A couple polls on common oblivion mods

Post » Sat Nov 13, 2010 6:04 pm

For the first question, I just want to get an idea of whether the majority of the people are actually using FCOM, or just prefer 1 overhaul, or a combination, or don't use FCOM for whatever reason (maybe don't use wrye bash either, although i don't know why you wouldn't, even if you're not using FCOM).

For the second question, it might seem obvious, but lots of people rather have mods organised as simply as possible, hence I'm asking the question because for example, for me it's either all or no part of a mod, i never use parts of mods. This is for simplicity sakes especially when keeping track of installing/uninstalling, patching mods etc.

If you vote for any of these you don't need to give any reasons, FCOM is popular enough that everybody knows about it, and second question is sorta self explanatory.

Thanks for voting!

edit: actually, if you don't use FCOM, but you use any overhauls or a combination, just not FCOM, then please provide some reason as to why it's better compared to FCOM, and what you prefer instead of the full FCOM setup
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Jordan Moreno
 
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Post » Sat Nov 13, 2010 1:11 pm

I'm using OOO and MMM, together with http://www.tesnexus.com/downloads/file.php?id=13884. This is more than enough of everything for me (gameplay overhaul, new monsters, new armor/weapons), so I don't really need the full FCOM package.

As for mod modularity, I like choice. Choice is good.
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Dawn Farrell
 
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Post » Sun Nov 14, 2010 2:31 am

As for mod modularity, I like choice. Choice is good.


That's the point of interest really. I'm sure everybody likes choice, who doesn't, but I'm just wondering how many people bothers with that choice. Just take better cities for example. recently the poll suggests most users prefer to use the merged plugin, aka the full package, rather than parts of it. I wonder how many people uses the omod version of UL instead of dling every single esp seperately.

And similarly for many other modular mods, I wonder how much of that modularity is used.
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Sudah mati ini Keparat
 
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Post » Sun Nov 14, 2010 12:07 am

I've just done a new install, and I've tried Frans. It's a bit old, but I'm loving it at the moment. It doesn't slow down my game like OOO/FCOM does, and whilst they are both seriously awesome mods, the changes they make just aren't for me. Frans does the job of fixing the "super-bandits", and that along with some new items, and monsters from MMM is all I really want.

And I prefer things to be modular. When I make mods I try to make them as modular as possible. It's good practice to do so.
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Soraya Davy
 
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Post » Sat Nov 13, 2010 1:59 pm

I didn't vote via the POLL, since after over a year-and-a-half of constant play I've not yet felt an overpowering need for any sort of major overhaul.

I do come down on the side of choice. However, I prefer mods that use as few active ESMs and/or ESPs as possible, but rather make their options available via either installation choices (RAEVWD, AWLS), ini settings (OSR), or an in-game configuration utility (Vilja and some other companions, COBL (though COBL too has multiple ESPs for those who want/need all its functions).

-Decrepit-
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Jerry Cox
 
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Post » Sun Nov 14, 2010 4:50 am

maybe my question wasn't worded the way i really wanted. while people prefer choices, what i really want to know is how many people are actually using bits and pieces from all kinds of mods for their game, rather than chunks of "whole" mods.
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Mimi BC
 
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Post » Sun Nov 14, 2010 2:25 am

I don't run any overhauls at all and never have in 3 yrs of playing. I installed Frans once, long ago, but removed it and never loaded it or any other ever again :)
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Robert Jr
 
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Post » Sat Nov 13, 2010 11:00 pm

And similarly for many other modular mods, I wonder how much of that modularity is used.


I really appreciate modularity. Take MMM, for example, which comes with loads of optional esp's that either remove or add features. And judging from posted load orders there's an almost endless variation between users on how to set it up. In fact, I don't think I've ever seen a mod list with just a plain MMM install w/o any optionals. So in the case of MMM it seems the modularity is used by almost everybody.

The "ideal" overhaul when it comes to this is FWE for F3 IMO. It's extremely "modular", but all features/options are accessible via an ingame menu, so no need for dozens of esp's.
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chloe hampson
 
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Post » Sun Nov 14, 2010 2:14 am

Non of the above and modular - Could you include T.I.E ?
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Jah Allen
 
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Post » Sat Nov 13, 2010 6:57 pm

I think for the major overhauls you have to have modularity --- not everyone has an ideal system so having to use an overhaul in it's entirety would eliminate the possibility to use it on many systems which would mean less usage and less popularity - and cutting it down enough to be able to use on the middle to low end systems would mean less overhaul could be done so fewer of those with higher end systems would use the overhaul - so you need to make things modular so the end user can adapt it to fit their systems capabilities !!
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Budgie
 
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Post » Sun Nov 14, 2010 1:37 am

Non of the above and modular - Could you include T.I.E ?

no, since the poll really isn't about what overhauls you use, it's based on FCOM and what people are using out of that.

I think for the major overhauls you have to have modularity --- not everyone has an ideal system so having to use an overhaul in it's entirety would eliminate the possibility to use it on many systems which would mean less usage and less popularity - and cutting it down enough to be able to use on the middle to low end systems would mean less overhaul could be done so fewer of those with higher end systems would use the overhaul - so you need to make things modular so the end user can adapt it to fit their systems capabilities !!


good point, i guess overhauls should be an exception to the rule here, since it has a much broader scope and changes more aspects than just about any other mod, it's necessary to have modularity. I agree on that one, but what about smaller mods? imo it's much better to have an ini file to tweak everything to suit everyone rather than having lots of esps, but then i guess in some cases like UL it's impossible to do that...

i guess it all comes down to what mod it is and what it does, take better cities for example, it's so good that people just use the whole package most of the time, so in that case people wouldn't mind not having modularity, but i guess being able to pick what you want is the most important when it comes to a modded game.
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Soku Nyorah
 
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Post » Sun Nov 14, 2010 5:05 am

Modular FTW, every time.
I am very particular about the kinds of things/tweaks that I have in my game. If a mod forces wholesale changes--some that I like and some I don't agree with--I either re-engineer it myself, or won't run it at all. Obviously, in some cases the former solution sometimes involves more time and effort than I have available (or am willing) to expend; so if a simpler alternative exists, I go for that instead.
Excluding the major overhauls, the simpler or more modular approach is almost always better. One example (maybe not the best one) might be horse commands. A number of mods address this, from simple to elaborate. But if all I want is to keep track of my horse and have him come when I call, I don't need all that extra functionality, and resent having ten spells that I will never use cluttering up my magic inventory screen.
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J.P loves
 
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Post » Sat Nov 13, 2010 8:40 pm

Right now, I'm playing through with FCOM and enjoying it very much. I used to be a OOO+MMM man myself, but I really loved some of the features Fran's had compared to OOO and I really wished I could put them in someway. Then I found out about FCOM and I've been happier ever since. Also added WarCry into the equation, as I was really into Diablo the first time I started playing with it. I skipped on Bob's Armory though. Thinking about doing T.I.E. Integration, but I don't know if it would be worth it or not. Anyone have any comments on that?

As for mods being modular, that's a definite yes for me. I'd love to have choice, especially if it's a mod I really like the concept of, but there's just that one feature I don't like about it and don't want in it. I'd rather have the option to not install said feature rather than be forced to stick with it just to get the other good aspects.

Also, sorry about this, but I couldn't help but laugh whenever I read the title of the first poll and saw the results.
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Krista Belle Davis
 
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Post » Sat Nov 13, 2010 4:26 pm

Fran's is still one of my favourite mods, and I would perhaps use that, or that plus MMM... but for the fact that OOO (and FCOM itself) brings with it considerable awesomeness, that - despite some issues I have with it - tip the scales, so I cannot resist FCOM.

Basically: Oblivion+ is very nice; Oblivion++ is incredible.

I find compatibility with just about any mod out there to be astonishingly high, all things considered. So, there's very little reason not to go with FCOM, essentially. B)
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Tania Bunic
 
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Post » Sun Nov 14, 2010 12:04 am

Thinking about doing T.I.E. Integration, but I don't know if it would be worth it or not. Anyone have any comments on that?


Better to wait for http://www.gamesas.com/index.php?/topic/1071066-betawipz-tie4mods-reborn-betawipz/ as the currently available TIE for mods variants aren't really compatible with UFCOM. That said, I see TIE in quite a few FCOM setups, so I don't think there are any serious, game breaking issues.
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CSar L
 
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Post » Sun Nov 14, 2010 2:27 am

good point, i guess overhauls should be an exception to the rule here, since it has a much broader scope and changes more aspects than just about any other mod, it's necessary to have modularity. I agree on that one, but what about smaller mods? imo it's much better to have an ini file to tweak everything to suit everyone rather than having lots of esps, but then i guess in some cases like UL it's impossible to do that...


Unique Landscapes is not a mod offering a modular setup. Each UL is a separate mod (presently 24 of them), and this is why each UL is packaged individually. The UL project is merely providing cohesion, keeping the info about each separate UL together for ease of support, and to ensure that mods with the title UL are good quality - the project is not a mod itself. Kerghan55 provides the OMOD compilation, but that's exactly what it is, a compilation - the ULs are still separate mods, not one big single mod with lots of ESPs.
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lisa nuttall
 
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Post » Sun Nov 14, 2010 7:25 am

Unique Landscapes is not a mod offering a modular setup. Each UL is a separate mod (presently 24 of them), and this is why each UL is packaged individually. The UL project is merely providing cohesion, keeping the info about each separate UL together for ease of support, and to ensure that mods with the title UL are good quality - the project is not a mod itself. Kerghan55 provides the OMOD compilation, but that's exactly what it is, a compilation - the ULs are still separate mods, not one big single mod with lots of ESPs.

ahhh, of course, thanks for the pickup, bad example there..
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jessica breen
 
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Post » Sat Nov 13, 2010 9:47 pm

I use OOO+WAC+JeLLO
Gameplay from OOO, Creatures from WAC and more than enough arms and armors from JeLLO
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josie treuberg
 
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Post » Sat Nov 13, 2010 10:00 pm

Yes to modular, but I play with TIE and that wasn't an option :(
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Add Me
 
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Post » Sun Nov 14, 2010 7:34 am

since some people have stated that they play tie instead of fcom, i'm adding it to the poll.
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anna ley
 
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Post » Sun Nov 14, 2010 12:56 am

I use FCOM. It takes some time to install and keep track of all the files I need to make it work right, but it's worth it. :)
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Katie Pollard
 
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Post » Sat Nov 13, 2010 6:18 pm

I've never tried FCOM. I've tried OOO and it wasn't for me; I seem to be one of the few who likes Oblivion's level scaling. Sure, it's not realistic, but it's nice to have the freedom to explore wherever you want, whenever you want. That said, I like using bits and pieces of Frans. The whole package isn't for me, but some components are wonderful. I pick and choose the components I want from packages like COBL, LAME, etc.
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Bloomer
 
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Post » Sat Nov 13, 2010 7:26 pm

FCOM But I'd love to have Wac finished!
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Jason White
 
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Post » Sun Nov 14, 2010 3:49 am

Lately I've been using the full version of Oscuro's mod in all of my mod lists, either alone or as part of FCOM, because to me it is the mod that makes Oblivion feel most like Morrowind. I don't need Oscuro's mod to be modular because, as I see it, I make Oscuro 'modular' when I install a mod that modifies one of Oscuro's changes. Adding a mod that over-rides Oscuro is do-it-yourself home-made modularity, in my opinion. ;)
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Angel Torres
 
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Post » Sat Nov 13, 2010 5:58 pm

Avid TIE supporter here, and actually able to vote for it :P

Currently I also have Armamentartium mixed in with it, but I don't consider that an overhaul. It fits more as an add-on.

Modularity is of course a big thing. Very big. With advances in OBSE it's even easier to support modularizing features without an army of ESP files to do it.
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Neil
 
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