The Elder Scrolls: Thread
#401
Posted 06 July 2008 - 03:37 PM
But yeah, if they wont give you more information, the conversation topic shouldn't be greyed out, meaning they need persuasion.
#403
Posted 16 July 2008 - 06:32 AM
#404
Posted 16 July 2008 - 07:40 AM
Edit: Also WD what would you consider the main points of Oblivion that makes it a bad game compared to Morrowind?
#406
Posted 21 July 2008 - 03:57 PM
#408
Posted 21 July 2008 - 04:02 PM
Either way I would recommened for anybody who uses the PC Oblivion to never put a lot of trust into a mod that changes anything in textures/ fire.
#410
Posted 21 July 2008 - 04:10 PM
Half of your posts are spam and not worth taking the time to pay attention to. Please, get off this board if you have nothing to contribute.
#411
Posted 21 July 2008 - 04:14 PM
#412
Posted 21 July 2008 - 04:22 PM
Legolastom, on Jul 16 2008, 06:40 AM, said:
- Less skills, some taken out with no apparent reason. Unarmored skill was taken out and that was a good skill for mages who don't want to use armor so they can cast spells better. Also, why are axes and clubs considered to be the same in Oblivion? They're both used under the Blunt skill.
- Less weapons. No more crossbows or spear-like weapons or throwing-type weapons in Oblivion.
- A warrior can join the Mages guild fine. In Morrowind, you had to at least have some spell casting ability to join the Mages Guild and some fighting capability to join the Fighters Guild. Basically, if you played like a mage, you could be in the Mages Guild. Not so in Oblivion.
- Actually, there's less guilds in Oblivion.
- Cities are closed off into their own area. In Morrowind, cities are seamlessly connected to the rest of the world.
- And finally, the leveled system. That's a huge flaw here.
#413
Posted 21 July 2008 - 07:16 PM
But what was the AI like in Morrowind anyway?
#414
Posted 21 July 2008 - 07:20 PM
Morrowind AI is standard stuffs. Some people walk around. Some people stay in one spot. Actually, not much different than Oblivion...
#415
Posted 21 July 2008 - 07:26 PM
#416
Posted 22 July 2008 - 02:36 PM
#417
Posted 22 July 2008 - 03:14 PM
And so I begin 29. By the end of the summer, I shall achieve 30 restarts!
On another note, I'm glad I saw All Natural. Damn that's some nice weather/ effects.
#418
Posted 22 July 2008 - 04:02 PM
#419
Posted 22 July 2008 - 07:17 PM
http://tesnexus.com/...le.php?id=14280
Look!
http://tesnexus.com/...-1197767908.jpg
http://tesnexus.com/...-1197767908.jpg
Man, they have a mod to fix or at least tweak every conceivable thing about Oblivion. Awesome.
#420
Posted 23 July 2008 - 04:39 AM
Damn it's good to understand all the jokes. Especially the two guards near Bruma.
#422
Posted 23 July 2008 - 11:53 AM
#423
Posted 23 July 2008 - 11:57 AM
Nos and I swear that some of the guards (the ones near Bruma in particular) are scripted to fight each other.
YOU SHOULD HAVE PAID THE FINE!!
#424
Posted 23 July 2008 - 11:57 AM
#425
Posted 23 July 2008 - 11:58 AM
#426
Posted 23 July 2008 - 12:02 PM
#427
Posted 23 July 2008 - 12:02 PM
#428
Posted 23 July 2008 - 12:04 PM
#429
Posted 23 July 2008 - 12:09 PM
Go to that one place I forget. The highest point in Cyrodiil with the camp, north-east Cheydinal. You know it.
- Spawn a bunch of Bandits.
- Spawn a bunch of Marauders.
- Hell, spawn a bunch of Dremora.
- Make yourself invisible and put on God Mode.
- Use the free-flying came with tfc.
- If your framerate's high enough, get some popcorn and watch the fight! Any losers will fall of the mountain. =P
#430
Posted 23 July 2008 - 12:13 PM
#431
Posted 23 July 2008 - 12:15 PM
#432
Posted 23 July 2008 - 12:22 PM
#435
Posted 23 July 2008 - 12:57 PM
I hate how NPCs always face the death penalty for crimes. In TES5 they should just go to jail.
#436
Posted 23 July 2008 - 02:29 PM
But having a good NPC jail system is ES5 would be awesome. Or even better, a punishment system e.g. Cuaght stealing once = (In that thing where people throw vegetables at you), caught stealing twice = Jail, Caught stealing for a third time = Jail (Longer sentance), caught stealing for the fourth time = jail (Longer stealing), caught stealing a fifth time = Public hanging (Shoot an arrow through the rope to save the person, they then become branded an outlaw).
If ES5 has that it would asplode.
#437
Posted 23 July 2008 - 03:53 PM
Wind Dude, on Jul 23 2008, 11:57 AM, said:
I hate how NPCs always face the death penalty for crimes. In TES5 they should just go to jail.
I saw a mod for that the other day. I'm sure if you just search jail or prison in description or file name you should find it.
#438
Posted 23 July 2008 - 07:20 PM
#439
Posted 23 July 2008 - 08:56 PM
http://www.tesnexus....le.php?id=15406
I told you guys, there's mods for everything.
#440
Posted 25 July 2008 - 10:11 PM
#441
Posted 25 July 2008 - 10:56 PM
#442
Posted 25 July 2008 - 11:30 PM
#443
Posted 25 July 2008 - 11:36 PM
You've been here long enough to realize that you have to make posts longer than five words here. |:
-gsninja
#445
Posted 26 July 2008 - 11:23 AM
Open up the .rar file, if you see folders with names like Meshes, Textures, then extract everything to the Data folder. (most likely in C:\Program Files\Morrowind\Data Files)
If you see a folder that just says "Data Files" then extract to the Morrowind folder.
Then, when you open up Morrowind, instead of going straight to Play click on "Data Files" and put a check next to the name of your mod.
#446
Posted 26 July 2008 - 05:36 PM
#448
Posted 26 July 2008 - 06:00 PM
Edit: Hey WD, the Unofficial Shivering Isles patch doesn't conflict with anything I have.
#449
Posted 27 July 2008 - 04:17 AM
Wind Dude, on Jul 26 2008, 10:23 AM, said:
Open up the .rar file, if you see folders with names like Meshes, Textures, then extract everything to the Data folder. (most likely in C:\Program Files\Morrowind\Data Files)
If you see a folder that just says "Data Files" then extract to the Morrowind folder.
Then, when you open up Morrowind, instead of going straight to Play click on "Data Files" and put a check next to the name of your mod.
Sorry fro not being up to date on the terms, but what does extract mean i this case? I heard I'd need a special program, like WinZip or something.
#450
Posted 27 July 2008 - 04:41 AM
Winzip can extract files from archives for you, but if it's a .zip archive, you can just open it using Explorer. In other words, you should be able to double-click it like a folder.
If it's a .rar, then yeah, you'll need Winzip.
#452
Posted 27 July 2008 - 01:56 PM
Split Infinity, on Jul 27 2008, 03:41 AM, said:
Winzip can extract files from archives for you, but if it's a .zip archive, you can just open it using Explorer. In other words, you should be able to double-click it like a folder.
If it's a .rar, then yeah, you'll need Winzip.
No, don't do that. Get WinRAR instead here: http://www.rarsoft.com/
Despite what it says, you don't have to pay for it, you can get a free version that works fine for everything I want to do.
#454
Posted 28 July 2008 - 12:44 AM
Huuuge ass screenshot so I'm putting it in as a link
Not as crowded as I'd actually like it to be it's progress. I'll see if I can mod the ESP to let more crowds in.
#455
Posted 28 July 2008 - 05:27 AM
That, and it supports more archive filetypes, I believe.
#456
Posted 28 July 2008 - 07:44 AM
Wind Dude, on Jul 28 2008, 07:44 AM, said:
Huuuge ass screenshot so I'm putting it in as a link
Not as crowded as I'd actually like it to be it's progress. I'll see if I can mod the ESP to let more crowds in.
:o
I suppose it's wishful thinking to have cities like GTA, but even just a few more unnamed NPCs who you cant talk to would add to it.
#457
Posted 30 July 2008 - 11:47 PM
#458
Posted 31 July 2008 - 06:36 PM
Like just have the citys bare and empty?
#461
Posted 31 July 2008 - 11:55 PM
Anyway, a .zip folder can be extracted by right clicking it and going down to "Extract."
#463
Posted 01 August 2008 - 03:49 AM
#465
Posted 02 December 2008 - 10:16 PM
Rare good mod sited and being played. Heart of the Dead. Quests with riddles are fun.
#466
Posted 02 December 2008 - 10:18 PM
#467
Posted 03 December 2008 - 12:54 AM
#469
Posted 03 December 2008 - 03:09 AM
If ya don't get at least 200 hours out of it your not doing it right.
#470
Posted 03 December 2008 - 04:23 AM
#474
Posted 12 December 2008 - 03:23 PM
So... two more years to Elder Scrolls V? Let's just hope some wonderful person with a lot of spare time remakes it in the mean time.
#475
Posted 12 December 2008 - 05:41 PM
Elder Scrolls V I'm hoping Bethesda quits lying to themselves and ditches level scaling entirely.
#477
Posted 23 December 2008 - 03:06 PM
http://www.tesnexus.com/downloads/images/21546-3-1229954001.jpg
http://www.tesnexus.com/downloads/images/21546-1-1229954001.jpg
http://www.tesnexus.com/downloads/images/21546-2-1229954001.jpg
#479
Posted 24 December 2008 - 03:23 AM
#480
Posted 24 December 2008 - 11:48 AM
#483
Posted 25 December 2008 - 02:59 AM
...and it's fun. So yeah, it's probably my most worthwhile game.
#484
Posted 15 July 2009 - 10:19 AM
This should also just be called the Elder scrolls thread so there is no need for multiple ones.
Now for what I want to say, have been collecting books now in my second 100 hour character. Doing the mages guild quests so I can gain acess to the Arcane university for all the books, and in the next game they better add the Snow prince and his armour. Also LOL at Pel Lal.
Also ost all your roleplaying stories and **** here I LOVE ELDER SCROLLS.
#485
Posted 15 July 2009 - 10:20 AM
PC version >>>>>>>>>>>>>>>>>>>>>>>>>>>>> Console version. Ruined Tails Tale alone was a far better role playing experience than any of the roleplays I did on the console version.
#486
Posted 15 July 2009 - 10:21 AM
#487
Posted 15 July 2009 - 10:22 AM
#488
Posted 15 July 2009 - 10:31 AM
#491
Posted 15 July 2009 - 10:58 AM
#493
Posted 15 July 2009 - 11:47 AM
They're different in the way that data files are layed out, so it makes it more difficult to install mods manually in the steam version.
#494
Posted 15 July 2009 - 12:45 PM
#496
Posted 15 July 2009 - 01:57 PM
Someone Else, on Jul 15 2009, 07:45 PM, said:
Do tell, I need some interesting new ones. All I really have are ones that edit things in the game already (Better Cities, Natural Environments etc) and dont really add anything, so yeah, shoot
Also, for the lulz
http://www.landoverb...ead.php?t=24063
Quote
Greetings brothers and sisters in Christ,
It has come to my attention that the Satanic Cults which plague this country are using video games yet again as a tool to recruit young, impressionable children into their world of sin and rebellion against Our One True Lord Jesus Christ. I visited my niece in Los Angeles the other day, and she is the type of false Christian that thinks you can pick and choose what you want from the Bible like it's the Salad Bar at Sizzler. It turns out her teenage son is playing a game on his computer called Elder Scrolls IV: Oblivion.
After watching him play this game for an hour, I was appalled, no, downright shocked at what the content of this game provides. Here is a little summary of what I witnessed with very eyes...
* It is a "Role-Playing Game" for the computer, very similar to the well-known Satanic Dungeons & Dragons.
* You can pick various "races" for your character, including several demonic looking characters called "elves". With their pointed ears and eerie non-human appearances, it allows children to pretend they are a demon themselves.
* The game is chockful of blasphemous magic and witchcraft. The player is able to perform a variety of spells such as hurling fire from one's hands, turning oneself invisible, forcing others' against their will to obey and listen to the character, and conjuring up demons from Hell to fight for the player. In fact, magic and witchcraft are a major part of the game and it's difficult to play the game without resorting to these Satanic means.
* The game makes no mention of God or Jesus Christ, instead it pushes a mythology of "Nine gods". You can go to heretical chapels and actually pray to these gods in this game and they heal you!
* There is a realm called "Oblivion" which is definitely just Hell with a different name. You are required to go through this Hell environment during the game.
* Thieving and stealing are promoted in the game. You are allowed to pickpocket other people and steal possessions. One questline of the game actually REWARDS the player for this sinful behavior!
* You can do quests for these demons called "Daedra". By doing these quests, these demons reward you. This tells our children that by serving demons they will get rewarded.
* Alcohol in the form of beer, wine, and brandy is available to the player and can be drunk.
* This game promotes astrology. Upon creating a character, you are forced to choose a "birthsign". More occult ideas pushed upon the impressionable player.
* There are vampires in the game and a few of them are portrayed as "good guys".
This is just what I gathered watching my grandnephew play this game, and there's no telling what more is embedded in this despicable video game. Personally, I've seen enough! There is so much witchcraft, magic, satanism, polytheism, and blasphemy in this game, it could easily turn a good Christian child away from God. We all know the effects of video games.
It is well-understood that playing that demon-worshipping game "Doom" caused those two kids, Dylan Klebold and Eric Harris to do the Columbine shootings. Yet, a game like Doom only had a handful what Elder Scrolls IV: Oblivion offers. What kind of unimaginable crimes will come out of impressionable teenagers playing this game? Or, even there is no violent effects from it, how many children will be led away from Jesus Christ and accept Satanism as their religion?
This video game needs to be taken off the shelves of every store right now. It is harmful and a cancer on society. Every parent out there reading this needs to call up their local store which sells this vile Satanic propoganda tool and demand this "game" be banned. You owe it to yourself as a Christian, and most importantly....you owe it to your child.
Thank you and God Bless,
Yours in Christ,
Rev. Jim Osborne
#497
Posted 15 July 2009 - 02:19 PM
#498
Posted 15 July 2009 - 02:21 PM
#499
Posted 15 July 2009 - 02:22 PM
#500
Posted 15 July 2009 - 02:32 PM
But yeah might buy that bundle then, I presume it comes with the two Morrowwind expansions as well?
#501
Posted 15 July 2009 - 02:34 PM
And btw, that whole article is a troll. That website is a fake church being satirical about extreme catholicism, so dont take it seriously.
But yeah, I'll make an essential mod list and a tutorial of how to install them for you guys at some point.
#502
Posted 15 July 2009 - 02:38 PM
And Tim I wouldnt be surprised if it was real Christians.
Tim may I also suggest you go to the links section of UESP, would be very useful for you.
"The Elder Scrolls was using Blizzard orcs before Blizzard was."
BAM you ****ing Blizzard person how the **** do you like that little TIBIT of information!
#503
Posted 16 July 2009 - 08:07 PM
Someone Else, on Jul 15 2009, 07:45 PM, said:
Do tell, I need some interesting new ones. All I really have are ones that edit things in the game already (Better Cities, Natural Environments etc) and dont really add anything, so yeah, shoot
*Angel face*
#505
Posted 16 July 2009 - 08:35 PM
Quote
Complaining about the 'pervers' word "plug-in"!!
Then I need to tell you that millions of people around the world are perverse, because this a widely know term in the IT sector.
Quote
****in LOL. If that's satire these guys are great. If it's real well...
Anyway I'll have to look through my downloads folder when I'm back home, Caael.
But one mod that I liked which comes to mind is an extremely simple mod that's only cosmetic, called "Get Wet." Not what it sounds like. With this mod enabled, when you jump in water or are outside in the rain, it applies a visual effect to the PC and he'll look like he or she is wet, complete with a glossy skin and clothing effect and water droplets moving down the model and texture.
#506
Posted 16 July 2009 - 08:41 PM
Someone Else, on Jul 16 2009, 07:35 PM, said:
****in LOL. If that's satire these guys are great. If it's real well...
Anyway I'll have to look through my downloads folder when I'm back home, Caael.
But one mod that I liked which comes to mind is an extremely simple mod that's only cosmetic, called "Get Wet." Not what it sounds like. With this mod enabled, when you jump in water or are outside in the rain, it applies a visual effect to the PC and he'll look like he or she is wet, complete with a glossy skin and clothing effect and water droplets moving down the model and texture.
WD makes all the girls wet.
#507
Posted 18 July 2009 - 01:47 PM
#508
Posted 18 July 2009 - 10:41 PM
Right Nos?
#510
Posted 19 July 2009 - 08:17 AM
#511
Posted 20 July 2009 - 08:41 AM
#512
Posted 20 July 2009 - 08:57 AM
Which is a shame, i'd have loved to dual wield and throw any weapon.
#513
Posted 20 July 2009 - 10:18 AM
Also has anyone here tried modding?
#514
Posted 20 July 2009 - 10:44 AM
#515
Posted 20 July 2009 - 11:14 AM
This is the mod with the lich I was talkin about http://planetelderscrolls.gamespy.com/View...ail&id=2000
Edit: Also http://www.youtube.com/watch?v=GmNXKY-xZM4...feature=related
#516
Posted 20 July 2009 - 03:57 PM
In other news, Bethesda recently patented the name 'Skyrim' so I'm guessing thats where the next game will be.
#517
Posted 20 July 2009 - 04:56 PM
Caael, on Jul 19 2009, 07:17 AM, said:
Try Martigen's (Martigern? Martigren? Something like that) Monster Mod. It doesn't change the behavior of enemies like Deady Reflex does, but it adds a lot more unique and tougher monsters than vanilla Oblivion and isn't a total overhaul mod like Francesco and Oscuro are. Therefore it's less likely to have conflicts and incompatibility.
Also, do you know about the load order of your mods? The order in which your mods are loaded has a direct correlation to how well your game runs. Think of your mods as building blocks all being stacked vertically. The one on top overlaps the one underneath it, the one on top of that, so on and so forth. When mods have conflicts the game uses this order to determine who "wins" so to speak. In general you want smaller mods that change less things to be on "top" of the bigger mods.
#518
Posted 20 July 2009 - 05:44 PM
Someone Else, on Jul 20 2009, 11:56 PM, said:
Euphoria? Eh, F3 slightly improved on animations with a few idles during conversations but it was still just standing there.
Someone Else, on Jul 20 2009, 11:56 PM, said:
Alright, I'll look into that. I need far more variety in the wilderness than 'bear, wolf, imp'.
Someone Else, on Jul 20 2009, 11:56 PM, said:
I know how it works, but I dont know which of my mods should go where. The only one that I know HAS to be specifically placed is better cities, which is right below Oblivion.esm but the rest are just in the order I activated them.
I'll post a screeny of my mods.
Click me, mofo's
#519
Posted 20 July 2009 - 06:27 PM
Remember how in GTA IV if you run over a dude but don't kill them they don't just go limp like Saints Row or similar games? Euphoria makes the character react realistically instead of going into a rag doll mode. And other stuffs too.
http://www.thatvideogameblog.com/2009/01/0...-naturalmotion/
And yeah Martigen's Monster Mod (MMM) is really good for fighting more than bears and stuff. It's also made to work alongside Fran's or OOO so if you ever decide to re-build your Oblivion mod list to be compatible with one of those two you should be good.
Personally I just can't play Oblivion without Fran's or OOO. Stupid levelling and boring items in vanilla Oblivion.
#520
Posted 20 July 2009 - 06:44 PM
#521
Posted 20 July 2009 - 06:52 PM
#522
Posted 20 July 2009 - 07:30 PM
#523
Posted 20 July 2009 - 09:15 PM
Must-Have Mods:
Mods that I think you absolutely MUST have. If your Oblivion mod list doesn't like these guys, then fix it so that it does. You'll thank me later. This list of mods should be able to work perfectly with each other with little to no conflicts. Keep in mind quest-mods, item mods, and location mods aren't listed as must-have on principle; the content of mods like those are sometimes one-play wonders you won't use again upon completion, or simply because they're skippable, and not must-have! Listed in no particular order.
- Midas Magic Spells of Aurum
- Misc Tracker
- I really have to stress this, GET THIS ONE. It's very simple and I guarantee it won't conflict with anything so go for it.
- Stealth Overhaul
- Denock Arrow
- If you get Thieves Arsenal you don't need this one.
- Ren's Guard Overhaul
- Action Ragdolls
- Lockpicks
- Extended Death Camera
- Keychain
- I swear Bethesda copied this very mod in Fallout 3. Anyway, if you only get two mods for Oblivion from this list, get this one and Misc Tracker.
- Also take a look at this version. I'm not sure about the difference or if they're dependant on each other.
- Fran's and OOO are really two different flavors of the same sort of thing. Both mods seek to remove the levelling that vanilla Oblivion had where items and enemies were "matched" to the player's level, creating a more static world like Morrowind and previous Elder Scroll's games. But it doesn't just end there, these mods add new enemies (some of them unique like boss fights) new items, and even new locations. Fran's adds and changes less things than Oscuro does, so is therefore less likely to have conflicts. OOO adds more content, TONS of it, but it's also very hard and is notorious for having major conflicts and incompatibilies. I personally pick Fran's, but do your own research and pick the one for you.
These are mods that are very worth looking into, but I'm not listing as must-have because A) there are tastes, and these mods may have many similarities to other mods that you might prefer over what I'm listing and/or B) they're known to have too many conflicts or incompatibilities with other, more popular mods to be worth using. The mods in this list may have conflicts with each other, so don't get all of them. They might also conflict with the must-have mods, most notably OOO.
- All Natural
- Beware of an FPS hit if your computer is older.
- Thieves Arsenal
- Available for download, but has not been updated for some time. In my experience it's a little glitchy, but I'm sure it was mostly due to conflicts with my other mods.
- Better Cities
- Beware of an FPS hit.
- The Lost Spires
- Let the People Drink
- Get Wet
- Almost Everything Visible When Distant
- Improved LOD Textures (Part 1 and Part 2)
- Beware of an FPS hit. There's a lot of alternative mods that are like this one, some that might be better, some that might be a little lower rez if you need it.
- Imperial Furniture
- Decorator Assistant
- The Elder Council
That's all for now, might expand this in the future. On principle I will now say, get OBSE if you don't have it, though I'm sure you do. Many mods require it now. Also get and know the utilities out there. Get OBMM, and get WryeBash. WryeBash is useful for quite literally saving your character and his save file's life when you're changing mods around.
#524
Posted 20 July 2009 - 10:30 PM
I've tried the keyring mod before, but even with OBSE it didn't work. Though I'll try again soon after re-organising all my mods.
The improved everything distant one looks good though, seeing as despite the fact that my computer runs it on highest settings with no FPS drop at all, I'm still getting grass popping up 10 feet infront of me while walking, and the pop-ups are at maximum distance.
But yeah, most of them I dont have so I'll download them. I've already looked at most of them.
Btw WD, why is Darnified UI not on there? :) It's without a doubt, the most useful mod I have. The crap, huge clunky old interface is gone and replaced by a smooth, smaller, sleek version. Being able to fit 50 spells on screen at once as opposed to 5 ftw.
You looked into the Unique Landscape mods WD? If there's a single non-gameplay/player altering mod I'd recommend, it'd be the Unique Landscape compilation mod. Adds far, far more variety into the dull countryside of Cyrodiil. Aside from Bruma, pretty much the whole game is just the same green trees in the same green landscape. This mixes it up by adding new locales to patches of just green.
For example, the rolling hills are added east of the imperial city, adding a whole massive stretch of farm land with corn blowing in the wind, animals in enclosures etc.
Another in the UL is the dark forest, which, as the name suggests, adds a dark forest south of the IC where there's a ruined village, satanic shrines and even a poisonous river.
Anybody who doesnt already have this mod, I would recommend it tenfold. Barely conflicts with anything, unless you already have locale mods in those locations and it really adds to the depth and diversity of the wilderness.
#526
Posted 20 July 2009 - 10:51 PM
And I've never used Darnified though I've heard the name. I'll try it.
Yeah there's a lot of mods I didn't put in because I felt, "eh, it's got enough stuff in it now so I'll just post it before maybe Caael leaves". I've used Unique Landscapes but it conflicted with some stuff so I was like **** it, but since I'm reinstalling I'll make the mod list with UL in mind since I've heard so many good things about it.
Nos is right, All Natural is very easy to install now. It's HUGE though.
#527
Posted 20 July 2009 - 11:49 PM
#528
Posted 21 July 2009 - 02:00 AM
Must-Have Mods:
Mods that I think you absolutely MUST have. If your Oblivion mod list doesn't like these guys, then fix it so that it does. You'll thank me later. This list of mods should be able to work perfectly with each other with little to no conflicts. Keep in mind quest-mods, item mods, and location mods aren't listed as must-have on principle; the content of mods like those are sometimes one-play wonders you won't use again upon completion, or simply because they're skippable, and not must-have! Listed in no particular order.Completely streamlines the user interface, making everything smoother, more space on screen and just easier in general. Makes the menus so much better to use as far more things fit on screen at once. And it zooms out the map, which alone is worth the download.Adds some much needed colour to the drab standard map. Going back to the normal map after using this feels wrong.Adds some new moves to combat, including criticals, better sneak attacks and mutilation. Improves the enemy AI as well, making them adapt to your tactics. Must have for any melee fighter. Well, must have for anybody really as the dodges alone add a whole new element of combat.I dont know about you, but I always found that the cities in Vanilla oblivion were lacking life and felt extremely shallow and boring. No more! Better cities makes cities into actual cities. Adds loads more characters and buildings into cities, and improves the surrounding area as well. For example, the small moat around Bravil is given a slum-like section that just adds immersion. It's worth the potential loss of FPS because this mod is just essential for anybody. The only problem is that it may conflict with some quests.Adds far, far more variety into the dull countryside of Cyrodiil. Aside from Bruma, pretty much the whole game is just the same green trees in the same green landscape. This mixes it up by adding new locales to patches of just green. Must have for anybody, barely conflicts with anything.
Cool Mods
These are mods that are very worth looking into, but I'm not listing as must-have because 1) there are tastes, and these mods may have many similarities to other mods that you might prefer over what I'm listing and/or 2) they're known to have too many conflicts or incompatibilities with other, more popular mods to be worth using. The mods in this list may have conflicts with each other, so don't get all of them. They might also conflict with the must-have mods, most notably OOO.
Useful for those who like to have many characters, if you find that going through the prison sewers at the start of the game is long and drawn out, or if you're roleplaying and a criminal doesn't suit your character, then this mod is useful. There's more customization options here than you had in prison, such as social class and job. Replaces the stale, static combat moves with much more interesting ones. Maybe a tad too flamboyant for some characters, but for me at least its more interesting than the ridiculously boring default ones.This mod is a nice touch, that just adds lights to windows at night, meaning that cities dont just die come nightfall. Also helpful if like me, you have a really dark monitor as it lights up towns quite a bit and helps finding your way around at night.
Simple mod, basically if you wear a factions armour, they wont attack you. So if you lure an imperial guard into a back alley and kill him, wear his armour and they wont suspect a thing. Helps on guild quests as well, haha.
I'd also recommend Oblivion Mod Manager for any new to adding mods, as it simplifies the whole process a LOT, making it so much easier to install and keep track of mods.
#529
Posted 21 July 2009 - 02:21 AM
And All Natural uses Illumination so if you decide to get All Natural, uninstall Illumination first.
I used Deadly Reflex but it conflicted with too much stuff. =( I mostly used the surprise punches and shield bashing anyway.
#530
Posted 21 July 2009 - 03:19 AM
K, even on just Vanilla Oblivion, no other mods at all, as soon as an enemy comes into sight the game crashes with Fransescos, so I'm guessing thats a no.
#535
Posted 21 July 2009 - 12:11 PM
#538
Posted 21 July 2009 - 09:20 PM
#539
Posted 22 July 2009 - 08:12 AM
#540
Posted 22 July 2009 - 04:07 PM
Which ones are Fallen Leaf Everglade and Dark Forest? Maybe I'll take a look closer if you think it's really good.
#541
Posted 22 July 2009 - 04:25 PM
There's little like spirits there that curse you and fly away, giggling. It's amazing.
#542
Posted 23 July 2009 - 09:52 AM
Let me give you an overview of the factions which you can join in this game.
Guilds: Mages, Fighters, Theives, Morag tong, Camona tong.
Houses: Teelvani, Hlaalu, Redoran maybe another one.
Religions: Imperial cult, Tribunual temple.
Other: Imperial Legion, Vampires clans and possibly the blades.
Spelling is probably wrong for the houses but whatever. Anyway all of these are basically like guilds in Oblivion except when you join your disposition changes with members or the guild and members of other factions in a much better way than Oblivion.
I am playing a full mage character with unarmoured skill and short blade skill as well. Have 100% weakness to Magic but also have a ****ing assload of magika.
Am a member of the mages guild, theives guild (Only for getting rid of fines) and Tribunual Temple at the moment. Dont think I will progress with the main quest till I level up a bit.
Also when people say Oblivion has been dumbed down I can easilly see where they are coming from.
#543
Posted 23 July 2009 - 12:48 PM
I bought Morrowind after Oblivion because it was in one of those bargain boxes at a gamestore, but I just couldn't keep playing it. It was just so much slower and different, I just couldn't get used to it.
I'm sure it was epic in it's time, you can see that by the big fanbase that morrowind still has, but it is outdated. I might give it another try soon though.
Anyways, I might reinstall oblivion later today.
#544
Posted 23 July 2009 - 01:50 PM
Combat, stealth, and magic is better in Oblivion though. Even with a low Long Blade skill, I should be able to hit a fuggin' Mud Crab (which are huge in Morrowind) with a damn Claymore at point blank, MOST of the time.
The day Bethesda makes an Elder Scrolls game with Oblivion's combat, stealth, and magic system, but everything else Morrowind, is the day I quit my social life and all other ambitions just to play that game.
#545
Posted 23 July 2009 - 01:59 PM
#546
Posted 23 July 2009 - 02:06 PM
#547
Posted 23 July 2009 - 04:08 PM
Edit: This is some good lulz worthy reading by the way http://www.imperial-...ary.info/tsobs/
#548
Posted 24 July 2009 - 03:15 PM
http://i191.photobucket.com/albums/z84/WindDude/mymods1.jpg
http://i191.photobucket.com/albums/z84/WindDude/mymods2.jpg
Seems to work okay. I'll upload my list of mods sometime accordingly. Forgot some good stuff.
#549
Posted 24 July 2009 - 03:36 PM
#550
Posted 24 July 2009 - 05:05 PM
By the way Caael take a look at http://www.tweakguid...Oblivion_8.html
In particular I like changing iMaxDecalsPerFrame and fDecalLifetime. Blood goes away way too quickly in Oblivion for my tastes. If you have a particularly long battle with a troll or something it makes the fight look much more intense with the blood splats everywhere.
#551
Posted 24 July 2009 - 07:59 PM
http://img182.imageshack.us/img182/5007/newmods.png
Anything thats not blue are inactive mods.
This should vastly clear up crashes with the lack of a lot of mods. As much as it pains me to do so, I have to deactivate Natural Environments because they cause so many conflicts with other mods.
Also, Let the People Drink is activated now, though I haven't tested it. Does it work with Better Cities and the ImpeREAL city mods WD?
#552
Posted 24 July 2009 - 08:10 PM
But anyways, yes, there's an automated patch of sorts in Better Cities that make Let the People Drink compatible with it upon detection. You should get a notification of it when you load up Oblivion. Just put the .esp for Let the People Drink above the Better Cities .esp files, like I have.
The author of ImpeREAL is part of the Better Cities development team so there should be no problems there either.
However, Let the People Drink adds a little house next to Charcoal Cave and also modifies the cave itself, so if you have a Unique Landscape that changes that or a mod that changes Charcoal Cave itself be careful.
#553
Posted 24 July 2009 - 08:19 PM
Also, as far as I'm aware, ImpeREAL City is built to work along side Better Cities, not integrated into it.
#555
Posted 25 July 2009 - 11:05 AM
#557
Posted 25 July 2009 - 12:44 PM
Drizzy Drake, on Jul 25 2009, 06:05 PM, said:
Yeah I got the full GOTY one, go with that
Someone Else, on Jul 25 2009, 07:04 PM, said:
K, thats good, I'll try out this new mod setup in a bit.
Right, good and working so far, for the most part. Aqueduct is working, TVWD is working, pretty much all the new mods are working.
One problem. Doesn't really like cities very much. Tried to go in the waterfront tunnel and just closed with no warning whatsoever. I'm going to try deactivating Better Cities, which is no doubt the problem and see if thats made it bugger up. If so, I hope itsj ust the imperal city and not all of them because Better Cities really is the best mod out there and it'd be a shame for it to not be working.
Btw WD, you ever used Unneccesary Violence? It never seems to work for me, and because it doesn't work it causes my character to die. I have everything installed for it to work (nifscript, pluggy and both the unofficial patches) and it still wont work. You ever had this problem?
EDIT: Turns out ImpeREAL city IS integrated into better cities, which is why it would crash in the imperial city and when it didn't, my framerate was ridiculously low.
Everything else seems to be working fine, except UV. Will gradually add more stuff in but for now, it works so I'll leave it.
I've decided to go with OOO because Fransescos just will not work, for whatever reason I dont think it works with Steam because Nos hasn't had it working with the steam version either. With OOO and Uneccesary Violence working, that'll be all the gameplay change mods I'll need.
I have no mods that would conflict with OOO other than natural environments (possibly), because it edits the landscape in places. I only have mods that affect the player, combat or cities so OOO should work fine.
EDIT 2: Soooo I've discovered FCOM which basically has all the really big mods in; OOO, Fransescos, WarCry and Martigens Monster Mod.
If I can get this working with no conflicts, I will be playing this game nonstop for 3 months.
EDIT 3: Wryebash works as a mod loader pretty similar to OBMM right? In which case I might start with a clean slate, load up FCOM with no other mods, see how that goes and go from there.
#559
Posted 26 July 2009 - 10:16 AM
Instead of FCOM, i'm just gonna install the individual mods that make up FCOM, seems easier. Plus I doubt fransescos would work anyway.
Well, I've installed OOO I think, but I cant tell if its working or not :\ I mean, I manually extracted it to oblivion/data instead of OBMM but I've noticed no changes whatsoever
#560
Posted 26 July 2009 - 07:44 PM
For a typical user WryeBash is more for save file management. There are a lot of things you can do to mods with it too, but usually you should leave that aspect of WryeBash alone unless a mod tells to use WryeBash.
For example, you're not going to notice any OOO changes to an existing save in Oblivion unless you use WryeBash. Open WryeBash, click the Saves tab, right click the save you want, then click Update NPC Levels. I remember having to do this when I wanted to try OOO.
EDIT: I've also heard that OBSE doesn't work with Steam version?
#561
Posted 26 July 2009 - 09:04 PM
OBSE didnt work with the steam version, but like 3 days after Steam Oblivion was released, Bethesda brought out a steam version so it works fine.
If I can get COM working, I wont need anything else.
#562
Posted 26 July 2009 - 09:06 PM
#563
Posted 26 July 2009 - 09:30 PM
#564
Posted 27 July 2009 - 06:42 AM
Armour, cloths and weapons are done so much better in this than in oblivion so is the design of everything (Dungeons are interesting and fun in this) and I cant wait to murder 3 gods. Broke into Vivecs palace as well was small he didnt want to talk to me :P
Got almost full Ordinator gear, high levels of magic and look awesome (I look reminicent of a better designed Elder scrolls version of a Warcraft Blood elf).
Also I hope fast traveling isnt in the next game. Seriously what went wrong with Oblivion? If I played Morrowind before Oblivion I think I would have killed somebody.
Planing on making a lock in 100 metre radius spell soon, so no one can escape (I have also discovered how to permanently summon stuff).
#565
Posted 31 July 2009 - 04:22 PM
I can't decide how much I like Ruined-Tail's Tale mod for Oblivion.
#566
Posted 31 July 2009 - 07:54 PM
#567
Posted 31 July 2009 - 08:09 PM
After I beat the main quest I get to do Malevolent, which is a quest mod by the same guy who made Ruined-Tail and sounds really interesting. I have yet to do Lost Spire so I gotta do that too. And I know I haven't done everything in Shivering Isles yet, either.
#568
Posted 01 August 2009 - 03:00 AM
I always thought that one thing The Elder Scrolls has always lacked was characters that you can actually "befriend." Bethesda has created an interesting and fairly believable world as far as fantasy worlds can go, full of books, locales, and lore in general that you can immerse yourself into and discover. And yet on the contrary, I always felt a bit disconnected from the world for the lack of other characters to actually care about.
While at times the relationship-building with Ruin seemed a little forced, it's better than I've seen in a lot of other games. And this was just a mod!
#569
Posted 01 August 2009 - 05:03 AM
As with the friends thing, I agree. In Oblivion you always seemed out for yourself and the only people you really connect with are martin and baurus. I just wish there was a mod where you could go around in a group of 4-5 people, with everybody able to die, meaning you have to look out for each other.
Also, a mod that makes NPCs jump over terrain when following you. Please. It's not hard. The sequence when the shadowseekers went to the imperial city into the shadowscale stronghold was so long, because Natural Environments had changed the landscape, meaning the pathfinding was messed up.
#570
Posted 01 August 2009 - 02:42 PM
Caael, on Aug 1 2009, 04:03 AM, said:
You can get CM Partners, which is a mod that adds companions with AI that can be tweaked to a certain extent and you can fully manage their equipment. It's modular in that you can set whether you want these NPCs to be essential or not. It's a little buggy at times for me, but playing Frans and OOO without it can be suicide, especially at earlier levels.
You can't have relationships with these characters, though. They're pretty much just soulless NPCs that follow you around.
#571
Posted 01 August 2009 - 03:35 PM
#572
Posted 01 August 2009 - 04:03 PM
#573
Posted 03 August 2009 - 10:51 AM
In mournhold I have: Played a role in the mystery of castle xyr play, helped a man-child Nord find his friend who is naked and being held prisoner by his debt collectors in the sewers, slaughtered millions of dark brotherhood guys in epic fights, got assaulted and shamed by an overconfident evil wizard, bought a pack rat, had a pack rat disappear, met allegedly the fiercest mortal warriors in Tamriel and lot of other cool ****.
Also have epic jump spell, epic fire spell, epic lock spell epic artifacts and wraithguard.
Dis is a gud game.
#574
Posted 03 August 2009 - 12:53 PM
Edit: Also will never forget my epic conversation with Vivic.
#577
Posted 13 August 2009 - 01:27 PM
#578
Posted 13 August 2009 - 05:44 PM
#579
Posted 13 August 2009 - 05:53 PM
#581
Posted 14 August 2009 - 10:03 PM
Bullshit.
Kotaku said:
????
#582
Posted 15 August 2009 - 12:03 AM
#583
Posted 15 August 2009 - 02:08 PM
#584
Posted 16 August 2009 - 04:10 PM
#585
Posted 16 August 2009 - 05:17 PM
Someone Else, on Aug 16 2009, 03:10 PM, said:
Signs of a great company. Right there.
Company of the century.
#586
Posted 16 August 2009 - 05:20 PM
There's NO way they cant release Daggerfall.
#588
Posted 16 August 2009 - 07:43 PM
Drizzy Drake, on Aug 16 2009, 04:20 PM, said:
There's NO way they cant release Daggerfall.
I tried downloading Daggerfall before the re-release. Wasn't easy to find, and what I did find did appear to be legitimately the game's files, but not anything that was actually runnable.
The point I'm trying to make is that they lied about not having Daggerfall's source code so that people would shut up about releasing it. Same thing here I suspect.
#589
Posted 17 August 2009 - 03:01 PM
Am I the only one who translated this as: "Elder scrolls 5 is going to be announced and Zenimax online are working on an ES MMO"?
#590
Posted 17 August 2009 - 03:10 PM
There's no reason that the world couldn't be applied to an MMOG, however. The gameplay would just need to be modified.
#591
Posted 17 August 2009 - 03:45 PM
#592
Posted 18 August 2009 - 12:07 AM
#594
Posted 18 August 2009 - 12:56 AM
#595
Posted 18 August 2009 - 07:56 AM
#597
Posted 19 August 2009 - 10:19 AM
Your question isn't really a bad one. A good number of users believe the idea you stated, that Sheog is just messing with the CoC. But other users (myself included) think you truly have become Sheogorath. For Arder Sul did the same thing.
Have you read about Arden Sul? Many inhabitants of the Isles will speak about him and claim him as either the Duke of Mania or Dementia; obviously their confused, right? He can't be Duke of both because the quest in SI shows you that. Lots of people in SI also consider him the mortal aspect of Sheog, and in a way they're right and wrong: Arden Sul WAS the Sheogorath. Let me explain:
The enantiomorph is a phenomenon in the Elder Scrolls that is an imitation of the interplay of Akatosh and Lorkhan, and by proxy Anu and Padomay, the first beings of existence. Anu and Padomay were literally opposites: stasis and change, good and bad, light and dark, + and -, etc, etc, and their interplay crated the Aurbis (see Monomyth. It will help alot). Akatosh and Lorkhan, following in the same vein as Anu and Padomay, were opposites as well: time and space. As we all know, their relationship ended with Aka having Lorkhan's heart ripped out.
Something lots of people have discovered on the lore forum is that Akatosh IS Lorkhan. Opposites logically need the other to exists, as if they're (part of) the same thing. This is why Anu and Padomay existed. This is why Aka and Lorkhan exist. This being said, Lorkhan basically killed himself, if Aka is Lorkhan.
Arden Sul, in both accounts of his death, has his heart destroyed by himself, either directly or indirectly. Remind you of anyone?
One last thing to think about, from the Ravings of Fenroy:
Just You wait and see
Good Gods come and go, but
All Lords eventually fall
A God can wake up mortal.
edit: See all the capital letters? Take them all, put them together and what word do you get?
I'd talk about Talos too, but I've said way too much in this one post. And someone else will fix any BS I missed."
Just read this on the lore forum, was very interesting.
Edit: Oh jesus http://www.bethsoft.com/bgsforums/index.ph...64305&st=80 read from here up until the thread is closed, you will understand more than you ever possibly could have at the same time?
#598
Posted 25 August 2009 - 09:43 PM
Tiber Septim became an Aedra anyway, so I don't see why CoC couldn't. Aedra and Daedra are basically the same thing, just that Deadra have a Padomaic bias while Aedra have an Anuic bias.
Except for one thing... I'm not sure how much I trust "Oblivion" lore because Oblivion itself broke the lore. The concept of the Dragonfires ritual keeping Oblivion at bay by the resulting magical barriers doesn't make a lot of sense if you look at the whole history of Nirn. If this ritual (the Emperor using the Amulet of Kings to keep the Dragonfires lit) was all that protected Nirn from Oblivion, then what the hell did the Ayleids, who existed before mankind, do to protect themselves from Mehrunes Dagon?
#599
Posted 26 August 2009 - 06:47 AM
Also I am pretty sure there is a large difference between Aedra and Deadra for one Aedra can die.
#600
Posted 26 August 2009 - 03:02 PM