[REL] Oblivion WarCry New Dimension EV

Post » Wed Mar 30, 2011 5:25 am

I did mention that the leveled lists and the "unknown" flags are not actually legit errors, yes?

The ones you say are set to "none" in the CS would not have randomly assigned cave statics to the spells, that's not one of the CS's many bugs.

Also, believe me, errors in other mods get reported all the time and mod authors generally appreciate it when that's done rather than getting mad at people for doing it. I'm sure they'd rather the game be stable than prone to crashing because of something wrong in the file they didn't realize was wrong.
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Gill Mackin
 
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Post » Tue Mar 29, 2011 11:41 pm

I did mention that the leveled lists and the "unknown" flags are not actually legit errors, yes?

The ones you say are set to "none" in the CS would not have randomly assigned cave statics to the spells, that's not one of the CS's many bugs.

Also, believe me, errors in other mods get reported all the time and mod authors generally appreciate it when that's done rather than getting mad at people for doing it. I'm sure they'd rather the game be stable than prone to crashing because of something wrong in the file they didn't realize was wrong.


Ah, but for ND they are?

I think to argue with you is senseless, because you only comes here to pushdown ND.

Its better I'll leave the support back to Nano. Should he to keep struggling with self-appointed / self-proclaimed know-alls like you.
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M!KkI
 
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Post » Wed Mar 30, 2011 2:46 am

Why are you so sensitive about these topics? Why so hostile?

I've seen Arthmoor field these questions about his mods over many threads.

Are we to understand that over there in Germany no criticism or issues being reported - and especially no questions - is the norm?

The OP says that updates will include bug fixes ... does that mean the subtext is that only if the bugs are discovered by the team?

If issues are not allowed to be addressed, If questions are not allowed to be asked, if feedback is not welcome then what is this thread for? Praise only?

[edit] this whole section on Skill Brake I've seen (badly) translated in Google - it is miles from clear as to what the mechanisms are what the goals are for that - whatever it is.
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Kayleigh Williams
 
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Post » Tue Mar 29, 2011 9:30 pm

Ah, but for ND they are?


Uh, no, and I'll kindly thank you to cease putting words in my mouth. I very clearly said the leveled list error reports are not a legitimate error. It doesn't matter who's mod they're coming from. An empty list is odd, yes, but nothing to worry about.

I think to argue with you is senseless, because you only comes here to pushdown ND.


Wrong again. I came here to point out a few legitimate issues. If you'd rather not have people report bugs, then by all means, come right out and say so so those people who would report them can move on with their lives.

Should he to keep struggling with self-appointed / self-proclaimed know-alls like you.


I'm far from a self-proclaimed know-all. Take my advice or don't. Your call. I think you'll find though that I am generally among the more knowledgeable people here when it comes to interpreting TES4Edit error results.

Maybe they do things differently where you're from though and even completely legitimate reports of technical issues are considered unwelcome. Congratulations, message received.
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Austin Suggs
 
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Post » Wed Mar 30, 2011 8:20 am

@Psymon & Arthmoor:
Why are you so sensitive about these topics? Why so hostile?

I've seen Arthmoor field these questions about his mods over many threads.

Are we to understand that over there in Germany no criticism or issues being reported - and especially no questions - is the norm?

The OP says that updates will include bug fixes ... does that mean the subtext is that only if the bugs are discovered by the team?

If issues are not allowed to be addressed, If questions are not allowed to be asked, if feedback is not welcome then what is this thread for? Praise only?

[edit] this whole section on Skill Brake I've seen (badly) translated in Google - it is miles from clear as to what the mechanisms are what the goals are for that - whatever it is.


I think it's good that you point out to some issues and ask those questions, we probably wouldn't have noticed those unnecessary records without you.
It's definitely not the norm that one isn't allowed to criticize or give any feedback at all in Germany. Eddy even appreciates it.
However, Eddy's English is not that good, and he asked nnw if he could help me with the English support, as he knows better than me what exactly OWC-ND does (see the discussion above).
As you just experienced, nnw is often sarcastic and easy to upset, even if you didn't intend to do so - he's well known for that in the German community (and afaik it has something to do with some mooders copying his work). But there we ignore that most times, as his advice can be very valuable.
I know you're not used to people like nnw, but I suggest you ignore his behaviour, otherwise you might argue with him forever (or until the moderators show up ;) )

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

Another point: the translation of the online readme takes longer than I thought - University started two weeks ago and I have much more stuff to do than I had expected. About three quarters are finished, but I definitely won't have time to translate its pitcures (maybe someone else could do so?). When I'm done, the readme can be downloaded as PDF, and if Eddy has the time, he will integrate it on his website, too.
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Tyler F
 
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Post » Wed Mar 30, 2011 1:26 am

I appreciate the words there - Starting to get a complex.

So one issue that is pressing for me as I carve out a new load order is the Harvest Container issue. As I posted above there is an http://www.tesnexus.com/downloads/file.php?id=3979 (see the LadyCat download) and a http://www.tesnexus.com/downloads/file.php?id=35155 (used with Wrye Bash) that adds this feature to many quest/housing type mods.

I see that there is a patch to remove the HC feature, but even with the updated HC mod it can be used with OOO which does have it integrated as well - is this also the case here? Can I use both or will it mess up the contents of containers?

The reason I ask is because of the SI support in the newer version and the filter mod requires the HC esm to be active.

You misspelled loadingscreen in your sig.

thanks
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Mimi BC
 
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Post » Wed Mar 30, 2011 1:16 am

Now I'm a little bit confused - you say that my remove-harvesst-containers-patch for OWC-ND works with OOO and ask if you could use the update feature with OWC-ND?
Well, I don't know, because OWC-ND wasn't meant to be played with such mods, but I guess if you try the following load order, it *might* work:

OWC-ND
Patch to remove Harvest Containers from OWC-ND
Harvest Container by Ladycat
Update feature for Harvest Container

And I suggest that you that you tag OWC-ND with "Invent", so that Harvest Container doesn't change the content of the OWC-ND containers.

You misspelled loadingscreen in your sig.

Meh. Thanks :D
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yessenia hermosillo
 
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Post » Wed Mar 30, 2011 7:19 am

No that is not what I tried to convery.

Harvest Containers (the original mod like you all have in OWC ND) is also in OOO. Within the last year there was an update to include SI containers and the filter mod (only to be used with Wrye Bash). With OOO and FCOM you can use the updated mod even though it is already in OOO for the extra support. There is no patch to remove it from OOO - just load both.

I'm asking it is possible to do that with OWC ND as well. I guess it is try and see.

I've a lot of experience using many various mods together - and as it is this is a rough approximation of the load order I will be using:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2]02  Cobl Main.esm  [Version 1.73]03  TamRes.esm04  Waalx Animals & Creatures.esm05  VASE - core.esm06  TamrielTravellers.esm  [Version 1.39c]07  Hemingweys Capes Improved.esm  [Version 3.0b]08  Progress.esm  [Version 2.2]09  CLS-Craftybits.esm0A  CustomSpellIcons.esm0B  PMSneakySummons.esm  [Version 1]0C  John's Leveled List Overhaul.esm0D  ScreenEffects.esm0E  DBBAM.esp  [Version 1.45]0F  Unofficial Oblivion Patch.esp  [Version 3.3.4]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  SM Plugin Refurbish - SI.esp  [Version 1.30]13  TamRes.esp14  All Natural.esp  [Version 1.2]15  All Natural - SI.esp  [Version 1.2.1]16  Immersive Interiors.esp  [Version 0.7]17  Immersive Interiors - Lights Addon.esp  [Version 0.7]18  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.esp19  Side's EAX Control.esp  [Version 1.0]++  Diverse Voices.esp  [Version 0.1a]1A  All Natural - Real Lights.esp  [Version 1.2.1]1B  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  My Voice Extender.esp1D  Willful Resistance.esp  [Version 4.0]1E  Enhanced Economy.esp  [Version 5.2.2]1F  WAC - Crowded Roads Revisited.esp  [Version 1.1]20  PTRoamingNPCs.esp21  C&C - The Blackwood Company.esp22  Display Stats.esp  [Version 2.0.1]23  DropLitTorchOBSE.esp  [Version 2.4]24  Enhanced Seasons.esp  [Version 1.3]25  Oblivion Graphics Extender Support.esp  [Version 0.3]26  UI Mods Merged.esp27  Dynamic Map.esp  [Version 2.0]28  Map Marker Overhaul.esp  [Version 3.8]29  Map Marker Overhaul - SI additions.esp  [Version 3.5]2A  Enhanced Hotkeys.esp  [Version 2.1.1]2B  Home Care Mods Merged.esp2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]2E  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]2F  DLCOrrery.esp30  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]31  SM Plugin Refurbish - Orrery.esp  [Version 1.11]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]34  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]35  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp**  GrimbotsSpellTomes.esp36  EVE_StockEquipmentReplacer.esp37  ClassyClothingCompendium.esp  [Version 1.2]++  CSR - Golden Saint.esp++  FineWeapons.esp38  phinix_dual-wield_imports.esp39  PTArtifacts.esp++  RustyItems.esp3A  SentientWeapon.esp  [Version 3]3B  DLCThievesDen.esp3C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]3D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]3E  Cobl Glue.esp  [Version 1.73]3F  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]++  CSR - Fine Iron.esp40  Hemingweys Capes Improved.esp  [Version 3.0b]++  Hemingweys Capes Improved No Tail Capes Patch.esp41  John's Leveled List Overhaul.esp++  John's Leveled List Overhaul - Cyrodillic Armors.esp++  John's Leveled List Overhaul - Vanilla Armours.esp42  John's Leveled List Overhaul - Vanilla Weapons.esp43  John's Leveled List Overhaul - Bandits in Glass Begone.esp44  OBSE-Storms & Sound SI.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp45  OWC - Seaworld.esp46  OWC - New Dimension.esp47  TamrielTravellers.esp  [Version 1.39c]48  TamrielTravellersItemsUnscaled.esp  [Version 1.39c]49  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]4A  WAC.esp4B  WAC - BlackBootDungeon.esp4C  WAC - Birds&Insects.esp4D  WAC - Horses.esp4E  WAC - TCOS.esp4F  WAC - TCOS Shops.esp  [Version 03]50  WAC - Gladiator.esp51  WAC - Magic.esp52  DBSQR.esp  [Version 1.03]53  DBSQR - MehrunesRazor.esp  [Version 1.03]54  DBSQR - Orrery.esp  [Version 1.03]55  DBSQR - Shivering Isles.esp  [Version 1.03]56  VOILA.esp57  DLCfrostcrag.esp58  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]59  Wellspring Vale.esp5A  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]++  WAC - Elsweyr Anequina.esp5B  road+bridges.esp  [Version 4.6]5C  Feldscar.esp  [Version 1.0.7]5D  Vergayun.esp  [Version 1.0.6]5E  Faregyl.esp  [Version 2.0]5F  Faregyl+Anequina Patch.esp  [Version 2.0]60  Molapi.esp  [Version 1.0.1]61  xuldarkforest.esp  [Version 1.0.5]62  WAC-ULdarkforest-patch.esp63  xulStendarrValley.esp  [Version 1.2.2]64  xulTheHeath.esp65  XulEntiusGorge.esp66  xulFallenleafEverglade.esp  [Version 1.3.1]67  Anequina-Fallenleaf-Patch.esp68  xulColovianHighlands_EV.esp  [Version 1.2.1]69  OWC - ND UL Colovian Highlands Patch.esp6A  xulChorrolHinterland.esp  [Version 1.2.2]6B  WAC-ULchorrolhinterland-patch.esp6C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]6D  WAC - xulBCLostCoast.esp6E  xulBravilBarrowfields.esp  [Version 1.3.2]6F  xulLushWoodlands.esp  [Version 1.3.1]70  xulAncientYews.esp  [Version 1.4.3]71  SentientWeaponII-AncientYews patch.esp72  xulAncientRedwoods.esp  [Version 1.6]73  xulCloudtopMountains.esp  [Version 1.0.3]74  xulArriusCreek.esp  [Version 1.1.3]75  OWCND - UL Arrius Creek Patch.esp76  xulPatch_AY_AC.esp  [Version 1.1]77  xulRollingHills_EV.esp  [Version 1.3.3]78  xulPantherRiver.esp79  xulRiverEthe.esp  [Version 1.0.2]7A  xulBrenaRiverRavine.esp  [Version 1.1]7B  xulImperialIsle.esp  [Version 1.6.6]7C  xulBlackwoodForest.esp  [Version 1.1.0]7D  xulCheydinhalFalls.esp  [Version 1.0.1]7E  xulAspenWood.esp  [Version 1.0.2]7F  xulSkingradOutskirts.esp  [Version 1.0.1]80  xulSnowdale.esp  [Version 1.0.2]81  Feldscar+Snowdale Patch.esp  [Version 1.0]82  FrostcragReborn-Snowdale patch.esp83  xulCliffsOfAnvil.esp84  NRB4+UL-II Patch.esp  [Version 5.0.1]85  The Ruins of Miscarcand.esp86  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]87  HUD Status Bars.esp  [Version 4.1.1]**  ImprovedSoulgems.esp  [Version 1.11]88  kuerteeInventoryIsABackpack.esp89  Enhanced Vegetation [125%].esp8A  Dialogue and Messages Merged.esp8B  Soulgem Magic.esp  [Version 1.0]8C  CLS-Craftybits.esp8D  RealisticFatigue.esp8E  RealisticHealth.esp8F  Advanced Magecraft.esp90  SupremeMagicka.esp  [Version 0.90]91  MidasSpells.esp92  FearsomeMagicka.esp93  Morrowind Lockpicking.esp++  GuildBetrayal.esp94  Enhanced Grabbing.esp  [Version 0.5]95  kuerteeNPCsYield.esp96  SMCombatRegen.esp  [Version 1.00]97  RealisticLeveling.esp98  Progress Plugins Merged.esp**  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]99  bgBalancingEVCore.esp  [Version 10.52EV-D]++  EVE_KhajiitFix.esp++  EyelashesVannilaRaces.esp**  TamrielTravellers Cosmetics Cobl or RBP.esp9A  ZUAmberMadnessOverhaul.esp9B  ZUSIO-Map MarkerOverhaul SI-patch.esp++  ZUSIO-SM Plugin Refurbish SI-patch.esp9C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]9D  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]9E  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]9F  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]A0  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]++  bgIntegrationEV - Unique Clothes.esp**  bgMagicEVShader.esp  [Version 1.7EV]A1  DS Flaming Arrows.esp  [Version 1.2]++  Life Detected - Aura - Medium - 2.espA2  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]A3  Bashed Patch, 0.esp
Still waiting for more information on this mod and then I can start editing out and including other mods that I'd like to have in there. In the mean time creation of characters I'm not attached to and testing things in and out of game.

I guess I can be kind of confusing at times, if people try and follow all my posts, because I'm able to run multiple installs with the help of http://www.gamesas.com/index.php?/topic/1142151-rel-mtes4-manager/, so you might see me in one thread talking about an FCOM install and in another about a TIE install and here about this. Does not mean that all overhauls are being used at once.
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Lizs
 
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Post » Wed Mar 30, 2011 10:44 am

Your Loadlist shock's me. You dont want tell, that Oblvion runs stable? :blink: :rofl:

I'm asking it is possible to do that with OWC ND as well. I guess it is try and see.


More No as yes. Try it and tell us the result.....
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Jennifer Rose
 
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Post » Wed Mar 30, 2011 11:00 am

You'd be surprised how much Psymon likes tweaking and bashing. He is the kind of mod user that takes things to the extreme (and still gets it stable - he has multiople installs with FCOM, WAC+TIE, Nehrim and now ND?). ;) Look at his BAIN projects and Nehrim BOSS threads- made many of us other users learn the way of BAIN, specifically the organization part (I guess it comes from him being a shrink). Always challenges the limits of Oblivion and you modders (in a good way). Frankly, I think ND is benefiting from Psymon's questions and tests.

Wow, I should start a Psymon fan club. But then, I would run afoul with almost everybody else ;) :rofl:
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Unstoppable Judge
 
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Post » Tue Mar 29, 2011 11:15 pm

R3NNW-

I've not had a crash yet with this load order.

In fact I've run much longer load orders than that without crashing.

And you are correct about one thing. If I did have an issue I would be vocal about it. If it makes you feel any better I do have an FCOM install that is not as stable as this. But I have run longer (250+many bashed mods) without crashing issues. Same with Fallout3. That many mods is not uncommon on this side of the pond or on this forum.

One secret to this is not accepting BS answers like more No than Yes and discovering that it is either No or Yes. Also to keep at the bug testing, so while an overhaul may work well on its own it may not with other mods. This does not indicate that it is necessarily bad just that it was or was not designed to work well with other mods. And bug testing in turn does not mean that all the blame or problems fall on only one mod over another it could very well be an interaction. Things like ITM records exacerbate this and deletions an wild edits really mess things up. These statements are not based in superstition or unfounded fears. There wouldn't be http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide if that were the case.

So from what I've gathered from this attitude you bring here is this. You are sore over my previous posts about your dungeon mod ... in fact since the search engine works here now I'd guess it was http://www.gamesas.com/index.php?/topic/982664-lady-rowenas-nnws-ayleid-ruins-expanded-project/page__view__findpost__p__14232966, but as I read it - all seemed pretty sedate. So I read on and see that the cleaning issue did seem to bother you more so later in the thread as you http://www.gamesas.com/index.php?/topic/982664-lady-rowenas-nnws-ayleid-ruins-expanded-project/page__view__findpost__p__15657897.

So what I can infer from all this is that perhaps you see ANY pointing out of potential issues as somehow people are tying to make you look bad or throwing undue dirt at a mod that may be the next #1 at TESNexus. I can only imagine what would happen if Gabba were to post in this thread next.

Now why would I bring this up? No, I'm not trying to flame bait you - I'm bringing this up actually because you still seem to be carrying this issue with you and it might suit you better to let it go. On the one hand you seem to want respect but then with the amount of rude comments and remarks the other hand seems to have an axe to grind. This, I don't think, is going to help this mod find footing in the new world.

Here is how I try and go about it - the person who wants respect ought to be the first person to give it. The issue with this statement, as I see it, is that you think pointing out problems in a mod is disrespect. It is not and it is very common for reports like these on this forum by these people. Just think about it - if I'm able to report that this overhaul works well with 200 mods after issues are addressed (not that I'm the only one to find them) and therefore this mod earns a stability stamp (by the community, not just me) maybe more so than even you thought possible. The thing that would speed this process up is more details about what kinds of mods can and cannot be used with it. Then your name in shining lights.

I know I'd like to support mod makers in such a way. I'm holding out hope that these tiffs are not indicative of the entire mod team, but rather a series of misunderstandings. So I'm over this discussion. I'm ready to move on. Would you like to join me?
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Maria Leon
 
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Post » Wed Mar 30, 2011 8:17 am

*gasp*
Really a loooong modlist. I had one of these once, too, but the impact on the performance was.... inacceptable.
Guess it really would be the best if you tested OWC-ND with some of your modlists, Psymon ;)
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Anne marie
 
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Post » Wed Mar 30, 2011 12:37 pm

Uhh guys that is only 164 active mods. I expect to add in another 40 or more. It can be done and is done regularly.

It just comes down to editing (both mods and mod list) and cutting out what won't play with other mods.

Question - is Wrye Bash used much in the German community of mods/modders?
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 11:42 am

I guess that most of the experienced players use it - although there are some more or less "conservative" people who don't use it and just activate the mods while they actually play them, to keep their lists short and the game stable.
I use it myself, but try to keep my list as short as possible - I learned the hard way that Wrye Bash can't perform miracles, although it's a nifty tool.
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Sandeep Khatkar
 
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Post » Tue Mar 29, 2011 8:42 pm

No, it can't perform miracles, but if you take the time to get to know it, it can work some serious magic. Like making all of this play together nice and stable:
Spoiler
Active Mod Files:
00 Oblivion.esm
01 TR_OoT_Main.esm
02 Cobl Main.esm [Version 1.73]
03 Harvest[Containers].esm
04 All Natural Base.esm [Version 1.2.1]
05 Open Cities Resources.esm [Version 4.0]
06 Armamentarium.esm [Version 1.35]
07 Artifacts.esm [Version 1.1]
08 VASE - core.esm
09 TamrielTravellers.esm [Version 1.39c]
0A CM Partners.esm
0B Cybiades.esm [Version 2.0]
0C Children Of Rourken.esm
0D Kvatch Rebuilt.esm
0E Windfall.esm
0F GTAesgaard_2.esm
10 Oblivifall Master File.esm [Version 1.0]
11 Unofficial Oblivion Patch.esp [Version 3.3.4]
12 Unofficial Shivering Isles Patch.esp [Version 1.4.1]
13 DLCShiveringIsles.esp
14 Enhanced Economy.esp [Version 5.2.2]
** MOBS SI.esp [Version 1.2.2a]
++ Harvest[Containers] - Vanilla.esp
++ Harvest[Containers] - SI.esp
15 All Natural.esp [Version 1.2]
16 All Natural - SI.esp [Version 1.2.1]
17 All Natural - Real Lights.esp [Version 1.2.1]
18 Immersive Interiors.esp [Version 0.7]
19 Immersive Interiors - Lights Addon.esp [Version 0.7]
++ TamrielTravellersItemsNPC.esp [Version 1.39c]
1A ShiveringIsleTravellers.esp [Version 1.39c]
1B Happyhannah's Wines.esp [Version 1.1]
1C BHC_Expanded.esp [Version 1.2]
1D Cliff_BetterLetters.esp [Version 1.2]
++ ArmamentariumLL.esp [Version 1.35]
++ ArmamentariumLLMagic.esp [Version 1.35]
1E ArmamentariumArtifacts.esp [Version 1.35]
++ ArmamentariumLLArmaVendor.esp [Version 1.35]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
1F AFK_Tweaks.esp [Version 1.5]
20 TIE.esp [Version 1.45]
21 IlluminateStaves.esp
22 Immersive Travelers.esp
23 Oblivifall - Losing My Religion.esp [Version 1.3]
++ VASE - Vanilla Cyrodiil.esp
++ VASE - Vanilla SI.esp
24 RAEVWD Imperial City.esp [Version 1.9.1]
25 Cyrodiil Travel Services.esp [Version 2.0.7]
26 AFK_PrayerIdles.esp [Version 1.0]
27 DLCHorseArmor.esp
28 DLCOrrery.esp
29 DLCFrostcrag.esp
2A DLCThievesDen.esp
2B DLCVileLair.esp
2C DLCMehrunesRazor.esp
2D DLCSpellTomes.esp
2E Knights.esp
2F DLCBattlehornCastle.esp
30 SM Plugin Refurbish(Merged).esp [Version 1.30]
31 OCC-KOTN-Patch.esp [Version 3.0]
32 OCOD+FrostcragSpire Patch.esp
33 AFK_Frostcrag.esp [Version 1.0.COBL]
34 Whispered Warning.esp
35 Kvatch Rebuilt.esp
36 Kvatch Rebuilt Weather Patch.esp
37 OCC-KR-Patch.esp [Version 2.0.1]
38 Lost Paladins of the Divines.esp
39 RTT.esp [Version 3.01]
3A RTT-Weye Relocation Patch.esp [Version 2.0.1]
3B OCC-RTTv3 Patch.esp [Version 2.0]
3C Malevolent.esp [Version 1.02]
3D OCC-Malevolent-Patch.esp [Version 3.0]
3E GTAesgaard.esp
3F GTAesgaard_2.esp
40 Cybiades.esp [Version 2.1]
41 CybiadesDungeon.esp [Version 2.1]
42 Nascosto Isles 3.esp
43 All Natural - Nascosto Isles Weather Patch.esp [Version 2.0]
44 COR-Episode1 Secret of Enourk.esp
45 Ivellon.esp [Version 1.8]
46 WeynonRetreat.esp [Version 1.4]
47 The Lost Spires.esp [Version 1.4]
48 OCC-Lost Spires-Patch.esp [Version 2.1]
49 OldCrowInn.esp [Version 1.5.1]
4A HeartOftheDead.esp [Version 6.5]
4B Windfall.esp
4C LetThePeopleDrink.esp [Version 2.5]
4D The Ayleid Steps.esp [Version 3.4]
4E HackdirtCaverns.esp
4F Mimics!.esp
50 BrotherhoodRenewed.esp [Version 1.0.11]
51 EaglesRest.esp [Version 1.0]
52 Better Benirus Manor.esp [Version 4.71]
53 Better Benirus Manor - Helping Hands.esp
54 Better Dark Brotherhood Sanctuary.esp
55 BDBS - Chapel Memorial.esp
56 Gaelendryl.esp
57 Dungeons Merger.esp
58 Unique Dungeons - Lost Glory.esp
59 Unique Dungeons - Lichs Lair.esp
5A JQ-Return_of_Dagoth_Ur.esp
5B TheOubliette.esp
5C DarknessHollows.esp
5D PTArtifacts.esp
5E Valley_View_Estate.esp
5F InnsOfCyrodill.esp
60 ShezriesTownsMaster.esp
61 LostSpires+PellsGate Patch.esp [Version 1.0]
62 TR_Stirk.esp
63 Stirk_Compatibility_Patch.esp
64 To Feed an Empire - Wickmere Farm.esp [Version 1.0]
65 VHBloodlines 1.2.esp [Version 1.5.3]
66 AFK_Weye.esp [Version 2.21.Non-COBL]
67 Wellspring Vale.esp
68 ElsweyrAnequina.esp
69 road+bridges.esp [Version 4.6]
6A Feldscar.esp [Version 1.0.8]
6B Vergayun.esp [Version 1.0.7]
6C Faregyl.esp [Version 2.0.1]
6D Faregyl+Anequina Patch.esp [Version 2.0]
6E Molapi.esp [Version 1.0.1]
6F JDNT_Brina Cross.esp
70 PTMudwater.esp
71 Ancient Ruins - Ayleid Edition.esp
72 TalosBridgeGateHouse.esp
73 xulStendarrValley.esp [Version 1.2.2]
74 xulAncientRedwoods.esp [Version 1.6]
75 xulCloudtopMountains.esp [Version 1.0.3]
76 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
77 xulEntiusGorge.esp [Version 1.2]
78 xulImperialIsle.esp [Version 1.6.6]
79 xulAncientYews.esp [Version 1.4.3]
7A xulArriusCreek.esp [Version 1.1.4]
7B xulPatch_AY_AC.esp [Version 1.1]
7C xulRollingHills_EV.esp [Version 1.3.3]
7D xulFallenleafEverglade.esp [Version 1.3.1]
7E xulChorrolHinterland.esp [Version 1.2.2]
7F xulRiverEthe.esp [Version 1.0.2]
80 xulDarkForest.esp [Version 1.0.5]
81 xulLushWoodlands.esp [Version 1.3.1]
82 xulColovianHighlands_EV.esp [Version 1.2.2]
83 xulTheHeath.esp [Version 1.1.1]
84 xulPantherRiver.esp
85 xulBravilBarrowfields.esp [Version 1.3.3]
86 xulBrenaRiverRavine.esp [Version 1.1]
87 xulBlackwoodForest.esp [Version 1.1.0]
88 xulCheydinhalFalls.esp [Version 1.0.1]
89 xulAspenWood.esp [Version 1.0.2]
8A xulSkingradOutskirts.esp [Version 1.0.1]
8B xulSnowdale.esp [Version 1.0.2]
8C xulCliffsOfAnvil.esp
8D West Roads.esp [Version 1.3]
8E WellspringVale+WestRoads Patch.esp
8F Castle_Seaview.esp
90 EaglesRest+LostCoast+CastleSeaview Patch.esp [Version 1.0]
91 LostSpires-Everglade patch.esp [Version 1.2]
92 LostSpires-DarkForest patch.esp [Version 1.1]
93 WeynonRetreat-ChorrolHinterland-Patch.esp [Version 1.1]
94 HeartoftheDead-ArriusCreek patch.esp [Version 2.2]
95 ValleyViewEstate-RiverEthe patch.esp [Version 1.1.1]
96 Anequina-Fallenleaf-Patch.esp [Version 1.0]
97 Mimics+Ravenview+Cloudtop Patch.esp [Version 2.0]
98 Gaelendryll-BrenaRiver patch.esp [Version 1.2.1]
99 KvatchRebuilt-CheydinhalFalls patch.esp
9A Lakewood+AspenWood Patch.esp [Version 2.0]
9B Feldscar+Snowdale Patch.esp [Version 1.0]
9C TalosGatehouse + ULImperialIsle.esp
9D Verwen Brewery.esp [Version wen.]
9E ImpeREAL Empire - Unique Forts.esp
9F ImpeREALForts+BrinaCross Patch.esp [Version 1.0]
A0 ImpeREALForts+LostSpires Patch.esp [Version 1.0.1]
A1 A Imperial Outpost - Fort Novi Sad.esp
A2 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
A3 AFK_ICTempleCleanup.esp [Version 1.0.LtPD]
A4 bartholm.esp
A5 Open Cities New Sheoth.esp [Version 1.1]
A6 Open Cities Bartholm.esp [Version 1.1.1]
A7 Open Cities Outer Districts.esp [Version 3.5.6]
A8 Open Cities Reborn - Full Merge.esp [Version 0.8.1]
A9 OCR+ULCH Patch.esp [Version 1.0]
AA NRB4+UL-II+LtPD+OCOD Patch.esp [Version 3.0.3]
AB OCLR+ULBWForest Patch.esp [Version 1.0.2]
AC OCC+Cheydinhal Falls Patch.esp [Version 1.0.1]
AD OC+ULSkingradOutskirts Patch.esp [Version 1.0.1]
AE AFK_Blades_EQ.esp [Version 1.2]
AF Alternative Beginnings.esp [Version 1.1]
B0 Frostcrag Village.esp [Version 1.0]
B1 WindowLightingSystem.esp
B2 Map Marker Overhaul.esp [Version 3.8]
B3 Map Marker Overhaul - SI additions.esp [Version 3.5]
B4 Dynamic Map.esp [Version 2.0]
++ Enhanced Water v2.0 HDMI.esp
++ Enhanced Vegetation [100%].esp
++ Symphony of Violence.esp
++ Louder Nirnroot Sound.esp
++ Visually Realistic Lava.esp
++ TrollfLoadingScreens.esp
** Rusty+Fine Items.esp
** Book Jackets OB+SI+DLC.esp
** Clutter Graphics.esp
++ QuestDialogueFix.esp
B5 PersonalMerge.esp
B6 Streamline.esp [Version 3.1]
B7 RefScope.esp [Version 2.1.2]
B8 Oblivion Graphics Extender Support.esp [Version 0.42]
** NRB4 OCReborn Road Record.esp
B9 Weather Debug Ring.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2]
++ Bashed Delayers - MERGE ONLY.esp [Version 3.1.24]
++ Harvest Containers Filter patch for mods.esp [Version 1.00]
** TIE Weapon + Armor Filter.esp
BA Bashed Patch, 0.esp


The point being, it's not the enemy, and it generally surprises a lot of us here on this forum to find people actively opposed to even touching it.
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Wed Mar 30, 2011 12:24 am

The point being, it's not the enemy, and it generally surprises a lot of us here on this forum to find people actively opposed to even touching it.

The true enemy is Gamebryo.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Tue Mar 29, 2011 9:19 pm

The author of this mod, Eddy Kaschinski, doesn't use Wrye Bash but he's very familiar with TES4Gecko etc.
He even wrote tutorials for the German community on how to clean mods.


I'm not a modder and I don't use Wrye Bash, but I've played OWC-ND for a while with various other mods and the game was very stable.
I think this is quite impressive for such a big mod (over 7 GB).

I would imagine that there could be some problems with the EV because OWC-ND was created with a German version of Oblivion.
One feature of this mod, for example, is that it corrects all the translation errors. This is of course not necessary in the English Oblivion Version.
I don't know if these changes were removed in the EV of this mod but it's hard to test it without having an english copy of the game. ;)
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Wed Mar 30, 2011 3:33 am

The true enemy is Gamebryo.


Truer words were never spoken.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Wed Mar 30, 2011 10:18 am

I would imagine that there could be some problems with the EV because OWC-ND was created with a German version of Oblivion.
One feature of this mod, for example, is that it corrects all the translation errors. This is of course not necessary in the English Oblivion Version.
I don't know if these changes were removed in the EV of this mod but it's hard to test it without having an english copy of the game. ;)

Unfortnately I forgot to do that, but this was discussed a few posts ago. I'll fix it with the translation of the update.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Wed Mar 30, 2011 12:20 am

Good news: I managed to translate the rest of the readme today :)
You can download it http://www.file-upload.net/download-3267218/Oblivion-WarCry---New-Dimension-README.pdf.html.
Hope Psymon has enough answers for a while... :P
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Tue Mar 29, 2011 10:09 pm

On the one hand you seem to want respect


:rofl: :lmao: :ahhh: :clap: :lol:

When you start Modding to get Respect, than its better that you stop it immediately and search for another hobby - Playing with Marbles, with your GF .....

The Problem in the ARE Thread back then was my practice with the English language at this time ( And now sometimes? :yes: ).

I have never spoken and wrote it a long time and so i have lost a lot of practice.

Try to translate a Mod to German and give support, than you know what i mean.
I have never seen a English Modder who have translated its Mod into German, but some German Modders have done this for the EV COM ;)
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Wed Mar 30, 2011 3:13 am

nanonashorn-

Thanks when I have time I will dive in. Thanks again.

R3NNW-

Who doesn't want respect? Are you saying you don't want respect. Well so much then for that golden rule. Well I will try and keep respect in front. OK?

===

As for translations I've discussed this before. I could be wrong but my impression is that Germans are very particular about translations - to the point that they even overdub TV shows.

Most Americans are blissfully unaware of how multilingual Europeans are. It is true that we don't bother as English becomes the dominant language. But I think a point that is missed is that we usually are jut fine with subtitles. We don't watch foreign films that are overdubbed - as long as we can read what we see we are OK. I'm fine with Nehrim being spoken in German and I read along.

As for the written word I can recall instances in the last few years where non-German mod users have volunteered to translate German mods and were denied permission, because they were seen as incapable of doing it right.

I've also seen some bad translations from German to English. I just got done playing Gothic3 and played with something called a quest pack. It appeared that absolutely no energy was expended to check with an English speaker if the words sounded right - half the time I was reading the subtitles thinking I had no idea what this character is saying.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Mar 30, 2011 6:42 am

Who doesn't want respect? Are you saying you don't want respect. Well so much then for that golden rule. Well I will try and keep respect in front. OK?


I'm Modding, because it makes fun and i can share this fun with others.

When you like my mods use them, if not also good then not.

If my Mod contains a bug that will not make the Game Crashing or mess up your savegame, than this Bug is unimportant (Low Priority) for me (Unused Scripts, Unused Objects, a displaced Static etc.) and i can fix it anytime later.


After reading many Posts from You and Arthmoor the last Days I think, i understand your point of view better. :celebration:

NNW
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Wed Mar 30, 2011 8:04 am

R3NNW-
Good - I never meant to imply that the sky was falling just because there were a few errors or duplicate records. Just trying to report what I find and ask question.

Been scanning the readme - couple of questions.

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?

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? 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 http://tesnexus.com/downloads/file.php?id=19628? 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:
Spoiler
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 Optimised 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 http://www.tesnexus.com/downloads/file.php?id=6244. Anyway I'm mentioning all this because many here use AWLS and that there is a more optimized version of IW available.


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 http://www.gamesas.com/?showtopic=820948&hl. I guess I was hoping for a similar synopsis for bosses, npcs, and loot.

Thanks for any insight and help.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Tue Mar 29, 2011 10:28 pm

yeah it's sad to see you've bundled illumination within considering that animated windows lighting and textures gives the same effect for no performance hit :)
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

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