So guys, I decided to play around with Oblivion for a while to keep me occupied until I can get my hands on Crysis and The Witcher. My question is this - there are roughly one hundred thousand babillion mods for the game at this point, and I have no idea where to begin. Can anyone give me an inkling as to where to start? Texture and weather mods are fair game, and I'm also pretty interested in mods that add new areas to explore. Oh, and I don't have SI, if that matters.
So yeah. HALP. I looked at the mod list a minute ago and my brains fell out.
I recommend the Elder Scroll thread, look around in the thread, your question is a main one that a lot of people talk about.
Ah, here it is.
Xtarath on
0
ArchonexNo hard feelings, right?Registered Userregular
edited April 2009
If you're not interested in screwing around with the storyline, and just want to goof off and play something completely off the wall and awesome, then try this mod combination.
Martigens Monster Mod (Adds well over 1500 monsters, last time I checked. Also, tons of other great stuff like crafting, and adds in NPC adventurers that do the same things as you, IE explore dungeons and do "quests".)
The Zombie Apocalypse Mod (Simulates a realistic zombie apocalypse ingame. You can customize the nature of it too. By default, one zombie starts off somewhere in the gameworld and heads to the nearest population center. Any humans that are bitten contract a "flesh-rotting disease" that slowly turns them into zombies. Thus, the main cities of the game tend to go from great social hubs to post zombie apocalypse death-traps pretty fast. You can also play as a zombie overlord too, if that's your thing.)
The Companions mod. (This one might be hard to find now. It basically lets you recruit anyone in the game to be your companion. You can also create "armies" to defend, patrol, explore dungeons for you and get the loot their in your place. It's great when used with some of the high population mods like the zombie apocalypse one, or any army-esque mods.)
The Mercenaries Mod. (It's actually called this, last time I checked. It places NPC's in the gameworld that allows you to hire companions that are slightly below your level. This makes them mildly useless early on, when you're a low level, but a life saver later on in Martigens, when you're fighting giant lava spiders, and hordes of demons/bandits and need the back-up.)
Any "home mod" that's defensible. (Preferably a castle with a gatehouse that doesn't act as a door, to hold off the zombie hordes once they get done wiping most of the life out in the cities and turning them into shambling hordes.)
Optionally: Any "travelers" mod out there that adds npcs that travel and interact with the cities and locations in the game, since the gameworld is pretty barren in vanilla.
Get those, and any extra mods you want. Then proceed to grab the survivors you can once the gameworld starts to slide into chaos, and see how long you can last. Speaking from personal experience, it's surprisingly difficult to stay alive, since i've forgotten a few key types of survivors now, like vendors, the first time around, and ended up running out of armor and weaponry for my troops. Nevermind a source for the cure to the flesh-rotting disease beyond what I could initially scavenge.
Also, the Elder Scrolls thread probably has tons of ideas. Though i'm not sure if it's entirely active anymore.
I recently reinstalled Oblivion and spent a half day finding some mods, here are some I'd recommend.
Note that I wanted to play though the game fairly close to how it was intended, just "better." So as awesome as some mods sound, such as the zombie one and the OOO which changes the whole leveling scheme among other massive changes, I avoided them for now, at least until I finish the game. Most of these are just superficial, really, to make the game cooler without making it a wholly different game.
First up is the Unofficial Oblivion Patch. It fixes nearly 2000 graphics glitches and broken quest lines and the like, that should have been patched by the developers but weren't. A must have!
Next is a UI overhall I consider a must have, too, the DarkUID DarN. Just makes the UI look much much better and less obtrusive. Works like a charm, check out the images tab on the linked page to see how good it looks.
A great one is Natural Environments, which makes the trees, sky, and water look much better, adds a bunch of birds and bugs for realism, and greatly enhances the weather patterns. Makes the outside environments 100% better, without effecting gameplay or causing a FPS hit.
This one just gives you a really great bayside house, for free. Has a fast travel marker so you can get there to sleep, and a downstairs room with plenty of storage and some nice weapons if you feel like taking one. Just nice looking and fun to explore, with an underground pool and a ship tied up on the shore. Comes with NPC staff who like to swim in the pond.
Next is ImpeREAL City. All this does is make the exteriors of the Imperial City look much better, with the various districts looking distinct instead of the grey blahness of the original.
All of these work with or without the Shivering Isles expansion (which I don't have), and as I said aren't really game changers, just make the game work better and look better. The house is kind of a cheat I suppose, since you won't have to buy one and it does contain some nice weapons you could use if you wanted.
Aplomb on
0
ShadowfireVermont, in the middle of nowhereRegistered Userregular
If you're not interested in screwing around with the storyline, and just want to goof off and play something completely off the wall and awesome, then try this mod combination.
Martigens Monster Mod (Adds well over 1500 monsters, last time I checked. Also, tons of other great stuff like crafting, and adds in NPC adventurers that do the same things as you, IE explore dungeons and do "quests".)
The Zombie Apocalypse Mod (Simulates a realistic zombie apocalypse ingame. You can customize the nature of it too. By default, one zombie starts off somewhere in the gameworld and heads to the nearest population center. Any humans that are bitten contract a "flesh-rotting disease" that slowly turns them into zombies. Thus, the main cities of the game tend to go from great social hubs to post zombie apocalypse death-traps pretty fast. You can also play as a zombie overlord too, if that's your thing.)
The Companions mod. (This one might be hard to find now. It basically lets you recruit anyone in the game to be your companion. You can also create "armies" to defend, patrol, explore dungeons for you and get the loot their in your place. It's great when used with some of the high population mods like the zombie apocalypse one, or any army-esque mods.)
The Mercenaries Mod. (It's actually called this, last time I checked. It places NPC's in the gameworld that allows you to hire companions that are slightly below your level. This makes them mildly useless early on, when you're a low level, but a life saver later on in Martigens, when you're fighting giant lava spiders, and hordes of demons/bandits and need the back-up.)
Any "home mod" that's defensible. (Preferably a castle with a gatehouse that doesn't act as a door, to hold off the zombie hordes once they get done wiping most of the life out in the cities and turning them into shambling hordes.)
Optionally: Any "travelers" mod out there that adds npcs that travel and interact with the cities and locations in the game, since the gameworld is pretty barren in vanilla.
Get those, and any extra mods you want. Then proceed to grab the survivors you can once the gameworld starts to slide into chaos, and see how long you can last. Speaking from personal experience, it's surprisingly difficult to stay alive, since i've forgotten a few key types of survivors now, like vendors, the first time around, and ended up running out of armor and weaponry for my troops. Nevermind a source for the cure to the flesh-rotting disease beyond what I could initially scavenge.
Also, the Elder Scrolls thread probably has tons of ideas. Though i'm not sure if it's entirely active anymore.
This sounds like the greatest game ever.
My vote goes to Hilarity. Just some of the spells added:
POLYMORPH SHEEP - This spell transforms the victim into a sheep. Permanantly.
PICKPOCKET - This spell gives the target a compulsion to acquire as much gold as possible. Use this with the "Hope you got 10 Bux" Spell to make them pickpocket.
SUMMON BANDITS/MARAUDERS - These spells summon a random gang of 6 Bandits or Marauders. Note that Bandits and Marauders attack each other on sight.
SUMMON WEAK GOBLINS - This spell summons a pack of 10 weak goblins who are easily killed by just about anything.
SUMMON TITAN OGRE - This spell summons a giant Titan Ogre. It is immune to spells and highly resistant to weapons. it can be killed, but not without heavy casualties. Sit back and watch!
FOLLOW ME - This makes the target have an irrestible urge to follow you around for 24 hours.
FREE PONY - This spell gives the target a free Pony. The catch is the pony starts high, high above the targets head.
STARK REALITY - Strips a target or group of all their clothing, armor and items. Permanantly.
SUMMON THUNDERSTORM - This calls a magical storm into being. It takes about 90 seconds for the storm to reach
its full potential, but it is well worth the wait.
Version 1.1
Many new spells have been added
Gnomize - Reduces the target to half its normal size for 3 minutes.
Gigantism - Increases the target to twice its normal size for 3 minutes.
Insane Hercules - Transforms the target into an extremely powerful and hard to kill warrior, and makes
them homicidal.
Resurrect - Brings the victim back from the dead.
Failed Levitate - The target suddenly finds themselves 1500 units above the ground. Don't use this inside.
Polymorph Crab - This spell transforms the victim into a common mudcrab. Permanantly. VERY potentially
game-breaking. Did I mention "don't save when using this mod"?
Edit: Archonex had me so hyped up, I missed the point of the OP.
Complete Ranger - Adds a lot of spells along the lines of a D&D ranger, and a wolf animal companion. Combined with Archonex's setup might give you a fun I Am Legend vibe.
Galerian's Unarmoed Acrobatics - Creates a shield effect so long as you are not wearing any armor (or a shield). It is linked to your Acrobatics skill, and increases effect as you raise your skill. Good if you want to create a Conan style character (or just think most of the armor is ugly).
Great. Now I'm going to have to start a new game with that zombie mod. Way to go.
Midas Magic is a great mod. Nothing too overpowering (well, maybe the summons) but a lot of interesting scripted spells.
Garu on
0
ArchonexNo hard feelings, right?Registered Userregular
edited April 2009
For those interested in the zombie mod, I figured i'd post in this topic one last time since the main Elder Scrolls seems a little inactive.
Apparently someone else took over the project and made a second edition of it. It's massively improved over the old one and includes different scenarios, the ability to barricade doors, and apparently siege damage in towns when an infection reaches a certain point. Here's the link.
Also, here's an excerpt of some of the more interesting features.
Controls/Features
When the game begins you will get an option menu of Scenarios, or to create your
own. You may bring this screen back up at any time for further customise the
scenario or choose a new one using the lesser power mentioned below, so don't
feel too pressurised to pick a single scenario to settle on and stick with it.
The scenarios are as follows:
The Hive
A single, random city is infested with zombies from the outset
if left undisturbed, the zombies will likely spread and infect
other towns.
The Horde
A large horde of zombies is roaming from town to town, swelling
it's ranks, and leaving destruction and "sleeper" zombies in each
town it attacks who will in turn infest the ruins.
Patient Zero:
Somewhere in Tamriel there is a lone infectee, they are likely to
infect others, and they in turn spread the infection to new towns
however, since there arn't many infectees at first it's likely to
go un-noticed at first and thus infest more towns before a response
can be formed.
Dawn of the Dead:
All of Tamriel has been overrun with the dead as the graveyards and
recently deceased rise up in unholy life forming an instant and
horrific army.
Arcade Mode:
Similar to dawn of the dead, but with even larger zombie deployments
ensuring a steady stream of undead flesh for your axe. Not advisable
for a "serious" game.
You will have 3 new "Lesser Powers" added to your spellbook when the game begins
they provide a variety of functions important to your game experience:
28 Days: Game Settings
Using this power will bring up the game menu, from here you may
choose a Scenario, edit the current scenario, or create your own
from scratch. The scenario changes how the zombies behave and
spread, changing the game experience quite significantly.
Cure Sickness
This is a touch-range skill that allows you to cure disease on
your allies, primarily to stop someone who's been infected from
becoming a full zombie. While it costs no magicka you will need
to have a Cure Disease potion (Off the shelf, not alchemy brewed)
Mandrake Root, Clannfear Claw or Root Pulp handy to use it.
Barricade Door
This skill will let you seal a door using your security skill
essentially locking it. The higher your skill, the strong the
lock, Zombies are able to break open locked doors but stronger
locks are harder for them to bypass. You can freely unlock the
last few doors you locked by using the same ability on them.
Additionally, you may issue orders to any NPC in the game to help you evacuate
survivors, or fortify a location with recruited help. While you can issue the
orders, they can also refuse them. Generally people won't listen to you unless
you are a good friend or have at least achieved some reknown for your combat
prowess... although when the horde is trying to bash down your front door people
will listen to anyone who's still maintaining any degree of clarity.
If you need to find safety, remember that the Divines havn't abandoned their
worshippers, Zombies never enter the chapels without due cause (chasing fresh
meat inside being a due cause), and remote villages or dungeons see little if
any zombie activity compared to the cities.
Finally, you will find special copies of the the Black Horse Courier in every
pub and inn in the game which are up to date with the latest news from around
Tamriel; handy for tracking the zombie's progress, assuming the Black Horse
Courier hasn't been overrun by zombies themselves of course.
Posts
Ah, here it is.
The Zombie Apocalypse Mod (Simulates a realistic zombie apocalypse ingame. You can customize the nature of it too. By default, one zombie starts off somewhere in the gameworld and heads to the nearest population center. Any humans that are bitten contract a "flesh-rotting disease" that slowly turns them into zombies. Thus, the main cities of the game tend to go from great social hubs to post zombie apocalypse death-traps pretty fast. You can also play as a zombie overlord too, if that's your thing.)
The Companions mod. (This one might be hard to find now. It basically lets you recruit anyone in the game to be your companion. You can also create "armies" to defend, patrol, explore dungeons for you and get the loot their in your place. It's great when used with some of the high population mods like the zombie apocalypse one, or any army-esque mods.)
The Mercenaries Mod. (It's actually called this, last time I checked. It places NPC's in the gameworld that allows you to hire companions that are slightly below your level. This makes them mildly useless early on, when you're a low level, but a life saver later on in Martigens, when you're fighting giant lava spiders, and hordes of demons/bandits and need the back-up.)
Any "home mod" that's defensible. (Preferably a castle with a gatehouse that doesn't act as a door, to hold off the zombie hordes once they get done wiping most of the life out in the cities and turning them into shambling hordes.)
Optionally: Any "travelers" mod out there that adds npcs that travel and interact with the cities and locations in the game, since the gameworld is pretty barren in vanilla.
Get those, and any extra mods you want. Then proceed to grab the survivors you can once the gameworld starts to slide into chaos, and see how long you can last. Speaking from personal experience, it's surprisingly difficult to stay alive, since i've forgotten a few key types of survivors now, like vendors, the first time around, and ended up running out of armor and weaponry for my troops. Nevermind a source for the cure to the flesh-rotting disease beyond what I could initially scavenge.
Also, the Elder Scrolls thread probably has tons of ideas. Though i'm not sure if it's entirely active anymore.
Note that I wanted to play though the game fairly close to how it was intended, just "better." So as awesome as some mods sound, such as the zombie one and the OOO which changes the whole leveling scheme among other massive changes, I avoided them for now, at least until I finish the game. Most of these are just superficial, really, to make the game cooler without making it a wholly different game.
First up is the Unofficial Oblivion Patch. It fixes nearly 2000 graphics glitches and broken quest lines and the like, that should have been patched by the developers but weren't. A must have!
Next is a UI overhall I consider a must have, too, the DarkUID DarN. Just makes the UI look much much better and less obtrusive. Works like a charm, check out the images tab on the linked page to see how good it looks.
A great one is Natural Environments, which makes the trees, sky, and water look much better, adds a bunch of birds and bugs for realism, and greatly enhances the weather patterns. Makes the outside environments 100% better, without effecting gameplay or causing a FPS hit.
This one just gives you a really great bayside house, for free. Has a fast travel marker so you can get there to sleep, and a downstairs room with plenty of storage and some nice weapons if you feel like taking one. Just nice looking and fun to explore, with an underground pool and a ship tied up on the shore. Comes with NPC staff who like to swim in the pond.
Next is ImpeREAL City. All this does is make the exteriors of the Imperial City look much better, with the various districts looking distinct instead of the grey blahness of the original.
All of these work with or without the Shivering Isles expansion (which I don't have), and as I said aren't really game changers, just make the game work better and look better. The house is kind of a cheat I suppose, since you won't have to buy one and it does contain some nice weapons you could use if you wanted.
This sounds like the greatest game ever.
My vote goes to Hilarity. Just some of the spells added:
PICKPOCKET - This spell gives the target a compulsion to acquire as much gold as possible. Use this with the "Hope you got 10 Bux" Spell to make them pickpocket.
SUMMON BANDITS/MARAUDERS - These spells summon a random gang of 6 Bandits or Marauders. Note that Bandits and Marauders attack each other on sight.
SUMMON WEAK GOBLINS - This spell summons a pack of 10 weak goblins who are easily killed by just about anything.
SUMMON TITAN OGRE - This spell summons a giant Titan Ogre. It is immune to spells and highly resistant to weapons. it can be killed, but not without heavy casualties. Sit back and watch!
FOLLOW ME - This makes the target have an irrestible urge to follow you around for 24 hours.
FREE PONY - This spell gives the target a free Pony. The catch is the pony starts high, high above the targets head.
STARK REALITY - Strips a target or group of all their clothing, armor and items. Permanantly.
SUMMON THUNDERSTORM - This calls a magical storm into being. It takes about 90 seconds for the storm to reach
its full potential, but it is well worth the wait.
Version 1.1
Many new spells have been added
Gnomize - Reduces the target to half its normal size for 3 minutes.
Gigantism - Increases the target to twice its normal size for 3 minutes.
Insane Hercules - Transforms the target into an extremely powerful and hard to kill warrior, and makes
them homicidal.
Resurrect - Brings the victim back from the dead.
Failed Levitate - The target suddenly finds themselves 1500 units above the ground. Don't use this inside.
Polymorph Crab - This spell transforms the victim into a common mudcrab. Permanantly. VERY potentially
game-breaking. Did I mention "don't save when using this mod"?
Edit: Archonex had me so hyped up, I missed the point of the OP.
Complete Ranger - Adds a lot of spells along the lines of a D&D ranger, and a wolf animal companion. Combined with Archonex's setup might give you a fun I Am Legend vibe.
Galerian's Unarmoed Acrobatics - Creates a shield effect so long as you are not wearing any armor (or a shield). It is linked to your Acrobatics skill, and increases effect as you raise your skill. Good if you want to create a Conan style character (or just think most of the armor is ugly).
Midas Magic is a great mod. Nothing too overpowering (well, maybe the summons) but a lot of interesting scripted spells.
Apparently someone else took over the project and made a second edition of it. It's massively improved over the old one and includes different scenarios, the ability to barricade doors, and apparently siege damage in towns when an infection reaches a certain point. Here's the link.
http://www.tesnexus.com/downloads/file.php?id=19086
Also, here's an excerpt of some of the more interesting features.
When the game begins you will get an option menu of Scenarios, or to create your
own. You may bring this screen back up at any time for further customise the
scenario or choose a new one using the lesser power mentioned below, so don't
feel too pressurised to pick a single scenario to settle on and stick with it.
The scenarios are as follows:
The Hive
A single, random city is infested with zombies from the outset
if left undisturbed, the zombies will likely spread and infect
other towns.
The Horde
A large horde of zombies is roaming from town to town, swelling
it's ranks, and leaving destruction and "sleeper" zombies in each
town it attacks who will in turn infest the ruins.
Patient Zero:
Somewhere in Tamriel there is a lone infectee, they are likely to
infect others, and they in turn spread the infection to new towns
however, since there arn't many infectees at first it's likely to
go un-noticed at first and thus infest more towns before a response
can be formed.
Dawn of the Dead:
All of Tamriel has been overrun with the dead as the graveyards and
recently deceased rise up in unholy life forming an instant and
horrific army.
Arcade Mode:
Similar to dawn of the dead, but with even larger zombie deployments
ensuring a steady stream of undead flesh for your axe. Not advisable
for a "serious" game.
You will have 3 new "Lesser Powers" added to your spellbook when the game begins
they provide a variety of functions important to your game experience:
28 Days: Game Settings
Using this power will bring up the game menu, from here you may
choose a Scenario, edit the current scenario, or create your own
from scratch. The scenario changes how the zombies behave and
spread, changing the game experience quite significantly.
Cure Sickness
This is a touch-range skill that allows you to cure disease on
your allies, primarily to stop someone who's been infected from
becoming a full zombie. While it costs no magicka you will need
to have a Cure Disease potion (Off the shelf, not alchemy brewed)
Mandrake Root, Clannfear Claw or Root Pulp handy to use it.
Barricade Door
This skill will let you seal a door using your security skill
essentially locking it. The higher your skill, the strong the
lock, Zombies are able to break open locked doors but stronger
locks are harder for them to bypass. You can freely unlock the
last few doors you locked by using the same ability on them.
Additionally, you may issue orders to any NPC in the game to help you evacuate
survivors, or fortify a location with recruited help. While you can issue the
orders, they can also refuse them. Generally people won't listen to you unless
you are a good friend or have at least achieved some reknown for your combat
prowess... although when the horde is trying to bash down your front door people
will listen to anyone who's still maintaining any degree of clarity.
If you need to find safety, remember that the Divines havn't abandoned their
worshippers, Zombies never enter the chapels without due cause (chasing fresh
meat inside being a due cause), and remote villages or dungeons see little if
any zombie activity compared to the cities.
Finally, you will find special copies of the the Black Horse Courier in every
pub and inn in the game which are up to date with the latest news from around
Tamriel; handy for tracking the zombie's progress, assuming the Black Horse
Courier hasn't been overrun by zombies themselves of course.