orange: new or updated since the last time i edited this post.
? and bold: affects combat in one way or another - i.e. a combat mod.
(The major features of these mods are known to be working. But they are in "advanced" beta, so please save your game in a safe slot before using them.)
Actor behaviour mods
- Clothing matters (beta 0.62, 24 September 2011) http://tesnexus.com/downloads/file.php?id=22653 What the player wears may affect the Disposition of NPCs they interact with. Some apparel are illegal and will draw the attention of guards when within cities. Wear the distinctive uniforms of guards and join their ranks (i.e. faction) temporarily.
- Crime has witnesses (beta 0.53, 22 May 2009) http://tesnexus.com/downloads/file.php?id=22894 The player can remove Bounties for crimes by either: 1. killing the witnesses or 2. coercing (Disposition 100) the witnesses to not report the crime.
- Horse commands v4 (4.98, 28 September 2011) http://tesnexus.com/downloads/file.php?id=8766 Horse commands, Horse speed equals player speed, Own stolen horses over time, Simple saddlebags
- Looting dead guards is stealing (beta 0.54, 14 March 2009) http://tesnexus.com/downloads/file.php?id=21784 The distinctive armour and weapons of guards are set as being stolen when taken from a dead guard. Wearing guard armour in cities the guard armour originates from will make the guards in those cities suspicious of the player. Eventually, the player will be arrested for impersonating a guard.
- ?No looting during combat (beta 0.52, 3 January 2011) http://tesnexus.com/downloads/file.php?id=21662 The player can't loot while in combat. Melee opponents will stop you from looting. But ranged combatants will not when protected from their missiles. I.e.: LOS checks are done to allow / disallow looting.
- ?NPCs yield (beta 0.70, 28 September 2011) http://tesnexus.com/downloads/file.php?id=22392 Applies these behaviors to actors: Creatures flee, Fight or fly, NPCs yield. Supports Vows and Covenants' Demand Surrender game-play.
- Wandering encounters (beta 0.54, 14 December 2010) http://tesnexus.com/downloads/file.php?id=25449 NPCs spawned in the wilds may decide travel to one of the cities.
- NPCs are suspicious (beta 0.5, 15 February 2009)
http://tesnexus.com/downloads/file.php?id=22580NPCs will investigate suspicious sounds/disturbances that the player can create by using Oblivion's default grab and throw functionality on items. This has now been made obsolete by shadeMe's Enhanced grabbing: http://tesnexus.com/downloads/file.php?id=19847
Realism mods
These mods are best played with other mods that more closely simulates: Encumbrance, Fatigue, Hunger, Sleep, etc. than normal Oblivion.
Currently, I have played these with Abo's Realistic Fatigue, Battle fatigue and injuries, and Eat and sleep.
- ?Alternatives to death and reload (beta 0.68, 28 September 2011) http://tesnexus.com/downloads/file.php?id=23862 Alternatives to death and reload: Good samaritan, Reset button, and/or Death has penalties.
- ?Attribute-based and skill-based damage modifiers (beta 0.54, 3 November 2009) http://tesnexus.com/downloads/file.php?id=23062 This mod increases damages of weapons based on the wielder's attribute and skill levels. With the default settings of this mod, a character with 100 Strength and 100 Blade can inflict five times more than a character with 0 Strength and 0 Blade.
- ?Battle fatigue and injuries (beta 0.68, 6 August 2011) http://tesnexus.com/downloads/file.php?id=24604 Battle fatigue (psychological damage from getting near death from combat) and injuries (physical damage of cuts, bruises, ligament sprains) are incurred in combat.
- Eat and sleep (beta 0.65, 5 June 2011) Source: http://tesnexus.com/downloads/file.php?id=24605 Requires the player to both eat and sleep. Has features that suit high Timescales.
- Encumbering loot armour and weapons (beta 0.54, 8 June 2009) http://tesnexus.com/downloads/file.php?id=22193 Any armour and weapon that are not equipped has encumbrance penalty.
- Espy creatures (beta 0.5, 28 September 2009) http://tesnexus.com/downloads/file.php?id=40497 Espying creatures will report their strength (i.e. level of experience) relative to the player.
- Gold is an inventory item (beta 0.60, 24 September 2009) http://tesnexus.com/downloads/file.php?id=21881 Gold is an inventory item. It is weighted. And can be dropped or put in containers. This is an alternative to Reneer's Gold Mod. Full-credit for the idea to Reneer. Reason for building my own is in the read-me. Another alternative is Derek Baker's DB's Weighted Gold Plus.
- Ignoring the main quest has consequences (beta 0.5, 20 February 2009) http://tesnexus.com/downloads/file.php?id=22699 Gates to the planes of Oblivion will start to appear if the main quest is ignored.
- Inventory is a backpack (beta 0.71, 28 June 2011) http://tesnexus.com/downloads/file.php?id=21721 The player's inventory is a backpack item. Dropping it, will drop everything but equipped and hot-keyed items. But without it, the player won't be able to carry much.
- ?Magicka-based magic jewelery limits (beta 0.53, 3 January 2010) http://tesnexus.com/downloads/file.php?id=23861 The player's Magicka determines the number of magic jewelery they can wear.
- Simple vampirism expanded (beta 0.57, 24 September 2011): http://tesnexus.com/downloads/file.php?id=36408 Oblivion Vampirism reversed: stronger after feeding. Toggable Detect life and Night-eye. Random vampiric "gift". New random vampiric "gift" every 10 vampiric levels. Vampiric levels-up when character levels-up.
- Sittable rocks (beta 0.54, 7 March 2009) http://tesnexus.com/downloads/file.php?id=21966 Rocks are sittable. Just go up to one and activate it.
- ?Death has penalties (beta 0.52, 10 February 2009) http://tesnexus.com/downloads/file.php?id=22121 The penalties will be applied to ANY character in ANY game that is loaded after the player dies.This has been made obsolete by Alternatives to death and reload.
- Simple vampirism (beta 0.5, 24 December 2010)
http://tesnexus.com/downloads/file.php?id=36206Reverses Oblivion's vampire system so that the vampire player is stronger after feeding. This has been made obsolete by Simple vampirism expanded above.
Miscellaneous mods
- Actor details (1.3, 3 January 2011) http://tesnexus.com/downloads/file.php?id=29127 Prints out to the console a list detailing the current state of an actor. Includes a utility that can repair corrupted Actor Values.
- Auto 1st-3rd person view (beta 0.986, 28 September 2011) http://tesnexus.com/downloads/file.php?id=21834 Learns your point-of-view preferences in these situations: combat, running, sneaking, swimming, in doors/dungeons, in cities, in the wild. And switches the camera to those preferences.
- Auto-save and time (beta 0.9965, 28 September 2011) http://tesnexus.com/downloads/file.php?id=22136 Auto-save, clock, alarm, PurgeCellBuffers, and "crucified poses" remover run at intervals set in the INI file. An alternative to Streamline's auto-save, PCB, and "crucified poses" remover functions.
- Clean up (0.56, 15 December 2010) http://tesnexus.com/downloads/file.php?id=24606 Prevents saved-game file-size bloating by cleaning the game of actor and item references that are no longer required.
- Console (beta 0.5, 1 April 2011) http://tesnexus.com/downloads/file.php?id=37826 Displays gameplay information on my mods that are active. The active mods are automatically detected.
- Detect life and Night-eye shader (0.52, 1 March 2011) http://tesnexus.com/downloads/file.php?id=36407 Unobtrusive on seen actors and non-revealing of type of unseen actors Detect life effect. Light-information retained (i.e. has shadow information) Night-eye shader.
- Silent equip/unequip clothing (1.0, 3 January 2010) http://tesnexus.com/downloads/file.php?id=28974 This ESP ensures that the equip and unequip sound effects of clothing items are silent. Useful if you have mods that use enchanted tokens to apply their penalties. E.g.: Battle fatigue and injuries, Eat and sleep, Magicka-base magic jewelery limits.
- Customisable HUD components (beta 0.57, 8 September 2009)
http://tesnexus.com/downloads/file.php?id=22272Six additional bars (two of each orange, purple, and yellow) can be configured to track in-game variables. This has been made obsolete by theNiceOne's HUD bars: http://tesnexus.com/downloads/file.php?id=3490