Oblivion for a Morrowind Player

Post » Mon Dec 20, 2010 6:03 am

One of the first places I found helpful was http://amito.freehostia.com/Oblivion/OB.htm. You might also find that you have some amount of perspective in common. Seems likely, actually.

I'll second TIE, possibly with the addition of OOO in one way or another. At the above site, OOO was chosen - one of the two would work, to cover some of the basics.

Check out the "realism", "roleplaying", "lore-friendly", "stealth" and suchlike threads and individual posts that crop up quite regaularly. It would appear that... you are not alone! :D

Wait for Corepc to release the TIE4MODs revamp. Use that with OOO in place of TIE, best of both worlds...
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Mon Dec 20, 2010 8:04 am

One of the first places I found helpful was http://amito.freehostia.com/Oblivion/OB.htm. You might also find that you have some amount of perspective in common. Seems likely, actually.

Heh, that's what I've been using ^_^

I have most of what I want down, I might come back to this thread once I play for a while and think of something. But I really need a fast travel mod. The perfect mod (don't expect it all):

Horse carriages is each city
Ships in each port town
Someone in each settlement who'll guide you to the nearest city
Disabled vanilla fast travel
No bugs.

As I said, I found "Cryodiil transprtation network" but it was bugged terribly.

I'm quite handy with Morrowind's CS, but Oblivion's seems... strange. It's so similar yet so different. I'll try to get my head around it and create my own transportation mod eventually.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Mon Dec 20, 2010 2:20 pm

http://www.tesnexus.com/downloads/search.php?name=No%20Fast%20Travel&scid=20&author=&mname=&desc=&size1=&size2=&downloads1=&downloads2=&udate1_day=&udate1_month=&udate1_year=&udate2_day=&udate2_month=&udate2_year=&ldate1_day=&ldate1_month=&ldate1_year=&ldate2_day=&ldate2_month=&ldate2_year=&endorsemants=&images=&readme=&advltonly=&page=1&orderby=name&order=ASC <-- easy find...
http://www.tesnexus.com/downloads/file.php?id=29688 <-- you might like it...
http://sites.google.com/site/oblivionpoinfo/stabilization/stabilizationmods <-- grab the unofficial official patches
http://www.tesnexus.com/downloads/file.php?id=16513 <-- you might at least one the overhauls for the port cities (the FULL version is not compatible with everything linked earlier, but you could use Anvil, Leyawiin, etc.)
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Mon Dec 20, 2010 1:26 am

:blink: Er, wow.
From what I've read you appear to be trying to turn Oblivion into a third Morrowind expansion, which just isn't feasible.
Did you try the same thing with MW after finishing Daggerfall? :sad:
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Mon Dec 20, 2010 4:15 am

From what I've read you appear to be trying to turn Oblivion into a third Morrowind expansion, which just isn't feasible.

I'm trying to turn Oblivion into a good game, imo. Why are people so adamant that if I like Morrowind, I should stay with the out dated AI and lesser modability?
Also, could you tell me what armour Bacchus there is wearing? ^_^


Something else I thought of: I'd like the ability to fail. I'd rather have cast chance on spells, for example, if possible.

EDIT: Oh, it got moved :facepalm:
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Sun Dec 19, 2010 11:21 pm

Something else I thought of: I'd like the ability to fail. I'd rather have cast chance on spells, for example, if possible.

http://tesnexus.com/downloads/file.php?id=18695 :)
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Mon Dec 20, 2010 4:58 am

http://tesnexus.com/downloads/file.php?id=18695 :)

Thanks! ^_^
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Mon Dec 20, 2010 2:20 pm

You may also want to try Tejon's http://tesnexus.com/downloads/file.php?id=25616, not quite the same thing...
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Mon Dec 20, 2010 12:21 pm

Also, could you tell me what armour Bacchus there is wearing? ^_^

If my memory is right it's one of pale_riders creations, but I'm damned if I can remember which one. Search for his mods on TESNexus and I'm sure you'll come across it.
The helmet was found in FCOM, but more particularly is one part of a unique item set in http://www.worldofelderscrolls.de/?go=dlfile&fileid=12
If you use this mod ensure it's the English version and you need http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Mon Dec 20, 2010 8:53 am

Ships in each port town
Disabled vanilla fast travel

For the ships, try Better Cities (if you've not already done so). It adds a ship travel service that lets you get transported to other port towns for a fee, not unlike Morrowind.

For fast travel disabling, consider my Map Marker Overhaul. It does a lot for the map and map markers, but also lets you completely disable Fast Travel, or restrict it (to short distances, etc.).
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Mon Dec 20, 2010 5:31 am

Thanks! ^_^

You did not read the "Morrowind (and older TES games) nostalgia mods" list, did you? <_<

As for traveling around, I have started to develop something exactly like what you're looking for, but I dropped it because... well I don't even know why, I think it might be because I wanted it to be compatible with Better Cities, and then they made their own ship transportation network.
http://www.gamesas.com/index.php?/topic/992658-wip-fearabbits-transportation-network/page__p__14346956__fromsearch__1&#entry14346956 All in all, it featured 39 new NPCs scattered across Cyrodiil, each offering transportation to the four nearest other stations.

If I remember correctly, all that was left to do were some beautifications, so I might start working on that again.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Mon Dec 20, 2010 12:10 pm

I'm trying to turn Oblivion into a good game, imo. Why are people so adamant that if I like Morrowind, I should stay with the out dated AI and lesser modability?


It's because most pro-Morrowind players find it hard to enjoy even modded oblivion because their love for Morrowind and all the things from it that is missing in Oblivion will get in the way of their enjoyment of oblivion. If that makes sense. And it's the whole stick with your first love thing. From the get go upon spawning in the game world, you're gonna head over to your favorite region for killing(mine was the Sheogarad region).

I never played Morrowind deeply..there was 3 dungeons(particularly the one north of Seyda Neen) I entered.. and I was amazed..and at the same time worryful because I didn't know "what was around the corner". And they seemed to have their own backstory. This is absent in Oblivion, but I deal with it thanks to OOO.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Mon Dec 20, 2010 1:42 pm

You did not read the "Morrowind (and older TES games) nostalgia mods" list, did you? <_<

As for traveling around, I have started to develop something exactly like what you're looking for, but I dropped it because... well I don't even know why, I think it might be because I wanted it to be compatible with Better Cities, and then they made their own ship transportation network.
http://www.gamesas.com/index.php?/topic/992658-wip-fearabbits-transportation-network/page__p__14346956__fromsearch__1&#entry14346956 All in all, it featured 39 new NPCs scattered across Cyrodiil, each offering transportation to the four nearest other stations.

If I remember correctly, all that was left to do were some beautifications, so I might start working on that again.

:o that IS exactly what I'm looking for. I'll be watching that, assuming you pick back it up. I could perhaps even help, if I can get around Oblivion's CS. I can work Morrowind's fine, Oblivion's is just a bit over complicated to me.

One thing I need to say, though. It's quite strange that the ship in Anvil goes right around Valenwood, right around Elswyr, and all the way to Leyawiin. Surely it would be faster and cheaper to get a carriage than to get a boat in this situation?

It's hardly a complaint, just one of those small things you might want to think about. Perhaps you could say there's a large river through Valenwood and Elswyr? No one can prove you wrong :shrug: I mean, look at the rivers near Bravil and Skingrad.

Perhaps you could even extend Skingrad and maybe Cheydinhal to include small docks?



Something else a bit off topic;

If I have dlc on my 360 version of the game, would it be possible to get them for free for the pc any way? There's no way I'm willing to pay twice for some house mods.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Mon Dec 20, 2010 3:22 am

One thing I need to say, though. It's quite strange that the ship in Anvil goes right around Valenwood, right around Elswyr, and all the way to Leyawiin. Surely it would be faster and cheaper to get a carriage than to get a boat in this situation?

Nobody ever said traveling by ship was cheaper than traveling by carriage. ;) The trip takes 3 days and costs 400 gold, whereas it only costs you 287 gold if you take the carriage. However, that is much more uncomfortable - not only for your character, but also for you, because you'll have to change at Skingrad, Pell's Gate and Bravil (and that's the route you'll only take if you know it is the fastest route).
It's quite normal for ships to take such long routes, however, so I won't add a huge convenient river right through the southern part of Tamriel :D After all, they're going to trade at every port they come across - Leyawiin is just another stop for them. (And since they're not doing it especially for you, it's also a much cheaper than a carriage trip of the same distance would be.)

Just found out that the mod is completely done, by the way. There's only one little problem left - of the 44 possible destinations, 4 will make your game crash to desktop. I have absolutely no clue what I did to those cells (they load completely fine in the CS, and I only added like one NPC, one carriage and one horse to each of them).
Anyway, as soon as I have fixed that, I'll release the mod.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Mon Dec 20, 2010 4:02 pm

:o that IS exactly what I'm looking for. I'll be watching that, assuming you pick back it up. I could perhaps even help, if I can get around Oblivion's CS. I can work Morrowind's fine, Oblivion's is just a bit over complicated to me.

One thing I need to say, though. It's quite strange that the ship in Anvil goes right around Valenwood, right around Elswyr, and all the way to Leyawiin. Surely it would be faster and cheaper to get a carriage than to get a boat in this situation?

It's hardly a complaint, just one of those small things you might want to think about. Perhaps you could say there's a large river through Valenwood and Elswyr? No one can prove you wrong :shrug: I mean, look at the rivers near Bravil and Skingrad.

Perhaps you could even extend Skingrad and maybe Cheydinhal to include small docks?



Something else a bit off topic;

If I have dlc on my 360 version of the game, would it be possible to get them for free for the pc any way? There's no way I'm willing to pay twice for some house mods.

No to the DLCs question, but nearly all of their features can be replaced with unofficial mods, especially the houses... (What is up with people and houses?)

http://sites.google.com/site/oblivionpoinfo/downloadmods <-- see the "New Buildings & Locations" section, the guides
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Mon Dec 20, 2010 11:39 am

Nobody ever said traveling by ship was cheaper than traveling by carriage. ;) The trip takes 3 days and costs 400 gold, whereas it only costs you 287 gold if you take the carriage. However, that is much more uncomfortable - not only for your character, but also for you, because you'll have to change at Skingrad, Pell's Gate and Bravil (and that's the route you'll only take if you know it is the fastest route).
It's quite normal for ships to take such long routes, however, so I won't add a huge convenient river right through the southern part of Tamriel :D After all, they're going to trade at every port they come across - Leyawiin is just another stop for them. (And since they're not doing it especially for you, it's also a much cheaper than a carriage trip of the same distance would be.)

Fair enough. I forgot that boats are the only real option for transporting bulk loads anyway.

Just found out that the mod is completely done, by the way. There's only one little problem left - of the 44 possible destinations, 4 will make your game crash to desktop. I have absolutely no clue what I did to those cells (they load completely fine in the CS, and I only added like one NPC, one carriage and one horse to each of them).
Anyway, as soon as I have fixed that, I'll release the mod.

looking forward to it ^_^
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Mon Dec 20, 2010 8:22 am

Because I think you'll be interested: http://www.gamesas.com/index.php?/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/page__p__15898618__hl__oblivifall__fromsearch__1&#entry15898618.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Mon Dec 20, 2010 4:08 pm

I'm trying to turn Oblivion into a good game, imo. Why are people so adamant that if I like Morrowind, I should stay with the out dated AI and lesser modability?

Something else I thought of: I'd like the ability to fail. I'd rather have cast chance on spells, for example, if possible.

EDIT: Oh, it got moved :facepalm:

Yes, well... your initial request read pretty much like a comprehensive slam at Oblivion. I don't think anyone, barring one or two comments is suggesting that you limit yourself to an older game. However, you might also keep in mind that trying fit the round peg of Oblivion into the square hole of Morrowind is only going to lead to frustration if you can't allow yourself to enjoy many parts of Oblivion - it's actually a good game. Just not the game that you want. . Just my opinion, mind you.

And of course it got moved here - you are asking about Oblivion mods so this is the right forum to do so. :) (I was not the one who moved it, though I would have if I had seen it.

You've gotten some very good suggestions here - and you should use the tools this community has provided to manage your set up Bash, OBMM, BOSS, OBSE etc. Using all of these I got a load order of around 170 mods both big and small running with nary a CTD.



Something else a bit off topic;

If I have dlc on my 360 version of the game, would it be possible to get them for free for the pc any way? There's no way I'm willing to pay twice for some house mods.

No. You purchased the license for the xbox platform, not the PC - you would need to buy the PC versions. (and conveniently, the Bethesda store is now once again selling the downloads.)
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Mon Dec 20, 2010 3:10 am

On a side note about morrowind; I played the Original xBox version. I bought a working original xbox for $36 plus Halo 2 and Morrowind...frankly, I never understood how people could play vanilla Morrowind. I would slash and slash and slash at these disgusting things...oh wait, nevermind that was an NPC, anyways back on what I was saying, I never would "hit" the NPC because of dependancy of the luck attribute or something.
However, I will admit the game was extrememly enjoyable when I put in the codes for unlimited health/majicka and force-leveled my luck and a few other stats. Sadly, I don't think a game is "great" when you can only find enjoyment out of it when you have to break them game. Keep in mind, this was on the Original Xbox so I could not mod in any form or fashion - whether against the TOS or not.

I am sure with any graphical update, and several mods re-doing the combat system and/or stats, it would be an absolutely wonderful game. But, the graphics - this was the first game graphics pushed me away from playing it as I normally don't care about graphical quality - to me...looked terrible! like Bethesda was trying to create realistic environments/people/animals/beast but xbox just rejected this as it could not be handled. I mean, when I played Morrowind for the first time, I hadn't played a video game in forever - so it felt. and I wondered if previous generations were as ugly, but no, even the Legend of Zelda: Ocarina of Time and Mario 64 seemed to look...I wouldn't say graphically better, but the graphics looked more...tidy, for lack of a better word.
as mentioned before, I couldn't ever "hit" and enemy and spells failed 9/10 times...so to me, I did not find fun in this. I suppose my strong opinion against Morrowind is a bad stroke of luck, but nonetheless, I felt the need to put this little note out here. However, I have been browsing the Nexus a lot, so I will be sure to post links to any mods that remind me of good (*cough*) ol' Morrowind.

Before ending this, I have one in mind: http://www.tesnexus.com/downloads/file.php?id=24859

I did like in Morrowind the enchanting and spellmaking process, however, the use of alters to do it also seemed pretty smart. I don't use this in my game, as I rarely do spell making or enchanting. However, if I was big on spell making and/or enchanting I most certainly would use this.
good luck with your Morrwind-ifying Oblivion. I will post more links if I think of any or find any.
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Mon Dec 20, 2010 12:43 pm

Something a couple of people have said (including a moderator!) that I'd like to shed some extra light on... Oblivion is not Morrowind, and that goes more than skin-deep. There are massive technical differences. That doesn't mean "go back to Morrowind," it only means that you can't expect the same experience no matter how many mods you pile on, even if they're all top-notch and do exactly the jobs they advertise.

I'm saying this as someone who thinks that in terms of both core design and content, Morrowind was a better game. And hell, when Morrowind came out I grumbled about things I missed from Daggerfall. Some of those things could be re-created by mods, and likewise for Oblivion. But here's the catch: though the Oblivion character system and game mechanics are superficially similar to Morrowind's, it really is only superficial. Under the hood, there are so many enormous (unmoddable!) differences that in the end, you're going to have to just accept it as its own thing. This is why nGCD is not a perfect clone of GCD for Morrowind: it literally can't be. This is why I wrote Fizzle! when Spell Failure Chance was already available: the latter mod almost perfectly re-creates the Morrowind mechanics, but (to me, at least) that made it feel inconsistent with the rest of the game.

If you can look at it that way, there's a good chance you'll find that it's worth playing on those terms. It really does have much stronger modding tools (even moreso with OBSE et. al.), and a lot of its own good stuff to offer; and on the upside, most of the missing parts of the Morrowind experience that fall under "game world content" are translatable, even if they can't be spliced in verbatim.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Mon Dec 20, 2010 12:58 pm

Ntom, you ran into exactly what I liked about Morrowind. It takes work to hit something on a regular basis in that game. A real sense of achievement was gained when I FINALLY got my archer to hit spot on every time. She was deadly and every time she hit something I'd grin and remember when she couldn't shoot a dang mudcrab that was in her face. Really had nothing to do with luck attribute. I never leveled luck but went off all my major and minor skills. If I DID use luck back then, she probably would definately have been better. But she turned out awesome as it was never touching it. The better you got in your chosen skills, the better your aim, hit rate, etc.

As far as graphics go, that game is what ... 8, 10 years old now? I can't remember but no you aren't going to get the graphics of Oblivion in a game that much older. There are mods that do help that now, for sure. But actually, I like the nostalgia of how Morrowind looks straight out of the box and don't use any of those. Of course that part is personal preference :)

Edit: And I agree with tejon. You have to take it for what it is and not compare. It took me a LONG time to like Oblivion coming fresh out of Morrowind. I was severely disappointed in it. Once I got my head wrapped around that it wasn't Morrowind and never was going to be, I adapted and ended up appreciating Oblivion for what it was.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Mon Dec 20, 2010 1:51 pm

If you intend to download Kragenir's Death Quest wait a week or two. A large update is coming soon.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Mon Dec 20, 2010 4:54 pm

If my memory is right it's one of pale_riders creations, but I'm damned if I can remember which one. Search for his mods on TESNexus and I'm sure you'll come across it.
The helmet was found in FCOM, but more particularly is one part of a unique item set in http://www.worldofelderscrolls.de/?go=dlfile&fileid=12
If you use this mod ensure it's the English version and you need http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html

Ah, thanks, I'm partially familiar with is work, actually. I have a nice armour picked out for my Nord, once he's upped himself a bit.

I never would "hit" the NPC because of dependancy of the luck attribute or something.

Some people... If you have the skills to use a weapon/spell, you'll rarely miss/fail. I have NEVER had a problem with missing when I'm using the weapons I should be using. If I only have long blade as a weapon skill, I shouldn't be good at axe. It's common sense. I mean, of course in the begining I may have missed around 3-4/10 times, but as time went on, I actually felt like I advanced.

But, the graphics - this was the first game graphics pushed me away from playing it as I normally don't care about graphical quality - to me...looked terrible!

Morrowind's graphics where by far to a better standard at the time than Oblivion's graphics. Morrowind also had unique landscapes and arcitechture, unique creatures, well designed areas, etc, that all make it look even better, anyway. People need to realise that the way a game "looks" doesn't directly mean the poly-count of the meshes.


Sorry, but whenever someone attacks Morrowind, need to bite back.


Edit: And I agree with tejon. You have to take it for what it is and not compare. It took me a LONG time to like Oblivion coming fresh out of Morrowind. I was severely disappointed in it. Once I got my head wrapped around that it wasn't Morrowind and never was going to be, I adapted and ended up appreciating Oblivion for what it was.

Oh, I do appreciate that Oblivion and Morrowind aren't the same game, and I should play Oblivion as a seperate game, but what's the harm in looking for mods that I feel would add to the game?
I have played through Oblivion, and there are certain aspects I like, hence I want to fix it, but there are certain aspects I really dislike aswell.

Everything I listed was all the problems I could think of, no matter how minor. A lot of the mods there I can live fine without, but it doesn't hurt to ask.
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Previous

Return to IV - Oblivion