Oblivion

1331 comments

  1. lubronbrons
    lubronbrons
    • premium
    • 132 kudos
    Locked
    Sticky

    ..:: Crowded Roads Advanced Revised 5 is available ::..

    see the file in AoG download, 'optional' section

    you need to rebuild your Bashed Patch after update (WryeBash user)

     

  2. lubronbrons
    lubronbrons
    • premium
    • 132 kudos
    Hello folks just dropping by to appreciate all of your support. I thank you all from deep of my heart
    All of your downloads gave me $ 135 which is very valuable for my life right now.
    I am sorry... RL is so busy and I can't continue modding at all,
    but
    if some time in the future I can do modding again, I will gladly accompany all of you
    I might take on Skyrim, or even Fallout maybe
    BEST REGARDS,,
  3. songlife
    songlife
    • member
    • 9 kudos
    FYI, I've found this works best with BOTH of its plugins dead last in the order, beneath the bashed patch. This is particularly important regarding the mod's feature that makes NPCs auto-select another weapon from their inventory when they drop their current one. With the esp higher up in the order, they usually do NOT do that and will fight barehanded even if they have a full supply of other weapons; they won't even pick up weapons off the floor. When I moved it to the end, the feature works as advertised most of the time (though it doesn't stop barehanded fighting entirely.) So probably MOO or other mods were interfering with that, which is why both esps should be below everything else. This is the only mod I've found that fixes that problem with the original game.
  4. Nehalem97
    Nehalem97
    • member
    • 0 kudos
    So did anyone got a error? I got mine and it sayd changing the confic ini file. Did anyone got the same error? If so, what do I do? Please get back to me if you could.
    1. songlife
      songlife
      • member
      • 9 kudos
      [post deleted]
    2. kallekukhuve
      kallekukhuve
      • member
      • 7 kudos
      What do you use it for? I'm asking to know which functionalities are worth it/better than other mods
  5. tnu
    tnu
    • member
    • 25 kudos
    This does so much of what I need but it would be nice to merge the functionality from your Transmute mod.
  6. moormanazeem13
    moormanazeem13
    • member
    • 0 kudos
    Lubronbrons! Please come back online and fix this mod!!! Or please give us permission to go in and edit/ fix it!!! It is a great mod, but it's over-generous use of scripts is killing the game stability!!! Please do something!!! Say something!!!
    1. deleted150923488
      deleted150923488
      • account closed
      • 9 kudos
      Blink twice if you're being held hostage! XD
    2. songlife
      songlife
      • member
      • 9 kudos
      I thought that too for a long time, but once I got the rest of my game stable, then added this mod in and tweaked it for months until it's working how it should, then I realized AOG does not cause ctd's or slowdowns (unless maybe you're using an outdated PC or laptop.) If you're having problems with that, it could any of dozens of reasons, but it's probably not this mod unless you haven't tweaked it properly.
  7. songlife
    songlife
    • member
    • 9 kudos
    I finally figured out how to get this mod running stably. You need to put the "Overhaul & Detect Item" esp directly above the bashed patch, and the Greed Empire esp needs to be dead last in your order below the bashed patch, even below MOO. Other mods below either plugin can and will mess up various aspects of what it does. Then you need to tweak both ini files very meticulously. I had to turn a lot of features off to get it to not conflict with other mods doing the same or similar things (or in some cases I let this mod handle those things), and to weed out what doesn't work properly or might slow things down. Way too many options are enabled by default that shouldn't be. Once I got the ini's set how I want them, I've had no issues with this mod other than the following.

    A few things are flawed or broken. One it is that it messes up light spells to a small extent. For example, for some reason it completely disables the hotkeyed personal light from the mod Combat Additions (no big deal), and it changes to orange-ish the white light spells from some other mods. Its custom torch, which is otherwise nice, only puts out orange-ish light despite having ini settings to customize the color, which don't work at all.

    Also the "climb" setting that allows npcs to get unstuck is a bit buggy; with that on, some npcs tend to randomly jump around unnecessarily as they walk, and when they encounter walls they can't get around, they will climb unrealistically almost all the way to the top before falling. It's probably because the author set the climb variable too high -- but it *does* work better than MOO's climb feature, which is set significantly lower. I've done tests on npcs who are temporarily stuck behind a body or object: with AOG's climb, they get unstuck fairly quickly; with MOO's, they might be there a long time before or if they ever get unstuck. So I disabled MOO's climb and use AOG's, and just deal with npcs sometimes jumping as they walk, and continuously trying to scale walls they have no chance of getting over.

    Another feature that needs to be tweaked is the one that gives a chance of npcs' clothing coming off in battle, much like the Unequip Broken Armor mod does, but with clothing. It works nicely, but it's taking off wigs as well, which it shouldn't. It's because wigs from a lot of mods are set as clothing. The feature needs to be tweaked so it doesn't affect anything on the head.

    I can't speak to a lot of other functions since I turned them off. They probably have some issues too, as others have posted. I use this mod primarily for battle mechanics such as npcs wielding another weapon from their inventory when they drop one, or picking one up off the ground. (That doesn't work as well I hoped though; there's some improvement over vanilla for sure, but a lot of npcs still fight barehanded for too long after they lose their weapon. I can drop weapons all over the place and they'll still ignore them a lot of the time. It usually takes them being rendered unconscious before they'll equip another weapon when they get up.) It's also good for making dungeons & other interiors darker, and handling Immersive Interior functions, marking books as read, and various vanilla fixes - small quality-of-life things like that, that are unique to it and not found in other mods. You can even let AOG handle AWLS functions instead of using its esp, to save a slot - although I turned it off in the ini since the AWLS esp can be merged and still work fine; I'd rather use the original than let AOG handle it.

    AOG is an indispensible all-in-one tool that I can't imagine playing Oblivion without. It needs a bit more fine-tuning but it still works wonderfully as is. The rest of your game has to be set up properly, make sure you're not getting CTDs, then you add this in, and it works like a charm. My problem in the past was that my game wasn't stable before I added this in, then I blamed it for ctd's or script slowdowns when it wasn't really at fault. Now I know it works fine. An exception would be the feature that lets you access the inventory of an unconscious npc. I've gotten ctds occasionally doing that, the game is a bit touchy about that, so I don't use it anymore.
    1. Wiepman
      Wiepman
      • member
      • 44 kudos
      @onglife

      Last updated: "23 August 2018"
    2. songlife
      songlife
      • member
      • 9 kudos
      The author may come back to finish it up sometime, who knows; you certainly don't. Some people get sick of Skyrim and return to Oblivion eventually. Even if this author is gone for good, it still works well enough to use as is.
    3. mrphurious
      mrphurious
      • member
      • 0 kudos
      This is not how you check stability nor how you decipher the cause of instability.

      You don't add a bunch of home made mods and fixes and say, okay that 'feels' stable, I only crash every 3 or 4 hours. Then add this one on top and when the game crashes dust your hand off and assume this mod is the reason. That's like building a house of cards and when it falls down, saying the last card you put on is the cause of them all failing. And really in all fairness, considering the very high amount of jank in the base game, the house of cards analogy would be more accurate if we acknowledged that the surface you started building your cards from is uneven and slanted to begin with. Fixes don't actually remove that jank, they simply try to circumvent a lot of it.

      Here's how I can prove your statement is incorrect. If this mod was the sole cause of the instability you experienced, then it should logically follow that anyone, on any computer, could install the game, install only this mod and we would all experience the same thing you do. If something is inherently compromised then changing other conditions around it won't fix its flaw. A flat tire is still a flat tire, regardless of where you live or what car you attach it to. I have this mod installed, and I have probably close to a hundred mods installed as well, and I don't have any trouble during fights. I can play for hours without any issue. And that wouldn't be true if there was some critical aspect of this mod that was the root cause of the issues you are experiencing.

      That all being said, I'm not suggesting this mod isn't without issues, and that it implicitly doesn't add the overall instability of the game, just that it's not the root cause of it, as you are inferring.

      I think that often with modding in games, the cumulative effects of your mods, the synergy between them, or lack of it, and the stability of the base game code, as well as even the stability of your operating system's desktop and even your hardware itself all have a measurable effect on what your experience is going to be.

      If you want a more concise idea of what effect this mod actually has on your game, in your personal context, then your starting point would be a fresh install of Oblivion (I actually keep stored an unaltered version of Oblivion for this reason), and nothing but this mod and it's prerequisites added. Nothing else. Also manually edit the ini files for this mod to turn everything off. See how stable that is. Then if that seems solid, you can try your completely edited ini's for this mod and see how that goes. If you find that you are still having the issues with immediately crashing during fights, then go bck to the inis that are completely turned off an add features you suspect of causing the issue one by one and test each.

      My suspicion is though that you are going to find that you don't have the same instability effect you are seeing when this is functioning by itself. The issue is far more likely to be a combination of flaws in your mods selection and possibly even some of the 'fixes' you install.
    4. songlife
      songlife
      • member
      • 9 kudos
      I've done more experimenting with this particular mod than anyone else other than the author over the course of the entire 5 years it's been in existence. So I don't need a sanctimonious, rambling lecture from some random cretin who barely even has any firsthand knowledge of this mod. My comments are clearly for the author of this mod if he or she ever returns, and for anyone having issues with it. Put down the crack pipe before you make posts.
  8. BleedingERROR
    BleedingERROR
    • member
    • 0 kudos
    Hello, idk if anyone will reply XD. but is their a way to fix the haggle slider being stuck when selling items with this mod activated? Thank you ahaha
    1. FireTehVahu
      FireTehVahu
      • member
      • 23 kudos
      In AoG - Misc Settings.ini (found in the Data folder) find the line 'set aog.simpleEco to 0.03' and then change it to 'set aog.simpleEco to 0.'
    2. BleedingERROR
      BleedingERROR
      • member
      • 0 kudos
      yo thank you very much!!
  9. songlife
    songlife
    • member
    • 9 kudos
    The mod was abandoned unfinished, before all the bugs were worked out, but I still use it. It has some tweaks & fixes that no other mods do.
    1. FireTehVahu
      FireTehVahu
      • member
      • 23 kudos
      Greed Honor is probably the worst part for me and should be disabled by default, as I can no longer remove the mod without being able to load my current save. What it does is that it moves permanent corpses to its own cell, AoG Purgatory. That means if you remove the mod, everything in this cell needs to moved to the safe cell which by default is the Tiber Septim Hotel. Loading the save without the mod causes Oblivion to hang as it's performing this process (although admittedly I probably haven't waited the hours needed for Oblivion to accomplish this task, if it ever would complete).

      There does not seem to be a way to turn off Greed Crisis, which is annoying to me. But, I use BFGs Open All the Gates mod (loaded after AoG in the load order) to control this, as it can be used to control how random Oblivion gates spawn (none at all to indefinite).

      Angel mode seems to protect npcs but has a downside of not allowing traps to kill npcs that are not aggressive towards you. Greed Percept works on creatures for some reason, which they should be exempt from it. 

      Because there are so many scripts running on this mod, they may stop working the more mods used and the bigger the save file. The detect item scripts have long stopped working on my save which is 36 MB over 3k hours of play time. This somewhat expected given my heavy mod usage in my save. 

      There are other issues and other people seem to have different ones but I still enjoy the mod as well. These things should be noted for those who want to try the mod however.
    2. songlife
      songlife
      • member
      • 9 kudos
      post deleted
  10. zelazko
    zelazko
    • member
    • 50 kudos
    I have issue where using bedroll in the jail to finish serving sentence will not remove the bounty. Player still gets teleported to the correct location but you don't get your items back that were withheld before you got arrested.
    I know it must be some mod conflict because I didn't have this issue before.

    AoG bounty tracker note says it was jail break location 00000000 and just 'citizen' as witness.

    Not even setting this zero removes the issue.

    set aog.jailWait to 0
  11. Dankan1
    Dankan1
    • member
    • 0 kudos
    Dont'f find what doing AoG Overhaul Greed Empire.esp
    Could some one help to find out what is that ?