[RELz] Oscuro's Oblivion Overhaul 1.33

Post » Fri May 27, 2011 1:21 am

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
Oh, wow. You should just take everything out of that folder and drag it into the data folder then. Let it overwrite anything when prompted too.
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benjamin corsini
 
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Post » Fri May 27, 2011 3:28 am

Jacksgraqes, download http://timeslip.chorrol.com/obmm_download.html. Use it to create an OMOD of the patch, then just activate the OMOD.
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Nitol Ahmed
 
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Post » Fri May 27, 2011 10:09 am

This record is just a little annoying: Aelwin Merowald's House is named "Weye" (FormID: 000313B2)
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rolanda h
 
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Post » Thu May 26, 2011 8:23 pm

This record is just a little annoying: Aelwin Merowald's House is named "Weye" (FormID: 000313B2)
that is the stock game.
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Lucky Girl
 
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Post » Fri May 27, 2011 4:46 am

Hello,

I would like to install OOO properly for a new character. As I am not very experienced with mods (but have OBMM), I will use the "Automatic?installation via?Oblivion?Mod?Manager" which is recommended.

On some french forum, some very reliable guy said that in the "OMOD-ready" version of OOO 1.33 (OOO_133_Complete.7z), Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp are not up to date.
But the thread has been published since a long time (march 2008).

Has this problem been fixed and can I use OOO_133_Complete.7z safely ?

Thanks !
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CArlos BArrera
 
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Post » Fri May 27, 2011 10:36 am

Hello,

I would like to install OOO properly for a new character. As I am not very experienced with mods (but have OBMM), I will use the "Automatic?installation via?Oblivion?Mod?Manager" which is recommended.

On some french forum, some very reliable guy said that in the "OMOD-ready" version of OOO 1.33 (OOO_133_Complete.7z), Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp are not up to date.
But the thread has been published since a long time (march 2008).

Has this problem been fixed and can I use OOO_133_Complete.7z safely ?

Thanks !


Hmm, as you said, the thread is old and OOO 133 is safe. You should check TheNiceOne's profile though, he has made a nice script for easy installing of OOO / MMM and FCOM.
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James Baldwin
 
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Post » Thu May 26, 2011 10:46 pm

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.

Merchant chests that are no supposed to be looted?

Yes, in vanilla Oblivion (and OOO) merchant containers - even those of the poorest merchants - are placed in a magical dimension, accessible only to the merchant, and only when you do not threaten him/her. If you find that a bit silly, you could download http://www.tesnexus.com/downloads/file.php?id=5561. If used with OOO, you should add the Invent bash tag to the description field.
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Causon-Chambers
 
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Post » Fri May 27, 2011 8:58 am

that is the stock game.
I know. That has bothered me before, but I only requested because half of the other mods that touch it correct the name.


As if that could make me throw out OOO. Ha!
- Tomlong75210
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Michelle Smith
 
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Post » Thu May 26, 2011 8:57 pm

Not sure if this is the right spot for this, if not, I apologize!

I'm an OOO newbie ... just installed last night, and am looking to start a character fresh. I have a couple of questions (and a request for some advice) from some of you veterans (please!)

I'm thinking of making a magic focused character with some melee attributes as well. I feel that every Vanilla char I make has a very heavy stealth element, so I'd like to try something different.
Here's my general plan:
Race: Breton
Sign: Mage
Focus: Magic
Attributes: Int/End
Majors: Blade, Light Armor, Armorer (not worth it?), Conjuration, Restoration, Destruction, Block (should I replace this with something that governs speed?)

Any advice/tips on the above? Would this char be viable?

I'm also curious if some of the other mods I've used in Vanilla are pointless with OOO now installed. I've been using Supreme Magicka, and enjoy it (although I never seem to have high enough Magicka for the juicier spells!), I also use Quest Award Leveling, a fast start mod, and recently a +5 levelup mod (which I'll most likely abandon for OOO). Are the Magic Overhalls necessary with OOO? Do they enhance or unbalance the intended play at all? (is SM or LAME preferable with OOO?)

Thanks in advance for any help, again apologies if this should have been it's own thread!

-smurf
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kiss my weasel
 
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Post » Fri May 27, 2011 1:41 am

Armorer is a must when it comes to OOO, especially if you want your character to use enchanted weapons. Having NPC's repair and recharge magic armor is EXPENSIVE in OOO. The faster you get your 50 Armorer perk, the better for you.

I don't find SM or LAME unbalancing for OOO as the enemy mages will clobber you just as fast if you use them. Don't choose between them by the way; You can run SM and LAME simultaneously, and I would. I run SM over LAME (as in, LAME then SM in load order), but that's just my preference.

I recommend you fix the default leveling system as well. Realistic Leveling is perfect for this; your attributes will raise as you use your skills--there's no need to micro-manage your character anymore, just play. I find it more balanced than the +5 modifiers because you still need to work with your skills to get decent attribute increases, and using minor skills level you up, so you can't pick holder major skills and train all your other skills and become a god at level one.
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Racheal Robertson
 
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Post » Thu May 26, 2011 11:20 pm

I don't find SM or LAME unbalancing for OOO as the enemy mages will clobber you just as fast if you use them. Don't choose between them by the way; You can run SM and LAME simultaneously, and I would. I run SM over LAME (as in, LAME then SM in load order), but that's just my preference.


Thanks for the feedback Gangsta!
In terms of load order, should I load OOO, Lame and then SM? Or Lame/SM before OOO?

Now I'm thinking maybe Sneak instead of Block, so I have at least something to improve my Speed attribue, since everything I've read indicates I'll be running away. a lot. :)
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R.I.P
 
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Post » Fri May 27, 2011 12:33 am

They have to go after OOO. At least SM does, including it's compatibility patch(SM_OOO.esp).
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Shelby Huffman
 
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Post » Fri May 27, 2011 5:30 am

Thanks for the feedback Gangsta!
In terms of load order, should I load OOO, Lame and then SM? Or Lame/SM before OOO?

Now I'm thinking maybe Sneak instead of Block, so I have at least something to improve my Speed attribue, since everything I've read indicates I'll be running away. a lot. :)
1) OOO (and plugins)
2) L.A.M.E. (main file, bgMagicEV.esp)
3) SM (and plugins)
4) L.A.M.E. plugins

Edit: Putting the L.A.M.E. plugins in front of SM (except for the SM summons override) is fine too, but why split it up?
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Nick Tyler
 
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Post » Fri May 27, 2011 6:24 am

They have to go after OOO. At least SM does, including it's compatibility patch(SM_OOO.esp).



SM_OOO patch you say? Probably would explain my CTD when loading! :facepalm:
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Doniesha World
 
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Post » Fri May 27, 2011 1:57 am

SM_OOO patch you say? Probably would explain my CTD when loading! :facepalm:
Not having the SM_OOO patch would not cause a CTD on load...Could you just post your load order? It is more likely a missing or delinquent master issue. Also, the SM_OOO patch has to load after both SM and OOO, in case you were unaware.
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Taylah Haines
 
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Post » Thu May 26, 2011 8:40 pm

Not having the SM_OOO patch would not cause a CTD on load...Could you just post your load order? It is more likely a missing or delinquent master issue. Also, the SM_OOO patch has to load after both SM and OOO, in case you were unaware.



I think I figured it out ... I ran oblivion before restarding OBMM (which the readme suggests NOT to do). I've opened Oblivion successfully with OOO without any crashes about a half dozen times.
thanks for the help/offer though !
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Lexy Dick
 
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Post » Thu May 26, 2011 11:42 pm

I'm having problems with the Light of Dawn: whenever an enemy does the spinning disarm power attack on me and successfully removes my weapon, my game crashes. Sometimes, when they knock me back or paralyze me, the game crashes there, too. Is this a common problem, or do you think it could be a mod conflict?

Edit:

Problem solved. I wish I would've tried the console command mentioned in the OP before asking here. :/
Is there any way to use the shader and not get crashes? I like the blue flames. It looks better than my other shader mod.
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OTTO
 
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Post » Thu May 26, 2011 8:07 pm

Hi Dev,

I'd like to remind you about this little mod I sent you a while ago: it fixes the problem with MMM rusty arrows doing more (or as much damage) as their good condition counterparts in OOO. It also balances the crafted arrows against the current OOO ones.
http://www.mediafire.com/?nd4jdd2e4in

You can look at the changes with TESEdit, but the only records changed are the following ones:
AMMO	 0000AEC1 AABarbedArrow	 00009628 AABoneArrow	 0000962B AADaedArrow	 0000AEC2 AAFlintArrow	 0000AEC0 AAObsidianArrow	 00009629 AAOgreArrow	 0000120F zMMMArrow1Iron	 00001210 zMMMArrow1Iron2	 00003028 zMMMArrow1Iron3	 0000304B zMMMArrow2Steel	 0000304C zMMMArrow2Steel2

I think it's worth merging into MMM for OOO, if you like the stats. In the meanwhile, maybe it could be linked to either here or on the MMM page.
If anyone else want to try the patch and give me feedback about the stats, you're welcome.

Another thing: with all my active mods loaded into TESEdit, I noticed that some things from MMM for OOO were not making it into the bashed patch:
- Some inventory stuff, mainly misc items that seem to indicate that an NPC is an MMM boss.
- Some changes to factions and relations: I think it's because OOO has the factions and relations tags but MMM for OOO doesn't have them, therefore OOO's changes take priority. But of course any other mod that affects NPCs would also negate MMM for OOO's changes.
To fix this, I suggest you add {{BASH:Invent,Factions,Relations}} to the current tags of Mart's Monster Mod for OOO.esp. I could get this into the boss masterlist, but I think it's better if you approve those and add them yourself to the .esp description.
I tested those tags, and after rebuilding the batched patch the changes do come through this time.

I hope you don't mind my posting this in the OOO thread - you seem to be around here much more frequently than in the MMM one.
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Jinx Sykes
 
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Post » Fri May 27, 2011 5:03 am

Quick question... I note some differences between the current released version of Riklund's Diverse Effect Icons, and the icons which are included in OOO. Are the OOO ones newer or older? :)

Edit: I think I've answered my own question, now that I've seen the difference in the Conjuration icons... OOO's are definitely fancier.
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Danel
 
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Post » Thu May 26, 2011 9:49 pm

I just caught wind from another thread that OOO is going to get an update? I use OOO 1.33 "final" (Lite install) all the time. If it hasn't been mentioned yet, I would like to suggest that the cloaks with a hood only take up the helmet slot and not the tail AND helmet slot, for the 1.34 update. I use an argonian character once in a while and don't like it when I put on a cloak with a hood have the tail dissapear. I figure it shouldn't be too diffecult and ask if it would be possible to impelement in the OOO 1.34 update, so that hooded cloaks only take up the helmet slot; not both helmet AND tail slots.
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Maya Maya
 
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Post » Fri May 27, 2011 7:09 am

Back from vacation! :D

This record is just a little annoying: Aelwin Merowald's House is named "Weye" (FormID: 000313B2)


Agreed! It's especially odd that UOP doesn't change this. Can anyone think of a reason why?

I'm having problems with the Light of Dawn: whenever an enemy does the spinning disarm power attack on me and successfully removes my weapon, my game crashes. Sometimes, when they knock me back or paralyze me, the game crashes there, too. Is this a common problem, or do you think it could be a mod conflict?
Edit:
Problem solved. I wish I would've tried the console command mentioned in the OP before asking here. :/
Is there any way to use the shader and not get crashes? I like the blue flames. It looks better than my other shader mod.


You mean the flame effect? It's not a shader. It's part of the mesh. That's why it looks so cool.

Did you remove quest item status from Light of Dawn? Enemies shouldn't be able to disarm it.

Anyone else run into a problem like this?

Hi Dev,

I'd like to remind you about this little mod I sent you a while ago: it fixes the problem with MMM rusty arrows doing more (or as much damage) as their good condition counterparts in OOO. It also balances the crafted arrows against the current OOO ones.
http://www.mediafire.com/?nd4jdd2e4in

You can look at the changes with TESEdit, but the only records changed are the following ones:
AMMO	 0000AEC1 AABarbedArrow	 00009628 AABoneArrow	 0000962B AADaedArrow	 0000AEC2 AAFlintArrow	 0000AEC0 AAObsidianArrow	 00009629 AAOgreArrow	 0000120F zMMMArrow1Iron	 00001210 zMMMArrow1Iron2	 00003028 zMMMArrow1Iron3	 0000304B zMMMArrow2Steel	 0000304C zMMMArrow2Steel2

I think it's worth merging into MMM for OOO, if you like the stats. In the meanwhile, maybe it could be linked to either here or on the MMM page.
If anyone else want to try the patch and give me feedback about the stats, you're welcome.

Another thing: with all my active mods loaded into TESEdit, I noticed that some things from MMM for OOO were not making it into the bashed patch:
- Some inventory stuff, mainly misc items that seem to indicate that an NPC is an MMM boss.
- Some changes to factions and relations: I think it's because OOO has the factions and relations tags but MMM for OOO doesn't have them, therefore OOO's changes take priority. But of course any other mod that affects NPCs would also negate MMM for OOO's changes.
To fix this, I suggest you add {{BASH:Invent,Factions,Relations}} to the current tags of Mart's Monster Mod for OOO.esp. I could get this into the boss masterlist, but I think it's better if you approve those and add them yourself to the .esp description.
I tested those tags, and after rebuilding the batched patch the changes do come through this time.

I hope you don't mind my posting this in the OOO thread - you seem to be around here much more frequently than in the MMM one.


I'll definitely take a look at your stat changes. Thanks for reminding me!

I'll revise the tags, too.

Thanks! :tops:
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Jeneene Hunte
 
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Post » Fri May 27, 2011 12:31 am

Wow, this mod is amazing. Truly changes the Oblivion experience (for the better). Just hit level 2 walking my way from IC to Skingrad, with a couple of dungeon stops along the way. One thing that's somewhat refreshing, is that I now save, and save often. Never know when I'm going to get my butt handed to me - so it's wiser for me to save as much as I can. Excited to see what the rest of the mod has in store for me!

One question though, regarding the 1.34 update. How exactly do I go about installing this? I used the OMOD installer for 1.33 complete. If I use OBMM and select the .7z file for the 1.34 update, it doesn't look like it's automatically compiling the data. Is this something I need to install manually? (Do I even need the 1.34 update?)

thanks in advance
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Richard
 
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Post » Thu May 26, 2011 10:45 pm

Just extract the 1.34 update to youre data folder, and overwrite the previous files. Much easier with no hassle :)
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Sammygirl
 
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Post » Thu May 26, 2011 8:12 pm

If I use OBMM and select the .7z file for the 1.34 update, it doesn't look like it's automatically compiling the data.

There's no OMOD conversion data in the 1.34 update, but if you fill in the mod title yourself you should be able to finish the OMOD creation process. Worked fine for me. Just ignore the warnings about no description, etc.
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Alisha Clarke
 
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Post » Thu May 26, 2011 9:07 pm

@dev_akm: I was really frustrated with crashes and applied a filter to my entire load order in TES4Edit. I started editing many mods to get rid of annoying name disagreements that show up as "red" conflicts. "Weye" (the dude's) house is one of those. Another one is one of the Mage's guild floors having "east" tagged at the end when the FormID says "west." I think OOO corrects it to "west," but some other mod in the FCOM setup overrides it. I have very few mods overriding one another because my load order is basically UOP, USIP, Evironment Mods, FCOM +SlofRobeTrader+OMG+Blood&Mud, ULs, RBP, SM, LAME, nGCD, Progress, BC, my mergeable patches, bashed patch, my world&cell patch.
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Baylea Isaacs
 
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