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Full Version: I just added OOO and Cyrodiil upgrade overhauls
The Nexus Forums > Specific Games > Oblivion > Oblivion Modifications > General Mod Talk
remotecontrol
I am amazed at how HARD it is , fun, but HAAAAAAARD. I went to lipsandtarn to get a direbattleset mod I like and was getting agitated and pouty-faced angry.gif , but the stuff you get after makes it worth it... so yeah, I just restarted over with a basic clean data file folder with shivering isles and knights of the nine expansions... unofficial patch... yadda yadda yadda... added these two overhauls and am loving it.

...just wondering though. How's the results of adding mods into it, like weapons, armor and new caves n stuff?
Nowena
Cyrodiil Upgrade Overhaul should work fine with the mods you decide
to add. The few areas that affect NPC's that other mods might affect
are well noted in the documents downloaded with it. Look for choices
marked "dirty" or "safe". Also, it does not add new areas, so you are
safe to add whatever you want.

As far as armor or weapons or any other objects you add, CUO will not
conflict with any of them. All objects used by CUO are located in the
Cyrodiil Upgrade Resource Pack (CURP) that is needed to run CUO and
they are all added to the game safely - not in any manner that would cause
you problems with other mods.

However, before you start picking out what things (objects) you want to add,
you might check in the CS for the resources added by CURP. You may be
pleasantly surprised to see that many of those are already available to you
through the CS. There is reason for having such a large resource pack.

Nowena
myrmaad
QUOTE(Nowena @ Nov 12 2008, 06:36 PM) *
Cyrodiil Upgrade Overhaul should work fine with the mods you decide
to add. The few areas that affect NPC's that other mods might affect
are well noted in the documents downloaded with it. Look for choices
marked "dirty" or "safe". Also, it does not add new areas, so you are
safe to add whatever you want.

As far as armor or weapons or any other objects you add, CUO will not
conflict with any of them. All objects used by CUO are located in the
Cyrodiil Upgrade Resource Pack (CURP) that is needed to run CUO and
they are all added to the game safely - not in any manner that would cause
you problems with other mods.

However, before you start picking out what things (objects) you want to add,
you might check in the CS for the resources added by CURP. You may be
pleasantly surprised to see that many of those are already available to you
through the CS. There is reason for having such a large resource pack.

Nowena


Yeah, you wouldn't believe the things I'm doing to try to break the CUO and it just keeps on ticking. 287 mods with it, bashed, mashed, & merged and all is well, and my character is level 72, and my game is over 850 hours.

Don't try this at home, lads. wink.gif It's a great idea to start fresh, but even with a high level character the enemies really try to kick my ass. I have to check what my difficulty is on, because it's unbelievably hard to kill some of these damn enemies. biggrin.gif
myrmaad
Hey how did this double happen, I plead server error! Thank goodness that's over.
remotecontrol
I also have OOO (Obsuro's oblivion overhaul) ...it's loading before CUO. is this ok? see... I'm always worried that I'm missing things that some stuff may be canceling out... like, I havnt seen ONE bunny... there are supposed to be bunnies... I like bunnies yes.gif ...also, I think there are supposed to be illumination staffs, cant find them either.

...I have no problem uninstalling OOO if it may be causing problems, I just don't know the compatibility issues. I just read somewhere that as long as CUO loads after OOO then it's cool... is it?
Nowena
We've had team members and others who told us that with both OOO and CUO loaded, as long as CUO is loaded last, you will have plenty of recognizeable elements of both showing up in your game.

In fact, they all said that their game became much more stable when they added on CUO.

Read the docs with CUO very carefully, though, as some of the esp's included will give you more of
the OOO elements - if you don't check them - and more of CUO elements if you do check them. This is mostly in the area of bandits and other NPC's. Look for the passages describing "dirty" addons for more details on that. Mostly, when you check the "dirty" addons, you get CUO bandits and heroes from the Beth spawn points, but still get OOO NPC's from the spawn points added by OOO. For bunnies and other creatures, make sure you have the creature esp checked.

As an added treat, by the way, the latest edition of CUO (version 5) now adds all the treats from Giskard's Fighter's Guild Contracts as an addable esp. Basically, what this does is add repeatable quests in the Fighter's Guild that begin as you do Fighter's Guild quests and continue on even after you make master of that guild. Keeps the Fighter's Guild as a true, viable guild throughout your gaming time in Oblivion. Again, this is completely described in the docs downloaded with CUO.

And, don't forget to download and install all of CURP version 1.4.7. This latest WIP-6 pack and esm gives you everything that used to be in the mod, Fighter's Guild Contracts.

Nowena
giskarduk
CUO is hard:

Btw OBlivion promotes a carefree "I AM GOD" type attitude towards most fights, CUO promotes a "stop being silly you pathetic mortal" type attitude towards those same fights.

As a result, anybody that fails to prepare for the fight, will find it hard.

I would recommend a selection of potions and a good staff be kept on you in reserve at all times, and if you come across an enchanted weapon, keep it for those difficult fights.

Then CUO will not seem so hard.
Its all about creating your self an adventurers kit and using it.

Giskard
remotecontrol
QUOTE(giskarduk @ Nov 14 2008, 05:05 PM) *
CUO is hard:

Btw OBlivion promotes a carefree "I AM GOD" type attitude towards most fights, CUO promotes a "stop being silly you pathetic mortal" type attitude towards those same fights.

As a result, anybody that fails to prepare for the fight, will find it hard.

I would recommend a selection of potions and a good staff be kept on you in reserve at all times, and if you come across an enchanted weapon, keep it for those difficult fights.

Then CUO will not seem so hard.
Its all about creating your self an adventurers kit and using it.

Giskard


I got a powerful modded bow for just that ...I prefer to fight with blade, but if I'm being sniped by a few really fast moving sharp shooters... I do what I gotta. Also I have the mod that makes it really hard to dodge arrows, shoots fast... I like it. but... I am still getting by hind-quarters handed to me on an exquisite ceramic plate quite often. I did get bored of the whole running through and just killing things in one hit without much variation or surprises around the corner... makes being careful and sneaking ...sniping or cutting not very fun at all, like it's a lie.

...made the game fun again. wink.gif
octavius243
QUOTE(remotecontrol @ Nov 13 2008, 03:02 AM) *
I also have OOO (Obsuro's oblivion overhaul) ...it's loading before CUO. is this ok? see... I'm always worried that I'm missing things that some stuff may be canceling out... like, I havnt seen ONE bunny... there are supposed to be bunnies... I like bunnies yes.gif ...also, I think there are supposed to be illumination staffs, cant find them either.

...I have no problem uninstalling OOO if it may be causing problems, I just don't know the compatibility issues. I just read somewhere that as long as CUO loads after OOO then it's cool... is it?


CUO (one of the "dirty" ESPs) edits 40 vanilla chests, that OOO also edits., so loading CUO last will block the items added to these chests by OOO and vice versa. A BashedPatch will not fix it.
octavius243
QUOTE(Nowena @ Nov 13 2008, 07:07 AM) *
As an added treat, by the way, the latest edition of CUO (version 5) now adds all the treats from Giskard's Fighter's Guild Contracts as an addable esp. Basically, what this does is add repeatable quests in the Fighter's Guild that begin as you do Fighter's Guild quests and continue on even after you make master of that guild. Keeps the Fighter's Guild as a true, viable guild throughout your gaming time in Oblivion.


That mod had some serious flaws when I tried it:

Way too much gold in reward for simple tasks. 500 fold for 5 Creab Meat, IIRC.

Some of the companions (at least one of the Bruma ones) are equipped with arrows that do area damage. Combined with poor AI, it resulted in the other companion getting fried.

Has this been fixed?
myrmaad
QUOTE(octavius243 @ Nov 14 2008, 05:25 PM) *
QUOTE(remotecontrol @ Nov 13 2008, 03:02 AM) *
I also have OOO (Obsuro's oblivion overhaul) ...it's loading before CUO. is this ok? see... I'm always worried that I'm missing things that some stuff may be canceling out... like, I havnt seen ONE bunny... there are supposed to be bunnies... I like bunnies yes.gif ...also, I think there are supposed to be illumination staffs, cant find them either.

...I have no problem uninstalling OOO if it may be causing problems, I just don't know the compatibility issues. I just read somewhere that as long as CUO loads after OOO then it's cool... is it?


CUO (one of the "dirty" ESPs) edits 40 vanilla chests, that OOO also edits., so loading CUO last will block the items added to these chests by OOO and vice versa. A BashedPatch will not fix it.



Um, I don't run OOO, but with CUO I am getting the vanilla stuff plus the CUO stuff together. For example:

Speaking of which, I also use Exnem's Runeskulls, which does the same thing, and I'm still getting my Exnem runeskulls, plus vanilla loot, plus CUO loot. Are you certain your facts are correct as stated, because obviously mixing loot from different mods does work, based on my experience.

As for the bunnies, they're not everywhere but if you're not seeing them after a reasonable time of exploration, make sure you've installed the CUO and Resource packs correctly, and that they're the most recently updated versions.

As far as the tasks, this mod is a task-oriented mod, you've got to make money so that you have money to pay for the requisite items and upgrades at a certain point, so it certainly wouldn't be fair to task you with purchasing stuff for civic use, and not give the player a variety of opportunities to make the money required. One of the biggest complaints about vanilla oblivion is the lack of job opportunities.

Of course, if you don't want to do any of those tasks, you can skip them and it won't break the mod or its quests. I don't know what "IIRC" means, it probably means I'm not "cool".

Can't speak about the Bruma questline, I added KA after I'd already completed the Main Quest. However, I never noticed any problems with the Kvatch Guard respawning companions, though the majority of KA NPCs are marked essential and "have a life" (AI).
giskarduk
octavius243:

QUOTE(octavius243 @ Nov 14 2008, 10:32 PM) *
That mod had some serious flaws when I tried it:

Way too much gold in reward for simple tasks. 500 fold for 5 Creab Meat, IIRC.

Some of the companions (at least one of the Bruma ones) are equipped with arrows that do area damage. Combined with poor AI, it resulted in the other companion getting fried.

Has this been fixed?


No idea if beth fixed the 500gp reward, best ask them, they chose 500gp as a reward for fighters guild quests between level 20 and 25 not me.

AI in the old version is 100% beths too so best ask them about that whilst your there telling them oblivion is seriously flawed.

And the arrows, I chose them, so its hardly a SERIOUS FLAW since it was what I wanted them to carry.

Oh and those ESPS i voluntarily labeled as DIRTY to help players spot the ones that are likely to conflict. You know the ones, they are made the exact same way as OOO. Thought you might find that fact interesting. Where as the none dirty ones where made my way and designed to avoid conflicts completely.

As myrmaad's picture showing 2 potions demonstrates, the original is still there in the game to be used by any quest or mod that needs it, ZERO conflicts possible. Nice, clean safe and you still get the cool new potion bottles jannix made with no chance of them conflicting with any new potion bottle mod that comes alone:)

But as you pointed out, the OOO way is not so flexible smile.gif

So I have already avoided any "does this potion mod conflict with your potion changes" question biggrin.gif
I am just sat here waiting for some player to make a potion mod so somebody can ask me that question.

Oh one more thing, the CUO version of Fights guild contracts was totally revamped as every doc i ever wrote for it explains most clearly if any player with a REAL interest in CUO cares to find out.

Anybody with a "REAL" interest in CUO should check the docs for information because the fighters guild contracts was totally revamped for CUO so whilst it was good before, its even better now.

Giskard
myrmaad
Why in the hell do people offer opinions on mods they actually haven't used?

This goes directly back to the file rating system and my opinions on it. Apparently though, Octavius243 has downloaded the CUO, but didn't install it, just made a bunch of incorrect assumptions about it.


I'm sick on the couch so you'll pardon me for being grumpy.
octavius243
QUOTE(myrmaad @ Nov 15 2008, 12:42 AM) *
QUOTE(octavius243 @ Nov 14 2008, 05:25 PM) *
QUOTE(remotecontrol @ Nov 13 2008, 03:02 AM) *
I also have OOO (Obsuro's oblivion overhaul) ...it's loading before CUO. is this ok? see... I'm always worried that I'm missing things that some stuff may be canceling out... like, I havnt seen ONE bunny... there are supposed to be bunnies... I like bunnies yes.gif ...also, I think there are supposed to be illumination staffs, cant find them either.

...I have no problem uninstalling OOO if it may be causing problems, I just don't know the compatibility issues. I just read somewhere that as long as CUO loads after OOO then it's cool... is it?


CUO (one of the "dirty" ESPs) edits 40 vanilla chests, that OOO also edits., so loading CUO last will block the items added to these chests by OOO and vice versa. A BashedPatch will not fix it.



Um, I don't run OOO, but with CUO I am getting the vanilla stuff plus the CUO stuff together. For example:

Speaking of which, I also use Exnem's Runeskulls, which does the same thing, and I'm still getting my Exnem runeskulls, plus vanilla loot, plus CUO loot. Are you certain your facts are correct as stated, because obviously mixing loot from different mods does work, based on my experience.

As far as the tasks, this mod is a task-oriented mod, you've got to make money so that you have money to pay for the requisite items and upgrades at a certain point, so it certainly wouldn't be fair to task you with purchasing stuff for civic use, and not give the player a variety of opportunities to make the money required. One of the biggest complaints about vanilla oblivion is the lack of job opportunities.

Of course, if you don't want to do any of those tasks, you can skip them and it won't break the mod or its quests. I don't know what "IIRC" means, it probably means I'm not "cool".

Can't speak about the Bruma questline, I added KA after I'd already completed the Main Quest. However, I never noticed any problems with the Kvatch Guard respawning companions, though the majority of KA NPCs are marked essential and "have a life" (AI).



Did I *say* that CUO conflicts with vanilla OB or Runeskulls?
I said IT CONFLICTS WITH OOO, since both CUO and OOO edits the same 40 vanilla chests. I guess that's Giskard put the "dirty" in the name. I was just answering the question from remotecontrol, not making any judgement of what is the best mod out of CUO and OOO. So from these 40 chests you can't get the loot from *both* CUO and OOO, unless you edit one of the mods with TES4Edit. That *is* a conflict, wether you like it or not. But so what? It just means you have to choose if you want the loot from CUO or OOO.

As for the IIRC comment, you are showing your ignorance.

And I was never talking about the Bruma questline. I was talking about the mod Fighter Guild Contracts.
octavius243
QUOTE(giskarduk @ Nov 15 2008, 04:06 AM) *
octavius243:

QUOTE(octavius243 @ Nov 14 2008, 10:32 PM) *
That mod had some serious flaws when I tried it:

Way too much gold in reward for simple tasks. 500 fold for 5 Creab Meat, IIRC.

Some of the companions (at least one of the Bruma ones) are equipped with arrows that do area damage. Combined with poor AI, it resulted in the other companion getting fried.

Has this been fixed?


No idea if beth fixed the 500gp reward, best ask them, they chose 500gp as a reward for fighters guild quests between level 20 and 25 not me.

AI in the old version is 100% beths too so best ask them about that whilst your there telling them oblivion is seriously flawed.

And the arrows, I chose them, so its hardly a SERIOUS FLAW since it was what I wanted them to carry.

Oh and those ESPS i voluntarily labeled as DIRTY to help players spot the ones that are likely to conflict. You know the ones, they are made the exact same way as OOO. Thought you might find that fact interesting. Where as the none dirty ones where made my way and designed to avoid conflicts completely.

As myrmaad's picture showing 2 potions demonstrates, the original is still there in the game to be used by any quest or mod that needs it, ZERO conflicts possible. Nice, clean safe and you still get the cool new potion bottles jannix made with no chance of them conflicting with any new potion bottle mod that comes alone:)

But as you pointed out, the OOO way is not so flexible smile.gif

So I have already avoided any "does this potion mod conflict with your potion changes" question biggrin.gif
I am just sat here waiting for some player to make a potion mod so somebody can ask me that question.

Oh one more thing, the CUO version of Fights guild contracts was totally revamped as every doc i ever wrote for it explains most clearly if any player with a REAL interest in CUO cares to find out.

Anybody with a "REAL" interest in CUO should check the docs for information because the fighters guild contracts was totally revamped for CUO so whilst it was good before, its even better now.

Giskard


OK, I didn't know the 500 gold reward was hardcoded. huh.gif

Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me.
But I'll check out the new version.
octavius243
QUOTE(myrmaad @ Nov 15 2008, 07:12 AM) *
Why in the hell do people offer opinions on mods they actually haven't used?

This goes directly back to the file rating system and my opinions on it. Apparently though, Octavius243 has downloaded the CUO, but didn't install it, just made a bunch of incorrect assumptions about it.


And what excactly are my incorrect assumptions? I'm sure Giskard can confrm the conflict between CUO and OOO. wink.gif
You are right that I haven't use CUO. Yet. But I prefer to check for incompabilities *before* I start playing, as I actually prefer playing to play testing.

But I've played Fighter Guild Contracts, and apart from the flaws I mentioned I thought it was a brilliant mod.

dzorro
QUOTE(octavius243 @ Nov 15 2008, 04:58 PM) *
QUOTE(myrmaad @ Nov 15 2008, 07:12 AM) *
Why in the hell do people offer opinions on mods they actually haven't used?

This goes directly back to the file rating system and my opinions on it. Apparently though, Octavius243 has downloaded the CUO, but didn't install it, just made a bunch of incorrect assumptions about it.


And what excactly are my incorrect assumptions? I'm sure Giskard can confrm the conflict between CUO and OOO. wink.gif
You are right that I haven't use CUO. Yet. But I prefer to check for incompabilities *before* I start playing, as I actually prefer playing to play testing.

But I've played Fighter Guild Contracts, and apart from the flaws I mentioned I thought it was a brilliant mod.


I hate to say this. but before making any assumptions isn't it better to try it first, before making wrong assumptions in the first place ?? It's like i am voting a 10 for mod i never tried before. Same principle here.
myrmaad
And I was talking generally, to all readers of this thread, thus included a comment regarding the question on Bruma that someone else asked, it's not all about you. smile.gif Ignorance is open to interpretation it seems. Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?

Since we are downloading mods that are FREE, created by unpaid community volunteers, we should all consider ourselves "playtesters" of every mod we download from the community.

Edit:
Thanks, Dzorro, I remember we both felt strongly about this issue in the rating system thread.
octavius243
QUOTE(myrmaad @ Nov 15 2008, 04:16 PM) *
Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?


You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...
cheese24
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...



please tell me how you can give a truthful answer when you never played the mod?
giskarduk
QUOTE(octavius243 @ Nov 15 2008, 03:50 PM) *
OK, I didn't know the 500 gold reward was hardcoded. huh.gif

Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me.
But I'll check out the new version.


octavius243

I'll be truthful here, you sound like your flame baiting here or at the very least nit picking and calling what amounts to an opinion a SERIOUS FLAW, but 'll give you the benefit of the doubt and reply. If that is not your intension, I recommend you lighten up a bit.

500 gold is not hard coded, its a script that deals with rewards for standard beth fighter guild contracts. Beth have the advantage of hired voice actors that will work reliably and have DVD disks so they can record as many lines as they like, I am a mod maker, I have to find people to record lines which is not easy and I have to upload those lines and there are limits. Organizing voice acting on its own because of the number of people that let modders down is a nightmare. So like all mod makers i do what i can with what I have. So I choose 500, which is the standard reward for leveled 20 to 25 player characters in beths own fighters guild quests and other quests.

And if you think that is too high, understand this 1 point, I happen to think oblivions whole economy is wrong so your complaints fall short of mine. its all too high, one rumour suggested 500 was years pay, so what does that say about potions worth 300 and the cost of various items in the game ?

Either way thats an issue with oblivion not the mods made for it.

The new fighters guild contracts has custom AIs designed to fight according to the style of combat they should have. Eg archers prefering range, barbarians prefering close up fighting and it is based on CUOs fighting styles for those types of characters so it is CUO material your seeing. But that is an on off switch in all of oblivions combat styles. They do not say "well lets start at range" if their AI says close combat. They do only what they are told to do and nothing else and they can only be told to do 1 thing.

Beths AI can only handle questions like should i attack, should i retreat. That is more or less the sort of thing it was designed to do. Idle routines are much better and vastly improved in Fallout 3. The rest is scripted or otherwise programmed as a set of linear instructions. For example you will never see an AI that is told to walk from Anvil to the imperial city suddenly deciding to drop by an Inn for a bite to eat. Its AI is unable to make those decisions.

Btw AIs are a hobby of mine, Oblivion offers me few real options here for improving the ones in the game.

Giskard
giskarduk
QUOTE(cheese24 @ Nov 15 2008, 04:50 PM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...



please tell me how you can give a truthful answer when you never played the mod?


No he has not, had he played it, he would not have posted what he posted. So he already answered that question whether he knows it or not. People forget they can fool other players but they cannot fool the mod maker.

Giskard
octavius243
QUOTE(giskarduk @ Nov 15 2008, 04:59 PM) *
QUOTE(octavius243 @ Nov 15 2008, 03:50 PM) *
OK, I didn't know the 500 gold reward was hardcoded. huh.gif

Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me.
But I'll check out the new version.


octavius243

I'll be truthful here, you sound like your flame baiting here or at the very least nit picking and calling what amounts to an opinion a SERIOUS FLAW, but 'll give you the benefit of the doubt and reply. If that is not your intension, I recommend you lighten up a bit.

500 gold is not hard coded, its a script that deals with rewards for standard beth fighter guild contracts. Beth have the advantage of hired voice actors that will work reliably and have DVD disks so they can record as many lines as they like, I am a mod maker, I have to find people to record lines which is not easy and I have to upload those lines and there are limits. Organizing voice acting on its own because of the number of people that let modders down is a nightmare. So like all mod makers i do what i can with what I have. So I choose 500, which is the standard reward for leveled 20 to 25 player characters in beths own fighters guild quests and other quests.

And if you think that is too high, understand this 1 point, I happen to think oblivions whole economy is wrong so your complaints fall short of mine. its all too high, one rumour suggested 500 was years pay, so what does that say about potions worth 300 and the cost of various items in the game ?

Either way thats an issue with oblivion not the mods made for it.

The new fighters guild contracts has custom AIs designed to fight according to the style of combat they should have. Eg archers prefering range, barbarians prefering close up fighting and it is based on CUOs fighting styles for those types of characters so it is CUO material your seeing. But that is an on off switch in all of oblivions combat styles. They do not say "well lets start at range" if their AI says close combat. They do only what they are told to do and nothing else and they can only be told to do 1 thing.

Beths AI can only handle questions like should i attack, should i retreat. That is more or less the sort of thing it was designed to do. Idle routines are much better and vastly improved in Fallout 3. The rest is scripted or otherwise programmed as a set of linear instructions. For example you will never see an AI that is told to walk from Anvil to the imperial city suddenly deciding to drop by an Inn for a bite to eat. Its AI is unable to make those decisions.

Btw AIs are a hobby of mine, Oblivion offers me few real options here for improving the ones in the game.

Giskard


I assure you, I'm not flamebaiting, I'm just blunt., although I must admit I get rather annoyed at people who don't read what I actually write, but goes ballistic at perceived slights against their perceived mod. All I did was point out a conflict between CUO and OOO!

If I perceive a flaw or potential for improvement in a mod, I'm not afraid to say so, and I mean it as constructive critisism.
I see your point about voice acting. Personally I think VA is overrated, and I'd much prefer a more detailed mod with less or no VA.

The new FGC sounds great and I'll definitely give it a try!
octavius243
QUOTE(cheese24 @ Nov 15 2008, 04:50 PM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...



please tell me how you can give a truthful answer when you never played the mod?


Because I know that when two mods edit the same thing, there will be a conflict. Mod A uncreases weitght of a Longsword. Mod B increase the attack value. If you load mod A first, Obliovion will ignore the changes A makes to the Longsword, since mod B also edits the Longsword.
OOO edits 40 vanilla chests. CUO edits the same 40 chests. Result: conflict. And you will only see the items added to the chests by the mod that loads last.
Any modder and many players know this..

octavius243
QUOTE(giskarduk @ Nov 15 2008, 05:19 PM) *
QUOTE(cheese24 @ Nov 15 2008, 04:50 PM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...



please tell me how you can give a truthful answer when you never played the mod?


No he has not, had he played it, he would not have posted what he posted. So he already answered that question whether he knows it or not. People forget they can fool other players but they cannot fool the mod maker.

Giskard


I already said I haven't played it, but it's not difficult to find the conflicts in TES4View.
Lalwende
Do you know that TES4View can find 'conflicts' that aren't conflicts in fact? Like little things that improve coexistance of 2 mods and do not exclude each other? smile.gif
buddah
QUOTE(octavius243 @ Nov 15 2008, 11:58 AM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
QUOTE(myrmaad @ Nov 15 2008, 04:16 PM) *
Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?


You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...
>snip<


Moderator Note:

Personal attacks are not allowed on this site, if you want to argue take it to pm's. Continue down the path you are on and the results will be most unpleasant.

Buddah
brasilianengineer
QUOTE
I already said I haven't played it, but it's not difficult to find the conflicts in TES4View.


Sure you can find any "conflicts" in TES4View but I have yet to seen any feature in that program or any other program that shows you what the "conflict" actually does to the game.
remotecontrol
AAAAAAAAAanyways... other than all that.


... dry.gif


I was wondering if there is a way to undo the fatigue draining caused by running, thogh I respect the realness of the fact that fatigue happens while running in real life, I would like to turn it off for a while if possible. I just got the deadly reflex mod and by the time I get to the enemy to try out some stuff I am a limp noodle huh.gif ...at least, tell me if the fatigue draining is less a problem if leveled up... like, does it get any more lasting, slower draining... ect.

Also, I wanted to say Mr. Giskarduk, that this mod is awsome and I appreciate very much the vast amount of work that must of gone into making it... thank-you

thanks.gif

octavius243
QUOTE(brasilianengineer @ Nov 15 2008, 06:16 PM) *
QUOTE
I already said I haven't played it, but it's not difficult to find the conflicts in TES4View.


Sure you can find any "conflicts" in TES4View but I have yet to seen any feature in that program or any other program that shows you what the "conflict" actually does to the game.


Then you obviously don't understand the software. It's very easy actually. The conflict in question regards items added to chests. So using TES4View to check for conflicts first, you at least know *what* to look for when playtesting.
Someone mentioned missing bunnies. What if they are missing due to a mod conflict? How are you going to find out *which* mod is conflicting? You could spend an eternity playing, wondering where the bunnies are, or you could spend a few minutes with TES4View and actually find out.
octavius243
QUOTE(buddah @ Nov 15 2008, 06:10 PM) *
QUOTE(octavius243 @ Nov 15 2008, 11:58 AM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
QUOTE(myrmaad @ Nov 15 2008, 04:16 PM) *
Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?


You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...
>snip<


Moderator Note:

Personal attacks are not allowed on this site, if you want to argue take it to pm's. Continue down the path you are on and the results will be most unpleasant.

Buddah



OK, please tell me *who* to PM, then. I see someone reported a completely innocent post of mine, but it doesn't say who or why.
I just can't stand people going behind my back...too much of that crap in real life.
PurpleGandalf
QUOTE(remotecontrol @ Nov 15 2008, 06:23 PM) *
AAAAAAAAAanyways... other than all that.


... dry.gif


I was wondering if there is a way to undo the fatigue draining caused by running, thogh I respect the realness of the fact that fatigue happens while running in real life, I would like to turn it off for a while if possible. I just got the deadly reflex mod and by the time I get to the enemy to try out some stuff I am a limp noodle huh.gif ...at least, tell me if the fatigue draining is less a problem if leveled up... like, does it get any more lasting, slower draining... ect.

Also, I wanted to say Mr. Giskarduk, that this mod is awsome and I appreciate very much the vast amount of work that must of gone into making it... thank-you

thanks.gif



Your overall Fatigue is determined by the combined values of Strength, Endurance, Agility and Willpower. So as you level up and add to those areas you will find you get tired less and less quickly. Also Athletics is linked to your fatigue regeneration so as you gain the skill perks in that you will also find that helps.

I am glad that you are enjoying the mod, check out the others that are availerble as they will also add lots of things to your game aswell.
buddah
QUOTE(octavius243 @ Nov 15 2008, 12:30 PM) *
QUOTE(buddah @ Nov 15 2008, 06:10 PM) *
QUOTE(octavius243 @ Nov 15 2008, 11:58 AM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
QUOTE(myrmaad @ Nov 15 2008, 04:16 PM) *
Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?


You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...
>snip<


Moderator Note:

Personal attacks are not allowed on this site, if you want to argue take it to pm's. Continue down the path you are on and the results will be most unpleasant.

Buddah



OK, please tell me *who* to PM, then. I see someone reported a completely innocent post of mine, but it doesn't say who or why.
I just can't stand people going behind my back...too much of that crap in real life.



The person your remark was pointed at is who to pm. As to who reported it, a member of the forums one of 750,000.

Buddah
octavius243
QUOTE(buddah @ Nov 15 2008, 07:44 PM) *
QUOTE(octavius243 @ Nov 15 2008, 12:30 PM) *
QUOTE(buddah @ Nov 15 2008, 06:10 PM) *
QUOTE(octavius243 @ Nov 15 2008, 11:58 AM) *
QUOTE(octavius243 @ Nov 15 2008, 04:25 PM) *
QUOTE(myrmaad @ Nov 15 2008, 04:16 PM) *
Finally, it seems that the 40 chests are able to play nicely with other mods, so what's the real issue?


You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol...
>snip<


Moderator Note:

Personal attacks are not allowed on this site, if you want to argue take it to pm's. Continue down the path you are on and the results will be most unpleasant.

Buddah



OK, please tell me *who* to PM, then. I see someone reported a completely innocent post of mine, but it doesn't say who or why.
I just can't stand people going behind my back...too much of that crap in real life.



The person your remark was pointed at is who to pm. As to who reported it, a member of the forums one of 750,000.

Buddah



For the record, I replied to my own message, so I didn't actually do a personal attack on anybody.
brasilianengineer
QUOTE(octavius243 @ Nov 15 2008, 06:27 PM) *
QUOTE(brasilianengineer @ Nov 15 2008, 06:16 PM) *
QUOTE
I already said I haven't played it, but it's not difficult to find the conflicts in TES4View.


Sure you can find any "conflicts" in TES4View but I have yet to seen any feature in that program or any other program that shows you what the "conflict" actually does to the game.


Then you obviously don't understand the software. It's very easy actually. The conflict in question regards items added to chests. So using TES4View to check for conflicts first, you at least know *what* to look for when playtesting.
Someone mentioned missing bunnies. What if they are missing due to a mod conflict? How are you going to find out *which* mod is conflicting? You could spend an eternity playing, wondering where the bunnies are, or you could spend a few minutes with TES4View and actually find out.


I have seen far too often that people will find a "conflict" using such a program and then go off explaining how bad the conflict is without playing the mod and finding out what the actual results of the "conflict" are.

You are right, the tools can be indeed quite useful when you are troubleshooting an issue with a mod. It can show you other things to try testing in-game. The problem comes when someone takes one of the many "conflicts" that the tool highlights and tries to explain what the results of that conflict are without carefully testing that conflict in game.

The first person to actuallly create any program that successfully substitutes actuall testing instead of mearly supplementing it will become a millionare or billionare. biggrin.gif

If you look at any and all of Giskard's mods, there are many, many "conflicts" that are design features. There are some things that the OB engine does not allow a mod maker to do. Giskard intentionally creates certain "conflicts" that give his mods certain features that the OB engine does not otherwise allow.
buddah
QUOTE(octavius243 @ Nov 15 2008, 01:48 PM) *
For the record, I replied to my own message, so I didn't actually do a personal attack on anybody.



Moderator Note:
Really

QUOTE
So what pathectic worm of a lowlife reported my post?
Whoever you are, you are beyond contempt.


I would call that personal and somewhat pointed as well.

Buddah


Nowena
remotecontrol,

I believe I read a post somewhere about a mod being
started that would quickly add fatigue points, or prevent it from
becoming depleted as quickly, but after a few comments
on the subject, I never heard any more. So, it's possible
it was never finished.

You might look through Nexus' categories and see if it or one
similar is there. This is assuming you were looking for a mod
to help you rather than an ingame tactic.

Nowena

Lalwende
QUOTE(remotecontrol @ Nov 15 2008, 07:23 PM) *
AAAAAAAAAanyways... other than all that.


... dry.gif


I was wondering if there is a way to undo the fatigue draining caused by running, thogh I respect the realness of the fact that fatigue happens while running in real life, I would like to turn it off for a while if possible. I just got the deadly reflex mod and by the time I get to the enemy to try out some stuff I am a limp noodle huh.gif ...at least, tell me if the fatigue draining is less a problem if leveled up... like, does it get any more lasting, slower draining... ect.

Also, I wanted to say Mr. Giskarduk, that this mod is awsome and I appreciate very much the vast amount of work that must of gone into making it... thank-you

thanks.gif


Well, I haven't used that mod but it seemed it could be something your looking for smile.gif http://www.tesnexus.com/downloads/file.php?id=3407
nosisab
Honestly, I can't even understand how a module, labeled as dirty justly to inform the user about possible conflicts, and being a module of a much larger mod it can be simply not even used can arise such flamed feelings.

It's simply amazing a mod so big as CUO doesn't even conflicts in much, very much more extent it does. But no, it's not amazing at all, it is careful planning and excellent implementation policies.

Some conflicts may arise, some conflicts will arise, maybe even a more serious conflict with something may arise. Maybe even some bugs may be found. This is the way things works. Conflicts where unavoidable must be dealt in particular cases and interests, bugs will be fixed if they show up.

But for now, speaking only by my own experiences with CUO, it flows swift and tender. A fresh and green character could go thru it from the 1rst to the 15 level she is actually without troubles. Was hard, yes, much more care and preparations needed, but this just gave me incentive to play Oblivion again.
remotecontrol
QUOTE(nosisab @ Nov 16 2008, 01:34 AM) *
Honestly, I can't even understand how a module, labeled as dirty justly to inform the user about possible conflicts, and being a module of a much larger mod it can be simply not even used can arise such flamed feelings.

It's simply amazing a mod so big as CUO doesn't even conflicts in much, very much more extent it does. But no, it's not amazing at all, it is careful planning and excellent implementation policies.

Some conflicts may arise, some conflicts will arise, maybe even a more serious conflict with something may arise. Maybe even some bugs may be found. This is the way things works. Conflicts where unavoidable must be dealt in particular cases and interests, bugs will be fixed if they show up.

But for now, speaking only by my own experiences with CUO, it flows swift and tender. A fresh and green character could go thru it from the 1rst to the 15 level she is actually without troubles. Was hard, yes, much more care and preparations needed, but this just gave me incentive to play Oblivion again.



My sentiments exactly thumbsup.gif
buddah
Seems that this has been answered to the OP's satisfaction. So I am going to close it.

@remotecontrol

If you want this left open. PM me and I will reopen it.

Buddah
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