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a small idea


krow11

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how bout someone do a beast master class i think it would rock

 

If you have OOO, doing the quest of the elven rangers would give you a taste in befriending and commanding nature beasts. Maybe this suffice until someone come with a full featured class.

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cant find ooo so i cant do that

 

 

OOO or Oscuro's Oblivion Overhaul http://www.tesnexus.com/downloads/file.php?id=15256

is one of the most knew mods out there, but it is a big, very big mod and changes the whole way Oblivion works. So you may want look to it and decide if you want it. OOO is jut too big to me to attempt describing it here.

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OMOD is a file format only used by OBMM (Oblivion Mod Manager) Go to the OBMM site and read the information there to decide if you want to play using OBMM I use OBMM and like it. I do not use OOO as it conflicts with several other mods that I use.

 

Note that OBMM does not require you to use the OMOD files, it works fine with the native Oblivion esp files as well.

 

It's available at the author's site here: http://timeslip.chorrol.com/obmm.html

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OBMM is one of those utilities than are in the must have ever category. I even create an OMOD file of any mod that install more than ESPs, even if it originally was not OBMM aware. Why? because OMOD ones will keep trace of all files it installed and turns the eventual uninstallation a breeze.

This is the only way OMOD acts, since it will not even alter any file in any way. The ESPs, textures, meshes, etc will be the same if installed via OMOD or directly putting the files on the /data structure.

 

But we are deviating from the original topic yet these are bits of useful information. So, other than using the OOO ranger quest to gain Jefree favor and becoming friend to nature animals and, in very limited extent, using the boots of the crusader from the official Knights of the Nine mod, i don't know anything more

that would turn one more close to the animals.

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This is the only way OMOD acts, since it will not even alter any file in any way.

Unless of course you want it to. OMODs can be scripted to rename files, alter ESP and ESM data, edit oblivion.ini and even register bsa files. It is a very versatile program and I agree with all of your statements for I too make all of my mods OMODs for easy install/uninstall. It also works very well for packing and unpacking BSA files.

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This is the only way OMOD acts, since it will not even alter any file in any way.

Unless of course you want it to. OMODs can be scripted to rename files, alter ESP and ESM data, edit oblivion.ini and even register bsa files. It is a very versatile program and I agree with all of your statements for I too make all of my mods OMODs for easy install/uninstall. It also works very well for packing and unpacking BSA files.

 

Ah, yes, sure :) I meant it wouldn't make unwanted or unexpected changes

But sure your comment brings to life the powerful characteristics in controlling several features that would be sometimes difficult if not overhelming to the user, in installing, uninstalling or even upgrading mods (just to name some possibilities).

 

Edit: After posting I got suddenly aware this reply don't add nothing to the Worm82075 one, but seems I have not a easy way to delete it, so it must be seem just as my concordance to the former one. Sorry

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