Last Updated 07/07/2008

Oscuro's Oblivion Overhaul

Introduction

The development of Oscuro's Oblivion Overhaul has been ongoing for several years now, and has gone through many revisions. The 1.32 release in particular took a very long time to complete. This was due in part to real life distractions, but also the massive scope of what it attempted to accomplish.

In fact, version 1.32 had multiple releases, each containing enough new features and fixes to warrant a separate version number of its own. This started with the 1.32 Open Beta. Then came Release Candidate 1 (RC1), Release Candidate 2 (RC2), and finally Release Candidate 3 (RC3). The RC4 version was never publicly released. Finally, after a long delay, we completed Release Candidate 5 (RC5). After some additional delays, we at long last released the 1.32.Final package. Sadly, as is so often the case, some last-minute improvements didn't work as well as we'd hoped, so we've now followed up with version 1.33 to correct those problems. Hopefully this will prove to be the most stable version yet.

This document collects the Changelog information written by Sotobrastos for 1.32.RC1 through 1.32.RC3, as well as the much shorter changelogs for 1.32.RC5, 1.32.Final, and 1.33. The information has been somewhat revised and edited for accuracy. I have also included an updated version of the original OOO 1.3 FAQ, which answers many common questions about the mod. Most of the information found here has now been integrated into the new OOO 1.33 Readme (PDF), so that's the place to look for a coherent understanding of how OOO 1.32 works. Here you will instead find the "raw" information in its original sequential form.

-- dev_akm, on behalf of Oscuro and the entire OOO team.

Oscuro's FAQ

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.

Installation

  1. I keep getting corrupt or incomplete downloads. How can I get this great mod?
  2. What is the difference between OOO FULL and OOO LITE?
  3. There are a lot of mods in the OOO-ADD-ON folder. Which ones do I need?
  4. Is it possible to use OOO 1.3 with a previous save-game? If so, how?

Technical Problems

  1. I see purple textures and/or squares with yellow exclamation signs. What is the problem?
  2. I have installed all content folders into my \Oblivion\Data folder, but I still see some purple textures. What is the problem?
  3. I'm getting crashes and terrible FPS slowdowns when leaving the sewers and around the Imperial City, especially when near the water.
  4. Your explanation about using a Grass mod to help reduce crashes and terrible FPS slowdowns when leaving the sewers and around the Imperial City was confusing. Can you explain it again?
  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?
  6. Do I need the Official Patch to use OOO 1.3?
  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!

Gameplay Problems & Questions

  1. I keep meeting dangerous enemies in the Tiber Septim Hotel. The Frost Titan killed everyone there! Help!
  2. Torches appear as “Missing Name” in-game, what is up?
  3. HK Torch appears in my inventory upon starting the game. What is it?
  4. I cannot open containers! They glow purple and nothing happens, what’s up?
  5. Does OOO work with the Unofficial Patch?
  6. OMG, it takes forever to level up! What's wrong?
  7. Wait, your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load order is:
  8. 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.)
  9. At what point does one start to feel like they have a chance against anything but mud crabs and deer?
  10. Does OOO alter anything in the Arena?
  11. Are there random dangerous areas, or "static"? For instance will an area always contain high level creatures/loot?
  12. 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?
  13. Can I use the mages guild storage boxes as storage without respawn?
  14. Can I reduce the effectiveness of magic for armor users even further than it already is in OOO? If so, what variable is it?
  15. 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?
  16. Why are the harvest visual effects (plant removing/container opening) not showing?
  17. Will cosmetic mods cause any problems?

Conflicts

Even if your exact conflict issues are 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?
  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.
  3. Does anyone know if these conflicts are something I should be concerned about?
    - No Persistant Glow
    - Short Grass v2
    - LE
    - NMAS
  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?
  5. Having these conflicts. Just like to know if they are game breaking? I'm loading OOO before these mods.
    - FF_WaldnirsWoods.esp
    - Villages.esp
    - Solace.esp
    - Jolard Home.esp
    - Banes Imperial Market Enhancement.esp
    - TempleoftheFullMoon.esp
    - Ungarion1TheWelkyndSword.esp
    - Adventpublic.esp
    - kalikuts_raretradegoods2_0.esp
    - University Cosmetics
    - Knights of the White Stallions
  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?
  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?

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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.

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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 1.33 Readme (PDF) for an explanation of what each of the OOO optional modules do.

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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.)

Most other OOO optional ESPs is there to be used with the Lite version. You can use whichever of those you want.
(note: Some of them will "conflict" with each other. This is expected and it is not a problem.)

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Is it possible to use OOO 1.3 with a previous save-game? If so, how?

Yes. It's easy using Wrye Bash. See the OOO 1.33 Readme (PDF) file or the Quick Start Guide for details.

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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 from the OOO download, or you only installed the UPGRADE version (which does not include all of the base resource files required). Make sure you move or copy the folders “Meshes” and “Textures” into your \Oblivion\Data folder.

See the Oblivion Mods FAQ for details.

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I have installed all content folders into my \Oblivion\Data folder, but I still see some purple textures. What is the problem?

This problem can almost always be fixed by using a good invalidation method. See the Oblivion Mods FAQ for details.

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I'm getting crashes and terrible FPS slowdowns when leaving the sewers and around the Imperial City, especially when near the water.

Several things could be causing this problem. You can try disabling the OOO Water Weeds option if you use that, or 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.

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."

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Your explanation about using a Grass mod to help reduce crashes and terrible FPS slowdowns when leaving the sewers and around the Imperial City was confusing. Can you explain it again?

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.

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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.)

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Do I need the Official Patch to use OOO 1.34?

Yes, it is required for the latest update. Previous versions did not require the official patch.

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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: CAL

Then hit enter. Good to go.

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I keep meeting dangerous enemies in the Tiber Septim Hotel. The Frost Titan killed everyone there! Help!

Tiber Septim Hotel is a dumping ground for some problematic spawns, but it's still unknown why this happens more often with OOO. The UESP description states that:

The Tiber Septim Hotel lobby's cell is the game's "safe zone" to prevent crashes/bugs if a creature, NPC, or even the player is in a cell added by a mod and the mod is removed. Any actors whose cell has disappeared will be placed in the hotel's lobby. This setting can be changed in Oblivion.ini. Find the line

SSaveGameSafeCellID=2AEEA

2AEEA is the form ID of the Tiber Septim lobby cell; this can be changed to any desired cell's form ID.

One possible alternative would be to set this to the TestingHall, as in:

SSaveGameSafeCellID=231AD
This will put any overflow spawns into the TestingHall, where you'll never see them unless you intentionally go there.

Alternately, you could set them to spawn in the Arena in the hope that they might make some fights there more interesting:

SSaveGameSafeCellID=91B46
(do this at your own risk)

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Torches appear as “Missing Name” in-game, what is up?

This is fixed in recent versions of OOO.

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Hot Key Torch appears in my inventory upon starting the game. What is it?

Hot Key Torch is a dummy item used by Drop Lit Torches. You do not use it as a normal torch. If you want to use torches with a hotkey, point the hotkey to the Hot Key Torch item, and every time you use that hotkey a regular torch will be equipped by your character.

The Official Patch 1.2 added the ability to set a hot key directly on a torch, but this is limited because you have to reset the hot key whenever your torch burns out. You will not have this problem if you use the Hot Key Torch instead.

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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.

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Does OOO work with the Unofficial Patch?

Yes, it works perfectly. Load OOO after the UOP. All significant overlaps between the two mods have now been resolved, so you won't be losing anything from UOP when using OOO.

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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 the OOO-Level_Stock.esp option after it.

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Wait, your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load order is:

  1. Oblivion.esm
  2. Unofficial Oblivion Patch.esp
  3. LE.esp
  4. OOO.esp
  5. Everything Else.esp

That's right now isnt it?

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:

  1. Oblivion.esm
  2. Unofficial Oblivion Patch.esp
  3. Everything Else.esp
  4. LE.esp
  5. OOO.esp
  6. ThingsYouWantChangedInOOO.esp
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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 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\...

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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.

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Does OOO alter 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.

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Are there random dangerous areas or "static"? For instance will an area always contain high level creatures/loot?

OOO 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.

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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 all the secrets away! It is a very involved and difficult quest; you will need to be pretty strong... hint: what new NPCs are nature-oriented?

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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".

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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

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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?

This was an error in the original readme. It's fixed in the new OOO 1.33 Readme (PDF). The Mage Birthsign bonus is +30 Magicka and +10 Willpower.

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Why are the harvest visual effects (plant removing) not showing?

Maybe because you did not use the Harvest [Flora].esp that came bundled with OOO, 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.

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Will cosmetic mods cause any problems?

That depends on the mod. Many of them, such as recent versions of Beautiful People, are not a problem. 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 player, then no problems will occur. Mods that change a lot of NPC faces (such as the excellent TNR mod) can be used safely with OOO by taking advantage of one of the features in Wrye Bash. See the TNR Guide here.

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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?

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, for example).

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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.

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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. Such a small cosmetic change hardly warrants the loss of gameplay adjustments to the spells themselves, in my opinion.

However, you can safely 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 Short Grass. 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.

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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.

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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 WaldnirsWoods AFTER OOO and it will work fine, but you will lose the Lock Bash and Harvest [Containers] scripts for the containers of that kind.

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[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)

Not a big deal. Load Villages AFTER OOO and it will work fine, but you will lose the Lock Bash and Harvest [Containers] scripts for the containers of that kind.

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[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 Solace AFTER OOO to make sure Solace works right. Not a game-altering overlap, by any stretch.

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[Jolard Home.esp] (unparented) - Active
(Record type: NPC_) (Unparented) (Active)

Feel free to load Jolard 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 load Banes after the OOO.esp, you'll lose the OOO tweaks, plus, you'll never see any of the new OOO 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. However, you can probably resolve a lot of these issues by loading Banes before OOO.esp and using Wrye Bash to merge Leveled Lists. 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)

Needs to load after OOO.esp. You will not lose much from OOO by loading it AFTER OOO.

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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)

Not sure about this one. OOO adds a bunch of Dark Brotherhood specific armors, weapons, gear, etc, to their vendors. So, if you load Adventpublic after OOO then you may lose some of the OOO stuff they would otherwise sell. 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: University Cosmetics shouldn't be used 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 out 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.

Recent versions of Knights of the White Stallion can be used safely with OOO. Load it after OOO.

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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.

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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 or Wrye Bash).

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-- Jorge Salgado “Oscuro”
-- edits by dev_akm

OOO 1.33 Changes

General Fixes

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OOO 1.32 Final Changes

General Fixes

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OOO 1.32 RC5 Changes

General Changes

General Fixes

Meshes & Textures

Light of Dawn sword fixes and improvements

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OOO 1.32 RC3 Changes

by Sotobrastos (with a few corrections by dev_akm)

RC2 and RC3 are smaller than the Open Beta and RC1 because there's now only one ESM in the download. The ESM gets put immediately in the \Oblivion\Data folder, alongside the Full version ESP. In the OOO folder, under OOO-Full and OOO-Lite now you can only find the different ESPs -- and you only need to do that if you want the Lite version. (This reduced the size of the uncompressed files by 20Mb, so even with the added resources of RC2/RC3 the file is smaller than the RC1 download).

Important Notes

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Changes in Release Candidate 3 (RC3)

Here are the changes between RC2 and RC3. See further down for details on the changes since 1.31.

  1. Changed the way Inebriation works. Now, you can drink as many alcoholic beverages as you want without worrying about the hard-coded limit of potion-consumption. You will still have to exit the inventory screen after chugging from 3 to 5 bottles of booze so that you can immediately resume drinking. It is recommended, then, that you use alcohol before any of the regular potions that are tied to the variable of consumption-limit. Also, your Endurance now has a much clearer effect in how much alcohol you can consume before getting drunk. Also, drinks now give different, more suitable, effects and they do not count all the same in your level of drunkness (a beer is much less potent than a brandy, for example, but also gives less appealing effects.) Finally, the pick-up message given previously when grabbing these bottles has been removed.
  2. Added a custom OOO fix to Mannimarco in order to fix the bug whereby he would be immune to attacks and would not properly continue the King of Worms quest upon confronting him in Echo Cave.
  3. Added Player House markers. These will be revealed when you purchase a home. This change is meant also for people that used a house marker mod and had trouble with OOO's changes to prices of these same homes for which the markers were added by those other third-party mods. Now you do not need to use those mods to get your house markers.
  4. Removed the ability to Fast-Travel at the beginning of the game to all large city locations. Now, you need to discover the towns' landmarks before you can fast-travel to them. That is, you will need to walk at least once to each city in order to open fast-travel to their landmarks. (all large cities except the Imperial City)
  5. Added in a fix for Heaven's Fury Claymore's mesh. Thanks mmmpld for yet another OOO contribution!
  6. Added in the latest model of the Heaven's Fury and Heaven's Wrath models. I included both in case that you want to switch around the appearance of your Heaven's Fury armor. The files are all in data/meshes/armor/hf1 and hf2 for the meshes and data/textures/armor/hf1 and hf2 for the textures. Also, now Melus Petilius has in his possession the Heaven's Fury cape. Right now, OOO uses the files in HF2 for its version of Heaven's Fury armor. Even in this folder you can find an alternative skin of the model. The same is true of the files in HF1--there is a default version and an alternative version.
  7. Fixed Umbra attacking always on sight. She should now go through her dialog with the player normally. But, her combat AI is still enhanced OOO-style.
  8. Fixed the container scripts so that certain NPCs would not have trouble updating Quest Stages due to container-interaction changes. For example, in the quest The Best Thief (where Methredel would fail to steal Amantius' stuff properly). All containers related to quests should perform their functions without any problems while being enhanced by OOO's container scripts.
  9. Fixed the double-sounds when opening or closing containers and changed all container scripts to allow for the toggling on and off of Harvest Container animations in-game. You have several options available. Containers are broken in several groups. Toggle the global to 0 in console if you want to disable their HC animations. Toggle it to 1 if you want to enable them. Listed next to each group is the name of the global responsible for toggling their HC animations on or off. For example, if you want to turn off HC animations in those containers found inside a home you have purchased then you'd have to type in console “set OOOHCPlayerHouse to 0” (without quotation marks). Here is the complete list:
    a.Player house containers: OOOHCPlayerHouse
    b.Chests, cupboards, desks, drawers and lecterns: OOOHC
    c.Barrels and crates: OOOBarrelsAndCrates
    d.Sacks: OOOHCSacks
  10. Now adventurers can loot clean dungeon containers while they explore the world. I have hand-placed several dozen new adventurers in the world that will compete with you for experience and loot while dungeon-crawling. The system by which they open a container is made more complex. If they are locked then the adventurers will use their lockpicks to open them. If they run out of lockpicks, they will not be able to open the said container. Finally, OOO traps now affect adventurers as well. So, you now have the dilemma of whether to let adventurers loot containers or not. They could get rid of a trap for you, and receive the damage themselves. But, by the same token, they could survive and take whatever was found inside the container.
  11. Added special Aura powers to Blood Thorn Amazons, as they were missing them in previous versions.
  12. Added one more optional Add-On: OOO-Magic_Script_Effect_Fix.esp. This add-on is meant for people that already use another third-party mod that changes the script-effect spell's entry. With it enabled, script-effect spells will not produce any sound or visual effects. This is included already with OOO-full and OOO-lite, but in cases where another mod that changes this MGEF entry was loaded after OOO then some OOO custom features that rely on Area of Effect scripted spells would produce a bothersome sound and light. Use this add-on to get rid of these effects only if you are using a mod that changes scripted-spell's entry.
  13. Added in .egm files so that custom light armor helmets now properly adjust to the player's race and gender head size. (most specially affecting the light armors of Sin's Armor pack).
  14. Lots of other small tweaks and fixes that did not get logged. They’ll be accounted for in future versions of OOO's documentation.
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RC1 & RC2 Changes

The RC1 & RC2 versions have been out a long time now, but there's still a lot of good information in these old changelogs.

Additions in OOO 1.32 (RC1 and RC2)

  1. ESP/ESM structure. This change is necessary to allow for greater compatibility between OOO and other third-party mods. Authors can quickly use the OOO ESM files to craft compatible versions of their work and even specific OOO-enhancements.
  2. Most OOO 1.3 quests have now journal updates added, new icons, new texts, new scripts, etc, in order to flesh them out even more in depth and with clarity. (These changes are worth many pages of text: OOO's quests are very open-ended and have lots of variables at play. Thus there are dozens of possible routes to finish some of these quests, albeit they still have some structure).
  3. Specifically, the affected quests are:
  4. a. A Path of Iron: new large quest featuring the lonely and rather underused Paladin in stock Oblivion, Melus Petilius. This quest is very lengthy and will reward one of the best sets of gear for those those goodie-two-shoes players that got no love in OOO's 1.3 Dread Armor quest. However, chose your allegiances wisely. Molag Bal will refuse to help those who side with Melus and his gods--nor will the Nine grant their blessing upon those who desecrate the honor of their chosen Paladin. Added a new lengthy text, new quest icon, a paiting of Vena, and other goodies that greatly expand the meaning of Melu's background.
  5. b. Light through the Darkness: you know her; you love her or you hate her. She is the bane of vampires, and one of the most coveted relics in Cyrodiil. Light of Dawn has now a fully-fledged quest with the addition of journal updates, new quest icon and tweaks to Lord Volmyr.
  6. c. Shadows in a Struggle for Power: this quest involves the Dread Arctifacts and the many factions that vye for power in an effort to collect them for themselves, and thus unlock their spectral power to their own ends. Again, this quest involves other sub-quests, like Jephre's Heart of Wild Woods, and the Raiders' missions to Forts in the Nibenay Basin. New quest icon and new graphics for some of the existing clues.
  7. d. Skyrim Bandit Trouble: this quest develops further than in 1.3 the story and background of the newly arrived clans of Skyrim bandits who assail the county of Bruma and other areas in northern Cyrodiil. Now, defeating the bandits has much clearer consequences in Bruma. New quest icon here as well.
  8. e. Slavers and Smugglers: the relation between the factions added to the Blackmarsh in 1.3 is now much more developed and clearly stated. New quest icon. There are new texts added to several of the key locations in this "quest." I use quotation marks because this is not a quest in the sense of all the other quests in Oblivion. This quest is dynamic. It has no end-point, unless all its important NPCs are killed, of course. You can go back and forth between your allegiances to these factions, although it will take you a long time to switch sides--once you begin to favor one of the two factions, turning the other way around will be more costly. The most clear reward is the possibility of trading with them. They offer items not available to any other vendor in the realm. Also, there are good role-play opportunities for those that want to flesh out their avatar's character.
  9. Fully built-in Harvest Containers functionality alongside OOO's container scripts (chests animate, just as in HC, but now can be bashed and have traps, as in previous versions of OOO). I have included the latest version of HC's container models so as to fix their problems with animations in games patched with the official 1.2 patch. However, a certain feature of HC code--the unlocking of chests in a cell owned by a faction to which the player belongs--has been taken out for balance reasons given OOO's container loot's risk vs reward structure.
  10. New containers for each instance where a key exists to open it, and the lock is below lvl 100. So, no more lockpicking restriction bug with keys. Along with this change, some containers that were only accessible with a key can now also be lockpicked. In a similar addition, the new code prevents traps from triggering if you posses the specific key for that container.
  11. Dynamic response of NPCs to the type of attire and armor sets that the player's avatars may wear. This is a brand new feature in OOO that uses many of its unique resources as vehicles to change the behavior of NPCs towards your avatars. Now, whenever you don certain pieces of armor or items of clothing, or even weapons, those around you will be affected in seeing them. Depending on their nature they will look more favorably upon you or perhaps even despise you. The sight of your gear will make their disposition towards you either rise or drop. Also, their confidence will follow the same pattern. These effects are stronger as more pieces of that kind of armor and/or attire are worn. The effects tend to drop when you remove the gear from sight. Now you can indulge in scaring citizens away with your Daedric looks or strike righteous fear upon evil hearts with your Paladin's armor. The following is a list of armor sets and attires that affect NPCs around you:
    a. Daedric Nature: Dremora Elite Armor, Daedric Armor, Daedric Prince Armor, Guardian of Oblivion's clothing and Lady of Embers' special robes, hood and gloves.
    b. Necromantic Nature: Dread Armor, Necromancer cloaks and hoods, Putrid Hand cloaks and hoods, Master Necromancer clothing, Fayth Noor's robes and hood, Lien Valeth's robes and shoes and Mannimarco's entire gear (robes, hood and staff)
    c. Holy Nature: Heaven's Fury Armor
    d. Law Nature: Worn Legion armor, Imperial Legion Tarnished Armor, Imperial Legion Armor, Imperial Warder Armor, Imperial Guardian Armor, Imperial Watch Armor, Imperial Palace Armor, Imperial Elite Armor, Imperial Commander Armor and Arch-Mages' robes, hood and staff.
    e. Shadows' Nature: Dark Brotherhood garbs and hood, Shadowmail Armor and Night Elven Armor.
    f. ***NOTE***: Although this novel feature relies on mechanics that will not affect performance in any way, you can still disable it if you prefer to play without it. It can be turned off by typing in console:
    StopQuest OOODispositionToPlayer

  12. Added three of LCE creatures in this release: Gargoyles, Guars and Ravishing Hungers:
    a. Ravishing Hungers are now included among the possible daedra you will find in Oblivion and in its gates to Cyrodiil. They are a bit stronger than seducers, faster and more active in their attacks. They have unique combat styles. They primarily use magic from the Absorb line of spells. While aggressive they are also prone to fleeing more readily than other Daedra. Like the rest of OOO's Daedra, Hungers have specific resistances and weaknesses. They also may yield Hunger's Skin, a new alchemy ingredient. These Hungers are a sub-set of the Hunger's family. However, if you prefer them to look exactly like Shivering Isle's Hungers then be sure to fetch Madcat's mod for OOO that replaces them with SI versions. Links to the OOO mods' page are listed at the bottom of this document.
    b. Gargoyles are fairly unique in OOO. They do not belong to the "evil" group of creatures (Ogres, Shadow Wolves, Trolls and Imps). But they are not considered neutral like most other creatures. They straddle the fine line in between them. They are closely associated with Imps, and are often seen in their company. They prefer caves and/or ruins to appear, but are also found in hills and mountains. They have very strong abilities and can shield themselves against most forms of attacks for brief periods of time while they regenerate, but they are unable to move when that happens. They, like the other new additions, have specific new Faction, Combat Style, Abilities, Spells and Ingredients. Gargoyles are usually stronger than Mystical Imps, and they vary in their abilities and overall prowess.
    c. Guars appear in several variations: Ashen, Wild Swamp, Wild and Tamed. Ashen Guar are darkened in color and very rare, found only in the mountains on Vvanderfell's frontier. Wilds are regular guars that may appear also along this mountain range. Wild Swamp Guars roam the Blackmarsh swamps. Each of them have special combat styles, weaknesses, resistances and items (pelts and meat). Although generally not aggressive, they are very sturdy and strong creatures. Some may also be quite aggressive if you tread on their territory.
    d. Finally, the Tamed Guar may be acquired through those that frequent Vvanderfell and have connections with Dunmer traders. You may have to "convince" the traders to somehow accept to deal with you--either by force or kindness, it is up to you. This Guar can be ridden like a horse.
  13. New spell icons thanks to Spell Icon Replace 1.0 mod by Forsaken32.
  14. Added Nicoroshi's Ayleid Meteoric Bow replacement--an addition that also exists now for Madcat's stand-alone great mod.
  15. Re-designed vanilla NPC armor/weapon lists. Those were used only in a handful of cases in 1.31, they are not used any more by 1.32. They are re-designed just in case they are put to use by other mod when working in tandem with OOO. For example, Fran's or MMM's mods may do it. This way their items will remain leveled, but with the item rarity of early versions of OOO. Thanks to Dev_Akm for those lists! He worked at them fiercely and they look very good--it is easy for others to tweak them at will.
  16. Updated the UoP compatibility to 2.00 version. That is, OOO includes its changes wherever there are overlaps between the two mods. There were a lot of small overlaps, but they are too many to list here in detail. UoP changes a myriad spelling mistakes, for example, in NPC names. I included all of those since OOO also changes those NPCs statistics, gear, level data, faces, etc. That's just one small example from the large lot of changes that this compatibility entailed.
  17. Added in Vagabond Angel's Femme-Daedric armor. This is part of a new special Daedric set that will be related to quests in future versions of OOO, although right now it is available should you be able to best the enemies that guard it. Two of VA's extra helmet models are used -- #2 and #3 -- but all three of VA's alternate meshes are included in case you want to swap them by renaming their meshes. They are located in \Data\meshes\armor\VA\Fdaedric. Also, this female version is used for a new set of Dremora armor: Elite Dremora Armor, of which you will be able to get only one full set.
  18. Added Mmmpld's Female Dwemer model to replace what is used in stock Oblivion. Now, female characters can use Dwemer armor fitted to their figures.

(The following are changes added in RC2)

  1. Also Mmmpld rigged a better version of the Unfinished Steel Cuirass that is now included. Finally, he made a new Unfinished BlackWood Company Cuirass that now can be seen used by the BlackWood Company Guards. They have now a more appropriate set of armor lists.
  2. Added in Leviathan's Soul Gems (by Star Boi) to replace the stock Oblivion soul gem's models. These new models look much like those found in Morrowind and are a real treat to the eyes. I changed their resource folders and texture names, when appropriate, to avoid BSA Archive Invalidation issues. Also, I edited their icons' background to better mesh with the default colors of the menu's backgrounds. This addition is not included in the Lite version of OOO, unless you use the OOO-Magic_Effects+Enchantments Add-On.
  3. Added several dozen new wilderness spawns in areas that were severely lacking wildlife, like swamps and rainforests. Also, I added a good number of new forest wilderness spawns. In this pass through the wilderness of Cyrodiil I changed several existing spawns to better suit them to the geography where they were placed. Finally, I changed even more how bandit spawns are found in roads (they should be much more unpredictable) and also added new spawns outside of certain lairs that previously did not have any (amazons, raiders and goblins, for example).
  4. Added four new optional Add-on modules:
    a. OOO-Container_Trap_Instant_Effects (turns chests traps into instant-effects to avoid CTDs with UI mods that change spell timers to be displayed in text)
    b. OOO-Level_Stock (default Oblivion leveling rates but with OOO's perk descriptions)
    c. OOO-Respawn_Two_Week (sets the respawn time to two weeks)
    d. OOO-Water_Weeds (enables water weeds for the Lite version of the mod)
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Tweaks in OOO 1.32 (RC1 and RC2)

  1. I have re-shaped many elements to make the balance be smoother in so far as gameplay difficulty in beginner areas:

    a.Vilverin's exterior bandits will be a bit easier than before. The dungeon itself is still not a low-level dungeon any more, but hunting around it should not be as difficult.

    b.Changed several road spawns near the IC to reflect the above difficulty rating.

    c.Sideways Cave retains its "Imp-Dungeon" character, but its weaker imps are now more aggressive and less prone to fleeing. The special chest at the bottom of this dungeon is better positioned to avoid instances where players got "stuck" in the nearby roots.

    d.Cleared some rather dangerous spawns in the road north of Chorrol. This will make the MG admission quest stage of this city a bit safer to accomplish at early levels.

    e.A host of other small changes ranging from creature aggressiveness and speed to guard-patrols' pathing in order to make it a bit less dangerous in the IC's vicinity.
  2. Tweaked several bosses' difficulty, gave them new spells, new custom scripts, even more combat variety and special notes, mentions and fame increases in case of being defeated. They will now use spells more appropriately according to the battle-necessities of the moment (if you are invisible they may try to dispel it, they will use their stronger attacks more often, buff themselves more often, etc.) Some of the affected NPCs are: Black Rock Captain, Eregor, Faran Hestarius, Hlofor The Arctic Bear, Lareil, Lady of Embers, Lien Valeth, Lord Volmyr, Marlek, Reaver of Ghuul Icxth, Sheil Hestarius, Voice of Nature, Vyka Herlst and Prince Xyval Viktur.
  3. Changed some creature lists and added new critters to indoor locations so that the "ogre-won't-fit-through-tunnel" type of problems disappear. There may be some instances where large enemies have a difficult time maneuvering in close-quarters, but that should also be an option open for players to use in their combat tactics. The incidence of this happening is much reduced.
  4. Added more spell weaknesses to certain NPCs, to diversify even more the types of effective spell forms. Made weakness to frost a bit more common in certain enemies. The benefits of using other magic-based attacks were larger than using frost. That is no longer the case.
  5. Changed the way you receive (or can get) Hannibal Traven's new Battle Mage armor. It will not appear in his body any more before he sends you to face Mannimarco. Rather, it is stashed somewhere in his living-quarters. This way, players will not miss a chance to recover it due to Traven's body disappearing.
  6. Changed some Daedric armors and their special Dremora wearers in stages of the Main Quest. Now there is a special version of Dremora armor called Elite Dremora Armor. Also, now you will not be able to stock several Daedric Prince Shields and Gauntlets--there is one set of Daedric Prince and one set of Dremora Elite armor in total.
  7. Changed some quest stages so that they are in tune with the new journal structures and also to prevent problems (like killing Reaver of Ghuul Icxth before you can wield spectral weapons).
  8. Changed a few of the geomantic spells to make them more balanced. Specifically, the Opal's shield effects are now less powerful.
  9. Changed also some NPCs' and critters' AI, combat styles and inventories to make them even more interesting and balanced against their status, role, etc. Quite a few changes here, too long, and sometimes unnoticiable, to list here in detail. (For example, Ogres tended to be overly aggressive with their forward power attacks--now some of them will be much less direct in their fighting style).
  10. Drastically diversified the combat styles of vampires. Even though I had made new combat style sheets for them I had forgotten to ascertain that vampires were using them. They were not. Now they'll show more difference in their combat behaviors.
  11. Changed several critters' level of aggression and faction interaction (imps, for example. Seridur won't fight against blood golems, the goblin chef is now safe against retribution from his clan's members, ghosts and other undead do not immediately get into fights with liches (that was a leftover mess from stock Oblivion. Perhaps intended, but it sure whacked the suspense and challenge of some fights.) Included 1.31d's change to Spectral Warrior's faction so that they no longer can yield a murder count.
  12. Tweaked the Scamp's levels of confidence and stats to better diversify among them and to make them more unique among Daedra.
  13. Added a new faction to Alteration-based Golem Summoning spells. They will now react more "forcefully" against other factions that should be "evil" but are not due to the game's design (like the Arena's Yellow Team, for example).
  14. Added a script to the enchanting altar so that certain items are dropped from the player's inventory prior to enchanting them. These items have special scripts that get removed once the item gets enchanted. That is how the Oblivion engine works, and this method of "fixing" this problem was the least obtrussive possible.
  15. Changed some quest-award item's enchantments so that they regain more uses after having lost them previously due to the larger mana cost introduced since OOO 1.3.
  16. Changed the Aetherial Magicka Flow ability of Meteoric Weapons to give an increased mana regeneration depending on the Willpower value of their user. Higher willpower will make the sword's magical essences react more readily and dispense more magicka in return.
  17. Changed Bosmer Ranger and Bosmer Protector's abilities so that they last longer in their fights against their former companions, the now bloodthirsty corrupted followers of Jephre.
  18. Changed how the Ayelid ruins infected by the Corrupted Followers of Jephre behave once you defeat Eregor and Lareil. Now their ranks will be much thinner, and in some cases they will leave the dungeons altogether.
  19. Fixed Corrupted Followers of Jephre possibly becoming friendly to the player. That's something that will be possible in future versions of OOO, but not in 1.32
  20. Changed how Fort Facian and Fort Flecia are populated after the Raider parties there are defeated. This change is related to the Shadows in a Struggle for Power quest, like change # 18.
  21. Changed the density population of Skyrim Bandits as your progress through the quest that aids Bruma in getting rid of them. Now, they will appear in less numbers and less frequently if you manage to undermine their allegiance's pillars.
  22. Changed how touching spectral creatures and shields affects the player while they wear the Dread Armor set.
  23. Increased a little the range at which summoned golems and animals stop while following the player--they will not so closely crowd around the player any more.
  24. Changed Boetiah's Chosen to be more effective in battle, to better correspond to the level of difficulty proper to the quest.
  25. Several tweaks to other magical abilities proper to special creatures, like the Unicorn, for example, to tone down their power a notch. They'll still be very difficult, but not overly so. The Arena Champion, Agronak, also needed a bit of toning down in its magic resistances. Casters should not find it so difficult to connect spells against him any more.
  26. Changed the model for the Heart of the Wild Woods and the Blood Golem. The former will glow more and the latter will be much less shiny, properly showing the effects of shadows upon its body.
  27. Changed the Thieves Guild quests responsible for the Stolen Goods' quest updating properly. This quest is notoriously problematic, and the UoP also attempts several fixes to it that I have included whenever there were overlaps between both of our tweaks to the TG quests. Previously, OOO failed to account for the new values of TG Stolen Goods' quest properly.
  28. Tweaked some of the Master Trainers so that they remain essential until their quests are started. Also beefed them up considerably, since they are supposed to be masters of their craft and powerful entities, after all.
  29. Deer are now faster. Boars are also a bit faster now.
  30. Diversified some of the creatures' possible sizes a bit more, yet still within tight limits, to avoid the "giant-animal" syndrome. That's reserved only for animal/creature bosses.
  31. Increased the price of most pelts even more, to make them more attractive for hunting.
  32. Toned down the density of bandits along roads and also added the possibility that their main opposing faction, marauders and raiders, attack the usual bandit hang-out areas.
  33. Fixed the Cowl of Nocturnal's new script and powers from what was inherited through Daeger's mod. I reworked the scripts so that they do not rely any more on game-mode blocks. I added a new quest script and changed the powers' status so that they get properly added and removed whenever the cowl is equipped and unequipped.
  34. Changed how the formulas for bashing a lock get their results. Now, using H2H will be much less effective than 2Hblunt. I also tweaked the values in between. Generally, in ascending fashion, the effectivity increases thus: H2H, 1Hblade, 1Hblunt, 2Hblade, 2Hblunt.
  35. Increased the range at which creatures or NPCs will be alerted because of lock-bashing.
  36. Corrected several spelling mistakes left over from previous OOO version additions in text. Most clear will be the change from spelling "Cheydinhall" to the correct "Cheydinhal." Some changes also applied to 1.3 added texts, like "Excerpts of Tamriel's Societies", "Practical Defense of Morrowind" and other in-game clues.
  37. Clarified some of the texts' writing for better understanding and characterization.
  38. Book on Ayleid Geomancy can now be taken. If you want to disable geomancy after reading this book then type in console: Set GeomancyEnabled to 0
  39. Fixed the Ayleid's Magicka Regeneration ability to properly continue its effects once the clock changes from PM to AM at night time.
  40. Fixed the problem with the Tiber Septim Hotel being a dumping ground for some problematic spawns. This fix is not global. It is dependent on code added to some of the usual suspects that popped up in there often (frost minotaurs, Sheil Hestarius, Lareil, Vyka Helrst, etc.) So, it is possible that at times another critter will appear there, but it won't be as game-shattering as before.
  41. Changed a couple of weapon and armor stat values. Just small tweaks that will not be overly apparent.
  42. Changed Silver Dragon arrows, Blood Thorn arrows and White Rose arrows to be more powerful than previously--also, they are more valuable now.
  43. Made Ungarion be able to have more Open-Lock scrolls, plus it now has the chance of holding powerful Ayleid Staves in his stock.
  44. Re-worked all Vampires who still used some original Oblivion loot lists. I did the same for every other entity or quest that OOO changes and that used LL0, LL1 or LL2 NPC loot lists. They were given, instead, appropriate OOO-specific lists.
  45. Modified Molag Bal's quest updates to reflect the possibility of having sided with the Nine in becoming their chosen Paladin.
  46. Fixed some issues with the Open Beta of 1.32 and A Path of Iron quest where you could lose Melus' armor and claymore if you had already started Molag Bal's quest--also, I corrected the problem with not being able to pick up Path of Iron once dropped to the ground. Finally, now Path of Iron has a powerful holy enchantment that does not require re-filling it with soul gems.
  47. Changed the trap's spell effects to avoid those cases where they would not affect the player due to hitting geometry in their path after being triggered.
  48. Added Vicente's Valtieri's key to the game-world. It was previously missing and thus the only way to open his chest was through lockpicking or bashing.
  49. Changed the sound effects of Frost-based spell effects to use a set of sounds included in the Oblivion resource files but not implemented in the game.
  50. Reduced a bit the enchantments from the Ebony Helmet of the Mage, Eboron Helmet of the Conjurer, Ring of the Iron fist. Also reduced slightly the power of Glass (regular, Drakefired and Blue) and Elven Eldar cuirasses using the Mirror effect (reflect damage and reflect spell).
  51. The Heart of the Wild Woods no longer sounds as "killed" when he finally reaches Yeleri and disappears.
  52. Increased the price of Bloodgrass and Harrada to reflect their supposed rarity (they grow in Oblivion only).
  53. Tweaked the Night-Eye rings. They were too powerful before and it made no difference to find the lowest value ring of the type as opposed to a higher quality one. So, now these low-end rings have a penalty. Since they increase sensitivity to light they also increase weakness against fire-based magic. The higher quality rings of Night-Eye progressively lessen this penalty until it disappears in the highest quality ring of this type.
  54. Rebalanced the Finger of the Mountain spells. They are now more powerful and have slightly more range, but they also cost less and thus are finally accessible to highly skilled wizards.
  55. Fixed a couple of floating skellies and containers (Shattered Scales Cave and Rielle).
  56. Adjusted the position of an Imperial Notice in Cheydinhal so as to make it easier to activate and read.
  57. Fixed Audens Avidius so that his OOO gear gets correctly removed in the quest "Imperial Corruption."
  58. (Note: From here down are changes added in RC2 -- and many added after Soto's first post about it.)
  59. Fixed Chanel's lectern not updating properly the stages of quest "Canvas the Castle."
  60. Added more instances of Open Lock, Kill and Detect Trap spells to vendors of magical scrolls. Specially, Shady Sam has had its stock increased more in proportion to other vendors.
  61. Increased the amount of goods sold by the Argonian Smugglers of the Blackmarsh and the Dunmer Slave Traders. They now sell thief-friendly items in greater quantities than before, specially the Smugglers.
  62. Increased the amount of special sylvan and ayleid arrows used by Corrupted Followers of Jephre and Bosmer Rangers.
  63. Fixed an overlapping OOO chest with the bed added by the Frostcrag DLC official Bethesda Add-On to the Mystic Emporium's bedrooms.
  64. Fixed a potential issue with picking up the Heart of the Wild Woods in Narind. This problem was unique to the first release of OOO 1.32 RC1.
  65. Invisible Gargoyle problem from RC1 corrected.
  66. Debug messages and spells are fixed for both the Full and Lite versions' new disposition vs gear feature
  67. Ayelid regeneration script is fixed to account properly for the higher level stages of your wisdom
  68. VA's daedric helmet is fixed now for females (no more side-ways head).
  69. 68- All optional add-ons for the lite now work as they should (dependent on the ESM when necessary.)
  70. Fixed some ayleid weapons in FG buildings to now require a high rank in the guild to be picked up without counting as stealing.
  71. Lite now does not have the OOO leveling rates and descriptions. That's what the OOO-Level_Normal, OOO-Level_Slow and OOO-Level_Stock are for. The new OOO-Level_Stock.esp gives default Oblivion leveling rates but with OOO's perk descriptions.
  72. A few other small things that the RC1 had messed up.
  73. Lots of other small tweaks and fixes that did not get logged. They'll be accounted for in a future version of this 1.32 list of changes document.

So, there it is. A few small things, like Marie Elena's fix to one of the locked chests, repositioning of vanilla floating barrels, etc, did not make it into the document. They are too small to list all of them.

Make sure to let the files overwrite what you have already in the \Oblivion\Data\ folder --there won't be any damage by doing so.

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