Oblivion

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Saldron

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Saldron613

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About this mod

My personal improvements and tweaks to my favorite oblivion mod.

Requirements
Permissions and credits
Changelogs
IMPORTANT INFORMATION - READ ME

- Compatible with FCOM and OOOExtended  WITH a bashed patch with Wrye Bash (note: I don't recommend using FCOM and OOOExtended together). Check the readme for details, specially regarding FCOM.
- Compatible with MOO
. I highly recommend, though, some changes in settings. Check the compatibility section.
- Use either the merged file with the patches for all the DLCs, or the separate versions for those you want to use - but not both.
- Use the "easy difficulty" optional plug in if you do not have any global damage multipliers (from Maskar, Vanilla Combat enhanced, etc). Or if the game is too difficult. Even with the easy difficulty, it will be more difficult than standard OOO.

FAQs

Some quests are not starting (i.e.: An unexpected voyage). Is this a bug?


No. As mentioned in the readme, I have made some quests require a bit of fame, or a higher level (one reason for this is that I have made these quests harder: if you started an unexpected voyage at level 1 you'd probably get stuck, now, as the characters are stronger!)

There are still dozens of errors in the (OOO Extended) Difficulty adjustments module. Any chance you could fix these?

The problem is that you are not using the latest version of OOOExtended. It can be found on the OOO page: download there "Misc files" and use that updated version of OOOExtended.


(28/07/2018) VERSION 3 (Release)

- Cleaned
- Bug Fixes
- New Plug in for Shivering Isles, that covers mostly rebalance; making it possibly the hardest area in the game.
- All bosses that I added in the previous versions have now a bit of backstory, and fit better into the game. Some offer now better rewards or have combat scripts too.
- Black Bows actually look black; new item: black arrow (credit to ElderScrollsFan001_Aetric)
- Improved leveled lists.
- One of the random Oblivion gates will have now unique leveled lists; stronger enemies will appear there. You will not be able to predict so well what you will find before going into a gate.
- Daedra are now weak to frost, not to shock (except some exceptions); it makes sense, and already too many enemies were weak to shock.
(see changelog for the complete changes)

GENERAL DESCRIPTION

This started as a not a very big mod called "OOO Improvements and Tweaks". At first it didn't change anything important from the original OOO, mostly dealing with some little aspects I thought would have made sense OOO dealt with but it had left untouched. It's was a complement to OOO which, I thought, would make the game feel a bit more real within its own world.
From version 2 onwards, I've made a few new additions so the mod has become bigger and when 3 will be finished it could be considered a small expansion. This is why, from v. 3 beta onwards, it will be called "OOO Improvements and Additions".

The changes in short are:

- Inventory added to countless friendly NPCs which were mostly untouched by OOO. Now they will have equipment that reflects their reputation.(this was the original idea behind the whole mod)
- Stats and abilities of many friendly NPCs changed to further reflect their reputation.
- Miscellaneous quests which had specific quest-related creatures are now unleveled.
- Later guild quests made more difficult.
- Tutorial creatures and NPCs are stronger, more on par with their real-world counterparts, but Renault's Katana is also much more powerful (Baurus will retrieve it in the end).
- NPCs of some enemy factions will scale a couple of levels higher. Their bosses too.
- Putrid Hand members made slightly more powerful.
- Some creatures have been made stronger, and higher level.
- All NPCs have more health per level than before. Low Level NPCs don't have a health penalty anymore.
- Many trophies from creatures have had their cost increased slightly.
- Some equipment rebalance: Guard's armors are more powerful, always according to their rank; Blade's armor and weapons are slightly more powerful. The arch mage's armor is now light armor and has an enchantment.
- Some enchantments have been rebalanced, but always following their original traits in vanilla.
- A plug in replacer for DLCMehrunesRazor balanced for OOO (REQUIRES the DLC's resources)
- An Alternate Version of Oscuro's Oblivion Overhaul - Knights of The Nine rebalancing it, making it a lot more difficult for low level characters and setting the NPCs with the stats that make sense. (thanks Kobal for making the base of these mods)
- Some other, small tweaks.
(These are from version 1)

- Thanks to including the UOP as a master, a lot of its changes have been imported (many of them were previously unavailable in OOO).
- Four new bosses have been added with proper rewards, as well as a new hidden and  unmarked cave hosting one of them, and several notes and a story related to it.
- Countless balance/difficulty changes from the previous version. Almost every creature and enemy NPC has been altered now.
- More changes from OOOExtended imported to my mod (for those who are not using that mod, and are using FCOM or the simple OOO instead)
- Now I have already gone through almost every quest to consider its enemies, allies, difficulty and reward and balance it according to how I feel it should be like, changing the leveled lists of certain quest related dungeons in the process to make stronger enemies appear from the beginning.
- Daedric Quests are usually even more difficult. Those rewards have to be fought for.
- The previous version only increased the level of the mid-to end part of the Arena. Now almost all fighters have had their levels increased.
- Some NPCs I had previously probably made too strong from some guild questlines are now less so.
- A new high level necromancer kind will appear during the later part of the mage's guild questlines; the leveled lists for those quests have been altered to make them more difficult.
- Guards from towns and the imperial legion have been made stronger, (but the guards in the imperial city remain the strongest ones.)
- Most amazons, Skyrim Bandits, Putrid Hand Masters, Guardians of Oblivion and Raiders go up to a slightly higher level from the previous version.

- Sanguine Rose and Wabbajack overhauled (this is why OBSE and the UOP have been included as requirements, as well as for the advantages of those to the modder).  Bossess and a few of the most powerful creatures have been made inmune to Wabbajack (including, thanks to OBSE, a few from OOOExtended or other modslike MMM). Sanguine Rose now will summon a certain set of enemies until you are level 20, and from then on, a stronger set.
This is because:
1) These items are too easy to obtain.
2) I personally use (and recommend) more effective enchantments x3 by Maskar, so it would have x3 more uses.
3) I made, unlike they were if you were using the UOP, all the creature versions these staffs summon as powerful as the creatures are in my mod  (which is, like in OOOExtended, a lot more than in the original OOO and  of course than in vanilla). This would have made Sanguine Rose even more useful for low level characters.
Last but not least, I included a few new creatures, including some OOO uniques, to the spawn ist of both staffs using the same system the UOP uses to avoid  problems. Maybe I will include more in the future.

- A few quests will not start as early now, or will take longer to update, for several reasons. Those requiring fame, for example, will now require more. One reason is that this gives a bigger sense of time passing, things progressing, than if everything starts right away.
(these are from version 2)

I made a true compatibility patch for Better Cities for OOO, for Unique Landscapes as well as for Oblivion Uncut, as well as for Universitas Arcanarum. They can be considered as part of this mod.
They remain, of course, completely independent from it.


I made a very complete list of the changes in the readme included in the main file.



INSTALLATION/COMPATIBILITY

First of all, download and install OBSE and the Unofficial Oblivion Patch if you don't have them already. They are required since Version 2.

The mod is BAIN ready, so a BAIN install is more recommended than a manual one. If you want to go manual, just copy the files you want from each folder, which are self-explanatory.

With a proper use of a bashed patch, it should be compatible with anything that is compatible with OOO. Load late in the load order. For the changes in some of the Bravil NPC's inventory to be kept, it needs to be loaded AFTER Better Cities Full.esp

A bashed patch with Wrye Bash is HIGHLY RECOMMENDED. Without it my mod should be loaded much higher in the load order or there would be compatibility problems, since it edits a lot of vanilla NPCs; of course, you would not see many of my changes in that case.



EXAMPLE OF LOAD ORDER

This is the load order I have found best (I include here, for clarity purposes, the other mods I made linked above):

DLCHorseArmor
DLCHorseArmorUnofficial Patch
DLCOrrery.esp.
DLCOrrery UnofficialPatch.esp
DLCVileLair
DLCVileLairUnofficial Patch
DLCMehrunesRazor.esp
DLCMehrunesRazor- Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDenUOP.esp
Oscuro's OblivionOverhaul.esp
DLCFrostcrag
DLCFrostcragUnofficial Patch (not to be used withRR)
Knights
OblivionUncut.esp
DLCBattlehornCastle
Knightsunofficial patch
(DLCHorseArmor- OOO)
 (DLCOrrery - OOO)
(DLCVileLair- OOO)
(DLCMehrunesRazor- OOO)
(DLCThievesDen- OOO)
(DLCFrostcrag- OOO) (any version)
(DLCBattlehornCastle- OOO)
 (Oscuro's Oblivion Overhaul - Knights of theNine) (my patch)
Merged DLCs - OOO (anyversion - replaces all of the above between parenthesis)
OblivionUncut - OOO Adaptation.esp
UniqueLandscapes.esp
UniqueLandscapes - OOO Adaptation
ShiveringOOO.esp
OOO Improvements and Additions - Shivering Isles.esp
BalancedMagic.esp
BetterCities Full/Better Cities Bravil (in case you are not using the full version)
OOOExtended.esp
Alluring PotionBottles - OOO Extended.esp (my patch)
OOO improvements and Additions
Difficulty Plug ins. (optional)
OOO Extended Difficulty Adjustements (recommended)
The rest of the Better Cities plug ins (including Better Imperial City)
BetterCities Full - OOO (my replacer mod or the original patch)
Bashed Patch
Maskar's Overhaul



USE WITH OOO EXTENDED

This mod was made with all Kobal add-ons (OOOExtended, OOO Shivering Isles) in mind, but they are not required. When using OOO Extended, the optional plug in in my mod "OOO Extended difficulty adjustements" is highly recommended.

IMPORTANT: You must download the latest version of OOO AND OOO Misc Files: there you can find an patched version of OOOExtended which is necessary not only for my mod, but to run the latest versions of OOO with OOOExtended together!


 USE WITH FCOM

For proper compatibility with FCOM, you have to load my mod AFTER all the FCOM plug ins. You, of course, absolutely need a bashed patch. But you already needed it for FCOM anyways.

But, and this is very important for the compatibility to be proper, you need to do this too:

- Go to Wrye Bash, select my mod.
- Go on the bottom right of Wrye Bash's window and right click it (to add/remove bash tags).
- Look for delev/relev and UNCHECK THEM. (This will make my changes to leveled lists not be imported to FCOM.)
- Rebuild the bashed patch.

USE WITH MOO

Recommended ini settings:
set MOO.ini_levelscaling_reduced to 1 (optional: as in my mod enemies are very strong, you might appreciate a lesser number)
set MOO.ini_levelscaling_npc_overridden to 2
(this way OOO will be managing vanilla NPC's levels;  optional, as you can configure most of them through MOO's .ini)
set MOO.ini_levelscaling_namedboss_hard_minlevel to 29
(this will prevent  really hard bossess appearing in bandit or standard conjurer dungeons)
set MOO.ini_levelscaling_reduced to 1 (as in my mod enemies are very strong, you might appreciate a lesser number)
set MOO.ini_MOOcreatures to 1

With the standard MOO's settings I've come across more than once, even in dungeons which I had changed (like Vilverin) to only spawn weak undead, 3 or even 4 Liches at once. MOO creatures will appear seldom in dungeons,but there's already a great variety of them if you use OOOExtended. Use at your own risk!

I  recommend disabling the creatures which are already added by OOO or OOOExtended, as well as by my mod (will o wisps).

This are the settings of creatures I'd consider important for my mod to be balanced:
set MOO.ini_add_daedra to 0
set MOO.ini_add_dremora to 0
set MOO.ini_add_gargoyles to 0
set MOO.ini_add_guars to 0
set MOO.ini_add_hungers to 0
set MOO.ini_add_mythicalcreatures to 1
set MOO.ini_add_skeletons to 0
set MOO.ini_add_wisps to 0
set MOO.ini_add_wraiths to 1
set MOO.ini_add_xivilailords to 0
set MOO.ini_add_zombies to 1
set MOO.ini_add_snowbears to 0
set MOO.ini_add_snowleopards to 0

set MOO.ini_add_bandits to 1
set MOO.ini_add_conjurers to 1
set MOO.ini_add_necromancers to 1
set MOO.ini_add_marauders to 1
set MOO.ini_add_mythicdawn to 1
set MOO.ini_add_vampires to 1

set MOO.ini_add_ancientvampires to 0
set MOO.ini_add_outlaws to 0
set MOO.ini_add_plunderers to 0
set MOO.ini_add_plaguebringers to 0
set MOO.ini_add_planesummoners to 0


If you are using OOOExtended, there are many more creatures you should disable: bats, bone lords (optional, but I think there are enough skeletons with OOOExtended and they don't fit) daedric lord, durzog, foxes, giants, ghouls, rabbits, scorpions, xivilai lords. 


POSSIBLE PROBLEMS

- While I was making the mod I noticed that when adding the auto-calc feature to trainer NPCs, their training AI/services in general disappeared. I did not notice this until after I had edited many characters, so I had to review them one by one to re-add the training. I think I fixed them all, but I can't be 100% sure, in case someone who should be giving training services is not doing it in your game, report it. The same could happen with other "services" (recharging, selling, etc).
NOTE: This should be fixed by now (2.2). Hopefully I did not miss any of those characters.

READ the readme included in the file for further explanations, installation instructions, compatibility information, and more.

PLANED (for 3.0)

On progress

- Improve the SI plug in
- Write a guide on how to configure OOO for MOO.
- Expand the recommended mods list in the readme and write some tips on how to balance and mod your game / 80% done in version 3 alpha.