[REL/beta] Oblivion Intensity

Post » Fri Dec 16, 2011 11:13 am

Yup. So here's what I've been up to for the last 4 years. I've formed a love/hate relationship with this mod. I'll work on it for a few weeks solid and then I have to take a break for a month or three because I get so burnt out on it. If I had to guess I'd say I've put around 600 hours of work into this monster.

I don't even know if it works... I mean I know it works... sort of... but it does so much that I can't be 100% certain just with the testing I've done on my own. I figure since it is so far along though at this point I might as well let it loose onto the world in case anyone wants to check it out. Just to warn you though, it might make your computer explode. No seriously... it uses PlaceAtMe scripts, so it might actually make your computer explode.

This is my attempt at an overhaul. OOO, Frans, CUO, and TIE are all amazing, and various pieces of them were an inspiration to me, but not one of them hit all the notes just right for me because I'm a bit obsessive-compulsive I guess, and have to have everything just so. I wanted an overhaul that took care of all the little unrealistic aspects of gameplay that bugged me about the vanilla game, totally got rid of all of the level-scaling of the entire world that drove me nuts, and added tons of new creatures, weapons, and armor... and I wanted it to do everything with just one single esp file.

Here's just a few of the things this overhaul does:
- If you try to tackle the main quest at level 1, you will die.
- Your level no longer dictates what creatures you encounter. Instead a mixture of what type of area you're in, how far you are from a road, how far you are from a town, and what time of day it is are the things that influence the creatures you encounter (farmlands are safer than swamps, roads are safer than wilderness, less creatures appear near towns, and day is safer than night).
- Your level no longer dictates how strong NPCs are. Instead, what type of NPC they are dictates that (bandits are weak, marauders are middle ground, vampires are powerful... etc...).
- Your level no longer dictates what equipment you come across in shops or as loot. Instead, valuable/powerful items are less common than weaker items, and imports are less common than local items.
- You can't swim if you're heavily encumbered.
- Attacks do much more damage.
- NPCs are smarter
- Animals have more realistic AI and interactions with each other
- New creature spawn points are generated on the fly via scripting when you are in the wilderness
- MOBSified WEPON is integrated for better weapon stats
- Bandits, marauders, and vampires each have their own unique style now instead of wearing the exact same gear any normal NPC would wear.
- There are dozens of new types of armor and weapons (everything from old favorites like Bob's Armory, Sin's Expanded Light Armor, Axeface's armors, and Real Swords, to new things like fine blue steel, fine black steel, and fine red steel armors)
- There are dozens of new creatures (old favorites like creatures from Lore Creature Expansion and LorelessCreature Expansion, plus lots of new things like giant roaches, new daedric hounds, frost zombies, and flame zombies)

Here's the spot where I would post all sorts of screen shots... but my computer that I was going to take them on took a nose dive and I am currently working on getting it back up and running (and no it wasn't the PlaceAtMe scripting that killed it)... I'm really unhappy about this and very sorry I couldn't show screens... I debated on holding off on posting this until I had screens, but I decided that if I do that, I might just end up abandoning the whole thing, so this is my way of forcing myself to not stop working on this. After I get decent screens though then I'll definitely post them here and also make a full-fledged page for this mod on the Nexus. Until then though, here is a link to the webpage I made for it, which contains the complete list of everything it does, as well as download links to two different versions of it (manual install version and OMOD version).

http://brettsaltzer.com/oblivion/
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Louise Dennis
 
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