(Relz) Oscuro's Oblivion Overhaul 1.33

Post » Sat May 28, 2011 11:05 am

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


I didn't actually know it only referred to specific torches, well I wouldn't expect the warlock torch (from the lost spires) to work then but the lanterns some of the guards use and the other torches I thought was just the default ones I get from dead NPCs. Plus I haven't specifically added torches to my game so I don't know why I would have extras anyway (minus the warlock one).

EDIT:

How do I know what ones are the right ones?
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noa zarfati
 
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Post » Sat May 28, 2011 9:03 pm

I didn't actually know it only referred to specific torches, well I wouldn't expect the warlock torch (from the lost spires) to work then but the lanterns some of the guards use and the other torches I thought was just the default ones I get from dead NPCs. Plus I haven't specifically added torches to my game so I don't know why I would have extras anyway (minus the warlock one).

EDIT:

How do I know what ones are the right ones?


Works only with the normal Torches.
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KiiSsez jdgaf Benzler
 
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Post » Sun May 29, 2011 1:53 am

Works only with the normal Torches.


I've got three normal ones and I'm sure there normal, if not they look exactly like them :unsure2: ....guards always use normal ones yes, and some merchants sell them to correct?
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Natasha Callaghan
 
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Post » Sat May 28, 2011 11:18 am

I've got three normal ones and I'm sure there normal, if not they look exactly like them :unsure2: ....guards always use normal ones yes, and some merchants sell them to correct?


OOO basically adds the droptorch script to Torch02, i.e. "Torch". With OOO no other torches should be named that - although I guess there might be mods that add differing torches with the same name. And, yes, that's the normal torch you'll find in dungeons, at some shops on NPC's etc.
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Claire
 
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Post » Sat May 28, 2011 8:12 pm

OOO basically adds the droptorch script to Torch02, i.e. "Torch". With OOO no other torches should be named that - although I guess there might be mods that add differing torches with the same name. And, yes, that's the normal torch you'll find in dungeons, at some shops on NPC's etc.


OK I'll find some from a shop or NPC and check it out and report back.
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~Amy~
 
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Post » Sat May 28, 2011 7:04 pm

OK I'll find some from a shop or NPC and check it out and report back.


If you're using lots of mods and get a bit confused on what adds what, I'd recommend FormID Finder or RefScope. Excellent for checking details for an item as well as for trouble-shooting (i.e. if having missing meshes etc.).
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N3T4
 
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Post » Sun May 29, 2011 12:34 am

If you're using lots of mods and get a bit confused on what adds what, I'd recommend FormID Finder or RefScope. Excellent for checking details for an item as well as for trouble-shooting (i.e. if having missing meshes etc.).

Agreed.

Mods for Troubleshooting - http://tesivpositive.animolious.com/?page=troubleshooting_mods <-- links here
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Kelly John
 
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Post » Sat May 28, 2011 8:58 pm

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.

Seems 1H & 2H maulers equally give a performance hit (the ones with all the extra spikes; under Oblivion\ Meshes\ Weapons\ Templar\ Club). Specifically when an enemy or enemies is/ are equipped with a mauler and in my view. I used the player.additem command to get a couple, then killed some bandits. After they're dead, I removed all other weapons from their corpse and put a mauler in their inventory. Then when I move my view back and forth across the corpse, I notice a performance decrease on framerate/ more "choppiness." Strange thing is, if I simply remove the maulers from my inventory and put them on the ground, my PC's performance is find. Even with the bandit's corpse in view with the maulers, but when I put them in the bandits inventory (with no other weapons), then I get the performance hit.

If it matters I'm running Oblivion on 1080p with dual (Crossfire/ SLI) Sapphire Radeon 3870 Toxic edition graphics cards.

Unfortunately all I have for an advanced texture editing tool is Photoshop 5.0. I imagine that's rather dated. :P

Update: After using the PyFFi script to optimize the NIF meshes, my performance has improved considerably with regard to the mauler weapons of OOO.
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Naughty not Nice
 
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Post » Sun May 29, 2011 1:15 am


Update: After using the PyFFi script to optimize the NIF meshes, my performance has improved considerably with regard to the mauler weapons of OOO.


Thanks for the report.
We'll certainly have another look at these before the next update.
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Mylizards Dot com
 
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Post » Sat May 28, 2011 1:56 pm

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


Well, you know some of the background there.
Damn thing cost so much that I'll possibly still be using it when TES X eventually pops up. :P
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Amanda Furtado
 
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Post » Sat May 28, 2011 6:24 pm

I am starting a second character today, however, this time, for my second char I want to use something different than FCOM (which I always use). What would I need to run OOO+OWC? I have searched but I couldn't find info about this.

Thanks.
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jaideep singh
 
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Post » Sat May 28, 2011 7:24 pm

I am starting a second character today, however, this time, for my second char I want to use something different than FCOM (which I always use). What would I need to run OOO+OWC? I have searched but I couldn't find info about this.

Thanks.


You can't really do that. FCOM was created to bridge just that fundamental incompatibility between overhauls. The closest you'll get is FCOM with OOO, MMM, OWC.
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Andres Lechuga
 
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Post » Sat May 28, 2011 2:15 pm

Ahh okay nevermind then, it seem I can't resist using FCOM again anyway :D
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Jessie
 
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Post » Sat May 28, 2011 8:45 pm

Ahh okay nevermind then, it seem I can't resist using FCOM again anyway :D


Same here - and I also feel a bit like I should try out WarCry on its own, or TIE for that matter. I'm probably missing out on great experiences in both cases - but I just can't be w/o OOO and MMM apparently.

Also, I should have added this to the post above - it's basically the items/creatures you get from OWC when used with FCOM, no matter how you set it up.
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Javier Borjas
 
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Post » Sun May 29, 2011 12:34 am

Works only with the normal Torches.



OK I'll find some from a shop or NPC and check it out and report back.



Just letting know the torches I had apparently wasn't normal I found some in a chest and tried those and it worked, don't know where the hell them others would of come from then but never mind, it works and that's that matters :)
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Alan Cutler
 
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Post » Sat May 28, 2011 5:32 pm

Just letting know the torches I had apparently wasn't normal I found some in a chest and tried those and it worked, don't know where the hell them others would of come from then but never mind, it works and that's that matters :)

A number of mods add non-standard torches in order to leave the original record alone. For example, lighting mods or "darker" mods may do this to help the character cope with the darker caves, and Actors Have Torches (and related mods) add new torch records as well.
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Janette Segura
 
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Post » Sat May 28, 2011 4:53 pm

A number of mods add non-standard torches in order to leave the original record alone. For example, lighting mods or "darker" mods may do this to help the character cope with the darker caves, and Actors Have Torches (and related mods) add new torch records as well.


Ahh I see, now it makes seance, lol I think it's getting to the point where I'm going to have to start paying you for these lessons :lol:
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Allison Sizemore
 
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Post » Sat May 28, 2011 12:57 pm

Seems 1H & 2H maulers equally give a performance hit (the ones with all the extra spikes; under Oblivion\ Meshes\ Weapons\ Templar\ Club). Specifically when an enemy or enemies is/ are equipped with a mauler and in my view. I used the player.additem command to get a couple, then killed some bandits. After they're dead, I removed all other weapons from their corpse and put a mauler in their inventory. Then when I move my view back and forth across the corpse, I notice a performance decrease on framerate/ more "choppiness." Strange thing is, if I simply remove the maulers from my inventory and put them on the ground, my PC's performance is find. Even with the bandit's corpse in view with the maulers, but when I put them in the bandits inventory (with no other weapons), then I get the performance hit.


Try these resized texture for the Mauler and see if that make a difference or not. If not then we know that is something in nif setting itself that could be causing the problem.

http://www.4shared.com/file/3g6Ftf8p/OOOMaulerTextures01.html
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Alessandra Botham
 
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Post » Sat May 28, 2011 6:36 pm

Try these resized texture for the Mauler and see if that make a difference or not. If not then we know that is something in nif setting itself that could be causing the problem.

http://www.4shared.com/file/3g6Ftf8p/OOOMaulerTextures01.html

I guess I'll have to re-install my OOO omod to see if textures makes a difference. I already used a PyFFI script on the NIF files which seemed to improve performance.

Edit: wasn't sure if this needs to be known, but I only have OOO 1.33 Complete Lite installed. I tried the 1.34beta patch, but it looked like it was meant for the full installation. So I removed the beta update.
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Sam Parker
 
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Post » Sat May 28, 2011 5:59 pm

I guess I'll have to re-install my OOO omod to see if textures makes a difference. I already used a PyFFI script on the NIF files which seemed to improve performance.

Edit: wasn't sure if this needs to be known, but I only have OOO 1.33 Complete Lite installed. I tried the 1.34beta patch, but it looked like it was meant for the full installation. So I removed the beta update.

It is meant for the full installation, but you should grab the OOO 1.33b LITE patch from the opening post.
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kevin ball
 
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Post » Sat May 28, 2011 9:11 pm

It is meant for the full installation, but you should grab the OOO 1.33b LITE patch from the opening post.

I was wondering about that. I wasn't sure if that patch was pre or post OOO 1.33 Complete. I assumed it was pre, because the ESP file was smaller than 1.33 complete. Thanks for the info. I'll be installing it. :)

Try these resized texture for the Mauler and see if that make a difference or not. If not then we know that is something in nif setting itself that could be causing the problem.

http://www.4shared.com/file/3g6Ftf8p/OOOMaulerTextures01.html

Update: I went ahead and tried it. The different textures didn't make a difference in performance. Therefore I'll be using the PyFFI'd NIF files.
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Angela
 
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Post » Sat May 28, 2011 10:18 pm

I was wondering about that. I wasn't sure if that patch was pre or post OOO 1.33 Complete. I assumed it was pre, because the ESP file was smaller than 1.33 complete. Thanks for the info. I'll be installing it. :)


Update: I went ahead and tried it. The different textures didn't make a difference in performance. Therefore I'll be using the PyFFI'd NIF files.

Well, it is only a patch.


Edit: Did you use PyFFI 2.1.5 to optimize the meshes?
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Jade Payton
 
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Post » Sat May 28, 2011 5:40 pm

Is there a way to disable container traps?
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Tyrone Haywood
 
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Post » Sat May 28, 2011 3:01 pm

Is there a way to disable container traps?


Nope, but when using unlock spells or scrolls they wont explode.
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Andrea Pratt
 
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Post » Sat May 28, 2011 11:30 pm

Well, it is only a patch.


Edit: Did you use PyFFI 2.1.5 to optimize the meshes?

I'm not sure. I used the Windows context menus to do that (right click on a NIF file). I installed PyFFI-py2.5-1.0.0, so I'm guessing version 1.0.0? :shrug: How do I check which verison?
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RObert loVes MOmmy
 
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