OMOBS for DLCs?

Post » Sat May 28, 2011 6:41 am

So I have been using http://www.tesnexus.com/downloads/file.php?id=28537 standalone version of OMOBs, and I've been thinking about how it doesn't seem to affect the DLC's. I have all 9 of them, and I was wondering if there's a way for them to get OMOBs stats. I was thinking about using the MOBS versions, but since I don't have Fran's, I don't know if they would be compatible...So if anyone knows what I should do, your help would be greatly appreciated! :)
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 5:42 pm

OMOBS is used for OOO and FCOM. Outside of the FCOM or OOO patches for mods, you have to get the MOBS versions mods. Get the MOBS versions of the UOMPs for the first five DLCs from the http://www.tesnexus.com/downloads/file.php?id=17621. (They replace the UOMPs with MOBS-ified versions.) Download the MOBS versions for the later DLCs from the http://www.tesnexus.com/downloads/file.php?id=19203.

Edit: See the http://www.uesp.net/wiki/Tes4Mod:FCOM#MOBS.2FOMOBS_Weapons for a list of some MOBS or FCOM/OOO-supported mods.
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Bellismydesi
 
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Post » Sat May 28, 2011 6:01 pm

I can make OMOBS Knights Patch that is already done just need to rip it out of one FCOM Knights Patch..

I will post it mobs thread..here in minute..

Else I would have to omob the other dlc vile lair, thieves den, battlehorn,et which only have a few weapons compared to knight..

Corepc
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Stay-C
 
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Post » Sat May 28, 2011 11:15 am

Ok, I guess I'll just stick with the MOBS patches for right now, and then when you release the OMOBS version, Corepc, I'll use that. Thanks for the fast replies!
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Jason King
 
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Post » Sat May 28, 2011 9:25 am

OMOBS is used for OOO and FCOM. Outside of the FCOM or OOO patches for mods, you have to get the MOBS versions mods. Get the MOBS versions of the UOMPs for the first five DLCs from the http://www.tesnexus.com/downloads/file.php?id=17621. (They replace the UOMPs with MOBS-ified versions.) Download the MOBS versions for the later DLCs from the http://www.tesnexus.com/downloads/file.php?id=19203.


Maybe I'm reading it wrong, but it looks like both links you gave point to patches for the same DLCs. The former replaces UOP esps with its own, while the latter gives esps that you load after the original UOP esps. The first also has a patch for Knights, which the other does not. That being said, which download should be used?

EDIT: I just assumed use the one from Fran's patches since that includes the Knights patch the other is lacking.
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T. tacks Rims
 
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Post » Sat May 28, 2011 4:08 pm

You should use the Frans patches because it saves you four or five plugin slots, being merged versions. I thought that the latter contained the patch for battlehorn castle and Frans did not, but know that I think about it...I only use Battlehorn Castle, Knights and Spell Tomes. The first two need MOBS patches, and I have only installed Frans patches. I guess Frans patches do contain all of the MOBS-ified UOMPs. I will make that edit on my site.


Well, that was a nice catch. Thanks!
- Tomlong75210
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Roberta Obrien
 
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Post » Sat May 28, 2011 10:04 am

Wait, I have a question...If OOO doesn't affect SI or the DLC's, then why are MOBS/OMOBS patches necessary for SI/DLC's? I understand why they are necessary if using Fran's or FCOM, but for someone like me who just uses OOO, I don't really see the purpose.
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Elizabeth Davis
 
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Post » Sat May 28, 2011 11:30 am

The purpose is to keep FCOM balance. Likewise, it is recommended that you install (O)MOBS versions of other weapon and armor-adding mods too. However, the MOBS SI patch is also recommended because many FCOM users use MMM or Fran's SI options, and, of course, they use MOBS balance as well. FCOM users are encouraged not to use overpowered weapons added by many mods, which will trivialize certain parts of the FCOM experience. Once you are level 30 or so, and have to start battling (not the lesser version) Balrogs, people feel less strongly on that point...you practically need a powerful weapon added by some outside (of FCOM) mod.

If you want the full FCOM experience, install them. That's it.


Whoops, just noticed use said FCOM. Welll, FCOM and OOO use the same balance system, and there is no reason why you should go to SI and break the balance there. Also, there is a shivering OOO mod. (Search for it on TESNexus.)
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SHAWNNA-KAY
 
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Post » Sat May 28, 2011 3:47 pm

The purpose is to keep FCOM balance. Likewise, it is recommended that you install (O)MOBS versions of other weapon and armor-adding mods too. However, the MOBS SI patch is also recommended because many FCOM users use MMM or Fran's SI options, and, of course, they use MOBS balance as well. FCOM users are encouraged not to use overpowered weapons added by many mods, which will trivialize certain parts of the FCOM experience. Once you are level 30 or so, and have to start battling (not the lesser version) Balrogs, people feel less strongly on that point...you practically need a powerful weapon added by some outside (of FCOM) mod.

If you want the full FCOM experience, install them. That's it.


Whoops, just noticed use said FCOM. Welll, FCOM and OOO use the same balance system, and there is no reason why you should go to SI and break the balance there. Also, there is a shivering OOO mod. (Search for it on TESNexus.)


I see, well that's another reason for me to use FCOM, I guess. I've heard about Shivering OOO, but I never really tried it, so I guess that's a good idea. And if Corepc makes the patch that was mentioned in post #3, I think that would add OOO stats to Knights.
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Kayleigh Williams
 
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Post » Sat May 28, 2011 9:53 am

If you use FCOM, you do not need an OMOBS patch for Knights. Remember, Corepc ripped the OMOBS out of the FCOM_Knights plugin for you.
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Brandon Bernardi
 
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Post » Sat May 28, 2011 5:45 am

And the stats that are in FCOM Knights Patch are MOBS settings not OMOBS..So I have to remodify them for OMOBS instead.
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Emma Pennington
 
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Post » Sat May 28, 2011 1:14 pm

What?!...Corepc...I've been deceived...:(
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kasia
 
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Post » Sat May 28, 2011 2:23 am

So does this mean that FCOM uses a combination of MOBS and OMOBS?
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Robert Garcia
 
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Post » Sat May 28, 2011 9:25 am

It is supposed to use OMOBS...Corepc...so yes, it does use a mixture of the two. However, most of the mods you add to it when you are trying to keep the balance will be MOBS versions. There are not many OMOBS mobs. However, if they say OOO or FCOM or have support for either or, then they should be balanced with OMOBS. If you cannot find one of those options for the new item mods you want to add, get the MOBS version. That is way better than an unbalanced new weapon or armor set. Keep in mind, if the name does not already tell you enough, OMOBS is based off of MOBS. That is why you should at least try for the latter when adding new armor and weapons.
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~Sylvia~
 
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