MOD: Oblivion as Morrowind

Post » Fri May 13, 2011 11:09 pm

I've completed the game now, and like so many other players I don't like the way the world automatically adapts to your curent level and skils.
Is there any MODs out there, that will change Oblivion to play like Morowind (with a static world where you can't go everywhere and complete every quest at level 1)?
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Fri May 13, 2011 10:50 am

OOO
Oscuro's Oblivion Overhaul


Why not go the whole nine yards and install http://tesnexus.com/downloads/file.php?id=12249
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Fri May 13, 2011 8:45 pm

I agree that it should be more like in Morrowind. To me it makes no sense leveling up otherwise. However my dunmer is now too old for foolishness like mods :P
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Fri May 13, 2011 4:58 pm

FCOM: will it completely alter the gameplay - and especially the questlines, so I for instance:
- won't be able to complete the game at level 1.
- won't be able to hold high ranks at the guilds at level 1.
- won't be able to beat everyone at the arena.
- ...and is the MOD build logically, so the easier quest are found first (or at least give some sort of hint to the required level for the quest).



or does the MOD just make gameplay more difficult but basically it's still the same.
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Fri May 13, 2011 9:52 pm

I agree that it should be more like in Morrowind. To me it makes no sense leveling up otherwise. However my dunmer is now too old for foolishness like mods :P


Of couse there's sense in leveling. To raise attributes!!
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Fri May 13, 2011 4:12 pm

Of couse there's sense in leveling. To raise attributes!!

Yes, but without heavy opposition that will be overcome by higher attributes I don?t think it?s necessary to raise them
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Fri May 13, 2011 10:20 pm

The purpose of OOO is to make the experience of playing Oblivion as much like that of playing Morrowind as possible. It does all the things you mentioned. It does make the game harder but it is not basically still the same.

When playing OOO the appearance and disappearance of creatures and items is no longer tied to the player's level. OOO makes Cyrodiil a bit more static,as it was in Morrowind. And as in Morrowind, certain regions are tougher than other regions. Generally speaking, the further you travel from the Imperial City the tougher you can expect combat to be.

OOO is not just a "difficulty" mod. It is also a roleplaying mod. It adds hundreds of notes, books and other details that deepen the lore of the game and tie it into the lore of Morrowind. It doesn't just dump new creatures onto the landscape like most other mods - it provides lore-based reasons for those enemies to be where they are.

It adds many other roleplaying touches as well, such as inebriation, lock bashing, geomancy, the ability to drop torches and changes to guild item ownership and many more. Oscuro's mod is a remarkably well-thought-out overhaul and one that I cannot imagine playing without anymore.

My suggestion is to use it with Martigen's Monster Mod. MMM is the perfect complement to OOO: it adds much-needed randomization and surprise to Oscuro's basically static world. If you're not conversant with installing mods I would stay away from FCOM. FCOM uses Oscuro as its core anyway.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri May 13, 2011 9:01 pm

FCOM: will it completely alter the gameplay - and especially the questlines, so I for instance:
- won't be able to complete the game at level 1.
- won't be able to hold high ranks at the guilds at level 1.
- won't be able to beat everyone at the arena.
- ...and is the MOD build logically, so the easier quest are found first (or at least give some sort of hint to the required level for the quest).



or does the MOD just make gameplay more difficult but basically it's still the same.


Dunno. Even with OOO it's still a skill-based game, right? And unless you add certain levelling mods you're not forced to level. Basic OOO does not affect the player levelling system - I strongly recommend you add a good levelling mod or two. But I can say, from what I've read about OOO, that you wouldn't be able to do any of those things at level 1 with your starting skills and gear. Probably the higher level monsters do enough damage that you'd never be able to survive with your starting health, so yeah, you could say you'd have to level to finish a lot of the content. Although with high Conjuration and Illusion.and the more powerful magic system..yeah, maybe you wouldn't really have to level.

I've never tried OOO because I don't need Oblvion to be more like Morrowind. One of the biggest downsides to Morrowind was the way levelling was handled. You didn't get more difficult mobs. You got more of them. Chewing through 7 cliffracers patiently waiting in line ?!? to be slaughtered wasn't my idea of fun. Fortunately, I believe OOO does it better.

Mara
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Fri May 13, 2011 5:59 pm

I've completed the game now, and like so many other players I don't like the way the world automatically adapts to your curent level and skils.
Is there any MODs out there, that will change Oblivion to play like Morowind (with a static world where you can't go everywhere and complete every quest at level 1)?


shouldn't this be posted in mod section?

Well anyways i use OOO witch does as Pseron Wyrd said in his post
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Fri May 13, 2011 10:37 am

Dunno. Even with OOO it's still a skill-based game, right? And unless you add certain levelling mods you're not forced to level. Basic OOO does not affect the player levelling system - I strongly recommend you add a good levelling mod or two. But I can say, from what I've read about OOO, that you wouldn't be able to do any of those things at level 1 with your starting skills and gear. Probably the higher level monsters do enough damage that you'd never be able to survive with your starting health, so yeah, you could say you'd have to level to finish a lot of the content. Although with high Conjuration and Illusion.and the more powerful magic system..yeah, maybe you wouldn't really have to level.

I've never tried OOO because I don't need Oblvion to be more like Morrowind. One of the biggest downsides to Morrowind was the way levelling was handled. You didn't get more difficult mobs. You got more of them. Chewing through 7 cliffracers patiently waiting in line ?!? to be slaughtered wasn't my idea of fun. Fortunately, I believe OOO does it better.

Mara

Uhm thats not true at all, In Morrowind difficult enemies were in certain areas..
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri May 13, 2011 9:19 pm

You didn't get more difficult mobs.

Nonsense, of course you get more difficult enemies. Go into the Grazelands at level 4 and you will fight Rats and Nix-Hounds. Go back at level 22 and you'll fight Winged Twilights and Golden Saints.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Fri May 13, 2011 2:09 pm

And then there were places you would encounter Golden Saints at first level..... That was a rather nasty surprise. :D
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Fri May 13, 2011 11:30 am

Sorry, didn't mean to turn this into an O v M thread.

Most gamers who are unhappy with Oblivion level scaling seem to like OOO. Some like Francesca's, which I believe also eliminates/reduces the level scaling. Along with a good levelling mod they'll bring back the automatic level = power on which most crpg's rely.

Mara
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri May 13, 2011 10:46 am

The purpose of OOO is to make the experience of playing Oblivion as much like that of playing Morrowind as possible. It does all the things you mentioned. It does make the game harder but it is not basically still the same.

When playing OOO the appearance and disappearance of creatures and items is no longer tied to the player's level. OOO makes Cyrodiil a bit more static,as it was in Morrowind. And as in Morrowind, certain regions are tougher than other regions. Generally speaking, the further you travel from the Imperial City the tougher you can expect combat to be.

OOO is not just a "difficulty" mod. It is also a roleplaying mod. It adds hundreds of notes, books and other details that deepen the lore of the game and tie it into the lore of Morrowind. It doesn't just dump new creatures onto the landscape like most other mods - it provides lore-based reasons for those enemies to be where they are.

It adds many other roleplaying touches as well, such as inebriation, lock bashing, geomancy, the ability to drop torches and changes to guild item ownership and many more. Oscuro's mod is a remarkably well-thought-out overhaul and one that I cannot imagine playing without anymore.

My suggestion is to use it with Martigen's Monster Mod. MMM is the perfect complement to OOO: it adds much-needed randomization and surprise to Oscuro's basically static world. If you're not conversant with installing mods I would stay away from FCOM. FCOM uses Oscuro as its core anyway.

Sounds more like fan controlled lore to me. Not a good thing to try and make obivions lore match with morrowind.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Fri May 13, 2011 5:42 pm

Yes, but without heavy opposition that will be overcome by higher attributes I don?t think it?s necessary to raise them

turn the game on very hard thats what i do on my lvl 50 it makes it fun again
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Fri May 13, 2011 1:00 pm

OOO ... seriously good mod. The only altering mod I use. I don't use any leveling mods or that kind of stuff. Don't use FCOM or MMM. It is fun for me because I like not knowing if going into a cave is a good thing or not. I'm on my guard, and sometimes ... I have to run. *shrugs* Works beautifully for me along with the added other goodies it does.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri May 13, 2011 7:05 pm

Any mods that remove physics (from misc. objects and such)?
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Fri May 13, 2011 4:39 pm

Sounds more like fan controlled lore to me. Not a good thing to try and make obivions lore match with morrowind.

How isn't it a good thing? All the games are set on the same continent. Cyrodiil and Morrowind are right next to each other, no less. The lore logically should match. As for fan controlled lore, that's essentially what any lore in a mod is. It's just that some try to stay more accurate to official lore than others.
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Fri May 13, 2011 11:28 am

OOO + MMM have been essential in my games. Wouldn't play without them. Though I have been a bit curious about TIE. Any TIE users here?
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri May 13, 2011 5:35 pm

OOO is a lot less static than people keep saying.. I've periodically visited Fort Virtue over the levels. When I was level 1 there were skeletons and ghosts, a few levels later zombies added in, a few levels later skeleton guardians, then skeleton heros, then (level 17 now) skeleton champions that SUMMON MORE SKELETONS. Just how far does the "level range" in this place go??
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat May 14, 2011 12:03 am

OOO is a lot less static than people keep saying..

That's true. Oscuro uses exactly the same leveling and scaling mechanics that Oblivion uses. The difference between Oscuro and vanilla is that Oscuro limits scaling to ~10 levels, in most cases. That is, for 10 levels after a creature appears it will scale along with the player exactly as it would in vanilla Oblivion. OOO stops the creature from scaling any further at that point.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Fri May 13, 2011 11:36 am

That's true. Oscuro uses exactly the same leveling and scaling mechanics that Oblivion uses. The difference between Oscuro and vanilla is that Oscuro limits scaling to ~10 levels, in most cases. That is, for 10 levels after a creature appears it will scale along with the player exactly as it would in vanilla Oblivion. OOO stops the creature from scaling any further at that point.


Is it really only 10 levels? In the example he gives in his readme, bandits go up to level 22! Do they not start at lvl 1?

And from levels 1-17 in my game, the undead in Fort Virtue have continued to upgrade. ~10 level ranges is what I expected (and hoped) too but I'm not seeing it.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri May 13, 2011 7:19 pm

OOO, MMM or Fran's mods are excellent to bring some Morrowind's leveling and creature leveling back in Oblivion. Like other said.

You can also take a look at http://www.gamesas.com/?showtopic=825234&hl and http://www.gamesas.com/?showtopic=1004917&hl=, both have list of mods that bring back features from Morrowind and Daggerfall.
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm


Return to IV - Oblivion