(RELz) Oscuro's Oblivion Overhaul 1.35 public beta

Post » Wed May 02, 2012 9:56 pm

Oscuro's Oblivion Overhaul 1.35 public beta





=================
Requirements:
=================

Oblivion 1.2.416

=================
Description:
=================

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.


=================
Details:
=================

As this is a final release candidate I would ask that only those familiar with OOO download and use this version. Some prior knowledge of the mod would be helpful in the event of having to troubleshoot.
FOR THAT REASON NO FULL README HAS BEEN INCLUDED WITH THE DOWNLOAD.

RESOURCES FROM ALL PREVIOUS VERSIONS MUST BE REMOVED.

Below you will find a list of changes and additions that have been made since version 1.34 beta5.
We've included a couple of new surprises we haven't listed.

General changes and additions include:

?A completely new quest by Shadowborn. Without giving away too much, the quest is designed for mid-level characters. It involves the Knights of the Dragonborn and the various Goblin Tribes.

?A large selection of unique rewards for killing Gargoyles. Finally some well-deserved rewards can be gained if you are brave enough to defeat these powerful monsters. Huge thanks to bg2408 for this.

?Additional in-game hints, clues, and lore related to the some of the unique static items you can find. These additional hints are created by Dazu.

?Massive corrections to the spelling and grammar in the books, notes, and other texts added by OOO. Huge thanks to Dazu for this.

?Support for Knights of the Nine. Adapted from FCOM_Knights, this optional plugin rebalances KotN with stronger enemies, OMOBS weapon stats, and resolves conflicts with the quest rewards.

?PyFFI mesh optimizations and BSA resources! Resources optimized and moved into BSA file! This involves a huge amount of work and testing to get the BSAs working properly, including fixes for texture paths, missing mipmaps, and various mesh properties. See separate change list below for details.

?Light of Dawn sword scripts now include better detection of player vampire status.

?Removed debug comments from LapDrunkScript.

?Additional improvements for Carla Du Vrey and Hindaril.

?Additional script fixes for AMIW.

?OMOBS fixes and tweaks by BFG99.
Changes related to the BSA conversion include:

? New BSA format which includes all Textures, Meshes and Sounds.

?Changed mesh and texture paths to avoid overlaps with Martigen's Monster Mod for some creatures used in both mods.

?Added mipmaps to all "worn" armor textures.

?Fixed bad texture path in the "unfinished steel" cuirass meshes.

?Renamed the "unfinished steel" armor meshes to "cuirass.nif".

?Includes PyFFI mesh optimizations by HawkerT. Optimizations include: architecture, clutter, dungeons, harvest, RD, Rocks, va, Weapons.

?Added mipmaps and removed unused alpha channels from defensive staffs; removed transparency settings from NIF properties on the staffs that don't use transparency.

?New ESM/ESP is included due to changes in "unfinished steel" armor mesh paths.

*Optional no deadric items esp. Self explanitory.

*A few little surprises in the form of new enemies.

*Many minor fixes and alterations, too many to remember or list.


Thanks!

OOO Team

dev_akm - Project Leader, currently on extended LOA.
Corepc - Help with everything
Showler and Shikishima - Improved scripts, bug fixes, beta testing, forum support.
Shadowborn - Improved scripts, bug fixes, Dragonborn quest, LoD fix, beta testing and a whole lot more.
daemondarque - Beta testing, forum support.
Arkngt - Extensive beta testing, enormous support with the forum threads.


Download from TES Alliance http://tesalliance.org/forums/index.php?/files/file/1103-beta-obscuros-oblivion-overhaul/

=================
Installation:
=================

===============
Manual Install
===============

1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
2. Start Oblivion Launcher, click Data Files, and enable the Oscuro's Oblivion Overhaul.esp file(s).

===============
OBMM Install
===============

Installing the Mod

1. Extract the archive to any other folder.
2. Copy the extracted archive to [Install Path]\Oblivion\OBMM\Mods\
3. Start Oblivion Mod Manager
4. Click the Create button
5. Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
6. Click the Create OMOD button, wait until it finishes, then click the Ok button

Activating the Mod

1. Start Oblivion Mod Manager
2. Double-click the name of the mod in the right-hand side of the OBMM screen, once installed the mod icon will turn blue

===============
BAIN Install
===============

1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
2. In Wrye Bash Installers tab, highlight the new archive.
3. Check any sub-folders, ESP/ESM's as required.
4. Right click the archive name and Install.
5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).


=================
Un-Installation:
=================

===============
Manual Un-Install
===============

1. Start Oblivion Launcher, click Data Files, and enable the Oscuro's Oblivion Overhaul.esp file(s).
2. Delete the files/folders associated with the mod.

===============
OBMM Un-Install
===============

1. Start Oblivion Mod Manager
2. Double click the mod to deactivate it, once finished the icon will turn green

===============
BAIN Un-Install
===============

1. In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.
3. Rebuild Bashed patch.


=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
TES4Edit
TES4Gecko
TES4Files
Nifskope
Pyffi

=================
Licensing/Legal:
=================

You must make contact and obtain permission before re-packaging or using any part of this mod.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed May 02, 2012 2:19 pm

Although I'm in the middle of my current FCOM play though and consequently won't be able to try this out right away, let me say how pleased I am to see this OOO update. One step closer to an eventual FCOM update, and that is indeed something I look forward to.

A really BIG thanx mucho, FCOM team. :thumbsup:
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Thu May 03, 2012 5:58 am

Just fantastic! I'm not going to use it at the moment but I'll provide a italian translation as soon as the 1.35 reaches its final status!
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Wed May 02, 2012 9:47 pm

I'm running OOO + MMM right now, so unfortunately I can't test either. A bit of a catch 22, since you can't release MMM compatibility update until you've got feedback that OOO is OK, but I can't give feedback until there's a compatible MMM.

...Not that I'd be able to give much feedback anyway.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed May 02, 2012 3:44 pm

Hmm. This means I will have to reinstall Oblivion. I played an OOO based game from the release of 1.32 final (2008?) until the release of Skyrim. Actually I'd pretty much given up hope of ever seeing a public update to beta 5.

As an OOO only player (no MMM, no FCOM) I'm in a good position to beta test. I'll get the game up and running over the next few days and give some feedback.

Thank you for the all the hard work on this, for me, essential mod.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Thu May 03, 2012 2:41 am

Out of curiosity, is there an expectation that non-FCOM or non-MMM patches will still be functional with the new version of OOO or will they need to be revised? I'm thinking of things like the OOO patch for Mannimarco Revisited, Shivering OOO, OOO patches for ImpeREAL Unique Forts, etc.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Thu May 03, 2012 4:19 am

Out of curiosity, is there an expectation that non-FCOM or non-MMM patches will still be functional with the new version of OOO or will they need to be revised? I'm thinking of things like the OOO patch for Mannimarco Revisited, Shivering OOO, OOO patches for ImpeREAL Unique Forts, etc.

Existing patches will still be fine to use.
Feel free to use any mod combination and/or compatibility patches that worked from previous versions.
Non compatibility with this version are all with FCOM and it's support mods (MMM, Frans, WarCry etc)
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Thu May 03, 2012 3:04 am

Guess we missed a fix.
The Harvest Flora bug still exists which we'll fix for the final release.
Interim please install version 3.01 http://tes.nexusmods.com/downloads/download.php?id=21250 and load after the OOO esp.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed May 02, 2012 7:13 pm

Out of curiosity, is there an expectation that non-FCOM or non-MMM patches will still be functional with the new version of OOO or will they need to be revised? I'm thinking of things like the OOO patch for Mannimarco Revisited, Shivering OOO, OOO patches for ImpeREAL Unique Forts, etc.

My advise, would be best to use tes4edit and compare 1.35 OOO to those mods and see what if any of those mods needs to be update..

Guess we missed a fix.
The Harvest Flora bug still exists which we'll fix for the final release.
Interim please install version 3.01 http://tes.nexusmods.com/downloads/download.php?id=21250 and load after the OOO esp.

Addon so was not part of main mod itself, so that would be why I missed it..

=====

updated version of MMM and FCOM will come along soon has well..
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Wed May 02, 2012 11:56 pm

Out of curiosity...did anyone have a chance to look over the OMOBS_DLC package I posted?
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Thu May 03, 2012 2:55 am

Out of curiosity...did anyone have a chance to look over the OMOBS_DLC package I posted?
Some of them have been employed in the optional Knight's plug-in.
So yeah, they're good. :nod:
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Wed May 02, 2012 9:40 pm

Is there a full changelog available somewhere? I was curious if the old lock bash code had been removed from the scripts, so that it was safe to use something like Lock Bash Omega.

Totally awesome to see this release.
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Wed May 02, 2012 7:02 pm

Is there a full changelog available somewhere? I was curious if the old lock bash code had been removed from the scripts, so that it was safe to use something like Lock Bash Omega.

Totally awesome to see this release.

I haven't done a complete write up of all the changes as yet. That will come with the final release version.
When we inherited the mod from Sotobrastos (Oscuro) it was with the understanding there would be no alteration to any original content of the mod, so those scripts stand as is.
I've not heard of any problems using Lock Bash Omega with OOO. The normal procedure if you want to use a mod that overwrites any content is to load it after the OOO esp.
Let me know if that doesn't work in this case.
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Wanda Maximoff
 
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Joined: Mon Jun 12, 2006 7:05 am

Post » Thu May 03, 2012 4:58 am

Did any changes to Shivering Isles make it into the new version?
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Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Thu May 03, 2012 12:47 am

Did any changes to Shivering Isles make it into the new version?
Plans for expanding the mod to cover SI were put on hold whilst we awaited word from dev_akm. In his continued absence we can only assume his priorities now lie elsewhere. The decision was made to finalize the mod without additions to SI.
If your looking for Shivering Isles content I recommend both Mart's Monster Mod and ZUTheSkunk's Shivering Isles Overhaul http://tes.nexusmods.com/downloads/file.php?id=34245, They work great together without conflict as long as you utilize Bash to make a bashed patch.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Wed May 02, 2012 10:24 pm

How do I go about disabling the DLT feature, so I can use OBSE DLT?
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Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Thu May 03, 2012 2:40 am

We have a menu built in..startquest OOOOptions should bring up the menu their you can enable/disable many features..
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Wed May 02, 2012 11:40 pm

We have a menu built in..startquest OOOOptions should bring up the menu their you can enable/disable many features..
Thanks!
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cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Wed May 02, 2012 9:36 pm

I've played a ton of OOO, but I never finished any of the quests so I don't know how this Dragonborne stuff is supposed to work. There's a Dragonborne NPC outside of Fatback cave who offers to follow you with no explanation. Is this some unfinished quest stuff? He should at least have a line or two of dialogue explaining why he's there, and why he likes to follow complete strangers around.

I cleared out most of the cave, killed the goblin caster miniboss by accidentally exploiting the log traps, and then killed the chief by intentionally exploiting the pathing in his area. I thought better of the whole thing and reloaded. I really think you need to fix the pathing problem in the chief's room if you're going to make this area part of an important OOO quest.

Also, consider lowering the gold value of the Dragonborne armor set. It's too high, and the armor is too easy to get from the two NPCs in Fatback.
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carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Thu May 03, 2012 5:20 am

Your on the right track with Fatback Cave. You should find a few Dragonborn corpses in the bosses chamber. Search these and you'll find a ring which will update your quest log.
You may be right with the difficulty. I normally run with a full FCOM installation which obviously makes a large difference. That and the armour value I'll review.

-Cheers
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N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed May 02, 2012 1:46 pm

IT'S FINALLY HERE!!! :D
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Thu May 03, 2012 3:43 am

Wow, Glad to see this out, Sorry, no help here either, (still running FCOM, and Then only a Few hours on Weekends :unsure: )
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Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu May 03, 2012 3:46 am

I cleared out most of the cave, killed the goblin caster miniboss by accidentally exploiting the log traps, and then killed the chief by intentionally exploiting the pathing in his area. I thought better of the whole thing and reloaded. I really think you need to fix the pathing problem in the chief's room if you're going to make this area part of an important OOO quest.
I wouldn't call the Dragonborn quest an important one. It's just a low-level distraction. :biggrin:

I think the way the final level of Fatback is set up was a deliberate move by Oscuro. There are several places in OOO dungeons where you might want to use traps and geography against tough opponents, and Fatback is a kind of 'primer' for this. Like with most of OOO, if you can utilise the tools that are provided - that is, the traps and the pit between you and the boss - then you deserve the reward on offer. I personally wouldn't like to see anything changed in Fatback - like I said, the Dragonborn quest is a relatively low-level one.

Eloise
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Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Wed May 02, 2012 5:33 pm

I wouldn't call the Dragonborn quest an important one. It's just a low-level distraction. :biggrin:

I think the way the final level of Fatback is set up was a deliberate move by Oscuro. There are several places in OOO dungeons where you might want to use traps and geography against tough opponents, and Fatback is a kind of 'primer' for this. Like with most of OOO, if you can utilise the tools that are provided - that is, the traps and the pit between you and the boss - then you deserve the reward on offer. I personally wouldn't like to see anything changed in Fatback - like I said, the Dragonborn quest is a relatively low-level one.

Eloise
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.
User avatar
Portions
 
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Post » Wed May 02, 2012 2:16 pm

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

Edit: missing meshes, too.
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Rachel Eloise Getoutofmyface
 
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