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The Elder Scrolls IV: Oblivion Downloads > Modifications > Huge Mods:
Oscuro's Oblivion Overhaul (1.31)
Filename: ooo_131.exe


Size:
Version:
Developer:
Downloads:
Date Added:
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20.25 MB
1.31
Oscuro
69265
10-04-2006
Oscuro's Oblivion Overhaul 1.31 (Update/Patch)
Modifications > Huge Mods


Average User Rating: 7.1
Number of Votes: 194
Related Files:
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5 Other Files by Oscuro:
- Oscuro's Oblivion Overhaul (1.3)
- Oscuro's Oblivion Overhaul (1.23)
- OSCURO'S OBLIVION OVERHAUL V. 1.2 (1.2)
- Oscuro's Oblivion Overhaul (1.01)
- Oscuro's Oblivion Overhaul

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Oscuro's Oblivion Overhaul (1.31) - File Description  


Description:
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.

NOTE: This mod is still reliant on resources from Oscuro's Oblivion Overhaul 1.30. Please note that if you download this one, you'll be missing alot of stuff! This is only a patch to 1.30!


Now the Patch fixes/changes -
Changes to help reduce slowdowns, CTDs, and vanishing items. The biggest change here is making OOO 1.31 based on the Oblivion 1.1 patch. This should help solve issues with missing formIDs, since 1.3 was made on an unpatched Oblivion setup and most people play it in patched Oblivion setups.
A lot of improvements to scripts. They should be a lot less CPU intensive now, at least until the player is within a reasonable range of the objects carrying these scripts, especially fluff fishes, animals and containers.
Containers had a considerable impact in performance when indoors. Now they should run very smoothly and not calculate the bulk of the GameMode blocks until the player is within activating distance.
Tweaked the Animal AI to make it less CPU intensive, at least when players are far away from animals. This should make wilderness less laggy to those users limited by CPU clocks. Previously, animal scripts had to run a bunch of code, even if not checking for its variables but just going through it, up to 15000 unit radius around the player. That's reduced to 3000 now, the lowest that would work without cluttering the scripts even more. Finally, fishes will also be activated only within a 1500 unit radius, and won't constantly be disabled every frame, as previously happened.
Some changes to vendors and bashing conditions.
Tweaked the level rate values to make progression better.
Changed Lord Noor and his cave a bit so that he does not end up in the water all the time.
Mythic Dawn guards and some quest NPCs buffed and changed with spells.
Changed Arpenia spawns to avoid conflicts with FG quest.
Tweaked the weights of pelts (much less weight now).
Tweaked the weights of some ingredients.
Tweaked some containers to not be locked if underwater.
Tweaked lots of wilderness spawns to clear the roads more.
Tweaked spawn lists to allow meteoric-wielding minotaurs.
Added Aetherial Magicka Flow spell for meteoric weapons. It works only at night.
Corrected all spelling problems found since last update.
Gave enchantments to Lord Noor's clothes.
Changed path of Heart of Wild Woods' wolf to run towards Yeleri.
Hrunn Illmouth should be tougher.
Kvatch mobs at the entrance should now behave as the rest of spawns in that quest stage.
Added a complex set of keys used to open several containers in order to get the final key for some prizes (special staves) and also Umbacano's goods.
Tweaked daedra-dremora factions so they don't kill each other as often.
Tweaked some defensive staff enchantments to be less powerful.
Golem summons are now alteration based.
Fixed a few bad spawns right at the start of Kvatch.
The leveling rates are changed in the 1.31 update. Instead of ranging from 3x slower to 5x slower like they did in 1.3, the updated rates aimed more for 3x slow. Most common skills fall around 3x, while skills that you will use less because combat is faster and deadlier (armor skills, weapon skills, block, etc) are closer to, or at, 2.5x slow. Same with spells, because less spells are needed to do the trick. Exploitable skills and skills that are too easily increased (like conjuration and sneak) are closer to 3.5x slower. The rate at which speechcraft and mercantile rise is also eased, but they are not, by any means, fast.
An optional level-rate ESP will be included in 1.31 for those users who want to keep the ultra-slow leveling rates from OOO 1.3 instead of the new, faster level-rate default in 1.31.
Fixed black-screen bug caused by Ederiath's staff.
Changed Clavicus Vile's quest offering to correctly accept 500 gold coins.
Changed fish scripts to erradicate the vanishing text bug.
Fixed Amazons and other NPCs that had the wrong skeletons.
Fixed the large capes and cloaks's textures. Fixed the capes off NPCs that were unequipping when you open a container. WARNING: Take off any cape you may be wearing, or carrying, that you got from an NPC -- except guard capes -- and throw them away before you load your save with the 1.31 ESP.
Fixed the Silver Dragon armor stuff gfx glitches on some systems.
Fixed missing icons in dark rose arrows (blood thorn) and in a couple of others.
Fixed Ayleid arrow of burden.
Rebalanced Staves.
Gave weight to Light-staffs.
Fixed container scripts entirely. (You should set, manually, LapMinLock to 1, in console, so that restrictions to picking-locks apply. These do not apply unless you start a new game or use a console command).
Fixed the chest in Mystic Emporium's clash with the bed. Also corrected the position of some jewelry boxes so that they can be reached.
Raised the price of houses... a lot. Most expensive is 125,000. Cheapest is 4000.
Fixed all the pilgrims. They will get close enough to the shrines to pray, bow for a while, wait, maybe do that again, wander, go to next shrine, etc.
Fixed all the notes posted in cities (previously some could not be activated and read).
Added notes that can be picked-up (imperial notes, that is) to every town that had them static as well previously--not all are cool to be taken. The ones in Inns & castles should be. Not so in guilds and in private homes.
Corrected spelling mistakes on notes.
Balanced the Kill-spell line.
Added a few more texts in key places.
Fixed braided mask script.
Added script chunk to braided armor so that it cannot be selected for enchantment unless the quest to free the jewel is finished.
Changed Spirits of the woods, spectral warriors and wolves so that they never lose their ghost effects.
Made all special enemies persistent references, to avoid them disappearing on us for some reason.
Update Molag Bal quest to accept Large Lion pelts and Hircine's quest to do similar with Large Bear pelts and Large Wolf pelts.
Rindir buys lights (light-staves) now.
Changed animal scripts a bit. They should react even better now. Now they should not instantly turn against you when they are fighting another foe and you help them out.
Changed some meteoric weapons' durability and charge (in-world-ones, not base).
Made Ayleid wielding enemies harder to come by.
Corrected Baurus bug. (You'll need to revert to the time before Jauffre gives you the quest update to go see Baurus at the IC's tavern. Otherwise you'll need to enter some console commands—especifically: select Baurus in the inn and type SetLevel 40. Save the game and reload).
Corrected Cowl of the Gray Fox's texture.
Changed to super-immersive DLT now, with spanking new icon to make it obvious what the HK Torch is for (Hot Key for Torch).
Fixed the Battle Axe of Enormous Bug (128 dmg) and the Hammer of Never-Ending Reach (1000,000 reach).
Corrected Ayleid bows to have 1 reach (0 reach can cause CTDs).
Took away the bugged arrows of the dragon armor set.
Changed female guards in Cheydinhall to not have the missing voice-overs.
Made some trolls stronger. They regenerate health even faster. I made the ones in Nocturnal's quest also hit harder and have more hp.
Fixed goblins attacking the goblin chefs.
Fixed some other small faction issues.
Fixed a gamesetting text grammar error (on lvl up 3).
Optimized all GameMode scripts so that they do not eat up CPU resources except when strictly necessary.
Fixed some quests not updating properly due to OOO's changes (Lex's cuirass, Adamus', TG fence quest, Clavicus Vile Quest and Path of Dawn).
Changed some containers to lower level of lock-difficulty.
Changed Sideways Cave to scale in difficulty akin to the rest of the world's dungeons. Other Imperial City Isle's surrounding dungeons are a bit easier, to allow fledgling adventurers to find more hunting grounds.
Added new rewards to the FG's last quest.
Tweaked Dragon Armor from MQ to really be worth something.
Reduced the effectiveness of several imbalancing enchantments (mundane ring, etc) and reduced the possible value of Shield enchantments from 25% to 15% max.
Reduced the invisibility spells that escaped tweaking back to OOO standards.
Tweaked animal AI to provide even more versatility. Animals have now Keen Sense, which may help them detect players that are invisible or sneaking and out of sight. Animals will also stop chasing players if these become invisible or undetected through sneaking. Invading the "personal" space of an animal can now result in the animal fleeing, rather than always become aggressive.
Added Open Lock scrolls and other goodies to Shady Sam and to Scroll vendors--these will appear at any player level.
Tweaked Fish AI to simulate faster swimming when fleeing from player.
Tweaked Fishes' textures to appear more realistic.
Added a version of Fur Gauntlets with long claws.
Added abilities to some bosses to better use spells in combat (heal when hurt, dispel when poisoned or when the player casts invisibility, etc)
Corrected some errors with default underwater rock placement.
Made all Geomancy spells resistant to silence's effects—their power surges from the stones used in the incantations. This will also make them more useful and attractive to use in combat.
Added more containers to world and dungeon locations where difficulty vs reward equations did not match.
Gave extra powers and abilities to several NPCs and enemies in order to balance them more properly (some Kvatch NPCs, Bosmer Rangers and Protectors, Mazoga the Orc and several others.)
Changed Antoinetta Marie to be the proper destinatary of a very special gift.
Added key for Sideways cave's chest that previously could not be unlocked (tip, the key is not in the dungeon itself).
Updated spectral weapons' scripts to allow Spectral Warriors to properly retrieve them when disarmed.
Rebalanced some creatures to more naturally show a difference in their vital statistics according to size and type (mudcrabs were previously all alike, deer are now faster, and several other small tweaks).
Added more bonuses to alcoholic beverages.
Rebalanced the Arena Rainment armors.
Bunch of other little tweaks here and there that I cannot remember anymore Like, fixing the Light of Dawn script.



Oscuro's Oblivion Overhaul (1.31) - File Download Options  

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Oscuro's Oblivion Overhaul (1.31) - 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: 65 | Last comment: 10-11-2009 at 02:29

 #1 - YAY! - 10-04-2006 at 06:46
Teh_ES_Pwnerer
From: (Hofors)
Joined: October 3rd, 2006
Posts: 88
WHOAAHOO!!! i refreshed the site and what did i get!! this is.... WOW Rock

 #2 - 10-04-2006 at 06:51
belgtim
Joined: August 30th, 2006
Posts: 75
dont like huge mods
but nice you still patching it

 #3 - 10-04-2006 at 07:19
MasterofOblivion
From: (WA)
Joined: February 20th, 2006
Posts: 501
You on dial up?

 #4 - 10-04-2006 at 09:07
wolvesgoalie
From:
Joined: April 1st, 2006
Posts: 202
I'm on dial up frown

 #5 - 10-04-2006 at 11:57
LauZaIM24
From: (Fort Pierce)
Joined: June 5th, 2004
Posts: 249
This is not if even quantumly close to being huge....

 #6 - Not Huge? - 10-04-2006 at 21:11
Fluux
From:
Joined: October 1st, 2006
Posts: 2
#5 how can you possible say that this is not huge?

OOO IS the by far the largest mod for oblvion. This is just a patch for it.

 #7 - 10-05-2006 at 04:07
KicknDave
From: (Illinois)
Joined: June 5th, 2006
Posts: 7
100MB+ is huge I'm afraid lol. Okay fine. 60MB+, and if you're on dialup 2MB is huge lol

 #8 - 10-05-2006 at 10:38
Nebulaoblivion
From:
Joined: April 19th, 2006
Posts: 97
So.. Do i need the old version for this since its a patch or do i just get this and got the whole thing? You dont have to reply cause im about to see lol

 #9 - 10-05-2006 at 10:50
Nebulaoblivion
From:
Joined: April 19th, 2006
Posts: 97
Oh boy.... Yellow blobs with blue ! marks in them Cry

 #10 - 10-07-2006 at 04:51
RiddleReaper
Joined: September 16th, 2006
Posts: 7
Dont know wat it does yet but Rock on anyways the first 1 was brill

 #11 - I think most it does is... - 10-07-2006 at 08:59
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
...that the lag is reduced ! Wooray ! Hmmm Donut!
No lagging fights against animals anymore ! big grin

 #12 - w00t ? - 10-07-2006 at 09:00
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
"Fixed the Battle Axe of Enormous Bug (128 dmg) and the Hammer of Never-Ending Reach (1000,000 reach)." - From the readme

There are cheat-weapons in there ?! LoL !

 #13 - Sorry for the triple post <.< - 10-07-2006 at 09:35
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
"Changed Spirits of the woods, spectral warriors and wolves so that they never lose their ghost effects."

Yay ! That was annoying... Roll Eyes (sarcastic)

 #14 - 10-07-2006 at 20:43
Lilbluemine
From: (Melbourne, Victoria)
Joined: September 25th, 2006
Posts: 4
I pity ppl on Dialup it Dled for me in less than 20 seconds stick out tongue

 #15 - w00terz - 10-08-2006 at 09:26
poryon2
Joined: September 10th, 2006
Posts: 9
This is like Garry's mod,but for Oblivion.

 #16 - 10-08-2006 at 15:52
RUOmegaRED
Joined: April 16th, 2006
Posts: 28
No it isn't like Garrys mod

 #17 - So with installation.. - 10-10-2006 at 19:08
Neolk
From: (Illinois)
Joined: October 10th, 2006
Posts: 7
Do you need to make a new game with this patch over your existing one? Or can you just run it into the folder and jump right in and play? Also, if you do need to do some special procedure, what exactly do you need to do?

 #18 - Me again ... - 10-14-2006 at 02:48
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
Those braided armor is ridiculous, really ! Has anyone done that quest already ?
Does someone know where the aiyleid ruin is I have to go to ? btw, my assassin was just lvl 7 when I killed those guys, but even with a bow and sneak damage it was difficult... and the braided armor rocks !!! Rock

 #19 - 10-17-2006 at 08:31
mstm
Joined: August 18th, 2006
Posts: 325
erm it really isn't anything like Gmod,apart from the fact that this and Gmod feel professional enough to be official packs, which Gmod is soon becoming

 #20 - THIS IS NOT THE FULL MOD ONLY A PATCH - 10-17-2006 at 21:27
mercz
From: (Texas)
Joined: January 11th, 2004
Posts: 212
NOTE: This mod is still reliant on resources from Oscuro's Oblivion Overhaul 1.30. Please note that if you download this one, you'll be missing alot of stuff! This is only a patch to 1.30!

 #21 - Hmm... - 10-18-2006 at 05:11
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
Problem : My Khajjit Monk Char dies because blocking with Hand-to-Hand reduces the taken damage by almost nothing.
Is a mod out there which makes Hand-to-Hand just as rewarding as Blade or Blunt Weapons ? If yes, then I think it would be cool to have it as an optional mod in the next big release of Oblivion cool
If not...my monk dies...
My assassin has almost no problems with enemys though, thanks to the heavily increased Bow Damage and Sneak Attacks ! big grin

 #22 - Oops - 10-18-2006 at 05:12
Mage_and_Assassin
From:
Joined: August 2nd, 2006
Posts: 83
"next big release of Oblivion"
What am I talking ? I shouldn't eat cookies and write at the same time, of course I mean OOO ! Roll Eyes (sarcastic)

 #23 - A few bugs left - 10-24-2006 at 11:10
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, sometimes if you enter a house the game will crash to windows. If you can sort that bug out, i will be happy!

 #24 - 10-29-2006 at 18:38
RSgeek
From: (CA)
Joined: July 8th, 2006
Posts: 98
ummm.... 23 i think that's just your computer

 #25 - Problems with stolen goods - 11-08-2006 at 15:50
iljandir
Joined: February 16th, 2005
Posts: 34
I have a problem. Sorry beforehand if this post is a bit long..

I have experienced getting points of stolen goods that i haven't stolen..especially troubleing is the fact that it is my main faction the Fighters Guild who i supposidely stolen from..but i did not! And this is the second time i am accused of stealing and kicked out of the guild and i don't know what to do! It is so frustrating.

This is the list of the plugins i use together..

Bartholm
Castle Domrose
Castle Dunkerlore
GG_Valeria
Living Economy
All OOO1.31 ordinary files
Pestilent Afflictions
+i used TheSilverDragonArmorQuest plugin until i heard it was already in the OOO mod(not sure if it is though) and i removed it.

And i installed the game anew when i was gonna use the OOO mod.
Does anyone know if these mods together are creating this problem or do i just have to reinstall everything?

 #26 - There is ! on a lot of NPC's - 12-08-2006 at 16:56
EagleStrike
Joined: December 5th, 2006
Posts: 27
it's either me or is it that half of the NPC"s have a ! on their whole image? because i put everything exactly were it need to be and what do i get people lookin like huge yellow ! if its a bug or i put somethin in wrong i didnt put it in help would be ok

 #27 - 12-08-2006 at 17:03
EagleStrike
Joined: December 5th, 2006
Posts: 27
real sorry for the double post frown

ok i just realized that what mercz said is true this the patch which i just realized so, there is my problem well ok im downloadin the real Oscuro mod. So far in my mind I think this will be awesomeRock

 #28 - something is wrong - 12-10-2006 at 20:11
hlynnt
Joined: December 10th, 2006
Posts: 2
Hi, I just installed OOO and now I'm seeing large bright yellow triangles with "?" in the middle of them where NPC used to be.

Any sugestions?

 #29 - Knights of the Nine Error? - 12-17-2006 at 16:52
TheUltimateEnd
Joined: August 1st, 2006
Posts: 2
Anyone else having this thing crash more than a fat kid on ridelin?

I know it is this mod and only this mod because with it on with knights of the nine I crash, with it off and KOTN it doesn't.

It's kind of sporadic. This and the KOTN are the only mods I have on my game so I'd assume its an issue.

- Rico -

 #30 - 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.

 #31 - You made IT!!!!!!!!!!!!!!!!!!!!!!!! - 02-01-2007 at 09:08
Redharvester
From: (ursel)
Joined: August 28th, 2006
Posts: 6
Oscuro has made it!!!!!!In the best pc-magazine in the benelux(belgium,netherlands,luxembourg) also known as PC-GAMEPLAY,the top 30 pc -games of 2006 published and on 1 oblivion(no big suprise) but in the article the mod is namedfrown"tip:installeer obscuro oblivion overhaul mod!" )the magazine is in dutch so.........CONGRATS!!!!!!!!!!

 #32 - whyyyyyyyyyyyyyyyy - 02-03-2007 at 04:29
SaintMax
From: (Charfield)
Joined: January 9th, 2007
Posts: 33
arrggggggggggghhhhhhhhhhhhhhhh it doesnt work will this make it work ?Aaargh!!!

 #33 - Reply to Those with Problems - 02-07-2007 at 05:42
Sotobrastos
Joined: April 7th, 2006
Posts: 24
(Copied from the 1.3 comment thread in this site)

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

 #34 - 02-11-2007 at 16:49
Isaac19delta
Joined: February 11th, 2007
Posts: 1
I have been trying to figure out where I can obtain the quest for the braided armor. Has anyone found out yet, or are you all stumped too?

 #35 - Braided Armor/Animal Quest - 02-13-2007 at 01:45
Sotobrastos
Joined: April 7th, 2006
Posts: 24
Search for clues in the town of Anvil and in the nearby "good" Sylvan Ranger camps.


Jorge "Oscuro" Salgado

 #36 - please! - 02-21-2007 at 04:58
oblivionfan
From:
Joined: November 27th, 2006
Posts: 121
where can i download it with bittorents+?

 #37 - 03-04-2007 at 22:45
1mango
Joined: May 12th, 2005
Posts: 96
Will this work with the "Unofficial Oblivion Patch?" good job anyway!

 #38 - Conflicts with Knights of Nine? - 03-10-2007 at 21:13
zaybertamer
Joined: August 21st, 2003
Posts: 1
I'm some conflicts with the knights of nine, and the DLC mods that came with it, and OOO. Some of them are items, and i was wondering If there was a way I could find out some more information, than a hex #, of what is conflicting. thanks! (also going to post in filefront forums for a better chance of getting an answer)

Otherwise....This is mod is the best ever. Since i first saw 1.23, i have not played oblivion without it. It is just a great mod.

 #39 - Replies since post 35 - 03-18-2007 at 06:53
Sotobrastos
Joined: April 7th, 2006
Posts: 24
To:

36- Not sure if it is in bittorrent any more. It used to be for launch of 1.3, but since the 1.31 update is small I think that it is only available through regular download formats.

37- Yeah, it works with UoP.

38- Yup, there are some overlaps. It is just fine, however. To be 100% sure, load the official mods after OOO, but there have not been any noticiable issues reported. As for the conflicts, ObMM will give you a list of them, and you can check them out in CS. There may be a few, and I do not use any DLC mods so I can't check the specific items that collide.

Oscuro

 #40 - 03-31-2007 at 01:35
1mango
Joined: May 12th, 2005
Posts: 96
Hey, 1.2 patch of oblivion has just come out, whats your say?

 #41 - Unable to fight back - 04-02-2007 at 05:23
syncourt
Joined: March 2nd, 2006
Posts: 4
Changing the chance of player being stunned would be good. Im finding almost every time i fight now the enemy either blocks and your stunned or he hits you and your stunned (even without power attacks). Either make it so you stun them every blow or make is so they dont do it to you. Its rediculous in the Anvil robbery quest as you cant move anywhere and the enemys constantly stun you and you dont even get to attack. This mission is now pure luck, just load 20 times over until finally you can take a few swings.

 #42 - Real Umbra - 04-02-2007 at 20:03
c0dc0mand0
Joined: April 2nd, 2007
Posts: 1
I really dont like the real umbra changes. Is there any way to only get rid of this. I have tried deleting it but it completeley got rid of the weapon all together.

 #43 - Replies to 40, 41 and 42 - 04-18-2007 at 14:47
Sotobrastos
Joined: April 7th, 2006
Posts: 24
40: It works with OOO just fine.

41: That is hard-coded in the game-engine. Basically, you need more agility to not get knocked around so much (or a different strategy.)

42: You could change it, yes, but it would be easier to do by editing the mod itself. Locate the entry for DAClavicusUmbra and delete it (but you have to "delete" it in the "Details" list that pops up only through the "Load" mod window. Doing that will ignore the entry, then reload the mod in the CS, it will delete the ignored entry next time you re-save after that. Exit CS and you are good to go.

Or, you could edit the entry itself in CS. You'd need to change its model to the folder of the original one and then change its stats and from 2H weapon to 1H weapon.

Now that 1.32 is almost out and will come as an ESM/ESP structure, making a small mod to change things like that will be a breeze. I will, of course, host 1.32 here, which will replace 1.3 and all the 1.31 downloads.

Oscuro

 #44 - 1.32??? - 05-19-2007 at 01:59
koschwarz
Joined: September 6th, 2006
Posts: 9
is 1.32 aiming the changes for the SI???

a can't wait entering SI but i have to, cuz i wanna do it with your mod, oscuro.

keep up your excellent work, thx!!!!

 #45 - Awesome, but... - 06-16-2007 at 09:10
Ringlets
Joined: May 9th, 2007
Posts: 12
1) It isnt compatible with Mehrunes Razor and Knights of the Nine

2) Is ther an easy way of removing the change in some files, like the NPC leveling and new level up system?

Otherwise, well done

 #46 - to ringlet - 06-20-2007 at 03:52
koschwarz
Joined: September 6th, 2006
Posts: 9
it should be compatible with the mehrunes razor cuz i finished that quest with no problems. knights: i don't know, i have not started yet.

 #47 - Why can't i start the OOO quests?? - 10-30-2007 at 13:30
Keldalig
Joined: October 30th, 2007
Posts: 2
I've got a problem because i can't the quests added to the game by OOO. I can start all my normal vanilla oblivion quests and my other modded ones but i don't seem to be able to start any of the OOO ones. I've used the OOO spoilers to try and start the quest but i dont seem to be able to start the quests.
The mods i'm currently using are... Knights of the white stallion, Adrenaline Oblivion, All Killable, Assassins Refuge, Bartholm, Chase Camera, CM partners, Deadly Reflex, Shivering Isles, Dude wheres my horse, Easy Companion Share, Enhanced Quest Roleplaying, Horse Combat, Living Econmy, Loading Screens Themed Replacer, Mounted Spellcasting, Moveable bodies, Natural habitat (including natural vegetation, water and weather), NBB (adds beggars to the streets with interesting coversation options and funny animations), OOO Full, Realistic Force, Rens Disguises, Resurrect, Ruin, Skip Tutorial, Stealth Overhaul, Streamline 3.0, Toaster Says Share, Unofficial Oblivion Patch and Vaults of Cyrodil.
I'm not sure if this is the right place to post this but i hope it is. If you could shed some light on my problem or give me some console commands to manually start the quests that would be much appreciated. TYVM
BTW: I'm using OBSE.

 #48 - 10-30-2007 at 13:32
Keldalig
Joined: October 30th, 2007
Posts: 2
I had this problem before and after 1.31 patch. And i started a new character.

 #49 - Awsome - 01-05-2008 at 14:33
Mclarenpilot
From:
Joined: August 26th, 2007
Posts: 2
This is an Awsome Mod Oscuro!!!!!!!!!!!RockRockRock
Please Tell me if you Make anymore Updates for The Oblivion Overhaul
Great Job.

 #50 - Game Freezes when I level up - 02-01-2008 at 20:24
Lunos
Joined: February 1st, 2008
Posts: 1
I just restarted my game and have been playing for several hours until I finally increased my major skills enough that the level up icon came up. I go and rest and it comes up with the level up screen. I make my selections but when I press the button for it to accept it, the games freezes up on me, and when I go to the task manager it says that Oblivion isn't responding. How can I fix this? Thanx

 #51 - HELP! - 02-18-2008 at 09:12
Chickenfury
Joined: February 18th, 2008
Posts: 2
im having the same problem as Keldalig. i can't start any of the OOO quests but everything else seems ok. i don't know how to fix it. i started a new character but it didn't help. I'm using Bank of Cyrodil, OOO, no psycic guards, attack and hide. although i had this problem before no psycic guards and attack and hide. PLEASE FOR THE LOVE OF GOD HELP!!!

 #52 - 02-19-2008 at 19:43
DaedraGuy
Joined: November 15th, 2007
Posts: 19
were is "Narnid" at I relly wanta wear the braided and Im sure I can handle Narnid im lvl 31 full deadric any way were is narnid plz respondembarrasmentembarrasmentembarrasment rules

 #53 - help! - 02-24-2008 at 11:26
Chickenfury
Joined: February 18th, 2008
Posts: 2
Please can anyone help? i can't start any of the factions quests.


Spoiler!


Narind is west of anvil

 #54 - Help Plz - 03-05-2008 at 05:38
Markricks
From:
Joined: March 1st, 2008
Posts: 4
I want help on this mod so plz tell me how do do this i have done as the readme says but some thing is wrong with it when i play like some people wepons doesnt shows in the game and they are have a big yellow mark all over they bodies so how do i fix it?? Plz tell mefrown

 #55 - ... - 03-05-2008 at 05:39
Markricks
From:
Joined: March 1st, 2008
Posts: 4
I have the full version of it so you guys know..... Plz help

 #56 - help meh pox - 03-23-2008 at 20:53
roboman43
Joined: March 23rd, 2008
Posts: 2
lol yeah i just downloaded the mod.. great mod btw but can someone tell me how to get the hammer of never-ending reac and battle axe of enormus bug and other weps he added? if so thanks.

one again great od Two Thumbs Up!Rock u get a donut Hmmm Donut!

 #57 - lol sorry - 03-24-2008 at 07:03
roboman43
Joined: March 23rd, 2008
Posts: 2
lol srry for my bad spelling i just have 3 broken fingers from football >.< both pointers and a middle so its kind of hard to type..

so yeah your mod pwns RockRock

[Do not ask for warez here. -Inyri]

 #58 - Invisible Golems - 04-08-2008 at 09:35
powercat9297
From: (Parkville, MO)
Joined: April 8th, 2008
Posts: 1
All of the golems in my game are invisible...I assume I need the meshes/textures for the golems, but I don't know how to get them. I uncompressed the OOO files again and they aren't there, only bloodgolem.nif. Any ideas?

 #59 - Woah.... - 07-13-2008 at 13:13
Jedi_destroyer
From: (qld)
Joined: February 29th, 2004
Posts: 21
Hey guys, Uhm... Well I cant find the quest for the braided armor, and i look west of anvil and there is no Narind what so ever. It doesnt exist on the map or in the game. I've browsed every square ground around the west side of anvil.

Also what are the OOO quests and how do I get them?

Cheers

Cyrith

 #60 - PLEASE HELP?!?!?! - 07-23-2008 at 12:28
tails4847
From: (ripon)
Joined: January 15th, 2005
Posts: 72
I installed OOO 1.3 twice and it jus twon't work after it extracts all files it comes up with some data errors then I go into game nothings happpened I have vista and I bought Oblivion game of the year edition but this mod just won't install and I mean OOO1.3 not OOO1.31 patch I mean the full mod it just won't install.

 #61 - 08-16-2008 at 06:56
Wess212
Joined: July 26th, 2004
Posts: 119
this is a great mod but for some reason it makes all my magical/enchanted items disapear...

 #62 - how does it work - 01-05-2009 at 02:18
munchegod
Joined: November 30th, 2008
Posts: 6
I have absolutley no idea how ho upload it to my game can someone help

 #63 - 01-05-2009 at 02:21
munchegod
Joined: November 30th, 2008
Posts: 6
im suprised it downloads that quick

 #64 - wow - 01-05-2009 at 02:36
munchegod
Joined: November 30th, 2008
Posts: 6
that was suprisingly easy after i spent ages looking through the sea of coments to find my answer
=)

 #65 - you buged 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



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