» Wed Mar 30, 2011 9:58 am
Okay, here's the update.
►http://www.tessource.net/files/file.php?id=10891: This mod removes almost all of the fake lights in the game (ones that don't cast light) and replaces them with lights that actually do cast light.
►http://www.tessource.net/files/file.php?id=11169: Have you ever wondered how NPCs in a cave or a dungeon actually see? This mod adds a 75% chance that an NPC in a dungeon will wield a torch. Vampires, Dremora, Undead, Ghosts and Khajiits, of course, are exempt from this. NPCs that wield shields or two-handed weapons will have their weapon/shield sheathed, but once combat initiates they will drop the torch and grab their weapon. Only NPCs with a free hand available will wield a torch while in combat.
►http://www.tessource.net/files/file.php?id=11317: This mod adds visible blood stains to the player's armour, dependant on how wounded the player is.
►http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2891: This very detailed 'house' mod adds a well-flourished cave deep within the Jerral Mountains.
►►http://www.tessource.net/files/file.php?id=10925: This mod adds a panting and bluring effect as your Fatigue gets low. Also, you can carry more things with this mod, but encumbrance is actually an inconvenience now. The more you carry, the more fatigue is drained. Also, a higher endurance makes your fatigue regenerate faster.
Also linked to BallOfFire's list in the first post.