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The Elder Scrolls IV: Oblivion Downloads > Modifications > Huge Mods:
Oscuro's Oblivion Overhaul (1.3)
Filename: ooo1.3.exe


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413.56 MB
1.3
Oscuro
482815
08-27-2006
Modifications > Huge Mods


Average User Rating: 9.8
Number of Votes: 2434
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- Oscuro's Oblivion Overhaul

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Oscuro's Oblivion Overhaul (1.3) - File Description  


Description:
For those of you who dont know what OOO 1.3v is check out the trailer here

Oscuro's Oblivion Overhaul is a very complex and extensive modification to TES IV: Oblivion. It changes thousands of variables of this excellent game and also merges into it several very popular third party modifications. It is vital that you review the information written below so that you can quickly begin your game without any set-backs.

I am sure that you feel excited and ready to begin immediately your adventures in the province of Cyrodiil as only Oscuro's Oblivion Overhaul makes possible. However, I strongly recommend that you take some time to review the readme files here included so that you can better understand how to customize your TES IV: Oblivion experience and resolve any installation questions that you may encounter.


The readme included with this installer is outdated. The updated readme can be found here.



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Oscuro's Oblivion Overhaul (1.3) - Readme  
Readme File:
OSCURO'S OBLIVION OVERHAUL

VERSION 1.3

*****************************************************


Dear adventurer of TES IV: Oblivion, I am Oscuro, the designer of Oscuro's Oblivion Overhaul. This game-play modification to TES IV: Oblivion is the most popular to date, with over 120,000 downloads in North American servers since April, 2006. Now in its sixth version, this plug-in is set to revolutionize the way you experience TES IV: Oblivion. Although I am the main person responsible for its design and implementation, I could never have achieved this level of quality, sophistication and variety without the help and support of many excellent contributors. In their name, and with great pleasure, I welcome you to Oscuro's Oblivion Overhaul!

I am sure that you feel excited and ready to begin immediately your adventures in the province of Cyrodiil as only Oscuro's Oblivion Overhaul makes possible. However, I strongly recommend that you take some time to review the readme files here included so that you can better understand how to customize your TES IV: Oblivion experience and resolve any installation questions that you may encounter.

Oscuro's Oblivion Overhaul is a very complex and extensive modification to TES IV: Oblivion. It changes thousands of variables of this excellent game and also merges into it several very popular third party modifications. It is vital that you review the information written below so that you can quickly begin your game without any set-backs.

In the event of encountering a problem which has no answer in the information I provided here, please refer to the Oscuro's Oblivion Overhaul Homepage. There you will find a detailed Frequently Asked Questions page that will help you find an answer to your questions. Also, you can visit the TES Forums and find the latest thread dedicated to Oscuro's Oblivion Overhaul, where I can personally answer your concerns.


*****************************************************

*****Important Information:*****



Using OOO 1.3 with an existing savegame:

Before starting up your game with OOO 1.3, it is absolutely imperative to keep in mind that:

A- If you plan to install OOO 1.3 to play with an already existing savegame then I strongly recommend that you do two things:

1- You must use Wrye Bash to update your savegame by importing into it the NPC level data specified by OOO 1.3. Why is this? Oblivion�s savegames store a list of the levels of every actor labeled as NPC. There are more than a thousand of those actors in the original Oblivion. OOO changes all of them, in many cases giving them a new level range. This level range is responsible for how strong and able the NPCs are, and it is directly linked with how difficult, easy and rewarding your game will be. I designed OOO to work best with the new NPC level data. Be warned that not updating your savegame will result in severe gameplay imbalances.

If you are updating an already OOO-enhanced savegame, then this step is not as important. Your game will be balanced. However, for the best results, I recommend updating it in order to get the small tweaks to many NPCs done in version 1.3.

2- If you plan to update your existing savegame from an older version of OOO then you must rename the ESP placed by the installer in your OblivionData folder to the name of the OOO ESP under which you saved the game you plan to update to OOO 1.3.
For example: If you used OOO 1.23, saved a game, and you want to use it with OOO 1.3, then you must rename your new OOO 1.3 ESP file to the name of your old OOO 1.23 ESP. In this case, you should rename �Oscuro�s_Oblivion_Overhaul.esp� (installed by OOO 1.3�s installer) to �FULL_Oscuro�s_Oblivion_Overhaul_V_1.23.esp� or to �LITE_Oscuro�s_Oblivion_Overhaul_V_1.23.esp�, depending on which version of 1.23 you decided to use in your game.

Important: This is a link to Wrye Bash�s Download and instructions page:

http://wrye.ufrealms.net/Wrye%20Bash.html


Wrye Bash can accomplish the fix that the above procedure intends in a different way, which is much cleaner and elegant. With Wrye Bash, you can tell your existing savegame to consider the new �Oscuro�s_Oblivion_Overhaul.esp� as its parent Plug-In (esp) file, rather than the older 1.23 Plug-In file. This will fix all the references in your savegame that search for their parent by the name of the old esp.

This step is absolutely necessary to play 1.3 with an older OOO savegame. (Now, after adopting a single naming convention in 1.3 for all future releases, this procedure will not be necessary when updating from 1.3 to newer versions)

However, if you are starting a new game with OOO 1.3 then you do not need to do steps 1 and 2 written above.


********************************************************************

Installation of OOO 1.3:

Installation of OOO 1.3 occurs differently depending on the type of file that you have downloaded.

A- Installation from a compressed file (.7z, .rar, .zip)

If you have downloaded the non-installer version, then you need to extract the contents found inside the compressed OOO 1.3 file into the Data folder of your TES IV: Oblivion directory.

For example, if you have installed Oblivion in C:Program FilesBethesda SoftworksOblivion then you would need to extract all files into C:Program FilesBethesda SoftworksOblivionData

This will unpack four folders into your OblivionData directory. These folders are:

1- Meshes
2- Oscuro�s Oblivion Overhaul
3- Textures
4- Sounds

If, while unpacking the files, you receive a warning about overwriting existing files, click �YES� to continue�OOO 1.3 updates several of the default third-party mod resource files that it uses.

The unpacking procedure will create these folders in your OblivionData directory. If you have already a �meshes�, �textures� or �sounds� folders, then their contents will remain untouched and OOO�s resource files will simply get added onto your existing folders. Again, remember to click �YES� when prompted in order to overwrite any previous� files that may have the same name.

Now, you are ready to select the type of OOO 1.3 version that you want to use. Below, in �Customizability Options for OOO 1.3� I outline the choices available to you.

B- Installation by Installer

If you have downloaded the version of OOO 1.3 that comes as a self-extracting installer, then you need to simply click on the OOO 1.3 icon and the installer will prompt you to choose a folder where to install the files. Navigate the browser and point the installer to your OblivionData folder. Unpack the files and folders there. Refer to the section �Customizability Options for OOO 1.3� in order to understand what the different versions of OOO 1.3 can do for you.



Customizability Options for OOO 1.3:


OOO 1.3 has two main Plug-In files: Full and Lite. It also comes with many optional Plug-In files.

1- OOO 1.3 has several options to customize its active changes. The Full version Plug-In contains the core changes (NPC, Creature, Spawn lists, Loot lists, New Content and Merged Third-Party Plug-ins) and other changes to PC Statistics, PC Skills, Combat System and Magic System. The Full version is how I envision the complete OOO experience.

The Full version mod file is located inside your OblivionDataOscuro�s Oblivion OverhaulOOO-FULL folder. Locate this folder and copy the file named �Oscuro�s_Oblivion_Overhaul.esp� into you OblivionData folder.

Then, open the TES IV: Oblivion launcher, click on �Data Files�, scroll through your mod list until you find Oscuro�s_Oblivion_Overhaul.esp and check its box to enable OOO 1.3. That is it! You are ready to play.

Note: In order to ease future upgrade compatibility, I have not merged Living Economy.esp into the Full version of OOO 1.3�however, Living Economy should be used by those who would like to play the Full version as I intended it


2- However, you can chose to change how OOO plays by using the Lite version and then adding the optional Plug-Ins that you like. The Lite version is the �core� of OOO 1.3.

If you chose to use the Lite and optional Plug-Ins, then you need to access the new folder named �Oscuro�s Oblivion Overhaul� created in your OblivionData folder (either by the installer or by the unpacking of the zipped file you downloaded)

Inside, you will find a folder named �OOO-LITE�. Open this folder and copy the file found inside into your OblivionData folder.

Then, return to the �Oscuro�s Oblivion Overhaul� folder. Inside you will also find a folder named �OOO-ADD-ONS�. This folder contains the optional Plug-Ins that you may use to customize your Lite version of OOO 1.3. Select the ones you wish to use, copy them to your OblivionData folder.

Now, open your Oblivion Launcher, click on Data Files and scroll down through your mods. Enable any OOO-prefixed add-ons that you would like to use. Finally, make sure to also enable the main OOO mod file, �Oscuro�s_Oblivion_Overhaul.esp�, in the Launch menu before you start TES IV: Oblivion.
That is it! You are ready to play.



Optional Modules for OOO 1.3 Lite

There are several optional modules that you may use to upgrade the OOO LITE version. The following is a list of them, specifying what they do:

1- OOO-Armor_Perks_WearRate_Repair.esp: This esp governs the changes to armor skill perks. With it, heavy armor will be more cumbersome at master level; light armors will offer 25% bonus protection at master level instead of 50. It also reduces the wear rate of weapons and armor to 30% of the original Oblivion�s values. Lastly, it increases the costs of armor repairing at stores.

2- OOO-Birthsigns: This esp changes the Birthsigns to match OOO�s default Birthsigns. Look below for the section on Birthsigns to read what the new values are.


3- OOO-Combat_Skills_Perks_Marksmanship: This esp upgrades combat skills perks and related gamesettings (Higher sneak attacks, more successful special attacks, less fatigue cost for special attacks, faster attacks, hand to hand skill upgrades, slightly higher jump, marksmanship greater fatigue cost and greater range, faster arrows, and arrow physics)
4- OOO-Dangerous traps: This esp makes traps more damaging than in Oblivion�s default settings.

5- OOO-Deadly_Combat: This esp makes weapon and creature damage higher across the board. It also reduces the initial health of players when they first create their characters. Creature�s health is slightly higher and their �low� level status reduced.


6- OOO-DLT_Immersion: This esp is made to work in conjunction with the files that OOO will install in your DataSoundsFX folder. It is a version of Drop_Lit_Torches that is designed for utmost immersion. The name of the object �Torch� has been removed from every torch in the game. This will, when used with the reduced swapping sound fixes, barely disturb your immersion when dropping torches on the ground while adventuring.

7- OOO-LevelSlow: This esp turns the rate of skills� progression to the values used in the full version. I have tweaked all skills to progress at slower rates than in default Oblivion. This is necessary because of the higher incidence of combat and skill usage while playing OOO. The new values fall somewhere between x3 and x4 times slower than in the original Oblivion, depending on skill. You may also use Bofra�s Level_Rates_Modified esps to customize exactly how you want skill progression to behave. Bofra�s mod can be found in your DataOscuro�s Oblivion OverhaulOOO-ADD-ONSLevel_Rates_Modified. Use only one of his esps, or OOO�s default esp, but not more than one at a time.


8- OOO-Magic_Effects+Enchanting: This esp changes all tweaked magic effects and enchantments (which affect clothing, armor and weapons). It also includes the changes that govern more powerful enchantments with Grand Soul gems, in order to compensate for the more magic-consuming and more expensive costs of enchantments as a whole.

9- OOO-Magic_Effects+Spells: This esp changes all tweaked magic effects and adds the pertinent changes to spells (default and OOO�s new spell lines) which make magic spells more viable and less prone to exploitation (on those �bugged� spell effects, like Drain Health)


10- OOO-Magic_GameSettings: This esp changes the gamesettings related to magic. Magicka regen base is slower than default, but the bonus earned by Wisdom to regen is much higher. Magicka pool per Intelligence point is greater. Magicka�s target and area effects are less costly. Magic spell speed is much greater. Magicka�s range is also greater. Finally, magic effectivity is reduced depending on the weight of armor that the user is wearing.

11- OOO-Potions: This esp adds into the game the new regen based potions for Fatigue, Health and Magicka. These potions will be found in the usual suspects for your potion-supplying needs.


12- OOO-Thief_Guild_Difficult: This esp changes the difficulty of the Thieves Guild�s quest that asks you to sell a certain amount of goods to the local fence. The value requirements are much higher, and much more suitable to OOO�s new wares and values.


Compatibility List:


Oscuro�s Oblivion Overhaul is a massive mod. It changes a staggering amount of things in the world of Cyrodiil. These changes are bound to overlap with changes performed by other mods that also affect the same thing found in default Oblivion (overlaps do not occur with user made new things, like NPCS, Creatures, Lists, Dungeons, Quests, etc)

This means that you will have to ascertain what changes you are willing to let go should they overlap with OOO�s changes. You can easily choose which change to keep by altering the load order of the mod. Altering the load order is very simple while using programs such as Oblivion Mod Manager.

Also, you should consider the nature of the overlap itself. Many overlaps are not bad in any way (some of the optional mods I provided overlap with each other, but they will not cause any errors or deviations if they are used in conjunction, for example)

Generally, I would avoid using any mods that change leveled lists, whether they change items, creatures or NPCs, with OOO, unless you know exactly the extent and effect of the resulting mixture.

OOO already develops to great extent what some other popular level-lists mods do. OOO has leveled list tweaks for Items, Creatures, NPCs, Spells and so forth. Also, OOO aims to create a balanced static world whereas most other mods that change default lists rely on and emphasize leveling features (Leveling in this context means that content remains locked, veiled, unavailable to the player until he or she reaches a specific level). Unless you prefer another mod�s changes, and you know exactly what you miss in the trade, I would be very cautious in using them with OOO.

The following link directs you to a list of mods tested by Bo Straightarrow, who painstakingly went through a huge list of popular mods and wrote a list of compatibility reports. Keep in mind that just because a mod appears in the �conflict� list that does not mean that it is incompatible. It means that there is an overlap, somewhere, with default Oblivion items, NPCs, creatures, spells, scripts, world-cells, etc. Understanding where the overlaps occur is crucial to decide what mod�s changes you rather keep. Alter the load order and you will readily get the changes that you desire.

Here�s Bo�s great list: http://members.cox.net/tgoa/conflicts4.txt



Merged and Bundled Plug Ins in OOO 1.3:

1- OOO 1.3 has several third-party Plug-Ins merged into its core. I have explicit permission from the authors of these mods to use their work to enhance the world of Oscuro�s Oblivion Overhaul. You should not use the stand-alone versions of the following list whenever playing with OOO 1.3:

Note: (M):Merged in Full and Lite (MF):Merged in Full (B):Bundled (P):Pending

1- Combat Behavior by Lyrondor (M)
2- Bofra's Level Rates Modified by Bofra (B)
3- Drop Lit Torches 1.6 by Frugal (MF)
4- DoofDilla�s Potions Recolored + Ceano�s Textures + Potable Pastiche (which includes Hero2014's better blood bottles for vampires + Laurinque's Better Beer Bottles +MarkQuinn's Better Wine + Stabbey's Improved Potions of Exploration. Compiled by Daeger) (M)
5- Ebony Blade Fix by Dheer (M)
6- Gem Dust by Turgothh (Modified to enhance TGG) (M)
7- Geomancy by Momaw (Modified to enhance TGG) (M)
8- Guild Item Ownership 1.2 by Tandem (M)
9- [Harvest] Containers .90 by Dejunai (P)
10- [Harvest] Flora 2.1 by Dejunai (B)
11- Independent Thievery Rebalance (Hard Setting) by AdelieDreams (MF)
12- Inebriation by Lap (M)
13- Living Economy by CreepyFellow (B)
14- LockBash 1.1 by Scruggswussy the Ferret (modified to work with Lap's SR) (M)
15- Security Rebalance by Lap (modified to work with Scruggswussy's LB) (M)
16- Tamriel�s Glittering Geology by Gristle and XMarksTheSpot (M)

2- OOO 1.3 features several new content mods by third parties and uses this content to enhance the variety and balance of OOO�s world:

Armors + Clothing:

1- Archmage Armor by Axeface (2 sets)
2- Arctic Gear by Perditio44
3- Battledress 1.1 by Chiz (+ a full set of an OOO-only retexture: Dread Armor)
4- Blades Ceremonial Armor by Axeface
5- Capes and Cloaks 1.2 by Someone1074�Textures by Belenos (special 1.3 versions: Elhoim and Praetorio)
6- Chain Bikini by Aleanne
7- CM Iron Battle Shields & Orcish Nobility Shield by Mark Quinn
8- Contessa Chromed/Queen Metalace by Eyren (2 sets)
9- Dark Glass (Obsidian) by Praetorio
10- Dark Rose by Kafeid
11- Defensive Staves by Kearsage
12- Draconic Armor by BadAndy
13- Ethereal: Imperial Legion Armor by DagothBalls
14- Ethereal: Imperial Legion Armor Re-Texture by Elhoim
15- Gray Fox Armory by Daeger
16- Griffin Armor by Phitt
17- Growlf�s Female Armor by Growlf (4 sets)
18- New Daedric retexture by Praetorio
19- Ivory Armor by Sleeper25
20- More Shields by Zynthar (4 shields)
21- Noble Plate by Ulath
22- Pegasus Armor by Gorgonzola3000
23- Shadowmail Armor by NorrabMaster
24- Silver Dragon Armor by The Atronach
25- Sin�s Light Armor Pack 3.0 by Sin (9 sets)
26- Tegeal�s Extra Robes by Tegeal (15 sets)
27- Tornes' Blockade Shield by Praetorio
28- Vermillion and Silverthorn robes by Kafeid (2 sets)
29- Vella's Armor by vine-au (2 sets)
30- White Rose by Kafeid
31- Worn Armors by Dieterweb (8 sets + 10 cuirasses)


Weapons:


1- Arctic Bow by Perditio44
2- Art of War Weapons 1.1 by RDjeke
3- Braided Weapons by Chiz
4- Cutlasses by The AshLad
5- Dark Rose weapons by Kafeid
6- Elven Sabres and Bows by Adonnay
7- Icxth Sword by ThrottleKitty
8- Jounk�s Polearms by Jounk33 (Translation by Katan)
9- Maulers by TemplarGFX
10- Meteoric Weapons by Madcat and RDJeke
11- Noble Weapons by Ulath
12- Offensive Staves by Kearsage
13- Pegasus Weapons by Gorgonzola3000
14- Rapiers by Cethegus
15- Real Umbra by Razhkul�Original Model and Texture by Oriphier
16- Scimitars by Winter
17- Scythe Mod by Thomas "tda" Bramall
18- Severian's Katanas by Severian
19- Shadowmail Weapons by NorrabMaster
20- Silver Dragon weapons by The Atronarch
21- Soul Wail by Praetorio
22- Two-handed maces by Rdjeke
23- VADaito by VagabondAngel
24- Vella Glass Bow by Au-vine
25- White Rose weapons by Kafeid


A Word on This Information�s Format:

The information in this text is presented with as little explicit revelations of the underlying mechanics of the mod�s design for a reason: I do not wish to reveal the inner-workings of every single change here documented because that, in my mind, simply detracts from the degree of immersion after which I designed this work. My intention has been, all along, to help this excellent game become as immersive, rewarding, deeper and exciting as I could. To me, focusing too much on boring and repetitive statistics is a sure recipe to detract from this goal. To be sure, these statistics may clearly represent what one can expect of the mod�s changes, but often times this detracts from becoming immersed in the game and instead prompt you to keep an eye out for things that �should-not-be-there�. My design-philosophy aims at bracketing the author of the mod, or the authors of the game itself, as far away as possible when you adventure within the world.

Some may say that I am less focused, or less rigorous, or less complex, because I am not providing you with statistics for every single thing here developed. That is, I think, a rather hasty judgment. I assure you that I have put extreme care in balancing all the elements of this work. Everything here changed has been carefully balanced with every other gameplay structure in mind. If things are sometimes not symmetrical, that is a purposeful design choice (despite what some may say, or try to create, life is everything but symmetrical and constant).

This mod has been an immense task. Four months in the making, plus the almost one month of prior work in the first versions of OOO, have given me time to change the way TES IV: Oblivion plays and enhance its gameplay, in my opinion, to great degree. I hope that you understand my reasons, and can tolerate my fastidiousness, in presenting the information below with certain reservation from me.

With that said, I plan on working in future versions of Oscuro�s Oblivion Overhaul and continue to support the existing ones. Should you need to ask questions about the mod�s features, please feel free to visit the Oscuro�s Oblivion Overhaul web-page or pass by the official Bethesda Software forums and look for OOO threads where to discuss your experiences, questions, criticisms or whatever you would like to bring to my attention.

Oscuro�s Oblivion Overhaul�s Webpage Address:

http://jorgeoscuro.googlepages.com/home

Thank you very much for your interest and for choosing Oscuro�s Oblivion Overhaul.

Jorge Salgado �Oscuro�

Oscuro9@msn.com



General Overview of Oscuro�s Oblivion Overhaul�s Gameplay Vision:

Oscuro�s Oblivion Overhaul, also commonly called OOO, changes the ways in which the core gameplay elements of TES IV: Oblivion relate to each other. The aim of these changes is to create a more immersive, rewarding, believable and enriching experience as you adventure in the world of Tamriel.

We could divide the structures responsible for gameplay into several areas. The lines separating them are somewhat arbitrary, and we could be more specific and nuanced, but first it is important to define these areas in general terms. OOO considers them in the following blocks:

A) Game-Play Meta-Rules:

1- Immersion

2- Risk

3- Reward

B) Game-Play Mechanics:

1- Player Character (PC) Abilities & Non Player Character (NPC) Abilities

2- Quests

3- Economy

C) Game-Play Resources:

1- Environment

2- Inhabitants

3- Objects


Each of these areas has sub-classes, and each subclass can appear as the sum of lower rank classes. For example, the PC Abilities include the Statistics System, the Skill System, the Combat System, the Magic System and Faction System. Likewise, Environment is built by smaller resources, like sounds, music, architecture, flora, weather, etc.

OOO does not change every single variable responsible for gameplay, but it does affect many of the ones I listed above. I have carefully measured these changes against every other modification to the gameplay structures in order to enhance the ultimate goal of gameplay: to absorb you into an exciting experience that entices you to overcome the challenges posed by the �game-world� through rewarding your skill, ingenuity and exploration.

In the following sections, I will give you a summary of how OOO 1.3 sets out to accomplish this goal in each of the general areas of gameplay. I will also mention how each change relates to other facets of the game and why the connection is important for your best game-experience.





Summary of Changes and Additions:


The following list details the main changes and additions to TES IV: Oblivion.


1. Player Character Changes

In Oscuro's Oblivion Overhaul, PC changes affect the defining characteristics of your Avatars. These are: Vital Statistics (simulation of physical or mental characteristics), Skills (how PCs use their Vital Statistics to affect the world and themselves), Combat Abilities (how Skills interrelate with actors and items in action-oriented challenges), Factions (how the PCs interrelate with NPCs and Creatures), and, finally, Magic Abilities (how Vital Statistics, Skills, Combat Abilities and Factions interrelate with the PCs� selves, actors and items through Magic).

Note: OOO is not a mod that focuses on changing the mechanics of how PCs increase their defining characteristics. It is not a so called �leveling mod� like AF�s or KCAS mods, which handle the mechanics behind your avatar�s level-up progression. OOO is compatible with these kinds of mods.

OOO changes how vital statistics, skills and combat abilities work mainly through the tweaking of �gamesettings.� These gamesettings are hard-coded variables that specify a range of possible actions and their results. For example, the gamesetting fPCMagickaReturnBase governs how fast the PC regains used magical energy.

The following is a list of the areas changed by OOO:

FATIGUE:

Special attacks are less tiresome to use than in default Oblivion. This is a balance tweak because of the higher weight of some weapons, and helps you to keep up with the now deadlier combat gameplay. Range of weapon�s reach is a bit shorter than in default Oblivion�close quarters combat is the norm for melee players. This change encourages the use of the slower but stronger special attacks in melee.

Fatigue costs for ranged attacks are a bit higher, however. It was previously too easy to use bows and backwards-running to avoid damage while peppering the enemies with arrows. The power of bows is higher, but their reload time slower. These changes help to turn Marksmanship into a more tactical and involved combat skill.

HEALTH:

PCs have a lower starting health than default. No changes are made to maximum health gained per level. Avatars started with a large health-pool advantage over enemies in default Oblivion. This change balances the difference and makes it more risky to engage in heavy combat right away. That is something you will have to earn, and not be given right-off the bat as it happened previously.

MAGICKA:

Magicka�s rate of regeneration is slower than default but avatars focusing in Willpower will gain magicka faster than before. This change encourages players to focus on magical skills and attributes if they wish to be much more effective in situations where a lot of magicka will be needed. It also balances out those classes who did not specialize in magic and previously could rival a mages� casting power without any drawbacks characteristic of spellcasters (like having to use light armor, having usually poor health rating, or having to forsake training in practical skills and attributes of combat and stealth in order to gain an edge as spellcasters)

Magicka�s pool is also larger than before. Expect to gain more than 20 points of magicka for every 10 of intelligence. This change will help casters use more costly spells, with more complex, lengthy or devastating effects. This change is designed to allow casters to keep up with the increased lethality of melee and ranged weapon combat.

Magic spells, effects and physics are also different. Generally, offensive spells cost less, it is easier to cast ranged versions of them, and having them explode in an Area of Effect is also less costly. Finally, the speed of magic attacks is significantly higher than before. These changes will let you cast better offensive and defensive magic with a greater range of tactical options. They make it worthy to spend the extra energy in casting targeted, AOE, spells. This also means that it is easier for the inhabitants of Cyrodiil to cast powerful spells against their foes.

Note: Changes to spells, potions and enchantments are described below, in their appropriate section.

SKILLS:

1- Combat Skills:

Armor skill perks have changed a little. No longer does mastery in Heavy Armor completely negate the movement penalties associated with wearing large and cumbersome armor pieces. This change serves to balance the otherwise obvious choice of Heavy Armor over Light Armor. Previously, you could wear a full suit of the heaviest of armors and remain unencumbered if you were a master of this skill. Now, a small penalty remains event at mastery. The same is true of the perk gained in expert level of Heavy Armor.

Light Armor does not give a 50% extra damage protection at master level. This was reduced to avoid making Light Armor a potentially more defensive skill than Heavy Armor. Otherwise, the benefits of faster speed, less weight and lesser penalty to spell-casting gained by using light armors really skewed the benefits away from heavy armors.

Weapon perks usually add a new special attack type to the player�s repertoire. These attacks have, aside from increased damage, other bonuses (like disarm, knockdown or paralyze). The chance of a successful bonus effect per hit has gone up. It is now easier to disarm, knockdown or paralyze enemies (but so it is for them to do the same to you!) This change helps to make combat more tactical. It encourages the use of special attacks, but it ties in with the greater risk of leaving your guard open because now, as I mentioned, weapons are slower than in default Oblivion. The relative speed of these attacks is a bit higher to compensate for the overall slower speed of weapons in general. These changes apply also to range attacks.

Damage has increased for the backwards special attack perk, for all weapon skills. This is an important change because in default Oblivion it was much more difficult to connect back-attacks. This change will encourage their use (off-set the risk vs. the reward of using it)

Hand to hand, already stronger in previous versions, has had its range lowered and its damage to enemies� fatigue increased. Its damage to health remains the same, as do the chances to successfully block attacks and stagger opponents during a successful block. Its rate is lowest of all other weapons, but slightly increased from default Oblivion.

The range and speed of arrows is greater now than in previous OOO versions. Not only this change balances out with the slower rate of fire and fatigue burn of bows, but it enhances the realism of ranged combat.



2- Stealth Skills:

Sneak attacks now do slightly higher damage at Journeyman and Expert ranks, x7 and x8 respectively. Marksman Sneak attacks in the same ranks are x3.5 (displays just as the normal x3) and x4 respectively. This change encourages players to specialize in Sneak and makes stealth-tactics much more desirable.

3- Miscellaneous Skill Settings:

The number of potions that you can use at once as changed. The progression follows your skill in Alchemy. Previously, there was always a limit of four effects at once. Now, the progression is scaled upwards (3 for Novice skill in Alchemy, 3 for Apprentice skill in Alchemy, 4 for Journeyman skill in Alchemy, 4 for Expert skill in Alchemy and 5 for Master skill in Alchemy)


3a- Miscellaneous Game Setting Changes:

Note: These changes, while not pertaining to specific skills, per se, have a direct impact in how gameplay structures relate to skill usage and viability. Some are, however, independent, and their function serve other purposes


The chance of finding used arrows in fallen bodies and the maximum number of arrows allowed to remain on the ground have increased.

Arrow physics have been slightly tweaked to better reflect the changes in speed and range.

The overall damage done by weapons and creatures is higher, across the board.

The rate at which weapons and armors wear down is 30% the value of default Oblivion settings. This change is needed due to the much higher and deadlier incidence of combat.

The cost of armor and weapon repairs at shops is much higher.

The cost of skill training at specialized trainers is higher.

Every pertinent message pertinent to in-game actions about the player and the environment are now changed from the default second person tense to first person tense. This change is conducive to higher immersion in the game, for you are not constantly reminded that your actions are being viewed from the �outside.�

The maximum jump height threshold is slightly higher than in default Oblivion.





FACTIONS:

Oscuro�s Oblivion Overhaul introduces more than two dozen new factions. Most of these are creature factions but there are also some additions to NPC factions. It is possible to gain the favor of some of the new NPC factions. The changes to the NPC faction system are not as global as I would like. This is something that will get tackled in future releases. The creature faction system, on the other hand, is an exciting development that will completely change how you perceive the relations among the creatures of Cyrodiil. Here I outline a small summary of what you can generally expect out of the new factions:

New NPC factions interact with existing NPC and creature factions in unique ways. �Good� factions may be allied with the governing factions of Cyrodiil�s regions or remain neutral. �Evil� factions may also be allied with other existing evil factions or tend towards neutrality. In all cases, they interact distinctively with the new creature factions. For example, the sylvan rangers from Valenwood tend to be friendly towards many types of creatures, whereas their enemies, rangers corrupted by Molag Bal, have gained faction with the new evil creature types.

The player may gain faction with some of the new NPC factions if they accomplish deeds that would please them, but in turn will lose faction with the opposing groups. Gaining faction with some of these groups will grant special boons to the player.

It is now possible, thanks to an involved new quest, to gain faction with all �neutral� creature factions. This means that the player may be accepted among animals and even befriend them, so that they will follow and assist against threats.

Finally, the diversity of faction interactions allows you to develop different tactics based on them. For example, the hatred of Ogres and Minotaurs towards each other could work in your favor, were you to lure either one into the opposing faction�s lairs. Also, should you run into battles carried out by creature or NPC factions, you can chose which side to support and hope that the survivors will remain friendly to you�some faction�s hatred is strong enough to prompt them to attack even the mightiest fortresses of their foes.

Note: Below, in the section dedicated to changes to creature AI I explain in more depth what you can expect out of their interrelations, actions and dispositions towards your avatar.



MAGIC ABILITIES:

The magic system in Oscuro�s Oblivion Overhaul 1.3 has changed significantly. Almost every spell effect, default spells, enchantments and potions have been tweaked to enhance gameplay options and flow.

Magic Effect Changes:

Generally, you can expect spells to be easier to cast (require less magicka) but also much more expensive to enchant into weapons and armor. Most offensive spell effects� base costs are lower, and will allow you to deliver more deadly attacks at a cheaper cost of magicka than in default Oblivion. Most defensive spells are also easier to cast, increasing the duration and magnitude of their effects per point of magicka spent. In both cases, enchanting items with them is much more expensive, both in terms of magnitude and money costs�that is, custom enchants will spend the Soul Gem�s enchanting points quickly in proportion to increased magnitude, and the monetary cost is also much higher.


1- Spells:

Some spells, due to the ease with which they could be exploited, cannot any longer be made into custom spells or enchantments. The notable case here is Drain Health. It was extremely easy to abuse. Now it is not possible to create new spells or enchantments with the Drain Health effect. To compensate, new spells using this effect are available in merchants and treasures across Cyrodiil. The new line is set to instantly kill creatures below a certain threshold of health. The spells are Kill (weak), Kill (moderate), Kill (potent), Kill (superior) and Kill (master).

In a similar light, but in the defensive-spells camp, it is much more expensive to enchant items with chameleon effects. Also, the enchantments have a lower magnitude cap. Spells of Chameleon are very magicka-intensive now. The same is true of Invisibility. The potency and duration of Invisibility is now reduced to 25% of the original�s effectivity. This means that the player will have to be extremely skilled in Illusion in order to cast long-lasting invisibility spells, and that this will be done at an increased cost. The changes to these effects were necessary because they could previously be exploited severely (they would render consequences to the player�s actions irrelevant because they could always escape or avoid detection by the repeated use of these spell effects.

Every other spell effect is now actually easier to cast, including defensive spells such as reflect spell, shield, resist magic, summons, etc. The changes are conservative. Do not expect to be able to run around with 60 sec shield spells at magnitude 100 anytime soon.

Every default spell has changed to reflect the stronger potency of their associated governing effects. This means that you could have access to stronger spells as soon as you visit your local spells� store. It also means that NPCs will instantly have access to stronger spells than what they had in default Oblivion.


2- Enchantments:

Many default enchantments associated with the changed effects are now changed. Defensive enchantment effects have been toned down, while offensive enchantments are left as they were by default. The higher costs of enchanting items make the default enchanted gear found while adventuring or thieving more attractive. This was a necessary change because, previously, enchanted items were mere vendor fodder. Now you will actually find them useful until you can afford to enchant better items on your own. The enchanting capacity of Grand Soul Gems is now much higher, as it is the enchanting power of Grand Souls. This will allow you to craft some of the most powerful enchantments available, but only if you earn that right through ingenuity and skill.


3- Potions

Potion effects remain the same except in a few special cases.

Health, Fatigue and Magicka potions are now based on regeneration rather than instant effects. This means that you will not be able to pause the game in mid fight and heal immediately to your maximum limit of health, fatigue or magicka. The regenerative power of these potions encourages more tactical approaches to combat and leaves less room to exploit their use.

To compensate for the loss of instant healing while on paused-games, potion effects are overall stronger�their magnitude is greater although dispensed over time. There are now several new types of these potions. Each increases its power significantly over the previous in line, but also become more expensive. Finally, there is one type of potion for each of these effects that acts immediately�it replenishes health, fatigue or magicka instantly. These potions are prized and very expensive, but are also the best that can be afforded when you face the strongest of challenges. The savvy and experienced adventurer always keeps some of these potions in stock, for those situations that require that last push to victory.






2. Non Player Character Changes:


As it has become earmark of OOO, the changes in 1.3 aim for a more static world, where NPCs do not constantly get stronger alongside the player�s progression in skills and power. The features of �leveling�, as it is often called, are not completely taken away. These features are actually very useful in providing variety and diversity of challenges. I have used them to enhance the believability, immersion and unpredictability of the Cyrodiil�s inhabitants. OOO 1.3 changes most of the default NPCs to make them more static in terms of how strong they may become or be right at the start of your game. This applies not only to their abilities but also to their equipment (no lowly bandits with glass armors and mighty enemies with worn iron swords)

The changes in 1.3 are sweeping. I have kept the changes of previous versions, generally, but many of them have been tweaked, enhanced and, in some cases, completely turned around. I have also introduced a lot of new exciting features to old and new NPCs. The goal�to transform Cyrodiil�s NPCs into more alive, more believable, more challenging and unique beings�has been taken to extremes in this new version of Oscuro�s Oblivion Overhaul.

Here follows a summary of the most notable changes:


1- Default NPCs:

Default types of NPCs, including citizens, characters of the main quest, guards, bandits, marauders, necromancers, conjurers, vampires and dremoras are now much more unique than ever before. With the addition of thousands of new armor and item types, the variety of looks and possessions that NPCs boast increases immensely. Every type of NPC has now much more unique items, abilities and spells that are proper to their profession and status. These features belong to them whether you are a fledgling adventurer or an acclaimed hero. This step was the first in creating a much more static and realistic world.

Listing every change here would spoil the sense of discovery that you will get when encountering all of these old NPCs in their new settings and apparels. The changes here are massive. Every type of default NPC has their own loot lists, with items designed, named and balanced to fit their role and relative power. These changes apply to all almost all NPCs without exception.

All of the additions and changes were made with other concerns in mind. Specially, with the new changes to their homes, their backgrounds, default quests and interrelation with the new NPCs, locales, stories and quests introduced by OOO 1.3.

The following list is a quick summary of these factors:

1- NPCs� status reflects the items that may be found in their homes. This was a feature of the original Oblivion, but OOO 1.3 greatly expands upon this by introducing dozens and dozens of new house-wares, clothing, jewelry, armor, weapons, books and so forth. I have placed, by hand�not through mere loot-list tweaking�thousands and thousands of items all over the homes, caverns, lairs, manors, castles, camps and every other type of dwelling, of the default NPCs. A few lines cannot do justice to the amount of work and attention put in making every location seem more proper to its owner�s role and class.

2- NPC�s levels are tweaked to offer the greatest gameplay that mixes very static and slightly leveled features. These changes apply to all NPCs, whether friend or enemy, involved in the Main Quest, as well as every other Guild�s Quests.

3- The backgrounds in Lore for the different factions and individual NPCs were taken into account when designing their base abilities, spells and gear. Whenever there was no such prior background, OOO 1.3 tries to introduce new stories that appear in the form of books, notes, quest messages and the associated special items that go with them.

4- The interrelation of the old NPC factions and individuals was, whenever possible, given depth by the addition of the above noted books, notes and quests. It is my intention to keep developing the surrounding histories and events that are relevant to these NPCs and factions in order to make the world of Cyrodiil seem more alive and inheritor to the rich storyline tradition of past TES series� games.


Specific changes to default Oblivion�s factions:


1- Bandits, Marauders, Conjurers and Necromancers

These NPCs are capped, their loot lists adjusted and spread at variety of level ranges so that some difference between them is apparent. Bandits can be very low level and reach early twenties. Some exceptions are the bandit bosses and the infamous Black Bow Bandit crew. Marauders tend to be slightly more powerful. Necromancers and Conjurers will give some trouble to the inexperienced adventurer, but later on they will easily become cannon-fodder. However, the boss versions are rather powerful. The expulsion of necromancers from the Mages Guild has bred resentment. Necromancers of Tamriel, under the guide of the experienced Fayth Noor, gather in Cyrodiil to plot against the Archmage.

However, new players in this game of betrayal and revenge have appeared in the scene. Now there are even more factions vying for power that clash directly with these default Oblivion factions. It is up to you to discover the nature of their intended plans and the locations from whence their power flows.

2- Vampires

NPC vampires are very different now. There are four different types of vampires: regular, fearsome, deadly and ancient. They all have an interval where they will appear in the usual vampire havens and dungeons. The space between the intervals allows the player to experience both challenge and a good ol� fashioned vampire-killing spree. However, many lairs house extremely powerful vampires that appear at any level. They are, of course, geared accordingly and guard treasures of great value.

Vampires have special abilities and equipment depending on their type and class. Deadly and Ancient vampires have, naturally, very powerful skills that will unleash upon all who dare enter their havens.

Rumor has it that a very powerful vampire lord has brought to Cyrodiil a feared relic in order to cleanse it of its power with the aid of other elder buddies of his kin. Now, he is aided by even more special vampires, who have their own unique items and treasures after centuries of un-life.

3- Dremoras

Dremoras are now significantly more powerful. Markynaz and Valkynaz have their levels capped but with a range where they keep up with the player. Every leveled list that included dremoras is now updated, even quest ones. This means that some quests, especially the main quest, will be more difficult and the player will not be able to complete them at low levels. Roughly, a level 20-25 will stand a chance, anything below that and it will be a world of hurt. At a player level of 40+ almost all dremoras will be lower than the player, with the exception of some special cases. At lvl 50 the player should be able to mop the floor with just about every creature in Cyrodiil. (Example: Kynval are lvl 12, in most cases they will not spawn unless the player is level 13--the intervals of Dremora reach near lvl 40)

Also, new dremoras now guard special items and stages of the Main Quest. These terrible new foes have very unique Daedric items of amazing power. Be ready, saving Cyrodiil from the threat of the Daedra will be a very challenging task.

4- Guards

All guards in the game are now level-capped. They are not lowly beginners, but you will not get the feeling that they are so powerful that your presence in Cyrodiil is a nuisance. At high levels you will be able to school most guards. Some towns have stronger regiments, others are weaker. Guards in the stages of the main quest are leveled appropriately, stocked with some healing potions and ready to rumble. Still, powerful enemies will take them down more easily than they can do the same to you. This also applies to the blades and the imperial guards.

Guards in the wilderness are battle-hardened and will usually be stronger than those found in the comfort of cities.

Without fail, the Imperial Legion has the strongest of members. The Imperial City houses several types of ranks. Each guard has their own distinctive armor and attire to distinguish their position in the hierarchy of the Legion. Their armors are the best kept of the entire Legion, to honor the privilege of guarding the Imperial Capital. Legion�s soldiers that patrol the wilderness have suffered many years of harsh living. So, in contrast, their armor shows the ravages of time and climate. The further away from civilization that they may patrol, and the deeper into the wild that they may venture to root out evil, the more worn and ragged will their attires look.

The number of patrols in the wilderness is now doubled. Some guards will patrol in pairs, and others will do so alone, but their numbers are certainly much higher�which is a blessing to those who need to travel the often-times dangerous wilderness of Cyrodiil.

And, lastly, and most importantly, now there are many guards who are female. They were sorely unrepresented in the original Oblivion. I have sought to bring them back a more rightful position within the lore of TES. Their strengths and power have nothing to envy to those of men.

5- Citizens

All citizens of Cyrodiil, friendly or not, are level capped, when possible, in-synch with the difficulty of the quests with which they are associated. I have tried to give them a generous level range so as not to stifle or demean the quest progression. With that said, a lot of NPCs involved in quests have minimum level caps which means that you may not be able to finish the hard guild quests early on. A great feature of this change is that you will no longer get your ass handed down to you by a hoe wielding punk of a farmer after you pilfer his house clean or take his daughter to the "barn."

Those citizens involved in the stages of the Main quest and Guild�s quests are now progressively harder to beat, when possible. This change is part of the re-balance of important quests done by OOO 1.3.

Citizens have had their personal belongings adjusted and tailored to their status and nature. Each citizen�s house now holds items suited to reflect their role. Moreover, every citizen�s home of middle, upper, noble classes has special containers that safe-keep items appropriate to their status.

6- Arena Combatants

The progression of strength and skill in the Arena ranks is revamped in OOO 1.3 over what was in previous versions. The difficulty is much higher the greater the rank. The Champion of the Arena has also grown in power considerably and now carries even more unique items.



2- New OOO NPCs:

There are several new types of NPCs in Oscuro�s Oblivion Overhaul V. 1.3. These NPCs not only bring diversity and life to the province of Tamriel, but they are crucial for the new gameplay structures. The very static nature of rewards and challenges in OOO creates a need for more variety of NPC encounters and NPC factions. The additions are tailored to mesh seamlessly with the world of Nirn and with the lore of the TES Series. They also have their own unique dungeons, items, lore and association to existing stories and quests.



1.23 Additions:

Raiders:

Raiders are heavily armored and prefer to fight with blades, although they will resort to other means whenever they do not have a trusted edge at hand. They are more powerful than Marauders and will crush the inexperienced player. However, they are also better equipped than most lowly Bandits and Marauders, so if you can take them down then you can expect some decent rewards for your efforts! Raiders count among them not just those experienced in melee combat, but also ranged fighters and magic users. Their elite ranks will make short work of you without hesitation--better be prepared for a fight if you venture within a raider stronghold. Their leader is a mighty Nord known as The Arctic Bear. However, he is getting ready to pass on the leadership of this mighty force down to a suitable replacement before the coming tide of strife about to ravage the lands of Cyrodiil, brought about by the discovery of ancient artifacts of undead power, creates a void in the existing power structures of the Imperial Province.

Amazons:

Amazons are female warriors specialized in nimble and agile combat. They prefer blunt weapons but they are also skilled in archery and swordsmanship. A few among them are fierce priestess, with the power to heal their clan members and bring destruction upon their foes. Amazons do not like to fight encumbered, and rarely if ever wear heavy armor. Some posses very fine light armors, which are crafted by their wearers with skills learned only by members of their rank in the Amazon hierarchy. Some prefer to fight almost naked. However, they have a long tradition of adorning their bodies with jewelry, which makes of them an attractive target to those inclined to thievery. Amazons do not share space with men,,, unless they are dead! They will not give those females outside of their clan any quarter either. The priestess of the Amazon clan of Cyrodiil is secretive and not many know what she looks like, or even what her name is.

Guardians of Oblivion:

Guardians of Oblivion are Conjurers of great skill and power. They specialize in Summoning magic, though they have learned a few tricks beyond what the usual Summoners of Cyrodiil can muster. These enemies are dangerous magic users, even if unarmored and weak to physical attacks, they can conjure very powerful Daedra to aid them in battle, using them as shields while they hurl magic from safe distance. These Conjurers are much more powerful than their lesser brethren. It is rumored that a woman of great skill and presence commands these outcasts from the community of the Mage's Guild. However, she may not be the only leader of these fearsome Daedra-worshippers.

The Putrid Hand:

Necromancers of the Putrid Hand are very skilled in the dark arts of magic. Resenting their imposed exile from the Mage's Guild, they have formed their own enclave where to expand their knowledge and power. Since they are officially considered enemies of the ruling Mage class in the Imperial City, they do not take kindly to those that intrude on their new-found lairs. Renowned for his skill in commanding the occult forces of life and death, Master Lien Valeth quickly became the leader of this rising sect of fearsome necromancers. Their now secretive existence has forced them to become acquainted with those schools of magic that would aid them in remaining unseen and unheard. Recently, Master Valeth discovered the trace of ancient relics of undead power that, if found and harnessed, may change the future of Cyrodiil itself.



1.3 Additions:


Sylvan Rangers and Corrupted Followers of Jephre

The region of the Gold Coast has recently been subject to unusual numbers of rangers from the forests of Valenwood, who have set camps in the wilderness and occupied ruins and caves. It is not clear what the purpose of the ranger�s occupation of the Gold Coast means, but local authorities have issued warnings to citizens and travelers alike. Rangers, often loosely associated to Druidic Grove Circles, rarely seem as organized as some of the invading Bosmer appear. This suggests that there is a common cause, or a common leadership, behind their activities. Interested adventurers would do well to seek information and clues in Anvil before venturing near these skilled and powerful inhabitants of the wild.

Skyrim Bandits

The northern lands of the Imperial Province, covered in snow and ice, have for many years dealt with the threat of marauding bands of pillagers and bandits. As of late, more organized than usually, clans of Skyrim bandits have set encampments in the whereabouts of Bruma and all along the steep walls of the Jerall Mountains. These bandits have proven to be a greater source of danger than any previous band of thieves Captain Burd has had to face during his years at the head of the Bruma Guard. Perhaps eradicating the source of union among these otherwise hostile clans would help to prevent further damage to the citizens of Bruma and to the travelers of the northern mountains.

Dunmer Slave Traders

After the events that took place in the Isle of Vvanderfell thanks to the intervention the Nerevarine, the authorities of the province of Morrowind banned the custom of slave-trade. Without other recourse than to change their ways of life drastically, many slavers continued their trade illegally, in a veil of secrecy. This black-market of slaves has spilled its activities onto the eastern regions of Cyrodiil. Slave traders have set up encampments, headquarters and supply routes that reach into the marshes of the Blackwood. There they hunt for Argonians, who traditionally used this region as a sanctuary, due to its remote location and humid climate. Slave traders are in no friendly terms with the local authorities, but they will not be aggressive outright to most citizens of the province�provided that they do not belong to one of the races which they seek to enslave! Should one gain favor with the traders, they may be willing to offer their services and goods to even the most unlikely folk.

Black Marsh Argonian Smugglers

Argonians from the black marsh have created smuggling lines for contraband trade into the Imperial Province, supplying its citizens with hard to find, and often forbidden, goods. These Argonians inhabit some of the most remote and hidden caves in the marshes, often choosing underwater caverns to gain extra security and cover. These smugglers have little reason to be outright aggressive against citizens of Cyrodiil and travelers, since they depend on them for trading. However, they will not take kindly upon those that aid the newly-arrived Slave Traders, nor to those that harm the leaders of their smuggling groups. Should one aid these Argonian smugglers against those who threaten them then it is possible that they may decide to engage in trade directly, bypassing their usual suppliers and contacts.






3. Creature Changes:


This is one of the most exciting developments in OOO 1.3. Creatures are now extremely unique and particular. I can confidently say that there is nothing, to date, that resembles what OOO 1.3 has done with creatures. Now only are there now many more sizes, items, special behaviors and characteristics to all old creatures, but OOO 1.3 adds many new ones into the world, each with their own specific behaviors, items, lairs and spawnlists.

These are some of the new creatures introduced in OOO 1.3:

Animals:

Jaguars (Gosu�s textures)
Polar Bears (Tegeal�s textures)
Shadow Wolves (Gosu�s textures)
Snow Leopards (Gosu�s textures)
Snow Mountain Lions (Gosu�s textures
Tundra Wolves (Elhoim�s textures)

Mythic Creature & Daedra:

Bog Ogres (Mark Quinn�s textures)
Daedra Seducer (Zardalu�s textures)
Hell Hounds (Elhoim�s textures)
Frost Minotaur (Maelmoran�s textures)
Giant Flame Atronarch (All Golems by Demonizzer)
Golem of Blood
Golem of Ebony
Golem of Iron
Golem of Glass
Golem of Gold
Golem of Magma
Golem of Mithril
Golem of Mud
Golem of Water

As usual, the additions are not limited to new models, like the ones above, only, but also include many other types of creatures that are slight variations of existing types (for example, prowler wolves, which are highly aggressive and tend to travel on packs, or Ravenous ogres, who are solitary, although at times gregarious, ogres of great power and might; and many, many more!)


The following is a list of the most important changes given with the addition of these new creatures:



1- CREATURE FACTIONS

There are now more than 24 creature factions. There is one for each of the creature types and several new ones for OOO-added creatures. Each faction interacts differently with every other faction. Some are friendly to each other, some are neutral and some are aggressive. Even within each faction, some of its members, which may be a bit more aggressive than the rest, will react aggressively against members of an otherwise friendly faction. For example, some Crazed Imps are violent enough to dislike shadow wolves, and they will attack them on sight even if most crazed imps will not. This applies to all faction relations.

Generally, however, there are two main groups of factions: �Neutral� and �Evil�. Each group is generally on friendly terms with creatures from the same group and in unfriendly terms with creatures from the opposing group.

Shadow wolves, ogres, goblins and trolls, for example, will tolerate each other in most cases, and will dislike animals, minotaurs, land dreughs and even spriggans.

Animals are usually neutral to each other, although some have a preference, and will tolerate, members of a different faction within the general animal group more than others. For example, bears generally tolerate boars, and vice versa. Only a few bears, from time to time, if hungry or inexperienced, may be aggressive enough to attack boars, whereas they would be much more suspicious of wolves. Lions will be aggressive against horses or boars a lot more readily than they would ever be aggressive against bears.

Of course, this change meant that the creature spawns could not remain as they were set in default Oblivion. Previously, all creatures would be on the same faction, and all of them could appear together, clumped, inside a creature lair. This is no longer the case. This leads to the second big change.

2- CREATURE LAIRS

Some dungeons have �Evil� group factions. These dungeons are highly dangerous and difficult, with the corpses of brave adventurers littering the floors. Great treasures await those that can defeat these dark places.

Other dungeons are now home to specific faction types. In default Oblivion, all animals would appear together in dungeons like a happy family. Wolves, bears, lions and boars would share living space. This is not the case any more.

I have changed every animal dungeon to belong to one type of animal faction. Now there are wolf dens, tundra wolf dens, bear dens, boar dens and feline (lions, snow lions, jaguars, snow leopard) dens. Some of these dens may have very old and powerful animal �bosses� who command the rest of their pack and herd.



3- CREATURE AI

Oscuro�s Oblivion Overhaul no longer uses Tag�s excellent Natural Wildlife mod to change the behavior of creatures towards the player. Instead, I have heavily modified the original script, to the point that it has become a completely new script with many distinctive and unique functions.

This script is probably the most sophisticated animal behavior enhancement for Oblivion to-date. Not only it is prepared to handle many more response types, dynamically, than older wildlife scripts, but it is perfected to work in tandem with several of the new features introduced in OOO 1.3, such as the greatly expanded creature faction diversity and the possibility of gaining creature faction through a quest (see below)

Now, animals may respond to the player in several ways. They may be outright aggressive, cautious, shy or even friendly. Each of these responses depends on many factors. These take into account the creatures aggression rating (remember, creatures of the same type may be more or less aggressive, confident, strong, fast, etc, than others of their kin), the creature�s confidence, the player�s personality, the players willpower, the demeanor of the player (weapon sheathed or unsheathed), the actions of the player (pestering the animal by getting too close, attacking it from a distance, etc) and they calculate their reactions dynamically, as the situations change around them.

This means that you could approach an animal, and it may decide to run away from you. Then you could try to chase it, and if you get too close to it (depending on their aggression and confidence they will consider you as �too close for comfort� differently) it will try to defend itself and attack you. Now, you could decide to run away. If you make enough distance in between you and the beast, it will stop chasing you and will try to get on with its own business. But, of course, you may decide to go chasing after it again, at which point you may fire an arrow and provoke the beast, which decides to run instead of fight (or may decide to fight instead).

Now, imagine the possibilities this opens when seen in light of the other changes pertaining creatures. The beast, the second time you go looking for it, may decide to run after you instead, right on sight, and without giving you time to draw the bow. Then, as you try to run again, a different animal appears nearby, this new animal may be aggressive to the cre


Oscuro's Oblivion Overhaul (1.3) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 344 | Last comment: 10-22-2011 at 13:56

 #1 - 08-27-2006 at 17:12
RSgeek
From: (CA)
Joined: July 8th, 2006
Posts: 98
OMG!!!!!!!!!!!!!!!!!!!!!!!! IM DOWNLOADING RIGHT NOW!!!!!!!!!!!!!!!!!

 #2 - 08-27-2006 at 17:12
RSgeek
From: (CA)
Joined: July 8th, 2006
Posts: 98
AFTER ALL THIS TIME ITS HERE!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 #3 - OMGWTFFBBQFTWWWWJD! - 08-27-2006 at 17:41
grotese
Joined: June 19th, 2006
Posts: 16
OMG I AM FREAKING OUT RIGHT NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 #4 - 08-27-2006 at 17:45
grotese
Joined: June 19th, 2006
Posts: 16
rock:YOU WIN THE OBLIVION!RockRockRock:

 #5 - Thank You - 08-27-2006 at 17:52
psybunny
Joined: November 1st, 2005
Posts: 142
thanks for so much effort an love..it makes the community happinRockRock

 #6 - 08-27-2006 at 17:55
Siafu
From:
Joined: August 14th, 2006
Posts: 2
OMG! I haven't played oblivion since i heard this mod was coming out. Ahhhhhhhhh i can't wait!

 #7 - 08-27-2006 at 17:56
SmAshingDuDe
From: (Rozenburg)
Joined: December 22nd, 2003
Posts: 140
AAAAAAH! I can't download and play yet. What a shame!
*goes to sleep fast and hopes to wake up early to be the first to use the gaming pc*

 #8 - 08-27-2006 at 17:58
Zephyr2109
From: (NC)
Joined: December 8th, 2005
Posts: 31
YAY! dling after i finish some other things, you have my thanks Oscuro and everyone else who helped with this thing.

 #9 - Cool, but...... - 08-27-2006 at 18:08
DesertFoxVIII
From: (OR)
Joined: October 30th, 2005
Posts: 412
Why did it have to be released one day AFTER I now longer have access to DSL mad

But nice job Oscuro, looks awesome wink

Any chance that there's a torrent up for this file? There's no way in hell that I'm going to be able to grab a file this big with my connection.

 #10 - 08-27-2006 at 18:12
bloodreaver9
Joined: April 6th, 2005
Posts: 94
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!!!!!!!

We got it first!!!!!!!!!!!!!!!!

*Proud*

 #11 - 08-27-2006 at 18:18
Ronnie
From: (Leiden)
Joined: December 4th, 2002
Posts: 647
Awesome mod indeed big grin

 #12 - Questions - 08-27-2006 at 18:51
Chosen_of_Chaos
From:
Joined: March 2nd, 2006
Posts: 12
Is there a way just to get new factions part of the mod? If I wanted to could I use it with Franscesco's stuff? Looks good, but I like Franscesco's stuff a lot.

 #13 - 08-27-2006 at 19:05
silverslave
From: (bentonville ar)
Joined: July 21st, 2006
Posts: 5
yea nice modRock

 #14 - kool - 08-27-2006 at 19:09
kronos44
Joined: March 23rd, 2006
Posts: 6
this is the best mod ever, francessco can kiss my ass

 #15 - Broken? - 08-27-2006 at 20:35
Duo_46969
From: (Kentucky)
Joined: January 31st, 2006
Posts: 24
i got a broken file from this? dunno if its the file or my mobo is going bad...i couldnt patch Oblivion either cuz the patch said it was incorrect...:/ o well

 #16 - 08-27-2006 at 20:44
Daracaex
Joined: January 14th, 2006
Posts: 70
Yay! Yahoo! Wiiiiii! I have been waiting for this to come to start a new character for a month. I hope it's as great as it sounds. Will coment after testing.

 #17 - 08-27-2006 at 21:17
joma0704
Joined: October 17th, 2003
Posts: 53
youre cruel realising it on a school night...oh well...guess that test will have to wait Roll Eyes (sarcastic)

 #18 - 08-27-2006 at 21:21
hexen_reaper
Joined: November 3rd, 2004
Posts: 326
i'm not going to flip out like thows other guys...OMFG, er i mean,, HOLY ****. no what i meant to say is OMFG, damn it Devil!

 #19 - does this work? - 08-27-2006 at 21:39
Duo_46969
From: (Kentucky)
Joined: January 31st, 2006
Posts: 24
this isnt working for me??? is it working for anyone else???

 #20 - .... - 08-27-2006 at 22:03
Visivicous
From: (NV)
Joined: September 27th, 2004
Posts: 51
When I read that this was released my heart stopped for a second. Thanks be to Oscuro, you'll be a legend because of this mod.

 #21 - 08-27-2006 at 23:06
0rph3us
From: (Valga)
Joined: July 10th, 2005
Posts: 245
Hey joma, has school already started for you? I've still got a week to go, then the God damned thing starts. anyway... YYEEEEESSS!!!! IT'S FINALY OUT!!!!! THANK YOU OSCURO!!!!!!!!!

 #22 - Thank You - 08-28-2006 at 01:08
karpentor
Joined: July 22nd, 2006
Posts: 34
You are a true master of alteration!

 #23 - 08-28-2006 at 02:03
Fire_Legion
Joined: July 30th, 2006
Posts: 276
This is the happiest day of my life Cry...
Well, not really, but this is still AWESOME! I'VE BEEN WAITTING FOR THIS FOR AGES. YES! YAY!

 #24 - 08-28-2006 at 02:29
MaddestMax
From: (Meerane)
Joined: June 29th, 2005
Posts: 198
YEEEEEEEEEEEHHHHHHHHHHHHHHHAWWWW!!!!!!!!!!!!!!!1

Yay its out

great, dl RIGHT NOW
10/10

great work!!!!

 #25 - 08-28-2006 at 03:03
0rph3us
From: (Valga)
Joined: July 10th, 2005
Posts: 245
damn it! I can't play it because I can't get that crappy-ass Wrye Bash to work, it just crashes when I start it, tryed everything....I'm mad right nowmad

 #26 - 08-28-2006 at 03:23
Fire_Legion
Joined: July 30th, 2006
Posts: 276
You'll have to start a new game... I didfrown

 #27 - 08-28-2006 at 03:40
0rph3us
From: (Valga)
Joined: July 10th, 2005
Posts: 245
Actually you don't if you do some stuff with Wrye Bash, it's some program that converts some NPC stuff in the save game so you can use that save game to play OOO. But yeah, I can't get that program to work so I'm gonna make a new game....I'll make a Dark Elf character, make it the same level with my original character with cheats and start slaying people until Chyrodil is one ghost province.Devil!

 #28 - YEEEEEEEEEEAAAAAAHHHHH!!!1 - 08-28-2006 at 04:46
JavaJawaUK
From: (Kent)
Joined: June 3rd, 2006
Posts: 168
OMFG! IT'S OUT! THANKYOUTHANKYOUTHANKYOUTHANKYOU! Awesome! The trailer was friggin awesome, and now . . . *sighs* YEEAHH!! awesome! TY! eek!RockBeer! Beer!

 #29 - 08-28-2006 at 04:49
gryff
Joined: August 28th, 2006
Posts: 3
Anyone able to extract and play yet? FileFront gave me a corrupt 413mb file...gonna try d/l again *sigh*

 #30 - WOWOWOW !!! - 08-28-2006 at 05:03
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
Why is the user rating 4242.4 ??? WOAH !!! Did the Filefront Staff give it a 100000000000000/10 ??? YEAH THIS THING ROCKS ! Rock
(And I'm so happy I have 1.23 and I don't have to start a new char big grin )

 #31 - 08-28-2006 at 05:48
Azgoth
Joined: February 6th, 2006
Posts: 3
Woohoo its out! now that thats taken care of i have a quick question. When you released the trailer for this i asked if there were any naked models in this mod and you said there was one who may or may not be in it. Now with it being released i have to ask, is that amazon skin (or any others) that you mentioned included?

 #32 - Nice, but... - 08-28-2006 at 07:11
Humayun
Joined: August 19th, 2006
Posts: 5
Eh. I was really excited about this mod before I downloaded Fransesco's. I have to say that I don't especially like Fransesco's other balance mods, but I do LOVE the freakin' armors and weapons. And shields. And other, miscellanious equipments. And most of all, the iron/steel/fine steel/silver/dwarven/elven/glass/ebony/daedric (whole lotta slashes) tantos/katanas/dai-kantanas. That was the only mod with those katanas, as 'Akaviri Imports' doesn't work. Import those weapons and armors, and then I'd never download another mod until OOO v1.3x

 #33 - 08-28-2006 at 09:03
Ganondorf_X
From: (Sleeuwijk)
Joined: January 16th, 2006
Posts: 329
Woah! it's really here!? I'm not dreaming? *pinches arm* nope, it's real!!!Rock

 #34 - 08-28-2006 at 09:14
AD_am
Joined: August 2nd, 2006
Posts: 9
I downloaded it, it's cool, but my skills just got stuck. I only managed to get skill in Block and Acrobatics during the prison escape, although I used bow/sword/restore health all the time...and my skill hasn't increased in any of them. It's strange.

 #35 - hey - 08-28-2006 at 09:23
stingray1399
Joined: July 11th, 2005
Posts: 259
Can you still mod oblivion with this running? With mods like Arrow velocity, armor and weapon addons, etc? And building mods? Like Bartholm or Villages? Otherwise I don't think I'll use this mod.

 #36 - and - 08-28-2006 at 09:25
stingray1399
Joined: July 11th, 2005
Posts: 259
And can we edit stuff in the oblivion.esp or whatever in the construction set?

 #37 - 08-28-2006 at 10:59
Ragshnak
From: (vittinge)
Joined: November 16th, 2004
Posts: 58
for me the town guards armors meshes and textures F*CKED UP!!! why??? my guards are like hollow man with a sword hanging in the air?? i hope someone have answear to this... and the capes they should have doesnt show up either the only thing of the armor i can see is the helmet and the shield nothing more...

 #38 - 08-28-2006 at 11:02
suder
From: (preston)
Joined: February 11th, 2005
Posts: 128
Cool mod nice Rock

 #39 - 08-28-2006 at 11:31
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Ragshnak - I'd suggest making sure the folders were extracted to the proper place. That only happens if some of the textures weren't copied over or if you have another mod that conflicts with the guards capes/armor.

AD_am - OOO 1.3 uses slower leveling and which speed I do not know. The readme might have more info on it.

Francesco's mod- You can easily obtain the weapons and armor from his mod and use them with OOO 1.3 but it's hardly necessary as OOO 1.3 already has a ton of armor/weapons some of which do not appear in any other mod. I actually had Oscuro add some of the better weapons/armor from Francesco's added into OOO 1.3 just cause I liked them so much.

 #40 - Factions - 08-28-2006 at 13:22
vodazzz
Joined: May 24th, 2005
Posts: 12
How can I join these new factions??? I can't find any new quests....frownfrownfrown

 #41 - 08-28-2006 at 13:22
Wes899
Joined: September 7th, 2005
Posts: 121
Thank you so much. My regular character is screwed up for some reason. But I wanted to wait to start another until this was out.Thanks!

 #42 - awwwww - 08-28-2006 at 13:29
A_Hallucination
From: (NSW Sydney)
Joined: April 17th, 2006
Posts: 36
I downloaded overnight from planet mirror and i just got a 20mb exe that when i open says it's a 7zip self extracting archive then says 7zip doesn't support this filetype. Help?

 #43 - 08-28-2006 at 13:39
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
As you can see the file is 413 mb not 20mb...you need to redownload.

Factions- Check readme for some clues and then look harder. You need to work for their favor in some cases.

 #44 - 08-28-2006 at 14:05
joma0704
Joined: October 17th, 2003
Posts: 53
hahaha good news! i can actually play it now cause of hurricane ernesto..since its category one i doubt power will be knocked out stick out tongue btw im also having a keg party cheers ! Beer! Beer!

 #45 - 08-28-2006 at 14:19
vodazzz
Joined: May 24th, 2005
Posts: 12
I can't find anything I read Readme two times there's nothing there that helps me!!!!!!!! can anyone just tell how can I join these factions??!!!! i'm starting to hate this...

 #46 - 08-28-2006 at 14:50
MasterAlex112
From:
Joined: June 27th, 2005
Posts: 11
OMG YEEEEESSS I have been waiting FOREVER !!!!!!Rock

 #47 - hmm it doesnt work - 08-28-2006 at 15:04
alrodgers11
Joined: August 28th, 2006
Posts: 3
i downloaded it with the extractor, but when it extracts about 11 or 12% it get an error message sayign there is a problem with loads of the file bits, any thoughts?

 #48 - 08-28-2006 at 16:14
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
alrodgers11- I would redownload with a download manager

 #49 - absolutely amazing - 08-28-2006 at 18:41
veteran_gamer
From:
Joined: August 10th, 2004
Posts: 165
this mod is pure quality, honestly i was probably one of the first 1,000 downloads and have been playing this almost 3-4 hours a day now, compared to the 2 hours a week id play on retail version. theres so many changes i cant even point out my favorites, as a matter of fact, i cant even conceive playing retail oblivion ever again after using o.o.o. this mod f33d's the n33d!!!!! 10/10

 #50 - yay - 08-28-2006 at 20:32
kill3456
From: (city 17)
Joined: July 7th, 2006
Posts: 11
8 Hours to download but well worth it! 10/10

 #51 - 08-29-2006 at 02:54
MasterofOblivion
From: (WA)
Joined: February 20th, 2006
Posts: 501
Just updated the page with a link to the trailer, for people who dont know what OO 1.3v is

 #52 - still problems extracting - 08-29-2006 at 03:14
alrodgers11
Joined: August 28th, 2006
Posts: 3
im still having a problem extracting, it extracts to about 11% then i get an error message with this big scroll downlist with mainly textures sayign could extract cos file was broken, anyone got any thoughts?

 #53 - 08-29-2006 at 03:40
AdamW
Joined: June 19th, 2006
Posts: 28
JESUS thats BIG

 #54 - Help-file. Factions - 08-29-2006 at 05:43
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Ok guys! Thanks for all the comments!

Here is the link to the help file of OOO 1.3, we will keep adding stuff there to keep you updated. Any needed fixes will be up soon!

http://jorgeoscuro.googlepages.com/OOO_1.3--FAQ-WEB.htm

Factions:

That's a surprise, man. You'll have to figure it out. There are plenty of clues in-game. Hint: they are not joinable factions like Mages Guild, but, you can befriend them and get faction hits with them to get all sorts of cool stuff thanks to it.

More factions and joinable stuff for future versions. This is just an appetizzer wink Although a big one, at that.

Thanks the staff of Oblivion Files. You rock! 10,000 hits in less than 2 days! wink

See ya all soon!

Oscuro

 #55 - 08-29-2006 at 05:49
UtRMaQA
From:
Joined: August 22nd, 2006
Posts: 23
Oh I can't wait. Thank you so much. Rock

 #56 - 08-29-2006 at 06:20
Nord
From: (Bolsaward)
Joined: July 30th, 2006
Posts: 80
I have waiten so long and on the day it was there my brother say no Cry it is 2 big
I am so Aaargh!!! (tell 2 the dark brotherhood his name Haha i a am sad)

But this mod rocks 9999999999999999999999999999999999999999999999999/10
Rock

 #57 - A-whoops. - 08-29-2006 at 06:33
Humayun
Joined: August 19th, 2006
Posts: 5
Just saw 'Iron Dai-Katana' in a shop. Now allow me to switch to crazy fan mode...
10^100/10!!1 ZOMG! ZOMG! Rock Rock Rock ZOH-EM-ZOH-EM-ZOH-EM-EFF-GEE!!1one!
Seriously? No other mods required. And if you can't download this monster, I suggest using a download manger and maybe another download site. I love filefront, but it's iffy regarding download managers.

 #58 - 08-29-2006 at 08:02
Nord
From: (Bolsaward)
Joined: July 30th, 2006
Posts: 80
I wan't it ahhhhhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Cry mad Aaargh!!!

 #59 - 08-29-2006 at 12:55
MaddestMax
From: (Meerane)
Joined: June 29th, 2005
Posts: 198
File of the Day,
File of the Week,
File of the Month,
File of the Year,
File of the Anniversary,
File of the century,
BEST FILE OF ALL TIMES!
YOU ROCK OSCURO Puke!ock Puke!ock Puke!ock

 #60 - BOMOTFYAOAT - 08-29-2006 at 18:23
barnibus0
Joined: August 20th, 2006
Posts: 12
BOMOTFYAOAT stands for: Best Oblivion Mod Of The Freakin' Year And Of All Time! Oscuro, you rule! Rock big grin Rock

Gameplay enhanced: 10862/10!! Woot!

 #61 - now this is gaming.. - 08-29-2006 at 19:35
Serpentax
Joined: September 19th, 2005
Posts: 14
Its not a mod... its like playing a whole different game..

utterly wonderful work 10/10 now just add a spell to reopen oblivion gates cause "Dont close my gates" doesnt get on well with ooo1.3 and you'll be my god

 #62 - Missing Guards Meshes? - 08-29-2006 at 19:54
LazyLimey
Joined: August 29th, 2006
Posts: 3
Dpwnload 000 1.3 exe from this site (423MB received).
Extracted to my Oblivion File
Ran Wyre Bash
Useed to Oblivion Mod Manger to set OOO 1.3 as last mod
Other mods - Bag of Holding, Book Placement and Book Jackets, Mercanaries and Imperial Furniture.
Checked Files in correct Place - seems they are
tried reextracting to make sure
Seems I have missing Meshes for Imperial Guards !!

 #63 - Further to my previous post - 08-29-2006 at 20:23
LazyLimey
Joined: August 29th, 2006
Posts: 3
Read Archive Invalidation info and ran Utility from OBMM per instructions on the link provided re Oscuro above - Still no Imperial Guards Textures - (I said meshes before and that was incorrect of Course!),

I'm now stumped if the textures really have been provided in the update!!

 #64 - 08-29-2006 at 20:44
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Lazy- I'd do a full reinstall of Oblivion and then install patch, then OOO 1.3 and nothing else. Once it's working start adding the mods to see the culprit. That's what I did and have had not a single trouble with textures.

 #65 - Again Further to previous post on missing textures - 08-29-2006 at 22:15
LazyLimey
Joined: August 29th, 2006
Posts: 3
Per RuoMegaRed suggestion - deinstalled Oblvion - erased directories
Reinstalled - upgraded - Ran program - armour was OK.
Extracted OOO 1.3 - again started with OOBM - no conflicts from utility reported - Started program - missing Imperial Guard armour!!! - I can see textures in Data folder however.

Could this be being caused by my saved file??

 #66 - Missing textures - 08-29-2006 at 23:41
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Of course. If your savegame had stored guards, and their armor references, they will not be the same as now.

Try a savegame that does not have the guards loaded in memory, or go away for a while and wait for the guards to get their armor cleared from memory, resave, reload, return to the city to check.

Oscuro.

 #67 - argoinan smugglers and the slave traders - 08-30-2006 at 03:22
alrodgers11
Joined: August 28th, 2006
Posts: 3
i have searched all over the blackkwood and cannot find any smugglers or slave traders, any help? also do i have to be a a certain stage of the game to find them?

 #68 - 08-30-2006 at 06:26
karpentor
Joined: July 22nd, 2006
Posts: 34
Ive downloaded this file the day before yesterday and everything is working well. If you have problems installing, then I suggest you read the readme file bcz it's all there. Only one small bug wich amuses me, now Im able to keep stolen items when I get thrown in jail, how nice is that? Imagine where I kept that longsword so the guards wouldnt find it when they were searching me, maybe that's the reason my athletics dropped with 1 after spending some time in jail big grin

After playing, I can now finally rate this mod: this is a 10/10 for sure. If it was possible to rate this 100 points then I'd do it. This is like playing Oblivion like the day you first bought it. I dont want to read spoilers or whatever, all I want is 300 game hours to find them myself!!! Awesome work, Bethesda should hire you

 #69 - 08-30-2006 at 09:28
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
alrodgers - I came across an imperial notice in chorrol or cheydenhall that had exact whereabouts of both of them. Look around near the gates.

 #70 - Bosmer Rangers? - 08-30-2006 at 12:24
SpunkyDaMunky
From:
Joined: August 30th, 2006
Posts: 6
In the trailer (+ the first screenshot), there's a Bosmer Ranger, but uhm.. where do you find them?

 #71 - 08-30-2006 at 13:23
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Gold Coast

 #72 - 08-30-2006 at 13:44
rraasscco
Joined: January 6th, 2006
Posts: 68
do i have to download the other versions as well?

 #73 - 08-30-2006 at 13:57
rraasscco
Joined: January 6th, 2006
Posts: 68
also does this altar the main quest and the guild quests

 #74 - Bosmer Rangers - 08-30-2006 at 14:06
SpunkyDaMunky
From:
Joined: August 30th, 2006
Posts: 6
Okay, i found 1 camp (The "something" hole camp, i think it was), but how many are there, and you can only ask them about rumors, but in the trailer you can fight with them?

 #75 - 08-30-2006 at 14:54
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
There are clues in the camps which will tell you when they go on assaults where you can follow along.

 #76 - 08-30-2006 at 15:05
Corris
Joined: August 30th, 2006
Posts: 1
Well this is defiantly a great mod, no doubt

One thing unfortunately, i joined the fighters guild and on the first quest where i have to kill the lions, i went to find the guy and we went hunting together, but whenever we get close to where the lions are the game crashes,an unexpected error, its happens every time frown
any help? or am i stuck not being able to do it

 #77 - 08-30-2006 at 22:38
Siafu
From:
Joined: August 14th, 2006
Posts: 2
This is a question for everyone who downloaded OOO1.3. I’m just curious if anyone else finds the mod unbelievably hard? Mind you I’m at level 6 and I went into a vampire’s cave and I ***** you not when I attacked two vampire npc’s they both conjured 2 other npc’s and processed to knock me to the ground, silence, and then paralyze me over and over again. I just want to know if anyone else has experience the same ordeal. Oh and I have the difficulty at medium.

 #78 - 08-31-2006 at 00:41
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Corris - I did that quest last night with no issues. Did it twice actually and no problems.

 #79 - 08-31-2006 at 01:49
karpentor
Joined: July 22nd, 2006
Posts: 34
I did the fighters guild quest as well after your post Corris: I encounter no problems at all when Im off to fight the lions. Usually I just let Pilatus Whateverhisnameis at the gates and make a run for the lions, perhaps that's why it didnt crash here. (the only mod I play is OOO right now, perhaps it's a compatibility issue with another mod in your case?)

Siafu: Yeah that's what this mod is all about, you really have to struggle to stay alive. Before OOO I sold all my health potions bcz I didnt need them up to level 30, right now you will need any potion you can get and tactics to protect yourself against different sorts of enemies. For some quests or dungeons/mines/forts you need to be higher in level to actually stand a chance (check the read me), perhaps the quest you described is one you should do at a higher level.

 #80 - Level up? - 08-31-2006 at 05:02
SpunkyDaMunky
From:
Joined: August 30th, 2006
Posts: 6
Okay first of all i wanna say thx for the quick replys at for "Bosmer Ranger" post.
But am i the only one who has a problem leveling up, i mean i played for more than 3 hours constantly fighting, but my "overall level progress bar" has only moved like one centimeter..
Is it just me or IS it OOO?

 #81 - coooooooooooooooooooooooooooooooooooooooooooool - 08-31-2006 at 06:19
Szenya
From: (Eger)
Joined: August 19th, 2006
Posts: 7
real nice work!!! I must start a new character!!!! awsome

 #82 - Ruin placement. - 08-31-2006 at 07:39
kill3456
From: (city 17)
Joined: July 7th, 2006
Posts: 11
When your at the Sylvan Warsmer ruin called Barastas In one corner of it some of the ruin building itself is jutting out and you can look under it and since theres no cover to the bottom of it it looks all invisible and stuff and you can look straight through it from that badly placed spot look at it for yourself whenever your playing it looks like youve placed it wrong :/

 #83 - 08-31-2006 at 09:42
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Munky - Try the included Bofra esp's I suggest 2x lvling which is twice as slow as default Oblivion.

 #84 - !!!! - 08-31-2006 at 09:45
HalleHB
From:
Joined: June 10th, 2006
Posts: 44
FINALLY!!!! I'VE WAITED SO LONG!!!!

 #85 - Offical Plug-ins? - 08-31-2006 at 10:48
Duo_46969
From: (Kentucky)
Joined: January 31st, 2006
Posts: 24
do the offical plug-ins work with this? the only one that i can get to work is the orrery

 #86 - 08-31-2006 at 11:47
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Plugins- All current plugins work with OOO 1.3. There may be slight overlaps in some aspects but it will be hardly noticable.

 #87 - 08-31-2006 at 12:22
SpunkyDaMunky
From:
Joined: August 30th, 2006
Posts: 6
Hi mate, you posted an answer for my 'level up' question, but lets say i turn on the x2 thing you were talking about, will it make my skills progress 2 times slower in the game?
The speed i have now is insanely slow, and if i put the x2 thing on, will it slower it more?
Thankyou

 #88 - Changing skill progression - 08-31-2006 at 19:00
Sotobrastos
Joined: April 7th, 2006
Posts: 24
OOO uses a default level slow (about x4 slower)

So, if you use one of the bundled ones that does x1 (generic), x2 or x3 you will level up faster than by default.

This is part of the full, not of the Lite (and it will get tweaked in the upcoming patch, anyways)

BTW, any people having trouble with Baurus in the MQ. Go to the OOO Homepage FAQ. The issue is fixed for the update--it happened in some setups where Baurus freaks out. You can either uncheck OOO before Jauffre sends you to meet him at the tavern, or you can push Baurus to unlock the stages of the quest that will return him to normal. Otherwise he won't move downstairs in the basement if you have this issue.

Oscuro

 #89 - Thanks for making such a great mod - 08-31-2006 at 21:22
Oblivious
Joined: December 28th, 2002
Posts: 25
Kudos to Oscuro for all the time, effort and obvious love that was put into this incredible mod. Also thanks to you and Red for answering all the questions in this thread.

Hopefully you'll take a breather before working on the next OOO mod. You and anyone else responsible for this mod have certainly earned it!

 #90 - Sweet - 08-31-2006 at 22:26
Benny_Ben_Ben
From: (Madison Wisconsin)
Joined: August 4th, 2006
Posts: 3
I love this mod!!!!!!Two Thumbs Up!

 #91 - 09-01-2006 at 08:58
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
Yeah I'm having those level up probs but amazing mod 10000000/10 but I am playing with my old char I started off with when I got oblivion and everything is on it's cool so I love the mod big grin also level up problem I'll try what that dude said

 #92 - 09-01-2006 at 09:07
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
I tryed it my level bar won't move at all even witha newly made char I drove out the deadre in kvatch and it had'nt moved an inch

 #93 - 09-01-2006 at 09:10
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
I tryed it my level bar won't move at all even witha newly made char I drove out the deadre in kvatch and it had'nt moved an inch

 #94 - 09-01-2006 at 11:44
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Tails it's 5 times slower leveling in OOO 1.3.

Use one of the included Bofra leveling esps to change it to stock Oblivion or slower increments of 2x, 3x, 4x.

 #95 - 09-01-2006 at 13:03
TheRealGorre
From:
Joined: May 3rd, 2005
Posts: 551
Average User Rating: 1251
Number of Votes: 201

...

Is it supposed to be that big?...

 #96 - 09-01-2006 at 13:10
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Ya man it almost crashed the site cause the ratings were off the scale.

 #97 - 09-01-2006 at 13:41
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
lol I put x2 bothra's thing still would'nt move I'll try again tommrowBeer! Beer!Two Thumbs Up!

 #98 - invisible armour - 09-01-2006 at 15:40
emperor_mclem
From: (queensland)
Joined: July 16th, 2005
Posts: 44
hey, i just installed this mod and i found that some of the armor has no texture. is anybody else getting this problem. please help me. other than that good mod, 8/10

 #99 - 09-01-2006 at 16:08
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Are you using a save game that is from 1.23 or a new game? Try leaving the city and come back 3 days later the old armor should be out of memory by then. If that doesn't fix it you need to reinstall the mod to the proper directory.

 #100 - 09-01-2006 at 16:47
grotese
Joined: June 19th, 2006
Posts: 16
so if i use the generic lvling plugin, will that revert back to the games normal lvling system, or must i use the 2x?



RockRockRock

 #101 - 09-01-2006 at 16:48
grotese
Joined: June 19th, 2006
Posts: 16
nm, i cant read

 #102 - 09-01-2006 at 20:53
emperor_mclem
From: (queensland)
Joined: July 16th, 2005
Posts: 44
i am using a character from standed oblivion.

 #103 - Invisible Armor--Leveling - 09-01-2006 at 22:40
Sotobrastos
Joined: April 7th, 2006
Posts: 24
You need to edit your ArchiveInvalidation.txt file if you are having problems with some items having purple textures. Missing textures on a vanilla-Oblivion savegame? Do what Omega suggests. Your npcs have old references for those armors saved in your savegame, you need to leave the area and let Oblivion refresh their inventories.

Go to the FAQ PAGE of OOO for information on problems and solutions:

http://jorgeoscuro.googlepages.com/OOO_1.3--FAQ-WEB.htm

Oscuro

 #104 - 09-02-2006 at 02:34
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
Yeah I tryed on x2 lvling but still won't move I;m on old oblivion char but even with new ones it would'nt move so I dunno whats up I'mgetting pretty sick of working and not lvling up Aaargh!!!frownTwo Thumbs Down!

 #105 - Has potential but not to my liking... - 09-02-2006 at 08:24
Slarak
From: (Texas)
Joined: September 2nd, 2006
Posts: 77
I like all the new armors and such but the one thing that kills if for me is the fact that when you pull off a sneak attack it only does a very small portion of there life. I know its because mobs lvl's are not based on your lvl as much but still that really does make it suck for a stealth character.

Also i don't know if anyone else had this problem but after i installed this mod i couldn't reinstall Oblivion. I kept getting some error message refering to service pack 2 for some reason. All was fixed though when i just explored into the oblivion CD and ran set up again. Some of the files stayed even though i erased all of the information from my program files.

 #106 - Uhm... - 09-02-2006 at 08:34
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
I still wonder why the OOO v1.3 Trailer was in the Oscuro's Oblivion Overhaul File, people with slow connection are going to need 1 or 2 hours more ?!?

 #107 - 09-02-2006 at 10:03
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Tails- So use stock leveling then if it bothers you that much.

Mage- Eh a couple of hours more won't kill them.

 #108 - 09-02-2006 at 10:13
Ronnie
From: (Leiden)
Joined: December 4th, 2002
Posts: 647
The rating is indeed wrong.

*fixes*

 #109 - 09-02-2006 at 11:38
coolepenguin
From: (Antwerpen)
Joined: August 1st, 2005
Posts: 30
niiiiice m8

this is my rating:

advantages : countless

disadvantages : are there any? don't think so

11 / 10 Rock

 #110 - 09-02-2006 at 11:39
coolepenguin
From: (Antwerpen)
Joined: August 1st, 2005
Posts: 30
damn, can't vote 11 / 10
*voting 10 / 10*

 #111 - 09-02-2006 at 20:36
grotese
Joined: June 19th, 2006
Posts: 16
no, your previous vote was right
RockRockRock

 #112 - 09-03-2006 at 03:06
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
I uninstalled everything removed everything put it back and my char still wont lvl up at all

 #113 - HELP - 09-03-2006 at 06:27
iljandir
Joined: February 16th, 2005
Posts: 34
Hey i have to say first that i really like this mod. I finished the main quest earlier with the original Oblivion but now it is refreshing with some more realistic and challenging stuff.But..

I have encountered some weird problems:

1. The map is blurry.

2. My cape keeps unequipping itself every time i click to search a body or container.

I am using the full OOO1.3 with just a few other mini addons that i will name so to ask if anyone has had similar problems with compatibility or if this is not because of the other addons.

1. Valeria Caresse companion mod by DeepFreeze

2. Living Economy witch is apart of the OOO1.3 pack i know.

3. Castle Dunkerlore 1.0 by Centurion

4. Casle Domrose 1.2 by Centurion

5. Pestilent Afflictions by Damar Stiehl

6. TheDragonQuest by TheAtronach

Anyone encountered these problems with this setup. It would be weird because it wouldn't make sense as far as i know that there should be that kind of problems..
Though i am not an expert at modding for Oblivion. And please don't flame me for being a noob? stick out tongue

 #114 - Sorry - 09-03-2006 at 06:38
iljandir
Joined: February 16th, 2005
Posts: 34
When i wrote 6. TheDragonQuest i meant TheSilverDragonQuest

 #115 - .................... - 09-03-2006 at 06:41
iljandir
Joined: February 16th, 2005
Posts: 34
eh.... The SilverDragonArmorQuest.esp

 #116 - 09-03-2006 at 09:16
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
SilverDragon armor is in OOO 1.3 and the cape bug is a known bug already fixed for next update. The rest I dunno...

 #117 - Great mod - 09-03-2006 at 12:04
jakbal
From: (Budapest)
Joined: August 11th, 2005
Posts: 2
Great mod. 10/10 The best. I haven't got any bugs with it. I using some other mods at the same time. (official plug-ins, natural environmentals 2.1.2, crowded roads) but there's no problem.
I think the 5x slower lvluprate is too slow, but one of the folders there's other choices and a calculator, so I use now 3x slower lvluprate.

 #118 - 117 post O_o - 09-04-2006 at 08:26
Warfang
Joined: November 4th, 2005
Posts: 47
big grin this mod rocks ive bean meaning to download it but i keap hoping it doesnt mess my werewolf mod up but now i dont really give a DAM !!! WOOT IM GONAN ROCK !! *does a lil dance*i still follow hircine.... big grin who neads him now XD

 #119 - Armor/skin probs? Extract to the proper directory - 09-04-2006 at 13:43
Oblivious
Joined: December 28th, 2002
Posts: 25
Great mod.

I just wanted to stop in and say to those who are having trouble with Armor not showing up (characters look transparant), be sure you extracted the mod to the Oblivion/data folder, and not just straight into the Oblivion folder like I did the first time. At first I thought (as suggested above) I just needed to leave the area I was saved in for awhile, but it became apparant that this issue was all over the place for me. Invisible hellhounds, Seducers, etc. I just reinstalled the game and the mod properly to be sure and all is well now. Hopefully that helps someone...

I'm such a dumb a$$! lol

 #120 - A unique bug.. I think. - 09-04-2006 at 15:17
TheRealGorre
From:
Joined: May 3rd, 2005
Posts: 551
I havea funky little bug I haven't found anywhere else. Haven't found a solution either.... yet. I'm still working on it though.

Icons for gold and a gems and maybe a few other items, are missing in my inventory screen. I have the BT mod installed, that might cause a conflict, but I haven't tried anything else yet.

 #121 - 09-04-2006 at 15:18
TheRealGorre
From:
Joined: May 3rd, 2005
Posts: 551
And yes, It's a new character. (sry for double post)

 #122 - unusual swapping problem - 09-06-2006 at 00:09
koschwarz
Joined: September 6th, 2006
Posts: 9
this mod is great! grat!!

only 1 problem i have: whenever a creature begins to attack me there's a small - almost 1 sec long - swapping on my system that wasn't before. it is very frustrating and i sadly say that i considered to remove this great mod because it is almost unplayable for me this way.

i thought the reason is perhaps the new "combat behavior by lyrondor"...it makes my system slower??? [system is: athlon 64 +3000, 1,5 G ram (400 MHz), geforce 6600gt (AGP), and unfortunately i can't tell you the type of the winchester that maybe the weak chain link, i guess]

do you have any idea for this problem??? i haven't found any similar problem on forums...

 #123 - 09-06-2006 at 10:40
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
You'd probably have no swapping if you do a uninstall of oblivion, defrag, install, patch then put OOO 1.3 in. OOO 1.3 adds over a gig of files and this is possible to happen on some systems. I had slight pauses when sneaking and when detected but the above directions cleared it up for me.

 #124 - 09-06-2006 at 20:57
A_Hallucination
From: (NSW Sydney)
Joined: April 17th, 2006
Posts: 36
After a couple of tries I managed to download it and it's sweet! Trouble is I can't see half of the new factions 'cause i'm level 5 and they kill me too easily. Still trying to get high enough level to beat the arena so i can do "Origin of the gray prince" and kill him so the dark brotherhood come and recruit me, hope this mod doesn't change that, then i'll have to go murder someone. Anyways 10/10!

 #125 - to RUOmegaRED - 09-06-2006 at 23:07
koschwarz
Joined: September 6th, 2006
Posts: 9
thx! i did what you suggested,

uninstall, all oblivion related file deleted, registry clean, scan disc, defrag, re-install oblivion, patch, put the OOO mod to the right places (and also the latest version of natural environment mod), defrag again,

and the situaton is much better now! i also have some small pause when sneaking and spotted, but it is absolutely playable now.

let's roooock!!!Rock

 #126 - Drain health not working at all even for purchaced potions - 09-07-2006 at 04:28
kevinsmith121
Joined: September 7th, 2006
Posts: 1
I seem to have a strange problem, it seems that the potion of sickness using drain health and my drain health based spell no longer work, enemys appear to be invunerable to it. Any ideas why that might be?

 #127 - 09-07-2006 at 09:38
victro
From: (Vosselaar)
Joined: April 28th, 2006
Posts: 37
OH YEA BEST MOD EVER FOR OBLIVION.
20/10
thats what it deserves.

 #128 - to kevinsmith121 - 09-08-2006 at 00:58
koschwarz
Joined: September 6th, 2006
Posts: 9
there's something done in the OOO with the drain health:

"Some spells, due to the ease with which they could be exploited, cannot any longer be made into custom spells or enchantments. The notable case here is Drain Health. It was extremely easy to abuse. Now it is not possible to create new spells or enchantments with the Drain Health effect. To compensate, new spells using this effect are available in merchants and treasures across Cyrodiil. The new line is set to instantly kill creatures below a certain threshold of health. The spells are Kill (weak), Kill (moderate), Kill (potent), Kill (superior) and Kill (master)."

 #129 - 09-10-2006 at 05:26
AD_am
Joined: August 2nd, 2006
Posts: 9
I reached lvl 23, and I'm still looting Worn Leather/Dwemer clothes as rewards from chests. It wouldn't be suspicious if I were able to find some high lvl armor, but I've been to a lot of dungeons and nothing. Is it on purpose done this way or it's a bug ?

 #130 - @ AD am - 09-10-2006 at 05:36
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
Don't know, maybe a bug...is it a new hero or a hero you started in OOO v1.23 ?
Because all works fine for me, it's unbelievable what equipment my Thief finds eek!
Maybe a bug and/or compatibility problems, do you use a lot of other mods that could conflict with OOO v1.3 ?

 #131 - 09-10-2006 at 09:34
Xodyac
From: (Kentucky)
Joined: August 20th, 2006
Posts: 228
holy freak... i have insight bb & its taking me an hour... i just got the game so i dont have any other OOO mods but it looks friggin GREAT

 #132 - 09-10-2006 at 09:36
AD_am
Joined: August 2nd, 2006
Posts: 9
No, it's a clear Oblivion only with OOO 1.3 , and yes with an absolutely new char. Maybe I should reinstall and patch up Oblivion and then try OOO....

So it clearly is a bug. Btw. I use the vanilla skill (something like this) , what corrects some extreme slow lvl cap problems in OOO 1.3

 #133 - 09-11-2006 at 06:44
athenys
From: (voorschoten)
Joined: March 21st, 2006
Posts: 29
do you need a patch for OOO
and the guys talking about fransisko's mods this one have the same amount new weapons

10/10

 #134 - 09-11-2006 at 10:17
rraasscco
Joined: January 6th, 2006
Posts: 68
does this effect the main or side quests?

 #135 - @ rraasscco - 09-13-2006 at 06:18
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
I think it doesn't effect the main or side quests, but the persons/creatures are maybe stronger I think Hmmm Donut! !

 #136 - Oh yeah... - 09-15-2006 at 09:10
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
-SPOILER- (Just a bit)
And I agree with #133,for example the "Winged Dagger" I stole from the Dark Brotherhood looks AWESOME !

 #137 - What a perfectlly made mod! - 09-17-2006 at 18:10
TechWing
Joined: July 4th, 2006
Posts: 41
I have to say this is the of the best mod's out thus far!!RockRock

10/10 x100!!

x3

 #138 - Battle Staffs are light armour :'( - 09-18-2006 at 02:27
BlacknRed
From: (London)
Joined: September 18th, 2006
Posts: 1
I will like to thank Oscuros and his colaborators for such a great mod. 8/10
I have some issues.

I am having random stutter where the fps goes down so low in a sec or 2 and then back to normal. Also i have had 2 crashes after long hours of gameplay. I have a clean install of Oblivion, patch and O^3, with no mods. BTW do i need the unofficial patch to play?

Am a spellcaster and like all things magical. I will like to ask if the mod is also balanced for Pure Mages. I see that Battle staffs are light armour and i sure dont want to use any armour. The game is more chalenging which is more fun. I also see that my foes always try to hit me with power attacks which can kill me instantly since at lvl 1 i have no enchanted robe clothing. So, i hope as i get to higher levels, i will be able to incenerate my enemies into O^3.

Thanks again for a great mod. I sometimes wonder that if u created such a mod, how can u play it if you know everything that is in it.



Two Thumbs Up!

 #139 - Great mod, some issues though - 09-20-2006 at 09:14
D0mm1
Joined: July 1st, 2006
Posts: 17
Nice mod, haven't had a real good chance to play it. But what i have seen has some issues.
HK Torch? What is it? It doesn't equip either.
Torches are (missing name) and when equipped are dropped, alight.

 #140 - 09-20-2006 at 11:17
mstm
Joined: August 18th, 2006
Posts: 325
Sounds good but it sounds like it might alter the game a little too much for my liking, Despite everyone saying WOOOOH OMFG THNX URE ACE!!!!!WOOT etc.

 #141 - 09-20-2006 at 11:25
mstm
Joined: August 18th, 2006
Posts: 325
after careful deliberation i have decided to go ahead with this. Thanks in advance

 #142 - 09-20-2006 at 11:28
mstm
Joined: August 18th, 2006
Posts: 325
no, i better not.........................Or should I?

 #143 - Recommended Mods in addition - 09-22-2006 at 20:28
mas5949
Joined: June 17th, 2006
Posts: 11
I was wondering what other mods that don't conflict with OOO would be good additions to improve gameplay or add extra stuff to the game.

 #144 - 09-23-2006 at 06:05
Fire_Legion
Joined: July 30th, 2006
Posts: 276
#142 Go ahead with it! You won't regret it!

 #145 - 09-24-2006 at 08:51
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Mas5949 - Just find some good mods and check for conflicts with Oblivion Mod Manager if you're not sure check the conflict list (should be on Oscuro's site) or email the author of the mod you found and ask him. Any mod worth playing will have info about OOO compatibility.

 #146 - 09-24-2006 at 11:40
mstm
Joined: August 18th, 2006
Posts: 325
If you have 2 or more characters, one started before the mod and one started after the mod, make sure you dont mix up the saves and run the older save with this mod enab led, cas it will duff it up slightly

 #147 - attributes max - 09-26-2006 at 03:58
koschwarz
Joined: September 6th, 2006
Posts: 9
maybe it is a stupid question but there's a maximum level for the attributes???

 #148 - OMG - 09-26-2006 at 18:11
notizzel
From:
Joined: September 26th, 2006
Posts: 1
OMG THIS IS SO AWESOME I DOWNLOADED THE OLD VERSION 2 DAYS AGO.... now im gonna have to start all over again Cry BUT THIS STILL RULES!!!!!!!

 #149 - erm - 09-28-2006 at 12:39
stingray1399
Joined: July 11th, 2005
Posts: 259
I can't get the Inebriation mod to work included in OOO? Any ideas?

 #150 - Ahh ! 2 Buggggs ! - 09-30-2006 at 08:47
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
Okay, me again lol...

Bug number 1 : Ghostly Warriors + Spectral Wolves sometimes become opaque (word for "ya can't see through em" I think) when entering Ayleiid Ruins...that's bad because I like exploring those ruins !
Bug number 2 : Those little coloured fishes sometimes spawn on land...urgh...

Maybe there are some more bugs, but my warrior is only lvl 6 now and I'm using Bofra's Level Rates modified mod thingy x3, so it takes a while ! big grin

Besides those small but kinda annoying bugs, it's a great mod and I really like the challenge, like bears that are 2.5 meters high (this one boss) ! cool

 #151 - 09-30-2006 at 11:56
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Mage - I think this fix addresses that. This is from the fixlist for upcoming 1.31 patch

"50. Changed spectral warriors and wolves so that they never lose their ghost effects."

 #152 - 10-02-2006 at 00:37
TOMMYBLAZE
From: (Oslo)
Joined: August 20th, 2006
Posts: 54
You're a GENIUS OSCURO...............................

 #153 - File size! - 10-05-2006 at 23:35
Eternity_ends
From:
Joined: October 5th, 2006
Posts: 2
Narrrghhh, the only thing I have problems with is the file size. I don't have unlimited internet, so when I waste all my memory I get ultra slow net. But I thought to myself yesterday what the hell and downloaded it.. for it to freaking stuff up. I got up to 400mbs downloaded, and bam, it just screws up on me and stops downloading.. and this server wouldn't let me restart the transfer.. and I've wasted me download limit.. and I'm slightly.. just slightly irritated. >.< If there is ANY way of making the file size smaller please oh please do it for me. Otherwise I'm going to be here for a long time downloading the whole thing again.. and if it screws up.. then that's pretty much a wasted effort. -.-

 #154 - Skin Problems! - 10-06-2006 at 08:08
Tri_Tard
From:
Joined: June 7th, 2006
Posts: 288
okay, i downloaded the .exe file. i clicked on the icon that was placed on my desktop, and when i did that, it wanted 2 extract the files. So i extracted the files to the Obblivion Data folder and the characters and stuff like that are still invisible. What do i hav 2 do? Some plz help me

 #155 - I found a pretty darn serious bug! - 10-06-2006 at 10:10
LStanley
Joined: October 6th, 2006
Posts: 1
take ANY cape you want, use a sigil stone on it and enchant it... (+7 strength) put it on.

wham! the game crashes to desktop at complete random when you make ANY change to any clothing or armor worn...

I've somewhat remedied it by saving before I make ANY changes.... sometimes it won't crash... trying to figure out why.. but yeah, it still drives me nuts...

any chance of bugfix?

 #156 - 1.31 Patch. - 10-07-2006 at 00:03
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Heyas everyone!

1.31 is released! Go to http://jorgeoscuro.googlepages.com/oscuro'soblivionoverloaddownloads
for download links.

All the issues you mention are solved in this upgrade.

Eternity, get a download manager program and get it from ElricM (links in my site) or get it through an internet cafe and save it onto a flash drive/CD.

Skin, the problem is that the world has not respawned on the savegame you are trying to upgrade. Leave the place where you saved, go far away in the middle of nowhere (not near dungeons or cities) wait 72 and resave, reload and it should be fine. Go to the Elder Scroll Messageboards and look for OOO threads to solve your future questions. This is no place to troubleshoot stuff properly.

Lstanley. That happens in 1.3 with some specific capes--not all, just some. It won't happen to you on 1.31.


Oscuro

 #157 - Animal Followers - 10-08-2006 at 19:58
Tri_Tard
From:
Joined: June 7th, 2006
Posts: 288
Hey Oscuro, excellent mod, its very well done. Anyways, i love fightning with the Bosmers and stuff. But, how do u get "animal companions" or animals to follow / fight for you? (anyone who knows the answer can well, answer it) Well i would really like 2 know. CYARock

 #158 - :thumbsup: woot :thumbsup: - 10-09-2006 at 06:58
skunky99999
Joined: August 18th, 2006
Posts: 138
I hate big mods. They close windows for other modders. But, OOO is the exception ithat I could not live without a big mod. And it is especialy nice because you keep it up to date with patches.

 #159 - A few bugs left - 10-24-2006 at 11:12
Gijsman_NL
Joined: July 6th, 2006
Posts: 36
This is the best mod ever but there are still a few things that needs to be fixed. For example, in version 1.31, sometimes if you enter a house the game will crash to windows. If you can sort that bug out, i will be happy!

 #160 - Not optimized for level 1-5 characters? - 11-03-2006 at 05:17
uk_john
From:
Joined: August 26th, 2006
Posts: 45
The problem this mod creates more than any other is how you will ever be able to level up as a new character when you can only go into practically any ruin/cave about half way before meeting a monster/NPC you cannot possibly defeat. I am playing this mod on trust that there will be enough in the chests to raise the gold to buy the better weapons and armour in the first instance, because without that, I just don't know what you could kill that would raise the stats to get into the game. So far, at level 2, this mod is a chore, not fun.

 #161 - problem with living econ? - 11-03-2006 at 08:46
hmt321
Joined: November 1st, 2006
Posts: 5
is there a problem with the version of living econ included with ooo 1.3?

after i installed living econ, the game was laggy and some sound was cut out (combat and voice)

after i uninstalled LE it went back to normal,

I have the game patched
and i have ooo 1.3
and ooo 1.31

no other mods

thanks

(i quit this game months back when i heard this mod was comming out, now im all fired up about it)

thanks for the hard work

(i saw a yellow fish on land)

 #162 - prob with LE - 11-03-2006 at 12:44
hmt321
Joined: November 1st, 2006
Posts: 5
i started a new game,

the LE addon works fine now

 #163 - Cool, but... - 11-04-2006 at 11:26
UmbraV2
Joined: November 4th, 2006
Posts: 1
This is a great mod!...and the patch is great too!....but...while running this mod...my FPS goes way way down...and no its not cause i have crap equip...actually i dont know why its doing it...without the mod, i get 50 to 60 FPS no matter what....but with the mod i only get like 5-20, maybe 30 max in the mountains or something...so I was just wondering why this is happening because i would really like to keep the mod...and yes everything is maxed out, but my comp can handle it...well w/o the mod....AND I even turned my "ugridstoload" back down to 5, and yes it looks like crap how everything loads like 50yrds from you....and yes it runs better....but still no where near what it usually does....(usually keep it at 9 to 11) So...if you have any suggestions, I'm all ears. STILL GREAT MOD!

 #164 - OMG THANK YOU OSCURO! - 11-05-2006 at 12:22
Airedale1
Joined: August 5th, 2006
Posts: 12
Wow. this is THE best mod i have ever seen! You are truly a talented fellow, along with the lot of others that contributed to this. This is all the junk ive been waiting for! have a beer and some donuts!Beer! Beer!Hmmm Donut!Hmmm Donut!

 #165 - Lost Clothes Of Oblivion - 11-08-2006 at 07:36
chrille27
From:
Joined: November 6th, 2006
Posts: 4
Hmmm its a great mod but, he he i cant see what armor/clothes, i/others wear
of new items??! Like the Blades ceremonial armor in the start >< And Worn fur?
Legion Armor!!

 #166 - 11-12-2006 at 10:27
stinkyjimmy
From:
Joined: December 10th, 2004
Posts: 178
i'd rather have a new area to explore, than a combination of every mod to date with a few new dungeons and level settings.

 #167 - 11-13-2006 at 00:27
carrick
From: (Ipswich)
Joined: June 10th, 2005
Posts: 576
#166

Then download some of the mods that add new areas and use it with this. smile

 #168 - 11-14-2006 at 04:42
soppetropp
From: (Oslo "ŘSTKANT")
Joined: November 8th, 2006
Posts: 32
I will start making my cheat mod for upgrading my new game
into my previous with all the qests Rock

 #169 - 11-19-2006 at 07:27
Aggron
From: (The Heartlands)
Joined: November 5th, 2006
Posts: 334
doesnt he know tht slavery was abolished in the 4th era?

 #170 - To #169 - 11-19-2006 at 20:26
mercz
From: (Texas)
Joined: January 11th, 2004
Posts: 212
Slavery was abolished, but that doesn't mean some people will still want to use secret slave establishments in the backward areas of Morrowind.

 #171 - Good mod, but problems. - 11-26-2006 at 18:59
Sad111
Joined: August 1st, 2006
Posts: 6
I installed this mod and supposedly did everything correctley, as it seemed to be working. I then played it for 4 hours with a new character, going through a evlen ruin ( a very big one ). It was very hard, (because i had just started a new game) with a level 1 char. After four hours, i left the ruin. I saved my game. Oblvion crashed. I tryed to reload my save. It was corrupted. I went back to the auto save. It loaded fine. I moved around a little bit, then saved again. Oblivion promptley crashed. I then attempted to reload my autosave. It was corruopted, as well as my new save. Since i had only done quicksaves inside of the ruin, they were over written by the corrupt saves. I had just wasted 4 hours of my weekend, thanks to this mod. Though it is partley my fault for not using none overwritable saves, one does not expect your game to crash twice in a row.

 #172 - 12-03-2006 at 07:13
Aggron
From: (The Heartlands)
Joined: November 5th, 2006
Posts: 334
secret slavery eh? i'm gonna get this and let all the slaves free (i.e. kill the guards) big grin

 #173 - 12-04-2006 at 04:24
orKun
From: (Istanbul)
Joined: December 4th, 2006
Posts: 68
must download this Aaargh!!!

 #174 - To Sad111 and Chrille27 - 12-06-2006 at 05:37
Sotobrastos
Joined: April 7th, 2006
Posts: 24
To Sad111: Oblivion can corrupt savegames by itself (especially quicksaves). Your problem was not caused by OOO.

To Chrille27: That means you have not installed the mod correctly. Read the installation instructions again. Basically, make sure you tell the installer to unpack the mod into your OblivionData folder.

Oscuro

 #175 - 12-08-2006 at 12:10
orKun
From: (Istanbul)
Joined: December 4th, 2006
Posts: 68
is it easy 2 install

i never installed a mod 4 oblivion (yeah yeah whata shame) frown

can someone pls show,tell me how do install this frown

 #176 - Dungeons are Pure White - 12-10-2006 at 12:57
EagleStrike
Joined: December 5th, 2006
Posts: 27
I love this thing like crazy it has no flaws i think. But every time i enter a dungeon its completely white and it doesnt have its old fassion darkness. Is this messed up or does it come with OOO?

 #177 - umm, something is not right - 12-10-2006 at 20:28
hlynnt
Joined: December 10th, 2006
Posts: 2
Hi, I just installed OOO 1.3 and now there are large yellow triangles with ! in the center of them where their used to be NPCs.

Any suggestions?

Thanks

 #178 - 12-11-2006 at 14:20
EagleStrike
Joined: December 5th, 2006
Posts: 27
Yes I had the same problem as hlnnt. All I did realy was that I just put everything in precise order and looked closly were I put stuff and I used The Full version not the LITE. And also if you just used the 1.31 update than you will get that problem no matter what so first put the 1.3 version first then use the 1.31 version with the esp in 1.31.

I hope this helps i am not very good at explaining thingscool

 #179 - Like Why - 12-21-2006 at 02:53
Snow_Flake
From: (London)
Joined: December 21st, 2006
Posts: 12
Ever since Ive got this mod my game keeps on crashing to the deskt top? But it is a nice mod 9/10RockCry

 #180 - WHY?!?1?!?!? FOR THE LOVE OF GOD. WHY?!?!? - 12-21-2006 at 13:41
Stand_and_Deliver_witj
From: (Cyrodiil/ Imperial City)
Joined: December 20th, 2006
Posts: 4
You, sir, used to be a god to me. Yes, used to. This was until i encoutered the theives guild. Nice on the outside, but bitter and spikey on the inside. It was fun, i even liked the bit about changing the amount fenced, but for the love of god, why the heck did you have to freaking make the gray cowl of nocturnal a piece of crap?!?! It used to be my favourite bit of theiving equipment. Now, it is a piece of trash. If anything, you should have upgraded the powers of the cowl, due to the extra trouble you sent me through. With only a ten bonus to sneak, ten percent shield, and only 75 feather, it isn't even worth it anymore. I would much rather have nighteye than sheild. The only bonus that i can see at the moment is that it looks nicer. Maybe its just the new character or something, i dunno, but the cowl looks much nicer. You destroyed the only thing dear to me, and i am completely helpless without it. If it was some kind of strange error in the game, then i apologise, and spit upon bethesta for letting this happen to something of such glory. Of course, i would probably wipe it up again, since they created this game, but my point remains. I give this a five out of ten, merely due to the gray cowl of nocturnal, until proof that it was fault of the game its-self.

 #181 - NOT COMPATIBLE WITH KNIGHTS OF THE NINE - 12-25-2006 at 01:36
Fizd
From:
Joined: December 25th, 2006
Posts: 1
I installed this mod along with the mod I had already plugged in: Knights of the Nine.
After that my game instantly keeps crashing.

Does anyone know a way to get around this?

 #182 - Don't work with knights of the nine - 12-25-2006 at 07:21
jasonbdj
From:
Joined: October 23rd, 2006
Posts: 3
I have the same problem, will there be any updates to fix this problem?

 #183 - IS TO COMPATIBLE WITH KOTN - 12-26-2006 at 05:27
Imperial_Ace
From: (-)
Joined: February 23rd, 2005
Posts: 196
I have KOTN and it works just fine. What did you guys do to mess up your installs?

 #184 - hmmmm - 12-26-2006 at 06:36
jasonbdj
From:
Joined: October 23rd, 2006
Posts: 3
well i've format the computer then reinstall all stuff, maybe i should uninstalls it, reinstall it then install ooo1.3 and then run it, after i'll install KOTN. i'll post bk to tell ppl if it works to ppl who have the same problem.

 #185 - Am a noob - 12-26-2006 at 11:40
jasonbdj
From:
Joined: October 23rd, 2006
Posts: 3
lol i forgot to update oblivion, it working now yay. only you need to do is to update ur oblivion big grin

 #186 - 12-31-2006 at 22:02
ChaosBahamut
From:
Joined: September 11th, 2005
Posts: 47
Okay, any interference issues I need to know when it comes to OOO and the official plug-ins? (some of which are quite good) Many thanks in advance, downloading this now.

 #187 - plz help - 01-02-2007 at 20:22
DrainedSoul
From: (Lithgow, NSW)
Joined: January 2nd, 2007
Posts: 14
i read eaglestrikes reply to hlynnt, and it made no sense, could someone plz help me get rid of the yellow triangles with the !'s in them? they are only on the troopers,
i think it might be a problem with the equipable lanterns. is there a way i can fix it?

 #188 - HELP!!! - 01-04-2007 at 13:54
StethMan
Joined: January 2nd, 2007
Posts: 15
I DLed the self-installer and tried to extract it but a weird error appears that says that ooo1.3 is not supported archive. WHATS GOING ON!?!?!?!

still... the mod sounds coolsmile

 #189 - birthsings............. - 01-07-2007 at 04:09
Sheepdragon
From: (Trondheim)
Joined: October 4th, 2006
Posts: 55
In the readme, it stands "2- OOO-Birthsigns: This esp changes the Birthsigns to match OOO’s default Birthsigns. Look below for the section on Birthsigns to read what the new values are." but i can't find the birthsing section.....

Otherwise a great mod! 10/10

 #190 - Question Already Asked, answered? - 01-08-2007 at 05:49
dbgokux4
From: (NJ)
Joined: January 8th, 2007
Posts: 1
I had the mod installed before and it is a great mod, very well done Oscuro. But I was forced to re-install Oblivion for one reason or another, and now I get the same error alrodgers11 got so long ago, as in it stops at a certain % (for me the highest I've gotten is 77%). I've tried straight saving or opening, using a download manager, turning off firewall, re-installing, but to no avail. I don't know what I changed that it won't extract properly anymore. Any help on this subject is much appreciated.

 #191 - 01-10-2007 at 09:02
Amstroid
From: (Erpe-Mere)
Joined: October 25th, 2004
Posts: 4
heya

well, this mod is freaking sweet. Realy nice, amazing thing. You must be a very creative person Oscuro. I just restarted playing oblivion thanks to your mod. And i had an amzing thing (just in the periode i need to study for my exames )

But i have some problems, and some real big ones.

*To start, my game crashes EVERY time i try to change my cloths, armor or wapon. Oke, you could say, take one wapon, and one armor set, but when i sneak, i need lighter armor, or sometimes someone just asks to get a shot from an arrow (or 2 stick out tongue). So i can't do it, because it crashes.

*An other bug is that all the deadra are fighting with each other. Example? Well i can run through an oblivion tower without one singel soul alive, but dead bodies everywhere. And at the end, i find the last remaining deadra with about 10% of his live. I mean, where is the fun about that?

*Then there is something freaky going on. At random times i get the message that i'm kicked out of every guild. Always because i stole or killed someone. And i didn't kill someone or stole anything.

*And one more thing (not really a bug, just something happend one time). The sky in oblivion turned blue stick out tongue. Really blue, with clouds and everything. It even started to rain. Pritty funny to see.

Grtz

 #192 - 01-10-2007 at 09:04
Amstroid
From: (Erpe-Mere)
Joined: October 25th, 2004
Posts: 4
Forgot to say that it also happend with the 1.31 version smile

 #193 - 01-10-2007 at 09:04
Amstroid
From: (Erpe-Mere)
Joined: October 25th, 2004
Posts: 4
Forgot to say that it also happend with the 1.31 version smile

 #194 - OOO won't show on data files - 01-11-2007 at 06:15
themistocles
Joined: January 11th, 2007
Posts: 1
hey.. so i played this mod for about 40 hrs. it started crashing all the sudden, so i reinstalled oblivion and now it (OOO) doesn't show up on the data files.. i reinstalled OOO and doublechecked everything but it still doesn't show up. i did exactly the same thing as before but it doesn't work confused ... plz help!!

 #195 - Totally renewed... i'm awed - 01-12-2007 at 03:54
Julken
From: (Sjöbo)
Joined: December 31st, 2005
Posts: 4
Wow, i got to say, i love this kind of gameplay. In "Vanilla" Oblivion i could just make a character designed for swordfighting, run in and bash someone to death. It was really not challenging, and by that, not rewarding. With your mod i felt that i actually needed to care about what i pick up and use, i actually need to care about the stuff i spend my points on, and i for the first time feel terror when i find myself around enemies that i cant do the slightest bit of damage on. Thanks Oscuro!

 #196 - Help!! - 01-13-2007 at 07:31
Dark_Diablos
Joined: April 17th, 2006
Posts: 965
Hey i know it is stupid but if i put the full version of OOO in my data folder do i put the add-ons which are in my OOO folder into the data folder? I know you put the living economy into the data but do i put the others in such as the flora, years, months, magics and years? Please help because i could be missing out on some parts.

 #197 - 01-14-2007 at 13:03
sonnyregis
From:
Joined: January 21st, 2005
Posts: 151
If i install this, play for ages and get an amzing character etc etc but then finds out this doesnt work with the new expansion then can i delete OOO from my system but still have my same save state for the normal oblivion? Thanks!

 #198 - sry but i giv 1/10 - 01-15-2007 at 10:08
Aggron
From: (The Heartlands)
Joined: November 5th, 2006
Posts: 334
this is the worst mod ever!!!
it ruined my game and i installed it exactly as it sed and i know i havent done anything wrong. its either tht or i didnt download it proply. i got the original too and tht didnt work for me.

if this mod worked then i wud change my mind. no offense anyway coz it seems like you worked hard on this.

 #199 - Aggron - 01-16-2007 at 00:50
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
Out of the thousands of people that downloaded it just so happens not to work for you that makes you a 1/10 not the mod big grin

 #200 - Reply to those with problems, by Oscuro - 01-19-2007 at 04:27
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Heyas!

Ok, it has been a while since I have taken care of some messages here.

First off, whenever you have an issue, I recommend posting it in the OOO threads that you can find in the Elder Scrolls Forums. Those forums are the official boards for Bethesda´s products. Find them here:

http://www.elderscrolls.com/forums/

Second, a few quick replies:

1- Problems with Purple Textures or Yellow Boxes in place of models:

Refer to OOO´s FAQ to solve this issue. This is an INSTALLATION problem, not a mod problem. Basically, you need to make sure to point the self-extracting OOO 1.3 and OOO 1.31 exes to your /Oblivion/Data folder.

More info: Read the OOO Readme and check option B of installation procedures. That explains it quite simply. Next refer to the following section, titled "Customizability Options for OOO 1.3" in order to know what version of OOO is best for you (FULL or LITE + ADD-ONs of your choice)

Readme is here: http://jorgeoscuro.googlepages.com/ooo1.3readme.html

FAQ is here: http://jorgeoscuro.googlepages.com/OOO_1.3--FAQ-WEB.htm

2- Problems with Crashes.

Make sure you DEFRAGMENT your hard drive after you install OOO. It is more than 1GB of data, and that can mess up your drive, especially considering that resources (ART, MODELS, ETC) called up by mods are more "sensitive" than stock resources to the Oblivion engine.

Also, make sure you are running OOO with the latest 1.31 version and that you have PATCHED your Oblivion to the latest Bethesda Official Patch.

Finally, make sure you trim other big mods to see if it is OOO, or another mod, the one that is giving problems. People tend to blame OOO, when in reality it may be other mod, for problems simply because OOO is so huge. I understand the reason, but it is seldom rightly imputed.

3- Compatibility with Official Mods.

OOO will not break official mods. There are some overlaps in things we modify, but the mods are perfectly playable with OOO. Use OBLIVION MOD MANAGER to specify the load order of mods, so that you can make sure, if you are really picky, that official mods load AFTER OOO--thus overwriting the OOO changes to the same things we both change. That utility is a must! Do a search for it on google!

4- Errors in self-extracting OOO.exes

These are due to corrupted downloads. Retry all available sites. The download spots are listed in the Temp OOO Homepages, which you can easily access through the links above or by links within the readme and FAQ.

In last instance (for those with connection issues or slow nets), get a CD, or a Flash Drive. Head to the nearest Internet Café. Download OOO 1.3 and OOO 1.31 there and put them on your storage device. Head home and you are good to go.

5- FPS problems

Refer to the FAQ links above in order to optimize your system for OOO. Also, make sure to run 1.31! because it solved some scripting issues that affected FPS in version 1.3.

6- Corrupted Save Games and Disappearing Items/Crashes when Equipping.

Oblivion, by itself, already has the corrupted Save Game and Disappearing Items bugs. OOO may make those worse at times--we can´t easily know. But those problems are not specific to OOO. They are due to the Oblivion Engine itself. The soon to be released OOO 1.32 will probably get rid of any extra fault in this regard that OOO may cause.

Crashes when equipping items are related to the problems above. I am fairly confident that whenever OOO is to blame for these would get solved once 1.32 is released (with its new ESM/ESP structure)

Same with the STOLEN item bug. It is related to the bugs affecting disappearing items. 1.32 will take care of that as far as OOO can help it.

7- Cowl of the Gray Fox

Yes, maybe the Cowl is not as potent as it could be. That will be looked into, however, it is no slouch of an item either! Not only it has permanent bonuses and effects, but also grants three powerful spells including permanent Night Eye, Water Breathing, etc.

8- Daedra Fighting Each Other

Some Daedra have a chance of getting *****ed off amongst themselves. It is not common, but it can happen. It is not an "always" kind of thing. Some faction relations have been tweaked even more for 1.32.

9- Sky in Oblivion turning blue.

That is no OOO bug. Probably related to using Natural Weather alongside with OOO. The oblivion engine does not like to run very large mods at once. Nothing I can do about this one.

10- Birthsign descriptions.

Go to the Readme. Look at the Summary of changes. Look for "BIRTHSIGNS" and click on it. You will be sent to the section where each sign is listed, alongside its bonuses and weaknesses.

That wraps it up for now. Again, head to the ESF boards to ask for help, since this board is not really meant for troubleshooting. Thanks everyone for your comments. Best wishes.

Jorge "Oscuro" Salgado

 #201 - BROKEN LINKS WITH DOWNLOAD - 01-29-2007 at 11:30
Godoman
From: (Sutton)
Joined: October 20th, 2006
Posts: 2
I've downloaded twice already, but everytime I click to extract it doesn't fully extract. It gives me a dialogue box listing all the missing/broken links to files.

I've gotten rid of Frans MOD cause Im a big fan of OOO, but Im crying cos I cant play it...

PLS I'm begging someone to help me get a fully working File. or let me know of a 7zip format.

godoman

 #202 - Reply to BROKEN LINKS WITH DOWNLOAD - 02-07-2007 at 05:38
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Sometimes, if the download does not go properly, the self-extracting exe will give you error messages. There are a few ways around this.

1- Check the other download locations in the OOO temp homepage. Here's the link:

http://jorgeoscuro.googlepages.com/oscuro'soblivionoverloaddownloads

2- Try to use a Download Manager kind of program so that interruptions in the download packets do not break the .exe file

3- If all else fails, get a flash drive, head to an internet cafe and download OOO from there onto your USB drive (or CD if you prefer) They are bound to have solid connections in an internet cafe. Then you are set to use at home.

Jorge "Oscuro" Salgado

 #203 - Missing Impreial Guard Textures (or meshes, or both) - 02-11-2007 at 17:33
Teh1337one
From:
Joined: February 11th, 2007
Posts: 3
Hi, I seem to be having the same problem as LazyLimey, I simply cannot get something about the Imperial Guards to work. They have these big exclamation points inside yellow stuff instead of armor or body parts. Would that be the textures? Or the meshes? Or both? I'm really not too good with these things, so as you can guess this is very frustrating, as I want to play this mod very much (the reason I started playing OB on PC again was because OOO 1.3 came out). I've done everything to attempt to fix it., I've reinstalled Oblivion, I've reinstalled OOO three times, nothing works. And I know it's OOO doing it since I am starting new savegames every time with only it and quickstart running, not even any official DLC. Still mesed up Guards. Please help!

 #204 - Forgot to add - 02-11-2007 at 17:37
Teh1337one
From:
Joined: February 11th, 2007
Posts: 3
Forgot to add that if I turn OOO off, the Guards are fine, so it's not a problem with anything besides OOO and the modifications it makes to the Guards. What really stumps me however is that so few people have this problem. LazyLimey is the only one I've seen that has it on any of the sites this mod is on. What could be causing it?

 #205 - OHHH EMMMM GEEEE - 02-12-2007 at 15:13
Teh1337one
From:
Joined: February 11th, 2007
Posts: 3
I just figured out what's wrong with it. LazyLimey, if you ever visit this page again, I have the answer. It turns out I unpacked the Meshes BSA incorrectly, by making a separate Meshes folder and then unpacking the Meshes BSA in there. That creates another Meshes folder (along with trees and distantlod), which confuses the game.

I discovered this because I tried using another mod that adds new weapons with their own meshes to the game, yet they too did not work. So I thought, it must be something I did wrong. Lo and behold, it was.

By unpacking the Meshes BSA inside a separate Meshes folder, the location for the meshes for mods effectively becomes OblivionDataMeshesMeshes. Where the game searches for meshes, however, is OblivionDataMeshes, thus confusing it to no end (and probably making every mod not work, at least in regards to weapons and armor)

To remedy this I simply had to move my meshes, trees, and distandlod folders out of the Meshes folder I had created into the Data folder. Bam, it worked! Now I can enjoy this brilliant mod.

 #206 - how do u get the animals to follow u around ? - 02-17-2007 at 08:42
SaintMax
From: (Charfield)
Joined: January 9th, 2007
Posts: 33
The tile says it all really How do u fet the animals to follow u around

And by the way this modRockRockRock's 10/10

 #207 - 02-18-2007 at 02:39
Nord
From: (Bolsaward)
Joined: July 30th, 2006
Posts: 80
I like this mod now i have finally a own computer i can download it YAY

 #208 - children? - 02-19-2007 at 09:35
Starce
Joined: January 1st, 2006
Posts: 37
Have my children. I love you. Sex please.

 #209 - HELP ME PLEASE - 02-19-2007 at 11:36
gayboygaming69
Joined: February 18th, 2007
Posts: 3
i have no idea how this workd i think im fallowing the directions but it wont work, it has downloaded and i dont understand where to extract the file, it just wont work im going crazy please help

 #210 - Replies-Again, read my posts above in regards questions :) - 02-20-2007 at 16:15
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Teh1337one: Do not use a quickstart mod with any gameplay mod that changes NPC levels. If the quickstart mod relies on savegames (their own) then most of the NPCs will still be leveled to you, like in vanilla OB. Make sure your quickstart mod is not a hack-job using savegame at sewer's exit tricks.

Starce: Hmmm,,, can we leave the children out of it for now? wink

gayboygaming69: Try here:

http://jorgeoscuro.googlepages.com/ooo1.3readme.html

Basically, run the exe and browse the installation to your Oblivion/Data folder. That's all. Then read up on the readme to customize OOO as you see fit. Btw, get the 1.31 patch as well, and run it with the same procedure as above.

Oscuro

 #211 - Err.. - 02-21-2007 at 04:56
oblivionfan
From:
Joined: November 27th, 2006
Posts: 121
This is great but can i play with my old mods on this version?

 #212 - Does this mod work with .... - 02-24-2007 at 15:36
Death_Dream
From: (Des Moines, IA)
Joined: March 6th, 2005
Posts: 484
http://elderscrolls.filefront.com/file/Martigens_Monster_Mod;73894

 #213 - How to restore original lockpicking behavior - 02-25-2007 at 08:47
ljlevend
Joined: February 25th, 2007
Posts: 1
It goes without saying that this is an amazing mod. The amount of work that has gone into this mod is very impressive. Just wondering if there is any way to either restore the original lockpicking behavior or change the behavior so that any weapon can open a chest with one hit.

Personally, I found locked chests to be anoying as they were and now I have to either go through an extra step of going into stealth mode or waste time and damage my best weapon bashing the chest. Of course I could change to some other weapon but that would even take more time and be more bothersome. I am also not a big fan of trapped chests but that is of less importance.

Thanks for any help!

 #214 - how long? - 02-26-2007 at 02:45
TOMMYBLAZE
From: (Oslo)
Joined: August 20th, 2006
Posts: 54
How long time id you use on this mod?
At the cemetery it says: A long time (or something like that)
Awesome mod, can't say how much i love itCry
I'm so happy!Cry

 #215 - help with animal quest - 03-13-2007 at 21:34
Gmoney1313
Joined: September 19th, 2004
Posts: 1
hey i was just wondering do u havea walk through or somthing for teh animal faction quest cuz i found all the bad sylvan ruins and i found 2 good slyvan ranger thigns i killed teh only named sylvan that started with an "L" and i got this green gem in her room and as soon as i step foot out side it said it disapeared turned into a wolf or somthgin and ran into the bushes and disapeared.. but i cleared out all the sylvan ruins i could find and nothgin to do with animals other then that one place. any help plz

 #216 - Replies since post 210 - 03-18-2007 at 06:48
Sotobrastos
Joined: April 7th, 2006
Posts: 24
To:

211- Depends on what mods, but usually it works just fine. Beware of other big mods that also change critters, factions, lists, etc, as those will have the greatest amount of overlaps

212- Martigen has released an OOO-friendly version of his MMM in the latest version.

213- Short of requiring OBSE functions to bind keys to actions, there was no less intrussive way of enabling lock-bashing to containers than to require you to have your weapon seathed or to be on stealth even if your weapon is out. Not a big deal, I think, but if you prefer to have no lockbash then OOO 1.3 does not offer that option. Best you can do is to set in console "Set LapBashLockDifficulty to -110" or to 0, and in console also "Set LapMinLock to 0" and "Set LapNoCombatLock to 0" That will make it easier to bash the locks, and you will also not be stopped by lock-level vs. security skill restrictions nor from being in combat while attempting to lockpick.

214- Thanks man! smile Glad you like it.

215- OOO 1.32 has added journal updates for the OOO quests. But, for now, go back to Narind and read Eregor's note to Lareil, in the same room you got the gem. That'll clue you in as to where to go next. But, you still have to find the place! (tip: tis in the Gold Coast region)

As usual: get the 1.31 update if you are only using 1.3.

Oscuro

 #217 - OOO's difficulty level - 03-19-2007 at 06:41
Bleako
Joined: March 19th, 2007
Posts: 1
Yeah so I read all about this mod, and I think it's really interesting how it changes so many things about Oblivion, it should make the game seem like a completely different one (great job, Oscuro!) But I was wondering... since it is said that the difficulty of the game has been tweaked in many ways, is it really THAT harder? Shouldn't more frequent savegame reloading give away the supposedly enhanced immersion this mod gives to Oblivion? And lastly, by moving the difficulty slidebar in the menu, does it -really- help to lower the increased difficulty of this mod? I'm sharing a computer (and so at the same time, the game) with someone else, and he doesn't like games to be difficult, so I want to make sure that there's a way for him to lower the difficulty...

 #218 - Reply to 217 - 03-20-2007 at 10:29
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Bleako:

Yes, it makes the game much harder at the early-mid game. It becomes easier at later levels. Just the opposite as it happened with stock Oblivion.

The slider does have a good effect on difficulty. Moving it to the left makes OOO's difficulty easier--usually just a notch is enough to feel the change.

As for having to do more savegames: Well, yes and no. It is a tricky balance. The best immersion is always achieved with no-savegames. But, most people do not have the time, what to say of endurance, for that type of game-play, even if the immersion is much greater that way. OOO tries to tread that balance. Still, a good bit of responsibility on that regard is up to the player. I can't make you save less or more, other than indirectly, by supposition, but players are the ones that have the last control on that issue.

Oscuro

 #219 - 03-21-2007 at 10:00
sandy_boy
From: (varna)
Joined: March 21st, 2007
Posts: 4
why i download with 6kb/s WHY??????????????????Aaargh!!!mad

 #220 - 03-21-2007 at 10:03
sandy_boy
From: (varna)
Joined: March 21st, 2007
Posts: 4
now this stop!
WHY?madmadmad

 #221 - 03-21-2007 at 10:06
sandy_boy
From: (varna)
Joined: March 21st, 2007
Posts: 4
now this stop!
WHY?madmadmad

 #222 - 03-21-2007 at 10:15
sandy_boy
From: (varna)
Joined: March 21st, 2007
Posts: 4
I just want to download this file please don't deprive that from me

 #223 - Great Mod, but unplayable in current form - 03-21-2007 at 14:20
SmokeRingHalo
Joined: October 12th, 2002
Posts: 73
I really wanted to enjoy OOO, and many parts of it I did, (especially the loot lists, new dungeons & chests etc.) but OOO is simply unplayable for me right now. The mod ALWAYS crashes the game sooner or later, usually sooner. If OOO is disabled, the mid-game crashes stop & only the occasional crash on exiting. Same with the FPS. With OOO disabled I'm getting an avg of 35-45 FPS outdoors with a res of 1440x900 widescreen with settings 75%-100%. Playing with OOO gives my system significant spike drops in FPS causing choppy gameplay. As I see it, OOO adds TOO MANY things to the game without giving viable options to tone it down. The first thing I wanted to do was turn of the unnecessary grass in the water, but couldn't without downloading a low poly grass mod, which I wasn't happy with. There was also no way to turn down the spawns. I know the mod has static NPC placement, but 10 enemies chasing me out of a dungeon and getting attacked every other minute was a bit much for my system and wasn't very fun either. By contrast, MMM has separate plug-ins for reduced spawns and something similar would be most welcome in OOO. There are also several noticeable bugs. The smoke hole cave spectral warriors didn't looked more warrior than spectral. Spirit of the woods did however. Taking the soul gems & scrolls from the alchemist in Anvils mages guild isn't considered stealing. The siren quest in Anvil was made impossible because the girls attacked on sight when meeting at the flowing bowl. Maybe this was on purpose but I found it odd. If an NPC's disposition reaches 0 they attack on sight, that might be good - but I kinda wanted to finish the quest. The things I liked about OOO were really tough to give up, so much so that I downloaded all merged 3rd party mods separately to use. I hope that I'll be able to enjoy a future build of OOO as I'm reminded of the old sayings that "Bigger isn't always better" and "Less is more"
7/10

 #224 - Much better w/upgrade but still has bugs/broken quests - 03-21-2007 at 22:19
SmokeRingHalo
Joined: October 12th, 2002
Posts: 73
Ok, I upgraded to 1.31 and it runs much better now. The sirens deception quest is still broken however, and the guard in front of anvil castle keeps walking into the wall continuously. Haven't checked on the spectral warriors in smoke hole cave yet because I'd rather not die. Bumped to 9/10
-SRH

 #225 - ! marks - 03-28-2007 at 15:36
Cooldudes00
Joined: March 21st, 2007
Posts: 5
blue ! on capt Renalt and practicly everybody how can i fix thisAaargh!!!

 #226 - Textures - 03-29-2007 at 07:45
zengonzo
Joined: March 29th, 2007
Posts: 1
I've tried using the ArchiveInvalidation stuff with the mod manager, but I'm still getting this problem .. I start a game only with OOO 1.3 on and the initial Blade Captain (female) is invisible but for a head and sword. I turn it off and she's fine ..

I also get an issue with the first skeleton you encounter (the one with the cheese wedge) where the light filtering through the grate above becomes a solid, yellow polygon. It's strange.

I've got the latest graphics drivers and updates .. I don't get yellow exclamation points, as others have mentioned. Just invisible bodies.

 #227 - 03-31-2007 at 16:38
stedeb1
From: (Queensland)
Joined: February 24th, 2007
Posts: 103
wow 226 comments... :MeZ:

 #228 - 03-31-2007 at 16:39
stedeb1
From: (Queensland)
Joined: February 24th, 2007
Posts: 103
ignore the mez thing

 #229 - WOOPIEOWIEJO:JOFHWEJKFK - 04-08-2007 at 12:41
asended
From:
Joined: February 11th, 2007
Posts: 70
if this works i will LOVE U FOREVER (well only the girls ) big grin Frogga!

 #230 - help - 04-09-2007 at 08:07
mindproblems
From: (maryland)
Joined: April 9th, 2007
Posts: 1
now im a complete idiot n i have no clue how to *****in install this mod ny help

 #231 - ok, how F*CKED up is this.... - 04-11-2007 at 07:04
Mahtan
Joined: September 23rd, 2005
Posts: 4
ok so i get OOO, everything is nice, i do start new game, do some exploring, guild quests lvl up nicely, then i go on the main quest.... again everything nice (though alot harder then before with the new deadra) until.... i get to the quest to close Bruma's Gate with the Captain..... hell breaks loose, i close the gate and when i get back in front of bruma, i try to fast travel to Cloud ruller, game crashes..... "hmm ok bad luck" i load a quicksave in the sigil stone chamber.... again do the quest bla bla bla... again crash..... ooook i deactivate OOO do the quest fast travel, it works but NOW Martins bugged he gives me some, no sound text along the lines of "why are you bothering i gota do something with this Shrine (huh?!) so i can sleep" ......

Great so i go ok ***** the main quest then, and go with Dark Brotherhood, everything i nice i kill rufio do some contracts and i get to the prison 3rd-4th contract.... hmm ok i get in the sewers autosave... now from when i enter the sewers everything i try to quicksave, game crashes "ow well it'll pass" i do the quest, fast travel back to Cheydinhall , when i enter the abandoned house... hmm yeah you guesed it ... autosave and crash NOW everything i try to load a quicksave or autosave "the file is corupted, cannot load bla bla bla bla".....

Errrrrr Suggestions?

 #232 - OOO & MMM - 04-13-2007 at 02:30
BobaFett129
From:
Joined: October 2nd, 2006
Posts: 3
Hi there,

This mod is super-duper great big grin, been playing it allot of times..
After 2 months, I'm installing Oblivion again. This time again with OOO.. but also with MMM, he released the compatible version with OOO.

So, my question is, must MMM load after or before OOO? including the file which says MMM for OOO.

Greetz

 #233 - GREAT MOD ... but there are bugs (I think) - 04-15-2007 at 08:28
LuisJaime
From:
Joined: April 15th, 2007
Posts: 27
Hey dude great work! I'm sure you've heard a lot of praise so I'll just cut to the chase. After loading your MOD and trying this will several characters, Baurus freexes in place when I have to meet him in Luther Broad's to assualt the Mythic Dawn. And when i save and reload, he moves alright but he becomes unconcious upon entering a door! I'm prety sure this is because of your MOD, could you please look into this?

thanks, keep it up!

 #234 - help - 04-15-2007 at 19:43
Penguin_o_doom
From: (Langley)
Joined: January 29th, 2007
Posts: 19
does anyone know any walkthroughs i can look for to gain favor of animal factions or any hints and cheats pages???

 #235 - 04-17-2007 at 01:13
Franke_Rosenau
From: (Bolsward)
Joined: May 5th, 2006
Posts: 147
O man Superb best mod ever this mod is great whit Bobs Armory's Mod
Here is the link http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860

 #236 - Replies from # 217 up to #235 - 04-18-2007 at 14:37
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Smokeringhalo: I am glad you tried it with 1.31 patch. The magnitude of the mod is such that some things slipped through before the 1.3 release. Anyways, onto your comments:

I can't make OOO more modular because ALL of OOO's changes are interrelated. ESPs can't "talk" to each other. You need ESMs for that. OOO came out before ESMs were used for mods, hence it was not possible to offer modularity (only by packing 20 copies of the same 11MBs of ESP could this be "done". But with so many changes it is impossible to offer modularity. And, even if I could, precautions still need to take place when dungeon crawling in OOO--it is far different from vanilla in this sense. But I understand your pov, indeed.

The siren's quest is not an OOO problem because I did not alter their faction and/or aggression and/or quest. So, it is probably a glitch of Oblivion--which had plenty, btw, which tend to get blamed on OOO because most people assume official games are more stable than mods. If I find otherwise, I'll fix it, no doubt. But, after months of being released, this is not an issue mentioned in the OOO threads at the ESF boards where most Oblivion mod users hang out.

The alchemical ingredients and soulgems in Anvil... I'll check it out. Recall that in vanilla EVERY item inside the guilds was up for grabs as soon as you were a member, even the lowest rank. I changed all that and now you need higher ranks to get the better items. Since I had to go one item at a time, maybe I left some in Anvil untouched... or maybe they are within the reach of your ranking, if you are an FG member. smile

Finally, yeah, some ghost (spectral) enemies had a problem in 1.3 where their ghost effects would disappear. That was fixed in 1.31. So, smokehole cave should be just fine.

Coolsdude and Zengonzo. Read my post at 200 for some links and answers to installation problems. OOO wont give you any missing textures or meshes if you install it directly into your /Oblivion/Data folder.

Mindproblems: Easy. Download 1.3. Run it, and point the browser to your /Oblivion/Data folder. Hit Ok. Do the same with 1.31. Hit Ok to any overwrite warnings. Select OOO's ESP in DATA FILES, in the Oblivion game launcher. Start a new game. Done (use Wrye Bash if you want to update a non-OOO savegame.) Look in post 200 for links to the readme. It is explained there too.

Mahtan: The problem with sigil stones and subsequent savegame problems are NOT OOO problems. That's a well known Oblivion bug. All you can do is revert to a prior savegame and try again--if it does not glitch then you are good to go.

BobaFett129: MMM's module for OOO (ESP) has to go AFTER OOO in the load order list (use Oblivion Mod Manager to order your mods) or nothing from MMM will survive the overwriting by OOO. MMM's ESM goes BEFORE OOO's ESP, as all ESMS always load before any ESPs.

LuisJaime: Well known problem with 1.3. That's why you need to update with the 1.31 patch. That'll fix him (you have to go back to before when Jauffre gives you the quest update to go visit Baurus, though).

Penguin: Go to this page for links to the OOO spoilers' thread and pages:

http://www.bethsoft.com/bgsforums/index.php?showtopic=678632

Thank you everyone for the comments and criticisms. smile

Oscuro

 #237 - Bugs and Conflicts - 04-18-2007 at 14:48
hellknight_91
Joined: October 22nd, 2005
Posts: 105
There are way to many conflicts with other mods and/or conflicts within itself...i mean comon would you rather 20 oblivion user mods and addons or ye'old buggy OOO, By the nine how could you make sych a thing mad lol

 #238 - The usual misconception - 04-19-2007 at 04:57
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Hellknight_91:

It appears you don't understand how Oblivion mods work. You can't do what OOO does by putting 20 mods together. Mods can't "talk" to each other--a mod cannot use the changes and/or additions of another mod. OOO's changes and additions are all interrelated, they feed-off each other and rely on each other to accomplish the level of complexity that they have. Thus, it is not possible to do that with "20 mods" like you say.

Moreover, you don't understand what conflicts are, I think. Conflicts are really "overlaps". Records with the same FormID for Ob engine's purposes. If two mods change the same FormID record, how could the engine know how to merge them? It can't. Thus, it picks one of the two to include into what you see in-game. This is more power to the user. Conflicts let you choose what you want in your game, rather than have the engine botch things by mixing changes to a record into one. Yes, OOO will show overlaps between its main files and some of its add-ons. That's expected. That's how it should be. That's why the add-ons let you customize the mod. So, please, get your facts straight before you criticize something you do not understand.

And, finally, OOO is fairly bug free--compare that to Oblivion, who has an unofficial patch released with over 2000+ bug fixes. Most of the "bugs" people report with OOO are actually Oblivion bugs--that simple. And, hey, if you know of any bugs, why don't you let me know so that I can fix them, as I have progressively done since OOO was released?

You see, when you decide to play smart then you have to know what you are up against. Otherwise this happens.

Regards

Oscuro

 #239 - ooo and shivering isle - 04-19-2007 at 07:23
Djoki999
Joined: April 19th, 2007
Posts: 1
Hi

I'm playing Oblivion with OOO and have to say it's a great mod!

one question: any plans on covering Shivering Islands with OOO?

Thanks again for the excellent work.

Regards
Djoki

 #240 - No new NPCs? - 04-21-2007 at 07:22
usmc123
Joined: October 6th, 2006
Posts: 42
OK i installed the OOOFull 1.3 into the data directory (only 11mb but OK) and now lots have been changed but im not finding any new NPCS Slave Traders, Putrid Hand ect, is this something i must do ingame(lvl up, increase skill) or did I install wrong, im new to OOO, 1.3 is my first version and only 413mb, u said a gig, and im assuming downloading from filefront is corrupt wats happennig? I rly want to see this new stuff

 #241 - Enemies are impossible - 04-21-2007 at 10:25
beaubie
Joined: April 21st, 2007
Posts: 2
Ok, started a new character. Walked down to a road. There' already Land Dreux's and I'm level 1....????..... One swipe, I'm >1/2 health down. 2nd swipe, I'm done.

why? Why would you 'rebalance' to the point of impossibility? I"m an ant in a man's world now. This sucks.

 #242 - Replies from # 239 up to #241 - 04-23-2007 at 00:34
Sotobrastos
Joined: April 7th, 2006
Posts: 24
239: Thanks! Eventually, yeah, there'll be a module for SI--but it will never be required to play OOO.

240: 413MBs is the zipped archive size. Once the files are unpacked they net around 1.2GB of extra data. The ESP is about 11MBs for 1.3/1.31, yes. That is correct. You'll see the new NPCs just fine, but you'll have to explore the world to find them. They are not simply added to existing spawn-lists (they have their unique dungeons and camps)

241: It is clearly stated that OOO makes the game much harder, specially at the beginning, but that the difficulty keeps decreasing as you "earn" your power so that eventually you will not be an ant, but a giant in a human's world.

It was a bit of bad luck to find such powerful creature so early on, specially near a road (where? I have moved the creature spawns away from roads). Use the Legion to your advantage (they are all over the roads in OOO). Explore, don't go barging in like you did in stock Oblivion. That will spell trouble in OOO. Now you need to truly think about what you do before you act. Train at first with bandits and animals near the IC (there are a few dungeons and caves near the IC that are low-level places. Read the Imperial Notices in the IC to find out what is going on outside the city walls.) Get loot from these lairs (or enemies that the legion defeat, or houses you rob) and go sell it, then purchase upgrades with your cash--preparation also now finally pays off. OOO is harder but also much more rewarding if you give it the chance by using your cunning--like you should if you are a lowly level 1 adventurer in a dangerous world.

But, if you want the game to cater to an "easy" play-style then you can either lower the difficulty slider a notch or simply do not use OOO.

Btw, you should patch your OOO 1.3 to 1.31 because there were even more tweaks done to make early adventurering a bit easier, roads safer, etc.

I hope that helps.

O

 #243 - 04-23-2007 at 17:30
TheGreyKnight
From: (California)
Joined: April 9th, 2007
Posts: 99
Hmm, does making a new character require me to "NPC balance"?
What I mean is do I have to input my data, or does it automatically do it for me?

 #244 - To #243 - 04-24-2007 at 16:48
Sotobrastos
Joined: April 7th, 2006
Posts: 24
GreyKnight, I am not sure what exactly you mean by having to "input [your] data".

Oblivion saves the STOCK Oblivion NPC level data in your savegame. That happens as soon as you start a new game. Thereafter, all the "vanilla" (stock Oblivion) NPCs will follow that level data stored in the savegame (they usually start at lvl 0, level infinitely, have limited off-sets, etc).

Now, when a mod changes any vanilla NPCs' level data you need to do one of two things to make sure those changes can take effect in your game. You either start a new game from scratch (NO savegames of any type), in which case the tweaked NPC level data gets stored in the savegame forever after. Or you use a magnificent program called Wrye Bash to "import" a mod's NPC level data into a savegame.

That way, you can get OOO's tweaks to level data of NPCs without having to start a new game.

Recall that this is the case only for vanilla NPCs. Creatures are not affected. Any NPCs a mod adds will have its specific level data without concern for savegames, of course.

I hope that answers you question. My advice is to always get Wrye Bash. It is an amazing program that can do a lot of stuff for you, if you are into mods, and even for un-modded games.

Oscuro

 #245 - AIs ALWAYS RUN AWAY/HEAL/CONJURE...unkillable... - 05-01-2007 at 10:27
beaubie
Joined: April 21st, 2007
Posts: 2
OK, I've tried to take your advice, saty on roads, etc. It's all no use whatsoever. ALL the AI characters that aren't the original characters with original clothes run away from you full speed keeping their distance permanently. You chase them, they heal as they run, conjure things, and hurn fireballs/etc from a distance....until you get within range of the longest sword possible you have, then they run away again, full blast, uncatchable, unhittable. And even if you get a few good ones in close range, they just run, heal, conjure, repeat.
Only if I God mode, strip naked so I run fast, can I semi-keep up as I chase from Arville to Cheydinhal chasing some AI that absolutely will not fight/stop.
And it's not just one guy. I went into Varlondasil or something I think it was? Passing it on my way to do something for the Mage's Guild.

I'm level 10-11 too. and the slider is ALLLLL the way to EASY and they are still superpowerful-unkillable-superfast-superstrong-superhealers.... you made it rediculous. I like so much about your mod, it's excellent work. But I fear you are over zealous in your view of how good the average player is....lolol

Take it easy. And if you release a patch, make it so the variable for the slider coefficient can go lower.

Thanks much
Overall cool mod, just too hard to be fun. 'Overly rewarding' for a video game I should say.lol

 #246 - To Beaubie - 05-02-2007 at 02:47
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Heyas again. smile

Lets see... It would really help if you told me which AI was doing what you describe. Only some caster types will try to keep their range and heal. Obviously, they are not stupid enough to duke it out in melee when their specialization calls for ranged attacks and their health is a tenth of what a warrior has.

If you happen to have built a bulky, melee oriented, heavy-armor wearing avatar then you will have trouble with those sneaky casters, of course. But, that's where tactics come in.

You can force them to get close to you by hiding in crevices or cornering them against steep walls. You can also use poison in your blades and arrows to paralyze them, to drain their speed, to burden them so that they do not move so fast any more. You can also use silence poisons so that they cannot attack you or use heals. Then they will fall in a couple of hits--they run fast and heal, but their health is very low.

So, while what you describe can happen with some NPCs it is by no means a norm--and when it happens you CAN turn the tables against them. Most NPCs cannot heal themselves with spells, most will not try to keep ranged distance.

Now, if you are talking about Vindasel (where Umbra hangs out) then that's a whole different ball-game. That's one of the most powerful beings in the TES lore, and she is gonna mince you unless you are very strong. OOO adds many unique bosses that have very powerful abilities and a very intelligent combat AI.

Other than that, your problem with some of the casters' abilities can be solved with some pre-planing. wink

Oscuro

 #247 - OOO 1.4 - 05-04-2007 at 09:35
lenox01
From:
Joined: September 10th, 2006
Posts: 3
When will be OOO 1.4 ready? Seriously. When it comes out I'll begin a new game, but not until.
Is OOO compatible with Shivering Isles?

 #248 - Sotobrastos - 05-05-2007 at 08:46
LuisJaime
From:
Joined: April 15th, 2007
Posts: 27
I think we should thank the Sotobrastos dude for taking the time to answer and tend to all our problems, maybe a 'thanks' in all of our future posts?

thanks for the help bro

 #249 - 05-06-2007 at 04:04
stedeb1
From: (Queensland)
Joined: February 24th, 2007
Posts: 103
Woo.. go OOO

too bad my CPU isnt good enuf to support it

 #250 - 05-15-2007 at 06:37
Rivett_Man
From: (Scotland)
Joined: January 8th, 2007
Posts: 47
comment n0 250 YEY!

 #251 - I need help installing!!! - 05-18-2007 at 19:07
KharnRulz
Joined: April 6th, 2005
Posts: 118
First of all i reckon this is a great mod (as i have seen in the trailer)

but with the extracting part of the process, i do what is said, that is extract it to Cstick out tonguerogram FilesBethesda SoftworksOblivionData but whenever i click extract, all i get is a window saying that the installer/extracter (ie the 7z file) is not a supported achive

please someone tell me how to fix this

 #252 - To 248 and 251 - 05-21-2007 at 05:17
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Thanks for the kind words, LuisJaime! I appreciate it--it is a pleasure to help out with this stuff. Not everyone hangs out in the ESF boards and this is a good place to answer some issues quickly.

Kharn: That usually means your download got corrupted somewhere along the line. I suggest using an internet download manager to get the file. Try this one out:

http://www.freedownloadmanager.org/download.htm

I hope that helps!

Oscuro

 #253 - Thanks Sotobrastos - 05-24-2007 at 04:28
KharnRulz
Joined: April 6th, 2005
Posts: 118
thanks Sotobrastos for that, corruption aye? that sound like my computers plot against me haha
but serosly thanks and ill get that download manager you mentioned cos this mod is sooo awesome and i dont want anything more to get in my way smile

Thanks heaps Sotobrastos

 #254 - Help plz - 05-24-2007 at 17:29
oblivion_rocks
From: (Ontario)
Joined: February 16th, 2007
Posts: 42
(I appologize if this comment seems long but I would really appreciate it if someone would tell me what's wrong) the solution to my problem may already be answered somewere in this board, but I was a bit too lazy to read whole thing big grin. As you can tell from my username, I'm a big fan of oblivion and love downloading new mods. I've mannaged to get most mods to work. But however, this mod (which is the best mod I've seen), Unfortunately wont work. I've been experiencing almost all of the same problems as mentioned in other posts, even after reading over the read me and several FAQs on other sites. The most loathsome problem I am experiencing is that the coins are exclamation marks, potions are the ! marks too, and some unknown (possibly newly created items) are having the same problem. I would GREATLY appreciate if someone would give me advice on what is/what im doing wrong? Any info (even suggestions) or help of any kind would be greatly appreciated! Thanks! smile

 #255 - About OOO - 05-27-2007 at 19:07
JonFreyr
Joined: May 27th, 2007
Posts: 2
I'm currently downloading this mod, I dont like modding my games but the game has forced me to. I had a lvl7 mage, which I've gotten through some tough times for example Arch-Mage, Grand champion and such. And I was tearing down my enemies with low level spells and I felt oh so mighty and powerfull so I decided I would level to kill them even faster. That was the biggest mistake of my life because I levelled 8 times in 3-4 hours, training some of my major skills which I never use and now the creatures have become so powerfull that I'm having trouble killing just one. I didnt know of the level based gameplay so I have to download this to keep on playing my mage.

I have this problem that I sometimes dont understand what I'm reading, I know what I'm reading and I can read it but I cant put it together so I will have to ask you for an answer because the readme isnt going to work for me and yes I tried to read it.

I want to keep on playing my mage when I install OOO so how do I use Wrye Bash, I read what you wrote on the issue but didnt understand a word of it so can you detail it for me?

And do I need to patch this game? I dont have any mods or patches and this is 1.3 so will I need to patch it with somekind of 1.3 patch before I install?

And another thing about this leveling, I read on the comments that OOO is x4 times slower to level the orginal Oblivion I think Oblivion levels to fast but x4 is to slow, how do I make it only x2 slower then Oblivion's default?

And what's the diffrence between Lite and Full?

In hope of good answers

Sincerely Jon

 #256 - answer to about ooo - 05-30-2007 at 00:12
koschwarz
Joined: September 6th, 2006
Posts: 9
1. i suggest you to start a new char and waste you lvl8 wizard, not a big deal. starting a new game with ooo you get a brand new game experience. and your current char will be too powerful.

2. lite version doesn't contain the optional esp-s you can find in the ADD-ONS folder, but using the lite version you can put those esp-s in the DATA folder you like. lite is the core of this mod. if you choose the full version the only thing you have to do after installing the mod is play.

 #257 - 05-30-2007 at 00:17
koschwarz
Joined: September 6th, 2006
Posts: 9
3. install the official patches, no problem. but also there is a 1.31 version number patch for the ooo1.3. instal is too.

4. you find different LEVEL SLOW esp-s in the ADD-ONS folder. grab and put it in the DATA folder (i think you should overwrite the levelslow esp that is default after installing)

 #258 - 05-30-2007 at 10:07
JonFreyr
Joined: May 27th, 2007
Posts: 2
What about wrye bash? Been trying to figure out just how to open it, I have python 2 and the wx or vx whatever but I doesnt want to open.

 #259 - 05-31-2007 at 08:38
monkeylordsrus
Joined: May 22nd, 2007
Posts: 2
so if i download this now, will my previous save games work or will i need to use thar wrye bash thing?

 #260 - MMM for OOO - 06-03-2007 at 02:49
joeycool666
From: (Nottingham)
Joined: March 7th, 2005
Posts: 6
I am trying to play this with MMM, it works fine with mmm, and it works fine with OOO but if i try to play both together (MMM for OOO) then it cuts out before loading saying "couldnt find masterfile Oscuro's_oblivion_overhaul.esm" but the OOO that i downloaded didnt have an esm on esp. Anyone have an idea????

 #261 - Help?!? sorry - 06-04-2007 at 03:49
joeycool666
From: (Nottingham)
Joined: March 7th, 2005
Posts: 6
sorry, i meant my OOO didnt come with an esm. Just an esp
sorry for the spelling mistake guys, hope you can understand me now lol

Cheers

 #262 - 06-09-2007 at 03:21
det9494
From: (villneuve sur lot)
Joined: March 11th, 2007
Posts: 158
eum was grwof's female armour necessairy for us young kids?

 #263 - To Joeycool666 - 06-11-2007 at 01:31
Spider_monkey
From: (Glendale)
Joined: August 10th, 2004
Posts: 80
You have to get a new version of OOO because this one doesn't come with the esmesp things so get it here http://www.tessource.net/files/file.php?id=10230 and it'll work fine.

 #264 - sorry for double post - 06-11-2007 at 01:33
Spider_monkey
From: (Glendale)
Joined: August 10th, 2004
Posts: 80
I just realised that what I just put might be against rule # 6 so if it is please just delete the message.

 #265 - Compatibility Question - 06-13-2007 at 08:44
Phantom07
Joined: June 13th, 2007
Posts: 1
Question:

How is compatibility with the Shivering Isles Add-On?

BTW, thanks so much for the hard work, time, and quality that is so apparent in this modifications, I know we all appreciate it soo much!

 #266 - Come on Now!! - 06-16-2007 at 11:18
chickenwing
From: (Tampere)
Joined: June 16th, 2007
Posts: 3
where is the oblivion data directory? How do i unpack these files? can i get a more easy expantion of this downloading thing?confusedmadconfused

 #267 - 06-16-2007 at 11:20
chickenwing
From: (Tampere)
Joined: June 16th, 2007
Posts: 3
explanation

 #268 - aaaaaaah - 06-16-2007 at 11:35
chickenwing
From: (Tampere)
Joined: June 16th, 2007
Posts: 3
come on this sucks. i cant get ooo to play.confusedmadAaargh!!!

 #269 - oblivion data directory - 06-20-2007 at 03:56
koschwarz
Joined: September 6th, 2006
Posts: 9
data directory (default):

c/program files/bethesda softworks/oblivion

 #270 - Quick Start Guide - 06-28-2007 at 09:51
dev_akm
From: (Austin, Texas)
Joined: August 25th, 2006
Posts: 1
Can't get OOO to work? Need Help? Check out my guide:

http://devnull.devakm.googlepages.com/ooo

smile

 #271 - 07-03-2007 at 04:05
det9494
From: (villneuve sur lot)
Joined: March 11th, 2007
Posts: 158
first of all well done mate!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
secondly I am a bit upset as I seem to fail to be able to play MMMandOOO at once
because of crashes to desktop when I fast travel

 #272 - 07-06-2007 at 19:08
osb
From:
Joined: July 6th, 2007
Posts: 2
frownplease someone help me to download game elder scroll 4 your brother david john )peace

 #273 - downloading FINALLY - 07-06-2007 at 19:29
osb
From:
Joined: July 6th, 2007
Posts: 2
Cryall these years is here the download but don't worry guys ifoundet thankssmile Rock OHHHH YEAHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!! IT'S GONNA BE FUN!!!!!

 #274 - Contribution - 07-12-2007 at 02:19
joeycool666
From: (Nottingham)
Joined: March 7th, 2005
Posts: 6
anyone know how i can get to contact with oscuro (ie email)? Great mod btw, i have an idea and the ability to contribute to future versions.

 #275 - Compatibility - 07-19-2007 at 08:35
The_Law
Joined: July 19th, 2007
Posts: 1
Is this mod compatible with the following mods:
1. Female EyeCandy - Body Replace (Nude) 1.0
2. Female EyeCandy Wardrobe v0.1
3. Goddess Armor_Exnem
4. ShadowSilkExnem
5. Vampiress_armors_for_exnems_body
6. SmokeablePipeMod 11
7. Ranger Shroud Armor v1.0
8. CM Partners_Mod_1.4
9. Rhianna (Goddess Champion) (Companion Mod) v2.7
10. all of the latest Alchemical Formulas Mod v6c, obsev10 options, Ingame_Help_Images
11. Natural Faces v95
12. actors in charge v08
13. last but not least Nico's Dreadweave Bow and Arrow v1.1


A simple yes or no next to each one would be greatly appreciated Thanks.

 #276 - Help - 07-29-2007 at 01:17
Stverd
Joined: July 29th, 2007
Posts: 1
This question is kind of dumb lol..but anyway, how can i know that the mod works ? I mean there are female guards now and some of them have different armor but there's little else different from the original version.

 #277 - ITS NOT WORKING - 08-04-2007 at 18:49
tetshroki
Joined: August 4th, 2007
Posts: 1
I can't get OOO to work I download it and send all files to my data folder but none of its in the game I looked EVERYWHERE in tamriel and theres nothing new other then the mods I made and/or downloaded I need help can anybody tell me a small tutorial on how to get this running it would be highly apreciated
Resistance is Futile!
Two Thumbs Up! Sounds like a good mod though =(
Hmmm Donut!

 #278 - OMG! - 08-07-2007 at 01:43
Badhaggis
From:
Joined: August 2nd, 2007
Posts: 61
downloading this now . lets celebrate Beer! Beer! + Beer! Beer! =Aaargh!!!

 #279 - Thieves guild issue remains here... - 08-07-2007 at 12:53
Ekkoe
From: (Zuid-Beijerland, less than 20 miles south of Rotterdam)
Joined: July 2nd, 2007
Posts: 1
Does no one else still have problem with the fence at the thieves guild? It still doesn't work here, even after installing both 1.3 and 1.31... =

 #280 - TOO BIG - 08-09-2007 at 02:29
shootup
From:
Joined: April 22nd, 2004
Posts: 4
Damn... its too big to download tonight eek!
Dumb ISP went from 800Kbytes/s to 70Kbytes/sec Aaargh!!!

Will this work with The Shivering Isles E. pack?

 #281 - Im so exited - 08-20-2007 at 09:15
Blindknagg
From: (Skelleftea)
Joined: August 20th, 2007
Posts: 1
Downloadiung the mod right now and it should run smoothly on my intel dual core2 geforce 8800 vista =D

 #282 - cool - 08-26-2007 at 02:14
callum313
From: (sydney)
Joined: January 6th, 2007
Posts: 14
looks cool however i didnt bother reading the info lol

 #283 - lol - 08-27-2007 at 08:17
WolfMikaX
From: (Annen)
Joined: July 14th, 2007
Posts: 4
Lol, #281 (never typed that on the site eek! )
My Nvidia 7600 works fine on OOO and Oblivion to stick out tongue.
Even now allmost 1 year after its release, great work Oscuro Two Thumbs Up! !!

 #284 - Disc for postage? - 08-30-2007 at 11:18
quasiq
From:
Joined: August 30th, 2007
Posts: 1
Hey I have read this page and ooo sounds great! Unfortunately I live in the middle of no where, where highspeed internet is not possible frown( Would anyone be willing to copy this mod to a disc for me and tell me how much postage you would require? Postage wouldn't cost too much for one disc. I live in south east, georgia of the USA. and you can message me at (dystopiacs at gmail dot com) if you are willing to do this. I use paypal for online paying. ok thanks.

 #285 - Game of the Year Edition - 09-09-2007 at 21:05
mas5949
Joined: June 17th, 2006
Posts: 11
Will this mod be compatible with the game of the year version that is coming out in September?

 #286 - 09-18-2007 at 02:36
STriddk
From:
Joined: September 18th, 2007
Posts: 1
I have a problem sadly frown

all the ground in the game (not inside though) is looking like small cyrodiil maps.

what should i do?

 #287 - 09-26-2007 at 09:40
SavansWing
Joined: September 26th, 2007
Posts: 4
Two Thumbs Up! Awesome mod 5/5 for oozing awsomeness works great with most small mods and some hugeones to like bartholm and midasmagic have a Beer! Beer! and a doughnut to Hmmm Donut!

 #288 - Missing grass textures? - 10-07-2007 at 16:53
Topaz
From: (B.C)
Joined: April 2nd, 2005
Posts: 36
Is anyone else missing grass textures? Im still getting this after starting two new games D:<

 #289 - Question about "summon golem" spells - 10-16-2007 at 22:19
Dealer54
Joined: July 22nd, 2007
Posts: 10
Well I finally got my Alteration skill high enough to use the "summon golem" spells, and I went ahead and bought the silver golem and gold golem spells. However, when I summon one of these things, it does not fight for me. Even if an enemy spellcaster hits it with a spell, all it does does is follow me around and look at me. If I should accidentally hit the golem, though, it immediately begins attacking me. What is the point of this spell? Is it simply supposed to be a "walking shield" to hide behind against enemy missile-type spells? If that's the case, I'm not sure why there's even a need to have all the different types -- mithril, glass, silver, etc. -- as a basic iron golem would do the trick for the 40 seconds it is in existence. Not to mention that a non-fighting golem gets in the way and cause problems if I should accidentally hit it. Can someone explain? Because I thought "summon creature" spells were supposed to provide an ally. Thanks.

 #290 - "Summon Golems" spell - 10-17-2007 at 23:09
Dealer54
Joined: July 22nd, 2007
Posts: 10
Well, the problem stopped (for now, at least) after I exited the "Nenyond Twyll" Ayleid ruins. I introduced the summoned golems to the vampires of Bloodcrust Cavern and they cleaned up the joint handily. Pretty fun to stand back and watch and hurl a lightning bolt or two from the sidelines. Because I think those vampires would otherwise have handed me my @$$.

 #291 - 10-29-2007 at 16:57
Sid_Burn
From:
Joined: September 16th, 2005
Posts: 18
Will this work on v1.0 of the game?

 #292 - 11-09-2007 at 17:00
oblivion_rocks
From: (Ontario)
Joined: February 16th, 2007
Posts: 42
it does not work... frown

 #293 - Wrye Bash - 11-24-2007 at 04:39
Daruina
From: (Invy)
Joined: November 15th, 2007
Posts: 3
#277 you have to download Wrye Bash. To install Wrye Bash, you have to download it from the main website, aswell as python 2.5 so it will work. Once python is installed, you should place the Wrye Bash folder into your oblivion directory (not obliviondata) and you're done.

Once you've installed Wrye Bash, launch it and select your save game you want to update (so it will play OOO). Once you have selected one, select it and then find Oscuro's_Oblivion_Overhaul.esp and change it to Oscuro's_Oblivion_Overhaul.esm. Then browse to it and select it (the .esm), hit save, and you're good to play Oblivion OOO!!!

 #294 - ooo...marvelous - 12-02-2007 at 11:15
Peconi
From: (Tampere)
Joined: May 11th, 2006
Posts: 23
damn good mod...mm...me like YESsmile well and does anyone here knows what is the name of the mod where i can gain castle?

 #295 - question plz some 1 answer - 12-05-2007 at 22:15
ChaseHamill
From:
Joined: November 2nd, 2007
Posts: 95
iv been sittin here enveously at these mods and i realy want them can some 1 plz tell me if putting them on an x box 360 is possible and if it is to do it without breaking my systum

 #296 - to chasehamil - 12-06-2007 at 14:22
Rayman161
From:
Joined: September 25th, 2007
Posts: 4
i dont think u can use mod on xbox only pc

 #297 - that sux - 12-07-2007 at 18:00
ChaseHamill
From:
Joined: November 2nd, 2007
Posts: 95
i wish i had it on pc whel i uess im stuck only using battlehorn castle and the other add ons

 #298 - 12-30-2007 at 04:13
K03N
From: (Abbenes)
Joined: November 24th, 2005
Posts: 10
Dont Forget to Download the 2 patches for this it already at V1.32

 #299 - Argh help! - 12-31-2007 at 10:36
Badg3r
From: (Southampton)
Joined: December 31st, 2007
Posts: 5
Hi i am using this mod along with several others and the female guard at the very begining of the game that comes to your cell is just a floating head with a sword. Does anyone know of a fix for this? And does this happen to all female guards?

 #300 - Umbra sword - 01-06-2008 at 16:24
yep95821
From: (Sacramento, CA)
Joined: January 6th, 2008
Posts: 1
Well, downloaded and installed the python installations, and copied all the OOO files (lite + all extras), updated my save game file via Python. Everything seemed great, but now my Umbra sword, which I was using of course, only does 1x sneak attack damage. Being that I am a level 33 assassin, I did 6x before, so according to OOO descriptions, I should do 8x now.

Anyone with any suggestions please help.

Thanks!

PS- Otherwise, looks like a great addition to Oblivion.

 #301 - This modification... - 01-07-2008 at 16:53
Werevixen
Joined: September 19th, 2007
Posts: 3
Can someone explain to me what the jazz is all about? Who would actually care for a modification that doesn't try to play along with the others, but gives off a pompous air of "you don't need them, I'm superior!". I think the creator should have personally tested if it works with some of the biggest mods, this isn't nearly close to being any good, you can barely use anything else with it. For shame!

Also, keep in mind that this is my opinion, I'm not pushing it onto you, so I'd be grateful if you didn't bash me for my blatant hedonistic ramblings.

 #302 - Looks Great - 01-27-2008 at 06:31
swiszor
From: (Almere)
Joined: September 23rd, 2006
Posts: 16
I think this really rocks man Rock


Graphics looks greatcool

 #303 - Problem getting OOO to work at all - 01-28-2008 at 04:08
EliotKami
From:
Joined: January 28th, 2008
Posts: 1
Apologies to repeat this, but I'm having the same problem as post #277. I've extracted OOO 1.3 and OOO 1.32RC5 update to my Oblivion/Data folder, activated the OOO.esp and .esm using Wrye Bash and the Oblivion Data Manager, and still when I load a game, or even if I start a new one, there's no sign of OOO anywhere in Oblivion, except, weirdly, for the new torch hotkey system. Would be very grateful for any help you can offer.

 #304 - 01-30-2008 at 07:30
Adamski7
Joined: January 21st, 2007
Posts: 2
This mod messed up my game I had been playing for 64 hours.... I used Wrye Bash and installed it like it said but now nearly every NPC just says "I HAVE NO CONVERSATION" or something and you cant click on anything like rumours etc.... Two Thumbs Down!

[Watch the language please. -Inyri]

 #305 - Iv used this mod for a long time... - 02-07-2008 at 18:49
DaedraGuy
Joined: November 15th, 2007
Posts: 19
Down load it!!!! It is so bloody cool!!!! remember u gota star over when u have this mod on or else it will currupt a saved game. but there is a program that makes it possible to load old saves with ooo. Any way once u get it celeibrat. trust me its a good mod im also a master modder. Beer! Beer!Hmmm Donut!Puke!

 #306 - master file - 02-09-2008 at 18:19
spoc351
Joined: February 9th, 2008
Posts: 2
does anyone know where i can get teh OOO master file so i can get MMM to work with it

 #307 - 02-16-2008 at 07:34
weman12
From:
Joined: February 5th, 2008
Posts: 69
Is It Avalible Foe PS3

 #308 - The New Dungeons - 02-20-2008 at 09:55
RyanAllen
Joined: February 20th, 2008
Posts: 1
Hi, I have a lot of difficulty finding the new quests, dungeons and the like that you have put inside this mod, will anyone be able to tell me where i can find these added quests and dungeons? So far i have only found one, Sideways Cave.

Thanks

 #309 - 03-19-2008 at 15:19
aamw1792
From:
Joined: March 2nd, 2008
Posts: 6
OMG THIS IS THE BEST MOD EVER!!!!!!!!!!!!!!!!RockRockTwo Thumbs Up!

 #310 - 04-16-2008 at 09:59
kacperrex
Joined: April 11th, 2008
Posts: 6
woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooooooooooowAaargh!!!Aaargh!!!Aaargh!!!:

 #311 - 04-20-2008 at 23:30
Zealot2021
From: (California)
Joined: August 15th, 2007
Posts: 428
Would having a no-cd crack affect this mod?

 #312 - Unconsious Problem - 06-13-2008 at 23:43
miroljoeb
From: (Rotterdam)
Joined: June 12th, 2008
Posts: 1
I have downloaded the client but when im playing the story i must follow barrus when i do that and he goes through a door he becomes unconsious, while he stands and he won't move. It's impossible to play further. Help plz

 #313 - bugs - 07-13-2008 at 13:50
infernoalex
Joined: July 13th, 2008
Posts: 2
On my level 1 character called chuck, i found these 2 bugs:
1) When i try to pick a lock, the chest starts glowing purple and i can't pick it. Didn't try doors.
2) The Imperial Watch in the Imperial City's torch had not fire.

To zealot: no
To ryanallen: Sideways cave was there before this mod.

 #314 - 07-13-2008 at 13:54
infernoalex
Joined: July 13th, 2008
Posts: 2
I can pick doors, but still not chests.
Also, why do the Imperial Watch females have steel while the males have iron?

 #315 - 08-27-2008 at 19:13
Hitmancode47
From:
Joined: November 14th, 2003
Posts: 119
The out-dated tag NEEDS to be REMOVED this is the essential base files required afterwards you patch up OOO otherwise you will have MISSING MESHES VERY MISLEADING!!!!

 #316 - R.U.L.E - 08-31-2008 at 12:28
Oblivion_FTW
From: (Kranj)
Joined: August 31st, 2008
Posts: 2
000000000000 0000 0000 0000 0000000000
0000000000000 0000 0000 0000 0000000000 0000
0000 00000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000
000000000000 0000 0000 0000 000000000 0000
000000000000 0000 0000 0000 000000000 0000
0000 00000 0000 0000 0000 0000
0000 00000 00000000000000 00000000000000 0000000000 0000
0000 00000 00000000000000 00000000000000 0000000000 0000

 #317 - 08-31-2008 at 12:30
Oblivion_FTW
From: (Kranj)
Joined: August 31st, 2008
Posts: 2
....OMFG....I wanted to type RULZ...

Anyway...yeah...*****ing awesomeRockRockRock


KEEP UP THE GOOD WORK MAN!!!

 #318 - 09-02-2008 at 20:21
Shascar
Joined: September 2nd, 2008
Posts: 1
Down loaded this mod twice and both times 3 of the files are broken.
Having the same problems as a previus post all the females are just heads and wepons no armor. Plus i get wierd colored blocks in place of some of the mobs that come after me.

 #319 - Wrye Bash and OblivionModManager, conflict? - 10-26-2008 at 13:16
sukhartee
From:
Joined: October 26th, 2008
Posts: 1
I donwloaded both of those probrams ,wrye bash and ModManager. Do I get problems if I only use Wrye Bash, cause it seems I cannot get Wrye Bash started at all? I installed first mod manager..Do you still play the game? Someone I know really gave compliments on your mod Rock

 #320 - i need to know - 04-15-2009 at 17:46
diesonnedamon
From: (Florida)
Joined: April 15th, 2009
Posts: 5
hey do i need to install the 1.3 version to be able to play? I tried downloading the 1.31 first and did a bunch of stuff then played oblivion and i dont think it was installed. can you tell me what I did wrong plz,and how can i tell if has been added

 #321 - it's being extracted - 04-15-2009 at 17:51
diesonnedamon
From: (Florida)
Joined: April 15th, 2009
Posts: 5
the 1.3 is being extracted is that the actual mod or the patch

 #322 - ill let u know - 04-15-2009 at 17:53
diesonnedamon
From: (Florida)
Joined: April 15th, 2009
Posts: 5
its done. ill let you know how the game is

 #323 - still not downloaded - 04-15-2009 at 18:31
diesonnedamon
From: (Florida)
Joined: April 15th, 2009
Posts: 5
its still not downloaded,can any one help me get the mod downloaded, please
i have been tring to get this mod for 3 hours i need help

 #324 - little help please - 06-13-2009 at 18:57
ARCN11
Joined: February 16th, 2008
Posts: 61
Just downloaded it, and started playing oblivion on this computer for the first time, and for some reason i cannot open locked chests and such. It shows what i assume is an enchantment, a purple sort of... aura around the boxes or chests and wont let me access it. i dont think its a problem with my installation of the game or the mod, but it might be. can someone help me.

 #325 - nevermind - 06-14-2009 at 07:51
ARCN11
Joined: February 16th, 2008
Posts: 61
im stupid. just read the entire readme, and saw the lock bash mod.

 #326 - 07-12-2009 at 12:38
joeb
From:
Joined: February 27th, 2008
Posts: 124
dl now looks good

 #327 - OMG - 09-22-2009 at 22:01
silent_senses
From:
Joined: September 22nd, 2009
Posts: 18
this is awesome!
If you want and feedback here it is
I encountered [at longman burrow or whatever] a big yellowed shaped diamond with exclamation mark in it which stuff everything up but otherwise awesome 10/10
And i found near the imperial city weird screwed up tranperent landscape and i fell through it oh well im pretty sure i ddint move all the right files :[

overall this mod is the greatest and always will be 1000/10 smile

 #328 - you bugged it up - 10-11-2009 at 02:29
grex13
From: (manchester)
Joined: October 7th, 2009
Posts: 8
one of these oblivion overhauls how ever you spell them has bugged up my oblivion not even been able to get on the game or the lode butten something about
unable to find master file Oscuro's_Oblivion_Overhaul.esp
what happening and can you fix it
i don't wont you bug ruining my oblivion game play

 #329 - help please - 11-03-2009 at 17:23
infernalbird
Joined: November 3rd, 2009
Posts: 1
i installed the mod right, but i can't see the mystic elves when i go to make a new toon, i don't have any previous saves i care enough to convert so i'm starting fresh. help please big grin

 #330 - 11-08-2009 at 10:52
mastergene
From: (gent)
Joined: May 24th, 2008
Posts: 12
best mod ever Rock

 #331 - sigh - 11-28-2009 at 05:51
XR_Kun
From: (Buraidah, Qassim)
Joined: January 9th, 2007
Posts: 30
I can't get this to work. The game doesn't start and now, I've been trying for hours to uninstall it with no luck. Sorry, but Two Thumbs Down!

 #332 - 01-30-2010 at 17:17
038s1m0n
From:
Joined: December 9th, 2008
Posts: 2
Very F*ing niceRock
Two Thumbs Up!

 #333 - 01-30-2010 at 17:21
038s1m0n
From:
Joined: December 9th, 2008
Posts: 2
btw, for people with lock problems(purple glow) try the cheat;
type ~, click the door/container, type 'unlock', press enter and ~.
but ofcourse u already know about thatwink

 #334 - Compatibilitys? - 03-20-2010 at 23:04
JadeStone
Joined: March 20th, 2010
Posts: 4
PLEASE SOME ON CHECK FOR ME:
is this mod incompatible with any of these:
Atmospheric Weather System (v2.0)
Atmospheric Weather System (v2.0 fix)
Arrow Velocity (1.0)
Arrows of the Serpent (1.6)
Armory of Icewind Dale (1.1)
Arctic Gear Improved (2.1)
Akorithis Jade Bow (1.0)
Archery Shops (2.0)
Gilded (Golden) Steel Mod (2.0b) (2.0b)
Forges (2.0)
Farmers Strike Back (2.0)
Eventals Dual Wielding (2.1b)
J3X's Flails Resource (0.1a)
Kevin's Socketed Weapons & Armor Beta (Beta)
Khamai Leon Armor (1.0)
Spell Deflection (2.1)
Elemental Horses (v2.5)
Feletheus Aspar- Merchant (1.0)
Lore Creature Expansion (1.3v)
Cyrodiil Transportation Network (1.3)
XTS Merchant- Bruma (2.0)
Shady Sam The Poison Master (1.0)
Tharanthiel's Boar Mount (1.0)
Garden Mod (1.0)
Kvatch Aftermath- FINAL (1.31)
The Complete Ranger (0.8.6)
Scythes (1.2)
Myths and Legends : Weapons 2 (2.3.6v)
Myths and Legends : Weapons 2 (PATCH)
Melee Weapons (BETA)
Akaviri Imports
Adonnays Elven Sabres (2.72v)
Weapons Display Resource
Settlements Redone: Gottshaw (0.9)
Arena Armory (1.0)
Practice Hall (2.0)
Imperial Scout Armor
Argonian Race Pack (1.01)
More Vegetables (2.0)
Vanity Table (1.1)
Vampire Alchemy (1.0)
Realistic Ragdolls and Force (3.0v)
Real Days and Months (1.0)
Guild Skill Requirements (2.631v BETA)
Hide Armour Tailoring (0.7.3)
Cleaner Inventory (2.20)
Flee Further (v1.0)
Cannibalism and Demonology (1.4)
Unenchanted Staves (0.1a)
The Sixth Element (1.0)
More and Moldy Ingredients (1.1)
Training Spells
Crimes and Punishments (1.2)
Living Economy (3.62v)
Martigen's Monster Mod (3.0)
Francescos Optional New Armours and Weapons (3.0)
JQ&DM-ScriptedBackpacks
PersonalPackGaurs
Mammoth Mount
Dragon Mount Mod
Mithril and Orcish Weapon Sets (2.0.0v)
Adamant Weapons and Armor
Elven Map Redux
Bank of Cyrodiil
Glenvar Castle
Amazing Jump
No Psychic Gaurds
Illumination Within
Generic Dungeon Drones
The Lost Spires
Dark Brother Hood Chapel Mamorial
Loading Screans Themed Replacer
3rd person animations in 1st person view
1-Hand Battle Axes and Warhammers
Lockpick Toolkit
100_Anvil Cottage
100_Greenacre Cave
Nerf Alchemy
A Chartreuse Clothing Set
A Rum Mod
BEER for Oblivion
Adventures Gear
Conduit Magic
Chargeable Spells
Experimental Magic
Brewing Guide
Blood Potions
Buyable Chests
Logical Ingredients
Shop O Poison V1
The Cookie Jar
Tamrielic Ingredients
Qarls Harvest
Sleeping Potion
Potion of Vampirism
Morrowind Ingredients
More Mushrooms
Inns Have Tubs
Gold and Silver Bars
Elder Scrolls Book Club Oblivion
Qarl and Timeslips Depth of Field
Qarls Blood and Shadows
Bag of Holding
Alchemy Ingredient Adder
Alchemy Ingredient Adder Fix
Bottled Explosions OBSE

 #335 - re: compat - 04-30-2010 at 23:35
Vindekar
From:
Joined: April 30th, 2010
Posts: 5
most of those should work jade, admitedly I havent run even half of those, but I always use OOO and 99% of mods work with it, the only things that dont are typicaly: potion bottle textures, capes for guards, and things that replace the factions that inhabit vanilla dungeons, as OOO does a lot of all of the above. I will however warn you ***NOT*** to try and run OOO with Martigen's Monster Mod or francesco's, you'll need the convergance suite from TESNEXUS, a very reputable and excellent british site I frequent, if you wish to create the heavenly trifector of all 3 major overhauls at once. Resistance is Futile! <end>

 #336 - 06-07-2010 at 19:44
lemones
From: (Ohio)
Joined: June 7th, 2010
Posts: 6
hay you should mack it so you can arch off of horse back

 #337 - from hero to zero. - 06-14-2010 at 00:26
Vindekar
From:
Joined: April 30th, 2010
Posts: 5
I used to love this mod and consider it a must-have base addon for Oblivion, but after the last few admittedly appauling "updates" that opinion has reversed.

The simple fact of the matter is that OOO doesnt want to be compatible, in its new form, with almost any other mod, I can FORCE it to work with them, but it still ctds more than is really acceptable, especialy for something of OOOs calibre, aswell as greatly limiting what I can use.

But the worst thing is that even 1.3, the most stable I've seen so far, seems to have a totaly random chance of actualy working properly. That is to say, the glitches its ESP causes are so extreme they break the game, rendering it unplayable. now Im sure a lot of fanboys will probably email me a minute after I post this and call me any number of unpleasent things, but its this simple: this outright breaks 90% of quests, by preventing npc scripting working properly, its dubious improvements preventing quest characters who have to follow you, or move, from doing so.

If that wasnt enough even though I can make it work... to a point, most of my freinds cant, and Im not willing to pay good money to get a newer version from Gamespy that would potentialy cause even more problems, Resistance is Futile!

 #338 - 06-22-2010 at 09:33
Fear93
From: (Visby)
Joined: June 26th, 2006
Posts: 162
faster download on torrent, lets make that 1gb of gddr5 work for it now wink

 #339 - Sneak Training - 12-29-2010 at 12:51
Stretchface
From: (Seattle)
Joined: December 29th, 2010
Posts: 1
The list of "Sneak Trainers" provided by [quote=http://devnull.devakm.googlepages.com/ooospoilers]OOO Quests[/url]
doesn't seem to apply any more. I went to the first two trainers and that service was not even an option in their interface.
I have joined the Thieves Guild - does that change anything?

 #340 - deadly combat - 02-03-2011 at 15:56
JagoRain
Joined: February 3rd, 2011
Posts: 1
very good mod, but i got a problem:
everything seem to work well, exept for the combat aspect... initial combats are not that tough, and most of all when i use a bow my stamina won't decrease at all, and the arrow doesn't seem to travel farther...
everything else seem to work well, new armors, potions ecc...
i use the 1.33 FULL version, but this problem persists even with the LITE version... i tried to reinstall 2 times and nothing... HELP ME!

 #341 - 02-05-2011 at 11:35
Darkboeda
From: (Haarlem)
Joined: June 26th, 2010
Posts: 19
I saw, I DL'ed, I... Brainfart <(**<wink (>**<wink (>**)>

 #342 - 04-21-2011 at 15:37
Santiago_Rocha
From:
Joined: February 16th, 2011
Posts: 198
this is a good job Beer! Beer!

 #343 - this game whele be cool - 07-11-2011 at 09:32
EMPIRE21
From: (edmanton)
Joined: July 11th, 2011
Posts: 1
this game whele be cool

 #344 - tr - 10-22-2011 at 13:56
levithomas100
From: (gustin)
Joined: October 8th, 2011
Posts: 3
ndbfhfhdhbegy



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