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Kobal

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Zamir

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375 comments

  1. Markus179
    Markus179
    • supporter
    • 138 kudos
    I hope this gets ported to the Remastered version of Oblivion.
  2. Yodadubdub
    Yodadubdub
    • member
    • 0 kudos
    EVEN with this mod, things take five years to die and so do I.
  3. Malarkey48
    Malarkey48
    • member
    • 0 kudos
    I put semicolons on these lines for speed, but I'm still noticeably slower than vanilla, and I'm not wearing any armor in either test. Not sure what I'm missing or doing wrong.
    Spoiler:  
    Show
    ;Run Speed
    ;setgs fMoveRunMult 2.5                ;Default 2.5    Vanilla 3.0
    ;setgs fMoveRunAthleticsMult 0.5        ;Default 0.5    Vanilla 1.0

    Edit: Oh, nevermind. I set it to Vanilla values instead of trying to make it unreadable, then it worked. I need my sonic speed!
  4. Minimax94
    Minimax94
    • premium
    • 11 kudos
    No crash whatsoever after a long time using it, tho i noticed errors sometime. Not sure if it's a big deal.
  5. TrveKvltLeader
    TrveKvltLeader
    • member
    • 0 kudos
    terrible mod, wish I could de-endorse this, to warn people away.
    1. xenogearslucas
      xenogearslucas
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      • 50 kudos
      Why?
  6. edconn
    edconn
    • member
    • 44 kudos
    Hello, Perhaps someone knows the answer to this. I have installed MOO, which will adjust itself automatically for vanilla combat enhanced. My question is, during the installation of vanilla combat enhanced with Wrye Bash, I see a sub package for MOO. I do not know if I should check this or not.

    Does anyone know if that subpackage is to disable the pieces of this mod that conflict? In which case I could see neither mod adjusting those settings.

    Any ideas will be helpful.

    Thank you.
    1. GodricZero
      GodricZero
      • member
      • 0 kudos
      You have the answer? I am the same problem
    2. Tohez
      Tohez
      • member
      • 0 kudos
      A little bit late, but you should check MOO parts. Those parts will give some MOO creatures more powerful attack animations, allowing them to hit from running state.
  7. Dario1980
    Dario1980
    • member
    • 2 kudos
    This mod makes Guar from OOO and Martigen stay still. Beware.
    1. starlessmao81ac
      starlessmao81ac
      • member
      • 25 kudos
      Do you mean immobile/unreactive? I use Frans myself, and guars behave absolutely normal (not being aggressive and such)
    2. Dario1980
      Dario1980
      • member
      • 2 kudos
      Well I discovered the issue was caused by this mod thanks to this report: https://forums.nexusmods.com/index.php?/topic/62386-martsmonstermod37b3-public-release/page-45#entry79548533

      here you can watch some videos of what I mean with staying still:

      https://forums.nexusmods.com/index.php?/topic/2950184-oscuros-oblivion-overhaul-136/page-184#entry105540963

      The fix is simple: just remove the OOO guars folder and you are done.
    3. starlessmao81ac
      starlessmao81ac
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      • 25 kudos
      mmh following the forum topic about MMM, I suspect that for some reason the animation files from VCE are not being applied to the models contained in MMM BSAs, but when the user extracted the BSA models from MMM and overwrote them with the animations from VCE then they started working....maybe the same happens with OOO BSAs....by the moment I don't get this problem with the Frans BSA, "could" be that the problem lies in some of the BSA flags, but I am not sure....or maybe has to do with something in the load order, maybe two BSAs overwriting each other? (OOO and MMM models and textures are often being used from other mods as resources)...
    4. Dario1980
      Dario1980
      • member
      • 2 kudos
      Apologize if I seem harsh, but why are you scared about Francesco? If there was any issue at all, you would have noticed by now (if you play the game).

      No one noticed the guar simply because no one plays with OOO/MMM + this mod (or deadlier creatures). Especially because you meet the Guar at level 1 while going into the wildlife, so anyone playing with these two mods would have noticed it immediately that something wrong was going on. 
      I didn't think it was Vanilla combat enhanced/deadlier creatures simply because after 8 years it was out, it would be "natural" that issues would be ironed out for now or "known".

      Instead I had to find an obscure (and old) report to strengthen my finding. 

      My personal advise is thus: play the game, if you find creatures that stay still take a look at this mod and check if it touches them.
    5. starlessmao81ac
      starlessmao81ac
      • member
      • 25 kudos
      Sorry if I sound harsh, but....whenever did I say I was scared about Francesco?? I only pointed it out because I think that if the author Zamir would have screwed animations in one of his patches, he probably would have done it also with others...
      From the post you linked it is CLEAR (to me at least) that the issue doesn't lie within THIS mod, rather the way in which MMM BSAs were packed back then (which is a while "back then" indeed...), and by the moment that the only time I tried installing OOO (with all its updates/semi updates/install-this-but-take-this-other-esp-and-this-other-stuff-but-not-this-version thingy) it completely f***** up my game, I am pretty positive the problem is with OOO, not with VCE...
      I shouldn't even care cause I don't use OOO or MMM, but I am always fond of discussions about issues with this and that, so that we can ALL get a better understanding of how mods work (or don't, like in this case)...
    6. Dario1980
      Dario1980
      • member
      • 2 kudos
      I was sleep deprived and I swear I didn't read correctly your post -  I didn't want to sound patronizing, but it seems like it's exactly what happened.

      Anyway, I hope someone will come with an explanation, because I'm totally ignorant on the reasons this stuff seems to happen.

      Cheers, and happy oblivion
    7. Saldron613
      Saldron613
      • premium
      • 18 kudos
      I have not tested this, but I am prudently setting
      set ImprovedCombatQ.CreatureStagger to 0
      Since this is what is related to this part of the script.

      Probably some of the other stagger mods could work as an alternative for this part.
  8. hfffoman
    hfffoman
    • supporter
    • 10 kudos
    Long shot, but just in case anyone has a clue what's going on here, my log is giving:

    [004F3313] [ DEBUG ]   Expression Error: SYNTAX
    [00516FA5] [WARNING]   Script 'ImprovedCombatMainScript', line 186: failed to evaluate expression.

    GIven that line 186 is just "return" I am somewhat mystified.  I don't have any other combat mods, except unidirectional attack and Migmiscellanea, and I am not using any overhauls
    1. Xentariel
      Xentariel
      • supporter
      • 1 kudos
      I'm also getting that log. 
    2. effeh
      effeh
      • premium
      • 0 kudos
      same thing. wonder if it means anything
    3. OutMite3
      OutMite3
      • member
      • 0 kudos
      Same Here..
    4. tethersever7
      tethersever7
      • member
      • 5 kudos
      Count me in the club of unreturned. Anyone have any idea how to fix the script?
    5. flutok
      flutok
      • supporter
      • 1 kudos
      does it cause crashes for you too?
    6. muffinz10
      muffinz10
      • supporter
      • 4 kudos
      I tried starting a new game with no mods except this + xOBSE active, still got the error. Doesn't seem to be a conflict. It's confusing how this issue only seemed to pop up in 2022? Maybe something to do with newer obse versions?
    7. muffinz10
      muffinz10
      • supporter
      • 4 kudos
      This is the part of the script the error points to:

      ;message "force is %.2f" , force , 2
      if push == 1 && force >= 3.5
       let push := force * 5
       attacker.pushActorAway target push 
       return
  9. Jeons
    Jeons
    • member
    • 0 kudos
    mid
  10. WhatsFuture
    WhatsFuture
    • member
    • 0 kudos
    So just to make sure, i just have to delete these in the ini files? -->   

    ;Weapon Damagesetgs fDamageWeaponMult 1.0;Default 1.0Vanilla 0.5;Creature Damage - this only affects the damage of level based creatures, for other creatures see recommended mods in the readmesetgs fCreatureCalcDamage 2.0;Default 2.0Vanilla 1.0

    so i can make it compatible with Maskars Oblivion Overhaul?
    1. tethersever7
      tethersever7
      • member
      • 5 kudos
      also keep in mind that MOO has compatibility settings for this mod, so make sure to look that over.