Oscuro's Oblivion Overhaul 1.36+

Post » Thu Oct 15, 2015 4:23 pm

Oscuro's Oblivion Overhaul

1.36+

UPDATE 12/10/2015

http://www.gamesas.com/topic/1513234-rel-oscuros-oblivion-overhaul-135a/

DOWNLOAD: http://www.nexusmods.com/oblivion/mods/44629/?

This is the release thread for v1.36+. I'll continue to refer to updates as v1.36, to avoid confusion - there will be no further additions of content at this point, just bugfixes.

Name: Oscuro's Oblivion Overhaul

Version: 1.36

Date: 12/10/2015

Category: Game Overhauls

Author: Sotobrastos/dev_akm/MadCat 221/MiSP/Team Alpha/WalkerInShadows

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Requirements:

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Oblivion 1.2.0416

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Changelog:

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* All magical armors now have values commensurate with their enchantments (using vanilla formulas).

* Removed the TG11 script from two weapons (Arce Lango and Arce Volenbal) that made them crumble when equipped.

* Fixed a minor bug in Sir Alain Uruk's dialogue that reverted to a previous quest after completing the questline.

* Ghostly Warriors will no longer sleep (they had a bandit Sleep package).

* Fixed a rare bug where dead animals would be walking around alive when you entered a dungeon.

* Renamed some meteoric weapons that retained old nomenclature.

* Various spelling and grammar fixes.

* Fixed placement of some objects.

* Fixed a few typos/grammatical errors in the boss scripts.

* Fixed the names of a few keys.

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Details:

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Listed are the major changes and additions that have been made since version 1.34 beta5.

We've included a couple of new surprises. Don't want to spoil anything, but you'll find them during the course of your adventures.

- A completely new quest by Shadowborn. Without giving away too much, the quest is designed for mid-level characters. 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 be 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 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! 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.

?OMOBS fixes and tweaks by BFG99.

*Optional no_daedric item plug-in. Removes daedric items from the leveled lists as requested by some users. The original hand placed items remain unaltered, as do selected enemies that carry them.

Changes related to the BSA conversion include:

?BSA compressed and optimized.

?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. Plus a cleanup of many armour models.

Thanks!

Team Alpha

dev_akm - Project Leader

Corepc - Help with everything

Showler and Shikishima - Improved scripts, bug fixes, beta testing, forum support.

Shadowborn - Improved scripts, bug fixes, new quest, LoD fix, beta testing and a whole lot more.

daemondarque - Beta tester, armour mesh improvements, forum support.

Sen-Chan – Massive assistance and support with armor meshes

Arkngt - Extensive beta testing, enormous support with the forum threads.

....and many others that have been involved over the years.

And of course a huge thanks to Sotobrastos (Oscuro) for his wonderful creation

OOO now has http://www.darkcreations.org/oscuros-oblivion-overhaul/wiki/Main_Page! Thanks to Xae at Dark Creations for the hosting. It has all the relevant details, so I’ll skip the installation instructions to save space.

NOTES:
Level Rates Modified - Skill level rates are c. 3x slower in OOO than in the original game by default, but users might want to consider using http://www.nexusmods.com/oblivion/mods/41005/? instead.

Updating your save to 1.35:

It's advised to wait out your game respawn (default 3 game days) away from all creatures and npc's. One way is to use the console "coc testinghall" then return using "coc Weye"

TRANSLATIONS:

Oscuro's Oblivion Overhaul 1.35a – French version

DOWNLOAD: http://www.confrerie-des-traducteurs.fr/oblivion/mods/gameplay/oscuros_oblivion_overhaul

(UNOFFICIAL) ADD-ONS BY KOBAL:
Equipment Add-on for OOO

DOWNLOAD: http://www.nexusmods.com/oblivion/mods/46028/?

Creature Addons for Oscuros Oblivion Overhaul (OOO)

DOWNLOAD: http://www.nexusmods.com/oblivion/mods/45380/?

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Tools Used:

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Insanity's ReadMe Generator

Elderscrolls Construction Set

TES4Edit

TES4Gecko

TES4Files

Nifskope

Pyffi

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Licensing/Legal:

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You must make contact and obtain written permissions before re-packaging, re-hosting or re-use of any part of this mod.

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Dean
 
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