OSCURO'S OBLIVION OVERHAUL
VERSION 1.3
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FREQUENTLY ASKED QUESTIONS
PROBLEMS AND SOLUTIONS
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The following list is a
compilation of common questions, problems and their respective answers and
solutions that have come up since the release of OOO 1.3.
This list will get
constantly updated. You should use the “find” function in order to lock onto
your desired topic.
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INSTALLATION
1- How do I install OOO 1.3?
The .exe file you download
is not an installer. It is a self-extracting 7z file. To install OOO 1.3, double
click on the O3 icon and a window will pop-up prompting you to choose a folder
where to extract the contents of OOO 1.3.You can either extract the contents
directly to your \Oblivion\Data folder, or you can extract them to a temporary
folder and then move whichever contents you want to your \Oblivion\Data folder.
OOO 1.3 uses all contents
included in the Meshes and Textures folders. Also, you would need
one of the main OOO ESP files found in the newly created folder “Oscuro’s
Oblivion Overhaul.” Inside this folder you will find two folders named
“OOO-FULL” and “OOO-LITE” These folders contain the Full version and Lite version of the main OOO ESPs,
respectively.
If during the extraction of
the OOO_1.3.exe contents, or as you manually move the Meshes and Textures
folders, windows asks you whether you want to replace existing files, press the
“Yes” button and let OOO’s contents overwrite any existing files.
The folder “Sounds” is not
necessary to use (But it helps in making Drop Lit Torches more immersive and
less distracting)
2- Where can
I download .rar. or .zip file of OOO? All I can
find is the .exe.
There is only an .exe available for now.
3- I keep getting
corrupt or incomplete downloads. How can I get this great mod?
There are a lot of possible causes. The first thing to do is make sure you have
enough free disk space on your boot drive and wherever you're saving the file.
(from Phaedryn) Also,
be sure to check whether you are using Windows XP firewall or another firewall.
If you are, you probably need to turn it off temporarily to download the file.
NOT all firewalls will cause the problem, but some do, (it all depends on how
severe the settings are). In my case, it is Nvidia's
firewall that is associated to thier network manager
setup that causes the problem. I simply turn it off for the duration of the
download and it is fine.
4- What is the difference between OOO FULL and OOO
LITE?
OOO Full is the entire
package-the whole caboodle, what I envisioned OOO to be. The OOO Lite is the
OOO Full minus the sum of changes found in the OOO-ADD-ON folder’s ESPs. (EXCEPT: Living
Economy—Living Economy should be used with the Full version. I left it out so that you could
update the mod as CreepyFellow issues its latest
versions.)
This means that if you were
to use the ESP inside the folder named OOO-LITE plus the ESPs
found inside the folder named OOO-ADD-ON you would end up with the same result
as if you used the Full version.
Look in the OOO 1.3 readme
for an explanation of what each of the OOO optional modules do.
5- There are a lot of mods in the OOO-ADD-ON folder.
Which ones do I need?
If you are using the Full
version, you only need to enable the Living Economy ESP (which is the same as
version 3.51 of LE)
Harvest Flora is optional.
Bofra’s Level_Rates_Modified ESPs are not needed, but you can use them to change the
rate at which your character increases skill points. You only need to use one
of these mods if you wish to change the OOO’s rate of skill progression (x2
means twice slower, x3 means thrice slower, etc, than in default Oblivion—OOO
uses a x4 slower, but some skills are higher, some a bit lower.)
Every other OOO optional ESP
is there to be used with the Lite version. You can use
whichever of those you want.
(note: some of
them will give conflicts with each other. This is expected and it is not a
problem.)
6- Is it possible to use OOO 1.3 with a previous
save-game? If so, how?
Go to the OOO homepage and read the OOO 1.3
readme. You will find there a link to Wrye Bash.
This will do the trick.
TECHNICAL PROBLEMS
1- I see purple textures and/or squares with yellow
exclamation signs. What is the problem?
Purple textures mean that a
model is not finding the intended texture to use as a wrapper to its shape.
Textures wrap around models and give them unique looks. Oblivion assigns the
model a default deep purple texture whenever it cannot find the texture that
the model asks it to display.
Exclamation signs appear
when the Oblivion engine wants to display a certain model, and it looks for it
in a certain resource location, but does not find it. Oblivion defaults a
square model with an exclamation sign, in this case, to be displayed.
If you see any of this, it
means that Oblivion is not finding textures or models where it is told that
they should be.
Usually, this means that you
have not properly installed the content folders extracted by the OOO.exe. You
must make sure that you extract the contents of OOO.exe into your
\Oblivion\Data folder. If you installed elsewhere, then you need to make sure
that you move the folders “Meshes” and “Textures” into your \Oblivion\Data
folder.
If this does not solve the
problem, it is possible that the problem is related to replacement textures
used by OOO which do not get updated into your ArchiveInvalidation.txt file. In
order to solve these issues, please follow this link to Dev_Akm’s
excellent information about mods, resources and ArchiveInvalidation.txt file
issues:
http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Archive_Invalidation
2- I have installed all content folders into my
\Oblivion\Data folder, but I still see some purple textures. What is the
problem?
This issue can be related to
some files that made it into the resources of OOO_1.3.exe. These files have the
same folder path structure as default Oblivion resources.
Here’s a list of textures
included by OOO that should not be in these folders, or with these names:
>
textures/creatures/ogre/ogre.dds
> textures/creatures/slaughterfish/texture.dds
> textures/effects/ghosteffectmap.dds
> textures/magic/frostcloud.dds
> textures/menus/icons/armor/cowlofthegrayfox/helmet.dds
> textures/menus50/icons/armor/cowlofthegrayfox/helmet.dds
> textures/menus80/icons/armor/cowlofthegrayfox/helmet.dds
They will be fixed for the
upcoming update. In the meantime, you can fix the problems caused by them by
updating your ArchiveInvalidation.txt file. To update your file look at Dev_Akm’s post on the subject by following this link:
http://www.elderscrolls.com/forums/index.php?showtopic=449239
Also, here’s another
interesting tidbit by the man himself:
“In
fact, I think the problem with rockbeach05.dds will only show up for anyone
using an outdated standard-mode invalidation tool, like Elche's
ACV, or using bad standard-mode invalidation options in OBMM (which does let
you shoot yourself in the foot if you don't know what you're doing). If they
are using a more recent method that only invalidates files that actually exist
in the textures BSA, then your rockbeach05.dds won't get listed and the problem
will not occur.”
And also this, for those
with texture problems in their atronarchs and/or slaughterfishes:
“here is one other potential killer
for anyone using standard-mode invalidation with OOO.
textures/creatures/slaughterfish/texture.dds
Is an actual replacer
texture, so even the correct settings in OBMM for standard-mode invalidation
will pick this up.
The problem is that for some idiotic reason, Bethesda also named the stormatronach texture exactly the same:
textures/creatures/stormatronach/texture.dds
This means that all of a sudden after installing OOO all of your Storm Atronachs will turn pink or black if you use standard-mode
invalidation (even a good one like OBMM with the option to Only include files
that actually exist in a BSA archive checked).
The only ways around this are to do one of the following:
1) Use the BSA-alteration method of invalidation, which is described in Dev_Akm’s Oblivion Mods FAQ (this is the recommended
solution):
http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Archive_Invalidation
2) Edit your ArchiveInvalidation.txt file by hand to remove
the following entries if you have them:
textures/creatures/slaughterfish/texture.dds
textures/rocks/underwater/OOOspawnfishrocks/rockbeach05.dds
Textures/dungeons/misc/duncrate01.dds
Unfortunately, you'll need to do this every time your
ArchiveInvalidation.txt file gets updated, so this method is not ideal, but it
is a quick fix.
3) Unpack your BSA (not recommended unless you're making mods yourself).
I hope this helps.”
It sure does, Dev_akm!
3- I'm
getting crashes and terrible FPS slowdowns when leaving the sewers and around
the
Several things could be causing this problem, but one of the most likely causes
may actually be the current version of UOP (the Unofficial Oblivion Patch 1.3).
There is a known issue with that mod, as described by Kivan:
Looks like the fixed havok I did on
If this doesn't fix the problem, you may want to try installing the LowPoly Grass mod to reduce the complexity of the grass
meshes or the Short Grass mod to get rid of all the underwater grass
added by OOO 1.3. If you use Short Grass, be sure to load it after OOO (LowPoly Grass doesn't have this issue since it's a pure
mesh replacer and doesn't have any associated ESP
load order issues). However, be aware that Short Grass will make it so you will
not have any grass whatsoever in the water.
Another thing to try is, before you exit the sewer, bring up the console and
type this (without quotations, of course) "Set OOOFishSpawn
to 0" This will stop fishes from being rendered by the engine. The scripts
will still run, with less intensity though. This should help you troubleshoot.
Another thing you can do is this. In the sewer, right before you exit, make a
savegame there and then type in console "COC WawnetInnTavern",
for example. See if you load fine. Test it by getting close
to the water and see what happens. Walk in the city and check it out.
Hopefully, if that loads fine, I would retry exiting the sewers' savegame
again.
Also, check to see if existing using a lower resolution (or no HDR) helps at
first.
Also, here's a good tip posted by Aeonus:
Just a tip for those who might be
experiencing lag/stuttering after a fresh reinstall and addition of OOO and
mods.
I was having the exact same issue. Horrible, hanging stuttering everywhere I
went....especially whenever a new character would come on the screen.
Wilderness and crowded areas were a horror because of it.
Well, I tried everything.....driver reinstall, Oblivion reinstall, disabling
mods, lowering settings. All short of reformatting my computer.
Finally figured it out. It appears, even though I defragmented my HD before installing Oblivion and mods,
that it was 3-4% fragmented. Normally this isn't that bad, however I looked at
the details and to my suprise all of the fragmented
files were from Oblivion.
Defragged it, and now it runs smoothly again, with really sweet framerates to boot. I can confirm OOO doesn't cause framerate problems, though it is just my experience i'm going off of. Those people who are getting horrid framerates have other issues going on.
4- Your
explanation about using a Grass mod to help reduce crashes and terrible FPS
slowdowns when leaving the sewers and around the
Okay, let's try that one again. You may want to
try installing the LowPoly Grass mod to reduce the
complexity of the grass meshes. This mod is very easy to install and you don't
have to worry about Load Order since it's a pure mesh replacer
and doesn't have any associated ESP load order issues.
You may also want to try the Short
Grass mod. You can use this mod to alter just normal grass in the game by
loading it before OOO. You can also use it to alter normal grass and get
rid of all the underwater grass added by OOO 1.3 by loading it after OOO.
Remember, if you load Short Grass after OOO, then you will not have any grass
whatsoever in the water.
5. I would like to
start a new game with OOO 1.3, but I also wish to continue my heavily modded Oblivion I am still playing. Would a copy/paste into
a new directory work? Or will I have to re-install into a new directory?
Neither of those solutions will work for what you are trying to do. However, it
is possible to use Oblivion Mod Manager (OBMM) to sync your active plugins list with your savegame (Utilities>Save
Manager). I am starting with two characters, one based on OOO 1.3 and other
limited sum of mods, the other one with Francesco' s
mod and quite a bunch of mods. Using OBMM as described above I can easilly switch among the two sets of active plugins. (from a response posted
by J.O.D.)
6- Do I need the
Official Patch to use OOO 1.3?
No, but it is recommended for bug fixes in general.
7- I am
having a problem with exiting (entering?) Cells. When
I exit the Sinkhole cave cell, I get a black screen. It says Loading area at
the bottem. I can move around as I see my map moving.
I can access my inventory ect.
HELP my Char is literaly stuck in this cave!
This problem is due to some specific conflicts between the Oblivion engine GFX
and certain video cards, as far as I know.
Fortunately, there is an
easy fix:
Open up console when the
screen goes black (~ key, otherwise known as "tilde").
In the console, type:
Then hit enter. Good
to go.
GAMEPLAY PROBLEMS
& QUESTIONS
1- Torches appear as “Missing Name” in-game, what is
up?
This is a known issue with
the version of OOO-DLT_Immersion that I packed in the
OOO_1.3.exe.
It will be fixed with an
updated esp soon, along other fixes and tweaks.
2- HK Torch appears in my inventory upon starting the
game. What is up?
HK Torch is a dummy item
used by Drop Lit Torches (HK stands for Hot Key). You do not use it as a normal
torch. If you want to use torches with a hotkey, point the hotkey to the HK
Torch item, and every time you use that hotkey a regular torch will be equipped
by your character.
3- I cannot open containers! They glow purple and
nothing happens, what’s up?
This is a feature of
lock-bashing and traps’ functionality in OOO containers. RTFM, it is all there.
But, to expedite this, let me give it away for you. You must have your weapon
sheathed, or be in sneak mode if your weapon is drawn, in order to enter lockpick mode.
4-
This is also a problem that
I had recently introduced, although the script seemed to work just fine, it
turns out that the cape does not detect that it is being worn by the player
properly. The issue will be addressed for the upcoming update.
5- I found the
This specific instance is a
bug. The axe had a damage of 128, whereas it should have been 18. Fix will be
included in the next update.
6- My Birthsign does not
seem to do what is advertised. Why?
This problem relates to the
way oblivion stores birthsign effects on your
character. It will happen if you upgrade from a previous version of OOO into
this new one--specifically, with the Mage’s Birthsign,
so far.
I am looking into ways of
fixing this, if possible. For now, your Mage’s abilities descriptions will not
be updated properly and you will not receive the +10 to wisdom given by it, if
you upgraded from 1.23 to 1.3 and used an older savegame.
7- Kill spells are too powerful and/or my character
starts with an insta-kill spell
The magicka
costs of Kill spells are too low for what was intended. They will be tweaked
for next update.
A person reported getting a
Kill spell upon startup that would have the effect “Kill” and, indeed, would
kill everything outright. I have not added such a spell, but I am looking into
ways in which it could have become a sneaky bug, either by mod conflicts, or
other issues. Looking into it! Please report to me what kinds of mods you are
using if you are subject to this problem. Thank you!
8- Does OOO work with the Unofficial Patch?
Yes, it works. Load OOO
after the UOP. Some changes done by the UOP did not make it into this version
of OOO but will be included progressively into upcoming updates. These missing
changes are not critical--they will not break your game in any way.
9- Q. OMG, it
takes forever to level up! What's wrong?
You can easily restore standard level-up rates if the FULL version is too slow
for you. Use one of these methods:
Method A: Use the LITE version and select all the add-ons you want, but
avoid the slow-leveling.esp.
Method B: Use the FULL version, but then load LRM_Generic.esp
after it.
Method C: Use the FULL version, but then load the Vanilla Oblivion
Skill Rates mod after it.
You can download that mod from TESSource here:
http://www.tessource.net/files/file.php?id=6548
10- Wait,
your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load
order is:
Obliviion.esm
Unofficial Patch.esp
LE.esp
OOO.esp
Everything Else.esp
Seem about right?
That would be fine if you wanted Everything Else.esp
to overwrite changes made by OOO. A better load order, if you want to preserve
all the wonderful changes made by OOO, would be:
Oblivion.esm
Unofficial Oblivion Patch.esp
Everything Else.esp
LE.esp
OOO.esp
ThingsYouWantChangedInOOO.esp
11- Q. Since
I am not a big fan of clothes/armour revealing three
fourths of the body, I am wondering if it is possible to remove Growlf’s Female Armor sets from the mod?
(I'm not trying to bash the creator, I just don't like "revealing" armour.)
To be clear: OOO 1.3 does not contain nudity,,, such a shame indeed.
But, some armor sets do show
some skin. If you are very concerned about this kind of thing, read on:
These armor sets are worn by the Amazon Women faction in the mod (and similar
sets in a few other places, e.g. Dark Rose Armor). You'll get errors if you
just remove those armor sets (missing meshes and textures from the amazon women if you run into them, for example). If you're
willing to take the time to do it, you can easily replace the mesh files with a
set you prefer by copying the mesh files you do want over the ones you don't
want.
The revealing meshes you would need to replace are found in these folders.
meshes\armor\chainbikini\...
meshes\armor\darkrose\...
meshes\armor\growlf\...
meshes\armor\vella\...
meshes\armor\KDwhiterose\...
Replace all cuirass meshes,
and make sure to ascertain that your replacement meshes look for their
appropriate textures, which you would need to add somewhere
in \textures\armor\...
12. At what point does
one start to feel like they have a chance against anything but mud crabs and deer?
Plenty of people have reported being able to beat vampires, marauders,
conjurers, necros and, certainly, bandits and goblins
at lvl 1. Don't get discouraged, or think that all is
hard just because of some tough battles early on. Keep searching, try ruins and
forts near the IC (although some ARE hard, many are easy), invest in tactics,
in regen potions, quest a little, steal a little
even. As soon as you gain some nicer items, you'll be quickly growing in power.
BTW, Black bow bandits are pretty tough -- those are not like regular bandits.
Bandits, the normal kind? They can be as low as lvl 1, sometimes higher, sometimes lower, so those are
usually sure hunt fodder.
More would be a spoiler here ... so I'll keep quiet for now (slaughterfish ... cough, cough).
If everything else fails to help you survive, you can always resort to using
the difficulty slider, but be careful to only notch it down in small increments
or it will quickly make the game too easy again.
13- Q. Does
anyone know if OOO alters anything in the Arena?
Yes, it changed the Arena. It
should be much more challenging now, and no longer possible to become champion
at Lvl-1.
14- Q. Are
there random dangerous areas, or "static"? For instance will an area
always contain high level creatures/loot?
OOO 1.3 is more static than default Oblivion, but not completely static. Some
creatures and NPCs still level with you, but only within constraints. These
have now minimum and maximum levels, so you will frequently run into places
where the residents have a minimum level that's way above your own, making them
too difficult for you to beat. By the same token, once you reach a medium level
you'll start to find areas where the maximum is lower than you, making the
residents much easier to beat than in vanilla. For example, at a high level you
will find that common bandits no longer pose much of a threat (but they may
have a boss who is still a threat).
Also, within their possible
level range, creatures and actors tend to vary in level. Some could be as low
as 16 levels as their next “equal” type. For example, encountering bandits at
level 10 may result in some bandits in the group being level 16, while others
could be as low as level 2. This effect really increases variety and feel for
each enemy as if they were unique.
15- How do
you get your character to be on good terms with the new factions? i.e, my pc is a ranger and I would like it if the wolves etc would
fight for him?
I can't give this stuff away in open threads.
It is a very involved and difficult quest; you will need to be pretty strong...
hint: what new NPCs are nature-oriented?
16- Can I use
the mages guild storage boxes as storage without respawn?
Yes, this is true in all the guilds and some other places, but only the ones
labeled "Storage".
17- Q. Can I
reduce the effectiveness of magic for armor users even further than it already
is in OOO? If so, what variable is it?
This is controlled by Gamesettings
in the CS:
fmagicarmorpenaltymax
fmagicarmorpenaltymin
18- The mage birthsign is supposed to give 30 magicka
& 1pt regeneration, but in the game i get 30 magicka & +10 to willpower. So is +10 wp = 1pt regen?
Also, does the willpower bonus allow a char with the mage sign to reach 110 willpower ultimately?
The readme is outdated on that. I forgot to update it after I pasted the info
from 1.23's notes. Ack. There was just too much to go in the readme and I pasted
that in. Wisdom is the correct modifier.
Skills currently do not
reach over the limit of 100, but in the next update, which will be ready in
some days; it will allow you to raise them over the 100 limit to address that
issue.
19- Why are
the harvest visual effects (plant removing/container opening) not showing?
Maybe because you did not use the esp that came
bundled with it, or because you did not move the BSA file included in the HF
folder that comes with OOO into your \Oblivion\Data folder. I can't say if I
don't have more info.
Note: the BSA must also be registered in
your Oblivion.ini.
20- Will
cosmetic mods cause any problems?
That depends on the mod. If they change NPCs, then yeah, they will mess up OOO
stuff. Always load such mods before OOO. If they only allow alterations to the
PC, then no problems will occur.
CONFLICT REPORTS’
QUESTIONS
Even if your exact Conflict
Report issue is not listed here, reading this can give you an idea which sorts
of things are significant and which ones can be ignored.
1- What are the conflicts with the Unofficial Oblivion Patch, Beautiful
People, Living Economy and Mighty Magick? Are they
drastic? Or can they be changed with load order?
UOP needs to load before everything else, including OOO.
LE needs to load before OOO.
BP needs to load before OOO.
MM needs to load after OOO.
As long as you have this load order, you can safely ignore any conflict reports
for them (as long as you're sure you want the changes introduced by MM.
2- Does anyone know why the saddlebags mod does not work with ooo 1.3? I changed the load order so the saddlebags mod
loads last, but it still doesnt work.
OOO gives horses their own faction. I should've checked more with saddlebags,
and with slof's horses, as those are two mods I
actually would've liked to merge into OOO, but did not because of time
constraints. I assumed that it would not give conflicts to add faction to wild
horses. It does.
So, check this out. OOO adds faction to WILD horses. It does not change horses
found in shops, or horses found in NPCs like couriers or guards.
Thus, it should be compatible with saddlebags and slof's
horses at least in all horses except WILD ones.
If you rather do away with horse faction (not a big deal, really) then load
Saddlebags and Slof's horses AFTER OOO. That will
take care of it.
3- Does anyone know if these conflicts are something I should be concerned
about?
[815--No- persistant enchantment glow fix-TESSource.esp] (unparented)
- Active
No persistent glow changes spell effects. OOO changes spell effects. That simple. I will have work a version of it compatible
with NPG, although, such a small cosmetic change hardly warrants the gameplay
adjustments to the spells themselves, in my opinion.
However, you should be able to use the Initial
Glow mod without any conflicts.
[Short Grass V2.esp]
(unparented) - Active
EDID 'UnderWaterSeaGrass01' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented)
(Active)
EDID 'UnderWaterSeaWeed01' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented)
(Active)
EDID 'UnderWaterSeaWeed02' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented)
(Active)
Not a problem. Load OOO after it. It will only make water flora be larger than
what grass will be.
[Living Economy.esp] (unparented)
- Active
EDID 'SkillMercantile' of record type SKIL conflicts
with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: SKIL) (Unparented)
(Active)
This is normal, LE will load by default before OOO (until Creepy releases a new
.esp, that is) So, in OBMM, make sure LE loads BEFORE OOO
EDID 'sFastTravelHorseatGate' of record type GMST conflicts with
1 other plugin.
No More Annoying Messages.esp (Record type: GMST) (Unparented) (Active)
Just one message collision. It is fine either way. OOO makes in-character
messages 1st person. Load NMAS AFTER OOO if you care about the horse at gate
message not appearing in your game
4- I really like no
persistent glow and no more annoying messages. Do you think these conflicts are
bad enough to cause the OOO 1.3 to not work properly?
No, they are not. But, NPG will override important changes to magic effects.
Your call: cosmetic or gameplay. The Initial
Glow mod is a better choice, since it doesn't conflict with OOO 1.3.
5- Having these conflicts. Just like to know if they are game breaking?
I'm loading OOO before these mods.
[FF_WaldnirsWoods.esp]
(unparented) - Active
EDID 'WildernessChest01' of record type CONT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CONT) (Unparented)
(Active)
Not a big deal. Load it AFTER OOO and it will work fine, but you will lose the
bash-scripts for the containers of that kind
-------------------------------------------------
[Villages.esp]
(unparented) - Active
EDID 'CGChestGold01' of record type CONT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CONT) (Unparented)
(Active)
Same as above.
-------------------------------------------------
[Solace.esp]
(unparented) - Active
EDID 'DrawerClutterLower02' of record type CONT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CONT) (Unparented)
(Active)
EDID 'GoblinTribePatrolE' of record type CREA
conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CREA) (Unparented)
(Active)
EDID 'Lynch' of record type NPC_ conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented)
(Active)
Load AFTER OOO to make sure Solace works right. Not a game-altering overlap, by
any stretch
-------------------------------------------------
[Jolard
Home.esp] (unparented)
- Active
(Record type: NPC_) (Unparented) (Active)
Feel free to load it AFTER OOO, and you will lose some of the NPC tweaks that
OOO gives to those NPCs, and the bash-trap script for that container. That's
all.
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[Banes Imperial
Market Enhancement.esp] (unparented) - Active
This one is more problematic. OOO already changes
vendor lists. If you use the mod above, you'll lose the tweaks, plus, you'll
never see any of the new items that the stores may sell you (weapon stores that
is) Plus, it affects an important NPC in OOO, and it
changes one claymore, which would lose the weapon rebalance tweaks. Your call
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[TempleoftheFullMoon.esp]
(unparented) - Active
EDID 'ArenaHopeful1' of record type NPC_ conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented)
(Active)
EDID 'VilenaDonton' of record type NPC_ conflicts
with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented)
(Active)
Not gamebreaking at all, though you'll lose some cool
stuff that Vilena uses if it loads after OOO. Your call.
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[Ungarion1TheWelkyndSword.esp]
(unparented) - Active
EDID 'Ungarion' of record type NPC_ conflicts with 1
other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented)
(Active)
Not sure what the mod above does. You will not lose much of OOO by loading it
AFTER OOO,
however.
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[Adventpublic.esp]
(unparented) - Active
EDID 'DarkSellChestUnderling' of record type CONT
conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CONT) (Unparented)
(Active)
Again, not sure about this one. OOO adds a bunch of Dark Brotherhood specific
armors, weapons, gear, etc, to their vendors... so,
your call.
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[kalikuts_raretradegoods2_0.esp]
(unparented) - Active
EDID 'UpperRobe01' of record type CLOT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CLOT) (Unparented)
(Active)
You'd lose only the higher price of the robe by loading it AFTER OOO. Probably
that's what I would do. Not a biggie.
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OOO 1.3 has
"conflicts" with University Cosmetics and Knights of the White
Stallions (lots of Black Bow Bandit overlap)
I know everyone says just load AFTER OOO and it will be fine and the smaller
mods will overwrite a few OOO changes. But anyone know if I load them BEFORE
OOO will I preserve OOO's nice changes to the NPC's
without breaking important aspects of those mods?
Ok man, check this out ![]()
The first mod you list. Don't use it with OOO, unless
you trim a few key npcs out of it. OOO already gives
those guys better items, better robes and even better spells for sale (Borissean is bad ass) So, up to you, but I would not risk
the changes just for a mere better looking face (want to miss on Traven's uber armor?)
Or, you could go in the editor, open the mod list, click the cosmetic mod, then
set as active, then click on the "details" button, then in the window
that pops up you'd delete every NPC entry that belongs to the important named
NPCS, then hit ok, then hit ok again, that will load the cosmetic mod, minus
the named NPC changes, then, once it is loaded, save it.
Good to go, some npcs will be changed as cosmetic mod
changes them, and the important ones will retain OOO's objects, spells, etc.
The other mod? I am not sure because it changes more
than just actors. It probably adds quest items, dialogs, etc. So, that depends.
You could take a look at them in CS, but if you load it after OOO you will not
lose a ton of stuff about the bandits, either, and will lose a couple of things
for the named NPCs. (mainly a key to a good jewelry chest in the count and
capped level and items for the orc--plus losing some
of the level features of the bandits and their special gear. But, it won't
affect all bandits from the black bow crew either.)
Your call in that last one.
-------------------------------------------------
6- I have loaded the X2 leveling esp after OOO
and it says it conflicts with OOO. Will it still change the leveling speed to
2X or do I have to fix the conflict?
This is completely normal and to be expected. In fact, the reason it works is because
it conflicts. Just ignore the conflict report in this case.
7- I'm using
AF level mod, and I've heard there is a compatibility problem with OOO 1.3. The
problem is about health, then I've searched on the web
to find an answer. Here's what I did: I use the CS, open OOO, go to gameplay,
settings, find the fpchealthbasemult setting and
write 2.0 instead of 1.5 in the box. This should resolve the problem with
health. But, now, I don't know if I must load AF after or before OOO 1.3. Can
anybody help me?
Then, if you edited the main OOO.esp you use, simply load AF before OOO.
If you do not want to edit
the OOO esp, simply make sure that AF loads after OOO
(through altering the load order with Oblivion Mod Manager)