(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Wed May 02, 2012 4:50 pm

I decided to leave Skyrim to venture back to Oblivion. I am going for the next epic FCOM game now and in relation to OOO and the current beta, I am wondering if anyone had an issue to find the winged bow. When I played the initial beta, I could not find it in the area I remember it used to be.

I also had the dread helmet missing issue so it is good to know that I need to visit another place first, to set the armor type. As to this issue, is the armor type set to the type of armor I am wearing or which armor skill is higher? What if I am wearing mixed armor? Does it look at a particular piece of armor to determine heavy or light?
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Melanie
 
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Post » Thu May 03, 2012 4:00 am

It may not make sense to you, but it makes sense from a dev point of view, and the devs are the ones doing the work. Like Shikishima said, a little patience. These guys work their asses off to release stuff that we enjoy, not complaining about how they choose to call the shots is the least we can do.
I agree with you. The FCOM team does its work with such a passion that we should not only thank them a thousand of times, but we should understand their priorities too.

@rafnagud you could use the OOO 1.34b5 release which is very stable and in the meanwhile the fcom team will release the updates for the other mods.
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Nadia Nad
 
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Post » Thu May 03, 2012 1:05 am

This has nothing to do with not having patience or with the fact that i can or cannot use v1.34 b5 but it has to do with the fact that sotobrastos created this as a standalone overhaul!
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Monique Cameron
 
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Post » Wed May 02, 2012 8:26 pm

This has nothing to do with not having patience or with the fact that i can or cannot use v1.34 b5 but it has to do with the fact that sotobrastos created this as a standalone overhaul!

And he also hasn't been involved with it's continued development in over four years.
You do have the option to roll back to version 1.31 where he left it.
It would also be madness to release 1.35 as final only to find that some minor adjustment would be required to make it compatible with other mods.
This version is also very playable as a stand alone. If you've browsed the thread any issues that have been brought to light are very minor.

@Peter
re armour type. It's decided by your armour skill. Whatever is the higher is what you'll get. If they are both the same then you'll get a coin toss.
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naomi
 
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Post » Wed May 02, 2012 6:13 pm

So what, it's still his child!
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Steven Nicholson
 
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Post » Wed May 02, 2012 8:36 pm

So what, it's still his child!
Sorry, what? The OOO team has only ever upheld sotobrastos' vision and ideals. They've (IMHO - nothing against the team) held OOO back in numerous instances because any major change would go against the path sotobrastos had OOO on before he left. While I personally would rather an OBSE-using OOO, I can respect that decision.

However, release cycles have nothing to do with developer vision. It's the decision of whoever is doing the work to choose when and how to release. Had sotobrastos explicitly stated that OOO must conform to specific release pattern, I'm sure the OOO team would have conformed to his wishes. That didn't happen though, AFAIK.

Basically, I don't see him kicking up a fuss, it's only you. At the end of the day, who are you to argue this case, seemingly on his behalf?
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Project
 
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Post » Wed May 02, 2012 10:12 pm

Thanks Shik, armor skill for Dread Armor, check.

Now, to get used to the spacebar for activate instead of E, and I am in business. And yes, I know about key mapping, just don't go there :)
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CxvIII
 
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Post » Wed May 02, 2012 7:20 pm

Sorry, what? The OOO team has only ever upheld sotobrastos' vision and ideals. They've (IMHO - nothing against the team) held OOO back in numerous instances because any major change would go against the path sotobrastos had OOO on before he left. While I personally would rather an OBSE-using OOO, I can respect that decision.

However, release cycles have nothing to do with developer vision. It's the decision of whoever is doing the work to choose when and how to release. Had sotobrastos explicitly stated that OOO must conform to specific release pattern, I'm sure the OOO team would have conformed to his wishes. That didn't happen though, AFAIK.

Basically, I don't see him kicking up a fuss, it's only you. At the end of the day, who are you to argue this case, seemingly on his behalf?

Maybe you are a sensitive guy calling this "kicking up a fuss" for me it's just having different opinions. I speak on my own behalf when i say that it's sad to see that OOO is more important as a part of FCOM these days than as a standalone overhaul and that's exactly the reason i mentioned sotobrastos. In my opinion OOO is better without FCOM.
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Oscar Vazquez
 
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Post » Wed May 02, 2012 6:50 pm

Then go ahead and play the existing stable standalone version that is already available. Sotobratos' version exists exactly as he left it. Where exactly is your complaint?
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Killah Bee
 
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Post » Thu May 03, 2012 12:56 am

Any reason you are not playing the beta without FCOM? There may be a couple very minor issues but nothing game breaking. I put in alot of hours with it (as part of FCOM beta) and I thought it played fine. The minor issues are easily corrected if you know TES4EDIT. I took the plunge to learn a bit about it and was able to modify OOO (by creating additional esp files to make LoD have weight and not be a quest item). Personally, not representing the devs, I consider OOO beta good to go. Any fixes in the future are just that, and are minuscule in number compared to the official release of Skyrim :)

I say just play it.
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john palmer
 
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Post » Wed May 02, 2012 3:13 pm

Where exactly is your complaint?


Read and you know.



Any reason you are not playing the beta without FCOM?


Was that question for me? If yes i don't have any technical issues with FCOM but i simply don't like it.
I prefer using OOO with other mods. But hey, that's just a personal opinion.
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Chris BEvan
 
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Post » Wed May 02, 2012 7:01 pm

Was that question for me? If yes i don't have any technical issues with FCOM but i simply don't like it.
I prefer using OOO with other mods. But hey, that's just a personal opinion.

:)

No problem with just OOO. FCOM is just a patcher (as I see it) for Frans, OOO, Warcry, and MMM anyway so there is a balance of leveled lists and stats when they all play together. If you don't need the items and creatures from those mods then no need for FCOM. I play FCOM because I want the Warcry content, otherwise I would stick with OOO and either Frans or MMM (no need for FCOM in that case).

An added note, FCOM does bring in some content itself like Realswords, so it is a bit more than a patcher :)
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Kill Bill
 
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Post » Wed May 02, 2012 8:04 pm

Read and you know.
Here's what I read: There's a mod you like, and the people who work on it to make it better have decided to release it as a standalone beta which turns out to have a few minor bugs, and they have decided not to release the bugfixes until they have also ensured compatibility with the rest of FCOM. I also read you whining and complaining about these decisions while also incomprehensibly bringing up Sotobrastos, who quit the scene 4 years ago.

Here are some choices you could make that would probably not cause forum arguments:
  • Play the beta and enjoy it. When the update is released, install it and quash the minor bugs you put up with.
  • Just wait until the final version is released. In the meantime, enjoy the stable version you are currently using.

Either of those would go a long way toward maintaining the civility we all enjoy around here.
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Sophie Miller
 
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Post » Wed May 02, 2012 9:57 pm

Civility? You like to blow things out of proportions do you?

I respect Shikishima a lot but that doesn't mean i cannot have a different opinion.
Did i use strong words? No, so what's the problem?
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Portions
 
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Post » Wed May 02, 2012 4:51 pm

@everybody arguing: Stop the distractions please.

This thread should be used for constructive feedback for the beta. Please take your feuds elsewhere.
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christelle047
 
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Post » Thu May 03, 2012 3:04 am

...... I speak on my own behalf when i say that it's sad to see that OOO is more important as a part of FCOM these days than as a standalone overhaul and that's exactly the reason i mentioned sotobrastos. In my opinion OOO is better without FCOM.

I can see where your coming from, but also try to understand the reason behind the decision to delay release.
Many will agree that the mod is better as a stand alone. That I don't think is in dispute. But it's also a fact that Oscuro's forms the very nucleus of FCOM. From that standpoint it's imperative that OOO is compatible with FCOM and any mod that it offers support to.
It may also interest you to know that FCOM was originally devised and developed by dev_akm, Martigen and Sotobrastos, obviously with the full co-operation and support of the latter.
His continued vision for Oscuro's was that it would be compatible with any and all other mods. I think that fact alone justifies withholding the final release.

Now that's cleared up, any more constructive feedback anyone? :biggrin:
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Katie Samuel
 
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Post » Wed May 02, 2012 2:18 pm

Edit: The following is directed at anyone that thought Oscuro intended OOO to be a standalone mod (not at Shikishima)
If you want to really know what Jorge Salgado (aka Oscuro) thought, read this http://www.bethblog.com/2010/10/27/inside-the-vault-obsidians-jorge-salgado/. Then you can pretend to know what you are talking about (like I do).

Key quote:
Still today, in great part thanks to the efforts of Dev_Akm, Madcat221, Wrye, MiSP, and a host of other Oblivion modders. My personal favorite mod these days is FCOM. It managed to merge four massive mods into a coherent whole (Francesco’s + Warcry + Oscuro’s + Martigen’s).

Of course, in 2012, getting all the devs together to make them all compatible is probably a lot like trying to herd cats.
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Javier Borjas
 
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Post » Thu May 03, 2012 4:34 am

He created OOO as a standalone overhaul back in the days and the fact that he likes FCOM these days doesn't change anything about that!

But like Shikishima said back to constructive feedback!
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Joanne Crump
 
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Post » Thu May 03, 2012 2:16 am

Now that's cleared up, any more constructive feedback anyone? :biggrin:

Yes, still waiting for a response to these:
I have some questions regarding the list of changes for 1.35:

2. "Additional improvements for Carla Du Vrey and Hindaril." - The change for Hindaril is obvious, but I have now confronted Carla twice and don't see the differences. She still wears a black robe, conjures 4 skeletons, blasts away with a staff of lightening (I think), and can still heal herself. One NPC you could also greatly enhance is Celedaen in Leafrot Cave (Affairs of a Wizard quest). He is supposedly hard to kill, and you are supposed to find his weakness to kill him, but I have always found him really easy to kill. This quest never made sense to me.

3. Drakefire Cuirass is indeed removed from Memorial cave (but can still be found on a vampire). Noble items have been removed from Baenlin's house and the torture room in Anvil castle (two places where they are marked as stolen). I am guessing these deletions were intentional though and not bugs.

4. "Additional script fixes for AMIW" - Sorry, but what is AMIW?

5. "A completely new quest by Shadowborn" - Have not figured this one out yet. How/where do I start it?

6. The problem with the missing Dread helmet I mentioned a while ago - Any intention to do anything about this?

Thanks.

New bug: invisible Ebony golem this time (instead of Glass golem). Both occurred in Arkved's Tower. Mithril golem was visible.
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Charles Weber
 
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Post » Wed May 02, 2012 9:18 pm

Fixed the golem. That's another that previously shared the same resources as Mart's. I run a full FCOM (no, not available yet) so when running MMM as part of the install this is the type of thing that can be easily missed. Thanks.


Celedaen - not too hard to kill. He's aimed at characters around level 12, so what your encountering sounds about right. Don't want all OOO's enemies to be made as tough as Mannimarco, do we? :lol:
Memorial Cave - you did find the Drakefire Cuirass though, and it was in the cave. :biggrin: None of the Noble gear has been touched since version 1.31. I'm miles past this stage of the mod, but from what I'm seeing it's not been moved. Can any other user confirm having this issue?
Dread Helmet - Shadowborn covered this earlier in the thread. If you've taken the appropriate steps there shouldn't be a problem.
Dragonborn Quest - It can be triggered by visiting Fatback Cave.
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Karine laverre
 
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Post » Wed May 02, 2012 4:39 pm

Thanks.

No, I found the Drakefired cuirass in another vampire locale (maybe Lipsandtarn). It ain't in the chest just outside Seridor's cave anymore.

Dread helmet - I have an idea! :biggrin: Instead of removing it, make it a quest item, if found before the gem. Upon finding gem re-roll it if necessary. It could be like the blade of woe. :rock:

Meanwhile, I asked Steam if I can re-download my GOTY edition, so I can install afresh without the tons of dead mod data.
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danni Marchant
 
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Post » Wed May 02, 2012 8:23 pm

Just a heads-up: you might want to check in TES4Edit for CS-added wild edits regarding water levels for cells (the infamous -214..... bug). I was checking all my mods to figure out why Martin's wandering all over Cyrodiil instead of doing the ritual to open the gate to Paradise (still can't figure it out, BTW); I got curious and was scanning through cell edits and found one from OOO (Leyawiin Castle Secret Room, if you care). There might well be others.
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Sanctum
 
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Post » Wed May 02, 2012 8:51 pm

Why is this called "Obscuro's oblivion overhaul"? Is there a member named Obscuro?
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Dawn Farrell
 
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Post » Wed May 02, 2012 3:36 pm

Why is this called "Obscuro's oblivion overhaul"? Is there a member named Obscuro?

:wink_smile: Best to follow the link in post #192. That will give a fuller insight than anything I could tell you.
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nath
 
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Post » Thu May 03, 2012 1:19 am

Do you have FCOM version release date? Thx for updates Shikishima
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Georgia Fullalove
 
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