Anonymous 10/27/14 (Mon) 19:07:19 No. 2137
Planning on reinstalling Oblivion. There any newish good mods that aren't on knots or the demwaifus guides?
Anonymous 10/27/14 (Mon) 19:15:19 No. 2140
Apart from emo hair, you might like Oblivion Character Overhaul 2.
I find the faces to be very lore friendly. Just make sure to install all prerequisites.
http://www.nexusmods.com/oblivion/mods/44676/ ?
Anonymous 10/27/14 (Mon) 19:19:06 No. 2141
>>2140 They all look exactly the same.
Anonymous 10/27/14 (Mon) 19:29:22 No. 2142
>>2141 So do they in vanilla, breh. I think it's a huge enhancement without falling into waifu tiers.
Anonymous 10/27/14 (Mon) 19:39:38 No. 2143
>>2140 They do look very japanime, but its a huge improvement over the vanilla potatoheads
Anonymous 10/27/14 (Mon) 19:49:50 No. 2144
>>2143 Aren't their eyes a bit small for japanime?
Oh wait, that female orc….
And the emo hair.
Fuck the emo hair.
Anonymous 10/27/14 (Mon) 20:55:12 No. 2145
For actually setting up your game's file structure you need to look here:
>>904
>>905
>>906
>>907
You need to get all the OBSE Plugins available to you as a user, save for the ones that are used for mod based debugging, you'll have to read, but there are two lists that direct you to the ones you need to shop for.
DO NOT use the latest version of OBSE 21 beta 4 as not all OBSE related mods will recognize it, you may have to stick with OBSE 21 beta 3 or 2.
When you get Elys silent voice OBSE, you need to get another version of this mod which replaces the Sound files because they were too short from here:
Instead of getting Enhanced Camera mod, get the mod Camera controls as it is merged with the latest version of the enhanced camera, and you will need the Camera controls mod later
Make sure to use the 4GB patch, and backup your original Oblvion.exe file
Do not fiddle with Memory tweaks as per the .ini tweak guide, that shit was disproven, just do the 4gb patch, and make sure the hardisk drive cache option in the .ini you'll find this entry on the tweakguides Advaced tweaks memory section.
The game can only use a certain number of multithreading for your processor I think, so any more than I think it was 2 or 4 will cause CTDs.
When You've done this, you need to learn the following:
>Basic Mod cleaning with TES4edit
So that's apply filter, undelete and disable references and remove identical to master records and exiting, saving a backup of mods you've cleaned which will be in a folder in your data files under a different extension name (will have to remove this extension so the mod in question can be used as a .esp again)
As you have been told by the tutorials you've followed to learn how to mod clean, don't clean mods that rely on dirty edits as your LOOT load order report will detail to you, but be aware that pre-OBSE era mods may not have entries and will most likely need to be cleaned no matter what, so always clean those. It's easy to tell if the mod is old based on the screenshots shown for the mod if any, mod description grammar and punctuation, and of course date uploaded and last updated.
In the cases of you cleaning mods It is something you won't regret either, but if you've cleaned a mod and found it still works without issues caused by removed dirty edits and disabled references, meaning you've essentially fixed it, you should open up the TESmodmanager, open up the .omod or .omod2 file via edit, and remove the old .esp files within, and get the new .esp from your oblivion data folder, place in and recompile the .omod or omod2 to feature your new cleaned.esp should you wish to uninstall the mod.
What I mean by this is that when you deactivate a mod via your modmanager, any files you have edited in anyway will not be the same file and thus will not be removed by the tool that removes them when you use it, leaving it about in your files, hence why you do this.
>Merging mods with TES4Gecko
This is all you need to learn about this tool.
When you've learnt this, when merging .esps, make sure not to merge shit that uses compatibility patches up the ass or things that are too large, you want to merge .esps for things that mesh well together and feature the same category of features or changes to the game.
When you get to the merging screen, make sure you've copied all the original descriptions, and authors of the mods you're merging into a notepad file so you can press CRTL + C to copy it and paste with CTRL + V into the fields on the merging screen as you cannot right click to copy and paste in TES4Gecko
And trust me, you'll be Merging A LOT of .ESPs for the base game fixing stuff son.
Anonymous 10/27/14 (Mon) 20:58:45 No. 2146
>>2145 For hair:
Download This file, it's a merge of a few hair mods I have needed to merge because I need the room.
http://www.mediafire.com/download/q3mpjbo5nnb9t0a/Vanilla+Hair%2B+Mod.7z You'll get:
Hair:
>Redone texture for the default vanilla hair texture >Hornless Dremora hair >Colourable beast hairs >Bald hairstyle >Replacer for the Shitty Old man Mohawk that Dunmer have with an actual non Old man Mohawk Bash this using Wrye.
After this Get CT's Argonian hairstyles, and BW's argonian hair, use TESgecko to merge both into a single .esp file, and place the "graphics" tag onto the .esp file via wrye bash by selecting the plugin in wrye, and going to the box that says bash tags: right clicking on it, and putting in the hair tag.
Alternatively, you can merge it into my Vanilla+hair .esp so save space also.
This should cover keeping your hairs as vanilla as possible, everything else is up to you to install and merge into a single .esp, tag with wrye and use.
And of course, delete the original .esp files you merged when you made the merged esp, because that's the entire point of merging the things in the first place.
Oh, and as a tip, always merge.esps in order of File Size, lowest digits for the highest size and so on as it progresses, the arrangement of the .exps in TES4Gecko is done this way.
Anonymous 10/27/14 (Mon) 21:02:30 No. 2147
Facial hair:
There are two mods for this:
The first is Equippable beards, which adds in equippable beards to the game:
http://www.nexusmods.com/oblivion/mods/10870/ ?
And this, to replace the broken .ESPs of this mod.
http://www.nexusmods.com/oblivion/mods/32718/ ?
And now for Fearabbits beared NPCS, make sure to use the one that doesn't use the Race balancing project, (No RBP requirement) That mod is shit.
http://www.nexusmods.com/oblivion/mods/30140/ ?
I'm not too sure how compatible this is overall, you may have to add some bashed Tags to it to make it compatible with OCO.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 00:16:11 No. 2153
File: 1414455371692.png (Spoiler Image, 644.47 KB, 845x864, 845:864, 1375999590258.png )
Actually, wait, rather than talk about enhancements and the like, I better Talk about the RAW fixes you need.
First, you want the unofficial patches, and that's a given.
So that's UOP, USIP and UOMP, make sure to install these first.
Before going on, you may come across other fixes and mods for things in Oblivion, but these mods may have their features already implemented, so you need to look at the changelogs and the UESP wiki's entries on whether the patches cover them so you don't install redundant crap.
Anyhow, now for the Non-UOP patches/fixes.
'Expanded greetings'''
http://www.nexusmods.com/oblivion/mods/33979/ ?
Dialogue Tweaks, Fixes and Restorations http://www.nexusmods.com/oblivion/mods/44862/ ?
Heard some unused stuff with this, makes the game even more lively.
StartConversation - Teechans Gesture Idles for NPCs _WIP_ http://www.nexusmods.com/oblivion/mods/43703/ ?
It is 100% fucking shocking that this one has such a retarded name that no one finds it, replaces the vanilla idles animations for NPCs talking with better synchronized ones with less clipping and NPCs breaking their bones at will, still looking like the vanilla ones intended then to look like also.
Migck Miscellaneous fixes tweaks and additions >http://www.nexusmods.com/oblivion/mods/42658/ ? At this point, people would put down the Idle Dialogue mod, but this amazing thing renders it useless and fixes and adds and oh fuck, I'm too giddy, just read the shit it does shit's fucking amazing, and it's all editable in a .ini file to boot.
Sun Damage Fix http://www.nexusmods.com/oblivion/mods/34051/ ?
Yep, that's right the games Sun Damage magic effect has been broken since Day fucking 1.
DLC Spell Tomes OBSE fixer and translator http://www.nexusmods.com/oblivion/mods/42510/ ?
The mechanics for the naming of spells and spell tomes are broken, this fixes them.
Lava does Fire damage http://www.nexusmods.com/oblivion/mods/43046/ ?
It's questionable if this is fix or a patch or a tweak, but really, why wouldn't you?
Become a Vampire after curing yourself http://www.nexusmods.com/oblivion/mods/29779/ ?
I actually haven't done the cure quest for the game so I don't know if this works or not.
If it doesn't get this:
http://www.nexusmods.com/oblivion/mods/36189/ ?
The main issue is that it's mostly an overhaul, but it seems to be very close to vanilla direction and intentions and simply buffs it up a little with most of the not so lore feature being toggleable via .ini
You might want to see if this works with the black bows and vampire dust bulk turn in mod, and the sun damage fix, and the UOP's fix to the vampire blood potions.
I'd assume CTD's can be avoided if you do this in the .ini file
set VampirePowerQ.bNoSunDamageScreenGlow to 0 and possibly tweak:
set VampirePowerQ.bUseBloodBottles set VampirePowerQ.bBefriendWolves If this doesn't work, just use:
'''M.O.E Vampire players Scarier
M.O.E Vampire clan raelu'''
http://www.nexusmods.com/oblivion/mods/7902/ ?
Vampire Dust and Black Bows - Bulk Turn In Mod http://www.nexusmods.com/oblivion/mods/37402/ ?
Instead.
Duke Patricks - Actors Can Miss Now http://www.nexusmods.com/oblivion/mods/17706/ ?
No reason you shouldn't get this at all.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 00:17:08 No. 2154
>>2153 Equivalent Exchange: Necromancer's Moon http://www.nexusmods.com/oblivion/mods/39773/ ?
Now you can use any Grand soul gem of any fill capacity in the shade of revenant ritual
I just hit you and Cant touch me http://www.nexusmods.com/oblivion/mods/35768/ ?
Enemies can no longer phase through other actors to hit you through them, if someones in the way, that shit ain't hitting you.
There are two .esps, so you should merge them via TES4gecko.
Is It safe http://www.nexusmods.com/oblivion/mods/13957/ ?
Store your shit and it vanished a few days later?
This mod lets you check for shit like that so you won't loose your crap.
LadyDeadlock's Love Your Horse http://www.nexusmods.com/oblivion/mods/13892/ ?
There's an animation that takes eons to play ingame where people pet there horses.
This makes it happen more often.
I suggest merging this with another animation mod's .esp file.
Mage of the Arena http://www.nexusmods.com/oblivion/mods/35181/ ?
The arena checked it's arcane privilege, mages are now supported in the arena with their very own rainment.
Compatible with everything as I've used it once.
Medic Being a healer in TESIV is useless.
http://www.nexusmods.com/oblivion/mods/23242/ This sorts that out a little, give potions to NPCs.
Mythic Dawn Armor World Models http://www.nexusmods.com/oblivion/mods/35537/ ?
Get the main file and the greaves fix, fuck the quest, it's a guaranteed CTD.
You'll need this if you get a gore mod like Unnecessary violence of deadly reflex
Icons for Mythic Dawn Armour - Fix http://www.nexusmods.com/oblivion/mods/7902/ ?
Part of the Modular Oblivion Overhaul, but is separate, so you can rest easy that you don't need it all for what is offered.
This:
Reset Emotion After Combat http://www.nexusmods.com/oblivion/mods/26214/ ?
Or
This
Auto Reset Emotion http://www.nexusmods.com/oblivion/mods/32086/ ?
Possibly the latter of the two.
Glowing Respawning Varla & Welkynd Stones http://www.nexusmods.com/oblivion/mods/43299/ ?
Respawning Clams http://www.nexusmods.com/oblivion/mods/42367/ ?
Respawning Ore Veins http://www.nexusmods.com/oblivion/mods/34291/ ?
Or:
Oblivion better mining http://www.nexusmods.com/oblivion/mods/44079/ ?
You'll want to merge all of these into a single .esp file, save for better mining because that has patches of it's own if you decide to use it.
'Deadlier Creatures V2 http://www.nexusmods.com/oblivion/mods/31882/ ?
You know how some creatures stay on the spot when doing a power attack animation or animation?
This fixes that, no more being casual.
Install the FCOM version, you don't need FCOM, but it covers all of the monsters that mod will add in from it's combined files so, if you get one standalone, these will be present.
LE's Lethal traps http://www.nexusmods.com/oblivion/mods/19866/ ?
Traps will now scale damage to your health and endurance, so no more walking through deadly spikes and the like.
Like you can't avoid them anyway, they're painfully obvious after all
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 00:18:07 No. 2155
>>2154 Magical Arrows http://www.nexusmods.com/oblivion/mods/43666/ ?
There exist other mods that add shaders to arrows, but it's by Miguick and his mods are almost must DL's.
Birthsigns for NPCs http://www.nexusmods.com/oblivion/mods/36689/ ?
Exactly what it states.
Magic Magnitude multipliers and Fractional Magic Damage http://www.nexusmods.com/oblivion/mods/44883/ ?
http://www.nexusmods.com/oblivion/mods/37717/ ?
Elz No floating weapon http://www.nexusmods.com/oblivion/mods/45367/ ?
When you install the universal skeleton, BBB animations and the like, weapons will float when you kill their owners, this fixes that.
Minotaur headbutt http://www.nexusmods.com/oblivion/mods/36726/ ?
Minotaur head butts you in vanilla, jack shit happens, in this mod, something does.
Nice To Meet You - A Robust and Realistic NPC Naming Engine http://www.nexusmods.com/oblivion/mods/38756/ ?
You're a Psyker no longer, you don't know anyone until you talk to them and memorize their names.
New Eating animations http://www.nexusmods.com/oblivion/mods/39487/ ?
You see the things NPCs eat.
Elz realistic gravity http://www.nexusmods.com/oblivion/mods/43920/ ?
Fixes gravity in the game, you might have trouble with jumping about though, so you may want to edit things in the .ini
Unequip Broken Armour http://www.nexusmods.com/oblivion/mods/32424/ ?
Break a persons gear or yours and you unequip it, can be customized to a chance of permanent Armour loss, or if you equip something on top of what you've lost instead.
Concept Argonian eyes Please open you Oblivion Booklet son, and go to the races page.
http://www.nexusmods.com/oblivion/mods/24462/ ?
For shame.
The Power Attack Voice mod http://www.nexusmods.com/oblivion/mods/10980/ ?
Taunt like NPCs when you power attack.
SM Plugin Refurbish http://www.nexusmods.com/oblivion/mods/11474/ ?
Delays DLC until appropriate times ingame.
Do not install via modmanger, use Wrye Bash BAIN installer, as mod manager does not install the Merged ESP for all the DLC.
Also, if you plan on using zutheskunksSI overhaul + it's patch, then you'll have to merge the mods via TES4Gecko leaving the Shivering Isles .esp out so it can be used with the overhaul.
Tail slot equipment helper http://www.nexusmods.com/oblivion/mods/44527/ ?
You'll need this later on.
'Tweaked Oblvion Plane Fleshsacks http://www.nexusmods.com/oblivion/mods/42180/ ?
You know those flesh sacks in the deadlands?
There are actually corpses inside of them.
Bethesda forgot to add fucking alpha channels to them.
Nothing fixes this, not even mods that retexture these things.
Just this one.
Make sure to not install the textures that have the rens hair stuff in them, just the Fleshsack and Fleshtendons named files.
Undirectional attack http://www.nexusmods.com/oblivion/mods/42975/ ?
Enemies no longer lock on to the Player when attacking.
Standing boots http://www.nexusmods.com/oblivion/mods/18951/ ?
Boots now stand up when dropped,
Gender independent clothing http://www.nexusmods.com/oblivion/mods/3160/ ?
Trousers for men will not morph into skirts for women, both are separate now.
This is compatible with everything, I think.
These are ALL the basic fixes and changes for the game that you'll need IMO, that don't do anything too large or over the top and are very close to Vanilla terms.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 00:20:56 No. 2156
>>2155 Show Weapons whilst mounted http://www.nexusmods.com/oblivion/mods/42648/ ?
Nearly forgot this one.
And that's the BASIC shit down.
Anonymous ## Board Volunteer 10/28/14 (Tue) 00:21:51 No. 2157
>>2153 Spoiler your stuff next time, last warning. I've done it for you this time.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 18:57:57 No. 2200
>>2156 Right, let's get one with it then.
This part we'll talk about things you'll need to make visuals, effects, the environment, sound and graphics and the world better.
I won't be able to talk too far with textures, as I'm still perfecting the usage of my own, namely in the enviromental and Creature department, so I won't cover those as extensively as I could.
But to start you off:
In terms of Texture Overhauls, you'll be wanted Quarls Texture pack 3: which you can torrent off the Piratebay, (I refrain from suggesting you DLLing it from Nexus directly)
After this, you get
Bomrets Texture pack for the Shivering isles .
http://www.nexusmods.com/oblivion/mods/28378/ ?
After this You would get one of the Normal maps mods, but I'm a little fuzzy in that area so that's something you'll have to customize and figure out yourselves.
Improved Skulls and Bones and Ironwork http://www.nexusmods.com/oblivion/mods/36075/ ?
is better than Quarls Textures for these features as it states.
A Perfect Normal '
http://www.nexusmods.com/oblivion/mods/37375/ ?
Hands down the best Lich Retexture offered in the modding community, Mythic creatures and Dans a shit by comparison.
Also get the Umbra Normal Maps for it also.
Magic textures and effects Enhanced Magic Effects http://www.nexusmods.com/oblivion/mods/9424/ ?
I'm currently using this, but some effects are incredibly large and distracting, they don't cause framerate drops or anything though.
Here's a youtube video with it's usage:
https://www.youtube.com/watch?v=s38TrVza3rU Magic Effect Replacer and Enhanced ver http://www.nexusmods.com/oblivion/mods/22119/ ?
This one is closer to the vanilla magic textures, you might want to mix n match the two till you get something you can agree with.
Improved Fires and Flames http://www.nexusmods.com/oblivion/mods/38061/ ?
Install the optional torch gile as well.
IMPROVED Fire Spell Animation http://www.nexusmods.com/oblivion/mods/9058/ ?
FXMod https://www.mediafire.com/?db5lsgw9ghlkbhc Is a Merge I made and use, It contains the following:
'''Better Turn undead Shader by J3X
Summon Daedric Portal Effect by J3X
Better summon Undead effect by J3X
Better Summon bear effect by J3x
Poison FX 2.0 by Tarnsman
Give Me My Shader effects by Pepsi
And Real Lava 1.3 by CptJoker'''
Look those up on the nexus if you want to know more, but I generally accept these to be the best on offer in terms of effects, seeing as they are the only ones available to you.
Bash with Wrye.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 18:58:21 No. 2201
>>2200 For Lightning/Shock Effect spells:
Improved Storm Atronachs http://www.nexusmods.com/oblivion/mods/45536/ ?
Don't let the name fool you, it covers the Storm Atronach and the Shock spell effect (what appears on the actor you cast a shock spell on) also.
Oh, and keep the Atronach texture too, because it's the best one available
For the Actual Lightning Strike spell effect, look here:
Kals New Shock Lightning Spell Effects_v20 http://www.nexusmods.com/oblivion/mods/10239/ ?
I'd take the blue one if you're looking to make it more up to a Skyrim styled standard, but be aware, I think this does cause FPS drops where the usage of the spell is concerned.
Use the funnel one.
Creatures This ones more of a WIP, as I'm still getting the ones I want, so I'll mention the mandatory ones.
I've already given you Improved Storm Atronachs, and the Liches from A perfect normal, so let's jump right in.
For Frost and Flame Atronachs:
Improved Flame Atronachs http://www.nexusmods.com/oblivion/mods/45356/ ?
This is the base Texture you should use for these creatures, they'll already look even better with the fire textures from above, so don't take the Screenshots as discouragement or anything, or alternatively, you could use the Textures from
Mythic Creatures which features transparency over glow effect, but seems to lack in the areas of normal mapping as most of Mythic mods do.
Frostatronach_skin http://www.nexusmods.com/oblivion/mods/34413/ ?
Makes Frost Atronach skin Actually look like ice.
As for competitors, Mythic Creatures Frost Atronach a Google Image pasted shit, (no really, it's terrible) and Dalls Creatures makes for a possible 2nd runner-up.
Anyhow, get:
Shining Creatures http://www.nexusmods.com/oblivion/mods/29735/ ?
To polish them off.
For Dogs:
You want Slofs Dogs first and foremost, which you'll have to hunt down yourself because Slof is a drama Tumblr tier plagiarist Victim complex Thalmor who always takes her mods down and hates vidya and writes terrible vampire, drow, Xenomorph, Yautja, furry, Daedra, Driider fanfiction.
When you've got that, you've a vast selection at hand, But I havn't actually covered these myself ingame yet, so I can't tell you what to use here.
However, I do know that you SHOULDN'T use Mythic animal's Dog and wolves, they're terrible.
Here are the ones I'm currently Looking at.
http://www.nexusmods.com/oblivion/mods/42524/ ?
http://www.nexusmods.com/oblivion/mods/44197/ ?
http://www.nexusmods.com/oblivion/mods/14532/ ?
Dalls Creatures Wolves and Dogs are not shown in the Mods screenshot page, and in addition a few other retextures that are no in screenshots, and I've taken a look at them in NIFSkope, and they seem to be very close to vanilla, which makes me question if they're slight edits of vanilla with sharpened textures and a few custom additions, but Trolls various animal and monster retextures look to be hand made ones, with the better choices that are closer to vanilla dogs being either the Huskey or Dark Grey choices.
Then of course there's finding either better looking eyes or ones that are closer to vanilla and are better looking eyes.
When push comes to shove I'll look into them and decide the best mix, and if that can't be done, then a quick PS edit is in order.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 19:02:56 No. 2202
>>2201 Horses and mounts This ones also a WIP for me, because I've not paid much heed to it, but I'll come around to it when I get the time.
However, I do know these seem to be mandatory
http://www.nexusmods.com/oblivion/mods/45146/ ?
http://www.nexusmods.com/oblivion/mods/43037/ ?
You will also wish to consider Deadly reflex or UV for Horseback combat if I'm not mistaken.
Sorry that I couldn't be as helpful as I'd have liked to be in this area.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 21:16:33 No. 2215
>>2202 Mountain Lion This one is also a WIP for me, as
Dalls Creatures ,
Mythic Animals , and
Trolls various animal and monster retextures are all good contenders to the Throne, Dalls and Trolls being the most Closest to the vanilla Textures offered.
IMO you might just want to get one of these for the Body and take the yellow eyes from another retexture if the one you picked doesn't have the eyes you want.
Though looking at it, Mythics seems to be the more realistic choice, if a bit on the orange side.
Mud Crab There exist NO. and I mean, NO Close to vanilla Mudcrab retextures for Oblivions Mudcrab I'm afraid.
Mythics a shit, and the only other one is an Albino retexture, so This one get's left out, but I do suggest getting Creture Diversity and this bad boy
http://www.nexusmods.com/oblivion/mods/12982/ ?
rat For this one you have shitloads of variety, as pretty much all the Retextures you can find will have a rat retexture available to you, so it's just a matter of picking what you want.
I myself have yet to make a choice where this is concerned, but it's harder for me because if you use any monster mods that adds in additional rat variants I have to use retextures for those also, otherwise some monsters will look out of place in comparison with the better textured vanilla rat.
Keep than in mind when you install these types of mods, almost all of them are retextures based on the vanilla base.
Sheep Use the one in Mythic Animals for this, it's the only one at your disposal anyway.
SlaughterFish http://www.nexusmods.com/oblivion/mods/9343/ ?
Don't use Mythics, this is better.
Wolves & Timber Wolves Either Dalls or the Dark Grey one from Trolls various animal and monster retextures, eyes are up to you.
Imp I've used Mythic Creatures for this one, but Dalls is much more closer to the vanilla Imp.
Up to you, But I prefer Mythics.
Land Dreugh Nope, none of them are good.
Mythics comes off as decent, but it's lack of good Normap Map kills the design, and there's an issue with mods such as FCOM the CUO or Morroblvion relying on the Vanilla Dreugh textures for Dreugh Armour.
Secondly Dalls is white and doesn't really make a difference.
Minotaurs and Minotaur Lords Mythics A shit, you might want Troll's without the eye changes because those are shit, or Dalls for the Mintaur lords at least, you'll have to customize the eyes though, you might want to take Dalls eyes and use them with Trolls Mintaur skins for a nice result
Ogres Get Either Mythics or Dalls for these, Mythics has detail above all, and is actually one of the ones in that look good and detailed and not like they were copypasted from google image search, and you can forgive the lack of a good normal map on these, actually, I think they do have one.
Dalls is closer to vanilla but the choice of colors is too Bright IMO.
If push comes to shove, I might take the best qualities from both and combine them and publish with my mass Creature retexture project when I get around to it.
Spriggans Now this one I actually know about.
First get this, It's practically mandatory:
Beautiful Creatures - Spriggan http://www.nexusmods.com/oblivion/mods/43285/ ?
Then after this, pick your Texture and you're all set!
No really, there are quite a few Spriggan retextures out there, some lewd, some not, but either way when placed on the mesh above, they always give sure good results, But generally stick with Vanilla, or use Mythics for them.
Trolls Mythics version for this isn't necessarily bad, But It's not close to vanilla in this case, Dalls is a sharper gritteir texture of vanilla and Troll's Alternate texture for them seems the best, though you might not want the eyes, so get them from mythics or Dalls (I've used mythics up till this point and not trolls or Dalls yet)
Will-o-the-Wisp Shining creatures already covered this, not much you can do with these.
Goblins You can Either use the ones from
'Mythic Ghosts and Goblins whic hI use
http://www.nexusmods.com/oblivion/mods/36000/ ?
or
Goblin Skins http://www.nexusmods.com/oblivion/mods/27025/ ?
Just be aware there are a few creature mods/weapon mods that use the vanilla Goblin textures and might look off with these installed, namely Flys Creatures as I've seen so far.
And of course this will also conflict with poorly retextured creatures from monster mods too.
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 21:40:41 No. 2216
>>2215 Undead= Oh Boy, my fucking favorite!
Right, we've already covered a bit of the Ghosts for TESIV with Give me My Shader effects, but we have two options, both from Mythic Ghosts and Goblins.
It's Either Mythic Ghost or Mythic Rag ghost, seeing as we're aiming for Vanilla, pick the default Mythic Ghost, or don't bother with Ghosts at all as the Shaders already make a big impact on Ghost appearance.
http://www.nexusmods.com/oblivion/mods/36000/ ?
Zombies If you're not a complete buffoon, install the textures you can find in
Mythic creatures ' for this creature.
http://www.nexusmods.com/oblivion/mods/29569/ ?
Couple this with Creature diversity for racial and zombie variants and you're in a for a fun time.
I might take the time to use mythics textures and make those variants for the ones found in that mod.
Additionally, if you hasn't already fixed it, make sure to have the UOP for the Zombie hair fix.
So now you'll have pinkish zombies for men, blue for dunmer, gold for altmer/ayleid Argonian and orc, with the exception of Khajiit I think.
Wraith, Gloom Wraith, faded wraith This one's up to you, but if you want to get things Close to vanilla, you'll want to use
Dalls creatures Wraith Texture for the regular Wraiths, and then
'Mythic Ghosts and Goblins for the Gloom Wraith
Additionally, though not close to vanilla, install the mod:
Wraiths Without Faces http://www.nexusmods.com/oblivion/mods/28666/ ?
Trust me, if you install all the sound mods suggested on the Sounds of Cyrodill modpage, Oblivion EAX, BetterOblivionMusicsytem with the morrowind soundtrack, parts of the Skyrim soundtrack (not all of them fit into TES I will tell you) Re-orcastrations of Daggerfall music, battlespire for the deadlands, and dungeons, and a bunch of other music by jeremy soule that fits the game, a darker dungeon mod, and a mod that changes the wraith noises or leave them as vanilla, and Wraiths become utterly pants-shitting.
Then again, it's debatable if it isn't close to vanilla seeing as wraiths are dead spellcasters by canon, so them having faces is kind of stupid overall if they represent dead people universally.
Still, up to you.
If you want to use Mythics, that's fine too, those are also scarier because of the darker colors they use.
I also find them closer to the Shadow Vampires in Nosferatu: Wrath of malachi.
Nether Liches and Liches Already covered.
You may wish to consider a mod like Fearsome magicka (With severe .ini edits, it's unbalanced as fuck)
As it gives Liches a Fear aura as per tradition and usage of magic missile.
Or alternatively, install the:
Conjuration Level Based Summon Caps http://www.nexusmods.com/oblivion/mods/3037/ ?
Mod and watch as these fuckers become a problem due to usage of MAXINGMUM SKELLINGTON
JESUS FUCK, LOOK AT IT 10/28/14 (Tue) 23:10:03 No. 2219
>>2216 Skeletons This one's a bit of a tricky Dick.
You see, what one would install is
Skeletons Crumble http://www.nexusmods.com/oblivion/mods/28176/ ?
And
Skeletons with loose jaws http://www.nexusmods.com/oblivion/mods/29427/ ?
For a jolly good bone smashing time, but this causes them to use dirty skeleton textures which you need to replace, which is where the Improved Skulls iron and bones textures from my above posts shows.
Then after that you need to install the Skeleton Textures of this mod, which quite frankly like
A Perfect normal as it is named in such a way that you wouldn't stumble on it by chance or when looking for it, for it contains a very nice bounty of textures to use, use this to replace the Skeleton textures, dis include the rest.
Graphic Improvement Project http://www.nexusmods.com/oblivion/mods/43496/ ?
And then things seem all fine and dandy, right?
Well….
There's this mod…
Way to frostmourne http://www.nexusmods.com/oblivion/mods/21368/ ?
Now it looks like an unholy cluster fuck, but that isn't the reason why this one is an issue, it's a problem because it adds GODDAMED BLUE EYE PARTICLE EFFECTS TO THE UNDEAD
Like holy fuck, even that piece of shit vanilla textured Lich looks 10x better, imagine how sweet It'd look with Perfect Normal textures and the effects from Fearsome mackia to boot?
Shit is pretty Skyrim tier.
I'm currently looking into it to see If I can rip the effects and make them separate, but please consider the use of these undead, because these are awesome.
Oh and it affects skellingtons too.
Anonymous 11/04/14 (Tue) 10:12:39 No. 2408
>>2219 Alright, I looked into the particle effects.
The good news is they work, and look kickass.
The Bad news is they are bound to their own .nif file
If I get the chance, I'll port them over to the skeletons crumble models and redirect the skeletons crumble texture pathss to the ones featured in the Graphic improvement projec to se eif they work.
Additionally, if someone coulf present me a way of making a script that removes a selected .nif from a creature on death, that would be a godsend.
If it's OBSE required, I can try.
Anonymous 11/05/14 (Wed) 17:36:20 No. 2440
last time i played waalx was my go to mod. i fucking loved it.
http://waalx.com/RealSwordsForum/viewtopic.php?f=12&t=249
Anonymous 11/05/14 (Wed) 19:41:08 No. 2445
>>2440 I wish there was an integrated version rather than a replacer version of that.
Nothing would get me rock harder than using Syrimstuff, Waalx, Armentarium, Artifacts, mage equipment replacer, Slofs Robe trader, and other equipment mods as additions rather than replacers in the game.
Anonymous 11/05/14 (Wed) 21:18:58 No. 2448
This thread is pretty much heavy modding. I'm getting a new gaming rig, and plan on replaying Oblivion on that one. I'll try to keep it as close to vanilla as possible: Only small modifications, like magic tweaks and fixes, and of course OCO2. I don't plan to have more than, say, ten mods at a time, no quest mods, no heavy scripts, no fancy gameplay enhancements, I would like to use an ENB, though. Is there anything I should be aware of? Fixes you absolutely need? crash prevention plugins for OBSE? I have a steam copy.
Anonymous 11/05/14 (Wed) 21:37:04 No. 2449
>>2448 And is mod cleaning and merging entirely necessary?
Like, if you keep the minimum of mods, will the game still just crash whenever it wants to?
Is there some idiot proof way to clean mods without breaking them? Because I know I'll fuck it up big time if I do it myself.
Anonymous 11/06/14 (Thu) 01:02:52 No. 2453
File: 1415235771975.png (434.52 KB, 1680x3860, 84:193, Fucking faggot autist tuto….png )
>>2448 >Heavy modding Actually, Everything I've posted thus far is LIGHT by tesIV standards I'm afraid, most of it relies on OBSE plugins and the like, and if you paid attention, most of it is mere fixes alone to errors in the game or things not working as to what was stated in interview and the like.
If you mean "play vanilla with only a few mandatory fixes to make it as close as it was to how it is released if not a bit nicer for my computer Rig, then you want most what I already mentioned, saved for the vampire overhaul, the mounts, shining creatures, the creature retextures and retextures in general save for the Oblivion plane fleshsack, and the ones that are needed for later mods you'll install, like tail slot equipment helper.
Mod cleaning is fucking easy, all it is is arranging your load order with your mod sorter, looking through the results pane to see if any mod is tagged for cleaning or no cleaning, and then selecting the mods in tes4edit, clicking ok, highlighting them all in the left handside pane, right clicking, clicking apply filter, making sure the options for the apply filter plane are all off, applying the filter, and cleaning mods that have green text on them by right clicking on them and doing "undelete and disable references" and "delete identical to master records".
Effectively a fucking 4 step process. that's fucking it.
Bashed patch is just selecting a .esp in the tool, right clicking and making sure all the stuff it's detected that can be merged on the bash window, bashing it, and playing.
The Complex stuff is when you get into FCOM, COBL, and mods that require of fucking Wrye bash to work, and when you've got multiple armour, Body mods, races, eyes, and creaturee mods because they are guaranteed to conflict because of how they are made for the game.
And that's an understatement because there are few that you'll actually fuck up installing, it's pretty much the big Top files mostly.
Don't bother with ENB, use the OBGE, you've got more customability, and as for body mods, it Works like this:
You have to install the universal skeleton
Then HGEC with BBB
Then Robert Male v5
Then Nomaam's animation replacer
Then Skydive jump
Then the EVE stock clothing replaces for HGEC
For Argonains, the Argonian beautification mods, + new Argonian facial textures mod bare minimum
Khajiit are a pain because there's this error where one of the sexes will draw it's textures from the male textures giving you a fucked up result, so most people avoid this by getting that one other alternative to the default Khajiit HGEC textures, and every Robert body Khajiit texture refuses to improve on the original or anything and Khajiit male and female share the same head textures so you can't get fucking creative with that shit.
If you're planning on OCO2 then you'll have to get the HGECfied Khajit female head textures and stick with the VANILLA HGEC textures for khajiit female, and the OCO khajiit male textures recently released on the nexus (looks very smooth though)
Anonymous 11/06/14 (Thu) 01:07:46 No. 2454
Then of course, there's the tail issue, because it looks like piss.
You'll have to use ANB's khajiit tail and install it manually, or you can get the HGECified khajiit tail or the one by this one bitch who didn't name her file right so you'll never find the fucking thing.
And everything I mentioned really does not affect vanilla in a drastic fashion, it either adds things that were intended to be vanilla, makes it nicer aesthetically, or more functional or is actually a long awaited fix, it's really a light selection of mods man.
So far it's been retextures, OBSE plugin reliant fixes or slight minimum size mods, save for a few that I might have mentioned which I haven't initially tested the waters for.
But you
will need to learn Wrye.
>>2153 But just to go over this, here's the light stuff which I already posted above that really is what is in the vanilla game or amended from it, which you'll want after you've installed the unofficial patches
http://www.nexusmods.com/oblivion/mods/33979/ ?
http://www.nexusmods.com/oblivion/mods/44862/ ?
http://www.nexusmods.com/oblivion/mods/43703/ ?
http://www.nexusmods.com/oblivion/mods/42658/ ?
http://www.nexusmods.com/oblivion/mods/34051/ ?
http://www.nexusmods.com/oblivion/mods/42510/ ?
http://www.nexusmods.com/oblivion/mods/43046/ ?
http://www.nexusmods.com/oblivion/mods/29779/ ?
http://www.nexusmods.com/oblivion/mods/37402/ ?
http://www.nexusmods.com/oblivion/mods/39773/ ?
http://www.nexusmods.com/oblivion/mods/26214/ ?
Or
http://www.nexusmods.com/oblivion/mods/32086/ ?
http://www.nexusmods.com/oblivion/mods/31882/ ?
http://www.nexusmods.com/oblivion/mods/19866/ ?
http://www.nexusmods.com/oblivion/mods/45367/ ?
http://www.nexusmods.com/oblivion/mods/11474/ ?
http://www.nexusmods.com/oblivion/mods/42180/ ?
http://www.nexusmods.com/oblivion/mods/42975/ ?
http://www.nexusmods.com/oblivion/mods/42648/ ?
As for OBSE plugins, and other stuff, asides from what I've linked, you want the 4GB patch for the Oblivion.exe found on the something for nobody forums or the dem waifus blog
Fast exit OBSE plugin, Oblvion Stutter remover, (go find the guide on how to set this up better yourself, it's on a wiki that's really grey in color scheme) and OBSE elys silent voice.
Oh, and purge cell buffer beds for additional extra performance.
But seriously, you're attempting to mod and play a bethesda game, Pussyfooting about just results in more problems that it's worth.
Seeing as I taught the /v/ mod to use Wrye flash, an inferior manual version of Wrye bash for Fallout NV and get his shit working so he understood it, bash is a non-issue because it's actually maintained, updated, and most importantly home to automatic features which make it easier to use, and a number of tweaks which render mods that apply such tweaks irrelevant, like namefixes and proper english.
Dig up a youtube tutorial if you're that hapless.
As for the main reason you clean, is because:
A: with mods that remove things, people make .esps that delete the content in the game.
Other mods may come to use these objects, entities etc, and they're gone, so it causes a CTD when referenced, and this is one of many dirty edits you can find in mods, other include renaming records and changing file paths and shit. and this causes CTDS
Undelete and disable references changes anything that's deleted in an .ESP to disabled so it's the same but still accessible to other mods so this issue does not occur .
there's also an issue of duplication with files when they meet in some cases, and remove identical to master records sovles this and duplicates of shit result in save game bloat, which is the WORST shit found in all bethesda games in which a single savegame can eat away at a chunk of your HDD if left unchecked and uncleaned via wrye bashes save game fixes.
Not OP 11/06/14 (Thu) 12:56:16 No. 2461
>>2453 Okay, I thought mod cleaning would be checking every esp manually for dirty edits.
So basically, the programs I need will be Wrye Bash for bashed patches, TES4edit for cleaning and Oblivion mod manager for ease of install.
Sorry if I test your patience, but I can't process as much information as is given ITT as quickly.
Anonymous 11/06/14 (Thu) 14:00:49 No. 2462
>>2461 >OBMM Actually, you want to use the TESMod Manager, which is basically OBMM but better, though sometimes the Nexus Download feature of the program breaks.
It's much better because it uses a omod2 format, has better file compression, you can view textures and normal maps you'll overwrite when dealing with texture mods, so it doesn't take you a trip to the game, construction kit, or nifskope to view what it looks like on a 3d model, and features the ability to download mods like the nexus mod manager does, directly from the nexus.
With a few more features, such as it recognizing the latest version of OBSE, BOSS and LOOT, and mod filtering so you can find that mod you want via a search.
Anonymous 11/06/14 (Thu) 14:25:42 No. 2463
>>2461 You wan't Wrye for bashed patches, Savegame cleaning (it's easy, just click a savegame that's red, meaning it might get fucked if you play the savegame because it was reliant on mods you may have removed since using it, and click on the options, and click what's shown in pic related one at a time, and finally, mods that use Bain installation.
It's pretty easy to use bain also, basically you just drop a bain configured archive into /Bethesda Softworks/Oblivion Mods (This file is made by the installation of Wrye bash/Bash installers.
Then in the installer tab on wrye, pick the mod, go to the right hand side screen, activate the tick boxes which are the features of the Bain mod, and got back to the left hand side screen, right click on the mod you've selected the options to install for, and click install, or if there's an installation wizard, click wizard.
Wrye also lets you do those Oblivion.ini tweaks that you'd normally do manually, and recognizes .ini file entries added by OBSE plugin mods, but not all of them, and it also fucks up your .ini by removing paragraphing and making the lines all run into one if you edit it this way, so avoid using it for that purpose.
Finally, Wrye lets you view your games Screenshots taken with the ingame screenshot taker, and lets you convert them to what file format you please.
That's it for the basics.
Also, Do not install TESIV in you program files, Make sure it's C:/Bethesda Softworks/Oblivion
As you use the steam version, when installign OBSE you'll need to use the Steam version of the script extender, included in all OBSE files.
Above all, when installing mods
READ THE FUCKING READMES
Anonymous 11/09/14 (Sun) 01:34:19 No. 2576
File: 1415496859577.png (Spoiler Image, 3.82 MB, 2216x1048, 277:131, Khajiitmale.png )
Right, I've been doing stuff and I haven't had time to do a look into skeletons, but I have done the following: >Made Slofs Oblivion better beasts (partially) compatible with OCO2 >Figured out most of the OCO2 file structure, have also fixed khajiit in terms of appearance. Take a look, it's pretty ballin. The two main issues present here is that Slofs OB uses a different .nif file for Khajiit teeth, and in conjuction with the head mesh OCO2 uses (nuska) it makes Khajiit have their teeth float out of their mouths, due to their positioning. It seems there are no mods which fix this, so I've made a change in the CS so that khajiit use the old upper teeth given by whatever mod gives them teeth .nifs(I assume it's the default Roberts body/HGEC body mod) to avert this. It seems this gives you the whiskers at least, for the male khajiit (his nails are missing, don't know if a result of the change or something else that caused them to go away) and for both sexes only the upper half of their teeth are visible, but it's not as noticeable as one would think, so it'll do for temporary fix. For the Female khajiit, this issue does not apply and she has the whiskers AND claws, and just the upper teeth. And an edited version of I'm not too sure if nudes = lewds, because these are just regular non suggestive pictures. Also, sorry for jaggies, I've not looked into AA with HDR on yet for this game. Textures used are OCO2 khajiit Hi res textures Khajiit male body for Oblivion Character overhaul 2 Seamless Hi-Res Khajiit and Tabaxi Textures for HGEC HGEC Khajiit Face for OCOv2 (not sure if working) Slof's Oblivion Better Beasts OMOD Exlorians Khajiit Tail for HGEC (Subject to change, I need to see what this looks like compared to a number of other tails replacers and combinations I can use for a better result, only shows for female as the khajiit male one uses it's own via blockhead and OCO2 which is useful) Personally, whilst looking better, I wish there were just textures that were better versions of the default ones you get with HGEC and Roberts as those were closest to vanilla, but these are the only working ones in order, which was a shame.
Anonymous 11/09/14 (Sun) 08:51:02 No. 2605
File: 1415523062517.png (Spoiler Image, 3.5 MB, 2100x1048, 525:262, Khajiit female.png )
Anonymous 11/09/14 (Sun) 11:04:11 No. 2607
>>2605 And now for the Argonians, which are pretty much better overall.
Using The Argonian Beautification mods for Roberts male V5,
Slofs Oblivion better beasts
the hair+ mod we talked about earlier,
AB's merged normal maps for Argonain males
OCO2
and finally new argonian facial textures applied to the OCO2 head mesh, which are textures far more high resolution that the textures given by IAFT for Argonian faces, and of course, better for keeping closer to vanilla.
It's not like I don't like the textures Nuska made, it's just they don't blend well with the Argonian body textures you can get, and because his textures seem to be a merge of his/her own work placed on top of IAFT's textures which is actually a lot more low res.
Not too sure if I installed Abs merged normalmaps correctly though, I think i did…
Anonymous 11/09/14 (Sun) 11:27:16 No. 2608
Anonymous 11/10/14 (Mon) 05:04:41 No. 2647
>>2137 So…
What's OP's pic from?
Anonymous 11/10/14 (Mon) 07:02:15 No. 2651
>>2647 His waifu + an animation mod I can't remember the name off hanging animation.
Anonymous 11/11/14 (Tue) 19:45:13 No. 2743
I am reinstalling oblivion as well one of these days (Havent played in years + I never finished the game.) Just wondering if you guys are aware of any modpack for it, sense I don't want to bother with wasting hours on installing 6 million mods? All I really want is bugs fixed, better graphics, better ui, and all fucking oblivion gates removed from the fucking game.
Anonymous 11/11/14 (Tue) 21:09:47 No. 2748
>>2743 >Oblivion gates I think Better daedric invasion is what you're after.
As for the other stuff, follow the thread.
I really need to get around to the skeleton thing.
Anonymous 11/11/14 (Tue) 21:57:09 No. 2750
>>2462 Is there any way to install a steam game outside of steamapps or am I fucked?
Anonymous 11/12/14 (Wed) 07:54:03 No. 2761
>>2750 Steam might be an exception.
Go ahead with the install.
Anonymous 11/12/14 (Wed) 20:36:17 No. 2795
>>2463 Thank you for your help. I have succesfully modded Oblivion and applied some fixes.
OBGE just refuses to work, though. So I use hardware AO, AA and AF
Anonymous 11/13/14 (Thu) 00:16:40 No. 2805
>>2795 Have you installed the according OBGE Fixes?
Also, you can force it with your Graphics Card utility software if you have such an option.
Also, I recently found this hidden gem again, it has a mixture of external textures but also hig hres ones for the Khajiits I've been hunting for and closer to vanilla stuff.
Gonna mix up with my current textures to see the results.
http://www.nexusmods.com/oblivion/mods/39823/ ?
Argonian Eyes, Orc Eyes, 2 Argonian body variants and Khajiitt bodies look like I can finally use the Khajiit female OCO2 head mod properly without there being much of a neck seam.
Anonymous 11/13/14 (Thu) 00:25:47 No. 2806
>>2805 I actually didn't notice them. I think I'll be fine without godrays and DoF, and honestly, I think they don't make sense.
I also installed Qarl's texture pack, neat stuff. Now I think I might have had a vram burst crash once or twice.
The game is stable if I just run around, but upon fast travel, it crashed twice. I also use a travel service mod.
I'm quite sure it was a Vram burst because it only happened when I traveled to Cheydinhal, outside of the gates, and looked around immediately after landing. So I enabled heap replacement and set it from 450 to 1000. I will have to try if this actually works.
Anonymous 11/13/14 (Thu) 00:29:56 No. 2807
>>2806 >Travel Get your hands on the Map marker Overhaul, set no fast travel on or limit travel to only a few cells, and you'll have a game where you can only fast travel short close distances and will have to walk and travel the long ones yourself.
It greatly Saves .ESP space that way.
Anonymous 11/13/14 (Thu) 00:55:42 No. 2808
>>2807 Thing is, I want to be able to travel large distaces, but make it cost and be bound to services (like in Morrowind), which is why I want to use this mod.
http://www.nexusmods.com/oblivion/mods/21999/ ?
Anonymous 11/13/14 (Thu) 13:14:36 No. 2819
If I recall, The Cyrodill upgrade overhaul offers travel services, and so does M.O.E but you'd have to try them out yourself as I never got round to using them. Lore-freindly though. You might want to get a shipping mod too. And possibly this. But look into the CUO and M.O.E first, they have some valuable gems.
Anonymous 11/21/14 (Fri) 20:43:26 No. 3172
Is there any complete .ini guide explaining every setting and how altering it could possibly screw over your game? I pumped e.g. uGridstoload to 11, experienced crashes outside of Leyawin. and learned after googling that changing it makes Oblivion extremely unstable. Also, could we get this thread either stickied or saved from 404? It's really useful.
Anonymous ## Board Owner 11/22/14 (Sat) 00:14:04 No. 3182
>>3172 All threads are archived after they die.
Anonymous 12/02/14 (Tue) 10:49:37 No. 3607
Small update: It seems the I just hit you and Cant touch me mod causes NPCs to stand still on occassion and do fuck all, due to primitive methods used by the mod, which have been stated in the comments of the mod to be solved, but no one's gone out there way to fix it. I might just have to use one of the two and see which one is functional in battle, otherwise, don't use it people. Additionally I'm also about to test another Merged Hair mod, called Vanillahair++ because also rnning out of room. I've also found a VERY GOOD MOD which makes it so that when you sleep you have a chance of having a blanket placed on you, But I've yet to install and configure it and I can't remember it's name right now. Also, for those of you who get the Realistic gravity mod and use the lethal traps mod, hol fucking shit, will you be in for a treat. The nice to meet you mod is possibly superceeded by the realtime interactions mod and possibly suffers less crashes, will test later. One of the mods listed here might Cause useless Disintegrated Item placeholders to show up in NPC inventory, I've not a clue what has caused this, as I've deactivated Unequip broken armour, please pinpoin this if you can, It's fucking annoying. Undirectional attack is off the list, it completely causes the issue of animation freezing ingame with the use of the enhanced camera mod. Also, TESModmanager has an issue where if it crashes, anymods you've installed will not be ecognized as the tool as installed, which causes this bloatign issue where shit you've instaleld can be overwritten, but not gotten rid of unless you delve into the files yourself. Report this shit to the TESmodmanager page on the skyrim nexus, and use the Regular mod mananger (Not nexus) fo now. Also, there are a few Tropical mods on the nexus. Don't use them, they are so awful and so bad, and so terrible, oh god you'd wish you hadn't. Wait until someone actually makes decent textures for it.
Anonymous 12/02/14 (Tue) 10:50:32 No. 3608
>>3607 OCO2 also makes the High elves use the same assinged body textures as Golden Saints.
Keep that in mind when you want to fiddle with textures for these two races.
Anonymous 12/02/14 (Tue) 11:44:53 No. 3609
>tfw there wont be an automatic modpack like Morrowind Overhaul for Oblivion.
Anonymous 12/28/14 (Sun) 23:18:43 No. 4248
Recently had some time to test the waters of my Build, and I think it's time for an update:
Ferabbit's bearded NPCS does work with OCO2, but as OCO2 uses it's own head meshes, you'll have bearded race alternatives using the old vanilla head meshes with the OCO2 age maps, which still arguably, looks decent, so that's important to know as a heads up.
Another thing is that Ferabbit's bearded NPCS does make some ingame NPCs use it's bearded races, which would have been fine, if not for the fact that some of these beards now clip into the face due to OCO2, I think the Orcs had the worst case of this occuring overall.
If you want to use this mod, Get it, install OCO2. and on the character creation menu, look at the default states for each beard option on said NPCs.
If there is clipping, make a note of it.
Go to the CS when you've found out what races clip and which ones don't and remove any changed NPCs that are under the races you've found to clip, save the mod and then re-bash, and when you play again, you won't have any problems with coming across Odd looking NPCs.
There aren't that many changed by fearabbit's bearded NPCs so you should do fine with this.
Or you know, don't use it, and stick to equippable beards + it's fix.
The Male Hair mod, a mod which I was using up until I found this shit is also an offender.
As you can see this is a breton with the Male hair mod hair on & the french stache breton race from ferabbits are on, thus clipping.
So yeah, don't use this mod with ferabbits on:
http://www.nexusmods.com/oblivion/mods/40279/ ?
DO NOT Use I just hit you and Cant touch me It's been fucked for ages, and it causes NPCS to stand still and do fuck all, and rarely actually attack you because they're processing that shit.
Undirectional attack fucks you with camera mods on, so if you get enchanted camera you're in for a bad time.
>>2200 In regards to my posts on texture packs, disregard what I've said there, I recently did some experimentation and found a much better basic texture overhaul setup:
Also, this will be suited for Unique landscapes users, but all things considered you should install that anyway.
Here's what you do:
After installing the unofficial patches, Install
Really Textured Normal Maps for Vanilla http://www.nexusmods.com/oblivion/mods/38204/ ?
First, as your textures will still be vanilla but will look 100% better with normal maps that actually create depth to the application of said textures, and this mod also has normal maps for things in the game that otherwise are not really retextured by much ado anyone, hence why It should go first.
You'll end up overwriting a lot of this mods content anyhow.
After this, install Quarls Texture Pack 3, then Bomrets Texture pack for the Shivering isles as normal.
After this is done, install all of of this guy's textures.
http://www.nexusmods.com/oblivion/users/153868/?tb=mods&pUp=1 you might not want his jewelry and city textures however, as you might use what you want later on.
At this point you need to install the unique landscapes mod 1.7.3, making sure to install everything it offers you.
Install The
Detailed Terrain mod and it's UL compatibility mod all with Wrye bash's BAIN installer, as the mod manager won't do it correctly.
http://www.nexusmods.com/oblivion/mods/15245/ ?
Do not fuck this up, else you'll fuck up your shader files.
Now, for a little detour: First, get
swampier Swamps .
http://www.nexusmods.com/oblivion/mods/26899/ ?
Then get it's QTP3 patch which also goes with Detail terrain.
http://www.nexusmods.com/oblivion/mods/36953/ ?
Anonymous 12/28/14 (Sun) 23:20:47 No. 4249
>>4248 Back on track now: Install this to replace your Detailed terrain/QTP3 road textures as it's the only one available and DT and QTP3 roads look like endless seashell arrangements.
http://www.nexusmods.com/oblivion/mods/37536/ ?
Get your hands on
Really everything viewable when distant , install it via Wrye bashes BAIN and it's Quarl and bomrets texture packs.
http://www.nexusmods.com/oblivion/mods/20053/ ? (adds more LOD meshes for use ingame)
Get
TES4LODGEN , place it in your Oblivion Directory, and make a shortcut to it wherever you want the shortcut.
http://www.nexusmods.com/oblivion/mods/15781/ ?
You Run TES4LODgen every time you've added a new mod, run Wrye and made a new bashed patch and sorted your load order (In that order, as you are to always do this when modding TESIV if you didn't pick that up already)
It Generates LOD for your mods (Buildings and landscape shit you'd see when distant) so buildings don't fade into existence when you approach them.
After that is done go here:
http://demwaifus.blogspot.ca/2014/02/making-oblivion-look-goodwill-update.html and follow on from the texture
mods section starting at "these four loading screen replacers" and ending on "BTQ Landscape LODs" (This mod is outdated BTW)
Anything improved is pick n mix, but if in doubt, install it all and worry about the consequences later, with TESmodmanager you can see what you'll be overwriting when you install the textures so it's up to your discretion.
Personally it's the Sun glare, waterfall textures and some of the flora it replaces you don't want to use.
You might not want it's Ayleid dungeon textures, it's up to you.
For Cave textures, use this, Amps was the top dog, but this is far superior.
http://www.nexusmods.com/oblivion/mods/44585/ ?
Install the
Oblivion Grass overhaul , just fucking do it.
http://www.nexusmods.com/oblivion/mods/42400/ ?
Like holy shit son, it's so good.
Install
Downpour pretty much makes rain look 10/10
http://www.nexusmods.com/oblivion/mods/45520/ ?
As you've installed unique landscapes, you'll want this 10/10
http://www.nexusmods.com/oblivion/mods/45342/ Though not a must have, even though it's a 10/10, which is also made by the same guy who did the above textures, you might want to use
ruined ruins , but the reason why I don't reccomend it is because I 'Think' it wouldn't look quite right with mods such as ImpeREAL forts, due to what is used for the forts in those mods, I could be wrong however.
http://www.nexusmods.com/oblivion/mods/44697/ ?
Also because it's far too photorealistic to suit the feel of the world, and it trades the large fort brick composition for smaller ones.
This one is also optional, but I sue it, and it makes the world's forests more dense which is a nice touch.
http://www.nexusmods.com/oblivion/mods/34182/ ?
For waterfalls, use this, it's the best.
http://www.nexusmods.com/oblivion/mods/44655/ ?
For the Imperial city, I use the
Imperial City reloaded Textures, but I may go back to something more vanilla esque as I'm not 100% sure these look too good.
http://www.nexusmods.com/oblivion/mods/39936/ ?
The plus of these textures is that they incorporate more skyrim-esque nordic embeddings and designs into the architecture and slightly fit more with the Ayleid buildings that surround the province, though not as much as I would want
If this looks amazing with better cities on + let them drink & the Imperial water I'll keep it though.
Improved light beam http://www.nexusmods.com/oblivion/mods/45685/ ?
Must have.
Beautiful Arena spectator http://www.nexusmods.com/oblivion/mods/41741/ ?
I'm pretty sure the 24hr arena mod does away with those static models, but still.
For the Sewers, and a must have:
http://www.nexusmods.com/oblivion/mods/9080/ ?
Tapestries: http://www.nexusmods.com/oblivion/mods/12002/ ?
+
http://www.nexusmods.com/oblivion/mods/43139/ ?
Paintings http://www.nexusmods.com/oblivion/mods/4047/ ?
Oh right, and of course:
Improved Skulls and Bones and Ironwork http://www.nexusmods.com/oblivion/mods/36075/ ?
Like I said previously.
Dunbarrow Pirate Flag http://www.nexusmods.com/oblivion/mods/4579/ ?
Anonymous 12/28/14 (Sun) 23:21:45 No. 4250
>>4249 Isathars Normalmapped Cobwebs http://www.nexusmods.com/oblivion/mods/9746/ ?
Must have, cobweb usage is completely different with this on.
Now, moving back where I left off in regards to Armour, We've covered most of it, and clothes with Really Textured Normal Maps for Vanilla, but this bad boy will overwrite most of it with it's god tier re-textures
http://tesalliance.org/forums/index.php?/files/file/797-insanitys-improved-armoury-compilation/ When installing the content in this mod, Pick the Golden Elven gear option, like it looks 10x better that way and more skyrim-esque.
Additionally, for glass, pick the darker shades of green, and glass actually ends up looking less shit.
Alternatively, use these textures for glass as they are of the same resolution as insanity's textures and are good in their own right.
http://www.nexusmods.com/oblivion/mods/43477/ ?
Personally, I wish these were in the same darker shade of green as the stuff insanity offers, I might opt to do it myself at some point though.
Oh, and use these for amber and madness armour, they use the same normalmaps from the above mod so no need to worry about loses for these.
http://www.nexusmods.com/oblivion/mods/37955/ ?
http://www.nexusmods.com/oblivion/mods/29286/ ?
You can either use insanity's textures for Golden saints and Dark seducers, but this shit- oh lawd, this shit right here:
http://www.nexusmods.com/oblivion/mods/33951/ ?
http://www.nexusmods.com/oblivion/mods/30060/ ?
Not too sure how to install it though.
Well, that should do it for now.
Also, I've found and started using this godspend gem recently, it's well hidden because of the the fucking name.
Haldars Mods Pack http://www.nexusmods.com/oblivion/mods/36399/ ?
On par with Miguicks stuff, but some of the mods in it are outdated, don't worry, you can disable them in the .ini
The Blanket one is god tier though.
As for what to disable/Edit:
1. Realistic Sneak for NPCs (released earlier)
Read the info on the
2. Maps for NPCs
This shit goes hand-in-hand with Map Marker overhauls removal of map markers feature and disabled fast travel, but the maps are far to common and the markers are far too generous, just edit the variables to give you less markers for each tier of map
3. Realistic Training
I set this to 7 hours of training and 9 hours of rest time
4. Triumph of Will
Miguicks mod adds this in, as does fearsome magicka, and Attribute skill based modifers by Kurtee, Disable this.
5. Realistic Swimming
Is good, forces you to strip and drop items if you want to swim
6. Destructible Clothing
I've disabled this as I'm having trouble with a mod giving me "destroyed items" for some reason, and I need to eliminate the list of suspects
7. Realistic Alchemy
Don't use if you've got Alchemy advanced, which pretty much everyone should have.
8. Dangerous Unlock
I'm not too sure if SDR, Reneers or a magic mod already does what this does, if you find it out, disable.
9. Notice Me Not
Don't know if I should disable or enable if there are any mods that rely on dead actors detecting me (MMM's undead rise?)
10. Gate Control
There are plenty of mods that fiddles with the Oblvion invasion crisis and gates, you probably want these disabled, as they are old.
11. White Hand
Disable.
12. Hidden Bounty
Disable
13. Random Encounters
14. Persistent Diseases
You might want this one on, but I think I have something that already does this so I've disabled it
15. Virutal Enchanting Skill
Disable this, FEA is best
16. No Friendly Fight
Not too sure if this will interfere with anything, if in doubt, leave it out.
17. Daedric Invasion
Same as with gate control
18. Restful Sleep
Keep, is best.
19. Cover Up
Perfect for rape mods or undressing mods, and might even compliment corerandomclothing4NPCs, but I've disabled it for worries with compatibility with it.
20. Unseen Gravediggers
Up to you
21. Mind Control
Keep, it actually makes NPCs using those spells useful.
Anonymous 12/29/14 (Mon) 18:45:53 No. 4268
Hey, are there any mods that are similar to skyrim's frostfall but for oblivion?
Anonymous 12/29/14 (Mon) 19:05:10 No. 4269
>>4268 Oh and also, which one is better, deadly rerflex or unnecessary violence III?
Anonymous 12/29/14 (Mon) 20:42:32 No. 4270
>>4269 Both are shit.
One adds in so many ways to perform combat, fighting becomes an unholy fucking mess you can't even maneuver in real time to operate with, features which break immersion, such as the wall climbing feature (Kills reason to play levels that have mazes, puzzles and is only really suited for open cities users) Adds in a non lore friendly soulgem system, and so much poorly coded A.I next to nothing works with it without causing NPCs to do Release date retard shit, and essentially tries and fails to turn the game into what can only be described as the aborted child of assassins creed and that one Heroes of might & magic game everyone plays.
Deadly reflex started off fine but went down the shitter because it got weaaboo as fuck, and it's creator, skycaptain didn't want to remove this horrible screaming sound effect that plays with every kill move you make, even when someone is beheaded, but it's the lightest and most compatible of the bunch.
There's also the fact that it kills difficulty entirely, when you can win every fight by pressing the shift key when sneaking to get an massive damage instant kill on much ado anything that's around your level as a neak based player, and the animations for kill moves, and acrobatics are godawful.
Additionally, there's the issue of him never addressing Vampire death effect mods in which you can behead a vampire and then the vampire still has a skill when it burst into flames to boot.
Which Is something I would say, if not for the fact that the japanese got DR 5, and made it so that You could be decapitated and mutilated, and enemies of certain factions would also fuck you up accordingly to what faction they were in regards to mutilation and dismemberment, so it added another layer of immersion to boot.
Go to Dem Waifus Oblvion and look at it's combat guide, and look for the light combat mod, it seems to be decent compared to what DR and UV have on offer.
if not, then see if you can bitch and moan on loverslab and nexus for Deadly reflex 5 ryona to be translated, cleaned up, have it's DR 6 featured added, and then made less OP with optional SFX that isn't the stock moviesounds but audio spliced from the game for individual races.
>>4268 Explain what frostfall is and I might be able to help, but if you're thinking of going fullblown casual, then it's usualy just OOO, Waalx animals and creatures, creature diversity and Maskar's Oblvion overhaul, as they're the most lore-friendly of the overhauls you've got on offer son.
Anonymous 12/30/14 (Tue) 08:46:32 No. 4272
>>4270 Is adding mods to an existing save harmful, I know that deleting mods can potentially fuck with your saves.
Anonymous 12/30/14 (Tue) 09:49:00 No. 4273
>>4272 Unless it specifically said so in the mod readme, no.
Removing mods hasn't really caused me any issues, too, but it's a risky thing to do.
Anonymous 12/30/14 (Tue) 13:34:33 No. 4274
>>4272 Nope, install as you please.
If you have to uninstall, make sure not to have any mod content in your possession (unless you have that mod that saves content to your save file for later use) or to be in any locations or near visible area where mod content is located on a save.
After removal, go to Wrye Bash, the save menu and right click on the save file in question and repair factions, reset Abomb counter, update NPC levels, and remove bloat i any particular order to make the savegame as stable as possible
Anonymous 12/30/14 (Tue) 17:14:04 No. 4275
>>4273 >>4274 Thanks for the info.
Found some interesting mods:
Coffins Contain Corpses
http://www.nexusmods.com/oblivion/mods/45650/ ?
The names says it all, all empty coffins now contain corpses.
Devastation of Kvatch
http://www.nexusmods.com/oblivion/mods/45762/ ?
This mod adds corpses in and outside kvatch, it also adds corpses of soldiers and adventurers in oblivion worlds.
For crime handling I found 2 mods that improve it: Reneers guard overhaul and crime and guard overhaul.
Reneers guard overhaul changes many aspects of the crime system like regional bounties and no more physic guards, but it contains broken, buggy and unstable features like arresting NPCs. this last features breaks some quests like "an unexpected voyage" and several guard related quests.
http://www.nexusmods.com/oblivion/mods/5977/ ?
Crime and guard overhaul is a stabler alternative, it also has regional bounties and so, it does need another mod to work: real time interactions. I don't think this mod changes the Shivering Isles crime system but I'm not sure.
http://www.nexusmods.com/oblivion/mods/41526/ ?
Also what are some good Quest mods?
Currently I have Blood & Mud, Reclaiming of Sancre Tor, A Brotherhood Renewed, Dibella's Watch and both Gates of Aesgard episodes
Anonymous 12/31/14 (Wed) 01:16:18 No. 4281
>>4275 Coffins contains corpses is a mod that sounds nice in practice, but with other mods on that make use of coffins, especially vampire mods, you're in for a bad time, as you'll find clipping up the ass and corpses in unwanted places
Devastation of Kvatch has already been done by an earlier mod, though the prior mod did not add corpses to the Deadlands planes, and subsequently gets in the way of mods like Kvatch rising, and aftermath
Reneers is a given and a no brainer.
>Blood & MudGet better cities or Better Open cities, it's merged in as a part of the mod, and is compatible with CUO city mods, which makes the cities god tier.
As for crime mods you've got Reneers or M.O.E's which adds some interesting features, though I've never tried it M.O.E has delivered for me in the past so….
I know there's a DB quest mod which Gives you randomly generated quests and above all, get the Damsels in distress mod, Oh god, it's great coming into a dungeon and finding a lady to rescue.
Mannimarco Resurrection, though be prepared to use an older version of TESlODgen as it seems to not let you genrate lOD with later versions if you have that particular mod on.
Dan's necromancy, (Don't get epic necromancy, its' broken to hell and back) CUO's (Cyrodill upgrade overhaul) The Necromancer and Origin of the Mages guild
It's not that reneers is bad, you just need to tweak it's setting to avoid some of the issues it causes, my advice is to save often when doing ingame guard related things with that mod on.
Curse of Hircine Resurrection, + Curse of Hircine Werewolf hunters + Curse of Hircine HD textures + Curse of Hircine Werewolf Manes + Curse of Hircine Symphony of the Night (This one is questionable, it might be shit) for pretty much Full blown working Lycantropy in your game (Not too sure about the quests, werewolves are rare even with this much shit on) And Legend of the north for what it does to the Jerall area (prepare to be raped)
For Vampires you have fuck all that's lore related, but to give it credit Vampire hunting: Order of the virtuous blood will make you feel like you in Buffy the Vampire slayer + StarX's Vanilla Vampires revised ir whatever he called it.
Make sure to get it's compatibility patch.
As for your choices for the DB…
No son.
Get This one, Randomly generated endgame contracts.
http://www.nexusmods.com/oblivion/mods/25689/ ?
Especially this one here, don't get that fancy gothic one, there's always fucking meshes missing for some reason.
http://www.nexusmods.com/oblivion/mods/22135/ ?
And lastly this one, solely because it's clearly got higher production values over the one you've gotten, not to mention that actual wonderful feature of choice.
Fresh kills now alert the NPCs isn't as good an A.I mod as it sounds, it's actually bugged along side mods like Deadly reflex or NPC yield.
Anyhow, try these three out, and report to me any issues, and I'll flag them up on the forums, they sound relatively compatible.
Better DB sanctuary is installed via bain BTW, I highly recommend the vanilla shadowy hoods in your choices.
Anonymous 12/31/14 (Wed) 01:17:26 No. 4282
Oh, and Giskards mods are hosted in an awkward fashion, either you get them from his constantly changing site, and then get the last of them from another site because he removed 1 or two in his Thalmor shitfit, and some are fucking /exe extraction installation asscrap, so you then have to waste time writing a filepath so they don't install to your TES folder and instead another so you can take the content and make it into a .omod/omod2 file via your mod manager from the temporary folder you installed his stuff too. As for installing Giskards mods, You need to get his CURP 1.4 something pack, then the 2.6 update to it, then you install the Cyrodill upgrade overhaul, then any of his other mods. Making sure to delete the .ESPs for the CUO mods you don't want from him, which include: His fucking .esp which replaces spell SFX with britbong incantation (I wish I was making this up, the man is an autist, you will cringe everytime you play content in his mods and have to hear his or the voice of his family members, you'll hate it so much but the content game ridiculous) His fucking newfactiondialouge.esp (Like above, except NPC tauting now has britbongs insulting you oh god, it's so bad and he has succeeded in actually making NPC banter WORSE than vanilla with this thing) His fast travel disable (Map marker overhaul/any better mod than what his does, so yeah) His Merchant Unleveller (Enhanced Economy will tide you over for these features) His Levelled lists unleveler (Your Overhaul mod or the Dynamic leveled lists tool will sort you out where this is concerned) His guard unleveller (Biggest CTD .esp of the bunch, never use this) You may or may not want to keep: His loot unleveller (Known to give you utter broken crap day 1, balances out nicely with Miguicks varied loot durability and the useful houses mod for chances of gear that's good but doesn't last long, and a creature unleveller) Badguy specific loot (made it so that some boss loot chests had relevant content inside, breddy gud, but might cause CTD and other issues or mess with other loot mods a) CUO the Dwemer Adds in morrowind Dwemer gear using the resources from the nexus The good news is that it works great alongside armentatrium, artefacts, Immersive weaponry, and a bunch o fother weapon/armour mods that add to the lvelled lists, the bas news is that it looks like shit, and there Is a retexture on the nexus, suited for the nexus version of said mod, so to use it, you need to look at the CURP .bsa files and find the file patch for the textures used by this .esp and make that file strcutre again with the meshes and textures named the same using said textures you intend to use as the retexture and then place them in your meshes/ texture folders respectively. But yeah, it's good. And that's the basic CUO. Oh and be aware, though Giskard has his gems, they'll look like utter shit if you've no cosmetic mods on, trust me.
Anonymous 12/31/14 (Wed) 01:20:18 No. 4283
>>4282 Oh right, and if you install either Gisakrd Kvatch Aftermath or Kvach rising, you may encounter NPCs called Kvatch refugees.
I tell you this now as a word of warnimg.
Gt rid of them, either ingame or via the CS, holy fucking fuck what was he thinking?
Anonymous 12/31/14 (Wed) 17:20:05 No. 4289
>>4283 Those DB mods do look a lot better than a brotherhood renewed, thanks for the recommendations. I wonder why i didn't installed Better Cities i already downloaded it a month ago. Do you know if i have to install the EE blood & mud patch or not with Better Cities. Also are the Sutch mods a must or are they shit.
I also installed Zuthesunks SI overhaul plus the patch and a colormap for SI. I looked around the nexus but it seems there aren't any good SI mods, such a shame.
Anonymous 01/01/15 (Thu) 00:39:47 No. 4291
>>4289 >>4289 >Zuthesunks SI overhaul YES
YOU HAVE TASTE
BUT ALSO, THERE'S A PATCH FOR THAT MOD AS IT WASN'T MADE FOR THE LATEST OFFICIAL PATCH, YOU MUST GET IT
ALSO, GET THE SM PLUGINS REFURBISHED, MERGE ALL THE PLUGINS IA TESGECKO LEAVING THE SM PLUGIN SHIVERING ISLES OUT, BECAUSE THE PATCH RELIES ON THAT FILE.
SUTCH IS A CITY THAT WAS REMOVED FROM THE FINAL GAME RELEASE, I THINK THE BEST ONE IS PROBABLY GOING TO BE THE IMPEREAL CITIES VERSION OF SUTCH, AS MOST OF THAT GUYS SHIT IS GOOD AND IS INCORPORATED INTO BETTER CITIES MODS, JUST LOOK UP WHICH ONE HAS THE MOST COMPATIBILTIY PATCHES AND CONTENT EFFECTIVELY.
AS FOR THE WORLD MAP, YOU NEED DYNAMIC MAP AND THE OTHER MAP ADDED BY DARNFIELD UI.
YES, THE SI HAS NEXT TO NO MODS, ( I ACTUALLY HAVEN'T PLAYED SI YET, I'M NOT A GOOD JUDGE OF THIS) BUT THE ONE YOU'VE MENTIONED ANDGISKARDS SEEM TO HOLD PROMISE
HAPPY NEW YEAR, I'M SLIGHTLY DRUNK, YET TYPING PRERTTY WELL.
Anonymous 01/02/15 (Fri) 01:25:01 No. 4313
>>4282 Personally, I'd just recommend the CUO and Mage guild mods, all of his kvatch stuff is over complicated bloated mess that doesn't really mesh well with the rest of Oblivion.
The CUO was the mod with the Valenwood questline, right? That wasn't some separate mod of his I'm thinking of?
Also totally get Frostcraig Reborn, it adds an amazing Blackreach-like technomagic ayleid structure deep under he tower
Anonymous 01/02/15 (Fri) 14:30:26 No. 4328
>>4313 I found what it had on offer to be better than what the nexus had, because by comparison, Nexus looked rather plain.
Frostcrag reborn would have been a decent choice, if not for the fact that it has a few placement issues even with compatibility patches, name being that the first frostcrag itself has issues with the stairs that is fixed in it's own patch, which wasn't incorporated into frostcrag reborn which had IT'S OWN problems, which then got a patch but also has problems too.
It's a massive fucking cluster fuck.
>>4313 The Cyrodill upgrade overhaul (CUO) is an Overhaul made by Giskard that requires the Cyrodill upgrade Resource pack (CURP)
The CUO has it's own mods but it's also got others that run off it, such as the CUO citis series (Bruma bravil etc.) The Elder council (Fucking god tier) and temple of the one, and valenwood is one of those CUo reliant mods in question.
But yes, if you use his older stuff, have shitloads of retexture mods and stuff at hand, because holy fuck it's nasty.
Anonymous 01/02/15 (Fri) 16:34:17 No. 4330
>>4328 Is CUO like Morrowind Overhaul? Because I'm looking for some easy way to fix and improve Oblivion.
Anonymous 01/02/15 (Fri) 20:11:52 No. 4333
>>4330 The CUO is hit & miss.
You do want it for it's mages guild though, and if you get the CUO cities mods they're fully compatible with better cities, and as I've used them alone, the cities were fucking amazing.
Bruma for example now has hunting lodges which offer special prices for game and pelts you won't get in other stores, with the addition of public baths.
Note, if you don't have OCO2, get it, else the NPCS will look more potato than spuds.
As I havn't actually gotten round to morrowind, I can't give an opinion on that, most of the stuff i've mentioned ITT is pretty much the stuff you might want for fixing initially/ getting started off.
But don't worry about CUO, it's relatively compatible as an overhaul, just make sure to choose the right .esps for your game, as i did mention not all of it you should use.
But I would definitely consider Better Cities + CUO + CUO Elder council + CUO Temple of the one + Origins of the mages guils and The Necromancer, as it adds shit that's really good
The elder council adds members of the elder council to the IC and the Palace, and automatically assigns you with a social status rank, which goes up according to fame and wealth, probably the best Imperial legion faction join you can get your hands on, legion outposts, Patrol quests, Merchants guild (It's motherfucking logo is the Illuminati pyramid) And House taxes, which ties in greatly with mods like Enhanced Economy and and Trade and commerce, foreign offices for the regions of cyrodill to do with matters and quests and the like, and it generally adds what is essentially the politics of the game.
Coupled with CoreRandomclothing4NPCs NPCs wear capes, Tail-slot equipment helper and a merged version of Crowded cities 2_1, my cities are fucking amazing, NPCs having shitloads of conversations thanks to the fixes I've mentioned in this thread,+ multiple animations to make them more fluid and close to that of a VTMB conversation Clocks, NPCs sleeping with blankets, the Sewer s'wit bandits trying to get lucky thanks to the Enemy actors patrol part of dynamic levelled lists, Sneak based NPCS getting sneak attacks on enemies and bandits crouching so you can't see them, Lively bars, decent looking NPCS and a fuckload more
I plan on reinstalling better cities and I've got a number of children mods I want to try out to see how good they look with OCO2 on, because then I get another layer of city goodness
Croswded cities adds in more NPCs, but the best part about the mod is that it has random encounters at night, sometimes a vampire could show up or even a theif, shits the tits man.
Anonymous 01/02/15 (Fri) 23:47:19 No. 4334
>>4333 God damn it, you really made want to get into OB, I'm worried that I've heard modding it is a pain in the ass, with all the wrye bash thing and so.
I fear that it would draw me back. That's why I choose an overhaul for MW…
Anonymous 01/03/15 (Sat) 00:04:05 No. 4335
>>4334 It's not a hassle, just a pain the ass to install a mod, bash it, arrange the load order, Generate the LOD, then Generate the Dynamic levelled lists .esp, then open up Wrye again, then activate it, then play with the latest version of OBSE linked at the bottom of Wryres bar.
Then you pray is doesn't crash, and you go back to step 1 after reading up on on stuff and deactivating shit one by one, testing over and over.
One day, I'll do it so perfectly that no one will ever have to suffer for the 6+ years I've had this near broken piece of shit.
I'd say I've finally made some progress with it in 2014-15 but Skyrim players are essentially fucked because it';s so stripped down it could take decades to make it truly worth the time investment
Anonymous 01/03/15 (Sat) 00:07:54 No. 4336
>>4335 I said it was a paint in the ass, but holy hell… no, I don't think it's worth the time (for now)
Anonymous 01/03/15 (Sat) 16:16:10 No. 4339
>>4333 I don't think you need CUO for the elder council, temple of the one and origins of the mages guild, you just need CURP for them. I might be wrong about this.
Also you don't need to go to his fucking website to download his mods just google them (they're all on fileplanet), that's how I got them. I even think fileplanet has the latest versions of his mods. 2.5 for the elder council, 1.5 for the temple of the one, 7.8 for kvatch aftermath, 1.7 for the necromancer and 7.3.1 for origins of the magesguild.
Anonymous 01/06/15 (Tue) 15:22:52 No. 4399
Quite the sophisticated mod chatter going on here. Have any of you used these mods? They're from the past half year.
Anonymous 01/06/15 (Tue) 18:12:11 No. 4401
>>4399 >Purge Cell buffers plus Get Oblivion stutter remover, and Streamline configured to work with one another and not cap your view settings, and Oblvion reloaded, and make sure to use the 4GB patch on your Oblivion.exe
>Tropical weather spell Don't even bother with trying to make cyrodill a dense tropical rainforest, that mod for it is utter shit, has irreplacable ground textures that you CANNOT get rid of and the leaves for it are shit.
>New third person I'd wait, it seems that's come out, but it messes with Enhanced camera controls and camera controls OBSE plugins which have immersive first person view to offer you.
>QTP3 Read this thread man.
>You acxtually got betty'sremove it, you'll thank me later.
>Atmosphjere Get all natural then get this after tweaking it's .ini settings to work accordingly.
>Obse plugin camera commands 99% sure you're going to get crashes with those other camera mods on son, read your goddamned readme's and comments sections first.
>Kaizits animations for NPC and player I'm sure I mentioned these already in this thread but get the Personality idles 4 for companions to compliment it.
And stop using fucking NMM, use OBMM or Tesmodmanager, just be careful of the fucking missing issue where deactivating the mod won't remove it's content because your crashed the mod manager and now it thinks you never activated it, appering as red to say the content in the mod conflicts with what you already have, even though you installed it and it'd just overwrite it no problems but wouldn't remove what you got rid of so you have to manually remove it yourself.
Anonymous 01/06/15 (Tue) 20:28:17 No. 4403
>>4401 That's just a bunch of bookmarks nigga I'm not dumb about installing mods. QTP shouldn't have been in there and I meant to add in that downpour retexture mod too, have you used it?
I hate those idle adding mods for NPCs, it's a pain making them all work with one another. Was hoping this one would superseded the rest
Thanks for the rest though.
Anonymous 01/07/15 (Wed) 00:07:32 No. 4409
>>4403 The idles mod I mentioned DOES superceed most of ones that clutter the nexus as it is a merge of many.
You only need these 3, then you're sorted for good.
Downpour is god tier, fucking get it.
As for making them work with one another you don't need to worry, shit's compatible.
Get this,
http://www.nexusmods.com/oblivion/mods/30829/ ?
This to fix up vanilla animations (Is a replacer that improves upon vanilla idles)
http://www.nexusmods.com/oblivion/mods/43703/ ?
If you have idle dialogues, get rid of it use Migcks tweaks son.
http://www.nexusmods.com/oblivion/mods/42658/ ?
This is for eating, when you have populated tavern thanks to various other mods these is fucking great
http://www.nexusmods.com/oblivion/mods/39487/ ?
And lastly these two:
http://www.nexusmods.com/oblivion/mods/44862/ ?
http://www.nexusmods.com/oblivion/mods/33979/ ?
people will be walking, talking, changing clothes and having shitloads of more lifelike interaction compared to vanilla son.
Oh, and as I mentioned earlier in the thread, HaldarsMods pack for bedsheet animations
Anonymous 01/10/15 (Sat) 21:20:29 No. 4425
>>4409 Have you ever thought of making an Oblivion modding guide?
Anonymous 01/11/15 (Sun) 04:36:17 No. 4432
Is it true that Better Music System causes instability? Used it fine back in 2011, but heard something about it not working well with the newest OBSE.
Anonymous 01/11/15 (Sun) 15:20:06 No. 4439
>>4425 I really want to, but I'd need a place to put my shit up for all to see and i'm not going to go through retard level hoops to jump to get my shit out there.
>>4432 No it fucking doesn't, get goddanm mp3tag and remove all tags from any music you add to your music folder, and make sure the music you use meets the TES standard (look it up on some wiki or the other) if you want to be extra safe about that shit, and don't keep the original track names and follow the same naming scheme as you would for default music addition.
I'm using the latest OBSE and it works fine.
Anonymous 01/12/15 (Mon) 05:05:44 No. 4456
>>4439 You should. I could try to get it out there for you too.
You seem to have an extraordinary amount of knowledge about the mods you've talked about in this thread. Very useful for people who want to heavily mod the game. Oblivion's a cool game to mod so I think you should formulate your knowledge, it would be a good read and would probably help a lot of people.
Bringing this up because I thought my guides were okay but they're hardly as comprehensive as yours would be. Even the 'rough draft' in this thread puts me to shame yet thousands of people have looked at mine and I don't see many people posting here in this thread. It's a waste!
This is my ES blog where I put my modding guides and I'm usually in the group chat room, if you're interested.
http://demwaifus.blogspot.ca/p/oblivion.html
Anonymous 01/12/15 (Mon) 10:07:56 No. 4460
>>4456 Ah, so you're the guy who did that.
Your stuff actually did help me out on more than one occassion.
How do I into your little den of fun?
Anonymous 01/12/15 (Mon) 19:33:40 No. 4464
File: 1421091220776.jpg (256.86 KB, 876x620, 219:155, 9bb0b96b9bc45ffdda7fbfefbf….jpg )
>>4456 >Sticky No, you do me too much Honor.
Anonymous 01/12/15 (Mon) 21:03:50 No. 4465
Is there any mod that fixes console UI? to something like Morrowind or SkyUI?
Anonymous 01/13/15 (Tue) 17:03:37 No. 4476
>>4465 DarN + it's saving addition + Enhanced hotkeys + Dynamic Maps + Map Marker Overhaul + Display stats + Skill perk descriptions + HUDstatus bars + HUD status bars enhanced + Useful houses + Alchemy Advanced it's unofficial addon by Miguick,
That should do it.
Anonymous 01/13/15 (Tue) 22:29:51 No. 4482
>>4460 The chat you mean? Just click join.
>>4465 >>4476 cobl has some useful UI things too.
Anonymous 01/13/15 (Tue) 22:36:15 No. 4483
>>2608 What mods were these? :)
Anonymous 01/13/15 (Tue) 22:50:06 No. 4484
Anonymous 01/14/15 (Wed) 02:21:53 No. 4487
>>4483 >:) Read the thread, or better yet, lurk more.
>>4484 Tried to to no avail, may have to do a clean install and do this one as one of my first after I learn into COBL and how you bash patch with it.
If you do use it, it seems to make stealth function similar to that of Thief, so you'd want reneer's guard overhaul, stealhy drains and absorbs and haldur's sneak attacks to go with it with it's setting editted.
Anonymous 01/14/15 (Wed) 02:36:05 No. 4488
>>4270 heh, 2 weeks late, oh well.
As in frostfall i meant something that adds hypothermia and heatstroke, i know there's this one mod but it's not finished, i forgot the author… i think it's dukepatrick, but doesn't really matter much if there ain't one.
Now, what's the "BEST" combat overhaul for oblivion? i watched the vid about that "demolish system" mod you said, but it still adds bullshit stuff like "air combos" and other stuff i didn't like much, and honestly all the mods i've seen seem to be made by chris chan's brother.
Anonymous 01/14/15 (Wed) 06:05:28 No. 4493
>>2608 >argonians with foreskins 2lewd
Anonymous 01/14/15 (Wed) 08:09:33 No. 4497
>>4488 Honestly, with the stuff I've mentioned and the like, Combast becomes a bit more interesting to a degree where you might be okay with it as it is.
I really haven't had the time to look into it really.
Anonymous 01/14/15 (Wed) 23:44:57 No. 4541
>>4487 I just use the main cobl.esm or whatever adds in the UI options like toggleable quantity prompt and whatever else it has. I don't use the rest as I don't understand it.
>>4488 The demolish system mod is pretty modular so maybe there's a part of it you want to use without worrying about the other stuff. Other mods I know about are the duke patrick stuff, deadly reflex 5/6/ryona, necessary violence, the DMC inspired combat overhaul, and this
http://www.nexusmods.com/oblivion/mods/42453/ ?
Anonymous 01/15/15 (Thu) 06:05:59 No. 4544
I've never played Oblivion and so would probably want to play vanilla or near vanilla first and I know this thread seems to have been mostly lore friendly but I remember hearing that some good quality Japanese waifu/nude mods were made for Oblivion and I was wondering if anyone knew where I might find them.
Anonymous 01/15/15 (Thu) 06:44:33 No. 4545
>>4541 >>4497 I think i'll try demolish then.
>TFW no morrowind-like swing/thrust/slash/whatever combat system.It was BAD, but i really liked the idea of being able to stab shit or do an overhead skull bash.
Anonymous 01/15/15 (Thu) 14:13:25 No. 4549
>>4544 Loverlab Nexus, and pretty muc hevery thread on /v/ /vg/ and the Dem Waifus group and TESG.
Anonymous 01/17/15 (Sat) 11:13:15 No. 4572
Pretty neat how you can upload more than one image at a time here.
Anonymous 01/17/15 (Sat) 11:59:04 No. 4573
http://www.nexusmods.com/oblivion/users/1518707/?tb=mods&pUp=1 Have any of you used these? If not what flora mods do you use?
Anonymous 01/17/15 (Sat) 14:09:49 No. 4574
>>4573 Use his foaming falls mod, as it's the best on offer on the Nexus, If I get the chance I might consider his Atmospheres mod too, and I might use his aquatics one.
Anonymous 01/19/15 (Mon) 19:41:34 No. 4616
>>4460 >>4439 So there any chance of you making a modding guide anytime in the near future?
Anonymous 01/20/15 (Tue) 00:54:15 No. 4621
>>4616 I hope he does. I re-installed the game and I was doing a "guide" on what I've installed but I'm already bored with the game since I have nobody to talk to about it.
Anonymous 01/20/15 (Tue) 01:40:27 No. 4624
>>4621 The main issue here is that there's not drive for Oblivion modding because there's no quality Oblivion mod reviews, just playthroughs done by people with a lack of understanding on how to mod.
If you want to get someone started, it woudl be an idea to make a channel.
Anonymous 01/20/15 (Tue) 13:45:32 No. 4658
>>4621 please link it at least, I want to get into modding, but Oblivion is a pain in the ass
Anonymous 01/20/15 (Tue) 14:51:49 No. 4661
File: 1421765509499.jpg (273.66 KB, 1920x1080, 16:9, Oblivion 2015-01-20 07-24-….jpg )
>>4658 http://demwaifus.blogspot.ca/2015/01/comfy-oblivion.html There are other guides in the Oblivion section too, plus this thread has a lot of info.
It really is a pain in the ass though, I had to re-install my game because I forgot to do something and even though my load order is small there is still crashing and compatibility issues.
Anonymous 01/20/15 (Tue) 16:04:35 No. 4662
>>4249 >as it's the only one Going to have to call you on that one. There are two "QTP3 replacers", one of which looks awful(the decent one sucks too) and then there are various others made by ATP, AmpolX, Jarrod, and probably more but I only have those three packs organized. You can rename the road textures which gives you over a dozen different choices for the main roads or cobblestones. I like some of the ATP/Ampol ones but all of them have pretty crappy normal maps which sucks. The vanilla road's texture is good too.
Anonymous 01/20/15 (Tue) 16:11:50 No. 4664
Some more examples.
Anonymous 01/20/15 (Tue) 17:05:58 No. 4665
>>4664 >>4662 >>4664 Genrally, the issue that seems to be the cause of bad roads is the fact the normalmaps lack overall depth, the roads still look flat most of the time.
>>4664 I'm partial to the 1st on here, but at the same time I find that the issue at hand isn't namely the roads, but rather that they're seentually perfect flawless roads with no vegetation or otherwise widlife growing through or anything.
I think I'd like these more if they were:
>Shrunk down in size similar to the 2nd one here>>4662and made mossy/ giving way to plant life and otherwise made to look less like Tiber septim had some kind of immortal autist road paver service in his employ.
We need more dirt roads, more worn away roads along the stretches that cover the gameworld.
Anonymous 01/20/15 (Tue) 17:12:42 No. 4666
>>4665 From above they look great but yeah there's hardly any depth or protrusion in the textures. Qarl's seashell one protrudes quite a bit but it sucks to look at in-game, it is out of place. I'll probably use the first or second ones I posted if not just settle with the bottom right(vanilla).
Anonymous 01/20/15 (Tue) 17:17:08 No. 4667
Also you might want to use this mod, I thought it was bad but maybe you'll like it since you mentioned vegetation.
http://www.nexusmods.com/oblivion/mods/45589/ ?
Anonymous 01/20/15 (Tue) 17:21:22 No. 4668
>>4666 Shame really, if I ever get the chance I'll fiddle with the normalmaps to see if i can make that shit deeper.
Anonymous 01/20/15 (Tue) 17:23:35 No. 4669
>>4667 This shit, this shit right here, Oh thanks man.
Anonymous 01/20/15 (Tue) 18:39:08 No. 4670
>>4249 >"BTQ Landscape LODs" (This mod is outdated BTW) What do you use?
Anonymous 01/20/15 (Tue) 18:45:22 No. 4671
>>4670 Really everything viewable when distant, what else?
Anonymous 01/20/15 (Tue) 18:49:19 No. 4673
>>4671 That isn't a texture mod.
Anonymous 01/20/15 (Tue) 20:34:31 No. 4675
>>4673 >QTP3 textures for the LOD included with the mod u wut
Anonymous 01/20/15 (Tue) 20:38:53 No. 4676
>>4675 what about the landscape
Anonymous 01/24/15 (Sat) 05:31:33 No. 4809
Hey guys, I've reinstalled the game, but whenever I try to play it, the menus are all fucked up. Like the buttons are a lower resolution than they look like. It's hard to explain. Is it a common issue?
Anonymous 01/24/15 (Sat) 15:39:45 No. 4830
>>4809 screenshots appreciated.
Anonymous 01/24/15 (Sat) 18:16:07 No. 4832
So after a month playing OOO 1.35 I've found many unnecessary features, like every raider and marauder wears Dwemer armor and those fucking unavoidable trapped chests.
So what mods fix the level scaling and makes sure that bandits, marauders don't wear gear above steel or chainmail like in Morrowloot for Skyrim.
The only mod that I could find is Oblivion Scaling Unclusterfucked.
http://www.nexusmods.com/oblivion/mods/45534/ ?
And is this the best creature mod?
http://www.nexusmods.com/oblivion/mods/26634/ ?
The last thing that I wanted to know is in regard to Grikards mods, if I remove the voice acting files do I get silent voices or do I have to modify the esps because i hate hearing his stupid voice in all his mods.
Anonymous 01/24/15 (Sat) 20:09:52 No. 4838
>>4832 Take a search for levelled lists, and see if any of that stuff works.
And yes, lore wise, Creature diversity is the best you'll get, which Is why I Reccomend the Dynamic levelled lists tool to take out the non lore golems and the like from it.
As for Giskards mods, like I said, don't use his fucking magic spells .esps and faction diaglouge stuff, and you'll only eer have to deal with his shit if you engage a giskard NPC.
As for hte sound files, I think you could either delete them, or better yet, whip up audacity and morphvox pro and piss about with them so they sound less britshit.
I think removign them would work, so long as you have Elys universal silent voice.
Anonymous 01/25/15 (Sun) 13:50:40 No. 4868
>>4853 I think you chose the install DarnUi Normal text option, try the Large one instead or a different font.
Looks fine to me though.
Anonymous 01/26/15 (Mon) 15:26:49 No. 4892
>>4838 The leveled list mods that i found didn't really looked good or professionally done, for the the moment I'm going to continue using Oblivion Scaling Unclusterfucked. It truly does what is says.
As for DLL I would have to downgrade to Java 6 to even use the damn thing.
I'm installing certain elements of MOE, specifically his lich and lycanthropy add-on and tools of Kagrenac add-on. Won't his lycanthropy add-on conflict with curse of hircine since they both add sanius lupus and do different things with it?
>>4853 I don't see any problems with your UI, I would recommend to switch to a larger font for that resolution.
Also install HUDstatus bars + HUDstatus bars enhanced and if you're using oblivionXP ,and you should be using it, look at the post by Death Lok (in the HudStatus bars enhanced section) to get them compatible.
Anonymous 01/26/15 (Mon) 18:52:10 No. 4898
>>4892 >Downgrade Nigga I got the latest, how the fuck did you fuck that up?
You don't run the java thing you run thew application which runs the java thing.
Anonymous 01/26/15 (Mon) 19:35:35 No. 4900
>>4898 what I also have the latest (8.31) and I run the application but i always get the error that it can't find javaw.exe.
Anonymous 01/26/15 (Mon) 21:22:00 No. 4901
>>4900 Must be something you've done, can't say I've EVER had this issue.
Anonymous 02/01/15 (Sun) 07:18:17 No. 5040
I don't use a lot of mods for oblivion. I literally only play oblivion for morroblivion since oblivion bores the shit out of me. The best part of oblivion in my opinion is the wonderful magic system. Gee isn't nice to actually play an archer character that can defend themselves if enemies get in their faces? Skyrims dual wielding is so ludicrously retarded that I use bows specifically so I would have to bother switching mouse buttons to validate the other weapon.
Anonymous 02/03/15 (Tue) 03:46:45 No. 5097
>Suddenly, godsend mods >Godsend mods everywhere Holy shit, my dick.
http://www.nexusmods.com/oblivion/mods/45895/ ?
Potential challenger to the one I already posted, or it might be shit, it's a mystery.
LOOOORE
http://www.nexusmods.com/oblivion/mods/45884/ ?
http://www.nexusmods.com/oblivion/mods/45894/ ?
Might conflict with that one overhaul mod that exists for SI, but it looks promising.
http://www.nexusmods.com/oblivion/mods/45894/ ?
Praise jesus, The other unconscious looting caused automatic CTTD's
http://www.nexusmods.com/oblivion/mods/45893/ ?
NPC no longer change their idle animation on talk, a godsend, 10/10 will DLL with high hopes
http://www.nexusmods.com/oblivion/mods/45893/ ?
Anonymous 02/14/15 (Sat) 20:17:00 No. 5294
>>2761 >that ballin werewolf What the fuck even happened to the PSP version it looked so cool
Anonymous 02/27/15 (Fri) 02:41:16 No. 5671
I want to play Oblivion unleveled and I was thinking about Obscuro's Overhaul. What do you anon's think of it?
Anonymous 02/27/15 (Fri) 03:02:34 No. 5672
>>5671 >Obscuro's Overhaul. >OOO It'd be best to try out Creature Diversity, Oblivion Content restoration, Dynamic levelled lists, Maskar's Oblvion overhaul, and whatever tweaks, fixes and restorations Mentioned in the thread.
Currently not occupied with TESIV at the moment, can't go to test the waters.
Anonymous 02/27/15 (Fri) 04:06:48 No. 5674
>>5672 Okay, I'll give that a go first, thanks anon.
Anonymous 02/27/15 (Fri) 15:57:30 No. 5682
>Basic Mod cleaning with TES4edit >Merging mods with TES4Gecko God fucking dammit, I had completely forgotten what a mess installing mods is. Is there any modpacks with a load order list? I would kill to have a TES game that doesn't crash every 20 minutes.
Anonymous 02/28/15 (Sat) 18:59:06 No. 5702
>>4892 >>4868 help it's still fucked
Anonymous 02/28/15 (Sat) 19:15:34 No. 5703
>>5702 Even after deactivating it it's still fucked.
Anonymous 02/28/15 (Sat) 19:35:58 No. 5704
>>5702 >>5703 Nevermind, deleting the ini and reinstalling the mod seems to have solved the issue.
Anonymous 03/15/15 (Sun) 13:28:37 No. 5973
What alternative start mods are there for Oblivion?
Anonymous 03/15/15 (Sun) 23:22:54 No. 5980
>>5973 You've got the main nexus one, alternative start by ship, and the one M.O.E offers.
Sadly, with a hefty amount of mods on, some reliant on what you do in the starter dungeon, or simply you starting there, such mods become useless.
Luckily there's a skp tutorial mod which I use which lets you customize how you went through the turoial if you decided to skip it, get the no video version of the mod.
You get a window that asks you what skills you used, what stuff you picked up then it drops you at the exit.
The only error of the mods is that the script on the Mythic dawn member who does Uriel in drives him to find you and talk to you, and because you complete the quest on the exit of the sewers he says nothing, and goes about walking.
Not really a problem, just kill the guy.
It's funnier when you have this happen after sleeping at the bandit camp and the first conjurer shows up and they end up both fighting.
http://www.nexusmods.com/oblivion/mods/17571/ ?
Anonymous 03/16/15 (Mon) 03:47:44 No. 5985
>>5980 Thanks. I guess there's no point in using one then.
Do you have any experience with the latest Kvatch Rebuilt? I've never tried any of the Kvatch mods in the many hours I've spent in Oblivion so I'm clueless here.
Anonymous 03/16/15 (Mon) 17:15:33 No. 5995
Anonymous 03/17/15 (Tue) 11:03:13 No. 6005
Anonymous 03/17/15 (Tue) 15:17:10 No. 6006
>>5985 I've tried using Kvatch Rebuilt, but I can't get it to work properly no matter what. Either it crashes as soon as I walk into the city, or it erases all of the Oblivion gate stuff and I walk into a clean, populated city… immediately after breaking the siege.
Not that guy, btw
Anonymous 03/17/15 (Tue) 15:24:55 No. 6007
>>6005 Huh, none of them are particularly
lore unfriendly , just… flashy. Some of them. The Vital Strike and Low Kick seem pretty useful even for weak characters.
Anonymous 03/17/15 (Tue) 18:12:21 No. 6008
>>5985 I'd stick with Kvatch Rising or Aftermath offered by the CUO, but try and see for yourself which one suits you.
Anonymous 03/20/15 (Fri) 19:01:50 No. 6078
>>2140 Anyone know of a good alternative to this with more of a vanilla or better yet low-fantasy feeling? What pisses me off most about OCO is they don't really make old people look old. I'd kill to see Uriel look closer to Daggerfall as well.
Anonymous 03/20/15 (Fri) 21:32:52 No. 6079
>>6078 Did you install OCO2, + the neck texture addition + the neck seams fix?
If that still doesn't solve the issue, then when you install OCO2, make sure to keep some of your old Agemaps.
As for daggerall uriel there's a face change mod for it, give it a go with OCO2 on and post results here.
Anonymous 03/20/15 (Fri) 21:51:09 No. 6080
>>6079 I saw the Uriel Daggerfall mod, but I'm not sure if I like the look. I think I'll just make my own patch for Uriel (that's possible right?), maybe give OCO2 another go, after looking at some screenshots I'm thinking I must have somehow messed up the installation.
Anonymous 03/20/15 (Fri) 22:17:55 No. 6081
>>6080 Yeah it's possible, though I think you have to make the change in the Construction kit extended rather than the default one because of How OCO2 works else you'll see your body repalcer head meshes or vanilla ones with the textures and age/facial maps of OCO2 but not the head meshes of OCO2 I think, though it's been a while since I've tinkered.
The other way is to pirate Facegen Modeller and Facegen customizer and get the oblvion Facegen models off the nexus to put into the tool so you can photofit a picure of Daggerfall uriel.
Anonymous 03/21/15 (Sat) 01:03:52 No. 6082
>>6081 Okay, have OCO2 working, and I think my problem was it looking goofy with Oblivion Reloaded's Skin effects, once I turned them off everything looked mint.
I'll see what I can do to Uriel in Construction Kit Extender.
Anonymous 03/21/15 (Sat) 05:00:50 No. 6090
>>6079 >>6081 >>6082 So, yeah, that wasn't at all difficult thanks to CKEx.
Looks great with OCO2's textures. Glad you made me reconsider.
Not sure if I'm finished with him but I like how it looks so far. Even fits Jean Luc's voice better.
Anonymous 03/22/15 (Sun) 00:42:38 No. 6101
>>6090 Hot danm that is sexually invigorating, Good show,
gibs .esp plox
Anonymous 03/22/15 (Sun) 02:51:28 No. 6102
>>6101 Thanks, glad you like it. Here:
http://www39.zippyshare.com/v/fFDDRob1/file.html I've also slightly adjusted Martin to have a nose and jaw similar to his father, and I'm working on Ocato as well, though since oblivion doesn't have a bald option (why?) or facial hair he still doesn't look quite right, but at least his facial features are close enough (Sharp cheekbones, tiny sharp nose, rounded jaw, rounded forehead) now to reflect that he's the same character.
Once I've play tested it a bit more (I haven't even seen Martin and Ocato in game, and while I'm not worried about my minor changes to Martin I would like to make sure Ocato doesn't look absurd in-engine) I'll post it to the Nexus as well, look for "OCO2 Daggerfall Uriel" at some point down the line.
Between this and the Jungle mod I found on /v/ a few days ago Oblivion now feels right.
Anonymous 03/22/15 (Sun) 13:18:32 No. 6111
>>6102 The vanilla Hair + mod I posted earlier in the thread has a Bald hairstyle for use.
Anonymous 03/23/15 (Mon) 21:19:26 No. 6150
>>6111 I don't want to have too many master files to keep the requirement bloat down, but once I'm finished with the initial ESM maybe I'll make a patch.
Anonymous 04/06/15 (Mon) 01:59:44 No. 6346
>>4333 > Elder council Is still not compatible with Unique Landscapes and Elsweyr?
Anonymous 04/06/15 (Mon) 13:45:53 No. 6349
>>6346 >>6346 Elder council Works with the UL mods, not too sure about Elsweyr though, if in doubt, take it to the Compatibility requests page on the forums, as they do deliver when they can.
Anonymous 04/08/15 (Wed) 07:47:10 No. 6366
There anyway to get Giskard's stuff without having to join his hugbox?
Anonymous 04/08/15 (Wed) 09:42:57 No. 6367
>>6366 Planet TES I think.
Sides from that, no.
Anonymous 04/09/15 (Thu) 02:35:04 No. 6375
Anonymous 04/09/15 (Thu) 04:14:35 No. 6376
>>6375 As someone who grabbed Origins of the Mages Guild and Kvatch Aftermath without any idea what they did, how are they?
Anonymous 04/09/15 (Thu) 05:01:30 No. 6377
>>6376 I've only ever tried the elder council, so couldn't really say.
Anonymous 04/09/15 (Thu) 09:24:38 No. 6379
>>6376 >Origin of the mages guild Mages guild has scholars and other NPCs wandering about cities and other locations, if you're a member, you can recruit them to go with you.
Note, they look ugly as piss, even by vanilla standards, better have OCO2 installed to solve that issue
There are more goodies, vendors in the location I think, and you've got a few more things to do as Arch-mage namely relating to your stance on Necromancy after you wrap things up with Mannimarco.
There are a few more rooms added to the university, a library with I think TES lore Or in the worst case scenario, Fan crap or some other literature, I can't remember what it was, I think you get the old council back together and it also after a while repairs the eternal damage done the Mages guild hall in bruma.
Kvatch aftermath I don't know, I've only used rising you see, I think Aftermath was the more lore friendly of the two, though.
Anonymous 04/10/15 (Fri) 00:15:06 No. 6384
>>6379 Are you the mod guru guy? If so you gonna make a guide yet?
Anonymous 04/15/15 (Wed) 02:57:02 No. 6460
Beautiful
Anonymous 04/15/15 (Wed) 21:05:35 No. 6470
Been working on plagiarising making an updated version of Knot's modding guide. Gonna link it here when I'm done with the first draft for input.
Anonymous 04/15/15 (Wed) 22:29:56 No. 6471
Anonymous 04/16/15 (Thu) 00:49:41 No. 6474
>>6471 >BOSS >OBMM Son, all you need is LOOT, and Mod organiser, shits advanced past mortal comprehension now.
Anonymous 04/16/15 (Thu) 07:31:19 No. 6479
>>6474 So is LOOT the new standard? Looking at it now, and the LO it gave me looks a little screwy compared to BOSS.
Anonymous 04/16/15 (Thu) 07:49:04 No. 6480
>>6479 Yeah just tried and it LOOT breaks Better Cities with it's load order. Probably some other wonky stuff, but that's the big thing I noticed.
Anonymous 04/16/15 (Thu) 14:07:36 No. 6481
>>6480 >>6479 Funny, with my load order I get the exact opposite of this shit if I use BOSS then LOOT.
Show me your load order
Anonymous 04/16/15 (Thu) 17:51:06 No. 6485
>>6481 With BOSS
http://pastebin.com/3pkL6Jf3 With LOOT
http://pastebin.com/qDheU0iS I've never really used LOOT before since I never really got into Skyrim, so it just looks kinda screwy to me compared to boss. Seems to work great with New Vegas/TTW though, since a bunch of conversions and personal mods aren't recognized by BOSS.
Anonymous 04/16/15 (Thu) 18:50:11 No. 6486
>>6485 >10 Francesco's Optional Chance of Stronger Bosses.esp [Version 5.0] 11 Francesco's Optional Chance of Stronger Enemies.esp [Version 5.0]
12 Francesco's Optional Chance of More Enemies.esp [Version 5.0]
These are all pretty much rendered irrelevant by Dynamic Levelled lists or Maskar's Oblvion Overhaul, which compliments any of the big FCOM tier mods you might be using.
As for the SM Plugin Refurbish stuff, they're a waste of .esp space, Have a merged version which I use, which is all of them save for the SI one, which I need separate for this one Shivering Isles overhaul I use.
http://www.mediafire.com/download/u896hc69668f5hz/SM+Plugin+Refurbish+DLC.esp >Using an .ESP for Body replacer mods Right off the bat, you shouldn't ever be doing this, All it does is let you switch the effects off and it's a waste of .esp space, and if I recall, it just gets merged into the Bashed patch anyhow, so what the hell.
Besides, The neck seams been fixed with a new set of body mods, and I've still to experiment with not only these but the varied bodies and various child mods, so you're a bit behind here.
>Advanced Mark & RecallNot truly the wisest of ideas to use a standalone Mark & recall, as plenty of mods add in their own take of this, you may even already have such a mod on.
>ICEXPAND.espApparently this is already a part of Better cities, or has it's own version packaged with it, it's possible culprit, but disregard this statement if this was a part of Better cities when you installed it.
>Malevolent.esp>TOTF.esp Oh god no, the fucking story behind these mods are cringeworthy as fuck, I swear to god, saving grace is presentation, but goddam, son.
>RTT.esp Worst of the worst, that fucking Necromancy plotline man, and regardless of rating these are the buggiest fucking things you can play, impeding on countless elements featured in the game causing clashes at some point or the other, These fucking things are highly possible culprits, especially the companions they offer themselves.
> Alternative Beginnings.esp [Version 1.4.3]I know this one is somewhat recent, but as I mentioned earlier, Alt start mods are completely fucked in face of the countless mods you end up getting which RELY on you to start in the tutorial dungeon, hence why I pointed people towards the other stuff.
There's also a bunch of stuff that's added to the tutorial dungeon by various other mods and I'm sure FCOM has something there also and that gets affected by start mods as the levelled lists for loot will affect them greatly.
>pmCrimeHandler.espPretty sure Reneers covers the stuff in this, but it's a safer alternative to Ren's fucking endless incompatibility issues that pop up from time to time.
This should save you some .ESP space anyhow.
Anonymous 04/16/15 (Thu) 19:12:36 No. 6488
>>6486 >As for the SM Plugin Refurbish stuff, they're a waste of .esp space, Have a merged version which I use, which is all of them save for the SI one, which I need separate for this one Shivering Isles overhaul I use. I couldn't get the BAIN version to work since it didn't actually delay them, so I'll give that a try.
>Apparently this is already a part of Better cities, or has it's own version packaged with it, it's possible culprit, but disregard this statement if this was a part of Better cities when you installed it. Yeah it's the modified version for Better Cities
>I know this one is somewhat recent, but as I mentioned earlier, Alt start mods are completely fucked in face of the countless mods you end up getting which RELY on you to start in the tutorial dungeon, hence why I pointed people towards the other stuff. Has an option for vanilla start, mainly using it for testing right now. It's by Arthmoor, so I would ASSUME it fixes the tutorial problems since he's generally competent, but you probably know better than me.
>Pretty sure Reneers covers the stuff in this, but it's a safer alternative to Ren's fucking endless incompatibility issues that pop up from time to time. Reneer's Guard Overhaul breaks the last main quest after Martin turns into a dragon, so stopped using that.
Anonymous 04/16/15 (Thu) 20:02:35 No. 6489
>>6488 >>6488 That's because the full SM plugin isn't actually in the BAIN properly, amusingly enough so clicking the full option does fuck all.
Anonymous 04/21/15 (Tue) 14:14:29 No. 6592
So I've got a mod setup that I enjoy but I feel like fucking it up with a combat overhaul.
I've tried UV3 and while it's fun it's janky as fuck, so now I'm trying DR6 and all of the patches that'll hopefully make it work well.
Does anyone have any recommendations?
Anonymous 04/21/15 (Tue) 18:09:06 No. 6594
>>6592
You've got that trippy gook shit to try out.
But most importantly you need
>Poison equipper
Not one mod uses this shit and it's like fucking mandatory for anyone who's done a fucking stealth play in this game, no more pausing to poison a weapon, just {} keys respectively to scroll through your poison puch stored poisons and p to poison the weapon, simple, and easy to use.
>Stealth Overhaul
Oblivion's stealth mechanics are now that of Theives, enjoy the increased FUN.
Couple this with Thieves Arsenal and the Roaming Feature of the Dynamic Levelled lists tool for the optimal stealh game play in TESIV
>Alchemy Advanced overhaul, + it's unofficial fix
>Fundament Enchanting Addons
Literally, the best enchanting mod, adds a new skill tree, perks and everything.
http://www.nexusmods.com/oblivion/mods/41553/ ?
>Better Mining
All ores includign SI ores regen, and clicking pickaxes in the items menu turns them into weapons you use to mine, by of course, hitting the ore.
>Better Ore Veins-45804–8
Not too sure if this is compatible with better mining, I'm sure I brought this up and a patch was made and given to me to test, but I never got round to it, so when I came to it reading your post the message had gone from my nexus forums box, I have a file in my Oblivion Archives folder (Massive folder where all my archives go befoe they end up in the mod manager or Wrye) which might be the patched file, so I'll post it here it is to test.
>Kuretee attribute and skill based damage modifers
From what I understand this fixes an issue with NPCs actually not outputting the right ammount of damage to you as the player and can be modified by .ini in conjuction with other combat mods.
It's pretty math heavy though, you'll have to read it to better understand it.
>Sun damage fix
Mentioned earlier, read thread
>Auto update Levelled items and spells
You know how in vanilla Oblivion, getting a reward like a weapon or piece of enchanted gear was levelled to meet your level with a mix-max variant on what levelled version of the item you got (sword of the crusader with a shitty low level enchantment and if you're higher level you get the actual thing with the highest enchantment)
This mod kicks that horrid ass idea in the dick, and now weapons that have higher tiers (Vanilla only) will switch to it's better counterpart once you reach the required level you'd have to be to get the better one if it were vanilla
Vanilla
>Get Icebrand at level 5,
>Stuck with it forever, can even make a better one
AULIS
>Get Icebrand at level 5
>Get it's better version when you level up
This mod is a godsend, and I wish it was compatible with massive overhauls and weapon additions, shit would be so cash.
Anonymous 04/21/15 (Tue) 18:10:41 No. 6595
>>6594
>Enhanced Economy
Randomly generated artefact hunting quests, barterign is similar to that of fallout games and onwards, if a bit better, and adjustable by .ini
>>Automatic Random Enchangment System - ARES
Random enchanted loot ingame, works wonders if you have Armentarium on or FCOM
>Kurtee's NPC's yield
Makes people surrender run away etc, careful using this with other A.I mods though.
>Magic effects OBSE Tweak
Read description, too much to cover here
http://www.nexusmods.com/oblivion/mods/39226/ ?
>Magic Magnitude Multipliers
Offers Magical sneak attacks, amongst other useful features, especially if you're not crazy enough to install the ancient dead shitfest that was Supreme Magicka.
>Looting Mechanics Overhaul
No more fucking about with containers, only doors, you can loot KO'ed NPCs
>Fizzle
Magic cast failure mod, is customizable, so you can have anything from penalties to wearign armour to the message that displays when you fuck up, applies to NPCs also so you can enjoy the idea of watching some spellcaster almost kill you butch botch the spell last second.
>FollowThem
Found on loverslab, cast this to follow NPCs that you are walking with, go grab a snack.
>Birthsigns for NPCs
Name says it all, adds to NPC combat for obvious reasons, not sure what occurs with given Birth sign overhauls however
>Medic!
You can now give potions to NPCs, swell mod, better than risking your shit to cast a healing spell
>Minotaur head butt
Minotaurs will rape your s'wit silly with this on, especially if you install the deadlier creature animation fix (Creatures won't stand still when striking you with a power attack, no more strafing around to hit them as if you are sanic)
>Level Based summon Caps
Every Conjuration level Journeyman, Expert master etc… the capcity for mobs you can summon increases by 2, works for NPCs, making magic fight more interesting.
>Treasurechest
Bosses, loot, massive compatibility, get this shit mayn.
>Damsels in distress
Hot bitches can be found as random encounters in dungeons leading to some fun rescue mission hijinks, clean with TESedit before using though.
>Crossbows of cyrodill
SUCK IT DAWNGUARD
>J3Xs Flails.esP
RGMsRealFlails.esp
Also, these flails ARE animated, fucking A man.
>elPatrixF_SummonWorkshop.esp
All those things you couldn't summon can now be summoned, shits sweet as fuck man, make sure to have OBME, there's a store where all the summons are sold in the IC
Everything here should tide you over a little.
>>6594
>>Stealth Overhaul
>Oblivion's stealth mechanics are now that of The THEIF games, enjoy the increased FUN.
>Couple this with Thieves Arsenal and the Roaming Feature of the Dynamic Levelled lists tool for the best optimal stealth game play in TESIV
Anonymous 04/21/15 (Tue) 18:36:40 No. 6597
>>6595
You ever gonna make a step by step guide?
Anonymous 04/21/15 (Tue) 22:20:10 No. 6600
>>6597
>>6597
College is taking priority at the moment I'm afraid.
Anonymous 04/27/15 (Mon) 15:39:49 No. 6720
>>6594
>>6595
I settled on DR5 for the actual base combat mod. It's stable enough and doesn't conflict with fucking everything like 6 does, and it still makes combat a bit more dynamic.
And I can still rip and tear, which is what's really important.
I don't really play stealth, though I might try out the overhaul and the poison mod eventually,
I'm using OOO so leveled items aren't really a problem.
I'm actually using Enhanced Economy
I'm not sure what ARES would do if everything is already unleveled by OOO, so
Magic Magnitude Multiplies sounds neat, but I'm a dumbass who uses Supreme Magicka - Is there anything better out that fills the same niche it did?
Fizzle sounds baller as fuck if it actually works on NPCs
Birthsigns is kinda weird, I would have expected the NPCs to already have them
I'm already using Crossbows and it's fucking great.
Is the flail mod really that great? It seems kinda janky but I'm still butthurt that flails weren't in anything past Daggerfall, so I'm willing to give it a shot.
Missed a few, but those are the ones that stuck out to me the most.
Anonymous 04/27/15 (Mon) 22:58:50 No. 6733
>>6720
Dynamic levelled lists works with any overhaul, it's a tool that generates an .ESP that renders any Monster remover .esps useless as you can specify what monsters you want to show up in the game, includes a feature which makes ALL dungeon NPCS Patrol the dungeon, meaning the NPCS you find in any other setup won't be in the same place twice, and they even do this out side the perimiter of the dungeon (they leave and wander) which you can set to a distance, and it lets you specify how the Levelled lists themselves are scaled, such as making it all unlevelled, or making it so that you'll come across low level enemies very commonly mid level enemies decently and high level enmeies rarely and includes a togglable boss feature which places a buffed up NPC within a small percentage that exists to fist your ass like Umbra does the general Tamriel population if you get her on a rampage.
Get it, Seriously, always run it after you've made a bashed patch and activate it, ( you can merge it but I do it that way to avoid issues)
ARES would work regardless of that, it just works to give you the better enchanted weapon next along the line of vanilla enchanted weapons when you level up to the next one in the set of existing weapons, it works by the Item ID, and not the stats or anything.
It's not that you can't use Supreme magicka, you just need to to tweak the .ini so hard your eyes will bleed, to remove irrelevant features, fix the tweaks already handled by it, and a bunch of other things which many existing mods actually handle, it's a massive fucking pain.
There are two flail mods, the j3x and the other, and I find the other to be the better of the two.
Anonymous 04/28/15 (Tue) 01:54:27 No. 6735
>>6733
What the fuck? When I tried to use DLL, it caused my game to crash on startup no matter what I did.
And apparently I'm not the only one it's happened to. How did you get it to work?
Anonymous 04/28/15 (Tue) 02:18:53 No. 6736
>>6735
I always used to run DLL every time I rebuilt my bashed patch, keeping it separate, and making sure it loaded after bashed patch.esp in my load order
When you first get it, you run the DLL starter, and to build the DLL.esp you exit the program after it's loaded all your mods.
Possible culprits for crashes Include
>Unlevelled NPC .esps DLL lets you apply this for all NPCs for all mods that add new enemies and monster in your load order
>Adrenaline Oblivion And mods that duplicate or make it so that clones appear in a single spawn point (DLL does what this does but better)
>Monster Disabler mods (DLL lets you do this to save .esp space)
>That mod called SPAWN or whatever it was
There's an A.I mod I can't think the name of for as well, but you shouldn't have issues
Just make sure to have the Latest OBSE, up-to-date Java, and the patience to configure DLL to your liking.
Also, you can blacklist possible problem cuasing mods in DLL so they won't be scanned and merged with the final output file.
Most things are fairly straightforward, your only concern is the fact DLL does not automatically detect boss NPCs for it's features, so you have to go to
modify exceptions, Boss and find the ID of the Monster to list him applicable for Boss status or some shit like that.
Also, as a tip, I've noticed that TESModmanager tends to miss out .ini files when it installs mods because of where they're placed in the file structure, Always check to see if you're missing .ini's.
Anonymous 04/28/15 (Tue) 04:17:56 No. 6740
>>6736
Oh, looks like disabling my bashed patch before running the DLL stuff worked. Neat.
Anonymous 04/28/15 (Tue) 07:28:51 No. 6746
>>6740
To check if it works, go stealth in a dungeon and see if NPCS move around from time to time by waiting, or instead going to one you commonly visit and see if an enemy that normally isn't there in that stage of the dungeon is present which means the patrol feature should be working.
Anonymous 04/29/15 (Wed) 06:14:01 No. 6760
>>6746
So, running with DLL causes my game to stutter and crash on loading screens and drops my FPS in some areas. Weird.
Fortunately, I can do without it.
Anonymous 04/29/15 (Wed) 23:56:11 No. 6767
>>6760
Try the feature which runs a few checks before things spawn in.
Also, you clean your savegames with Wyre, and the functions of Stutter remover +streamline/Oblivion reloaded right?
Anonymous 04/30/15 (Thu) 23:54:44 No. 6789
>>6767
I used that option, but my game still immediately fucked up as soon as I was walking around.
I haven't cleaned my game yet since I've only had it for 4 hours, and I have Streamline, but I don't exactly understand what its options mean.
Anonymous 05/01/15 (Fri) 00:17:11 No. 6791
>>6789
You… don't have Oblivion reloaded one WITH streamline, do you?
Anonymous 05/01/15 (Fri) 01:06:26 No. 6794
>>6791
Actually, I don't use Oblivion Reloaded at all… weird, since I thought I did.
Anonymous 05/01/15 (Fri) 04:43:00 No. 6801
>>6791
I'm using them both, and it works fine as long as you're only using Streamsave.
Anonymous 05/01/15 (Fri) 05:13:05 No. 6802
Oblivion Reloaded definitely fixed any CTD problems I was having without DLL, so I figure it's worth a shot…
And I cannot recommend the Hammerfell mod enough. I normally play with the Jungle Cyrodiil mod, so I had to disable it when I crossed the border, but there's something magical about climbing up past Mount Colovia and going through a pass into the province, only to stumble upon a town besieged by an Oblivion gate.
Anonymous 05/01/15 (Fri) 08:21:25 No. 6804
New Third Person is pretty solid, if you're into third person fighting/exploring.
Anonymous 05/02/15 (Sat) 21:09:53 No. 6825
>>6802
That actually have the amount of content Elsweyr had or it still a major WIP?
Anonymous 05/03/15 (Sun) 04:32:54 No. 6830
>>6825
I didn't explore much of it, I just did some scouting by Chorrol. I found a sort of cool town with an Oblivion gate outside it, a temple full of Amazons, some camps, and a super luxury club with topless dancers walking around. It was alright from what I saw, but it wasn't much.
Valenwood, on the other hand, is a real mixed bag. The one city I've been to was Daggerfall-esque in how maze-like and irrelevant everything was. I couldn't find any good merchants there. The dungeons were a grab bag, as well. A couple were fairly extensive, but one was literally unfinished. Like, turn a corner in a hallway into a black void unfinished.
Plus, all the enemies are Bosmer archers and animals, which is a real motherfucker for my totally melee-oriented fighter. I walk into a cave opening and get peppered by a dozen arrows, it's almost absurd.
Anonymous 05/03/15 (Sun) 05:25:22 No. 6831
>>6830
What map mod is that?
Anonymous 05/03/15 (Sun) 06:39:38 No. 6832
>>6831
It was Extended Map.
But, uh, I seem to have irrevocably fucked my save up, and now I have finally been freed of my need to play this fucking game for the next year or two.
Talos be praised.
Anonymous 05/03/15 (Sun) 10:14:42 No. 6833
Hello guys. I just found this amazing thread and would like to thank you guys for all the amazing mods. Also, i found it funny that i ended up finding the Giskard's mods i dumped on /tesg/ here. Btw, that list is missing Kvatch Rising and i can upload it if anyone wants it.
About Elder Council, Valenwood Improved's nexus page says that the mod is incompatible with Elder Council, not sure why. I believe it is compatible with Elsweyr.
I'm impressed with the good FPS you all get here. How do you do that while running so many mods? I rarely get over 30 cities myself. If you can help me improve my FPS it would be very good, i'm avoiding graphical mods besides Oblivion Reloaded because of that. My computer has a AMD Phenom II x6 1075t (3ghz) CPU with 10gb of RAM and a AMD Radeon HD 6770. I don't have an SSD right now, might buy one in the future, would it make a lot of difference?
This is my load order and all the Installers from Wrye's Bash i have on my install. Feel free to suggest new mods for me do add. Also, i might remove some of those quest mods because i think there is just much more than i'll ever be able to play there. I might add some mods that enhance villages but not sure which ones to use. I'm trying to stay relatively lore friendly, which is part of the reason why i don't have Valenwood Improved (also because it's suposely incompatible with Elder Council)
Load Order: http://paste.ee/p/cGu9Q
Installers (I have to reorganize it a bit. There are also a marker for QTP but i uinstalled it to see if i would get a performance gain):
Anonymous 05/03/15 (Sun) 12:52:38 No. 6836
>>6833
Well, you obviously need OSR configured to purge the fuck out of everything on a regular basis, Streamline configured to work with OSR or oblivion reloaded in Streamline's place, depending on your choice of Texture relacer people have often mentioned Quarl's gave them some increase in FPS based on their choice of reduction, and of course using the 4GB patch for TESIV is a fucking necessity if you haven't already.
Also, you MUST get the Optimized distant Land patch, use the highest reduction because it really isn't noticeable ingame.
The last two things to do are do the RAMdisk thing Oblivion reloaded suggests and use Gamebooster before running TES for the removal of background greivances.
I think there are a few other things but yeah.
Oh, and merge mods when you can, the less .ESPS you have the less time it takes for TES to load in most cases
Anonymous 05/03/15 (Sun) 14:57:05 No. 6838
>>6836
I already use Oblivion Reloaded for purging. I'm not using a texture replacer at all right now, some of the screenshots might have QTP because i was using it at the time. I also have used the 4GB patch
About the Distant Land Patch, i'm going to do it them.
About RAMDisk, is it worth doing even if i don't use RAEVWD? I took a look at when it was implemented but from what i read it looked like it would make no difference at all.
And for merging mods Tes4Gecko is still the best option?
Finally, i forgot to put the link for the list of installers: http://paste.ee/p/qr4OF
And thanks for all the help. May your Muatras be always vigorous.
Anonymous 05/03/15 (Sun) 17:33:26 No. 6839
>>6802
Which Hammerfell mod did you use? TWMP Hammerfell or Hammerfell - The Eastern Grasslands? I believe the second one is more lore friendly and polished. It is also being revived by a new author. What i don't like about it is that it's a separate worldspace, according to the new author for performance reasons.
Anonymous 05/03/15 (Sun) 18:50:07 No. 6842
>>6838
>Merging mods
Read the thread, you seem to be making the same assumption the last guy made regarding that.
Anonymous 05/03/15 (Sun) 19:02:44 No. 6843
>>6842
I just saw a mention to merging and Tes4Gecko and though it was that. I'll set the laziness aside and actually read it this time.
Anonymous 05/04/15 (Mon) 00:03:28 No. 6848
>>6839
I was using TWMP, which, ironically, doesn't quite work with the map I was using. But, like you said, fuck having it be in a different worldspace.
Anonymous 05/04/15 (Mon) 00:22:37 No. 6849
>>6848
According to Extended Map's description the Hammerfell on it is from Eastern Grasslands. But no idea how that would work considering it's a different worldspace.
Anonymous 05/04/15 (Mon) 04:46:45 No. 6860
>>6849
Yeah.
I assume It Just Works.
Anonymous 05/04/15 (Mon) 05:10:30 No. 6861
>>6860
Btw, another thing. It looks like that even a few NPCs will kill my FPS completely. What could i do to change that?
Anonymous 05/04/15 (Mon) 08:34:18 No. 6863
Anyone tried Fall of the Aeylids?
Anonymous 05/04/15 (Mon) 13:20:06 No. 6865
>>6863
I have it installed but i haven't began yet. I did notice a very small bug. I think the Ayleid race is basically a modified copy of the High Elves, i think it was never meant to be played but they gave it the playable tag and the result is that you end up having two High Elf on character selection.
Anonymous 05/04/15 (Mon) 16:31:25 No. 6866
>>6865
Mainly caught my eye since it looked like a more fleshed out version of that sidequest in Frostcrag Reborn
Anonymous 05/04/15 (Mon) 17:35:25 No. 6867
>>6866
Can't say about that, neverp layed Frostcraft Reborn.
Anonymous 05/04/15 (Mon) 17:49:59 No. 6868
>>6861
Wait, what do you mean?
Anonymous 05/04/15 (Mon) 20:22:09 No. 6869
>>6868
Basically i have lower FPS on cities and other areas with lots of NPCs than i have in the wilderness. I even get better FPS walking on a isolated area of the wilderness than i get on dungeons. Basically NPCs impact my FPS more than big number of polys or lots of textures.
Anonymous 05/05/15 (Tue) 16:55:28 No. 6889
PLEASE tell me there is a similar thread or guide for Morrowind
pls
Anonymous 05/07/15 (Thu) 02:41:20 No. 6928
>>6869
It's the radiant ai the npcs have, in addition to having to process any npc editing scripts from mods you might be using.
Anonymous 05/07/15 (Thu) 03:06:07 No. 6929
>>6928
Well… There is anything i can do to reduce that load and get better FPS on the cities and the like?
Anonymous 05/07/15 (Thu) 16:20:54 No. 6934
>>6929
>6929
YES THERE IS
If I recall, there's a feature in Wrye bash that lets you toggle the ammount of active NPCs that feature in the cell you're in.
The negative is a lot of NPCs will be standing around doing fuck all till you get close.
Anonymous 05/13/15 (Wed) 16:44:58 No. 7023
Asking here because it's not worth making a new thread for.
Is there any way to change the standard FOV in Morrowind? I have the code patch and all that jazz installed but I can't find anything on that.
Tried some third party tools, but none of them did anything.
Would like to know because the standard FOV literally makes me nauseous, I'm forced to play in third person at all times.
Anonymous 05/14/15 (Thu) 07:00:46 No. 7033
>>7023
I've not played Morrowind for some time but don't MWGE has an option for that?
Anonymous 05/14/15 (Thu) 16:13:15 No. 7034
>>7033
That's what I initially thought too, but after messing around with the UI that came with it I can't find a single option for that. Read through any documentation about MGE I could find and didn't find a single mention of changing FOV anywhere.
Anonymous 05/22/15 (Fri) 17:10:10 No. 7224
Has anyone here tried that abomination of a mod called Stranded Light?
Anonymous 05/27/15 (Wed) 03:41:25 No. 7296
>>2153
>>2154
>>2155
>>2156
>>2200
>>2201
>>2202
>>2215
>>ect.
Are all of these mods mostly compatible? Which ones are not? Do any of them interfere or fix something the Unofficial Patches have been updated to address?
Anonymous 05/27/15 (Wed) 15:18:24 No. 7299
>>7296
They pretty much work all together mate, just make sure to look out for the ones that I mentioned that don't.
After all I DO use them.
Oh and don't forget to configure them accordingly like Miguicks stuff, because you'll find that tweaks and such content are sometiime done by other stuff you'll end up using later on in your mod rig.
Also, Haldars mods pack is still beign updated, so always make sure to have the latest version, and to configure it accordingly.
I've been of TES for a while in favour of YS and a few other games as I'm makign up space on my HDD, in addition to rela life shit.
Anonymous 05/27/15 (Wed) 15:36:16 No. 7300
>>7296
I do know that if you use Oblivion Reloaded the one to show weapons while mounted is unnecesary. Oblivion Reloaded now included full mounted combat and spellcasting support.
Anonymous 05/27/15 (Wed) 18:18:33 No. 7303
>>7300
Isn't also full of lore-breaking shit?
Anonymous 05/27/15 (Wed) 20:07:01 No. 7309
>>7303
Whut.
It just fixes the graphics, you wut?
Anonymous 05/27/15 (Wed) 20:10:01 No. 7310
>>7309
Oh wow, it allows for horse combat, neat.
Anonymous 05/29/15 (Fri) 16:40:06 No. 7356
>>7303
I believe you are thinking about another mod. Besides the mounted combat Oblivion Reloaded only adds new graphical effects.
Anonymous 06/29/15 (Mon) 20:31:37 No. 7670
Is there any way to figure out what the fuck is crashing my game? I'm desperately trying to make it at least reasonably stable, to the point of cutting out even things like texture mods.
Pic related is what I'm using currently, plus AEVWD (only comes in a bain installer). The most I've been able to go without crashing is about an hour, but it seems to get more frequent the longer I play a save. The last time I was ~30 hours in it got so bad that I started running into repeat crashes on things like werewolf-to-human transformation sand closing or leaving oblivion gates that forced me reload earlier saves to avoid. I've started over from scratch since then and cut out several mods already.
Anonymous 06/29/15 (Mon) 20:39:10 No. 7671
>>7670
Note: if the mod is "version 1.0" it was probably named by me and I'm too lazy to fill in any of the other blanks. If it's got any other version number it's the OMOD ready version.
I've tried TES mod manager, but kept running into glitchyness in the mod manager itself. OBMM runs much better. Actually I can't even open TESMM anymore, it shows up on my start bar but no window ever appears.
I've cleaned the mods and official DLCs according to the guide and LOOT/TESEDIT.
Anonymous 07/02/15 (Thu) 18:28:54 No. 7712
>>7670
I've heard that Keychain mod leads to instability, but never tried it myself so can't speak from personal experience. I did have crashes on summon spells with Supereme Magicka, but I had that installed on top of LAME when I did that, not to mention 300ish mods counting merged ones, so that might have had something to do with it.
Anonymous 07/03/15 (Fri) 07:56:21 No. 7718
Anyone know any race mods with a decent Default face? I'm kind of shit at sliders. Best I've found so far is Tabaxi AKA Ohmes-raht in cobl races.
Could be some problem with the way I'm installing other custom races though, maybe a general incompatibility? Many of them come out with white or blue faces and vanilla-ish (ie potato face) shapes.
Anonymous 07/06/15 (Mon) 17:25:25 No. 7781
>>7718
Moonshadow elves :^)
Anonymous 07/26/15 (Sun) 14:56:27 No. 7926
>so many walls of text
I'm legit scared to get into Oblivion modding now
Anonymous 07/28/15 (Tue) 04:51:19 No. 7938
There anyway to make a character from a previous save into companion?
Anonymous 08/07/15 (Fri) 01:41:17 No. 8025
Okay so getting back to oblivion after a year of skyrim. While most of this thread seems to focus on OBMM and Wrye Bash, but I want to know what everyone's opinion on using Mod Organizer for oblivion. It made Skyrim modding a dream and was hoping it could do the same for Oblivion ^^;
Anonymous 08/08/15 (Sat) 02:25:47 No. 8037
I'd also like to know if MO works well for oblivion, but besides that I have my own question.
Is it possible to make OOO 1.35, COBL, and Craftybits V08 all work nicely together?
Anonymous 08/08/15 (Sat) 11:45:02 No. 8040
>>8037
>Craftybits
I've always wondered about what that mod does, as it never gave enough detail on it's mod page, and there seems to be a divide between where the actualy latest file is.
They should work I think.
Anonymous 08/08/15 (Sat) 13:57:55 No. 8041
>>8040
Basically a bunch of systems that seem to add in super-detailed crafting that you can use to make furniture and armor and other things.
They should work, since there's patches to let them all play nice even if the OOO one is a bit out of date, but I ended up reinstalling and pared down my modlist to try and cut down on CTDs, so..
Anonymous 08/12/15 (Wed) 04:17:38 No. 8108
Any mods that add dual wield like in skoireem?
Anonymous 08/28/15 (Fri) 21:20:02 No. 8245
Not sure if this thread is dead or what, but anyone know any good performance enhancing mods? I get 25-30 fps in cities and 40-60 in the wilds.
Here are my specs in case anyone was wondering
CPU: AMD FX-4130 3.80 Ghz
GPU: AMD Radeon HD 6670 1GB VRAM
RAM: 8 GB DDR3 RAM
OS: Windows 8.1 64-bit
Anonymous 08/29/15 (Sat) 20:37:35 No. 8258
>>8245
Oblivion's engine is kinda unstable, so you're probably gonna have to wait 15 years for Open Oblivion.
Anonymous 08/30/15 (Sun) 07:09:18 No. 8263
>>8258
Fixed it. I had to enable V.synch in the launcher options and enable triple buffering through RadeonPro. Thanks for the input anyways m8.
Anonymous 08/30/15 (Sun) 22:40:24 No. 8268
>>8263
How much did that increase your FPS by? Might have to try enabling triple buffering myself.
Anonymous 09/01/15 (Tue) 07:32:36 No. 8278
>>8268
It actually raised my fps by 30+, my fps in most cities is now 40-60 fps and wilderness is the same, would definitely recommend giving it a try. Let me know how it goes.
Anonymous 09/02/15 (Wed) 14:16:17 No. 8287
>>2137
KEA SKILL EXTENDER. You can use Version 2. It's fucking awesome. You master any weapon you hold, you can learn new spells through using them and it has an immersive injury system.
>TFW Version 3 is Russian and it will never ever be translated
Froggy's wall climbing
If you have 25+ agi you can climb shit, but you get tired and fall if you go too fast and if you rest too much you also fall. Pretty good mod. Not perfect but great.
>TFW animations never ever even though Oblivion DOES have climbing animations.
Anonymous 09/02/15 (Wed) 14:52:37 No. 8288
Is there any mod with an immersive defeat system? I like to make oblivion extra hard but I think just dying and reloading is boring.
Something that punishes you after death or that handles it like diablo 2, Gothic, Project Gorgon or even the Souls series would be great.
Also, I think the world needs more secrets and stuff you don't know you're going to find. Other than that all the mods ITT pretty much handle every other issue.
Anonymous 09/08/15 (Tue) 14:07:07 No. 8345
>>8288
There's a few mods that add more clutter to Ayleid dungeons (Namely because every single one of those ruins, aesthetic or not looks to be missing furniture and otherwise they don't even look like places that are lived in and more like fucking tombs) and there's plenty of hidden treasure mods available for download, placed all over the game.
I havn't used any though, so I can't comment.
I know Warcry has a thing for armour sets you can collect, and enemy trophies.
Anonymous 09/20/15 (Sun) 18:27:26 No. 8402
I recently sent a message to Vurt (Guy that did all those flora overhauls) and he mentioned in the past he did a smaller mod for oblivion that was wiped along with planet elder scrolls and that if he gets back into modding in the future he might do a flora overhaul for oblivion, too, possibly a jungle theme according to how cyrodill was supposed to look originally.
That's undoubtedly good news however can anyone suggest some vegitation or flora mods in the meantime? Because holy shit the oblivion vegitation is lacking.
Anonymous 09/20/15 (Sun) 23:15:16 No. 8404
>>8402
There's a mod that adds fruit trees I think.
Anonymous 09/24/15 (Thu) 20:19:17 No. 8449
What's the most waifu tier character setup in your guys' opinions? (Suggestions for making NPCs less potato welcome too)
Anonymous 09/25/15 (Fri) 11:53:44 No. 8454
>>8449
Universal skeleton thingy
Roberts male Body V5 and corresponding clothing replacers to go with them (I think they're included with the omod file you can install them with
HGEC with BBB, and NoMaam BBB animations replacer, you want the breathing idles and low jiggle I think for realism.
Then you want BBB ragdoll breast physics
Then, you want to actually boot up the game to check if:
Khajiit male and female textures are corret, and if the Argonian ones are fine because there's this pathing issue with one of the textures or some shit like that, it happens to everyone, just git gud and solve it manually, everyone else does it, don't fuck it up by actually installing a mod to fix it.
Any how, Argonians require argonian beautification for male and female, you then want to get "new argonian facial textures", which, you will not install the traditional way, but instead, by placing these textures to replace the OCO2 ones (Not the agemaps or normalmaps) you just want the textures for the face so they look like
You can also use Slof's better beasts, but you will have to fuck around with the .esp for it, as the Khajiit teeth the mod supplies fuck your shit up alongside OCO2, so you need to change it to the vanilla or defautl roberts/HGEC set of khajiit teeth for a comprimise.
Additionally. See this thread: As there appears to be a guy who's remodelled the Argonian head to look like Sykrims, so you've got a shitload of customability.
The ones in the picture are Using New Argonian Facial textures with the normal maps and age maps of OCO2 with Better necks for OCO2 with the addition of Capucines colurable beast hairs, And the two argonian hair mods you can get on the nexus
It's been too long for me to recall the stuff you'd want for khajiits though, save for omods I have in my backup omod folder of the stuff I had ready to go beforehand, but what I can tell you is that you've got a choice of wanting your khajiits to look like they are in vanilla, or you can go for a new age look
For vanilla, which is your choice, use the textures from Amnes Beautiful Characters-
http://www.nexusmods.com/oblivion/mods/41867/
(Just download this and install the khajiit textures b using mod organiser to filter out the unwanted textures or filter them out manually and set up the directory yourself for turning it into a omod or whatever installation unpacking format you desire, your only other interest would be the Argonian eyes in this mod, or the normal maps used for the body textures they have (The body textures in Amnes are the same as argonian beautification, only the normal maps are different)
Just remember, you want the body textures this pack offers and the normal maps for said bodies, it is completely optional to want the normalmaps for the facial textures, but under no circumstances are you to take any age maps, as age maps are what makes OCO2 give you faces that don't look like ass.
You can replace the facial textures for the female khajiit with this if you so wish to keep that Vanilla unto Roberts male body/HGEC feel rather than opt for something like Khajiit male OCo2 textures with the female Khajiit having Spotted Khajiit for HGEC or the Seamless one that's old but more popular as it has it's own tail textures
http://www.nexusmods.com/oblivion/mods/44894/ ?
Tail textures are also something you'd want to look into, and of course what sort of tail mesh you use and the textures for it, though I've not reached that area.
As for humanoid races, OCO2 pretty much makes things look pretty as fuck, but redguards want the better redguards mod + the sort of fix for OCO2 ( I never got it to work when I tried to use it, it seems to be a fucking trial of the gods to get it to work or something) Orcs are completely up to your discretion, and you may do as you wish with fiddling about with them and their apperance.
Normally, my Installation process went along the lines of installing the body replacers, installing my animation replacers on top of that, then I got around to installling the body replacer armour/clothing patches and stuff for vanilla + other mods may have.
The problem with installing textures is that you may notice with OCO2 is that you've got to find textures that match up with the facial ones, which is something I've yet to get round to.
Luckily, for me, thanks to Mod organiser Texture management and installation has become as I always dreamed it, I don't get orphaned files anymore, and I can easily set up custom replacers of my own and the like, I'm currently working on texture replacers for the cast of the creature diversity mod at the moment.
Anonymous 09/27/15 (Sun) 17:32:23 No. 8482
>>8454
I see, thanks.
Also, what mod manager would you (or anyone else who sees this) suggest I use?
I'm currently looking into MO and TESMM but i would really like your help.
A more in depth explanation of my viewpoint is as follows:
I'm a huge fan of MO, seriously, its the best one out there with its litreally revolutionary features. Problem is it dosen't support the OMOD format (Ive also heard it has problems with BAIN installers and generally clunky to operate with oblivion, is that true?) And considering that the next best choice is TESMM, as it seems to be the most polished and well-rounded out of all the old-fashioned mod managers.
Which one would you suggest? (I would really like to know if there is some plugin or program that will help with modding through MO)
Anonymous 09/27/15 (Sun) 22:04:15 No. 8483
>>8482
Use MO, with the OBMM, and only pack mods in TMM with OMOD formot and not omod2 which is literally a glorified 7zip file.
This may or may not work, but if you have the same mod for TMM and also in MO installed, they should be both linked through said programs, though you cannot deactivate these said linked mods, but it at least prevents you from overwriting something you installed with MO with something loaded up in the TMM
Under no circumstances install OBSE plugin mods with TMM or MO though, they don't work for some reason, you've got to do that shit manually, this includes mods liek Oblvion reloaded.
MO is the best for actually being able to properly manage the installation of texture mods, and of course fucking profiles, which means you've got your actual game mods and sex mods as two completely seprate things at the cost of not beign able to constrast and compare them beforehand like with TMM, at least not without a royal fucking pain of wait times for opening files in photoshop and the like.
Thing is with TMM, you get orphaned ghost files where if the thing crashes during an installation from nto responding, you'll have files in your Oblivion instllation that are duplicates of the ones you tried to install that you CANNOT FUCKIGN REMOVE, and if this shit happens with large textures mods, then you've fucked up your shit, It's ruined many a goddanmed installation of TESIV for me, trust me, TMM's new features are good until you fuck up and it ruins everything, they're not goddanmed stable, not to mention the programs uninstaller literally erases your instaled mods on usage, unlike it's predesssor which gave you the option of leaving these files behind.
So when setting up TMM make sure to disable it's omod2 features, and it's new way of handling the whoel overwriitng thing with that new compare menu, it has to be done the classic OBMM way.
If you have any installation problems persisting past this point, don't use TMM use obmm through MO instead.
It sucks but it's for the best.
Installing Bain files through MO in wrye works a charm though, as does omods, but you should only bother with it for things like cobl, and wrye geard mods.
MO does handle bain, but not properly like wrye does, you don't get any of those bain installtion wizard shit, so unless you already know the installation file structure then it's pointless to install a bain mod with MO, some work, some don't you'll figure it out after some degree of trail and error.
In cases if you don't know if the Bain file installation will actualyl work, install it, check the file structure of the mod to see if it didn't end up beign a mistamtch of numbered optional files shved into your data folder over arranged mesh sound texture and the like folders with the options you chose converging to suit the tastes you picked, and do whatever has to be done.
Make sure to turn off .ini file edits and archive invalidation offered by your proxy mod manger run through MO or wrye, as modmanger handles this itself (It is not set on by default, make sure it is on mod profiles MO runs) Make sure to apply those .ini file tweaks you can find online via the ini editor in MO, and you should be good to go.
Anonymous 09/27/15 (Sun) 22:05:48 No. 8484
>>8482
Also, retract my statement on the universal skeleton, as it turns out the ragdoll BBB physics mod is a stub of the currently used one (Not maximum compatiblity skeletons, that one is the old one) for offering workign breast physics on ragdolls.
You just want that one really, would have never figured that out, Nuska can be rally helpful sometimes.
Anonymous 09/28/15 (Mon) 17:59:20 No. 8490
>>8483
Let me see if i got it right, basically, you suggest I use MO with proxy OBMM (ran through MO) and wrye bash for special occasions, or otherwise instead of use TMM but disable its OMOD2 features, correct?
Also, thank you very much for all the help.
Anonymous 10/02/15 (Fri) 17:48:24 No. 8614
>>8483
Can you not just use WreyBash as proxy manager with MO seeing as how setups generally need a bashed patch?
Anonymous 10/02/15 (Fri) 18:01:39 No. 8615
>>8490
Pretty much.
MO for textures and everything you can get to work, Wrye for complex BAIN installations, such as COBL, and if you want to be safe, OBMM for omods that are mostly built to be installed via OBMM such as Put it in it' place for example, or if you are havign trouble using Wrye.
Thing with Wrye is you have to manually place the omod in the installation folder for it to be handled and it refereshes this page, tallying literally fuckign everything in your TES folder, LODS included, so RAEVWD users have to wait an age or so.
Wrye is the most compatible with MO, and I've had no problems with it to date, and you can also open up other programs whislt you use it through MO, so that's a + right there.
Anonymous 10/02/15 (Fri) 18:05:08 No. 8617
>>8615
Oh right, and of course, the bashed patch, derp.
Anonymous 10/12/15 (Mon) 12:43:22 No. 9006
I'm going to buy the 5 year anniversary edition. I'll be sure to try out some of these mods.
Anonymous 10/13/15 (Tue) 02:05:53 No. 9014
>>8245
Strange, I remember I could play Oblivion on the ancient GT 6600 with a Intel E2200 dualcore processor (or was it a Pentium 4 3.4 GHZ?) with medium settings at about the same performance you suggest. That was of course vanilla though.
Anonymous 10/14/15 (Wed) 15:11:11 No. 9049
So I'm playing Oblivion for the first time, and I like it. I haven't fully got used to the controls yet, but the story is great.
Anonymous 10/15/15 (Thu) 01:21:04 No. 9059
>>2140
>Disney-tier sameface on the human races
>and the elves
>Khajiit look like shit-tier furfag art that draws a normal human but paints animal texture on the face
>argonians actually look improved other than the eternally-ugly ear designs
>the hair looks universally terrible
>keeps the Redguard Afro
>>4624
Are there any good ones for Skyrim? All I've seen are "reviews" the same as Channel Autism "reviews": "here's a summary of the thing" and they're mostly about meme mods and "muh sexy waifu mod".
>>6804
Camera seems shaky as fuck, but that has a real Blade of Darkness vibe.
>that shitty audio quality for yells
>pleb-tier generic XP system mod
>>7023
Morrowind FPS Optimizer has that option.
Anonymous 10/15/15 (Thu) 08:24:33 No. 9068
I'm going to make a newer and better Oblivion guide, do any of you want to give me a hand?
>>2647
>tfw a year late
It's from some weeb mod.
Anonymous 10/18/15 (Sun) 04:57:13 No. 9178
>>9006
isn't the 5 year anniversary the same as the GOTY edition?
Anonymous 10/19/15 (Mon) 02:41:38 No. 9207
>>9178
Would the 5 year anniversary edition happen to be otherwise known as GOTY Deluxe edition?
If so, GOTYD has all the DLCs instead of just the expansion packs. Not sure how that translates to "English only" but it does have more content for the cash.
Anonymous 10/23/15 (Fri) 20:35:43 No. 9269
>>8037
I just installed all three of those plus MMM, but it's crashing faster than a CIA plane.
Anonymous 12/12/15 (Sat) 20:56:48 No. 10135
>Play Oblivion again
>Decide to play as Melee character
>Get staggered
>constantly
>even though 60 agility
Please tell em there's an anti-stagger-mod that actually works. After Morrowind's combat I can't deal with this shitty random staggering because a rat bit my spellbreaker.
Anonymous 12/13/15 (Sun) 16:37:40 No. 10141
>>10135
I'm not 100% sure, but isn't that a result of an animation issue?
Anonymous 12/19/15 (Sat) 23:48:03 No. 10216
I'm about to give up on this steaming piece of crap again.
Shit crashes randomly on cell transitions.
>don't use quicksaves bro
Then the game crashes every two hours when you haven't saved for an hour.
I'll just stick with OpenMW. Has crashed only once for me. Can't be that hard to port the unholy abomination of shitty shit fucks that's called Oblivion onto OpenMW. God, I fucking hate Bethesda after Morrowind. They just lost it, completely.
Anonymous 12/27/15 (Sun) 22:06:56 No. 10272
Anonymous 01/03/16 (Sun) 23:36:21 No. 10373
https://archive.is/jVd7L
Of the thread in the light of whats going on right now.
Anonymous 01/14/16 (Thu) 18:24:48 No. 10441
>>9068
I can give you a hand. I have plenty of mods and found several really good guides. One of them was especially good but in Spanish, but I can translate it.
It's a long one, though.