A's List of Recommended Mods

Post » Tue Mar 29, 2011 11:06 pm

As they say: "Advertising is the lifeblood of commerce", so... How about http://www.gamesas.com/bgsforums/index.php?showtopic=703887&hl=? ;]
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NeverStopThe
 
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Post » Wed Mar 30, 2011 6:14 am

Nice list. Glad that it has the rating system I probably just got like 20 new mods
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Bird
 
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Post » Wed Mar 30, 2011 12:58 am

As they say: "Advertising is the lifeblood of commerce", so... How about http://www.gamesas.com/bgsforums/index.php?showtopic=703887&hl=? ;]


Mm, very interesting. It's definately very innovative, and looks well built, lots of effort looks like it went into it. It has its faults though. Namely, the merchant/fence. I find that when mods add merchants and fences, it presents balance issues. There's no way to keep the merchant's wares relative to the other merchants/fences that the user has modified with other mods. That, and some of the containers respawn. Finally, there's the FPS hit. Over 400 added objects is going to cause a hefty FPS hit.

I don't know, I'll check it out in the CS and get back to you.

EDIT: Also, how did you manage to make the lights "douse-able"?
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Laura Shipley
 
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Post » Wed Mar 30, 2011 9:52 am

Excellent work,as always!This community is indebted to you Sir! :foodndrink:
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Glu Glu
 
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Post » Wed Mar 30, 2011 1:09 am

Hi:

Great list thanks so much for the hard work. Just to bring it to your attention, most of the links to the Unique Landscapes do not work
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Stace
 
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Post » Wed Mar 30, 2011 1:23 am

Hi:

Great list thanks so much for the hard work. Just to bring it to your attention, most of the links to the Unique Landscapes do not work


Oh, damn! That's right, someone deleted the old links for new ones :( I'll have those fixed asap, thanks.

EDIT: Okay, fixed :)
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Karine laverre
 
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Post » Wed Mar 30, 2011 12:08 pm

>> Namely, the merchant/fence. I find that when mods add merchants and fences, it presents balance issues. There's no way to keep the merchant's wares relative to the other merchants/fences that the user has modified with other mods.
That merchant sells items from the leveled lists like many others in vanilla game. She sells nothing new or modified in comparison to original game. So, what's wrong with that?

>> Finally, there's the FPS hit. Over 400 added objects is going to cause a hefty FPS hit.
Yes that's partially true. But the framerates inside the cave are still far smoother than those outside. If your PC can handle the game's exteriors at decent framerates you don't have to worry about slowdowns in a cave (FPS are higher there).

>> EDIT: Also, how did you manage to make the lights "douse-able"?
I divided the meshes in two separate parts. One for flames (light) and another for candles (activator) and attached small script to it that disables/enables the flames.
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Mackenzie
 
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Post » Wed Mar 30, 2011 9:57 am

>> Namely, the merchant/fence. I find that when mods add merchants and fences, it presents balance issues. There's no way to keep the merchant's wares relative to the other merchants/fences that the user has modified with other mods.
That merchant sells items from the leveled lists like many others in vanilla game. She sells nothing new or modified in comparison to original game. So, what's wrong with that?


Yeah, and that's the problem. I'd wager that of the people who have modded their game, most of them have an anti-leveling mod in place. Thus, mods that add merchants/fences throw off that balance some :(
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 1:05 pm

Yeah, and that's the problem. I'd wager that of the people who have modded their game, most of them have an anti-leveling mod in place. Thus, mods that add merchants/fences throw off that balance some :(

Actually it all depends on particular anti-leveling mod. If such a mod renames and/or modifies any original leveled list then these changes will be reflected in other mods which use that list (mine, for instance). And in this case all is fine. But if such anti-leveling mod deletes original leveled lists records first and after that adds its own independed lists instead of vanilla ones then... well, such mods as mine will be using those 'deleted' vanilla lists in their original state.
In fact each anti-leveled mod should modify original leveled lists in the first place instead of deleting them - this way use of original leveled lists in any other mods (but modified later by an anti-leveled mod) should be safe then. Alas, I don't know how Francesco or Oscuro exactly handle these lists in their mods...
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Alessandra Botham
 
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Post » Tue Mar 29, 2011 10:05 pm

Actually it all depends on particular anti-leveling mod. If such a mod renames and/or modifies any original leveled list then these changes will be reflected in other mods which use that list (mine, for instance). And in this case all is fine. But if such anti-leveling mod deletes original leveled lists records first and after that adds its own independed lists instead of vanilla ones then... well, such mods as mine will be using those 'deleted' vanilla lists in their original state.
In fact each anti-leveled mod should modify original leveled lists in the first place instead of deleting them - this way use of original leveled lists in any other mods (but modified later by an anti-leveled mod) should be safe then. Alas, I don't know how Francesco or Oscuro exactly handle these lists in their mods...


I see... hmm, well if OOO modifies the vanilla loot lists then it'll be fine, but what were to happen if OOO deleted the original loot lists and adds its own? Would your merchant simply have no wares?
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CArla HOlbert
 
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Post » Tue Mar 29, 2011 11:51 pm

No, then my merchant (or any other who uses that list) will be selling items from vanilla list as it was never been modified.
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Ron
 
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Post » Wed Mar 30, 2011 11:36 am

Yeah, and that's the problem. I'd wager that of the people who have modded their game, most of them have an anti-leveling mod in place. Thus, mods that add merchants/fences throw off that balance some :(


Yes, It is very hard to make a merchant mod that sell items that does not through the balance off somewhat..

I know for sure..It took a me a long to make a custom level list that did not unbalance the game somewhat in my Mod ...and then I even included options that replace my custom level list with default level list for mods that are used by frans, 000, or any other mod that changes the leveling system for items ...so that you can choose if you want items that match what would fine on npcs, or what you would find from local town vendors..

Most Mod that Add Merchant's add another chest to the Merchant themselves and just add the item that way or they create a new npc and have them sell the item that way..

In Trollf Case he made a new chest and then added the default levellist to it..So, if any changes are made to the default leveling system they will show up in his mod...Frans, 000, etc...
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Amber Ably
 
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Post » Wed Mar 30, 2011 1:35 am

How does it work if the enemy is supposed to be using a shield, though?



As far as I can tell:

-Npc have 70% chance to wield a torch, but
-2-hander users don't use them
-I still see NPC with shields and no torch, so I guess they don't use them.
-Vampire are not supposed to use them but they do.

All in all only a third, maybe a half of the NPC are torch wielders.
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Alex Blacke
 
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Post » Wed Mar 30, 2011 1:01 pm

In Trollf Case he made a custome levellist and then added the default levellist to it..If I am correct about this..So, if any changes are made to the default leveling system they will show up in his mod...

Yes, exactly.
Anyway, I'm starting to think that I should make my own independent and balanced list without any chance of interference from the other mods ;]
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Jose ordaz
 
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Post » Tue Mar 29, 2011 9:28 pm

Yes, exactly.
Anyway, I'm starting to think that I should make my own independent and balanced list without any chance of interference from the other mods ;]


Check you thread I posted over there about this..Has not to clutter A' list..
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Amy Gibson
 
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Post » Tue Mar 29, 2011 10:09 pm

No, then my merchant (or any other who uses that list) will be selling items from vanilla list as it was never been modified.

I see... I guess I'll have to find out whether OOO adds its own loot lists, or modifies the original.

As far as I can tell:

-Npc have 70% chance to wield a torch, but
-2-hander users don't use them
-I still see NPC with shields and no torch, so I guess they don't use them.
-Vampire are not supposed to use them but they do.

All in all only a third, maybe a half of the NPC are torch wielders.


Sweet, sounds good. I'll add the mod.
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Nicholas
 
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Post » Tue Mar 29, 2011 11:59 pm

I see... I guess I'll have to find out whether OOO adds its own loot lists, or modifies the original.
Sweet, sounds good. I'll add the mod.


Vendor Leveled List are changed in 000..Soto added changes to All town merchant's items, ..So these changes will show up in other mods that if they use the same leveled list..

If they change the same vendor level list then it will remove the changes made by 000..and make it unbalanced with 000 ..
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mishionary
 
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Post » Wed Mar 30, 2011 12:51 pm

Vendor Leveled List are changed in 000..Soto added changes to All town merchant's items, ..So these changes will show up in other mods that if they use the same leveled list..

If they change the same vendor level list then it will remove the changes made by 000..and make it unbalanced with 000 ..


Ah, okay thanks. But if I load OOO after, the mod in question won't remove the changes made by OOO?
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Mrs. Patton
 
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Post » Wed Mar 30, 2011 4:58 am

Ah, okay thanks. But if I load OOO after, the mod in question won't remove the changes made by OOO?

It doesn't matter. Load order has nothing to do here because such mods as mine doesn't change any leveled lists at all but only refer to them using their original IDs. There's no any confilict between mods that use vanilla lists and mods that change them.
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Eduardo Rosas
 
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Post » Wed Mar 30, 2011 2:56 am

Great list Aelius, thanks.

The only thing that bugs me is how Deadly Reflex is conceived. The effect is great, the idea is fantastic, but it destroys the balance of the game. The user chooses the % of decapitation, and to me that's pretty lame. It's like "hey, if you find the game too easy, just adjust the difficulty slider". I don't want to choose how easy or how hard the game is.
I would've liked it better as a sort of "fatality" thing. The effect is nice if, sometimes, you decapitate helpless enemies that you've already defeated or if the NPCs can also do that to you. Granted, this last possibility would be tricky, but fun nonetheless. As it is, it simply breaks the game to me (and I'm playing with OOO because I consider Vanilla way too easy and ill conceived).
Now, maybe there's a chance to turn decapitation (and cutting in half too) into some sort of "final move" and I haven't noticed, in that case, please enlighten me. :)

I also consider the power "enemies explode" as a big game-breaker. The timed block and the horse combat, however, are excellent. Kudos to Skycaptain.
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ezra
 
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Post » Wed Mar 30, 2011 8:16 am

It doesn't matter. Load order has nothing to do here because such mods as mine doesn't change any leveled lists at all but only refer to them using their original IDs. There's no any confilict between mods that use vanilla lists and mods that change them.


Okay great, that solves that. I'll take a loot at it in the CS today and let you know what I think :)

Great list Aelius, thanks.

The only thing that bugs me is how Deadly Reflex is conceived. The effect is great, the idea is fantastic, but it destroys the balance of the game. The user chooses the % of decapitation, and to me that's pretty lame. It's like "hey, if you find the game too easy, just adjust the difficulty slider". I don't want to choose how easy or how hard the game is.
I would've liked it better as a sort of "fatality" thing. The effect is nice if, sometimes, you decapitate helpless enemies that you've already defeated or if the NPCs can also do that to you. Granted, this last possibility would be tricky, but fun nonetheless. As it is, it simply breaks the game to me (and I'm playing with OOO because I consider Vanilla way too easy and ill conceived).
Now, maybe there's a chance to turn decapitation (and cutting in half too) into some sort of "final move" and I haven't noticed, in that case, please enlighten me. :)

I also consider the power "enemies explode" as a big game-breaker. The timed block and the horse combat, however, are excellent. Kudos to Skycaptain.


If the user wants to exploit that, then that user is the same kind of guy who uses the "God mode" cheat. Deadly Reflexes is more balanced than vanilla or OOO is.

Deadly Reflexes not only makes battles realistic, but balanced. Balance and realism are not mutually exclusive. It's for this reason that Deadly Reflexes is my second favourite mod, next to OOO.
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sarah taylor
 
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Post » Tue Mar 29, 2011 9:34 pm

Okay great, that solves that. I'll take a loot at it in the CS today and let you know what I think :)

Thank you very much. It seems that I'm receiving great feedback here :]
Anyway, in the meantime I have uploaded slightly modified version where, apart from other minor changes, few leveling lists were deleted from containers. So it's even more balanced right now. Well, could you look closer at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2891 instead? ;]
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OnlyDumazzapplyhere
 
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Post » Wed Mar 30, 2011 5:43 am

Your list is an amazing gift. Thank you for your time and effort in doing this - it is people like you that leave me amazed at the community here. Thank you!!!!

J
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Jaki Birch
 
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Post » Wed Mar 30, 2011 9:16 am

Thanks for putting this list together, Aelius. I just go the PC version, so it was nice to have a list of mods like this to refer to.
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Carys
 
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Post » Wed Mar 30, 2011 9:48 am

Surely this post should be put in a sticky?
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Lori Joe
 
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