[RELz] Weapon Expansion Pack for Oblivion Nthusiasts

Post » Tue May 03, 2011 2:28 am

Thanks, all, for the kudos! We've put a lot of hard work into this and I'm glad it's starting to pay off!
That said, I'm rather embarassed to admit we've already had to post a patch. It's rather unnerving to hear Cutter speak with Dumog's voice. :)

Are the stats OMOBS-friendly, or maybe you'll release a version/patch for that?

That's an excellent question! The stats are definitely vanilla-friendly, in that they line up perfectly with vanilla Oblivion or SI content. I don't know enough about OMOBS to speak to it, unfortunately. Who could I contact to learn more?

My mind is blown. You guys are modding heroes. Downloaded, added to game, endorsed (soon as the site lets me) and voted file of the month.

:celebration:
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Juanita Hernandez
 
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Post » Tue May 03, 2011 6:35 am

corepc would know most about OMOBS, I guess.

OMOBS can be found http://www.tesnexus.com/downloads/file.php?id=28537.
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jeremey wisor
 
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Post » Tue May 03, 2011 8:11 am

That's an excellent question! The stats are definitely vanilla-friendly, in that they line up perfectly with vanilla Oblivion or SI content. I don't know enough about OMOBS to speak to it, unfortunately. Who could I contact to learn more?
:celebration:



corepc would know most about OMOBS, I guess.


Check the MOBS download itself there should be a spreadsheet with the % of adjustment that you can use has a guide for making MOBS Stats

and

for OMOBS you can http://www.4shared.com/file/lHVSw_PX/OMOBS_Stats.html work involoved because there is not s spreadsheet per say that show's the % of adjustment that needs to be made.
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Ilona Neumann
 
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Post » Tue May 03, 2011 8:50 am

Thanks corePC! I'm going to take a short break and then will work on a MOBS-compatible version.
Does anyone know any way to change weapon stats en masse? This could take a while if I have to adjust all 625 of them by hand :)
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Fluffer
 
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Post » Tue May 03, 2011 1:47 am

Any bash tag suggestions?

If I'm using John's Levelled List Overhaul (which i think has Mythril and Orcish weapon mod in it too) will that cause my computer to crash and burn or just will it cause weapon appearance be blocked by one mod over another (last loading and rule of one)?

I'm thinking more the later.
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Chantelle Walker
 
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Post » Tue May 03, 2011 5:14 am

Add me to the list of those who would really appreciate an OMOBS version. :)

Easy for me to appreciate, and one hell of a lot of work on your part to provide, I know.

But.......hope springs eternal on my part.
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Laura Tempel
 
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Post » Mon May 02, 2011 7:46 pm

Any bash tag suggestions?

If I'm using John's Levelled List Overhaul (which i think has Mythril and Orcish weapon mod in it too) will that cause my computer to crash and burn or just will it cause weapon appearance be blocked by one mod over another (last loading and rule of one)?

I'm thinking more the later.


As I have no experience with that mod and in a quick search couldn't find it, I can't say for certain :)
I'm also inexperienced with Wrye Bash (which is shameful for a modder to admit...). If you could point me to a list of the available bash tag options I could probably fgure out which ones should be used.

When two mods edit the same leveled list, one doesn't necessarily override the other. It depends on the types of changes that each mod makes. WEPON adds or deletes entries from vanilla leveled lists where needed, and in several cases creates new leveled lists. If John's overhaul does the same thing, the two might work together okay.
The easiest thing to do would be to open both up in TES4Edit--when the filters are set correctly you can quickly see what conflicts if any the two mods have.
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Brandi Norton
 
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Post » Tue May 03, 2011 8:17 am

As I have no experience with that mod and in a quick search couldn't find it, I can't say for certain :)
I'm also inexperienced with Wrye Bash (which is shameful for a modder to admit...). If you could point me to a list of the available bash tag options I could probably fgure out which ones should be used.
http://www.gamesas.com/index.php?/topic/1100520-relwip-johns-leveled-list-overhaul/ Just a page or two back. I'm surprised you've not heard of it or from him.

When two mods edit the same leveled list, one doesn't necessarily override the other. It depends on the types of changes that each mod makes. WEPON adds or deletes entries from vanilla leveled lists where needed, and in several cases creates new leveled lists. If John's overhaul does the same thing, the two might work together okay.
The easiest thing to do would be to open both up in TES4Edit--when the filters are set correctly you can quickly see what conflicts if any the two mods have.
I'm curious do you use Wrye Bash? I ask because its main purpose is to merge leveled list mods.

But it does this pretty elegantly and even more so with bash tags. So these tags look as though they may be appropriate:
Delev: Mod deletes items from (Leveled Lists). Relev: Mod relevels items in (Leveled Lists). Stats: Mod modifies item stats (Import Stats).  If you change any stats on vanilla weapons.

But I'd like to hear from other bash users about their thoughts.
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BethanyRhain
 
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Post » Tue May 03, 2011 2:39 am

Congrats on the release!! I'll definitely have to check this one out, looks like excellent work. :foodndrink: Btw, you might want to add a download link to the OP. ;) Keep up the good work!
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RAww DInsaww
 
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Post » Mon May 02, 2011 9:07 pm

But it does this pretty elegantly and even more so with bash tags. So these tags look as though they may be appropriate:
Delev: Mod deletes items from (Leveled Lists). Relev: Mod relevels items in (Leveled Lists). Stats: Mod modifies item stats (Import Stats).  If you change any stats on vanilla weapons.

But I'd like to hear from other bash users about their thoughts.


I have tagged WEPON with those exact tags you listed Pysmon, when the mod was released the other day. According to the description of the mod and how it handles the vanilla items and leveled lists it only seems logical to use those tags. Unfortunately I haven't had the chance to play over the past few days to see how it pans out. It should be fine though.
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Shae Munro
 
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Post » Tue May 03, 2011 1:35 am

I have tagged WEPON with those exact tags you listed Pysmon, when the mod was released the other day. According to the description of the mod and how it handles the vanilla items and leveled lists it only seems logical to use those tags. Unfortunately I haven't had the chance to play over the past few days to see how it pans out. It should be fine though.

Yeah I figured as much, but still knowing of the mod maker designed things for bash kind of tells me it is more than OK. I see no mention of bash in the readme though. considering Vacuity's http://www.gamesas.com/index.php?/topic/1137695-relz-the-arsenal-v2/page__view__findpost__p__16643609 and the general pattern of such mods those are the ones.

He said there are deletions (and I saw them in TES4edit), but I'm not sure it relevels any weapons.

I'm also not sure where in the load order would be best with JeLLO and Arsenal and TIE. I did it like this:
Spoiler
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Also I'm not sure I'm going to use Stats.

So Delev yes
Relev maybe
Stats maybe - I think having this and TIE which is loaded later and tagged with stats will not overwrite, but really all the stats and damage formula gets overwritten by Duke Patrick anyway. So yeah probably stats.

So then does this relevel weapons?
Also maybe it alters weapon appearance and needs a graphics tag?
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Stay-C
 
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Post » Tue May 03, 2011 12:57 am

I'm one of those rare players/modders that have managed to run hundreds of mods successfully without using Wrye Bash or OMODs. I should probably become more familiar with both though :)

I need time to do a more thorough anolysis, but my early recommendations for Bashed Tags are the following:

Definite--
Delev, Relev, Stats, Scripts, Invent

Possible--
Names - MANY item names are changed. However I don't know if that counts as a Stats change, or as a Names change.
Spellstats - Needed if Spellstats includes changes to Enchantments.

Graphics tag should not be needed. The mod corrects the icons, and in a couple cases models, that are used by weapons. But this is simply redirecting the weapon to the correct Vanilla weapon/icon path; no Vanilla weapons have been given brand new resources.
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Rex Help
 
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Post » Tue May 03, 2011 5:05 am

After further research, here is my recommendation for Wrye Bash tags:

? Delev
? Graphics
? Invent
? Names
? Relev
? Scripts
? Stats

I'll be happy to go into details on why if interested.
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RaeAnne
 
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Post » Mon May 02, 2011 10:54 pm

Is the Scripts tag because of the Amber and Madness weapon forging in SI?
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Vivien
 
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Post » Tue May 03, 2011 8:58 am

Is the Scripts tag because of the Amber and Madness weapon forging in SI?


There's two scripts affected by this mod: SE30MatrixScript (the Amber and Madness weapon forging script), and SE11bStandingStoneScript (the script that creates a shadow doppleganger of your character).

I probably could have added more tags, but other changes made by this mod - for example, to actor stats - are just duplicates of changes already made by the Unofficial Patches.
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Kaley X
 
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Post » Tue May 03, 2011 3:30 am

Please provide a download link in an updated OP, and a readme with install instructions etc. also in the OP - many of us don't scroll thru all the posts :)
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Andrew Tarango
 
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Post » Tue May 03, 2011 9:05 am

Since you're modifying Cutter and Dumag gro-Bonk already anyway, would it be possible to make them charge for amber and madness gear in addition to having to bring them the raw materials? My pockets always seem to be overflowing with madness ore and amber, way more than I need for forging equipment, and I'd gotten into the habit of having them turn the extra ore into equipment and just selling it back to them for a massive profit (3000+ gold for a perfect cuirass, claymore or hammer compared to 25-60 gold you'd likely get from selling the ore directly), which strikes me as bad business.

Perhaps you could also make it so they'll offer to buy the ore from you for more than the standard rate. It's a bit weird that they're all duty and honor bound to make amber and madness gear, but they won't pay you any more for the raw materials (if you're just trying to off load them and don't wont new equipment) than any other merchant will.
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Heather beauchamp
 
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Post » Tue May 03, 2011 10:35 am

Please provide a download link in an updated OP, and a readme with install instructions etc. also in the OP - many of us don't scroll thru all the posts :)


D'oh! I knew I forgot to do something. I added a link and description to the OP. Thanks.
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Kerri Lee
 
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Joined: Sun Feb 25, 2007 9:37 pm

Post » Tue May 03, 2011 1:15 am

So, I don't suppose anyone has found the Easter Egg yet (at least without looking in the CS)?
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Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Mon May 02, 2011 11:18 pm

Six days in, and this mod has been downloaded nearly 1000 times across TESNexus, Planet Elder Scrolls, and TESAlliance. Fantastic! To those that are trying it, I hope you're enjoying.

Anyone have any new suggestions or feedback? Anyone tried out Shimmerstrike or the Blood Axe yet? Or how about that Easter Egg?
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lisa nuttall
 
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Joined: Tue Jun 20, 2006 1:33 pm

Post » Mon May 02, 2011 9:58 pm

Since you're modifying Cutter and Dumag gro-Bonk already anyway, would it be possible to make them charge for amber and madness gear in addition to having to bring them the raw materials? My pockets always seem to be overflowing with madness ore and amber, way more than I need for forging equipment, and I'd gotten into the habit of having them turn the extra ore into equipment and just selling it back to them for a massive profit (3000+ gold for a perfect cuirass, claymore or hammer compared to 25-60 gold you'd likely get from selling the ore directly), which strikes me as bad business.

Perhaps you could also make it so they'll offer to buy the ore from you for more than the standard rate. It's a bit weird that they're all duty and honor bound to make amber and madness gear, but they won't pay you any more for the raw materials (if you're just trying to off load them and don't wont new equipment) than any other merchant will.


Jupiah--Great suggestions! I've got them added to the "future development" list.
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Milagros Osorio
 
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Post » Mon May 02, 2011 10:50 pm

Damn me for playing consoooooooooooooooooooooooooooooooooooooooooollllllllllllleeeeeeeeeeee! :facepalm:
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Rachel Tyson
 
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Post » Mon May 02, 2011 7:05 pm

Jupiah--Great suggestions! I've got them added to the "future development" list.


Hehe good to see you always active on this great mod BFG99 :thumbsup:

Please remember OMOBS.. Preferably via an alternative main plugin and not a patch, so we crazy ones with heavily modded setups can save a precious slot :P

Cheers!
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helliehexx
 
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Post » Tue May 03, 2011 4:59 am

I bet ten nothings that the easter egg is Eltonbrand... or at least it better be.
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Zualett
 
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Post » Tue May 03, 2011 5:06 am

Hehe good to see you always active on this great mod BFG99 :thumbsup:

Please remember OMOBS.. Preferably via an alternative main plugin and not a patch, so we crazy ones with heavily modded setups can save a precious slot :P

Cheers!

Well if all an MOBS/OMOBS plugin does is alter the weapon stats in the main plugin then it would be fully mergable into bash.
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AnDres MeZa
 
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