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Oblivion Mod - Project Icarus


Dharus

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ok i'd like some input here cause i'm haveing issues with OBSE and my game crashing.

 

I'm going to try and steer away from using this utility and I hope that I don't have to. But i'd like to know if anyone would mind if this mod required OBSE?

 

How about OBMM? I hope to put this into an easy to use OMOD but sometimes people prefer manuall instalation. I'd like to do both but I think it would take longer and I don't really feel like doing that. So which would you rather have? Manual or OBMM?

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Hi i saw your post of overhauling Oblivion and i have osme great ideas on RACEs like for Example an ORC soemthing from lord of the rings hobbits and some from World of warcraft should get ya some pretty good ideas and another one is cool wepaons and new effects to it when it strikes like a ninja blade with some incirption on it and when it strikes it glows red for example or another one is when demons are nearby the blade glows blue or what ever and not lastly Armor which it could be a great thing if they would be light but solid and osme great textures on it. There are my ideas on something which could be done.
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From the little I understand about OBSE, I know having it makes an unbelievable difference, and I don't know how people go without it or the mods it enables. I've never had a problem with it but I'd understand if there's some sort of incompatibility for some people since the differences it makes are so huge.

 

The chargeable spells thing is out and working well. What I like about it is if your character is good at magic, they can be invincible if given headway, but if you're ambushed/silenced, you're in for a hard fight. It also levels magic a lot faster, and I don't know whether or not I like that.

 

An OMOD would be nice, but really since this is one big thing you'd only install once in every while (like OOO), I don't think it would be a deal breaker either way.

 

I would think, though, that it would be a good idea to avoid DLC as a requirement. But you'd definitely want other people's opinions on that one.

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  • 2 months later...
Awesome thanks for the input guys. I think i'm going to release a series of mini mods and then just smush them all together when I'm ready for the big release. That way people can put in what they want and have complete control. Anyways I know I haven't been on here in a long time but i've been really busy lately. I should have some time to work over the summer however and i think my first package should come out some time by the end of the year.
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How about OBMM? I hope to put this into an easy to use OMOD but sometimes people prefer manuall instalation. I'd like to do both but I think it would take longer and I don't really feel like doing that. So which would you rather have? Manual or OBMM?

I assume you are not familiar enough with OBMM to know that you can provide a fully scripted and feature-complete OMOD as a normal archive...which I tend to call "OMOD-Ready Archives"

 

Create an OMOD

Convert an OMOD to an OMOD-Ready Archive

 

Here is an example of the install/uninstall section of a readme for a mod packaged as OMOD-Ready (Readme Generator:

 

Install
=======
This archive is distributed in what lhammonds calls OMOD-Ready format.
It allows you to manually extract and install like most other mods but it also allows you to use Oblivion Mod Manager and import this archive with all the settings pre-configured for an OMOD file.
Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder. You can ignore or delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file.

OBMM Install
------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\mods\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click Yes.
5. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen. (icon should turn blue)


Uninstall
=========
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

Oblivion\Data\Meshes\Weapons\LightSabers\
Oblivion\Data\Textures\Weapons\LightSabers\
Oblivion\Data\Textures\Menus\Icons\Weapons\LightSabers\
Oblivion\Data\LightSabers.esp
Oblivion\Data\LightSabers Readme.txt

OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen, click Yes. (icon should turn green)

 

As for the OBSE requirement, take a look at those 500-or-so mods. Any of those mods that make use of OBSE to achieve their effect most-likely cannot be done without OBSE or at least done as well as the OBSE solution. It is up to you if you decide OBSE will be included as a requirement for your mod but you need to make that decision fairly early on before you waist time trying to figure out vanilla alternatives (if any) to what OBSE can do.

 

LHammonds

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Sooo, if you do have a giant OMOD, that means that all the mods that can be used in that OMOD have to be downloaded. Buuut, what if we want to only use like half of them? That means we are going to have a lot of extra mods hanging around in our folders and taking up space. And with a mod package this big; thats going to be a lot of mods; ei; a lot of space :confused: . I don't think an OMOD would be the best idea for the final package, but, for the mini-OMOD's, I think it'll be fine.

 

I like your mod idea; keep it up. Were's that mod list? :teehee: (or am I blind)

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Sooo, if you do have a giant OMOD, that means that all the mods that can be used in that OMOD have to be downloaded.

I think Dharus is talking about making a SINGLE mod that does what 500 other mods are currently doing. That means a single plugin or possible just a few based on what he wants to provide for options...kinda like MMM options.

 

Buuut, what if we want to only use like half of them? That means we are going to have a lot of extra mods hanging around in our folders and taking up space. And with a mod package this big; thats going to be a lot of mods; ei; a lot of space :confused:

If an OMOD is designed to be modular, it can present a menu to have you pick-n-choose which options to install...which can completely prevent files packaged in the OMOD from being extracted to Oblivion's Data folder.

 

I don't think an OMOD would be the best idea for the final package, but, for the mini-OMOD's, I think it'll be fine.

Yes, if mini-mods are created, they can all be packaged individually as OMOD-Ready archives and installed manually or converted to OMODs to be used via OBMM.

 

LHammonds

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  • 3 weeks later...
LHammonds you are correct. I know very little of OMOD but I understand that it is a powerful tool indeed. Is there a site where I can learn to do any of this stuff that you suggested? I've also made the decision that this mod will require obse which means I need script writers with and extensive knowledge of obse. I am but one person and I hope that you guys would not expect me to know -everything- involved with this.Anyways what I plan on doing is releasing a set of "mini-mods" in OMOD ready archives and then when they are all done I will combine them in one large OMOD ready archive with the option of installing the mods that you want and don't want. And if space is what you're worried about I believe the OMOD will take care of that and as far as the archive manual install just delete the ones you don't want to use. :) Oh yeah please if your interested in helping let me know asap. Right now i'm working on the magicka system overhaul and I need script writers and animators for new spells. Also if anyone has a spell they would like to be seen in this mod let me know and I'll see if we can't put it in. (Of course spells within a reasonable reality, No flying spells ect, basically anything that would cause a -major- issue to the game) thanks for the support. :)
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OBMM How-To Site (in my sig).

 

TIP: A project leader needs to be able to do every aspect of the mod that is being designed. Team members come and go and you may never get somebody to cover a particular skill set which then means the leader needs to do it or the feature will be dropped from the mod. If a mod has too many aspects that the leader cannot accomplish over time, I would say the mod is too big to be completed.

 

LHammonds

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