=============
=============
=============
Oscuro's Oblivion Overhaul 1.33
Oscuro's Oblivion Overhaul 1.33 has been out for a while now and beta testing is well underway for 1.34 (see further down for details on the test versions).
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.
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!
Downloads:
There are four different downloads available: the Upgrade package is available as a 68Mb OMOD-ready archive or a 78Mb standalone EXE installer, and the Complete package is available as a 403Mb OMOD-ready archive or a 408Mb standalone EXE installer.
Now there's also a 1.33 Patch that just includes the updated plugins. You must already have a complete install of 1.32.Final before adding the 1.33 patch!
- 1.33 Complete and Patch (OMOD-ready or standalone EXE) from PlanetElderScrolls
1.33 Complete OMOD-Ready from FileFront(file "purged" by FileFront)1.33 Complete Standalone EXE from FileFront(file "purged" by FileFront)- 1.33 Patch and 1.32.Final Upgrade from TESNexus
Download either the Complete or Upgrade version. Both include OMOD conversion data with an install script that guides you through the install process and option choices. This is the recommended install method, but there's also a standalone installer EXE available if you don't use OBMM.
Upgrade version requires prior install of OOO 1.3 Base. You've been warned!
For more details, see:
* Huge thanks to MiSP for the new Readme PDF and the OMOD installer scripts.
* Thanks to Floydian1 and MadCat221 for the screenshots.
* Special thanks to ElminsterEU for the amazing TES4Edit editor and adding features to help improve the OOO master file.
=============
Known Issues with 1.33Both issues will be fixed in 1.34, which is coming fairly soon. No other major revisions, just a few tweaks and some additional minor bug fixes.
- Vista users beware of the EXE installer! If you use the EXE version on Vista you may not get all the resource files when you install. Best way to avoid this is to use the OMOD installation or the manual 7zip installation. If you still prefer to use the EXE, then you must install twice: once without picking any options and then again picking the options you want.
- If you use the LITE version of 1.33, you need this replacement: OOO LITE 1.33b patch. It's a critical fix for some stuff that got accidentally left out of the LITE version esp file.
- The 1.33 Complete OMOD-ready archive may not have the latest ESM/ESP. To be sure you have the latest ESM/ESP, install the 1.33 Patch files after installing 1.33 Complete (only applies to OMOD-ready version).
- CTD when attempting to enter Alval Uvani's house upstairs. Get the fixed Harvest Containers mesh by XMarksTheSpot here.
=============
OOO 1.34 Beta 5 Patch
By dev_akm, MadCat221, VagabondAngel, ElminsterEU, Showler, Sein_Schatten, Kivan, bg2408, Shadowborn, f3l1p3, XMarksTheSpot, Arkngt, Shikishima, Tarnsman, The Old Ye Bard
Changelog: (consolidated change list including previous beta versions)Extra thanks to Showler and Sein Schatten for many bugfixes and testing, and to MadCat221, Arkngt, and Shikishima for testing.
- Entirely new custom sword design for Light of Dawn by VagabondAngel. LoD is now one of the best-looking swords ever made for Oblivion -- an all-new, custom, OOO-exclusive design by VA. Each stage of the taint removal process now has a unique appearance. When you first recover it, the blade has has been badly tainted by Lord Volmyr's efforts to weaken and eventually destroy it. It appears to be heavily coated in grime (the taint), but can be gradually restored to its former power and pristine appearance. Taint stage textures and sound effects by MadCat221. Scripting and icon by dev_akm.
- If you use the Oblivion Script Extender (OBSE), then the Light of Dawn scripts will detect this and enable an optional flaming version when the sword is unsheathed. The flame swapping option is enabled by default, but if you don't like it, you can disable flame swapping with the console command: ~Set OOOLightOfDawnUseFlame to 0
- Improved map marker fix script so you should get start-game markers for Imperial City only. The assumption here is that Imperial City is the only city in Cyrodiil that your character has previously visited (otherwise how did you end up in jail there?).
- Removed OnReset enable (and some OnLoad enable) statements from the OOOHC Harvest [Containers] scripts. This should prevent player home upgrades from appearing before they are bought, and also will avoid conflicts with the UOP3 method for removing problem containers (disabling rather than deleting to prevent on-exit CTDs). The change in OOO prevents these problems, but won't fix existing savegames where it has already happened. When something is enabled or disabled by a script, the change is stored in your savegame. OOO can't fix that easily, if at all. However, if you already had player home upgrades appear without buying them, then you can simply do the honorable thing and disable the stuff you haven't bought (using the console ~click->disable), then go to the store and purchase the upgrade, which enables the stuff again. Note that this change also removes backward compatibility with early versions of Harvest [Containers]. If you've been using an extremely old version of HC (before the animations were added), you probably shouldn't install this version of OOO).
- Moved fish spawn into a separate plugin called OOO-WaterFish.esp. This change was made to avoid a random vanishing landscape bug and to reduce the number of cell changes made by OOO.esp. This change essentially finishes what we started back in the 1.32 hotfixes, where we disabled the OOOFishSpawn by default due to AI overload problems associated with the fish. The OOOFishSpawn console command is no longer necessary now since the fish spawn placements will only exist in-game if you use OOO-WaterFish.esp. If you do choose to use OOO-WaterFish.esp then you can still take advantage of the OOOFishSpawn console command to temporarily disable the fish whenever you want.
- OOO-WaterFish includes optimized fish scripts to improve performance when the fish are disabled (the script no longer checks distance to player when fish are disabled).
- Potential fix for CTD-on-exit experienced by some users. All deleted references have now been un-deleted; instead, they are now initially disabled and sunk out of the way (changed Z-index).
- Numerous fixes based on the Unofficial Oblivion Patch 3.2, including Imperial Dragon Armor enchantments, stat fixes for Bruma Allies (MQ11) to help them survive, many guard fixes (missing clothes and armor, wrong keys, missing Light Armor skills, etc), many NPC AI packages, Hackdirt Villagers faction, Fighters Guild Porter "stalking" fix, stop Legion Foresters from fighting each other, etc. Huge thanks to Kivan for permission to incorporate the most recent UOP fixes where OOO overlaps UOP.
- Improved UOP fixes to vanilla quests based on UOP 3.2. Huge thanks to f3l1p3 for this!
- Added spell merchants workaround to help ensure that OOO spells are available for sale even if a later-loading mod changes the vendor. Huge thanks to bg2408 for this!
- Tweaked most NPC enemy faction relations to have extra dislike for the player faction so they will attack you before attacking any nearby mudcrabs, etc.
- Restored Dark Fissure as a Necromancer stronghold, per lore, removing Putrid Hand spawns from that cave since they are a competing faction. Thanks to MadCat221 for this change.
- Support for Choices & Consequences compatibility patch.
- Integrated Ayleid Coin by Tarnsman. This replaces the old Platinum Coin.
- Integrated Ayleid Weapon Rebalance by MadCat221.
- Nomenclature overhaul for Ayleid Meteoric Iron Weapons (AMIW) by MadCat221 with help from lore guru The Old Ye Bard (AKA: TOYB). This means they all have new names!
- Updated meshes and textures for Ayleid Meteoric Iron Weapons and boosted restore magicka effect to make them more helpful. Huge thanks to MadCat221 for these improvements.
- More complete Wrye Bash tags to avoid problems with UOP 3.2.
- Fixed numerous minor issues with loot lists and added new item grade-specific lists to make it easier for add-ons to take advantage of OOO custom items.
- Made Hindaril stronger, but he still needs more improvements.
- Fixed Light Armor skills on Dragonborne Knights.
- Rebalanced Carla Du Vrey (one of the Putrid Hand leaders). Thanks to MadCat221 for this change.
- NPC tweaks to Archmage Hannibal Travan, Count Janus Hassildor, and Regulus Terentius, including several sleep packages (so they don't wear armor/weapons to bed). Huge thanks to MadCat221 for these corrections!
- Skingrad Guard Cuirass and Shield changed to Heavy Armor to match the other Skingrad Guard armor.
- Added Mogens Windshifter faction relationships.
- Harvest Containers mesh fix by XMarksTheSpot (resolves CTD when attempting to enter Alval Uvani's house upstairs).
- Fix to make sure Eregor is enabled/disabled at the proper time (resolves an issue in the Shadows in a Struggle for Power quest).
- Fix to prevent Skyrim Bandit leaders from getting killed before facing the player.
- Fixed missing mipmaps on Heaven's Fury sword.
- Minor item name fixes and spelling corrections.
- Changed Mud Crabs to be less hated by residents of Cyrodiil. Hopefully this will reduce the number of times when an enemy ignores you to attack a Mud Crab.
- Added some of the vanilla changes from OOO.esp into OOO.esm (so they're not just in the OOO.esp). This should make it a bit easier to use OOO.esm in TESCS. However, it also means you must be very careful if you attempt to clean OOO.esp using TES4Edit.
- Increased chance of finding Fine Iron and Fine Steel weapons.
- Added Worn Leather Gauntlets to the Slave Traders so they won't bother wearing any wrist irons they might be carrying.
- Fixed Slavers and Smugglers quest so the final stages mark the quest as finished.
- Fixed Lap's wine-making scripts so they only work when the object is activated by the player, not when used by NPCs.
- Fixed Neville's chest script to prevent a problem with a Dark Brotherhood quest.
- Fixed script for some of the imperial legion cuirass/cape combos that had problems.
- Added IgnoreGeomancy option to disable Geomancy.
- Added "cooloff" timer for Gargoyle's Skin of Stone spell so they won't cast it so often.
- Added GetPlayerInSEWorld checks to all quests so they won't break if the player has Shivering Isles. This means OOO now requires the 1.2.0416 patch for Oblivion, but does not require the Shivering Isles expansion.
- Added a potion that may help the player get past the Frost Titan near Bruma during a certain early quest.
- Moved Seridur's Blood Stained Jewelry Box so it can be reached.
- Made the King of Miscarand and his zombies more deadly.
- Fixed numerous spawn lists to give better variety of enemies.
- Fixed Black Soul Gem dummy from Mages Guild quest so it uses the Leviathan mesh rather than vanilla mesh.
=============
OOO Project Status
The work continues! Many great new things are on the way. Upcoming improvements that are in development for the next beta release of OOO 1.34 are described below. Most of this work is already done, but we are still testing and tweaking it.
General changes and additions include:Changes related to the BSA conversion include:
- A completely new quest by Shadowborn. Without giving away too much, the quest is designed for mid-level characters (exact details still being ironed out). It involves the Knights of the Dragonborn and the various Goblin Tribes.
- A large selection of unique rewards for killing Gargoyles. Finally some well-deserved rewards can gained if you are brave enough to defeat these powerful monsters. Huge thanks to bg2408 for this.
- Additional in-game hints, clues, and lore related to the some of the unique static items you can find. This will be an ongoing effort. The first of these additions is created by Dazu and relates to SunChild.
- Massive corrections to the spelling and grammar in the books, notes, and other texts added by OOO. Huge thanks to Dazu for this.
- Support for Shivering Isles. This will be an optional plugin for folks who have Shivering Isles. At a minimum, we are hoping to include OMOBS weapon stats, rebalanced enemies, and Harvest Containers. This will be an ongoing effort to make some sense of the insanity.
- Support for Knights of the Nine. Adapted from FCOM_Knights, this optional plugin rebalances KotN with stronger enemies, OMOBS weapon stats, and resolves conflicts with the quest rewards.
- PyFFI mesh optimizations and BSA resources! Most resources optimized and moved into BSA files! This involves a huge amount of work and testing to get the BSAs working properly, including fixes for texture paths, missing mipmaps, and various mesh properties. See separate change list below for details.
- Light of Dawn sword scripts now include better detection of player vampire status.
- Removed debug comments from LapDrunkScript.
- Additional improvements for Carla Du Vrey and Hindaril.
- Additional script fixes for AMIW.
- BSA split into 3 separate files: Textures, Meshes, Sound, all of which are uncompressed.
- Changed mesh and texture paths to avoid overlaps with Martigen's Monster Mod for some creatures used in both mods.
- Added mipmaps to all "worn" armor textures.
- Fixed bad texture path in the "unfinished steel" cuirass meshes.
- Renamed the "unfinished steel" armor meshes to "cuirass.nif".
- Includes PyFFI mesh optimizations by HawkerT. Optimizations include: these mesh folders: architecture, clutter, dungeons, harvest, RD, Rocks, va, Weapons.
- Added mipmaps and removed unused alpha channels from defensive staffs; removed transparency settings from NIF properties on the staffs that don't use transparency.
- New ESM/ESP is included due to changes in "unfinished steel" armor mesh paths.
Thanks!
[RELz] Oscuro's Oblivion Overhaul 1.33
#1
Posted 06 December 2009 - 12:38 AM
#2
Posted 06 December 2009 - 01:27 AM
Could I have possibly messed something else up messing with all of these files? Now (although running BOSS and bashing with no problem) I can no longer go outside. As soon as I fast travel to an outdoor location or try to walk out of a city, my game crashes immediately. Inside of cities everything seems fine. Maybe time to take a few days and start fresh.
I really do appreciate everyone trying to help me out with this.
That doesn't sound as if it's something that would be caused by OOO.
Disable Oscuro's and your bashed patch if using one and see if the issue is still there.
#3
Posted 06 December 2009 - 07:47 PM
C. Nial DeMencha
Fumbling Sworduser
Joined: 06 Oct 2009
Posts: 3
Posted: Wed Nov 11, 2009 8:11 pm Post subject:
--------------------------------------------------------------------------------
All right, I've been playing with WAC in my savegame for a while, but I haven't posted here at all yet, mostly out of laziness. I'm posting now primarily out of guilt because I'm not contributing anything to this fantastic mod, but also because I'm bored and have free time on my hands. I haven't actually played in a while due to a personal project I'm working on right now. However, this is what I noticed so far about WAC.
For one thing, the creatures all look great. In fact, I'd say that they almost clash with vanilla a bit because of how much more interesting they are to the eye. They automatically draw all attention to themselves, and while this makes for great fun just standing around and staring at the cute little things, I can already see the whole "immersion" bandwagon starting to tear this mod down. That's their problem though. The camps actually fit very well into the world, they blend much more nicely with vanilla, as do your goblins and those other goblin similar creatures standing on two legs (I've forgotten their name, sorry). The wooden platforms and scouting towers are very cool, although my first thought was that it might be a bit of a complicated construction for mere goblins. I walked into the human encampment with the butcher and I don't think it would be difficult to create quests/scripts for a hunting/butchering game mechanic, but I wouldn't trust myself to implement it properly. The one thing that is currently lacking in WAC, which I believe everyone is aware of, is balance. All the creatures are completely leveled it looks like, and I rarely saw any of the bigger, tougher creatures in my testing, but obviously this is of lesser priority and will all be fixed later on.
However, since I absolutely cannot live with vanilla leveling, I also decided to install OOO alongside WAC and along the way figure out a thing or two about compatibility and overhauls. WAC and OOO are at the moment almost completely compatible in spirit- if it weren't for that silly rule of one. WAC makes a lot of changes to clothes and inventories as well as creature models, while OOO mostly changes stats, so depending on which you load last, you get either stats or inventories. However, this kind of stuff is very easily fixed with TES4EDIT, and so I hacked together a quick patch for OOO and WAC. I pretty much went by these guidelines: WAC does models and inventory when it adds new stuff, OOO does stats always, OOO items overwrite vanilla items when WAC keeps vanilla and I kept WAC's "amount" of items in an inventory. For example, if a barbarian has a RS sword and a vanilla dagger in WAC (this is all purely hypothetical) and in OOO that same barbarian has a worn steel sword, a worn steel dagger and a mace, then what I do is
1) Give the Barbarian OOO's stats
2) WAC's armor and models (if it's not vanilla, otherwise OOO)
2) Give him the RS sword (WAC) and the worn steel dagger (OOO) (But only 2 weapons as per WAC instead of 3 in OOO)
these are only general rules of thumb however, and I preferred giving an NPC (if he was unique) more items rather than deleting too many. I know that Wrye Bash can merge inventories, but that's just what it says: merging, thus it stuffs all the items together. Thus wrye bash keeps everything, but any kind of thought out spreading of loot is washed down the drain. I also fixed AI packages, scripts and various other things that wrye bash doesn't catch.
So here's the patch for download, if you want it: http://www.filefront...189/WAC-OOO.esp
It requires WAC - TCOS and Wac - Overspawn and Oscuro's_Oblivion_Overhaul. Load it after WAC and OOO and unless you want all the loot stuffed together again, after the bashed patch, or I guess you could delete OOO's invent tag or something.
Have fun with it. Oh yeah, you can do with it what you want, change it, fix it, improve it, upload it, do whatever you want.
Here is the download link once again: http://www.filefront...189/WAC-OOO.esp
Edited by Hellbishop_, 06 December 2009 - 07:49 PM.
#4
Posted 06 December 2009 - 07:57 PM
#5
Posted 06 December 2009 - 08:10 PM
Edited by joesmithy, 06 December 2009 - 08:11 PM.
#6
Posted 06 December 2009 - 08:25 PM
how friendly would this be with FCOM?
If your talking about the WACforOOO esp i doubt it would be too friendly since it wasnt made with the great FCOM in mind. C. Nial DeMencha does state you can do what you want with it. So if anyone wants to make a FCOM version i guess its alright just dont put it up at the Nexus or Planet Elderscrolls etc. In other words keep it on the down low because Waalx is still working on WAC and has a certain vision for it which is not complete yet. So best place to put an FCOM or other version would be places like Filefront.
Edited by Hellbishop_, 06 December 2009 - 08:26 PM.
#7
Posted 06 December 2009 - 08:45 PM
I read in the introduction (post 1) that Complete for OBMM may not have the latest .esm/.esp? So from this I would glance that the .exe install is the easier one to use? Thanks!
#8
Posted 06 December 2009 - 08:59 PM
I don't have no OOO of any version installed ATM. What's the pro and con of installing OOO 1.33 "Complete" via OBMM or stand-alone .exe installer? I still have WinXP (32-bit) as my OS.
I read in the introduction (post 1) that Complete for OBMM may not have the latest .esm/.esp? So from this I would glance that the .exe install is the easier one to use? Thanks!
With WinXP your better off using the stand alone exe installer and then use OBMM to set your load order according to the readme instructions. Thats the way i have mine installed.
#9
Posted 06 December 2009 - 08:59 PM
If you upgrade to the 1.34 beta, that takes care of the esp issue. I just did this yesterday on my new computer and used the omod version; totally painless.I don't have no OOO of any version installed ATM. What's the pro and con of installing OOO 1.33 "Complete" via OBMM or stand-alone .exe installer? I still have WinXP (32-bit) as my OS.
I read in the introduction (post 1) that Complete for OBMM may not have the latest .esm/.esp? So from this I would glance that the .exe install is the easier one to use? Thanks!
#10
Posted 06 December 2009 - 09:00 PM
The .exe installer version is certainly the easiest to install. However, using an OMOD-ready version will certainly make uninstalling easier.I don't have no OOO of any version installed ATM. What's the pro and con of installing OOO 1.33 "Complete" via OBMM or stand-alone .exe installer? I still have WinXP (32-bit) as my OS.
I read in the introduction (post 1) that Complete for OBMM may not have the latest .esm/.esp? So from this I would glance that the .exe install is the easier one to use? Thanks!
Whatever method you choose, just make sure to install the Full 1.33 version PLUS the 1.34b patch.
gothemasticator
#11
Posted 06 December 2009 - 09:04 PM
The OMOD version is recommended as it offers you all the options like living economy, map markers etc. One or two of the Lite-Optional files can be used on a full install (line the magic effect one) and the OMOD install script deals with this.I don't have no OOO of any version installed ATM. What's the pro and con of installing OOO 1.33 "Complete" via OBMM or stand-alone .exe installer? I still have WinXP (32-bit) as my OS.
It does take blummin ages to do it tho
Edited by Torrello, 06 December 2009 - 09:05 PM.
#12
Posted 06 December 2009 - 09:58 PM
#13
Posted 07 December 2009 - 04:12 AM
Not at all currently.how friendly would this be with FCOM?
The WAC creatures conflict with MMM just to begin with, not to mention leveled lists.
WAC has been looked at for FCOM, but until both it and FCOM are finalized nothing's going to happen.
#14
Posted 07 December 2009 - 09:14 AM
#15
Posted 07 December 2009 - 09:54 AM
#16
Posted 07 December 2009 - 10:49 AM
Thank you - now back to OOO, which by itself is already an absolutely fantastic mod.
#17
Posted 07 December 2009 - 11:57 AM
I'm unfamiliar with Windows7, but normally all that's required is to copy and paste the new files, overwriting where prompted.How do I installo the 1.34 patch?? It comes without a Readme. Also, I have W7 and installed with the .exe file. Will installing the patch solve all issues??
Edited by Shikishima, 07 December 2009 - 12:02 PM.
#18
Posted 07 December 2009 - 01:42 PM
Wow, I just realized that someone posted my quick-hack for WAC/OOO here (yes, I'm C. Nial DeMencha on the realswords forums). I'm not entirely sure how I feel about this. I did say in my post that I would let people upload their versions of the patch.... however I did not realize how easily that could have been misunderstood. My original intent was that you could upload it onto a site like filefront so that it's not thrust out into publicity as much as on Tesnexus / PES. Looking back on the post, I see that there was no way that anyone reading it could have realized that, and I take full responsibility for that. However, I would like everyone to know that I bid them to please keep it off the main Oblivion mod pages (as Hellbishop said), and only upload it if you have made changes to the patch that could constitute and upgrade. In my opinion treating this patch as a way to just stuff more content into your game would diminish Waalx' still very much INCOMPLETE work. So please, be courteous. I don't have any control over how the patch is used, but not publicly releasing it is something that I hope everyone on these forums understands.
Thank you - now back to OOO, which by itself is already an absolutely fantastic mod.
Thanks
#19
Posted 07 December 2009 - 02:43 PM
#20
Posted 08 December 2009 - 06:48 PM
A.) My idea is to create an OMOD, similar to installing 1.33, adding the archive and let OBMM take care of things.
B.) Or can I simply overwrite everything by dumping the new files into \OB\Data and make a re-run of BOSS?
Isn't option A.) the better more "elegant" approach as I can unwind 1.34 and go back to 1.33 if I needed/wanted to? What should I do? Thanks for clarifying.
#21
Posted 08 December 2009 - 08:13 PM
So it looks as if I installed OOO 1.33 correctly, everything is working fine. Now I want to install the 1.34 Beta on top of it. How should I do it?
A.) My idea is to create an OMOD, similar to installing 1.33, adding the archive and let OBMM take care of things.
Option A make a omod or use BAIN are preferred methods for installing.
#22
Posted 09 December 2009 - 04:28 AM
Just a quick follow up: BAIN is a functionality from Wrye Bash itself, is it not? It's not yet another tool to download and install, right? I'm tempted to employ it for this small update, maybe I can learn something. I'm just not familiar at all with Wrye, but I get the impression it's a really powerful tool.
Sorry for the slightly off-topic question. Just a quick, brief answer please, if somebody could. Further questions I will place in the Wrye Bash thread. Thanks!!
#23
Posted 09 December 2009 - 04:32 AM
#24
Posted 09 December 2009 - 08:37 PM
Edited by Tommy_H, 09 December 2009 - 08:39 PM.
#25
Posted 09 December 2009 - 08:41 PM
#26
Posted 10 December 2009 - 12:23 AM
No need, I don't think. The upsave is mainly about the NPC level info which hasn't changed in ages.Now, do I need to run an OOOupsave for my 1.33 savegame before continuing the game with 1.34? I would expect so... Thanks!!
#27
Posted 10 December 2009 - 12:52 AM
No need, I don't think. The upsave is mainly about the NPC level info which hasn't changed in ages.
Yes, updating NPC levels is mainly needed when adding OOO to an ongoing game:
"If you're adding OOO 1.32 to a savegame that previously did not use OOO (even if it was just created in the starter dungeon before adding OOO), then you'll need to use Wrye Bash to Update NPC Levels on your savegame. This is also a good idea (but not required) when updating a 1.32 savegame to 1.32.Final."
The upsave is needed if upgrading from the esp based OOO 1.31 (or earlier) to the esm based OOO 1.32 (or later):
"If you're upgrading from 1.3 or 1.31 to 1.32 for the first time, then you must alter the master dependency for OOO in your savegame to avoid losing any items you may have gained from previous versions (you only need to do this once when you first switch from 1.3 or 1.31 to 1.32, not when switching from a previous version of 1.32 to 1.32.Final)."
#28
Posted 11 December 2009 - 03:25 AM
Thanks
Edited by Bravo06, 11 December 2009 - 03:26 AM.
#29
Posted 11 December 2009 - 09:34 AM
There are a couple of game settings in Oblivion that control how many corpses remain in a cell - once you reach that number, the game engine starts to remove corpses. Which corpses it removes appears to be random, although it does appear to follow the rule of "get rid of the corpses that the player most wants you to keep". The reason there are two settings is that there is one for 'normal' areas, and one for 'complex' areas. Areas are designated as 'complex' if there are more than a certain number of actors in the vicinity, and script and AI processing is reduced to avoid slowing the game too much.I am using OOO v 1.34 with MMM v 3.7 and the latest Frans and FCOM. My problem is the speed at which the Sylvan warriors bodies disappear after I kill them. If I am fighting 3-4 of them at a time, the first one's body will usually disappear - sometimes less than a minute after he/she is dead - before I finish killing the rest . Since I am often scrambling like a bandit while in these fights, I seldom have time to search each body in a leisurely fashion. Is there a way to slow down the speed at which these bodies disappear so that I can finish killing them before I have to search them?
Thanks
With FCOM, these game settings are increased somewhat, to take account of the increased number of actors you are likely to encounter, but you will still run into this problem occasionally. Having said that, there have been intermittent reports of specific individual NPCs disappearing the moment you kill them, when there does not appear to be any scene-complexity reasons for it. There's certainly nothing specific about the Sylvans that makes their bodies disappear any quicker than other NPCs or creatures.
A starting point would be to post your load order, so we can see if there's anything obvious that could be causing this.
You could also try checking the game settings iRemoveExcessDeadCount and iRemoveExcessDeadComplexCount - to do this, you should be able to open the console in-game and type 'GetGS' followed by the game setting name. The vanilla values are 15 and 3 respectively, and FCOM increases both, so if they are set to 15 and 3, you've got something else loaded that's resetting them.
Eloise
#30
Posted 11 December 2009 - 11:32 AM
There are a couple of game settings in Oblivion that control how many corpses remain in a cell - once you reach that number, the game engine starts to remove corpses. Which corpses it removes appears to be random, although it does appear to follow the rule of "get rid of the corpses that the player most wants you to keep". The reason there are two settings is that there is one for 'normal' areas, and one for 'complex' areas. Areas are designated as 'complex' if there are more than a certain number of actors in the vicinity, and script and AI processing is reduced to avoid slowing the game too much.
With FCOM, these game settings are increased somewhat, to take account of the increased number of actors you are likely to encounter, but you will still run into this problem occasionally. Having said that, there have been intermittent reports of specific individual NPCs disappearing the moment you kill them, when there does not appear to be any scene-complexity reasons for it. There's certainly nothing specific about the Sylvans that makes their bodies disappear any quicker than other NPCs or creatures.
A starting point would be to post your load order, so we can see if there's anything obvious that could be causing this.
You could also try checking the game settings iRemoveExcessDeadCount and iRemoveExcessDeadComplexCount - to do this, you should be able to open the console in-game and type 'GetGS' followed by the game setting name. The vanilla values are 15 and 3 respectively, and FCOM increases both, so if they are set to 15 and 3, you've got something else loaded that's resetting them.
Eloise
Thanks for the offer to help. My mod load order is included below. My dead body removal settings are currently at 20 and 5 so it looks like FCOM is working properly. There really does not seem to be any rhyme or reason to the way this works. Thanks again.
]Active Mod Files:
00 Oblivion.esm
01 Windfall.esm
02 Jog_X_Mod.esm
03 Francesco's Leveled Creatures-Items Mod.esm
04 Francesco's Optional New Items Add-On.esm
05 Cobl Main.esm [Version 1.72]
06 Qarls_Harvest.esm
07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 Mart's Monster Mod for OOO.esm [Version 0.9.9MB3]
0A Enhanced Daedric Invasion.esm
0B CyrodiilUpgradeResourcePack.esm
0C TamrielTravellers.esm [Version 1.36]
0D FCOM_Convergence.esm [Version 0.9.9MB3]
0E Kvatch Rebuilt.esm
0F CM Partners.esm
10 Mart's Monster Mod - Friendlier Factions OOO.esp [Version 3.7b3p3]
11 HrmnsOblivionScriptOptimizationv1.0.esp
12 TNR ALL RACES FINAL.esp
13 TNR - ShiveringIsles.esp
14 Unofficial Oblivion Patch.esp [Version 3.2.0]
15 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
16 Oblivion Citadel Door Fix.esp
17 DLCShiveringIsles.esp
18 Unofficial Shivering Isles Patch-MOBS-FCOM.esp [Version 1.4.0]
19 Francesco's Optional Chance of Stronger Bosses.esp
1A Francesco's Optional Chance of Stronger Enemies.esp
1B Francesco's Optional Chance of More Enemies.esp
1C Francesco's Optional Leveled Quests-SI-only.esp
1D Francesco's Optional Leveled Guards.esp
1E FCOM_Francescos.esp [Version 0.9.9]
1F FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
20 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
21 _darker_nights.esp
22 IngredientsInBulk.esp
23 Qarls_Harvest.esp
24 Landmarks, w Wells.esp [Version 1.10]
25 Ayelid Wells.esp
26 1AlexScorpionSneakingSuit.esp
27 HiddenSkulls.esp
28 ExnemRuneskulls.esp
29 Cobl Glue.esp [Version 1.72]
2A Cobl Si.esp [Version 1.63]
2B OOO 1.32-Cobl.esp [Version 1.72]
2C FCOM_Cobl.esp [Version 0.9.9]
2D Bob's Armory Oblivion.esp
2E FCOM_BobsArmory.esp [Version 0.9.9]
2F Oblivion WarCry EV.esp
30 FCOM_WarCry.esp [Version 0.9.9MB3]
31 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
32 Mart's Monster Mod for OOO.esp [Version 0.9.9MB3]
33 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
34 FCOM_Convergence.esp [Version 0.9.9Mb3]
35 FCOM_RealSwords.esp [Version 0.9.9]
36 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
37 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
38 Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
39 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]
3A Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
3B Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
3C Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
3D TamrielTravellerAdvScript.esp [Version 1.36]
3E TamrielTravellers4000.esp [Version 1.36]
3F TamrielTravellersItemsNPC.esp
40 TamrielTravellersItemsCobl.esp [Version 1.36]
41 ShiveringIsleTravellers.esp
42 FCOM_TamrielTravelers.esp [Version 0.9.9]
43 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
44 FCOM_BobsGuardUnity.esp [Version 0.9.9]
45 FCOM_HungersUnitySI.esp [Version 0.9.9]
46 FCOM_Archery.esp [Version 0.9.9]
47 FCOM_FriendlierFactions.esp [Version 0.9.9]
48 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
49 SSEE-OOO.esp
4A Ivellon.esp [Version 1.8]
4B Cyrodiil Border Regions 1.2.esp
4C Amajor7 Imperial Furniture.esp
4D Archery Shops 2.0.esp
4E ArmoryLab.esp
4F Blitz's Dungeons & Realms - Molag Fel 1.4.esp
50 BD&R - Laughing Maw.esp
51 BD&R - Deepgrave.esp
52 goldenarrowarcheryshopfixedprices.esp
53 HeartOftheDead.esp
54 Kvatch Rebuilt.esp
55 Kvatch Rebuilt - OOO Compatibility.esp
56 Kvatch Rebuilt - Leveled Guards - FCOM.esp
57 EiAmod.esp
58 Shady Sam Enhanced.esp
59 Snow Dragon Temple v1.0.esp [Version 1.1]
5A thievery.esp
5B Windfall.esp
5C za_bankmod.esp
5D Knights.esp
5E Mart's Monster Mod for OOO - Knights .esp [Version 0.9.9MB3]
5F Mighty Umbra.esp
60 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
61 FCOM_MightyUmbra.esp [Version 0.9.9]
62 FCOM_Knights.esp [Version 0.9.9Mb3]
63 Enhanced Daedric Invasion.esp
64 FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
65 bartholm.esp
66 gardening.esp
67 moremerchantmoneyv1.1.esp
68 Retros Fletching and Imbueing.esp
69 Salmo the Baker, Cobl.esp [Version 3.08]
6A Speedy Disrobe OBSE.esp [Version 1.3]
6B Gather Ye Rosebuds.esp
6C PoisonIvy.esp
6D Poison Combiner.esp
6E Essence Extracter.esp
6F DirenniAlchemyApparatus.esp
70 dyseso_Light_Ingred_Appar.esp
71 attack and hide medium v2.1.esp
72 Denock Arrows.esp
73 Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp
74 Duke Patricks - Fresh Kills Now Alert The NPCs.esp
75 Smarter Mercantile Leveling - Multi.esp
76 Automatic Spell Learning.esp
77 immersive_caves_auto.esp
78 _darker_dungeons.esp
79 Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
7A _burning_kvatch.esp
7B NoMerchantBarterChatter.esp
7C Francesco's day lenght rescale 1-16.esp
7D 1stAlchemistCompanionGirl.esp
7E Rasor_archer_pack.esp
7F RingOfFeather1000.esp
80 autoFloraDEJ_Harvest.esp [Version 0.3]
81 DEJ_harvest_Clams.esp
82 dkHearthStone.esp
83 Green_House.esp
84 Compleat Enchanter easy.esp
85 EbonyHelm.esp
86 GlassHelm.esp
87 OrcishHelm.esp
88 NoLoad.esp
89 Ring of Atmospherancy.esp
8A ParpsAyleidGuidebook 1.0.esp
8B HouseMiyoto.esp
8C Bashed Patch, 0.esp
8D CleanQuit.esp
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Sign In
Create Account



This topic is locked
Back to top

Terms of Service