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Oblivon Mods (mod defs and links ONLY)

This forum is to be used for all discussions pertaining to The Elder Scrolls IV: Oblivion, its Knights of the Nine and Shivering Isles expansions, and any user-created or premium modules.
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galraen
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Post by galraen »

After an exchange of PMs I though it was about time I posted a list of mods I regularly use:

Quest Award Leveling.esp - I wouldn't dream of playing Oblivion without it, it levels up reward items and Sigil Stones as your character progresses, in itself this overcomes some of the worst aspects of the leveling system

DEJ Harvest - Flora.esm/.esp - takes the work out of ingredient collecting, lazy person's tool

1414-1-Empty Soul Gems-TESSource.esp - A lot of soul gems you find are filled with inferior souls and wsated, this allows you to empty them

Artifacts of the Ancestors.esp - This is a decent quest mod, it can relabel some locations in German inconvenient more than anything

Servant of the Dawn.esp - The best quest mod for Oblivion I've come across, no Morrowind quest mod surpasses it IMO even. Doesn't start until after the main quest has been completed, for dark side characters really, it allows you to change sides

Versus Dark Brotherhood.esp
- Allows you to fight against them rather than join them

MarkerExplore.esp - Turns of the map markers at the beginning of the game so you have to travel to places yourself the first time. You can then fast travel once you've found the place.

marcQuickChar.esp - Allows you to skip the tutorial at the beginning, not something I'd recommend the first time you play.

And finally

Lost Paladins of the Divines.esp - Not a great mod, mainly just a one off quest/dungeon mod, but it's seriously tough (so probably best left for a later run through) and not unbalanced in terms of loot.

I've tried both Oscuro's Oblivion Overhaul and Francesco's leveled creatures/items mod, I prefer the latter as it offers a modular installation, allowing you to pick and choose (and change later if you wish) which elements you desire. Also with OOO I was traveling between Bravil and Leyawiin and found vast chunks of real estate totally missing, and I mean real estate, not just trees and rocks etc..

All of the above I found here
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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dragon wench
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Post by dragon wench »

I love mods... :D

Ok, in my brief foray into Oblivion, I have thus far found three "Must Have" mods, in addition to what has already been listed:

[url="http://www.tesnexus.com/downloads/file.php?id=6021"]Decorator Assistant[/url]

The new Physics system in Oblivion can be a lot of fun, but it makes decorating your house a frustrating experience. Items spin out of control and knock each other over. Try to place a book on a bookshelf or a sword on a weapon rack! It can take forever. There are mods out there that address specific areas(the Book Placement Mod by Jepter), but not every item in the game.

This mod will allow you to place EVERY item in the game with exact precision! It will even allow you to place custom items. You can place weapons on a sword rack, set dishes, place books whatever you want. If you can pick it up the Decorator Assistant will work.


[url="http://www.tesnexus.com/downloads/file.php?id=6262"]Book Placement[/url]

Book Placement is a utility mod to take the work out of placing books on shelves in your own home. Cast spells to stand books upright or stack them any way you like, lock them in place, and restore them to the places you had them if they get knocked around later.

* What's new in Version 2.0

This mod has passed through too many hands for me to even attempt a full history. Version 2 makes use of the mod more natural and less clicky.

Descriptive names are used for the rotation options rather than numbers. Options to place the books for stacking now exist. There is an option to allow you to place books at more natural angles (for instance preserve the way a books has tipped over, but put it on another shelf). While placing books, they will keep their orientation relative to the player similar to the way Book Rotate for Morrowind worked. This feature can be toggled off. You can Lock all books in place or Release all books with a single click rather than setting the options for each book individually.

[url="http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1446"]At Home Alchemy[/url]

At Home Alchemy is an immersive mod which allows you to use apparatus' in the Game World without having to put them in your inventory first. All you have to do is "fire up" the apparatus you wish to use and viola! You get the potion making screen.

No more lugging around all that heavy equipment, now you can leave your set at home!

How to Play:
Simply fire up all the apparatus' you wish to use by activating them. Activate the Mortar & Pestle last to bring up the alchemy screen. If you want to use a different apparatus than the one currently active, activate the new one and the old apparatus will automatically turn off by itself.

To pick up or steal an alchemy apparatus, you must be in sneak mode. Alternatively, you can use telekinesis to grab the object from a distance.

Be careful though, if you are caught using an apparatus that doesn't belong to you, you will be reported to the guards and your bounty will increase.





Given the difficulties of trying to place things in this game, the above mods are very handy.
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RPG-BlackDragon
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Post by RPG-BlackDragon »

MrMuhs & RPG-BlackDragons Dynamic Depth-of-Field

Description:
MrMuhs & RPG-BlackDragons Dynamic Depth-of-Field could be viewed as an expansion to Qarl & Timeslips Depth-of-Field mod and it is compatible to MrMuhs and RPG-BlackDragons Waterrefraction.
The new effect of the dynamic DoF (omg-dynamicDoF.esp) is the adjustment of the blur-distance to the view-distance. In other words:
Look at near objects and the screen will be blurred little more behind it, look at far distances and the blur-range will increase until it finally disappears. There is also another version in this archive (omg-staticDoF.esp), which is nearly similar to Qarl & Timeslips DoF, but the blur-effect also disappears when looking in the distant. Do not activate both esp's at the same time!.

Pictures:
OMG-DOF-Effect:
Image
QT-DOF-Effect:
Image
Download:
Download from OblivionModGods

------------------------------------------------------
RPG-BlackDragons ATI3.0Shader 1.2

Description:
In this version I have fixed the failure by HDR with the stripes and that hairs are blinded out in interiors by more as two light-sources! This Mod works only with graphiccards which have 3.0Shader and gives you 5 until 10 % more FPS!

Compatibility:
This mod works only with 3.0 graphic-cards! If you have not the problem that you have with Shaderpackages19 no dynamic HDR then you doesn't need this mod!


Download:
Download ATI3.0Shader 1.2

----------------------------
RPG-BlackDragons Halloween-Pumpkin-Resource

Description:
This modding-resource contains a halloween-pumpkin, which is full working. This means he has havok with a collision and the pumpkin is swimming.

Download:
Download from OblivionModGods
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dragon wench
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Post by dragon wench »

I just found a huge and comprehensive mod list that is worth mentioning here:
Oblivion:Recommended Mods - UESPWiki
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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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dragon wench
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Post by dragon wench »

[url="http://www.yacoby.net/es/forum/25/7455811187476620.html"]Here[/url] is a page of mods that attempt to recreate the Morrowind experience. Do bear in mind that the links are broken. However, if you copy the name of the mod and run a Google search it will likely come up. Most are actually at [url="http://www.tesnexus.com/"]Tes Nexus[/url]
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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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dragon wench
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Post by dragon wench »

Decided to make mention of some more mods that I now consider "must have."


[url="http://www.tesnexus.com/downloads/file.php?id=4703"]Imperial Furniture[/url]. They sell a lot of nice stuff, but I especially love their candles. (I miss the movable light sources of MW)

[url="http://planetelderscrolls.gamespy.com/View.php?id=3293&view=OblivionMods.Detail"]Ambient Town Sounds[/url]. This works great with mods that add NPCs to cities, you hear, as well as see, the buzz of life.

[url="http://www.leiawen.net/ceedee/BabSite/index.html"]BaB female body mod.[/url] The body is slightly on the undernourished side, but I prefer it to those mods that make women look like they belong on the masthead of a classical Greek ship... :D

[url="http://www.tesnexus.com/downloads/file.php?id=5570"]Book Jackets[/url], makes the books look *much* better, gorgeous work!

[url="http://www.tesnexus.com/downloads/file.php?id=9388"]Bravil Sea Domes[/url]: After much searching and testing, I think this is probably my favourite house mod to date. It doesn't have an alchemy sorter or book sorter, but it just feels right.

[url="http://www.tesnexus.com/downloads/file.php?id=4805"]Crowded Roads[/url]: Adds NPCs to the travel routes

[url="http://www.tesnexus.com/downloads/file.php?id=4520"]Cyrodiil Transportation Network[/url]: For those of us who preferred MW's transportation system over fast travel.

[url="http://www.tesnexus.com/downloads/file.php?id=6977"]Dremora Companion[/url]: One of the best companion mods out there, he comes with plenty of quests, the possibility of a player house in Oblivion (if that is your thing), and a definite personality.

[url="http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=249294"]Extended City Series[/url]: Add NPCs to cities

[url="http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2777"]Get Wet[/url]: This one is very cool, adds water droplets to your character and NPCs when it rains and when swimming.

[url="http://www.tesnexus.com/downloads/file.php?id=7614"]Lamps of Oblivion[/url]: Magical, coloured lamps that look like crystal balls. Again, nice when you miss MW's light sources.

[url="http://www.tesnexus.com/downloads/file.php?id=11351"]City Life[/url]: places NPCs in cities, including children

[url="http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2410"]Role Playing Dialogues[/url]: Gives you additional dialogue options.

[url="http://www.slofshive.co.uk/index.php?page=modarticle&modarticle/id=598q2mbi9zs"]Slof's Horses[/url]: Retextures the horses, beautiful, beautiful work! (warning: Slof's site also contains adult material)

[url="http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3614"]Symphony of Violence[/url]: Makes battle sounds far more realistic. This may not seem like much, but it adds hugely to the immersion.

[url="http://www.stephanewuttunee.net/tnr_home.html"]TNR[/url]: makes the races actually look distinct from one another, as well as more aesthetically pleasing. (as opposed to undifferentiated, inbred chipmunks)

[url="http://planetelderscrolls.gamespy.com/View.php?id=1332&view=OblivionMods.Detail"]Weather Inside[/url]: As it suggests, you hear the weather when you are in buildings, great for immersion!

[url="http://www.tesnexus.com/downloads/file.php?id=10891"]Real Lights[/url]: makes light sources function as you would expect them to.

[url="http://tesnexus.com/downloads/file.php?id=11280"]DarkUI Darn[/url]: I really can't praise this one highly enough, it's indispensable. In addition to changing the interface colour and making everything look like it was intended for the PC instead of the XBox, it gives you a configuration menu to allow for turning off all of those irritating hand holding messages, map markers etc.

[url="http://www.tesnexus.com/downloads/file.php?id=5487"]More Immersive Sounds[/url]: Wolves howling, more bird song, you get the idea ;)

[url="http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2563"]Tabaxi Race[/url]: In my view, the best custom race out there, well-balanced and incredible artwork! Perfect for those of us who like stealth/magic oriented characters.

Note: I am running all of these concurrently, without conflict, the Sound mods work very well together.
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testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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.......All those moments ... will be lost ... in time ... like tears in rain.
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fable
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Post by fable »

Texian's Window Lighting System is very good. It's subtler than some, reflecting the thicker glass panes and candlelit interiors of yore (though of course, hardly anybody had glass windows during the European Middle Ages, anyway). Very light on resources, too. Be sure to get the Fix from the same location. Texian left out a few meshes in the initial release.

Kyoma's Journal mod gives you an inventory book, where you can keep, delete, and rewrite all the notes you wish. Want more books? You can buy them at select dealers. Want to search for something you wrote before? You can do that, as well. I only wish it were possible to delete a block of text, instead of slowly backspacing, but that's the only limitation I can think of to this.

Timekeeper Improved not only lets you summon the time when you want it, but passes along updates to your fame and infamy, purges cell buffers (helps prevent crashes), and displays bounty messages. Nice little ease-of-use mod.

Lady Eternity's Grow Plants! is similar to such mods in Morrowind: it lets you buy plant seeds that germinate over time. You can harvest them for alchemical ingredients, but they look great, too. Check out her Cheydinhal Petshop from the same site: pets that act as companions, and will fight for you. They're also potty trained.

Mighty Magick is a personal favorite of mine. It improves both the amount of magicka and the strength of spells, making a pure caster more reasonable a lifestyle choice. ;) Mind, enemies get more of both, too. Also introduces sustained versions of many spells, changes to birthsigns and races, and a few new spells. Not as over-balancing as some other magicka-changing mods. Brings back Mark and Recall, too!
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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dragon wench
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Post by dragon wench »

[url="http://www.tesnexus.com/downloads/file.php?id=10891"]Real Lights[/url]:
"Have you noticed Oblivion is full of fire that actually don't light?! Have you wondered why Ayleid ruins are full of welkynd stones sealed in walls? Do you hate the mystic light points that make your life easier in the caves?
This plugin (will) remove (most of) all fake lights that you can find hanging around and make fires\welkynd stuff etc. the real light points

- no more fake lights, since in TES4 there're a lot of candle\fireplace\etc. that actually don't produce light
- a rebalance of interior lightning system since IMO there're too many interior cells (houses, shops,...) too darker.
- now daytime windows make lights (according where they are) while on nighttimes the only light sources are candles, fireplaces etc.
- fixed ayleid interior lightning system: I've assumed most of static welkynd stones are lights of different kind according to their magnitude and colour. Of course any other fake light source. Now there're places "shining" remembering their past glory and others completely dark (IMO this give more the sense of a ruin)
- welkynd\varla stones now are full working movable light sources (without loosing their powers of course ;) )
- tuned cave lights: if there's a sun spot or a fire you got lights, but most of fake lights that let you explore caves without a torch have been removed
- fixed fire damage effect to fires, added restore mana effect to violet magic fire and damage mana effect to white magic fire
- wood in all brazier"


[url="http://www.tesnexus.com/downloads/file.php?id=16544"]Enhanced Weather[/url]:
"Enhanced Weather is the next generation of photorealistic weather mods. Unlike most other such mods available, it merely adds to, instead of replacing, Oblivion's default weather system, resulting in a seamless blend of both vanilla and new weathers, as well as some unique features.

Enhanced Weather has been coded from the ground up to give a more immersive and life-like weather system, and much of its work is invisible, making sure that the weather 'just feels right'. With it, there is little in the game weather-wise that feels jarring or wrong, and the weather acts as it does in the real world: you can get long spells of hot weather with showers in between or changeable weather that can't make up its mind or just plain nice weather that is nice to relax in.

Enhanced Weather has many new and unique features designed with the user in mind. These include a light weight seasonal weather script, photorealistic textures, around 30 new perfected weathers, and user customisable night luminance levels, be it darker or brighter, without the need for separate plugins.

Features:

* Enhances Oblivion's default weathers with around 30 new weathers, all tweaked to perfection.
* Enhanced climatic weather system.
* An all-new seasonal weather system - get snow in Frost Fall etc.
* Enhanced Nights, a system for customizable night light levels, through OBSE and an ini file.
* SI support, to enhance the weather of the Shivering Isles with around 80 weathers.
* HDR tweaks, to lessen the 'nuclear dawn'.
* Darker Nights plugins for those who don't have OBSE.
* Enhanced Nights for SI
* Timescale-bound weather, so the weather works at the same speed as your day.
* Enhanced Seasons, a feature for improving the seasonal feel of the game.
* User customisable weather transition speeds for both Tamriel and SI."
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Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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fable
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Post by fable »

Tired of having to change hotkeys because you face too many distinctive enemies to suit your melee, ranged, and magical needs? Consider Improved Hotkeys. It basically triples the number of spell hotkeys available, and adds a hotkey that for several weapons.

Oblivion Script Optimization makes the game run smoother by cutting out duplicative code. It works well, especially in seemingly endless conditional loops. Works well, and has been heavily tested out.

Viconia DeVir is, as you might guess if you've ever played the BG series, an attempt to realize the character of Viconia as a traveling companion in the Elder Scrolls. She has decent dialog, can employ stealth, will use or extinguish a torch on demand, and has decent melee, ranged, and magic skills. She's not an overpowered tank, however. You can also teach her spells, and there's the inevitable romance quest. :rolleyes:

The Lavish Mage Tower of Power has a horrible name, but it's a good, moderate sized home for the magically inclined. It's a mage's tower with a nice sense of purposeful clutter from the previous resident (though at least some evidence of color blindness), who has left several rant scrolls behind concerning his opinions of the Mages' Guild and the Arcane University. Features alchemy, potion, and scroll sorters, spellmaking and enchanting. Has an alchemy kit that upgrades when your alchemy skill hits the appropriate level (apprentice, master), and plenty of storage creatively designed to blend in with the surroundings. No display kits for weapons, but those can be purchased at Imperial Furniture, as noted elsewhere. Complete set of Oblivion books, sadly--I like finding them--but you can buy extra bookshelves and import the Morrowind and Daggerfall books through mods, as I've done. Good rooms for companions, nice rooftop garden and view. Teleportation to select locations via a map on the wall: nice.

Enchantment Enhanced adds some great effects: you can now create scrolls from spells you already know (at a cost, and through finding an enchanted quill); turn scrolls you have into spells in your repertoire; and get stronger enchantments if you'll accept negative ones on objects, too. Very nicely balanced. :)
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Post by fable »

Some others I'm finding that fill valuable needs:

Auto Book Placer asks you what books you want to place on shelves, and puts them up automatically, alphabetically--or you can allow it to pull all your books and do this. It can also sort and shelve potions, and wine bottles (in an appropriate rack). Adds bookshelves as a purchasable item in many stores, which the ABP allows you to set down, pick up, move, and resize. Great for the character that collects the in-game books. :)

Magic from the Sky corrects another of the sillier development decisions in the game, one that forces you to use Quick Travel if you want to employ an Ayleid Well buff before it runs out. Now, you can save it as a stone that can be activated anytime. (Sorry, only one to a customer at any give moment.) Or, you can use one normal gem (or two flawed gems) and let the Well turn them into a Welkynd Stone; and one flawless gem plus five Welkynd Stones for a Varla Stone.

So the developers added quest markers to the game for all places you haven't been to, but left out markers for doomstones you've already found. Makes sense. In any case, Doomstone Map Markers remedies the latter.

The vanilla game caps your skills at 100, but Elys Uncapper removes that. Then you can add Grandmaster of Alchemy, that slowly increases your alchemy kit when you exceed the old skill limit, and Legendary Abilities, providing small perks to other skills for breaking the 100 barrier. All merchants have more gold for trade if you have Mercantile over 100, for example, and Sneak gains a Chameleon effect hitting 25% at a 200 skill level. Nice, and appropriate, too.
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Juzamn
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Post by Juzamn »

Hi,

I post here to make discover my module to the English-speaking community of Oblivion. This module adds an armor and 7 weapons.
A video of the armor is available here: Cytine Armor

Name: CytineArmory
Version: 1.0
Date: 1/29/2009
Category: Weapons and armors
Author: Juzamn
Download: TESNexus ; Planetelderscrolls (and screenshots)
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Invisable Man
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Post by Invisable Man »

nicotoshi creations - adds lots of very kool weapons aswell as one of the most awsome armours ive ever seen - Dreadweave setNicoroshi Creations - Planet Elder Scrolls

Quest award leveler - like quest award leveling but in an item form of an item which if you dont want to use can be used as a very nice decorationQuest Award Leveller - Planet Elder Scrolls

FCOM - huge just a huge mod and it really just makes the game a lot more intresting with new monsters and is basically a collaberation of the four largest overhauls there are.FCOM: Convergence - Planet Elder Scrolls

Darkness everlasting - this is one of my all time favourite mods, its a vampire mod that provides various different aspects, turning others into vampires, lycanothropy, reverseed level system (feed to get stronger), and a morality system to dicide what spells you get as you raise in levels. Darkness Everlasting - Planet Elder Scrolls

natural environment- just makes the game a whole lot more beleivableNatural Environments - Planet Elder Scrolls

illumination within - looks great in conjunction with natural environments and the light sorce's help with the natural lights Illumination Within Revived Optimised at The Elder Scrolls Nexus - Oblivion mods and community

qarls texture pack - requires lots of power from your computer but neither the less looks wonderful Qarl's Texture Pack 3, The Elder Scrolls 4 Downloads, The Elder Scrolls 4 Sound and Textures

theres a few of my favourite mods :D
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Post by fable »

Malevolent is an interesting quest mod, one that forces you to deal with the issue of just how unpleasant you are willing to be (thanks to a sentient, manipulative, evil suit of armor) in order to hold power and do what you believe to be good with it. Well written, and interesting.

Map Markers Be Done lets you cast a spell that appends (and remove) whatever text you wish to a map marker. One of those very handy little mods that make playing a richer experience. Another one is Duke Patrick's Sickness Alarm. Where the game doesn't usually tell you when you're ill, this mod does, in character, by giving you a few seconds of dimming vision and dizziness. Just enough to get your attention.
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Post by RPG-BlackDragon »

MrMuhs Macros Oblivion

Macros allow you to change your equipment in one moment. So you do not need to select every item particular, which you want to equip. There are 3 Macros, with each you can define a individual set of items, which are automatically equipped when the Macro gets activated.
The usage of Macros is described more in detail in the readme.

Macros are also available for Morrowind!

This mod needs Shivering Isles and OBSE v0015 or higher!

Download @ OblivionModGods
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Post by LeoStarDragon1 »

Aha! Here's That Dwemer Subway System!

Hello, Forum Folks!

In another thread, I wrote of having seen a video about a subway system for the game. Well, just a moment ago, I found the download site by accident!

Here's the link! Enjoy!

0_1 Mr_siikas Dwemer Technology at The Elder Scrolls Nexus - Oblivion mods and community
Shhh! Be very quiet! I may be sleep writing and sleep reading! :laugh:
Who said, "It is not whether you get knocked up, but whether you can get down!"? ;)
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dragon wench
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Post by dragon wench »

[url="http://www.tesnexus.com/downloads/file.php?id=22810"]Shadowcrest Vineyard[/url]: Probably the nicest house mod I've seen to date. It's by Korana, who has done some beautiful work for MW, and this mod reflects her usual aesthetic quality and eye for detail.
Even if the house itself is not to your style, it is worth downloading just for the brief quest alone. :cool:


[url="http://www.tesnexus.com/downloads/file.php?id=19628"]Animated Window Lighting System and Chimneys[/url]
Probably the best exterior window lighting mod I've seen. There is even an option to add smoke to the chimneys! It's somewhat complicated to install (if you prefer the manual method), but well worth the sweat.

[url="http://www.tesnexus.com/downloads/file.php?id=21168"]Ayleid Farmer Elves[/url]
Really nicely done race, though a complex install because you need bits from various other mods. Again though, worth it! Also, you don't have to spend hours fiddling with the sliders in order to not get a face that looks as though the owner came in third in a hatchet fight..
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testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
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.......All those moments ... will be lost ... in time ... like tears in rain.
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Loki[D.d.G]
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Post by Loki[D.d.G] »

A merchant mod; [url="http://www.filefront.com/XTS+Merchant+Mod+v1/;4936211;/fileinfo.html"]Xtreme the merchant.[/url] He has a pretty nice inventory of stuff to sell, offers the best amount of gold to trade with (10 i think), is a master of blade and can train you, can repair/recharge any item you can possibly find.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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galraen
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Post by galraen »

I've been trying out a few mods for the first time recently, Oscuro's Oblivion Overhaul (I tried it briefly before but had to sop due to a glitch) and The Lost Spires.

Much has already been said about OOO and all I'd add is that IMHO Francesco's is better thought out and definitely preferrable. Two major problems with the mod for me, one is that no thought was given for balance in respect for a new character, and especially for a new player of the game. There are too many over-powered 'monsters' in the early part of the game, both on the roads, and in what should be starter dungeons. Not knowing what's around the corner is all very well and good, but with OOO it's all too likely to be a re-load, or at least a dead citizen or legion soldier or two. The vanilla games diabolically bad AI and scheduling are bad enough, OOO makes it even worse.

The other main problem I had with the game is that by preference I like to play mages, initially I thought OOO had made playing them difficult and that magic had been nerfed. Oh how wrong initial impressions can be. Once one gets the hang of the changes Oscuro has made, and either have Frostcrag Spire or manage to fight your way through the recommendations (a lot tougher without Frostcrag, especially Leyawiin, watch out for that 24th level Bog Ogre!) it's game over. I had to abandon playing a straight mage well before half way as it was far too easy and boring.

Overall, if you're not playing a straight mage then it does improve the game, but check out Francescos as well is my advice.

I never got to the point of tackling The Lost Spires with my mage, well not beyond clearing out the initial spire when I was 5th level, but had I done so then my character would have been more than god like by the end. Whilst there aren't too many uber items for most characters for a straight mage there are a couple including being spoiled for choice in which robes & hood to wear. By the end though there is no choice, the penultimate Robes and Hood are just too much.

The only other item that stands out as over kill is a trap device, which frankly is too silly for words. You actually need this device to stand a chance in a couple of the boss encounters, but it doesn't disappear at the end of the campaign. It really should have a limited number of uses, unfortuately you can use it as often as you like, there isn't even limit on how many times you can use it in combat, which is really bad in the long run.

The final encounter is ridiculously tough, I wonder what the minimum number of reloads is for anyone completing it without exploiting bugs or glitches? I'd hate to try taking it on without the aformentioned trap device, you really do need to be seriously well prepared for this fight. In itself that's no bad thing, it's a bit too tough IMHO, but with preparation and persistence winnable. What follows that is completely retarded though, an insane deathtrap; to make things even worse when I finally got through the death trap the quest broke, the final stage didn't trigger. Fortunately for me I have no problem with the console so was able to setstage out of it.

Overall an excellent mod, kept my warrior amused over the whole week-end:

My character for the quest:

Race: Nord

Skills: Armorer, Athletics, Acrobatics, Block, Light Armor, Heavy Armour, Speechcraft

Birthsign: Revised Atronach; replaced the magicka boost with disease immunity, I lack self discipline so need to cripple my magic using abilities

I was about level 9 when I started on TLS, level 16 when I finished. Had I started at much higher level I think it would have been too easy, apart from the final encounter, and one other boss encounter.

One final piece of advice, at one stage in the quest line you ge t sent to check out an Ayleid ruin in the Imperial City, take loads of arrows with you if you depend on a bow and arrow (as I did), I started out with about 400 arrows, but was down to less than fifty at the end. There are arrows you can pick up en route, but not of very good quality. Also take along plenty of repair hammers, you'll need them!
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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RPG-BlackDragon
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Post by RPG-BlackDragon »

[OBLIVION-TOOL]RPG-BlackDragons ReadmeHTMLGenerator

RPG-BlackDragons ReadmeHTMLGenerator

Description:
With this program you can create readmes in HTML style. You can change the background picture of your readme and the colors of the font.

Pictures:
Readme HTML Generator Pictures

ReadmeHTMLGenerator Instructions
ReadmeHTMLGenerator Instructions


Download:
Download from OblivionModGods
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fable
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Post by fable »

A few recent ones I've tried, and really liked:

Alchemy Advanced: Per the readme:

- a quantity slider for brewing batches of potions
- ingredient filters that can be edited in-game
- a new type of autofilter that looks for replacements for the current ingredient
- a new type of alchemal apparatus (the Refiner) for temporarily removing selected effects from ingredients.
- integrated saving and loading of recipes, and a new type of alchemical apparatus (the Alchemist's Notebook) for storing saved recipes.
- a duration slider to specify the target duration of potion effects
- the ability to use potions and other recipes as ingredients in the current recipe


Works as promised, and as my characters are always heavy into alchemy, this is a real boon.

Companion Vilja: One of my favorite Morrowind modders, Emma, does many fine, highly personalized companion mods (among other things). She's taken the plunge, and this is her first Oblivion mod. It's a companion with more comments than any other I've tried--and I've tried plenty. Per the readme:

- There is a quest-line connected to Vilja which will keep you busy for a number of hours; you will have to fight, convince, guess and maybe do some less honorable things in order to help her. However, don't expect a long, involved storyline with new landmasses! Instead, it's a relatively short, simple story that is mostly there to give you a background and a reason why Vilja will want to team up with you and be your side-kick. Those of you who have played my Morrowind companion mods (Laura, Constance, Witchgirl et al) will know what I mean.

- Vilja has her own life story, her own goals, her own wishes and needs. If you talk to her, you will learn more and more about her over time. Treat her well and your friendship will grow stronger and stronger.

- Vilja has her own horse, and when you mount your horse, she will summon hers and go riding with you.

- She is very talkative, but you can tell her to shut up if you don't want to listen to her.

- You can't bribe her or play the speechcraft game with her. But you will find other ways to improve her disposition towards you. (Do you like strawberries? Well, hope you are not too fond of them, as Vilja will want them all).

- You can tell her to eat, drink, take a nap, go home, meet you in various cities. She will recognize your home as her home as well, once you have told her that this is where you will live.


Map Marker Overhaul: Another one of those mods that improves on something so basic to the game that you wonder why it wasn't done this way in the first place. Some of MMO's functionality:

* In-game, press 'M' to open a menu to freely name a marker with an unique icon, that is added to your map.
* In the map menu, just click on a marker and you'll get a menu where you can add any tag to the marker name, change the icon state (for some types) or rename/delete player-added markers.
* Oblivion gate markers changes to a closed gate symbol (or disappears) when the gate is closed
* Includes eight different map marker icon designs for you to choose from.
* Lets you control the distance map marker becomes visible in the HUD, or placed on the map.
* Adds map markers for all the game's Obelisks of Order, Ayleid Wells, Magical Stones, Wayshrines and player-owned houses, with completely new and unique icons.
* Replaces more generic map marker icons with icons for docks, castles, houses, farms, stables, merchants and more
* Can hide player and quest icons, and not open the world map centered on the player - for an immersive experience where it is possible to get lost.


I especially like its customizing aspect. You can literally reset most of it, including 6 different sets of map icons, the distance from an object that triggers its appearance on the map, etc.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
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