(Relz) Oscuro's Oblivion Overhaul 1.33

Post » Sat May 28, 2011 10:28 am

When is the OOO BSA going to be reuploaded? Will it not be uploaded again until the next "official" release?
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Suzy Santana
 
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Post » Sun May 29, 2011 1:06 am

When is the OOO BSA going to be reuploaded? Will it not be uploaded again until the next "official" release?


We thought about it, talked about and looked into it.

There are far too many changes in the bsa that need the Next OOO.esm and OOO.esp to work. Because many creatures model where renamed, some resources where moved around, and many armor sets where moved has well and fixed. And the esm / esp store this information. So without the esm/esp you would have alot of missing stuff once again.

So you will have to wait just like everyone else. Once the team has a whole has decided that OOO is ready it will be released.

Corepc
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Kim Bradley
 
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Post » Sat May 28, 2011 8:45 pm

We thought about it, talked about and looked into it.

There are far too many changes in the bsa that need the Next OOO.esm and OOO.esp to work. Because many creatures model where renamed, some resources where moved around, and many armor sets where moved has well and fixed. And the esm / esp store this information. So without the esm/esp you would have alot of missing stuff once again.

So you will have to wait just like everyone else. Once the team has a whole has decided that OOO is ready it will be released.

Corepc

I don't mind waiting.


Thank you for the reply.
- Tomlong75210
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Kim Bradley
 
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Post » Sat May 28, 2011 7:25 pm

In my game a silver goblet costs 3 gold, but I remember that in previous installations silverware in OOO was pretty expensive. Does this version not modify the prices? Also, a sapphire is only 30 gold, but I remember it being higher with OOO before. Did I mess up with the installation?
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Spencey!
 
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Post » Sat May 28, 2011 9:40 pm

In my game a silver goblet costs 3 gold, but I remember that in previous installations silverware in OOO was pretty expensive. Does this version not modify the prices? Also, a sapphire is only 30 gold, but I remember it being higher with OOO before. Did I mess up with the installation?

Please, post your load order - http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder

Something must be overwriting OOO's prices with those of vanilla Oblivion (Silver Goblet's value: 3).
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james kite
 
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Post » Sat May 28, 2011 11:44 pm

Please, post your load order - http://tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder

Something must be overwriting OOO's prices with those of vanilla Oblivion (Silver Goblet's value: 3).


Oblivion.esmOscuro's_Oblivion_Overhaul.esmJog_X_Mod.esmOscuro's_Oblivion_Overhaul.espLiving Economy.espLiving Economy - Items.espUOP Vampire Aging & Face Fix.espThievery.espXulEntiusGorge.espDark Dungeons.espStreamline 3.0.espHrmnsOblivionScriptOptimizationv1.0.espHarvest [Flora].espCutthroat Merchants.espOOO-ThiefGuild_Difficult.espOOO-Level_Normal.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-No_Guild_Ownership.espOOO-Potions.espOOO-Armor_Perks_WearRate_Repair.espOOO-BirthSigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-Dangerous_Traps.espxulPatch_AY_AC.espxulChorrolHinterland.espxulBrenaRiverRavine.espxulTheHeath.espxulAncientYews.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulPantherRiver.espxulCheydinhalFalls.espxulBravilBarrowfields.espxulRiverEthe.espxulArriusCreek.espxulCloudtopMountains.espxulStendarrValley.espDisable_Weapon_Membrane_Shaders-3127.espShort Grass V3.espDBArmorBounty.espUnofficial Oblivion Patch.esp


Here it is. I never was too sure about how to order my mods :P
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Jennie Skeletons
 
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Post » Sat May 28, 2011 9:35 pm

Oblivion.esmOscuro's_Oblivion_Overhaul.esmJog_X_Mod.esmOscuro's_Oblivion_Overhaul.espLiving Economy.espLiving Economy - Items.espUOP Vampire Aging & Face Fix.espThievery.espXulEntiusGorge.espDark Dungeons.espStreamline 3.0.espHrmnsOblivionScriptOptimizationv1.0.espHarvest [Flora].espCutthroat Merchants.espOOO-ThiefGuild_Difficult.espOOO-Level_Normal.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-No_Guild_Ownership.espOOO-Potions.espOOO-Armor_Perks_WearRate_Repair.espOOO-BirthSigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-Dangerous_Traps.espxulPatch_AY_AC.espxulChorrolHinterland.espxulBrenaRiverRavine.espxulTheHeath.espxulAncientYews.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulPantherRiver.espxulCheydinhalFalls.espxulBravilBarrowfields.espxulRiverEthe.espxulArriusCreek.espxulCloudtopMountains.espxulStendarrValley.espDisable_Weapon_Membrane_Shaders-3127.espShort Grass V3.espDBArmorBounty.espUnofficial Oblivion Patch.esp


Here it is. I never was too sure about how to order my mods :P

I can tell, haha.

BOSS - http://tesivpositive.animolious.com/?page=boss
Load Ordering - http://tesivpositive.animolious.com/?page=load_order <-- This is one of the most important parts of using mods.

HrmnsOblivionScriptOptimizationv1.0.esp <-- buggy, not helpful, don't use

If you want to optimize...
Stabilization & Optimization Mods - http://tesivpositive.animolious.com/?page=stabilization_and_optimization_mods
Oblivion.ini Tweaks - http://tesivpositive.animolious.com/?page=oblivion_ini_tweaks

Harvest [Flora].esp <-- If this is the version bundled with OOO, remove it and grab the updated version from the HF Nexus page.

If you are using OOO 1.34b5 it only supports full, so you should not use the LITE add-ons with it. Which version are you using?
OOO-ThiefGuild_Difficult.esp
OOO-Level_Normal.esp
OOO-DLT_Immersion.esp
OOO-Magic_Effects+Enchantments.esp
OOO-Magic_Effects+Spells.esp
OOO-Magic_Game_Settings.esp
OOO-No_Guild_Ownership.esp
OOO-Potions.esp
OOO-Armor_Perks_WearRate_Repair.esp
OOO-BirthSigns.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-Dangerous_Traps.esp
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lauren cleaves
 
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Post » Sun May 29, 2011 12:49 am

Which version are you using?

I am using version 1.33. And thanks for those links!
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Jennifer Rose
 
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Post » Sat May 28, 2011 11:44 am

I am using version 1.33. And thanks for those links!

Okay, cool. Grab the 1.33b LITE patch too, since you are using that version. It is under the "Known Issues with 1.33" section in the opening post, in case you missed it...
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Richus Dude
 
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Post » Sat May 28, 2011 3:10 pm

I'm not sure if this has been address yet, but the Mauler weapons that OOO puts into the game put a serious performance hit on my PC when my graphics card draws them. Especially when in a dungeon with a bunch of Amazons and if a few of them are carrying Maulers. I'm not sure if it's their poly count or the texture resolution, but is there a way to fix that? If I "optimized" the NIF mesh files using the Python PyFFI scipt, would that help my game with performance during game play; while the mauler weapons are on screen?
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Lauren Denman
 
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Post » Sat May 28, 2011 8:17 pm

Okay, cool. Grab the 1.33b LITE patch too, since you are using that version. It is under the "Known Issues with 1.33" section in the opening post, in case you missed it...

So I ran the BOSS tool, and it re-ordered my mods for me. I also downloaded that patch like you said. But the prices still aren't right. Is there any other reason for why this could be? Thank you for your help so far.

EDIT: Fixed. Living Economies was overriding the OOO prices. I had to start a new game and rearrange LE and OOO.
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Kat Lehmann
 
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Post » Sat May 28, 2011 1:53 pm

So I ran the BOSS tool, and it re-ordered my mods for me. I also downloaded that patch like you said. But the prices still aren't right. Is there any other reason for why this could be? Thank you for your help so far.

EDIT: Fixed. Living Economies was overriding the OOO prices. I had to start a new game and rearrange LE and OOO.

Don't change the position of OOO and LE. Just launch the game, use the command "StartQuest CFLEMenu2" and choose OOO from the alternate prices selection. If you do not want LE to change prices, do not install LE - Items. However, I think it offers a nice balance, I actually prefer to use CF's prices I think it is. It gives clutter more value.
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meg knight
 
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Post » Sat May 28, 2011 4:36 pm

As I'm not a user of OOO myself (at least, not yet :) ), forgive the newbish question but...how do you guys decide what mods/components/features to add to OOO?
Part of the reason I ask is that I recently (as in within the past 2 weeks) have written a mod that, based on the description of OOO, I think would fit well with it. As with many of the other features of OOO, the mod increases difficulty and, in my opinion, realism. But I don't want to bother you about it if you prefer to decide for yourselves what fits in OOO.

If interested you can find it here: http://www.tesnexus.com/downloads/file.php?id=32914
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scorpion972
 
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Post » Sat May 28, 2011 8:46 pm

Shiki, a minor request/suggestion for the thread format, but would it be possible to include the current OOO development team members in the opening post?

The other thing I was thinking is that it might be clearer to have the current development near the top, but in retrospect I'm thinking it probably makes more sense leaving down at the bottom (since the majority of people are probably more interested in the released work :)).

And ultra teeny tiny format thing, but the current project status kind of blurs in with the beta5 patch notes...maybe a larger font size or color change? Ok, now I'm just being OCD :P
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ijohnnny
 
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Post » Sat May 28, 2011 3:19 pm

Shiki, a minor request/suggestion for the thread format, but would it be possible to include the current OOO development team members in the opening post?

The other thing I was thinking is that it might be clearer to have the current development near the top, but in retrospect I'm thinking it probably makes more sense leaving down at the bottom (since the majority of people are probably more interested in the released work :)).

And ultra teeny tiny format thing, but the current project status kind of blurs in with the beta5 patch notes...maybe a larger font size or color change? Ok, now I'm just being OCD :P


Done :)
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I love YOu
 
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Post » Sat May 28, 2011 8:31 pm

Done :)


TY, easy to scroll to to OCD check for updates now :P, plus I don't think I knew how much shadow was doing.
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Imy Davies
 
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Post » Sat May 28, 2011 1:54 pm

As I'm not a user of OOO myself (at least, not yet :) ), forgive the newbish question but...how do you guys decide what mods/components/features to add to OOO?
Part of the reason I ask is that I recently (as in within the past 2 weeks) have written a mod that, based on the description of OOO, I think would fit well with it. As with many of the other features of OOO, the mod increases difficulty and, in my opinion, realism. But I don't want to bother you about it if you prefer to decide for yourselves what fits in OOO.

If interested you can find it here: http://www.tesnexus.com/downloads/file.php?id=32914


I hope you can understand that we receive many requests and have to be pretty strict when it comes to bundled mods, ensuring that the vast majority of these mold seamlessly into the game.
We're in the latter stages of testing the latest version which we hope to stabilize and release for general usage shortly.
At the present time we are not looking to add new content.
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sophie
 
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Post » Sat May 28, 2011 8:13 pm

I hope you can understand that we receive many requests and have to be pretty strict when it comes to bundled mods, ensuring that the vast majority of these mold seamlessly into the game.
We're in the latter stages of testing the latest version which we hope to stabilize and release for general usage shortly.
At the present time we are not looking to add new content.

Yep, I definitely do understand that, and don't envy you the complexity of ensuring so much content does fit seamlessly together. I'd just ask that you keep this mod in mind for longer term releases as (in my humble opinion) I do believe it would complement content already in OOO nicely.
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Daniel Lozano
 
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Post » Sat May 28, 2011 1:26 pm

Yep, I definitely do understand that, and don't envy you the complexity of ensuring so much content does fit seamlessly together. I'd just ask that you keep this mod in mind for longer term releases as (in my humble opinion) I do believe it would complement content already in OOO nicely.


What Shikishima said. Also, seen from an OOO perspective it's best if mods are compatible with OOO either as it is or via a patch. Then people can pick and choose as they wish. Bundled mods are a bit of a hassle as the bundled ones tend to get outdated when the particular mods are updated. The bundled Harvest Flora is a case in point. And the only mods that would be considered to be merged with OOO is if it's necessary in order to have them compatible. In short, if your mod isn't compatible with OOO, I'd recommend making an OOO patch bundled with the mod.
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 8:13 pm

I'm not sure if this has been address yet, but the Mauler weapons that OOO puts into the game put a serious performance hit on my PC when my graphics card draws them. Especially when in a dungeon with a bunch of Amazons and if a few of them are carrying Maulers. I'm not sure if it's their poly count or the texture resolution, but is there a way to fix that? If I "optimized" the NIF mesh files using the Python PyFFI scipt, would that help my game with performance during game play; while the mauler weapons are on screen?


Sorry, I missed this earlier.
I ran through a couple of Amazon caves encountering a few of these weapons.
It's difficult to pass judgment as I'm using a new high powered rig with an ATI 5850 card and had no FPS hit.

Any other users had a problem with these?
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Katie Louise Ingram
 
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Post » Sat May 28, 2011 10:52 pm

I'm not sure if this has been address yet, but the Mauler weapons that OOO puts into the game put a serious performance hit on my PC when my graphics card draws them. Especially when in a dungeon with a bunch of Amazons and if a few of them are carrying Maulers. I'm not sure if it's their poly count or the texture resolution, but is there a way to fix that? If I "optimized" the NIF mesh files using the Python PyFFI scipt, would that help my game with performance during game play; while the mauler weapons are on screen?


I too have had this problem, my computer slows down quite a bit even if there is only one npc on screen
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Mario Alcantar
 
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Post » Sat May 28, 2011 6:12 pm

Sorry, I missed this earlier.
I ran through a couple of Amazon caves encountering a few of these weapons.
It's difficult to pass judgment as I'm using a new high powered rig with an ATI 5850 card and had no FPS hit.

Any other users had a problem with these?



On a mid-powered card (GeForce 9600M GS) where the Maulers have been PyFFI'd, I'm getting only a minor performance hit when several Maulers are on screen.
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Jerry Cox
 
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Post » Sat May 28, 2011 1:06 pm

I'm not sure if this has been address yet, but the Mauler weapons that OOO puts into the game put a serious performance hit on my PC when my graphics card draws them. Especially when in a dungeon with a bunch of Amazons and if a few of them are carrying Maulers. I'm not sure if it's their poly count or the texture resolution, but is there a way to fix that? If I "optimized" the NIF mesh files using the Python PyFFI scipt, would that help my game with performance during game play; while the mauler weapons are on screen?


Which Variants of Mauler One handed or 2 handed or any variant of the mauler

The textures are 1024x1024 dxt5 1.3mb each. You could try resizing them in ps, gimp, or paint.net to 512x512 and save in dxt1 format. That should help them alot.

It's difficult to pass judgment as I'm using a new high powered rig with an ATI 5850 card and had no FPS hit.


can I have your video card and and you can have my 3650..

I too have had this problem, my computer slows down quite a bit even if there is only one npc on screen


Using a mauler once again? or just any npc in general that is different issue then ?
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David John Hunter
 
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Post » Sat May 28, 2011 1:29 pm

My drop lit torches feature has randomly stooped working and when I click the hot key in my inventory it says I don't have any torches when I actually have three, two lanterns and a warlock torch as well...can someone tell me why please?
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Kill Bill
 
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Post » Sat May 28, 2011 9:09 pm

My drop lit torches feature has randomly stooped working and when I click the hot key in my inventory it says I don't have any torches when I actually have three, two lanterns and a warlock torch as well...can someone tell me why please?

Are you sure that those are the right torches? I usually have two different types of torches in my game.
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Roberta Obrien
 
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