[REL] Oblivion WarCry New Dimension EV # 2

Post » Wed Mar 30, 2011 12:42 pm

Okay seems that it has not any good now the loading screens are all in german, so are some of the skills again.

Edit: Yeah not much seems to have changed for me, i'm still experiencing some of the problems I already had and some new ones.
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Alyesha Neufeld
 
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Post » Wed Mar 30, 2011 12:39 pm

SWEET! English baby ya!


=======UPDATE==========

I loaded the english version but everything is still in German. With the german version my character did not say anything on attack (such as= yarg! uff! etc.) but now he does. Unfortunately my character for some reason is using the voice of an Imperial instead of a Breton (though I have no idea why). I am not sure what the english version changed, maybe now the NPC's have voice acting? as with the german version only a few did.
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Amber Hubbard
 
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Post » Wed Mar 30, 2011 8:08 am

SWEET! English baby ya!


=======UPDATE==========

I loaded the english version but everything is still in German. With the german version my character did not say anything on attack (such as= yarg! uff! etc.) but now he does. Unfortunately my character for some reason is using the voice of an Imperial instead of a Breton (though I have no idea why). I am not sure what the english version changed, maybe now the NPC's have voice acting? as with the german version only a few did.


I had to use the English Silent Voice Fix @ http://www.tesnexus.com/downloads/file.php?id=28597 to get most of my english voice acting working again. Have to load it very last in your load order.
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Kit Marsden
 
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Post » Wed Mar 30, 2011 2:49 am

Okay seems that it has not any good now the loading screens are all in german, so are some of the skills again.

Edit: Yeah not much seems to have changed for me, i'm still experiencing some of the problems I already had and some new ones.


Yea I agree I see more german text than before but the game is still very stable for me and I see nice new potion textures.
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Chrissie Pillinger
 
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Post » Wed Mar 30, 2011 8:39 am

Yea it seems that it's certain saves that are having stability issues not all of them so i can still play.
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GLOW...
 
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Post » Wed Mar 30, 2011 12:39 pm

I hate windows. :flamethrower:
i hate windows :brokencomputer:
i hate windows :brokencomputer:
i hate windows :obliviongate:

Some Things are back in german and i dont know why.
I rework this and load then only the ESP by Nexus up.

sry.
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Dorian Cozens
 
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Post » Wed Mar 30, 2011 10:05 am

Hey don't worry about it. I can still play so there is no real rush. Take all the time you need to get it how you want it.
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 4:38 am

R3NNW did you upload any new resources to the 1.21 English file because I downloaded the old 1.21 version and wonder if I can just wait until you fix and upload the ESP files and just download them?
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Kanaoka
 
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Post » Wed Mar 30, 2011 8:16 am

I opened the mod with the construction set and changed the skills etc. that were still in german to english, though I have no idea how to change the attribute names to english. I am not sure how to upload it for others, but I can say its rather easy to change if you use the construction set. =)
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Lynne Hinton
 
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Post » Wed Mar 30, 2011 7:57 am

Some Things are back in german and i dont know why.


I verified this version against the version I have. I had a problem related to the UI. You can rename the game settings for the attributes (endurance, strength, to my endurance, my strength, etc.) and not clean them and they will be in german. The only fix for me was to try DarNUI and everything is fine. I tried to find something in the xml files but they are to many of them.

Yes, everything that is Vanilla, is back to german. I fixed it like I did with the first version : don't manually translate. Export from the oblivion.esm those settings : dialogues, names, game settings, books, factions, descriptions and factions. Import them in you esp. If you clean the .esp, they will still be in english.

Quests seems to be ok, except the ones from SI that are still in german. You have to manually copy them in TES4edit.

Somebody else can try this to see if it is working for them or if there is a better way to do it.

Keep on working on this, version 1.3 is coming in June, we have to be ready.
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 3:41 pm

I have removed the "String Gamesettings" from the OWC New Dimension.esp.
I also translate the new ND Dialog Textes , so you know what Luigi and the other say.....
But this needs Time. Plaese use the actual ESP.
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Philip Rua
 
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Post » Wed Mar 30, 2011 1:46 am

For some reason all the signs are in German with the update you posted, I don't mind really since I know what pretty much all of them say anyways but still hope you will complete the translation so that everything is translated over to English.
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Jhenna lee Lizama
 
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Post » Wed Mar 30, 2011 11:30 am

Is there any lvl anyone can recommend to start the main quest with this mod? Tried to do the Find the Heir part but the spawns at the first gate were crazy, the guards were dead very quickly.
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Emma-Jane Merrin
 
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Post » Wed Mar 30, 2011 3:14 pm

Much of the mod is unleveled (as I guess the original Warcry was to a lesser extent - I've only played it with FCOM).

Unleveled means that the world no longer scales the encounters against your character level. All creatures are available to encounter at level 1 up.

What this means is that you may visit a cell and see different kinds of encounters each time from different levels.

Read more about what this means http://www.gamesas.com/index.php?/topic/820948-scaling-overhaul-comparison/ - pay attention to the warcry and tie descriptions.

R3NNW-

How goes the work?
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Tracy Byworth
 
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Post » Wed Mar 30, 2011 8:15 am

The new dialogs texts are missing.....
But because of my work, i don't have enough Time to translate them in the next two weeks.
I could Upload the ESP as "ESP only" Update without them. But than you dont know what Luigi and the other new NPCs say, cause there voice are in german.....
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Multi Multi
 
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Post » Wed Mar 30, 2011 10:52 am

I forgot to ask, but does this mod play nice with MMM?


Now that I have leveled a bit I am finding far too many enemies to be no challenge, and though MMM could help fill that gap with so similar leveled spawns scattered here and there.
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 1:44 am

I forgot to ask, but does this mod play nice with MMM?


Now that I have leveled a bit I am finding far too many enemies to be no challenge, and though MMM could help fill that gap with so similar leveled spawns scattered here and there.


I have this same problem. I leveled up to around level 5.. most bandits on the roads are one shot kill with Deadly Reflex. Many caves are a breeze. If I do run into challenging enemies they are normally level 40 or higher :P The scaling in this overhaul is either too easy enemies or too hard.. I'm having trouble finding a good challenge in the middle.
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Lynette Wilson
 
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Post » Wed Mar 30, 2011 1:10 am

I have this same problem. I leveled up to around level 5.. most bandits on the roads are one shot kill with Deadly Reflex. Many caves are a breeze. If I do run into challenging enemies they are normally level 40 or higher :P The scaling in this overhaul is either too easy enemies or too hard.. I'm having trouble finding a good challenge in the middle.


Same... I would prefer to hard over too easy (in that way I liked vanilla oblivion leveling) but I think MMM will fill the gaps.
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Becky Palmer
 
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Post » Wed Mar 30, 2011 4:28 am

I have this same problem. I leveled up to around level 5.. most bandits on the roads are one shot kill with Deadly Reflex. Many caves are a breeze. If I do run into challenging enemies they are normally level 40 or higher :P The scaling in this overhaul is either too easy enemies or too hard.. I'm having trouble finding a good challenge in the middle.


Deadly reflex unbalances the game, I do not recommend using it. Instead I prefer to use Better Timed Blocking and Duke Patricks Combat Archery.
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Jade Muggeridge
 
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Post » Wed Mar 30, 2011 3:17 pm

The new dialogs texts are missing.....
But because of my work, i don't have enough Time to translate them in the next two weeks.
I could Upload the ESP as "ESP only" Update without them. But than you dont know what Luigi and the other new NPCs say, cause there voice are in german.....


I would like you to upload your newest esp if you have the time even if you are unfinished with Luigi and the other new NPCs, I'm actually learning what a few german words mean but it's still rough.
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Matt Fletcher
 
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Post » Wed Mar 30, 2011 12:16 pm

hi all.

I feel Astounded!!
I have dabbled with frans and OOO and even looked into tie, but was not quite satisfied.

So here is this Huge effort! I note that this "mod" is bout 5 to 6 gigs in size while Oblivion is maybe 3 to 4 gigs in size: here is a mod that is larger than the whole game!

I was really Impressed with the opening logos, on the load screen. a "total conversion" feeling.
Then as the load screen came up, I was *really* impressed. Could one detect the quality of a large mod from just the loading screens?! Well these load screens that I had seen, to me, they had "Soul". I could tell this this Soul, then, is spread though out this OWC ND! As if I could judge the whole mad by just these screens.

well this was just a test run to make sure Things Work! I created a new character and then in that dungeon I found that my min fps was about 30 and then I COC to Weye, then outdoors my fps was about 17 to 18. playable.

Of course i did not just stop at OWC! I "had" to add WAC too, almost just for the Roman armor on the guards!
Another gig or three of goodness.

These two plus many of my other 200+ mods!!

the local map seemed to look OK.
"Dymanic map" did not work, there were errors in the console to indicate that this mod does not work.

I will have to eagerly await to see how things Look, when i get out of the sewer entrance. will my computer choke? will this OWC continue to deliver on its promised Goodness?

freestone
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phillip crookes
 
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Post » Wed Mar 30, 2011 3:44 pm

hi all.

I feel Astounded!!
I have dabbled with frans and OOO and even looked into tie, but was not quite satisfied.

So here is this Huge effort! I note that this "mod" is bout 5 to 6 gigs in size while Oblivion is maybe 3 to 4 gigs in size: here is a mod that is larger than the whole game!

I was really Impressed with the opening logos, on the load screen. a "total conversion" feeling.
Then as the load screen came up, I was *really* impressed. Could one detect the quality of a large mod from just the loading screens?! Well these load screens that I had seen, to me, they had "Soul". I could tell this this Soul, then, is spread though out this OWC ND! As if I could judge the whole mad by just these screens.

well this was just a test run to make sure Things Work! I created a new character and then in that dungeon I found that my min fps was about 30 and then I COC to Weye, then outdoors my fps was about 17 to 18. playable.

Of course i did not just stop at OWC! I "had" to add WAC too, almost just for the Roman armor on the guards!
Another gig or three of goodness.

These two plus many of my other 200+ mods!!

the local map seemed to look OK.
"Dymanic map" did not work, there were errors in the console to indicate that this mod does not work.

I will have to eagerly await to see how things Look, when i get out of the sewer entrance. will my computer choke? will this OWC continue to deliver on its promised Goodness?

freestone


Yes this mod is quite awesome. I do agree that WAC and Warcry do take up a lot of space. Between Qarl's Textures, WAC and Warcry ND and a few other mods I'm using 22.5GB in my Oblivion folder, I don't really even have a very heavy Oblivion Installation with only 128 mods. Edit: I also have 2 other installs one for FCOM and one for Nehrim but those are only 11GB and 8.7GB respectively although I don't either quite as visually enhanced.

Spoiler
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Waalx Animals & Creatures.esm03  Natural_Habitat_by_Max_Tael.esm04  Better Cities Resources.esm  [Version 4.9.5]05  Progress.esm  [Version 2.2]06  DLCShiveringIsles.esp07  Better Cities .esp  [Version 4.7.0]08  Atmospheric Loading Screens - Random Quotes.esp09  Natural_Habitat_by_Max_Tael.esp0A  ChaseCameraMod.esp0B  Ultimate 3rd Person Camera.esp++  Item interchange - Extraction.esp  [Version 0.76]0C  Camping.esp0D  Enhanced Economy.esp  [Version 5.2.2]0E  WAC - Crowded Roads Revisited.esp  [Version 1.1]0F  Display Stats.esp  [Version 2.0.1]10  Forward Motion Blur.esp11  Lock Bash Omega.esp  [Version 1.5]12  Streamline 3.1.esp13  Dynamic Map.esp  [Version 2.0]14  Enhanced Hotkeys.esp  [Version 2.1.1]15  DLCHorseArmor.esp16  DLCOrrery.esp17  DLCVileLair.esp18  DLCMehrunesRazor.esp19  DLCSpellTomes.esp++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp1A  DLCThievesDen.esp1B  Cobl Glue.esp  [Version 1.72]1C  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1D  OWC - Mannequin.esp1E  OWC - Seaworld.esp1F  OWC - New Dimension.esp20  WAC.esp21  WAC - OverSpawn.esp22  WAC - BlackBootDungeon.esp23  WAC - Dead Knights.esp24  WAC - Player Summons.esp25  WAC - Birds&Insects.esp26  WAC - Companions.esp27  WAC - Horses.esp28  WAC - TCOS.esp29  WAC - TCOS Shops.esp  [Version 03]2A  WAC - 8th Gate.esp2B  WAC - Legion.esp2C  WAC - Gladiator.esp2D  WAC - Magic.esp2E  Kragenir's Death Quest.esp2F  KDQ - Rural Line Additions.esp30  DLCBattlehornCastle.esp31  DLCFrostcrag.esp32  Knights.esp33  xuldarkforest.esp  [Version 1.0.5]34  xulStendarrValley.esp  [Version 1.2.2]35  xulTheHeath.esp36  XulEntiusGorge.esp37  xulFallenleafEverglade.esp  [Version 1.3.1]38  xulColovianHighlands_EV.esp  [Version 1.2.1]39  xulChorrolHinterland.esp  [Version 1.2.2]3A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]3B  xulBravilBarrowfields.esp  [Version 1.3.2]3C  xulLushWoodlands.esp  [Version 1.3.1]3D  xulAncientYews.esp  [Version 1.4.3]3E  xulAncientRedwoods.esp  [Version 1.6]3F  xulCloudtopMountains.esp  [Version 1.0.3]40  xulArriusCreek.esp  [Version 1.1.3]41  xulPatch_AY_AC.esp  [Version 1.1]42  xulRollingHills_EV.esp  [Version 1.3.3]43  xulPantherRiver.esp44  xulRiverEthe.esp  [Version 1.0.2]45  xulBrenaRiverRavine.esp  [Version 1.1]46  xulImperialIsle.esp  [Version 1.6.6]47  xulBlackwoodForest.esp  [Version 1.1.0]48  xulCheydinhalFalls.esp  [Version 1.0.1]49  xulAspenWood.esp  [Version 1.0.2]4A  xulSkingradOutskirts.esp  [Version 1.0.1]4B  xulSnowdale.esp  [Version 1.0.2]4C  xulCliffsOfAnvil.esp4D  HUD Status Bars.esp  [Version 4.1.1]4E  SleepRestAnyTime.esp4F  kuerteeInventoryIsABackpack.esp50  PersuasionOverhaul.esp  [Version 1.43]51  Soulgem Magic.esp  [Version 1.0]52  Alternative Start by Robert Evrae.esp53  RealisticFatigue.esp54  RealisticHealth.esp55  Basic Primary Needs.esp56  RealSleepExtended.esp  [Version 2.5]57  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]58  Roughing It.esp59  SorcerysToll.esp5A  Enhanced Grabbing.esp  [Version 0.5]5B  Creature Damage Fix.esp  [Version 2.4]5C  Duke Patricks - Combat Archery.esp  [Version 5.1.1]5D  BetterBlocking.esp  [Version 3]5E  kuerteeBattleFatigueAndInjuries.esp5F  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]60  Phitt's Phighting Phixes.esp61  ProgressGSD.esp  [Version 2.0]62  ProgressMBSP.esp  [Version 2.0]63  ProgressSBSP.esp  [Version 1.0]64  ProgressRBSP.esp  [Version 1.0]65  ProgressRacial.esp66  ProgressArmorer.esp  [Version 1.0]67  ProgressMercantile.esp  [Version 1.11]68  Sneaking Detection Recalibrated.esp69  RealisticLeveling.esp6A  The Versatile Adventurer.esp++  Item interchange - Placement.esp  [Version 0.76]6B  Better Cities Full.esp  [Version 4.9.5]6C  Better Imperial City.esp  [Version 4.9.5]6D  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.9.5]6E  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]6F  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]70  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.9.1]71  Better Cities - COBL.esp  [Version 2.1]72  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  Timescale 5x Real-Life.esp73  kuerteeDetectLifeEffectNightEyeShader.esp++  LightSpellBlue.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]74  Bashed Patch.esp75  EnglishTextFix.esp76  OBGE - Liquid Water.esp

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Misty lt
 
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Post » Wed Mar 30, 2011 4:20 am

Yes this mod is quite awesome. I do agree that WAC and Warcry do take up a lot of space. Between Qarl's Textures, WAC and Warcry ND and a few other mods I'm using 22.5GB in my Oblivion folder, I don't really even have a very heavy Oblivion Installation with only 128 mods. Edit: I also have 2 other installs one for FCOM and one for Nehrim but those are only 11GB and 8.7GB respectively although I don't either quite as visually enhanced.

Active Mod Files:

75 EnglishTextFix.esp



hi Sculelos.

your
EnglishTextFix.esp , above.
I thought that I did not see this esp in my OWC dowloads, i am at a libary computer now so i cannot check my own files. is this from an
older download of OWC ND ? or is this file something new and thus i need to download it?

I noted that the owc "sea city" mod conflicted, in the Detector, with 'everything" it seems. especially THE LOST SPIRES. I eventually removed the lost spires
as it itself conflcts with so many mods now. I will have to cheack again today or tomorrow if i can now play the sea city mod option.

seems too i can run with Integration, the stranded light too.

be worth a place or two to have runied scenery due to conflicts, just to have all this goodness.

thank you....freestone
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Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Mar 30, 2011 3:01 pm

hi all.

a quick question please.

the seaworld mod for OWC! why does obmm conflict detector give to me 10 zillion path grid errors for a mod that looks to be all underwater?!
every UL mod seems to have many of these. then there are many item/object conflicts too with mods. what is this: do the critters come out onto the land at night?

so is this seaworld OK for me then?!

thanks...freestone
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Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Wed Mar 30, 2011 9:47 am

After getting in more gametime and reaching level 12 (and completing the mages guild quest line to archmage!) I have a few thoughts.


There needs to be some more attention to the levels of enemies throughout the mod. Using a specific example=
Spoiler

1. The mages guild necromancers are all about level 6-10, but the undead soldiers with them (warriors of the black sun) are levels 16-20. kinda a big gap, though they dont hit hard.
2. In Mannimarco's cave (echo cave) I fought level 10 necromancers, mixed with level 16-20+ undead, and 1 level 65 demon hunter (wierd) and level 65 mannimarco. This seemed really odd.
3. Basically I have found with the mod that enemies are either chumps or gods, with very little in between, this should be addressed.
4. Enemies in general dont hit hard, level 65 demon hunter was kicking my butt, but 65 mannimarco was a chump (his summons did more damage by FAR, once the charges on his enchanted sword of paralysis wore off.).


I wonder if it is possible to add an option esp where monsters level with you ala vanilla Oblivion, while keeping boss and named characters statically leveled. If the levels are to be static throughout, some sort of message when entering the dungeon of level ranges should be added (like in Nehrim). Overall though the mod is very fun and despite not being challenged enough (or too much sometimes) I cant bring myself to deactivate the mod simpley because of the sheer volume of awesomeness it adds!
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Mr. Ray
 
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