Is it possible to turn off the overhaul and just have the items and creatures added to the game. I really like the stuff this game adds but I absolutely hate the leveling change.
Not without some work. OOO comes with a .esm file that is basically a master 'library' of all the new items, creatures, npc, scripts etc. and also a .esp file that controls how these items are placed into the game. You could technically make your own esp file with tes4edit that could add items and creatures to leveled lists in any way you want but it would take some experience with building mods...
If the end goal is more interesting items and creatures in your game I would start with Creature Diversity and Armamentarium. These two mods alone will add a lot. but there are so many mods out there that add cool new content..
To be clear, when running OOO, OOO Extended, & OOO SI, the one and only Creature Spawn Chance Fix to use is Extended, correct? Do NOT also use the one made for OOO, or the original created by PushTheWinButton?
Apologies for the late reply. This is correct. Only one fix file is necessary. (In fairness; I did include a .txt file called "Only One Creature Spawn Chance Fix is Needed.txt"...).
I know the txt file is there stating use only one, but when all the OOO mods are being used, it's confusing as to which spawn fix should be used. I decided not to use any since I can't get a definitive answer from you.
1) Were all these plugins included in the OOO page? 2) Do you know if we can use the OOO extended merged version or it is not advised? Because the instructions on OOO main page are not clear.
The author of these OOO CSCF's didn't make it clear whether his versions include PushTheWinButton's fixes and therefore replace the original, or whether they're just for OOO & don't effect vanilla spawning. If you use OOO then you wouldn't want to use the original since it conflicts.
Hi, my understanding is that they included all the bugfixes and the Link support. Creature spawn fix is still valid. I have not been doing oblivion stuff lately so not sure about OOO extended, etc..
According to Dispensations guide, the most up to date OOOEXT plugin can be found on the OOO update page, in the OOO misc file.
It comes in two versions, with and without 'real swords' addon.
Whenever it occurred i moved from using SBmoddings updates, to the newer versions which are all listed on the OOO update page (you only need the meshes and textures from the OOOEXT page)
There is also the issue that with the latest update of OOO the ini and link functionality stopped working. People suggest that its missing this file: https://www.nexusmods.com/oblivion/mods/50188?tab=files&file_id=1000027145
which is funnily enough also from this page. It apparently renables LINK functionality but editing the ini directly still does not work.
The last person to give an update on this was in June last year, its on page 3 of the OOO update page posts
A few issues with "Cobl Tweaks - OOO.esp". BOSS wants me to load it before "DLCBattlehornCastle.esp" and "Knights.esp", giving a "Delinquent Master Error" when rebuilding Bashed Patch. I manually reordered it to be below them. In its masters "Oscuro's_Oblivion_Overhaul.esm" comes before "Cobl Main.esm", which is inconsistent with BOSS and with the original Cobl Mod. I did NOT manually reorder them. Is all this fine ?
BOSS is wrong for that specific plugin since it's been updated. It should go right after Knights; there's no other choice since Knights is a master. But don't reorder any DLCs or esms to deviate from BOSS just because this author sloppily put the masters out of order. Wrye Bash will auto-reorder them. I don't use the worthless Orrery DLC, so I had to use an old version of TES4Edit to remove that master from this plugin. I had great skepticism about the plugin, especially since I removed a master dependency, but it does work even though it remains yellow in Wrye since the dependencies are reordered. Container contents are different with this plugin, apparently coblized. It works even if you don't change your load order to match its incorrect dependency order.
Is there a reason you are still using BOSS to sort these plugins songlife?
The esm masters are arranged correctly if using LOOT not BOSS, also LOOT certainly does not put this plugin above its own masters.
Also didnt this mod come out after BOSS stopped updating its masterlist anyway (i know it has the same name as the original plugin and am not sure how that would change things)?
Though SBModding if you are around, why does it have these new DLC dependencies? Like songlife i also removed the orrey dependency
I think that mod is now outdated since WAC Integration has been made. With that you don't need any patches or fixes for WAC, & it was made to work fine with OOO. It's not 100% complete though. But it works fine for me. Just 2 esps, unlike the original WAC which has too many.
Hello! I am so glad you have fixed OOO and Extended! Your work is commendable! I don't suppose I still need the OOO Services fix esp?
Anyway I see you've made OOO Compatible with LINK. Is there an option to decrease the spawns back to vanilla? I tend to crash more when I use OOO and Extended. If not would it be possible for you to add the option? I don't know how difficult that is to do so feel free to ignore my request. I just thought I would ask
Edit: nevermind no crashes at all once I added DXVK. I don't crash and there's is very little stutter
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If the end goal is more interesting items and creatures in your game I would start with Creature Diversity and Armamentarium. These two mods alone will add a lot. but there are so many mods out there that add cool new content..
Edit: It's okay after cleaning the .esp.
2) Do you know if we can use the OOO extended merged version or it is not advised? Because the instructions on OOO main page are not clear.
It comes in two versions, with and without 'real swords' addon.
Whenever it occurred i moved from using SBmoddings updates, to the newer versions which are all listed on the OOO update page (you only need the meshes and textures from the OOOEXT page)
There is also the issue that with the latest update of OOO the ini and link functionality stopped working.
People suggest that its missing this file: https://www.nexusmods.com/oblivion/mods/50188?tab=files&file_id=1000027145
which is funnily enough also from this page. It apparently renables LINK functionality but editing the ini directly still does not work.
The last person to give an update on this was in June last year, its on page 3 of the OOO update page posts
BOSS wants me to load it before "DLCBattlehornCastle.esp" and "Knights.esp", giving a "Delinquent Master Error" when rebuilding Bashed Patch. I manually reordered it to be below them.
In its masters "Oscuro's_Oblivion_Overhaul.esm" comes before "Cobl Main.esm", which is inconsistent with BOSS and with the original Cobl Mod. I did NOT manually reorder them.
Is all this fine ?
The esm masters are arranged correctly if using LOOT not BOSS, also LOOT certainly does not put this plugin above its own masters.
Also didnt this mod come out after BOSS stopped updating its masterlist anyway (i know it has the same name as the original plugin and am not sure how that would change things)?
Though SBModding if you are around, why does it have these new DLC dependencies? Like songlife i also removed the orrey dependency
I don't suppose I still need the OOO Services fix esp?
Anyway I see you've made OOO Compatible with LINK. Is there an option to decrease the spawns back to vanilla? I tend to crash more when I use OOO and Extended. If not would it be possible for you to add the option? I don't know how difficult that is to do so feel free to ignore my request. I just thought I would ask
Edit: nevermind no crashes at all once I added DXVK. I don't crash and there's is very little stutter