Oblivion

68 comments

  1. jedi21ita
    jedi21ita
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    I would like to know about compatibility with region revive lake rumare and AFK weye yoo, thanks
  2. Damonkey2
    Damonkey2
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    Oops i packaged it wrong
  3. prugalo
    prugalo
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    Same question as arigon, is this compatible with region revive lake rumare or AFK weye?
  4. arigon
    arigon
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    Is this compatible with Region Revive - Lake Rumare?
  5. Dall
    Dall
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    Chaky2 your findings size-wise are a bit of surprise as I have been using same TesEdit to clean it up and I have not found anything similar. Making OMOD or not is personal choice but your approach to it seems to me as flawed in one quite important aspect namely files directly extracted from Game BSA Archives are not identical to mine! They have same names as they have been base for the most of files I have used but they are not same any longer!

    Compare them side by side and probably only then it will become more obvious to you how much extra work has gone in making of them for this mod. Most of files I have supplied in my package are considerably improved originals. Try them instead of your game vanilla ones as they are not size for size sake modification. And many meshes (UV's and likes) were modified so freshly extracted game originals will not work as they should.

    As for hourglass there were originally three of them so I might have missed one. Let me know where is it in game so I can fix it.
  6. Chaky2
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    I've just downloaded and omod-ed your mod. Haven't tried it yet, but I already have several comments to make:

    a) one file is missing: "texturescluttermageguildhourglasssand02.dds" (probbably *_n.dds too). However, there is "hourglasssand01.dds" in a same path as vanilla resource, so I'm guessing that the meshes for the hourglasses need fixing.

    b) There are originally 550 files (~200MB) of resources (v.15 + horse bonus packs with all files copied to the same folder), but using tes4edit to clean it up and tes4files to extract needed files, the mod ends up with 85 files total (~50 MB). I say you need to trim it down a little (omod size is 22 MB).
  7. Dall
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    tallulahkat as I don't use those mods I can not answer with certainty one way or another. Should be OK as most of my stuff there is vanilla game but make backup save and give it try as only that will prove it beyond any doubt.
  8. Wraiven
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    Is this mod compatable with OOO and better cities? Thanks <img class=">
  9. Dall
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    Billy1969 you rise some fine points and I'll try to explain my reasons the best I can.
    Adversaries are more numerous as I find Oblivion usual one-on-one or two-on-one fights a bit boring.

    Bosses are neat idea but they have been used over and over again so I wanted to do something a bit different.

    Making bosses smarter is beyond my capabilities but it seems that Bethesda did not fare much better and they definitely know what they are doing.

    As for loot you need adequate reason like in real life to take/indulge yourself into life threatening situations.
    Read high risk that pays off handsomely.

    If there was real economy in the game you would have to pay to run your noble households and your campaigns. And it seem to me that more people object to benign in-game riches then they do to real ones. Winning riches doesn't mean you have to use them and there is quite few of beggars around which will be grateful to get/take them off your hands. <img class=">

    Exnem skulls seem to go for / are triggered by certain type of standard containers and they are not of my making. I use them as well so I know.

    Normally I could make these houses just as houses mods and I will be having one like that soon but some of you like to do something as well thus my "mini" fight for quests mods.
  10. Billy1969
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    Dall,

    I'm a big fan of your mods (Dall's Inheritance, Molag Baal and IC House) for one reason and I dislike them for another reason, let me explain myself:

    The Level design and architecture in your mods is fantastic, it deserves the maximum score without question! Nice homes, nice NPC's, the dungeaons have a great layout, are immersive ect ect.

    But gameplay wise I have a big problem with them: I don't find it entertaining to have to work my way through a bazillion undead, skeletons or whatever where every single one of them has about ten times the hp's of the Vanilla Manimmarco...

    I don't mind dying, get my ass handed to me, or whatever but even that doesn't happen: I go inside with 3 companions and the horde of mobs just ignores me and has a go at the companions who go inconcious about a dozen times before I'm able to clear the place, not due to the difficulty mind you, but due to the massive hp's they have and it takes about 3 minutes per mob to bring them down.

    I prefer less ennemies but more intelligent ones, one massive boss would be better than the horde of mindless undead imo.

    Also the loot, but that could be due to other mobs I have activated not sure, is enough to buy the whole Imperial Province if I wanted to... I have Exnem Runeskulls installed and I find about twenty skulls per chest x 30 chests + various gems and other loot. Not very realistic <img class=">

    Still, the architecture and fine level design annihilates this downside for me and i enjoy your mods anyhow, you put a lot of effort into them and I respect you and the other modders tremendously for that. (I edited other games myself and I know how much work and effort creeps into it)

    Consider this as constructive criticism and certainly not bashing, I hope that your next mods will be better balanced gameplay wise, that would make them perfect.