How do you use the OOO mod?

Post » Tue Jan 01, 2013 1:01 pm

I just installed the OOO mod and would like to find out how different players use it.
What are your favorite features?
What don't you like about it?
Are there some features you chose not to have?

I've been wandering all over Cyrodil, looking around, and come across some amazing things, like wolves and bandits that run away when you fight back. I had to run away from Kvatch because of all the creatures by the Oblivion gate. I wasn't strong enough or properly prepared to face them. It looks a bit more challenging than the unmodified version. I like the way you can get useful things from the chests in the Mage's Guild, too.

PS I did search for a discussion of this subject before starting this thread, but couldn't find one, at least not a recent one.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Tue Jan 01, 2013 3:59 am

You could probably ask to move this to the Oblivion Mods section, where this might be more appropriate, and get more answers.

Anyway, my favorite thing about it is how it adds lots of new content that's well integrated into the world. A lot of mods, including many that found their way into OOO, just add stuff for the sake of adding it. There's no thought to blending it in with the rest of the game. For example, there are mods that add new sets of armor, and then place them in a chest in the market district, instead of scattering them throughout the game world or adding them to levelled lists or creating quests to obtain them. For the most part all the new content in OOO feels like it belongs.

There are plenty of things about it that I don't care for, too: inebriation and spectral warriors are tops on the list.

The biggest problem I have with OOO though is that it takes away a lot of the sandbox nature of Oblivion. In the vanilla game you can go anywhere, do anything, whenever you want, however it suits your character. In OOO, you are really forced to grind away at increasing your skills before you can venture out to the edges of the map or dive into most dungeons, or run most questlines. It's a much more static world, but that's what a lot of people like about it too.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Tue Jan 01, 2013 3:04 am

I think the thing I like most about OOO is that it is a great lore mod, one that attempts to tie Oblivion to Morrowind. If one wanted to make Oblivion feel as much as possible like Morrowind one couldn't do better than install OOO, I think.

This year I have been playing an almost-un-modded game. I have played for years, consistently, with OOO before that. And I find mayself really missing several of its features. Containers whose lids open when you loot them (a feature Skyrim borrowed), torches that can be dropped on the ground, inebriation, lock bashing, geomancy, female guards and many others. The mod adds many books and notes to the game tying Oblivion to Morrowind. It adds a large amount of lore that I wish Bethesda had thought to add. It also adds some interesting quests.

One of the things I most appreciate about this mod is that, unlike nearly every other mod that adds new enemies to the game, OOO doesn't just plop them into the game world willy-nilly. There are stories connected to all of them, and lore-specific reasons why they are there. A lot of thought went into their creation and placement and a lot of effort went into tying many of them to Morrowind, which is great for old Morrowind players.

I also like that scaling and leveling have been made much more sophisticated. This is another feature that Skyrim borrowed. Enemies have ranges (usually within about 10 levels) within which they scale as they do in the vanilla game, but then they stop. Some dungeons are higher levels than others, as are some regions.

There are two features of the mod I don't use: the level rate slower and Living Economy. Nowadays I use Enhanced Economy, when I use an economy mod. And I use Progress to control my character's level skill level gains with more precision than Oscuro's level rate slower can allow for.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Tue Jan 01, 2013 3:18 pm

You could probably ask to move this to the Oblivion Mods section, where this might be more appropriate, and get more answers.

That's where I started looking for the topic in the first place.
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm


Return to IV - Oblivion