(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Wed May 02, 2012 9:28 pm

:wink_smile: See post #100
You mean "2. Geomancy - fix icons and meshes"? You also need to allow us to turn off Geomancy with the global command. It doesn't work, and I still get the geo-spells.

I found some other issues:

Fort Flecia:

There is an old issue I noticed with 1.34B that still exists. If you exit the fort and re-enter, the goblins are alive. The first time (V1.34B) I killed most of the Raiders (including Faran) and went to the IC to sell the loot and then go back for more. The goblins killed the remaining Raiders for me.

Today (V1.35B), I had a major FPS problem (major frame skipping and generally slow gooey response to commands) in it during the fights. The only other time (with OOO) I have noticed a problem with such slow downs is when fighting 5+ Sylvan Rangers at once. However, this time it was so bad, I couldn't control things. So, I isolated Faran and one Raider and got them to chase me outside, where I could fight and defeat them. Upon re-entering, the goblins were there. So, I believe that Faran's death is the trigger that causes them to respawn. I was able to kill the remaining two Raiders, but it was still very jittery. After they were all dead, and just a few goblins were left, the game became smooth and playable again. I have never had the FPS problem with vanilla Oblivion stuff and have only had it a few times with other mods. My gaming rig is pretty beefy.

Fort Facian:

The Dread helmet is not there! I looked everywhere and even did a TCL to see if it had fallen below the textures. No problems with FPS in this fort.

Gargoyls:

I killed one and got some gem to change the weather. I tried to change it from sunny to snowing, and nothing happened.

Thanks.
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megan gleeson
 
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Post » Thu May 03, 2012 2:09 am

Fort Facian:

The Dread helmet is not there! I looked everywhere and even did a TCL to see if it had fallen below the textures. No problems with FPS in this fort.

Gargoyls:

I killed one and got some gem to change the weather. I tried to change it from sunny to snowing, and nothing happened.

Thanks.
Fort Facian: If I remember correctly, I changed it so the helmet doesn't appear until you've been to Narind and activated the green gem. This is because that's the point that it looks at your stats and decides if you prefer heavy or light armor, and enables the relevant variant (helm, armor, and sword).

Gargoyles: If you've got a weather mod like All Natural, it's probably overriding the weather change.

Eloise
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Tarka
 
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Post » Wed May 02, 2012 5:08 pm

Fort Facian: If I remember correctly, I changed it so the helmet doesn't appear until you've been to Narind and activated the green gem. This is because that's the point that it looks at your stats and decides if you prefer heavy or light armor, and enables the relevant variant (helm, armor, and sword).

Gargoyles: If you've got a weather mod like All Natural, it's probably overriding the weather change.

Eloise

OK, I will check it out. :smile:

I am using All Natural. If I enter the console command "fw 38eee" to make it sunny, it will change it, but within 20 seconds (or so) AN changes it back. So, I did expect to see a change.

Thanks.

-------------------------------
edit: Actually, I don't really like the OOO "quests". There is no direction or structure to them (and, yes, I have read the notices and found the various letters). You just stumble along and fall onto the places and characters involved. I actually thought I was supposed to find the Dread helmet before taking on the Sylvan Raiders. The part with Faran, his sis, their father, and the related forts is the most structured part of it, since you find notes on them that direct you to where to go next. But what to do with the Sylvan Alyeid ruins is a mystery. There are 6 Alyeid ruins, and you are given no real clue what to do with them.

Then there are the various Putrid Hand ruins. You get no real clue where they fit in the struggle for power.

When you do stumble into it and finally solve it, there is no reward for doing it. All of the new armor sets are weak compared to what you will already have when you finally get strong enough to take on the Raiders and Sylvans. The Sylvans are the hardest gang to take on in the game now. They are difficult to isolate, so you end up fighting a big group of them at once, and then there are the numerous conjured beasts they throw at you. Five rangers and 8 conjured beasts is a lot to tackle at once. By the time I can do it, the braided armor and weapons are weak. Then I got the Dread armor and found it really weak, like something that would have been fun to find when I was at level 12.

Then there's the Slavery "quest". There is no real direction of what to do. At one point, I got a message pop-up that indicated it was more widespread than the officials thought it was. So, I figured I should talk to some officials. Nope. So, you gotta chose what side to take, but there is no incentive or reward for any of it. And the slavers respawn in the camps, making it even more confusing.

Unless you have a need to kill naked women (I use HGEC) or collect jewelry, the Amazons are pretty useless.

I like OOO for the increased difficulty and added creature variety.

Thanks.
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Epul Kedah
 
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Post » Wed May 02, 2012 7:42 pm

Damn. I thought I'd done a pretty thorough check on the armours. :confused:
I'll take a look and fix as required.
Thanks.
Found another one - the Tarnished Imperial Legion Horseman Helmet. I happened to notice a guard wandering around the IC Waterfront with a bald head, so I console killed him and checked his armor (then resurrected him to be nice :) )

edit: Actually, I don't really like the OOO "quests". There is no direction or structure to them (and, yes, I have read the notices and found the various letters).
Let me field this one...

The quests are designed that way deliberately - you're supposed to stumble across them and piece them together by reading notes, letters, and books, along with the journal entries. Spoilers follow:

Spoiler
Shadows in a Struggle for Power involves several factions: the Putrid Hand, the sylvan rangers, the raiders (led by the Bear, Faran, and Seil), and Hannibal Traven (who isn't directly involved; he's just mentioned in passing). They're all looking for the Dread Armor*. Most of the Ayleid ruins are there just to have someplace for the rangers to be - the story is that they've been raiding into Cyrodiil and taking up residence in various ruins, and the Bosmer Rangers (the guys in golden bronze) are fighting them. If you're only interested in completing the quest, go to Narind. The Putrid Hand have a couple bosses, along with notes and books that fill you in on their involvement.

*You say the armor is weak... but have you gotten helmet yet? I believe it makes the armor a good deal more powerful. If not, it's still pretty cool to display...

Slavers and Smugglers is more an RP thing than anything; I guess if you're not into RP, it won't interest you. You can, however, get rewards for it - by doing quests for one side or the other, you gain the ability to buy/sell stuff from them.

The Amazons are only as "useless" as any other creature in the game - they're there to be killed and looted. :D They do have good weapons and armor (Blood Thorn stuff especially), and they have tons of loot, so I daresay they're more useful than bandits or goblins.
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Lovingly
 
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Post » Wed May 02, 2012 2:32 pm

Why script 'GrindS' is not compiled? Syntax Error. Unknown command 'OOOTiIngGoldDust'.
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Dalley hussain
 
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Post » Wed May 02, 2012 8:11 pm

For some reason, I have always found the Imperial Legion Helmet worn by those in the IC Market DIstrict to be broken. It shows up weird on the guards as they patrol. Had posted pictures a year ago, and I had also tried the Imperial Helmet Fix, but that did not cure it. This was with FCOM.
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Mark
 
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Post » Wed May 02, 2012 3:57 pm

For some reason, I have always found the Imperial Legion Helmet worn by those in the IC Market DIstrict to be broken. It shows up weird on the guards as they patrol. Had posted pictures a year ago, and I had also tried the Imperial Helmet Fix, but that did not cure it. This was with FCOM.

Okay, now's the time to take a look at it then. Plus the Legion Horseman Helmet.
I'll put these on my "to do" list. :cool:
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KiiSsez jdgaf Benzler
 
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Post » Thu May 03, 2012 6:03 am

The quests are designed that way deliberately - you're supposed to stumble across them and piece them together by reading notes, letters, and books, along with the journal entries. Spoilers follow:

Yea, sorry for the rant. Removing the Dread helmet sparked my confusion/frustration with the quests when it comes to having some clue what to do first, so you don't have to redo the same ruin again. With my current character I did Yeleri first and had to repeat it later. When I realized that an important event was dependent on something else being done first, I thought that the unstructured quest thing just doesn't work here. One thing you can do is lock the entrance until the right time.

If you already did Fort Facian before Narind, how would you know you have to do it again to get the helmet? Makes no sense. I figured the quests were just half baked and needed to be finished.

I am a programmer and avid gamer. So, I think very logically.

Other thoughts -

I had the FPS issue in Yeleri. I also noticed that it is near impossible to sneak up on them. I wondered if their expanded detection settings could be causing the slow down. It also happens when I am moving towards them, not so much away.

The Drakefired Cuirass is not in Memorial Cave. I think there is one more somewhere but haven't found it yet.

OOO house map markers work now. I haven't yet verified that Shadow wolves spawn inside walls and slaughter fish on land.
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Crystal Clear
 
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Post » Thu May 03, 2012 3:27 am

If you already did Fort Facian before Narind, how would you know you have to do it again to get the helmet? Makes no sense. I figured the quests were just half baked and needed to be finished.
That's the danger with using just about any quest mod. I cleared Black Rock Caverns awhile back (just cause I could), and I just found out that I have to go there again for a quest to retrieve something. Plus, multiple mods might use the same location at different times. It's just something you live with.

p
I had the FPS issue in Yeleri. I also noticed that it is near impossible to sneak up on them. I wondered if their expanded detection settings could be causing the slow down. It also happens when I am moving towards them, not so much away.
Are you using SDR? The newer versions add a lot of new settings related to detection.
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electro_fantics
 
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Post » Wed May 02, 2012 2:42 pm

That's the danger with using just about any quest mod. I cleared Black Rock Caverns awhile back (just cause I could), and I just found out that I have to go there again for a quest to retrieve something. Plus, multiple mods might use the same location at different times. It's just something you live with.

LOL! I guess we'll have to live with it, now that you screwed it up by removing the helm. Why would you intentionally add to that problem?
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Josh Dagreat
 
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Post » Wed May 02, 2012 10:46 pm

Me? I didn't do anything. I'm not part of Team OOO; I just pop by to answer questions. :) And, it wasn't removed - Shadowborn changed the quest so that the helm doesn't appear until after you get the Gem.
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Rudy Paint fingers
 
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Post » Wed May 02, 2012 5:27 pm

Argh, I don't know who the developers are versus the forum trolls. I am just trying to provide my experiences and opinions on OOO. I am the one that made the joke on TesNexus asking when we will see 1.34 B6. I am late to the party and now pleasantly surprised to see work continuing with 1.35 BETA.

Now that I know Walker is not a developer defending his code, his statement that this is normal is wrong. I have played just about every quest mod on TesNexus, and cannot remember one (worth playing) that adds an item to a vanilla location in this way. I understand your reason for doing this, with the finding of the gem in Narind, but still think it's wrong.

When I returned to Ft. Facian to get the helm, I encountered goblins and regular bandits. Finding such an item just sitting where it is, when you go up against Faran and the Raiders, makes sense. When you first do a location, you search all the chests and are going to see the helm. Later, unless you know where to look, it will be like finding a needle in a haystack. People familiar with 1.34 will (like me) think there is a bug and have to go online to find out what to do. New players will have no clue where to look after finding the gem and have to go online also. It kills the immersion.

Also, I think (opinion here) that the Sylvans are the hardest gang in the game to fight (with my 1st OOO character I challenged the ones outside the ruins at various times and found I had no chance until level 25 or so). The Raiders are maybe a tad tougher than marauders. So, it's natural that the player will gravitate to going up against the Raiders first.

Anyway, OOO is a great addition to Oblivion, and I applaud your efforts to fix and improve it. :banana:
Thank you!
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Daniel Brown
 
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Post » Wed May 02, 2012 3:12 pm

I agree with your views regarding the dread helmet, I thought exactly the same, but why do you call someone trying to be helpful in this thread just like you a forum troll?
Walker is a respected forum member and this comment might very well have disqualified you in the eyes of the developers.
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April
 
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Post » Wed May 02, 2012 7:22 pm

Agreed with above. A little more tact might have been nice. Walker has been a huge fan of my mod, and has not only been very helpful with suggestions and feedback, but fielded questions when I wasn't around. And I have never found Walker's posts to be anything but polite. "Troll" is a bit harsh.
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Dark Mogul
 
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Post » Wed May 02, 2012 7:50 pm

Well, OK. I haven't gotten the feeling my feedback is appreciated, but I am still trying to help. I am also tired of modders that blame the user/gamer for problems in their mod. I have only encountered one so far that is appreciative of constructive criticism. I guess the "it's free" and "I put a lot of hours into it for free" make many a bit arrogant about it. I never post criticism without thinking it through before hand and doing what I can to ensure it isn't a problem on my end. Before posting about the FPS problem, I rebooted, disabled a recent mod (Benirus Manor updated), and did several other locations to confirm that the problem was just in that one.

So, on with the show. I found another bug: The Glass Golem is invisible.
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Jack
 
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Post » Wed May 02, 2012 1:58 pm

I've always had trouble with animations for jewelry boxes. A lot of the time the lid will appear to be disconnected from the bottom, or disappear entirely, after the opening animation is finished.
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Marie Maillos
 
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Post » Wed May 02, 2012 10:59 pm

Isn't there an issue with the display case in Skingrad Fighter's Guild always open? This display case is on the top floor and has an ayleid claymore in it. It is supposed to be locked, but it is both locked and "lifted", so one can easily pick the claymore up without much resistance.

Also, there is a similar situation in the Leyawiin Fighter's Guild where there is an Ayleid bow and arrows (Molag pilin?). The arrows, for soem weird reason, just pop out of the display case and end up in the room next to the entrance. It is fun seeing the FG NPCs picking up the arrow case and putting it back in, just to see if flying out and landing in the front room again.
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Hazel Sian ogden
 
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Post » Thu May 03, 2012 1:55 am

Argh, I don't know who the developers are versus the forum trolls. I am just trying to provide my experiences and opinions on OOO. I am the one that made the joke on TesNexus asking when we will see 1.34 B6. I am late to the party and now pleasantly surprised to see work continuing with 1.35 BETA.

Now that I know Walker is not a developer defending his code, his statement that this is normal is wrong. I have played just about every quest mod on TesNexus, and cannot remember one (worth playing) that adds an item to a vanilla location in this way. I understand your reason for doing this, with the finding of the gem in Narind, but still think it's wrong.


I think I can safely say that with your opening comment you've probably earned the "ignore" status and alienated yourself from a very large portion of the active Oblivion community. I'd be surprised if further posts receive any kind of reply or recognition.
Most certainly you owe WalkerInShadows a withdrawal of your statement and an apology.
This forum in particular has always been known for it's friendliness and shared knowledge. If you don't appreciate that or have differing values then you may want to take them elsewhere.
They are not welcome here.

Now let me once again emphasis to you that I expressly asked users of this beta to be familiar with OOO and it's inner workings.
Clearly you are not in that category. Otherwise you wouldn't be trying to constantly dissect and asking questions re quest content. The mod is in excess of five years old and I refuse to recover old ground.
The quests nor any part of them will not be rewritten or altered in any way.
Do some reading of the given clues and follow them through instead of reading the spoilers. Jumping ahead only results in missing vital quest stages and triggers. You may be surprised if you do follow the outlined steps in the mod that the items are actually there when you do go for them.
If your intention is to use Oscuro's only as an item hunting mod then I suggest that you look elsewhere.

OOO is and always will be much more than that.

@anithinks
There's always been issues with the ayleid weaponry and display cases.
Try placing one even with something like Decorator Assistant.
Some things are just not under our control, and havoc is one of them. :ermm:
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daniel royle
 
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Post » Wed May 02, 2012 6:43 pm

Actually, if I'm remembering the display case Anithinks is talking about in the Skingrad guild correctly, I think part of the issue is that it's clipping into the table its been placed on... which pops the case open (for some reason). At least, that's how it was in 1.34... I haven't been able to try 1.35 beta since my computer decided it wanted to be a paperweight around 6 months ago. Sorry I can't be of more help :(
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SaVino GοΜ
 
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Post » Wed May 02, 2012 4:42 pm

I've always had trouble with animations for jewelry boxes. A lot of the time the lid will appear to be disconnected from the bottom, or disappear entirely, after the opening animation is finished.
I get that too, rarely. I thought it was just me.
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Evaa
 
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Post » Wed May 02, 2012 3:08 pm

Actually, I was joking/exaggerating calling WalkerInShadows a troll. I am sorry WalkerInShadows! :blush: What I was really thinking, is that I want to hear from the dev, not him.

I read through my previous posts and realized I have a gift for spewage. I went overboard with my comments about the quests. I held in my observations/opinions about the mod for months, because I thought development was long over. When I saw that you are working on another release, all that pent up feedback exploded. :blink:

Sorry to everyone about that. I will limit my feedback to specific bugs.
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Kaley X
 
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Post » Thu May 03, 2012 1:23 am

Actually, I was joking/exaggerating calling WalkerInShadows a troll. I am sorry WalkerInShadows! :blush: What I was really thinking, is that I want to hear from the dev, not him.
Sotobrastos was the developer of OOO, but has long since left for pastures new. To a major gaming company in fact. In turn he passed over the responsibility of Oscuro's Oblivion Overhaul to others. Those others can be found listed in the opening post.
In other words I guess your not going to hear from the developer.
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Esther Fernandez
 
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Post » Thu May 03, 2012 2:01 am

Sotobrastos was the developer of OOO, but has long since left for pastures new. To a major gaming company in fact. In turn he passed over the responsibility of Oscuro's Oblivion Overhaul to others. Those others can be found listed in the opening post.
In other words I guess your not going to hear from the developer.

See post #127.

EDIT: Found a nit-picky naming discrepancy. "Amazon Dark Plated Boots" should be "Amazon's Dark Plated Boots" to be consistent with all other Dark Plated items (and appear in the correct order in the inventory panel).
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Devils Cheek
 
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Post » Wed May 02, 2012 5:47 pm

See post #127.

er, you got me because I've no idea where that comes from or what it refers to. :blink:
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Laura Shipley
 
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Post » Wed May 02, 2012 3:47 pm

Are Noble Boots supposed to have the blue box around the icon?

Also, speaking of the Ayleid bow and arrows in the display case, shouldn't anything valuable in those cases be replicas anyway?
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Kristian Perez
 
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