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Sotobrastos devakm MadCat221 Team OOO Team Alpha Arkngt WalkerInShadows

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devakm

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About this mod

Oscuro's Oblivion Overhaul aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer regardless of your level. Oblivion Remastered Slim version is scaled back in scope from the original due to limitations in ORE mods, for now, but we hope to overcome this.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs
What is Oscuro Remastered Slim?
Oscuro started out as a level-scaling overhaul and grew over time to include much, much more, eventually including tons of new armors, weapons, gems, coins, quests, and enemies that cannot yet be easily recreated in Oblivion Remastered.

Even without all that great content, there is still an important gap that OOO fills. The Slim version attempts to capture the major rebalance work that was the original focus of Oscuro's Oblivion Overhaul. OOORS 2.4.x is based on OOO 1.37 with adapted leveled lists, vanilla items rebalanced, creature and NPC overhauls, plus all the game-crashing content (i.e., the bits that don't work in Remastered yet) removed.

See the original OOO here. and also check out the UESP wiki page.

Russian translation by Ewgee here.

As of 2.5.9, new spells added by OOO will show up as <missing text> unless you run MagicLoader.exe once before playing. You'll need to run MagicLoader.exe once again after each update if we added any new items back into the game.

Ok, but what does Oscuro Remastered Slim actually do?

1. Increase Difficulty
Oscuro aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer, regardless of your level.

You must be prepared to cast aside your previous notions about Cyrodiil. The world no longer revolves around you, the player. Do not expect to be able to beat every monster or NPC you meet. Previously familiar areas may now be much more dangerous and you will frequently be forced to retreat from enemies who are too powerful to beat until you are stronger. You will probably die a lot more often now. However, if you have the ingenuity, skill, and luck to survive the odds stacked against you then you will be justly rewarded for your bravery!

If you feel overwhelmed by the difficulty when you first start out in this dangerous new world, do not be discouraged. Be cautious at first. Upgrade your poor gear as often as possible. If you find yourself facing overwhelming odds, run away and return later when you are more powerful to reap revenge on your foes. If necessary, seek help from the guards and legion patrols along the roads. You will slowly begin to build your strength and eventually learn to crush your puny foes with ease!


2. Fix Level Scaling
No more random road bandits wearing glass armor! Level scaling in vanilla Oblivion (and Remastered) is completely broken, and the designers of the game have since admitted this flaw. Oscuro was one of the first mods devoted to fixing this flaw. Enemies and allies alike now scale only within boundaries. 

Bandits, Marauders, Conjurers and Necromancers are level-capped, their loot lists adjusted and spread at variety of level ranges so that some difference between them is apparent. Bandits can be very low level and reach early twenties. Some exceptions are the bandit bosses and the infamous Black Bow Bandit crew. Marauders tend to be slightly more powerful. Necromancers and Conjurers will give some trouble to the inexperienced adventurer, but later on they will easily become cannon-fodder. However, the boss versions are rather powerful.

The expulsion of necromancers from the Mages Guild has bred resentment. Necromancers of Tamriel, under the guide of the experienced Fayth Noor, gather in Cyrodiil to plot against the Archmage. However, new players in this game of betrayal and revenge have appeared in the scene. Now there are even more factions vying for power that clash directly with these default Oblivion factions. It is up to you to discover the nature of their intended plans and the locations from whence their power flows.

Do not wander into a vampire lair at low level and hope to survive. Retreat and come back when you are stronger.


3. Magic Rebalance
Potions no longer instant-heal you. Potion effects happen over time. You can't use your potion inventory as an instant-win button.

Generally, you can expects spells to be easier to cast (require less magicka) but also much more expensive to enchant into weapons and armor. Most offensive spell effects’ base costs are lower, and will allow you to deliver more deadly attacks at a cheaper cost of magicka than in default Oblivion. Most defensive spells are also easier to cast, increasing the duration and magnitude of their effects per point of magicka spent.

However, in both cases, enchanting items with them is much more expensive, both in terms of magnitude and money costs—that is, custom enchants will spend the Soul Gem’s enchanting points quickly in proportion to increased magnitude, and the monetary cost is also much higher.

Some spells, due to the ease with which they could be exploited, cannot any longer be made into custom spells or enchantments. The notable case here is Drain Health. It was extremely easy to abuse. Now it is not possible to create new spells or enchantments with the Drain Health effect. To compensate, new spells using this effect are available in merchants and treasures across Cyrodiil. The new line is set to instantly kill creatures below a certain threshold of health. The spells are Kill (weak), Kill (moderate), Kill (potent), Kill (superior) and Kill (master).

In a similar light, but in the defensive-spells camp, it is much more expensive to enchant items with chameleon effects. Also, the enchantments have a lower magnitude cap. Spells of Chameleon are very magicka-intensive now. The same is true of Invisibility. The potency and duration of Invisibility is now reduced to 25% of the original’s effectivity. This means that the player will have to be extremely skilled in Illusion in order to cast long-lasting invisibility spells, and that this will be done at an increased cost.
The changes to these effects were necessary because they could previously be exploited severely (they would render consequences to the player’s actions irrelevant because they could always escape or avoid detection by the repeated use of these spell effects.

Every other spell effect is now actually easier to cast, including defensive spells such as reflect spell, shield, resist magic, summons, etc. The changes are conservative. Do not expect to be able to run around with 60 sec shield spells at magnitude 100 anytime soon.

Every default spell has changed to reflect the stronger potency of their associated governing effects. This means that you could have access to stronger spells as soon as you visit your local spells’ store. It also means that NPCs will instantly have access to stronger spells than what they had in default Oblivion.

Many default enchantments associated with the changed effects are now changed. Defensive enchantment effects have been toned down, while offensive enchantments are left as they were by default. The higher costs of enchanting items make the default enchanted gear found while adventuring or thieving more attractive. This was a necessary change because, previously, enchanted items were mere vendor fodder. Now you will actually find them useful until you can afford to enchant better items on your own.

The enchanting capacity of Grand Soul Gems is now much higher, as it is the enchanting power of Grand Souls. This will allow you to craft some of the most powerful enchantments available, but only if you earn that right through ingenuity and skill.


4. Weapon Rebalance
Oscuro provides its own weapon rebalance. The values and general feel of the rebalance are very close to what is specified by MOBS. MOBS is a system developed by Jaga Teleslin and Francesco, to which Oscuro had the privilege of providing input, and that expands the concepts introduced by Kalamar’s and Neilius’ weapon rebalance mods. (shorter ranges, slower speeds, more weapon-material differentiation, higher damage for 2-H weapons, etc.)

OOO uses similar values to MOBS in many instances, but it also departs from it in several other ways. Generally, the shorter range and slower speed of weapons is conserved as it was in MOBS (although claymores are made faster, but less damaging, whereas BattleAxes are made slower and more damaging—there are other important differences, specially in regards the new items). A few other differences are found in the speed of weapons that border 1.0 in MOBS. Oscuro made some of those reach 1.0 in order for the faster swing sound to be used by the engine.

Notably, dwemer weapons are now as damaging as elven weapons, but much heavier and cumbersome to use. Finally, the relative brittleness of glass weapons was increased even more—they wear down faster, because they represented a rather large upgrade from elven and dwemer weapons in MOBS.

All in all, you can expect the weapons to handle very similarly to MOBS excellently developed values. Jaga and Francesco really did an amazing job in expanding upon the already excellent mods by Kalamar and Neilius.


5. Aggressive Enemies
Enemies will use more aggressive tactics in combat, but will also try to flee from you if they fear your reputation and are wounded badly.

6. Slower Leveling options
By default, OOO sets level rate to roughly 1/3 original Oblivion rates (Remastered has even faster rates than original Oblivion did). This "OOO default rate" is known as FULL or Normal rate here. 

You can easily adjust the rates by using the optional download in Files and picking one of the included options. Whichever option you pick must be loaded after Oscuro's_Oblivion_Overhaul.esp in Plugins.txt. To restore standard level-up rates for vanilla Oblivion, pick the OOO-Level_Stock.esp option. If instead you want an even slower rate, pick OOO-Level_Slow.esp, which is 1/4 the speed of Stock.

Level Rate Option details
These plugins change the rate at which your skills level. All of them slow Oblivion's default rate, which is necessary because of the higher incidence of combat and skill usage while playing Oscuro's Oblivion Overhaul. Keep in mind that you can only use one of these plugins at a time, though you can change between them as you like without messing up your savegame. Use the one that you feel is best. If you are using the Slim or Full version,
then the recommended option is going with the rates already included (i.e., do not use any of these plugins).

OOO-Level_Slow.esp
This plugin turns the rate of skills’ progression to the values used in OOO 1.3 (before the default rate was sped up slightly in 1.3.1). All skills progress at much slower rates than in default Oblivion, falling somewhere between x4 and x6 times slower, depending on skill.

OOO-Level_Stock.esp
This plugin uses the stock (fast) leveling rates of vanilla Oblivion (original, not Remastered). 

OOO-Level_Stock_Remastered.esp
This plugin uses the hyper-fast leveling rates of vanilla Remastered.

Note on Magery Rates
In Remastered, Magery skill level rates are also controlled via an an Altar.ini file, which is completely explained in Zerkish Skills and Magic Leveling Rebalanced. To change this you'll need to manually update settings in that file:
\Documents\My Games\Oblivion Remastered\Saved\Config\Windows\Altar.ini

7. Many more changes
The OOO UESP Wiki pages have many additional details about OOO.

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Installation
Use a mod manager or extract and place the ESM and ESP file in your Oblivion Remastered Data folder:

OblivionRemastered\Content\Dev\ObvData\Data
Ensure there is an entry in the Plugins.txt file for Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp:

OblivionRemastered\Content\Dev\ObvData\Data\Plugins.txt
The load order works different than in the original game. The dates on the files don't matter and load order is determined by Plugins.txt. You'll want the order to look like this:

Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
Oscuro's_Oblivion_Overhaul.esm
Oscuro's_Oblivion_Overhaul.esp


If you are having trouble getting started with mods or installing mods in general - please Google/YouTube search for guides - there are many great tutorials out there.