Main Quest Skip Mod

Post » Wed Sep 01, 2010 9:15 am

I played through Oblivion main quest enough times that I would like to skip it in my new games. I know I do not have to start it, but I would like for all the events to have taken place and just play Oblivion. Anyone know if there is a mod that lets the main quest complete with all its actions and results triggered?
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Kayla Keizer
 
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Post » Wed Sep 01, 2010 9:27 am

http://www.tesnexus.com/downloads/file.php?id=14904 :)
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W E I R D
 
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Post » Wed Sep 01, 2010 11:19 am

You could also try this one:

http://www.tesnexus.com/downloads/file.php?id=2978

Not only is the main quest cut off, but you start your character in Leywiin instead of the prison.
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Kirsty Collins
 
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Post » Wed Sep 01, 2010 4:24 pm

You could also try this one:

http://www.tesnexus.com/downloads/file.php?id=2978

Not only is the main quest cut off, but you start your character in Leywiin instead of the prison.



I started this one and I already love it. Feels like a new game. Going to add more "extra land & buildings" mods to increase the feeling of a new game. Illumination Optimized is a great feature too.
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Eileen Collinson
 
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Post » Wed Sep 01, 2010 5:56 pm

Going to add more "extra land & buildings" mods to increase the feeling of a new game.


If that's what you want, then you should definitely consider the FCOM package. Between OOO, Frans, and MMM, you'll most definitely be playing a different game.
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Adrian Powers
 
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Post » Wed Sep 01, 2010 5:29 pm

Thanks everyone for the feedback. I finally got my mods into BAIN format (took 2 weeks) and am now going to start cleaning the plugins and optimizing messes (all 170 mods). Figure a year and I can finally play again :)

From what I tested so far, the alterneta start with main quest cut off works better for what I am trying to do. http://www.tesnexus....ile.php?id=2978
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stephanie eastwood
 
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Post » Thu Sep 02, 2010 12:57 am

If that's what you want, then you should definitely consider the FCOM package. Between OOO, Frans, and MMM, you'll most definitely be playing a different game.



What is.....

FCOM

OOO

Frans

MMM

please link, thanks :)
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Nicole Mark
 
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Post » Thu Sep 02, 2010 1:13 am

What is.....

FCOM

OOO

Frans

MMM

please link, thanks :)



Well I figured out what FCOM and OOO is....but I don't know what the Frans or MMM are
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Janeth Valenzuela Castelo
 
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Post » Wed Sep 01, 2010 11:31 am

Well I figured out what FCOM and OOO is....but I don't know what the Frans or MMM are


Aah, a virgin. :D

That would be Francesco's Leveled Creature and Items mod and Martigen's Monster Mod. Those two, and OOO, are the most well known overhaul mods for the game. But ordinarily they can't work together, since they conflict. At least OOO and Frans does. MMM has plugins to make it work with either one, but not both. FCOM however allows all three, plus some others that normally conflict, to be played at the same time. Francesco's has been around for a long time now and I don't think it even has an active thread at the moment. But here's a link to the current Martigen thread:

http://www.gamesas.com/index.php?/topic/1084290-relzmartsmonstermod37b3-public-release-3-relz/
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Anna Krzyzanowska
 
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Post » Wed Sep 01, 2010 6:45 pm

As far as new starts go, CDM's Character Generation Overhaul is excellent. It lets you start in any house, in any city or town, at any time, in any weather, and with skills from ANY race PLUS a lot more. Its not on the nexus or PES anymore (that I saw) but its still around on the internet after some searching...or you could ask someone who has a copy of it.
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Chantelle Walker
 
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Post » Wed Sep 01, 2010 11:29 pm

I am surprised you dug up this post! :)

Finally settled on alternative start mod but will also look for the one you suggested.

Thanks
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Jessica Colville
 
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Post » Wed Sep 01, 2010 10:36 am

Well since we are necroing threads - maybe I can piggyback this corpse and ask if thee are any main quest is over and you are not the savior type mods. Like just load the game with the mod and the main quest is not initiated and someone else has all the fame (or no one).

Preferably not requiring a new start, but I'd consider it for that boon.

thanks
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kristy dunn
 
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Post » Wed Sep 01, 2010 11:20 pm

Well since we are necroing threads - maybe I can piggyback this corpse and ask if thee are any main quest is over and you are not the savior type mods. Like just load the game with the mod and the main quest is not initiated and someone else has all the fame (or no one).

Preferably not requiring a new start, but I'd consider it for that boon.

thanks


I would definitely use such a mod. The main quest does not hold interest after having completed it the first few games. The difference in game of having the main quest completed by another character would be very interesting.
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Jeremy Kenney
 
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Post » Wed Sep 01, 2010 1:14 pm

Yeah I'd love that too but I don't think anybody has figured out how to do it. It would be interesting to figure out the timing for something like that. I know that I would like the gates to be open for a while so I can plunder the goodies, but I usually finish off the main quest just to get rid of the damned things after a while.
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xxLindsAffec
 
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Post » Wed Sep 01, 2010 11:34 pm

I recall the author of class advantages is working on a kvatch not destroyed mod and I'm aware of the mod arrive by ship with kvatch alive, but truthfully Kvatch being alive or dead would not matter to me as long as I don't have to do the main quest again.

I'd be fine if Kvatch was dead and Martin too and everyone else was in their end game places - temple of one altered and all that.

I'm doing the Aid to Bruma Quest and it is so unoriginal to have to close a gate outside of each city prior to closing a big one at the end. They are so boring to do.

Plus all the other quests that exists - specifically the guild quests seem to have no relation to the main quest when if anything should be off assistance it is being of higher rank with them. It all seems so disconnected.
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zoe
 
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Post » Wed Sep 01, 2010 10:32 pm

True enough. Only thing I remember now is Blade Of Mercy mentioned a mod that leaves a sphere at one of the IC ins and when you pick it up and activate it just process the main quest to completion. I tried it once and I think it worked pretty well. Don't remember the mod though.
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Music Show
 
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Post » Wed Sep 01, 2010 8:02 pm

Actually I was thinking of overhauling Allies for Bruma to make it into a bit more of a battle. I've actually done part of it, but have been too busy with my other mods to finish it :) I wasn't going to increase the number of NPC's - the engine bogs down with the number that are already there, but I was going to make it more immersive for the player and fix it so that you don't have to go through stupid hoops to ensure everybody survives, if that's your thing.
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JESSE
 
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Post » Wed Sep 01, 2010 5:38 pm

Actually I was thinking of overhauling Allies for Bruma to make it into a bit more of a battle. I've actually done part of it, but have been too busy with my other mods to finish it :) I wasn't going to increase the number of NPC's - the engine bogs down with the number that are already there, but I was going to make it more immersive for the player and fix it so that you don't have to go through stupid hoops to ensure everybody survives, if that's your thing.


Andalaybay, I admire your dedication to the game, to make a mod for one specific event. But then, maybe these allies who survive will call on the player later in the game to help them (return the favor) for some nice quests? Do I see andalaybay death quests in the future :) ?
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Shiarra Curtis
 
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Post » Thu Sep 02, 2010 1:13 am

Well I'm already playing with EDI and it's add on http://www.tesnexus.com/downloads/file.php?id=25824 but still FCOM mobs they kept dying so I just used Companion Master to to set their essential status anyway.

Makes closing the gates faster plus even with the add on they take so long to learn that I'd never train them all anyway.

Of such improvements of this all would be welcome but not as welcome as the main quest is over and you are not the hero.
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Rik Douglas
 
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Post » Wed Sep 01, 2010 11:02 am

Andalaybay, I admire your dedication to the game, to make a mod for one specific event. But then, maybe these allies who survive will call on the player later in the game to help them (return the favor) for some nice quests? Do I see andalaybay death quests in the future :) ?


There are some other mods out there that do that :) The main one I'm thinking of is the one that rebuilds Sancre Tor - can't remember the name right now. Most of the rest of the NPC's are disabled after the battle. There are a couple that return to their cities, but that's about it. No I was mainly focussed on the build up to the battle and not having to reverse pickpocket permanently bound items to give the NPC's a half decent chance at surviving... It's pretty far down on my priority list right now though :(
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Love iz not
 
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Post » Wed Sep 01, 2010 6:18 pm

Of such improvements of this all would be welcome but not as welcome as the main quest is over and you are not the hero.


Agree with you there. That would be a refreshing change...
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{Richies Mommy}
 
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Post » Wed Sep 01, 2010 3:15 pm

Was thinking that the simplest route would be build upon a mod that set stages to the final stage of main quest, but then
1. Remove the quest stage descriptions or change them to instead tell a story of someone else finishing the main quest.
2. Remove all Fame you would get for that (the points).
3. Remove all rumors and NPC reactions where they fall down and worship you on the spot.
4. Remove all material gain you would get from finishing the MQ.

Other things that might be needed:
-Alt Start compatibility/integration - or just remove the amulet from you on mod load.

Potential add-ons:
-Ability to run a Kvatch mod (rebuilt, rising, aftermath) - but maybe a patch where only the rebuild part happens and no check for hero of kvatch.

potential mod conflicts for those kinds of check.
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Ashley Campos
 
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