Jump to content

I just added OOO and Cyrodiil upgrade overhauls


remotecontrol

Recommended Posts

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 >:( , 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?

Link to comment
Share on other sites

  • Replies 40
  • Created
  • Last Reply

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

Link to comment
Share on other sites

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. ;) 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. :D

Link to comment
Share on other sites

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: ...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?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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:

Link to comment
Share on other sites

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: ...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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...