Oblivion

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FlexXGopnik

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FlexXGopnik

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  1. FlexXGopnik
    FlexXGopnik
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    Mod author's note:
    -In the newest 0.2.0 update I hope I included all missing meshes reported for 0.1.9
    -Also I moved a lot of bug report comments to bug reports and closed those issues I have fixed.
    -As for testing I have made sure that the game won't get soft-locked (easily) but any reports are welcome if something is unbalanced, weird etc.
    -If after updating the game is missing weapons, locations or npc etc. in an save file  created with the older version of the mod then to fix it rename the new esp to Aro2204BU.esp as in older versions I did not change the developer name of the esp to the public name
  2. fasjdfjyj
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    I tried this mod for a while and the graphics and immersion were amazing, thank you again.
    I also recommend adding compatibility with harvest Containers xOBSE, because I noticed that you added a lot of new containers, and only some of them are HC compatible, but I thought it would be amazing if all of them had open animations (maybe you could speed up the animations given the number of them).
    1. FlexXGopnik
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      Thanks, as for those mods I should look into how these resources are done by mods that are compatible but my priorities lie curently in finishing the project, then amking unique landscapes and grand overhaul monds compatible, as immersion mods are let's say neat but not to my current mental capacities (i.e. i am kind of fed up with some assets being funky and general jank, but I'll stop rambling XD my exams are hard enough currently will get back to messing around)
  3. fasjdfjyj
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    CTD after installing OBME OBSE plugin, is it necessary?
    1. fasjdfjyj
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      I use  Custom Spell Icons dll, they are incompatible.
    2. FlexXGopnik
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      Yeah, I use it for unique item enchantments, sorry.
    3. fasjdfjyj
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      You don't need to apologize, this is one of the best ruin overhaul mods I've seen so far. Thank you very much for your efforts.
  4. VR61
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    Let's move on...Nonungalo: FlexCHBigRockArch.nif  - no mesh; FlexCHstonewallwgrass.nif - no mesh. Daddy minotaur kills his calf.
    The rock outcropping above the ruins had to be adjusted in the CS.
    1. Thanks for the info, exams ar just around the corner but for the next update I'll include them.
    2. VR61
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      I walked through the exteriors of all the ruins in the mod, somewhere I transplanted a tree, somewhere I lowered a stone to the ground, these are all little things... I hope you understand that I worry about your mod and wish it excellent reputation.

      https://www.nexusmods.com/oblivion/mods/46163?tab=files. This mod's resources include goats. They should suit you, I think.
    3. FlexXGopnik
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      Thanks, I appreciate public bug testing, as my load order has different trees to others and so forth, I am currently trying some texturing work for more unique armours and better elven weapons for example, bu also another smaller project is in my mind... but that goat model and being from Guinefort is super cool, he is one of my favorites, but ninendava is a bit too cool for such short furred goats, as in the lore they have rough long fur, sorta like skyrim goats but white.
  5. VR61
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    What about the little things? The author won't scold? The sacred animals of Ninendava are goats or rams (they are rams in appearance).

    P.S. I've come across goat models somewhere, if anything...
    1. FlexXGopnik
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      Eh, they should be goats, but I did not find an apropriate model for them, and since rams look "close" enough they are a good placeholder.
  6. VR61
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    One more question, if I may. Is it possible to find some of the famous artifacts of Tamriel in the mod? I came across a book with a reference to the Scourge of Daedra. I ask so as not to run into duplication of artifacts in my assembly of mods.
    1. FlexXGopnik
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      Sorry what? I only added dawnbreaker and auriel's bow. One uses a placeholder model as of now, both have good world implementation only that one needs to be remodeled later on. Otherwise I added ESO unique itmes that are not in older mods and new uniques.
    2. VR61
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      Nothing from the book Artifacts of Tamriel... thank you, that's exactly what interested me.
  7. XMaster34
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    Hi, is there any way you could remove the dependencies on the DLCs? Most players won't have access to them. Steam doesn't allow you to buy them if you have the GOTY edition. It's completely ridiculous. Therefore a lot of players (myself included) won't be able to play your amazing mod. I tried removing them myself, but none of the tools allow you to remove masters with references which they don't know.
    1. FlexXGopnik
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      Oh yeah, cus spelltomes isn't in the standard GOTY pack... I'll try and do it but curently I'm overwhelmed IRL, and in my currently unreleased latest ruin I have a bug that prevents the puzzle trap from functioning, something's gone bad in the script...
    2. MethuselahMike
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      Just go wild and crazy and get the DRM free Game of the Year Edition Deluxe on GOG for $20 or even less if you catch a sale. I got it for $4.99. Well worth it for one of the Best Games Ever.
    3. YungFattin
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      Is not the larger issue that once you add the DLC and their respective UOPs you add 14 plugins to your load order, i mean, how many other mods from 2006 are you running in your load order, let alone taking 14 slots?

      Forgive the ignorance but is it still simply a copyright issue? Could you not merge things and create dummy masters? (why is there not some merged DLC plugin, or a resource only file with a dummy plugin, or etc etc etc). 
      Again forgive the ignorance, i know very little about modding, but ive always wondered about this. 



    4. FlexXGopnik
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      I would say the uop whilst being disliked by some is worth having, it has been constantly updated since 2006... but I never saw any Bethesda game get this merged dlc mod, and in my opinion this whole thing is out of the scope and level of my mod to discuss here, the thing I am going to do is remove most dependencies of the mod for small dlcs.
  8. VR61
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    Hello. I started testing the new version, looked into Vilverin, one bandit (nameless) has duplicate inventory: two pairs of boots, two pairs of pants, etc. I don’t know how to feel about this.
    P.S. Chestnut horses in fashion are too light in color. I assigned them a different breed for myself.
    1. FlexXGopnik
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      I'll check out that nameless bandit, could have had a leveled list placed on him multiple times, or could be from two mods (mine and another one) giving him some gear, as for the horses near the ruins you just dislike their coloration ?
    2. VR61
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      Well, chestnut horses are brown in color and have black manes and tails. Don't pay any attention, this is all senile grumbling on my part.
  9. Dennywood
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    Hi FlexXGopnik,
    This mod is very interesting.
    But I don't have OBME and Fighters stronghold installed.
    Will my game can work without them?
    1. FlexXGopnik
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      Obmeis required for unique item enchants and idk how it would effect the game if you try and run the mod witouth it, probably not too good idea.  Fighters stronghold can beTes xEdited out from the requirements list and the the game world won'tbe buggy too much *maybe floating rocks and mismateched land seams*
    2. Dennywood
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      Thanks to answer
      I installed the OBME plugin but the game doesn't start without Stronghold. 
      The message from tes4LODgen says :

      [00:06] Background Loader: Fatal: <Exception: "AyleidRuinsOverhaul.esp" requires master "DLCBattlehornCastle.esp" to be loaded before it.>

      Of course, this DLC is not installed. In the past, I already installed this DLC but it brings too much bugs. My game is ok now, I cannot add more stuff to it, I reinstalled it too much times. Maybe you have an idea to solve this ...🙄
    3. FlexXGopnik
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      Firstly, if your game in unstable try and "peel back" mod by mod which mods cause issues. My mod is still in developement, I would not reccomend it to an extensively modded oblivion (anything above 120 esps). As for the stronghold dlc it is a parent because I edited the landscape with it loaded, so if you use either TES4 Edit or the Construction set (not Lodgen) youcan remove the dependency on that dlc. If the you encounter bugs from DLC always check out the unofficial DLC patches on the nexus they fix most issues.
    4. Dennywood
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      I have 240 esp and esm installed. I cannot rid of them.
      So, I will install your old version. It's nice too... Ayleid Improvement Project
      Maybe you  will update it  one day...
      Thank you for the explainations, it was useful to know.
    5. FlexXGopnik
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      Ooookay... to stay professional 240 is a very heavy load order (just 15 shy of the hardcoded max with the .esp limit expanding mod). At that point unless you know exactly what and how each mod does you can run into many bugs and bad performance etc. For that reason I strongly reccomend not using my AIP either, as it could cause more harm to your game experience, but since I stopped work on that project and is only archival I declare again that if you encounter bugs from that project I can't provide any support.
    6. Dennywood
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      Thank you for taking the time to answer me. I admit that my game could be much stable, too much esp. But I haven't done quests for many years, I concentrate on my personal decorations and on screenshots. With my new configuration, I no longer have lags or texture conflicts. I can therefore afford a few CTDs from time to time. 😎I installed your old mod and I have not more problems than before installing it. It gives more life to the ruins, so I will keep it. And congratulation for your ARO, If you decide to make other mods, I will track them because your work and ideas are too good.
  10. SPMcMaster1
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    This is a great mod, but I found a bug where whenever my character is arrested, the King of Miscarcand shows up and attacks me. I tried the console command recommend for the original bug player.scaonplayer but it's not working. This is only happening since I added this mod
    1. FlexXGopnik
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      Damn I not onky resurrected the bug I made it worse XD, I'll have to froward the changes from UOP to fix this... I hope the old goober dorsn't bother you too much in the meantime.

      Also the console command you mentioned is: player.scaonactor
  11. MethuselahMike
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    I’m really liking the looks of this one. I always liked the feel of the Ayleid ruins and was disappointed that they were missing in Skyrim. I like the idea here that surely these ruins would have more in and around them showing use or intrusion by later generations than the relatively thin vanilla versions. I hope you keep on with the updates. I’m in the middle of a complex load order play through right now I don’t want to mess with, but will add this on my next go with a fresh game start. Many thanks to you and other mods for helping me make Oblivion into exactly the game I want in 2024. Every b&@*$ anyone ever had about Oblivion, like leveling for instance, I’ve fixed with the appropriate mod. Massive graphical upgrade from vanilla, etc. All thanks to mods offering hours of hard work for free. You guys and gals are awesome.
    1. FlexXGopnik
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      Haha thanks but i feel oblivion is soon to be an archival version for grand mods and such with the coming of skyblivion, I hope for skyblivion my mod will be unnesecary tho XD, but honestly once I get a new pc porting it all over there would be fun too XD.