[RELz] ROM Revised Oblivion Mod

Post » Wed Mar 30, 2011 4:30 pm

2. Have you try "Duke Patricks - BASIC Script Effect Silencer NIF REMOVED" ?

+1

How about removing RAEVD?

this is unlikely to help. RAEVD only replaces meshes. no scripts, sound effects, etc. are touched.
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SUck MYdIck
 
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Post » Wed Mar 30, 2011 6:33 am

myk002:

Don't know enough how the game works, but how does crossing a cell boundry trigger magical effects that would cause the sounds and blotches? I will try this in-game tonight, just started a new game with Dukes Silencer NIF Removed. I will see if I can duplicate the issue. RAEVD was a long shot as I do not have that mod but have most of the others and never had the problem in my tests with ROM.

How is the BAIN install of ROM going by the way? I build my BAIN manually for the instll I have, everything in the data folder for ease of install.
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Amiee Kent
 
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Post » Wed Mar 30, 2011 12:29 am

myk002:

Don't know enough how the game works, but how does crossing a cell boundry trigger magical effects that would cause the sounds and blotches? I will try this in-game tonight, just started a new game with Dukes Silencer NIF Removed. I will see if I can duplicate the issue. RAEVD was a long shot as I do not have that mod but have most of the others and never had the problem in my tests with ROM.

How is the BAIN install of ROM going by the way? I build my BAIN manually for the instll I have, everything in the data folder for ease of install.


The same thing happened when I was using Supreme Magica and RGO together. There is an option in UOP that allows the changing of the shading (I think) of the magic effect for area effect spells which was supposed to resolve this kind of thing but that didn't work.

I have tried (and am currently using) Crime Has Witnesses and SM Regional Bounty and have disabled RGO. After doing this I did a clean save and tried again. For some reason this caused a problem with the fatigue stats in ROM (fatigue due to weight carried). I moved ROM further toward the end f the load order and then recreated the Bash patch. That fixed the fatigue issue but not the sound and blotches.

Although it effects emersion, I can live with the magical effects if I have to. If not ing else maybe this will make me get into modding some. I haven't programmed in ages though the scripting doesn't look too complex. I think my problem would be using the Construction Set. It tends to be a resourse hog.
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Veronica Martinez
 
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Post » Wed Mar 30, 2011 1:56 am

Don't know enough how the game works, but how does crossing a cell boundry trigger magical effects that would cause the sounds and blotches? I will try this in-game tonight, just started a new game with Dukes Silencer NIF Removed. I will see if I can duplicate the issue. RAEVD was a long shot as I do not have that mod but have most of the others and never had the problem in my tests with ROM.

How is the BAIN install of ROM going by the way? I build my BAIN manually for the instll I have, everything in the data folder for ease of install.

there are some callbacks that happen when a cell is loaded. I don't think it has anything to do with ROM, though (but I'm not completely positive).

The BAIN install has been done for a while. I sent it to Underground09, but I guess he didn't have time to upload it before he had to go. I can PM you a link if you'd like. I modified the omod script to be in line with the new structure, but I haven't tested it in obmm. Works fine in Wrye Bash, tho : )
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A Dardzz
 
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Post » Wed Mar 30, 2011 6:13 am

Modding hurts my head just thinking about it and I used to program in VB! If you use BAIN, it is easy to remove suspect mods until you get a clean game. Then you can know for sure what combination is causing this and maybe fix it by adjusting load order or maybe editing the mod.
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Vera Maslar
 
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Post » Wed Mar 30, 2011 12:18 am

After finally reading every single post on this thread..."takes a breath" ok
I like what i see about the mod however I am using TIE, I would like to use OOO but people say that I would have a lot of conflicts, I also use SM I wonder how will this mod work with all that stuff. First I just wanted to post a question of if I put ROM before TIE in the load order what would I be missing and the other way around. I miss out the quests and a few things from OOO :sad: Also I think I can help you people out a bit. For those who use alternate starting mods I suggest you look for thePostaldudez http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2000 there's a lot of stuff there and I'm sure that his alternate start mod would be good however I don't know about it working with Better Cities and Kvatch Rebuilt. Also I hear a lot about SM issues which urges me not to try this. The cloud effects are surely from SM however I don't understand what is that SM regional bounty esp is it a newer version of SM, how did I miss that out. For the races I use COBL Races they seem to be fairly balanced. Why does that issue have anything to do with RGO, I personally don't use RGO because of some issues with guards.If you can't get rid of this issue then try HearNoEvil and SHOUT, maybe they will do good I use them, sadly you can't get rid of the bounty and be careful with guards they ain't psychic. For those who want more hardcoe bandits and other hostile NPC's try TIE. Sadly I don't have people fighting each other like in OOO, so you will probably see some ogres and minotaurs be friendly :huh: . Also for those OOO users that experience CTD's with traps on locks if I am the only one who did experience that I think I have a solution. How will this mod work with EE and SM. I guess TheNiceOne did make EE pretty much compatible since the user can almost change anything. With SM what will the magic system be like? Will it be overpowered? Also I like the idea of the player not being able to cast spells with shields, does that apply to NPC's that might be a problem if using some other mods like OOO and TIE. Also when were runeskulls integrated into MMM? And I wanna know if I could get sigil stones outside of the oblivion planes without activating the main quest, I need them for Midas Magic. Did you change the penalties for wearing armour on spell effectiveness? What would happen if I carry a weapon?
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Ice Fire
 
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Post » Wed Mar 30, 2011 12:51 pm

To know what ROM changes read the long manual, Underground explains in detail everything he does.

If I understand you rpost correctly (I hope I do) here are some comments:
ROM depends on OOO and you need OOO to play it.
ROM with TIE, I think you need to load TIE before ROM so that it works correctly, so you lose TIE combat and weapon stats.
ROM has its own magic system so do nt use other magic mods.
Alternative start is the only start mod that is compatible with ROM and has a ROM patch. Others may work but some ROM things may not get initialized correctly.
I used TIE and ROM for a while but it was too diversified for me so I just settled on ROM this time around. WIll try pure TIE another time.
I do not use MMM runeskuls plugin as I do not think ROM patches that and I think it would be unbalanced.
EE works just fine with ROM.

Underground is not doing any work on ROM right now and is away from modding (maybe will never return to it, who knows), so ROM as is, is all there is.
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D IV
 
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Post » Wed Mar 30, 2011 2:10 pm

Ok... Well as far as I have read I have a feeling that TIE and ROM are kinda similar both of them don't use much non-vanilla content. Although TIE is more hardcoe than ROM but ROM has some other stuff and uses OBSE right? So I must have OOO to play this? Well I guess I'll have to make them "compatible" with the construction set or TES4Edit
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katie TWAVA
 
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Post » Wed Mar 30, 2011 4:14 pm

I think that the clouds and the explosions are from Supreme Magica. Though Supreme Magica is not a mod that I am currently using, ROM uses some of the spells directly (Blink and Levitate I believe). I have had this experience before when using Supreme Magica. I am researching to try and find out where the conflict is. I thought it was Reener's Guard Overhaul but I am no longer using that and even after a clean save the issue still exists. As I have stated before I know that if I remove ROM from the load list I no longer have the problem. If I come up with anything I will let people here know.
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Lexy Corpsey
 
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Post » Wed Mar 30, 2011 6:01 am

Ok... Well as far as I have read I have a feeling that TIE and ROM are kinda similar both of them don't use much non-vanilla content. Although TIE is more hardcoe than ROM but ROM has some other stuff and uses OBSE right? So I must have OOO to play this? Well I guess I'll have to make them "compatible" with the construction set or TES4Edit


ROM requires and is built upon OOO. TIE uses all vanilla content and ROM uses alot of OOO content. To play full TIE and ROM (with OOO) works as I have done it for a few hours but do not know for the long haul.
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Yonah
 
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Post » Wed Mar 30, 2011 12:11 pm

ROM requires and is built upon OOO. TIE uses all vanilla content and ROM uses alot of OOO content. To play full TIE and ROM (with OOO) works as I have done it for a few hours but do not know for the long haul.

Keep me posted ^.^ I wanna see if your experiment works because I have experimented myself and people said that I'm out of my mind :D
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Claire Mclaughlin
 
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Post » Wed Mar 30, 2011 5:02 am

Keep me posted ^.^ I wanna see if your experiment works because I have experimented myself and people said that I'm out of my mind :D


Well, you got me all excited about TIE again so I just put it back in my game. Tie4mods was causing a problem so I just put full TIE into my game and will see how it goes through the week. I had 3 hours into the game and am at level 1 (still). Last 30 minutes were good (but harder, especially in the sewers). One think I noticed so far is the OOO harvest containers is not working consistently, some chests do not animate or show as being opened. Maybe I let the game settle a bit before looking into it.

My load order in case you are wondering:

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  MD_Saddle_Master.esm04  Cobl Main.esm  [Version 1.73]05  TamRes.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]09  Kvatch Rebuilt.esm0A  Better Cities Resources.esm  [Version 4.8.0]0B  CM Partners.esm0C  Unofficial Oblivion Patch.esp  [Version 3.3.2]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  TamRes.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]++  Symphony of Violence.esp13  MIS.esp14  Storms & Sound.esp15  All Natural - Real Lights.esp  [Version 1.1]16  WindowLightingSystem.esp17  300_Lore_Dialogue_Updated.esp18  AliveWaters.esp19  AliveWaters - Koi Addon.esp1A  Ayleid Loot EXtension.esp1B  Ayleid Loot EXtension - OOO Dungeons.esp1C  7lbsBedrolls-OBSE.esp1D  FlyingCameraMod.esp  [Version 1.3]1E  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp1F  Days&Months.esp++  Item interchange - Extraction.esp  [Version 0.78]20  P1DseeYouSleep.esp21  Enhanced Economy.esp  [Version 5.0.2]22  Enhanced Seasons.esp  [Version 1.3]23  FormID Finder4.esp24  Streamline 3.1.esp25  Map Marker Overhaul.esp  [Version 3.8]26  Map Marker Overhaul - SI additions.esp  [Version 3.5]27  DLCHorseArmor.esp28  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]29  DLCOrrery.esp2A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]2B  DLCVileLair.esp2C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2D  DLCMehrunesRazor.esp2E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]++  MaleBodyReplacerV4.esp2F  Adonnays Elven Weaponry.esp30  ACCCGR SI.esp31  RealSwords - Goblin Brought to Life.esp32  MD Saddlebags v3.0.esp33  DLCThievesDen.esp34  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.6]35  Cobl Glue.esp  [Version 1.73]36  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]37  Bob's Armory Oblivion.esp38  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]39  OMOBS.esp  [Version 1.0]3A  OMOBS Optional Combat Settings.esp  [Version 1.0]3B  OOO 1.32-Cobl.esp  [Version 1.72]3C  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]40  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]41  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]43  TIE.esp  [Version 1.41]++  MMM-Cobl.esp  [Version 1.73]44  EVE_StockEquipmentReplacer4FCOM.esp45  Imperial Furniture Renovated.esp46  Cathedral Improver.esp47  Kragenir's Death Quest.esp48  KDQ - Rural Line Additions.esp49  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp4A  Kvatch Rebuilt Weather Patch.esp4B  Shads Water Bucket Plus.esp4C  The Ayleid Steps.esp  [Version 3.4]4D  Aylied Steps - AN Real Lights patch.esp  [Version 1.00]4E  thievery.esp4F  thievery - EE patch.esp  [Version 4.2]50  Trail  South East.esp51  Trail  WEST.esp52  Trail  EAST.esp53  Trail  Central.esp54  VaultsofCyrodiilBC.esp55  VOILA.esp56  VOILA - Soldiers of Empire.esp57  Cyrodiil Travel Services.esp  [Version 2.0.5]58  DLCBattlehornCastle.esp59  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]5A  DLCFrostcrag.esp5B  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]5C  Knights.esp5D  Knights - Unofficial Patch.esp  [Version 1.1]5E  EVE_KnightsoftheNine.esp5F  SM Plugin Refurbish(Merged).esp  [Version 1.21]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]60  ROM Revised Oblivion Mod.esp61  ROM Patch - Knights.esp  [Version 2.30]++  ROM Patch - MMM.esp++  ROM Patch - Bobs Armory.esp62  The Lost Spires.esp63  AFK_Weye.esp  [Version 2.2.COBL]64  ElsweyrAnequina.esp65  road+bridges.esp  [Version 4.5.9]66  Feldscar.esp  [Version 1.0.4]67  Vergayun.esp  [Version 1.0.3]68  Faregyl.esp  [Version 1.0.10]69  Molapi.esp  [Version 1.0]6A  Reaper's Bleaker's Way Village Revamp.esp6B  NRB4+RBWR Patch.esp6C  xuldarkforest.esp  [Version 1.0.5]6D  LostSpires-DarkForest patch.esp6E  xulStendarrValley.esp  [Version 1.2.2]6F  xulTheHeath.esp70  XulEntiusGorge.esp71  xulFallenleafEverglade.esp  [Version 1.3.1]72  LostSpires-Everglade patch.esp  [Version 1.2]73  Anequina-Fallenleaf-Patch.esp74  xulColovianHighlands_EV.esp  [Version 1.2.1]75  xulChorrolHinterland.esp  [Version 1.2.2]76  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]77  KragenirsDeathQuest-LostCoast patch.esp78  xulBravilBarrowfields.esp  [Version 1.3.2]79  xulLushWoodlands.esp  [Version 1.3.1]7A  xulAncientYews.esp  [Version 1.4.3]7B  xulAncientRedwoods.esp  [Version 1.6]7C  xulCloudtopMountains.esp  [Version 1.0.3]7D  KragenirsDeathQuest-CloudtopMountains patch.esp7E  xulArriusCreek.esp  [Version 1.1.3]7F  xulPatch_AY_AC.esp  [Version 1.1]80  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]81  KragenirsDeathQuest-RollingHills patch.esp82  xulPantherRiver.esp83  xulRiverEthe.esp  [Version 1.0.2]84  xulBrenaRiverRavine.esp  [Version 1.1]85  xulImperialIsle.esp  [Version 1.6.6]86  xulBlackwoodForest.esp  [Version 1.1.0]87  xulCheydinhalFalls.esp  [Version 1.0.1]88  KvatchRebuilt-CheydinhalFalls patch.esp89  xulAspenWood.esp  [Version 1.0.2]8A  xulSkingradOutskirts.esp  [Version 1.0.1]8B  xulSnowdale.esp  [Version 1.0.1]8C  Feldscar+Snowdale Patch.esp  [Version 1.0]8D  OOO-Snowdale Patch.esp8E  NRB4+UL-II Patch.esp  [Version 5.0.1]8F  TrailsOfCyrodiil-UL merged patch.esp90  West Roads.esp91  Fort Akatosh Redux.esp92  FortAkatoshRedux-NewRoads&Bridges patch.esp++  Cyrodiil Legion Addon.esp  [Version 1.3]93  Legion Ranger Addon.esp94  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]95  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]96  EVE_ShiveringIslesEasterEggs.esp97  Dungeon Actors Have Torches 1.6 DT.esp98  Exterior Actors Have Torches 1.3 DT.esp++  more books teach.esp99  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]9A  P1DkeyChain.esp  [Version 5.00]9B  Soulgem Magic.esp  [Version 1.0]9C  Storms & Sound - AFK_Weye.esp9D  Storms & Sound - Imperial Furniture Renovated.esp9E  Storms & Sound - The Lost Spires.esp9F  Storms & Sound - Better Cities.espA0  Toggleable Quantity Prompt.esp  [Version 3.2.0]A1  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.espA2  Alternative Start by Robert Evrae.esp++  ROM Patch - Alternative Start.espA3  Simple Essentials beta2.espA4  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]A5  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]**  Dark Dungeons.esp  [Version 1.0]**  Dark Dungeons -  SI.esp  [Version 1.0]++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  EVE_KhajiitFix.espA6  Better Looking Redguards.espA7  CuteElf11.esp  [Version 1.3.5]A8  Chocolate Elves.espA9  CM Partners.espAA  1em_Vilja.esp  [Version 2.3.2]AB  Better Cities Full.esp  [Version 4.8.0]AC  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]AD  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]AE  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.0]AF  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]B0  Better Cities - Thievery.esp  [Version 4.8.0]++  Better Cities - TIE Restricted Area.espB1  TrailsOfCyrodiil-BC patch.esp  [Version 4.7.0]B2  Better Imperial City.esp  [Version 4.8.0]B3  Better Imperial City FPS Patch.esp  [Version 4.7.0]B4  Better Cities - The Lost Spires.esp  [Version 4.7.0]B5  Better Cities - COBL.esp  [Version 2.1]B6  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.0]B7  Better Cities Full FPS Patch.esp  [Version 4.8.0]B8  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.7.0]B9  ROM Patch - Better Cities.espBA  [GFX]_Initial_Glow-all.espBB  HydroClarity.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]BC  Bashed Patch, 0.esp

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Len swann
 
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Post » Wed Mar 30, 2011 1:14 pm

I think you might want to try a stand alone version of harvest container if you really want it in the game, otherwise i think you can disable it with the console..
The load order, as far as I can see is a big mess ( its just me saying that not that anything is wrong with the load order ), I don't know what most of those mods do however is MMM required as well?
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Lizzie
 
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Post » Wed Mar 30, 2011 7:03 am

you sir are a god among men. i just finished a few chapters or your readme *well done by the way* and must say that i am reinstalling oblivion and going throught the tedious process of reinstalling all the beautification mods ie LOD, streamline, qarls textures ect. simply to play your mod. some things that i have been wanting for years to be addressed but until now noone has.

casual spellcasting........like you i was appalled at the change from the morrowind system where you actually had to go into a casting stance to simply waving your hand.

swimming while wearing plate armor and carry tons of [censored]...........again this is stupid and you have finally addressed it.

limiting guild membership to a singel guild. BRAVO!\

thanks for the changes to chameleon and sneak as well. no more "predator" mode where you can kill people ad nauseum as long as you kept recasting chameleon or illusion.

seperating summoning into different branches.

as i read on im sure i will find more and more.

hopefully, bethesda will take notice and take some of things into consideration.

im not sure if i missed it or it wasnt in there but how did you handle cure disease and healing. in vanilla it made potions useless cause those spells were low level and infinitely castable. if you didnt already might i suggest either removing them or making them a expert spell that requires a scroll to use or possible make some of the more serious diseases require the use of potions and render spells useless on them.

thank you, thank you, thank you. :)

edit: nm.......it looks like you got rid of the sillier things. i can tolerate the ayleid weapons.

also i dont know if you have had a chance to play TIE, but after playing with no-scaling meaning that a ruin can hold either low level bandits or a level 40 lich no matter what level you are. its hard to go back to predictable levelling "ok im level 10 now so if i go up the road here i KNOW that im going to encounter wolves, imps, goblins and skeletons". in TIE if you went up that road at level 10 you might end up meeting a couple of rats or some minotaurs and atronachs and a couple lich kings thrown in. i cant tell you how much more enjoyable the gameplay is when you have no idea what is going to be around the next corner.
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Nienna garcia
 
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Post » Wed Mar 30, 2011 3:11 pm

Did anybody ever come up with an answer as to why a guard in the IC is missing his brestplate? Just wondering.
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REVLUTIN
 
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Post » Wed Mar 30, 2011 7:54 am

Did anybody ever come up with an answer as to why a guard in the IC is missing his brestplate? Just wondering.

You pickpocket the briastplate from the guard. Well did you try resurrect command to see if it changes anything, if not its probably a conflict..
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BlackaneseB
 
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Post » Wed Mar 30, 2011 1:52 pm

Did anybody ever come up with an answer as to why a guard in the IC is missing his brestplate? Just wondering.


I do not have that happening in current game (23 hours into it - still trying to get to level 3!) With TIE and ROM, I can only steal and fight low level bandits, everything else whips my behing. As far as the breatplate, check the actor with formid or refscope to see where he is from and what equipment he is supposed to have, and if he has it but not wearing it. It could be a script then and need to adjust load order possibly, or change bash tags. Just a guess.

I had that problem in the early days before ROM 2.3 and before ROM was added to BOSS with tags.
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roxxii lenaghan
 
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Post » Wed Mar 30, 2011 3:24 am

I do not have that happening in current game (23 hours into it - still trying to get to level 3!) With TIE and ROM, I can only steal and fight low level bandits, everything else whips my behing. As far as the breatplate, check the actor with formid or refscope to see where he is from and what equipment he is supposed to have, and if he has it but not wearing it. It could be a script then and need to adjust load order possibly, or change bash tags. Just a guess.

I had that problem in the early days before ROM 2.3 and before ROM was added to BOSS with tags.


Thanks for the help Peter. I have after long consideration decided to remove ROM from the load list. There are just too many small problems to work out and it gives me no time to actually play. Also with Underground being gone for a time it looks like many of these issues will not be resolved soon. It's too bad because there is much I really like about this mod :shakehead:

Anyway I just finished up a new install as so am off to play Oblivion.
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SHAWNNA-KAY
 
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Post » Wed Mar 30, 2011 5:08 am

With Underground gone - is there anyone willing or interested in building a ROM version with an .ini to turn on / off different features - or possibly break-out some of the more desirable features - like Underground himself did with his DropLitTorch feature.

There is so so so much good about ROM... but a lot that makes the game not just more immersive...but unfortunatly for me.... makes the game less fun.
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Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Wed Mar 30, 2011 6:04 am

has the author stopped working on this mod or something. im in the process of gathering mods to reinstall to play this mod but if its no longer being supported i might not bother. what state is the mod in? is it polished or buggy?

nm......found his work post. still curious if this mod is polished or still a beta.
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ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Wed Mar 30, 2011 1:29 am

I have been pretty impressed with the quality of Underground09's work. I haven't played too much since I installed it, but I haven't had any problems at all related to this mod. In fact, my game is faster and more stable (and more fun : )
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jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Wed Mar 30, 2011 11:44 am

I have been pretty impressed with the quality of Underground09's work. I haven't played too much since I installed it, but I haven't had any problems at all related to this mod. In fact, my game is faster and more stable (and more fun : )

+1
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Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Wed Mar 30, 2011 3:25 pm

I have been pretty impressed with the quality of Underground09's work. I haven't played too much since I installed it, but I haven't had any problems at all related to this mod. In fact, my game is faster and more stable (and more fun : )


+1

Suprisingly, through 54 hours of play with:
ROM
OOO
MMM
TIE (full version)

I had 3 CTDs and they usually happened while going to sleep.

One quirk I found:
When I load a save game, some of my skill progress bars are over 100%. They do not adjust until I use a skill that would force the skill progress bar to advance and then I immediately level that skill. Looks like ROM is not running the skill level recalculation script upon a save game load. I waited for a few minutes to see if it would but it did not. A few times this does not happen on a save game load. SO it could be ROM or one of my other mods, I don't know.


Also, I went to change the skill training session cap from 3 to 100 in the ROM esp file, made the change, but it is not showing in game. Either there is something else in ROM restricting this or you cannot change it on an existing game. I even used the bash option to raise the training limit but that does not work either.

Anyway, I recommend it.
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Wed Mar 30, 2011 4:13 pm

Has anyone have npc's dying without even being touched? This started to occur after i put rom in the bash patch. Not sure what mod is causing it though i figure rom is wasnt doing it before.


Spoiler
Oblivion.esm
You Are Here.esm
All Natural Base.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
HorseCombatMaster.esm
Oblivifall Master File.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Enhanced Seasons.esp
All Natural.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
Enhanced Water v2.0 HD.esp
AmbientTownSounds.esp
MIS.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
Distant Chapel Bells.esp
Storms.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
AmbientDungeons.esp
Days&Months.esp
kuerteeCleanUp.esp
Streamline 3.1.esp
MaleBodyReplacerV4.esp
1SB_RavenousEleganceOutfit.esp
Battle Princess.esp
Chapel Shop.esp
EY_AoD.esp
Underworld Armor.esp
Blackmarsh_Witch_HGEC_Clothing.esp
Cobl Glue.esp
Cobl Tweaks.esp
Oscuro's_Oblivion_Overhaul.esp
OOO 1.32-Cobl.esp
TIE.esp
Oblivifall - Something's Not Right.esp
Better Dark Brotherhood Sanctuary.esp
BrotherhoodRenewed.esp
ImpeREAL City Unique Districts - All the Districts - Merged.esp
ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp
Apachii_Goddess_Store.esp
VOILA.esp
VOILA - Soldiers of Empire.esp
Whispers of Death Extended.esp
Knights.esp
ROM Revised Oblivion Mod.esp
Oblivifall - Losing My Religion.esp
Bag of Holding.esp
Oblivifall - Ambiant Dungeon SFX.esp
Werewolf-Legends.esp
SupremeDialougeImmersion[The A-MQ].esp
SupremeDialougeImmersion[A-O].esp
StartChoices.esp
Unholy Darkness.esp Dont ask about this one.
Active_Inventory_Spell_1.2.esp
TigerpawsGateCloser.esp
DeadlyReflex 5 - Combat Moves.esp
Atmospheric Loading Screens - No Text.esp
Demon Hunter.esp
Raven Elves.esp
ReallyImmersiveMessages.esp
Detect Life Red Shader.esp
Duke Patricks - BASIC Script Effect Silencer.esp
Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp
Aos Si.esp



Did you ever figure this out? I just started a new game with ROM, OOO 1.33 Lite, and TIE and the same thing happens to me. Dead guards all over the IC Market. I walked in once, saw the guard casting some magic, possibly a heal spell, then he fell dead. Later someone yelled "He's dead". Came back at night and found other dead guards.

So if you found anything out, do share :)
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Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Wed Mar 30, 2011 9:26 am

Removed TIE, started new game, same problem. Walked into the Temple district. Saw guard cast spell. Moved crosshair over him and saw his health drain until he died. Noone did anything. I am going to try to see if I cand use refscope to see the effects that are on a guard when this happens.
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Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

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