[RELz] ROM Revised Oblivion Mod

Post » Wed Mar 30, 2011 1:30 am

ROM thread #2, continuing from http://www.gamesas.com/index.php?/topic/1115419-rom-revised-oblivion-mod/

A reminder that version 2.3 will be out, hopefully sometime early next week. Thanks to Myk002, all files will be clean and Wrye Bash-ready. Furthermore, there is a nice new bonus included with the main quest reward (copied from my post in the first thread):

When you complete the main quest, you will now receive a significant reward. Pray at the Dragon of Akatosh, and you will receive a blessing for 24 hours. But this blessing is substantially different than in default Oblivion. To be clear, it actually *does* nothing; you get no boosts to any skills or attributes. However, when you first pray at the statue, you will be congratulated, and asked to choose one of your non-major skills. That skill will become permanently uncapped for the rest of the game, allowing you to achieve mastery in it. Furthermore, while you carry the Blessing of Akatosh (which last 24 real-life hours), you will advance in that skill as though it were a major skill, which means you will progress at a greater speed. This speed increase is, of course, coupled with whatever increase you already may be receiving if that skill is a specialized skill.


So, for those who are new here...

What is ROM?

Above all else, ROM is a *gameplay overhaul* mod. The vision I had with ROM was to create a more immersive, challenging, and realistic gameplay experience. Far from adding new ways to make you godlike and overpowered, you will instead find yourself challenged in dozens of different ways you never were before. Think of this as a roleplaying mod for TES IV.

Additionally, my philosophy with ROM was to make a mod that was as reasonably efficient and well-scripted as possible. I am delighted by the feedback I have gotten from some players who tell me, for instance, that their FPS has dropped noticeably, or that they are able to play modded Oblivion on their laptops thanks to ROM. For those who are curious, I have posted all my scripts in PDF format, for you to browse at your leisure.

To document all the changes here would be impossible. I apologize that it is difficult for me even to give a general account of the changes, since this mod does hundreds of little things, rather than a few big things. However, I have packaged a Manual (in printable and non-printable formats) for your convenience as a separate download. Browse it and see what ROM is all about!

http://www.tesnexus.com/downloads/file.php?id=33114
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6367

As a teaser, here is the section from my Table of Contents, which documents all the changes (updated from version 2.10):

****************************************
ROM General Changes

Alchemical Potions Revised
Restricted Alchemical Ingredients
Uniform Potion Weight
Restricted Guild Membership
Restricted Spellmaking and Enchanting
Scrollmaking
Double Robe Enchanting
Loading Screen Replacer
Time Dilation (New!)
Companion Support (New!)
Revised Daedra and Dremora
Daedric Equipment
Aedric Equipment
Imperial Legion Redux
ROM Fatigue and Movement
Mercantile Leveling
Revised Reputation
Charity
Knights of the Nine Patch
Revised Sneaking and Chameleon
Diseases
Animal AI Mod
Quest Award Level
Swimming and Drowning
Ferry Boats
Drop Lit Torches (New!)
Miscellaneous

New Hotkey Functions

Alchemical Quick-Sorter
Spell Delete
Spell Toggle
Menu Escape
Denock Arrow
Torch Hotkey
Fatigue Effects
Saddlebags

ROM Combat and Equipment

Weapons and Armor Revaluated
No More Quest Items
Undead Combat Modifiers
Revised Blocking System
Combat Equipment Restrictions
NPC Potions
Combat Escape!

ROM Races and Birthsigns

Races and Leveling, Part I
Birthsigns and Birthstones
Leveling, Part II
Skill Level Capper
Leveling, Part III
Training

ROM Magic

General Description
Elemental Damage Spells
Elemental Shield Spells
Master Spells
Illusion Overhaul
Conjuration Overhaul
Item Enchantments and Sigil Stones
Enchantment Restore and Ayleid Wells
No Spell Stacking
Burden and Other Spells
New Spell Icons
Unique Enchantments
A Technical Commentary on ROM Conjuration
A Technical Commentary on Scrollmaking
***********************************
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Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Wed Mar 30, 2011 8:19 am

You sir are making it increasingly difficult not to try this mod out, it sounds fantastic. It's obvious that alot of effort went into, and is still being put into, this mod. My next install will definately have this, I might even deactivate everything and try this out on my game if it keeps improving at this rate. Fantastic job, I'ma work on finishing the readme haha.
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Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Wed Mar 30, 2011 12:14 pm

Hi Underground:

Glad you find time to pop in while improving the mod. Look forward to the new release.
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Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Wed Mar 30, 2011 8:34 am

That gives me a problem - have next week more or less off work and had been intending to test drive ROM in this period. So now do I wait for 2.3 and risk it is delayed, or push ahead on a new game with 2.2.... Hmmmmm...

On another topic, it seems "obvious" to me that you best off under ROM choosing Stealth as your specialist skills (so they reach 50). You rarely need all Combat Skills and same applies to Magic - choose stealth at the specialist skill set and then "cherrypick" from Magic and Combat those that you want to reach 100. I realise this flies a little against the design ethos of ROM (role play rather than game optimise) but does anyone else see it differently ?
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Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed Mar 30, 2011 12:58 am

That gives me a problem - have next week more or less off work and had been intending to test drive ROM in this period. So now do I wait for 2.3 and risk it is delayed, or push ahead on a new game with 2.2.... Hmmmmm...

On another topic, it seems "obvious" to me that you best off under ROM choosing Stealth as your specialist skills (so they reach 50). You rarely need all Combat Skills and same applies to Magic - choose stealth at the specialist skill set and then "cherrypick" from Magic and Combat those that you want to reach 100. I realise this flies a little against the design ethos of ROM (role play rather than game optimise) but does anyone else see it differently ?



I would go with current version as the update does not seem to have any great changes to existing style. If you want to work with ROM and Wrye Bashed patch, look at this link in the previous thread:

http://www.gamesas.com/index.php?/topic/1115419-rom-revised-oblivion-mod/page__view__findpost__p__16432031
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Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Wed Mar 30, 2011 1:24 am

edit: ROM is now integrated with Wrye Bash and BOSS, so these instructions are largely irrelevant now.

Wrye Bash HOWTO:
Updated: 20101025 (for ROM 2.30)

1) Position the ROM files as they are in my posted load order:
Spoiler

Oblivion.esm
All Natural Base.esm
Cobl Main.esm
Qarls_Harvest.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Better Cities Resources.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Cobl Races TNR.esp
Cobl Races TNR SI.esp
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
SM Plugin Refurbish - SI.esp
Oblivion Vwalk UOS.esp
DLCShiveringIsles Vwalk UOS.esp
DLCShiveringIsles Vwalk DG_DS UOS.esp
Better Cities .esp
All Natural.esp
All Natural - SI.esp
phinix-waterfix.esp
Symphony of Violence.esp
MIS Low Wind.esp
MIS New Sounds Optional Part.esp
Atmospheric Oblivion.esp
Rainbows.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
AliveWaters_nofish.esp
Book Jackets Oblivion.esp
BookTrackerOBSE.esp
Cobl Bookjackets.esp
HUDI.esp
Item interchange - Extraction.esp
Personality Idles - Modified version.esp
Qarls_Harvest.esp
Quest Log Manager.esp
RealWalk.esp
Enhanced Economy.esp
FormID Finder4.esp
Streamline 3.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Guild Map Markers.esp
Enhanced Hotkeys.esp
FastEquipping.esp
Book Jackets DLC.esp
MaleBodyReplacerV4.esp
ClassyClothingCompendium.esp
cowlredux.esp
UnexpurgatedBarenziahPAv100.esp
XiaNewAmuletsV1.esp
Cobl Glue.esp
Cobl Si.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Water_Weeds.esp
OOO_XiaNewAmulets Addon - LLOnly.esp
Oscuro's_Oblivion_Overhaul Vwalk.esp
OOO 1.32-Cobl.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - No Blood.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - More Passive Wildlife.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
TIE.esp
TIE Vwalk.esp
Atmospheric Oblivion - MMM Patch.esp
Atmospheric Oblivion - OOO Patch.esp
OOO-WaterFish.esp
MMM-Cobl.esp
EVE_StockEquipmentReplacer4FCOM.esp
Kragenir's Death Quest.esp
Kragenir's Death Quest Vwalk.esp
KDQ - Rural Line Additions.esp
Secrets.esp
VaultsofCyrodiilBC.esp
Knights.esp
Knights - Book Jackets.esp
Knights - Unofficial Patch.esp
Knights Vwalk UOP.esp
EVE_KnightsoftheNine.esp
SM Plugin Refurbish - Knights.esp
Mart's Monster Mod for OOO - Knights .esp
*** ROM Revised Oblivion Mod.esp *** <----------------------------
*** ROM Patch - Knights.esp *** <----------------------------
*** ROM Patch - MMM.esp *** <----------------------------
The Lost Spires.esp
The Lost Spires Vwalk.esp
Blood&Mud.esp
Blood&Mud - EE patch.esp
Blood&Mud Vwalk.esp
HoarfrostCastle.esp
HoarfrostCastle Vwalk.esp
xuldarkforest.esp
LostSpires-DarkForest patch.esp
xulStendarrValley.esp
xulTheHeath.esp
MMMMWL-TheHeath patch.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
LostSpires-Everglade patch.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulChorrolHinterland Vwalk.esp
xulBeachesOfCyrodiilLostCoast.esp
KragenirsDeathQuest-LostCoast patch.esp
xulBravilBarrowfields.esp
xulBravilBarrowfields Vwalk.esp
xulLushWoodlands.esp
HoarfrostCastle-LushWoodlands patch.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
KragenirsDeathQuest-CloudtopMountains patch.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulRollingHills_EV Vwalk.esp
MMMMWL-RollingHills patch.esp
KragenirsDeathQuest-RollingHills patch.esp
xulPantherRiver.esp
Blood&Mud-PantherRiver patch.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulBrenaRiverRavine Vwalk.esp
xulImperialIsle.esp
xulImperialIsle Vwalk.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
Blood&Mud-CheydinhalFalls patch.esp
xulAspenWood.esp
xulAspenWood Vwalk.esp
xulSkingradOutskirts.esp
xulSkingradOutskirts Vwalk.esp
xulSnowdale.esp
OOO-Snowdale Patch.esp
BarrowFields-Blood&Mud-Patch.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
DS Portable Sorters.esp
DS Storage Sacks.esp
EVE_ShiveringIslesEasterEggs.esp
OriginalLeatherSI.esp
P1DkeyChain.esp
PersuasionOverhaul.esp
PersuasionOverhaul_OOO.esp
PersuasionOverhaul_MMM.esp
ReneerNPCSneakMod.esp
Salmo the Baker, Cobl.esp
Toggleable Quantity Prompt.esp
Quest Award Leveller.esp
Quest Award Leveller - Knights of the Nine.esp
ConduitMagic.esp
Gather Ye Rosebuds.esp
RshAlchemy.esp
Lightweight Potions.esp
Speedy Looting OBSE.esp
Speedy Looting - OOO.esp
SM Bounty.esp
CoblDeathFix.esp
Cava Obscura - Cyrodiil.esp
Cava Obscura - SI.esp
Cava Obscura - Filter Patch For Mods.esp
Item interchange - Placement.esp
Item interchange - Option, Ingredients in Bulk.esp
EVE_KhajiitFix.esp
Mart's Monster Mod - Resized Races.esp
CuteElf11.esp
ZUAmberMadnessOverhaul.esp
ZUSIO-RatsInCrucible.esp
ZUSIO-MMM SI-patch.esp
ZUSIO-Map MarkerOverhaul SI-patch.esp
ZUSIO-SM Plugin Refurbish SI-patch.esp
Better Cities Full - B&M Edition.esp
Better Cities Full - B&M Edition Vwalk.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities Full - B&M Edition FPS Patch.esp
Better Imperial City.esp
Better Imperial City FPS Patch.esp
Better Cities - COBL.esp
*** ROM Patch - Better Cities.esp *** <----------------------------
Detect Life Cyan Shader.esp
BubbleFx.esp
Visually Realistic Lava.esp
Enhanced Economy - Soulgems.esp
Bashed Delayers - MERGE ONLY.esp
CoreRandmonClothing4Npcs.esp
Cobl Filter Late MERGE ONLY.esp
All Natural - Indoor Weather Filter For Mods.esp
Bashed Patch, 0.esp

You can use the following userlist.txt file for BOSS:
ADD: ROM Revised Oblivion Mod.espAFTER: Mart's Monster Mod for OOO - Knights .espADD: ROM Patch - Knights.espAFTER: ROM Revised Oblivion Mod.espADD: ROM Patch - MMM.espAFTER: ROM Patch - Knights.espADD: ROM Patch - Better Cities.espAFTER: Better Cities - COBL.esp

edit as necessary if you don't have the mods I'm using for the "AFTER" conditions, then run BOSS.

2a) Save a copy of the original ROM Revised Oblivion Mod.esp somewhere
2b) Load TES4Edit, selecting the following files in the first dialog (and nothing in the second):
* Oscuro's_Oblivion_Overhaul.esp
* ROM Revised Oblvion Mod.esp
2c) r-click ROM Revised Oblivion Mod.esp, add master: Oscuro's_Oblivion_Overhaul.esp
2d) Close tes4edit and save all modifications

3) Start Wrye Bash
4) Add the following plugin tags:
ROM Revised Oblivion Mod.esp  Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, R.ChangeSpells, R.Description, R.Relations, R.Skills, Relations, Relev, Scripts, Sound, SpellStats, StatsROM Patch - MMM.esp  Actors.Stats, Factions, Names, Scripts, StatsROM Patch - Knights.esp  Actors.ACBS, Actors.Stats, Delev, SpellStats, StatsROM Patch - Better Cities.esp  Stats

5) Create a bashed patch, making sure to merge/import all listed tags
6) Save your "clean" ROM Revised Oblivion Mod.esp somewhere, or rename it "ROM Revised Oblivion Mod.esp.clean" or something
7) Copy your original "ROM Revised Oblivion Mod.esp" back in, run BOSS to get it back in the load order

Notes:
* ROM Revised Oblivion Mod.esp
You have to copy in the remastered ROM esp whenever you rebuild your bashed patch, and copy in the original when you want to play. For some reason, Oblivion refuses to load the remastered esp. Hopefully this will get cleared up soon.
I am concerned about the deleted items (potions, armor, scrolls, etc.). Some are still referenced by leveled lists, and any might be referenced by other mods. Referencing deleted records is associated with CTDs. I'm not sure if that is applicable here, but you might want to discuss it with some experienced overhaul modders (like Arthmoor, Corepc, or Waruddar).
some containers are missing trap scripts from OOO.esp
the following items revert fixes in the UOP:
Spoiler

hatred's soul arrow
fine madness arrow
dwarven arrow
arrow of silence
arrow of scorching
arrow of cold
arrow of shocking
arrow of savage frost
shield of vengeance
magebane greaves
eagle feather shield
gauntlets of the sentinel
cuirass of battle
weaponbane cuirass
mage fighter's greaves
helmet of spell resistance
dondoran's juggernaut

* ROM Patch - MMM.esp
missing bone loot, lich dust, wraith essence, boss tokens, etc. from inventory records in MMMforOOO.esp. Once this is done, the patch should have the Invent tag added
needs to repair some creature faction assignments and leveled lists from MMMforOOO.esp
* ROM Patch - Knights.esp: unresolved combat style for the following knights:
Spoiler

0xF6A "NDSirBerich"
0xF7C "NDSirCaius"
0xF7E "NDSirGregory"
0xF80 "NDSirCasimir"
0xF81 "NDSirRalvas"
0xF82 "NDSirHenrik"
0xF83 "NDSirTorolf"
0xF86 "NDSirJuncan"
0xF87 "NDSirAmiel"


Changelog:
added more masters
added more tags
removed "remove identical to masters" step
added R.ChangeSpells for birthsign modifications; added Relev (again) due to changes to "ChanceNone" in some leveled lists.
cleaning apparently works. Don't know what I did wrong the first time. Added cleaning steps.
added Sounds
20101018 added BOSS instructions, added more Actors tags, added instructions for adding masters to the main ROM esp for the duration of building the bashed patch
20101025 removed cleaning instructions (2.30 esps are already cleean) and modified load order
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Mar 30, 2011 1:32 pm

Thanks myk002, you are doing a heck of a job to get ROM more integrated. Much appreciated.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Wed Mar 30, 2011 3:59 pm

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)

LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  DLCShiveringIsles.esp04  MD Saddlebags v3.0.esp05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]06  OOO-Dangerous_Traps.esp  [Version 1.33]07  OOO-ThiefGuild_Difficult.esp  [Version 1.33]08  Knights.esp09  Harvest [Flora].esp  [Version 3.0.0]0A  ROM Revised Oblivion Mod.esp0B  ROM Patch - Knights.esp  [Version 2.20]

User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Wed Mar 30, 2011 12:25 pm

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)

LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  DLCShiveringIsles.esp04  MD Saddlebags v3.0.esp05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]06  OOO-Dangerous_Traps.esp  [Version 1.33]07  OOO-ThiefGuild_Difficult.esp  [Version 1.33]08  Knights.esp09  Harvest [Flora].esp  [Version 3.0.0]0A  ROM Revised Oblivion Mod.esp0B  ROM Patch - Knights.esp  [Version 2.20]



You figure with that LO you would be crash free :) anyway, I think there is an update to Harvest Flora, don't use the one that comes with OOO.

The place you are talking about is Vilverin. As for the CTD, does it dump you right out of the game or does the game hang and then dump you? Have you tried Windom Earles crash prevention system?
http://www.tesnexus.com/downloads/file.php?id=22282

Give this a shot after you update Harvest Flora 3.0.1 http://www.tesnexus.com/downloads/file.php?id=2037
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Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Mar 30, 2011 2:49 pm

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.

- 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?

- 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.

- 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!

- 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.

- 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.

- 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?

- 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.

- 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.
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Mar 30, 2011 10:08 am

I don't think I understand the fatigue system. Am I really supposed to walk everywhere I go, at a crawling pace? My high elf runs out of fatigue after about three seconds of running.

Edit: okay, so maybe three seconds while running up stairs. Obviously longer than that otherwise, but the change is still very frustrating. I'm having a hard time believing people play like this.
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Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Wed Mar 30, 2011 10:23 am

I hesitate to post this, since I suspect it does not represent Underground09's vision, but I found installing TIE eases the fatigue burn for running because of other global variables it sets.
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Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Wed Mar 30, 2011 2:31 am

I found the post about fFatigueRunBase in the previous thread, and correcting that made a difference. Losing any amount of fatigue while running is the issue, but I'll try to get used to it. I'm really the enjoying magic system, epic fights with NPCs, and the feel of blocking.
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Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Wed Mar 30, 2011 3:12 pm

A notice to all who have been patient. I will post the updated mod late tonight, or early tomorrow. Myk002 has offered to compile a BAIN-friendly archive as well, which I will upload when it becomes available.

I apologize for the delay, as I have had to spend time dealing with unforeseen problems with the cleaning/mastering process, as well as working getting OBME to work with ROM. Unfortunately, that development will have to wait until the next release.

I will reply to the other posters as soon as I get the mod up (as that is my first priority), but I will respond I promise!
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Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Wed Mar 30, 2011 2:03 am

I hesitate to post this, since I suspect it does not represent Underground09's vision, but I found installing TIE eases the fatigue burn for running because of other global variables it sets.


I also use this combination. So far so good from what I can tell.
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marie breen
 
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Post » Wed Mar 30, 2011 8:25 am

http://www.tesnexus.com/downloads/file.php?id=33114

In addition to some minor bug fixes, revisions, and, of course, the good scrubbing it got thanks to Myk, there are two new features in this version of ROM, one which I have already told you about, one which I have not:

Here's an excerpt from the updated Manual:



+++++ Gift of Akatosh +++++

I had always been a little disappointed with the completion of the Main Quest. The quest itself was very well done, especially the epic fight in the Temple District, and the appearance of the Akatosh Dragon. But the reward was a poorly-enchanted suit of armor, and a somewhat useful, long-lasting boost to luck and personality. The latter bonus was certainly a nice perk, but I was pondering how one might make it more distinctive, more rewarding to attain, when one player (Roh81) had a really nice suggestion, which I finally figured out how to implement.

In ROM, once you beat the main quest, and you re-enter the Temple of the One to pray at the Statue of Akatosh, you will be congratulated on your triumph, and prompted to select one of your non-major skills. Upon doing so, that skill become permanently uncapped, allowing you to gain experience and progress in that skill.

Furthermore, you will still carry a Blessing of Akatosh effect that last for twenty-four real hours. While you carry that Blessing, you will advance in your chosen skill as if it were a major skill, which means you will gain experience much more quickly. This bonus is, of course, stacked with the specialization skill bonus if applicable. This means that the reward from the Main Quest is, in essence, an eighth major skill. It rewards the player, but also gives you an inspiration to keep playing, as the real benefits of that reward still need to be developed to be useful.

Regarding the armor, it has been tailored to Ebony stats, and has had its enchantments removed, allowing you to place your own.

Note that this Akatosh feature requires Kyoma’s OBSE plugin “MenuQue.” For more information, see the Installation section.


+++++ Mankar Camoran +++++

As I see it, such a handsome reward ought to come with a steep pricetag, right?

ROM 2.3 includes significant revisions to Mankar Camoran, including his very own script that personalizes his AI to your own character. I have had the pleasure of fighting Mankar Camoran many times as I tested these changes, and I got to experience what is perhaps now the hardest fight in the game. Even more importantly, I made him powerful not by piling super-powered abilities on him (his active effects are probably less substantial than those of a high-level PC), but through intelligent scripting.

First of all, Mankar Camoran has access to master level spells, though he gets to use them one time only, just as you do. However, like any other high-level wizard, his “fallback” spells are all level-four. And beware of his staff, which has a modest amount of “Lightning V” charges with your name on them.

To add to the danger, Mankar Camoran will periodically evaluate which elemental attacks he is using against you, and switch to another spell-type if you are stacking too much elemental resistance against him. For instance, if you are loaded with protective enchantments, but your protection against Fire is the weakest, then Mankar Camoran will begin the fight by lobbing fire spells at you. However, if you drink a Resist Fire potion, and as a result, Frost becomes your relatively weakest protection, then Camoran will soon take note, and start targeting you with Frost spells. This challenge is further complicated for you because Mankar Camoran has all the highest-level Weakness to Element spells, which he periodically uses on you.

Unlike any other NPC in the game, Mankar Camoran also has access to the “Blink” spell (short-ranged teleportation), which he will use to escape danger when his life is low. Of course, this is not always necessary, as he is also scripted to cast his substantial “Heal IV” and “Shield IV” spells to protect himself.

Or, if he does not feel like playing defense, he will cast the highest-level “Mana Burst” spell, and send you flying like a ragdoll to the other side of the room.

Note that these changes are irrespective of your own character’s level, as Mankar Camoran is no longer a leveled NPC. Combined with his natural resistance to magic and poison, his moderate damage reflect, spell reflect, and absorption, the only way to effectively win this fight is by silencing him early and often, though even that is not guaranteed without a high-level character. I have been able to win, once, without silencing him, but I do not recommend it. Unless you relish the challenge…
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Kelsey Anna Farley
 
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Post » Wed Mar 30, 2011 4:35 am

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.
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Matt Bigelow
 
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Post » Wed Mar 30, 2011 2:33 am

I don't think I understand the fatigue system. Am I really supposed to walk everywhere I go, at a crawling pace? My high elf runs out of fatigue after about three seconds of running.

Edit: okay, so maybe three seconds while running up stairs. Obviously longer than that otherwise, but the change is still very frustrating. I'm having a hard time believing people play like this.


Here's the good and the bad. The bad first: yes, as a low-level character, fatigue will hit you in a way you did not notice before. And you are correct that this is especially noticeable when moving up inclines.

Here's the good: First, if you work on Endurance and/or Athletics, even a modest amount (that means you, High Elf), you will notice a positive change. And even if you deplore exercise, you will still gain a higher max fatigue through your overall character's development. Furthermore--just becuase you are low on fatigue does not mean you can't run! When I am sick, or heavily encumbered, my character just starts panting, whining, and complaining, so I turn off the Fatigue FX (shift-F). I then turn it back on during combat, as a reminder to cool off when I need it. The only negative effects of low fatigue are a vastly decreased combat damage (which, if you are a magic user or an archer, does not affect you), and a greater chance of tripping or falling (which you can avoid by not running backwards or sidewards).

Hang in there, it gets easier!


I hesitate to post this, since I suspect it does not represent Underground09's vision, but I found installing TIE eases the fatigue burn for running because of other global variables it sets.


Sacrilege!

Actually, that's a pretty good idea. OR, better yet:

I found the post about fFatigueRunBase in the previous thread, and correcting that made a difference. Losing any amount of fatigue while running is the issue, but I'll try to get used to it. I'm really the enjoying magic system, epic fights with NPCs, and the feel of blocking.


I will do you one better. For all who are curious, open the ROM Scripts folder that comes with the Manual, and the open the sub-folder ROM. Find a document called ROM Fatigue and Movement. That is the PDF version of the fatigue script, but it also contains a commentary, and a list of all the game settings that govern fatigue. For each setting, I list the original default value, as well as the new ROM value. I also list the website you can go to, to learn what each variable does.

SO... if you really can't stand it--feel free to change those values to whatever you want!

Of course, there is the issue:
Losing any amount of fatigue while running is the issue, but I'll try to get used to it.


Who besides Superman can run infinitely, without ever tiring? But I appreciate your open mindedness :)
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Doniesha World
 
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Post » Wed Mar 30, 2011 5:57 am

What's your reasoning for silencing when the player is holding a weapon and a light source? Not casting with a shield out is pretty reasonable, but it's not like you're getting stat bonuses from a torch. A torch is really just an immersive alternative to turning the brightness slider up, rather than a gameplay element. If it's because of offhand staff bonuses, wouldn't a mage still do pretty well with a staff? In the case of enchanted staves you're only getting the enchantment and not an additional armor bonus.

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).

I couldn't figure out how he disabled that, and he took the latest version of his mod down. I'd definitely get rid of the stagger if I knew how.

Why would trolls be especially weak to blades?

Well, in tradition fantasy stuff killing trolls involves chopping them up and/or burning them. It'd be fun to see these modifiers for lots of different enemies, but it's not a big deal.

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.

Not a quest, nothing that involved. You'd just show a confirmation dialog in the aedric altar script if the player is a bad guy, and do the switch in that script instead of one that waits for the player to delete their spells. It's just a minimal tweak for immersion, but I'm sure players will switch schools so rarely that it's not worth spending much time on.

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...


Agreed.
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Kim Kay
 
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Post » Wed Mar 30, 2011 10:06 am

This mod deserves a lot more attention than it's getting.

- I'm playing a mage, level 2 now. I enjoy the refined spell system, especially the fire/cold/lightning spells, but I feel that it's too easy to knock enemies around. Between burden, fire, and lightning spells I can keep two or three enemies on the ground for a whole fight. Even trolls and ogres can be knocked down pretty easily at low levels. I also find the melee damage reduction from low fatigue to be too strong, for both enemies and myself. Once I've tagged an enemy with burden and a couple other spells they do very little damage, which lets me take hits from two-handed weapons and such without worry. My scamp can handle exhausted bandits easily.

- What determines whether a summoned scamp casts fireballs? I've only seen it happen once.

- I'd like to see an improvement to the bandits that ambush you on roads. Currently they're very weak and there's never any reason to actually pay them. They should have two or three friends with them and the amount they ask for should be low enough to be worth paying occasionally. Maybe there could be a chance that the bandits will attack you anyway unless you choose a third option, which will make you hand over one or two items of cheap jewelry and gems in addition to the gold.

- The shift+F hotkey for fatigue effects really, really needs to be configurable. I hit it by accident all the time.
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мistrєss
 
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Post » Wed Mar 30, 2011 1:59 am

I've had some strange issues. The Fingers of the Mountain quest was broken, as I posted about http://www.gamesas.com/index.php?/topic/1129390-chorral-recommendation-stalled/. While I was trying to figure that out I noticed I had a Torch02Light in my inventory, named <> or something. I found a StaffLightOrcishOOO in a chest, with a name of ---. The one goblin shaman I've seen so far seemed to repeatedly summon and attack a zombie until it noticed me, at which point it summoned a new zombie and behaved normally toward it.

It would be nice if you incorporated some sort of delayed start for KotN with your changes, similar to SM Plugin refurbish.
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Laura Richards
 
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Post » Wed Mar 30, 2011 10:14 am

I've had some strange issues. The Fingers of the Mountain quest was broken, as I posted about http://www.gamesas.com/index.php?/topic/1129390-chorral-recommendation-stalled/. While I was trying to figure that out I noticed I had a Torch02Light in my inventory, named <> or something. I found a StaffLightOrcishOOO in a chest, with a name of ---. The one goblin shaman I've seen so far seemed to repeatedly summon and attack a zombie until it noticed me, at which point it summoned a new zombie and behaved normally toward it.

It would be nice if you incorporated some sort of delayed start for KotN with your changes, similar to SM Plugin refurbish.


I wonder if that could be from a 1.34 version of OOO as ROM was built on OOO 1.33. I use OOO 1.34 and do have some of what you describe with spells (names being -------).
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Antonio Gigliotta
 
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Post » Wed Mar 30, 2011 5:10 am

I'm using OOO 1.33.
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Natasha Callaghan
 
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Post » Wed Mar 30, 2011 3:26 pm

I'm using OOO 1.33.


Than possibly a bug or another mod is changing this. Have you bashed ROM in Wrye or are you loading it last? Can you post your load order?
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maya papps
 
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Post » Wed Mar 30, 2011 11:21 am

Finding that staff is probably an issue with Item Interchange, now that I think about it.

Spoiler
Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  Mart's Monster Mod.esm  [Version 3.5.5b4]04  Mart's Monster Mod for OOO.esm  [Version 0.9.8b5]++  HrmnsOblivionScriptOptimizationv1.0.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp05  Unofficial Oblivion Patch.esp  [Version 3.3.1]06  Oblivion Citadel Door Fix.esp07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Symphony of Violence.esp09  ChaseCameraMod.esp++  Item interchange - Extraction.esp  [Version 0.78]0A  Enhanced Economy.esp  [Version 4.3.1]0B  Streamline 3.1.esp0C  Map Marker Overhaul.esp  [Version 3.7.1]0D  Map Marker Overhaul - SI additions.esp  [Version 3.5]0E  MD Saddlebags v3.0.esp0F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]++  OOO-Dangerous_Traps.esp  [Version 1.33]10  OOO-ThiefGuild_Difficult.esp  [Version 1.33]11  Mart's Monster Mod for OOO.esp  [Version 0.9.8b5]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.5.5b4]++  Mart's Monster Mod - Less Rats.esp  [Version 3.5.5b4]12  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.5.5b4]++  Mart's Monster Mod - No Slimes.esp  [Version 3.5.5b4]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.5.5b4]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.5.5b4]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.5.5b4]13  Mart's Monster Mod - Vindasel.esp  [Version 3.5.5b4]14  Knights.esp15  Knights - Unofficial Patch.esp  [Version 1.0.9]16  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]17  DS Less Predictable Respawn.esp  [Version 1.1]18  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]19  Toggleable Quantity Prompt.esp  [Version 3.2.0]++  Item interchange - Placement.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.5.5b4]**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]1A  ROM Revised Oblivion Mod.esp++  ROM Patch - MMM.esp1B  ROM Patch - Knights.esp  [Version 2.30]++  ROM Easy Mode.esp1C  Bashed Patch, 0.esp

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lucile
 
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