(Relz) Oscuro's Oblivion Overhaul 1.33

Post » Sat May 28, 2011 10:15 pm

PyFFI - http://tesivpositive.animolious.com/?page=pyffi <-- link to PyFFI site here

Whatever you downloaded is old. You would at least have to use Python 2.6. It can be run with 2.7 as well, apparently. I am going to download 2.7 later this week, probably...
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David John Hunter
 
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Post » Sat May 28, 2011 1:59 pm

I haven't run PyFFI on OOO, but I've been running with the latest versions (PyFFI 2.1.5 and Python 2.7 x64) run on the Mart's Monster Mod BSA file and no problems so far. PyFFI managed to cut about 5.5% off of the total mesh size.
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Louise
 
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Post » Sat May 28, 2011 11:14 am

PyFFI - http://tesivpositive.animolious.com/?page=pyffi <-- link to PyFFI site here

Whatever you downloaded is old. You would at least have to use Python 2.6. It can be run with 2.7 as well, apparently. I am going to download 2.7 later this week, probably...

1.0 seems to be working without any problems. Why do you recommend an update? I have 1.0 installed with certain versions of Nifskope and Blender for comparability and I haven't had any issues.
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carla
 
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Post » Sat May 28, 2011 11:51 am

1.0 seems to be working without any problems. Why do you recommend an update? I have 1.0 installed with certain versions of Nifskope and Blender for comparability and I haven't had any issues.

PyFFI has come a long, long way since 1.0.0. It is good that you have not yet seen any problems, but many things have been fixed. You can use Nifskope and Blender with later versions of PyFFI. Many users that use PyFFI use those types of utilities as well.
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Naomi Ward
 
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Post » Sat May 28, 2011 11:13 am

Can someone tell me whats up with mobs respawning? I for once was happy about mods i picked for oblivion, until i had to go to one place again and i saw all mobs respawned( that was a big place so it was a tough battle..)
Also everytime black bow hunters respawn near white stallion.Its okay i can run with my horsie and skip them but.. this whole mob respawning stuff is getting hard.
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kasia
 
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Post » Sun May 29, 2011 12:42 am

Can someone tell me whats up with mobs respawning? I for once was happy about mods i picked for oblivion, until i had to go to one place again and i saw all mobs respawned( that was a big place so it was a tough battle..)
Also everytime black bow hunters respawn near white stallion.Its okay i can run with my horsie and skip them but.. this whole mob respawning stuff is getting hard.

Increase the cell respawn time. If you use a Bashed Patch, increase the cell respawn time under Tweak Assorted, from 3 to maybe a week or something.
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Hot
 
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Post » Sat May 28, 2011 5:35 pm

You can also adjust the Timescale :hubbahubba:
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sara OMAR
 
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Post » Sat May 28, 2011 3:55 pm

Can someone tell me whats up with mobs respawning? I for once was happy about mods i picked for oblivion, until i had to go to one place again and i saw all mobs respawned( that was a big place so it was a tough battle..)
Also everytime black bow hunters respawn near white stallion.Its okay i can run with my horsie and skip them but.. this whole mob respawning stuff is getting hard.


What Tomlong said. Also, the respawn rate is the same in OOO as in vanilla, so nothing is "up" with it.
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Karl harris
 
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Post » Sat May 28, 2011 12:40 pm

I'm not sure if this has been addressed in the OOO 1.34beta patch but I find it kind of annoying coming across a gargoyle on the way to Cloud Top at level 1, doing the recommendation quest for the Chorrol Mages guild. Then if I reload a save, then next randomly generated enemy is some deer or wolves. Now I do like the fact that not all wildlife is out to specifically attack the player, but to have a random mountain lion pop up at lower levels, only for the player to get mauled to death serves no purpose, IMO. Once a gargoyle or mountain lion sees ya, it's not like you can run faster than them at level 1. Plus if you do find a way to kill them, the reward for your trouble is far from worth it.
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Taylah Haines
 
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Post » Sun May 29, 2011 1:23 am

I'm not sure if this has been addressed in the OOO 1.34beta patch but I find it kind of annoying coming across a gargoyle on the way to Cloud Top at level 1, doing the recommendation quest for the Chorrol Mages guild. Then if I reload a save, then next randomly generated enemy is some deer or wolves. Now I do like the fact that not all wildlife is out to specifically attack the player, but to have a random mountain lion pop up at lower levels, only for the player to get mauled to death serves no purpose, IMO. Once a gargoyle or mountain lion sees ya, it's not like you can run faster than them at level 1. Plus if you do find a way to kill them, the reward for your trouble is far from worth it.


That's a feature of OOO rather than an issue IMO. A Level 1 char should be very wary of straying far from civilization because, well, he or she is only a Level 1 char. Also, Gargoyle loot is "overhauled" for the next release. From a lore point of view it makes sense that they have no loot, as they are made of stone. But from a risk vs. reward point of view it makes no sense. It's solved rather nicely IMO. :)
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Emma Louise Adams
 
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Post » Sat May 28, 2011 7:59 pm

That's a feature of OOO rather than an issue IMO. A Level 1 char should be very wary of straying far from civilization because, well, he or she is only a Level 1 char. Also, Gargoyle loot is "overhauled" for the next release. From a lore point of view it makes sense that they have no loot, as they are made of stone. But from a risk vs. reward point of view it makes no sense. It's solved rather nicely IMO. :)

I sure hope so, otherwise it's rather pathetic if the mod prevents you from doing low level quests like the recommendations from the mages guilds.
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phil walsh
 
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Post » Sat May 28, 2011 11:44 pm

I sure hope so, otherwise it's rather pathetic if the mod prevents you from doing low level quests like the recommendations from the mages guilds.


Arkngt is talking about loot only.
Spawns are just the luck of the draw. Altering these to suit low level characters isn't what OOO is about so they will remain unchanged.
If you want that then you may as well play the vanilla game.
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Christina Trayler
 
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Post » Sun May 29, 2011 1:01 am

I guess it's all in how you look at it. Are these guild recommendations really low level quests? Does it make sense that a high-level mage like Raminus Polus would respect an Archmage who was only level 3? In the vanilla game that is theoretically possible--just as it is with the Fighter's Guild, or in the Arena.
At its heart, that's basically what OOO addresses. As a Level 1 character, you have to work hard and learn a lot, so by the time you finally achieve the highest rank in your chosen guild, you have earned every bit of respect your new office demands--and you can be proud of what you've achieved. That's a personal satisfaction; it's up to you to decide if it's worth the time and effort. If you only want to 'beat' the game quickly, OOO or FCOM is not the way to go--you'll only end up being frustrated.
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Emilie Joseph
 
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Post » Sat May 28, 2011 4:30 pm

I sure hope so, otherwise it's rather pathetic if the mod prevents you from doing low level quests like the recommendations from the mages guilds.


What Shikishima said. It's problematic that Gargoyles have no loot as it breaks the risk vs. reward system, i.e. they are hard to beat but you don't get anything for the effort. This is fixed for the next version of OOO. That there are Gargoyles and Mountain Lions out there even for Level 1 chars is however perfectly in tune with OOO's philosophy, so nothing to fix. From the introduction to OOO in the readme:

You must be prepared to cast aside your previous notions about Cyrodiil. The world no longer revolves around you, the player. Do not expect to be able to beat every monster or NPC you meet. Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. You will probably die a lot more often now. However, if you have the ingenuity, skill, and luck to survive the odds stacked against you then you will be justly rewarded for your bravery!


Also, see http://www.gamesas.com/index.php?/topic/820948-scaling-overhaul-comparison/:

The other mods are place centric. This means that there are more dangerous areas than other. It's a more classical approach: It's more dangerous far out in the wilderness than near major cities, as a player you can run into all kinds of enemies regardless of your level - because they're not adjusted to your level, but to the place they're living. Place centric approaches are in my opinion much more immerse, create a more believeable world and shows a progress of your character. There will be areas where you'll run from at lower levels, and areas where you can mop the floor with enemies at high levels. Bad thing is that you won't find always a fitting challenge for your character, early levels can be very hard, and high levels could turn into the opposite - because by then you're far stronger than most enemies in game.


So what does this mean in practice in your particular case? It means that you either have to be very careful when being far out in the wilderness or when entering unknown dungeons with a Level 1 char. You basically have to spot the Mountain Lion before it spots you. Alternatively, you'll have to postpone quests that puts you in such situations until later levels.

Honestly, isn't it more "pathetic" that Mountains Lions etc. are removed from the world for low level chars in order to make it possible for them to go everywhere right out of the sewers?
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Skivs
 
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Post » Sat May 28, 2011 12:43 pm

Honestly, isn't it more "pathetic" that Mountains Lions etc. are removed from the world for low level chars in order to make it possible for them to go everywhere right out of the sewers?

yeah, i remember traveling to the north at low levels and running all the way down the mountain diving behind rocks after encountering some feline, that sure was fun =D
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Rachie Stout
 
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Post » Sat May 28, 2011 2:58 pm

Save often... B)
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suzan
 
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Post » Sat May 28, 2011 9:42 pm

I guess it's all in how you look at it. Are these guild recommendations really low level quests? Does it make sense that a high-level mage like Raminus Polus would respect an Archmage who was only level 3? In the vanilla game that is theoretically possible--just as it is with the Fighter's Guild, or in the Arena.
At its heart, that's basically what OOO addresses. As a Level 1 character, you have to work hard and learn a lot, so by the time you finally achieve the highest rank in your chosen guild, you have earned every bit of respect your new office demands--and you can be proud of what you've achieved. That's a personal satisfaction; it's up to you to decide if it's worth the time and effort. If you only want to 'beat' the game quickly, OOO or FCOM is not the way to go--you'll only end up being frustrated.

Absolutely! ^____^


I love this mod...
- Tomlong75210
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Ilona Neumann
 
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Post » Sat May 28, 2011 11:37 pm

Arkngt is talking about loot only.
Spawns are just the luck of the draw. Altering these to suit low level characters isn't what OOO is about so they will remain unchanged.
If you want that then you may as well play the vanilla game.


What Shikishima said. It's problematic that Gargoyles have no loot as it breaks the risk vs. reward system, i.e. they are hard to beat but you don't get anything for the effort. This is fixed for the next version of OOO. That there are Gargoyles and Mountain Lions out there even for Level 1 chars is however perfectly in tune with OOO's philosophy, so nothing to fix. From the introduction to OOO in the readme:

Well, maybe I've gotten too used to FF12's system when it comes to that. They place high level monsters in areas you're not suppose to venture yet, but if you can conquer them at early levels you do get rewarded for it. Same with the hunts and marks.
The thing with the gargoyle was that I came across it in the first run up to Cloud Top. Of course I figured there was no point in running since I was gonna get creamed anyway. So I reloaded and on my next run by the same spot, nothing. If not a bunch of deer.
It's not like in Morrowind where the locals warn you of Red Mountain and you get "surprised" by an Ascended Sleeper the first time and then reload and only get confronted by a rat the second time. Plus there is high end loot up on Red Mountain for those low level fools (like me :D ) tempted to try.
I dunno. I guess I just gotta get the notion out of my head that if there are some high level enemies, there better be some high level loot they're guarding. Or at least have some sort of warning.

None-the-less, I'll heed your warning with OOO and keep my eyes peeled open more for these monsters. I still have to adjust after coming off a more vanilla play through and having accelerated the leveling process. I have one companion with my newest play through and just conquered a vampire dungeon on the way to Cheydinhal. Of course it was no easy feet at level one, but after several tries I finally achieved it and got a glass dagger and an elven shortsword out of the deal. Though, I did run into a strange glitch where as summoned Mud Golem outlasted its Vampire Patriarch master. Killed the Patriarch just outside of the dungeon and went back in to sweep through and make sure it was all clear, only to find a Mud Golem still about. I thought maybe the Mud Golem was one of the originally spawned enemies, but his corpse fully disappeared after my companion and I finally managed to kill it. Probably just a fluke though.
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Amelia Pritchard
 
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Post » Sat May 28, 2011 3:03 pm

Run awaaaay! What are we running from?

...

Ah sorry that was from a song by my favourite rock band.

For the first time in years since I started to play OB, I actually found myself running away from an enemy on my low level character. Not because I was already low on health with no health potions when I ran into it, nor because I had no time to deal with it. But actually, because it was too much for me! and it felt ... good! Not to forget the Clanfear in the Kvatch oblivion gate that tore me apart in 4 hits, all of them were blocked.

Felt like a challenge, I had to run level up more and gear up then come back later to have my revenge. This is one of the things that made me like this great mod. A big thank you for the creators.

Now for the big question: Is there a way to accelerate skill leveling? Because I'm having trouble leveling certain skills like Restoration for example, even though I'm spamming it all the time :(
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Carys
 
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Post » Sat May 28, 2011 11:00 am

Run awaaaay! What are we running from?

...

Ah sorry that was from a song by my favourite rock band.

For the first time in years since I started to play OB, I actually found myself running away from an enemy on my low level character. Not because I was already low on health with no health potions when I ran into it, nor because I had no time to deal with it. But actually, because it was too much for me! and it felt ... good! Not to forget the Clanfear in the Kvatch oblivion gate that tore me apart in 4 hits, all of them were blocked.

Felt like a challenge, I had to run level up more and gear up then come back later to have my revenge. This is one of the things that made me like this great mod. A big thank you for the creators.

Now for the big question: Is there a way to accelerate skill leveling? Because I'm having trouble leveling certain skills like Restoration for example, even though I'm spamming it all the time :(

I think you would level too quickly, but Restoration is slow. Install nGCD and Progress - http://tesivpositive.animolious.com/?page=downloading_mods#GameTweaks

Try the defaults for OOO (Progress.ini has an OOO template and nGCD's default are already pretty OOO-friendly), and if you do not like them, modify nGCD's INI file, increasing experience for the relevant skill's contributing actions. It is very well documented. Just open it up and read the skill experience section.
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tiffany Royal
 
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Post » Sat May 28, 2011 5:50 pm

I use SPAM, does progress work with that? I hate the slow restoratian, it took me to lvl 16 to get 50 when my blade was 75 >.>
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Kahli St Dennis
 
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Post » Sat May 28, 2011 1:54 pm

I use SPAM, does progress work with that? I hate the slow restoratian, it took me to lvl 16 to get 50 when my blade was 75 >.>

Is restoration even a major for your character? Well, it's your playing style I guess. Progress will work with all leveling mods but Oblivion XP, as far as I know. It is a skill progression rate modifier, not leveling mod (as nGCD and SPAM are.)
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luis ortiz
 
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Post » Sat May 28, 2011 9:16 pm

Yea its a major, and I tank like crazy so its used a lot.

SPAM makes it so majors go the same speed as if they were minors from my knowledge. There is a plugin that restores it to vanilla, but i like it SPAMS way, except for restoration >.>
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Kelly Upshall
 
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Post » Sun May 29, 2011 12:51 am

Yea its a major, and I tank like crazy so its used a lot.

SPAM makes it so majors go the same speed as if they were minors from my knowledge. There is a plugin that restores it to vanilla, but i like it SPAMS way, except for restoration >.>

You could configure nGCD to act like SPAM. It and KCAS are the most configurable leveling mods available, but nGCD is newer (kind of picked up the torch, in a manner of speaking.)
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Jade
 
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Post » Sat May 28, 2011 8:12 pm

Well, do you think nGCD can completely kill the skill- attribute connection like SPAM does? Thats the distinguishing feature from other leveling mods.
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Kayla Bee
 
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