(RELz) Oscuro's Oblivion Overhaul

Post » Tue May 08, 2012 5:41 pm

Dear freestone wilson

OOO does not affect your FPS directly, but it can throw a lot of enemies at you and that basically means that your FPS will dip.

I`m not sure if DDL and similar mods are compatible with OOO but I think they are not, so you`ll have to choose one of them.

What I enjoy the most about OOO is the overall bigger challenge and the hand-placed loot.

An OOO developer said that the final version of OOO will be released in a few days, so maybe you want to wait for it.
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MARLON JOHNSON
 
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Post » Wed May 09, 2012 12:35 am

@Freestone

If your running a rig that's up to standard then the mod won't have a noticeable effect by itself on FPS.
The big resource eater will be the high rez graphic replacers. If your worried about large spawns use one of the reduced spawn options.

I would also strongly suggest if this is the first time you've played Oscuro's then don't run it along with DLL if you want a true OOO experience.
Yes, DLL has great potential, and I wish Leviathan well with it's development, but it would significantly alter how the mod plays.
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Nicole Kraus
 
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Post » Wed May 09, 2012 1:23 am

I'm getting some odd audio behavior with the harvest containers part of OOO.
Flat and Rounded top chests - the open chest sound plays after closing the inventory screen and at very low volume. There is a very soft sound that plays when opened, but I'm not sure which fx it is. Resetting the chest plays the vanilla chest closing sound.
Semi-round (octangular) top chest - no sound plays when opening, closing inventory menu, or resetting in sneak.
sacks, crates, barrels, and ayelid casks seem right. Also, animations and opened/touched visuals are working for all the containers.

I uninstalled all mods via Wrye Bash and sounds play correctly at normal volume. Reinstalled just OOO 1.33 and 1.34b5 and same as above occurs.
Testing was done in a new game and in 300test.esp.

Anything I can do/try to remedy this?
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Kahli St Dennis
 
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Post » Wed May 09, 2012 5:28 am

@Freestone

If your running a rig that's up to standard then the mod won't have a noticeable effect by itself on FPS.
The big resource eater will be the high rez graphic replacers. If your worried about large spawns use one of the reduced spawn options.

I would also strongly suggest if this is the first time you've played Oscuro's then don't run it along with DLL if you want a true OOO experience.
Yes, DLL has great potential, and I wish Leviathan well with it's development, but it would significantly alter how the mod plays.

I second the recommendation not to run DLL if you want the OOO experience. Having recently played it both ways, OOO spawns have a logic to the type of creature spawned and where. DLL on the other hand looks at level list and spawn creatures that are on the list, without considering what type of creature. This alters some of the faction fighting which is part of the non-player centric world OOO creates, where you may find caves with a bunch of dead critters (just watch out for the one that killed THEM). It also allows you to survive by leading creatures/NPCs from one faction to a rival faction, thus helping you in the fight.

If on the other hand you are just looking for creatures from OOO and not worried about the feel of the overhaul itself, then DLL is the mod that will show you everything OOO has to spawn, configurable to allow spawns from all the lists at any level (so you do not have to wait until you are level 30 before seeing a creature from that leveled list).

OOO is definitely worth playing on its own though. If you read the books and notes you find you will find a well thought out world.
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Emily Jones
 
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Post » Wed May 09, 2012 1:19 am

what is dll
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Anne marie
 
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Post » Tue May 08, 2012 7:01 pm

what is dll

http://www.gamesas.com/topic/1293440-relz-dll-dynamic-leveled-lists-thread-7/
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Penny Wills
 
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Post » Wed May 09, 2012 3:55 am

what is dll

http://www.tesnexus.com/downloads/file.php?id=37904

Some Reasons to Consider Using DLL:

1) It works right out of the box with any mod setup (FCOM, WAC, TIE, etc), and it gives you an amazing amount of control over how they spawn if you're into tweaking.

2) It is able to spawns go on an automatically generated patrol routes.

3) When it spawns more than one creature, it spawns different creatures instead of two duplicate creatures; which is impossible for normal increased spawn mods to do.

4) The EPIC button. Gives each encounter a small percentage chance to spawn creatures way above your level.

5) It ensures that boss creatures only spawn once per dungeon, with its Boss Exceptions system.

6) There is no need for any patch that removes creatures, like "MMM - No Slimes" patch. DLL can block anything automatically using keywords or FormIDs.

7) (Upcoming) It will soon be able to manage items in addition to creatures.

8) It has an easy to use, helpful interface for understanding and modifying your spawn behaviors:

This has got to be one of the most important important mods ever made for Oblivion. It is definitely of the magnitude of FCOM, WAC, DR, Midas.... Just brilliant work. - Trollatuofs

I have to say that this mod has had the greatest impact on my game since I discovered OOO about five years ago. Running a full FCOM setup I think I have yet to see the same creature more than once. I also have seen several creatures I have never seen before with previous characters with more than a hundred hours played




that is from the tessnexus dowload page.

freestone
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Robert DeLarosa
 
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Post » Wed May 09, 2012 1:49 am

from what i see it does what ooo does may a bit different. i dont understand why someone would want this except ooo( i dont say its not good just ooo has more thing)
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Mark Churchman
 
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Post » Tue May 08, 2012 3:39 pm

I'm getting some odd audio behavior with the harvest containers part of OOO.
Flat and Rounded top chests - the open chest sound plays after closing the inventory screen and at very low volume. There is a very soft sound that plays when opened, but I'm not sure which fx it is. Resetting the chest plays the vanilla chest closing sound.
Semi-round (octangular) top chest - no sound plays when opening, closing inventory menu, or resetting in sneak.
sacks, crates, barrels, and ayelid casks seem right. Also, animations and opened/touched visuals are working for all the containers.

I uninstalled all mods via Wrye Bash and sounds play correctly at normal volume. Reinstalled just OOO 1.33 and 1.34b5 and same as above occurs.
Testing was done in a new game and in 300test.esp.

Anything I can do/try to remedy this?

Your issue isn't something I can ever remember cropping up before.
Perhaps installation of the original mod resources will solve the problem. http://www.tesnexus.com/downloads/file.php?id=3979
Don't use the esp file.
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Luis Reyma
 
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Post » Tue May 08, 2012 11:27 pm

what is dll

http://www.tesnexus.com/downloads/file.php?id=37904
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Kayla Keizer
 
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Post » Tue May 08, 2012 5:30 pm

I noticed that the 1.34 already pyffled meshes are hidden at tesnexus.com ...should I just use pyffi on all ooo meshes?
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Laura Mclean
 
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Post » Wed May 09, 2012 3:21 am

hey guys any info on 1.35 version
(merry Christmas )
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Nicholas C
 
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Post » Wed May 09, 2012 3:26 am

HI!;

just wanted to say thanks for OOO! Play a full FCOM game and it all rocks. See the info about the 1.35 verison and trying not to get to far into it before I update for the next verison this month! :biggrin:
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Sammykins
 
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Post » Wed May 09, 2012 5:33 am

Thanx much for OOO.

Does its main features - especially "creature / NPC level scaling removal" - affect quest mods
(i.e. Lost spires, Well diver, Kragenirs_Death_Quest, Kvatch Rebuilt, Gates to Aesgaard, etc)?

Thanx if anyone has on info it.
Modders, happy modding to you.
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Cool Man Sam
 
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Post » Tue May 08, 2012 2:46 pm

Thanx much for OOO.

Does its main features - especially "creature / NPC level scaling removal" - affect quest mods
(i.e. Lost spires, Well diver, Kragenirs_Death_Quest, Kvatch Rebuilt, Gates to Aesgaard, etc)?

Thanx if anyone has on info it.
Modders, happy modding to you.
Simply put, yes, although Gates To Asgaard includes creatures unique to that partiicular mod.
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Mandi Norton
 
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Post » Tue May 08, 2012 7:16 pm

Thanx.

Any extra steps needed to make OOO affect quest mods?
So what if quest mods are installed/ activated later than OOO?
I mean for exeample pre-OOO saves need "Level setting" (or what it is called) procedure and perhaps quest mods also need sg similar.
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Dominic Vaughan
 
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Post » Tue May 08, 2012 4:21 pm

Thanx.

Any extra steps needed to make OOO affect quest mods?
So what if quest mods are installed/ activated later than OOO?
I mean for exeample pre-OOO saves need "Level setting" (or what it is called) procedure and perhaps quest mods also need sg similar.

You would need to worry about that if the quest mod affects an OOO location or makes changes to the same things OOO does. Check the quest mod readme as it should have information on compatibility. Easiest is to ask in the forum to see if anyone played it with OOO.

Rely on BOSS for load order and check the notes in BOSS log as that may have information also.
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christelle047
 
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Post » Wed May 09, 2012 5:22 am

Thanx.

Any extra steps needed to make OOO affect quest mods?
So what if quest mods are installed/ activated later than OOO?
I mean for exeample pre-OOO saves need "Level setting" (or what it is called) procedure and perhaps quest mods also need sg similar.

I'd strongly advise creating a bashed patch if your not already using one. Rebuild it as and when you alter your mod listing.
Re mod added NPC's it certainly wouldn't harm if you used the bash feature to relevel these and wait out the game re-spawn period (default 3 game days)

edit - as for incompatible mods there's not too many apart from other game overhauls. A link to these and patches if applicable can be found in the opening post.
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Rach B
 
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