Oblivion

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Karatekid5

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Karatekid5

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33 comments

  1. druzia81
    druzia81
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    Thanks for great mod:)

    LOOT says "Remove the Worldspace group" from .esp of this mod.

    In Worldspace group, There is only "0000003C"(Tameriel).

    Is it safe to remove?
    1. Karatekid5
      Karatekid5
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      Yes it is! :) For whatever reason, the Construction Set will crash when making a new ESP if the Tamriel Worldspace isn't edited in some way (most people usually just place a rock or something). This doesn't affect the game itself, so any worldspace edits are completely safe to remove!
  2. Dispensation
    Dispensation
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    Conflicts with the Unofficial Oblivion Patch in 0003154F, 00031550 (replaces the UOP deer fix script with the shiny scripts).

    Also, how does this mod require Knights of the Nine?
    1. Karatekid5
      Karatekid5
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      What in particular does the UOP Deer Script do? Do you have a copy of it? If so, I can try and merge them together.
    2. Dispensation
      Dispensation
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      Fixed the AI bug causing Imperial Legion Foresters to fight each other to the death if there was a deer in the area (a required side effect to keep them from fighting without going into a script bounce is that if two of them conflict over a deer, they will become uninterested in that deer thereafter)

      scn UOPForesterDeerFixScript
      ; Works with the Forester fix script which removes Venison from deer so that other foresters don't target the same deer
      ; This script puts the Venison back when the deer dies so the first Forester can retrieve it
      Begin OnDeath
      RemoveItem Venison 2
      AddItem Venison 1
      End

      By the way, LOOT reports wild edits in the two plugins:

      Remove the Worldspace group from ShinyCreaturesOblivion.esp.

      Remove the Cell group from ShinyCreaturesOblivion - Creature Diversity Patch.esp.
    3. PVNcarl
      PVNcarl
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      did this end up being fixed yet?
    4. Dispensation
      Dispensation
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      did this end up being fixed yet?
      Yes, in the latest update.
  3. The13thHippie
    The13thHippie
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    Whelp, after two years, I finally managed to make this mod work! I found the fix to the invalid plugin I complained about; I just renamed the esp from ShinyCreaturesOblivion to ShinyOblivionCreatures, and it created a new plugin on my list and I was able to successfully check it.

    Of course, my first shiny was a Deer, but it was invisible with pink blocks around it. Found out the fix to that too, I just renamed the bsa to match the esp. Found my first proper shiny in Broken Promises Cave, a Shiny Rat. Its face was missing, but that's it. Everything else works properly, and I am elated to finally use this mod. Fully endorsed!
  4. anonimousone
    anonimousone
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    Hello,
    what about an OOO and MMM patch? :)
  5. nintendtoast
    nintendtoast
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    I have yet to encounter a shiny and was wondering what exactly is the rate of encountering a shiny one?

    Also thought it would be cool to include a necklace named "Shiny Charm" that could be found sometime after some event. Maybe have an NPC ask you to kill and bring a normal item off of one of each monster rat meat, lion pelt, scamp skin, etc. (Complete the pokedex/Bestiary. Would be even funnier to name the NPC 'Doctor Ash')
    1. Karatekid5
      Karatekid5
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      The rate is around 1/200-300, so they're still very rare. But keep playing, you will definitely spot one in the future!
      Keep in mind that that script runs whenever the game spawns a creature into the world so the dice will be rolled again for a cell once it resets.

      and I did think about making a shiny charm item, but I wasn't sure how to make the script check if the player is wearing an item. If I figure out how to do that then I'll add it with a later update!
  6. spleenika
    spleenika
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    I had forgotten about the book, and happened upon it randomly in the game. What a great touch, I really enjoyed it!
  7. anonimousone
    anonimousone
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    Heya,
    good effort. May I ask if it is compatible with OOO\fcom?
    1. Karatekid5
      Karatekid5
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      It will work with it, though it will indirectly reduce your chances of finding a shiny as I have not made shinies for the new creatures that OOO adds. Though, if this mod receives enough attention I will make an add-on that adds shinies for OOO's new additions.
    2. anonimousone
      anonimousone
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      Please do an addon, I will be really interested. This mod is a great add and to be honest I think that with time this mod will receive the attention it deserves.
    3. anonimousone
      anonimousone
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      I'm still out there looking for an ooo update :P
    4. Karatekid5
      Karatekid5
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      I know :P Like I said, I'll make an update for OOO if there is enough demand for it. Though, even then the mod is still compatible with OOO and should cause no issues. There just won't be any shinies for the new creatures such as the Jaguar until said patch is made.
  8. breno125
    breno125
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    creature diversity.esp missing plz help
    1. Karatekid5
      Karatekid5
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      Only use the Creature Diversity patch if you have that mod installed. If not, then uncheck or remove "ShinyCreaturesOblivion - Creature Diversity Patch.esp" and you should be good!
  9. Rebelzize
    Rebelzize
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    Haha this is pretty cool
  10. ep21
    ep21
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    Heya, i had a problem with this mod, when i encountered a shiny Deadroth instead of seeing a golden crocodile i instead saw an invisible monstrosity surrounded by pink squares, do you know of anything to fix this?
    1. Karatekid5
      Karatekid5
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      Check where the BSA was dropped, it should be in your Data folder with the plugins. I just tested the mod and BSA on another computer, the assets loaded with no issues. But once I tested removing the BSA from the Data folder, I got the issue you mentioned. So if you're using a mod manager look and see where "ShinyCreaturesOblivion.bsa" was dropped.

      If it's in the Data folder and it still doesn't work for you, you can also unpack the assets using Bethesda Archive Extractor.

      Congratulations on your Shiny! :D Where did you find it?
    2. ep21
      ep21
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      I think that was it, since i only had the .esp file in the folder and not the .bsa file, could you tell me how i could conduct a test to insure the mod is working properly? if so thanks.

      PS: i found the Shiny Deadroth in the first interior area of the Kavatch castle
    3. Karatekid5
      Karatekid5
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      Nice, I'm glad you got it working! :D Once it has its' BSA there it should all be okay! If you wanna test the mod, I'd say load a save from the interior or after where the Daedroth was encountered and check if the body is visible. If you don't have a save near it, then either spawn hoards of a small enemy with the console (such as a rat) until a shiny pops up (re-loading a save afterwards of course), or if you know the ESP's number in the load order (in hexidecimal), open the console and type in "player.placeatme xx00459B" (xx being the plugin's load order hex number). This will spawn a Shiny Rat.