[REL] Oblivion WarCry New Dimension EV

Post » Wed Mar 30, 2011 8:17 am

I'm not sure what "huddle up" means. Do you mean that it covers the same things?

Yes ;)

Mix all what together?

If OWC-ND does not touch spells, combat, and stealth then why not use something that does? After all who wants to play vanilla?

No, I just meant OWC-ND and TIE, they seem to change the same things but in different ways...
Mods like LAME, Supreme Magicka and Deadly Reflex will work fine with OWC-ND as it doesn't change any or only a few of the settingss related to those mods (although I made the experience that LAME's spells are a bit too powerful for OWC-ND oO)


in the meanwhile, would you recommend not using those 2 ULs for a short while, or just bearing with the inevitable land tears?

I guess I'll upload the patches tomorrow evening (because then I'll be home^^). If you don't visit the Colovian Highlands and the eastern part of the Arrius Creek until then, I don't see why you should turn them off ;)
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JaNnatul Naimah
 
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Post » Tue Mar 29, 2011 9:24 pm

great news :D

what about race balancing project, any issues with that?
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JD bernal
 
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Post » Tue Mar 29, 2011 8:24 pm

I've installed this is there any mods you recommend to go with it or ones that have been tested already, only other mod i have installed with this is wac.
Any suggestions on the bash tags to use as im lost with that.
Also there is still parts of german in the mod like some of the menus and the character stats
Many thanks mod looks great so far.
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Chenae Butler
 
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Post » Wed Mar 30, 2011 4:43 am

I've installed this is there any mods you recommend to go with it or ones that have been tested already, only other mod i have installed with this is wac.
Any suggestions on the bash tags to use as im lost with that.
Also there is still parts of german in the mod like some of the menus and the character stats
Many thanks mod looks great so far.



Some of the menus are german because the Interface Overhaul mod used is geman only. After you install the mod, go into your data directory and delete the "menus" directory and then install darnified UI and all the menus are english after that.
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stevie critchley
 
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Post » Tue Mar 29, 2011 8:53 pm

Absolutely incredible.
I really would appreciate a "single" big overhaul over FCOM, especially when its qualtiy is this awesome, like OWC ND.
It must have been hundreds of hours to "produce" this mod. Thats why im going to reinstall Oblivion,
as I almost lost interest due to recurrent CTD's with an almost perfect FCOM installation. (gosh, Oblivion would have deserved an debugger info log file)

Especially the screenshots on tesnexus are very promising.
The idea of a single big overhaul is really admirable, since everything should fit seamlessly.
Thank you very much for this enormous effort. I'll give feedback soon.
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Kat Ives
 
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Post » Wed Mar 30, 2011 5:40 am

Hey folks,

So do we have any feedback on this one yet?

Anyone splurged out and downloaded the whole thing and got it going?

Anyone with anything to say on what this is like for playback?

Would be interested to hear...

Dodgy Bob
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Mashystar
 
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Post » Wed Mar 30, 2011 5:34 am

Hallo nanonashorn,

vielen Dank für das geile Mod. Gibt es eine M?glichkeit, die verschiedenen Elemente von OWC ND und FCOM tabellarisch gegenüber zu stellen?
thank you very much for this kool mod. Is there any way to post a comparison table showing the different features of OWC ND and FCOM?

K?nntest du da Hilfe gebrauchen, und wenn ja, welche?
Is there any way to support this, and how?

Ich glaube es ist für viele von Interesse wie z.B. das FCOM Extra Wounding ersetzt wurde, also ob fremde Kreaturen fliehen, und Verletzungen eine Rolle spielen.
Perhaps many of those who play Oblivion would like to know how the different features were implemented, for instance the FCOM extra wounding behavior.

Auch eine Kompatibilit?tsliste mit den wichtigsten Mods, z.B. Texture Replacer wie Quarls, Bomret, Duke Patricks fantastischen Mods, Reneers Guard Overhaul, Enhanced economy, etc. w?re sehr nützlich, bzw, was bei Benutzung dieser beachtet werden müsste.
A compatibility list would be also very useful. Knowing if the most popular mods would cope and how, like Quarls & Bomret TexReplacers, Duke Patricks incredible mods, Reneers Guard Overhaul, Enhanced economy, etc.
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Laura Elizabeth
 
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Post » Tue Mar 29, 2011 8:03 pm

Hallo nanonashorn,

vielen Dank für das geile Mod. Gibt es eine M?glichkeit, die verschiedenen Elemente von OWC ND und FCOM tabellarisch gegenüber zu stellen?
thank you very much for this kool mod. Is there any way to post a comparison table showing the different features of OWC ND and FCOM?

K?nntest du da Hilfe gebrauchen, und wenn ja, welche?
Is there any way to support this, and how?

Ich glaube es ist für viele von Interesse wie z.B. das FCOM Extra Wounding ersetzt wurde, also ob fremde Kreaturen fliehen, und Verletzungen eine Rolle spielen.
Perhaps many of those who play Oblivion would like to know how the different features were implemented, for instance the FCOM extra wounding behavior.

Auch eine Kompatibilit?tsliste mit den wichtigsten Mods, z.B. Texture Replacer wie Quarls, Bomret, Duke Patricks fantastischen Mods, Reneers Guard Overhaul, Enhanced economy, etc. w?re sehr nützlich, bzw, was bei Benutzung dieser beachtet werden müsste.
A compatibility list would be also very useful. Knowing if the most popular mods would cope and how, like Quarls & Bomret TexReplacers, Duke Patricks incredible mods, Reneers Guard Overhaul, Enhanced economy, etc.


1) Wozu sollten wir dies tun?

Why should we do this stupid lot of work?


2) ND dont have those things included.
ND beinhaltet keine ?nderungen der AI

3) ND Compatibility List:

WILL NOT WORK:

Any other Overhaul.
Martigens Monster Mod
Oblivion Improved
Enhanced economy

Works only with Wyre Bashs Bashed Patch, but then without a Problem:

Any Mod which alters the Leveled Item/Creatures Lists

Reneers Guard Overhaul
Armamentarium
WAC
BGs Race Balancing Projekt (works better with the Bashed Patch.esp ;) )

Needs Patch:

XUL Arrius Creek


Works fine:

L.A.M.E
Supreme M.
All other ULs
Quarls & Bomret TexReplacers
Better Cities
Cyrodiil Transportation Network
Toggable Quantity Prompt
Denock Arrows
Hotkey Casting
Oblivion XP Update
Mini Map
Valenwood Improved
Elsweyr
Adash
Orden des Drachen
Blood and Mood
The Realm of Ruun
Roads and Bridges
West Roads
UOPs (requires a Bashed Patch)
HG Eye Candy :whisper:
BGs Race Balancing Project
Hungry Thirsty Bla bla
All House PIs
House Improvements
Armor and Weapon Mods (Maybe use one of this will destroy the Balancing of ND. Use on own risk)

My Loadorder:

Spoiler
00  Oblivion.esm01  Better Cities Resources.esm02  DLCShiveringIsles.esp03  Oblivion.esp04  HotkeyCasting.esp05  OWC - New Dimension.esp06  OWC - Mannequin.esp++  OWC ND-Spawn-reduced.esp++  OWC - TGPatch.esp07  Cyrodiil Transportation Network DV.esp  [Version 1.3]08  TiansAyla_NNW.esp09  ImpeREAL Empire - Unique Forts DV.esp0A  road+bridges.esp  [Version 4.5.7]0B  Unique Landscapes - ChorrolHinterland DV.esp  [Version 1.2.2]0C  Unique Landscapes - AncientYews DV.esp  [Version 1.4.3]0D  Unique Landscapes - Ancient Redwoods DV.esp  [Version 1.6]0E  Unique Landscapes - Snowdale DV.esp  [Version 1.0]0F  West Roads.esp10  OBG - Buechermod - Bilder.esp11  Toggleable Quantity Prompt.esp  [Version 3.1.1]12  OBSE-Denock Arrows.esp13  bgBalancingDVCore.esp  [Version 10.52DV-D]14  bgMagicDV.esp  [Version 1.7DV]++  bgMagicDVSpellTomes_for_WryeBash.esp  [Version 1.5DV]++  bgBalancingDVOptionalKlassen.esp++  bgBalancingDVOptionalBetterRedguards.esp  [Version 9.3EV-D]15  bgBalancingDVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.5DV-D]16  Better Cities SKINGRAD.esp17  Better Cities ANVIL.esp18  Better Cities CHORROL.esp19  BCChorrol-ChorrolHinterland fix.esp1A  Bashed Patch, 0.esp

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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 1:37 am

1) Wozu sollten wir dies tun?

Why should we do this stupid lot of work?


Nanana, wer wird denn gleich den Sinn einer solchen Aktion hinterfragen.
Indeed, the question gives the answer.

2) ND dont have those things included.
ND beinhaltet keine ?nderungen der AI

Schade.
[censored].

3) ND Compatibility List:
Enhanced economy
WILL NOT WORK:

Any other Overhaul.
Martigens Monster Mod
Oblivion Improved
Enhanced economy

Schade.
[censored].

What about Duke Patricks in special? Just because they are this outstanding.
Brauch ich nicht übersetzen...

Is there any reason you dont use Armamentarium or Artifacts?
Then what about MOBS. Is there any equivalent in OWC ND?
ebenfalls nicht.

Danke für die Antwort und die Load order.
Vor allen Dingen die Kompatibilit?t zu Supreme Magicka und RBP ist ausserordentlich wichtig.

Letzte Frage:
Sind die durchaus sinnvollen AI Erweiterungen auch für einen kommenden Release geplant?
Last Question:
Is there any plan to include AI Extensions, e.g. as in MMM, also in OWC ND?
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Amelia Pritchard
 
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Post » Wed Mar 30, 2011 5:04 am

The English version of my patches for OWC-ND is now available http://tesnexus.com/downloads/file.php?id=37184.

@Marshmallow: Du brauchst nicht extra auf Deutsch zu fragen ;)
As nnw said, it would be too much work. I never figured out what exactly FCOM does, as the descriptions are imo written very unclearly and there are *a lot* of esps and various download packages oO
I was happy when I got it installed once without making Oblivion crash ;)
Regarding the compatiblity list: I'll think about it. For now I can give you this list (it's more or less the same as nnw's):

- Adash

- Ambient Town Sounds

- Animated Windows Lighting System and Chimneys (looks sometimes a bit funny at night, but works fine :) )

- Better Cities (not totally compatible, some windows float in midair at night)

- Better Lava

- Book Jackets: Oblivion Standard Res (load after OWC-ND, Bash tag with "Graphics")

- Brumbek's Sky Pack

- Darnified UI (well, afeter deleting OIO)

- Detailed Terrain

- Enhanced Magic Effects

- Fast Exit 2

- Immersive Interiors

- Improved Facial Textures

- LAME

- Midas' Magic Spells of Aurum

- Orden des Drachen (only German)

- Oblivion Graphics Extender

- Qarl's Texture Pack 3

- Rungs Verbesserte Magiergilde (only German)

- Robert's Male & Robert's Female Bodies (load after OWC-ND)

- Storms and Sound

- Unique Landscapes (besides Arrius Creek and Colovian Highlands, see my patches at Tesnexus)

- Water Reflection Blur

- Weather - All Natural

- Windom Earle_s Oblivion Crash Prevention System

And for all those who want to know more - my modlist:

Spoiler

00 Oblivion.esm
01 GlobalSettingsInterface.esm [Version 1.0]
02 You Are Here.esm
03 All Natural Base.esm [Version 1.0]
04 Cobl Main.esm [Version 1.72]
05 Better Cities Resources.esm
06 CustomSpellIcons.esm
07 DLCShiveringIsles.esp
08 Better Cities .esp
09 All Natural - Real Lights.esp [Version 1.2]
0A All Natural.esp [Version 1.2]
0B All Natural - SI.esp [Version 1.2.1]
0C Immersive Interiors.esp [Version 0.7]
0D Immersive Interiors - Lights Addon.esp [Version 0.7]
0E Better Lava (by elveon).esp
0F Atmospheric Oblivion.esp
10 Storms & Sound.esp
11 WindowLightingSystem.esp
12 AmbientDungeons.esp [Version 1.3]
13 OBG - Buechermod - Bilder - BP.esp
14 ChaseCameraMod.esp
15 Dynamic Map.esp [Version 2.0]
16 DLCOrrery.esp
17 Rund ums Pferd.esp [Version 1.1]
18 Cobl Glue.esp [Version 1.72]
19 Cobl Si.esp [Version 1.63]
** Cobl Main DE.esp [Version 12]
++ Cobl Tweaks.esp [Version 1.44]
1A OWC - Mannequin.esp
1B OWC - Seaworld.esp
1C OWC - New Dimension.esp
1D OWC - ND No Harvest.esp
1E Orden des Drachen.esp [Version Gold]
1F Burg Rabenstolz.esp [Version 1.01]
20 EiAmod.esp [Version 1.1]
21 LordKain_Adash_World.esp
22 Valenwood Improved.esp [Version 1.00.0]
23 Verbesserte Magiergilde.esp
24 Knights.esp
25 LoadingScreens-AddOn.esp
26 KORE- Blood Drinker Umbra.esp
27 Drake Knight Armor and Weapons v1.0.esp
28 Blood&Mud.esp
29 ElsweyrAnequina.esp [Version 3]
2A Elsweyr - Valenwood Patch.esp
2B Elsweyr - HGEC RM Patch.esp
2C ElsweyrAnequinaFemaleBody.esp
2D bbDrachenstaebe.esp
2E PTMudwater.esp
2F xuldarkforest.esp
30 xulStendarrValley.esp [Version 1.2.2]
31 xulTheHeath.esp [Version 1.1.1]
32 XulEntiusGorge.esp
33 xulFallenleafEverglade.esp [Version 1.3.1]
34 Valenwood Improved - Fallenleaf Everglade DV - Patch.esp
35 Anequina-Fallenleaf-Patch.esp
36 xulColovianHighlands_EV.esp
37 OWC - ND UL Colovian Highlands Patch.esp
38 xulChorrolHinterland.esp [Version 1.2.2]
39 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
3A xulBravilBarrowfields.esp [Version 1.3.3]
3B xulLushWoodlands.esp [Version 1.3.1]
3C xulAncientYews.esp [Version 1.4.3]
3D xulAncientRedwoods.esp [Version 1.6]
3E xulCloudtopMountains.esp [Version 1.0.3]
3F xulArriusCreek.esp [Version 1.1.3]
40 OWCND - UL Arrius Creek Patch.esp
41 xulPatch_AY_AC.esp [Version 1.1]
42 xulRollingHills_EV.esp
43 xulPantherRiver.esp
44 Blood&Mud-PantherRiver patch.esp
45 xulRiverEthe.esp [Version 1.0.2]
46 Valenwood Improved - River Ethe DV - Patch.esp
47 xulBrenaRiverRavine.esp [Version 1.1]
48 xulImperialIsle.esp [Version 1.6.6]
49 xulBlackwoodForest.esp
4A xulCheydinhalFalls.esp [Version 1.0.1]
4B CastleRavenprideDV-CheydinhalFalls patch.esp
4C Blood&Mud-CheydinhalFalls patch.esp
4D xulAspenWood.esp [Version 1.0.2]
4E xulSkingradOutskirts.esp [Version 1.0.1]
4F Unique Landscapes - Cliffs Of Anvil DV.esp
50 EtInArkay-UniqueLandscapes Merged patch.esp
51 Castle Wolfspike2.esp
52 DecoratorAssistant with OBSE v1.1.esp
** Leviathan Soulgems.esp
53 P1DkeyChain.esp [Version 5.00]
54 Salmo the Baker, Cobl.esp [Version 3.08]
** Salmo the Baker, Cobl DV.esp [Version 3.08]
55 MidasSpells.esp
56 Midas Betterholy.esp
57 Midas PowDur2x.esp
58 Enchantment Splitter.esp
59 Pose Thumbnail Poses 1.1.esp [Version 1.1]
5A Eddys Posing.esp
5B Slof's Better Bodies.esp
5C bgMagicDV.esp [Version 1.7DV]
5D bgMagicDVSpellTomes_for_WryeBash.esp [Version 1.5DV]
5E bgMagicDVAddEnVar.esp [Version 1.61DV]
5F bgMagicDVSchnitzeljagd.esp [Version 1.62DV]
60 bgMagicDVNoSorting.esp
61 bgMagicAlchemy.esp [Version 1.57]
62 Better Cities Full - B&M Edition.esp
63 Better Cities - Unique Landscape Barrowfields.esp
** BCBravilB&MFULL-Barrowfields patch DV.esp
64 Better Cities - Unique Landscape Chorrol Hinterland.esp
** BCChorrol-ChorrolHinterland fix DV.esp
65 Better Cities - Unique Landscape Cheydinhal Falls.esp
** BCCheydinhalFULLB&M-CheydinhalFalls patch DV.esp
66 Better Cities - Unique Landscape Skingrad Outskirts.esp
** BCSkingrad-SkingradOutskirts DVpatch.esp
67 Better Cities - VWD of the IC.esp
68 Better Cities Full - B&M Edition FPS Patch.esp
69 Better Imperial City.esp
6A Better Imperial City FPS Patch.esp
6B Better Cities - COBL.esp [Version 2.1]
6C Better Cities - Unique Landscape Imperial Isle.esp
6D bgMagicDVShader.esp [Version 1.7DV]
6E bgMagicShaderLifeDetect.esp [Version 1.68]
6F bgMagicLightningbolt.esp
70 QTdof.esp
71 Cobl Silent Equip Misc.esp [Version 01]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2]
72 Bashed Patch, 0.esp
73 Streamline 3.1.esp


Oh and Duke Patrick's mods *seem* to work fine with OWC-ND (just searched "Duke Patrick" on Tesnexus and read the names of the mods)
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Charlotte X
 
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Post » Tue Mar 29, 2011 9:33 pm

what Bash tags should I give WAC when I want to use OWC-ND with it?
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Kristina Campbell
 
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Post » Wed Mar 30, 2011 11:52 am

Is there any reason you dont use Armamentarium or Artifacts?
Then what about MOBS. Is there any equivalent in OWC ND?


ND includes tons of new armors and weapons. Trust me, you dont need Armamentarium.
Artifact should work with ND. (Bashed Patch)

MOBS:

Yes, ND has it's own Weapon Balancing.

Last Question:
Is there any plan to include AI Extensions, e.g. as in MMM, also in OWC ND?


Eddy says no.
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Lauren Dale
 
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Post » Wed Mar 30, 2011 5:51 am

Morning Eddy + NNW + Nano,

Quick question, is there any way either via console or esp or anything else to turn off the TNT and the Serial Killers??

Regards,
Dodgy Bob
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Shaylee Shaw
 
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Post » Wed Mar 30, 2011 12:17 pm

@Dodgy Bob
The answer is no. The Serial-Killers are a Part of the Unique-Enemys. That means, they are only one Time in Oblivion. The TNT is very rarely. Why dont`t you want it? It`s very funny to blow up Goblins. :rofl:

You must take it "as it is".

Execuse my bad english. :confused:
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JESSE
 
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Post » Wed Mar 30, 2011 5:41 am

@Dodgy Bob
The answer is no. The Serial-Killers are a Part of the Unique-Enemys. That means, they are only one Time in Oblivion. The TNT is very rarely. Why dont`t you want it? It`s very funny to blow up Goblins. :rofl:

You must take it "as it is".

Execuse my bad english. :confused:


Hey ya Eddy,

No that is fine. I was just wondering is all. As much fun as it would be to blow up some goblins and wolves and other nasties who come after me, I was just looking for a way of keeping thigns very Oblivion, very Cyrodiil. Much the same reason why I was wanting to keep Freddy/Jason/et.al. away too.

I understand it is "as it is" and thats cool. I can work around it myself (not pick up or use TNT, avoid serial killers, etc.) Its all good.

Thanks for the reply,
Dodgy Bob
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Eliza Potter
 
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Post » Wed Mar 30, 2011 2:10 am

Windom Earle_s Oblivion Crash Prevention System


:goodjob:

If you need WEOCPs with OWC ND, your Pluginlist contains Defect Mods, because i have never a CTD or Crash with my Loadlist (104 Hour Playtime).

Or your Mod List is too long :lmao:

Nanana, wer wird denn gleich den Sinn einer solchen Aktion hinterfragen.
Indeed, the question gives the answer.


Warum muss alles mit FCOM verglichen werden?. Bei FCOM blickt sowieso keiner mehr durch, was nun drin ist und was nicht.

Ausserdem ist FCOM kein gutes Beispiel für einen stabil laufenden Mod. Schliesslich fügt es 3 Overhaul Mods zusammen, die nie dafür gedacht waren miteinander zu funktionieren. Aber dies steht auf einem anderen Blatt und ist hier nicht wirklich relevant.

Why must everything be compared with FCOM?. No one knows what FCOM exactly contains and what not.


NNW
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Jessica Phoenix
 
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Post » Wed Mar 30, 2011 9:33 am

Why must everything be compared with FCOM?. No one knows what FCOM exactly contains and what not.

While I get the spirit of what you are saying here - I do think it an exaggeration.

Yeah too much gets compared with FCOM and in the older days OOO, but people do know what FCOM contains - each of the included mods has extensive readmes and many threads that are archived for looking things up.

Whereas with this - unless you want to translate the readmes the only other ways you will know what is in it is to load it in the CS (or edit) or just play it.

I think asking questions about things like modern fiction serial killers is important to ask. I really as of yet don't have a good understanding of the tone for this overhaul (serious? Lore friendly? not? etc). Not about why something like Enhanced Economy or leveling mods are not ok to use with it. Need (want) that readme.

Also that no answer regarding bash tags is given means that bash was no considered when designing it. While some could say that FCOM is bloated or too much - I don't think the ability to use Wrye bash to combine mods that normally conflict is a bad project.
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remi lasisi
 
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Post » Wed Mar 30, 2011 10:39 am

@Psymon:
Some of OWC-ND's aspects are definitely not lore-friendly (e.g. said serial killers), but these are hidden gags, easter eggs if you want, to lighten up the game. When I started to play OWC-ND I doubted that they were a good addition, but now I love them - after playing Oblivion seriously for 4 years and only using lore-friendly mods, these little gags have made it much more interesting again for me. I'm happy that Eddy integrated them.
Atm I'm using the bash tags invent, voice-m and voice-f, otherwise npcs like Baurus and Jauffre might end up with no voice.
each of the included mods has extensive readmes and many threads that are archived for looking things up.

Imo too many things to look up ;)
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NEGRO
 
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Post » Tue Mar 29, 2011 8:37 pm

Imo too many things to look up ;)

Not sure how to respond to that.

It is a choice to use each component of FCOM and with MMM especially each component of it ... actually same with WAC. But a readme is available if you want to. I see a lot of documentation with this, but so far inaccessible to me as the little french I studied is not helping.

I hope that these longer readme's make it into English because all we have to go on is the pictures, talk of serial killers, and bulleted lists. Even WAC makes use of similar bash tags of relev/delev ... and what tags to use can somewhat depend on load order.

There is a lot of information is the why's and we so far only have a few why answers.
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Catharine Krupinski
 
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Post » Wed Mar 30, 2011 12:16 am

@Psymon

Overhaul & Lore
Allein die Frage ob ein Overhaul Lorefreundlich ist, ist schon überflüssig. Zeige mir ein lorefreundliches Overhaul. Du müsstest jede Rüstung, jede Waffe, jede Kreatur loretechnisch belegen. Ist das dein Ernst, oder m?chtest du mich nur nerven? Nimm dir TES4Gecko und l?sche 99,9% aller Inhalte und du hast ein lorefreundliches Overhaul.

Oblivion WarCry - New Dimension ist ein deutsches Projekt. Aufgrund vieler Anfragen haben sich einige Leute der deutschen Community bereit erkl?rt es für die englische Community zu übersetzen. Zeige mir eine Mod, die von einem englischsprachigen Autor für die Deutschen übersetzt wurde. Anstatt froh über die geleistete Arbeit zu sein, wird an Kleinigkeiten herum gemeckert.

Wenn du unbedingt eine ausführliche ReadMe in englisch haben m?chtest, so steht es dir frei dich an die übersetzung zu machen.

Im übrigen haben sich auch die Japaner angemeldet. Sie nehmen die übersetzung und alle Anpassungen selbst in die Hand. Daran k?nnte man sich ja mal ein Beispiel nehmen.

Fehlermeldungen sind sehr willkommen. Wir werden bemüht sein, alles fehlerfrei übersetzt zu bekommen.
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james kite
 
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Post » Tue Mar 29, 2011 8:04 pm

Allein die Frage ob ein Overhaul Lorefreundlich ist, ist schon überflüssig. Zeige mir ein lorefreundliches Overhaul. Du müsstest jede Rüstung, jede Waffe, jede Kreatur loretechnisch belegen. Ist das dein Ernst, oder m?chtest du mich nur nerven? Nimm dir TES4Gecko und l?sche 99,9% aller Inhalte und du hast ein lorefreundliches Overhaul.


You have a point, but there is a difference between adding, say, Guars to the game and, say, Lightsaber wielding Star Troopers. The former are already in Morrowind and it isn't a stretch to have them in Cyrodiil. So there's a difference between mods trying to adhere to lore, i.e. being consistent with what's "known" about the world, and mods that add stuff that's from other games etc. There's nothing wrong to be "lore unfriendly" and I'm not saying that Oblivion WarCry New Dimension EV is as I haven't played it (would have to make a separate install for that) - just saying that overhauls can aim to be "lore friendly" and OOO, for example, does. It could be maintained that some stuff in it is "lore unfriendly" perhaps, but it definitely aims to adhere to lore. The original WarCry never did in the first place of course.

EDIT: BTW, I think there's a forum rule that says that posts should be in English. Just saying. Also, I think you could help with the translation if looking for it. There are several members here from Germany (or who knows German), for example.
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Erich Lendermon
 
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Post » Wed Mar 30, 2011 12:10 am

I had a german modder once tell me that sometimes things get lost in translation and other times people are just offensive. On the fence about this case.

So to take the 2 minutes to plop the above into Google translator:
But the question is whether an overhaul Lorefreundlich is already obsolete. Show me a lorefreundliches Overhaul. You'd have every armor, every weapon, every creature loretechnisch show. Are you serious, or do you just annoy me? Take TES4Gecko 99.9% and delete any content and you have a lorefreundliches Overhaul.

Oblivion WarCry - New Dimension is a German project. Due to many requests, some people have said the German community is ready for the English community to translate. Show me a mod that was translated by an English writer for the Germans. Rather than pleased with the work done will be [censored]ing at little things around.

If you really have in English a detailed ReadMe want to, you are free to make up the translation.

Moreover, the Japanese have registered. Take the translation and any adjustments in their own hands. It may as well have time to take an example.

Error messages are very welcome. We will try to get everything compiled without errors.
Ahh now I understand what you are saying - somewhat.

Well Google translator is good but not great - A pain to translate texts out of pdf files too. Didn't nanonashorn say he was going to do the English readmes? I was waiting on that - are you, the author of the mod, now saying that is not going to happen and we should do it ourselves? Kind of confusing message. I sure would not like to be part of a doubled effort tackling what was already done and just not released.

But really I think you misread my comments - I was only mentioning that much of the mod is a mystery and we can only infer from the bits we are given due to the lack of documentation. What texts that exists in German looks well put together and elaborate. Why wouldn't we want to know more? I know I do. And I never said that anything had to be lore friendly. That perhaps got lost in the translation, but limits are of course a consideration. Arkngt is right of course - I consider OOO pretty lore friendly, and Frans even more so. TIE is completely lore friendly having no mod added resources. Both MMM and WAC though add things outside the realm of what most would consider lore based. But there is a limit in that things like slasher movie characters are not included and the material is mostly from fantasy based material/sources.

Anyway - I remain waiting for more info on what this contains in terms of what grand sweeping changes it makes. I can look over the mod added readmes and see all the armors and weapons added, but that doesn't tell me about changes to encounters, game settings, stealth, magic, combat, economy, leveling, etc. These are what I consider more important things to learn before diving in. This info will let me know what other mods I can use and possibly what other patches may be necessary in the future.

I sure hope the attitude is not - use this mod and only this mod and don't ask why these other mods are not acceptable to use with it. I doubt that would be a popular approach to the mod users on this forum.

for Arkngt: http://tesnexus.com/downloads/file.php?id=34766 .. actually there are a few mods that add them.
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Tha King o Geekz
 
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Post » Wed Mar 30, 2011 3:43 am

Didn't nanonashorn say he was going to do the English readmes?

Yes, about the half is done. *Maybe* I'll have finished it until tomorrow evening, then you will just have to wait until Eddy adds it to his website.
BUT I won't translate the readmes of the single mods that are included. I don't have any time for those, please understand that. Most are available on Tesnexus anyway. It will just be the online readme (which should contain enough information).

I sure hope the attitude is not - use this mod and only this mod and don't ask why these other mods are not acceptable to use with it. I doubt that would be a popular approach to the mod users on this forum.

Well, you can ask, that's why I'm here, and if my answers were insufficient I apologize for that, but I thought your questions were more or less self-explanatory if you compared them to the list of highlights in the first post.
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neil slattery
 
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Post » Wed Mar 30, 2011 6:11 am

There are thousands of mods, you really think we would know everyone and know whether it is compatible? Such questions, requests and demands to cost me an incredible amount of time. You want information? Look in the Onlinereadme. There are many pictures and this is well known, an international language. The rest you can put in Google Translator, if that's not too much work.

I sure hope the attitude is not - use this mod and only this mod and don't ask why these other mods are not acceptable to use with it.


No one says that. But a little initiative from you would be very nice. I hope not, we are yet to come over and install you your Oblivion.
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Rachael Williams
 
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Joined: Tue Aug 01, 2006 6:43 pm

Post » Tue Mar 29, 2011 10:44 pm

Again the individual mods that are included need not have their readme's translated - I'd think most do already.

This appears to be far more than just a mod compilation - so info on general aims areas touched and all that stuff would be nice. It is not about knowing if each and every mod is compatible, but types of mods. Say leveling mods. Can they be used? If not why?

Now as far as initiative from me - I've already asked a pile of questions that if answered would allow many who are used to this forum and 'English modding' to jump in feet first.

These questions I ask fall far far short of some sniveling noob comments about how this is all too complex and your overhaul is just too much or whatever. I'm not asking anything unreasonable and I'm certainly not demanding anything

No one http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ but me.
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Jerry Jr. Ortiz
 
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