1. What you describe here are two different games. Oblivion, either if a TC is present or not, is one game. While very mod savvy users can get multiple versions of Oblivion running, for the average mod user it will likely be too difficult. Simply because it is a lot more complicated than installing the game at two different places, which (due to the way Oblivion handles things) won't work. If you have no idea what I'm talking about, try it out. Only way to have multiple Oblivion's running is to either edit back and forth the registry, or play a multiple folder rename game whenever you want to switch.
2. A TC that blocks off Vanilla content blocks off Vanilla + modded content. To find players it must not only be at a quality that can stand it's ground against Vanilla, but at a quality that can stand it's ground against modded Oblivion (to the posters who claimed "but some mods will work in a TC environment!": Go visit the Unique Landscapes from there. Or fight Lord Volmyr of OOO. Or do the Stranded Light quest line. Or just aquire any new spells of any magic mod!). This is a task beyond the impossible. So it's not a comparison about games on a somewhat comparable quality. If I have to choose to play Oblivion or Gothic 3, guess what I take?
3. Users (rightfully) expect that mods expand the game, not exchange it. It's like no one expects to install a NWN 1 module and suddenly have only Dragon Age playable. Just to keep in your anology, because that's what TCs do to the game.
1. You're making this more complicated than it needs to be. You're equating the term 'total conversion' with something a little stronger than I intended when I mistakenly broached the subject. A 'new world conversion' is adequate, with gameplay altered by mods; ie. Oblivion in a new world. That's all I meant, originally, perhaps with some optional plugins that affect gameplay, but which could be switched out with other mods according to your preferences. There is no other way I would attempt to create a 'tc' in Oblivion. It would be pointless and counterproductive. I am working on a new world and this is exactly how I'm doing it.
2. The loss of content that affects the vanilla worldspace is not a significant concern. There is nothing preventing a new world modder from creating environments every bit as good as UL. UL is simply filling a content void left by Bethesda which any decent landscape modder should be able to accomplish. (Not to knock the UL modders, who are very good, simply to say that Vanilla environments are empty for practical reasons, not owing to a limitation inherent in the engine.) A new world conversion does not have to be 'as good' (meaning: as heavily modded) as Vanilla + mods in any case. I, for one, have never been a fan of the ES universe and mythos and would be happy to play in a world with a spirit more congenial to myself, even if it means I lose out on a few little touches. Atmosphere, mood, lore, races, and story arcs are equally valid forms of modding.
3. Creating a new world
is expanding the game. By one world. Full stop.
(Besides, I wouldn't want to change the game too much because there really isn't any other game like it and my single biggest gripe is the world and its lore. The game itself (Vanilla gameplay + mods) is awesome. Who'd want to sacrifice that? I just want to use these great gameplay mechanics in a world of my choosing.)
Well, as you said bg, a TC in Oblivion would be more or less Oblivion in another world. I don't see why I'd need to keep seperate versions of Oblivion in that case then: I'd just disable everything but the TC when playing it, and then re-enabling the other when playing standard.
Done and done. This is how I use my mod.
My custom world uses Ampol's textures, Storms and Sound, Animated Window Lighting System and Chimneys, RPG-BlackDragon's Trees, and Mr Siikas' animals and looks amazing using Ampol's Low ENB settings. My custom races use throttlekitty's head06 resource which I use in conjunction with Robert's male and female body mods. I'm currently using Deadly Reflex, Abo's realism mods, and about a half-dozen other realism/immersion/magic overhaul mods and everything works flawlessly together. Good enough for me, and as close to a total conversion as I need and most people want. If I'm missing out on a couple of other major mods like UL and OOO/Frans/etc., I can always just mod it in myself, using these other excellent mods as a guide.
This still doesn't explain my original observation about the surprising lack of custom world mods for a mod community the size of ours, with the its massive support for mods, engine flexibility, and the fact that the game is a fantasy RPG. By all rights, I would expect the Oblivion modding community to be actively supporting at least a dozen major new world mods in various stages of completion. As it is, the only ones that get support are the provincial mods, which are great, but unfortunately still set in Tamriel. :rolleyes: People have a knee-jerk response to TCs and discount them before they even have a chance to get started. That, my friends, is what we call a self-fulfilling prophecy.
@ richardrocket009: That's probably the real reason why more don't get made. It's a good thing I love landscaping.