Skyrim

File information

Last updated

Original upload

Created by

MurderWrath and MannyGT

Uploaded by

MurderWrath

Virus scan

Safe to use

1251 comments

  1. MurderWrath
    MurderWrath
    • premium
    • 90 kudos
    Locked
    Sticky
    The Oblivion Realms Serie
    Chapters 1 and 2
    officially ported to SSE


    ORSmerged
     (ver 2.0)
  2. vesko05
    vesko05
    • member
    • 0 kudos
    If i installed The oblivion realms serie ch1 mod,is this gonna work on SSE?
    1. MurderWrath
      MurderWrath
      • premium
      • 90 kudos
      Check the link in the sticky post. There is a dedicated and updated version specifically for SSE
  3. chickmetalhead
    chickmetalhead
    • supporter
    • 143 kudos
    Hi! I have not played your Oblivion Realms mods yet, but I was going to start them soon. To make things a bit more complicated, I have a personal merge of both this mod and the ORS Morthal Pain mod, along with the Dremora Update, Chapters Linker, and several tweaks and adjustments for other mods in my game. While brief testing of that a few months ago... I know I am going to love your mods. To be clear... I don't have the mods or my merge active yet in my actual game, so that isn't an issue.

    Here is my actual question:

    Are you planning any updates to this mod or the Morthal one in the near future - meaning the next few weeks/months? Before I create and test the updated version of my merge and actually play the mods, I need to know if I should wait for another update from you, or if I should proceed. Small updates are no big deal, but added areas with NavMesh are something that I would want to wait on before doing my new merge.

    Thanks for your efforts and mods! I am now even more excited to start playing them!
    1. MurderWrath
      MurderWrath
      • premium
      • 90 kudos
      I plan to release an update for ORS2 as well. The content is mainly about completion of secret areas, completely optional for the sake of progression; but still, new areas to explore (if you manage to get access, ofc). I'm trying to put forward all those little tweaks, extentions and notes gathered along these years... I have kind of a little window time frame and I hope to release all what's have been "left behind" (so nothing goes to waste).
    2. chickmetalhead
      chickmetalhead
      • supporter
      • 143 kudos
      Thanks for the fast reply, and kudos for that. I will wait for a bit, and if the ORS2 update is released before too long, I will get that and then do my merge and tweaks. No hurry of course, I can always find another dungeon or two to explore before I get to these mods. Thanks again!
    3. chickmetalhead
      chickmetalhead
      • supporter
      • 143 kudos
      Thanks for the update to ORS2 as well, much faster than I expected! It is a bit funny, as I plan on taking 2 followers with me, and I stopped by the house where Octavia lives this past weekend (she is from the TV show "The 100" and I think she is a perfect choice). She was sharpening her sword, and seemed very impatient to get started! I told her we would be going as soon as possible. Little did I know, it could actually happen this weekend!

      I redid my merge of OSR1 and OSR2 yesterday, and did my initial testing today. Haha, once I accounted for the Chapter Linker BSA file (since that ESP was merged it didn't get loaded on my first attempt), the Solitude gate opened just fine! Note to myself... read the notes you took the first time when updating a mod and doing a new merge! After going through, my favorite girl Alex and I barely survived the first encounter, as I forgot how fast things can happen. Now I am as excited to get started as Octavia!

      I moved on to Morthal, and of course there I had to get creative since the gate from Morthal Pain doesn't open until you finish OSR1. But after a couple of console commands, I was able to get that gate spawned as well. So... I think I am ready to go!

      Part of the reason for this comment is to say thank you once more time for you fast reply last week - and for both updates to the mods. But I also want to point out to anybody reading this comment chain... do NOT attempt to merge these mods unless you really REALLY know what your are doing. It is a complicated process, more than a normal merge... even for somebody that has already done it once before earlier this year!
    4. MurderWrath
      MurderWrath
      • premium
      • 90 kudos
      Hope you managed to merge it all correctly
    5. chickmetalhead
      chickmetalhead
      • supporter
      • 143 kudos
      So far so good! We (Alex, Octavia, and I) completed ORS1 using my custom merged version. Of course, the true test will be ORS2 in my merge. We totally had a blast! I will spare the long explanation, but I basically used a blend of the default mod and the Insane patch. All leveled enemies Very Hard, bosses boosted in strength but only maybe 1/2 way to the Insane level. Made things very interesting and fun, mostly. Hahaha, having my head chopped off a time or two was not so fun, so I think I am glad I didn't go with the full Insane patch!

      Spoiler:  
      Show
      The only thing I wish was that my ENB worked with the ISM/AGCC situation mentioned on the description page. It didn't affect the game play at all, of course, but still. I use Rudy ENB and I love it, but it doesn't support using ISM. I did switch to an older version of Rampage for a while that did support it, so I got a taste of what you intended visually. But for me, the choice between not using an ENB, using old Rampage that was too oversaturated in spots, or using my normal Rudy ENB... I went with Rudy for my actual game play. At least my two girls still looked amazing!

      A serious question now which I will ask here, so I don't spam the ORS2 mod too. I noticed that you released a new version of the Chapter Linker yesterday. Looking in TES5Edit, I can see that there were changes to both ORS1 and ORS2 (which is fine) - except that I finished ORS1 already. So my real question is... is there anything in the ORS2 v1.6 Update (not the CL) that would require the changes from the new Chapter Linker? From my looking into it, I don't think I need to try to update my merged version... although I might want to plant the priestess back into ORS1 just to see how she looked, using a save from while I was there.

      But if the new version of the Chapter Linker includes any fixes to the ORS2 v1.6 update itself, then I will need to investigate more. Put another way... was the new Chapter Linker added content only, or was it a fix update for ORS2 v1.6 too?

      Thanks for your time and effort, and Manny's too! Endorsed!!
    6. MurderWrath
      MurderWrath
      • premium
      • 90 kudos
      No actual "fixes" have been made, concerning the latest versions upgrades, only extra content and various "details" (mostly of hidden and secret features/areas, as mentioned; but lets keep this kinda vague, yk). Since the scripting is unrelated to the main evolution (quest) of both mods and any changes are strictly localized to the specific addition, if you want to experience what you might have left, you just need to upload an old savegame prior those instances have been loaded. This means, not the autosave at the beginning of a cell, which already includes the self loaded scripting and features of that very cell; rather a savegame made before entering the relative "new" area. (Exception made for the Priestess indeed.
      Spoiler:  
      Show
      Which is in the very first cell; starting over you would encounter her with a retinue, if you reload the game in any other instances you'll find her alone, posing a very mild threat (Unless you haven't discovered that secret area in the first place then she got company)

      Overall, same goes for Chapter2, you are good to go with no foreseable issues either if you upgrade the CL or not. 
      On a side note I might point out that, in terms of content, the Inferno Patches are the most "complete" ones. I mean: Adept Patch sets almost every leveled actor to "easy", nerfs at least 30% each custom encounter and bosses (even removing some extra bits in order to make the boss fights challanging but with no actual sweat involved). Insane Patch is pretty much the opposite. Every single leveled actor is set to "very hard", custom encounters and bosses got 10 to 15% boost and there is some meaningful perks and powers distributed to the good people from Oblivion. So, is the Inferno Patch supposed to have yet another lame stat boost? Nope. To make it worth the effort it gots some extra juice indeed (from actual level detailing, events, extra fights and.... of course, power and stats boost). That's the real deal. Nothing over the top but the player have to really consider to face hordes and get one-shotted (tip: if the character isn't a real freaking tank, don't play as one, basically).
      Well, let me know if everything goes as planned...
    7. chickmetalhead
      chickmetalhead
      • supporter
      • 143 kudos
      Thanks once again for the fast reply. I will consider my options, and understand everything you said. I did notice some references yesterday in my TES5Edit research on the updated CL (although said references may not have been in the CL) that seemed to refer to the different levels of patches, specifically to the inferno patch. From your comments, I think I now understand why.

      So my first adventure as I continue, will be to determine how to "merge" the changes in the new CL into my already "merged" mod.

      Spoiler:  
      Show
      Feel free to skip reading this, as it is mostly me gathering my thoughts on my next steps if I attempt to get the latest CL changes implemented.

      As I am sure you know, all (or almost all) of the formids from ORS1 are the same in my merged version. The ORS2 formids are a mixture of old formids when possible, and changed formids when the merge process detects the same formid in ORS2 that is already in use from ORS1 - since the leading two digits (that identify the mod) are now the same in the single merged mod. Next, the previous CL was merged in, with the same formid changing issues. For insane people like me, the next trick is to see what is added and changed in the new CL compared to the previous CL, and manually apply those changes back into my merged version. Especially because of how the CL changes both ORS1 and ORS2, there is no way I would attempt doing a new merge with the merge plugin tools, after having the merge in my save. That would be a disaster! So... A new cell added in the new CL updates - easy peasy to copy it into the merged version. Connecting door teleports as needed, easy to do as well. New items to existing cells, not a problem. BUT tying all the cross references together, parent references, script property references, conditional items... that is a bit more tedious. I think most of what I would need to do would just take some time and some effort.

      As always, it is the  navmesh related things that can bite me in the ass - but of course none of this is your problem at all! It is the price I pay for having such an incredibly overloaded LE game, that requires a ton of it to be merged together! Oh well - It will be a challenge - but from reading between the lines of your comments, I think I have to say... "Challenge Acccepted" I can always give in later and just continue on without the latest CL changes. Note to self... backup the current merge and all ORS assets NOW!

      Back to my playing of ORS1, I did indeed have to find alternate strategies to get by a few areas. Just rushing in was not always the best approach! That is part of what made ORS1 so much fun - even if I did get frustrated at times. So much more satisfying in the end.

      No need to reply if busy - I will let you know how things go.

      Edit: Took about 3 hours to manually merge the v1.6 CL changes into my existing merge, but I think this might just work! Ha! Only time and (angry Dremora!) will tell - and again, no need to reply - I will let you know!
  4. crayzee10
    crayzee10
    • premium
    • 0 kudos
    Oh my Talos did I just see AN UPDATE!? duuuuuuude I remember playing the Solitude chapter years ago! Are we gonna see an official SE port of both then, perhaps new chapters?
    1. MurderWrath
      MurderWrath
      • premium
      • 90 kudos
      In the "Old files" section you can find a couple of SE ports referring to the previous (1.8) version.
      I see what I can do for the current iteration, but it's gonna take some time since I cannot do the porting myself (still not owning SSE).
  5. woooozyboi
    woooozyboi
    • member
    • 0 kudos
    I've converted this and ORS Morthal Pain to be working on SE, I haven't had any issues so far if anyone wants them.
    1. kt1812
      kt1812
      • supporter
      • 3 kudos
      Still got them? :D
    2. woooozyboi
      woooozyboi
      • member
      • 0 kudos
      yes sirr ill dm you
    3. choryukami
      choryukami
      • member
      • 8 kudos
      I would also like some of both, sir.
    4. woooozyboi
      woooozyboi
      • member
      • 0 kudos
      I gotchu
    5. xanman99
      xanman99
      • member
      • 0 kudos
      Any chance you could DM the conversion to SE to me as well?
    6. jacobdan4
      jacobdan4
      • member
      • 2 kudos
      Oh Awesome! Can You send me it to if you can? Also, You don't have to at all but, there's this one mod on Original Skyrim that isn't on SE, the Saitama Race mod, if you convert that, that'd be godly *^ *
    7. TMCTHEGAMER
      TMCTHEGAMER
      • member
      • 2 kudos
      I'd take a link if they're still available. Thanks!
    8. Sun7zu
      Sun7zu
      • premium
      • 9 kudos
      I'd love a link if possible, please! Loved this mod :) 
    9. intarsa
      intarsa
      • member
      • 1 kudos
      Pardon me sir, but Would you mind sending me both of the files as well please? I would really love to play this on SE 
    10. NeekoNee
      NeekoNee
      • supporter
      • 0 kudos
      Hi can I please ask for both, much obliged 
    11. sbvb
      sbvb
      • member
      • 0 kudos
      Never mind I got it. I used a similar method to the Skytweak guide.
    12. Legitemal
      Legitemal
      • premium
      • 0 kudos
      Are you able to DM if you have them still?
    13. Itzsmilingdevil
      Itzsmilingdevil
      • member
      • 0 kudos
      Could you send them to me if you still have it?
    14. StealthFrosch
      StealthFrosch
      • premium
      • 0 kudos
      Can you send it to me? It would be awesome.
    15. Nortacus
      Nortacus
      • member
      • 0 kudos
      I would very much like these for SE if this is still available? :D
    16. AyamePasse
      AyamePasse
      • member
      • 9 kudos
      As would I. I'm trying (for probably the 20th time) to make the switch, and I keep getting discouraged by the loss of mods like this one! :(
    17. DrTaxEvasion
      DrTaxEvasion
      • member
      • 0 kudos
      can i have them please also really cool you ported these
    18. filupmcrack
      filupmcrack
      • premium
      • 0 kudos
      may i get those as well sir, please and thank you 
    19. hale36
      hale36
      • member
      • 0 kudos
      Still got them?
    20. Darcenelli
      Darcenelli
      • premium
      • 1 kudos
      Mind if I get a copy of them both from you as well, please? :)
  6. LunaticShepherd
    LunaticShepherd
    • member
    • 0 kudos
    Lmao why does it say it's for Fallout did I do a dumb or something

    Idk i just find this bloody halarious
  7. AyamePasse
    AyamePasse
    • member
    • 9 kudos
    SE in our future! Thank you, MurderWrath and MannyGT for giving such hope. :)
  8. MurderWrath
    MurderWrath
    • premium
    • 90 kudos
    Temporary SE versions available for download. When official testing and in-house improvements will be ready, this chapter and the next are going to be moved on a dedicated and proper SE page.
  9. sbvb
    sbvb
    • member
    • 0 kudos
    Wow. That was fantastic. I had so much fun. Endorsed. I'll have to check out the other one soon.
  10. Blackjack34A
    Blackjack34A
    • member
    • 6 kudos
    So im playing through the mod again and i come across these Two Skeletons.. Named MurderWrath and MannyGT XD. You guys worked so hard on these that your souls got sucked into Oblivion XD. 
  11. YourMomIsG4y
    YourMomIsG4y
    • premium
    • 0 kudos
    So how do I actually start the quest line? I've gone to everyone I can outside of Solitude (the stables, sawmill, and port), and even a bunch of people inside Solitude, and none of them have anything to say about the "rumors" that are mentioned. I have seen in game the sky turn red, so I know the mod is working, but am I just not talking to the right people?