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http://www.nexusmods.com/oblivion/mods/44676/
Is it compatible with the OOO though? It should be. The OCO suggests that body replacers and changes to NPC models are installed prior to installation, so since you've already got it up and running already there shouldn't be a problem.
EDIT: Nevermind, it apparently isn't compatible. I'd still recommend using OCO over anything else due to how significant the model upgrade is.
Oh, also, I hate the hairs included in OCOv2 even more than the vanilla ones, not so bad for me and followers as I can give them Apachii wigs (which aren't... well, I don't like many of them either tbh but there's some I don't actively hate) or helmets, but addressing a Mages' Guild alchemist with... I don't know, some kind of Phil Oakey hairdo (shaved on one side, almost shoulder length on the other) is a bit disconcerting.
I'm playing with Natural Faces as a base with Facial Textures by Enayla over the top which makes the faces still essentially vanilla but significantly less awful-looking - I wouldn't say vanilla makes me want to vomit! but for instance the lips are very... smooshy and undefined, whereas with NF and FT installed they actually look like, you know. Lips.
I'm also using Cobl, including its Races/Cosmetics optional bits which adds a few new playable races plus adds new hairs and eyes to vanilla races, I'm not sure if it's compatible/patch-able with OOO. It also has an optional file (plus one for SI) that adds some of the hairs/eyes and facial tweaks to a lot of vanilla NPCs - this needs to be merged into a Bashed Patch. Personally, I didn't like the NPC chages, and ended up removing that part from my game, but having the extra hairs for my character is very nice.
He uses OOO + OCO without any problem
https://www.youtube.com/watch?v=OeFoUHYH3q4