[RELz] Oscuro's Oblivion Overhaul 1.33

Post » Fri May 27, 2011 9:27 am

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http://www.gamesas.com/bgsforums/index.php?showtopic=1005133
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http://devnull.sweetdanger.net/OOO/

Oscuro's Oblivion Overhaul 1.33 has been out for a while now and beta testing is well underway for 1.34 (see further down for details on the test versions).

Oscuro's Oblivion Overhaul aims to make Oblivion a much more interesting, challenging, realistic and dangerous place, and also offers great rewards for the daring adventurer regardless of your level.

You must be prepared to cast aside your previous notions about Cyrodiil. The world no longer revolves around you, the player. Do not expect to be able to beat every monster or NPC you meet. Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. You will probably die a lot more often now. However, if you have the ingenuity, skill, and luck to survive the odds stacked against you then you will be justly rewarded for your bravery!

Downloads:
There are four different downloads available: the Upgrade package is available as a 68Mb OMOD-ready archive or a 78Mb standalone EXE installer, and the Complete package is available as a 403Mb OMOD-ready archive or a 408Mb standalone EXE installer.

Now there's also a 1.33 Patch that just includes the updated plugins. You must already have a complete install of 1.32.Final before adding the 1.33 patch!
  • http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953
  • http://files.filefront.com/OOO+133+Complete7z/;9705866;/fileinfo.html (file "purged" by FileFront)
  • http://files.filefront.com/OOO+133+Complete+Setupexe/;9708337;/fileinfo.html (file "purged" by FileFront)
  • http://www.tesnexus.com/downloads/file.php?id=15256

Download either the Complete or Upgrade version. Both include OMOD conversion data with an install script that guides you through the install process and option choices. This is the recommended install method, but there's also a standalone installer EXE available if you don't use OBMM.

Upgrade version requires prior install of OOO 1.3 Base. You've been warned!

For more details, see:
  • http://devnull.sweetdanger.net/OOO/
  • http://devnull.sweetdanger.net/OOO/OOO_133_readme.pdf
  • http://devnull.sweetdanger.net/OOO/OOO_Changelog_FAQ.html
  • http://www.gamesas.com/bgsforums/index.php?showtopic=989881
  • http://www.gamesas.com/bgsforums/index.php?showtopic=798556
  • http://files.filefront.com/OOO+Full+Trailerzip/;5322073;/fileinfo.html
  • http://media.putfile.com/Oscuros-Oblivion-Overhaul-13-Teaser-Trailer
=============

* Huge thanks to MiSP for the new Readme PDF and the OMOD installer scripts.
* Thanks to Floydian1 and MadCat221 for the screenshots.
* Special thanks to ElminsterEU for the amazing TES4Edit editor and adding features to help improve the OOO master file.

=============

Known Issues with 1.33
  • Vista users beware of the EXE installer! If you use the EXE version on Vista you may not get all the resource files when you install. Best way to avoid this is to use the OMOD installation or the manual 7zip installation. If you still prefer to use the EXE, then you must install twice: once without picking any options and then again picking the options you want.
  • If you use the LITE version of 1.33, you need this replacement: http://devnull.sweetdanger.net/mods/OOO_LITE_133b_patchesp.7z. It's a critical fix for some stuff that got accidentally left out of the LITE version esp file.
  • The 1.33 Complete OMOD-ready archive may not have the latest ESM/ESP. To be sure you have the latest ESM/ESP, install the 1.33 Patch files after installing 1.33 Complete (only applies to OMOD-ready version).
  • CTD when attempting to enter Alval Uvani's house upstairs. Get the fixed Harvest Containers mesh by XMarksTheSpot http://www.sendspace.com/file/p5vx4l.
Both issues will be fixed in 1.34, which is coming fairly soon. No other major revisions, just a few tweaks and some additional minor bug fixes.


=============

http://tesnexus.com/downloads/file.php?id=15256

By dev_akm, MadCat221, VagabondAngel, ElminsterEU, Showler, Sein_Spvssyn, Kivan, bg2408, Shadowborn, f3l1p3, XMarksTheSpot, Arkngt, Shikishima, Tarnsman, The Old Ye Bard

Changelog: (consolidated change list including previous beta versions)
  • Entirely new custom sword design for Light of Dawn by VagabondAngel. LoD is now one of the best-looking swords ever made for Oblivion -- an all-new, custom, OOO-exclusive design by VA. Each stage of the taint removal process now has a unique appearance. When you first recover it, the blade has has been badly tainted by Lord Volmyr's efforts to weaken and eventually destroy it. It appears to be heavily coated in grime (the taint), but can be gradually restored to its former power and pristine appearance. Taint stage textures and sound effects by MadCat221. Scripting and icon by dev_akm.
  • If you use the Oblivion Script Extender (OBSE), then the Light of Dawn scripts will detect this and enable an optional flaming version when the sword is unsheathed. The flame swapping option is enabled by default, but if you don't like it, you can disable flame swapping with the console command: ~Set OOOLightOfDawnUseFlame to 0
  • Improved map marker fix script so you should get start-game markers for Imperial City only. The assumption here is that Imperial City is the only city in Cyrodiil that your character has previously visited (otherwise how did you end up in jail there?).
  • Removed OnReset enable (and some OnLoad enable) statements from the OOOHC Harvest [Containers] scripts. This should prevent player home upgrades from appearing before they are bought, and also will avoid conflicts with the UOP3 method for removing problem containers (disabling rather than deleting to prevent on-exit CTDs). The change in OOO prevents these problems, but won't fix existing savegames where it has already happened. When something is enabled or disabled by a script, the change is stored in your savegame. OOO can't fix that easily, if at all. However, if you already had player home upgrades appear without buying them, then you can simply do the honorable thing and disable the stuff you haven't bought (using the console ~click->disable), then go to the store and purchase the upgrade, which enables the stuff again. Note that this change also removes backward compatibility with early versions of Harvest [Containers]. If you've been using an extremely old version of HC (before the animations were added), you probably shouldn't install this version of OOO).
  • Moved fish spawn into a separate plugin called OOO-WaterFish.esp. This change was made to avoid a random vanishing landscape bug and to reduce the number of cell changes made by OOO.esp. This change essentially finishes what we started back in the 1.32 hotfixes, where we disabled the OOOFishSpawn by default due to AI overload problems associated with the fish. The OOOFishSpawn console command is no longer necessary now since the fish spawn placements will only exist in-game if you use OOO-WaterFish.esp. If you do choose to use OOO-WaterFish.esp then you can still take advantage of the OOOFishSpawn console command to temporarily disable the fish whenever you want.
  • OOO-WaterFish includes optimized fish scripts to improve performance when the fish are disabled (the script no longer checks distance to player when fish are disabled).
  • Potential fix for CTD-on-exit experienced by some users. All deleted references have now been un-deleted; instead, they are now initially disabled and sunk out of the way (changed Z-index).
  • Numerous fixes based on the Unofficial Oblivion Patch 3.2, including Imperial Dragon Armor enchantments, stat fixes for Bruma Allies (MQ11) to help them survive, many guard fixes (missing clothes and armor, wrong keys, missing Light Armor skills, etc), many NPC AI packages, Hackdirt Villagers faction, Fighters Guild Porter "stalking" fix, stop Legion Foresters from fighting each other, etc. Huge thanks to Kivan for permission to incorporate the most recent UOP fixes where OOO overlaps UOP.
  • Improved UOP fixes to vanilla quests based on UOP 3.2. Huge thanks to f3l1p3 for this!
  • Added spell merchants workaround to help ensure that OOO spells are available for sale even if a later-loading mod changes the vendor. Huge thanks to bg2408 for this!
  • Tweaked most NPC enemy faction relations to have extra dislike for the player faction so they will attack you before attacking any nearby mudcrabs, etc.
  • Restored Dark Fissure as a Necromancer stronghold, per lore, removing Putrid Hand spawns from that cave since they are a competing faction. Thanks to MadCat221 for this change.
  • Support for Choices & Consequences compatibility patch.
  • Integrated Ayleid Coin by Tarnsman. This replaces the old Platinum Coin.
  • Integrated Ayleid Weapon Rebalance by MadCat221.
  • Nomenclature overhaul for Ayleid Meteoric Iron Weapons (AMIW) by MadCat221 with help from lore guru The Old Ye Bard (AKA: TOYB). This means they all have new names!
  • Updated meshes and textures for Ayleid Meteoric Iron Weapons and boosted restore magicka effect to make them more helpful. Huge thanks to MadCat221 for these improvements.
  • More complete Wrye Bash tags to avoid problems with UOP 3.2.
  • Fixed numerous minor issues with loot lists and added new item grade-specific lists to make it easier for add-ons to take advantage of OOO custom items.
  • Made Hindaril stronger, but he still needs more improvements.
  • Fixed Light Armor skills on Dragonborne Knights.
  • Rebalanced Carla Du Vrey (one of the Putrid Hand leaders). Thanks to MadCat221 for this change.
  • NPC tweaks to Archmage Hannibal Travan, Count Janus Hassildor, and Regulus Terentius, including several sleep packages (so they don't wear armor/weapons to bed). Huge thanks to MadCat221 for these corrections!
  • Skingrad Guard Cuirass and Shield changed to Heavy Armor to match the other Skingrad Guard armor.
  • Added Mogens Windshifter faction relationships.
  • Harvest Containers mesh fix by XMarksTheSpot (resolves CTD when attempting to enter Alval Uvani's house upstairs).
  • Fix to make sure Eregor is enabled/disabled at the proper time (resolves an issue in the Shadows in a Struggle for Power quest).
  • Fix to prevent Skyrim Bandit leaders from getting killed before facing the player.
  • Fixed missing mipmaps on Heaven's Fury sword.
  • Minor item name fixes and spelling corrections.
  • Changed Mud Crabs to be less hated by residents of Cyrodiil. Hopefully this will reduce the number of times when an enemy ignores you to attack a Mud Crab.
  • Added some of the vanilla changes from OOO.esp into OOO.esm (so they're not just in the OOO.esp). This should make it a bit easier to use OOO.esm in TESCS. However, it also means you must be very careful if you attempt to clean OOO.esp using TES4Edit.
  • Increased chance of finding Fine Iron and Fine Steel weapons.
  • Added Worn Leather Gauntlets to the Slave Traders so they won't bother wearing any wrist irons they might be carrying.
  • Fixed Slavers and Smugglers quest so the final stages mark the quest as finished.
  • Fixed Lap's wine-making scripts so they only work when the object is activated by the player, not when used by NPCs.
  • Fixed Neville's chest script to prevent a problem with a Dark Brotherhood quest.
  • Fixed script for some of the imperial legion cuirass/cape combos that had problems.
  • Added IgnoreGeomancy option to disable Geomancy.
  • Added "cooloff" timer for Gargoyle's Skin of Stone spell so they won't cast it so often.
  • Added GetPlayerInSEWorld checks to all quests so they won't break if the player has Shivering Isles. This means OOO now requires the 1.2.0416 patch for Oblivion, but does not require the Shivering Isles expansion.
  • Added a potion that may help the player get past the Frost Titan near Bruma during a certain early quest.
  • Moved Seridur's Blood Stained Jewelry Box so it can be reached.
  • Made the King of Miscarand and his zombies more deadly.
  • Fixed numerous spawn lists to give better variety of enemies.
  • Fixed Black Soul Gem dummy from Mages Guild quest so it uses the Leviathan mesh rather than vanilla mesh.
Extra thanks to Showler and Sein Spvssyn for many bugfixes and testing, and to MadCat221, Arkngt, and Shikishima for testing.

=============

OOO Project Status
The work continues! Many great new things are on the way. Upcoming improvements that are in development for the next beta release of OOO 1.34 are described below. Most of this work is already done, but we are still testing and tweaking it.

General changes and additions include:
  • A completely new quest by Shadowborn. Without giving away too much, the quest is designed for mid-level characters (exact details still being ironed out). It involves the Knights of the Dragonborn and the various Goblin Tribes.
  • A large selection of unique rewards for killing Gargoyles. Finally some well-deserved rewards can gained if you are brave enough to defeat these powerful monsters. Huge thanks to bg2408 for this.
  • Additional in-game hints, clues, and lore related to the some of the unique static items you can find. This will be an ongoing effort. The first of these additions is created by Dazu and relates to SunChild.
  • Massive corrections to the spelling and grammar in the books, notes, and other texts added by OOO. Huge thanks to Dazu for this.
  • Support for Shivering Isles. This will be an optional plugin for folks who have Shivering Isles. At a minimum, we are hoping to include OMOBS weapon stats, rebalanced enemies, and Harvest Containers. This will be an ongoing effort to make some sense of the insanity.
  • Support for Knights of the Nine. Adapted from FCOM_Knights, this optional plugin rebalances KotN with stronger enemies, OMOBS weapon stats, and resolves conflicts with the quest rewards.
  • PyFFI mesh optimizations and BSA resources! Most resources optimized and moved into BSA files! This involves a huge amount of work and testing to get the BSAs working properly, including fixes for texture paths, missing mipmaps, and various mesh properties. See separate change list below for details.
  • Light of Dawn sword scripts now include better detection of player vampire status.
  • Removed debug comments from LapDrunkScript.
  • Additional improvements for Carla Du Vrey and Hindaril.
  • Additional script fixes for AMIW.
Changes related to the BSA conversion include:
  • BSA split into 3 separate files: Textures, Meshes, Sound, all of which are uncompressed.
  • Changed mesh and texture paths to avoid overlaps with Martigen's Monster Mod for some creatures used in both mods.
  • Added mipmaps to all "worn" armor textures.
  • Fixed bad texture path in the "unfinished steel" cuirass meshes.
  • Renamed the "unfinished steel" armor meshes to "cuirass.nif".
  • Includes PyFFI mesh optimizations by HawkerT. Optimizations include: these mesh folders: architecture, clutter, dungeons, harvest, RD, Rocks, va, Weapons.
  • Added mipmaps and removed unused alpha channels from defensive staffs; removed transparency settings from NIF properties on the staffs that don't use transparency.
  • New ESM/ESP is included due to changes in "unfinished steel" armor mesh paths.



Thanks!
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Lilit Ager
 
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Post » Thu May 26, 2011 11:25 pm

When the whole shebang gets re-uploaded (not just patches), can you change the directory structure so that Bain automatically detects all the add-on ESPs, Living Economy, etc.?
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Marquis T
 
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Post » Fri May 27, 2011 12:20 am

I hope the OOO 1.34 Beta 6 Patch will be out soon, because i want to play during my vacation before september. Or at lest give us some alpha version of it ;) Thanks!
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Rhi Edwards
 
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Post » Fri May 27, 2011 9:07 am

When the whole shebang gets re-uploaded (not just patches), can you change the directory structure so that Bain automatically detects all the add-on ESPs, Living Economy, etc.?


I'd like to do that, but we'll have to cross that bridge when we get there.
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u gone see
 
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Post » Fri May 27, 2011 12:07 pm

Right... getting to be about time for me to plunge in over here. :) I've always philosophically gravitated toward location-based scaling, but I've been using Francesco's due to compatibility concerns, especially because I've spent far more time modding than playing. (Also, that decision was made quite some time ago and I've just never taken the time to re-evaluate it after new developments.)

I've finally managed to play for several hours (over the course of two separate days!) without feeling the need to fix anything major. However, I've got some rather extreme character parameters... I'm actually playing without a class, which is loads of fun (especially trying to be an orc mage with Fizzle), but I've hit level 5 and am not quite to the normal level 1 power level. :P So I'm starting to think that now is a good time to look at switching over, simply so that I can still find things weak enough to vanquish!

So about those compatibility concerns. :) Using the Lite version works around most of them, but at least one remains outstanding: Lock Bash. As I understand it, there is no way to disable OOO's bundled Lock Bash; while my own Lock Bash Omega works fine (and will 100% satisfy my intentions for it with OBSE v0018), using it allows one to circumvent OOO's traps.

As I understand it, OOO will not require OBSE but can use it conditionally. Is there a reasonable possibility of merging LBO for OBSE users? My script doesn't run on the containers themselves, which is a mixed blessing (won't interfere, but needs inter-process communication).

What can I do to help?
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RUby DIaz
 
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Post » Thu May 26, 2011 9:30 pm

As I understand it, there is no way to disable OOO's bundled Lock Bash;

I'm not 100 % sure, but there may be an OOO setting that allows you to do that? I seem to remember seeing something like that in the COBL compatibility patch ...

while my own Lock Bash Omega works fine (and will 100% satisfy my intentions for it with OBSE v0018), using it allows one to circumvent OOO's traps.

I think that my lockpicking mod works somewhat similar with your Lock Bash Omega. I managed to get OOO traps working by activating the container just before the lockpicking starts (you have to enable the feature in the ini).
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Mandy Muir
 
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Post » Fri May 27, 2011 10:48 am

I'm not 100 % sure, but there may be an OOO setting that allows you to do that? I seem to remember seeing something like that in the COBL compatibility patch ...

This is vritten in the official OOO web page:

Lock Bashing------------If you don't like the lock bash difficulty, you can make it dramatically easier with the console command:Set LapBashLockDifficulty to 0Or:Set LapBashLockDifficulty to -110Lock bash cannot be turned off completely.


I use tejon lock bash mod in FCOM but I wonder if setting
Set LapBashLockDifficulty to 0
can fix something or not.
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Tiff Clark
 
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Post » Fri May 27, 2011 1:39 am

Right... getting to be about time for me to plunge in over here. :) I've always philosophically gravitated toward location-based scaling, but I've been using Francesco's due to compatibility concerns, especially because I've spent far more time modding than playing. (Also, that decision was made quite some time ago and I've just never taken the time to re-evaluate it after new developments.)

I've finally managed to play for several hours (over the course of two separate days!) without feeling the need to fix anything major. However, I've got some rather extreme character parameters... I'm actually playing without a class, which is loads of fun (especially trying to be an orc mage with Fizzle), but I've hit level 5 and am not quite to the normal level 1 power level. :P So I'm starting to think that now is a good time to look at switching over, simply so that I can still find things weak enough to vanquish!

So about those compatibility concerns. :) Using the Lite version works around most of them, but at least one remains outstanding: Lock Bash. As I understand it, there is no way to disable OOO's bundled Lock Bash; while my own Lock Bash Omega works fine (and will 100% satisfy my intentions for it with OBSE v0018), using it allows one to circumvent OOO's traps.

As I understand it, OOO will not require OBSE but can use it conditionally. Is there a reasonable possibility of merging LBO for OBSE users? My script doesn't run on the containers themselves, which is a mixed blessing (won't interfere, but needs inter-process communication).

What can I do to help?


Welcome to the dark side! Bwahahaha! :evil:

Yes, OOO 1.34 Beta 5 -- which does not include a lite version yet, unfortunately -- does include conditional support for OBSE. So, it's in theory possible for us to add other features that take advantage of OBSE (if the user has OBSE, the improved functionality becomes available; if they don't, the standard functionality is used).

LBO sounds great to me. I like the idea a lot. The only thing I couldn't make out from the description of LBO is whether repeated hits to the lock will gradually weaken it or not (this is the way OOO lockbash works).

Your timing is good in that we've also been considering adding more configurability to the lockpicking restrictions, which will require altering all of the numerous container scripts anyway. Perhaps if we need to add something for LBO support, now is the time to do it.

Based on what Zumbs reported, do you still think it's worth doing? If so, I'll start poking around to see what might need to be done on this end.

:foodndrink:
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NO suckers In Here
 
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Post » Fri May 27, 2011 1:21 am

Hurrah, finally finished the Light of Dawn quest. Thanks to the Bloodlines mod I had plenty of vamps to kill :)
Also, I'm still getting the occasional equipping loop bug when unsheathing the weapon. I'm using the FlamesWhenDrawn OBSE version

You can see it around 1:00 in this video - http://www.youtube.com/watch?v=qpthQlW8vEw where you hear/see the unequipping sound played about 5, 6 times.
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El Goose
 
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Post » Fri May 27, 2011 12:14 pm

Hurrah, finally finished the Light of Dawn quest. Thanks to the Bloodlines mod I had plenty of vamps to kill :)
Also, I'm still getting the occasional equipping loop bug when unsheathing the weapon. I'm using the FlamesWhenDrawn OBSE version

You can see it around 1:00 in this video - http://www.youtube.com/watch?v=qpthQlW8vEw where you hear/see the unequipping sound played about 5, 6 times.


If you're using OOO 1.34 Beta 5, you don't need the old FlamesWhenDrawn OBSE plugin. Remove it and the problem should go away.
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SHAWNNA-KAY
 
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Post » Thu May 26, 2011 10:42 pm

ah cool, thanks :)

turns out quite a few of my mods I use have been merged into the actual mod itself, which is great, saves me a few load order slots for some extra quests :)
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Jhenna lee Lizama
 
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Post » Fri May 27, 2011 11:05 am

LBO sounds great to me. I like the idea a lot. The only thing I couldn't make out from the description of LBO is whether repeated hits to the lock will gradually weaken it or not (this is the way OOO lockbash works).

It does not, and not because it couldn't have. I made the decision based on two factors. One was simplicity; I don't have to store any data, ever. LBO only even looks for a lock when it hears the sound of an object being struck. The alternatives would be the method used in Scruggsy's compatible version (store data until player looks elsewhere, which leads to Magical Healing Doors in many situations), or constructing an array of every locked object the player has ever looked at, a rather bloaty and inefficient proposal (and that's assuming two copies of the same door/chest can be differentiated at all, which I didn't look in to).

The other reason is, believe it or not, realism. When trying to break something made of metal too thick to bend, or even solidly-built wood, you don't beat on it until you wear it down. You try to find the right angle, where shear stress will do most of the work for you. Progressive damage only matters against the weakest of structures (plywood, wire fence) which generally have the weakest locks anyway (if they're locked at all). Such locks are already easy enough to break that the bonus of making them easier with extra hits is redundant, IMO not worth the aforementioned pain of implementation!

Based on what Zumbs reported, do you still think it's worth doing? If so, I'll start poking around to see what might need to be done on this end.

I do, if only so that people will stop grumbling about the activation glow left over from OOO's lock bash. ;) I got everything downloaded and installed last night, didn't actually get started playing with it due to an unrelated mod bug (something broken by OBSE 0018).
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Thema
 
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Post » Thu May 26, 2011 10:29 pm

Is there a reason OOO-DLT_Remover still adds the hotkey torch item? If not, http://www.asis.com/users/liefc/Oblivion/OOO-DLT_Remover.zip. :P
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Dylan Markese
 
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Post » Fri May 27, 2011 8:42 am

It does not, and not because it couldn't have. I made the decision based on two factors. One was simplicity; I don't have to store any data, ever. LBO only even looks for a lock when it hears the sound of an object being struck. The alternatives would be the method used in Scruggsy's compatible version (store data until player looks elsewhere, which leads to Magical Healing Doors in many situations), or constructing an array of every locked object the player has ever looked at, a rather bloaty and inefficient proposal (and that's assuming two copies of the same door/chest can be differentiated at all, which I didn't look in to).

The other reason is, believe it or not, realism. When trying to break something made of metal too thick to bend, or even solidly-built wood, you don't beat on it until you wear it down. You try to find the right angle, where shear stress will do most of the work for you. Progressive damage only matters against the weakest of structures (plywood, wire fence) which generally have the weakest locks anyway (if they're locked at all). Such locks are already easy enough to break that the bonus of making them easier with extra hits is redundant, IMO not worth the aforementioned pain of implementation!


I figured as much, although I can certainly think of funny situations where you have to bash repeatedly with a huge warhammer on a tiny wooden jewelry box that happens to have a strong lock. ;)

Anyway, your system seems like a reasonable compromise.

I do, if only so that people will stop grumbling about the activation glow left over from OOO's lock bash. ;) I got everything downloaded and installed last night, didn't actually get started playing with it due to an unrelated mod bug (something broken by OBSE 0018).


Ok, I'll start poking around to see how we might tackle it.

Is there a reason OOO-DLT_Remover still adds the hotkey torch item? If not, http://www.asis.com/users/liefc/Oblivion/OOO-DLT_Remover.zip. :P


There is a reason, although it's perhaps a minor one. Without the hotkey torch item, the vanilla hotkey system forces you to re-assign your hotkey every time you burn through a torch.
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Kitana Lucas
 
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Post » Thu May 26, 2011 9:54 pm

I would like to know if Oscuro got voice files, I mean, do ranger and slavers talk?
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[Bounty][Ben]
 
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Post » Thu May 26, 2011 10:21 pm

I figured as much, although I can certainly think of funny situations where you have to bash repeatedly with a huge warhammer on a tiny wooden jewelry box that happens to have a strong lock. ;)

Scruggs's implementation has the same issue, tho. Or... the compatible version did, because all it could detect was the lock level, not the item composition. OOO's object scripts might be more specific. And actually, LBO's code could easily be set up on the objects for OOO's purposes. You'd just have the objects themselves check GetCrosshairRef to see if they're being targeted. That way the item can specify its own hardness, instead of using lock level as a gauge.

There is a reason, although it's perhaps a minor one. Without the hotkey torch item, the vanilla hotkey system forces you to re-assign your hotkey every time you burn through a torch.

Ahh... another thing which could be obviated with conditional OBSE code, I think.

I'm in the odd position of generally agreeing with OOO's design, but disagreeing with large portions of its implementation. :P Apologies in advance if I wind up making suggestions that are entirely out of line with the project's direction. That's honestly why I've held back for so long... I'm really bad at keeping ideas to myself. ;)
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Jani Eayon
 
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Post » Thu May 26, 2011 11:53 pm

Scruggs's implementation has the same issue, tho. Or... the compatible version did, because all it could detect was the lock level, not the item composition. OOO's object scripts might be more specific. And actually, LBO's code could easily be set up on the objects for OOO's purposes. You'd just have the objects themselves check GetCrosshairRef to see if they're being targeted. That way the item can specify its own hardness, instead of using lock level as a gauge.


Yeah, it would be nice in theory but probably not so practical to implement (would require many more variant scripts). I think OOO is fairly arbitrary about this, too, for the same reason.

For simplicity it's probably best to assume that small, weak-looking containers with strong locks also have some magical properties that make them impossible to simply crack open without defeating the lock.

Ahh... another thing which could be obviated with conditional OBSE code, I think.

I'm in the odd position of generally agreeing with OOO's design, but disagreeing with large portions of its implementation. :P Apologies in advance if I wind up making suggestions that are entirely out of line with the project's direction. That's honestly why I've held back for so long... I'm really bad at keeping ideas to myself. ;)


No problem! I love ideas like this and I like the way you think, so I'm very open to any suggestions you have for improving things. :P
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Honey Suckle
 
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Joined: Wed Sep 27, 2006 4:22 pm

Post » Fri May 27, 2011 10:20 am

Hey guys, today I finally got round to installing Oblivion to my Windows 7 OS.
I proceeded to simply copy the oblivion folder from my Vista installation to the new OS.

I then booted it up. But I'm not entirely sure if it's working properly.
I'm sure that usually with this mod (1.34 beta 5) the imperial market district has at least half a dozen well dressed citizens moving about, but now I only have two peasents every so often. However, the new armour and weapons seems to work fine.
Could you advise me on what I could do to test if everything's working properly?



Also, I would like to know if I could replace my OOO installation with FCOM and still use the same save by updating it Wrye Bash?
And if I were to do so then what problems could occur? I am 50 hours into the game.
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Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Fri May 27, 2011 12:36 am

Small mod question.

I'm using O.O.O with CM Partners, and I like to role with a large entourage (3 Cronies), and I can't find an "Increase Spawns" in O.O.O, so I'm asking if there is a simple Increase Spawn Count mod that is compatible with O.O.O, or if they have instructions some where where I could manually increase my spawn count.
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Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Thu May 26, 2011 11:23 pm

dev, if that big Stone henge like structure is part of OOO, there is a chunck of land on the shore side that is missing. Collision for it still works, but you can look into the world space and all that, plus it was built on top of a nirnroot(not sure if that's important to know or not, since theres 400+ of those).
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AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Fri May 27, 2011 10:15 am

Hey guys, today I finally got round to installing Oblivion to my Windows 7 OS.
I proceeded to simply copy the oblivion folder from my Vista installation to the new OS.

I then booted it up. But I'm not entirely sure if it's working properly.
I'm sure that usually with this mod (1.34 beta 5) the imperial market district has at least half a dozen well dressed citizens moving about, but now I only have two peasents every so often. However, the new armour and weapons seems to work fine.
Could you advise me on what I could do to test if everything's working properly?

Also, I would like to know if I could replace my OOO installation with FCOM and still use the same save by updating it Wrye Bash?
And if I were to do so then what problems could occur? I am 50 hours into the game.


FCOM is best experienced with a fresh character, but by no means is it game breaking to upgrade a saved game.
Wait out your re-spawn period after the installation and travel to Vilverin. You'll encounter all of the basic new goodies the mod has to offer there.
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Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Thu May 26, 2011 10:55 pm

Thanks.
By "wait" do you mean wait in ingame time or real time? (noob question :))
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stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Fri May 27, 2011 7:17 am

Thanks.
By "wait" do you mean wait in ingame time or real time? (noob question :))


ingame
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Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Fri May 27, 2011 8:28 am

Thanks.
By "wait" do you mean wait in ingame time or real time? (noob question :))




:confused: :D :confused:

Definitely ingame time. Definitely.
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Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Fri May 27, 2011 9:14 am

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?
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Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

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