Reviving an old save with old mods... helpadvice?

Post » Wed Oct 02, 2013 8:03 am

I made this account so long ago, just so I could search the forums... but it looks like it's finally time for a first post. I've taken a long hiatus from Oblivion, but I'm starting to feel that urge to come back to it. More importantly, the urge to review and possibly update the old mod list I have. (Which we all know can take just as long and be as much of a "game" as playing Oblivion itself! :tongue:)

There's going to be a multitude of questions, but I'll try to pace them out instead of flooding the page with half-processed word vomit. First things first I suppose, my current mod order (if Wrye Bash exported it right at least)

Spoiler
00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Fundament.esm  [Version ision]04  VVAdvanced.esm  [Version 1.00]05  Unofficial Oblivion Patch.esp  [Version 3.2.0]06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]08  Reznod_Mannequin.esp09  Living Economy.esp0A  Living Economy - Items.esp0B  Cutthroat Merchants.esp0C  Map Marker Overhaul.esp  [Version 3.9.3]0D  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]0E  DLCHorseArmor.esp0F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.7]10  DLCOrrery.esp11  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]12  DLCVileLair.esp13  DLCVileLair - Unofficial Patch.esp  [Version 1.0.7]14  DLCMehrunesRazor.esp15  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]16  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]17  DLCThievesDen.esp18  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.10]19  Cobl Glue.esp  [Version 1.72]1A  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1B  VVAdvanced.esp  [Version 1.00]1C  VVAdvanced-SI.esp  [Version 1.00]1D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]1E  OOO 1.32-Cobl.esp  [Version 1.72]++  FFVV_OOO_Birthsigns.esp1F  DLCBattlehornCastle.esp20  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.6]21  DLCFrostcrag.esp22  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.6]23  Knights.esp24  Knights - Unofficial Patch.esp  [Version 1.1.2]25  Salmo the Baker, Cobl.esp  [Version 3.08]26  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]27  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  GotNoClass.esp28  Toggleable Quantity Prompt.esp  [Version 3.2.0]29  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp2A  attack and hide medium v2.1.esp2B  No psychic guards v1.2.esp2C  Bundlement.esp  [Version ision]2D  nGCD.esp2E  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp++  Immediate Character Generation.esp++  Disable Tutorial Text.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]2F  Bashed Patch, 0.esp
Couple questions based on this, though I haven't dug into it extensively:
1. It seems that Vim and Vigor has... not been updated in a while. And it also looks like Basic Primary Needs suits what I'm looking for better. But, on the other hand I do like some of VV's changes, and from my understanding BPN adds it's own separate sleep gauge rather than messing with Fatigue. But in particular I like VV's tweaks to vampires, where you're strongest when you've just fed.
Can anyone recommend some replacement mods that make fatigue worth paying attention to, and leave vampires powerful like in VV, but also works with BPN? Specifically I'm fine with Fatigue being a short-term gauge again, if there's a separate sleep gauge, and I want something that affects/cripples NPCs too (my current character uses H2H so I have a vested interest in this :tongue:)
2. In general, which of these mods would cause serious problems if removed from a game in progress? OOO I'm sure, but any others stick out like a sore thumb?
3. Would someone be willing to help me compare Maskar's Overhaul to OOO? What would there be to recommend switching from one to the other?
4. I want to go into this go-round with mods properly. This means cleaning them, using BAIN, etc. While I should hopefully be able to figure these out on my own, is it possible to approach an existing mod setup this way? Or, am I better out ripping out all existing mods and re-adding them from scratch? I couldn't begin to know which textures, meshes and such correspond with which mod after so long...
Thanks to anyone who's willing to read this wall of text and help me out. I'm just a little out of date with the latest and greatest in Oblivion modding, and feel kinda lost.
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MISS KEEP UR
 
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Joined: Sat Aug 26, 2006 6:26 am

Post » Wed Oct 02, 2013 6:36 am

2. I think none but OOO. Maybe the one related to the map.

3. You should use them both together because they are fully compatible

4. you gotta restart from beginning

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Stace
 
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Post » Wed Oct 02, 2013 9:42 am

If you are looking at Maskar's Basic Primary Needs, and want to add something that makes fatigue worth paying attention to, you might want to consider Basic Physical Activities, which is also by Maskar. It adds sprinting capabilities (which drains fatigue very quickly) and also makes the fatigue go down when simply running, kind of like in Morrowind. Things like your current encumbrance level and whether you are running uphill or downhill affect the fatigue loss, and encumbrance also affects movement speed. If your fatigue goes all the way down, you will collapse for a few moments, so you have to be careful.

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Bedford White
 
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