Recommeded difficulty?

Post » Mon Dec 14, 2015 6:31 am

So like I have said in other threads I am going to start playing Oblivion again. Just wondering what would be a recommeded difficulty for someone who enjoyes to play Skyrim on Master difficulty?

Normally I enjoy to bump up the difficulty to max in games, but I read somewhere that this makes you deal 1/6 damage and enemies deal 6x damage to you, which sounds quite insane compared to Skyrims Master where it is only you deal half damage and enemies double damage to you.

So any experienced Oblivion people here who likes a challange and can recommend me what difficulty to set it to?

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jessica breen
 
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Post » Mon Dec 14, 2015 3:22 pm

I always play Bethesda's games on default difficulty, for the reason you mentioned. I do alter the difficulty is subtle ways, though. Role playing almost always makes Bethesda's games more challenging. When a character has not only strengths but weaknesses it can make playing that character very interesting and sometimes very challenging.

For instance, I have played melee barbarians who feared magic. They did not cast spells, use scrolls or drink any potions. They did not use any enchanted gear. They did no Alchemy, Spellmaking or Enchanting. Even at default difficulty this can make for a challenging game.

The other thing I do to boost challenge is use mods. There are several that can make the game more challenging. Most overhaul mods will do this. A mod that adds new creatures or that overhauls the AI of existing creatures can also do this. And combat mods can make the game more challenging as well.

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Taylah Haines
 
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Post » Mon Dec 14, 2015 11:00 am

Thanks! Yes I also plan to try to roleplay ( I am learning! ) so I will also not use everything in the game :)

I read somewhere a article about roleplaying and someone suggested to use the difficulty slider as a help to roleplay, so for example if you played a Conan character it would make sense to drop the difficulty to easier since you are a fighting machine and should be able to just plow through small enemies (also because if you play as Conan you will not have much armor so you would naturally be more vurnurable then other characters on the same diff). And if you play as a librarian you could push up the difficulty to reflext your poor fighting compared to a Conan character. Is this something you have tried?

I just as a gamer really like to put up the diff a bit in all games, I normally play on the hardest difficulty as default, but 6x sounds a bit to much. Maybe if I bump it up 2 steps it will be the same as Master on Skyrim? Wish it was not a slider but set settings like in Skyrim so it would be easier to adjust and know what settings you have had before, maybe a mod for that?

I have been thinking about mods that rebalance everything. I have heard there are mods that does not just make enemies scale with you but actually make some areas more dangerous then others etc and that sounds good. The only problem with this is that I will be playing DiD with the mod that lets you start at different places. So since I will be dying a lot, for replayability and a fresh experience each time I want to start at very different places in Oblivion. But I assume these mods are made in mind for starting at the prison so I could imagine it would be bad if I start in a very high level area as a level 1 character.. Not sure if these mods adress this somehow. I like the idea that you could go in any direction or start anywhere.

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J.P loves
 
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Post » Mon Dec 14, 2015 12:08 am

You could start with default and after a while try the more difficult settings, then decide for yourself. Oblivion is scaled to your character's level, so you won't find a "very high level area". I've played Daggerfall, Morrowind and Oblivion, always at the highest difficulty levels. Oblivion is the easiest game of the three. Good luck!

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Damned_Queen
 
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Post » Mon Dec 14, 2015 10:58 am

Me personally, I've always been at default difficulty. There was one time I tried bumping it up to about 3/4rds, and this did make the game harder, it did make fights with NPCs last longer (which is what I was after), but it also makes your character deal less damage, as mentioned. :facepalm:

I also had been setting Major skills for each new character I make so that not all 7 of them get used ... maybe 2 or 3 of them get used regularly, with another 2 getting used intermediately. I got in this habit on PS3 and Xbox because I don't like the way the gameworld changes as our characters level upwards. But on PC, I don't have to do this anymore. There's all sorts of ways I can make those jarring changes not happen, while still enjoying a challenging gameworld.

That's me though, and we're here to talk about you...

I never have tried this personally. Feel free to experiment though. Even if you RP a Librarian, you'll have plenty of challenge with default difficulty as the gameworld begins to change (as your character levels up). Golden Sinner up above is an expert on MAX difficulty gaming though, so ask him for advice if you want to go that route.

I don't know if there's a mod which makes the difficulty work with set settings. Maybe one of the menu mods can do this. I can't think of any specific names, since I don't use these. Everybody else on PC around here does though, pretty much.

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Cartoon
 
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Post » Sun Dec 13, 2015 11:45 pm

I know that vanilla Oblivion scale with the character. My concern for the very high level area was if I used a mod that removes this and instead makes it so some areas are harder then others with unleveled monsters.

I heard you play on max difficulty, what is your playstyle? Are you a roleplayer? I think I read somewhere that you try to max out your skills to 100? Do you also do DiD?

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Luis Reyma
 
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Post » Mon Dec 14, 2015 2:39 am

I've run into this, more than once. An example: Oscuro's Oblivion Overhaul divides Cyrodiil into difficulty zones (in general, the further away from the Imperial Isle, the more difficult the enemies). Anvil can be a pretty tough area of the game with OOO. And I once used an alternate start mod to start a character there. But after a few deaths, I had to stop. It was just too hard to keep that particular character alive under those conditions.

It can be hard to predict how a large mod list is going to behave. The larger the list, the harder it is to predict problems, even for those of us who have been doing this for years. In the case of OOO and the alternate start mod, I was aware it was going to be difficult, but I thought I could handle it. Looking back, I think I just wasn't in the mood to handle that amount of difficulty at that particular time.I don't blame it on the mods. I misjudged myself. At any other time I might have been more patient, and might have persevered.

No, I haven't I think it's a valid use of the slider, but it just doesn't appeal to me very much. I prefer to 1) self-regulate through roleplaying restrictions (as I did with my magic-loathing Barbarian) or 2) use mods. If I were making a Conan character, for instance, I would probably make a new "Conan Race" and give my character Conan-esque starting stats and abilities via the Copnstruction Set.

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Bethany Short
 
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Post » Mon Dec 14, 2015 5:25 am

Yes OOO does sound interesting. Does it feel like it makes sense though in what creatures are more powerful then others? Because one thing I don't like is when you fight someone who look identical to another enemy and then you get 1 hit killed, especially if you are DiD... :P

Is it more like you can actually see the enemies in these areas look more powerful also?

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Pat RiMsey
 
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Post » Mon Dec 14, 2015 2:17 pm

When it comes to creatures, I most often use Martigen's Monster Mod with OOO. MMM adds a boatload (or an Arkful) (or two of each) (damn it, there's a joke in there somewhere) of variety to enemy encounters. If that's the kind of thing you're looking for, I would definitely take a look at MMM.

My favorite thing about the mod is the way it radically tweaks enemy AI. Everything is random. And enemies fight each other as much as they fight you. I love this feeling of not being the center of the universe. With MMM, I'm not the only person who is getting attacked. There's stuff going on all around. Wherever you look, you're liable to see fights. I love that.

And best of all, it's totally unpredictable. Each time you load a save you get a different result. The enemies who fight you tooth and nail once may be your best friends the next time you load that same save. You can load the same save over and over again and see different behavior each time. I love that unpredictability.

It goes great with OOO because OOO is fairly static. OOO aims to replicate the feel of Morrowind's hand-placed, statically-leveled environment (while still making judicious use of Oblivion's scaling). On its own, I think OOO can feel a bit too static sometimes (as did Morrowind), which is why I like to spice it up with Martigen. One of my goals in modding my games is to make the games feel as surprising and unpredictable as humanly possible.

EDIT: Wait, did I even answer the question? Okay, here goes: I think the answer is, "Yes." :)

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Love iz not
 
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Post » Mon Dec 14, 2015 12:45 pm

Yes, Mart's Monster Mod is great. Not only does it add new enemies, but it also can add more peaceful ones. You can increase or decrease spawnpoints, add better AI for enemies, all sorts of things.

http://tesalliance.org/forums/index.php?/files/file/1283-martigens-monster-mod/. Back when I was looking at MMM a couple years ago I had trouble finding a version which works. Version 3.8 (in that link) is one which does work. Just unzip the entire thing into your Data folder and later on when you're in your mod manager, you can toggle whatever you want on or off. You can physically remove any esps you don't want, too, to keep your plugin count down

Ignore the Omod install link on that page, by the way, I had problems getting that to work. Instead, just do a manual install, right into your Oblivion > Data folder, as stated.

Maskar's Oblivion Overhaul is another great mod, but one thing at a time.... don't go too fast. But the cool thing about Maskar's is (again) you can toggle anything you want on or off.

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Dragonz Dancer
 
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Post » Mon Dec 14, 2015 1:09 pm

Thanks for the tips! Sounds interesting with this MMM mod also! Is it lore friendly though with the new creatures added? Or can you just use the AI and not add the new creatures? I also love when the world is dynamic and unpredictable. Not sure how much gamechanging overhauls I should do on my first playthrough though. Might want to keep it somewhat close to vanilla in the major areas since it was years since I last player Oblivion I barerly remember anything :)

Any other recommended mods?

One mod I really would want is like the one for Skyim ( http://www.nexusmods.com/skyrim/mods/32695/?) that changed the quest descriptions so you did not need to play with the compass and arrow anymore. You could find your way to the quest just by reading the description like in Morrowind. Is there any like this maybe? I love immersion mods.

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Laurenn Doylee
 
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Post » Mon Dec 14, 2015 4:43 am

Yes it is lore friendly in my opinion, but it goes beyond what you might find in a TES game. You can add http://www.geeknative.com/wp-content/uploads/2012/06/Beholder_by_Hungrysparrow.jpgs to your game, for instance. These are from Dungeons & Dragons, I don't think they appear in Morrowind or Daggerfall. It doesn't hurt to add some weirdness though.

.... and if beholders are not for you, just toggle that plug-in off. Or remove it from your Data folder. :user: Easy peas. Another example is guars. I believe these can be found in TES 3 Morrowind? Well MMM can add these too.

I've never heard of Better Quest Objectives, but it looks interesting. On the subject of immersion mods (I said the "I" word, yup, I just did) you're in luck. I happen to be really into these. I've got hygiene in my games (my characters need to bathe) which is added by http://www.nexusmods.com/oblivion/mods/42038/?. And then there's the king: http://www.nexusmods.com/oblivion/mods/37088/? is another immersion mod ... it adds health concerns, the need to eat / sleep / drink. Alcohol has more damning effects, that sort of thing. It's not just "if u dont eat u die", BPN is more involved than this. It makes your character into more of a living being, imo.

STOP. We'd better stop. Don't add too much too fast. :nono: Golden rule of modding. Take it slow. Everything we've told you about so far adds a lot. It's good to know what all this stuff is. BPH and BPN also rely on ini files, and a lot of install instructions.

Okay, one more. http://www.nexusmods.com/oblivion/mods/25078/?. This changes the way the game's economy is handled. But maybe you should expeience vanilla first, see how awkward it can be.

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James Shaw
 
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Post » Sun Dec 13, 2015 11:42 pm

No, sadly there isn't. And we could use one in this game, just as we could in Skyrim. For instance, the very first direction we get in this game is to go to a place "near the city of Chorrol." That's it. That's all we're told. After the tutorial the game actually orders us explicitly to follow our compass marker. Compass markers or map markers are the only way to find the place. Anyways, [/end rant] we could really use a Better Quest Objective in this game. But I fear it's too late now. Modders have moved on.

Along these lines, I would recommend the http://www.nexusmods.com/oblivion/mods/10763/? mod. It allows you to move HUD elements around the screen, eliminate comapss markers and map markers and a whole bunch of other stuff. It is an essential mod for people like me who put a lot of effort into character creation. It displays the exact numerical value of face sliders (unlike Skyrim, there are 200 possible positions for each slider) allowing you to move a slider back to exactly where it used to be, if you don't like a change.

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Harry Hearing
 
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Post » Mon Dec 14, 2015 9:42 am

I think the high difficulty levels are mainly for bragging-rights in high traffic forums with a 'woohoo' factor or when a friend is sharing the game and can congratulate your success. Otherwise it just makes for tedious rounds of reloading a dead hero and endlessly whacking away at mudcrabs.

a diferrent approach to a challange and immersion is to play dead-is dead, meaning if your character dies, you will never reload and play them again. You will need to care about your character from the start. My first characters died pretty quickly; usually around level 12. Oblivion can suddenly turn deadly for even powerful characters at the default setting. Eventually Severus Snape came along with over 700 hours of gameplay spanning 6 month before he finally died in an epic battle. I grieved for days.

Another thing that helps me with immersion is to think of my character as a separate entity with their own personality having an awareness of me as their guardian-angel/mentor. Yes, it is a little like argueing with yourself and yes, on occassion, I have lost the argument but it is very entertaining and definitely immerrsive. Severus could have won that last battle when he stood as one against twelve (I counted) but he had sworn an oath to forego the use of invisibility when he first left his mage past and donned armor to fight as a warrioir. It was his dream to someday impress the lovely Falanu Hlaalu enough to win her heart. There were other factors that effected that last battle but me wanting to change characters was definitely not one of them. In my mind I was screaming 'NO' as he lowered his claymore and began his last rites to the Nine. He could have used the invisibilty potion in his backpack to break out of the circle, string them out and take them on two or three at a time. He had done this many times before.

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TWITTER.COM
 
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Post » Mon Dec 14, 2015 4:49 am

Thanks for the tips! But please don't stop :) I can always save some mods for later and do it slowly anyway, just want to know what options I have for immersion :)

Is there any good mod for a more realistic carry weight?

I have been thinking some more about this realistic quest mod without compass arrow. Could it be there is none for Oblivion because the game is more dynamic then Skyrim? Now it was years ago I played Oblivion on my 360 but I think I read somewhere that the NPC:s are much more dynamic and "alive" in Oblivion then in Skyrim, even traveling from city to city sometimes etc. So I could imagine it would be hard to have a quest description since if it describes you should go to a certain location the NPC might not even be there anymore, while in Skrim the NPC:s where fairly static. Now I don't know if this is even true yet about Oblivion and Skyrim NPC being more dynamic, but I am pretty positive I have heard this?

About the DarnNified UI, I installed it, but I found the text being so small, even when choosing a bigger font, is it possible to get it bigger? Also how do I move HUD elements like you say? I dont want to play with the compass for example. Btw, is there any Immersive HUD mod like in Skyrim where you can press a button to toggle the HUD off and on with a button?

One other thing I notices was that since I play without crosshair I could not see if I was going to take something that was owned by an NPC (showing up in red), is there any mod for this letting you see if something is owned even if you don't want the crosshair? I thought the Darnified UI would do this but it seems not.

I follow a guide now for installing graphics mods: https://www.youtube.com/watch?v=bRsITZc3Rmk

The first thing he recommends is to use the TES mod manager instead of the Nexus mod manager: http://www.nexusmods.com/skyrim/mods/5010/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D5010&pUp=1

Is this really necessary? He say some mods will not work with the Nexus mod manager, but is this really so? I am so used to the Nexus one and its nice to have one tool for all games, but wanted to hear you guys opinion.

Another thing I wonder, do people here use the Better Cities mod? Open Cities mod? Do they combine well and is the differeance big with Better Cities compared to vanilla?

How about Unice Landscapes? Does it improve the game a lot?

I am thinking since it was so long ago I played Oblivion maybe I should play with vanilla cities and landscapes first so I can appriciate the difference later? Not sure about this and if the changes are actually "game changing".

Btw if playing with OOO is it made so you should have the difficulty slider at 50%(default?) or some other setting, or does the difficulty slider not even affect the game anymore?

I play DiD :)

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Maria Leon
 
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Post » Mon Dec 14, 2015 3:05 am

No, no! Mileafly, don't encourage her! :D :D

I don't know. Personally, I don't think the difference is as drastic as some people make it out to be. Skyrim has NPCs who travel across the game world and Oblivion has NPCs who just stand around. I guess I agree that Oblivion feels a bit more dynamic, but I don't think it's radical or dramatic.

Again, this could apply to Skyrim as much as to Oblivion. For instance, a Dawnguard NPC asks us to find Gunmar. Gunmar can be found in any one of 12 possible random locations. This is often used as a justification for Skyrim having no written directions. I disagree, but the point is that the same argument can be made for both games.

Here's another idea. If you mainly want to change the HUD, you might try, and I apologize to Gade in advance,http://www.nexusmods.com/oblivion/mods/4109/? That only messes with HUD elements. You can move elements around or get rid of them altogether. Offhand, I don't know of a mod that allows you to turn the HUD off and on with a single keystroke. But it's not something I'm interested in, so I may just not be familiar with a mod that does this. After a bit of search I found this http://www.nexusmods.com/oblivion/mods/4101/? I don't know if it does what you're looking for, but you could take a look at it.

I don't use Nexus Mod Manager, so I don't know. One thing you have to keep in mind: some Oblivion mods were made before the Nexus Mod Manager was invented. So it's possible that they just might not work too well with that utility. But, again, I don't use it so I don't really know. I'll let someone who uses it answer this question.

Many of us use one or the other of these mods. Better Cities is pretty much an essential mod in all but a few of my games. It comes with its own built-in version of Open Cities. During installation you can choose which cities - if any - you want to open. Don't use the standard Open Cities mod if you plan to use Better Cities.

Better Cities is one of the most amazing mods ever made for Oblivion, in my opinion. And some of the recent updates make it even better. There are new districts in the Imperial City and some of the towns (like Chorrol) have gotten so big that the walls have had to be moved outward. It also adds quests and even guilds. There's a neat Ranger's Guild now.

The Imperial City is so large and so busy that I have spent a couple of games there, without ever leaving. The Market District is absolutely mind-blowing. It is a bustling, two-stroy environment with spiral staircases and secret passageways. The Arboretum is like a jungle: I have actually gotten lost in it. I can't recommend Better Cites highly enough.

Yes! This is another "must-have" project for me. I usually don't use all of the mods in one game though. I tend to pick and choose. You may begin to run into performance issues if you throw all of these mods into one game. It kind of depends on your computer, to some extent. But even a NASA-strength computer is going to choke if you throw a large overhaul, creature and NPC-adding mods, Unique Landscapes, Better Cities and other mods together. Your best bet is to follow Renee's advice and go slow. Add one or two mods at a time and see how you like them...and see how your computer likes them. ;)

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BethanyRhain
 
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Post » Mon Dec 14, 2015 5:05 am

Thanks :) What mod manager do you use? I tried to install Better Cities with the TES Mod manager but I did not get it to work, there was just a lot of red esps and in the installation, I could choose to use compatibility with "open cities reborn" so I did not see any inbuilt support for it? There was no place where I could tick in what cities should be open hmm. I did download the two files in the Main files section here: http://www.nexusmods.com/oblivion/mods/16513/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D16513&pUp=1

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Ladymorphine
 
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Post » Mon Dec 14, 2015 3:04 am

I myself have Oblivion Mod Manager Extended (OBMME), and Pseron uses Wrye Bash, which is the most advanced (arguably) program of all, but Bash also has more of a learning curve to it. I don't know how effective TES Mod Manager is; never used it. http://www.nexusmods.com/oblivion/mods/32277/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D32277%26preview%3D&pUp=1

I think I have some pre-printed instructions for Better Cities. I think I helped a friend install it awhile back. Hold on, let me see.

Okay, here are instructions to install OBMME if you want to go that route

Spoiler

1). What you'll need to do is manually download this one, and again, it's an easy DL. There are actually TWO archive files to DL. Go to the Files tab and select the 2nd and 3rd files on that page.

> OBMM Extended 10-12-24 Manual

> OBMM Extended 10-12-24 Setup.

2). After these 2 files download, copy or move the archives to your Modded Oblivion folder. Right click on each and choose Extract Here. Already you can see the beginning of the sprawl that's to come. heh heh.

3). Right click on the Application file called OBMMSetup, and Open it. If you get a weird message that says something about an administrator, just start over again: right-click but this time choose Run as Administrator. It should now ask you where you want to place a shortcut icon. I put my icon on the desktop for easy access.

4). Pick both options (Desktop Shortcut and Start Menu Shortcut) and press Install. :user: There should now be a new icon on your Desktop.

5). Double Click the OBMM icon (on your desktop). It will open up a menu. Choose the second choice (Oblivion Mod Manager).

6). A program should open with several boxes and choices. Right now this is all empty, but pretty soon you'll be able to actually view your mods in the two large windows, and you'll also be able to see if they are active, or inactive, and sometimes whether or not there are any conflicts going on. As you'll see, everything is color-coded.

And I will include some detailed instructions for Better Cities. The instructions below are for the Unofficial Patch (yet another mod you might want to install) but tehy can be applied for BC as well

Spoiler

1). Open up OBMM (this is the part up above where you double-click on the desktop icon, assuming you installed it this way). Click on Oblivion Mod Manager (the second choice). Once the program opens, notice the two large 'windows': there's one on the left, and one in the center. Both are empty, except you should be seeing Oblivion.esm in the left window. Oblivion.esm is the vanilla OB game.

2). On the bottom of the program are several choices. Click Create.

3). This will take you to a new platform with several choices on it. You only need one of these: click Add Archive.

4). You might have to manually find the area of your computer where the UOP Archive was downloaded from Nexus. Let's say the Archive is in your downloads folder. Go there. Or if it's in the Modded Oblivion folder, go there. Once you do, double-click on this Archive.

5). Sometimes it seems at first as if nothing is happening, but just be patient. OBMM will sometimes unzip the archive in a split second, other times it'll take a few seconds or minutes. Smaller files unzip faster than larger ones, see? UOP takes about a minute on my comp.

6). Eventually the archive will be unzipped, if everything goes right. Sometimes it will now ask you if you want to Import info from TES Nexus? Choose Yes. The 'info' it imports can vary. Sometimes it will fill up all the blank areas, but a lot of times it doesn't. These blank areas include Name, Author, Version, the author's E-mail, and website.

7). IF it doesn't fill in these areas, this is okay. I'm an organizational freak, and I like having at least the name, author, and version filled in. I actually will go back to Nexus (or wherever the mod's from) and type this stuff in. You don't have to do this, but if you don't it might make finding the mod more difficult later on. OBMM will name a mod called 'Companion Share & Recruit' to "CSR" for instance, and in my case, I won't be able to locate it as easily.

It's up to you, though. :shrug:

Note: You don't need to know this right now, but it's interesting anyways. Notice towards the bottom of the OBMM creation platform that there is a button called Plugins, and one called Data File. Plug-ins basically are mods. The two terms are interchangable. Not all archives will contain Plugins or Data Files, but you can view these areas to see if anything has been unzipped, at least. Some Archives don't contain the stuff you need (they're basically incomplete or something), but this you won't have to worry about this with UOP.

8). Click Create OMod, which is the rectangular button on the very bottom-right. If it asks if you want to add a description, you can just choose "No" if you want to skip this, or Yes if you wnat to fill this in. Personally I always skip it. I know what the mod's going to do just by its name. If you choose to fill this in, you'll be able to see your mod's description later on when you highlight it, but this is completely optional.

....OBMM will now compress and create the mod itself. This can take several seconds, or it can take several minutes. You'll be able to watch OBMM creating your mod, which is kinda neat. When it's done, it'll say "OMod created." Press Okay.

9). The OMod creation window will close, and you'll now see the original program. In the center window, you should now be seeing the Unofficial Oblivion Patch. Notice the color next to it, which should be green.

Green means the mod is inactive

Blue means the mod is active

Black means it's got some small conflicts, but the mod itself will run okay once these are taken care of.

Red means there are more serious conflicts. We can discuss this later down the road because you shouldn't be seeing red at all.

There are other colors (I think) but I don't know their meanings, nor have I encountered them.

10. Hi-light the Unofficial Patch Omod and click Activate on the bottom of the page. After a minute or so, the Omod's color should turn from green to blue (inactive to active).

11). Now look at the left window. This is showing the guts of your Modded Oblivion folder, and the UOP should now be there. Actually there should be several UOP choices, four of them. If you go to your C > Modded Oblivion folder, you'll also see that OBMM has automatically added some more stuff in the Data folder. It does all this automatically somehow, placing stuff in just the right places. Kinda neat.

12). Now go back to OBMM's left window, and hi-light each of the UOP choices. It'll tell you at the bottom left of the page what each of these choices does. There's the UOP itself, UOPS Additional Changes, the Vampire Face Fix, and Oblivion Citidel Doors. Personally I don't mind the vampire aging, and don't care about the door issue, so I only pick the first two choices, but you can choose all four if you like.

13). Go to your desktop and double-click on the OBMM icon again. Pick the fourth choice down (Oblivion Launcher). This will bring up several options, but for now we're only going to be choosing one.

14) Click on Data Files. You'll see the game itself (Oblivion.esm) along with the UOP files. If the choices you made in OBMM aren't shown here, go ahead and click on these. What you're doing is turning them "ON" basically.

15). You are done. :dance: :celebrate: The unofficial patch should now be working in the game.

Better Cities requires you install its three big archives in a certain order though, as you may have seen. Make sure you follow this order.

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Vickey Martinez
 
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Joined: Thu Apr 19, 2007 5:58 am

Post » Mon Dec 14, 2015 2:52 am

"I heard you play on max difficulty, what is your playstyle? Are you a roleplayer? I think I read somewhere that you try to max out your skills to 100? Do you also do DiD?"

I play a hybrid character usually. My current character has 10 expert and 11 master skills, so I don't just level up my chosen skills and then stop. I take leveling up my character as a personal mini-quest. While I level up, my character travels around and talks to NPC's. I'm a retired soldier, so I know the value of a good recon. That way it doesn't turn into a boring grind. Level some, travel some, mix it up.

By the Nine, yes I roleplay. Robin the Breton is a womanizing rogue who leaves all of the jewelry bling he finds with his conquests. Also, his adoring fan is actually a wood elf mentor who is the Nerevarine from Morrowind. Top that!

I do max out skills and attributes. Why not? I play at max difficulty because it ain't so bad. The AI is a string of 1's and 0's, I'm not. I play "don't kill your character" and I, well, don't kill my characters. As you can tell from my sig, I don't value consoling, cheating or mugging children NPC's for their lunch money. Also, I have posted (not boasted) many times that anybody can play this way. Good luck!

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Anthony Diaz
 
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Post » Mon Dec 14, 2015 4:01 am

Thank you, Mr. Sinner.

Yes, please listen to us, Young Grasshopper. You've already modded some other games, right? So you already know what can happen if you slam too much stuff into your game at once. All the sudden you'll be spending hours NOT gaming > instead you'll be like this :brokencomputer:

However, do you have http://boss-developers.github.io/ (Better Oblivion Sorting Software) yet, mileafly? If not, you will need this pretty soon, to help your manager organize its plug-ins into the right places. Either you'll need BOSS or LOOT or one of these sort of programs. Since you've already modded some other ES games (I think) you should already know how these programs work.

Once you've got BOSS installed and working, it should automatically put Better Cities toward the bottom of your load order, or near the bottom. There might even be a chance that those red streaks you were seeing were caused by an unorganized order of mods.

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Naazhe Perezz
 
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Post » Mon Dec 14, 2015 10:20 am

Hmm sorry if I did not get this, was this installation instructions for the OBMME for the unnofficial patch? I am using TES Mod Manager because I am following this guide: http://www.predcaliber.com/

I have installed the unofficial patch, that was no problem. It was only when I was going to install the Better Cities that I got problems :/

I am using LOOT. I still want to know if you have any other good immersion mods, at least to have on the backburner :) I does not seem to find any mod that can shrink my carry weight :/ Not sure about the bathing mod, I mean this is kind of the medeival times where people bathed once a year :P Could maybe make sense if you play as a really snobby character though :P

I have modded Skyrim quite a bit and to be honest I did not run into that many problems with things going crazy ingame, even though I mostly used only one character back that I just slammed mods onto without starting fresh, maybe I was just lucky though :o

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Donatus Uwasomba
 
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Joined: Sun May 27, 2007 7:22 pm

Post » Mon Dec 14, 2015 5:51 am

What did this mean? :) Is it some variant of DiD? :P (Did you play DiD?)

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Gaelle Courant
 
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Joined: Fri Apr 06, 2007 11:06 pm

Post » Mon Dec 14, 2015 1:46 am

I download and install all of my mods manually. Once my mods are installed I use Wrye Bash to make a Bashed Patch, when it is needed. I also use it to change my load order. Bash is the only utility I use on a regular basis, and I only use it for those two functions.

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Alex Blacke
 
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Joined: Sun Feb 18, 2007 10:46 pm

Post » Mon Dec 14, 2015 12:31 am

Yes, I was using that example (with the UOP) as a guideline on how to use OBMME, sorry, I may have confused you unnecessarily. I know for a fact that Better Cities will install with OBMME, I don't know how well TES Mod Manager does. I used TESMM briefly when I was new to modding Skyrim. I remember having some probs with it, that's all.

Oh cool, you have LOOT. You're good then.

The bathing mod is not just about getting BO, it's also about keeping your character clean in an effort to avoid disease. Not needed though, if this is not your thing.

Yes, I do have an encumbrance mod for Oblivion as well. I forget its name though, so you'll have to give me a few hours. It makes it so that if your character is carrying too much, there is more of a progression of weight slowing us down, and also getting overencumbered.

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Rebecca Clare Smith
 
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Joined: Fri Aug 04, 2006 4:13 pm

Post » Mon Dec 14, 2015 12:03 am

Darn's UI is too darn small for me too. What you want is http://www.nexusmods.com/oblivion/mods/1825/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D1825%26preview%3D&pUp=1. Its got bigger text than Darn and lots of other nice UI features, including editable xml files to move HUD elements around on your screen and adjust the size.

There is also a solution to your crosshair issue. These are two good crosshair mods for Oblivion: http://www.nexusmods.com/oblivion/mods/6318/? and http://www.nexusmods.com/oblivion/mods/2260/?. I've customized my own setup by editing and mixing and matching the xml files from BtMod and these two crosshair mods to get no crosshair, but do get a little hand on mouseover to be able to pick stuff up easily. Then when I enter sneak mode, I have put the sneak eye down in the corner and made it much smaller, so it is not as noticeable. There is probably a way to get rid of it, but I have not tried that yet.

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Franko AlVarado
 
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