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superoverweeb

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superoverweeb

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26 comments

  1. TvorbaMysle
    TvorbaMysle
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    I've played for 20ish hours with this overhaul and I love it, it's breathed such a different feel into the game for me!  I really recommend this mod to anyone looking for a bit of a tougher, but grounded experience.

    A couple of bugs I've noticed are:

    Sabine Laul in the Chorrol Fighter's Guild still sells repair hammers, but it seems you've made it cheater-proof regardless, as when the player buys them, they don't show up in the inventory.  Still, thought it was worth pointing out in case you missed it.

    The only major bug I've noticed is that the Horse Armour DLC seems to be broken.  I've got no other mods enabled save aesthetic mods, and when I talk to the Chestnut Handy Stables lady, the game refuses to admit that I own my horse, and also doesn't give the option of the free horse.  When I disable the overhaul it works fine.

    I can go into more/better detail if need be; thanks again for all the time you put into this overhaul!
    1. superoverweeb
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      The hammer bug is puzzling because I set it up so that hammers disappear immediately as they're spawned, be it in the open world or in an inventory. Do they show up in other vendor inventories? If it's just hers then I'm at a loss, lol.

      The horse armor thing is crazy, too. Does it continue to function properly after the overhaul is re-enabled?

      Thanks so much for bug reporting and I'm glad you've enjoyed it so far! If you do have any more thoughts about the mod I'd love to hear them!
    2. TvorbaMysle
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      I haven't noticed them appearing in any other vendor's inventories, but if I get time tonight, I might travel around and have a look.

      As for Horse Armour, I tried disabling and re-enabling the overhaul, and the same issue came up.  Progressing the quest with console commands didn't change anything either.


    3. INTAIKANA
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      but why not make them unusable and change the name into hammer instead of forcing them to despawn?
    4. TvorbaMysle
      TvorbaMysle
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      I've come back and finished the game +DLCs with this mod and I have continued to be super impressed.  The way the mod encouraged me to use different mechanics and playstyles that I haven't tried before was super rewarding.  This mod is very challenging (I don't think I could have made it without the trusty Summon Dremora spell XD), but really made me engage so much more with the game, reminding me of my earliest playthroughs.

      I doubt you're still updating this, but in case you're interested, here's a list of issues I noticed in my playthrough:

      - The Fighter's Guild Porter in Chorrol can repair items (interesting that it was also in this building where I found Sabine Laul selling repair hammers)
      - The Dark Brotherhood Murderer vendor, who only becomes available after finishing the Dark Brotherhood, sells spells.
      - Other than scrolls, I don't think it's possible to create Black Soul Gems, as the touch soul trap spell doesn't seem to activate the altars.
      - In the Shivering Isles main quest, there is a moment where you have to fight a shadow-clone of yourself.  This shadow clone inherits the "recovery" ability, constantly restoring health, even in combat.  This was the only enemy I was completely unable to beat, as even with multiple followers attacking, he was able to out-heal us.  I resorted to console commands to beat him.

    5. superoverweeb
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      "...reminding me of my earliest playthroughs."

      Every time I start up a new game of Oblivion, regardless of my modlist, I run through Vilverin. There's something about running a raw character through a multi-level dungeon with a variety of mechanics and randomized enemies/loot. It's an experience that's largely unique across a 40-60 hour playthrough, and it always reminds me of when I first played this game in 2008.

      The key is vulnerability. No matter how many times I set that scenario up, it's a challenge. A major goal with this overhaul was specifically to retain this feeling for an entire playthrough. Other mods retain too much of the vanilla RPG tropes of hoarding items and power scaling that destroys the vulnerability and counterintuitively lowers difficulty in the late-game, when the stakes should be at their highest.

      While I think that this mod has its merits, I have to admit that it represents a woefully compromised vision of how I think Oblivion should really play. Honestly, I would dedicate myself to making this game into something really special under the right circumstances. The biggest barrier to this reality, aside from lack of time, money, assistance, etc... is more control over how the game functions. That may not be possible.

      For example, INTAIKANA mentioned hammer behavior. The script that accesses the repair menu when the item is clicked on is built into the game's engine. It's not a normal script that's available in the CS; you can't even view or edit it (to my knowledge). I tried a few things I won't go into detail about here, but the final result was at least stable, albeit convoluted and nowhere near ideal. Can it be done better? Maybe, I don't know.

      In any case, thanks for coming back and playing to the end. Your bug reports are invaluable, although I probably won't get around to fixing them.
  2. nemesis200767
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    I like your fresh take on [playing the game. A nice change and option after playing the vanilla way.
    Giving it a run now.
    Thank you for your time and effort!

    Just fyi. idk if they are important or not but I found these in xEdit.

    [00:00] Checking for Errors in [0C] Super's Oblivion Overhaul - Part 3.esp
    [00:00] Done: Checking for Errors, Processed Records: 3, Errors found: 0, Elapsed Time: 00:00

    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [0B] Super's Oblivion Overhaul - Part 2.esp
    [00:00] SOOsigilDaedricBanish "Contemptuous Sigil Stone" [SGST:0B000801]
    [00:00]     SGST \ Effects \ Effect \ Script effect \ SCIT - Script effect data \ Script effect -> [01001AB2] < Error: Could not be resolved >
    [00:00] Done: Checking for Errors, Processed Records: 437, Errors found: 1, Elapsed Time: 00:00

    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [0A] Super's Oblivion Overhaul - Part 1.esp
    [00:00] MQ05RavenCamoranRing [LVLI:00073928]
    [00:00]     LVLI \ Leveled List Entries \ LVLO - Leveled List Entry \ Reference -> Found a NULL reference, expected: ALCH,AMMO,APPA,ARMO,BOOK,CLOT,INGR,KEYM,LIGH,LVLI,MISC,SGST,SLGM,WEAP
    [00:01] Done: Checking for Errors, Processed Records: 4275, Errors found: 1, Elapsed Time: 00:01
  3. Uhh... are potions supposed to be 10 friggin pounds!?
  4. Nameucanth8
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    I want to play this mod, it seems tough but fair. I think this is a really interesting rebalance. No adding a bunch of random items that have no obvious use, no adding a bunch of new weird gameplay mechanics or non-vanilla enemies, no going through a PDF to figure out all the balances and what to do. I'm thinking of starting another playthrough soon, I'll definitely at least try this mod and see what it's all about
    1. superoverweeb
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      Hey there, thanks for taking a look! I'm glad you mentioned "going through a PDF" because I always detested trying to balance someone else's mod that I haven't even tried yet, not knowing how it'll work out in a playthrough. Mine's ready to roll!
  5. ShySimmer
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    Looks interesting. is there any way to tweak settings or is everything set in stone?
    1. superoverweeb
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      There are no setting tweaks by design. Sorry if that's a bummer but I really want it to be played as is :) Thanks for your interest anyways!
  6. Devindar
    Devindar
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    This mod is what i always hoped would show up - it makes combat ass-clenchingly tight, makes resources matter, makes most if not all gear on enemies useful/viable, makes resource planning when going out to explore an actually important part of the game, makes mixing up gear types (clothing and different types of armor) viable, makes hoarding enchanted gear more than making a chest of trophies AND gets muh RP juices flowing since there are no stats to be gained from spamming summons in the middle of a city anyway.

    Have a penny for thy hours fella, and thanks for helping me fall in love with the game all over again so many years later.
    1. superoverweeb
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      WOW that is so incredibly nice of you to do that!!! Thank you so much, and I'm glad you like it. Everything you've described is what I'd hoped this mod would accomplish.
  7. unsoberreaper
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    would you recommend applying unofficial patches with this mod, or literally vanilla GOTY install + this? the latter is what im setting up now, but unsure since every other time ive modded oblivion, unofficial patches are mentioned. thanks for this, seems interesting!
    1. superoverweeb
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      I thought about this quite a bit. The patches are very wide in scope, as is my mod, so it's hard to say with accuracy what will be affected and with what level of severity.

      I think it comes down to what you'd prefer. If you can't live without the patches and want to risk possible confusion or unbalanced gameplay, go for it. My personal recommendation is to NOT use the patches because the balance I've achieved hinges on hyper specific alteration of values where one thing being out of place can potentially cause problems.

      I wish I could be more specific, and I know the patches are very popular and considered necessary by many, but the nature of this mod doesn't mesh well with the existing ecosystem of mods. Hope this helps!
  8. TheGuardian68
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    Nice mod.
    1. superoverweeb
      superoverweeb
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      Thank you!
  9. zetim
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    I like the concept of this, but the one thing that instantly turns me off to it is not only did you leave weapon degredation in, but you now have no way to restore items. I think this is taking one of the worst parts of the game balance and making it even worse. If there was an option to toggle this I'd be a lot more willing to try it out.
    1. superoverweeb
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      Could you be a bit more specific on what you mean by equipment degrading in the original game being unbalanced? I didn't have too much of an issue with the concept, just that it got a bit repetitive perhaps.

      My idea behind getting rid of it completely revolves around the fact that there is tons of free equipment in the world, including stuff that regenerates (vendor inventories and arena rainments, for example) as well as nearly half of all enemies you kill having equipment you can take.
  10. Laupopa227
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    Finally Skyrim 2..
    1. superoverweeb
      superoverweeb
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      They are too scared to make it, I alone shoulder this burden