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| | #1 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,701
+66 Internets | Oblivion Mods/Resources (pc) Since the other thread is getting a little bloated, figured I'd start a new one with a little bit more 'concise' information. If you see a cool mod or UI tweak, make sure to post it. Please keep review/comments to the other thread. Two quick links. http://www.tessource.net/files/ Requires free registration. Has a quick, concise list of mods already available, pulled mostly straight from the Oblivion message board. Isn't much there yet, but the game is only a few days old. http://www.elderscrolls.com/forums/i...p?showforum=25 Is the Oblivion mod forum. Easier access to the authors of various mods. However there is alot of crap to wade through. Anyways...some mods I highly recommend. Arrow mod http://www.tessource.net/files/file.php?id=1793 Increases the speed of higher quality arrows. Iron arrows will still lumber along, while glass arrows will zip almost dead on target at long ranges. Keep in mind that this affects mobs too, so enemy archers will have an easier time hitting you. --- Magic speed mod http://feinam.20megsfree.com/oblivio...nevelocity.zip Increases the speed of your magical 'projectiles.' This includes debuff spells as well as damage spells. You can alter it as well to have a bias towards quicker damage or quicker debuff spells. Again, this affects mobs as well so enemy spell casters can really tear you a new one. --- Health Regen http://www.tessource.net/files/file.php?id=1807 Makes health regen kinda like the shield in Halo. After a few seconds out of combat (so long as your weapon isn't drawn) it regens your health (slower if you're really hurt, faster if it's minor damage). Really handy because you don't feel like you've got infinate health in combat, but you don't have to 'wait' an hour after every fight or stand there chain casting healing spells then waiting for your magicka to regenerate. --- 'Larger' inventory UI http://www.tessource.net/files/file.php?id=1825 Decreases the size of your inventory icons so that when looting/magic menu/inventory you can see 12 icons instead of the normal 6. Handy for when your spell book or alchemy ingrediants list get huge. (note: This one doesn't install like a regular mod, make sure you check the readme). --- Some others you might want to look up are ones that slow down the rate at which your major skills level so you don't accidentally level up too fast. Some that move the 'sneak' icon from the middle of your sceen down to the hud area. There's one under development now where you'll constantly have a creature hunting you down and attacking you at random intervals. All sorts of nifty stuff. For 90% of mods in order to install it, simply extract the *.esp files to your oblivion Data folder. Then, when starting up Oblivion, click on "Data Files." Make sure the square is x'd next to the mods you want to enable (make sure oblivions.esm is -always- checked, that's the master file). Click ok and you're good to go. You want to make sure you almost always read the mods readme text though, as some may come with special instructions. Sometimes they come with multiple .esp files for different flavors of the mod, and enabling multiple ones may cause conflictions (such as two mods trying to change the same object in the game or both trying to edit the same script). Some mods may only work for a new game. Etc... Last edited by Zehn - Vhex : 03-25-2006 at 12:12 AM. |
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| | #2 (permalink) |
| Registered User Join Date: Nov 2004 Location: Earth
Posts: 1,250
| Clearer Water Mod http://www.tessource.net/files/file.php?id=1830 (requires no-confirm registration) I love this mod; it makes the top of the water, and underwater, more transparent, but it still looks lifelike. I didn't like the gloomy/dark water before. You can check out some before/after shots at the following link : http://www.elderscrolls.com/forums/i...ic=293141&st=0 |
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| | #4 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,701
+66 Internets | For those of you seeking more of a challenge... http://www.tessource.net/files/file.php?id=1891 Removes mob leveled lists, which effectively means at level 1 you could run into a spriggan or xilvari and at level 20 you could run into a dungeon full of rats. Have to start a new game for it to work though. http://www.tessource.net/files/file.php?id=1924 Leveling mod. Get's rid of annoying min-maxing. Now your choices rather then your actions affect how you level. Your stats go up more intelligently as you improve skills (+1 stat per 5 skilups) plus you get to choose 3 smaller stats gains when you levelup for a more 'customized' experience. Four different versions included depending on how you want the mod to affect your leveling (I suggest either 60 skillups/level or 20 major skillups/level as this limits you to roughly lvl 20~26 once you max out your skills rather then a really absurd level like 100.) (Note: This mod also skips the tutorial dungeon, so I suggest playing through it first once on your own to get a feel for the game and enjoy the opening, then install and use this mod. You do have to start a new game for it to work also. You also start out with far fewer lockpicks, no torches and none of the alchemical ingrediants from the dungeon, so use with caution if you relied on any of that near the beginning of the game.) http://www.tessource.net/files/file.php?id=1921 Torches last forever. No more having to switch them out. Annoyed me to no end having to keep going back into the inventory to re-bind them. http://www.tessource.net/files/file.php?id=1917 Adds a ring to the game that calls your horses to you. Very handy if you find your horses wandering off. Not sure if it works with the horse renaming mods though, haven't tested it myself yet. http://www.tessource.net/files/file.php?id=1897 http://www.tessource.net/files/file.php?id=1882 Adds a dimensional pocket spell. Allows you to summon a door to a dimensional pocket to store excess gear and stuff. Nice if you're storing up alchemy ingrediants/old keys/books/gear/whatever and hate having to run back to one of your houses every time. (Note: Do not save your game while in the dimensional pocket as you cannot get out save by console commands if you reload your game in there). First one is a small 'ether' plane, other one is a pocket dimension of Oblivion. http://www.tessource.net/files/file.php?id=1916 Removes item levels so that goblins at level 1 might be wearing full daedric or dreamora at level 30 might be wearing full fur. Nice if you're a slow leveler and want access to higher level stuff (since the worth of armor is based off your skill rather then level, it's up to you whether or not this should be considered cheating. <3). http://www.tessource.net/files/file.php?id=1875 2 item prompt for buying/selling/etc...nice so that you don't have to click sell twice. Saves a little time. (Personally hoping someone hurries up and revamps the entire vendor system to be more like Morrowinds as soon as possible. In that you selected all the items you wanted to buy, all the items you wanted to sell, slid the haggle bar, then clicked the transaction button. You could buy/sell a ton of shit in seconds.) http://www.tessource.net/files/file.php?id=1866 Makes sneak attacks deadlier. Master level sneaks can now do signficant damage with a sneak attack. Makes sneaking up far more worthwhile. http://www.tessource.net/files/file.php?id=1840 Reduces the elasticity/spring in the 3rd person camera (making it more like WoW's). Should make playing in 3rd person a little easier for those that prefer it. http://www.tessource.net/files/file.php?id=1836 Reduces the weight of various alchemy ingrediants/apparatus by about 40% across the board. Very nice for those of us who feel the need to grab every pumpkin they come across. http://www.tessource.net/files/file.php?id=1833 Gets rid of the weight of most arrows. Archers rejoice as you don't have to carry around 100 pounds of arrows anymore. http://www.tessource.net/files/file.php?id=1832 Renames the horses form "My Horse" to various names from Lord of the Rings lore. Not sure if it conflicts with the call horse mod or not. I'm currently working on a mod to redo enchanted weapons so that while drawn they'll recharge at the rate of 100 per second, but the cost of a proc will be much greater (20 damage proc might cost 800 magicka or so). Spent 12 hours working on trying to get it to work properly last night. The new CS kit is a pain in the ass in some ways. 8( Last edited by Zehn - Vhex : 03-27-2006 at 09:32 PM. |
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| | #6 (permalink) |
| like a dum whore cripple Join Date: Nov 2003 Location: St. Louis
Posts: 619
+1 Internets | Here's my gay little horse naming mod. http://www.tessource.net/files/file.php?id=1831 Also here's some things I've made that I didn't officially release because I'm too lazy: No glow = no enchanted weapon, armor, clothing, or jewelry constant-effect glow. There are other mods like this, but none of them completely removes the glow from everything. However, there will still be this sort of reflection of red or white on fire or frost enchanted weapons. It's actually pretty cool and much more sublte than the constant glow. I like it. It only shows up in light. Vendors w/o leveled items makes vendors sell everything in their leveled lists from the start of the game. So a vendor at level 1 may have Orcish armor. It's still expensive, so it doesn't throw the game off balance. Also, they will never ever sell anything uber like glass or daedric or ebony. Those armors aren't in their leveled lists. This way you arent stuck in steel armor with 3000 gold and shops aren't filling up their stock pile based on the level of their favorite customer, you. Unfortunately, since the game is hardcoded to setup the stock of the in-game shops only at the start of new games, this mod only works after you start a new game with it enabled. It won't work on saves. Alchemy stuff is just a mod I made in like 5 seconds that puts all the alchemy equipment in the Mystic Emporium in the Imperial City. It's really pretty fucking ridiculous that this stuff is impossible to find in game. I was level 10, a journeymen in Alchemy, and I couldn't find anything better than a novice alchemy mixer thingy on any merchant in the game. I stuck the equipment all in one shop because I am too lazy to spread the items out like they should have been when the game shipped. Last edited by tanjo : 03-27-2006 at 10:46 PM. |
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| | #7 (permalink) |
| Registered User Join Date: Jul 2002
Posts: 293
+1 Internets | Excellent thread, thank you. Ill keep a close eye on this. Once some of the kinks get ironed out I will definately be using the mods that set mob levels and loot. I want the challenge of 'higher level dungeons with uber gear'. Also, The UI mods are coming along nicely. What I wouldn't give for a visible hotkey bar with different keys assigned to each. Last edited by Talenvor : 03-27-2006 at 10:42 PM. |
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| | #9 (permalink) |
| Registered User Join Date: Dec 2003
Posts: 644
| Would it be possible to make a mod that shows the numerical value of your health, magicka, and fatigue on the three bars? I know it wouldn't make much difference in gameplay but I would love to see some numbers without having to pause. |
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| | #10 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,701
+66 Internets | Most mods have more to do with scripting events and whatnot. Adding elements is hard, if not impossible in most cases. Which is why you probably won't see cast bars and the like anytime soon if ever. As far as I can tell nobody has been able to figure out how to get the gametime displayed on screen, etc... Part of the problem is that Oblivion was designed to also be a console game, moreso then Morrowind was, and it's suffered for it. Here's hoping that they patch in some added functionality. 8( |
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| | #12 (permalink) |
| So there's this plane on a treadmill... Join Date: Jan 2005 Location: Southern California
Posts: 2,952
+2 Internets | Stupid question, but I have looked everywhere and cannot find out how exactly you make a mod. The only FAQ I saw was that the editor is bundled with the DVD, but I cant find it anywhere. Any help? |
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| | #13 (permalink) |
| Lord of the Dance Join Date: Apr 2002
Posts: 6,701
+66 Internets | http://static.bethsoft.com/Oblivion-Const-Set.exe Also http://cs.elderscrolls.com/constwiki....php/Main_Page is the 'help' for the construction set. It's by no means very expansive yet as people are still learning what does what. |
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| | #14 (permalink) |
| Registered User Join Date: Mar 2002
Posts: 100
| The larger Inventory UI is the only 'mod' I've been using so far, but it's also one of the most important and useful ones. Everyone playing Oblivion should at LEAST have that on as it makes the inventory screen a heck of a lot easier to go through, and it also looks better. There's so much mod potential for the game, especially considering that you also have tools to modify the UI. Give the game a month or two along with a patch and the game will simply be unmatched. Morrowind had much bigger problems then Oblivion when it originally came out and didn't even have the difficulty slider at the time which made the game ridiculously easy. After you added mods such as readable signs (yes the Morrowind signs weren't readable), Better Bodies, improved textures, ambiance sounds and such, the game became so much more enjoyable. Most of the problems from Oblivion come from the fact that it was designed with console in mind, and the level scaling isn't properly balanced. I expect Oblivion to be a great modded experience in 2 months. The game isn't even out a week and already there are several mods which make Oblivion an even better experience. |
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| | #15 (permalink) |
| Registered Snoozer Join Date: Feb 2005 Location: Pleasuretown
Posts: 815
| In morrowind and now oblivion, this has been and always will be my favorite/most important/first installed mod... http://www.tessource.net/files/file.php?id=1843 It removes the stupid magic glow from armor, but not weapons. You can imagine how my jaw dropped when I first saw that they did indeed implement this crappy effect... again, even though everyone hated it in morrowind. |
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