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.
Installation
- I keep getting corrupt or incomplete downloads. How can I get this great mod?
- What is the difference between OOO FULL and OOO LITE?
- There are a lot of mods in the OOO-ADD-ON folder. Which ones do I need?
- Is it possible to use OOO 1.3 with a previous save-game? If so, how?
Technical Problems
- I see purple textures and/or squares with yellow exclamation signs. What is the problem?
- I have installed all content folders into my \Oblivion\Data folder, but I still see some purple textures. What is the problem?
- I'm
getting crashes and terrible FPS slowdowns when leaving the sewers and
around the Imperial City, especially when near the water.
- 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?
- 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?
- Do I need the Official Patch to use OOO 1.3?
- 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
- I keep meeting dangerous enemies in the Tiber Septim Hotel. The Frost Titan killed everyone there! Help!
- Torches appear as �Missing Name� in-game, what is up?
- HK Torch appears in my inventory upon starting the game. What is it?
- I cannot open containers! They glow purple and nothing happens, what�s up?
- Does OOO work with the Unofficial Patch?
- OMG, it takes forever to level up! What's wrong?
- Wait, your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load order is:
- 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.)
- At what point does one start to feel like they have a chance against anything but mud crabs and deer?
- Does OOO alter anything in the Arena?
- Are there random dangerous areas, or "static"? For instance will an area always contain high level creatures/loot?
- 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?
- Can I use the mages guild storage boxes as storage without respawn?
- Can I reduce the effectiveness of magic for armor users even further than it already is in OOO? If so, what variable is it?
- 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?
- Why are the harvest visual effects (plant removing/container opening) not showing?
- Will cosmetic mods cause any problems?
Conflicts
Even if your exact conflict issues are not listed here, reading
this can give you an idea which sorts of things are significant and
which ones can be ignored.
- 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?
- 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.
- Does anyone know if these conflicts are something I should be concerned about?
- No Persistant Glow
- Short Grass v2
- LE
- NMAS
- 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?
- 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
- 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?
- 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?
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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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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 1.34 Readme (PDF)
for an explanation of what each of the OOO optional modules do.
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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.)
Most other OOO optional ESPs is there to be used with the Lite version. You can use whichever of those you want.
(note: Some of them will "conflict" with each other. This is expected and it is not a problem.)
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Is it possible to use OOO 1.3 with a previous save-game? If so, how?
Yes. It's easy using Wrye Bash. See the OOO 1.34 Readme (PDF)
file or the Quick Start Guide for details.
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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
from the OOO download, or you only installed the UPGRADE version (which
does not include all of the base resource files required). Make sure
you move or copy the folders
�Meshes� and �Textures� into your \Oblivion\Data folder.
See the Oblivion Mods FAQ for details.
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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 problem can almost always be fixed by using a good invalidation method. See the Oblivion Mods FAQ for details.
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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. You can try disabling the OOO
Water Weeds option if you use that, or 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 1.34?
Yes, it is required for the latest update. Previous versions did not require the official patch.
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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.
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I keep meeting dangerous enemies in the Tiber Septim Hotel. The Frost Titan killed everyone there! Help!
Tiber Septim Hotel is a dumping ground for some problematic spawns, but it's still unknown why this happens more often with OOO. The UESP description states that:
The Tiber Septim Hotel lobby's cell is the game's "safe zone" to prevent crashes/bugs if a creature, NPC, or even the player is in a cell added by a mod and the mod is removed. Any any actors whose cell has disappeared will be placed in the hotel's lobby.
This setting can be changed in Oblivion.ini. Find the line
SSaveGameSafeCellID=2AEEA
2AEEA is the form ID of the Tiber Septim lobby cell; this can be changed to any desired cell's form ID.
One possible alternative would be to set this to the TestingHall, as in:
SSaveGameSafeCellID=231AD
This will put any overflow spawns into the TestingHall, where you'll never see them unless you intentionally go there.
Alternately, you could set them to spawn in the Arena in the hope that they might make some fights there more interesting:
SSaveGameSafeCellID=91B46
(do this at your own risk)
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Torches appear as �Missing Name� in-game, what is up?
This is fixed in recent versions of OOO.
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Hot Key Torch appears in my inventory upon starting the game. What is it?
Hot Key
Torch is a dummy item used by Drop Lit Torches.
You do not use it as a normal torch. If you want to use torches with a
hotkey, point the hotkey to the Hot Key Torch item, and every time you use
that hotkey a regular torch will be equipped by your character.
The
Official Patch 1.2 added the ability to set a hot key directly on a
torch, but this is limited because you have to reset the hot key
whenever your torch burns out. You will not have this problem if you
use the Hot Key Torch instead.
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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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Does OOO work with the Unofficial Patch?
Yes,
it works perfectly. Load OOO after the UOP. All significant overlaps
between the two mods have now been resolved, so you won't be losing
anything from UOP when using OOO.
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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 the OOO-Level_Stock.esp option after it.
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Wait, your supposed to load Living Economy *before* OOO? Ah, cripes. So the new load order is:
- Oblivion.esm
- Unofficial Oblivion Patch.esp
- LE.esp
- OOO.esp
- 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:
- Oblivion.esm
- Unofficial Oblivion Patch.esp
- Everything Else.esp
- LE.esp
- OOO.esp
- 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 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
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 all the secrets away!
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?
This
was an error in the original readme. It's fixed in the new
OOO 1.34 Readme (PDF). The
Mage Birthsign bonus is +30 Magicka and +10 Willpower.
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Why are the harvest visual effects (plant removing) not showing?
Maybe
because you did not use the Harvest [Flora].esp that came bundled with OOO, 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.
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Will cosmetic mods cause any problems?
That
depends on the mod. Many of them, such as recent versions of Beautiful People, are not a problem. 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 player, then no problems will occur. Mods that change a lot of NPC faces (such as the excellent TNR mod) can be used safely with OOO by taking advantage of one of the features in Wrye Bash. See the TNR Guide here (Archive).
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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?
- UOP needs to load before everything else, including OOO.
- LE needs to load before OOO.
- Older versions of BP need to load before OOO.
- MM needs to load after OOO.
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, for example).
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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. Such a small cosmetic change hardly warrants the loss of gameplay adjustments
to the spells themselves, in my opinion.
However, you can safely 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 Short Grass. 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.
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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 WaldnirsWoods AFTER OOO and it will work fine, but you
will lose the Lock Bash and Harvest [Containers] 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 Villages AFTER OOO and it will work fine, but you will
lose the Lock Bash and Harvest [Containers] 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 Solace 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 Jolard 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 load
Banes after the OOO.esp, you'll lose the OOO tweaks, plus, you'll never see any of
the new OOO 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. However, you can probably
resolve a lot of these issues by loading Banes before OOO.esp and using
Wrye Bash to merge Leveled Lists. 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)
Needs to load after OOO.esp. You will not lose much from OOO by loading it AFTER OOO.
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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)
Not
sure about this one. OOO adds a bunch of Dark Brotherhood specific
armors, weapons, gear, etc, to their vendors. So, if you load
Adventpublic after OOO then you may lose some of the OOO stuff they
would otherwise sell. 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: University Cosmetics shouldn't be used 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 out 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.
Recent versions of Knights of the White Stallion can be used safely with OOO. Load it after OOO.
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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 or Wrye Bash).
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-- Jorge Salgado �Oscuro�
-- edits by dev_akm