I decided to try this mod after finishing all my quests, only with many places still to visit for loot while enjoying the scenery. With a heavy number but extremely stable mods -- and a stable Wrye bash install that had not failed me during 100 hours of near crash-free gaming -- my game became immediately unstable after first-time installation, with gates showing as opening ("map marker added") and then disappearing. I've uninstalled it, but the same thing keeps happening.
A beautiful install, my best ever, frankly, and hours of pleasure yet to enjoy, ruined.
I decided to try this mod after finishing all my quests, only with many places still to visit for loot while enjoying the scenery. With a heavy number but extremely stable mods -- and a stable Wrye bash install that had not failed me during 100 hours of near crash-free gaming -- my game became immediately unstable after first-time installation, with gates showing as opening ("map marker added") and then disappearing.
Oblivion 4ever runs perfectly fine on my PC with no other Mods installed than the Unofficial Patches. I've extensively play-tested it with the GOTY version (installed on my gaming rig) and 5th Anniversary version (installed on my 2nd PC). As mentioned in the Readme, I did not create this Mod with compatibility in mind and you should have considered that before adding it to your extensive mod list and expect it to work flawlessly.
Hlafordlaes said:
I've uninstalled it, but the same thing keeps happening.
That's because information from Oblivion 4ever.esp (like scripts and settings) was added to your save game, and you did not consider to backup your save game(s) first? :-o
Hlafordlaes said:
A beautiful install, my best ever, frankly, and hours of pleasure yet to enjoy, ruined.
That's your own fault. Next time: read the README file ;-)
Hlafordlaes said:
NOT recommended.
I recommend you to start a new game with only Oblivion 4ever and the unofficial patches active, and, truly, your experience will be completely different ;-)
Edit: I also intend to turn Oblivion 4ever into a complete overhaul of the vanilla game but mostly in minor ways only, increasing its incompatibility with practically all other Mods, except for: the Unofficial Patches, Texture Packs, and OBSE.
I have given it some thought and I could do as you suggest, but this means I have to delete most exterior locations and alll connected interior cells, and undo all upgrades.
The only exterior cells that should survive the 'onslaught' are:
1. Haunted Farm exterior, and interior; which connects to Grim Hollow Cave; which connects to Mehrunes Dagon's Realm 01; which connects to The Haunted Farm's Well.
2. Mehrunes Dagon's Shrine (*), which connects to Mehrunes Dagon's Realm 03, needs to be re-connected back to Mehrunes Dagon's Shrine so I can delete Spring Cave's exterior/interior.
Mehrunes Dagon's Realms 2, 4, 5, and 6 should be deleted because they are redundant ;)
Then I only need to rename the new plug-in into: O4E - Light Edition.
(*) but not the exteriors of Carrion Cave and Durguz Camp, including all connected interior cells: simply because the exterior of Durguz Camp increases incompatibility.
- Created a light version of Oblivion 4ever (O4E - Light Edition.esp) that should be compatible with lots of other Mods. But the Player can only travel back to two planes of Oblivion instead of six, and does not include any upgrades and changes to any other part of Cyrodill, except for:
1) The Haunted Farm, and 2) Mehrunes Dagon's exterior Shrine.
Warning: this new .esp file can NOT be used simultaneously with the full version of Oblivion 4ever !
Damn it, I was going to start a new playthrough of oblivion when I decided to take a look at the comments and found out about the overhaul plans... now my waiting for a better playthrough kicked in and I cant decide if I should play or not... Now on a serious note great mod made me reconsider a lot of mods I always use to use it instead. Is there a discord or any place to watch the development? also what exactly the overhaul entail? BTW the mod page really could use more screenshots
Damn it, I was going to start a new playthrough of oblivion when I decided to take a look at the comments and found out about the overhaul plans... now my waiting for a better playthrough kicked in and I cant decide if I should play or not...
I'm planning to release a new version (10) fairly soon, after that, it will take at least 2 or 3 months to get to the next version (enabling you to play the game in the meantime without missing anything) ;-)
espguy said:
Now on a serious note great mod made me reconsider a lot of mods I always use to use it instead. Is there a discord or any place to watch the development?
No, sorry, I don't have an active discord channel (I do have an account there I hardly use) ;-)
espguy said:
also what exactly the overhaul entail?
The overhaul mostly entails minor improvements of various kinds you wouldn't notice very quickly at first glance: only if you still use version 3.11 of the Mod and then upgraded to version 9 (or in a short while: v10). I mainly concentrate myself on making Oblivion (Cyrodill) look less empty :-)
Not many people would directly notice the fact that Weynon Priory has streetlights now (v10) ^^
Note: I only use the assets provided by the vanilla game, so I won't add anything new to it.
For now, I have finished overhauling:
Cropsford (and added some extra stuff), OblivionMQKvatch (a Mehrunes Dagon plane of Oblivion you enter through the Oblivion Gate in front of Kvatch's city gate), Hackdirt, Borderwatch, Bleaker's Way, and I'm now busy improving Odiil's Farm ^^
I have also fixed a few problems releated to packages; quote from the README file of v10 of the Mod:
- Fix: the Cheydinhal Guards now guard the east gate properly (a faulty package setting prevented them from guarding the gate).
- Fix: Faurinthil at Sanguine's Shrine eats in the correct chair now: she was trying to sit in a chair that isn't hers, and is also temporarily disabled (a faulty package setting prevented her from picking the correct chair to eat in).
- Fix: Improved the execution of eat packages used by the followers of all the other Daedric Princes (this mainly prevents NPCs from walking against barrels for a while before getting the food inside, and from re-executing the same package twice causing a temporarily loop). < end_quote
espguy said:
BTW the mod page really could use more screenshots
Great point, but alas: I'm limited to 5 screenshots only. But I agree with you, and I'll see if I can replace some of them with screenshots that do the Mod more justice (except for image 2) ;-)
This looks like something right down my alley, but I'm worried about compatibility. I mean, it's not like I'm using a lot of mods that add new things to the world: 'Oblivion Nouveau Uncut', 'Daedric\ KotN shrines proded with a stick', 'ESO Imports', and the one that adds the ESO planetmeld dolmens.
I have taken a glance at 'Oblivion Nouveau Uncut' and I think compatibility issues will come to light. Especially after releasing v8.0 of Oblivion 4ever :-o
I'm busy making the daedric shrines look a lot better, I don't know if that compensates for whatever new stuff 'Oblivion Nouveau Uncut' adds to the vanilla game ;-)
Edit: daedric shrines done so far:
Azura's Shrine Hermaeus Mora's Shrine Nocturnal's Shrine Sheogorath's Shrine: including the shrine inside Darkfathom Cave
I'm actually not at all sure if ONU changes anything to the shrines, looking at the description, it's only a single dialogue topic for Hircine's shrine, which shouldn't technically interfere with the game-world assets, since it's just a dialogue. The 'Shrines prodded with a stick' mod definitely does conflict with 4ever, since you're saying, you're remaking the shrines.
I'm planning to do the same thing ;-) Except for Azura's shrine: having eating schedules makes her followers disappear for some reason and interferes with a few important quests (but they do read, sweep, and sleep though).
Just wait a few versions (or so) and Oblivion 4ever will do the same thing ^^
That's most likely correct, and the funny thing is: there was food in a barrel at the shrine and even in their inventory, and still they'd run off. That's why in my version they don't eat at Azura's shrine :-o
/edit: I seemed to have solved the problem! They were running off to Lord Rugdumph's estate to sit in a chair to eat xD
All followers of all the other Daedric Princes have daily routines, and I also made all remaining shrines look a bit better ^^ Now I have to playtest everything to see if I didn't overlook anything or introduced new bugs :-)
21 comments
A beautiful install, my best ever, frankly, and hours of pleasure yet to enjoy, ruined.
NOT recommended.
Oblivion 4ever runs perfectly fine on my PC with no other Mods installed than the Unofficial Patches. I've extensively play-tested it with the GOTY version (installed on my gaming rig) and 5th Anniversary version (installed on my 2nd PC). As mentioned in the Readme, I did not create this Mod with compatibility in mind and you should have considered that before adding it to your extensive mod list and expect it to work flawlessly.
That's because information from Oblivion 4ever.esp (like scripts and settings) was added to your save game, and you did not consider to backup your save game(s) first? :-o
That's your own fault. Next time: read the README file ;-)
I recommend you to start a new game with only Oblivion 4ever and the unofficial patches active, and, truly, your experience will be completely different ;-)
Edit: I also intend to turn Oblivion 4ever into a complete overhaul of the vanilla game but mostly in minor ways only, increasing its incompatibility with practically all other Mods, except for: the Unofficial Patches, Texture Packs, and OBSE.
I'd recommend a version with only the locations added. That way it can be more compatible in people's load orders.
Id love to see all the locations you added but not willing to sacrifice what I have in my load order.
v11 is already consuming a lot of my time, maintaining two Mods with, essentially, the same content is a very tedious / time consuming job ;-/
The only exterior cells that should survive the 'onslaught' are:
1. Haunted Farm exterior, and interior; which connects to Grim Hollow Cave; which connects to Mehrunes Dagon's Realm 01; which connects to The Haunted Farm's Well.
2. Mehrunes Dagon's Shrine (*), which connects to Mehrunes Dagon's Realm 03, needs to be re-connected back to Mehrunes Dagon's Shrine so I can delete Spring Cave's exterior/interior.
Mehrunes Dagon's Realms 2, 4, 5, and 6 should be deleted because they are redundant ;)
Then I only need to rename the new plug-in into: O4E - Light Edition.
(*) but not the exteriors of Carrion Cave and Durguz Camp, including all connected interior cells: simply because the exterior of Durguz Camp increases incompatibility.
From the Changelog of v11:
- Created a light version of Oblivion 4ever (O4E - Light Edition.esp) that should be compatible with lots of other Mods. But the Player can only travel back to two planes of Oblivion instead of six, and does not include any upgrades and changes to any other part of Cyrodill, except for:
1) The Haunted Farm, and 2) Mehrunes Dagon's exterior Shrine.
Warning: this new .esp file can NOT be used simultaneously with the full version of Oblivion 4ever !
Now on a serious note great mod made me reconsider a lot of mods I always use to use it instead. Is there a discord or any place to watch the development? also what exactly the overhaul entail?
BTW the mod page really could use more screenshots
I'm planning to release a new version (10) fairly soon, after that, it will take at least 2 or 3 months to get to the next version (enabling you to play the game in the meantime without missing anything) ;-)
No, sorry, I don't have an active discord channel (I do have an account there I hardly use) ;-)
The overhaul mostly entails minor improvements of various kinds you wouldn't notice very quickly at first glance: only if you still use version 3.11 of the Mod and then upgraded to version 9 (or in a short while: v10). I mainly concentrate myself on making Oblivion (Cyrodill) look less empty :-)
Not many people would directly notice the fact that Weynon Priory has streetlights now (v10) ^^
Note: I only use the assets provided by the vanilla game, so I won't add anything new to it.
For now, I have finished overhauling:
Cropsford (and added some extra stuff), OblivionMQKvatch (a Mehrunes Dagon plane of Oblivion you enter through the Oblivion Gate in front of Kvatch's city gate), Hackdirt, Borderwatch, Bleaker's Way, and I'm now busy improving Odiil's Farm ^^
I have also fixed a few problems releated to packages; quote from the README file of v10 of the Mod:
Great point, but alas: I'm limited to 5 screenshots only. But I agree with you, and I'll see if I can replace some of them with screenshots that do the Mod more justice (except for image 2) ;-)
Edit: daedric shrines done so far:
Azura's Shrine
Hermaeus Mora's Shrine
Nocturnal's Shrine
Sheogorath's Shrine: including the shrine inside Darkfathom Cave
Just wait a few versions (or so) and Oblivion 4ever will do the same thing ^^
/edit: I seemed to have solved the problem! They were running off to Lord Rugdumph's estate to sit in a chair to eat xD
Now I have to playtest everything to see if I didn't overlook anything or introduced new bugs :-)