bg's list of base mods

Post » Thu Aug 26, 2010 7:21 am

Oblivion is a great game to be modded. There are thousands of mods out there to tailor it to your taste. The sheer number of mods can be overwhelming. Now a list with every great mod doesn't go into the tenthousands, but is still very large. I'm not trying to recreate that. Instead with this list I'm trying to list the areas of Oblivion that most needing improvements, like for example the horrible user interface. So what you're getting here is a list to start from. A list of "base" mods for a better gameplay experience. Therefore many mod categories are not included, like quest mods or houses. On the one hand, there are way better specialized lists for them. On the other hand as great as many for example new houses are, they aren't as essential as taking care of the level scaling. To make a long story short, I'm trying to cut this list down to areas that really needs improvements.

There are several categories. They can have up to two blocks - the first is always listing conflicting mods ("Or"), these are "choose one of them" lists. After that I will list mods that are running with each other and the above mentioned mods ("And"). Please keep in mind that although I'm trying to include as many options for each category as possible, everything written here is highly subjective and highly "imho". I'm not going to say that all over the place.

Content:
1. Patches and major annoyances
2. User interface
3. Level Scaling and more content
4. Character levelling system
5. Environment
6. Atmosphere
7. Magic
8. Useful programs / tools
8. Other lists

1. Patches and major annoyances
And
- http://www.elderscrolls.com/downloads/updates_patches.htm Takes care of a couple problems. It is always recommended to install the offcicial patch. Many newer plugins require the 1.2 patch and will not work otherwise.
- http://www.tesnexus.com/downloads/file.php?id=5296 (http://www.gamesas.com/bgsforums/index.php?showtopic=788341): Unfortunately the official patch doesn't fix everything. The unofficial patch takes care of many (many, many...) leftover problems.
- http://www.tesnexus.com/downloads/file.php?id=10739 (http://www.gamesas.com/bgsforums/index.php?showtopic=787756): Same as above, only for Shivering Isles.
- http://www.tesnexus.com/downloads/file.php?id=9969 (http://www.gamesas.com/bgsforums/index.php?showtopic=747141): Same as above, only for any official mods.
- http://www.tesnexus.com/downloads/file.php?id=3394: One of the worst features of Oblivion are the constantly popping up messages telling you exactly what to do. This plugin removes them. This little change alone makes the game much better.
- http://www.elderscrolls.com/redirect.php?site=http://www.tesnexus.com/downloads/file.php?id=19738: If you're using any body mod, you'll have some ugly texture color seams. This mod removes them.
- http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3096: Fixes the dreadful face revert of Vampire characters (without your face will revert to the male default of your race). Requires OBSE.

2. User Interface
(Note: I don't know of all user interface mods, so if I have missed one, please mention it so I can add it to the list! Also I don't add a description here, because the pictures at the download locations are telling more than words.)
Or
- http://btmod.beider.org
- http://www.tesnexus.com/downloads/file.php?id=10763
- http://www.tesnexus.com/downloads/file.php?id=11280
- http://www.tesnexus.com/downloads/file.php?id=7698 | http://www.tesnexus.com/downloads/file.php?id=10974
- Choose one: There are several styles available for DarNified UI, you can use one together with it. http://tesnexus.com/downloads/file.php?id=16769, http://www.tesnexus.com/downloads/file.php?id=16434, http://tesnexus.com/downloads/file.php?id=16387, http://www.tesnexus.com/downloads/file.php?id=16439

And
- http://www.tesnexus.com/downloads/file.php?id=3595: Changes the inventory to a Morrowind like resizeable grid. Will only look correctly with "bright" UI mods like the BTmod. There are adaptions for dark UIs on tesnexus like http://www.tesnexus.com/downloads/file.php?id=10289. Note: Should not be used with any DarNified UI, it's already integrated in them!
- http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=717 (affects the HUD, no not use with a DarNified UI)
- various map mods (use one of them. Examples: http://www.tesnexus.com/downloads/file.php?id=3002, http://www.tesnexus.com/downloads/file.php?id=1950, http://www.tesnexus.com/downloads/file.php?id=3779, http://www.tesnexus.com/downloads/file.php?id=12797 (can be used with any Cyrodiil map)).

Level Scaling and more content
In Oblivion the whole world resolves around you. When you've got to level 20, every lowly bandit will wear glass armor. The mighty Grand Champion of the Arena can be beaten by a level 2 character. And may other oddities can be found in Oblivion. Worse yet, the game has only content for up to level 20, stretches this for the last ~30 levels. So you will then always meet the same enemies, get the same items, and experience a world full of boredom. There's much that needs to be done here! Note: All mods in the "or" categorie are adding many new items and creatures (except TIE), so I don't mention that each time.
Or
- http://devnull.devakm.googlepages.com/ooo: It's main feature is the more static world. It doesn't resolve around you anymore. There are always more dangerous areas and more harmless ones. Contains many handplaced loot and enemies. Also removes many side oddities of level scaling, like bandits in Glass Armor or stopping the Oblivion Invasion at level 3. This is for the most "classical" RPG feeling.
- http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268: This mod keeps Oblivion's dynamic world, but makes it more random and removes oddities like bandits in Glass Armor. In OOO there are areas where a lowlevel character shouldn't go to, due to it's more static nature. Not so in Fran's. Although in Fran's you never quite know what you're going to meet. When you're comparing Fran's to OOO, then OOO is the way Oblivion should have been as a true RPG, while Fran's is the way Oblivion's level scaling mechanics should have been implemented.
- http://theelderscrolls.info/?go=dlfile&fileid=100: Removes any level adaption from common enemies, but keeps Oblivion's randomness. Also boss monsters and item sets are introduced, kind of like the ones from Diablo 2. While the individual enemies are even more static than OOO, the world itself is as random as Fran's.
- http://devnull.devakm.googlepages.com/convergence: An integration of OOO, Fran's, Warcry, MMM and Bob's Armory, with OOO as a base design philosophy. That mod is madness - in a great way. You'll get content to no end. The best of all worlds, so to speak. Although it's installation is a task for itself and, to quote it's readme, "not for the faint of heart". Warning: FCOM may be the best thing ever happened to Oblivion, but I don't think it's a mod suitable for people new to mods. Getting FCOM to work without any knowledge about mods is a very difficult challenge, which is likely to be more frustrating than many people are willing to endure. Getting used to mods first is imho a way better idea - starting with OOO or Fran's, and FCOM later, after you've got some vague ideas about load order and Wrye Bash.
- http://www.stephanewuttunee.net/tnr_home.html: Unlike the other mods listed here, this one doesn't add any new creatures or items. Therefore it has the smallest file size. Also it caters heavily to stealth characters.

For additional informations about available scaling overhauls please read http://www.gamesas.com/bgsforums/index.php?showtopic=820948&hl=!

And
- http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4159: Adds very many new creatures to the game. Included in FCOM. Has compatibility modules for Fran's and OOO.
- http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860: Adds various new items to the game. Included in FCOM. It's FCOM releveller should be used for making their stats consistent with any other level scaling mod.
- http://www.tesnexus.com/downloads/file.php?id=5701: In Oblivion every item you get from a quest is also levelled. So if you're doing quests early, you get useless items. This mechanic isn't a great incentive to do quests before reaching level 20. Not with this little plugin anymore. Highly recommended!

4. Character levelling systems
Or
Oblivion's way of improving your character is not that well received, because it encourages to keep track of what skills you have increaded since your last level up, picking skills so that you get full bonuses at level up, and other things. It detracts from playing. Therefore there are several ways to deal with them. All are trying to create a more natural character development, so you're not hunting after +5 attribute increases.

They can be grouped in two categories. First are the attribute modify mods: They're ranging from a simple "everytime +5 at levelup" mod to much more advanced methods like SPAM. What they have in common is that you still distribute "chips" at levelup, but how they impact your attributes is changed. For the +5 one you'll always get +5, regardless of how many skill raises you had. For SPAM it's class dependend, like a battlemage would get +5 when raising willpower, +3 when raising strength, and +2 when raising agility, regardless if your character just sneaked for three hours. Also Wrye's Leveling falls into this category, but it goes even further - levels must be bought, then skills and attributes can be raised with "chips". Attribute modify mods are:
- http://tesnexus.com/downloads/file.php?id=9914
- http://www.tesnexus.com/downloads/file.php?id=3932
- http://www.tesnexus.com/downloads/file.php?id=2691
- http://wrye.ufrealms.net/Wrye%20Leveling.html
The other options are "natural grow" mods. In them you don't distribute chips at all, even the whole levelup screen is omitted in some of them (like nGCD). Instead independent of levelups skill raises raise your attributes while your play, example given after so and so many sword fights strength is automatically increased, also agility but with a much smaller amount. All skill uses contribute to your attributes, regardless of level ups. "Natural grow" mods are:
- http://www.tesnexus.com/downloads/file.php?id=14065
- http://fuzionmedia.com/oblivion/
- http://www.tesnexus.com/downloads/file.php?id=1888
- 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. In Oblivion certain skills (Alchemy, Conjuration come to my mind) level extremely fast, while other (like Mercantile) very slowly. Progress allows you to change this on the fly.
- various Overhauls (OOO, Fran's) include own modules for slower leveling (like 4x slower), but can't be configurated.

And
- http://theelderscrolls.info/?go=dlfile&fileid=215: From a game mechanic point of view many races and birthsigns are (nearly) identical, while others are clearly overpowered. Example given in Vanilla Oblivion the best birthsign for a pure fighter or thief is the Atronach. After a couple of levels a Nord is only a 1/5 Breton. Unfortunately I don't know of any other mod trying to fix this strange design decision, therefore this mod is a little alone here.

5. Environment
And
- http://www.gamesas.com/bgsforums/index.php?showtopic=830029&hl=: I'm not going to list each one of them, because they are all extremely well made and beautiful additions to Oblivion. Finally you will have very intersting environments to explore!

6. Atmosphere
This category is quite an exception. While most players will be terrified by the default UI, the atmosphere is a quite different subject. If you're happy with the weather, you don't necessarily need a weather mod. If you're happy with the NPC faces in game, you don't need a mod to replace them. And the list goes on. Also atmosphere covers very many different things - so there's no real "choose this or that" here, more like "for this aspect, these mods are available".
And
- http://tesnexus.com/downloads/file.php?id=2037: A very great mod. Harvested plants disappear now, or change appearance. Like when you take a tomato from a bush, the tomatos of that bush disappear. I do wonder why this feature wasn't included in Oblivion.
- http://tesnexus.com/downloads/file.php?id=22147; For those not using LAME this is probably the most complete mod for enchantment shaders, e.g. weapons enchanted with firedamage actually burn, while fog surrounds frost enchanted weapons. Much more impressive than Oblivion's default enchantment effects.
- http://tesnexus.com/downloads/file.php?id=5138: On the opposite, this mod removes the ugly self glow when wearing enchanted clothing (although this can also be achieved with the above linked mod).
- Choose one - NPC faces: When you're unhappy with default NPC faces in Oblivion, there are several ways to make them more unique. The first is http://www.stephanewuttunee.net/tnr_home.html, which gives every NPC a new look, taking their race and background much more into account - so skin color isn't the only difference between Dark and High Elves. A complete different approach is http://theelderscrolls.info/?go=dlfile&fileid=215 (part of the above mentioned Race Balancing Project), which gives NPCs much more hair styles and eye variants, so not every Khajiit will have the same eye color, and not all Bretons, Imperials, Nords, High Elves, Redguards and Wood Elves are using the same three eye styles. There's also a combination with TNRs new faces included - which means TNR's faces and new hair and eye styles of NPCDiversity. Both mods should only be used with Wrye Bash, otherwise they cause serious problems with any mods that aims to solve the level scaling issue. Also TNR is also integrated into TIE.
- more music: You can add any mp3 files to the Oblivion\Data\music folders (like battle, dungeon, explore). After playing Oblivion for many hours the standard music can become quite boring, so adding new ones can help much. Especially other games are a great source for suitable music. As you may guess I can't give any links - you'd have to have the music somewhere yourself.
- Choose one - Weather: As great as Oblivion's weather is, with having only one type of clear weather, one rain, one storm and the like it can become a bit of redundant after a while. Weather mods can help here. There's either http://www.tesnexus.com/downloads/file.php?id=6730 or http://www.tesnexus.com/downloads/file.php?id=14918 (Ryu Doppler's fixed version linked, needs meshes and textures from the http://www.tesnexus.com/downloads/file.php?id=2536). Both plugins are adding many new, great and unique weather types. The main difference between the two are their color pattern: AWS is more blueish, while NE is more yellowish. There's also "http://www.tesnexus.com/downloads/file.php?id=13207" which aims to combine AWS and NE, but I don't know if it uses the more reliable standard weather control functions (as used in AWS and Ryu's fixed NE), or NE's original sometimes problematic scripts. Then there's another combination called http://www.tesnexus.com/downloads/file.php?id=16490, which uses it's own scripting approach. And there's the new http://www.gamesas.com/bgsforums/index.php?showtopic=831615&hl=.
- Choose one - Body Mod: Unfortunately due to the forum rules I can't link to any of them. Many prefer custom bodies to Bethesda's default, for whatever reasons. SanityCheck has a great http://www.elderscrolls.com/redirect.php?site=http://sanitycontrol.com/oblivion/ for them, without problematic content.
- http://www.tesnexus.com/downloads/file.php?id=7705: Ever wondered that you can't see any forts or Ayleid ruins from mountains? Not with this mod anymore! Although be aware that this mod is quite perfomance hungry. There's even a http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2420 version available, but that's too much for most current PCs.

(more will be added later)

7. Magic
Magic in Oblivion is somewhat debateable. On the one hand, as a mage, you're casting and recasting buffs like a rat in a cage is pressing a switch to get food, because most of their duration are extremely short (like 15-20 seconds). On the other hand while some magic schools are giving you many options (like Illusion), others don't have more than one or two intersting spell effects. To make a long shory stort, magic in Oblivion is somewhat lacking. While some spell effects are completely overpowered, others are totally useless. There's much to be done here!
Note: Unlike the other categories you can use more than one here. The last loaded mod takes priority, so you get it's setting for spells, but still all new spells from the other mods.
Or
- http://theelderscrolls.info/?go=dlfile&fileid=219: This plugin's main goal is to take out much of the annoyance factor of magic (like ultra short buff durations, or useless selfenchanted stuff), and to include more spells for various former lackluste schools like Mysticism. As additional features it has various new "druidic" summons and an optional module to balance out existing enchantments.
- http://www.tesnexus.com/downloads/file.php?id=12466 (requires OBSE): Supreme Magicka's main feature is diversity. Magic becomes much more interesting, because the default magic effects get side effects. Also interesting new spells like disenchanting items are included. Like LAME it also lowers the annoyance factor by extending spell durations and making selfmade enchantments more useful.

For additional informations about available magic overhauls please read http://www.gamesas.com/bgsforums/index.php?showtopic=814477&hl=!


And
- http://www.tesnexus.com/downloads/file.php?id=9562: This mod, compatible with any of the above, adds many new spells with their own animation to the game. Examples would be running through the air on a trail of ice created at your feet, or summoning Melon Atronachs, or creating tornados.

8. Useful programs / tools
And
- http://wrye.ufrealms.net/Wrye%20Bash.html: This program is a divine gift. On the one hand you can do many things with it's bashed patch feature, so you don't need dozens of smaller mods (like one to fix chameleon, one to reweight potions, one to...), also there are functions in it to save your savegame (like removing bloat or several bug entries from Oblivion, like the "animation bomb"). On the other hand many mods require that you're using Wrye Bash. Examples would be FCOM (you can't use FCOM without Wrye Bash) or TNR (without using Wrye Bash, you would create disastrous incompatibilities with just any overhaul mod).
- http://timeslip.chorrol.com/: Besides managing your own mods (which can also be done in Wrye Bash), allows you to create and install OMOD-files for easier installation and deinstallation, also to pack or unpack bsa files.
- http://www.tesnexus.com/downloads/file.php?id=11536: If you have to find a mod conflict, tes4edit is the way to go.
- http://obse.silverlock.org/: The Oblivion Script Extender is a program which is necessary to play many mods, like espanded hotkeys or Supreme Magicka, because it gives modders many required script function not available without it.

8. Other lists
This list is only intended as a start. Oblivion gives the possibility to craft it to our own liking. There are many mods for that. The following lists may help with that. Keep in mind that some of them weren't updated for quite a time, and are therefore more or less missing newer versions of listed mods, or newer mods alltogether.
- http://ballofflame.googlepages.com/balloffire%27soblivionmodlist
- http://devnull.devakm.googlepages.com/obliviontextureoverhaul
- http://devnull.devakm.googlepages.com/quests
- http://devnull.devakm.googlepages.com/other (e.g. sounds)
- http://oblivionsrealestate.com/
- http://www.tesnexus.com/downloads/top.php
- http://www.tesnexus.com/downloads/file.php?id=4394
- http://www.gamesas.com/bgsforums/index.php?showtopic=729907
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Fluffer
 
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Post » Wed Aug 25, 2010 5:55 pm

BTMod and Immersive Interface aren't an OR, they are an AND. BTMod only affects the menus, II only affects the HUD and they work marvelously together.
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Ana Torrecilla Cabeza
 
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Post » Wed Aug 25, 2010 8:38 pm

So you actually went through with your recommended mod list idea :P

Anyway, good list. It's not a big list with tons of mods, just a quick and clean list with every category nessecary :) Good job :goodjob:

::edit:: As for Atmosphere, maybe sound?
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Tamara Dost
 
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Post » Wed Aug 25, 2010 10:15 pm

BTMod and Immersive Interface aren't an OR, they are an AND. BTMod only affects the menus, II only affects the HUD and they work marvelously together.

Ah, thanks for the info :). To be honest I'm still using the plain old BTMod, for more than 1? years now. Maybe I should look into all these other UI mods someday :blink:.

[1]Anyway, good list. It's not a big list with tons of mods, just a quick and clean list with every category nessecary :) Good job :goodjob:
[2]::edit:: As for Atmosphere, maybe sound?

1. Thanks!
2. Great idea! Any suggestions? Unfotunately I have to confess that I don't know of any sound mods. I mean, yes, making the music more diverse is certainly important, but I can't give links from all the music I have integrated into Oblivion (mostly taken from other rpgs).
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Paula Rose
 
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Post » Thu Aug 26, 2010 6:39 am

Just one note to add to the leveling mods, http://www.gamesas.com/bgsforums/index.php?showtopic=769843 should be on there.

EDIT: For sound, what about http://www.tesnexus.com/downloads/file.php?id=10345, or http://www.gamesas.com/bgsforums/index.php?showtopic=778892&hl=?
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steve brewin
 
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Post » Thu Aug 26, 2010 4:36 am

Here are 3 Sound Mods that are essential for me. ;)

http://www.tesnexus.com/downloads/file.php?id=5286
http://www.tesnexus.com/downloads/file.php?id=5861
http://www.tesnexus.com/downloads/file.php?id=5487
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Sarah Evason
 
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Post » Thu Aug 26, 2010 12:00 am

2. Great idea! Any suggestions? Unfotunately I have to confess that I don't know of any sound mods. I mean, yes, making the music more diverse is certainly important, but I can't give links from all the music I have integrated into Oblivion (mostly taken from other rpgs).

EDIT: For sound, what about http://www.tesnexus.com/downloads/file.php?id=10345, or http://www.gamesas.com/bgsforums/index.php?showtopic=778892&hl=?

Well um take a look at http://devnull.devakm.googlepages.com/other, Lightning, Sound and Weather/Envirement :)
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Rebecca Clare Smith
 
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Post » Thu Aug 26, 2010 8:56 am

Great list :)
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Channing
 
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Post » Thu Aug 26, 2010 5:46 am

Great list BG, will recommend that new users take a look at it. :D
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Roddy
 
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Post » Thu Aug 26, 2010 6:38 am

There is no OBSE in the tools list. I think some of the mods you list require it.

I consider TNR as essential as UI mods. Who wants to look at vanilla NPCs when there is a better option? Hope it makes it to list, togheter with IFT or Natural Faces and Enayla's textures.
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Naughty not Nice
 
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Post » Thu Aug 26, 2010 2:49 am

There is no OBSE in the tools list. I think some of the mods you list require it.

I consider TNR as essential as UI mods. Who wants to look at vanilla NPCs when there is a better option? Hope it makes it to list, togheter with IFT or Natural Faces and Enayla's textures.

UI is user interface... TNR would be an Atmosphere mod. ;)

edit: :embarrass: I added an "a" between the "as" and "ui" in your post. my apologies.
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Karen anwyn Green
 
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Post » Thu Aug 26, 2010 10:25 am

UI is user interface... TNR would be an Atmosphere mod. ;)
"as essential as UI mods". Meaning that making the characters pretty is just as important as making the interface pretty. Not that he thinks it's a UI mod.
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Margarita Diaz
 
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Post » Thu Aug 26, 2010 3:55 am

Nice list BG.

One thing you might want to add is a 'performance enhancers' section. Not everyone has an ?ber-rig and sometime you just want to crank up the FPS, no matter what kind of hardware you have. Classic enhancers: LowPoly Grass, Operation Optimization and Streamline. There's probably a few more.
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Roberto Gaeta
 
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Post » Wed Aug 25, 2010 11:29 pm

Nice list BG.

One thing you might want to add is a 'performance enhancers' section. Not everyone has an ?ber-rig and sometime you just want to crank up the FPS, no matter what kind of hardware you have. Classic enhancers: LowPoly Grass, Operation Optimization and Streamline. There's probably a few more.

Low Tri-Poly Grass

http://oblivionmodgods.de/magic_viewtopic.php?f=59&t=68
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Gemma Woods Illustration
 
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Post » Thu Aug 26, 2010 4:54 am

Nice list! As a new Oblivion player, this list game me other mods that I missed when I used http://www.gamesas.com/bgsforums/index.php?showtopic=701439 as my primary guide. Thanks!
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Charlotte Lloyd-Jones
 
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Post » Thu Aug 26, 2010 2:58 am

I also always use Drop Lit Torches in Combat and a big weather mod like Atmospheric Weather System or Natural Environments.

Good list

:D
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Danger Mouse
 
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Post » Thu Aug 26, 2010 1:33 am

Very helpful, although it makes me want to clean out all my oblivion mods and restart. Though that'll be hard with all the meshes and textures and icons that are piled up with all the meshes, texture, and icons that came with the game. Sigh...

Plus I tried a few of these mods, like natural enviroments. That one made the sky purple so I decided to to use that one. But I'm willing to try again.

And I've seen DarkUI used with BTMod in screenshots. can someone give me some kind of overview on all these UI mods?
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Emily Jeffs
 
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Post » Thu Aug 26, 2010 12:08 am

Very helpful, although it makes me want to clean out all my oblivion mods and restart. Though that'll be hard with all the meshes and textures and icons that are piled up with all the meshes, texture, and icons that came with the game. Sigh...

Plus I tried a few of these mods, like natural enviroments. That one made the sky purple so I decided to to use that one. But I'm willing to try again.

And I've seen DarkUI used with BTMod in screenshots. can someone give me some kind of overview on all these UI mods?

All of the meshes, textures etc. (everything but shaders) is contained within archives. You don't need to worry about them. :D
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GabiiE Liiziiouz
 
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Post » Thu Aug 26, 2010 6:28 am

Awesome list! :tops:

I've added this to the Oblivion Mods FAQ list of lists.

Thanks, man!
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Celestine Stardust
 
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Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Aug 26, 2010 3:26 am

http://www.tesnexus.com/downloads/file.php?id=14304 is a skill advancement mod that works well with leveling mods. I use it with Pure Immersion.
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djimi
 
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Joined: Mon Oct 23, 2006 6:44 am

Post » Wed Aug 25, 2010 10:44 pm

Good list! You might want to add http://www.gamesas.com/bgsforums/index.php?showtopic=807324 and Birthsigns Expanded to your "Character Leveling Systems" section... even though they don't fit into that section, they are still alternatives for the Race Balancing Project.
However, I have no idea what Races Expanded does, the author didn't advertise it much. And I don't know Birthsigns Expanded, I just know that some people like it.
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Kim Bradley
 
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Joined: Sat Aug 18, 2007 6:00 am

Post » Thu Aug 26, 2010 8:37 am

Echoing the previous poster, I'd like to see Birthsigns Expanded in the list. I mean, duh! :D Link in my sig.
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Yama Pi
 
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Post » Thu Aug 26, 2010 7:33 am

bg2408, you should add http://www.tesnexus.com/downloads/file.php?id=13879 to the list in section 4. I've been playing with this one for a while and it's lovely: continuous attribute and level increases, does exactly enough without doing too much, automatic compatibility with race and birthsign mods, and overall Just Works without configuration.
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Travis
 
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Joined: Wed Oct 24, 2007 1:57 am

Post » Thu Aug 26, 2010 11:39 am

Ah, thanks for the info :). To be honest I'm still using the plain old BTMod, for more than 1? years now. Maybe I should look into all these other UI mods someday :blink:.
1. Thanks!
2. Great idea! Any suggestions? Unfotunately I have to confess that I don't know of any sound mods. I mean, yes, making the music more diverse is certainly important, but I can't give links from all the music I have integrated into Oblivion (mostly taken from other rpgs).

Symphony of Violence is a great weapon/ combat sound replacer: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3614

Arthur Weather Mod uses the AWS system, resulting in a sizable performance increase over "regular" NE in my system.

Atmospheric loading screens is also a must for darkui: http://www.tesnexus.com/downloads/file.php?id=8958
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TASTY TRACY
 
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Joined: Thu Jun 22, 2006 7:11 pm

Post » Thu Aug 26, 2010 12:02 pm

Update:
- I've included a small explanation about the differences of various character leveling mods. It's not nearly as comprehensive as my scaling or magic overhaul comparison, but I think it's a good start so new players have an idea how they work.
- I've included some more mods, like Luchaire's new UI styles for Darnified UI, Realistic Leveling, and some few more.
- Mighty Magick: Reborn removed, because for a base mod not in the scaling category it's too likely to create mod interaction problems for being in the base list.
- Sound suggestions: Many thanks for all suggestions, but I saw that dev_akm already has an awesome list about sounds listing all of them, so I guess it's better to just point to that list ;_;.
- regarding race and birthsign enhancers: I'm very picky when it comes to the base mod list, because I don't want to seen it so enlarged that it's going to overwhelm people new to Oblivion.
There's a flaw I perceive in Oblivion, namely that a Breton Atronach will be a much better pure fighter in medium- to high levels than a Nord warrior. Mods that don't try to correct this (maybe purely subjective) flaw won't be added to the list.
There's no category for enhancements, compare it to the UI mods: There are none listed based on Oblivion's default consoly interface, because they too don't try to solve "the flaw". I'm not saying that they're bad, they just don't do what I would call essential - fixing issues first, enhancing later.
An example, which thankfully wasn't suggested: One of these race overhauls tries to balance out the races by limiting all bonuses to 25%. So you've got Bretons running around with 25% resist magic, Nords 25% resist frost, Dunmer with 25% resist fire, Imperials with 25% resist disease. Balanced? Considering that resist magic also protects against frost and fire, uh, and how important is resist disease compared to resist magic? I've never seen an OOO player enchanting his/her stuff with resist disease to have a chance against high level casters. Or trying to balance out the Mage to the Atronach by giving him Restore Magicka 1 or 2 and removing it's fortify magicka or other ideas (Magicka regeneration depends also on your Magicka pool, so +50 Magicka gives also a higher regeneration, even higher than one or two points later in game. So instead of making the sign better, it got nerfed). Other mods are giving races to balance them to the Bretons by giving them Feather abilities, which simply don't work at all due to an engine bug.
Like the UI mods, which have to make Oblivion's interface more PC friendly to make it to the list, any race and birthsign changing mod to be listed must try to fix both, not merely enhance what's there. I don't plan to add pure "enhancers" to the list, for which I would need a new category which I personally don't think is essential. And some of them would get the same treatment as MM:R just got, I mean there are some out there which make the Breton's even stronger by giving them additionally permanent restore health and the like...
Yes, I expect flying tomatoes for my pickyness (and the reasons for it). Best I'm going to search cover now under my table :bolt: .
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CYCO JO-NATE
 
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