnload 2.1 DV resources for 1.1 EV version?
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Wed Mar 30, 2011 12:55 am

About "Black Rock Cavern", the passage-way to pirates-ghosts hideout. There is no room enough for going through.
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Wed Mar 30, 2011 8:36 am

I see so it's working the way it's supposed to now, then how and when do you increase the attributes? I've got a character at level 7 and all my attributes are as they were when I started.


Since the mod author(s) seem to be MIA perhaps someone else could be kind enough to confirm how leveling is supposed to work? I don't want to use oblivion xp (which seems to worlk fine otherwise) and when I tried ngcd my level got set to 65 thousand something and all the items that appeared were masterpieces.

If no one knows then perhaps you could tell me what I need to do to use the vanilla leveling system instead? Either way I would like to slow the pace down with progress or something because the skills go up way to fast with the mods original settings IMO.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Wed Mar 30, 2011 6:21 am

Since the mod author(s) seem to be MIA perhaps someone else could be kind enough to confirm how leveling is supposed to work? I don't want to use oblivion xp (which seems to worlk fine otherwise) and when I tried ngcd my level got set to 65 thousand something and all the items that appeared were masterpieces.

Would also be nice to know if you can use progress with this because the normal pace of this mod was way to fast IMO.


Come to think of it, I don't think I was ever prompted about leveling up during my first run through using OWCND and WAC. Can anyone confirm leveling is working correctly?

As far as "Progress" is concerned, I believe TheNIceOne already confirmed that it should work fine earlier in this thread. See http://www.gamesas.com/index.php?/topic/1166726-rel-oblivion-warcry-new-dimension-ev/page__view__findpost__p__17309640
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Wed Mar 30, 2011 10:19 am

From what I can tell progress should work fine with this - http://www.gamesas.com/index.php?/topic/1126697-relz-wipz-tejons-thread-o-mods/page__view__findpost__p__17299751 that it should work provided the skill-up changes are not via scripts and I don't think they are.

But this finally gave me the motivation to try OblivionXP - liking so far.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Wed Mar 30, 2011 11:39 am

As far as "Progress" is concerned, I believe TheNIceOne already confirmed that it should work fine earlier in this thread. See http://www.gamesas.com/index.php?/topic/1166726-rel-oblivion-warcry-new-dimension-ev/page__view__findpost__p__17309640


Thanks for pointing that out for me, I must have forgotten about that part even though I have read through the entire thread. If I'm enterpeting TheNiceOne's post correctly Progress alone won't fix the level up issue though, still I haven't tried it alone.

I doubt it's because of a mod conflct becasue I played the game a bit with no other mod installed other than bethesdas official content and I still couldn't increase my attributes with the mods default UI.

But this finally gave me the motivation to try OblivionXP - liking so far.


The reason I don't want to use Oblivion XP is bevcause it doesn't work with midas (no xp for kills with midas spells) which I see you have in your loadorder. Just thought I'd point that out in case you didn't know :).
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Wed Mar 30, 2011 9:50 am

Thanks for pointing that out for me, I must have forgotten about that part even though I have read through the entire thread. If I'm enterpeting TheNiceOne's post correctly Progress alone won't fix the level up issue though, still I haven't tried it alone.
Progress only controls how fast individual skill levels up as you perform their actions, but doesn't at all affect the attribute or player level increases. So when you actually goes up a level and get your attribute increases, Progress is completely unaware of that and doesn't affect it in any way, and will therefore not fix the levelup issue either.

The actual increase of level and attributes are controlled by mods like nGCD or Realistic Leveling, and they could potentially fix this if you make sure that their levelup xml menu overwrites the one from this mod, but I see someone has already reported that nGCD conficted with this, though I'm not sure if that was due to using OWC ND's levelup xml menu or a real conflict.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Wed Mar 30, 2011 12:40 pm

The reason I don't want to use Oblivion XP is bevcause it doesn't work with midas (no xp for kills with midas spells) which I see you have in your loadorder. Just thought I'd point that out in case you didn't know :).

Sounds like an extremely minor point. I know the spells in it do more than kill.

In fact my character will use magic as support. I imagine there is a lot that OblivionXP does not cover.

TheNiceOne-

I too suspect that issue is user error. All this mod does (that I can see and have been told) is change the rate of skill leveling. They call it level brake (very odd name) - so if progress overrides and the data files are installed correctly (go BAIN) then RL or nGCD should work).
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

PreviousNext

Return to IV - Oblivion