Oblivion

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Guinefort1

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Guinefort1

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29 comments

  1. Joehtosis
    Joehtosis
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    • 22 kudos
    So I'm a little curious about the comment on this being incompatible with Maskar's. I haven't tested it to the point of exhaustion, but just messing about and I noticed it seems to be working fine, new races are popping up for conjurers and bandits. Is there something more that I'm not understanding?
    1. d181sp1
      d181sp1
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      Works fine along Francescos too.
    2. starlessmao81ac
      starlessmao81ac
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      MOO works with scripts and doesn't change anything in vanilla levelled lists, so it IS compatible with this mod
    3. Freyr95
      Freyr95
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      Using a Bashed Patch should clear up any incompatibilities with most overhaul mods, as stated in the description.
  2. rafaelalcid
    rafaelalcid
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    hi!
    Is it possible to make all races to all classes (for exemple, the same chance of appearing a high elf and a nord mage)??
    Thanks!
  3. 47thHeaven
    47thHeaven
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    Can somebody pleaseee tell me if this is compatible/mergable with Better Levelled Lists?
  4. fricticekrag
    fricticekrag
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    • 44 kudos
    is this compatible with mmm
    1. Guinefort1
      Guinefort1
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      Sorry for the late reply. I doubt this mod is compatible with MMM, since this mod makes enough changes to bandit spawning. Using a bash patch is advisable, or running this mod after MMM and just putting up with the loss of parts that Variant Vagabonds overwrites.
  5. Seferoth
    Seferoth
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    There is a bug in your mod. Sometimes Necromancer Adepts and other enemies wont spawn. You have set Chance/None to 100 in most your "other" leveled lists.
    1. Striker879
      Striker879
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      I noticed the same (that certain NPCs never spawn ... affects more than just Necromancers).

      I used TES4Edit to adjust the chance to 50 and now I've started seeing some of the NPCs from the VVLL1 "Other" lists. I will likely adjust that even lower to increase the probability of seeing the VVLL1 list spawns.
    2. maczopikczo
      maczopikczo
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      Hi Guinefort, does your updated version address the issue mentioned by Seferoth and Striker, or do we still need to make our own adjustments?
    3. CarlosS4444
      CarlosS4444
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      Yes, it addresses this issue, thanks to Guinefort for making it! In fact it was made because of those comments so thanks for those too!
  6. Seferoth
    Seferoth
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    • 7 kudos
    Amazing mod! Good job!
  7. rockbiter68
    rockbiter68
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    So, just to clarify, if I use a Bashed Patch, this mod will work with OOO and its addons? Or will it need a full-blown compatibility patch?
    1. Guinefort1
      Guinefort1
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      A Bashed patch should be all that you need.
    2. rockbiter68
      rockbiter68
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      Awesome. Thank you.
    3. rockbiter68
      rockbiter68
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      EDIT: Double post.
  8. CarlosS4444
    CarlosS4444
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    Finally more diverse human enemies. Thank you! Much needed mod.
  9. Oooiii
    Oooiii
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    Thanks for the mod Guinefort.

    Do you think you could an add option to affect conjurers and necromancers too like Striker's mod does?
    1. Guinefort1
      Guinefort1
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      • 206 kudos
      Could you elaborate please? This mod already adds more conjurers and necromancers.
  10. Danny341
    Danny341
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    Hola
    Is this compatible with the Oblivion character overhaul?
    1. Guinefort1
      Guinefort1
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      • 206 kudos
      Yes it is.