Poll about what mods you play with

Post » Wed Sep 01, 2010 11:23 am

I agree to a point - if the immersion mod only starts to penalize your stats because you forgot to eat boar meat then yeah it is just busy work. If on the other hand the immersion mod serves to immerse the player into the world, then yeah that can be fun. Kind of a fine line.

Real Hunger and Real Thirst are prime examples of stat penalties for not doing busy work and, in my opinion do not transport the player anywhere but having to have the character carry more things. I've used a lot of these types of mods, but never for very long.

Duke Patrick's Hypothermia and less so his water drinking one are better examples of creating immersive visual and auditory cues as well as effects happening to the player - getting wet matters, being out in the snow matters - it serves to transport the player by doing more than stat adjustments (annoy the player) and providing a world to experience (more than visuals and graphics - well virtually more). My beef is that modders seem to want to handle only one aspect or another of immersion mods and as such that leaves the player to piece together the rest with a sometimes mish-mash of mods and settings. And the more mixed the more things like stat damage happen. Right now Hypothermia is the only one I swear by. I'm liking Realistic Health too.

If something like http://www.gamesas.com/index.php?/topic/1138872-wipzrelz-imps-more-complex-needs/ were made for Oblivion - I'd be first in line to test and use. Look at what it handles and with a more primitive script extender to boot.

This is a major lacking area of Oblivion.

Skycaptain and others-
Waalx Animals and Creatures is Alpha, it needs editing (I posted a few times about that on that forum), It might have a few issues when you use it with Wrye Bash, and as far as I can tell has been abandoned (though like FCOM the users there swear Waalx will return at any moment - even though I think he has been gone longer than Dev_Akm).

It is unleveled and has many spawn points (like MMM) and as such it doesn't really fit well with MMM. It has no bash tags (but those are easy to add). I'm using it with TIE (which also is unleveled and I think a better fit with WAC than OOO/FCOM - which is about some uber leveling complexity that borders on absurd at times). I find the animals great and they have good AI and behavior. Some are downright mean in packs (the fears especially).

I've pondered about compatibility and leveled lists - providing a mod does not divert leveled lists or delete them then mods should work with together with Wrye Bash - the issue becomes more about theme and style. I suppose being the author or such a mod one could read my statements and counter with 'but you are missing the complexity of these mods and with mod X combined with my beautiful overhaul/LL mod the creature list so and so embedded in such and such will be blocked by the lesser contents of Mod X. Probably true, but I don't care. If combining them does not cause ctds or break the game or quests and I don't get full and exacting expressions from leveled lists - then I'm cool with that. Bring on the green man from WAC and the uber tall Spriggans from TIE! They're perfect for each other.

If it works right 95% of the time that is more than enough rather than having to wait a year and a half to get a patch that only ends up drowning out one mod over another.

[edit] Ohh and there is an OOO-WAC patch - available on the WAC forums. I've not used it but I think the advise was not to use MMM too.

[edit] I really don't understand the point of this thread's Poll - what are you trying to do rate each mod? Better to ask what kind of overhauls preferred or what kind of realism mods preferred.
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celebrity
 
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Post » Wed Sep 01, 2010 11:27 pm

My votes went mostly for vanilla, though this is in a way misleading. My primary area of interest is quest-oriented mods, which isn't covered. I also like to add new villages (Arthmoor's stuff, DC-Villages101, etc.), towns (DC Pride of Wolfs Gate, Verona Bay) , cities (Bartholm) and landmasses (Elsweyr-Anequina) to the game. That isn't mentioned either. And stuff like AWLS, select Unique Landscapes, NR+B, West_Roads, a night-sky darkener (OC_darker_nights), RAEWVD and so on.

I like the idea of immersion mods very much. But in my case I find I can roleplay "most" areas of immersion that interest me without need of mods. Still, such things as portable bedrolls and the ability to SEE my avatar sleep and/or eat are quite tempting. Oh, I guess I do use at least one immersion mod, DropLit_Torches OBSE. And in its way I suppose VOILA can be considered immersionistic.

Here's my Wrye-Bash BAIN-package install order:
Spoiler

++ 002 - LoreDialogue300_v23_BAIN-25091.7z (C0C0F197) (Installed)
++ 003 - nVidia_Black_Screen_Sneak_Fix-13632.7z (DB5DB419) (Installed)
++ 004 - DecoratorAssistantOBSEv11-6021.7z (1F0DC8FA) (Installed)
++ 005 - Duplicate_Item_Spell-22852.rar (00A9792E) (Installed)
++ 006 - Panzer_Kleidung_Transmuter_v03_BAIN-12996.7z (DE7C798E) (Installed)
++ 007 - Quest_Award_Leveller_v210-BAIN.7z (7F262AB1) (Installed)
++ 009 - COBL_172_lite_21104.7z (A0906B5D) (Installed)
++ 010 - DCRP+CURP_v2-4.7z (35353838) (Installed)
++ 011 - TamrielResourcePack_v141.7z (1AF1F943) (Installed)
++ 013 - Unofficial_Oblivion_Patch_v320-5296.7z (BCBA7B56) (Installed)
++ 014 - Unofficial_SI_Patch_v140-10739.7z (79CE866D) (Installed)
++ 015 - Unofficial_Official_Mods_Patch_v15-9969.7z (59895567) (Installed)
++ 017 - OC_DarkerNights-4135.7z (6E8691AA) (Installed)
++ 018 - Rainbows in Tamriel-8927.7z (E6A8B3B4) (Installed)
++ 019 - Beaming_Sunglare_v1_1-BAIN-16533.7z (B9BC041E) (Installed)
++ 020 - Xerus_Landscape_LOD_v1_BAIN-17300.7z (FA9F7F4C) (Installed)
++ 021 - Elsweyr-Anequina_v2d_2010Oct-20053.7z (6740758B) (Installed)
++ 022 - Anvil Exterior & Ship Textures v1.1.7z (542ADD85) (Installed)
++ 023 - UOP+UOMP_Supplementals_v332-27710.7z (792268C3) (Installed)
++ 024 - Animated_Window_Lighting_System_-_Meshes_v5-3-5-19628.7z (ACFDDEAD) (Installed)
++ 025 - AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z (9D61BD69) (Installed)
++ 026 - RAEVWD_v1_8-20053.7z (CC621199) (Installed)
++ 027 - RAEVWD_Elsweyr_Anequina_v2_OCT2010-20053.7z (840D2A43) (Installed)
++ 029 - CityLights_ImperialCity-2979.7z (BE2AD370) (Installed)
++ 030 - DarkerIC-Reduced-15500.7z (A6CD32A6) (Installed)
++ 031 - RAEVWD_Darker_Regal_IC_2010_08_09-20053.7z (911475E6) (Installed)
++ 032 - ImpeREAL IC - All the Districts Merged-19589.7z (E9FA96C0) (Installed)
++ 033 - ImpeREAL - Unique Castles-22446.7z (2579EA74) (Installed)
++ 034 - ImpeREAL - Unique Forts-22965.7z (80E6C77A) (Installed)
++ 035 - TheElderCouncil_v2-5_BAIN-complex.7z (27D168BB) (Installed)
++ 036 - TEC_TempleOfTheOne_v1-5_BAIN-complex.7z (D700E117) (Installed)
++ 037 - New_Roads_and_Bridges_v458-20218.7z (7C700E60) (Installed)
++ 038 - NRB4_UL-II_Compatibility_Patch-20218.7z (BCC0543A) (Installed)
++ 039 - NRB4_Region_Revive_Compatibility_Patch-20218.7z (1BF11900) (Installed)
++ 040 - West_Roads v1.3-29523.7z (5988E7A5) (Installed)
++ 042 - InquisitorLodgeSI_v1.7z (86C426AA) (Installed)
++ 043 - Kvatch_Rising_v1-9_BAIN-complex.7z (4C69773F) (Installed)
++ 044 - Kvatch Watch Towers v2_7-19691.7z (F710E47C) (Installed)
++ 045 - County Kvatch - Wolfs Gate-16220.7z (5D4B0D96) (Installed)
++ 046 - FAR_v140_BAIN-21856.7z (9492F0AD) (Installed)
++ 047 - RR-LR_v13_BAIN-22751.7z (066C1DF0) (Installed)
++ 048 - AFK_Weye_v2-1_BAIN-22828.7z (5F409060) (Installed)
++ 049 - VHBloodlinesV12SI-BAIN-14601.7z (149CCE2D) (Installed)
++ 050 - DC_Villages_v1_1-BAIN-4890.7z (946FB9B0) (Installed)
++ 051 - Feldscar-30000.7z (AAF51607) (Installed)
++ 052 - Vergayun-26643.7z (EAC246C4) (Installed)
++ 053 - Faregyl_Village-21562.7z (F182678F) (Installed)
++ 054 - Faregyl_Anequina_Patch-21562.7z (CBB3203C) (Installed)
++ 055 - Millstone_Farm_COBL-29126.7z (CB65B93D) (Installed)
++ 056 - Bartholm697&700_BAIN-5022.7z (A2EB9E66) (Installed)
++ 057 - Castle_Seaview_v1.1_BAIN-25574.7z (97BB0354) (Installed)
++ 059 - UL_-_Imperial_Isle_v166-9531.7z (4EC4BF53) (Installed)
++ 060 - UL_Beaches_Lost_Coast_v164-14720.7z (8AC2FD6C) (Installed)
++ 061 - UL_-_Skingrad_Outskirts_v101-29948.7z (177C0C0C) (Installed)
++ 063 - BlackLusterArmor v315e Exnem-10544.7z (EE05CC41) (Installed)
++ 065 - AyleidSteps_v34-16316.7z (B0F1356B) (Installed)
++ 066 - Kragenirs_Death_Quest_v203-26219.7z (C09D68A2) (Installed)
++ 067 - Cybiades_BAIN-11755.7z (162A235C) (Installed)
++ 068 - Et in Arkay Ego 1_2-21816.7z (53BCBE88) (Installed)
++ 069 - OVBE_v03-25841.7z (DA5B9C59) (Installed)
++ 070 - Lost_Spires_v14-BAIN.7z (D15C3A48) (Installed)
++ 071 - LostSwordOfTheAyleids-20184.7z (E331FDC2) (Installed)
++ 073 - ATP_Blackwood v2.7z (5F34B9C1) (Installed)
++ 074 - ATP_Colovia Highlands v2.7z (E278A85D) (Installed)
++ 075 - ATP_Gold Coast v2.7z (FEDADA25) (Installed)
++ 076 - ATP_Roads&Cobblestones v2.7z (DC708118) (Installed)
++ 077 - Improved_Cave_Normal_Maps_BAIN-26472.7z (8F72DB27) (Installed)
++ 078 - Koldorns LOD Noise Replacer_BAIN-9952.7z (A1F81AEB) (Installed)
++ 080 - ElvenMaps_Barth_NRB_WR_Elswery-31314.7z (0F7EDCD0) (Installed)
++ 081 - MedievalMusic_v2_BAIN-22085.7z (B8441AC9) (Installed)
++ 082 - Oblivion_Symphonic_Variations_v1_4-11436.7z (55E40A7D) (Installed)
++ 084 - Exnem Female Body Replacer - nvde.7z (E8C5DE20) (Installed)
++ 085 - Companion_Vilja_v2-3-2_BAIN-28977.7z (4BAB17B8) (Installed)
++ 087 - VOILA_v07-BAIN.7z (11A016D9) (Installed)
088 - ==Last==

(The only mod-proper to not appear in my BAIN package list is the afore-mentioned DropLit Torches, which is installed as an OMOD. My few other OMODs are all utilities.)

-Decrepit-
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Kara Payne
 
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Post » Thu Sep 02, 2010 12:48 am

Sorry, been away from Ob for a few months (Civ IV addiction momentarily kicked in again) so forgot WAC wasn't finished.
What I'd really love is some of the creatures that look like neutral/prey replacing some of the deer spawns for greater variety.
But permission and integration etc would be the porblems there.

I love these general mod discussions. Great thread!
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IM NOT EASY
 
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Post » Wed Sep 01, 2010 7:05 pm

Great inputs again folks. :)

Before you point out the deficiencies of the poll (and there indeed are many!), I would like to remind you that the poll takes 5 questions with 20 choices each.

I wanted to see how other players mish-mash the various game mods - it does not rank or rate mods, but indicates what mods are popular among those who cared to vote. Will give some people (including me) new ideas for their mod setups...
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Andrea Pratt
 
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Post » Wed Sep 01, 2010 6:17 pm

I find it really interesting that many of us still play with just QTP3 (not reduced, not redimized). But no one is latching on to QTP or QTP2 (I guess that is indeed a machine killer!:))

And not a single one of the 103 who voted use the AF leveling mod? I guess it is not popular anymore...

FYI: I did add some options missing from the question choices, so in case you voted "other" for any choice, and want to correct that, just delete your vote and revote. Thanks! :)

And AmpolX's replacers are right up there qith QTP3R - are people using just the cave textures, or the whole package that AmpolX later yanked back? (I hope he/she reuploads them for the rest of us who couldn't grab it) .
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SaVino GοΜ
 
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Post » Wed Sep 01, 2010 9:23 am

And not a single one of the 103 who voted use the AF leveling mod? I guess it is not popular anymore...

I actually gave it a spin recently, just for the hell of it. And then went right on back to the reg. :P


are people using just the cave textures, or the whole package that AmpolX later yanked back?

Everything that I managed to DL. Not sure if that's everything, but it might be. :shrug: Either way, they are the best out there.
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Emily Shackleton
 
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Post » Wed Sep 01, 2010 9:01 pm

Overhaul: I finally settled on OOO+MMM+ROM
Textures: QTP3 Full
Realism: ROM has Fatigue. I add Real Thirst, Real Hunger, Real Sleep Extended.
Leveling: I use Vanilla with the ROM changes

To add my 2 cents to the realism mod comments:
I never wanted to bother with realism mods either, just like I did not want to bother with the main quest. However, after playing for years, I got tired of just fighting and thieving. The realism mods for me, make the game interesting again, slowing it down, making you think about things other then find dungeon, loot, find quest, solve quest. Going from point A to point B takes some planning for food, water, and sleep. But like anything else, I am sure I wil lget tired of these too and go back to playing without them.
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Your Mum
 
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Post » Wed Sep 01, 2010 11:30 pm

I've been playing modded oblivion for the first time ever the last couple of weeks, so I'm not sure how relevant my experiences are to the broader base. But as far as items that are listed in the poll, I'm using OOO + Oblivion XP -- and I'm pretty pleased with both of them. Huge improvement over vanilla, IMO. I might try nGCD at some point in the future instead of Oblivion XP...not sure. I like ObXP a lot, but I'm curious to try a closer-to-vanilla-but-fixed leveling mod too.

In addition to those two, I'm using a few other mods:

-Unique Landscapes Compilation -- Since it's been so long since I've played oblivion (vanilla or no), I have a hard time sometimes knowing whether a spot I stumble upon is from this compilation or not, but the couple of spots I've been sure about have been very nice. I've also just been seeing a lot more of the gameworld generally since ObXP awards experience for finding new locations (and OOO has diversified location content somewhat).
-Kvatch Rebuilt -- Really liking this one so far.
-Supreme Magicka -- A lot of mostly subtle changes to magic that make playing a magic-user a lot more fun. So much fun, in fact, that I had to start over as a mage several levels in when I realized that I didn't want to bash stuff with swords anymore and would rather just nuke it.
-Sigil Stones Unleveled/Sigil Stones Expanded and Extended -- Just installed these yesterday, and they are a lot more fun than the basic sigil stone system, but I'm feeling like the latter may be a little unbalancing in the context of OOO. I'll probably keep them regardless for this run-through.
-Midas Magic -- the trailer looked really cool, and the variety of spells is nice, but the few spells I've actually gotten ahold of so far either seem unbalancing or immersion-breaking, and the summons that I have used have been kinda buggy. I can appreciate the creativity that went into this, but I think I'll probably remove it soon (probably try one or two more spells before I decide for sure).
-BTMod -- I briefly tried DarN's, but the enforced small font-size choices aren't very laptop-screen friendly, so I'm doing BTMod instead. There are still some things I wish it did (better keyboard menu navigation, for one), but I definitely prefer it to vanilla.
-Lightweight Potions -- Just a little mod, but a great annoyance fixer.
-Elys Uncapper -- Looking forward to being able to focus my character further with this.

I think my next mod is going to have to be an economics one...I didn't care for the vanilla system, but whatever the economic system is in OOO (LE maybe?) has become a bit tedious...it's definitely more realistic, but having to visit 20 different shops to unload all my stuff (since each shop has such a small amount of cash on hand) after a dungeon crawl is becoming unfun pretty quickly.

Anyway, on the whole, I'm having a blast. Thanks, mod-makers! It's fun to be able to get new life out of an old game.
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Amy Melissa
 
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Post » Wed Sep 01, 2010 12:09 pm

You can tell you're in a Unique Landscape because it's suddenly beautifully, different (unique even!) and not the same same same as everywhere else.
LE has been well and truely superceeded my The Nice Ones http://tesnexus.com/downloads/file.php?id=25078http://tesnexus.com/downloads/file.php?id=25078 - use this instead. It does require OBSE, but so does Elys Uncapper, so I assume you're using it already!
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Shiarra Curtis
 
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Post » Wed Sep 01, 2010 11:57 pm

You should definitely add the companion mods, because Companion Vilja, CM Partners Basic and Share & Recruit is popular. :)
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Marlo Stanfield
 
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Post » Wed Sep 01, 2010 8:52 pm

I know any types of mods could be added to the poll, but the poll has a limit of 5 questions with 20 choices each.
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Brad Johnson
 
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Post » Wed Sep 01, 2010 11:14 pm

Heh, y'know what I just realized is missing, under Overhauls? Cobl.
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Scared humanity
 
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Post » Wed Sep 01, 2010 9:40 am

I'd categorize COBL as an ingredient (and other item) adder to the game, not removing or changing existing stuff - of course, I play with COBL all the time, so don't even remember how vanilla used to be without COBL...so I guess COBL is not an overhaul in the same sens as OOO, MMM, TIE, Frans, or FCOM is (in the same vein, I know Jog's Stealth Overhaul is not an overhaul).
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Angela Woods
 
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Post » Wed Sep 01, 2010 5:10 pm

Overhauls: OOO+MMM

Textures: MTGR full+AmpolX's roads.

Cities: Better Cities Full

Realism: Full Primary Needs (Real Hunger, Thirst, Sleep), Realistic Fatigue, Enhanced Economy, DP's Archery and Actors Can Miss Now.

Leveling: nGCD RC6 (I'm not upgrading to v2 until I start a new character, I want to keep his leveling as fluid as possible right now)
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leni
 
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Post » Thu Sep 02, 2010 12:23 am

135 votes is good, let's see if we can push it past 150 now. (aka bump)
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Jamie Lee
 
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Post » Wed Sep 01, 2010 6:17 pm

I just installed Oblivion again with a bunch of mods.

One thing that is more important to me than graphics is sound...there are some awesome ambient sound mods out there. But I see it probably doesn't fit in the poll.

Overhaull: TIE, easy to install and does what I want out of Oblivion.

Texture Pack: Qarl 3 Redimized, and some other graphical mods...one that improves lava/water, all natural that adds weather and some other stuff...I think one important one for me is one that improves tree/plant/door textures, which look really nice. I also have a mod that greatly darkens dungeons/interiors

City replacement: Bananasplit's Better Cities - All

Realism: Map Marker Overhaul and Enhanced Economy

Leveling mod: Oblivion XP

Sound mods: I don't have time to go through all of them right now...but I have ones that add ambient sounds in dungeons, in cities, out exploring in nature...one that adds lightning and thunder...music addition ones. Various sound mods found on TESNexus.
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Wayland Neace
 
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Post » Wed Sep 01, 2010 10:50 am

What's Jogs Stealth Overhaul doing up there? That's a realism mod, not a game overhaul per se.

I've been using TIE+My own tweaks as overhaul, kind of 'TIE + barebones OOO'.
No texture replacers, I only care about my chars' face good looks, and even that is usually under a full helm.
Better Cities adds just too much needed goodness to let it go once I tried it. Too bad it ruins FPS so much.
I think TheNiceOnes realism mods are mandatory to anyone with OBSE. I use tejon's fatigue effects to have all those 'needs' mods centralized. And Duke's archery mod makes it as lethal as i want it.
And finally, I use Realistic Leveling to forget just about that, leveling, and just see how my playing style slowly reflects in my attributes.
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Gracie Dugdale
 
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Post » Wed Sep 01, 2010 10:22 pm

Has anybody switched from Simple Essentials to Realistic sleep? I am thinking of moving to Realistic sleep as it is configurable, and thought I'd ask opinions. Simple Essentials is good for what it does - it is really simple to install (no config), and combines hunger/thirst and sleep in to 1 mod. But I am now spoilt by TNO's configuration options, and am thinking of moving.

What other hunger/thirst mods do people combine with Realistic Sleep? Is a fatigue mod (Realistic Fatigue, or tejón's Fatigue Effects) also recommended alongside a hunger/thirst/sleep combo, or do they overlap?

PS: Just noticed we are at 150 votes. Woohoo!
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Brooks Hardison
 
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Post » Wed Sep 01, 2010 2:52 pm

Soon to recast my vote since I now have set up clones via mTES4. I now have an FCOM-Oblivion XP based game and a TIE-Tejon-Phitt based game. And Nehrim.

To reply to above, I really like Tejon's Fatigue Effects, especially for its use of the COBL dinner plate, plus his Roughing It for the ability to sleep outside.
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Danii Brown
 
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Post » Thu Sep 02, 2010 1:18 am

Has anybody switched from Simple Essentials to Realistic sleep? I am thinking of moving to Realistic sleep as it is configurable, and thought I'd ask opinions. Simple Essentials is good for what it does - it is really simple to install (no config), and combines hunger/thirst and sleep in to 1 mod. But I am now spoilt by TNO's configuration options, and am thinking of moving.

What other hunger/thirst mods do people combine with Realistic Sleep? Is a fatigue mod (Realistic Fatigue, or tejón's Fatigue Effects) also recommended alongside a hunger/thirst/sleep combo, or do they overlap?
I cannot say anything about the switch from Simple Essentials to Real Sleep Extended, as the only other sleep mod I have used was Real Sleep Updated, which inspired me to start on the RSE. But for other recommended mods with Real Sleep Extended, http://www.tesnexus.com/downloads/file.php?id=21106 and http://www.tesnexus.com/downloads/file.php?id=15168 are the usual combo. But personally, I have found that a sleep mod to make the pressure of time a part of the game is enough - adding hunger/thirst doesn't really enhance this.

Realistic Fatigue is also highly recommended (wouldn't play without it myself) and does not at all overlap with RSE. I haven't tried Fatigue Effects, but from the looks it should be compatible with RSE if you disable the sleep part, since RSE doesn't touch fatigue at all. They would even be compatible with the sleep part of Fatigue Effects enabled, but that would give you both sleep penalties, though by tweaking each penalty to be not too hard, it could work well.
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Nicole Mark
 
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Post » Wed Sep 01, 2010 3:39 pm

But personally, I have found that a sleep mod to make the pressure of time a part of the game is enough - adding hunger/thirst doesn't really enhance this.

IMO sleep is great for an immersive sense of time passing, and it does force you to plan a bit before an adventure or travel, but there are situations where it definitely doesn't make you feel the pressure of time. Sleeping costs nothing! Sure, inns will charge you, but there are many free beds to be found; and frankly I think a sleep mod is unplayable without a bedroll mod or my Roughing It, either of which removes almost all financial impact.

That's why I feel that in mechanical gameplay terms, food is actually more important than sleep. It creates a real, tangible cost for doing nothing. With just a sleep mod, you can still rest for three days to let a cell reset (merchants restocked, monsters respawned, etc.) and there's absolutely no downside; this feels terribly exploitative to me. With a hunger mod, there's a genuine cost -- a relatively small one, and once you're in double digit levels you'll have no trouble just paying it, but at least there's a real trade-off involved.

That's why Fatigue Effects includes those two components. Sleep is the better immersion aid and requires some management of your uptime; hunger urges you to minimize downtime.

Now, thirst is just hunger with extra micromanagement. No use for it, personally. :)
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Katharine Newton
 
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