Jump to content

Submitter

File Information

  • Submitted: Feb 13 2012 02:49 AM
  • Last Updated: Sep 12 2012 12:41 AM
  • File Size: 416.96MB
  • Views: 73339
  • Downloads: 54,491
  • Usage Rights/Permissions: No redistribution, re-use or copying any part of this mod without prior written consent

Download Oscuro's Oblivion Overhaul Version 1.35





Screenshots
Name: Oscuro's Oblivion Overhaul
Version: 1.35
Date: 14/07/2012
Category: Game Overhauls
Author: Sotobrastos/dev_akm/MadCat 221/MiSP/Team Alpha

=================
Requirements:
=================

Oblivion 1.2.0416

=================
Description:
=================



Due to the BSA format and it's overlap with other mods (most notably COBL and Mart's Monster Mod) it's essential that all previous versions and resource files of OOO are completely removed prior to the install of version 1.35
Failure to do so will result in many missing files and erroneous installation.


=================
Details:
=================



Listed are the major alterations and additions that have been made since version 1.34 beta5.
We've included a couple of new surprises. Don't want to spoil anything, but you'll find them during the course of your adventures.

General changes and additions include:

•A completely new quest by Shadowborn. Without giving away too much, the quest is designed for mid-level characters. 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 be 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. Thanks to Dazu in relation 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 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! Resources optimized and moved into a BSA file! This involves a huge amount of work and testing to get the BSA 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.
•OMOBS fixes and tweaks by BFG99.

Changes related to the BSA conversion include:

• New BSA format which includes all Textures, Meshes and Sounds.
•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: 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. Plus a cleanup of many armour models.
-Optional No deadric items esp. Self explanatory.
-A few little surprises in the form of new enemies.
-Minor fixes and alterations, many of which details I've forgotten

Thanks!

Team Alpha

dev_akm - Project Leader
Corepc - Help with everything
Showler and Shikishima - Improved scripts, bug fixes, beta testing, forum support.
Shadowborn - Improved scripts, bug fixes, Dragonborn quest, LoD fix, beta testing and a whole lot more.
daemondarque - Beta tester, armour mesh improvements, forum support.
Sen-Chan – Massive assistance and support with armor meshes
Arkngt - Extensive beta testing, enormous support with the forum threads.
....and many others that have been involved over the years.

And of course a huge thanks to Sotobrastos (Oscuro) for his wonderful creation


=================
Installation:
=================


===============

Manual Install
===============

1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
2. Start Oblivion Launcher, click Data Files, and enable the Oscuro's Oblivion Overhaul.esp file(s).

===============
OBMM Install
===============

Installing the Mod

1. Extract the archive to any other folder.
2. Copy the extracted archive to [Install Path]\Oblivion\OBMM\Mods\
3. Start Oblivion Mod Manager
4. Click the Create button
5. Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
6. Click the Create OMOD button, wait until it finishes, then click the Ok button

Activating the Mod

1. Start Oblivion Mod Manager
2. Double-click the name of the mod in the right-hand side of the OBMM screen, once installed the mod icon will turn blue

===============
BAIN Install
===============

1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
2. In Wrye Bash Installers tab, highlight the new archive.
3. Check any sub-folders, ESP/ESM's as required.
4. Right click the archive name and Install.
5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommended to run BOSS first).

Harvest Flora version 3.01 is also included in the archive. BOSS is recommended at all times to sort your load order, but ensure the file loads after the OOO esp to avoid the known crash issue with the harrada plant.
Living Economy - Consider using Enhanced Economy instead as Living Economy has some issues, for example the 65 K bug which means that sometimes when a merchant has quite little money left when you sell something, the merchant suddenly receives around 65000 gold to barter for, instead of 0. Enhanced Economy is issue free, has many more features, is compatible with mod added items and completely customizable. Requires OBSE.
Level Rates Modified - Skill level rates are c. 3x slower in OOO than in the original game on default. but users might want to consider using Fundament instead http://oblivion.nexu....com/mods/41005

Updating your save to 1.35
It's advised to wait out your game respawn (default 3 game days) away from all creatures and npc's. One way is to use the console "coc testinghall" then return using "coc Weye"

A full and very detailed readme can be found http://devnull.sweetdanger.net/OOO/
Version 1.33 changelog http://devnull.sweet...ngelog_FAQ.html
Beginners tips at http://forums.bethso...s-tips-for-ooo/ (contains spoilers)
Walkthrough and starters guide http://www.yacoby.ne...1185121620.html (contains spoilers)
Incompatibilities and patches if available http://www.uesp.net/...Compatible_Mods
Spoilers Thread 28 http://forums.bethso...ers-thread-28//
Spoilers http://devnull.sweet...oospoilers.html
http://www.youtube.c...h?v=LBKjLxVJKRg



=================
Un-Installation:
=================

===============
Manual Un-Install
===============

1. Start Oblivion Launcher, click Data Files, and enable the Oscuro's Oblivion Overhaul.esp file(s).
2. Delete the files/folders associated with the mod.

===============
OBMM Un-Install
===============

1. Start Oblivion Mod Manager
2. Double click the mod to deactivate it, once finished the icon will turn green

===============
BAIN Un-Install
===============

1. In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.
3. Rebuild Bashed patch.


=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
TES4Edit
TES4Gecko
TES4Files
Nifskope
Pyffi

=================
Licensing/Legal:
=================

No redistribution, re-use or copying any part of this mod without prior written consent


Screenshots

Screenshots Screenshots Screenshots


Thanks for the update. Oblivion without OOO is like an orange without vitamin C.

Is there any particular area/quest you wish for users to beta test ? Anything to help accelerate 1.35 final :)
    • 0

Thanks for the update. Oblivion without OOO is like an orange without vitamin C.Is there any particular area/quest you wish for users to beta test ? Anything to help accelerate 1.35 final :)


Nothing particular.
This release is really all about tying up loose ends from previous versions and correcting anything that may have cropped up when adding new content with this before going final.
Playing the game as normal will reveal anything that may have slipped past.
The Dragonborn quest can be triggered by visiting Fatback Cave.
You may want to check out the latest developments over on ESF to keep on top of anything you should be aware of.
http://forums.bethso...35-public-beta/

-Shikishima-
    • 0
OOO 1.35 final uploaded 14/07.
Enjoy.

Team Alpha
    • 1
Photo
TimboSlice66
Jul 31 2012 03:47 PM
I love OOO, and I have the 1.34b version(I installed 1.33 with the .exe installer), and I want to update to 1.35. From what I have read, I need to remove all of the files that 1.33 installed to avoid serious issues? Because I want to finally go with FCOM since it's v1.0 now, and I have to update OOO and MMM for it to work properly.
    • 0

I love OOO, and I have the 1.34b version(I installed 1.33 with the .exe installer), and I want to update to 1.35. From what I have read, I need to remove all of the files that 1.33 installed to avoid serious issues? Because I want to finally go with FCOM since it's v1.0 now, and I have to update OOO and MMM for it to work properly.

The easiest way to remove previous versions would be converting to an OMOD, installing then unistalling.
If your unsure how to proceed http://hammondslegac...create_omod.asp
Any further advice contact us on the ESF http://forums.bethso...ivion-overhaul/

-Shikishima-
    • 0
Photo
trogloglanis
Aug 02 2012 05:22 PM
Installing problem

I'm a beginner in using mods and I'm probably not experienced enough in installing them. At least I can't get OOO 1.35 to work. I chose the install via OBMM. Here is a description of what I did. I hope somebody can tell me what went wrong and how I can solve the problem.

1. Download of the file
2. I created an empty folder
3. Extracting the download file to the new folder - first problem: I couldn't extract the file because it is not .rar or .zip. Fortunately OBMM has a bsa browser. You get a long list of files. I told the browser to extract all files to my empty folder. In the end I had three new folders called meshes, textures and sound
4. According to the description I should copy the extracted archieve to the mods folder - second problem: I had no archieve but three folders. So I simply copied these folders to the mods folder.
5. I started OBMM and clicked the create button.
5. Now I should add an archive but I had no archive, only three folders. So I chose the add folder button. On the bottom of the create omod window I chose data files instead of plugins and finally clicked the create omod button.
6. After some time OBMM told me that the mod had been created successfully. It appeared on the right side of the OBMM window.
7. I activated the new mod. After some time the square in front of the mod name on the right side turned blue, indicating that the mod had been activated successfully. However no OOO .esp appeared on the left side of the OBMM window, therefore I guess the mod was not installed correctly at all.

It's all because I cannot handle bsa files, right?
Any help is welcome.
    • 0

Installing problem

I'm a beginner in using mods and I'm probably not experienced enough in installing them.
Any help is welcome.


I don't want to clutter the reviews with install issues.
Come talk to us on the Bethseda Forums (linked above) and we'll talk you through any problems.

-Shikishima-
    • 0
Are the Add-Ons outdated with the new 1.35? For instance, if you wanted to use a different leveling system, you had to use the levelstock.esp.
    • 0
The add-ons are still valid for this version. They haven't altered since 1.33.
When talking about a leveling system I assume your not talking about nGCD or Realistic Leveling, but the actual leveling rate?
In either case they should load after the OOO esp in your mod listing. Nothing else is required.

-Shikishima-
    • 0
Hey everyone, just getting back into Oblivion after playing it when it first came out. I'm trying to build the ultimate game with a complete graphics, gameplay and quests overhaul. I tinkered with OOO awhile back, and loved the changes it made to the game. Does anyone know if this version includes the Deadly Reflexes mod? Deadly Reflexes alters fighting in the game and includes these great finishing moves, like decapitations and stuff. If not can you use Deadly Reflexes with OOO? Thanks.
    • 0

Other files you may be interested in ..



Random Files





16 user(s) are online (in the past 15 minutes)

3 members, 12 guests, 0 anonymous users


Google (1), killy87, Rembrandt, alako