(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Thu May 03, 2012 3:02 am

Nah, this is a joke right?

Not in a place to do testing, but I eagerly await the final relaese and MMM patch.
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jodie
 
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Post » Thu May 03, 2012 4:48 am

At the risk of being murdered with words and harsh glares, I have to ask:

Is there a ETA on when this will be fully ready to go and compatible with FCOM?

I ask because I'm itching to jump all over this :P
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Chelsea Head
 
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Post » Wed May 02, 2012 4:35 pm

At the risk of being murdered with words and harsh glares, I have to ask:

Is there a ETA on when this will be fully ready to go and compatible with FCOM?

I ask because I'm itching to jump all over this :tongue:

Just as soon as we get feedback and reported issues fixed we'll upload 1.35 complete.
As I said in the opening post MMM and FCOM compatibility will then follow almost immediatley .
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Lil'.KiiDD
 
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Post » Wed May 02, 2012 7:04 pm

It's a tiny thing, but would you consider removing the dashes in the names for alcohol items? Kind of a pet peeve. I've never understood why you would want that, or why these silly items would warrant it.
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Nicola
 
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Post » Wed May 02, 2012 3:33 pm

Seconded. I never understood why those were there, unless it was specifically to have them load before all other potions.
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Lew.p
 
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Post » Wed May 02, 2012 9:42 pm

Probably better to make it a Wryebash or OOO menu option, for those who want to change it. Frankly, I rather like having the alcoholic beverages at the top so I don't have to search for them, and it does set them apart so you know which ones might cause inebriation. And to be honest, I think the latter is the reason it was done that way.
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SaVino GοΜ
 
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Post » Thu May 03, 2012 5:13 am

Drawing an enemy into a trap is perfectly fine, but I draw the line at repeatedly hitting the swinging logs with lightning to make them spazz out and mash up everything in the room. That's what I accidentally did, but that's not really the important thing. In the chief's room you can pretty easily kill the enemies on the back ledge without taking any damage by exploiting pathing and line of sight. The chief and the other goblins should be able to get down into the bottom of the room, if not onto the opposite ledge. That way he can at least hit you with ranged attacks.
I find that the shaman will die well enough just by luring him/her into triggering one of the swinging log traps. He/she is quite capable of doing that even if I'm not around, it seems.

The issue with the chief is that the mesh used for that cavern with the two ledges doesn't actually have a path down from the far ledge. As you may have noticed, to get up there you have to go to the far left side and jump/clamber up the series of ledges. This is something the AI is incapable of figuring out - as you will see if you bring a companion. The main problem, I think, is that NPCs and creatures lack the ability to jump.

Having said that, I have seen the chief and his entourage jump down into the pit (or more accurately, fall down into it) to attack something that was down there, such as rats or mudcrabs. Once down there, they are perfectly capable of getting to you.

Eloise
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Rodney C
 
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Post » Wed May 02, 2012 10:10 pm

Talking about alcoholic drinks, I would like to request a toggle for the inebriation effects and associated modified names. This because it doesn't work with all alcoholic drinks (like those added by Cobl for instance) and would be unnecessary when using mods with their own effects (like Basic Primary Needs).
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Multi Multi
 
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Post » Wed May 02, 2012 4:55 pm

Talking about alcoholic drinks, I would like to request a toggle for the inebriation effects and associated modified names. This because it doesn't work with all alcoholic drinks (like those added by Cobl for instance) and would be unnecessary when using mods with their own effects (like Basic Primary Needs).

This is really a good idea. I use BPN and I have to use a separate mod that removes the OOO effects. On this note, there might be some thought given to compatibility with lockpick mods (Zumb's requires turning off the OOO Lap security, for instance and then specially activating the traps).

Thanks for all your hard work. Looking forward to the release.
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Sophie Miller
 
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Post » Wed May 02, 2012 9:41 pm

I find that the shaman will die well enough just by luring him/her into triggering one of the swinging log traps. He/she is quite capable of doing that even if I'm not around, it seems.

The issue with the chief is that the mesh used for that cavern with the two ledges doesn't actually have a path down from the far ledge. As you may have noticed, to get up there you have to go to the far left side and jump/clamber up the series of ledges. This is something the AI is incapable of figuring out - as you will see if you bring a companion. The main problem, I think, is that NPCs and creatures lack the ability to jump.

Having said that, I have seen the chief and his entourage jump down into the pit (or more accurately, fall down into it) to attack something that was down there, such as rats or mudcrabs. Once down there, they are perfectly capable of getting to you.

Eloise
Right, I think OOO should change the layout of the room. Barring that, simply put the enemies at the bottom of the room.

I've seen enemies fall off of ledges like that in order to get to targets, but I think that's really just a pathing bug.
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Strawberry
 
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Post » Wed May 02, 2012 9:54 pm

Seems kinda Late to be Suggesting fundamental changes, their trying to Test for bugs in the Current update, so they can Release what they've got... :ahhh:
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Laura-Jayne Lee
 
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Post » Wed May 02, 2012 2:02 pm

Seems kinda Late to be Suggesting fundamental changes, their trying to Test for bugs in the Current update, so they can Release what they've got... :ahhh:
Well, a boss in an OOO quest is broken and moving it ten feet is a trivial change.
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Emily abigail Villarreal
 
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Post » Thu May 03, 2012 5:27 am

We have a menu built in..startquest OOOOptions should bring up the menu their you can enable/disable many features..

Is this the only way to configure it? No ini file or other non-interactive method?
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Lew.p
 
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Post » Wed May 02, 2012 2:58 pm

Is this the only way to configure it? No ini file or other non-interactive method?

OOO is only a few months older than the game itself.
The menu options and console commands to optimize many parts of the mod can be found in the extensive readme. It's also a tried and tested method although perhaps now a little dated.
At this late stage of development there is no intention of adding an ini file or any other major alterations.
What we're looking for is mod errors or bugs so we can finalize.
Nothing else.
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Shannon Lockwood
 
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Post » Thu May 03, 2012 2:12 am

Talking about alcoholic drinks, I would like to request a toggle for the inebriation effects and associated modified names. This because it doesn't work with all alcoholic drinks (like those added by Cobl for instance) and would be unnecessary when using mods with their own effects (like Basic Primary Needs).

I could humbly point you to this:
http://tes.nexusmods.com/downloads/file.php?id=39713

Cheers
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James Potter
 
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Post » Wed May 02, 2012 11:32 pm

The menu options and console commands to optimize many parts of the mod can be found in the extensive readme. It's also a tried and tested method although perhaps now a little dated.

I wasn't complaining, I was simply asking if such a facility had been added. Especially since, as you yourself stated in the first post, the full readme is not supplied which made me wonder.

Console batch files will work fine though are clunkier than I'd prefer. Still, it's nice to see this still being worked upon in these days of Skyrim enthusiasm, thanks :smile:

Edit: I was worried that the in-game menu was going to be the only way to configure it in this release, hence my original question
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Shelby McDonald
 
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Post » Wed May 02, 2012 8:16 pm

This is really a good idea. I use BPN and I have to use a separate mod that removes the OOO effects. On this note, there might be some thought given to compatibility with lockpick mods (Zumb's requires turning off the OOO Lap security, for instance and then specially activating the traps).
I didn't know you could do that. I use Zumb's, and I've always thought it was semi-cheating to be able to pick locks on OOO chests without setting off a trap (well, sometimes... those traps are nasty!). Does it set the trap off every time you fail to pick the lock as before? How do you set it up?
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marie breen
 
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Post » Thu May 03, 2012 12:28 am

I'm playing OOO 1.35 beta on a completely new Oblivion install. Haven't got very far yet because I'm still building my mod list, adding a few at a time then play testing. I haven't got MMM installed (and don't intend to use it), and I'm not going for FCOM.

So far I've encountered no problems with the OOO beta, other than the lack of being able to harvest ingredients as mentioned above, fixed with Harvest Flora mod.

Is it my imagination or has Captain Renauld's Blade Captain armour been sharpened up a bit? It seemed to look better than I remembered.
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Calum Campbell
 
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Post » Thu May 03, 2012 12:56 am

How is OOO 135 behaving within FCOM?
Any news about FCOM/COBL/MMM updates?
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jadie kell
 
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Post » Wed May 02, 2012 8:21 pm

How is OOO 135 behaving within FCOM?
Any news about FCOM/COBL/MMM updates?

This version is NOT compatible with Mart's Monster Mod nor FCOM and should not be used with either in the present format.
If using either continue with version 1.34 beta 5 until further notification. http://www.gamesas.com/topic/1320382-relz-oscuros-oblivion-overhaul/

Depending on feedback 1.35 will be finalized and released quickly.
MMM and FCOM compatibity and releases will follow shortly thereafter.

There's your answer.

If my read is correct, they're waiting for this to be done. Correct me if I'm wrong though.
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Kristian Perez
 
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Post » Wed May 02, 2012 9:56 pm

How is OOO 135 behaving within FCOM?
Any news about FCOM/COBL/MMM updates?

Patience Blade. We're trying to finalize 1.35 before compatibility releases. :smile:
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Shaylee Shaw
 
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Post » Wed May 02, 2012 9:48 pm

Will this version have a BAIN wizard like the latest Francesco ?
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jodie
 
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Post » Wed May 02, 2012 4:23 pm

Will this version have a BAIN wizard like the latest Francesco ?
The console options will remain as in previous versions and with no lite version being supported any longer the mod almost installs itself if using BAIN.
Drop the file into the Bash Installers folder and your pretty much done.
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mollypop
 
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Post » Wed May 02, 2012 3:44 pm

Looks like Flawed Tourmalines and Flawed Paraiba Tourmalines are missing icons.

Edit: missing meshes, too.

:wink_smile: Noted and fixed.
Nobody else found anything to report?
I'll leave the thread open for another week or so, then tie up the loose ends and make a final release.
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Sammygirl
 
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Post » Thu May 03, 2012 3:53 am

I had the same problem with... agates, I think? You should probably run through all of the gems.
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Matthew Warren
 
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