More on Oscuro’s Oblivion mod

I’m still messing with Oscuro’s Oblivion Overhaul and still discovering and pointing out its “flaws” or inconsistencies. Yet I think it still is a good base to work on. I wish I had the time to hack together a similar mod that is at least consistent with some well-thought design principles, also motivating the changes so that the players understand why those choices were made.

Btw, I also found a “fix” to make the game run in windowed mode (I play at 1088×616, that is very pretty) without the excessive stuttering and warping movements. It was also quite straightforward: just go in the taksmanager after the game started and rise the process priority to “high”.


I found out the inconsistency in the Sideways cavern (again).

All the “floors” of this dungeon use the same leveled list, so the probability of meeting a “mystical imp” are the same no matter if the spawn point is just past the first door or deep in the dungeon.

Beside that leveled list there are also a couple of spots that reference to a “LL1MythicEnemyBossLvl100”. So a spawn point that is supposed to spawn a “boss”. In fact this is used exactly where I was suggesting: in front of the door to the third level and in the throne room.

Now the inconsistency is that while all the other spawn points can spawn base imps as well as crazed and mystical ones, the two “boss” spawn points that are supposed to spawn the harder encounter instead spawn the EASIEST one. In fact, if the player is level 1, that “boss” spawn point can only spawn one base imp and nothing else. A mystical imp won’t spawn till the player is at least level 8.

Simply put: the “standard” spawn points are spawning the weak imps as well as the super-buffed version, while the spawn points that are supposed to spawn “bosses” instead not only don’t spawn them, but spawn in their place the weakest type of creature present in the dungeon.

Now I would try to fix that inconsistent behaviour and tweak that levelled list so that it can spawn properly “boss” encounters, but I think I’m looking at a widespread problem instead of a circumscribed one (which means that to correct it would require an insane amount of work).

What I’m noticing is that Oscuro packed the “mythical” creatures all together. So it looks like that imps, trolls, ogres usually share the same spawn points.

This means that, for example, the Sideways cavern isn’t *the* cave where the imps made their lair (as I hoped, with a world more static and consistent), but instead, at the higher levels, it’s a place where a random combination of imps, trolls and ogres would spawn.

The ideal that I think many players could like better would be instead to break up the “Mythical” leveled lists (again taken as an example as it may be the case of other creature types) into a number of mob-specific ones. So that you have separated leveled lists for imps, trolls and ogres, with the possibility to have dungeons in the game that are “home” of that particular type of creature, instead of spawning a different types of creatures depending on the character’s level (which isn’t different from the standard Oblivion).

But this would also mean to go through ALL the spawn points to readjust them and, honestly, it’s just too much work.

So, again, I’m just pointing out to problems I’m noticing as I go. Hopefully helping to suggest some reasonable changes (which, again, are NOT aimed to make the mod easier. Quite the opposite).

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