(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Wed May 02, 2012 6:34 pm

Haven't played the public beta for long, but so far I've noticed that SeducerWings are marked as playable, which doesn't seem right.
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Timara White
 
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Post » Wed May 02, 2012 9:17 pm

I found a floating inkwell outside the entrance to Howling Cave. Not sure what it's doing there...

Correction: Smoke Hole Cave. Sorry. :)
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Undisclosed Desires
 
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Post » Wed May 02, 2012 4:50 pm

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?

Actually, I've never set off a trap yet when failing to unlock a chest, and I was reading in the OOO readme how its supposed to work so I'm not sure its working like its supposed to. The chest sometimes glows purple (red?) after I first fail. I've always kept trying until it opens, maybe I disarmed it, but there's no message or anything? Maybe I just haven't opened enough chests and am very lucky? I've made both the changes in the directions from the compatibility section:

Oscuro's Oblivion Overhaul: This mod is fully compatible with OOO. For best results load after OOO and turn off LAPs Security Rebalance. This can be done by opening the console and typing:

Set LapMinLock to 0

and hit enter. To enable OOO traps, you should set the ini setting EnableActivateContainer to 1.
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Kelli Wolfe
 
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Post » Wed May 02, 2012 7:23 pm

The purple glow is related to lockbashing, not traps. The way traps work normally, if you fail to pick the lock even once, the trap goes off; I don't recall if it's a once-only thing or if it resets, though - I've been using Zumbs for ages. It could be that you've been lucky; only a fraction (a third, maybe? someone correct me) of OOO chests are actually trapped.
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Suzy Santana
 
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Post » Wed May 02, 2012 4:14 pm

The minotaur lord with the Ayleid weapon is not in the mino faction and has no min/max level.
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Kellymarie Heppell
 
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Post » Thu May 03, 2012 12:42 am

Thanks for the feedback people.
I'll look at these over the course of the weekend and fix them up as needed.

My original intention was to finalize at the end of February.
Due to a couple of little things popping up over the course of the thread I'll delay that in case of more input.
All going as is I'm now looking at probably around March 12th.
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luis dejesus
 
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Post » Thu May 03, 2012 12:56 am

I finally got the chance to talk to Alain Uruk after getting the initial quest. Something odd happened, and I'm not sure if it was a glitch or an actual bug:

Spoiler
He was walking into Two Sisters Lodge in Skingrad as I talked to him about the "killing the tribal shamans" quest. I got the quest, but I had already killed all the shamans, so it was marked complete. I followed him inside, and there were two of him - one was 03006E98, the other was ff017DCC. I talked to one of them and got the reward for the tribal shaman quest, then the non-tribal shaman quest, and the quest completed.

BTW... the last entry hints that the "goblin menace" isn't completely finished... is there going to be more to this?
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Meghan Terry
 
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Post » Wed May 02, 2012 3:26 pm

I finally got the chance to talk to Alain Uruk after getting the initial quest. Something odd happened, and I'm not sure if it was a glitch or an actual bug:

Spoiler
He was walking into Two Sisters Lodge in Skingrad as I talked to him about the "killing the tribal shamans" quest. I got the quest, but I had already killed all the shamans, so it was marked complete. I followed him inside, and there were two of him - one was 03006E98, the other was ff017DCC. I talked to one of them and got the reward for the tribal shaman quest, then the non-tribal shaman quest, and the quest completed.

BTW... the last entry hints that the "goblin menace" isn't completely finished... is there going to be more to this?
Spoiler
The duplication of Sir Alain probably indicates that you upgraded OOO on an existing save. Correct? Otherwise, I don't know what caused it. I presume OOO.esm is at position #03 in your load order, so that would be the 'correct' Sir Alain. The #ff one is probably a leftover - there's no reason for him to be duplicated into the save.

The bit about the goblin menace not being over is just pointing out that while you have killed a number of shamans, and a whole host of other goblins in the process, you haven't killed every single goblin in Cyrodiil. As long as you've got the amulet from Sir Alain, you're done on the quest.

But what did you do with the totems? :biggrin:
Eloise
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Jodie Bardgett
 
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Post » Wed May 02, 2012 3:52 pm

Spoiler
The duplication of Sir Alain probably indicates that you upgraded OOO on an existing save. Correct? Otherwise, I don't know what caused it. I presume OOO.esm is at position #03 in your load order, so that would be the 'correct' Sir Alain. The #ff one is probably a leftover - there's no reason for him to be duplicated into the save.

The bit about the goblin menace not being over is just pointing out that while you have killed a number of shamans, and a whole host of other goblins in the process, you haven't killed every single goblin in Cyrodiil. As long as you've got the amulet from Sir Alain, you're done on the quest.

But what did you do with the totems? :biggrin:
Eloise
Spoiler
No, I started a new game. And yeah, OOO.esm is 03. I think it's just a glitch; like I said, I was talking to him and got a quest update when he crossed a transition. I should've reloaded the save and tried again to see if I could repeat it. Nothing major... just thought I'd mention it. I completed the quest, got the ring, the armor, and the amulet (why elven armor and not Dragonborne, anyway?).

As for the totems... one of the quests in KDQ, An Orc's Bag, requires you to acquire seven totems, so they didn't go to waste. :)
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Rebekah Rebekah Nicole
 
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Post » Wed May 02, 2012 3:02 pm

Spoiler
No, I started a new game. And yeah, OOO.esm is 03. I think it's just a glitch; like I said, I was talking to him and got a quest update when he crossed a transition. I should've reloaded the save and tried again to see if I could repeat it. Nothing major... just thought I'd mention it. I completed the quest, got the ring, the armor, and the amulet (why elven armor and not Dragonborne, anyway?).

As for the totems... one of the quests in KDQ, An Orc's Bag, requires you to acquire seven totems, so they didn't go to waste. :smile:
Spoiler
The Elven armor was originally intended as just a 'placeholder' until we got some unique armor to give as a reward, but for various reasons that hasn't materialised (yet). By the time you've completed the quest, you should have got hold of several sets of Dragonborne, so I didn't see much point in giving you another one. :wink_smile:

You could also have given the totems to Sir Alain, but he doesn't pay as much as the orc from KDQ...
Eloise
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Danel
 
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Post » Wed May 02, 2012 2:53 pm

Spoiler
The Elven armor was originally intended as just a 'placeholder' until we got some unique armor to give as a reward, but for various reasons that hasn't materialised (yet). By the time you've completed the quest, you should have got hold of several sets of Dragonborne, so I didn't see much point in giving you another one. :wink_smile:

You could also have given the totems to Sir Alain, but he doesn't pay as much as the orc from KDQ...
Eloise
Spoiler
Heh, yeah, I've found most of a set already (looted it off one of the dead guys :P). I love using mannequins to display my stuff, so I'm trying to find the rest of it. But, no worries - I'll run across another dead guy sooner or later.
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Andrea P
 
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Post » Wed May 02, 2012 11:33 pm

I like the more deadly traps but hate the booby-trapped chests. Can you please make that optional via console command? It just doesn't work right. Many times chests will show the red glow but either have no lock or do not ask you if you want to try and disarm it. This happens when they glow because of the detect traps spell or without it. The trap goes off if I exit the lock-pick screen without picking but never if it glows red and I am not given the choice to try and disarm it.

What about fish being spawned on the land? I turned off the extra blue and orange ones added by OOO, but slaughter fish still spawn on land.

Then there's the obsession with water-breathing/walking stuff. Can you please get rid of that?

My biggest complaint tho is with the new weapons and armors added by the mod. The only useful set is the Drakefired one, since it is just recolored glass armor that can be found well before you are at the level where glass armor appears.

The heavy armors are useless. By the time I am capable of getting them, I have at least Orcish (if not some Ebony) armor that I enchanted with Sigil stones or at the altars. The strongest is the Obsideon set (which is just black glass armor anyway), but it pales to the Ebony.

Going after the dread armor, and taking on the clan that dwells in the Alyeid ruins near Anvil (their name escapes me right now) is the hardest thing in the whole game. But the armor they wear is useless and the Dread set is pathetically weak. In the 5 characters I have played in OOO to date, I only did this once, and was surprised at how weak the Dread set is.

I always use single handed blades with a shield. The Alyeid weapons are pretty blah, but with my latest character I was able to do Culotte at a low level to get that sword. Other than that, by the time I am strong enough to do Alyeid ruins (and kill the pesky ghost warriors) I have enchanted weapons stronger (in physical damage) than the Alyeid ones.

My biggest overall gripe with OOO is that everything is still leveled, and the world does indeed revolve around the player - item wise. Although the character (mercenary, raider, bandit) may have a more fixed level range, the items they wear and drop are still completely leveled to your character. So, I get worn steel armors and steel swords, then worn Dwemer armors and swords and eventually Orcish armors and elven swords. So, just as with vanilla Oblivion, the best way to build my character is to find the best stuff I can for my level and enchant them with Sigil stones or at a Mage's Alter in the Chironasium. I fail to see where the "rewards for the adventurer" are. I have even seen enemies use an enchanted weapon on me and then drop something un-enchanted after I defeat them in a very difficult fight.

I really don't like how weak you are when you first start out and can't even kill a boar. Forget taking on a mystical imp before you have some cold resistence. Forget taking on marauders before you have spell and elemental resistences.

So in a nutshell, the goal becomes to level up as fast as possible to start beefing up your stats so you don't get killed by something like a single cold spell and have a shock spell and/or shock-enchanted weapon to take on the ghost creatures that replaced the vanilla undead ones. Meanwhile, OOO nerfs that by making leveling 4-6 times slower than stock. I have always used the over-ride to reset leveling to stock levels (except for one character where I used X2). Due to how leveled everything is, I feel like I am fighting the mod more than the game. I love the new content added by the mod and the increased difficulty, but do not like how the mod nerfs pretty much everything you can do to make your character stronger.

By the time I near the end of quests, I want my character be be near 100% of what is possible (at 100 for some attributes) and have everything available (like the full use of the Mage's Altar, which doesn't occur until level 37 in 000). I don't see this as possible with OOO's nerfed leveling scheme.

I am playing the Steam version of Oblivion (so can't easily reinstall Oblivion) and don't know how to uninstall OOO 1.34 B5. I would like to try 1.35. How can I do this?

Thank you!!!

EDIT: Those are just some gripes. I still love it. The only build I abandoned was the Altmer one. The -25 to fire/cold/electric made it impossible for me. Tho I never tried Altmer before OOO, and don't know what it would have been like.
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Juliet
 
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Post » Wed May 02, 2012 11:17 pm

What about fish being spawned on the land?

Was said to be fixed in 1.35 but I don't know if it works.

The heavy armors are useless

I havn't used them so I didn't pay that much attention, but I had several Obsidian sets before even one set of ebony armor was complete. What new heavy armors are there actually besides those you mentioned? You are right on the dread armor, its stats were pretty useless, especially for a high level character.

The Ayleid weapons, I found them rather too good for how easy they are to aquire. They are not only in dungeons with spectral warriors. I know at least three from the top of my head that a lvl 1 can easily pick up (not even counting those in the fighters guilt) and they absolutly wreck anything "suitable" for a low level. And I like that they are not the best weapons in the long run, otherwise regular loot might become pretty useless after you know where they are.

I like that most things are still somehow leveled. It would svck if you could get stuff much above your level from some random guy standing in front of a dungeon. That would really be too easy. The reward in OOO comes from the hand placed loot, not from leveled stuff and there is plenty of it imo. Regular guys are supposed to only give you standard stuff nearly all the time. By the way, once I got a strong Ayleid mace from a minotaur in the wilderness that a guard killed for me, that was just half an hour after I had started that character. Seemed too easy to me, too, but you should like it. Maybe some day your are lucky, too. :tongue:

In the beginning, yes, most enemies are stronger than you, but it's always possible to take on stronger things if you are careful enough, try a few times and have a bit of luck. I have cleared sideways cave already twice completely early on with a low level character, with its multiple gargoyles and mystical imps at the end. You could try modding weapon damage to be more realistic. I use *2.5 for melee and additional *2.5 for ranged via Duke Patricks Combat Archery. OOO only increased damage by 35%. I also increased creature damage, but that only applies to leveled creatures, so I have much better chances against creatures early on. OOO is a very good basis for a mod setup, but it's not perfect on its own, try some other mods that help you with any issues you still have.

Default OOO leveling is very slow, best use another leveling mod, chose one of the faster options (also depends heavily on how much other quest mods you are using) or set your own prefered leveling rates, for example via http://tes.nexusmods.com/downloads/file.php?id=41005.

(like the full use of the Mage's Altar, which doesn't occur until level 37 in 000

I don't get that one. What happens at level 37?

For the uninstall, depends on how you installed it. I have it as an omod so just need to deactivate in Oblivion mod manager. If you installed manually, you will need to look what OOO added in your donwload and delete these files manually from your data folder.
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April
 
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Post » Wed May 02, 2012 10:41 pm

Rick: There's a thread floating around here with hints and tips for starting out in OOO; I'd also recommend adjusting the difficulty slider over to around 40% (that's where I had it for a long time). The tricks to playing with OOO: know your enemies - many of them, like gargoyles and spectral warriors, have weaknesses; know where things are; and know when to run away. If you walk into a ruin at L5 with spectral warriors, you'll get slaughtered, even if you know how to deal with them.

The meteoric weapons... eh. I've found they're good for decoration, or if you don't have anything better. They're heavy, break easily, and cost a fortune to repair/recharge, but they deal lots of damage and have lots of charges.

I don't think braided armor (the dread armor you're talking about) was really intended for the player per se, so much as for the elves to wear. I grab the obisidian armor purely for display (I'm a light armor person); I've got a mannequin in that with an obsidian scythe, and he looks badass. Eboron and Heaven's Fury armor... again, display only for me, so I couldn't say.
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Danny Warner
 
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Post » Thu May 03, 2012 1:03 am

Spoiler
The Obsidian cuirass dropped by that fellow near Sedor is awesome at lower levels. Of course, you have to fight tooth and nail to get it. I am at lvl 15, and this is the second best cuirass I've found, but I am wearing it because it looks great.
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Margarita Diaz
 
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Post » Wed May 02, 2012 9:49 pm

Thanks for the replies. Basically, I was playing it with new characters to see if there was a shortcut to getting good stuff at an early level. I realize now that this is the way this game is designed, unlike other games where you can find good stuff but not be able to use it until you are at a certain level or have a certain amount of strength. Doing this made me realize how leveled things are. For example, I wondered what would happen if I snuck into Rockmilk Cave to try and loot a marauder killed by a Black Bow Bandit. Could I get Worn-Orchish stuff early? I found out I can't. The marauders have worn steel or iron at that level.

I found if I stick to the guild quests, the places and monsters are very doable for my character. Doing the main quest is also very doable, since the deadra are leveled to you.

Another shortcut I wanted is to be able to buy the Waterfront Shack ASAP, because I am using COBL and would like to have the alchemy sorter ASAP. Until then, I use their Luggage to store ingredients.

As for the mage's altar - around level 35 or so is when all options become available, like the ability to enchant armor with "resist X" or "X shield". Until then, the only way to get such enchantments is from Sigil stones.

The Goldbrand sword is still the most powerful single handed weapon you can get (tho IMHO OOO ruined the Boethia Shrine quest).

One cheat I have become addicted to is the Bag of Holding mod, that gives you a bag to put stuff into to bypass your carry limit. This way, I can put off running back to the vendors to sell stuff constantly, do multiple trips to sell stuff, and be able to continue venturing after 8PM.

Anyway, back to playing my level 38 Redguard Bubba...

One more small gripe: The NPCs you must fight with don't seem to be adjusted for OOO difficulty and are easily killed or rendered unconscious by dangerous traps. I have been setting Jaffre and Barus to essential so they can survive the Bruma Great Gate thing.
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sam westover
 
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Post » Wed May 02, 2012 9:16 pm

If an enchantment is available at the enchanting altar depends not on your level, you need to know a spell with this effect before you can use it. Normally resistances are not available for enchanting at all, but OOO added a quest that grants you spells which have this as a side effect, probably the effects became available to you because you did this quest.

And you can get good loot early on, just not from regular bandits/marauders. I just got a glass dagger from a vampire patriarch at level 3...
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Alexis Acevedo
 
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Post » Wed May 02, 2012 11:51 pm

If an enchantment is available at the enchanting altar depends not on your level, you need to know a spell with this effect before you can use it. Normally resistances are not available for enchanting at all, but OOO added a quest that grants you spells which have this as a side effect, probably the effects became available to you because you did this quest.

And you can get good loot early on, just not from regular bandits/marauders. I just got a glass dagger from a vampire patriarch at level 3...

I will look into the altar thing. Thanks.

I could not take on Vampires at level 3 without changing the difficulty slider to 0. With OOO they are harder than marauders, having spells and conjuration abilities. For the last two characters I bought the Elven Scimitar from Rohssan (A Fighting Chance) for $760 (thanks to the Bag of Holding for having just enough after the trainer dungeon). I like to play with the slider at 50 and will only slide it left for certain things (like the final battle of the main quest when you face the deadric prince and need to keep Martin alive, or the Oblivion gate in Cheydinhal where keeping the count's son alive is near impossible at 50). IE - I only do it because of the weakness of NPCs relative to the difficulty of 000.

Pre-OOO I played a character with the slider at 60 most of the time. However, I don't like the way the slider works in making me do less damage and enemies more. What I wanted to see with OOO is if it made the enemies more lethal while not changing much the difficulty of killing them. I wanted to take on enemies that were smarter and used more resources to fight (like spells and conjuration). In other words, I wanted them to be more like me. OOO does this for the most part.

Oh yea. One thing I don't like on OOO is how easily they can knock the weapon out of my hand. I think I have done this maybe twice to an enemy NPC. It is really a pain, since the weapon will fall through the floor quite often, especially in Oblivion towers. I have had to use TCL to retrieve it quite a few times. Because of this, I wish they would undo this change in OOO.
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noa zarfati
 
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Post » Thu May 03, 2012 4:45 am

Spoiler

The Obsidian cuirass dropped by that fellow near Sedor is awesome at lower levels. Of course, you have to fight tooth and nail to get it. I am at lvl 15, and this is the second best cuirass I've found, but I am wearing it because it looks great.
Spoiler tags, dude.
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Mandy Muir
 
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Post » Wed May 02, 2012 8:40 pm

Spoiler tags, dude.
I added them even though not sure what i spoiled. That said, you may want to edit your post to remove my quote as well. :wink:
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Jah Allen
 
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Post » Thu May 03, 2012 4:52 am

I also play with the slider at least at 50. I was only able to beat these vampires because there was a dart trap in this dungeon. :biggrin:

I found disarming annoying, too. I found the chance already high enough in vanilla. Just looked it up, OOO increases it to a whopping 15%. I never noticed, when I installed OOO I immediately made my own mod to correct all strangely chosen settings. This one I set to the value Duke Patricks Melee Combat uses, that was 1 or 2%.
I think they wanted to make the perks more meaningful to the player, without considering that they are more often used on the player than the other way round.
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Kara Payne
 
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Post » Thu May 03, 2012 5:58 am

Yeah, those vampires are powerful. But then... you're not supposed to take them on at L3. OOO is all about picking your fights - you can't just wander into some random ruin and expect to be able to clear the place like you can with vanilla. The readme clearly states that spawns are largely static, and that the farther you go from civilization (generally), the more dangerous the dungeons are.

On another note... I found some elven sky armor the other day! The first time in three or four years that I've ever seen that stuff. For some reason, that and elven eldar armor is extremely rare; I can count the number of eldar pieces I've found on one hand.
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sam
 
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Post » Wed May 02, 2012 1:56 pm


On another note... I found some elven sky armor the other day! The first time in three or four years that I've ever seen that stuff. For some reason, that and elven eldar armor is extremely rare; I can count the number of eldar pieces I've found on one hand.

:wink_smile: I've played this mod since day one of it's release and have only ever found the gauntlets and boots for the sky armour.
@GamerRick,
There's a few helpful threads for newbies linked in the opening post of 1.34 that may help you on your way. http://www.gamesas.com/topic/1320382-relz-oscuros-oblivion-overhaul/
Do be aware that these may contain some major spoilers.
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Ana Torrecilla Cabeza
 
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Post » Thu May 03, 2012 12:59 am

Bug report (well, sort of): Chest 02AD33 in Ft. Scinia Hall of Legends needs to be grounded.

Oh, and the item Blood Thorn Arrows should be Blood Thorn Arrow (to match all the other arrows).
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Tyrel
 
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Post » Thu May 03, 2012 12:27 am

I want to play the mod in the spirit Oscuro (et al) created it. It was hard at first to just run away from a fight that was too tough, but I did it.

I don't know if this is spoilerish...but...

Spoiler

What I have found though, is that OOO makes the game much more rigid in the order you do things at the early levels. The guild quests and side quests you get in the cities are relatively easy, but the loot is mediocre. Popping into Fort Nikel (on the way to Jaffre) proved to be too hard. In general, anything with NPCs above bandits is too hard until you have enough HP and magic resistances to face the ones that cast spells and conjure creatures (which is pretty much everything but a bandit). Anything with undead is too hard because of the spectral/ghost warriors, which can only be killed with lightening. It also takes a while before you can kill a boar, bear, or mountain lion. I got a good laugh the first time I ran into a gargoyle, as it put 5 or so spells on me that basically turned me into a sitting duck and then quickly killed me.

So, that is why I wondered if there wasn't some way to do things quicker (at earlier levels, before having access to the Arcane U) to take make me stronger and get around the rigidity OOO seems to impose on me. However, I also like the fact that the enemies are more potent than vanilla, in more ways than just having more HP. I always thought it was odd and a bit hypocritical that I had the use of all these powers (even the ones banned by Traven), and no one else did.

And yes, I already read stuff that gave tips on playing OOO.

Thanks
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Janeth Valenzuela Castelo
 
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