OSCURO'S OBLIVION OVERHAUL
Version 1.3 FAQ's
http://jorgeoscuro.googlepages.com/home

The following list is a compilation of common questions, problems and their respective answers and solutions that have come up since the release of OOO 1.3.

This list will get constantly updated. The menu function below will help you lock onto your desired topic or question.






INSTALLATION

  1. How do I install OOO 1.3?
  2. Where can I download .rar. or .zip file of OOO? All I can find is the .exe
  3. I keep getting corrupt or incomplete downloads. How can I get this great mod?
  4. What is the difference between OOO FULL and OOO LITE?
  5. There are a lot of mods in the OOO-ADD-ON folder. Which ones do I need?
  6. 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. Torches appear as “Missing Name” in-game, what is up?
  2. HK Torch appears in my inventory upon starting the game. What is it?
  3. I cannot open containers! They glow purple and nothing happens, what’s up?
  4. Capes I found in NPCs unequip by themselves whenever I open a container. What is the problem?
  5. I found the Battle Axe of Sparks and it does an ungodly amount of damage. Is the game balanced like this?
  6. My Birthsign does not seem to do what is advertised. Why?
  7. Kill spells are too powerful and/or my character starts with an insta-kill spell
  8. Does OOO work with the Unofficial Patch?
  9. OMG, it takes forever to level up! What's wrong?
  10. Wait, your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load order is:
  11. 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.)
  12. At what point does one start to feel like they have a chance against anything but mud crabs and deer?
  13. Does OOO alter anything in the Arena?
  14. Are there random dangerous areas, or "static"? For instance will an area always contain high level creatures/loot?
  15. How do you get your character to be on good terms with the new factions? i.e, my pc is a ranger and I would like it if the wolves etc would fight for him?
  16. Can I use the mages guild storage boxes as storage without respawn?
  17. Can I reduce the effectiveness of magic for armor users even further than it already is in OOO? If so, what variable is it?
  18. The mage birthsign is supposed to give 30 magicka & 1pt regeneration, but in the game i get 30 magicka & +10 to willpower. So is +10 wp = 1pt regen? Also, does the willpower bonus allow a char with the mage sign to reach 110 willpower ultimately?
  19. Why are the harvest visual effects (plant removing/container opening) not showing?
  20. Will cosmetic mods cause any problems?


CONFLICT REPORT QUESTIONS
Even if your exact Conflict Report issue is not listed here, reading this can give you an idea which sorts of things are significant and which ones can be ignored.

  1. What are the conflicts with the Unofficial Oblivion Patch, Beautiful People, Living Economy and Mighty Magick? Are they drastic? Or can they be changed with load order?
  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?





1. How do I install OOO 1.3?

The .exe file you download is not an installer. It is a self-extracting 7z file. To install OOO 1.3, double click on the O3 icon and a window will pop-up prompting you to choose a folder where to extract the contents of OOO 1.3.You can either extract the contents directly to your \Oblivion\Data folder, or you can extract them to a temporary folder and then move whichever contents you want to your \Oblivion\Data folder.

OOO 1.3 uses all contents included in the Meshes and Textures folders. Also, you would need one of the main OOO ESP files found in the newly created folder “Oscuro’s Oblivion Overhaul.” Inside this folder you will find two folders named “OOO-FULL” and “OOO-LITE” These folders contain the Full version and Lite version of the main OOO ESPs, respectively.

If during the extraction of the OOO_1.3.exe contents, or as you manually move the Meshes and Textures folders, windows asks you whether you want to replace existing files, press the “Yes” button and let OOO’s contents overwrite any existing files.

The folder “Sounds” is not necessary to use (But it helps in making Drop Lit Torches more immersive and less distracting)


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2. Where can I download .rar. or .zip file of OOO? All I can find is the .exe

There is only an .exe available for now.


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3. I keep getting corrupt or incomplete downloads. How can I get this great mod?

There are a lot of possible causes. The first thing to do is make sure you have enough free disk space on your boot drive and wherever you're saving the file.

(from Phaedryn) Also, be sure to check whether you are using Windows XP firewall or another firewall. If you are, you probably need to turn it off temporarily to download the file. NOT all firewalls will cause the problem, but some do, (it all depends on how severe the settings are). In my case, it is Nvidia's firewall that is associated to thier network manager setup that causes the problem. I simply turn it off for the duration of the download and it is fine.


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4. What is the difference between OOO FULL and OOO LITE?

OOO Full is the entire package-the whole caboodle, what I envisioned OOO to be. The OOO Lite is the OOO Full minus the sum of changes found in the OOO-ADD-ON folder’s ESPs. (EXCEPT: Living Economy—Living Economy should be used with the Full version. I left it out so that you could update the mod as CreepyFellow issues its latest versions.)

This means that if you were to use the ESP inside the folder named OOO-LITE plus the ESPs found inside the folder named OOO-ADD-ON you would end up with the same result as if you used the Full version.

Look in the OOO 1.3 readme for an explanation of what each of the OOO optional modules do.


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5. There are a lot of mods in the OOO-ADD-ON folder. Which ones do I need?

If you are using the Full version, you only need to enable the Living Economy ESP (which is the same as version 3.51 of LE)

Harvest Flora is optional.

Bofra’s Level_Rates_Modified ESPs are not needed, but you can use them to change the rate at which your character increases skill points. You only need to use one of these mods if you wish to change the OOO’s rate of skill progression (x2 means twice slower, x3 means thrice slower, etc, than in default Oblivion—OOO uses a x4 slower, but some skills are higher, some a bit lower.)

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


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

Go to the OOO homepage and read the OOO 1.3 readme. You will find there a link to Wrye Bash. This will do the trick.


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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 extracted by the OOO.exe. You must make sure that you extract the contents of OOO.exe into your \Oblivion\Data folder. If you installed elsewhere, then you need to make sure that you move the folders “Meshes” and “Textures” into your \Oblivion\Data folder.

If this does not solve the problem, it is possible that the problem is related to replacement textures used by OOO which do not get updated into your ArchiveInvalidation.txt file. In order to solve these issues, please follow this link to Dev_Akm’s excellent information about mods, resources and ArchiveInvalidation.txt file issues:

http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Archive_Invalidation


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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 issue can be related to some files that made it into the resources of OOO_1.3.exe. These files have the same folder path structure as default Oblivion resources.

Here’s a list of textures included by OOO that should not be in these folders, or with these names:

They will be fixed for the upcoming update. In the meantime, you can fix the problems caused by them by updating your ArchiveInvalidation.txt file. To update your file look at Dev_Akm’s post on the subject by following this link:

http://www.elderscrolls.com/forums/index.php?showtopic=449239

Also, here’s another interesting tidbit by the man himself:

“In fact, I think the problem with rockbeach05.dds will only show up for anyone using an outdated standard-mode invalidation tool, like Elche's ACV, or using bad standard-mode invalidation options in OBMM (which does let you shoot yourself in the foot if you don't know what you're doing). If they are using a more recent method that only invalidates files that actually exist in the textures BSA, then your rockbeach05.dds won't get listed and the problem will not occur.”

And also this, for those with texture problems in their atronarchs and/or slaughterfishes:

“here is one other potential killer for anyone using standard-mode invalidation with OOO.

textures/creatures/slaughterfish/texture.dds

Is an actual replacer texture, so even the correct settings in OBMM for standard-mode invalidation will pick this up.

The problem is that for some idiotic reason, Bethesda also named the stormatronach texture exactly the same:

textures/creatures/stormatronach/texture.dds

This means that all of a sudden after installing OOO all of your Storm Atronachs will turn pink or black if you use standard-mode invalidation (even a good one like OBMM with the option to Only include files that actually exist in a BSA archive checked).

The only ways around this are to do one of the following:

  1. Use the BSA-alteration method of invalidation, which is described in Dev_Akm’s Oblivion Mods FAQ (this is the recommended solution):

    http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Archive_Invalidation

  2. Edit your ArchiveInvalidation.txt file by hand to remove the following entries if you have them:

    textures/creatures/slaughterfish/texture.dds
    textures/rocks/underwater/OOOspawnfishrocks/rockbeach05.dds
    Textures/dungeons/misc/duncrate01.dds

    Unfortunately, you'll need to do this every time your ArchiveInvalidation.txt file gets updated, so this method is not ideal, but it is a quick fix.

  3. Unpack your BSA (not recommended unless you're making mods yourself).

I hope this helps.”

It sure does, Dev_akm!


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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, but one of the most likely causes may actually be the current version of UOP (the Unofficial Oblivion Patch 1.3). There is a known issue with that mod, as described by Kivan:

"Looks like the fixed havok I did on Imperial City walls hurts the fps by about 10. For a temporary fix you can just search your meshes folder for ICWall and delete ICWall01.NIF and ICWall02.NIF to get your fps back to normal. I'll have it fixed soon I hope."

If this doesn't fix the problem, you may want to try installing the LowPoly Grass mod to reduce the complexity of the grass meshes or the Short Grass mod to get rid of all the underwater grass added by OOO 1.3. If you use Short Grass, be sure to load it after OOO (LowPoly Grass doesn't have this issue since it's a pure mesh replacer and doesn't have any associated ESP load order issues). However, be aware that Short Grass will make it so you will not have any grass whatsoever in the water.

Another thing to try is, before you exit the sewer, bring up the console and type this (without quotations, of course) "Set OOOFishSpawn to 0" This will stop fishes from being rendered by the engine. The scripts will still run, with less intensity though. This should help you troubleshoot.

Another thing you can do is this. In the sewer, right before you exit, make a savegame there and then type in console "COC WawnetInnTavern", for example. See if you load fine. Test it by getting close to the water and see what happens. Walk in the city and check it out. Hopefully, if that loads fine, I would retry exiting the sewers' savegame again.

Also, check to see if existing using a lower resolution (or no HDR) helps at first.

Also, here's a good tip posted by Aeonus:

"Just a tip for those who might be experiencing lag/stuttering after a fresh reinstall and addition of OOO and mods.

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 1.3?

No, but it is recommended for bug fixes in general.


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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.

Also, there is a known issue with the skeletons of Khajiit Amazons. This WILL cause a blackout as described above. This has been fixed and the blackout when encountering Khajiit Amazons will not occur after installing the forthcoming patch.


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

This is a known issue with the version of OOO-DLT_Immersion that I packed in the OOO_1.3.exe

It will be fixed with an updated esp soon, along other fixes and tweaks.


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

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


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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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Capes I found in NPCs unequip by themselves whenever I open a container. What is the problem?

This is also a problem that I had recently introduced, although the script seemed to work just fine, it turns out that the cape does not detect that it is being worn by the player properly. The issue will be addressed for the upcoming update.


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I found the Battle Axe of Sparks and it does an ungodly amount of damage. Is the game balanced like this?

This specific instance is a bug. The axe had a damage of 128, whereas it should have been 18. Fix will be included in the next update.


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My Birthsign does not seem to do what is advertised. Why?

This problem relates to the way oblivion stores birthsign effects on your character. It will happen if you upgrade from a previous version of OOO into this new one--specifically, with the Mage’s Birthsign, so far.

I am looking into ways of fixing this, if possible. For now, your Mage’s abilities descriptions will not be updated properly and you will not receive the +10 to wisdom given by it, if you upgraded from 1.23 to 1.3 and used an older savegame.


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Kill spells are too powerful and/or my character starts with an insta-kill spell

The magicka costs of Kill spells are too low for what was intended. They will be tweaked for next update.

A person reported getting a Kill spell upon startup that would have the effect “Kill” and, indeed, would kill everything outright. I have not added such a spell, but I am looking into ways in which it could have become a sneaky bug, either by mod conflicts, or other issues. Looking into it! Please report to me what kinds of mods you are using if you are subject to this problem. Thank you!


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Does OOO work with the Unofficial Patch?

Yes, it works. Load OOO after the UOP. Some changes done by the UOP did not make it into this version of OOO but will be included progressively into upcoming updates. These missing changes are not critical--they will not break your game in any way.


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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 LRM_Generic.esp after it.

Method C: Use the FULL version, but then load the Vanilla Oblivion Skill Rates mod after it.

You can download the Vanilla Oblivion Skill Rates mod from TESSource here:

http://www.tessource.net/files/file.php?id=6548


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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 1.3 does not contain nudity... such a shame indeed.

But, some armor sets do show some skin. If you are very concerned about this kind of thing, read on:

These armor sets are worn by the Amazon Women faction in the mod (and similar sets in a few other places, e.g. Dark Rose Armor). You'll get errors if you just remove those armor sets (missing meshes and textures from the amazon women if you run into them, for example). If you're willing to take the time to do it, you can easily replace the mesh files with a set you prefer by copying the mesh files you do want over the ones you don't want.

The revealing meshes you would need to replace are found in these folders.

meshes\armor\chainbikini\...
meshes\armor\darkrose\...
meshes\armor\growlf\...
meshes\armor\vella\...
meshes\armor\KDwhiterose\...

Replace all cuirass meshes, and make sure to ascertain that your replacement meshes look for their appropriate textures, which you would need to add somewhere in \textures\armor\...


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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 1.3 is more static than default Oblivion, but not completely static. Some creatures and NPCs still level with you, but only within constraints. These have now minimum and maximum levels, so you will frequently run into places where the residents have a minimum level that's way above your own, making them too difficult for you to beat. By the same token, once you reach a medium level you'll start to find areas where the maximum is lower than you, making the residents much easier to beat than in vanilla. For example, at a high level you will find that common bandits no longer pose much of a threat (but they may have a boss who is still a threat).

Also, within their possible level range, creatures and actors tend to vary in level. Some could be as low as 16 levels as their next “equal” type. For example, encountering bandits at level 10 may result in some bandits in the group being level 16, while others could be as low as level 2. This effect really increases variety and feel for each enemy as if they were unique.


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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 this stuff away in open threads. It is a very involved and difficult quest; you will need to be pretty strong... hint: what new NPCs are nature-oriented?


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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?

The readme is outdated on that. I forgot to update it after I pasted the info from 1.23's notes. Ack. There was just too much to go in the readme and I pasted that in. Wisdom is the correct modifier.

Skills currently do not reach over the limit of 100, but in the next update, which will be ready in some days; it will allow you to raise them over the 100 limit to address that issue.


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

Maybe because you did not use the esp that came bundled with it, or because you did not move the BSA file included in the HF folder that comes with OOO into your \Oblivion\Data folder. I can't say if I don't have more info.
Note: the BSA must also be registered in your Oblivion.ini.


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Will cosmetic mods cause any problems?

That depends on the mod. If they change NPCs, then yeah, they will mess up OOO stuff. Always load such mods before OOO. If they only allow alterations to the PC, then no problems will occur.


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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)


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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. I will have work a version of it compatible with NPG, although, such a small cosmetic change hardly warrants the gameplay adjustments to the spells themselves, in my opinion.

However, you should be able to use the Initial Glow mod without any conflicts.

[Short Grass V2.esp] (unparented) - Active
EDID 'UnderWaterSeaGrass01' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented) (Active)
EDID 'UnderWaterSeaWeed01' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented) (Active)
EDID 'UnderWaterSeaWeed02' of record type GRAS conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: GRAS) (Unparented) (Active)

Not a problem. Load OOO after it. It will only make water flora be larger than what grass will be.

[Living Economy.esp] (unparented) - Active
EDID 'SkillMercantile' of record type SKIL conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: SKIL) (Unparented) (Active)

This is normal, LE will load by default before OOO (until Creepy releases a new .esp, that is) So, in OBMM, make sure LE loads BEFORE OOO.

EDID 'sFastTravelHorseatGate' of record type GMST conflicts with 1 other plugin.
No More Annoying Messages.esp (Record type: GMST) (Unparented) (Active)

Just one message collision. It is fine either way. OOO makes in-character messages 1st person. Load NMAS AFTER OOO if you care about the horse at gate message not appearing in your game.


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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 1.3


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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 it AFTER OOO and it will work fine, but you will lose the bash-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 it AFTER OOO and it will work fine, but you will lose the bash-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 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 it AFTER OOO, and you will lose some of the NPC tweaks that OOO gives to those NPCs, and the bash-trap script for that container. That's all.


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[Banes Imperial Market Enhancement.esp] (unparented) - Active

This one is more problematic. OOO already changes vendor lists. If you use the mod above, you'll lose the tweaks, plus, you'll never see any of the new items that the stores may sell you (weapon stores that is) Plus, it affects an important NPC in OOO, and it changes one claymore, which would lose the weapon rebalance tweaks. Your call.


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[TempleoftheFullMoon.esp] (unparented) - Active
EDID 'ArenaHopeful1' of record type NPC_ conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented) (Active)
EDID 'VilenaDonton' of record type NPC_ conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented) (Active)

Not gamebreaking at all, though you'll lose some cool stuff that Vilena uses if it loads after OOO. Your call.


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[Ungarion1TheWelkyndSword.esp] (unparented) - Active
EDID 'Ungarion' of record type NPC_ conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: NPC_) (Unparented) (Active)

Not sure what the mod above does. You will not lose much of OOO by loading it AFTER OOO, however.


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[Adventpublic.esp] (unparented) - Active
EDID 'DarkSellChestUnderling' of record type CONT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CONT) (Unparented) (Active)

Again, not sure about this one. OOO adds a bunch of Dark Brotherhood specific armors, weapons, gear, etc, to their vendors... so, your call.


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[kalikuts_raretradegoods2_0.esp] (unparented) - Active
EDID 'UpperRobe01' of record type CLOT conflicts with 1 other plugin.
Oscuro's_Oblivion_Overhaul.esp (Record type: CLOT) (Unparented) (Active)

You'd lose only the higher price of the robe by loading it AFTER OOO. Probably that's what I would do. Not a biggie.


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OOO 1.3 has "conflicts" with University Cosmetics and Knights of the White Stallions (lots of Black Bow Bandit overlap)
I know everyone says just load AFTER OOO and it will be fine and the smaller mods will overwrite a few OOO changes. But anyone know if I load them BEFORE OOO will I preserve OOO's nice changes to the NPC's without breaking important aspects of those mods?

Ok man, check this out:

The first mod you list. Don't use it with OOO, unless you trim a few key npcs out of it. OOO already gives those guys better items, better robes and even better spells for sale (Borissean is bad ass) So, up to you, but I would not risk the changes just for a mere better looking face (want to miss on Traven's uber armor?)

Or, you could go in the editor, open the mod list, click the cosmetic mod, then set as active, then click on the "details" button, then in the window that pops up you'd delete every NPC entry that belongs to the important named NPCS, then hit ok, then hit ok again, that will load the cosmetic mod, minus the named NPC changes, then, once it is loaded, save it.

Good to go, some npcs will be changed as cosmetic mod changes them, and the important ones will retain OOO's objects, spells, etc.

The other mod? I am not sure because it changes more than just actors. It probably adds quest items, dialogs, etc. So, that depends. You could take a look at them in CS, but if you load it after OOO you will not lose a ton of stuff about the bandits, either, and will lose a couple of things for the named NPCs. (mainly a key to a good jewelry chest in the count and capped level and items for the orc--plus losing some of the level features of the bandits and their special gear. But, it won't affect all bandits from the black bow crew either.)

Your call in that last one.


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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)


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Jorge Salgado “Oscuro”

Oscuro9@msn.com

http://jorgeoscuro.googlepages.com/home