Thanks for fielding this question, Allister. I've no plans to issue any patches for the foreseeable future. Truth be told, I've lost all interest in writing mods and I haven't even played Oblivion in months. Hopefully I'll regain my mojo later in the year.
I'm a little wary of placing it after MOO, which would be below the bashed patch. It has lots of bash tags, so it seems like it was meant to be merged in.
I'm not saying I am right either LOL... you make a good point about the Bash tags. I have never used OOO, but I know MOO is highly configurable, maybe see if the features similar to this mod in MOO can be disabled in the INI.
I've noticed that whether it's near the top of the order above OOO, or way down close to the bottom, goblins remain extremely weak. So I really don't think this mod makes the kinds of major changes that would make a noticeable difference to most players, no matter where it's loaded. Probably best off to take the advice of the user who said to put it above OOO as a base. It will make its stat changes to those creatures first, and other mods lower in the order can then make their changes after that. Some of this mod's changes would most likely be lost, but it's not anything you'd necessarily be aware of in-game.
It's a stand-alone mod. I don't use either OOO of FCOM so I can't comment on compatibility. I'm mainly plugging gaps that the unofficial patches missed.
It does conflict with OOO. Using a bashed patch will fix some of the issues, but not all. There is nothing gamebreaking in the conflicts, and whichever you loaded later will "win." I'd recommend loading this prior to OOO's esp early in the load order and use it as a base to build off of. That way, you'll keep consistency in OOO. I did not check this against FCOM (I can almost assure you it will conflict with MMM).
Looking at the ReadMe for Balanced Creature Stats its changes are more wide-ranging than mine. I haven't introduced fix levels or level caps - this mod is basically the vanilla game with some gaps plugged.
Could it be ok if I place his (PushTheWinButton) mod below yours??? because at least, comparing your mod in xEdit your mod does more things with cells, levelled list items, the zombie sound, and the mud crab resistances
I was reading through the old Official Game Guide yesterday and came across Malene's comment about undead wandering the woods north of the Roxey Inn, so I've added a skeleton and a zombie outside Moss Rock Cavern.
Version 1.3 corrects an oversight - I thought I'd given tribal Goblin Shamans a damage multiplier of 3 but I hadn't. I've also given the Netherboss Shaman you might encounter in the side quest "Revenge Served Cold" the same offset level as tribal Shamans. Prior to this, attempting the quest at high levels (19+) resulted in her being weaker than the other Shamans in Exhausted Mine.
Version 1.2 is now live. I had inadvertently used models from another mod for the giant crab in Greenmead Cave. It now uses the standard mud crab models and has been renamed “Giant Mud Crab.”
I'd just like to recommend the Forest Trolls creature replacer available at www.nexusmods.com/oblivion/mods/50136. Also the Vicious Trolls sound replacer available at www.nexusmods.com/oblivion/mods/50294.
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Maskar's Oblivion Overhaul
or Oscuro's Oblivion Overhaul
if the answer is yes, could you consider making a patch for both??
Maskar's Oblivion Overhaul.esp
Creature Fix Compendium.esp
because at least, comparing your mod in xEdit your mod does more things with cells, levelled list items, the zombie sound, and the mud crab resistances
Roxey Inn, so I've added a skeleton and a zombie outside Moss Rock Cavern.
Also the Vicious Trolls sound replacer available at www.nexusmods.com/oblivion/mods/50294.