hey underground nice mod!
first off ive read your manual and have been playing your mod a bit and so far I like it
I would like to play it a bit more before ill be able to give you proper feedback though..
anyway as to why im posting (other than kudos and congrats on your release and all the hard work you put into this)
I seem to be getting a strange CTD when I try to kill the bandits near the first camp across the river from the sewer exit (vil..something)
at first it was only when I was close to killing the second bandit (guard killed the first)
it was weird because it would always after the bandit had used two potions and was getting close to death (25%?)
(sword fight if it matters) so because of that I figured whatever ill just try again later. so I went and killed some goblins.
only now it seems that when ever I get near the camp I get a CTD (before anyone even see's me...)
its really an odd issue...
also I only have OOO(lite) and Rom installed (installed via OBMM and ran boss pretty much)
Hi Lord Spyro, thanks for the encouragement and compliments. Your problem perplexes me, and I confess I am not sure what to do with it. How about you send me a PM, and we can arrange for you to send me your savegame file, and I will see what I can do with it?
Hi,
I'm excited to try your mod. I was thinking about reinstalling just the other day, and finding this thread made that a certainty. I've always played OOO on terrible hardware, so I'm particularly happy to see some performance enhancements there. While reading through your manual I made note of some things that I was less excited about. Please take any part of your mod that I don't mention as extremely positive feedback, because it's all really good stuff.
- I've played lots of Paladin-themed characters, so the prospect of not being able to cast with a weapon and shield out is daunting. The reasoning is good, but it sounds like a pain in the ass. Would it be possible to make the player automatically sheathe their weapon, if needed, when the casting key is pressed? That way I could hit C to sheathe my weapon, C again to cast a spell, then left-click to draw my weapon, and left-click to attack.
Hi OnmyojiOmn, thanks for the compliments, and I am definitely open to suggestions. And yes, it is a pain... but then you get used to it, and it is not so bad.
- The modifiers for piercing and blunt attacks versus undead are fine, but it would be nice to see the reverse for other enemies. A bonus for blades versus trolls, maybe?
Not a bad idea, but two issues come to mind. 1) The extra scripting in the background is something I'd like to keep to a minimum, so I really would like it to fulfil a role; in ROM's case, it gives players an incentive to use blunt weapons (as blade are generally more popular) by giving them a nice bonus versus undead, which seems reasonable. But 2) what weapon bonuses would be equally reasonable for other creatures? Why would trolls be especially weak to blades?
- I've used several blocking mods in the past, but none of them have been able to address one remaining problem with blocking in Oblivion, which is that the chance for the blocker to be knocked back is based on agility. This seems hardcoded, but I'm not sure about that. A melee character who doesn't use bows is likely to have very low agility, which means you'll get knocked around despite basing the entire character on defense. It'd be great if you found some way around this in your blocking changes.
Ah yes, I agree 100%, and it was one of the first things I tried to do when I created my blocking module. Unfortunately, because it is hard-coded, the only
effective way to edit it is to remove it altogether (which is what Duke Patrick's SCA mod does, if you are interested). In theory, a constant run-time script could check every frame to see if the player is hit, and if he/she is staggered becasue of that hit, then check against the players agility to cut-off the stagger animation if the player's agility is high enough... but we are talking a huge amount of very intrusive, labor-intensive code, that I just cannot justify to myself.
- I was saddened by the removal of the high elf weakness to magic and the Atronach's absorb/stunted mechanic. The other changes to races and birthsigns are reasonably close to the originals in theme, but I feel that these two elements are iconic after Morrowind. Elder Scrolls is serious business!
Objection noted, and I plead guilty... I never played the TES series before this one, and so I did not have much lore in mind when I crafted these changes. Heck, I even gave you the option to give blue eyes to all Dark Elves. Sacrilege, I know! Thanks for putting up with it

- Switching from plane summoning or necromancy to another type of conjuration by opening your spellbook and pressing shift-delete isn't very immersive. It would be better if visiting an Aedric shrine as a bad guy, rather than having no effect, would give you the option of switching and automatically remove the old spells. Also, losing skill points in conjuration means losing training sessions if you'd previously trained in conjuration. If possible, it would be nice if the number of times you'd trained as a different kind of conjurer was remembered and up to nine of those sessions were refunded.
Hmm, but if you pray at an Aedric altar, you are assuming that we are only talking about a "bad" character who wants to become a "good" conjurer. Now you're right that we could involve each school of conjuration with a mini quest of sorts, but that really is beyond the bounds of what I want to do here.
And why should you get those training sessions back? I don't see these skill sets transferring easily from one type of conjury to another. At least, posing as a nerd expert, that's how I envision it...
- I'm glad you made the dark elf eyes optional, because Dunmer are not supposed to be pretty! If anything they should be uglier and less smooth-tongued. Dunmer are supposed to be cursed. Speaking of lore, I'm sure I read somewhere that Deadric armor and weapons are actually daedra themselves, so you may want to mention that in the manual where you explain the reasoning behind the free item enchantments.
- MMM's runeskulls are another method of enchanting items and I find them to be pretty unbalancing even aside from your philosophy regarding enchanted items, so you should probably mention the optional No Runeskulls plugin in the MMM section of your compatibility manual.
- Interesting bit of info--turns out the lore benefited me on this one! Regarding the second point, I agreed. I am holding off mentioning it until I decide if I want to patch it... but then again, if I patch it, I will probably just nerf it to the point of oblivion, so no one would play it anyway. I will add this to the next Compatibility update.
- Why does the plane summoner spell icon have an Egyptian eye? If anything, shouldn't it be an Oblivion symbol? Also, why is the druid icon a skull of all things?
Because I'm not good at making icons, and I only worked with what I had at hand.
- I'm particularly happy to see major rebalancing for conjuration because I've always found it to be so overpowered that I won't use it. That said, the reason it's overpowered is the way enemies will focus on summoned minions and ignore the player. That's really what needs to be addressed, if possible.
Thanks! But you are right. I don't know how easy that would be to fix, but it is certainly within the bounds of OBSE.
- Shouldn't the Ring of Namina reduce your personality to 25, rather than require it to be <= 25?
That's it for now. I'll be trying your mod ASAP! Thanks.
Edit: please release omod-ready archives rather than omods. All the cool kids have switched to BAIN.
No, because it is not about artificailly lowering your personality (which could be undone anytime you remove the ring.) Rather, it's awesome abilities only come at the cost of being very and truly ugly (personality =< 20, actually).
And you are right about the download format. I choose to upload it as a straight OMOD file, because I am partly targeting my mod to newer or less savvy players (like myself) who can easily get a single file, press a few buttons, and start playing. That's what I like about OBMM. In the future, I plan to give players a non-OOO version of ROM, which will make installation even simpler. That being said, for a modder myself, I am really a dummy when it comes to all this high-tech gadgetry.... Myk002 just taught me the basics of Tes4Edit, though there is so much more complicated but useful stuff there that I don't think I'll ever learn (also because anything that does not involve actual mod-making/scripting bores me immediately). Wrye Bash is great as well, and I use it for some things, but I have never really used its bashed patch feature. I am really a newb in disguise. But Myk has volunteered to construct a BAIN installation for me, and we all owe him a big "thank you" when it's finished.