Oscuro's Oblivion Overhaul SPOILERS

Post » Tue Dec 29, 2009 8:40 am

Oh really? So at least everything is fine with my installation?

I thought that no matter what, you HAVE TO travel once on foot to a city say to Leyawin before you could ever fast-travel there.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Tue Dec 29, 2009 6:09 pm

Oh really? So at least everything is fine with my installation?

I thought that no matter what, you HAVE TO travel once on foot to a city say to Leyawin before you could ever fast-travel there.

When you install it, there should be an option to have it either way. I just did an OMOD install and got a choice as part of the OMOD script. I assume there is an optional .esp if you do a manual install.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Tue Dec 29, 2009 7:23 pm

And I could fast travel... Am I missing something?


That's weird. OOO comes with an optional OOO-Map_Markers_Stock.esp which gives vanilla markers, but if not using it you shouldn't have map markers for any cities except Imperial City. Can't see what might cause it in the load order either. Which version numbers of OOO esp and esm do you get if checking it in the launcher or Wrye Bash?
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Dec 29, 2009 5:38 am

Yes, there is this optional .esp, I remember that. But as per the OOO .pdf readme page 16 it says that you need to install that .esp in order to get the vanilla fast travel (which is to cities right away). But I HAVE NOT installed that .esp please see my mod list. Hence I am quite confused why I STILL CAN fast travel despite the non-installation of that .esp... :wacko:

Just to say I do like the OOO prohibitive fast-travel to cities! I do like to go to the cities on foot at least once! Obviously I could just as well not fast travel by choice but this is not the point.

So is everybody else having the same "issue" as I have, you can fast-travel right away TO THE CITIES? It's just the cities I'm talking about.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Tue Dec 29, 2009 11:45 am

That's weird. OOO comes with an optional OOO-Map_Markers_Stock.esp which gives vanilla markers, but if not using it you shouldn't have map markers for any cities except Imperial City. Can't see what might cause it in the load order either. Which version numbers of OOO esp and esm do you get if checking it in the launcher or Wrye Bash?


As per WB: Oscuro's Oblivion Overhaul 1.34 Beta 5 FULL Version ESP

and

Oscuro's Oblivion Overhaul 1.34 Beta 5
master file.
1.34 Version 11/24/2008

Yeah, I know it's weird... :)

Could it be that my PC was originally a non-OOO one despite he not going outside the sewers first? i don't think so...
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Tue Dec 29, 2009 2:20 pm

Actually this is even more weird than weird: I just played OB for 2 minutes to check once more:

- I CANNOT fast-travel to Chorrol (fine)

- But I CAN fast-travel to all other cities!! :nuts:

Can anybody reproduce this issue. I hesitate to call it a bug at this point... -_-
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue Dec 29, 2009 2:55 pm

Actually this is even more weird than weird: I just played OB for 2 minutes to check once more:

- I CANNOT fast-travel to Chorrol (fine)

- But I CAN fast-travel to all other cities!! :nuts:

Can anybody reproduce this issue. I hesitate to call it a bug at this point... -_-


No, it's not normal. I don't think it should matter that you didn't have OOO installed from the very start - but not 100% as I've always had. No idea what might cause it really.

EDIT: Is your game patched to 1.2.0416? That's about all I can think of.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Tue Dec 29, 2009 6:45 am

EDIT: Is your game patched to 1.2.0416? That's about all I can think of.

Yes it is 1.2.0416 as I have installed it from the 2 GOTY discs. It's really all genuine and stuff :) I can also read it in the bottom left corner of the introduction moving map screen.

But Arkngt, are you telling me that in your game(s) this has never been an issue? Again, I would be really curious to hear if anybody can reproduce this "feature". Let's see, maybe someone will step forward overnight, some of the folks from the modding team maybe. :)
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Tue Dec 29, 2009 8:04 am

Yes it is 1.2.0416 as I have installed it from the 2 GOTY discs. It's really all genuine and stuff :) I can also read it in the bottom left corner of the introduction moving map screen.

But Arkngt, are you telling me that in your game(s) this has never been an issue? Again, I would be really curious to hear if anybody can reproduce this "feature". Let's see, maybe someone will step forward overnight, some of the folks from the modding team maybe. :)


Yes, it works fine for me and I don't think I've seen a report about this issue before. The "normal" issue is that people think it's a bug that the map markers are removed rather. You could try to start an entirely new game with OOO and see if it works then.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Tue Dec 29, 2009 12:04 pm

The "normal" issue is that people think it's a bug that the map markers are removed rather.

Well in my game the map markers are actually there, visible on the map. But the ones that I can go to are normal black/dark in my unmodded map, whereas the ones I cannot go to are shown in a lighter color. So I can visually judge the ones to go, from the ones impossible to go to. But you are saying that e.g. Leyawin markers should not be visible at all, right?

So yeah, very strange indeed.

You could try to start an entirely new game with OOO and see if it works then.

Yes definitely I wiil do so over the weekend. Not the least because my game always exits "dirty". When I quit playing and shut it down, it will exit to the Desktop but with a partial crash and produce a Windows error report. I did not have that before installing OOO.

Sometimes on the next upstart of the game, it would freeze up sometimes even during the initial map-rolling/looping video requiring a reinstall of the ATI gfx drivers. But this I need to do some testing on it might not be OOO's fault.... :obliviongate:
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Tue Dec 29, 2009 8:21 pm

Another question about the fishes that OOO adds to the waters: Are they a common sight? Is there a lot of them?

Admittedly my aquatic ventures have been rather brief and confined to swimming back and forth from the IC to Vilverin, and a little bit around there. But all I've seen (and fought) in the waters so far is one or two Slaughterfish. No peaceful fish around it seems. So far it feels very much like vanilla always used to. I'm actually wondering if the fish .esp is working properly in my OOO. Well, I certainly installed it. Thanks for some insights!
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Tue Dec 29, 2009 9:27 am

I had the same experience as you about the map markers -- they were there from the get-go, as though I had started a game without Oscuro's installed. However, I could travel to Chorrol. I was never given any kind of option during (manual) installation.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue Dec 29, 2009 2:16 pm

Caveat: I made a clean install and created a new PC in vanilla OB, did the tutorial and proceeded until just prior to opening the gate to step outside. At this poind saved the game, installed and activated OOO 1.33 and 1.34 beta as per below load list, made the NPC uplevel with Wrye Bash, restarted the game with that savegame and stepped through the gate. And I could fast travel... Am I missing something?


Can I suggest that you finalize your mod listing before starting through the tutorial instead of adding mods to a save game at the sewer exit.
You already have the features of fast travel to cities as a result of having an ongoing game.
Adding OOO will not prevent this feature once your past character creation.
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Tue Dec 29, 2009 11:23 am

I recently started playing OOO with race rebalancing mod and would like some character advise. I want to build a character that relies mostly on swordfighting, but with a healthy dose of spellcasting ability as well, but more supporting then offensive magic

Race: Dark elf
Specialization: Combat
Birthsign: Mage

Skills
Blade and block obviously
conjuration (for summoning help when the going get tough)
restoration (to heal myself)

That leaves 3 more skills. I'm leaning toward a armor skill, mysticism or alteration and illusion

What do you guys think?
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Tue Dec 29, 2009 7:00 pm

I recently started playing OOO with race rebalancing mod and would like some character advise. I want to build a character that relies mostly on swordfighting, but with a healthy dose of spellcasting ability as well, but more supporting then offensive magic

Race: Dark elf
Specialization: Combat
Birthsign: Mage

Skills
Blade and block obviously
conjuration (for summoning help when the going get tough)
restoration (to heal myself)

That leaves 3 more skills. I'm leaning toward a armor skill, mysticism or alteration and illusion

What do you guys think?


If your going predominantly m?l?e then you'll have little choice but to take Heavy Armour. Light just doesn't have the durability for combat.
Alteration is always a favourite regardless of my character build. Shield spells for a warrior are invaluable, as too are feather and unlock spells.
Apart from night-eye, I've never found a real use for Illusion. Many enemies in OOO are immune to calm, rally and charm spells, especially at higher levels.
Apart from spell absorption, the warrior will find little of value in mysticism.
Which leaves armourer. There's nothing worse than being deep in a dungeon with no way to repair that broken sword and worn armour. :o
You may also want to reconsider the birthsign.
The Antronach is always thought to be a difficult one to master, but if you can persevere over the first 20 or so levels you'll be nothing short of a magic immune, spell absorbent tank if you find the right equipment.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Tue Dec 29, 2009 1:42 pm

Apart from night-eye, I've never found a real use for Illusion. Many enemies in OOO are immune to calm, rally and charm spells, especially at higher levels.

To me, Illusion is all about invisibility. For a warrior, it's not that important but for a squishy mage, it is extremely important even with the OOO nerf.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Tue Dec 29, 2009 1:43 pm

To me, Illusion is all about invisibility. For a warrior, it's not that important but for a squishy mage, it is extremely important even with the OOO nerf.

If your wearing HA, they hear you rattling before they see you anyway. :P
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Tue Dec 29, 2009 12:15 pm

So I should go with



Blade
Block
Heavy Armor
restoration
Conjuration
Alteration
Armorer

I like mage for the initial magic boost.

Since I'm going combat heavy, would it be better to just go with a nord, and rely on the birthsign and pump intelligence?
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue Dec 29, 2009 10:54 am

Since I'm going combat heavy, would it be better to just go with a nord, and rely on the birthsign and pump intelligence?

Nords are really quite thick and don't won't normally have a good magicka pool.
And don't underestimate the power of The Antronach. The extra mana and spell absorbing ability will IMO far outweigh the benefits of The Mage long term.
I don't know how you feel about leveling mods, but another way to go would be using nGCD plus Willful Resistance.
nGCD makes casting powerful spells far more reliant on your Willpower attribute than Intelligence. Even with a relatively low mana pool you'll be able to cast some formidable spells.
Willful Resistance returns the attribute to as it was in Morrowind - not almost useless as it is in the vanilla game.
You can find details on the mods in tejon's thread
http://www.gamesas.com/bgsforums/index.php?showtopic=1049541&hl=
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Tue Dec 29, 2009 7:32 pm

So I should go with



Blade
Block
Heavy Armor
restoration
Conjuration
Alteration
Armorer

I like mage for the initial magic boost.

Since I'm going combat heavy, would it be better to just go with a nord, and rely on the birthsign and pump intelligence?

If you're using Race Balancing Project, you don't need the mage sign with a Dunmer. The Dunmer have all of the plus points of the mage sign as racial abilities.

Similarly, if you're going combat-heavy with blade, you might want to pick an Aureal over a Nord. They have higher starting agility and speed, which are the two attributes you aren't going to be increasing very much with a combat/magic build. Plus they've got a slightly better (IMO) ability.

Eloise
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Tue Dec 29, 2009 6:23 am

Aureal? Whats that?

Worked out a build that I'm enjoying so far. Cleared out the 1st level of vilervin with little difficulty using

Dark elf
Birth sign Warrior
Specialization strength and intelligence

Blade
Block
Light armor
ALteration
Conjuration
Restoration
Armorer

High starting intelligence and dark elf magick regeneration gives me almost free healing and summons
Warrior birthsign and specialization str gives me a starting str of 50, which is pretty decent

I'm using +5 attribute mod, and plan to level up str, end and int at every level up.

Think this build will be ok?
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Tue Dec 29, 2009 2:41 pm

Aureal? Whats that?

Worked out a build that I'm enjoying so far. Cleared out the 1st level of vilervin with little difficulty using

Dark elf
Birth sign Warrior
Specialization strength and intelligence

Blade
Block
Light armor
ALteration
Conjuration
Restoration
Armorer

High starting intelligence and dark elf magick regeneration gives me almost free healing and summons
Warrior birthsign and specialization str gives me a starting str of 50, which is pretty decent

I'm using +5 attribute mod, and plan to level up str, end and int at every level up.

Think this build will be ok?


Aureals are Golden Saints SI. With +5 modifiers all builds will be godlike way too fast IMO, so really no need to tinker with details then. :shrug:

Your build is very close to my own ones, which always combines melee and magic - and always with OOO (or FCOM rather). Melee with OOO is primarily a question about surviving rather than killing IMO. That is, killing enemies isn't the hard part - but surviving until it's done can be. This means that AR is important - but also high agility (and also resisting magic, of course, but that is not an issue particular to melee chars). Armorer, Alteration (Shield, Elemental Shields) and Restoration (Restore, Fortify) are almost always majors for my chars. With high Alteration you can buff up AR to 85, making armor virtually optional.

Personally, I like Alchemy a lot and it is of course useful regarding this as well. That would probably be the only thing I would change - switching Block to Alchemy perhaps. (I find Block rather useless unless playing with Deadly Reflex.)

I almost always have Heavy Armor as a major - both because of Endurance multipliers and simply because I prefer the sets aesthetically. This time around I chose Light Armor and it has worked out fine, except I never use the added points I get for Speed as it isn't my first priority. And it is quite nice to travel lightly - although the Feather spells (Alteration) makes encumbrance somewhat less important.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Tue Dec 29, 2009 12:41 pm

I remember seeing somewhere that OOO introduced golem summoning to the alteration spells. Is that a early version feature or does the current version have it? Where do I purchase the spell?
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Dec 29, 2009 10:14 am

I remember seeing somewhere that OOO introduced golem summoning to the alteration spells. Is that a early version feature or does the current version have it? Where do I purchase the spell?


They are in the current version as well. One of the guys that sell spells at the Praxographical Center in the Arcane University sells them, plus one of the spell sellers in Chorrol IIRC. Perhaps someone else as well. IIRC, the Golem summon spells are governed by Alteration so you need a decent skill to be able to cast them.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Tue Dec 29, 2009 8:57 am

Can I suggest that you finalize your mod listing before starting through the tutorial instead of adding mods to a save game at the sewer exit.
You already have the features of fast travel to cities as a result of having an ongoing game.
Adding OOO will not prevent this feature once your past character creation.

Over the weekend I did start a new game with this pre-made OOO compliant character:

http://www.tesnexus.com/downloads/file.php?id=7276

and all the buggy issues I had with the ability to fast travel before are gone. I like it! One note though, but I think this is probably WAD (working as designed), once out of the sewers and opening the map, I have all the map icons for the IC visible, but I cannot fast-travel there.

Still in the tutorial I tried lock bashing one chest with the Iron Warhammer, but I hit it like 20 times and nothing happened. Is this so? My strength is 50 and my Blunt skill at that time was like 15 or 17 or so.

Two chests that I wanted to open with lock picking were glowing purple for a moment and the mini game did not start when I pressed the space bar? I could not figure out what that was about. Walking away and coming back shortly thereafter it would start the mini game normally.

Edit: In hindsight, could it be that the purple glow indicated that the chest was trapped? Well, if so then it was a tender trap as it did not hurt me. :)

And is there a OOO "UESP" site like there is for vanilla oblivion?
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

PreviousNext

Return to IV - Oblivion