[REL] Oblivion WarCry New Dimension EV

Post » Wed Mar 30, 2011 12:48 am

Author: Eddy Kaschinski
Release: 09-2010, EV: 02-2011
Version: 1.0 & Update to 1.10
Size 7z: 1,9 GB
Size unpacked: 5,78 GB
Type: Overhaul
Language: German & English
Requirements: Oblivion , SI, HGEC or similar body-replacers.
Download: http://tesnexus.com/downloads/file.php?id=34673
Translation EV: NNW, nanonashorn


~ ~ ~ Oblivion War Cry - New Dimension ~ ~ ~

~ Another Oblivion is waiting for you! ~


What is OWC-ND and what does it do?
First, OWC is Oblivion as I wanted to have it and as I imagined it to be. Besides some new features which make it much prettier (from my point of view), there is a great amount of new weapons, armors, items, creatures and enemies. Of course the removal of errors is also included. For example the following things are fixed: Wrong or unlogical nomenclature, floating objects, bugs and so on.

More information, screens and contents:
You can download the English readme http://www.file-upload.net/download-3267218/Oblivion-WarCry---New-Dimension-README.pdf.html or at Tesnexus.

Plans and finishing:
OWC-ND will be extended. It is planned to release updates every three months. These updates will include new contents, new features and bug-fixes.

"Oblivion War Cry - New Dimension" VS. "Oblivion War Cry 1.085":
When looking for a name for my overhaul, there was one thing I knew: Never ever I wanted to have something like EOO (Eddy's Oblivion Overhaul) or EOI (Eddy's Oblivion Improved). So I asked Lazarus, who liked the idea of resurrecting OWC. I got the permission to use this name when adding a suffix. So "OWC-New Dimension" was born. But it was not only the name, which was interesting for me, but also the fantastic ideas and the content in his PI. OWC stood, thanks to Lazarus, for a stabile and innovative gaming. This tradition will be continued with OWC-ND, though it does hardly have anything in common with the original War Cry. It is neither worse nor better, it is simply different.

List of Highlights:

~ More than170 new hairstyles

~ More than130 new eye types.

~ 25 new races, 22 of them playable

~ More than 4.800 new / newly arranged armor parts

~ More than 760 new / newly arranged pieces of clothing

~ Repacked almost 800 containers

~ Countless new ingredients and containers

~ About 1000 new items to find & collect

~ More than 4700 new / newly arranged weapons

~ About 320 new / newly arranged arrows

~ Revised more than 2.500 NPCs and newly arranged some of them

~ Hundreds of new creatures and enemies

~ Totally new balancing system, values and durability for weapons, armors and items

~ New intro & video

~ 336 new loadingscreens

~ Countless new features and gimmicks

~ OWC-Seaworld, the first working underwater-world for Oblivion with about 100 new creatures and fishes

~ Many new quests and running-gags

~ Atmospheric features like rainbows and falling stars

~ Animated containers and plants

~ New dying animations for some NPCs

~ Rune & jewel system like in Diablo 2 (but it's hard to discover ;) )

~ "Better Dungeons": Many vanilla dungeons got a facelift and now look better or contain new areas

Installation:

!IMPORTANT!
OWC has its own extensive directory tree. Because the path length of the operating system is limited to a maximum of 255-260 characters, there might occur errors during unpackin .So please always create a folder called "A " directly under hard drive "C" (or whichever hard drive you want), so that the path is as short as possible.

Download all 20 parts and the OWCNDMainEV (EV = English Version, DV = German Version) and extract them to a folder of your choice. From the OWCNDMainEV, copy the contents of a-Hauptdatei into your Oblivion directory (don't worry, the .esps are in English, Eddy just forgot to rename everything. I'll fix that later). From the other parts, put the data-folders into your Oblivion directory, too. Then, activate the OWC - New Dimension.esp in your Oblivion Launcher or the ModManager of your choice. If you want the new mannequins and the underwater world, activate OWC - Mannequins.esp and OWC - Seaworld.esp.

Alternatively, you can try the mirror on Tesnexus. On the mirror page, scroll down and download the "Hauptdatei" and the Update to v1.1. That would be the full German v1.1. Then you download the OWCNDMainEV file from Tesnexus and copy all of its content into the German download. Then you install it like I described it above.

Compatibility:

Unique Landscapes:
OWC - ND conflicts with Unique Landscapes: Arrius Creek and Colovian Higlands. However, German patches exist and I'll load up their English version soon.

Interface Mods:
OWC - ND contains the mod "Oblivion Interface Overhaul" (OIO) and therefore it will conflict with other interface mods like Darnified UI.
However, you can remove OIO by deleting or renaming OWC-ND's Data\Menus folder.

Overhauls:
OOO, Fran's, Oblivion WarCry (the original one by Lazarus) and FCOM are definitely incompatible with OWC-ND. However, you can use WAC as long as you don't use its Overspawn.esp.

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.

Pathches for OWC-ND:
- http://www.tesnexus.com/downloads/file.php?id=37184
- http://www.tesnexus.com/downloads/file.php?id=36260

Loadingscreens Mods:
OWC-ND contains trollf's loadingscreens, so it will be incompatible with other loadingscreens mods.

Credits:
You will find them in the ReadMe. The download contains every original ReadMe (if there was any) to honor the sub-authors of this mod. If I forgot someone, please message me. This was not intended.

Most of the credit for the translation goes to nnw - he translated the main part and without him, there wouldn't have been any translation at all. I think he would appreciate a little 'Thank you' from everyone ;)


Special Thanks:
Current team/employees: Growlf
Beta testers since v1.10: The Community

Former employees until v. 1.10 : NNW, Eldarie
Beta testers v1.0: Knochenkeule, Dunkelherz, Karl C. Agathon, Raven 666
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Brittany Abner
 
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Post » Tue Mar 29, 2011 11:05 pm

Color me impressed. ;)

I am putting together a mod list for a new game as I type this. I had intended to use Francesco's mod this time around but I am going to take a close look at your mod, with an eye toward using it instead. It sounds like you have done a massive amount of work on this and I am very eager to see what you've done.

I'm off to download right now!
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Marie
 
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Post » Wed Mar 30, 2011 11:54 am

I think im going to set-up a new install just to try this one! Seems very interesting thx for this! :)
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Siobhan Wallis-McRobert
 
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Post » Tue Mar 29, 2011 9:05 pm

My goodness that looks extremely impressive! :ohmy:
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Lilit Ager
 
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Post » Wed Mar 30, 2011 4:07 am

Wow.

Any chance to work on compatibility with WAC overspawn in the future?

downloading

also any hope of a mirror with all parts in one download - or less downloads?
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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 7:28 am

Any chance to work on compatibility with WAC overspawn in the future?

Don't think so. Atm Eddy concentrates on adding new features. And to make it compatible with the Overspawn.esp you would have to rebalance OWC-ND and that would, simply put, be too much work for Eddy. But he invites everybody who is able to craete a patch to do so ;)
also any hope of a mirror with all parts in one download - or less downloads?

Theoretically, you could try the mirror on Tesnexus. On the mirror page, scroll down and download the "Hauptdatei" and the Update to v1.1. That would be the full German v1.1. Then you download the OWCNDMainEV file from Tesnexus and copy all of its content into the German download. Then you install it like I descripted it above.
I'll discuss an only English mirror with Eddy tomorrow, now it's close to midnight in Germany :smile: (but I'll stay online for maybe two hours to answer more questions ;) )
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Ezekiel Macallister
 
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Post » Wed Mar 30, 2011 6:37 am

I've kind of been the caretaker of this http://www.gamesas.com/index.php?/topic/1159104-nehrim-and-mods-ii/.

One of the issues that has crept up with regard for mods for Nehrim is that within the Nehrim.esm several entries are in German the result is mods that have scripts that are usually able to access the English entries in the Oblivion.esm cannot because they are in German and as such the scripts fail and mods cannot easily be ported to Nehrim.

Is this the case with the New Diminsions esp? Are there entries in German?

... I probably could expound this more, but I think that would labor the question.
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Noraima Vega
 
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Post » Wed Mar 30, 2011 9:23 am

Hm, that's interesting... I guess there are no such entries, but I'm not sure... could you name some of them? Or the kind of entries you think of?
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brenden casey
 
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Post » Tue Mar 29, 2011 10:35 pm

Well with this mod - how would I know.

With Nerhim it is all laid out http://www.gamesas.com/index.php?/topic/1159104-nehrim-and-mods-ii/page__view__findpost__p__16995426 see where I quote Rylassasin.

Doubtful this will be an issue as this is an esp and likely not the master of every mod that could be used with it like is the case with nehrim.

Still thought I'd air the issue.

An example with Nehrim and trying to port Duke Patrick Combat Archery is the CA has a script to reference an apple in the Oblivion.esm. In Nehrim it has a German spelling - mod then does not initialize.
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Harinder Ghag
 
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Post » Tue Mar 29, 2011 10:40 pm

Ah, you mean that OWC-ND could change the original EditorIDs to German EditorIDs or refers to EditorIDs that are only available in the German translation of Oblivion (or similar issues).
No, OWC-ND doesn't change or refers to any of these, thus there should be no problems with the English version of Oblivion and English mods. But thank you that you pointed out to this subject :)
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Breanna Van Dijk
 
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Post » Wed Mar 30, 2011 9:09 am

Yeah I doubt it will be an issue.

What might be an issue is the amount of duplicate records in the new dimension esp.

Becoming pretty common practice to http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide round these parts.

Checking with tes4edit and I see it removed 1283 identical to Oblivion.esm records.
[Removing "Identical to Master" records done] Processed Records: 52436 Removed Records: 1283 Elapsed Time: 00:00

It had no deletions though.

I don't recall the original warcry being this filled with identical records.

The the seaworld esp has
[Removing "Identical to Master" records done] Processed Records: 13115 Removed Records: 359 Elapsed Time: 00:00

Is it ok to remove them?
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liz barnes
 
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Post » Wed Mar 30, 2011 4:30 am

Some feedback/questions

Having downloaded all 20 parts now and extracted them to a whopping 5.8 gigs - I begin to look closer at the files. (might they be better in a BSA?)

No English readme is standing out - am I missing it? I guess the OP will have to do for now.

It seems at first glance to be a mod pack of sorts. But looking again I'm not seeing extraneous included material such as world textures. Mostly it is a grip of clothes/armors/stuff. Enough to make John123 jealous.

So that is good - I don't like mods that add things not needed by the esp. Though the low poly grass? Why not just link to it - is this somehow different than what else is out there.

Several of the readme's just say readme - might be a good idea to expand their names so as not to confuse. I see the lost spires readme - does that mean only resources were used or does it mean the entire mod is included?

Are there any quests at all or is it just a leveling/scaling overhaul?

Does the leveling scaling of the overhaul stay within the scope as outlines in the http://www.gamesas.com/?showtopic=820948&hl? Or has that changed? from that description:
Oblivion WarCry:
Warcry and Fran's are in some ways quite similar, and in other quite different. WarCry gives static levels to nearly all actors, except it's own bosses (so they're always be a challenge). This is something Fran's doesn't do - Fran's does nearly nothing to actor scaling except for bosses. Nevertheless Warcry still uses Oblivion's actor (re-)placement system, which means while indidual actors don't scale anymore to you, the world still does - like in Fran's. WarCry's strengths are it's unique new items and enemies - while both Fran's and OOO share mostly the same sources, WarCry is different. Example given there are actual set items in game, like in Diablo 2. For bosses and individual enemies WarCry is very static, for the whole world still very dynamic. An interesting and great mix!
- Actor scaling: Disabled except for bosses.
- Loot scaling: Disabled on actors (due to having a static level), but still there for chests.
- Actor (re-)placement: Much more random, greater variety than in Vanilla, still player centric.

I think that is it for now.

[edit] wait here are a few more:
Requirements state: HGEC o.?. Bodyreplacer ... will http://www.tesnexus.com/downloads/file.php?id=24078 work as well? I'm assuming this is because all armor has been slanted toward HGEC variants. There are no Male body requirements? Is there an issue with using male body mod?

Then next under scope the readme above describes that it also:
For example the following things are fixed: Wrong or unlogical nomenclature, floating objects, bugs and so on.
Does this mean that it does these things along the same lines as the UOP? ... or only with regard to what the original Warcry touched?

Was the compatibility with WAC tested with the new WAC beta that came out about a month ago? Or only the alpha from way back?
What about TIE?
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Breanna Van Dijk
 
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Post » Wed Mar 30, 2011 12:51 am

Was looking at the pics on nexus and came across two that make me wonder.

Every time I sleep will I have to battle fready in the dreamworld or look over my shoulder for jason every time I visit the lake? LOL
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Alisia Lisha
 
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Post » Wed Mar 30, 2011 6:01 am

This looks fantastic. Do you have to start a new game to use it (as with the original Warcry) or can you use it with savegames?
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Horror- Puppe
 
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Post » Wed Mar 30, 2011 2:50 am

Psymon, my impression (and I may be wrong here) is that Eddy's mod not connected to Lazarus's Oblivion Warcry mod in any way, except in name. If I'm reading him correctly he is continuing the name as a sort of homage.
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meg knight
 
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Post » Tue Mar 29, 2011 11:05 pm

What might be an issue is the amount of duplicate records in the new dimension esp.

Becoming pretty common practice to clean mods round these parts.

Checking with tes4edit and I see it removed 1283 identical to Oblivion.esm records.
[Removing "Identical to Master" records done] Processed Records: 52436 Removed Records: 1283 Elapsed Time: 00:00


This could be re-translated records - Eddy fixed many spelling mistakes in the German version, so the English OWC - New Dimenson.esp might touch unnecessary records. I'll discuss that with Eddy.

The the seaworld esp has
Removing "Identical to Master" records done Processed Records: 13115 Removed Records: 359 Elapsed Time: 00:

Don't know what these are... I'll ask Eddy.
For now I think it's okay if you remove the "identical to master" records from the OWC-New Dimension.esp, but better leave Seaworld untouched.

No English readme is standing out - am I missing it?

No, but I will translate it soon.

Though the low poly grass? Why not just link to it - is this somehow different than what else is out there.

Something I wondered at myself - but he wanted to have it in the overhaul ;)

Several of the readme's just say readme - might be a good idea to expand their names so as not to confuse. I see the lost spires readme - does that mean only resources were used or does it mean the entire mod is included?

No, he just used the resources.

Are there any quests at all or is it just a leveling/scaling overhaul?

Quests are included, though some of them are hard to find.
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 10:56 am

Does the leveling scaling of the overhaul stay within the scope as outlines in the scaling overhaul comparison? Or has that changed?

OWC-New Dimension totally differs from the old Oblivion WarCry. It only contains some of its ideas, apart from that, it's a completely new overhaul.
Some of the actors are still scaled, though the scaling range might have been changed, while others were made static.

will EVE work as well? I'm assuming this is because all armor has been slanted toward HGEC variants.

Possible. Try loading EVE after the OWC-New Dimension.esp, although OWC-NDs changes on the armors might get lost.

There are no Male body requirements? Is there an issue with using male body mod?

No, e.g. Robert's Male works like a charm with OWC-ND, I use it myself. The only issue that occurs is that clothing that shows parts of the skin and is added by OWC-ND might look ugly on males, as those clothes use the vanilla body and are not designed for Robert's Male. But until I have seen only few of these.

Does this mean that it does these things along the same lines as the UOP?

Yes, it might fix the same things as the UOP, and compatibility is not yet tested, but I don't see why it shouldn't work with the UOP as long as you load it before OWC New Dimension.

Was the compatibility with WAC tested with the new WAC beta that came out about a month ago? Or only the alpha from way back?

It was only tested with the alpha, but should be compatible with the beta, too.

What about TIE?

What's that?

Every time I sleep will I have to battle fready in the dreamworld or look over my shoulder for jason every time I visit the lake?

No ;)

Do you have to start a new game to use it (as with the original Warcry) or can you use it with savegames?

You can use it with existing savegames, but it's recommended to start a new one.
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Lori Joe
 
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Post » Tue Mar 29, 2011 8:11 pm

Wow thanks for the thoroughness with the answers. I look forward to the follow through on the cleaning questions.

http://www.tesnexus.com/downloads/file.php?id=35265 = Tamriel Immerison Experience it is yet another overhaul (http://www.gamesas.com/index.php?showtopic=1165418). It has several unique qualities ... no custom resources are used at all, It is aimed toward stealth characters and makes them possible to grow with unlike other overhauls that demand constant killing (it is tough though), And it has undermined leveling - also known as unleveled ... meaning you could meet any kind of encounter or get most kinds of loot starting at level one. i.e. removes scaling.

While the unleveled aspects of TIE are cool it also does a lot of other game balance tweaks to combat, stealth, magic, etc. I have one install where I use it with WAC and they meld pretty well because WAC focuses only on adding not changing and TIE focuses on changing not adding. The current caretaker of TIE even made patches for TIE to be used with Frans. And there have been previous patches for it to be integrated into FCOM (though imo not well). Again a comparison on the http://www.gamesas.com/?showtopic=820948&hl page.

So I'm curious what sort of game settings changes this overhaul has. Then as far as combining overhauls ... not that I at all have my head set on it - just curious at this stage. Is this still unable to be used with any overhauls or list altering mods even if Wrye Bash is used?

It is not so much that I'd have my head set on combining overhauls as on combining mods that add/subtract/alter leveled lists for encounters/loot. While often this is overhaul territory - not always. But then if this does not handle things like game settings then I would think of TIE or some other such mod. I'm not seeing how that component is addressed.

What about bashed tags?
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Killah Bee
 
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Post » Wed Mar 30, 2011 4:19 am

can't wait to try this out alongside with WAC beta :D
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Tasha Clifford
 
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Post » Wed Mar 30, 2011 9:49 am

Really impressive looking mod, I’m going to give it a go. Though it would be alot easier to install if you didn't have the "OWCNDPart_001" folders, just the "data" folder in the archives, though there might be a good reason as to why they're there :).

After repackaging them and installing through bain it seems there are a few files missing from package 1,5,8 and 19. Looks like there's a letter or something that the game can't recognise, I put them in the spoiler tag below.

Spoiler

pack 1
Sound\fx\OWC New Dimension\Spieluhren\OWCSpieluhrNehmtAbschiedBr?der.wav

pack 5
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkeletthandschuhe.nif
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettlowerbody.nif
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettnupperbody.nif
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettSchaedel.nif
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettSchaedelHelm.nif
Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettVollruestung.nif
Meshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzer_gnd.nif
Meshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzerF.nif
Meshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzerM.nif

pack 8
Textures\Menus\Icons\OWC New Dimension\VampirArmor04\Armsch?tzer.dds

pack 19
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_Green.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_moonstone.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_pearl.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_red.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletB_Topaz.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_Green.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_moonstone.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_pearl.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_red.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletG_Topaz.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_Green.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_moonstone.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_pearl.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_red.dds
Textures\OWC New Dimension\Stirnb?nderneu\CircletS_Topaz.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadG_Diamond.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadG_Emerald.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadG_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadG_Ruby.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadG_Sapphire.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadS_Diamond.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadS_Emerald.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadS_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadS_Ruby.dds
Textures\OWC New Dimension\Stirnb?nderneu\DiadS_Sapphire.dds
Textures\OWC New Dimension\Stirnb?nderneu\ElvenG_diamond.dds
Textures\OWC New Dimension\Stirnb?nderneu\ElvenG_green.dds
Textures\OWC New Dimension\Stirnb?nderneu\ElvenG_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\ElvenG_red.dds
Textures\OWC New Dimension\Stirnb?nderneu\Wgem_Dia.dds
Textures\OWC New Dimension\Stirnb?nderneu\Wgem_Em.dds
Textures\OWC New Dimension\Stirnb?nderneu\Wgem_n.dds
Textures\OWC New Dimension\Stirnb?nderneu\Wgem_Ru.dds

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Ashley Tamen
 
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Post » Wed Mar 30, 2011 12:10 pm

In the past, I've known Wrye Bash to throw a fit over non-english characters in filenames. I wonder if these will install OK if created as a BAIN package:
pack 1Sound\fx\OWC New Dimension\Spieluhren\OWCSpieluhrNehmtAbschiedBr?der.wavpack 5Meshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkeletthandschuhe.nifMeshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettlowerbody.nifMeshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettnupperbody.nifMeshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettSchaedel.nifMeshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettSchaedelHelm.nifMeshes\Armor\OWC New Dimension\UndeadSkelettr?stung\OWCUnplayableSkelettVollruestung.nifMeshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzer_gnd.nifMeshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzerF.nifMeshes\Armor\OWC New Dimension\VampirArmor04\OWCVampireBlackCatArmsch?tzerM.nifpack 8Textures\Menus\Icons\OWC New Dimension\VampirArmor04\Armsch?tzer.dds

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Penny Courture
 
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Joined: Sat Dec 23, 2006 11:59 pm

Post » Wed Mar 30, 2011 2:29 am

TIE = Tamriel Immerison Experience it is yet another overhaul (RELZ thread). It has several unique qualities ... no custom resources are used at all, It is aimed toward stealth characters and makes them possible to grow with unlike other overhauls that demand constant killing (it is tough though), And it has undermined leveling - also known as unleveled ... meaning you could meet any kind of encounter or get most kinds of loot starting at level one. i.e. removes scaling.

I would recommend you not to use TIE, as it seems to huddle up the settings that OWC-ND does and thereby could unbalance the game.

So I'm curious what sort of game settings changes this overhaul has. Then as far as combining overhauls ... not that I at all have my head set on it - just curious at this stage. Is this still unable to be used with any overhauls or list altering mods even if Wrye Bash is used?

OWC-ND mostly changes item values, trap damage, level-up system (on level-up, you can always distribute 10 points to your attributes), leveled lists and containers. But you can use Wrye Bash to mix it all together, which is - of course - not recommended.
The only problems I had with OWC-ND and Wrye Bash was when I once tried to import Race Records via the Bashed Patch, but since v1.1 these problems have gone....

@vicsade & anithinks: thanks for the lists, indeed some names contain specific German characters and are not recognised by Wrye Bash - will ask Eddy to fix that
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Lizzie
 
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Post » Tue Mar 29, 2011 8:57 pm

This mod looks absolutely brilliant. And while I am definitely going to set aside time to install it on an alternate install, it's a damn shame that I cant work with any major mods. I hope that oneday someone can make a mod-compatible version of this, like tie-for-mods only more extensive.

Until then, having to play it separately will only mean less time available for playing it. As each will need a save game with it's own playtime.

Still fantastic news for anyone wanting a huge mod, since we rarely get mods of this proportion anymore.
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Anthony Rand
 
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Post » Wed Mar 30, 2011 3:22 am

I would recommend you not to use TIE, as it seems to huddle up the settings that OWC-ND does and thereby could unbalance the game.
I'm not sure what "huddle up" means. Do you mean that it covers the same things?

OWC-ND mostly changes item values, trap damage, level-up system (on level-up, you can always distribute 10 points to your attributes), leveled lists and containers. But you can use Wrye Bash to mix it all together, which is - of course - not recommended.
The only problems I had with OWC-ND and Wrye Bash was when I once tried to import Race Records via the Bashed Patch, but since v1.1 these problems have gone....
Mix all what together?

If OWC-ND does not touch spells, combat, and stealth then why not use something that does? After all who wants to play vanilla?

I guess before I decide if this is something to invest time in building an install around I will need more information ... much more. I'm a bit wary of mods where the author recommends against combining with other mods without details ... or mods that try to be all things at once.

I look forward to that readme.
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Hot
 
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Post » Wed Mar 30, 2011 4:32 am

do let us know as soon as the EV verions of the UL patches will be available :)

in the meanwhile, would you recommend not using those 2 ULs for a short while, or just bearing with the inevitable land tears?
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X(S.a.R.a.H)X
 
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