owcnd overhaul: the *weirdest* monster I ever saw!

Post » Wed May 09, 2012 4:49 am

hi all.

yes, OWCND + WAC, the weirdest creature that I ever saw.
[too too bad I did not get a screenshot]

I had just begun my new game and had gotten to leave the sewers. I stood there in the lovely late afternoon light, the world is incredibly pretty due to Qarls and other mods.

There. over there on the docks is that WAC tiger.

suddenly some weird looking "thing" comes running up to me with bad intent! i lasted only a moment before game over.

reload.....

[good thing I saved right *at* the coming out!]

here it comes again, now this time i had backed up against the wall of rocks to protect my back, and I saw what this Thing was.
---a Shark or slaughterfish with real Legs! like reptile legs about five feet long but with a shark's body.

a +2 sword and fireball flashes took it down.

I then saw its Name!

"FAILED EXPERIMENT"!


there.
that must be the strangest named and visual creature I ever saw. Probably from OWCND. Eddy has a sense of humor. good, i like that. but of course just like all of the other strange items found in the chests, there might be Deeper intents, like maybe there is a cult in some dungeon that is trying to conquer Tamriel by breeding and releasing monsters! make "logical" sense with what I have read about the "over the top" monsters in OWCND!

I can see that in my game i will have to play with Sneak-skills and Sneak, itself, watch my back and carefully tiptoe about the world.

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Nicole Kraus
 
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Post » Wed May 09, 2012 5:09 am

Actually, it's a shark with four skeleton legs. So it is some kind of aqua undead hybrid. I loved OWCND and the amount of new creatures, you'll see more things. But there was one enemy I had to patch out for myself because it was so annoying. You'll know when you see it, or rather when you don't see it and ask yourself 'where did that come from?' OWCND was also hardcoe giving some enemies oceans of health, so I used Duke Patrick's Combat Melee No Recoil and Combat Archery. At least that way I had a chance to take down anything too healthy by staying on the offense after opening up with a sneak shot.

You make me want to install it again and return to that deadly Cyrodiil, but I don't think OWCND is compatible with Integration Integrated.
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Sheila Reyes
 
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Post » Wed May 09, 2012 8:13 am

Actually, it's a shark with four skeleton legs. So it is some kind of aqua undead hybrid. I loved OWCND and the amount of new creatures, you'll see more things. But there was one enemy I had to patch out for myself because it was so annoying. You'll know when you see it, or rather when you don't see it and ask yourself 'where did that come from?' OWCND was also hardcoe giving some enemies oceans of health, so I used Duke Patrick's Combat Melee No Recoil and Combat Archery. At least that way I had a chance to take down anything too healthy by staying on the offense after opening up with a sneak shot.

You make me want to install it again and return to that deadly Cyrodiil, but I don't think OWCND is compatible with Integration Integrated.

hi.

actually i think that it is! the "integrated" is even more "in a cul-de-sac" than the original. thus the race balancing project does not affect any mods and Oblivion except Integration. but they say even the regular integration is compatible.

i *hope* the dynamic last mod will tame it down! i just really wanted owc and wac too, for the content and interesting stuff they put into the game.
I am not a Lore purist! i would have even tried that "modern apartment" mod except that it conflicts with better cites.

I just read that OWC-ND is compatible with the Race Balancing Project. Load it before OWC-ND.
----but this was just a quote quoting that. i did not see the first article.




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Shelby Huffman
 
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Post » Wed May 09, 2012 6:04 am

That shark is originally from a mod called http://www.tesnexus.com/downloads/file.php?id=22925. It's actually a lot of fun to play around with this mod on a rainy afternoon.

The skele-crab and slaughter-maids* are also really horrifying/funny.

*May not be their real names.
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Shiarra Curtis
 
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Post » Wed May 09, 2012 3:46 am

hi all.

the Patch is out!! *a* patch.
[OWCND english, patch]

http://www.tesnexus.com/downloads/file.php?id=36260



This is only a update. You need the Fullversion from http://www.tesnexus.com/downloads/file.php?id=34673, to use this ESP.
Changelog 10.01.2012
  • Removed all "Vanilla" Entrys in the Section "Books" - cause the contains only spelling correction for the German version of TES IV.
  • Reset the Containers for the Dark Brotherhood Quest back to Vanilla, cause the Harvest Containerscript does not allways work properly and may so break the Questline.
  • Removed the 3 Serial Killers from the Cells they are placed in, cause many people dont like them.... (Lore breaking)
  • Set the Stats of the "Legionnaire of Death" to Auto Calc - So its easier for Chars < Lvl 15 to figth against them.
  • Disabled Freddy Krueger and removed the special Bed from the Cell - The Wawnet Inn. Same reason, as for the Serial Killers => Lore breaking.
  • Moved the Demon Hunter Vivien from the Beginner Dungeon Fanacasecul to the Crumbling Mine.
  • Set the Spawnchance of OWCCreatureALLRest100, OWCCreatureGoblinallBOSS100 to: 80, so that they do not appear as often in the Exteriors as previously.
  • Change the Spell Setting of OWCSkorpionvergiftung from "Target" to >Touch< and from Lesser Power to Spell.
  • Removed the special Potions from the Inventory of the Bloodcloud and Werewolfes. Add this Special Potion as DeathItem, so they cant use them self....
  • Fixed some flying / displaced Statics
  • Fixed the broken Script assignment (in the EV from Phinix the script was apparently deleted.) for the Pile of Gold.
  • Removed the German "String Gamesettings".
  • Expanded the Interior of Fort Virtue.
  • Added a switch for the Hidden Wallgate in Rielle.
  • Fixed the Secret Wall in Kemen02
  • Altered the Clothingscripts Message to a Soundevent.
  • Set the Attackspell from the Rattlesnakes from Lesser Power to Spell.
  • Two of the "Vial of Unknown Content" Potions with On Self Effect have now a Healing Effect.


good thing I was just out of the starting sewer entrance. be *best* to begin again!
for one; those new potion effect, to heal: the old version would still be in my save game if any of them are in the starting sewer dungeon, for instance. probably is safe to patch ingame but because i am so close to the beginning....

I can *count* on this: when I begin a new game, a *critical* update to my central mod comes out and there is a great hesitation to patch the mod ingame!! this has been happening now for months, for years.

so there you all are, for the maybe ten people who still play this Overhaul!

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jessica Villacis
 
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Post » Tue May 08, 2012 11:33 pm

Why best to begin again? Just update and go.

R3NNW is this update based of http://www.tesnexus.com/downloads/file.php?id=39202?
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Isabella X
 
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Post » Tue May 08, 2012 5:38 pm

Yes

I had thought all play TES 5..... So its safe to bring a update and the users will use it later in the year.....
But i must update the update today afternoon, cause i have altered the Scripts of the exploding Chest and it does not work always as I would like to....
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Dawn Porter
 
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Post » Wed May 09, 2012 7:27 am

Why best to begin again? Just update and go.

R3NNW is this update based of http://www.tesnexus.com/downloads/file.php?id=39202?

normally I would, but here I was right at the sewer exit. a good time to review my mods to see if a few can be removed and or added.

no doubt there will be more owcnd mods or update added down the road, tis good to know that i can add ingame.

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Samantha Wood
 
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Post » Tue May 08, 2012 8:47 pm

Yes

I had thought all play TES 5..... So its safe to bring a update and the users will use it later in the year.....
But i must update the update today afternoon, cause i have altered the Scripts of the exploding Chest and it does not work always as I would like to....
So it is an upate to Phinix's version? That is what I mean to ask.

Then also what is the .css file in the inc folder?
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Amber Ably
 
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Post » Tue May 08, 2012 5:01 pm

A Cascading Style Sheet Document for the HTML Readme :)
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Sarah Kim
 
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Post » Wed May 09, 2012 8:20 am

how did you manage to get owc-nd silver and wac working together...
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Angus Poole
 
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Post » Tue May 08, 2012 10:41 pm

how did you manage to get owc-nd silver and wac working together...
There are patches for WAC to allow it to work with many major overhauls.

The link used to be http://shy.jsphr.net/upload/upload.php?search_keyword=ItemLootFix&word_match=free_word_match&act=search&view=, but for some reason it is not opening for me.
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~Amy~
 
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Post » Tue May 08, 2012 10:02 pm

The link used to be http://shy.jsphr.net/upload/upload.php?search_keyword=ItemLootFix&word_match=free_word_match&act=search&view=, but for some reason it is not opening for me.
Shy was shutdown this January, lots of japanese mods were lost if they weren't archived elsewhere.
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CORY
 
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Post » Wed May 09, 2012 5:10 am

Well I see - with a little investigation I found on the Waalx forum's there is a link to a temporary upload. On the thread about getting WAc to work with other overhauls.

http://www.4shared.com/dir/0VDeBYWK/_online.html

Hope anohosikara doesn't mind my linking here.
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Sweets Sweets
 
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Post » Tue May 08, 2012 8:08 pm

Shy was shutdown this January, lots of japanese mods were lost if they weren't archived elsewhere.
Whoa! Is that a permanent shutdown?!
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Ray
 
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Post » Wed May 09, 2012 2:26 am

how did you manage to get owc-nd silver and wac working together...
Hi, kahel. Please have a look at http://www.gamesas.com/topic/1232576-complete-modded-oblivion-installation-guide/page__view__findpost__p__20090724.
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Laura Elizabeth
 
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Post » Wed May 09, 2012 2:57 am

sigh......you all.

I, before I began to play again, i chose to do a little test.
I took my owncnd + wac save and went back outdoors to be near the sewer. fps was about 12 to 20.
mostly the fps was near 16.

I then coc to weye and at the gate my fps was all of 11. i walked through molasses, no stuttering but oh so slow at about 13 fps. off in the distance i saw a building that i wanted to pass behind to get to the hill over the water, out of weye. only 12 fps behind this building and i saw graphic glitches on the building. my game then CRASHED! end of test.

removed owcnd.

use only wac.

begin new game. now even in the underground caves, even though my 40 fps is the same, there is a feeling of a more fluid movement. strange that. same fps but a definite better movement.

soon outdoors.
now my fps is from 16 to 30 !! settles around 25 to 28 whereas with owcnd it would have been settling around 14 to 18.

coc to weye.
15 at the gate an oh my! even though the fps was still somewhat low, around 13 to 18, there is now a *much* more fluid feeling to my movement! there is, in fact, no slowdown at all. the building has lost its graphics glitch. 20 to 25 fps near the water further out beyond weye.


well even though i have a ati HD5570 video card, i have one of those low end desktop boards\processor, an emachine pentium intel dual core.
[i have considered upgrading my video card to a HIS HD 6770, for skyrim, but the posters warm me about that cpu bottleneck.
a new 6770 card might not help me!

or...*would* it help me to get that HIS card, only about $120 at neewegg, for oblivion and skyrim?!.]

so probably owncnd is out of my league, especially with qarls redimized and better cities and UL mods too. i will enjoy the prettyness of Oblivion, with only wac, i guess.

maybe someday when i win the lottery and have a good cpu with THREE videocards and a 30" monitor, i can play this mod!

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zoe
 
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Post » Wed May 09, 2012 7:55 am

If I were you I'd drop qarls texture pack and if you use RAEVWD drop the two most intensive sub-packages on it.

I don't use entire texture packs anymore - I will replace flora and some textures outdoors and some architecture. The thing with Oblivion is that the outdoors modded can start to strain a system pretty quickly. So outdoors I leave most of the ground and rock textures alone - Or use Vibrant which is lower in memory usage.

But it may not be video memory - could be corrupt spawn point or AI overload. I'd investigate those two things first.

Also Weye can be a very crashy areas - especially if modded. I like village mods, but Weye can get bogged down really quickly if you also have other mods that affect the surrounding cells.

The OWC ND+WAC game I had was pretty rock solid.

Also Skyrim I was able to play with heavy texture replacers using a HD 4870 1 gig vram card. Recently I was gifted some parts so I will have a better card to put in soon - it is just that Skyrim, like fallout 3, can natively handle more than Oblivion can.
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Doniesha World
 
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Post » Wed May 09, 2012 7:49 am

'Psymon'
Also Weye can be a very crashy areas - especially if modded. I like village mods, but Weye can get bogged down really quickly if you also have other mods that affect the surrounding cells.


Amen! yes, I decided to load up the ownc again, with another "test". in that weye area I had the "aka-weye" mod [sp], a house mod, and Vija addition to that house, mod. I removed them.

now the coc to weye gives to me 22 fps at the gate!! a far far cry from the 11 fps I had before. then 22 to 27 out in the town.
no strange graphic glitch on the opposite building.

I keep coming back to OWNCD as I am so impressed with the added content, lore breaking or not.
I will now give it another Go.

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Honey Suckle
 
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