Oblivion

21 comments

  1. Seattleite
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    This mod makes the Sins of the Father quest impossible to complete. It makes the 'Stolen Item' topic not available so you can't give back to sword to either Fathis Ules or Laythe Wavrick. Also I would like to ask, can I disable this mod, then play on my save that I used with it and then enable it? Can it break anyting or corrupt the save file?

    I don't think that's this mod's doing, but yes, as long as you don't level while it's off it won't do anything weird, and even if you do it'll just leave your HP slightly off.
    1. WastelandDrifter1
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      Now this looks like my kind of mod! Though, could you please add your current updated file with an option that has the constant regen for all NPCS? Personally, I'd like all NPCs to have every advantage against me as possible ("our battles shall be glorious! bring them all on! ahhhh" lol). Besides, I think it would be entertaining to see health regen when NPCs are fighting each other, and even the bonus of having less downtime for allies. Perhaps at the least, a low constant regen, where it can seem only like a potential challenge when taking into account their other modded in buffs or gear (or how serious you take the battle), but to a point where it just wouldn't be overwhelming by itself or make battles annoyingly drawn out (basically the regen being there just to increase the chance of NPC survivability, slightly, lol.). Also maybe in light of not having many buffs, the Legion and Guards could level with the player and keep just their regular vanilla gear? :)
  2. deleted55666467
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    This mod makes the Sins of the Father quest impossible to complete. It makes the 'Stolen Item' topic not available so you can't give back to sword to either Fathis Ules or Laythe Wavrick. Also I would like to ask, can I disable this mod, then play on my save that I used with it and then enable it? Can it break anyting or corrupt the save file?
  3. GratuitousLurking
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    While the idea of the mod is sound, while using it any game I've tried with it has resulted in some sort of weird golden pulsing every few seconds on any entity in the game. What this effect is I have no idea, but it still kinda sucks and distracts.
    1. Seattleite
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      Yeah, I'm not sure it's my mod doing that. It doesn't do it for me.
  4. ShadowmarkReturns
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    Just wanted to thank you for this, I tried getting back into Oblivion and imediately stopped after a couple fights simply because of how long it took to kill 1 enemy, so spongey I got sick of it, found this and Might give the game another shot.
    1. Seattleite
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      Just so you know, a new version will be coming out in a little while, at least before I finish Skyrim on my YouTube channel. (The Skyrim mod should be released about that time too.)
  5. LuxDivinity
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    What about making a more lite version that would be compatible with bigger overhauls? I think that fixing existent problems and downsides would be a more viable option instead of creating the whole new overhaul.
    1. Seattleite
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      Dude, it's 2016. There's been four games since this. I'm not doing that much.

      EDIT:
      I am, however, fixing a few issues and releasing a final version in a couple days. I went back to play Oblivion again for the first time in about a year, and maybe Skyrim has spoiled me a bit but I decided to get rid of a couple fatigue-related mechanics I think are a bit scrappy, up the block percentage by about 20 points, reduce the strength of healing potions about 80% (restoration much less) and rework how much various sigil stone and pre-built enchantments provide the player.
  6. dzzjj
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    Hey Hey,
    What makes this Overhaul different from others (OOO, MOO, Warcry, FCOM)?
    And what about compatibility?

    Greetings
    1. Seattleite
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      Literally all of that information is in the description, or elsewhere on this comments page.
    2. Seattleite
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      Okay, that was overly blunt. But of those four I only know OOO. And, compared to OOO, this mod is faster (in terms of combat), makes more sense (realism-wise, not gameplay-wise), and touches on plenty of areas OOO doesn't. It doesn't touch on all the areas OOO does, though.

      To elaborate:
      OOO feels slower than vanilla Oblivion. It can take quite a bit of time to defeat a single enemy. SOO is much faster than vanilla Oblivion, and thus it's much, MUCH faster than OOO. It's not strange for an enemy to take off half of your health bar, and the announcement that you can't take an enemy head-on in melee usually comes either in the form of not taking off a huge chunk of their health when you hit them, or being killed in a single attack. Oh, and I also made your best emergency tactic no longer spamming healing potions and powering straight through anyway. Trying that will get you killed more often than not.
      OOO, as one example of it making less sense, makes places farther off the roads and deeper into dungeons harder, and still scales enemies to your level to some extent. SOO keeps very little level scaling (low-level enemies are more common at low levels and high-level enemies are more common at high levels, but both appear at all levels), and that's less of a problem since you can totally handle a higher-level enemy at a low level if you're smart about it. SOO also, instead of distance from the roads, bases difficulty on the type of enemy in a location. Nature dungeons are relatively easy when they don't spring a dreugh or a hammer-wielding minotaur on you, undead dungeons are relatively easy when you have a way around NWR but are still harder than nature dungeons, bandit and marauder dungeons are dangerous at all levels but can always be handled and vampire dungeons are dangerous at all levels and suicide at low levels. That simple.
      Oscuro doesn't handle a number of things I do. Of course, I did so many things in this mod I don't even remember them all, but I rebalanced the alchemy system to keep it from being horrifically overpowered like it was in vanilla and I gave gold weight. I also based the strength of the guards in each town off of the town's resources instead of making it constant.
      Oscuro also handles some things I didn't. I don't have a complete list, but the big example is living economy. I don't do anything along those lines, although installing a standalone living economy mod is fine. In fact, ALL the things I didn't handle but Oscuro did, there's a standalone mod for, so you needn't miss out on any of these extra features by choosing my mod over OOO.

      Personally, I think my mod is better than OOO, but of course I do because it's my mod and I never liked OOO to begin with.
  7. Sergio1992
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    Hi Seattleite,
    I was checking the files of the month when my mouse's cursor came across your mod's name.

    I admit I was rather curious and I clicked on it. Then I saw what this mod was about. Another overhaul for oblivion. I got surprised. The fact that you are trying to make another overhaul, when there are already so many available, is a really bold move. You amazed me.

    I had to instantenously track your mod. I'm already looking forward to the next version. I can't play it for now, but know that I'm having a close eye on it.

    Good luck!

    Sergio
    1. Seattleite
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      Well, the next version should be up tomorrow if I don't forget. I've made a lot of adjustments and need to update the nexus version to match. The big one was adjusting the way health scales with level, but that might have been in 1.9 too I don't remember, and removing the regen boosts, but I also did some work to make the bosses, in particular Mancar Cameron and Mannimarco, not suck so bad (Oblivion made that really, really hard on me). I also did something to make the game more fair to very low strength/agility characters, but I can't remember if that's in version 1.9 or not, improved blocking and slightly increased the early-game efficacy of armour. I think that's all of it. I'm leaving 1.9 up for people who don't like the new version, in particular how much harder the bosses are, the lack of health regen, the slower magicka/stamina regen and other things of the type.

      As for what was wrong, I really don't know. For how I fixed it, I just bought a new copy of Oblivion and now it works fine.

      On a different note, I also have overhauls for Fallout 3, New Vegas and Skyrim. Fallout 3 and New Vegas are ready for upload, likely tomorrow, and Skyrim is getting there pretty fast. If you're interested, check back tomorrow evening and all but Skyrim should be up in addition to 2.0 of this mod.

      EDIT:
      2.0 is up now, as is Fallout 3. The New Vegas mod still needs a bit of work, and the Skyrim one is at least a week off, but Oblivion and Fallout 3 are uploaded.
  8. HappyTimeJerry
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    Amazing mod. One of my favorites it is very well done thank you for posting this.
    1. Seattleite
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      In response to post #8873611.
       

      Then I would like to apologize for not updating for so long. My copy of the CS was corrupted, corrupted my copy of the mod which corrupted my copy of Oblivion, and I just never got around to repairing all the damage.
       
      EDIT:
      I've tried uninstalling and reinstalling the CS, OBMM and Oblivion, and restoring my old version of the mod. Still CTDs whenever my character sleeps, and whenever I try to load a save. It also CTDs with every single mod uninstalled, including mine, with a brand new re-reinstalled version of Oblivion. The only thing I haven't tried is going out and buying a brand new copy of the game, and frankly it isn't worth that.
    2. Seattleite
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      The mod is repaired and functional again. If you are still interested, it's back in full force. I had to buy a new copy of Oblivion off of Steam to get it working, and I look forward to feedback from you and the other posters to help keep this mod moving forward.
    3. Sergio1992
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      What was the problem? What did you do to fix it?
  9. Seattleite
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    Hello. Is this very good work compatible with a bestiary masterpiece like Martigen's Monster Mod??

     
    It should work fine with any mod other than setting-changing overhauls like OOO. Just make sure my mod is last in load order, and it should work. There are, however, three potential issues with content mods like MMM.
     
    1. If their content is added through the default in-game levelled lists, it may not spawn as intended.
     
    2. Their content will still be scaled to level if it does spawn, and you pass the old level cap fairly quickly in this mod. If they forgot to flag "calculate from all levels < player level" you will only see the highest entries. (IE: the strongest monsters.) If they did flag it, then it will work fine once you pass the old cap. (20-30)
     
    3. I cannot guarantee balance. It is quite likely that their monsters will have less health and weaker abilities, and may do less damage. MMM also adds weapons, these may be more or less powerful than they are supposed to be, but they will probably be within the proper range and will not be too unbalanced. with other mods that add weapons, you will usually find that their weapons are horribly overpowered. This mod was designed with that in mind, and will actually fix that issue quite adequately. However, the mods that originally intended their weapons to be balanced (like MMM) will find their weapons usually a bit underpowered as a result.
     
    That said, try it and let me know how it works. I look forward to hearing your report.
  10. Seattleite
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    I greatly appreciate feedback.
    1. Meshuggah85
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      Hello. Is this very good work compatible with a bestiary masterpiece like Martigen's Monster Mod??