[RELz] Oscuro's Oblivion Overhaul 1.33

Post » Fri May 27, 2011 9:59 am

Sorry, OOO does not have an increased spawns option and I'm not sure if anyone has made one for it.

I must admit that's something I'll miss from Fran's. Having an entry on a given leveled list which spawns a small pack of something sensible from a lower level might be a good addition just in general... weaker stuff so it's not really a difficulty bump and can be rolled into the core, but it would force you to change your tactics once in a while.


Not a clue how I can find the mod responsible, though. Say, Dev, do you use LAME or SM? That'd be my first thought.

SM is my first guess too, I know it makes a lot of changes to Detect Life.
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Daniel Lozano
 
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Post » Thu May 26, 2011 11:12 pm

I never thought to ask this before now, but where the hell are all the land dreugh? I have never come across one in any OOO game I've played. Do I have to resort to spawning them if I want to see them again, or is there a place where they spawn consistently?


Look what I encountered not long after reading your post :)
http://i31.tinypic.com/2v0ydl4.jpg
First time I've seen one of these as well! It beat me a few times before I finally managed to kill it
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Mrs. Patton
 
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Post » Fri May 27, 2011 11:10 am

Say, Dev, do you use LAME or SM? That'd be my first thought.


I use LAME, but not SM (at least at the moment).

So the OOO's and MMM's being made these days are their legacy?


:D

I must admit that's something I'll miss from Fran's. Having an entry on a given leveled list which spawns a small pack of something sensible from a lower level might be a good addition just in general... weaker stuff so it's not really a difficulty bump and can be rolled into the core, but it would force you to change your tactics once in a while.


Should be fairly straightforward to do this within the OOO spawn structure, but it would take some work. I'll give it some thought for the future.
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Andrew Perry
 
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Post » Fri May 27, 2011 12:10 am

Say, does OOO do anything with the King of Worms? I've got Mannimarco Revisited (not that I've ever managed to play that far before stopping to mod) but if OOO already gives him the works (or if Revisited just doesn't fit right) I'll pull it, at least until I'm starved for fresh content (and guars fly) (I like parentheses).
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Milagros Osorio
 
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Post » Fri May 27, 2011 12:47 am

I must admit that's something I'll miss from Fran's. Having an entry on a given leveled list which spawns a small pack of something sensible from a lower level might be a good addition just in general... weaker stuff so it's not really a difficulty bump and can be rolled into the core, but it would force you to change your tactics once in a while.
mmm, I ran across a pack of wolves the other day. Nasty creatures.
Actually, they ran from me, then I sent a AoE fire ball and flew all over the place. So it does happen, placed in the wild. PS My god I love modded Oblivion. Another 1 of those LOL moments
Say, does OOO do anything with the King of Worms? I've got Mannimarco Revisited (not that I've ever managed to play that far before stopping to mod) but if OOO already gives him the works (or if Revisited just doesn't fit right) I'll pull it, at least until I'm starved for fresh content (and guars fly) (I like parentheses).
I have a Manimarco Revisited for OOO plugin. No idea where I got it from, as I can't find it on nexus :shrug: One of those I've had for pure time, and, like you, never got that far. This play through I will, I tell you. I bloody well will
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Dezzeh
 
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Post » Thu May 26, 2011 11:41 pm

Speaking of :awesome:, I saw a lone bandit in the woods. Sneaking up all stealthy like, I drew my blade, only to see her spin around, knocking an arrow. Standing up and running full speed, I watch as she releases the arrow, and I watch in horror as the green glow gathers around it (yay flaming arrows), and it hit me. I fell back, helpless. Check my stats, -4000 fatigue. Deary me, I'm dead.

Apparently not, just before I'm killed, the bandit decides fighting against my 15% frost shield isn't worth it, and runs off (thanks kuertee!).

I go and make a cup of tea, drink it, and come back, just in time to see myself get up.
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Oscar Vazquez
 
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Post » Fri May 27, 2011 4:42 am

Speaking of :awesome:, I saw a lone bandit in the woods. Sneaking up all stealthy like, I drew my blade, only to see her spin around, knocking an arrow. Standing up and running full speed, I watch as she releases the arrow, and I watch in horror as the green glow gathers around it (yay flaming arrows), and it hit me. I fell back, helpless. Check my stats, -4000 fatigue. Deary me, I'm dead.

Apparently not, just before I'm killed, the bandit decides fighting against my 15% frost shield isn't worth it, and runs off (thanks kuertee!).

I go and make a cup of tea, drink it, and come back, just in time to see myself get up.



Let me guess, you are using T.I.E. also?
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jessica sonny
 
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Post » Fri May 27, 2011 9:18 am

some dropped items of mine fell through the mage's guild floor in Cheydinall and as I'm tcl'ing through the floor to retrieve them, I notice 3 barrels/locked chests below, formID finder says they're from ooo. opening them up revealed some plants I've never heard of, and the locked ones had 1 of what seemed like every plant in the game.

what gives?
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 8:37 am

some dropped items of mine fell through the mage's guild floor in Cheydinall and as I'm tcl'ing through the floor to retrieve them, I notice 3 barrels/locked chests below, formID finder says they're from ooo. opening them up revealed some plants I've never heard of, and the locked ones had 1 of what seemed like every plant in the game.

what gives?


Merchant chests that are no supposed to be looted?
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Jynx Anthropic
 
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Post » Thu May 26, 2011 10:19 pm

TIE-in, yep. Was wondering who added those wonderous things. Gotta get some of my own from somewhere!

(Though TIE adds an incredible amount of shirtless men, among the other wonderful changes)
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An Lor
 
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Post » Fri May 27, 2011 12:23 pm

I have a Manimarco Revisited for OOO plugin. No idea where I got it from, as I can't find it on nexus :shrug: One of those I've had for pure time, and, like you, never got that far. This play through I will, I tell you. I bloody well will

Ah, Mannimarco Revisited OOO d/l comes from the main d/l site location http://www.tesnexus.com/downloads/file.php?id=14200
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Jynx Anthropic
 
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Post » Thu May 26, 2011 10:04 pm

Say, does OOO do anything with the King of Worms? I've got Mannimarco Revisited (not that I've ever managed to play that far before stopping to mod) but if OOO already gives him the works (or if Revisited just doesn't fit right) I'll pull it, at least until I'm starved for fresh content (and guars fly) (I like parentheses).


OOO already revamps him a lot, but Mannimarco Revisited goes much further. I think it's a great addition to OOO. Just be sure you use the OOO support module for it. ;)

some dropped items of mine fell through the mage's guild floor in Cheydinall and as I'm tcl'ing through the floor to retrieve them, I notice 3 barrels/locked chests below, formID finder says they're from ooo. opening them up revealed some plants I've never heard of, and the locked ones had 1 of what seemed like every plant in the game.

what gives?

Merchant chests that are no supposed to be looted?


:D
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 12:40 am

OOO already revamps him a lot, but Mannimarco Revisited goes much further. I think it's a great addition to OOO. Just be sure you use the OOO support module for it. ;)

I wonder if (permission pending) it would be a good candidate for inclusion? Assuming the "must be playable race" issue can be resolved, anyway.
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Oceavision
 
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Post » Fri May 27, 2011 6:01 am

I wonder if (permission pending) it would be a good candidate for inclusion? Assuming the "must be playable race" issue can be resolved, anyway.

http://www.tesnexus.com/downloads/file.php?id=14495
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michael flanigan
 
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Post » Thu May 26, 2011 9:15 pm

http://www.tesnexus.com/downloads/file.php?id=14495

This fixes a bug with eyes which was caused by the Mannimarco race in chargen. Said race is still pickable, with a big note saying "Don't!"

Which, while fine for someone who downloads it explicitly and reads the readme, isn't quite up to the level of polish generally expected of OOO. ;)
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ladyflames
 
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Post » Fri May 27, 2011 6:37 am

Question I've been wondering about alcohol for a while. What does it actually do besides get the PC drunk? Anything?
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Ruben Bernal
 
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Post » Fri May 27, 2011 2:26 am

Question I've been wondering about alcohol for a while. What does it actually do besides get the PC drunk? Anything?


I suggest that you go on a bender. Most will effect attributes - some good, some b-a-d. :celebration:
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Nancy RIP
 
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Post » Fri May 27, 2011 8:45 am

Where can i find a list with mods that are integrated in OOO 1.3? Thanks.
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hannaH
 
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Post » Thu May 26, 2011 9:19 pm

Ayneone had problems in the second level of Fort Blublood, Fort Bludeblood Halls (FortBlueBlood02)? The game keeps crashsing when I try to enter, but turning off AI and Scripts solved that problem and I was able to get thrugh the door. Anyone else had this problem? Only mods I have that modify this cell are OOO and All Natural - Real Lights.

When I enter the second level there are two locked doors that need keys. I assume the key(s) is to be found elsewhere, by a quest giver?
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NO suckers In Here
 
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Post » Fri May 27, 2011 12:01 am

you get the quest from the leyawin mages guild recommendation. I just played through it though and didn't have any problems.
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Louise Lowe
 
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Post » Thu May 26, 2011 9:48 pm

you get the quest from the leyawin mages guild recommendation. I just played through it though and didn't have any problems.


Damned, I think my character just paid 500 gold for that Recommendation, as all my quest logs contains on this quest is one entry that says I gained the Recommendation. I don't remember if paying for it is a vanilla feature, or if its introduced by Choices&Consequences that incidentally also modifies the cell indirectly through it's quest change.
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Cheryl Rice
 
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Post » Fri May 27, 2011 12:46 am

C&C introduces the "pay to bypass" option, so that might be what's causing your problem.
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roxanna matoorah
 
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Post » Fri May 27, 2011 8:56 am

Where can i find a list with mods that are integrated in OOO 1.3? Thanks.

The 1.33 readme linked on page 1 of this thread.
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Christine
 
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Post » Fri May 27, 2011 1:43 am

Are some of those random water height edits going to be removed? I was going through my load order in hopes of a last ditch effort to preserve the one I currently have and I noticed a number of them. They all had that default TESCS value...?

Edit: About 30 or so cells seemed to be missing the fog fix too.
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 12:17 pm

Could someone help me? (simple question)

I'm trying to install the beta match. I have 1.33 complete installed. When i extract the beta patch files into oblivion/data it creates a seperate folder there called "OOO_134_Beta_5_Patch-15256." Is this what i want? I would assume i need to replace the old files with the ones in the 1.34beta patch...

If I do need to replace the files what should i do with files like ...\Meshes\Clutter\ayleidcoin.nif which do not have a place or replacement. thanks



I decided to copy/replace everything... but it looks wrong to have ayleidcoin.nif with 9 folders under the in \Data\meshes\clutter
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QuinDINGDONGcey
 
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