myrmaad Posted November 15, 2008 Share Posted November 15, 2008 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. Um, I don't run OOO, but with CUO I am getting the vanilla stuff plus the CUO stuff together. For example: http://www.tesnexus.com/downloads/images/20288-2-1225272990.jpg 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). Link to comment Share on other sites More sharing options...
giskarduk Posted November 15, 2008 Share Posted November 15, 2008 octavius243: 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 :) So I have already avoided any "does this potion mod conflict with your potion changes" question :DI 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 Link to comment Share on other sites More sharing options...
myrmaad Posted November 15, 2008 Share Posted November 15, 2008 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. Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 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. Um, I don't run OOO, but with CUO I am getting the vanilla stuff plus the CUO stuff together. For example: http://www.tesnexus.com/downloads/images/20288-2-1225272990.jpg 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. Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 octavius243: 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 :) So I have already avoided any "does this potion mod conflict with your potion changes" question :DI 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: 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. Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 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: 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. Link to comment Share on other sites More sharing options...
dzorro Posted November 15, 2008 Share Posted November 15, 2008 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: 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. Link to comment Share on other sites More sharing options...
myrmaad Posted November 15, 2008 Share Posted November 15, 2008 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. :) 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. Link to comment Share on other sites More sharing options...
octavius243 Posted November 15, 2008 Share Posted November 15, 2008 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... Link to comment Share on other sites More sharing options...
cheese24 Posted November 15, 2008 Share Posted November 15, 2008 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? Link to comment Share on other sites More sharing options...
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