Can you help me make a perfect oblivion

Post » Tue Mar 19, 2013 5:17 pm

Starting to work on creating the perfect Oblivion game for me one that will be as good as skyrim and morrowind but I need your help. I have not and will not test the game until I find all the mod I want an make sure everything is running smoothly. I would like to know if this load order will work and would also like some mod suggestions. Before I begin to list the mods I would like to thank all those who will take the time to read this and help me.

Mod list in the order I intend to load:

Oblivion
Shivering isles
Knights of the Nine
Horse armor pack
Merhunes razor
Orrery
Thieves den
Spell tomes
Vile lair
Wizards tower
Wyre bash
Unofficial oblivion patch
The unofficial official mods patch
The unofficial shivering isles patch
W. E. P. O. N.
atmospheric oblivion
Harvest flora
Bravil sea domes
Darnified ui
Alluring potion bottles
Quest award levelled
Even oddities SI
Keychain
Clocks of cyrodiil
Crowded roads
Dungeon actors have torches
Exterior actors have torches
Let the people drink
Q moldy ingredients
Risky inn beds
Shipwreck
100 % harvest chance
At home alchemy
Combat sounds
Guild skill requirements
Pekka's Oblivion Painting Exchange
Realistic Physics and force
Real lights
Darker regal imperial city
Salmo the baker
Anvil bay expansion
Imperial library
Lakewood village
Talos plaza house
Thermal bath mod
Weye: the imperial city suburbs

I also might use the following as well:

Glenvar castle
Grow plants OR Complete gardening
Cyrodiil transportation network
No fast travel
Kvatch rebuilt
Modem's city life
Kobu's character advancement system


I am also looking for some other mods including overhauls to add if you have any suggestions please let me know.

I'm looking for the best werewolf adding mod, a mod that adds quests to all the unfinished oblivion quests such as the necromancer in skingrad home and others. I also would like a good skooma mod as well as adding dwemer ruins Nordic puzzles and such to add variety to the landscapes.
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