Oblivion
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zymurgy65

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33 comments

  1. ArtemSHikoff
    ArtemSHikoff
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    It seems to me that such stuff should be included in UOP as well. At least section with non respawning savage beasts.
  2. Art2DWooky
    Art2DWooky
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    Do you think these changes (from your mod) could be beneficial to mods like
    Maskar's Oblivion Overhaul
    or Oscuro's Oblivion Overhaul

    if the answer is yes, could you consider making a patch for both??
    1. AllisterHenderson
      AllisterHenderson
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      I would suggest to use this mod with MOO, just load this mod after i.e.

      Maskar's Oblivion Overhaul.esp
      Creature Fix Compendium.esp
    2. zymurgy65
      zymurgy65
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      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.
    3. AllisterHenderson
      AllisterHenderson
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      I get like that too.... sometimes you just need a break from Oblivion.
    4. songlife
      songlife
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      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.
    5. AllisterHenderson
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      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.
    6. songlife
      songlife
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      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.
    7. templeofninpo
      templeofninpo
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      Have you tried it with MOO?
  3. MCango89
    MCango89
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    can this mod used with ooo or fcom?? or is it a standalone fix ?
    1. zymurgy65
      zymurgy65
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      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.
    2. YuMMz
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      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).
    3. WastelandDrifter1
      WastelandDrifter1
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      What exactly does this mod conflict with in OOO?
    4. songlife
      songlife
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      Goblins, skeletons, trolls, & whatever other creature stats this mod changes.
  4. VR61
    VR61
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    Is there a fundamental difference between this mod and Balanced Creature Stats - Fixed Level Scaling by PushTheWinButton. Thank you.
    1. zymurgy65
      zymurgy65
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      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.
    2. Art2DWooky
      Art2DWooky
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      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
    3. zymurgy65
      zymurgy65
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      Worth a try - let me know if it works for you.
  5. MercerMeka
    MercerMeka
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    Thanks for update. Endorsed.
    1. zymurgy65
      zymurgy65
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      Thank you. Coming soon - Bravil Waterfront!
  6. zymurgy65
    zymurgy65
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    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.
  7. zymurgy65
    zymurgy65
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    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.
  8. zymurgy65
    zymurgy65
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    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.”
  9. VR61
    VR61
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    Already. Is such a monster-handsome.
  10. zymurgy65
    zymurgy65
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    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.