Oscuro's Oblivion Overhaul SPOILERS, Thread #27

Post » Mon Jan 31, 2011 4:23 pm

Ooh, question.


I'm using Mannimarco Revisited.

Would this make the guy harder or easier? Because I really like this mod, I fought him with Frans last year, and he was a [censored] to beat.


Ensure you have both archives and the correct load order if running the mod with Oscuro's. I'm certain the required info is all the the Mannimarco Revisited readme.
You'll find out........ :evil:
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Tai Scott
 
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Post » Mon Jan 31, 2011 8:24 am

Hi - thanx for the reply but I'd really rather try to find my own instead of doing an additem. From what I understand that generates a duplicate of the bow in the gamingworld. So the ID you gave me is a RefID I presume, any chance of getting the BaseID?


I'd recommend using Tes4View to check it out yourself. Or the Construction Set of course, which is more reliable than the OOO Spoilers page for locations of items as well.

Dosatres is south east on the gold coast, way down towards the water - I thought I had mapped most of the map but I had missed a couple a ruins down there.


South of Anvil...


Ah, right, I've been there but it was a while ago.


Is their anything challenging to accomplish in OOO after level 15-20? And even then, after I do the challenging things, will I just become super-god-invincible forever?

I really don't want that.


Depends on build, playstyle and which other mods you're using, but quite a few of the dungeons with OOO mobs should be a bit challenging - and also the OOO added bosses. Plus OOO enhanced bosses as said. Do the Shadows in a Struggle for Power, for example.
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Steve Bates
 
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Post » Mon Jan 31, 2011 4:03 am

Is their anything challenging to accomplish in OOO after level 15-20? And even then, after I do the challenging things, will I just become super-god-invincible forever?

I really don't want that.


As was said before - depends on a lot of things. However, as a melee char it's not hard to find good fights... Some of the ruins containing from the Shadows in a struggle quest can get pretty nasty pretty fast... I was just in one of the neighbour ruins of Dostares (se above) and the sheer number, and mixed arms tactics, of those guys became pretty hard... I had to regroup a couple of times... I was wearing light armor at the time but still... I have finished the "Shadows"-quest and am in my thirties so... For those single bad-asses mentioned, I never had any problems with those guys... Some of the hardest ones I just stumbled upon when they were alone (or in front) and cut them down before they got to use some good magic on me... bad luck I guess....
---
Update - forgot about one thing... Try installing LAME... it'll make spellcasters way more painful. Even a lich may be unpleasant now... If you are a spellcaster yourself it might make the game easier as you will benefit from improved spells your self... Particularily the conjurism ones. I installed LAME before going after Volmyr... became a nightmare... but with birthsigns and potions I managed to kill him... I had completely exhausted Goldbrand and worn LOD down pretty good at that time (LOD lvl one that is - I fought him at once, not waiting for a powerup).
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celebrity
 
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Post » Mon Jan 31, 2011 2:46 am

I know the Ruins your talking about, about a Dozen of those Sorcerremires or whatever, on top of a horde of those little Diablo II skeltons, in Tall grass... :bonk:
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naana
 
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Post » Mon Jan 31, 2011 12:24 pm

Try installing LAME... it'll make spellcasters way more painful. Even a lich may be unpleasant now... If you are a spellcaster yourself it might make the game easier as you will benefit from improved spells your self... Particularily the conjurism ones. I installed LAME before going after Volmyr... became a nightmare... but with birthsigns and potions I managed to kill him... I had completely exhausted Goldbrand and worn LOD down pretty good at that time (LOD lvl one that is - I fought him at once, not waiting for a powerup).


Only my opinion, but the OOO alterations to magic suit the mod perfectly without the use of any further magic overhaul mod.
Without you'll be exceptionally lucky - or one helluva player - to survive an encounter with Volmyr before level 30.
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Emilie Joseph
 
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Post » Mon Jan 31, 2011 3:45 pm

Is there any way to remove the container Traps from the game? (e.g. console command, add-on mod, etc.)
I play an Altmer with Apprentice, so I end up doing a lot of dying and reloading. It breaks game immersion for me.

For that matter, is there a way to remove ALL the security enchancements? Lock bash, traps, min security level.
I know or there is a mod that http://www.tesnexus.com/downloads/file.php?id=27424 and a console option to turn off security check.

But I'm wondering if there is a mod that disables ALL the security enchancements cleanly.
(e.g. by removing background scripts and references, like the no lock bash mod)
I'm trying to run a game with as few "loose ends" as possible...

Sorry if I was unclear. Thank you for your time.
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SamanthaLove
 
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Post » Mon Jan 31, 2011 4:05 am

Is there any way to remove the container Traps from the game? (e.g. console command, add-on mod, etc.)
I play an Altmer with Apprentice, so I end up doing a lot of dying and reloading. It breaks game immersion for me.

For that matter, is there a way to remove ALL the security enchancements? Lock bash, traps, min security level.
I know or there is a mod that http://www.tesnexus.com/downloads/file.php?id=27424 and a console option to turn off security check.

But I'm wondering if there is a mod that disables ALL the security enchancements cleanly.
(e.g. by removing background scripts and references, like the no lock bash mod)
I'm trying to run a game with as few "loose ends" as possible...

Sorry if I was unclear. Thank you for your time.

Should be adjustments in the OOO setings under Options in your inventory...
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Adam Porter
 
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Post » Mon Jan 31, 2011 10:12 am

Is there any way to remove the container Traps from the game? (e.g. console command, add-on mod, etc.)
I play an Altmer with Apprentice, so I end up doing a lot of dying and reloading. It breaks game immersion for me.

For that matter, is there a way to remove ALL the security enchancements? Lock bash, traps, min security level.
I know or there is a mod that http://www.tesnexus.com/downloads/file.php?id=27424 and a console option to turn off security check.

But I'm wondering if there is a mod that disables ALL the security enchancements cleanly.
(e.g. by removing background scripts and references, like the no lock bash mod)
I'm trying to run a game with as few "loose ends" as possible...

Sorry if I was unclear. Thank you for your time.


Not really. With Cobl and OOO 1.32-Cobl.esp you can can change settings for

Lock picking in combat.
Lock picking skills requirements.
Lock bash difficulty.

via an ingame menu. It can be done http://devnull.sweetdanger.net/OOO/OOO_Guide.html. That's about it.
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Steeeph
 
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Post » Mon Jan 31, 2011 8:15 am

Only my opinion, but the OOO alterations to magic suit the mod perfectly without the use of any further magic overhaul mod.
Without you'll be exceptionally lucky - or one helluva player - to survive an encounter with Volmyr before level 30.

No kidding! My Bosmer assassin took him on at level 25 (tip: his underlings are not a good indication of his strength... they will fool you into thinking it's not that bad...)

This guy, and the Skyrim bandits boss(es) about 10 levels earlier, made it clear to me that there are some truly deadly foes in OOO... the likes of which had never been seen in TES4.
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Red Bevinz
 
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Post » Mon Jan 31, 2011 2:43 pm

Is there any way to remove the container Traps from the game? (e.g. console command, add-on mod, etc.)
I play an Altmer with Apprentice, so I end up doing a lot of dying and reloading. It breaks game immersion for me.

For that matter, is there a way to remove ALL the security enchancements? Lock bash, traps, min security level.
I know or there is a mod that http://www.tesnexus.com/downloads/file.php?id=27424 and a console option to turn off security check.


No, there's nothing you can do. You'd have to remove all the scripts by hand. I asked this question earlier. <_<
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Dan Stevens
 
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Post » Mon Jan 31, 2011 8:30 pm

As was said before - depends on a lot of things. However, as a melee char it's not hard to find good fights... Some of the ruins containing from the Shadows in a struggle quest can get pretty nasty pretty fast... I was just in one of the neighbour ruins of Dostares (se above) and the sheer number, and mixed arms tactics, of those guys became pretty hard... I had to regroup a couple of times... I was wearing light armor at the time but still... I have finished the "Shadows"-quest and am in my thirties so... For those single bad-asses mentioned, I never had any problems with those guys... Some of the hardest ones I just stumbled upon when they were alone (or in front) and cut them down before they got to use some good magic on me... bad luck I guess....
---
Update - forgot about one thing... Try installing LAME... it'll make spellcasters way more painful. Even a lich may be unpleasant now... If you are a spellcaster yourself it might make the game easier as you will benefit from improved spells your self... Particularily the conjurism ones. I installed LAME before going after Volmyr... became a nightmare... but with birthsigns and potions I managed to kill him... I had completely exhausted Goldbrand and worn LOD down pretty good at that time (LOD lvl one that is - I fought him at once, not waiting for a powerup).


Crap, I also have supreme magicka, multiple summons. Awesome.
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Mike Plumley
 
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Post » Mon Jan 31, 2011 8:33 am

Hey all,

an idea has been lingering in my head for some time now: Playing a hand-to-hand type of char. Is this at all doable?
I was thinking something like this:
Main attributes: Strength and endurance. Focus on combat or stealth?
Skills: Hand-to-hand, block, light armor, acrobatics, mercantile, security (won't bash locks open with my bare fists ;) ) and maybe alchemy for healing or athletics to run super fast. Even speechcraft would be possible for roleplaying purposes. Or would you reccomend to put alteration in here to make my char tougher?
As birthsign either the warrior for the nice attribute bonus or the steed to run even faster and recover stamina quickly from running and jumping around punching people. Maybe atronach for 50% spell immunity?
Racewise I think Male Redguard would do best.

Any suggestions or experience with this type of char? I just tried out something like the above and the first couple of bandits across the lake from the starting dungeon killed me, no chance there... Help would be appreciated ;)

Regards!
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TRIsha FEnnesse
 
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Post » Mon Jan 31, 2011 8:00 pm

Hey all,

an idea has been lingering in my head for some time now: Playing a hand-to-hand type of char. Is this at all doable?
I was thinking something like this:
Main attributes: Strength and endurance. Focus on combat or stealth?
Skills: Hand-to-hand, block, light armor, acrobatics, mercantile, security (won't bash locks open with my bare fists ;) ) and maybe alchemy for healing or athletics to run super fast. Even speechcraft would be possible for roleplaying purposes. Or would you reccomend to put alteration in here to make my char tougher?
As birthsign either the warrior for the nice attribute bonus or the steed to run even faster and recover stamina quickly from running and jumping around punching people. Maybe atronach for 50% spell immunity?
Racewise I think Male Redguard would do best.

Any suggestions or experience with this type of char? I just tried out something like the above and the first couple of bandits across the lake from the starting dungeon killed me, no chance there... Help would be appreciated ;)

Regards!


With those skills I think you should play a kajiit. Healing is too important, so consider restoration, or alchemy as you intended before. As specialization you can use stealth. For the birthsign I really don't know what to say. If you like run you can get the steed, if you're sneaky (and you use race balancing project) you can consider the shadow (without RBP it's quite useless, thought).
Anyway, personally I find hand to hand too weak as close combat skill, but the kajiit might improve it enough for survive first times.
Hope this will be useful ;)

EDIT: drop security for alteration: the skeleton key provides a good bonus in late game and spells are more useful than lockpicks.
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ladyflames
 
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Post » Mon Jan 31, 2011 9:01 pm

Crap, I also have supreme magicka, multiple summons. Awesome.


Crap?
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Genocidal Cry
 
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Post » Mon Jan 31, 2011 7:23 pm

With those skills I think you should play a kajiit. Healing is too important, so consider restoration, or alchemy as you intended before. As specialization you can use stealth. For the birthsign I really don't know what to say. If you like run you can get the steed, if you're sneaky (and you use race balancing project) you can consider the shadow (without RBP it's quite useless, thought).
Anyway, personally I find hand to hand too weak as close combat skill, but the kajiit might improve it enough for survive first times.
Hope this will be useful ;)

EDIT: drop security for alteration: the skeleton key provides a good bonus in late game and spells are more useful than lockpicks.


Hey,

thanks for the advice :) The thing that's worrying me about the Khajiit is the lousy 30 strength or endurance (male resp. female)... Plus my thief char is already a Khajiit ;) Another option might be Orc, +5 hand-to-hand and +10 block but lousy speed (maybe pick up the steed to compensate?). Guess I have to try it out when I have time!
For the use of alchemy: I think it's quite easy to level, and there are many ingredients which already give healing potions before skill level 25... Was thinking about trying out alchemy as a minor, but still use it. Dunno if that's feasable though.

Regards
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Carys
 
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Post » Mon Jan 31, 2011 2:36 pm

I'd recommend using Tes4View to check it out yourself. Or the Construction Set of course, which is more reliable than the OOO Spoilers page for locations of items as well.


Mmmmm poked around a bit in Tes4Edit - which is supposed to be the same thing as far as I can understand, just different modes of operation - did not really get a grip on it. Anyways.... I found my own after emptying a container a bit... I keep suffering from that überannoying bug where containers "spill over" e.g. does not display it's entire contents and you have to empty it completely in order to get all of its contents... It my nr 1 hate bug these days 'cause I got too much stuff. I Keep using display monters in order to store things so I can find them. Grrrr. On the other side; YEY - I FOUND IT, WEEE. :) And gave it to Modreyn :P. Seems to me that the winged set has way many polygons or something because my framerate just pummels everytime that armor enters the scene. Modreyn enters the room; BAM framerated halved (he is wearing the helmet and shield - and hammer, and sword, and bow).
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*Chloe*
 
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Post » Mon Jan 31, 2011 2:27 pm

Seems to me that the winged set has way many polygons or something because my framerate just pummels everytime that armor enters the scene. Modreyn enters the room; BAM framerated halved (he is wearing the helmet and shield - and hammer, and sword, and bow).


Yes, the helmet especially. My game slows down to single FPS when fighting the Amazon boss wearing it - and also when just displaying it on a mannequin. Some serious polygon count going on there I guess.
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Ysabelle
 
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Post » Mon Jan 31, 2011 6:27 pm

At this moment I am downloading 'NPC New Cloths v2.6 Complete' I like to know will this compete against OOO?
Why I'm asking there are different type armours in OOO and it might conflict by different types of clothing all the NPC wear including bandits.

Edit
Don't worry I got my answer.
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Kortniie Dumont
 
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Post » Mon Jan 31, 2011 5:44 pm

I'm really enjoying the use of levitation (thanks to Cobl + Supreme Magicka for making this possible with alchemy) to get rid of some really very nasty OOO bosses.
Typical Example of use was at the Captain Pirate Boss at Black Rocks Cavernes (near Choroll). Playing at 60% difficulty and using FM Magicka it was quite impossible for me to face it at Level 30 even with 30 level fighter companion. So I think it's fair to use some others strategic options (coming from others mods) to balance the gameplay in your favor.
I also used levitation to position myself in perfect location to make bow sneak attacks on these nasty Guardian of Oblivion in Sardavar Leed Ruin.
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Kristian Perez
 
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Post » Mon Jan 31, 2011 11:47 am

I'm really enjoying the use of levitation (thanks to Cobl + Supreme Magicka for making this possible with alchemy) to get rid of some really very nasty OOO bosses.
Typical Example of use was at the Captain Pirate Boss at Black Rocks Cavernes (near Choroll). Playing at 60% difficulty and using FM Magicka it was quite impossible for me to face it at Level 30 even with 30 level fighter companion. So I think it's fair to use some others strategic options (coming from others mods) to balance the gameplay in your favor.
I also used levitation to position myself in perfect location to make bow sneak attacks on these nasty Guardian of Oblivion in Sardavar Leed Ruin.


Personally, I've had a rule to not use levitation in combination with fighting ever since Morrowind as it feels like cheating but whatever floats your boat. If you're using a mod setup that makes it impossible to take on bosses "normally" I would suggest tweaking that instead. It's like, why have OOO/FM/60% difficulty in the first place if you think it's too hard?

EDIT: Just trying it myself with my Lvl 17 char and FM (which I don't use normally). Lots of FM spells going on overall but the boss seems to use (mostly) OOO ones. He IS annoyingly tough, though. Most annoyingly all Fatigue is gone now and then with nothing turning up under active effects. Not sure what's going on there. Also, sometimes my char just collapses with no signs of anything. Guess that's FM? Anyway, not sure my mage can handle him yet. Will give it a shot later tonight.

EDIT 2: Yes, I got him! With FM/Difficulty 60. No companions. Basically, my char just stood blasting him with touch shock damage spells, but it took some buffing to withstand him while doing so: AR 85, Reflect Spell 48 (naively I thought that would be enough), Spell Absorption 90. A couple of restore health potions during the fight was enough. Went rather quickly as well.
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Rebecca Dosch
 
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Post » Mon Jan 31, 2011 8:24 am

Quick question, anyone know where some good marauder dungeons are?

And, is the Jounrymen perk for Heavy Armor for OOO different then vanilla, if so what's the change.
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Dragonz Dancer
 
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Post » Mon Jan 31, 2011 7:02 am

Quick question, anyone know where some good marauder dungeons are?

And, is the Jounrymen perk for Heavy Armor for OOO different then vanilla, if so what's the change.


I think OOO only changes the Expert/Master perks for HA, so you still are somewhat encumbered by it even on Master and slightly more than in vanilla on Expert.

Check http://www.uesp.net/wiki/Oblivion:Places for Marauder dungeons. Fort Homestead and Fort Wooden Hand spring to mind.
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Hairul Hafis
 
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Post » Mon Jan 31, 2011 3:34 pm

Thank you!
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Kelvin Diaz
 
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Post » Mon Jan 31, 2011 4:46 pm

Where can I find a Dragonborne Cuirass for my character? I read there is one on a corpse in Cracked Wood Cave but after clearing all of the goblins out I can't find the cuirass or the corpse. I'm using FCOM if it makes a difference.
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Trish
 
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Post » Mon Jan 31, 2011 6:28 pm

Where can I find a Dragonborne Cuirass for my character? I read there is one on a corpse in Cracked Wood Cave but after clearing all of the goblins out I can't find the cuirass or the corpse. I'm using FCOM if it makes a difference.


Check Fatback Cave just south of Imp City.
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+++CAZZY
 
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