bg's list of base mods

Post » Thu Aug 26, 2010 6:28 pm

Thanks for this list bg. I recently replaced my pc and I also replaced Morrowind with Oblivion :) . I tried most of mods in your list. I'm just a newbie in Oblivion so correct me if I'm wrong. I believe Quest Popup Remover is unnecessary if I install Darnified UI because there is an option in darnifed that will remove quest popup.
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Solène We
 
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Post » Thu Aug 26, 2010 6:10 am

In regard to the All "+5 Attribute Modifiers": It's a nitpick but it does not COMPLETELY sewer the link between skill use and point distribution. If you have not gained a single point in a skill since last level up you will not get the +5 at level-up, instead you will just get +1 (as with luck).

EDIT: Typo.
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Add Meeh
 
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Post » Thu Aug 26, 2010 8:57 am

For someone just starting to play Oblivion, this post has been an absolute life-saver. Thanks a ton! It completely escapes me why this hasn't been pinned as the essential starting place for anyone venturing into the wilds of Oblivion modding for the first time :-P
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Eilidh Brian
 
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Post » Thu Aug 26, 2010 9:30 am

For someone just starting to play Oblivion, this post has been an absolute life-saver. Thanks a ton! It completely escapes me why this hasn't been pinned as the essential starting place for anyone venturing into the wilds of Oblivion modding for the first time :-P

I agree, this should really be pinned. Best organized mod overview thread I've seen.
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Leilene Nessel
 
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Post » Thu Aug 26, 2010 3:53 pm

Great list(s) BG. I'd like to suggest the addition to 3 more mods to the "Level scaling mods" section to make that section of the list bit a more exhaustive. These 3 mods are the "early"mods that attempted to address the level scaling issue, and although their importance have largely been eclipsed by "newer" overhaul mods like OOO and Frans, they are still useful for those seeking alternatives to the more popular overhaul mods.

The first mod I want to suggest is http://www.tesnexus.com/downloads/file.php?id=2335 which, at one point, was bundled with http://www.tesnexus.com/downloads/file.php?id=11907. Sagebliv's CBF offers a much less intrusive level scaling solution than OOO, FCOM, and other overhaul mods geared towards or inspired by the desire to alter level scaling in vanilla Oblivion. Some of the NPCs and creatures are assigned static levels while others are given a more limit scaling range and/or level caps. This is done without the addition of more features that we have come to expect from overhaul mods like OOO. Aside from the previously stated changes to NPC/monster levels, there are also some minor changes to the loot table, but there are no new NPCs, monsters, or quests added to the game, and provides an alternative for those who are otherwise satisfied with a mostly vanilla Oblivion experience with some minor tweaks. The drawback is that some low level monsters will no longer appear once the PC becomes high level.

"G's Loot Mod" alters the level scaling of loot for NPC/monster equipments and containers (both dungeon and city). "High-end" gears like daedric, glass, and ebony are still a possibily but much rarer even at high levels, effectively addressing the "every brigand and his grandmother has a daedric armour" syndrom that occurs when the PC reaches high levels in vanilla Oblivion. It also attempts to change the "type" of loot found in dungeon and city containers to make them more "sensible." These two mods are fully compatible with each other (and were in fact designed to be so), and even though they are no longer supported by the modders, I can attest to their "stability" as I finished my first Oblivion game with these 2 mods + 30 - 40 minor tweak mods.

The last mod I want to suggest as an addition to the list is http://www.tesnexus.com/downloads/file.php?id=4905. This is probably the first publicly released mod that sought to address the level scaling issue in vanilla Oblivion. It basically assigns a static level to every NPC and monster in the game, nothing more. It is more of a "quick fix" than anything else (although the process of going through the NPC/monster tables and changing their level was surely exhausting...). I did try this mod but did not complete a game with it. It is fully compatible with "G's Loot Mod."
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adame
 
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Post » Thu Aug 26, 2010 10:44 am

Just to let you know the next version of Oblivion XP Levelling will make it it's own catagory on this list since he is puttung the ability to choose what attributes to put points in also when you level up.
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Nick Swan
 
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Post » Thu Aug 26, 2010 6:27 pm

how come deadly reflex and better cities are not in the list?

DR is essential to oblivion imho, especially when coupled with mounted spellcasting and trampling

BC... well, I consider it the equivalent of the unique landscapes, for cities. except that it's a lot more demanding on GPUs, but totally worth it imho :D
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Pawel Platek
 
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Post » Thu Aug 26, 2010 10:03 pm

I note the continued absence of http://tinyurl.com/r7the2. :( It's about to get a major refresh (OBSE overhaul, nearly complete, will be released when OBSE v0017 comes out of beta).

This would go in as a pseudo-AND with RBC... we both only work with the default birthsigns, so load order will define which takes precedence.

For that matter Willful Resistance is, AFAIK, the only mod which does what it does... not sure if the scope of it is big enough to warrant inclusion, tho.

I'm surprised you don't have a category for necessities mods, or I'd bug you about Fatigue Effects. :)
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Sanctum
 
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Post » Thu Aug 26, 2010 12:32 pm

3. Level Scaling and more content

4. Character levelling systems
Or

The other options are "natural grow" mods.
- http://www.tesnexus.com/downloads/file.php?id=14065
- http://tesnexus.com/downloads/file.php?id=13677
- http://www.tesnexus.com/downloads/file.php?id=13879
- http://www.tesnexus.com/downloads/file.php?id=15619
To sum it up: The "attribute modify" mods sever the link between skill use and attribute grow, while the "natural grow" mods change how skill use is linked to attribute grow.


And
- http://www.tesnexus.com/downloads/file.php?id=14304 (OBSE): Allows you to set the leveling speed of your skills to whatever you desire.

As far as I have tested I'm quite disapointed with nGCD and Realistic Leveling (the most reputed "natural" leveling mods) versions 0b21a and 1.12 tested with OBSE 0.17a. There are a lot of annoying buggs which rise depending on different situations. Namely the leveling progression bar don't work properly. I find also a lack of support/documentation in these mods.
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Flash
 
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Post » Thu Aug 26, 2010 10:45 pm

As far as I have tested I'm quite disapointed with nGCD and Realistic Leveling (the most reputed "natural" leveling mods) versions 0b21a and 1.12 tested with OBSE 0.17a. There are a lot of annoying buggs which rise depending on different situations. Namely the leveling progression bar don't work properly. I find also a lack of support/documentation in these mods.

I'm using RL 1.12 / OBSE 17a like you and have not encountered a single problem with RL. The leveling progression bar work perfect as well. I'm using it with Darn UI, but have followed this advice from RL's readme:

Since v1.7 the level progress meter on the stats menu will work correctly. Other UI mods like DarnUI can provide alternative levelup menus compatible with AFLeveling, KCAS, and RealisticLeveling. However these alternative menus are also normally bundled with alternative stats menus that remove the level progress meter. If you want to see the progress meter, do not install other UI mod's AFLeveling/KCAS compatible menus and install the levelup menu provided with RealisticLeveling.


If this is not your problem, maybe look up and post in a more proper thread, and I can probably help you find what's happeing within RL.
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Tanya Parra
 
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Post » Thu Aug 26, 2010 10:32 am

Thanks very much TheNiceOne for your answer. I will post later my "experience" with these two proggy in detail in a thread.
For now a leveling mod highly interest me:

I wanted to make it compatible with any custom race and birth sign, 'Beautiful People', 'Mighty Magick', and all those cosmetic and GUI mods, like BT and DarN, i.e. almost anything out there, and I wanted it to be independent of 'OBSE', and I think I have reached my goal, but I had to select features that would not complicate this mod, to reduce the chance of conflicts, so here is the feature list:

Pure Immersion.
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Britney Lopez
 
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Post » Thu Aug 26, 2010 8:43 am

Any chance of including my http://www.tesnexus.com/downloads/file.php?id=26638 as an alternative to Quest Award Leveller. Unlike that it gives you the best reward when you get it, rather than being upgraded as you levelup. Covers SI and the DLC.
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MatthewJontully
 
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Post » Thu Aug 26, 2010 8:22 am

Sorry if it's already been mentioned but I think Real Injury is due for a revival.
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Kayla Bee
 
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Post » Thu Aug 26, 2010 9:02 am

You should replace AEVWD/MTAEVWD with Really Almost Everything Viewable While Distant. It's less performance hungry than MTAEVWD, but has the same features. Or you should at least add it as an option.
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Josephine Gowing
 
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Post » Thu Aug 26, 2010 6:32 pm

Bump just in case this is close to the shredder.
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scorpion972
 
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Post » Thu Aug 26, 2010 7:40 pm

I can hear a shredder a-coming.
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Loane
 
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Post » Thu Aug 26, 2010 8:13 pm

Shredder? Huh? ... anyway

Thanks very much TheNiceOne for your answer. I will post later my "experience" with these two proggy in detail in a thread.
For now a leveling mod highly interest me:
Pure Immersion.
I'd warn against Pure Immersion ... you complain of lack of support well this one is a good example of that. The author shows up and makes grand plans then disappears for months then comes back and does the same thing. I liked the approach of PI it blended natural grow with the classic skill point assignments via in game menus.

But it like others suffered from its interaction with realism mods that adjust stats and, I think, vampirism.

And previously I had bashed on nGCD (which I like a lot) stating it lost track of the trainings per level - actually I think that is Progress, but I'm not sure.

and
Sorry if it's already been mentioned but I think Real Injury is due for a revival.
Well that mod author http://www.gamesas.com/index.php?/topic/1115641-relz-minionz-one-touch-command-system/ with the new Minions mod.

I like Real Injury too, but guess what - similar to PI it had issues with stat adjusting factors like diseases and realism mods. Kuertee's version became a mess that was not cleaned up. It has issues. Strategy masters version is a bit too simple for me.
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Damian Parsons
 
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