[REL] Oblivion WarCry New Dimension EV # 2

Post » Wed Mar 30, 2011 8:52 am

Oblivion War Cry - New Dimension
Thread 2





Author: Eddy Kaschinski
Release: 09-2010, EV: 02-2011
Version: 1.21
Type: Overhaul
Language: German & English
Requirements: Oblivion , SI with Patch 1.2.0416, HGEC or similar body-replacers.
Download: @Tesnexus and Pagan-Tes-Mods.com
Translation EV: NNW, nanonashorn




http://www.gamesas.com/index.php?/topic/1166726-rel-oblivion-warcry-new-dimension-ev/


~ 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 Mod and English Readme at http://www.tesnexus.com/downloads/file.php?id=34673


"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.

Patches for OWC-ND:

http://www.tesnexus.com/downloads/file.php?id=37184


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, NNW (EV Support)
Beta testers since v1.10: The Community

Former employees until v. 1.10 : Eldarie
Beta testers v1.0: Knochenkeule, Dunkelherz, Karl C. Agathon, Raven 666
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Wed Mar 30, 2011 1:32 pm

Hi everybody.
I'll bring my post from the last page of the 1st thread as I got unnoticed due to its closure.
As I said before, I'm Italian and despite having studied English for some years, be patient if my posts are not as fluid and correct as yours.
I personally think this is one of the best overhauls of all time, easy to install (I made it in the vintage way, just extracting all folders to the Oblivion one!) and almost with zero impact for my laptop.
However, I want to report a couple of strange issues happened to me, just to understand if I've done something wrong or if there's something you want to check.
Yesterday, I was doing the Bravil "caught in the hunt" quest, I was near the end of it exiting the dungeon, but when the orc called Kurdan gro Dragol has to kill Aleron Loche, well he just does not do that. They keep on walking one against the other but no one hits, and I'm stuck as I can't move during this cinematic animation.
Any suggestions?
Secondly, I was in a dungeon and the game alerted me about an opponent called "Borg", described as a powerful demonhunter, but when I faced it, I found Asmodis, the Hellmage. Is it ok? As during my other encounters (Xena, Jason Whoorees, Leatherface, Titania) all those descriptions matched.

Thanks in advance, all hail the German folks!
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Auguste Bartholdi
 
Posts: 3521
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Post » Wed Mar 30, 2011 2:16 pm

Hello! I'm playing this game mostly in german right now since Eddie took down all EV versions! Was wondering if he or anyone else could toss up the last 1.21 EV update for the time being.. since it is better than nothing ;D A user named Maxie from Nexus says "to Eddy, The EV version was playable. I played with it around 10 hours and cleared a few dungeons. Maybe you can just leave it while NWN is working on the new version. Just the potions missing and a few attributes in german.... Anyway that's your mod, you do as you like."

BE much appreciated if you could leave up the latest 1.21 EV file so english users can have at least something.
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Natasha Biss
 
Posts: 3491
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Post » Wed Mar 30, 2011 6:22 am

Hello! I'm playing this game mostly in german right now since Eddie took down all EV versions! Was wondering if he or anyone else could toss up the last 1.21 EV update for the time being.. since it is better than nothing ;D A user named Maxie from Nexus says "to Eddy, The EV version was playable. I played with it around 10 hours and cleared a few dungeons. Maybe you can just leave it while NWN is working on the new version. Just the potions missing and a few attributes in german.... Anyway that's your mod, you do as you like."

BE much appreciated if you could leave up the latest 1.21 EV file so english users can have at least something.

Hi! Yep, the EV 1.21 is absolutely playable, the only issue encountered is mentioned above.
However, i miss the unique forms given by the new bottles and potions, so I hope Eddy &co. will bring them on as soon as you can.
Keep up the good work German guys!
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Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Wed Mar 30, 2011 10:09 am

Hi! Yep, the EV 1.21 is absolutely playable, the only issue encountered is mentioned above.
However, i miss the unique forms given by the new bottles and potions, so I hope Eddy &co. will bring them on as soon as you can.
Keep up the good work German guys!


I just spent 2 hours on this :

Potions : load the CS, set a weight to all the potions (they will be mark as changed), load TES4edit with the DV and EV version and copy the icons from DV to EV. Do the wine with a renamed scripts if you can.

For the attributes, it rather funny, we just have to delete them because when we change them back they are "identical to master" and they get deleted when cleaning the mod.

Other issues that you can fix easily, go through the quests and dialogues and copy the english text from the oblivion.esm for a few quests still in german.

A few others things can be fix like that. I get myself a translate version.

Back to playing an Albea tomorrow.

Sorry for the edit, I am not really a forum girl.
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zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Mar 30, 2011 4:17 am

Ahhhhhhhh this is driving me crazy with no EV version. Can ANYONE who has the 1.21 EV version upload it to http://www.easy-share.com/ and send me the link so I can get it! I can't really start playing fully without it! I can't believe all the EV versions were taken down.
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DAVId Bryant
 
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Post » Wed Mar 30, 2011 9:03 am

Dude just have patience - I've had contact with R3NNW - its coming - give it a day or two.

Though I agree that the previous version could have been kept up.
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Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Wed Mar 30, 2011 3:06 am

Just a question but why shouldn't you use WAC-overspawn with this mod? I use it bashed with this mod and I seem to be getting plenty of content from both mods.
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BethanyRhain
 
Posts: 3434
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Post » Wed Mar 30, 2011 6:46 am

Using the regular WAC.esp only places new spawn points in the world that deal exclusively with WAC content alone. As such you could use it with any overhaul including FCOM (but that would be overkill).

Overspawn.esp is a reworking of the original spawn points and associated lists such that it attempts to integrate vanilla content with WAC content.

What most mod authors consider compatibility is that their mod has absolutely no blockages in the expression of their mod content. Say an entire set of creatures from a certain list is blocked - that means that most likely whichever mod loads last will have their creatures expressed more so.

Bashed patch does a lot but still there is the rule of one (see thread pinned called compatibility and you) only one record from one mod will be able to modify an existing record. Bashed patches work great when the lists it merges do not both attempt to alter the exact same records on the lists. [not sure if I'm explaining that right]

This is why FCOM is a series of patches and not just Frans, MMM, OOO with a bashed patch.

So while you may not care that a subset of vampires from OWC-ND may be blocked (for example) the OWC-ND do care and they are not going to call it compatible - even if only 10% of the mod is blocked. Just load up both (and the bashed patch) in in tes4edit and look over the lists - you will see what I'm talking about.

Interestingly - I don't think Waalx at all uses Wrye Bash and I don't think it is all that popular amongst German modders either.
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Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Wed Mar 30, 2011 3:20 pm

I have a question as well=

Is the mod compatible with deadly reflex 6?


I believe the mod integrates some earlier deadly reflex mods, so I am not sure if it would be compatible with the latest release.
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Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Wed Mar 30, 2011 3:48 pm

I have a question as well=

Is the mod compatible with deadly reflex 6?


I believe the mod integrates some earlier deadly reflex mods, so I am not sure if it would be compatible with the latest release.


From what I've played the mod does not come with any deadly reflex integrated at all and I personally added Deadly Reflex 5 and it works perfectly.
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Kat Ives
 
Posts: 3408
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Post » Wed Mar 30, 2011 3:29 am

I'm working on a "retranslation" cause, when i only translate the things back to their "original english" names, TES4EDit think there is nothing changed and mark them as "Indentical to Master".


Yesterday, I was doing the Bravil "caught in the hunt" quest, I was near the end of it exiting the dungeon, but when the orc called Kurdan gro Dragol has to kill Aleron Loche, well he just does not do that. They keep on walking one against the other but no one hits, and I'm stuck as I can't move during this cinematic animation.
Any suggestions?


This is a bug from the Original Game.
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Guy Pearce
 
Posts: 3499
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Post » Wed Mar 30, 2011 3:21 pm

Using the regular WAC.esp only places new spawn points in the world that deal exclusively with WAC content alone. As such you could use it with any overhaul including FCOM (but that would be overkill).

Overspawn.esp is a reworking of the original spawn points and associated lists such that it attempts to integrate vanilla content with WAC content.

What most mod authors consider compatibility is that their mod has absolutely no blockages in the expression of their mod content. Say an entire set of creatures from a certain list is blocked - that means that most likely whichever mod loads last will have their creatures expressed more so.

Bashed patch does a lot but still there is the rule of one (see thread pinned called compatibility and you) only one record from one mod will be able to modify an existing record. Bashed patches work great when the lists it merges do not both attempt to alter the exact same records on the lists. [not sure if I'm explaining that right]

This is why FCOM is a series of patches and not just Frans, MMM, OOO with a bashed patch.

So while you may not care that a subset of vampires from OWC-ND may be blocked (for example) the OWC-ND do care and they are not going to call it compatible - even if only 10% of the mod is blocked. Just load up both (and the bashed patch) in in tes4edit and look over the lists - you will see what I'm talking about.

Interestingly - I don't think Waalx at all uses Wrye Bash and I don't think it is all that popular amongst German modders either.


Ah so when two mods modify the same list one will be overwritten. That would explain why I was seeing more WAC content with Overspawn loading after OWC and more OWC content if I loaded it after. I suppose you could load OWC after Overspawn and it wouldn't block anything from OWC but most of the content of Overspawn pluggin would be missing.

Edit: Decided to just remove the WAC-overspawn pluggin, hopefully now I will be able to see all the content from both mods since their will be no overwritten pieces.
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Rex Help
 
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Post » Wed Mar 30, 2011 1:23 pm

I'm working on a "retranslation" cause, when i only translate the things back to their "original english" names, TES4EDit think there is nothing changed and mark them as "Indentical to Master".




This is a bug from the Original Game.



Can you put the old english version back up please? I am playing the mod in german now and its rough. I would rather play with unfixxed bugs that a language I dont understand. =)
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Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Wed Mar 30, 2011 1:13 am

Using the regular WAC.esp only places new spawn points in the world that deal exclusively with WAC content alone. As such you could use it with any overhaul including FCOM (but that would be overkill).

Overspawn.esp is a reworking of the original spawn points and associated lists such that it attempts to integrate vanilla content with WAC content.

What most mod authors consider compatibility is that their mod has absolutely no blockages in the expression of their mod content. Say an entire set of creatures from a certain list is blocked - that means that most likely whichever mod loads last will have their creatures expressed more so.

Bashed patch does a lot but still there is the rule of one (see thread pinned called compatibility and you) only one record from one mod will be able to modify an existing record. Bashed patches work great when the lists it merges do not both attempt to alter the exact same records on the lists. [not sure if I'm explaining that right]

This is why FCOM is a series of patches and not just Frans, MMM, OOO with a bashed patch.

So while you may not care that a subset of vampires from OWC-ND may be blocked (for example) the OWC-ND do care and they are not going to call it compatible - even if only 10% of the mod is blocked. Just load up both (and the bashed patch) in in tes4edit and look over the lists - you will see what I'm talking about.

Interestingly - I don't think Waalx at all uses Wrye Bash and I don't think it is all that popular amongst German modders either.


Further testing and examination of WAC Overspawn and OWC:ND when used with a bashed patch indeed does confirm that you will see most of the content from both mods and especially many of the same types of creatures will even share the same inventory pool. I honestly don't see any MAJOR conflicts if you use both at the same time as long as your merging them together with Bash.

For me the added realism of the WAC overspawn pluggin is worth the possible downside that I may miss some Warcry content in favor of WAC content both both are very good quality so I don't see any major issues with that happening. From looking at the list it seems like all the unique creatures both mods add are still intact and it seems to me like some common enemies like bandits share some of the weapons from both mods when bashed.

For my playtesting I will continue to use OWC + WAC bashed together since I like the results.

R3NNW, can you simply make a translation file that only covers the dialog and would be loaded after the main versions? This way you could probably avoid cleaning the mod altogether.
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naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Wed Mar 30, 2011 7:31 am

I just spent 2 hours on this :

Potions : load the CS, set a weight to all the potions (they will be mark as changed), load TES4edit with the DV and EV version and copy the icons from DV to EV. Do the wine with a renamed scripts if you can.

For the attributes, it rather funny, we just have to delete them because when we change them back they are "identical to master" and they get deleted when cleaning the mod.

Other issues that you can fix easily, go through the quests and dialogues and copy the english text from the oblivion.esm for a few quests still in german.

A few others things can be fix like that. I get myself a translate version.

Back to playing an Albea tomorrow.

Sorry for the edit, I am not really a forum girl.


Thanks a lot Maxie, but I'm not that confident with the CS and Tes4edit...
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Mrs. Patton
 
Posts: 3418
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Post » Wed Mar 30, 2011 2:35 am

I'm working on a "retranslation" cause, when i only translate the things back to their "original english" names, TES4EDit think there is nothing changed and mark them as "Indentical to Master".




This is a bug from the Original Game.


I think that too, I just hadn't experienced it before, even without the UOP.
Btw, thanks a lot for this overhaul, I personally put FCOM away after trying OWC-ND ;)
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JD bernal
 
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Post » Wed Mar 30, 2011 3:04 pm

I'm working on a "retranslation" cause, when i only translate the things back to their "original english" names, TES4EDit think there is nothing changed and mark them as "Indentical to Master".


First, thanks for your hard work, taking the time to translate all the names of the armors, weapons, etc. is something I was not really expecting. Your are really patient and "perfectionnist".

Something really went wrong. I just look at my cleaned twice translate.esp and I get the changes in the weapons, races, npcs, potions, arrows, scripts, etc. I know there is a script "Boethia" that has lesser names in it (new races missing!!!) that is different from the DV version (will look at that later).

If you can find the time, can you also translate the dialogues for the new races in the chargen2 dialogues. With a vanilla race, the dialogues are in english, when we start with a new race we get the german "welcome to prison and you are going to die".

I started a new game and my esp is loading, crossing my fingers.....

Give them back the english 1.1 or 1.21 with a big warning "use at your own risk!" so they can play with it while you are working.
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Shiarra Curtis
 
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Post » Wed Mar 30, 2011 3:16 pm

Seems i came across another problem. Last night i went to do some quests in the Shivering Isles, as i approached the door Sheogorath's voice over comes on but it is all in german. It seems that he only talks in german but the subtitles are in english. Also Haskill has no voice at all.
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Jarrett Willis
 
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Post » Wed Mar 30, 2011 3:11 pm

Seems i came across another problem. Last night i went to do some quests in the Shivering Isles, as i approached the door Sheogorath's voice over comes on but it is all in german. It seems that he only talks in german but the subtitles are in english. Also Haskill has no voice at all.


That's still a bug from 1.10ev that was never fixed. Perhaps he might have fixed it in 1.21ev but the cleaning process undid it?
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e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Mar 30, 2011 1:47 am

If you can find the time, can you also translate the dialogues for the new races in the chargen2 dialogues. With a vanilla race, the dialogues are in english, when we start with a new race we get the german "welcome to prison and you are going to die".


Aeaeaeh, This dialogs are (afaik) in german, because the voice are from a German speaker.
But, i try to translate the "Text".

Seems i came across another problem. Last night i went to do some quests in the Shivering Isles, as i approached the door Sheogorath's voice over comes on but it is all in german. It seems that he only talks in german but the subtitles are in english. Also Haskill has no voice at all.


Uh, that shouldn't happen =>noted
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Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Wed Mar 30, 2011 3:44 am

Using the regular WAC.esp only places new spawn points in the world that deal exclusively with WAC content alone. As such you could use it with any overhaul including FCOM (but that would be overkill).

Overspawn.esp is a reworking of the original spawn points and associated lists such that it attempts to integrate vanilla content with WAC content.

What most mod authors consider compatibility is that their mod has absolutely no blockages in the expression of their mod content. Say an entire set of creatures from a certain list is blocked - that means that most likely whichever mod loads last will have their creatures expressed more so.

Bashed patch does a lot but still there is the rule of one (see thread pinned called compatibility and you) only one record from one mod will be able to modify an existing record. Bashed patches work great when the lists it merges do not both attempt to alter the exact same records on the lists. [not sure if I'm explaining that right]

This is why FCOM is a series of patches and not just Frans, MMM, OOO with a bashed patch.

So while you may not care that a subset of vampires from OWC-ND may be blocked (for example) the OWC-ND do care and they are not going to call it compatible - even if only 10% of the mod is blocked. Just load up both (and the bashed patch) in in tes4edit and look over the lists - you will see what I'm talking about.

Interestingly - I don't think Waalx at all uses Wrye Bash and I don't think it is all that popular amongst German modders either.



Wow. That was very well written and easy to understand. Now I truly get it. Thanks Psymon.
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carla
 
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Joined: Wed Aug 23, 2006 8:36 am

Post » Wed Mar 30, 2011 7:58 am

Heads up the new 1.21 EV is up on nexus. It's an awesome overhaul.
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Ana Torrecilla Cabeza
 
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Post » Wed Mar 30, 2011 9:51 am

Cool am going to download it, hopefully it fixes some of the things i noticed.
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Bek Rideout
 
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Post » Wed Mar 30, 2011 12:59 pm

Huh - that was really quick - I was thinking it would take at least another day.

R3NNW-
Is this just a repost of what was there before or the real updated one?
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Lizbeth Ruiz
 
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