(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Wed May 02, 2012 7:06 pm

One thing I love about OOO is how it can interact with other mods and create really epic moments. I have a full FCOM install (with OOO 1.34 included) along with Open Cities Reborn, Tamriel Travelers, and Companion Vilja amongst other mods. Anyway today I happened to be in Leyawiin on business with the Blades (Reclaiming Sancre Tor), it was early in the morning and a few Tamriel Travelers Npcs were mingling at the Southwest gate as they do before setting off for their journeys elsewhere. Then I noticed messages about Vantus Prelius and Dubok gro-Shagk being unconcious, being Fighter's Guild Guildmaster I felt obliged to help my fellow guildmates out, so with Vilja in tow I opened the gate to see what was going on. Right outside the gate there were FOUR Ancient Gargoyles! And so began an epic battle to protect the citizens of Leyawiin. The Tamriel Travelers are a tough bunch but no match for what was against them, they (along with their pets and followers) charged in bravely (but it has to be said suicidally) and surrounded the Gargoyles. Thanks to the way Reclaiming Sancre Tor is designed my character was no longer a super tank able to go toe to toe with these beasts, but fortunately they do have one weakness:

Spoiler

They are weak to Frost Spells and enchantments

Fortunately I had a reasonably powerful spell I could use against them, but even then it took several hits to bring one down. By the time I had managed to kill three of them, all of the Travellers and their animal companions were dead and I still had one more to deal with, it tossed me away with a great swipe of it's claws. Wounded I got up and cast as many spells as I could before it reached me again to deliver what would have been a killer blow. Vilja was able to distract it long enough for me to land the necessary spells. The citizens of Leyawiin were saved, at great cost to the Travellers.

Artorius.
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Wed May 02, 2012 5:15 pm

Rick: You had trouble in Ft. Nikel? I love that place - I just hang out above, let the bandits/outlaws kill each other, then snipe the winners - with the gates down, they can't get to you.

Try going for the goblin caves. They're fairly easy and have decent loot, but don't expect to be able to clear an entire dungeon right off - you'll often get to the second level and find something that's too powerful. I don't mind it, personally... I use MMO to mark those caves and come back later. It's really about patience - once you get to L5-6, you'll be tough enough to handle most of those low-level enemies fairly easily, and then the range of dungeons you can enter will open up.

I agree about the spellcasters, though. Part of it is the way Oblivion's designed - they seem to have infinite magicka* and no cooldown, so they can instantly summon another creature as soon as you kill the first one, which makes them really, really hard to kill.

*Someone noted this awhile back on a previous OOO thread; I can't recall what the team said, but I think it was something along the lines of "yeah, we know, live with it".
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu May 03, 2012 3:07 am

Well, I went ahead and installed OOO 1.35B, by just replacing the esm and esp files. I hope the game will look in the BSA file instead of the various DATA subdirectories for the content. I started a new character instead of trying to load a save-game at the sewer exit. This time I decided to use Living Economy and the 2X level modifier. I decided to get rid of the bag of holding after the trainer dungeon. I am now level 2.

This is the .bat file I use for OOO settings:

Set OOOHCPlayerHouse to 0Set OOOHC to 0Set OOOHCBarrelsAndCrates to 0Set OOOHCSacks to 0Set LapMinLock to 0Set LapNoCombatLock to 0Set GeomancyEnabled to 0player.additem ca11e 1   // (Document of Purile Banter for Namira Shrine)

My esp order for LE and OOO:

Living Economy.espLiving Economy - Items.espOscuro's_Oblivion_Overhaul.esp [Version 1.35Beta]OOO-Container_Trap_Instant_Effects.esp [Version 1.33]Level_Rates_Modified_x2.espOOO-DLT_Remover.esp [Version 1.33]


The only difference I noticed so far is the lack of gold items in the Choroll mages quild? Or am I imagining things?

Ft. Nikel is usually my first stop. I find it funny that they are trapped in there. But the main reason I go in there is to see if I can run into the OOO added adventurer (a great way to start the DB quest ;) ). I have sniped at them from above, but it takes forever to kill them all, since I never have marksman as a major skill. If one is outside the cage, I will try to kill it or run outside to legion assistance.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Wed May 02, 2012 6:09 pm

Well, I went ahead and installed OOO 1.35B, by just replacing the esm and esp files. I hope the game will look in the BSA file instead of the various DATA subdirectories for the content.
From the opening post of this thread: "RESOURCES FROM ALL PREVIOUS VERSIONS MUST BE REMOVED."
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Thu May 03, 2012 1:49 am

I agree about the spellcasters, though. Part of it is the way Oblivion's designed - they seem to have infinite magicka* and no cooldown, so they can instantly summon another creature as soon as you kill the first one, which makes them really, really hard to kill.

*Someone noted this awhile back on a previous OOO thread; I can't recall what the team said, but I think it was something along the lines of "yeah, we know, live with it".

....or use the same enchantment found on the weapon belonging to an OOO related paladin quest when fighting summoners. . :devil:
Every enemy in OOO has a weakness. You've just got to find out what, and then use that weakness against them.

@Rick
Resources from any and all previous versions of the mod MUST be removed for the BSA to function. There will be issues otherwise.
No ifs. No buts. They've got to go if using this version.
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Wed May 02, 2012 2:24 pm

I agree about the spellcasters, though. Part of it is the way Oblivion's designed - they seem to have infinite magicka* and no cooldown, so they can instantly summon another creature as soon as you kill the first one, which makes them really, really hard to kill.

*Someone noted this awhile back on a previous OOO thread; I can't recall what the team said, but I think it was something along the lines of "yeah, we know, live with it".

Over the years, we've had a lot of requests to neuter or nerf various creatures in OOO, particularly from newbies who think those creatures are too hard. Some of those requests have been taken to heart, and the mod difficulty has changed as a result. But every once in a while the team puts their collective foot down, and refuses to allow any more... not only because we enjoy fighting difficult battles ourselves, but because Oscuro never meant OOO to be a cakewalk. New players can get along just fine as long as they understand the basics of the world; but more than that, It still has to satisfy experienced players who relish a challenge. It's a tough line to hold. So please understand that while we're open to suggestion, it's not always easy to forget or forgo the memorable epic battles that these creatures and npc's have given us in the six years past ... those are the moments that still make OOO Oblivion a classic worth playing long after Skyrim.

@Artorius: How I love hearing war stories! Keep 'em coming!
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Wed May 02, 2012 10:12 pm

OK, I came on here to report a problem and read the posts about removing the old version. I just spent over an hour manually deleting all of the OOO content from my Steam version of Oblivion. Thankfully, it wasn't too hard to find, since it all had the same date and individual files had a lock in their ICON. I fired it up, and so far it seems to be OK.

I found a problem with OOO 1.35B (before and after doing the deletes): I bought a feather spell that is supposed to give me 75 feather. However, it is only giving me 42 extra pounds to carry. My encumberance only went from 120/225 to 120/267. Is should be 120/300. Did you nerf that too???? Or am I just discovering this now???

Thanks.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Wed May 02, 2012 11:34 pm

individual files had a lock in their ICON.
Is Steam (and therefore Oblivion) installed in the Program Files folder on a Vista or 7 system, by any chance? If it is, you are bound to experience UAC-related problems with mod files.

I found a problem with OOO 1.35B (before and after doing the deletes)
Shikishima can answer this for sure, but I suspect you need to, at a minimum, wait out the respawn period for all the version changes to take effect. You may even have to do a clean save between versions. Otherwise, you may be seeing items, etc., that were the products of the previous version.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Wed May 02, 2012 9:45 pm

Is Steam (and therefore Oblivion) installed in the Program Files folder on a Vista or 7 system, by any chance? If it is, you are bound to experience UAC-related problems with mod files.

It is installed in C:\Program Files (x86)\Games\Steam\steamapps\common\oblivion. I haven't had any UAC problems, that I know of. It crashes a lot if I play a long time without exiting the game and restarting. Steam undoes the 4G program patch on the Oblivion.exe file, but even when it crashes it never seems to be using more than a gig or so of memory. Frequent Quicksaves and PCBs extend the playing time, and I have played with the various settings in the .ini file to try and help it.

I have no idea what "wait out the respawn period for all the version changes to take effect" means.

However, it dawned on me that I have just been infected by a vampire. Maybe it does something during the incubation period?

Thanks.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Wed May 02, 2012 10:32 pm

It is installed in C:\Program Files (x86)\Games\Steam\steamapps\common\oblivion. I haven't had any UAC problems, that I know of. It crashes a lot if I play a long time without exiting the game and restarting. Steam undoes the 4G program patch on the Oblivion.exe file, but even when it crashes it never seems to be using more than a gig or so of memory. Frequent Quicksaves and PCBs extend the playing time, and I have played with the various settings in the .ini file to try and help it.

I have no idea what "wait out the respawn period for all the version changes to take effect" means.

However, it dawned on me that I have just been infected by a vampire. Maybe it does something during the incubation period?

Thanks.

Move Steam out of Program Files. https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Thu May 03, 2012 4:32 am

@Rick,
No disrespect meant here man, but I did quite specifically ask in the opening post that only experienced users of the mod test this version.
Seriously, I strongly suggest that you fall back to 1.34 in which all known problems have been reported.
I want to finalize 1.35 ASP without perhaps chasing down ghost bug reports.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Wed May 02, 2012 5:31 pm

@Rick,
No disrespect meant here man, but I did quite specifically ask in the opening post that only experienced users of the mod test this version.
Seriously, I strongly suggest that you fall back to 1.34 in which all known problems have been reported.
I want to finalize 1.35 ASP without perhaps chasing down ghost bug reports.

I understand. I am a computer programmer. However, I assumed that the feather issue I encountered would be easy to check. It would just be a number in a table or script somewhere (some routine that alters the effect being applied to the player)? Having played Oblivion for over a year now and OOO with 6 different characters, I figured I wasn't exactly a newbie to it.

If you don't want my feedback, I sure don't have to take the time to give it, and given my possible installation issues, I understand. Is anyone else providing feedback somewhere else?

EDIT: Humor me on this one. Being that it is the only bug I have reported, and I don't want to send you on a wild goose chase, find out why the feather spell only gives me 42 instead of the stated 75 increase in encumbrance. I can't imagine anything other than OOO doing this. Also, I found drinking a potion of feather gives me the stated amount. So it is just the spell that is an issue.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Wed May 02, 2012 5:28 pm

I understand. I am a computer programmer. However, I assumed that the feather issue I encountered would be easy to check. It would just be a number in a table or script somewhere (some routine that alters the effect being applied to the player)? Having played Oblivion for over a year now and OOO with 6 different characters, I figured I wasn't exactly a newbie to it.

If you don't want my feedback, I sure don't have to take the time to give it, and given my possible installation issues, I understand. Is anyone else providing feedback somewhere else?

EDIT: Humor me on this one. Being that it is the only bug I have reported, and I don't want to send you on a wild goose chase, find out why the feather spell only gives me 42 instead of the stated 75 increase in encumbrance. I can't imagine anything other than OOO doing this. Also, I found drinking a potion of feather gives me the stated amount. So it is just the spell that is an issue.

If you are using armor your spell effectiveness goes down, so it's resonable to assume that 42/75 in feather effect is resonable if you are using heavy armor and your skill at it is relatively low. Potions are not affected by your armor skill so it stands to reason that it would work as expected.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Thu May 03, 2012 6:15 am

Also, the feather spell is known to behave rather oddly. It does not increase how much you can carry (despite what the readout says), it subtracts from the total weight you are currently carrying at the time you cast the spell.

So let's say you take off all that heavy armor and drop it on the ground because you are over encumbered and want to maximize your spell efficiency. If you are carrying 80 stones of gear without the armor, and the feather spell is a 100 pointer, you will only get the 80 points, and the other 20 is lost even when you put the armor back on.

So it is best to unequip but not drop your armor when you cast the spell. In fact, load up with everything in reach.
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Thu May 03, 2012 12:44 am

....or use the same enchantment found on the weapon belonging to an OOO related paladin quest when fighting summoners. . :devil:
Every enemy in OOO has a weakness. You've just got to find out what, and then use that weakness against them.
Ah. See, I've only ever done that quest once, and that was a long time ago. :) I do have a couple sigil stones with dispel 120... I should use them and keep a backup weapon.

Over the years, we've had a lot of requests to neuter or nerf various creatures in OOO, particularly from newbies who think those creatures are too hard. Some of those requests have been taken to heart, and the mod difficulty has changed as a result. But every once in a while the team puts their collective foot down, and refuses to allow any more... not only because we enjoy fighting difficult battles ourselves, but because Oscuro never meant OOO to be a cakewalk. New players can get along just fine as long as they understand the basics of the world; but more than that, It still has to satisfy experienced players who relish a challenge. It's a tough line to hold. So please understand that while we're open to suggestion, it's not always easy to forget or forgo the memorable epic battles that these creatures and npc's have given us in the six years past ... those are the moments that still make OOO Oblivion a classic worth playing long after Skyrim.
Oh, I know... that's why I don't gripe too much. I've had my fair share of epic battles, too, and I do enjoy them. :D I'm actually looking forward to being able to hit up the sylvan elf dungeons - I've only done them once, a couple years ago.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Wed May 02, 2012 7:03 pm

If you are using armor your spell effectiveness goes down, so it's resonable to assume that 42/75 in feather effect is resonable if you are using heavy armor and your skill at it is relatively low. Potions are not affected by your armor skill so it stands to reason that it would work as expected.

Yea, I feel kinda dumb now. I found the page that explains spell effectiveness. Removing the armor cause it to work at full capacity.

Sorry about that.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Wed May 02, 2012 2:28 pm

Yea, I feel kinda dumb now. I found the page that explains spell effectiveness. Removing the armor cause it to work at full capacity.

Sorry about that.

No problem! :biggrin:
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Wed May 02, 2012 8:55 pm

Ah. See, I've only ever done that quest once, and that was a long time ago. :smile: I do have a couple sigil stones with dispel 120... I should use them and keep a backup weapon.

I normally carry the claymore as a backup weapon along with LoD.
As both are classed as quest items they weigh nothing. Another bonus is you don't have to throw soul or sigil stones at them continuously to keep them charged. :biggrin:
And you can't be disarmed whilst weilding them.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed May 02, 2012 2:45 pm

I normally carry the claymore as a backup weapon along with LoD.
As both are classed as quest items they weigh nothing. Another bonus is you don't have to throw soul or sigil stones at them continuously to keep them charged. :biggrin:
And you can't be disarmed whilst weilding them.
:lol: I always carry two weapons in case I get disarmed; on rare occasions I've gone to a third or fourth weapon (stuff I picked up to sell) because whatever I'm fighting is just that badass.

I ran into a couple Keepers of the Dead in Pothole Caverns the other day... one kept summoning shambles (LAME), and the other was calling wraiths. I kept killing the shambles, but I couldn't get through them, so finally I said screw it - after I dealt with the latest shambles, I charged them. The first one broke and ran back the way I'd come, so I chased after him and killed him; his buddy was a lot easier to deal with on his own. I was really happy I could take care of them without having to resort to cheating. :)
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Wed May 02, 2012 9:43 pm

Sorry, but I gotta know. Did the prices get changed with 1.35b? I started a new character with "Living Economy" and "Living Economy - Items" active before OOO in the mod list. So, I don't know if LE did this. All clutter and clothes items are back to stock values, except for the unisix clothes and gold items (new stuff added by OOO?). In particular I noticed this with all silver items, most clothes, and clutter (like cloth, hourglass, et al).

I deactived LE almost right away, because I got tired to shopping around for the best prices on things and just wanted to play. I hate shopping. :tongue:

Thanks.
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Wed May 02, 2012 7:54 pm

Nope, nothing altered in that respect from 1.34.
I suggest you install Enhanced Economy instead as per recommendations in the 1.34 Official thread. Far less buggy, much more up do date and highly configurable. It does require OBSE. http://www.tesnexus.com/downloads/file.php?id=25078 It also adds a fair number of gofur quests (I can't help but wonder where TESV may have got that idea from, eh?)
Unfortunately one of the things we inherited from Sotobrastos was the understanding that no original content of the mod would be would be altered, therefor LE is still part of the OOO bundle.

edit - I just have to add that if your playing vanilla Oscuro's that you wont find too much in the storekeeper's inventory. :devil:
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed May 02, 2012 5:31 pm

HELL YES!!!! Just when i was about to do a reinstall woot. To bad about MMM but OOO>MMM anyday in my book :P Cant wait for FCOM support >:) Keep up the good work my mens/womenes/otherses
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Wed May 02, 2012 10:14 pm

I keep meaning to ask about this, and I keep forgetting... I'm running into the issue with Putrid Hand robes and Khajiit/Argonians who wear them losing their tails (it might just be Robert's Female, I forget). It popped up a couple years ago, and I fixed it before, but I can't remember how to do it now. Suggestions?
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Thu May 03, 2012 3:37 am

skeleton.nif maybe got overwritten?
Might want to check to make sure the .bsa is dated earlier than your robe/clothing replacers--I think it's set back to 2006, but can't remember for sure.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Wed May 02, 2012 3:30 pm

1. Harvest Flora 3.0 - update to 3.01
2. Geomancy - fix icons and meshes
3. Rename Blood Thorn Arrows to Blood Thorn Arrow
4. Floating chest in Ft. Scinia

This appears to cover everything reported in the thread so far that requires a fix. A pretty small list all things considered. :happy:
Anything else?
Another week. If nothing else crops up I'll tidy these and do a final release.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

PreviousNext

Return to IV - Oblivion