Oblivion

417 comments

  1. chipperTyphoon
    chipperTyphoon
    • member
    • 0 kudos
    The version tag seems to be incorrect; it's split onto a new line, so BOSS reads it as just 1.
    Weapon Expansion Pack for Oblivion Nthusiasts (W.E.P.O.N.)
     Version 1.
    20 Adds dozens of new weapons to Oblivion and the Shivering Isles, and fixes hundreds of weapon attribute or leveled list mistakes. Now with AI-generated voice acting!
    Using the 1.20a file. 
    1. BFG99
      BFG99
      • member
      • 33 kudos
      Well, that’s interesting. Not sure why it would be doing that - it read just fine on older versions of BOSS.  Thanks for the head’s up; I probably won’t release a new ESP just to fix that but will keep it in mind for future releases (if there are any).
  2. Bronnergus
    Bronnergus
    • supporter
    • 1 kudos
    I'd like to ask for your opinion on installing this mod along with Immersive Weapons. It will be my first time installing either of them so I'd like to know if they complement each other nicely or if it would cause a conflict or even don't mix well together.
    1. BFG99
      BFG99
      • member
      • 33 kudos
      I''ve never tried it, simply because I don't have much interest in that mod.  I suspect that they will conflict quite a bit, particularly on weapon leveled lists, but a Bashed Patch should resolve the majority of issues for you.
  3. Zant55
    Zant55
    • member
    • 0 kudos
    Since the Madness Armor I crafted is called impure, is there still normal Madness Armor and if so what's the difference / where do I get the other one from?
    1. BFG99
      BFG99
      • member
      • 33 kudos
      The quality of Madness (or Amber) equipment you can obtain is based on your character level.  This mod doesn't actually affect Madness Armor, except after completing Shivering Isles.

      For more info: Shivering:Madness Armor - The Unofficial Elder Scrolls Pages (UESP)
    2. starlessmao81ac
      starlessmao81ac
      • member
      • 25 kudos
      I think impure armors are from Frans
  4. RandomCrow
    RandomCrow
    • member
    • 2 kudos
    Not sure if typo but I've found a few of these and these throughout the fixes only ESP.
    1. BFG99
      BFG99
      • member
      • 33 kudos
      Nope, that’s intentional. A tilde (~) is interpreted by vanilla Oblivion as a line break; it’s used to break a word in half in the inventory screen if it’s needed but otherwise is invisible. I added tildes to the examples you showed as in some vanilla resolutions, part of the name is cut off in inventory without it.
    2. RandomCrow
      RandomCrow
      • member
      • 2 kudos
      Ah, I see! Thank you for clarifying.
  5. Ausarq23
    Ausarq23
    • member
    • 5 kudos
    any chance for cutlasses (like an amber and madness one? or hell even a full set i feel like cutlasses are unloved in the base game all you get is like 2 steel types (if you count the pirates den as base game)) it'd fit perfectly with my insane argonian pirate and yes this would mean your mod would supercede cutlass by thecrazyone as well if you added a full set
    1. BFG99
      BFG99
      • member
      • 33 kudos
      There’s no plan for those right now. It’s been years since I have found anyone capable of creating new models and textures, and the focus is on completing the mod’s current plans before adding on other items.
    2. Ausarq23
      Ausarq23
      • member
      • 5 kudos
      fair if i had any skill at modding  i would help with the mod
  6. SovietUnionBear
    SovietUnionBear
    • supporter
    • 0 kudos
    Apologies if this has been asked, do you know if this mod plays well with Maskar's Oblivion Overhaul? Or no? :)
    1. BFG99
      BFG99
      • member
      • 33 kudos
      Sorry, I have no experience with that mod...
    2. SovietUnionBear
      SovietUnionBear
      • supporter
      • 0 kudos
      You know what man, it's totally cool, because despite what every guide said about it, it was screwing my game up. Actually, there may have been another issue, and I'm willing to try it again someday, but I skipped it. No worries!
    3. BFG99
      BFG99
      • member
      • 33 kudos
      It's likely the issue had to do with load order or something similar, then.  I too have read (from players using both) that the two normally don't conflict much.
  7. TheDoctorFat
    TheDoctorFat
    • member
    • 3 kudos
    Wait, does the mod add Adamantium armor and weapons, or are those still unfinished?
    1. BFG99
      BFG99
      • member
      • 33 kudos
      I was never able to find a modeler to make the planned Adamant and Stahlrim sets, so those are not included. I realize parts of those sets exist in other mods but I was never able to get full sets, or permission to use those.  Any leads - or volunteers - are appreciated!
    2. Watarigani1
      Watarigani1
      • member
      • 10 kudos
      Apologize if this is a necro, but I am planning on doing an Adamantium set with weapons, though not Stalhrim. (I haven't been able to decide on what light counterpart I want for Adamantium, I was thinking about pushing outside TES though not too far). I've thought about using Arrandur (another D&D material, as Adamantium is more or less Adamantine from D&D and iirc is referred to as such in some games). With any mods I make, people are welcome to do whatever they want with them, so if I finish Adamantium and its weapons, then they could be incorporated here if the author wishes.
    3. BFG99
      BFG99
      • member
      • 33 kudos
      Thanks for the head’s up! I’d definitely be interested (with appropriate credit given) if you complete the set. A couple questions: first, are you planning to do both armor and weapons? Second, are you retexturing / recolorinh existing equipment or doing new meshes as well?

      I suggested Stahrim because, looking through TES lore and history, it’s probably the best selection for a lore-friendly light armor complement.  Granted, in most games that include it it’s a medium or even heavy set, but I was thinking something that was partly Stalhrim and partly chain mail or the like - it doesn’t have to look heavy. Some research of past games on UESP may give you some ideas. Honestly, I’m only willing to include if it’s 100% lore friendly but appreciate the dilemma here!
    4. Watarigani1
      Watarigani1
      • member
      • 10 kudos
      99% new models. And yes, I do plan to do weapons, though the bow may be a retexture due to the geometry modifiers on bows being incomprehensible to me.
    5. BFG99
      BFG99
      • member
      • 33 kudos
      Heh, I won’t even pretend to know how meshes OR textures work, on bows or otherwise. You might get lucky and be able to find someone still active in the forums that could assist with that piece (or alternatively, the people still updating the unofficial patches).

      This is exciting news and thanks for offering your work here! Please keep me posted and let me know if I can assist. I’ll also be interested to know if you go with Stalhrim or something else. Finally, if you want an added challenge, the current Orcish weapons are just eetextured Iron (as that’s all that was available).
    6. Dispensation
      Dispensation
      • premium
      • 358 kudos
      I've noticed that Maskar's Oblivion Overhaul has some Stalhrim Armor in it. Also, do you think that this mod's dragonbone weapons are a good canditate for inclusion within WEPON? Dragon Bone Weapons Complete
    7. BFG99
      BFG99
      • member
      • 33 kudos
      It does, but at least older versions of Maskar's did not contain Stalhrim weapons to go with the armor.  On it and the Dragonbone: I'm open to any complete set - that is, any set that has all six armor pieces and all nine weapon types plus arrows - that is lore-friendly in that it's prominently featured in (preferably multiple) other TES games.

      For that matter, I'd also hoped to add a complete Aedric set, and a final set that melded elements of Daedric, Aedric, Madness and/or Amber together...but with the exception of a couple of pieces in mod resource sets, I've found nothing already built that fits that description.  Those last two were going to be connected in some way to Jyggalag's Shrine.  Any help is welcome...
  8. BFG99
    BFG99
    • member
    • 33 kudos
    Update for WEPON (Weapon Expansion Pack for Oblivion Nthusiasts) added - new AI-generated voiced dialogue courtesy of Dispensation!
  9. Dispensation
    Dispensation
    • premium
    • 358 kudos
    Strange, I wasn't getting any FormID errors in TES4Edit 4.0.4c. Still, I'll install the update file ESP.
    1. BFG99
      BFG99
      • member
      • 33 kudos
      I noticed today that xEdit 4.04c reported HITME errors for all of WEPON's unique FormIDs (everything not inherited from vanilla or SI), when the Check for Errors script was run during cleaning.  That means all those FormIDs were expecting a master that had been removed.  I could only think of one potential cause, and that was during initial development years ago.  Since no one's ever reported an issue, I don't think it needed fixed, but there's a small chance fixing it could improve stability - and either way, xEdit is happy now!

      More info: Internal File FormID Is A HITME | DynDOLOD
    2. Dispensation
      Dispensation
      • premium
      • 358 kudos
      Thanks. I fix any HITMEs in the mods in my load order by adding a new master to it, and then cleaning the masters from the mod. This sorts things out nicely and the HITMEs vanish.
    3. BFG99
      BFG99
      • member
      • 33 kudos
      Yep, that's a good way to handle it.  I've been doing the same with my load order.  Here, I used a custom script to make the corrections en masse so I could review things manually and make sure I got it right, but the end result should be the same.

      Frankly, I'm surprised this issue existed all these years and was never caught...I believe because it's only visible when the dummy DLCShiveringIsles.esp isn't loaded.  And typically, that only occurs in xEdit's Auto Clean modes.  Still, it was a rookie mistake, and I'm glad it didn't seem to cause problems for anyone.
    4. Dispensation
      Dispensation
      • premium
      • 358 kudos
      By the way, is it normal for Ulrich Leland to have a Mithril Battle Axe while he's in prison?
    5. BFG99
      BFG99
      • member
      • 33 kudos
      Surprisingly, I think so.  WEPON only replaces his silver battle axe with a mithril one, and I cannot find any script references that specify the silver axe should be removed (which is the only way there'd be a difference between vanilla and WEPON).  Seems like an oversight that probably should be reported to UOP.
  10. Freyr95
    Freyr95
    • premium
    • 73 kudos
    This conflicts with OOO Shivering Isles because both mods change the dialogue for the armor/weapon crafting smiths in the shivering isles. Dumag is missing the choice for magic battle axe from OOO Shivering Isles
    1. BFG99
      BFG99
      • member
      • 33 kudos
      OOO conflicts with a huge number of mods. It changes far too much to avoid conflicts completely, which is why a lot of modders recommend against installing OOO if you are going to install anything else. Here, it would have been impossible to give the smiths the new WEPON weapons without creating a conflict, or putting the new weapons under a completely different dialogue tree from the old ones, which wouldn’t make much sense.

      A Bashed Patch will help, or you can manually delete conflicting records in TES4Edit from one of the mods.
    2. Freyr95
      Freyr95
      • premium
      • 73 kudos
      OOO Shivering Isles is separate from, and doesn't require, using the full Oscuro's Oblivion Overhaul.

      I am using a Bashed patch, but that didn't help. My Bashed patch hardly even touches dialogue, the main edits to dialogue it has are from mods that only had singular changes to some dialogue that were able to be deactivated and merged into the bashed patch. I've read from modders like Roy Batty(one of the head modders of the TTW team for New Vegas) that bashed/FNVedit merged patches generally shouldn't touch dialogue since they usually break things.

      I tried, on my own, fixing the conflict between the 2 mods by using TES4edit to merge all the dialogue choices together in the mod that was lowest in my load order. But that didn't work. All of the dialogue choices still weren't showing up.

      I did find one solution:

      Using TES4Edit to copy the dialogue containing the choices from whatever mod has the weapon I'm trying to craft, down to a mod lower in the load order than either of the conflicting mods. Then just doing the same
      thing when trying to switch back to the other mod's craft list. Pretty simple fix, just kinda sucks that the dialogue choices can't all show up at the same time
    3. BFG99
      BFG99
      • member
      • 33 kudos
      Thanks for the clarification on OOO SI…I thought it required base OOO.

      Hmm…I can believe your findings are correct. It’s been a couple years since I had Oblivion installed, and even longer since I worked on this mod to try to minimize conflicts.  But if I remember correctly, the dialogue records in Gamebryo are organized such that it’s not really possible to merge two edits to the same dialogue record together, even if the edits are unrelated or change different attributes. Instead, the last one in load order “wins” (just like if two mods made changes to the same weapon stats).  If the edits constitute entirely new dialogue records for a character, a Bashed Patch can often resolve the conflict, but if you have two different edits to the vanilla dialogue itself, the patch usually can’t.  I’d have to view OOO SI in TES4Edit to see what it’s doing and confirm if it’s impacting the dialogue records, doing some sort of dynamic scripting, replacing the smiths with copies, or what it’s doing that disables the new options.

      The core problem is that I had to edit the vanilla dialogue records for the smiths so that they would reference (“hook”) the new dialogue paths for selecting the new weapons.  I could, alternatively, have created an entirely new dialogue path, so the new weapons were under a  tree completely separated from the original one.  That’s a lot safer and (probably) would have eliminated the conflict.  But that also would have looked tacked on and, I thought, confused some players.  Of course, this is all from two-year-old memory and I could be wrong, especially if OOO SI isn’t actually touching the dialogue.

      It’s unfortunate you have to do what you’re doing to fix the conflict, and I can appreciate your frustration! But off the top of my head, I cannot think of any solution other than what you are doing, or what I described above. If a more experienced modder knows a solution (short of a patch file), I’d love to hear it.  Meanwhile, feel free to submit the workaround you’ve come up with as a patch mod - I bet others would appreciate it!