(Relz) Oscuro's Oblivion Overhaul 1.33

Post » Sat May 28, 2011 2:38 pm

You aren't blind. I thought I had, but the computer went through an auto update that involved a restart and that didn't go through. Here it is.

snip


I can't see anything that would affect Harvest Containers, so that should work if OOO is correctly installed as far as I know. Can't remember hearing about this issue either - but perhaps someone else has better memory than me. That said, I've never used Lite - but if had an issue with HC it should be quite known I'd guess.
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Marina Leigh
 
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Post » Sat May 28, 2011 8:30 pm

I can't see anything that would affect Harvest Containers, so that should work if OOO is correctly installed as far as I know. Can't remember hearing about this issue either - but perhaps someone else has better memory than me. That said, I've never used Lite - but if had an issue with HC it should be quite known I'd guess.


After switching to full with the latest patch and starting a new game -- it works. I'm not sure what the problem is but it appears to have been fixed in that patch. I guess I'm going to be going with the full version. Here is my current load order, I skipped the intro, so no need for all those starter mods.

______________________

Oblivion.esm
Children Of Rourken.esm
Jog_X_Mod.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
CM Partners.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Book Collection.esp
SigilStonesixpanded1.5.esp
Cobl Glue.esp
Cobl Si.esp
Cobl Tweaks.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Container_Trap_Instant_Effects.esp
OOO-WaterFish.esp
Artefacts of the Ancestors.esp
COR-Episode1 Secret of Enourk.esp
Gift of Kynareth.esp
JolardHome.esp
EiAmod.esp
LostSwordOfTheAylied.esp
Quest For The Elements.esp
The Ayleid Steps.esp
thievery.esp
Knights.esp
Kobu's Skip Intro Mod.esp
RTT.esp
The Lost Spires.esp
HeartOftheDead.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
KT_KhajEyeToggleNoEff.esp
Shadow's Balance Price Fixv2.0.esp
Shadow's Merged Value Fixesv2.0.esp
TUR_GemDust.esp
BoneGrind.esp
Kobu's Character Advancement System.esp
Kobu's 10x Slower Jack-of-All-Trades Mod.esp
Kobu's Lighter Backpack Mod.esp
DaMage's_Eye_Pack.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgIntegrationEV.esp
Illumination.esp
Forgrum's Travelogue v2.0.esp
Mirror-7984.esp
Triple_magicka-7315.esp
CavernsofCloudRulerTemple.esp
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amhain
 
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Post » Sat May 28, 2011 7:43 pm

After switching to full with the latest patch and starting a new game -- it works. I'm not sure what the problem is but it appears to have been fixed in that patch. I guess I'm going to be going with the full version. Here is my current load order, I skipped the intro, so no need for all those starter mods.

snip


Weird with your issue with Lite - but perhaps someone else have some input on that. I can't vouch for your entire load order as you're using several mods I've never tried, but OOO looks good. You probably don't need OOO-Container_Trap_Instant_Effects.esp, though, as that fixed an issue with pre-patch custom UI's with a patched game (read earlier versions of DarN's UI) - so unnecessary if using the latest. At least IIRC. Also, if having performance issues near water, consider dropping OOO-WaterFish.esp. Might want to run BOSS on the load order - unless you already have done so.
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Wayland Neace
 
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Post » Sun May 29, 2011 1:33 am

Are there any books that give hints to the location of OOO special items? I know that someone can always go to the OOO spoilers page, but for roleplayers like me, some books the give vague hints to where certain items are would be cool.

If there isn't something like this already in the game, then I think I'll make some. Seems fairly simple to do.



By special items I mean things like the Noble armor, etc.
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Tammie Flint
 
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Post » Sat May 28, 2011 3:26 pm

Weird with your issue with Lite - but perhaps someone else have some input on that. I can't vouch for your entire load order as you're using several mods I've never tried, but OOO looks good. You probably don't need OOO-Container_Trap_Instant_Effects.esp, though, as that fixed an issue with pre-patch custom UI's with a patched game (read earlier versions of DarN's UI) - so unnecessary if using the latest. At least IIRC. Also, if having performance issues near water, consider dropping OOO-WaterFish.esp. Might want to run BOSS on the load order - unless you already have done so.


It is weird, and I'm not sure the problem is completely resolved yet. On the containers that do not open, the script seems to get hung up after they open but before the screen showing what is in them loads. I think it now applies to any non-OOO container that is outside. I'm going to do more testing on that.
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Timara White
 
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Post » Sat May 28, 2011 1:08 pm

Are there any books that give hints to the location of OOO special items? I know that someone can always go to the OOO spoilers page, but for roleplayers like me, some books the give vague hints to where certain items are would be cool.

If there isn't something like this already in the game, then I think I'll make some. Seems fairly simple to do.



By special items I mean things like the Noble armor, etc.


Not really, except in certain cases connected to quest lines, such as the Dread Armor and Heaven's Fury.

EDIT: Also, don't rely on the OOO Spoilers page for locations if you do this. Most are correct - but not all.
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Nathan Risch
 
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Post » Sat May 28, 2011 9:57 am

I found This in R.O.M. Readme:

There is a
scripting command called //PlaceAtMe//
which has become infamous within the
modding community, and for good reason.
In older mods, it was used to simulate the
effect of summoning an item or creature to
the player, and it was a very convenient and
simple way of doing so. However, some
clever modders eventually discovered that
when these “PlaceAtMe’d” references were
disabled from play, they were not actually
removed from your savegame’s memory file
(unlike other deleted references). Which
meant that, in the course of your character’s
development, your savegame file could grow
to an exponentially large size, which could
cause erratic bugs and crashes to occur.
More up-to-date mods will usually include
the command //MoveTo// instead.
When scouring the script files of Oscuro’s
Oblivion Overhaul, I discovered that their
summoning scripts made extensive use of
//PlaceAtMe//. This was understandable,
since OOO’s last major release was back in
2007, before this problem was identified.
However, when rewriting the summon scripts
for all the Golems and creatures that ROM
has now included in the game, I have
decided at length to retain the use of the
//PlaceAtMe// command. The justification
for this is that, unlike most summoning mods
available, I have created these spells to be
used by both the player and NPCs. This
meant that, in the course of a long fight, there
might be numerous instantiations of a single
summoned creature—which would be too
impractical to mod using the //MoveTo//
command, since the latter only literally
moves a single reference of the creature to
the actor, while //PlaceAtMe// actually
duplicates the creature by creating a new
reference. This means that //PlaceAtMe//
allows for multiple summoning by both the
player and the NPC.
Still, I did not like the idea of sabotaging your
savegame, so I also scripted a solution to this
problem, based on the advice found on the
Construction Set Wikipage (see cs.elder
scrolls.com/constwiki/index.php/PlaceAtMe).
After every single ROM summoned creature
is removed or killed, the reference is disabled
and then moved to a commonly used interior
cell—I have chosen Thoronir’s “Copious
Coinpurse” shop. And when each creature is
moved to the cell, I also reset that cell. At
this point, all you must do is periodically stop
by Thoronir’s shop to sell your loot—which I
imagine you would do anyway. Upon
entering the cell, the stored information for
every single PlaceAtMe’d reference is utterly
deleted and removed from your savegame
file, thereby eliminating any bloating.
Therefore, I am pleased to say that you will
not experience any problems with the new
summons in ROM.


What about doing the same thing (or symilar) in the next relase of OOO?
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Margarita Diaz
 
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Post » Sat May 28, 2011 10:55 pm

I found This in R.O.M. Readme:



What about doing the same thing (or symilar) in the next relase of OOO?


I'm wondering if something like that is messing with the container opening script for containers in the wilderness. I am still having those lock up mid opening and not being able to bring the controls back in game.
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Brandi Norton
 
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Post » Sat May 28, 2011 12:57 pm

Am I correct in thinking that the version of Harvest Containers in OOO 1.34b5 doesn't include whatever changes were made in the most recent release of the standalone version, including SI support, but that said changes will be included in the next update to OOO? (I know about the SI inclusion, OP mentions that. I'm just wondering about any Tamriel updates that were made and are yet to be included.)

If I am correct, would you suggest using the standalone version over OOO Full until the release of the next beta or not, bearing in mind that I have no need of the lock bash functionality included in OOO, since I'm using Lock Bash Omega?

Cheers in advance.
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X(S.a.R.a.H)X
 
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Post » Sat May 28, 2011 10:41 am


If I am correct, would you suggest using the standalone version over OOO Full until the release of the next beta or not, bearing in mind that I have no need of the lock bash functionality included in OOO, since I'm using Lock Bash Omega?

Cheers in advance.

I think you should keep the version included in OOO if using OOO 1.34+ it's already up to date and fully functional; if you can add a standalone SI support ESP it will be OK.
For LockBash Omega you could use chris_1979 http://www.tesnexus.com/downloads/file.php?id=27424.
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~Sylvia~
 
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Post » Sat May 28, 2011 11:12 pm

I found This in R.O.M. Readme:



What about doing the same thing (or symilar) in the next relase of OOO?


I'm so not an expert on this but as I understand it placeatme doesn't cause savegame bloating with "ordinary" summoned creatures, so it shouldn't be an issue. It is problematic in certain other cases, though, so should be used with caution. http://cs.elderscrolls.com/constwiki/index.php/User:DragoonWraith/ThreadArchiveTest, for example:

I made some extensive testings about that some time ago: Creatures placed with placeatme get cleaned up when they're dead and do not cause savegame bloating, unless they're "Quest Items".



I'm wondering if something like that is messing with the container opening script for containers in the wilderness. I am still having those lock up mid opening and not being able to bring the controls back in game.


Can you give an exact example of this issue, i.e. a particular container and what exactly happens?
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Jade
 
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Post » Sat May 28, 2011 7:13 pm

Try the containers right outside the Wawnet inn. What happens is the animation appears for the lid coming off the barrels and the handprints on the containers. Then... nothing. The contents do not show up and the only things I can do are rotate the camera and hide.
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Jeremy Kenney
 
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Post » Sat May 28, 2011 4:02 pm

I'm so not an expert on this but as I understand it placeatme doesn't cause savegame bloating with "ordinary" summoned creatures, so it shouldn't be an issue. It is problematic in certain other cases, though, so should be used with caution. http://cs.elderscrolls.com/constwiki/index.php/User:DragoonWraith/ThreadArchiveTest, for example:


I think he refers to Golem summoning specifically.
They don't get summoned, they simply appear near the player, and you can summon as many as you want. As class they're not in conjuration, but in alteration in conjunction with some shield effects.

So I was wondering if there is a system to avoid the issue.
Underground for his ROM uses as base OOO and uses the PlaceAtMe script for summoning, but when the summon expires or die he sends it at the Copious Coinpurse. When you go to the shop, the cell resets and the summons are deleted from the savegame. Maybe in the original OOO can be used the same system
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Kirsty Collins
 
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Post » Sat May 28, 2011 3:46 pm

I think he refers to Golem summoning specifically.
They don't get summoned, they simply appear near the player, and you can summon as many as you want. As class they're not in conjuration, but in alteration in conjunction with some shield effects.

So I was wondering if there is a system to avoid the issue.
Underground for his ROM uses as base OOO and uses the PlaceAtMe script for summoning, but when the summon expires or die he sends it at the Copious Coinpurse. When you go to the shop, the cell resets and the summons are deleted from the savegame. Maybe in the original OOO can be used the same system


I don't think placeatme is an issue with OOO Golems. Not an expert as said, but dev_akm and the others certainly are so if it would be an issue it would have been fixed, as the issues with using placeatme in particular cases have been known for a long time.
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M!KkI
 
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Post » Sat May 28, 2011 2:09 pm

Try the containers right outside the Wawnet inn. What happens is the animation appears for the lid coming off the barrels and the handprints on the containers. Then... nothing. The contents do not show up and the only things I can do are rotate the camera and hide.


OK, it works as intended (I think) in my game. The top comes off on the left Barrel, it doesn't on the middle one (but I don't think it should on those) and with Crates you just get handprints. Also, I get the inventory window for them. Sorry, but no idea what's causing your issues. Have you checked the Known Issues with 1.33 part of the OP? Might be that you're missing resources because of that perhaps. But then you should get missing meshes rather AFAIK, so basically - i have no idea.

EDIT: Have you tried with just OOO loaded? If it works then we know that it is something else that is interfering.
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David John Hunter
 
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Post » Sat May 28, 2011 12:53 pm

I found This in R.O.M. Readme:

What about doing the same thing (or symilar) in the next relase of OOO?


I don't want to tread on anyone's toes, but did you think to check before you made the request?
There's never been an issue with game bloat when using summons in OOO - in fact there is none - so why alter something that works just fine?
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Yama Pi
 
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Post » Sun May 29, 2011 1:11 am

I don't want to tread on anyone's toes, but did you think to check before you made the request?
There's never been an issue with game bloat when using summons in OOO - in fact there is none - so why alter something that works just fine?



That was not a request, just a report of something wich MAY happen.
I was just worry about a potential issue (wich caught me some time ago, but not sure if it was OOO summons), so I did this report for a potential problem referring to a new overhaul based on the latest OOO.
I don't think I've done something bad, and if yes, I'm sorry about it.
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tannis
 
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Post » Sat May 28, 2011 10:37 pm

What was the console command to give Light of Dawn sword highest stats without kiling 300 vampires?
Thanks
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Ross
 
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Post » Sat May 28, 2011 12:30 pm

OK, it works as intended (I think) in my game. The top comes off on the left Barrel, it doesn't on the middle one (but I don't think it should on those) and with Crates you just get handprints. Also, I get the inventory window for them. Sorry, but no idea what's causing your issues. Have you checked the Known Issues with 1.33 part of the OP? Might be that you're missing resources because of that perhaps. But then you should get missing meshes rather AFAIK, so basically - i have no idea.

EDIT: Have you tried with just OOO loaded? If it works then we know that it is something else that is interfering.

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Sabrina garzotto
 
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Post » Sat May 28, 2011 10:41 am

I have tried it with just OOO loaded. I still have the issue. I even went so far as to do a fresh install and only adding OOO with no other mods. I have no idea what the problem is either.
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Shannon Lockwood
 
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Post » Sat May 28, 2011 3:58 pm

What was the console command to give Light of Dawn sword highest stats without kiling 300 vampires?
Thanks

set OOOVampDeadCount to 300


Got it from http://devnull.sweetdanger.net/ooospoilers.html! :)
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Stephanie Nieves
 
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Post » Sat May 28, 2011 5:13 pm

set OOOVampDeadCount to 300


Got it from http://devnull.sweetdanger.net/ooospoilers.html! :)

OOO, good to know That's there.. B)
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Caroline flitcroft
 
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Post » Sat May 28, 2011 10:55 pm

I have tried it with just OOO loaded. I still have the issue. I even went so far as to do a fresh install and only adding OOO with no other mods. I have no idea what the problem is either.


This goes against my usual approach when giving advice as it just will cover up an issue that is unresolved and preferably should be solved rather, but have you tried using the standalone http://www.tesnexus.com/downloads/file.php?id=3979? Check the readme for details when used with OOO. If it's the "only" issue you have it might be a way of getting the game up and running. It would also be interesting to know if it works with the standalone HC.
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CSar L
 
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Post » Sat May 28, 2011 11:03 am

This goes against my usual approach when giving advice as it just will cover up an issue that is unresolved and preferably should be solved rather, but have you tried using the standalone http://www.tesnexus.com/downloads/file.php?id=3979? Check the readme for details when used with OOO. If it's the "only" issue you have it might be a way of getting the game up and running. It would also be interesting to know if it works with the standalone HC.



I finally managed to get a character set up with only OOO and my personal character mod up and running. I'm still not sure which mod is causing the conflict, but I do have a PC that seems to be stable and has those containers opening properly. Since I don't know which mod conflicts, I am running a separate character with all those quest mods that is not OOO.
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Davorah Katz
 
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Post » Sat May 28, 2011 10:12 pm

I finally managed to get a character set up with only OOO and my personal character mod up and running. I'm still not sure which mod is causing the conflict, but I do have a PC that seems to be stable and has those containers opening properly. Since I don't know which mod conflicts, I am running a separate character with all those quest mods that is not OOO.


OK, so it basically wasn't OOO then? And it works with OOO now? Good to know - but still a mystery what it was then. :(
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Roberta Obrien
 
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