Readme:
DB's Oblivion Overhaul (DBOO) v1.00 by DerekBaker
Makes quests static.
This release covers vanilla Oblivion. Future plans are for all DLC to be covered and an increase in compatibility with other mods.
DESCRIPTION
Oblivion's levelling system annoyed me, as many other people. I wanted a completely static - fixed level, non respawning - experience. I could not find a mod to do what I wanted. I wanted some places to be easy, others very hard. I wanted to, sometimes, get my backside handed to me, sometimes cut through hordes of weak enemies. I wanted to chose the level of challenge, not have it chosen for me. So I produced this mod.
The mod covers quests only, with one exception. I used http://www.uesp.net/wiki/Oblivion:Quests as a guide to what was a quest, this includes a number that do not appear in the player's journal. All interiors are done, and in a few place exteriors as well. Quest-specific Daedric planes are covered.
Now you can fall back from a quest, level up and return, knowing that the enemy will not have improved. As there is no respawning, you can now partly clear a location and return whenever you want without the enemies being magically resurrected.
Although my original focus was on enemy actors, the mod now also covers those the player fights alongside of, containers, locks, traps and rewards. Actors' spells have not be made static. In addition, all guards have been made static. Dead, pets and nuisance beasts (mud crabs, rats and slaughterfish) are not done.
Where a natural ladder exists, as with the main, guild and arena quests, the difficulty increase with each successive quest. Where no such progressive occurs, Daedric and most miscellaneous quests, I used various factors to decide on the level, including distance from civilization, reward, the 'natural' difficulty level. As a general guide, the Main, Arena, and Daedric quests are spread from medium-low to high, the Guilds from low to high, miscellaneous from lowest to medium-high. Full details of the level for each quest can be found in '[SPOILERS]DBOO - Quest Baselines.txt'.
INSTALLATION
The package is structured for manual, Wrye Bash and OBMM installation.
For manual and Wrye Bash installation:
00 Core contains DBOO.esp
Docs which contains DBOO ReadMe.txt and [SPOILERS]DBOO Quest Baselines.txt
02 Compat contains DBOO - Enhanced Water.esp
DBOO - Frans.esp
DBOO - Frans Guards.esp
DBOO - Harvest[Containers].esp
DBOO - MOBS.esp
DBOO - OOO.esp
DBOO - Open Cities Outer Districts.esp
DBOO - OpenCitiesFull + Outer Districts.esp
DBOO - OpenCitiesFull.esp
DBOO - TNR ALL RACES FINAL.esp
DBOO - UL DarkForest.esp
(omod conversion data not used)
Install DBOO.esp
Install DBOO - Enhanced Water.esp if using Enhanced Water v2.0 HD.esp
Install DBOO - Frans.esp if using Francesco's Leveled Creatures-Items Mod.esm
Install DBOO - Frans Guards.esp if using Francesco's Optional Leveled Guards.esp
Install DBOO - Harvest[Containers].esp if using Harvest[Containers].esp
Install DBOO - MOBS.esp if using MOBS.esp OR Francesco's Leveled Creatures-Items Mod.esm including MOBS
Install DBOO - OOO.esp if using Oscuro's_Oblivion_Overhaul.esp
Install DBOO - OpenCitiesFull + Outer Districts.esp if using OpenCitiesFull.esp AND Open Cities Outer Districts.esp
Install DBOO - Open Cities Outer Districts.esp if using Open Cities Outer Districts.esp AND NOT using OpenCitiesFull.esp
Install DBOO - OpenCitiesFull.esp if using OpenCitiesFull.esp AND NOT using Open Cities Outer Districts.esp
Install DBOO - TNR ALL RACES FINAL.esp if using TNR ALL RACES FINAL.esp
Install DBOO - UL DarkForest.esp if using xuldarkforest.esp
If installing manually, put the required esp's in your Oblivion\Data folder.
Default Path - XP: C:\Program Files\Bethesda Softworks\Oblivion\Data
Vista: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data
For OBMM install:
Create an OMOD from the DBOO 7z archive. The OMOD conversion data includes a script that will run when you choose to install the OMOD. You will be asked whether to do a default install. If you answer yes, all components that have their requirements met will be installed - for example, if Harvest[Containers].esp exists in the data folder (regardless of whether it is activated or not) DBOO - Harvest[Containers].esp will be installed. If you answer no, you will be presented with a dialog when you can choose what components to install. Those marked WONT INSTALL do not have their requirements met, and will not be installed if selected. Regardless of which installation method is chosen, if Francesco's Leveled Creatures-Items Mod.esm is detected (and MOBS.esp not), a messagebox will appear asking if you use the version of Frans with MOBS incorporated into it - the script is unable to detect which version is installed itself.
LOAD ORDER
I recommend http://www.tesnexus.com/downloads/file.php?id=20516 for setting the load order. The latest masterlist 2010-06-06, covers all files.
For those setting the load order by hand:
DBOO.esp Load after Oscuro's_Oblivion_Overhaul.esp, if using it
DBOO - Enhanced Water.esp Must load after DBOO.esp and Enhanced Water v2.0 HD.esp
DBOO - Frans.esp Must load after DBOO.esp
DBOO - Frans Guards.esp Must load after DBOO.esp and Francesco's Optional Leveled Guards.esp
DBOO - Harvest[Containers].esp Must load after DBOO.esp and Harvest[Containers].esp
DBOO - MOBS.esp Must load after DBOO.esp and MOBS.esp, if using it
DBOO - OOO.esp Must load after DBOO.esp and Oscuro's_Oblivion_Overhaul.esp
DBOO - OpenCitiesFull.esp Must load after DBOO.esp and OpenCitiesFull.esp
DBOO - OpenCitiesFull + Outer Districts.esp Must load after DBOO.esp, OpenCitiesFull.esp and DBOO - Open Cities Outer Districts.esp
DBOO - Open Cities Outer Districts.esp Must load after DBOO.esp and Open Cities Outer Districts.esp
DBOO - TNR ALL RACES FINAL.esp Must load after DBOO.esp and TNR ALL RACES FINAL.esp
DBOO - UL DarkForest.esp Must load after DBOO.esp and xuldarkforest.esp
If you use a Bashed Patch, rebuild it. Tags are pre-applied.
Maximum benefit from DBOO with an existing character can be achieved by using Wrye Bash's Update NPC Levels feature on the save(s) you will use the mod with.
DEACTIVATION/UNINSTALLATION
No special measures known to be required.
KNOWN ISSUES
None known. But in a mod this big...
Mod was cleaned with Tes4Edit so no need to do so again.
COMPATIBILITY
My aim is for DBOO to be compatible with as much as possible. Currently, it is compatible with my current load order. Already have plans to expand it. Will take requests for further compatibility patches.
No examination on FCOM compatibility, nor it's components, except for OOO and Frans.
THANKS TO
All those on the official forums who helped with issues I had during development. The creators of WryeBash and Tes4Edit. The creator and masterlist updaters of BOSS.
LEGAL CRAP
No warranty. Ask me before you do anything with it.
Makes quests static.
This release covers vanilla Oblivion. Future plans are for all DLC to be covered and an increase in compatibility with other mods.
DESCRIPTION
Oblivion's levelling system annoyed me, as many other people. I wanted a completely static - fixed level, non respawning - experience. I could not find a mod to do what I wanted. I wanted some places to be easy, others very hard. I wanted to, sometimes, get my backside handed to me, sometimes cut through hordes of weak enemies. I wanted to chose the level of challenge, not have it chosen for me. So I produced this mod.
The mod covers quests only, with one exception. I used http://www.uesp.net/wiki/Oblivion:Quests as a guide to what was a quest, this includes a number that do not appear in the player's journal. All interiors are done, and in a few place exteriors as well. Quest-specific Daedric planes are covered.
Now you can fall back from a quest, level up and return, knowing that the enemy will not have improved. As there is no respawning, you can now partly clear a location and return whenever you want without the enemies being magically resurrected.
Although my original focus was on enemy actors, the mod now also covers those the player fights alongside of, containers, locks, traps and rewards. Actors' spells have not be made static. In addition, all guards have been made static. Dead, pets and nuisance beasts (mud crabs, rats and slaughterfish) are not done.
Where a natural ladder exists, as with the main, guild and arena quests, the difficulty increase with each successive quest. Where no such progressive occurs, Daedric and most miscellaneous quests, I used various factors to decide on the level, including distance from civilization, reward, the 'natural' difficulty level. As a general guide, the Main, Arena, and Daedric quests are spread from medium-low to high, the Guilds from low to high, miscellaneous from lowest to medium-high. Full details of the level for each quest can be found in '[SPOILERS]DBOO - Quest Baselines.txt'.
INSTALLATION
The package is structured for manual, Wrye Bash and OBMM installation.
For manual and Wrye Bash installation:
00 Core contains DBOO.esp
Docs which contains DBOO ReadMe.txt and [SPOILERS]DBOO Quest Baselines.txt
02 Compat contains DBOO - Enhanced Water.esp
DBOO - Frans.esp
DBOO - Frans Guards.esp
DBOO - Harvest[Containers].esp
DBOO - MOBS.esp
DBOO - OOO.esp
DBOO - Open Cities Outer Districts.esp
DBOO - OpenCitiesFull + Outer Districts.esp
DBOO - OpenCitiesFull.esp
DBOO - TNR ALL RACES FINAL.esp
DBOO - UL DarkForest.esp
(omod conversion data not used)
Install DBOO.esp
Install DBOO - Enhanced Water.esp if using Enhanced Water v2.0 HD.esp
Install DBOO - Frans.esp if using Francesco's Leveled Creatures-Items Mod.esm
Install DBOO - Frans Guards.esp if using Francesco's Optional Leveled Guards.esp
Install DBOO - Harvest[Containers].esp if using Harvest[Containers].esp
Install DBOO - MOBS.esp if using MOBS.esp OR Francesco's Leveled Creatures-Items Mod.esm including MOBS
Install DBOO - OOO.esp if using Oscuro's_Oblivion_Overhaul.esp
Install DBOO - OpenCitiesFull + Outer Districts.esp if using OpenCitiesFull.esp AND Open Cities Outer Districts.esp
Install DBOO - Open Cities Outer Districts.esp if using Open Cities Outer Districts.esp AND NOT using OpenCitiesFull.esp
Install DBOO - OpenCitiesFull.esp if using OpenCitiesFull.esp AND NOT using Open Cities Outer Districts.esp
Install DBOO - TNR ALL RACES FINAL.esp if using TNR ALL RACES FINAL.esp
Install DBOO - UL DarkForest.esp if using xuldarkforest.esp
If installing manually, put the required esp's in your Oblivion\Data folder.
Default Path - XP: C:\Program Files\Bethesda Softworks\Oblivion\Data
Vista: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data
For OBMM install:
Create an OMOD from the DBOO 7z archive. The OMOD conversion data includes a script that will run when you choose to install the OMOD. You will be asked whether to do a default install. If you answer yes, all components that have their requirements met will be installed - for example, if Harvest[Containers].esp exists in the data folder (regardless of whether it is activated or not) DBOO - Harvest[Containers].esp will be installed. If you answer no, you will be presented with a dialog when you can choose what components to install. Those marked WONT INSTALL do not have their requirements met, and will not be installed if selected. Regardless of which installation method is chosen, if Francesco's Leveled Creatures-Items Mod.esm is detected (and MOBS.esp not), a messagebox will appear asking if you use the version of Frans with MOBS incorporated into it - the script is unable to detect which version is installed itself.
LOAD ORDER
I recommend http://www.tesnexus.com/downloads/file.php?id=20516 for setting the load order. The latest masterlist 2010-06-06, covers all files.
For those setting the load order by hand:
DBOO.esp Load after Oscuro's_Oblivion_Overhaul.esp, if using it
DBOO - Enhanced Water.esp Must load after DBOO.esp and Enhanced Water v2.0 HD.esp
DBOO - Frans.esp Must load after DBOO.esp
DBOO - Frans Guards.esp Must load after DBOO.esp and Francesco's Optional Leveled Guards.esp
DBOO - Harvest[Containers].esp Must load after DBOO.esp and Harvest[Containers].esp
DBOO - MOBS.esp Must load after DBOO.esp and MOBS.esp, if using it
DBOO - OOO.esp Must load after DBOO.esp and Oscuro's_Oblivion_Overhaul.esp
DBOO - OpenCitiesFull.esp Must load after DBOO.esp and OpenCitiesFull.esp
DBOO - OpenCitiesFull + Outer Districts.esp Must load after DBOO.esp, OpenCitiesFull.esp and DBOO - Open Cities Outer Districts.esp
DBOO - Open Cities Outer Districts.esp Must load after DBOO.esp and Open Cities Outer Districts.esp
DBOO - TNR ALL RACES FINAL.esp Must load after DBOO.esp and TNR ALL RACES FINAL.esp
DBOO - UL DarkForest.esp Must load after DBOO.esp and xuldarkforest.esp
If you use a Bashed Patch, rebuild it. Tags are pre-applied.
Maximum benefit from DBOO with an existing character can be achieved by using Wrye Bash's Update NPC Levels feature on the save(s) you will use the mod with.
DEACTIVATION/UNINSTALLATION
No special measures known to be required.
KNOWN ISSUES
None known. But in a mod this big...
Mod was cleaned with Tes4Edit so no need to do so again.
COMPATIBILITY
My aim is for DBOO to be compatible with as much as possible. Currently, it is compatible with my current load order. Already have plans to expand it. Will take requests for further compatibility patches.
No examination on FCOM compatibility, nor it's components, except for OOO and Frans.
THANKS TO
All those on the official forums who helped with issues I had during development. The creators of WryeBash and Tes4Edit. The creator and masterlist updaters of BOSS.
LEGAL CRAP
No warranty. Ask me before you do anything with it.