which mods for a Mysterious Oblivion

Post » Tue May 08, 2012 8:41 pm

hi all.

"oh no, you ask, yet *another* generic "which mod to install" thread?!

I hope not, as this Question is Focused on a Kind of mod.

After I installed OWCND and WAC and better cities and the UL mods, I see that so much of my 250 mods are really ul mods plus the zillion patches.

I then asked myself, "what kind of world do I want, in this game, anyways"!
I have about 20 games unplayed and most are immersive and 50 to 150 hours each, what kind of Oblivion do i really want, to take preference over these other games?

I have chosen to want a rich world of creative imaginations, a living world of npcs and amazing quests to amazing places with also of a just as imaginative strorylines, in these quests.

I read that Skyrim is so dull, so far, unmodded.
I read that some still find daggerfall even richer in this imagination way than Oblivion, let alone Morrowind's preferences over Oblvion.

Ah the Rub of tossing in 20 more large quest mods: oh the conflicts! got to choose carefully these.

I might actually take out the Unique landscapes mods altogether. I plan then to add villages, houses, not the huge castles but the quaint cottages.

I already have the THE LOST SPIRES, alyied steps, integration, Vilga, cyberdies, elsweye Aquantanas [sp],
adash world, lost paladins, losing my religion, tamerial travelers and other npc mods, villages.

a living immersive world that my upper middle computer can handle.

I still have not really touched upon the Right Words here!
Recently i was smitten with the old mythology of pagan Russia. the vikings and the older pagan mysteries where
the spirit world was much closer to our world. Any object had a greater presence to it than of its mere appearances!

I want to play mods that give to me this mysterious feeling: all too many games seem lifeless and empty of feelings of soul and spirit.

so here I am looking at mods like the underdark, reclaiming sance tor, several of Basher's huge quest mods.
and others.
any that i have tested, so far, seem to give to me many "red lines" in the not-so-reliable OBMM conflict detector; i have to have any now-added mod play nice with OWCND and WAC and better cities.

oh that Lush and Gaudy flora mod!! probably will make most of the UL mods seem dull in comparison! another reason for me to clear up 20 to 30 spaces by uninstalling the ul mods with their many patches.

ah..but *what* do I then fill these 20 to 30 mod slots with?

and this is why I thought that I would ask here.

thank you....freestone
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LittleMiss
 
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Post » Tue May 08, 2012 1:53 pm

To be honest, I don't think what you are looking for can be fixed by a mod. When you you want something to have "a greater presence to it than of it's mere appearances", I hear "I want to read between the lines". Most mods will come with their own creative vision which won't match yours. The best let you fill in the blanks, but they are few and far between.

I actually really like UInique Landscapes, just bcause they let you tell your own stories to explain a place. The Bravil Barrowfields in particular is a fantastic example of this. Skyrim is also pretty great if you dedicate your time to exploring. The developers have added incidental detail to the whole world, giving each dungeon and area it's own unique story. Those stories are usually quite primitive, but that just lets your imagination take care of the rest.

I was also going to recommend the Ayleid Steps and The Lost Spires, but uhh you are way ahead of me. Kragenir's Death Quest adds a huge amount of unique dialogue and quests to the world. It focuses on giving story and meaning to many of the unused dungeons in the game. There is an overarching plot, but many of the quests stand alone. http://www.tesnexus.com/downloads/file.php?id=26219
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Greg Swan
 
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Post » Wed May 09, 2012 4:16 am

I read that Skyrim is so dull, so far, unmodded.
I read that some still find daggerfall even richer in this imagination way than Oblivion, let alone Morrowind's preferences over Oblvion.
I would not listen to this retro gamer babble. Folks are always pining for the older games and, in my opinion, looking at what a game didn't do as evidence it supported some form of greater game design.

What morrowind is not - is some commitment to a grander rpg scheme that the company later sold down the river for an arcade game. Much of the so called pure rpg mechanics of morrowind are there only because at the time they either couldn't or didn't know how to implement better game play for the player.

So the grass is always greener when you were younger and games were more immersive because you were so much more ready to be immersed. These same folks who say this kind of thing (and I've read it too) are right now playing Skyrim. Why? Because Skyrim is fun and Bethesda topped themselves - going from Fallout3 to Skyrim was more of an improvement to than Oblivion to Fallout3. And besides that there are mods now.

=======

For a mysterious world - I would not consider OWC ND. That is more of a cartoon overhaul that does not take itself that serious. But to each their own.

WAC yes, Frans yes, OOO yes, TIE yes.

Mysterious world I would consider being a game being new and mysterious. I agree that Ayleid steps is a good choice as is Lost Spires. Also though ... mods like All Natural, Cava Obscura, AWLS, EAX and OBGE - to make the experience of the world different.

After a while there is only so many surprises even a modded game can provide.
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Michael Korkia
 
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Post » Tue May 08, 2012 4:56 pm

I would not listen to this retro gamer babble. Folks are always pining for the older games and, in my opinion, looking at what a game didn't do as evidence it supported some form of greater game design.


For a mysterious world - I would not consider OWC ND. That is more of a cartoon overhaul that does not take itself that serious. But to each their own.


thank you psymon. i had the OWCND mod from an early install. again i had read so much about this mod but golly, the Things it does to the game. i am beginning to think that this super-mod is only just a monster-bashing mod on steroids.
I could indeed remove much of 6 gigs, here, then add things like the apachi shop and test out where i want mods such as the claudias secret mod, in my game.
what i wanted, too, is a "complete" game world, where the mods i use are added all at once at the beginning.

actually any good scripted mod somewhat bug-free will do. one with imagination.

I will probably use all the ul mods.

thanks again....freestone

I ought to ask who is the oldest player here, of Oblivion, in another thread.
I am 70.

freestone
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Samantha Jane Adams
 
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Post » Tue May 08, 2012 5:34 pm

I'm not sure if I'm fully understanding what you're looking for, but would Blood & Mud maybe fit the bill? I was hoping to find a really good English trailer on YouTube to post for it, but I can't find one. :T
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Jimmie Allen
 
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Post » Tue May 08, 2012 1:23 pm

I'm not sure if I'm fully understanding what you're looking for, but would Blood & Mud maybe fit the bill? I was hoping to find a really good English trailer on YouTube to post for it, but I can't find one. :T

HEY!

*your* mod looks Interesting!!
I do belive i will check this one out!!

freestone
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Silencio
 
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Post » Tue May 08, 2012 8:27 pm

Freestone: I create my own mysterious world through my play style, added by mods. See names in bold for mod names.

I never fast-travel, prefer not to ride horses. I use wrinklyninja's Cava Obscura to darken all dungeons, never use night-eye/detect life, and carry a torch with me all the times. OOO adds drop lit torches feature. I should feel the fear when I enter an unknown place, and I achieve it by this.

I also add mods like TNO's Enhanced Economy, with its hardcoe loot mode, which removes loot from the chests/NPCs, so that treasure you find is indeed a treasure, not another super-awesome sword to add to your collection of a gazillion super-awesome swords.

I use BFG99's BEAR to make weapons/armor more prone to damage and total destruction, which means that super-awesome sword I found in the 3rd dungeon does not last me through the entire game!

I like OOO (and FCOM)'s changes to the ayleid dungeons, making them a far scarier (and rewarding experience). The ayleid weaponry is indeed a prize worth fighting for, if you can defeat the super-baddies that guard them...

I use maskar's BPN to simulate hunger, thirst, and sleep. I don't venture out at night as I am weak when I am tired, and am prone to getting killed. I don't randomly go into a dungeon now, I have to have a reason. povuholo and malchik's Kragenir's Death Quest and Enhanced Economy adds reasons of visiting various dungeons now, which were pointless earlier as what was my motivation?

I also role-play. That adds a dimension to the whole game. No more am I trying to cram being a thief, mage, and fighter in the same game. If I am roleplaying a paladin, I would not be a thief, or consider stealing anything in this game. I would not do evil to appease some daedra princes. I would also hold my pacts true. I use mods like pimpskinny's "Paladin - Hand of Arkay" to add to the experience. StarX's vampires also make my opponents harder. "NPCs yield" by kuertee also makes me feel like a paladin forgiving the sinners if they abandon their evil ways. I work my way up the Fighter's Guild using Choices and Consequences, so that I feel progression is earned. I am not a member of the DB, mages guild or thieves guild in this playthrough.

I use Crowded Roads Revisited (5%), Phitt's NPCs , Tamriel Travelers , and VOILA to add more people traversing the roads, so that the world does not revolve around me. Vilja gives me motivation to travel with a friend. I add more roads through mariedanj's West Roads. I use Dynamic Map and Map Marker Overhaul to tweak my map, and remove the player and quest markers totally from the game. It's not a GPS anymore, and I have to figure out where I am based off my surroundings. If I played a mage, I would love to use Ayleid Steps and its random teleportations combined with this feature, as I would literally not know where I am!

I use tejon's nGCD and Progress (now deprecated by Fundament) to slow down my character's progression to an acceptable pace, such that I am never overpowered too soon and miss out on all the FCOM goodies. Seamless level ups also help me forget that I am playing a game.

There are a ton of other mods which I am forgetting while typing this (apologies to all those modders), but each one of those mods combined give me the experience I am looking for to create my own "mysterious world". No small wonder that I've never finished the MQ even though I've been playing this game since 2006!

Frankly, I am not sure I want to go to Skyrim, but once I finish Oblivion (if I ever do), I might traverse north as well.
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!beef
 
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Post » Wed May 09, 2012 12:16 am

For quest mods you should check out Blade Of The Haunted and Dungeons of Ivellon. Both don't use quest markers and are as mysterious as it can get in this game.
For a living world you could try Shezries towns. It adds five new rather big towns with unique styles to Cyrodiil with new quests and lots of dialogue. Probably the best mod of this kind in existence. Only downside is that it doesn't go together with Lost Spires.
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No Name
 
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Post » Tue May 08, 2012 4:09 pm

For quest mods you should check out Blade Of The Haunted and Dungeons of Ivellon. Both don't use quest markers and are as mysterious as it can get in this game.
For a living world you could try Shezries towns. It adds five new rather big towns with unique styles to Cyrodiil with new quests and lots of dialogue. Probably the best mod of this kind in existence. Only downside is that it doesn't go together with Lost Spires.

I did not know that, the lost spires conflicts. I plan to use the shezries towns, in fact. I always had a funny feeling about lost spires. supposed to be a good mod but my intuition warns me.....

I think i will have the immersive towns, instead!

thank you.

freestone
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Tiffany Castillo
 
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Post » Wed May 09, 2012 3:42 am

Freestone: I create my own mysterious world through my play style, added by mods. See names in bold for mod names.


Damn, I spend 1/2 and hour typing all that, only to be disappointed by the lack of an acknowledgement from the OP... :dry:

I guess I am guilty of not following this etiquette too at times, and will strive to avoid doing this in the future.
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Lexy Corpsey
 
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Post » Tue May 08, 2012 7:21 pm

anithinks,
You have done the same as I have. Except you have some goody mods added they I must now quickly seek out. Ty for telling :)
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Danny Blight
 
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Post » Tue May 08, 2012 1:50 pm

anithinks,
You have done the same as I have. Except you have some goody mods added they I must now quickly seek out. Ty for telling :smile:

Well, I am glad you found it useful :)
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Gill Mackin
 
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Post » Wed May 09, 2012 2:28 am

Well, I am glad you found it useful :smile:
Anithinks,

I found it quite useful and well done. You laid out specific mods to achieve a specific atmosphere for the game you wanted. I liked it (might copy some of it after I update my computer).

I'm a little curious about any mods you may have added to "expand" the world, so to speak. Elswyr(sp, sorry) Desert comes to mind. But, there are other good ones. Do you use any of those?
Also, do you use any graphic enhancements? Quarls, etc. (there are a ton : )
Finally, what kind of computer specs do you use to run all that?

I definitely plan on OOO, but I like what Cryonaut has done also. Not sure if they are compatible or not.

And, like you, I have a lot to do in Oblivion prior to running up to Skyrim. I figure a minimum of 1-2 years before I go north. But, the mods should be getting nice and juicy by then : )

Anyway, great input.

Thanks,

Tarl

edit - sp
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maddison
 
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Post » Tue May 08, 2012 4:10 pm

I use an extensive mod list, exactly 444 mods at last count (lots of personal merges, and thanks to CBash). It is FCOM-centric, and has BCs and ULs. I used to use QTP3redimized, but found that all that brought my gaming machine to its knees. So I decided to use other graphic enhancers that were not so heavy on the system (Bomret's , Vibrant). My latest find has been lush and gaudy floriana, that makes the world a terrigfically beautiful place! I use Elsweyr, Cybiades, Bartholm, Stirk, Arthmoor's villages, and a bunch of other new locations within Cyrodiil.

My machine is an intel i7 930 (not overclocked), Win 7, 6 GB RAM, 80 GB SSD, EVGA 480 GTX. Quite a beast. But Oblivion is not optimized for it. I would not be able to run all this without the magic that is Oblivion Stutter Remover.

Re: your plan to try OOO with OI, I suggest not doing that. Both are overhauls with specific themes in mind, and there are bound to be clashes. Sugest going OOO, or OI. If you want more than just OOO, there's always FCOM :wink:

I also suggest getting "Better Dungeons" if this is your second time playing the game and you know most caves by heart. This mod changes the layout and content of most caves to be refereshingly unique, and is a must have for me for I have been playing the game since 2006, and therefore know most of the caves.

My mod list is as follows (prepare to scroll for an eternity :biggrin: )
Active Mod Files:
Spoiler
00  Oblivion.esm01  TR_OoT_Main.esm02  Cybiades.esm  [Version 2.0]03  Windfall.esm04  All Natural Base.esm  [Version 1.3.2]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Hemingweys Capes Improved.esm  [Version 3.0b]0F  Better Cities Resources.esm  [Version 5.1.1]10  BetterMusicSystem.esm11  Progress.esm  [Version 2.2]12  CM Partners.esm13  CustomSpellIcons.esm14  HorseCombatMaster.esm15  Oblivifall Master File.esm  [Version 1.2]16  The Arsenal.esm**  Younger Hotter NPC's v1.0.esp  [Version 1.0]**  Younger Hotter NPC's v1.0 Vwalk.esp17  Unofficial Oblivion Patch.esp  [Version 3.4.1]**  UOPS Additional Changes.esp18  DLCShiveringIsles.esp19  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]1A  USIPS Additional Changes.esp**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp1B  Francesco's Optional Chance of Stronger Bosses.esp  [Version 5.0]1C  Francesco's Optional Chance of Stronger Enemies.esp1D  Francesco's Optional Chance of More Enemies.esp  [Version 5.0]1E  Francesco's Optional Leveled Quests-SI only.esp1F  Francesco's Optional Leveled Guards.esp  [Version 5.0]++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]20  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp**  LoadingScreensSI.esp21  Natural Selection.esp  [Version 1.0]22  All Natural.esp  [Version 1.3.2]23  All Natural - SI.esp  [Version 1.3.2]++  All Natural - MMM Patch.esp  [Version 1.3]24  Immersive Interiors.esp  [Version 0.8]25  PTAutumnTrees.esp26  OBGE - Liquid Water.esp27  MIS Low Wind Merged.esp++  Diverse Voices.esp  [Version 0.1a]28  Sounds of Cyrodiil.esp  [Version 1.1]29  OBSE-Storms & Sound SI.esp2A  Environment Mods Merged.esp2B  All Natural - Real Lights.esp  [Version 1.3.2]2C  WindowLightingSystem.esp2D  Ayleid Loot EXtension.esp2E  Ayleid Loot EXtension - OOO Dungeons.esp++  Cobl Bookjackets.esp2F  diversegrasses.esp30  Happyhannah's Wines.esp  [Version 1.1]++  Item interchange - Extraction.esp  [Version 0.78]31  Paladin.esp32  Enhanced Economy.esp  [Version 5.4.3]33  Crowded Roads Revisited.esp  [Version 1.1]**  Crowded Roads Revisited Vwalk.esp34  Crowded Roads 5 percent Merged.esp35  NPC Merged Plugin.esp36  Choices and Consequences.esp37  DropLitTorchOBSE.esp  [Version 2.4]38  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]39  Duke Patricks - Philosophers Stone Artifacts.esp  [Version 4.2]3A  Enhanced Seasons.esp  [Version 1.3.2]3B  Quest Log Manager.esp  [Version 1.3.2]3C  UI Mods Merged.esp3D  Dynamic Map.esp  [Version 2.1.1]3E  Map Marker Overhaul.esp  [Version 3.9.3]3F  Enhanced Hotkeys.esp  [Version 1.4]40  DLCHorseArmor.esp41  DLCOrrery.esp**  DLCOrrery Vwalk.esp42  DLCVileLair.esp43  DLCMehrunesRazor.esp**  DLCMehrunesRazor Vwalk.esp44  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]45  New Items Merged.esp46  ClassyClothingCompendium.esp  [Version 1.2]++  FineWeapons.esp47  KatanasMod.esp48  Spears lvl list.esp49  Obclothing.esp4A  PTArtifacts.esp4B  SteelHalberd.esp4C  The Arsenal - Ancient Ayleid Weaponry.esp  [Version 1.1]**  mz_Shields.esp4D  mz_Shields_SI.esp**  Armamentium female.esp4E  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]4F  DLCThievesDen.esp**  DLCThievesDen Vwalk.esp++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]50  Cobl Glue.esp  [Version 1.73]51  Cobl Si.esp  [Version 1.63]52  Bob's Armory Oblivion.esp53  FCOM_BobsArmory.esp  [Version 0.9.9]54  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]55  Oblivion WarCry EV.esp  [Version 1.09]56  FCOM_WarCry.esp  [Version 0.9.9MB5]57  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]58  Hemingweys Capes Improved for FCOM.esp  [Version 3.0b]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS_SI.esp  [Version 2.0]59  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]5A  ArmamentariumArtifacts.esp  [Version 1.35]5B  OOO 1.32-Cobl.esp  [Version 1.72]++  The Arsenal - Leveled Lists for OOO.esp5C  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]5D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]5E  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]5F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]60  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]61  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]62  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]63  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]64  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.90]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  MMM More Spriggan and Ent Rain.esp++  ReteroX_BBEvilSkeletons.esp++  TamrielTravellerAdvScript.esp  [Version 1.39c]65  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp++  TamrielTravellersItemsNPC.esp  [Version 1.39c]66  TamrielTravellersItemsCobl.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]++  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp++  DiverseDremoraFemales.esp  [Version amped]**  DiverseDremoraArmorFCOM.esp  [Version 0.95]67  Ivellon.esp  [Version 1.8]68  TalosBridgeGateHouse.esp69  Trade and Commerce.esp6A  AleswellHomeQuest.esp6B  AleswellCOBLaddon.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.1]6C  BeastHeadInn.esp6D  Dwarven Mines.esp**  Dwarven Mines Vwalk.esp6E  Fighters Guild Quests.esp6F  FiveBlindMiceBeta.esp  [Version 1.3]70  Kragenir's Death Quest.esp  [Version 2.11]**  Kragenir's Death Quest Vwalk.esp71  KDQ - Rural Line Additions.esp72  300_White Stallion 4.esp++  Kragenirs_WhiteStallion_Compat.esp73  The Imperial Water - BETTER CITIES.esp74  QOTW Season One.esp75  StopDarkBrotherhood.esp76  The Ayleid Steps.esp  [Version 3.4]**  The Ayleid Steps Vwalk.esp77  TR_Stirk.esp**  TR_Stirk Vwalk.esp78  Stirk_Compatibility_Patch.esp79  VOILA.esp7A  VOILA - Soldiers of Empire.esp7B  Windfall.esp**  Windfall Vwalk.esp7C  DLCBattlehornCastle.esp7D  DLCFrostcrag.esp7E  AFK_Frostcrag.esp  [Version 1.2.COBL]**  DLCFrostcrag Vwalk.esp7F  Knights.esp80  Knights - Unofficial Patch.esp  [Version 1.1.2]**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp81  SM Plugin Refurbish(Merged).esp  [Version 1.30]**  DLC_MOBS.esp82  Cybiades.esp  [Version 2.1]83  CybiadesDungeon.esp  [Version 2.1]**  Cybiades Vwalk.esp84  TOTF.esp**  TOTF Vwalk.esp++  TOTF Delayer.esp85  RTT.esp86  RTT-Weye Relocation Patch.esp  [Version 2.0.1]**  RTT Vwalk.esp87  The Lost Spires.esp**  The Lost Spires Vwalk.esp88  Mighty Umbra.esp89  Ungarion1TheWelkyndSword.esp  [Version 1.4]8A  Lost Paladins of the Divines.esp8B  The Mystery of the Dulan Cult.esp8C  AFK_Weye.esp  [Version 2.31.COBL]**  AFK_Weye Vwalk.esp8D  House of Healing at Weye.esp**  House of Healing at Weye Vwalk.esp8E  MannimarcoRevisited.esp8F  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_Ruin.esp  [Version 0.9.9]++  FCOM_SlofsHorses.esp90  FCOM_DulanCult.esp  [Version 0.9.9]91  ElsweyrAnequina.esp**  ElsweyrAnequina Vwalk.esp++  Elsweyr - 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Oblivion.esp  [Version 1.0.2]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]E8  1em_Vilja.esp  [Version 4.04]**  1em_Vilja Vwalk.esp**  1em_Vilja MMM FCOM Fix.esp++  1em_Vilja_as_Custom_by_Xtudo.esp++  1em_Vilja_Bruse_as_Slofs_horse_by_Xtudo.espE9  ViljainAleswell.esp  [Version 1.3]++  AMB.espEA  bgBalancingEVCore.esp  [Version 10.52EV-D]++  DiverseDremoraRBPCosmetics.esp  [Version 0.95]++  EVE_KhajiitFix.esp**  Better Redguard v2.esp**  Better Redguard v2 Vwalk.espEB  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]EC  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]ED  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]EE  bgIntegrationEV.esp  [Version 1.0a]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 1.00]++  bgIntegrationEV - Unique Clothes.esp  [Version 1.0]**  bgIntegrationEV Vwalk.esp++  Silverfish&bgIntegrationPatch.espEF  Dialogs and Messages Merged.espF0  Game Tweaks Merged.espF1  Game Tweaks Merged 2.espF2  Better Cities Full.esp  [Version 5.1.1]F3  Better Imperial City.esp  [Version 5.1.1]++  Better Cities Full FPS Patch.esp  [Version 5.0.7]**  Better Cities Resources Vwalk.esp++  Better Cities - All Natural.esp  [Version 4.9.5]**  Better Cities Full Vwalk.esp++  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.9.5]F4  Better Cities - Ruined Tail's Tale.esp  [Version 5.0.0]**  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.1.0]**  Better Cities - Knights of the Nine.esp  [Version 4.9.8]F5  Better Cities - Tears of the Fiend.esp  [Version 5.0.8]F6  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.0.0]++  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.1.0]**  Better Imperial City Vwalk.esp++  Better Imperial City FPS Patch.esp  [Version 5.0.0]F7  Better Cities - The Lost Spires.esp  [Version 5.0.0]F8  Better Cities - COBL.esp  [Version 2.1]++  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]F9  Oblivifall - Losing My Religion BC Full.esp  [Version 1.0]**  [GFX]_Initial_Glow-all.espFA  kuertee Merged Plugin.esp++  LifeDetectReduced.esp**  FCOM_Archery.esp  [Version 0.9.9]++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  NRB4 Standard Road Record.esp++  Bashed Delayers - MERGE ONLY.esp  [Version 3.1.29a]++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Oscuro's_Oblivion_Overhaul - Harvest Containers - SI.esp  [Version 0.99b]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3.2]++  Storms & Sound - Filter Patch.espFB  Bashed Patch, 0.espFC  DeadlyReflex 5 - Combat Moves.espFD  Deadly Reflex 5 - Timed block and 150% damage.esp
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Tue May 08, 2012 2:03 pm

I also suggest getting "Better Dungeons" if this is your second time playing the game and you know most caves by heart. This mod changes the layout and content of most caves to be refereshingly unique, and is a must have for me for I have been playing the game since 2006, and therefore know most of the caves.
Ohh shiny .. thanks
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(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Tue May 08, 2012 11:10 pm

I definitely plan on OOO, but I like what Cryonaut has done also. Not sure if they are compatible or not.

Hehhhhhhll to the ni-zo. Don't even try it. They will conflict so badly that about 80% of both mods will fail to work right... and that's IF you can even get the game to play with both activated at the same time.

Edit: Okay I might be exaggerating a little bit... but still - there's no way the outcome could be good. :P
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Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Wed May 09, 2012 2:22 am

You really want an in-depth world with mystery and culture, steeped with lore and history?

Play another game.
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*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Wed May 09, 2012 1:16 am

I use an extensive mod list, ...........................
FD Deadly Reflex 5 - Timed block and 150% damage.esp
[/xml][/spoiler]

Appreciate that info, Anithinks. Particularly the Better Dungeons. I do get a bit tired of the, ummmm, repetitiveness of what seems to be pretty generic layouts, etc. That said, the modders have been a great relief in that and other areas. I'll check BD out for sure.

I'm already pretty with you on the graphics stuff. Vibrant, etc. I don't currently have UL loaded, but it's on the list after a new computer gets built. I've considered checking out "gaudy". At least one of her(? I think its a her, but apologies if I'm mistaken) more modest versions. That's one area that I am waiting on the modders to "fix" (for my personal requirements) in Skyrim. I've found that I really can't deal with a lack of color. I used to play DAOC. Loved my Midgard avatar, but had to move him to Hibernia due to the lack of color in Midgard. I figure someone will help me out with resolving that issue in Skyrim. I've already seen a number of complaints in that area, so only a matter of time. Besides, I've lived years up in Alaska (and a couple of years in Canada, like around the Hudson Hope area), and Skyrim just doesn't do a very good job of representing what "up north" really looks like (as far as color and vegetation). I guess they do that because they are attempting to create a certain "atmosphere" (plus, they obviously are dealing with some rather strigent hardware limitations in making all the console people happy (not that I have anything against consoles, I once bought one of my sons an xbox : ))

Appreciate the mod list also.

What gets me is that your computer specs seem to be pretty beefy. However, we've all complained long enough about the poorly optimized engine (not to mention the lack of support for current 64 bit OS, more than 4 GB of ram, etc., etc.). So, I guess I shouldn't be suprised. That said, I was hoping that I could put together a computer, for a moderate amount of money, that would allow me to play "my oblivion" without lag and stutters. Oh well, it will be a LOT better than what I have now, so that will have to be good enough : )

So, everyone seems to think that playing OOO, OI, (and, did I forget to mention TIE?) all together would maybe not be the best idea I ever had : ) Sigh, so many good mods, so little time to play. Ah well, I'll have to just pick one that seems to fit my requirements best. For me personnally, I want the world to seem as if it goes on it's merry way without my say so. I've heard OOO does that (no, I've never actually run OOO due to my current computer; however, I have run TIE and liked it).

Thanks for the help.

Tarl
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kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Wed May 09, 2012 12:29 am

I'm about to upload the newest version of OI which is a pretty big leap forward from the last, so if you ARE considering checking it out, I recommend waiting until I put up the newer version. Much to my surprise, it seems to have now surpassed FCOM in size, but is still just as simple as can be in regards to installation.

Oh! Also, if you are interested in running OOO or OI, but also want the extra things from TIE, I strongly suggest "TIE4MODS" (http://tesnexus.com/downloads/file.php?id=18138). It adds all of the things from TIE that aren't already handled by OOO or OI (such as new NPCs and secret entrances to cities). I haven't gotten a chance to test it extensively with OI yet, but from what I have seen so far, they seem to play together nicely.
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Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Wed May 09, 2012 1:46 am

Oh! Also, if you are interested in running OOO or OI, but also want the extra things from TIE, I strongly suggest "TIE4MODS" (http://tesnexus.com/downloads/file.php?id=18138). It adds all of the things from TIE that aren't already handled by OOO or OI (such as new NPCs and secret entrances to cities). I haven't gotten a chance to test it extensively with OI yet, but from what I have seen so far, they seem to play together nicely.
Not exactly a great solution ... That version of TIE is based on TIE 1.24 which has a main quest bug (dealing with Baurus not following in the sewers) ... plus the latest versions of TIE also overhauls shivering isles - that version doesn't even touch that.

As far as I understand the only 'TIE as an add on mod' that is up to date is http://tesnexus.com/downloads/file.php?id=40679, but it may require full FCOM. Not sure on that.
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Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Tue May 08, 2012 8:56 pm

If you want a more "mysterious" atmosphere...I recommend not using VWD mods and/or using Redbag Fog or something similar. While the view distance is cool looking, it does destroy some of the "whats up ahead?" vibe that makes games fun sometimes. Also, I'm a fan of "Well Diver". I like "All Natural" for it's weather and vegetation mods. Anything to make the game not look like a large but pleasant grassy field with a few hills.
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Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Wed May 09, 2012 3:39 am

Not exactly a great solution ... That version of TIE is based on TIE 1.24 which has a main quest bug (dealing with Baurus not following in the sewers) ... plus the latest versions of TIE also overhauls shivering isles - that version doesn't even touch that.

As far as I understand the only 'TIE as an add on mod' that is up to date is http://tesnexus.com/downloads/file.php?id=40679, but it may require full FCOM. Not sure on that.

Awe crap. Thank you for the heads-up. I had never tried starting a new game with it active - only as an add-on to games where I was already done with the beginning sewers. Can anyone confirm whether or not TIE Integration works without FCOM? If not, then I may need to put a new NPC system similar to TIE's on my to-do list for OI. The secret entrances I can live without, but I love the ideas behind a lot of the NPCs, especially heroes that pop up from time to time to assist the player.
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Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue May 08, 2012 7:50 pm

I use an extensive mod list, exactly 444 mods at last count (lots of personal merges, and thanks to CBash).
I thought I've seen and read everything what Wrye is all about. And boy, I was wrong. Obviously it was due to crash-reading I might have missed some. I have to re-read about Wrye's CBash feature, but I gotta ask. How did you do these "personal merges"?

Like others said, your post is useful that it gets me want to find out how you did with personal merging and some cool mods I don't know yet. Thanks!

(Sorry about my English, it isn't my first language)
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MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Tue May 08, 2012 9:46 pm

Awe crap. Thank you for the heads-up. I had never tried starting a new game with it active - only as an add-on to games where I was already done with the beginning sewers. Can anyone confirm whether or not TIE Integration works without FCOM? If not, then I may need to put a new NPC system similar to TIE's on my to-do list for OI. The secret entrances I can live without, but I love the ideas behind a lot of the NPCs, especially heroes that pop up from time to time to assist the player.
TIE has heroes that help? Seems I never encounter them. Frans has heroes/adventurers. I have an experimental TIE made by strategy master that is modular ... but even it is from version 1.25.

Most of the advice I've received about mixing TIE with other overhauls to get only what is added by it is to have it load higher and before other overhauls, so that the other overhauls take precedence and then the NPCs and such are there. Still much of TIE is likely to show through. I think it would be a worthwhile porject to make an NPC additions only TIE add on for things such as this. Up to Arthmoor/Veritas to approve though.

Oh the bug with Bauraus is not at the beginning but later when you and he have to go back into the sewers looking for the dawn agents.

Dakkon-
http://www.gamesas.com/topic/898653-a-guide-to-merging-with-tesivgecko/
http://www.gamesas.com/topic/1068317-a-guide-to-merging-with-tesivgecko-second-thread/
... also ... TES4edit
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Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Tue May 08, 2012 7:37 pm

Psymon, thanks for these links! I used wrong words in search to find the documentation regarding Wrye and personal merging. No wonder. Thanks again.

Edited: anithinks, after studying your mod list I started to understand how you did with 400+ mods. I plan to use your list as a "base" to merge what I have to free up some slots. Thanks again for sharing your list with the public. Off to download ULs and Arthmoor's villages! Being a ranger, I like to roam around what Cyrodiil (with modders' works) offer.
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biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

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