OWCND expanded dungeons for Normal Oblivion and OOO

Post » Sat May 17, 2014 7:18 pm

hi,
I've found the following mod:

http://www.nexusmods.com/oblivion/mods/44949/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D44949%26preview%3D&pUp=1


I wonder one thing: will the new areas be filled with OOO monsters??
What about Fcom monsters??

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Leonie Connor
 
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Post » Sun May 18, 2014 4:57 am

It depends which levelled lists were used. If a particular spawn uses a list that OOO/FCOM alters, then yes.

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Nathan Risch
 
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Post » Sat May 17, 2014 11:22 pm

Thank you.

So, I've got to ask

1- what is the best "mix", according to you?

OWCND expanded dungeons + better dungeons

or

snus + better dungeons?

I've already got an idea but I would like to listen to your opinion :smile:

2- I will go far and ask: will you take a look at the levelled lists used? I mean, you are going deep and deep inside the dungeon (e.g vilverin). It would be strange for anyone to find low-level creatures xD

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RaeAnne
 
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Post » Sat May 17, 2014 8:39 pm

My Plugin use only standard LLs like LL2Tomb100 / LL1MythicEnemyLair /LL1Undeadxx etc. etc.

So what spawns depens on the presets in OOO / Frans / FCOM / TIE for this Leveled Lists. If the Dungeon is a Undead Dungeon and you find a Deer instead of a Zombie => Aks the Overhaul Autor why you find a sweet Deer instead of a ugly Zombie :rofl:

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Wayland Neace
 
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Post » Sun May 18, 2014 8:44 am

You know the saying about opinions, right? :P

If you can handle Snu's I'd go with that one. If you want something more lightweight, go with OWCND + Better Dungeons. OWCND alters mostly fort ruins and Ayleid ruins (adds new areas and whole new levels), so if you're proficient with TES4Edit, you could have your cake and eat it too - just remove all the cave cells from OWCND. :) You'll miss out on some neat stuff, but you'll get to use all three together.

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Victoria Bartel
 
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Post » Sat May 17, 2014 6:38 pm

Understood. Thanks for the clarification.

;) Thanks.

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brian adkins
 
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