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Post by dogonporch on Oct 10, 2015 16:42:18 GMT
I'm using OBSE 21 and it has been very stable. The benefits far outweigh any negatives. Pluggy, as well.
If I recall correctly, OBSE just attempts to fix what was removed from the exe to gain an 'M' rating rather than an 'R' rating which would have been a disaster for Bethesda.
But perhaps somebody has more info...
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Post by thenryb on Oct 10, 2015 17:48:55 GMT
I'm using OBSE 21 and it has been very stable. The benefits far outweigh any negatives. Pluggy, as well. If I recall correctly, OBSE just attempts to fix what was removed from the exe to gain an 'M' rating rather than an 'R' rating which would have been a disaster for Bethesda. But perhaps somebody has more info... I am using both as well without problems referable to either. I also installed that KOTN Revelation mod which is really quite amazing and worth enduring the insufferable (for me) dialogue associated with KOTN. If you decide to try it, I do recommend leaving Vilja at home after a certain point or at least making her be quiet. I know she does not "go gentle into that good night" of just waiting and relaxing but her chatter simply does not fit the major portion of the mod.
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Post by Sniffles on Oct 10, 2015 20:49:42 GMT
I just realized I've left the KotN waiting on the beach for me to lead them to suicide for about a year now. The finale of that fandango leaves me yawning. On your mark, get set, poop!
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Post by jgf on Oct 10, 2015 22:57:55 GMT
I have eschewed OBSE simply because -
"OBSE provides official support for: Oblivion & Shivering Isles build 1.2.0.416. Steam build 1.2.0.416 (in v0017b)"
(This is the game version I have, but I do not have Shivering Isles, nor the Steam version.)
"OBSE does not work with: Oblivion 1.2.0.214 This was the official downloadable 1.2 patch. (as of v0017) Oblivion 1.2.0.410: the Shivering Isles beta patch. Oblivion 1.2.0.201: the Shivering Isles DVD build. Oblivion 1.1.0.511 This was the original Oblivion that OBSE supported. (as of v0017) Oblivion 1.0: the original DVD build of Oblivion. The Direct2Drive version of Oblivion or Shivering Isles. The Oblivion.exe provided by D2D is encrypted, and we cannot patch it without breaking the encryption. We will not do this, as it is illegal. The Impulse version of Oblivion or Shivering Isles. The Oblivion.exe provided by Impulse is also encrypted. The GameSpot version of Oblivion or Shivering Isles. The Oblivion.exe provided by GameSpot is also encrypted. Probably any digital distribution version other than Steam. This is just going on history with other services."
I note in the docs for Pluggy, "It uses OBSE to add the functions to the game, and like OBSE it doesn't make any modifications to oblivion.exe...". Which blatantly contradicts the above comments regarding OBSE not working with some versions of the game because they will not patch an encrypted Oblivion.exe.
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Post by Sniffles on Oct 11, 2015 1:14:34 GMT
So far Fighters Guild Quests 1_6 looks very promising. The rote go here then go there then do this pre-scripted event has expanded nicely. The major problem is the ordinary quests are more or less shoved in your face while the new ones have to be dug out with the quest givers not all that easy to find at times. So the new quests become semi easter eggs. Digging up all these added quests adds a lot to the game though by itself can make the game fighters guild centric. Haven't noticed any screwups so far.
We're going to go ahead and add the Mages Quild Quests and combine both.
If anyone has any input about the Brasher mods it would be very much welcomed. Our game is severely handicapped. We are leveling the PC but removing the game installed improvements. The only improvements the PC gets are the areas that she has been actively using, using the level up just to help keep track. Thus the PC is a serious wuss and VERY dependant upon followers to help her stay alive. We are considering adding another follower to assist Vilja. But anyway, with these new mods, there appear to be a number of places where it is certain death to go to. (Level 10 PC with armor rating of 2 and zero melee ability. The emperor picked the wrong person to save his empire). So hints, clues and suggestions will certainly be taken to heart!
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Post by Sniffles on Oct 11, 2015 9:50:41 GMT
OW! Re: Blood Raven mod. 9th level wuss PC and Vilja: Survival chance=Nil. Anyone care to clue me how high a level the PC should be?
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Post by dogonporch on Oct 11, 2015 17:14:24 GMT
OW! Re: Blood Raven mod. 9th level wuss PC and Vilja: Survival chance=Nil. Anyone care to clue me how high a level the PC should be? You might want to try those Rune Skulls if your weapons have lost their umph. www.nexusmods.com/oblivion/mods/9412/?
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Post by Sniffles on Oct 11, 2015 23:25:36 GMT
Worth a try. Thanks. It looks like a quantum leap from my mode of playing to most of those mods. Another problem rring it's head is the non leveling of leveled items found in the game. Like I got the Frostwyrm bow for Squishy. It's the lowest weakest version and as I understand it, will never level up with the character.
And the bow thing isn't working right. It's so weak that the weak fireball spell is much more effective and so her destruction magic is way above bow skills. There will never be the 1000 yard shot express train bow like we have in Skyrim. That really limits Squishy's interest in the game.
Neither of us is interested at all in magic. Magic is moronic: You have fire and lightning!! So, in Tamriel they rewrote the laws of physics and there is hot heat and other hot heat?
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Post by jgf on Oct 12, 2015 2:33:44 GMT
.... Another problem rring it's head is the non leveling of leveled items found in the game. Like I got the Frostwyrm bow for Squishy. It's the lowest weakest version and as I understand it, will never level up with the character.... You could try the Quest Award Leveler mod, with it any leveled items you acquire will continue to level up with you.
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Post by Sniffles on Oct 12, 2015 4:28:35 GMT
Will-O-The-Wisp mod. Nope. They don't ignore friendly fire.
Blood Raven Mod. Nope. Instant respawn. A leveling shooting gallery during the day. Interesting for about 5 minutes.
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Post by dogonporch on Oct 12, 2015 6:33:44 GMT
The skulls are more or less like Sigel Stones except they have more effects...better effects. Plus they come in all sorts of types and there's no need for an enchanting station. Collectible, even...since they're done-up in many different colours. But they're pricey to buy (if you're a high enough level for the merchant to stock them). They have a chance of turning-up in any loot with a percent chance soul gems.
Weapons made with the skulls can be very effective...but VERY expensive to refill. Plus they can have as many as 200+ charges..,or just one or two. I have a few mods that add some EXTREMELY dangerous critters, so these weapons aren't that special overall in my build of Oblivion. Needed, more like.
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Post by dogonporch on Oct 12, 2015 6:39:14 GMT
As well, if you are using a more-or-less stock build of Oblivion, essential characters (et al) pretty much hop right up after you kill them...which is bloody stupid. So there's a mod you can add that makes them pass out for a chosen length of time. I like the 600 version...ten minutes of real time in-game. www.nexusmods.com/oblivion/mods/21425/?
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Post by Sniffles on Oct 12, 2015 8:59:36 GMT
There has to be a line drawn somewhere with all the mods. This mod needing a mod needing some other mods stuff is a nightmare. A huge mess if you have to reinstall the game, each addition draining computer resources, more things to keep track of, more potential problems, and greater difficulty when you have to troubleshoot something.
I don't mind a support mod like those for Elsewhere but this keeping track of 200+ mods so the 40 or 50 you want will work right doesn't fly.
That's the criteria I'm using with Brashers mods. Works and works right out of the box or it gets uninstalled. We aren't play testers and we sure as hell can't keep track of what needed what 6 months down the road.
Now with Blood Raven, it and the additional file Lush Woodlands is very nice and I'm going to keep it for aesthetics. Just avoid getting too close.
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Post by dogonporch on Oct 12, 2015 17:10:39 GMT
The two mods I mentioned (skulls and unconscious) don't require any other mods to work. Oblivion is meant to be modded, frankly. All the various minor stock quests are actually tutorials as to how to build a similar quest of your own...find somebody...locate a mace...follow somebody...etc, etc. Two hundred mods installed is actually not that much seeing how far some folks go combining mods/esps with Wrye Bash and the Construction Set. cs.elderscrolls.com/index.php?title=Main_Pagewww.nexusmods.com/oblivion/mods/11367/?But...that doesn't mean you install everything under the sun that strikes your fancy. Some modders are indeed better than others. So...at TESNexus, you look at the file's endorsement level...the description, of course (is it well written and detailed, etc)...most important, the feedback/comments. If there are problems, somebody will make a comment about it. Essential (IMO) files like 'OBSE' and plugins like 'Pluggy' add increased scripting functionality (NPCs can do more things...more info can be displayed...etc) The latest versions of each file will work with any mod that requires it...you don't need an old version for an older mod. Vilja already has all that extra functionality built right-in, so she isn't dependent on a universal dll like OBSE. OBSE is used to start Oblivion rather than using the Oblivion desktop icon or the OBMM. Windows Administrator privileges are required for it to function as intended (in Win7). Silent Voices...Menu Que...Stutter Remover...Fast Exit...Oblivion Crash Prevention...all use OSBE. Silent Voices, in particular, is needed just to read the non-voiced text messages at a normal speed. www.nexusmods.com/oblivion/mods/16622/?If you suspect you have some conflicts, the Oblivion Mod Manager has a handy conflict detector which goes through your entire active load order. The results are displayed in colours by level of conflict. Green to Red. If you don't use OBMM, you are unable to properly adjust your load order...mods load from the top down...the last file loaded trumps any mod loaded before it in terms of changes made to Oblivion. The majority of problems in Oblivion are related to improper load order. www.nexusmods.com/oblivion/mods/2097/?(Note: some conflicts are natural...even red ones...so don't freak out when you see the results) Other programs like Land Magic or TES4LOD Generator let you know if you have a slave esp loaded before a master esp...which can cause crashes. This on-top of their usual functions. TES4Edit and TES Advanced Mod Editor are advanced tools which aid in building/cleaning as well as problem solving. All are available at TESNexus. www.nexusmods.com/oblivion/mods/15781/?
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Post by thenryb on Oct 12, 2015 22:44:15 GMT
I agree that Oblivion is meant to be modded. The same holds true for all three Bethesda games I have played which would be too boring and annoying to play in original form more than once or twice. I also consider OBSE and PluggY essential and also use Stutter Remover and Silent voices.
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