Oscuro's Oblivion Overhaul SPOILERS

Post » Tue Dec 29, 2009 6:41 pm

Good to hear. It appears as if everything is working as intended, including the lock bash feature.
Many users have problems with this. Try going into sneak mode and giving it a few wacks. :)
As an alternative http://www.gamesas.com/bgsforums/index.php?showtopic=1000949&hl=.
Load it after the OOO esp if you decide to use it.

edit - nope, nothing on the wiki for the mod, but this http://devnull.sweetdanger.net/ooospoilers.html should give a couple of pointers.
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Jacob Phillips
 
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Post » Tue Dec 29, 2009 7:41 am

Good to hear. It appears as if everything is working as intended, including the lock bash feature.

Sure, I'll try to whack the next locked chest I run into and will report. :)

And please what was that purple glow I got in one or two instances? The "trap feature"? Thanks a ton.
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noa zarfati
 
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Post » Tue Dec 29, 2009 7:11 pm

And please what was that purple glow I got in one or two instances? The "trap feature"? Thanks a ton.


From the OOO 1.33 Readme:

"You ?can ?bash ?any ?lock,?provided ?that ?you ?meet ?certain ?criteria.?You ?must ?first,?with ?a ?weapon ?drawn,?activate ?
the ?container,?as ?you ?normally ?would ?to ?open ?or ?lockpick ?them.?This ?cannot ?be ?done ?in ?sneak ?mode,?as ?this ?
would ?activate ?the ?standard ?lock ‐picking ?procedure.?The ?drawn ?weapon ?may ?be ?any ?kind ?of ?melee ?weapon,?i.e.?
not ?bows.?You ?can ?bash ?with ?your ?fists ?too,?although ?it ?will ?not ?be ?as ?effective ?as ?bashing ?with ?e.g.?a ?two ‐
handed ?hammer.?When ?you ?activate ?a ?locked ?container ?with ?a ?weapon ?drawn,?then ?the ?container ?will ?begin ?to ?
glow.?This ?tells ?you ?that ?it ?is ?targeted ?for ?bashing."
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Ian White
 
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Post » Tue Dec 29, 2009 9:24 pm

Shame on me. I thought I did read the readme carefully, but in fact I did not. My apologies.
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Chris Jones
 
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Post » Tue Dec 29, 2009 7:34 am

Try going into sneak mode and giving it a few wacks. :)


:sadvaultboy: That's what you get when you are used to using unlock spells instead of the lock bash feature. :embarrass:
Sorry if I mislead anyone.
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Johanna Van Drunick
 
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Post » Tue Dec 29, 2009 12:36 pm

Ok so my OOO level 1 Nordic maiden went into Fort Ash yesterday, smacked all the Goblins with the kind assistance of her conjured skeleton (but still dying a few times as her eye-left hand coordination during battle leaves much to be desired...) but eventually she came to that last locked chest which said "Rune lettered chest" or something. She bashed it alright and surprise, surprise the chest went off in a big electric blast which ended her life right there, again... :)

No problem with that. Now this just to tell you that bashing did indeed work like this: Don't be in sneak mode, draw your melee weapon, press the space bar. When the chest starts glowing purple, make power attacks until it opens. It may take a good number of hits, depending on the level of the lock. And it will decline your weapon's health quite substantially, which is all handy and dandy.

Please DO NOT at this point tell me how to recognize and handle potentially trapped chests. I have a few ideas I want to try out next time I see one. I can always ask later again if I need to. I really just wanted to confirm how lock bashing was going. It's very refreshing to play OOO as compared to vanilla OB! :goodjob:
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Hayley O'Gara
 
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Post » Tue Dec 29, 2009 1:01 pm

Yeah, it really is a lot of fun! Glad you got everything working right.

gothemasticator
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tiffany Royal
 
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Post » Tue Dec 29, 2009 10:26 am

*nevermind*
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Elea Rossi
 
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Post » Tue Dec 29, 2009 2:42 pm

Just got the full FCOM expierance working with oblivion for the first time and i have to admit, it is impressive, however much fo my classes leave much to be desired when fighting and im wondering if anyone has a good setup for an archer/blade combo class that can last significantly longer than i do. So far my class looks like this:

Race: Bosmer
Birthsign: Thief
Specializations: Agility + Speed
Major Skills: Alchemy, Blade, Block, Light armor, Marksman, sneak, Athletics

Im wondering what skills could i swap in and out including specializations to make this a durable character? im toying on having sneak + marksman as first choice attack leaving blade and block as a back up which i have used in vanilla oblivion or whether or not to go with heavy armor + Marksman and have marksman as a back up skill to pick off long range targets before meeting them in close quarters and having a tank style class? Any ideas would be appreciated. Thanks
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Matt Terry
 
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Post » Tue Dec 29, 2009 10:44 am

Just got the full FCOM expierance working with oblivion for the first time and i have to admit, it is impressive, however much fo my classes leave much to be desired when fighting and im wondering if anyone has a good setup for an archer/blade combo class that can last significantly longer than i do. So far my class looks like this:

Race: Bosmer
Birthsign: Thief
Specializations: Agility + Speed
Major Skills: Alchemy, Blade, Block, Light armor, Marksman, sneak, Athletics

Im wondering what skills could i swap in and out including specializations to make this a durable character? im toying on having sneak + marksman as first choice attack leaving blade and block as a back up which i have used in vanilla oblivion or whether or not to go with heavy armor + Marksman and have marksman as a back up skill to pick off long range targets before meeting them in close quarters and having a tank style class? Any ideas would be appreciated. Thanks


I'll let someone else handle this as I never use sneak or marksman. My guess is that this will be fine until you're backuping with blade/block - when your char will be very vulnerable. So either be aware of this and try to avoid melee as much as possible - or try to counter it with Alchemy (Shield, Elemental Shield potions etc.).
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SEXY QUEEN
 
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Post » Tue Dec 29, 2009 8:26 am

Just got the full FCOM expierance working with oblivion for the first time and i have to admit, it is impressive, however much fo my classes leave much to be desired when fighting and im wondering if anyone has a good setup for an archer/blade combo class that can last significantly longer than i do. So far my class looks like this:

Race: Bosmer
Birthsign: Thief
Specializations: Agility + Speed
Major Skills: Alchemy, Blade, Block, Light armor, Marksman, sneak, Athletics

Im wondering what skills could i swap in and out including specializations to make this a durable character? im toying on having sneak + marksman as first choice attack leaving blade and block as a back up which i have used in vanilla oblivion or whether or not to go with heavy armor + Marksman and have marksman as a back up skill to pick off long range targets before meeting them in close quarters and having a tank style class? Any ideas would be appreciated. Thanks

Here's an alternate setup:
Argonian: water-breathing will allow you an extra escape route during some tough battles.
Specializations: strength and endurance. Use these to make up for deficiencies rather than enhance your talents.
Major Skills: Restoration, Destruction, Light Armor, Marksman, Sneak, Hand-to-Hand (since you're weak, you won't have to carry extra weapons), block
Birthsign: Thief

The above will give you slight personal resiliency plus enhanced attack damage with arrows, plus ability to run and swim away. Also, healing spells and some low-level on-target spells will help occasionally.

Alchemy you can level up easily. Don't waste a skill on it.

gothemasticator
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Robyn Lena
 
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Post » Tue Dec 29, 2009 9:21 am

Alchemy you can level up easily. Don't waste a skill on it.


That depends on how you use it. If you make potions of every ingredient you find/buy it levels up quickly. But I only make the potions I'm actually using and if anything it's the Major that is leveling slowest for me. So personally I always have Alchemy as a Major when using it (which I always do...).
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Sheeva
 
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Post » Tue Dec 29, 2009 6:43 am

...Any ideas would be appreciated...

A reliable healing skill is very useful in FCOM... if you only use alchemy you'll need some good apparatus and your healing potions on hotkey.

My experience with using Blade/Marksmanship/Sneak is that there will be many situations where enemies will close fast and in significant numbers without much room for maneuver... so the option is to run, use some sort of invisibility, or engage in melee.

I ended up with a blade skill roughly twice that of of marksmanship- if using a leveling system similar to that of vanilla, sneak kills with a bow yield little experience because they tend to kill quickly with few shots... good for taking out the first foe but can get a little boring if your a sneak master and take out all foes from the shadows (applies to sneaking with blade as well). So I ended up using my blade very often in general and my bow for easy sneak-kills and for taking out large, dangerous, high hit point, creatures in the open.

I don't think armor choice will make much difference in the end, depending on what mods you use. Unless your set on Alchemy as a major (maybe for role-play), I would suggest a magic skill, maybe Illusion or Restoration instead... both will come in handy. :)

Otherwise, you have the right idea with choosing majors that your actually going to be using.

Edit: Tip: a bow enchanted with the Burden effect is one of my favorite weapons... even better if using Supreme Magicka.
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Solène We
 
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Post » Tue Dec 29, 2009 6:46 pm

I read about the Pale Pass hidden chest, and finally found one.
The keys for these, are they found in the pass as well, in the fort, or someplace else?
The roaming around in the snowstorm hasn't brought me anywhere(that place is far bigger than I ever imagined!).
Anyone know of them?:)

Edit:
Allright, found a second one.
Do I remember it rightly that they contain keys to open one another, eventually leading to a bigger treasure?
So,I'd only need to find the starting key...
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priscillaaa
 
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Post » Tue Dec 29, 2009 5:23 am

...
Do I remember it rightly that they contain keys to open one another, eventually leading to a bigger treasure?
So,I'd only need to find the starting key...

Correct. I don't recall where the first key is- I don't think it's in the Pass... If your thorough, you will stumble upon it in your adventures.

Tip: the last chest is relatively near the entrance to the Pass, via the caves... If your already high level the treasure may be a little underwhelming (a good item, but with a much better counterpart).

Also, AFAIK this is a vanilla mini quest, not OOO.
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Hussnein Amin
 
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Post » Tue Dec 29, 2009 6:09 pm

Correct. I don't recall where the first key is- I don't think it's in the Pass... If your thorough, you will stumble upon it in your adventures.

Tip: the last chest is relatively near the entrance to the Pass, via the caves... If your already high level the treasure may be a little underwhelming (a good item, but with a much better counterpart).

Also, AFAIK this is a vanilla mini quest, not OOO.

Ah, neat.:)
Yeah, I think I have that one already(two now, jolly).
And no, I'm still pretty low, so I'm sure it'll be worth it.

Truly?
I thought I had read it in an OOO update.
Lovely way to explore the region though.
Edit:Oh, it ?s vanilla, hehe, comes to show how hidden it is.
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Margarita Diaz
 
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Post » Tue Dec 29, 2009 4:57 pm

How exactly is health calculated by OOO? Both starting HP and HP per level. The reason I ask is I'd like to make my endurance gains retroactive, and it'd be pretty easy to do this manually with the console and a simple formula if I know how the gains are calculated in the first place.
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Deon Knight
 
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Post » Tue Dec 29, 2009 8:01 pm

First time playing Oblivion again in a looong time, needless to say I installed OOO and MMM immediately.

Anyone reccommend any good loot spots for a level 10 melee focussed character? I'm also having massive problems with facing groups of enemies at the same time, namely with being staggered repeatedly (Although this may be Deadly Reflex?). Any tips on that?


Cheers!
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Nicholas
 
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Post » Tue Dec 29, 2009 8:35 pm

How exactly is health calculated by OOO? Both starting HP and HP per level. The reason I ask is I'd like to make my endurance gains retroactive, and it'd be pretty easy to do this manually with the console and a simple formula if I know how the gains are calculated in the first place.


The starting HP is lower, but I don't know how it's calculated. Then HP per level is calculated http://www.uesp.net/wiki/Oblivion:Health AFAIK. There are mods doing what you want, as http://www.tesnexus.com/downloads/file.php?id=2215, but I guess you knew that.

First time playing Oblivion again in a looong time, needless to say I installed OOO and MMM immediately.

Anyone reccommend any good loot spots for a level 10 melee focussed character? I'm also having massive problems with facing groups of enemies at the same time, namely with being staggered repeatedly (Although this may be Deadly Reflex?). Any tips on that?


Cheers!


For example: Nagastani E of Imp City, Derelict Mine E of Skingrad, Miscarcand between Skingrad and Kvatch (but you need tactics for the fight with the King of Miscarcand). You need to be able to open Very Hard containers.

You need to up Agility to avoid getting staggered. Very important in OOO generally.
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Amy Cooper
 
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Post » Tue Dec 29, 2009 8:12 pm

For example: Nagastani E of Imp City, Derelict Mine E of Skingrad, Miscarcand between Skingrad and Kvatch (but you need tactics for the fight with the King of Miscarcand). You need to be able to open Very Hard containers.

You need to up Agility to avoid getting staggered. Very important in OOO generally.


Ah, thanks for those locations :). Also, cheers for the agility tip, it's been pretty much neglected so far in favour of STR and END, I'll pay it some more attention now.
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meghan lock
 
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Post » Tue Dec 29, 2009 12:06 pm

Thanks for the replies regarding the character class, after a little tinkering i have come up with the following which i suppose i more veered for the assassin class which i guess it is but still.

Race: Wood Elf
birthsign: Thief
Specilizations: Endurance + Agility
Major Skills: Blade, Block, Illusion, Light armor, Marksman, Sneak and Restoration

I haven't had much chance to test this class yet due to work but all being well it should be good enough for the rigors of OOO, Thanks for the help
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Tai Scott
 
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Post » Tue Dec 29, 2009 2:31 pm

Is there a site with more info then the OOO Spoilers page? Something with detail comparable to UESP?
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matt oneil
 
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Post » Tue Dec 29, 2009 8:40 pm

Is there a site with more info then the OOO Spoilers page? Something with detail comparable to UESP?


Nope. There's a http://www.tesnexus.com/downloads/file.php?id=14658, which is slightly dated IIRC.
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kristy dunn
 
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Post » Tue Dec 29, 2009 3:28 pm

Not sure this is the place to ask, but how exactly am I supposed to kill those ghost wolves and warriors that are placed the end of the very first ruin as soon as you leave the prison sewers? I'm sure these mosnters are added by OOO, as it's really the only mod I have that really affects the types of creatures. Do they need magic to kill? A certain weapon? I've tried with elven (yeah, I found an elven longsword right in the Imperial city) and silver weapons. Does skill need to be at a cerain level?

Not really advisable to attempt them below level 10, but spectrals have a high weakness to shock.
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Ross Thomas
 
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Post » Tue Dec 29, 2009 8:48 am

Are the display cases with the Meteoric weapons in Umbacano's Manor supposed to not be opened, ever? After completing his quest (for the first time ever) he drops four keys, most of which seem to not do anything. One of the keys lets me open the doors in the manor, but nothing else seems to open with any of the other keys. Two of these keys aren't in the vanilla game from what I see on UESP, only the Umbacano's Key and Umbacano Manor Key are on it, while Umbacano also dropped Umbacano's Tiny Key and Umbacano's Jeweled Key.
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Misty lt
 
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