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Toprem
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So I've started to play Oblivion again...
Reply With Quote   #1

and I've come across some new (to me) mods other than OOO and MMM that are really interesting.

For those that don't know about Oscuro's Oblivion Overhaul and Martigen's Monster Mod:

http://elderscrolls.filefront.com/fi...Overhaul;68542 (OOO 1.3)

http://elderscrolls.filefront.com/fi...Overhaul;70605 (OOO 1.31 patch)

http://www.tessource.net/files/file.php?id=10230 (OOO 1.32 Release candidate, you'll have to sign up for the site)

http://www.elricm.com/nuke/html/modu...tails&lid=3688 (Martigen's Monster Mod 3.0)

Both of these mods completely change the game by adding hundreds of new NPCs and items and changing how the game works by rebalancing stuff aswell. With these the game is a completely different experience.

You might want to look into FCOM aswell: http://devnull.devakm.googlepages.com/convergence

It has links to these and the other mods it requires too (http://francesco.4shared.com/ is the free DL for Fran's stuff aswell).

But to get to the point, I really want to mention these mods:

Deadly Reflexes: http://www.tessource.net/files/file.php?id=8273

I just came across this one today and it seems to be pretty funny and interesting. It adds an ability for you to bash with your shield and to dodge attacks (different from the acrobatics based one), but the really interesting bit is that it also allows you to decapitate humanoids aswell as cutting them in half.

Videos *NWS*: http://www.youtube.com/watch?v=686hI3LgT0Y

http://www.youtube.com/watch?v=NDKXJ...elated&search=

Midas Magic: http://www.tessource.net/files/file.php?id=9562

This adds a bunch of new spells and spell effects to the game, I really want to try out the force push and stuff.

Videos: http://www.youtube.com/watch?v=Q4eek...elated&search= Plus more to the side

Thieves Arsenal: http://www.tessource.net/files/file.php?id=9655

This adds a new merchant which gives out quests, the items he sells do things that help you out during the quests by distracting enemies since he does not want you to kill them. I've only started on the first quest he gives and it already makes the entire thieve's guild quests seem easy since theres a ton of enemies and you cannot kill ANYTHING.

Edit: Forgot, Thieves Arsenal and Deadly Reflexes require OBSE http://obse.silverlock.org/



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Last edited by Toprem; 05-30-07 at 07:06 PM.
Zeno
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Re: So I've started to play Oblivion again...
Reply With Quote   #2

None of those are new, but definitely some of my favs.

Watch out for slowdown, though, with the deadly reflexes mod - it definitely affected framerate in my case.


smalltime
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Re: So I've started to play Oblivion again...
Reply With Quote   #3

Do any of the mods change the scaling of enemies based on your level? I have not played it yet, but if the enemy difficulty was made static in a way that works for gameplay, I would probably play it soon.


Toprem
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Re: So I've started to play Oblivion again...
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smalltime said:
Do any of the mods change the scaling of enemies based on your level? I have not played it yet, but if the enemy difficulty was made static in a way that works for gameplay, I would probably play it soon.
I think OOO does rescales enemies, I know that it rebalances loot from stuff like bandits so they aren't all wearing daedric armour and the like when you level up. I know that monster enemies still scale up with you, but you still can encounter some lower level ones when you reach higher levels. I honestly can't remember much of vanilla Oblivion, but I know with OOO and MMM the game is far more difficult than it is without them.


Qutsmnie
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Re: So I've started to play Oblivion again...
Reply With Quote   #5

OOO is pretty much static. You can overpower stuff cause its wimpy dungeon stuff and get wtfpwned cause its hard. In the end I think OOO > vanila not just different.

Leveling has been adjusted since i last tried it. And the time i tried it leveling wasnt quite right imo. It needs to start faster and slow down alot about 10. And to get it slow enough around 10 it started really slow. Since the content is static the pace of leveling is crucial. Youll out level your content before you even finish a dungeon without the OOO leveling mod installed. And youll run out of stuff to fight if your leveling to slow. Before the last adjustment the easiest thing to do was to turn on OOO leveling when you had plenty of content you wanted to do and could handle. Then turn it off when you got bored with that level or ran out of content.

The latest release adjusted leveling again so I dont know if he finally hit the sweet spot.



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Zeno
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Re: So I've started to play Oblivion again...
Reply With Quote   #6

Yeah, levelling and mobs are a lot different with MM and OOO.

I remember encountering some VERY high level mobs at a low level and getting owned. So, it's definitely more challenging and more similar to the older Elder Scrolls in that regard - you always have to be prepared to die, so you end up saving a lot more.

I would go so far as to say Oblivion should NOT be played without OOO or MM, because there's so much extra AI/NPC stuff added as well. Not sure if it's the same mods or a different one (Hunter/Gatherer mod?), but it's also nice exploring the world and seeing NPC's hunting down animals and collecting their pelts as well as attacking each other.

Other recommended mods (ones that I'm using right now):

DJ_Harvest (makes harvestable plants actually disappear after harvest and possibly displays multiple stages of growth)

Attack and Hide
No psychic guards

- prevents guards from being so psychic, you can now be more rogueish, attack, and then hide in a dark spot

tag_Natural Wildlife
Dont' remember what all it does, but I think it adds more wildlife and gives them proper predator/prey AI so they'll interact with each other

Hilarity - HIGHLY RECOMMENDED for laughs. Gives a bunch of new spells that allow you to be a total **** to NPCs, search youtube if you're curious... Do not save games after enabling this mod, though...

Realistic Force - Fixes ragdoll physics to be a bit more realistic, comes in 3 flavors - low, med, high

Natural Habitat/Vegetation/Water/Weather - HIGHLY RECOMMENDED because it adds so many new weather patterns, plants, forests, skies, and better water to the world and really improves the atmosphere.

A Very Silly Slaughterfish Mod - If you've ever wanted to slap someone with a fish, now is your chance.

Quest Award Leveller - this levels your quest rewards with you, which means spells and items... This is not only a neat mod, but it fixes some possible quest problems as well I think.

Call Steed 2.5 + Saddlebags - You can now call your horse to you as well as use it as extra inventory. Why this wasn't included in vanilla Oblivion I'll never understand

And don't forget the UI mods, to anyone new to Oblivion. It is great being able to see a lot more inventory items at once.

PS - I believe I found all of those mods on tessource.net, and I haven't found another site with more Oblivion mods than that one.



Last edited by Zeno; 05-31-07 at 07:54 PM.
Toprem
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Re: So I've started to play Oblivion again...
Reply With Quote   #7

Harvest is included in the OOO download as an extra, I forgot to load up No Psychic guards for this run but Im now running about three mods (OOO, MMM, and Cats and Rats ) that modify guard behaviour and Im not sure if I can run that one and those all at once (one of the plugins for Cats and Rats seems to have issues with one of them). I think OOO comes with a very heavily modified Tag_natural Wildlife mod built into it aswell, so if you were to play with OOO you wouldn't need Tag's (and honestly you should play with OOO). And yeah, natural environments rocks with all the weather paterns it adds.



Last edited by Toprem; 05-31-07 at 08:59 PM.
Elerion
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Re: So I've started to play Oblivion again...
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So, yeah, thread necromancy.

I decided to play Oblivion again, but need to figure out what mods to run. I've finished roughly 30% of the vanilla game before, but not more.

The majority of mods are pretty easy to decide if I want in or not, but I have two major dilemmas: OOO and Levelling mods (ones that change the levelling system so you don't have to map out your skill levelling as heavily as in the base game, example KCAS).

For OOO, most of it sounds excellent. Improved AI? Added quests? More realistic wildlife scaling? A ton of other stuff? Sign me up. Static level system? Balance changes? Convenience killers? I'm slightly skeptic.

The static level system sounds like it could be a major detractor for a first full run through. I don't want to be clobbered repeatedly because I don't know how hard a dungeon is, either from lack of direct experience or lack of ability to judge NPC power by their looks and abilities. I don't want to be stuck, not knowing where to go to find content for my level. I don't want to go to a quest I have never done, only to find that everything is 10 levels below me and the reward is craptacular.

Balance changes? I'm expecting many of the changes to be made with the Oblivion expert in mind. Will using intuitive tactics be horrible, because the system is made to match perfectly optimized characters? Will I be unable to figure out crafty solutions, only to find that their efficiency is nerfed to preserve some greater balance?

Convenience killers? Jesus, the last version of OOO removes the ability to fast travel to towns you haven't visited. What on gods green earth is the purpose of such a change?

As for the levelling mods, like KCAS:

I love the idea of not having to watch my skill screen like a hawk, writing down everything on every level and spending 30 minutes slashing wildlife to get that blade skill up to a +5 strength multiplier before I can start playing the game again.

How is the balance though? Do you end up with a character similar to an optimized vanilla character (+5 to 3 stats on every levelup), a "regularly" played character (+2/+3 to 3 stats), or something completely out of whack? What mix of major/minor skills should a character choose with such a system, is it still preferred to have your bread and butter skills as minors? Does the system still require micromanagement of levelling to a certain degree? Can I screw up my character somehow, like by going too "jack of all trades", or too focused?

Finally, how do all of these interact with the expansion, which I will be playing?

In the end, I want a "better" and bigger Oblivion, but I don't want it imbalanced (vanilla imbalances are fine in a way, undocumented imbalances suck). I also don't want it to be too hard, either in explorative terms (where do I go now?) or in gameplay terms. I like to be able to beat the majority of opponents pretty easily, but don't mind the occasional challenge that requires 2-3 attempts.

Are these concerns valid? What would you recommend?


Qutsmnie
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Re: So I've started to play Oblivion again...
Reply With Quote   #9

"I don't want to be stuck, not knowing where to go to find content for my level. "

Kind of an issue but he has been working on it by making dungeons have themes. Keep in mind there is a large spoiler map too with indicated levels for every dungeon as another way to play it.

The stuff about will intuitive tactics be nerfed? Not so much. Most of OOOs nerfing is designed to smooth out min/maxing. Some of the sicker stuff you can do is nerfed. Thats where his head is at in gameplay changes. If you were just playing and not min/maxing you probably wouldnt notice his more drastic changes.

As for must travel to a city before you can fast travel. If you think about it there is a relationship between finding content and keeping you from fast traveling to unknown locations if he mapped it out in a gradient.

In the end OOO is more about traditional early 90s rpgs like king quest etc in a sweet graphical format than "challenge" for challenges sake...

Oh one thing I am almost sure you wont like in OOO is deadly traps. But you can turn those off. Those are really bad if you just want a romp.


Elerion
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Re: So I've started to play Oblivion again...
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Is it possible to just add the portions of OOO that I definitely will enjoy, like improved AI and added content, without dealing with the questionable stuff? I feel slightly more comfortable going into a 100 hour+ game when everything (of importance) scales to my level, and I can pull a difficulty slider to adjust if I have ended up becoming too powerful or weak. I know certain addons can be switched on and off, but I don't know if the "base" functions can.

I wouldn't mind turning on whatever prevents super wildlife with glass armor either. Finding challenge in a quest or a dungeon is cool. Finding death at the hands of three forest rats at level 25 is not.


Qutsmnie
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Re: So I've started to play Oblivion again...
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Yar OOO is very modular. Read the instructions before installing to make sure you are on the correct path. There is a good chance you can remove things you dont like simply by unchecking a "check box" at loading.

I personally removed
-leveling changes for levels 1 through 9 and then I turned them back on

(to slow at the start... Part of the problem was your "how do I find content" by quickly leveling to around 10 then slowing way down a much larger percentage of the content was feasible for me. Though I did out level a bit of the main quest before doing it)

-deadly traps

(to deadly... didnt like reloading that much. If you stumble into a trap it can kill you outright with this option enabled or take a huge portion of your life)

-realistic economy

(I didnt use the buy into a shop option so I didnt need a nearly gold exploit fixed, and I wasnt to into merchants running out of gold. Seemed like it just upped the tedious micromanagement of running from vendor to vendor)



Last edited by Qutsmnie; 07-02-07 at 11:37 AM.
Toprem
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Re: So I've started to play Oblivion again...
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Wierd I just searched for this thread since I didn't refresh my page to see it was already bumped for me. I stumbled across some thread mentioning someone called CuteUnit and I searched for what work they had done to find out that they never released much stuff, but the person had done a ton of work and made stuff like this: http://www.youtube.com/watch?v=38KTh...elated&search= . The person quit modding Oblivion since they didn't like how Bethseda didn't support the community enough or some crap and ended up not releasing their stuff. That sword is ****ing insane, I really wish that person had released their stuff.

Elerion said:

Convenience killers? Jesus, the last version of OOO removes the ability to fast travel to towns you haven't visited. What on gods green earth is the purpose of such a change?
It does? I didn't know that, but I play with a mod that was out well before OOO got to the version it's at now that specifically does just that. Im playing again now for the first time with KCAS and I'm confused as hell as how I'm leveling, but meh, as long as I am leveling it's all good. I'm just playing with the default settings it has and when I do level I only get to choose three stats to go up and by only one point.



Last edited by Toprem; 07-02-07 at 11:41 AM.
Nenjin
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Re: So I've started to play Oblivion again...
Reply With Quote   #13

I think the most of the game I ever played was around 35 or 40%. I keep thinking about coming back to the game occasionally, but something always holds me up.



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Elerion
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Re: So I've started to play Oblivion again...
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Qutsmnie said:
Keep in mind there is a large spoiler map too with indicated levels for every dungeon as another way to play it.
I searched some forums for a bit, but couldn't locate this. Got a link?


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Re: So I've started to play Oblivion again...
Reply With Quote   #15

Elerion said:
I searched some forums for a bit, but couldn't locate this. Got a link?
http://devnull.devakm.googlepages.com/ooospoilers

I assume that's what he's talking about, website has a bunch of stuff relating to all the mods used in FCOM on it as well as stuff related to texture packages.


Qutsmnie
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Re: So I've started to play Oblivion again...
Reply With Quote   #16

That was the one I was thinking of but I guess it doesnt have levels on it. Well tip:
The type of ruins is often roughly indicative of its power. Sewers being amoung the weakest and alyied ruins I believe being amoung the strongest with the unavoidable exceptions.

I should note that I agree with you. One of my criticism of OOO was that games where everything is static go through great lengths to funnel you towards "your area" . you do sort of have to feel OOO out a little. Though I read some of the authors post. He has made efforts in that direction.


Elerion
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Re: So I've started to play Oblivion again...
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Qutsmnie said:
I should note that I agree with you. One of my criticism of OOO was that games where everything is static go through great lengths to funnel you towards "your area" .
My point exactly. Completely open ended and fixed levels doesn't work too well, in theory at least.


Koru
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Re: So I've started to play Oblivion again...
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Elerion said:
My point exactly. Completely open ended and fixed levels doesn't work too well, in theory at least.
Ah, we have a name for that where I'm from... Gothic 3! :p Yes, let us place next to the place where you start killer boars from hell, and then next to the second town a handy easily accessible dragon to eat you up!

But yeah, that little issue with fixed level content and the notion that you can't fast travel to major cities that you've never been to* made me a little leery of OOO. Sadly MMM was too incompatible with a lot of the mods I've gotten too used to running, that one I did want installed since I like more variety in mobs. Bethesda's number of different mobs you encounter in the game just isn't enough (and no, goblin boss is not a different creature from a normal goblin, they look exactly the same). At least not to me, you can only kill so many zombies before you start to long for different kinds of creatures.

*Sorry, makes no sense to me that you've found the imperial city and no one can give you directions good enough to fast travel to Bravil. I guess it's because in OOO you don't travel by the imperial road system and no one knows where your city is so you have to hack your way through the wilderness while following cryptic clues to find the town or something. God knows we wouldn't want to cheapen the experience of finding a major town that's clearly marked and that in a non-fast travel game would have a coach to it..


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Re: So I've started to play Oblivion again...
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Elerion said:
My point exactly. Completely open ended and fixed levels doesn't work too well, in theory at least.
I still found OOO more interesting than the original game. The original game had the opposite problem--tons of content always at your level around every corner ,but all of it pointless because it was all the same content... OOO is alot more exploration friendly.


Toprem
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Re: So I've started to play Oblivion again...
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Koru said:
Ah, we have a name for that where I'm from... Gothic 3! :p Yes, let us place next to the place where you start killer boars from hell, and then next to the second town a handy easily accessible dragon to eat you up!

But yeah, that little issue with fixed level content and the notion that you can't fast travel to major cities that you've never been to* made me a little leery of OOO. Sadly MMM was too incompatible with a lot of the mods I've gotten too used to running, that one I did want installed since I like more variety in mobs. Bethesda's number of different mobs you encounter in the game just isn't enough (and no, goblin boss is not a different creature from a normal goblin, they look exactly the same). At least not to me, you can only kill so many zombies before you start to long for different kinds of creatures.

*Sorry, makes no sense to me that you've found the imperial city and no one can give you directions good enough to fast travel to Bravil. I guess it's because in OOO you don't travel by the imperial road system and no one knows where your city is so you have to hack your way through the wilderness while following cryptic clues to find the town or something. God knows we wouldn't want to cheapen the experience of finding a major town that's clearly marked and that in a non-fast travel game would have a coach to it..
What's MMM incompatible with? I'm running a ton of mods and it is one of them. I honestly can't play the game without OOO and MMM. M.O.E. (Modular Oblivion Enhanced) has a coach system in it since I think along with it fast travel is completely disabled or something (and I won't disable fast travel completely). M.O.E. also has some neat stuff that lets you become a Werewolf or Lich, with this new game I am using several of M.O.E.'s plugins.

http://www.tessource.net/files/file.php?id=7902


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Re: So I've started to play Oblivion again...
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Ugh, don't even ask me, I have a list somewhere in my pile of papers of all the mods I've been using and which ones conflict with which. Heck, I'm not even sure if it's a real conflict as such, just that the game won't even launch if certain mods are in the load list. Getting all the different things to work together is a nightmare, it's not even that the game becomes corrupted or anything, it's just that if I keep certain mods in it will go to black screen then crash to desktop right after hitting the Play button. Oblivion is really touchy about all sorts of weird things, frigging POS would do the same thing when I tried to use my old sound card that worked fine with every other game. And it's not even that there's anything wrong with my installation, since this is the 4th installation that does this crap. Sure would be nice if they patched this game nearly as much as Morrowind seeing as it has just as many bugs.

M.O.E. is one I'm partly trying. I love the werewolves much more than the vampires (that whole dmg in sunlight thing bugs me), and being able to pick and choose exactly which features you want with as much ease as you can with M.O.E is a great selling point to me. I use certain parts of it, others again, refuse to work. Namely anything dealing with imperial guards will crash Imperial City.


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Re: So I've started to play Oblivion again...
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I'm working through my 4th character on Oblivion now, and one mod that I highly highly recommend is the skill tracker book. It doesnt' affect gameplay in any way, but it does keep track of every skill increase you have gotten since last levelling. I just tied the book to hotkey 8, and hit it occasionally to let me know how close I am to being ready to level. (I'm one of those weird people who always makes sure I get three stats boosted 5 points when I level.)



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Nenjin
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Re: So I've started to play Oblivion again...
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Ok so this thread made me start playing again :P


Question:

There were a couple gems of content additions people made for Morrowind. Anything like that floating around for Oblivion now? People have had a while to crank out some well developed content now, and in truth I was always more excited to see content mods than I was game play mods.


Elerion
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Re: So I've started to play Oblivion again...
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I'd check out this list:
http://devnull.devakm.googlepages.com/quests

I haven't tried any of them. In fact, since I decided to... uhm... buy both expansions at the same time as the game, and this damn... uhm... shop has too few seeds, I'm still waiting.


Zeno
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Re: So I've started to play Oblivion again...
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Nenjin said:
Ok so this thread made me start playing again :P


Question:

There were a couple gems of content additions people made for Morrowind. Anything like that floating around for Oblivion now? People have had a while to crank out some well developed content now, and in truth I was always more excited to see content mods than I was game play mods.
When you say "content" do you mean quest lines and stuff?

Because if you mean new art assets, Bethesda kinda screwed the modding community - you can only really bring in new art for terrain, vegetation, and weapons last time I checked. And all of those can only have color, opacity, and glow attributes (no specular, reflection, bump, or normal maps). This was really disappointing to me


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Re: So I've started to play Oblivion again...
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Oh I know about the art content problem. I meant more along the lines of: In Morrowind, someone created an entire new continent with about 70 quest lines, items, ect... Was wondering if anyone had run across some good ones.

There seem to be some good ones in that link. Thanks!



Last edited by Nenjin; 07-04-07 at 07:08 PM.
Telurinon
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Re: So I've started to play Oblivion again...
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Nenjin said:
Oh I know about the art content problem. I meant more along the lines of: In Morrowind, someone created an entire new continent with about 70 quest lines, items, ect... Was wondering if anyone had run across some good ones.

There seem to be some good ones in that link. Thanks!
There are several in the works, but I don't know of any that have actually finished.


Toprem
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Re: So I've started to play Oblivion again...
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Quite frankly I think this deserves a bump from the grave because Unnecessary Violence finally entered beta http://www.tesnexus.com/downloads/file.php?id=24936

For those those unaware of what this is, it finally adds dual wielding to Oblivion. I don't mean that fake weapon is a shield ********, I mean full blown actual dual wielding of weapons. I think this guy has been working on this for over a year, I remember seeing video of it well before the first thread it lists there from the last time I played Oblivion. The bad thing is that it has to be played in Third Person, which I absolutely do not play the game in. He has a ghetto first person mode included, but it's not quite the same thing. This is something for the game that I pretty much consider fap worthy



I think Im going to start over on Oblivion again (I just started again a few weeks ago and managed to beat the game for the second time ever with the Mage's Guild quest major one being done) and give this a whirl. And yes, it does work with Deadly Reflex making things completely super Epic.

I also just noticed something odd... Colin's Bear Animation and Voltaire's song Brains!, from Billy & Mandy (unfortunately its not the actual episode, just the song), are listed as a "related video" . Funnier still, the Spanish version of the episode is listed as a related video, funny to hear the song dubbed... odder still that its not Voltaire singing it, I would have figured he could have done that.


SincroFashad
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Re: So I've started to play Oblivion again...
Reply With Quote   #29

Glad you're picking it back up, Top. I've pretty much done everything I wanted to do in that game now. I never bought Shivering Islands, but I've beaten every single quest in the regular game + KotN expansion pack. I even went and beat the entire game at level 1 to see how it would work. (And it does work, btw. In fact, doing the entire game at level 1 is ridiculously easy.)

The only mods I wish I could have had but never bothered to get were mods that fix Mercantile skill. That and Speechcraft are the only two skills in the game that I was never able to get to 100 unmodified by equipment or spells, ever. A quick look at this page will tell you why. Sorry, even if Mercantile was a major skill and in my specialty, I'd still have to make 11,495 individual sales. To hell with that.

-Sinc


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Re: So I've started to play Oblivion again...
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SincroFashad said:
Glad you're picking it back up, Top. I've pretty much done everything I wanted to do in that game now. I never bought Shivering Islands, but I've beaten every single quest in the regular game + KotN expansion pack. I even went and beat the entire game at level 1 to see how it would work. (And it does work, btw. In fact, doing the entire game at level 1 is ridiculously easy.)

The only mods I wish I could have had but never bothered to get were mods that fix Mercantile skill. That and Speechcraft are the only two skills in the game that I was never able to get to 100 unmodified by equipment or spells, ever. A quick look at this page will tell you why. Sorry, even if Mercantile was a major skill and in my specialty, I'd still have to make 11,495 individual sales. To hell with that.

-Sinc
Mercantile is a hell of a lot easier to deal with when using the Toggleable Quantity prompts mod. Its still a pain to sell stuff one at a time, but it works a way easier than trying to do it without it.


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Re: So I've started to play Oblivion again...
Reply With Quote   #31

Toprem said:
Mercantile is a hell of a lot easier to deal with when using the Toggleable Quantity prompts mod. Its still a pain to sell stuff one at a time, but it works a way easier than trying to do it without it.
Yah I do (did) use a prompts mod which let me pick up, drop, buy and sell anything one at a time. Still a bloody pain, tho.

My main mercantile skill-up item was arrows. I'd keep all the ones I got in a chest until I was ready to level merc up, and then drag a couple thousand of em to the nearest merchant. I think the last game I played my merc skill was high enough that it took about 350 sales to get a skill up, with 2 mouse clicks per sale.

Even old-style EQ tradeskills weren't that bad.

Got a question for ya, tho. Do you think Alchemy is as stupidly overpowered as I do?

-Sinc


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Re: So I've started to play Oblivion again...
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SincroFashad said:
Got a question for ya, tho. Do you think Alchemy is as stupidly overpowered as I do?

-Sinc
Yes, it is. I don't see how the game is playable without using it. It's even more overpowered since I use Gather Ye Rosebuds, which is a spell that picks up nearby flowers, which I really use just to save the ungodly amount of time it takes to pick them up. And in Better Cities, some places have asinine amounts of flowers, like 500++ (Arcane University has ~2100 something) in a city's cells.

I can't believe it took me as long as it did to use my G15 to make my potions though, I remember jamming down on the enter key when I wanted to make a bunch of potions instead of using it with like a delay of .015 seconds to make my potions, despite that I used to use it for almost everything else imaginable.


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Re: So I've started to play Oblivion again...
Reply With Quote   #33

Is Deadly Reflex and this new mod compatible with MMM and OOO?


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Re: So I've started to play Oblivion again...
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Toprem said:
Yes, it is. I don't see how the game is playable without using it. It's even more overpowered since I use Gather Ye Rosebuds, which is a spell that picks up nearby flowers, which I really use just to save the ungodly amount of time it takes to pick them up.
Wisp stalks are the ultimate suck for that...

I rarely make or use beneficial potions, aside from mass quantities of restore fatigue to skill up, which I then sell for stupid cash. I friggin loooooove multi-damage potions, especially ones with silence and/or paralyze. Nothing says 'hello' to an enemy necro like smacking him with an arrow from across the room dipped in a fire damage/health damage/10 seconds of silence and paralyze.

Most of my games get to a point where I don't even wear armor, I just use a bow, arrows, poisons, and enchanted clothes. Plus Goldbrand/Umbra for any undead that get near me.

-Sinc


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Re: So I've started to play Oblivion again...
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korthuran said:
Is Deadly Reflex and this new mod compatible with MMM and OOO?
Yes, combat mods wouldnt have any compatibility problems with stuff like MMM and OOO. Getting used to dual wielding is a little complicated, especially equipping stuff to your off hand.

SincroFashad said:
Wisp stalks are the ultimate suck for that...

I rarely make or use beneficial potions, aside from mass quantities of restore fatigue to skill up, which I then sell for stupid cash. I friggin loooooove multi-damage potions, especially ones with silence and/or paralyze. Nothing says 'hello' to an enemy necro like smacking him with an arrow from across the room dipped in a fire damage/health damage/10 seconds of silence and paralyze.

Most of my games get to a point where I don't even wear armor, I just use a bow, arrows, poisons, and enchanted clothes. Plus Goldbrand/Umbra for any undead that get near me.

-Sinc
Anymore I just make shield + mana regen + health regen potions since I play battlemage characters anymore, and thats simply because I usually end up using spells even if they aren't my major skills. I havent played a rogue type character in ages. With UV, I'm gonna do that since I can finally play a melee character like it should be able to be played.



Last edited by Toprem; 06-09-09 at 03:17 AM.
SincroFashad
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Re: So I've started to play Oblivion again...
Reply With Quote   #36

Oh, heh. The skills I use most often are never my major skills. I make custom classes and have easily controllable skills for my majors, so I can pick exactly when I level up.


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Re: So I've started to play Oblivion again...
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SincroFashad said:
Oh, heh. The skills I use most often are never my major skills. I make custom classes and have easily controllable skills for my majors, so I can pick exactly when I level up.
I use Kobu's level mod thing so I don't deal with Oblivion's default leveling, haven't had that issue in years. I really want to use Oblivion XP, which allows you to gain normal xp like in any other RPG, but right now it messes up parts of Race Balancing Project so I cant ><.


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Re: So I've started to play Oblivion again...
Reply With Quote   #38

Is there a crack somewhere so I don't have to use my CD to play? My disk tray is broken so I can't put the CD in to play. I press the button and it works and makes the right noise but a catch or something is broke so it doesn't open.


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Re: So I've started to play Oblivion again...
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korthuran said:
Is there a crack somewhere so I don't have to use my CD to play? My disk tray is broken so I can't put the CD in to play. I press the button and it works and makes the right noise but a catch or something is broke so it doesn't open.
Yeah, I got mine from game copy world. Unnecessary Violence says it won't work with a no CD version of the .exe, but it does. In fact, I don't know of any mod that doesn't work with it and I've never heard of cases where it won't, so I assume its just BS if mods say that in their readme.


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Re: So I've started to play Oblivion again...
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For the Deadly Reflex users.

How does the mod effect archery? I'm interested in trying it but the description of how archery works in it left me confused. Considering it's one of my favorite and most used skills I'm up in the air about it all.


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Re: So I've started to play Oblivion again...
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Well, about that time again. I had started up again before I reformatted my computer. Despite saving all my mods and junk, I was getting a few errors and Ive decided to reinstall everything. This is the thing I hate the most about this game, it takes so long to get stuff up and running. This time I am making OMODs of a lot of my stuff for somewhat easier installation, most because of how MMM now uses a .BSA format which meant it needed a clean install and it was difficult/more time consuming to use the mod remover program to clean mine up since I didn't want to do what I am doing now.

Im finally going to play with UV and play a rogue for the first time in ages. Going to try my best and not even touch destruction as I don't want to just end up making 10-20 damage for a couple seconds in four or five different damage types and Weakness spells. Bad part is UV kinda screws up Oblivion XP, kills made with offhand attacks don't register the same as normal attacks and you don't get exp from it.




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