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  #16 (permalink)  
Old 09-20-2006, 08:10 PM
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Galerion True Unarmored

The Unarmored mod. Yes, unarmored as in no armor needed to increase your Armor Rating, this mod simply adds a couple of tokens outside the sewers when you complete the tutorial, and the tokens will improve your Armor Rating just as light armor or heavy armor will. It even has perks such as weight affecting your unarmored status.

This is most recommended for mage types and conan the barbarian type characters.
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  #17 (permalink)  
Old 10-08-2006, 04:04 PM
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I was just browsing through Lady Arwen's site (some people may remember her Morrowind Journal )
Anyway I noticed a page of Oblivion mods she recommends, complete with download links. I know some are already listed here, but quite a number are not, so I thought I'd post the URL

Most are realism-oriented, and address things like hunger, darkness, the quest pointer etc.
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Last edited by dragon wench; 08-16-2008 at 12:02 PM.
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  #18 (permalink)  
Old 12-18-2006, 01:18 AM
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Shameless plug for my first two Oblivion mods...

Belthan's Maid Makeover (gives Eyja a makeover, a couple of new outfits and new dialog options, as well as an option to hire a hunky butler instead):
The Elder Scrolls Source - Oblivion Mods and Oblivion Plugins

Belthan's Rags (a variety of new low-budget clothing):
The Elder Scrolls Source - Oblivion Mods and Oblivion Plugins
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Last edited by Belthan; 02-13-2009 at 02:50 AM. Reason: Updated URLs
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  #19 (permalink)  
Old 09-09-2007, 07:01 PM
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ES4 Oblivion Lost Spires-

The Lost Spires - Home

VERY well done mod actually. This mod provided more entertainment in it's 250 MB size than all five to eight gigs of oblivion. It introduces a new faction you can join, an Archeology guild. You're job becomes to explore and clear out monsters of many of the various spires, and bring back some relics and artifacts of these ancient (and custom designed) ruins.

Pro's about the mod-
-The cave systems of each spire or ruin is an actual maze. None of that one to two line straightforward crap oblivion has, you actually have to explore a little. The artifacts you need to look out for are relatively easy to find, they do tend to stand out a slight bit more than most things.

-The guild itself is rather extensive, beyond just the standard guild hall. The guild hall itself is a full blown museum of reliquaries and artifacts. But there are also several excavation sites, and I don't mean small area's that are also the guild, I do mean excavation. The first one I encountered they were digging up the bones of a fossilized Dreugh.

-The quest rewards are more than awesome. It's no longer just gold and maybe a cool spell or magic item that you could get one of ten times better just for selling whatever you got in the imperial prison at the beginning of the game. One of my latest prizes was a giant bear trap, that you can actually set down and it'll lay out a full blown trap. I've also received a coin that permanently boosted my luck, always a nice addition. The coin I didn't even have to wear, it was just a permanent blessing.

-Normally I don't care about scenery, but good god almighty, some of the stuff they added. THIS is what fantasy scenery should be. A forest with a bunch of wolves and bears, no. But a plane of existence where the sky itself looks like the planet Courescant from Star Wars and an Olympian like plateau with a specter warlock holding a rather devious looking spire found stave, now THIS is the stuff that I was actually expecting in oblivion.

-The dialog, while a little limited, is rather well thought out. Not really just that cookie cut'n'paste that happened all throughout oblivion. No voices, but still, that's not even a necessity to a good story.


The Cons-

-As said, the dialog can be a bit limited in choices. Though your character has a bit of emotion when saying something (Like instead of "Teav's death" you'll have "Oh dear, how did he die?"), it doesn't give a lot of room for evil versus good.

-You are an explorer clearing out monsters, this can get a little dull occasionally. Most of the cave systems that don't actually need to be a maze are a bit too extensive as well.

-Demands high graphics. In one of the cave spires, my system started lagging tremendously just from standing there doing nothing. This was using small textures and very limited graphics mind you.

-Still in beta form. Many things are good in this, but there can be a few glitches here and there, such as monsters killing themselves before you can even touch them. When a speckled daedroth goes up against a few speckled scamps, and the daedroth wins but severely hurt, kind of boring to only need one arrow strike in it without even sneaking.

-Area's are added in game when the quests become available, so if you find say an excavation site that isn't supposed to exist yet based on your journal, it can look a little glitched up. It doesn't affect anything once you actually get the quest, but still...


Here are a few screenies for those that want a little graphical taste (But DO remember, graphics are the least important part of a game).

http://pnmedia.gamespy.com/planeteld...42_fullres.jpg
http://pnmedia.gamespy.com/planeteld...94_fullres.jpg
http://pnmedia.gamespy.com/planeteld...66_fullres.jpg
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OblivionModGods Modifications  
  #20 (permalink)  
Old 03-27-2008, 05:04 PM
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Here some mods from me:

MrMuhs & RPG-BlackDragons Physical Throwable Crates'n Chests Gold Edition
All furniture and boxes, chests, barrels, candels and many more small things (includes furniture from the addon Shivering Isles) were accessed for the game-internal Havok-Phyics-Engine. All actions done with your wapons and health potions you can also do with furnitures. You can fling them to the scenery!
Download Physical Throwable Crates'n Chests Gold Edition

RPG-BlackDragons LowPolyTrees
This Mod improves the tree-objects, so that you have more performance but you have a visual loss!
In the level1 version have the distant 3D-Trees lesser but bigger leaves!
Download LowPolyTrees

MrMuhs & RPG-BlackDragons Physical Throwable Harvest Container
In the original Harvest Container Mod, animations were played before opening them, so that for example a door of a cupboard is opening. Until now this objects were static. We have changed all of the objects so that the animations and collisions are working without problems.
Download Physical Throwable Harvest Container

RPG-BlackDragons-LowTriPolyGrass
This Mod improves the grass-objects, so that you have more performance!
The grass-objects have substantial lesser polygons and this increases the performance extreme, because the grass in Oblivion needs much of it!
Download LowTriPolyGrass

MrMuh's Sheogorath-Animations
This Mod ensures that the player can move like Sheogorath.
To that belong the animations like standing or sitting and playing with the staff like Sheogorath. The staff can you get after finalize the main quest of Shivering Isles from the throne of Sheogorath.
It's unrecommended to activate the Mod before closing up the main quest (see in the readme by Bugs).
Download MrMuh's Sheogorath-Animations

BDs_Havok_Tapestry version 1.0
This mod replaces nearly every rectangular tapestries in Oblivion. The new tapestries are now calculated by the Havok-Engine so they can be moved by running against them or by casting a spell on them(or even by throwing a chest from MrMuhs Physical Throwable Crates'n Chests towards them )
Download BDs_Havok_Tapestry

RPG-BlackDragons ATI-Shader
In this version I have fixed the HDR-Bug with the stripes at ATI-Graphic cards!
This Mod works only with graphic cards which have 3.0Shader and gives you 5 to 10 % more FPS!
Download RPG-BlackDragons ATI-Shader

MrMuh's Shivering Isles Mark&Recall (MMSIM&R)
This Mod allows marking and returning to the marked position, like it is known from Morrowind.
That means, you use the spell "Marking" (example on a quest-target or simple the central item-collecting point ). Then this position is saved, until you use "Mark" the next time. If you are anywhere in the games world and use the spell "Return", you will be teleported to the position which you have marked before.
Download MrMuh's Shivering Isles Mark&Recall

MrMuhs & RPG-BlackDragons Physical Throwable Crates'n Chests Shivering Isles
MMPTC&C makes the static objects, like chests, crates and furniture, to havok-ed objects. That means, these things(and some more) can be moved around
with the help of the game-intern physics-engine, called 'Havok'. You can throw them around, or cast fireballs on them, or even penetrate them with
arrows, and the best is: they react on it! Ok, what means 'react'? With a fireball, which is big enough, you can bring your room upside down.
Download from OblivionModGods.de

RPG-BlackDragons Better LowTextures
This Mod improves some textures in the architecture-folder, which have a very low resolution.
If you have a Mod which improves textures then you should not use this mod, if this textures were replaced.
Download Physical Throwable Crates'n Chests Shivering Isles

RPG-BlackDragons and MrMuhs Havok Skeletons
This mod change the collisions of the dead bodys so that all living things collide with them which normally not so.
You can walk over dead bodys and they shiver then. Also you can use them as boat.
But this works only good by big creatures.
The colliding with dead bodys should improve Oblivion and make it more realistic like the Physical Throwable Crates'n Chests.
Also the mod includes the modificated skeleton.nifs of RPG-BlackDragons Skeleton-Resource
Download from OblivionModGods

MrMuhs and RPG-BlackDragons Waterrefraction
This Mod adds to water the refraction-effect which is also used by invisible living things or by Obliviongates.
Description

Download MrMuhs and RPG-BlackDragons Waterrefraction

RPG-BlackDragons Skeleton-Resource
This modification contains the newest changed skeleton.nif of alexscorpion who has modified it of Seph. Additional I have add the wing-bones of Chingari and Ismeldas Demon Race which uses also ROO.
This skeleton.nif is a template and standard for all modders, so it wouldn't happen that mods are incompatible because they use both another changed skeleton.nif.
Description

Download:
Download Skeleton Resource

RPG-BlackDragons Trees
This mod changes all trees in Oblivion and Shivering Isles. All trees have more branches and a more tighter leafage.
Through this you have more the feeling to stand under a big tree.
Because all trees have more branches and leaves it decreases the performance.
If you want create your own trees for Oblivion you can read the SpeedTree Tutorial
Description

Download:
Download RPG-BlackDragons Trees

RPG-BlackDragons Ultra HDR
This mod intensifies the HDR so you have a clearer illumination.
Moreover the differences by the brightness are changing if you choose a higher variance.
You have 30 different versions where you can choose the luminosity and difference by the luminosity.
HDR-Level-Pictures
Description

Download:
Download Ultra HDR

RPG-BlackDragons Oblivion with Shadows
For a long time ago I have start my shadow project and now it is partly finish. This mod enables shadowing for some objects in Anvil. Moreover I have written a tutorial for creating shadow casting objects. Furthermore the mod contains a Shaderresource were I have find out which shaders do what, especially by the shadows.

Download:
Download Oblivion with Shadows

Moreover you can now visit our English Portal under OblivionModGods - The Elderscrolls Portal for Oblivion, Morrowind and Modfications

Last edited by RPG-BlackDragon; 08-15-2008 at 03:52 PM.
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  #21 (permalink)  
Old 08-16-2008, 07:36 PM
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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
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  #22 (permalink)  
Old 08-22-2008, 01:47 PM
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I love mods...

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

Decorator Assistant

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.


Book Placement

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.

At Home Alchemy

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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Last edited by dragon wench; 08-22-2008 at 01:51 PM.
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  #23 (permalink)  
Old 10-25-2008, 02:13 PM
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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:
http://i67.photobucket.com/albums/h3...eenshot240.jpg
QT-DOF-Effect:
http://i173.photobucket.com/albums/w...F-Screen12.jpg
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

Last edited by RPG-BlackDragon; 11-02-2008 at 12:11 PM.
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  #24 (permalink)  
Old 01-12-2009, 10:34 PM
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I just found a huge and comprehensive mod list that is worth mentioning here:
Oblivion:Recommended Mods - UESPWiki
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  #25 (permalink)  
Old 01-17-2009, 01:56 PM
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Here 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 Tes Nexus
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  #26 (permalink)  
Old 01-22-2009, 10:58 AM
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Decided to make mention of some more mods that I now consider "must have."


Imperial Furniture. They sell a lot of nice stuff, but I especially love their candles. (I miss the movable light sources of MW)

Ambient Town Sounds. This works great with mods that add NPCs to cities, you hear, as well as see, the buzz of life.

BaB female body mod. 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...

Book Jackets, makes the books look *much* better, gorgeous work!

Bravil Sea Domes: 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.

Crowded Roads: Adds NPCs to the travel routes

Cyrodiil Transportation Network: For those of us who preferred MW's transportation system over fast travel.

Dremora Companion: 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.

Extended City Series: Add NPCs to cities

Get Wet: This one is very cool, adds water droplets to your character and NPCs when it rains and when swimming.

Lamps of Oblivion: Magical, coloured lamps that look like crystal balls. Again, nice when you miss MW's light sources.

City Life : places NPCs in cities, including children

Role Playing Dialogues: Gives you additional dialogue options.

Slof's Horses: Retextures the horses, beautiful, beautiful work! (warning: Slof's site also contains adult material)

Symphony of Violence: Makes battle sounds far more realistic. This may not seem like much, but it adds hugely to the immersion.

TNR: makes the races actually look distinct from one another, as well as more aesthetically pleasing. (as opposed to undifferentiated, inbred chipmunks)

Weather Inside: As it suggests, you hear the weather when you are in buildings, great for immersion!

Real Lights: makes light sources function as you would expect them to.

DarkUI Darn: 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.

More Immersive Sounds: Wolves howling, more bird song, you get the idea

Tabaxi Race: 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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Last edited by dragon wench; 01-22-2009 at 12:46 PM.
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  #27 (permalink)  
Old 01-23-2009, 11:28 AM
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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!
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Last edited by fable; 01-23-2009 at 11:30 AM.
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  #28 (permalink)  
Old 01-24-2009, 12:27 PM
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Real Lights:
"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"


Enhanced Weather:
"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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Old 01-25-2009, 06:34 PM
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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.

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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Last edited by fable; 01-28-2009 at 08:33 AM.
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Old 01-28-2009, 09:28 AM
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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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Last edited by fable; 01-28-2009 at 10:33 AM.
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