No, I don´t want to discuss the moderators
I have a few that I think should have been worked into the game from the start.
SubRosa´s Forest Friend, Ferryboats and Witchcraft mods I really like. I also have FG Porter not Follow, Spell Delete (a necessity!!), Borderless Cyrodiil, Mystic Emporium Recharge, a timescale mod set to 10, Expanded Greetings, No Obsolete enemies and loot and a couple of tent mods that I don´t use so much as they don´t tickle me the right way.
What are your favorite mods?
TQP - Toggleable Quantity Prompt - lets you sell one or all of a stack of items with one keystroke. If you've ever sold 1,000 arrows one at a time, you need this one desperately!
UOP series, but I'm not sure I consider them to be "mods" as they're implementing what the original developers intended.
I also use a whole bunch of add-on outfits, and a weapon or two. Usually for HGEC female and Roberts male figures, which are also mods.
I respect Buffy's privacy when it comes to things like her age, measurements/'build' and cosmetic considerations. Same with her specific voice set and custom bow/arrows. After all, a girl's gotta maintain a modicum of mystery.
The highly tweaked blend of half a dozen mods that produce the magic of Superian is simply too complex to share.
Now. . . that leaves a bunch of other fun stuff. A few faves in no particular order:
Kvatch Rebuilt (an important part of Buffy's world)
DarN Dark User Interface (elegant and very flexible)
Wrye Bash (10 seconds to fix an A bomb!)
Portable campsite.
OSR poses. (Sitting on the ground by a campfire is reason enough)
QTP3 Redimized (big, beautiful, simple graphics package)
Extra hot keys (most of these mods include the ability to delete spells)
A few clothing mods. . . .
Spells Be Effective (So wearing a silly pair of buckskin boots doesn't drop spell casting effectiveness)
Bag of holding.
Elsweyr, the Deserts of Anequina.
I have so many it is hard to mention only a few. My own Witchcraft mod of course, and Ferryboats. Corean and Ren's Hair, Natural Faces, Keychain, Quest Award Leveling, Quest Message Popup Remover, QTP3, and the two Nae Rae Pose mods...
Downloaded ImpeREAL Sutch mod which I know Acadian is interested to hear about. We´ll see if I install it later but I think I will. It says it´s easy to deal with so why not? Anyone already tried that mod btw and have some pointers?
I play in 3rd person exclusively so I absolutely cannot play even one second of Oblivion without my precious Chase Camera Mod. Without this mod I would have stopped playing Oblivion back in 2006.
I can't stand Oblivion's near-infinite view distance so my Morrowind Fog mod is an essential part of all of my games.
Those are the only two mods I cannot, under any circumstances, even think of playing Oblivion without.
Dragon Captions is the name you're looking for, I believe, King Coin. Giskgard, DC founder, was known for making hundreds if not thousands of unnecessary edits to cells all over the game world that made his mods incompatible with just about every mod but his own. And then for getting into verbal food fights on the Oblivion Mods forum over it.
I´m really glad Oblivion is mod friendly. VtM:B is not and it´s too bad, but that isn´t of any concern to me anymore anyway
Actually, one of the few games I really like that can be played without any mod whatsoever is Deus Ex. It doesn´t even need graphic enhancers for crying out loud!
Hmm well, for obvious reasons I would never refer to Niamh as such but let's just say that the atomic ingredients of her DNA are clearly my very favourites.
For others, well off the top of my head, Duke Patricks Archery, Kuertees Gold as an Item, Lush and Gaudy, OBGE, SweetFX, RTNM, DLL, Gods! There's just too many of them.
Despite how it may appear I'm actually quite choosy so although I have many, I would not have them if I did not like them, so I dont really have any dead wood as I tend to adopt a zero tolerance approach!
A special mention must however go to Niamh's Nighteye Hood. My very own custom special mod for her ladyship.
Where mods fail there´s always the console. Thanks to that I can walk across borders and don´t have to deal with huge buildings popping up in my face but rather be seen from far away
The nude mod. For the sake of, eh, realism?
I brought some mods on vacation with me last week. Most didn’t last long enough to want to save. Here are some early favorites.
Chase Camera Mod. Thank you, everyone who mentioned this one! Now I don’t feel sick after three minutes.
Active Inventory Spell. Abiene went shopping in Cheydinhal and gave a few of her guild mates there new robes. (Extra Robe Pack.) Much better!
Companion Share and Recruit. Jerric already got shut down by Rhano, so he has some work to do before they can go adventuring. Next time Abiene goes to the IC she is going to travel with a bodyguard. (Not sure who yet.) Lildereth is going to be disappointed. She wants to ask Merandil out, but little does she know that Kvatch is still on fire in her game. I doubt he’ll abandon his post to take her out to dinner.
Denock Arrow. Didn’t know how annoying that was until it wasn’t.
Portable Campsite. No more standing up and Waiting instead of making camp.
See You Sleep. It’s great to stay in third person. Another small thing that makes a big difference.
Slof’s Horses!
Snowy Road to Bruma. More snow! Yay.
I have very vanilla taste in clothing and so do my characters, so we’ve only added a little bit. Brocade Clothes, Capes and Cloaks, Lil’s Rogue outfit, some colored tops and a couple of dresses. If we didn’t love them they wouldn’t get to stay. I can’t wait to dress Darnand up with Extra Robe Pack, but he won’t go in the shops.
Lil has a new bow (Robin of Locksley bow). It looks very much the way we imagine her gin-jiru bow. Jerric likes his old gear too much to want to change, but hopefully someday I’ll find him a sword and Darnand a staff that are as perfect for them as Lildereth’s new bow.
The Wobbly Goblet! Three of my characters have even decided to live there. That’s the one that got this whole learning process started.
Congrats, Grits! With the exceptions of differing bows and outfits, I have every mod that you mentioned and am so glad you are enjoying them.
Acadian, you have been the invisible advisor as I’ve worked through this process. I’ve found your advice several times through various unrelated searches. I even figured out how to let Abiene join the Chapel of Stendarr by reading your forum post to someone who wanted not to be chased by wolves!
Don´t worry, I´m tough
I would like to use Snowy Road to Bruma, but as it adds more than just the snow (WHY DO THEY ALWAYS DO THAT!!???), I don´t want it. I don´t want more lamp posts and from what it looks, different snow texture when it´s snowing.
It´s like this other mod I tried a couple of years back. It added more snow like I wanted, and different animals which was ok. And bigger stables, which I guess I was fine with. But what made me drop it was the mod also changed the houses in Bruma! Suddenly there was stone wall when before it was timber! And all I wanted goddammit was more snow! Why couldn´t they have left it with that!???
..sorry...
And that's why I end up making my own mods. I run a lot more self-built mods than I release for others, and the ones I do publish make as little change to the world as I can manage.
And it's probably why my favorite mods are the "fix one detail" type, like Toggleable Quantity Prompt, or else ones that can be customised, like Map Marker Overhaul and Dynamic maps.
In a recent post to my Skyrim fan fic, I had a screenshot of Valrimor drinking from a mug. mALX had asked me if it was a pose mod I had used to get that shot. It is not, but rather it is an animation that comes with a realism/immersion mod that I use called Realistic Needs and Diseases. If you enjoy a realistic, immersive play style, I cannot recommend this mod strongly enough. There is a YouTube video that explains the mod (and two others that are unrelated) better than I could. In short, it adds the need to eat, drink, and sleep. It provides camping gear of various levels of complexity, from simple bedroll to full blown campsite. It allows for inebreation from alcoholic beverages. It also causes diseases to get progressively worse if left untreated. In is fully customizable through MCM.
http://www.youtube.com/watch?v=T5K87n_HuU0&feature=em-subs_digest-vrecs.
http://skyrim.nexusmods.com/mods/26228/.
If you are into immersion, get it and emjoy!
The disease part appeals to me, but the rest does not.
I use http://skyrim.nexusmods.com/mods/11163// which makes the weather deadly. No more running around in a blizzard or swimming in the arctic sea.
I second ThatSkyrimGuy's suggestion of Realistic Needs and Diseases. I think it truly is a wonderful mod. I use it in conjunction with Drinking Fountains of Skyrim. I never used one of these 'needs' type mods in Morrowind or Oblivion. I preferred to handle this stuff myself. But I gave this mod a shot, on a whim, and discovered that I really liked it.
I'm the opposite of King Coin here: eating, drinking and sleeping appeals to me but not the diseases. Fortunately - like Frostfall - this stuff is easily configured in the MCM menu. (Gods, how I love MCM!) I adore seeing my character go through the eating and drinking animations, just like I adore seeing my characters warm their hands in from of a fire in Frostfall. For me these little touches make my character feel more 'alive' to me.
One of the mod's neat features, I think, is inebriation. Over the years some of my characters in Morrowind and Oblivion have been hard drinkers. And getting drunk is is one area where using my imagination just felt a little...underwhelming to me. RND adds multi-step inebriation (from a bit tipsy to blackout). It's gets realistically hard to walk if a character drinks too much. One of them actually stumbled and fell right off a bridge into the water after a night of heavy drinking at The Bannered Mare. I fell totally in love with the mod when I saw that.
Well, if I can turn parts of that mod on and off with MCM then I may install it. For me, eating and drinking is something that I just pretends happens in the background, just like... uh... nature calls.
Diseases in Skyrim weren't very threatening and I've had characters run around on adventures for a long time without even knowing that they had a disease.
Getting drunk sounds entertaining as well.
With this mod, diseases can kill if left untreated.
I've been playing Oblivion again since finishing school. There are a few mods I've been playing with that I like very much, and am now trying out a few others.
I love SubRosa's Witchcraft mod and Forest Friends mod - my character (who has no weapons skills - the complete opposite of Julian of Anvil) loves her summoned Bear.
Another mod that surprised me (by how much I enjoy it, even when I'm not paying attention to it) is Sounds of Cyrodiil. SoC adds ambient sounds to environments both indoors and outdoors. Towns and the IC are more alive with background noises - music and arguments when you walk past a tavern, barking dogs, the sound of a hammer on an anvil when you pass a smith's, dripping water in caves, wind blowing through deserted hallways inside Ayleid ruins (which makes them even spookier than they already are), wind in the branches. I'm sure there are more I can't hear (because they are outside my range of hearing), but I've seen the files for them. Each of Cyrodiil's taverns has its own sound set - the lively tunes at Olav's Tap and Tack is far different from the genteel tunes playing at the Cheydinhal Bridge Inn. Mages Guild Chapterhouses has odd noises in the basements which I imagine are spells cooking off; also in various basements you can hear footsteps walking across the floorboards above.
I'm working my way through Kvatch Rebuilt and am liking it so far. I have Reclaiming Sancre Tor on standby (it activates when you pick up the Champion's armor, and I haven't done so yet).
I have the CM Basic mod - I am discovering how much help companions can be when working my way through scary places. They get right into the thick of things and give my character a chance to gather her wits when ambushed. At this point I'm not keeping any one of them - rather I'm "auditioning" them to decide which one I like the best.
Of course, I have Slof's Horses.
I just installed three new mods yesterday and am trying them out:
Better Dungeons - I've been in Boreal Stone Cave so far and it's very different - I rather like it! I will have a better opinion after I've tried out a few more dungeons.
Trails of Cyrodiil - I love the idea of hidden trails that are hard to see and difficult to follow - it's much more realistic. So far I found the entrances to a couple of them, but haven't yet followed them.
Almost All Oblivion Vanilla Textures Replacer - a new mod that incorporates several other mods. Yes, it's a compilation mod (and I'm not too crazy about them), but I thought I'd give it a whirl and see how things look. So far it's okay - at first it made my eyes hurt because it felt like I was wearing glasses several grades too strong for my eyes! But I'm liking the detailing in the clothing and the tapestries and the rugs, so I'll give it a little more time.
For Oblivion: I’ve been using Immersive Interface for a while and I love it. The first time through I forgot to remove the compass. Fixed that today. Even the sneak icon is out of the way at the bottom now. And my favorite part: disappearing status bars.
It's been about a month and I can proudly say I have a list. I am going to try to list these from most useful to less useful.
Fundament -- Ability to individually set all sorts of things. I use this mod to change how fast skills level upwards as they're used. Mostly I dumb this upward movement down, especially for typical fast-moving skills like Sneak, Alchemy, and all the magic except Destruction and Restoration. Makes it feel much more rewarding when the character finally goes from (let's say) Novice to Apprentice because he/she has spent a lot of time working at it.
No POI Compass: dumbs the compass's functionality down. Directions are shown, and quest markers can optionally be shown, but this mod kills all the 'auto-locating devices' found in the vanilla compass. :tongue:
Basic Primary Needs -- Food, drink, sleep (and other things) matter. For my very first PC game (Snaat Rayag the skooma dealer), I've going to use Natural Hunger (only food matters) instead of BPN because NH just feels right for his game.
MMM -- been wanting new / additional creatures and NPCs for years now. MMM has lots of options, so anything I don't want (spiders, for instance) can be toggled on or off. And the way this mod adds its content to the game is tasteful.
Simple Saddlebags -- FINALLY I can put some of my character's stuff in bags carried by horses!
Storms & Sounds -- adds some new storm behaviors, and new sounds from storms to the game. It also adds real lightning strikes! .. Storms & wind can often be heard indoors too, if there are any windows or if the structure is made out of wood
All Natural -- Adds a variety of new weathers, and changes light radiances indoors. If it's daytime outside, the room you're in will be brighter than if it's night, for instance.
Get Wet -- A mod which subtly puts dripping water on characters & NPCs, and the clothes they wear.
See You Sleep -- Everybody knows about SYS, I think. I sometimes disable this one because I like having my characters level up after they sleep, and SYS cancels this. But if they're not leveling up, SYS is on.
Alternate Start -- I'll use this one occasionally. Starts the character in a room with Imperial guards instead of in jail. The char needs to fill in some 'immigration forms', and this is how we choose Class, Race, Name, Country of Origin, etc. If the player wants to not have the Amulet of Kings given at the beginning of the game, this can happen, too.
Darker Dungeons: I've also tried Cava Obscura, but CO makes the lairs too dark. DD allows mist & natural light sources to carry more luminescence than CO.
Forest Friend -- Love this one for Saga's game.
Better Cities -- Everybody knows about BC. I love this mod but also have mixed feelings about certain portions of it.
Animated Window Lighting System: Windows glow with light at night, and chimneys also smoke.
Clothes Get Wet -- If the PC or an NPC goes swimming, this mod slows movement afterwards for an hour. This one's a bit over-the-top TBH, but I have it installed for now.
Highwayman: Only one of my character's games has this installed. This allows the PC to play the part of a highwayman bandit. It adds dialog options to rob or threaten NPCs if they don't "pay up". This one does some weird things to NPCs unfortunately. Something's not right with it.
That's it for now! .
Nice little mod list, Renee. As much as I probably would like quite a few of them I still want Lothran´s game as close to vanilla as possible
I just started using Robert's Female Body, Robert's Male Body, and an texture upgrade mod for both. The new face textures that come with the latter are a big improvement over Natural Faces.
I love Robert's for both male and female body replacers. I really liked the BAB body for Julian's game, but I think Robert's fits Tallei better.
I only wish there were more stuff for the Robert's Female!
The BAB body is, to my eye, thinner and more slender through the hips than vanilla. Suitable for someone with Julian's background as a former Legion soldier and recovering addict.
The Robert's Female body is a little bit more curvy than vanilla, but not too much so. I looked at HGEC for the A- and B-cup upper bodies, but couldn't find enough clothing mods that fit something more slender than the double melons that seem to be so popular in the modding community. I seriously considered going back to the vanilla body and putting up with its textures until I checked out Robert's. For Tallei I thought it was perfect (still do), and there are more clothing mods for this one.
I think the TGND is fine, except I find the upper and lower bodies to be somewhat unbalanced and the upper body just a little too immature for my taste. That's just my personal preference.
I do wish I could find a mod that adds scars and tats in a modular fashion - I get to pick and choose what I want on my PC's. But no luck there. I'd love to customize Julian's body with that Red Dragon tat on her shield arm. And Tallei can have a small scar or two on her hands (from picking all kinds of plants, and getting nipped by pissed off mud crabs every time she takes a nirnroot).
I used TGND to take the semi-nude pics of Teresa for her fic, when she did the Through a Nightmare Darkly quest. I would like to have scars like Skyrim that you can pick from too. But I don't like everyone in the world having the exact same ones. That is just a problem with how Oblivion is built. It was not until FO3 that Bethesda made it possible to use different bodies for different races.
I think I will give BAB a whirl too, just to see for myself how it looks compared to Roberts. I really like face textures that came with the third mod for Robert's, so I will probably keep those even if I use BAB.
BAB. Buffy 1.0 was a Bosmer using BAB. BAB is nice in that it is elven petite. Notably, the hands and feet are delicately done and one of my favorite features of that mod. It is not particularly well supported for outfits however.
HGEC. As things advanced, I became unsatisfied with what I could do with vanilla race face textures and got quite tired of avoiding close-ups and taking great care with lighting to avoid blotchiness for screenshots. I found a fabulous custom race – but it required HGEC. So Buffy 2.0 was born with her own custom race and body by HGEC. Naturally, for Buffy I chose the smaller cup and hips sizes. Her height of .88 also helped give her a smaller and more delicate look - but I still found her a bit ‘chunky’ compared to what I had hoped for. When I set her race’s weight to 80% of an Imperial woman, magic happened and we had the wonderfully elven petite body that I wanted again.
HGEC does have a more pronounced hourglass shape than most other body mods, but when combined with the smaller hips, bust and weight I’m using, I’m quite happy with it. Her current body is a bit more blossomed or womanly than her earlier BAB body, and I chalk that up to her maturing from teenage elf into young womanhood.
Less than ideally, her hands and feet are still a bit more manish than those delicate feet and hands that BAB did so well.
We use the EVE variant of HGEC, which provides plenty of ‘sizing’ options and also converts all the vanilla outfits to your selections. This ensures all the vanilla outfits fit well. As far as modded outfits, they run the gamut. The bad news is that there are indeed tons of skimpy and/or overly voluptuous outfits to wade through. But because HGEC is hands down the most supported body mod, there are also plenty of appropriate outfits for more slender girls for those who take the time to wade through things carefully - I think Buffy's massive wardrobe is pretty good evidence of that. While I think Buffy has a delightful little figure, I don’t think she’ll ever be convicted of being busty or voluptuous.
TGND and Roberts. I’ve used neither, but certainly evaluated them from screenshots and discussions. Both seem to be geared toward a more realistic shape, rather than the somewhat waifish body of BAB/vanilla, or the rather idealized hourglass of HGEC.
I don’t think anyone has mentioned Immersive Interiors. I added Animated Window Lighting System and All Natural to welcome Jerric and friends when they return from Skyrim, and Immersive Interiors is the icing on the cake.
Also Immersive Interiors and All Natural have made Better Benirus Manor a favorite mod. It was very nice before, but now with gorgeous interior lighting and a view out the windows it’s awesome.
So far I am liking the narrower waist of the Bab body better, so I think I am going to use it. I have been looking at a lot of face texture mods, and so far the http://www.nexusmods.com/oblivion/mods/39656. It works fine without the body, since it is just the face textures. I tried Danis13, Enayla's Faces, and of course used to have Natural Faces. But none of them look as good.
I took a look at a few other face/body/hair mods, like Ren's Beauty Pack and Oblivion Character Overhaul, but they add too many other things I do not want, and pulling out just the face files look like too much work. For Ren's I would have to rename a pile of files. The other one requires Blockhead, which uses a bunch of scripts to change out files. Of course the files themselves are not usable at all on their own (they just have text on them saying Use Blockhead).
Along the way I stumbled upon http://www.nexusmods.com/oblivion/mods/24085, which is rather neat.
I tried OCO with Room207’s Orsimer Overhaul and liked a lot of what I saw on the NPCs. The problem was that my characters looked horrendous. Otherwise I would probably be using it now.
I mean my folks looked horrible. No way! It was too much hassle to get them right in the first place. (Oh, and Roberts Female was my best pick to please a curvy little wood elf, a thin Breton, and a strapping Nord woman all with the same mod. It looks nice and pretty average so it’s not too far from any of them.)
I still use Orsimer Overhaul, though. I’d love to have a mod that makes Dunmer look Morrowindishly angular without changing every other race.
I don't like the noses in Orisimer Overhaul, otherwise I would use it. Though I do like the tusks. I use http://www.nexusmods.com/oblivion/mods/14417 for my Orcs. (sans the .esp file, which just redoes some of the Orc's faces. I have already done that to all the NPCs myself). Sadly it does not have tusks. It would be nice to have them with the normal noses, like they are in Skyrim.
Speaking of Orcs, I found http://www.kawaiianpunch.com/2013/05/object-of-geek-desire-grimlok-orc-dice.html
I'm becoming quite the fan of Companion Share and Recruit. Thanks to Grits for pointing me in that direction. I had tried Talkie Toaster's CM mods, but found they added too many people to the taverns. Sometimes I just can't move around in those places! If I can figure out how to do it, I would load back the CM Basic just to get two particular companions that he adds and that I like very much. But I don't want all the others. Especially since TIE adds more adventurers and Legion individuals to the game. CSR is proving to be more flexible for me - I actually got Jeelius to follow me back to Cheydinhal and then Fort Urasek in the game. He also accepted Julian's gift of the Mythic Dawn robe from Lake Arrius Caverns, especially since as the prisoner he was stark naked. It was a little more TMI than Julian needed.
CSR sounds like just the thing, it's just what I wanted. No seriously, I'm going to try that one. Which version do you recommend, I see like several of them over at Nexus.
Does anybody know of a good crossbow mod? Lady Saga's been an archer for ages, but she'd like to try something completely different.
Please forgive the brief answer, I’m in the weeds here.
I’m using http://www.nexusmods.com/oblivion/mods/3066/.
Renee, I just checked my mods. I've been happily using the CSR version Grits linked to for a long time.
Sorry on the crossbow. Buffy won't touch anything by a long bow.
Does anybody know of a hair mod that adds bangs like Xena's?
http://www.bing.com/images/search?q=xena&FORM=HDRSC2&id=DCD931225BF1173FA430DD5CAA717CFD768FD0B5&selectedIndex=1#view=detail&id=DCD931225BF1173FA430DD5CAA717CFD768FD0B5&selectedIndex=0
I am wanting to make Renee Gade III. RG2 was supposed to look like Xena, but there are no vanilla hairstyles with bangs up front. So I wanna get it right with RG3.
Thanks!
I like using wigs to change hairstyles. Here’s one of Kanet’s that has bangs: http://i.imgur.com/TulnmST.png / http://i.imgur.com/bSGlchr.png. It comes in different colors, she just likes the white and silver ones.
It comes from http://www.nexusmods.com/oblivion/mods/40774/.
Cool, that'll work, thanks!
The ones I use are pretty cool, for now. Here are a few...
Better Cities: I LOVE this mod. Adds so much more to the cities like shops, quests and NPC. However, like Renee, there are certain aspects I dislike, primarily what the mod does to poor Bravil
CSR; Essential for my gamestyle. Ironically, I very rarely enjoy exploring alone, so I use this to have Jessie or Anyanka (created with the console) join my adventures.
Better Benirus Manor. A wonderful mod that makes the manor more homey by making it lighter and better decorated.. Includes a library too!
Clothing mods: I use a lot of these... but mostly the Apachii Goddess store, along with it's separate wigs mod.
Cheydinhal Pet Store: Lissa wanted a dog, so I got her one
I really want to use a good body replacer mod, but I cannot seem toget them working. I'm trying to use Robert's Female body but I think I'm doing something wrong! Oh well
EDIT: WOO! FINALLY have a body mod! I installed EVE HGEC after seeing it mentioned by Acadian, and I love it. I also installed a skin texture to clean up Lissa's face. I'm so happy!
If compatibility is your thing, use HG Eyecandy. Every clothing and armor mod under the sun has an HGEC version available.
[quote name='Renee Gade IV' date='Apr 2 2014, 07:30 PM' post='217936']
I really want to use a good body replacer mod, but I cannot seem toget them working. I'm trying to use Robert's Female body but I think I'm doing something wrong! Oh well[/quote]
Robert's is tricky, by default it changes underwear, but you won't be able to see your character 'in their birthday suit' until you swap some nif files around. I forget exactly what I wound up doing, but if you read the posts over in Robert's Females Nexus page somebody explains how to figure this mod out step by step. It's a rather recent post too, so you shouldn't have to go digging.
Like lots of other mod pages, the author explains what to do, but the explantion is half-baked.
'
[/quote]
Yeah, that's the one I tried using, but then I tried out EVE HGEC and it works wonders and looks amazing
Generic answers to questions you didn't even ask:
The body mods typically come with replacement armours/clothing that fit the body (unless the standard armour covers it all completely) or else there's a second mod that supplies those (such as EVE). However, they don't supply any new armour or clothing models, and there's a lot more of those made for HGEC than the others. Which means that HGEC gives you more choices.
The same body gets used for all NPC's as well as the player, but since the body is replaced by the clothes, the only issue is really how the exposed skin gets textured. All the replacers use a unified "foot" texture to cover the whole body, so NPCs wearing vanilla clothes may look odd. They may also change shape when you remove their outfit if the body mesh and armour mesh aren't both replaced.
Hair is adapted to the size and shape of the head, as adjusted by the character gen sliders. However, it is only weighted to the head, and long hair will clip into the back or shoulders. Wigs don't conform to the head like that, but can be weighted to the whole skeleton, and bend and twist as the character moves. So usually short = hair, and long = wig for best results. Some styles are available as both, so you can decide which aspect is more important.
Thanks Ghastley, that's good to know. Learning more everyday from people like you.
I just came up with a great idea for a mod, perhaps it already exists. Okay.
I've got Storms & Sound and right now Lady Saga is sitting in her rented room at the Oak & Crossier. It's raining outside, and this mod makes it so that you can hear the rain indoors. Because of this, I'm not wanting to have her sleep just yet. I (and she) are enjoying the sound of the rain outside.
So I was thinking "what if there was a mod that made it possible to read books in real time?" .. In other words, is there a mod (or is it even possible) that makes it so the PC can read a book, the book shows up on the screen, but the game's still going in the background? .. In other words, the entire world wouldn't be on a 'pause' as we're reading.
I think there's a mod that lets time pass while your reading, having a conversation, picking a lock etc. but the rest of the game has to freeze to prevent you getting stabbed in the back while you do those things.
There is a mod that lets you see your PC read while time passes in game - it's Actors in Charge and is a "pose" mod, though to me it's more an animation mod (has you pick and choose what animations your PC and NPC's play). I like the reading a lot - my PC can read while seated or while standing. Of course, I can't read what she is reading, though,
I do think I've seen the mods you are talking about. If you search oblivion.nexusmods.com you may be able to find the mod that does what you want it to do. I think they start with "Real Time" but I'm not sure.
Speaking from the perspective of a 5-year vanilla gamer, that's one thing I was glad to finally discard: those horribly itchy-looking underwear sets for females, and diaper-like male loincloths. Thank you Roberts.
I am looking for some summoning mods for Lady Saga which will allow her to get away from her usual vanilla undead summonings, and found http://www.nexusmods.com/oblivion/mods/44805/?, a new mod that I think is rather cute, and fits her roleplay. I'd feel bad if she was constantly summoning cats or dogs, or more personable animals and they were constantly getting pwned, but rats?
I do want to find something like a lion summon, though. I did manage to find some pretty cool companion mods that feature bigger cats or maybe even bears. What have you folks found in your travels?
http://www.nexusmods.com/oblivion/mods/36623. It also makes them all friendly, so you do not have to kill every animal you run across in the wilderness.
Are you looking for a companion animal or something that would have a limited life and duration like a spell? For summoned critters I love http://www.nexusmods.com/oblivion/mods/36623/spells.
D'oh! I was too slow.
Use Witchcraft in the last few installs I've created.
Even gave up UL for it - I love the functionality of it too much . . .
[censored] yes! THank you thank you thank you'11111 Sorry. A little excited there.
I just found this mod http://www.nexusmods.com/oblivion/mods/39422/? and the cool thing is these cats can be found somewhere in Anvil, which is where my elf happens to be. They're pretty much useless for adventuring because they're programmed to flee at the sight of danger, but my elf is going to be staying at Lord Drad's Estate for a few days. It's going to be fun to have some pets up there, make it really feel more like a home.
I love that one! I’ve had a few instances where my group of characters moved to another city and part of the process was a cat caravan. I will never forget the sight of my heavily armored battlemage strolling down the Black Road followed by two dogs, a horse, and six cats!
I've had the same, only it was the Gold Road to the IC! It was a lot of fun!
MM hmm. Saga found Pepper and Jazz, and brought them both up to Lord Drad's. Sooo damn cute.
I also downloaded Sutch Village last night. I had no idea Sutch winds up becoming attached to Lord Drad's, so it actually was a bit of a surprise when Lady Drad had a 'Sutch' option in her speech options.
I've been a bit crazy with my mods recently!
my most recent and favourite are
DarNified - Changes the interface completely, making everything smaller and more compact.
Unlimited Rings - Gives you unlimited amulets ;P
Fiona Armour for HEGC - Gives you the clothes Fiona wore in the game Haunting Ground. Looks great on Lissa.
Natural Environment - Completely overhauls wildlife, water, trees, vegetation and weather. amazing mod.
Slof's Horses - Lissa's steed grew a horn
Be careful with those weather / landscape mods. Last night I decided I want to remove All Natural from Saga's game, for no other reason than variety. I like vanilla's weather / lighting system, too. Anyways, after I disabled the mod, it totally screwed up her gameworld. She was in an inn at the time, all the the meshes & textures were gone for the inn's floor, walls, and ceilings. So Saga kept falling through the 'floor', basically. The only solution was to Activate the mod again.
I'm guessing the solution is to somehow get tne vanilla stuff back, but I wouldn't have a clue how to do this, offhand. And even if I did, good lord that sounds like a lot of work? Maybe not.
Deactivating All Natural is tricky, since not only does it change the weathers, it changes many MANY interior meshes so you can see out the windows.
Pretty much you need to go to the testing hall, force the weather to default (38eee) save IN THE CONSOLE (very important) and deactivate.
But surely you already knew that if you just wanted the vanilla weathers you could've opened the mod's config file and disabled all the other mod-added weathers right?
Right?
That is correct.
I want to expand Lissa's Tamriel as much as possible. I've already downloaded Elsweyr: Deserts of Annequia which we are loving at the moment.
Next will be a mod to add Valenwood... but I haven't decided yet. There appears to be a few, so I need to pick the right one.
The Valenwood mod by the same author as the Elsweyr one works best with it. If you're intending to run them together, it's a no-brainer.
If you intend to remove Elsweyr, or run Valenwood in a new game, it won't matter.
ghastley, are you saying that Illiana (authoress of the Elsweyr mod) also has a V-wood mod? I can find Valenwood Improved and Valenwood Unleashed, but that's it (and neither are by Illiana). I checked Nexus and also the Assimilation Lab (which hosts Illiana's mods) and couldn't find any such mod. I'd adore more info on such a mod.
I've been happily running Illiana's older Elsweyr mod and plan to uninstall it to install her March 2014 version at some point soon.
I've never (successfully) installed what seems to be the most popular V-wood mod (Valenwood Improved). It kicked my OBMM butt and I gave up on it.
Sorry, I'd confused the compatibility patch with the mod itself.
Make that VI with Elsweyr (and the compatibility patch).
Okay, thanks. That seems to be the primary package. The patch (Elsweyr - VI) has been taken down from all upload sites it seems and no one seems able to find it these days. Tmar (over at BethSoft) runs that package. Out of kindness, he temp disabled his patch and reports that running Elsweyr and VI without the patch does not cause major problems. He says he would not let access to the patch deter running both mods. My problem is, as I said, I could not get VI installed with OBMM. I've got WB and use a few of its utilities, but I've never touched BAIN and my whole install is OBMM.
Edit: Okay, I did some review of the OBMM's nuts and bolts and got VI running. I quickly went to the border south of Skingrad between Elsweyr and V-wood. You can definitely see where the two mods don't 'mesh', and there are some minor land tears along the border. Definitely navigable and, in my opinion, not having the compatibility patch available does not preclude running both mods. I still need to install the VI translation, upgrade and translation to the upgrade. I'm quite encouraged and rather excited though.
Edit again: VI is now a solid install and seems to be working perfectly. A significant expansion of Buffy's range.
Yay! Great news! Cuz I really want to run Elseweyr and VI side by side.
I rather suspected there would be some land tearing and that would be all. I can live with that. There's always the tcl if I must. But it's good to know someone else beat me to it.
Also, does this mean we will get to see "Buffy Does Valenwood" screenies? I hope so!
I haven't been into Valenwood for a long time, but I recall having to fix some broken stuff. There was at least one enemy that was PC level +20 or something stupid that was intended to have the PC offset flag off, and the spriggans were immortal because the script that resurrected them didn't have its end condition right. That was all noted in the thread at Bethsoft, but it might be hard to track down.
Were thos things fixed in the upgrade you refer to?
Rider - I'm sure Buffy will get some screenies from V-wood since it seems like it's now in her range.
ghastley - I've heard about the spriggan problem and I don't believe it is fixed in the mod. I expect when we run into that stuff, we'll crack open the CS and change the sprigs to suit our taste. As the modder reports, in the cities, there are plenty of unfinished buildings - meaning that they are simply unfurnished and uninhabited. Buffy's in her first dungeon now; it happens to be a zombie fort and seems well done (and darker than Cyrodiil's dungeons). We're in NW V-wood and the terrain and plants still seem quite similar to the Gold Coast.
@Acadian: Do you use Shezrie's Towns? There was one in Valenwood near Anvil, and she did a VI patch for it. I think it was just for landscape tears, but I don't remember all the details.
ghasley - No, but I've heard good things about them. Beyond those provided by VI and Elsweyr, the only additional towns I'm using are New Valen (an elven tree village near the junction of V-wood, Elsweyr and Cyrodiil made by Cara) and Falkreath (up in Skyrim, by you).
Acadian, please do keep us posted on what you find in VI - I definitely want to hear about it.
As for Julian, I'm torn between http://www.nexusmods.com/oblivion/mods/34484/? and the http://www.nexusmods.com/oblivion/mods/43120/?
I know Lady Nerevar was part of the amazing Tamriel Rebuilt team and was working on this mod before it was spun off from the TR team. They made the decision, as I understand it, to focus the TR primarily on Morrowind, and have Hammerfell have its own team. It's progressing slowly, from what hear, because so few people are working on it. Might be only the one! In any case, as so much had already been put into it, that's why I'm so interested in it.
OTOH, the TWMP project is part of a larger collaboration. TWMP is a new height map created for the provinces of Tamriel that allow you to create more detailed mods using the lands around Cyrodiil. It seems to have quite a bit of support, judging from the various mods that are built up on it in the Nexus. I do not think Iliana's Elseweyr mod uses it though, so they may not be compatible.
I'm not sure, but I think my "old" Mac Pro can handle all the extra land. It would be cool to sail all around the coast - there are a couple of sailing mods that I looked at like http://www.nexusmods.com/oblivion/mods/29688/?, which recommends TWMP, and http://www.nexusmods.com/oblivion/mods/17150/? which just looks like plain fun. In either case, both would be nice for Julian to explore and indulge her love for the sea. And maybe find her mother's birthplace in Hammerfell. Perhaps she'll learn something about her family history there!
Gosh, that all looks fabulous! I've had Elsweyr for some time now and just cannot say enough good about it. Not only do I love the desert, but Illiana did simply an incredible job of creating a magical and exotic land right out of Arabian Nights.
Tmar, over at BethSoft has been using VI for a long time and I've seen tons of his screens - enough to know that the mod looks more 'foresty' than the jungle I would love to see in V-wood. Oh, you'll get a kick out of this: Buffy just found a statue/shrine to Julianos in northern V-wood that overlooks Julian's farm(formerly known as Gweden Farm).
Hammerfell looks wonderful and would certainly suit Julian. The screens in the Lady Neravar one show what seems to be a similarity to the Elsweyr mod (and that is high praise).
I know almost nothing regarding TWMP (beyond its concept). I know there are conversions to make VI TWMP.
I've not used one of the sailing mods, but I think Pseron Wyrd has spoken highly of the one by Side.
Buffy and I actually get a lot of mileage out of the SI - now that the dweeb Sheo's been deposed.
I’m so glad to hear that Elsweyr and VI play together! It will be ages before Jerric and Lil finish exploring Elsweyr, and now I have Valenwood to look forward to! Thank you, Acadian!
Quick question. Can anybody recommend any mods that keep the roads clear of enemies? Or at least reduces the amount of enemies on the roads? It gets a bit tedious having to fight ALL the time when traveling to places haha
I'm not familiar with such a mod that, I would imagine, reduces enemy spawn points along the roads. I'm sure there probably are such mods though.
I reduce the number of wilderness fights via SubRosa's mod http://www.nexusmods.com/oblivion/mods/36623/. One of the features of this mod is that wolves, bears, lions, boars and spriggans are not hostile. For RP reasons, we still like to give them a wide berth, but that one mod can significantly reduce 'annoyance' attacks while traveling. I find that mud crabs, imps, trolls, wills, ogres, minotaurs, land dreughs, etc still allow for enough excitement while traveling. In fact, I tweaked SubRosa's mod to render boars once again hostile. Witchcraft is a flawlessly put together mod that has other nice features as well (some bound armors and the ability to summon forest creatures). It is well worth taking a peek at. And, of course, it has the wonderful plus that if you have any questions about it, we have the wonderful authoress of this mod right here at Chorrol!
http://www.nexusmods.com/oblivion/mods/35265/?tab=9&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodreadme%2F%3Fid%3D35265&pUp=1 (Tamriel Immersion Experience) greatly decreases the number of bandits, et al on the roads.
I've also noticed the will'o'wisps aren't nearly as aggressive as they are in Julian's story. Whew! All of us - two-legged and four - are very relieved!
I also heartily second Acadian's recommendation of Witchcraft. It's a solid mod that plays well with TIE.
Personally, I use Tamriel Immersion Experience.
It's actually more a tiny overhaul than it is anything else, but one of the features is highly reduced spawns on roads.
Just keep in mind, it also un-levels the entire wilderness (among many other changes), so don't go venturing far from the roads while you are a low level.
I've got MMM in my games, which has a 'Safer Roads' option, but MMM probably wouldn't work for you Rhiannae. It's a pretty involved mod with lots of options, probably too many for you from the sound of it.
Thank you everyone for your suggestions!
I really like the look of Witchcraft, but I'll check out both that and TIE, although I think I'll enjoy Witchcraft more for the other benefits it provides
EDIT: Scratch that... TIE also looks amazing. Grr... I'll most likely have both! haha
Okay, here are my most recent mods that I am loving.
Killiana - Adds a permenant, unique spider Daedra companion. She's pretty cool, but quite sloppy when it comes to using magic! Can't TELL you the amount of times I've been zapped! Haha.
Weye - A simple mod I discovered that turns Weye into more of a settlement. Can't remember the exact name of the one I need.
TIE - Introduced to this above, along with Witchcraft. I love the subtle, bt awesome changes it brings to the game. I enjoy dungeons being hit&miss when it comes to finding treasure.
Unique Landscapes Compilation - Adds some beautiful locations. I very much like my Cyrodiil to have quite a cluttered landscape.
An update on Valenwood Improved (VI) + Elsweyr. As you recall, I'm using the older Elsweyr mod (will change over to Illiana's March 2014 version sometime fairly soon), and also, that the patch between the old Elsweyr mod and VI is no longer available.
Well, I'm pretty pleased with VI except for the western portions along the Elsweyr border. As I've gotten further and further into VI, the terrain rips, tears, and mismatched terrain planes are pertty bad. I'd say as much as 20% of Valenwood is unusable due to that. On one hand, the rest of VI looks good and is a pretty nice mod. My real concern, however, is that when back in Elsweyr and looking toward V-wood, those terrain abominations along the border or very visible. That really distracts from the beauty of Elsweyr - well, only if you look to the west.
I'm dealing with it for the moment since I'm not done pondering and evaluating and exploring. Once I change over to the new Elsweyr mod, I'll load Elsweyr after VI and evaluate things.
My long winded point here, I guess, is that at least with my setup, all is not happy along the Elsweyr/V-Wood border as I had initially reported. Again, I don't know yet how the new Elsweyr mod will fair with VI. If it comes to a choice between the two mods though, that is easy. Elsweyr, at least for me, is hands down the better mod to have.
If I do dump VI, I'll go looking for a separate worldspace (like SI uses) mod that provides a more rain forest/jungle feel to go explore.
I think Acadian and I have the same VI.
It's not a mod, it's the beginnings of one. So there's a lot of new territory, but it's not yet properly filled in. Some places are virtual ghost towns, with nobody living in the houses. Some houses have no furniture. However, there are quests and NPC's in parts of the province, and what's there works fairly well. Because it was developed independently, it doesn't mesh with Elsweyr. The patch I have (from Illiana) fixes the border alignment issues Acadian mentioned, but doesn't go any further. There aren't any cross-border quests, for example, except between each province and Cyrodiil. Nothing that uses both Valenwood and Elsweyr.
We've probably mentioned a few of the bugs we found, like unkillable spriggans, and overpowered enemies. I patched my copy to fix them, so I forget they were there. I think I also fixed a multitude of smaller cosmetic things as I came across them, for my own use. I can package up my copy if anyone here wants it, but I can't support someone else's mod.
I also run Shezrie's Towns, and there's one in Valenwood, close to Anvil. I help her patch that for a few land tears etc. that VI caused, and again, I forget what we fixed. That patch is probably still available, but may not be on Nexus.
If I get round to pulling down the latest Elsweyr, I can check if the VI patch still works. If not, I might even rework it myself.
I use Dynamic Maps in my game, and I developed an overlay for each of Elsweyr and Valenwood. I only have one style, and it may not work for everyone. I'm not sure if they're part of the DM package now, from other authors.
Which brings me to the southern part of the map. The Elsweyr mod is strictly Anequina only, and doesn't include the Pellitine cities of Torval and Senchal. So that piece of the landscape only exists in the Valenwood mod, and they didn't get it right. Since all that was needed was a border region near Haven, there's enough to take you over to Duncori, which is as far south as the Elsweyr Anequina mod goes. The peninsula south of that is the wrong shape, and needs reworking before Senchal could be added. Also, Elsweyr Anequina has invisible walls along its borders, which I had to remove by updating Illiana's patch, as she'd left the Torval area walled off.
There was a separate project to create Senchal, (by StarX) and you can still find images of it on the TESAlliance site, IIRC. It was intended to be merged into a composite Elsweyr mod, and someone else was going to do Torval. Rimmen likewise, but it looks like that area was surrendered, and Illiana's got control.
I've held off from making any pieces for my mods that go into Elsweyr or Valenwood, but they have had mentions in some quests. Aranxa was summoned by Altmer conjurers who wanted to mount an attack on Riverwood, but she never left Fort Black Boot. The Mane was to be the assassination target of Enilwen, but she was talked out of going to Torval while she was still in Skingrad. Taminwe goes to Senchal from Leyawiin, while the player stays in Cyrodiil. The only actual cross-border quest was to my own Falkreath, but I was always hoping Elsweyr would be fully released, and I could use it. Maybe that's a bit closer, now that Rimmen's included.
ghastley, thanks! I've already adjusted the Valensprigs to match how we have the Cyrdiil ones. Heh, Buffy encountered what seemed to be pretty stout storm atronach as the boss down in the bowels of some dungeon. In fact, it seemed so sturdy that we opened the command console to query its health. After inflicting enough damage to kill a vanilla storm several times over, this guy still had more that 10,000 health! Buffy felt up for the challenge though. With a change in tactics to optimize stacked weakness to magic, he went down fine.
Interesting reading, all your adventures in extra-Cyrodiil areas. Sounds fun. I'd look into it but it sounds like I'd need more of a background with building mods before I do, huh? ..
Rihanae: what's the name of the Weye mod? That sounds like something I'd be interested in, assuming it doesn't somehow clash with Better Cities I.C. (which it shouldn't).
Rihanae may be talking about AFK Weye. I have that one, and like it a lot. The story lines are more interesting than your usual fetch and carry quests.
I've deleted Valenwood Improved (VI) from my load. I was willing to tolerate the near empty cities, unfinished building interiors, forests instead of jungle, and land tears that were contained within V-wood.
The mod went on 'probation' though when I saw that the land tears and mismatched terrain planes were quite distracting when looking westerly from Elsweyr. That probably would have ultimately caused me to uninstall it. The patch between the two is no longer available and was made for the older Elsweyr mod anyway.
What caused me to uninstall it however was some excitement earlier today. As Buffy progressed into central V-wood, she began encountering the 'I HAVE NO GREETING' glitch. At first, we attributed it to a problem in central and possibly southern V-wood, since the NPCs in northern V-wood had talked fine. On a whim, however, we popped back to northern V-wood and encountered this new problem there as well. Nervous now, we popped to Anvil and encountered it there! That generated an instant uninstall of VI - which did not solve the new problem in Cyrodiil. What fixed our game was loading an archive save from right before we installed VI.
I'm certainly no whiz with mods, but I know my limitations. VI is not for me. That said, I'm very glad I tried it (and emerged relatively unscathed), since I've been curious about the mod for some time.
Hi, Renee. Yes, Buffy's game without VI is fine now, thanks. The land mass of VI seemed to be about a third the size of Cyrodiil - pretty big.
So no more pics from Buffy in Valenwood?
I have three more yet to be posted, but won't be able to take any more. That's okay, Cyrodiil, Elsweyr and the SI are a pretty big and varied range. I also have another mod that adds a small V-wood tree village and yet another that adds Falkreath up in Skyrim.
I reckon that last place is also last on Buffy´s list of favourite places.. !
Sorry I took so long to get here!
Renee I am indeed talking about AFK
Acadian it's a shame VI wasn't for you. I can't blame you though. I tried it a while back and had the same personal issues with it. It's disappointing because it truly has the makings of a great addition to the world.
The description of the mod claims it to be a 'Landscape mod', explaining the lack of interiors... but personally I just think it's laziness to describe it as that when it's clearly just unfinished.
I've great respect for modders. I can understand putting out VI 'unfinished' and I'm sure the modder had plans to refine and fill in things. But like many projects, it never really got updated beyond a certain point.
I'm still using the older version of Anequina. For those using the new (March 2014) version, is it working well? Any problems? I'm likely to switch over to the new version at some point, but am, kind of selfishly, hoping for some 'trouble-free' reports.
I’ve had no trouble with the new Anequina so far, but I hasten to say I have barely begun to explore! We’ve made it from Dune to Fort Seaplace stopping in at every location found along the way. That’s not much. I will make note of any weirdness that we find in Elsweyr as well as after returning to Cyrodiil and give a report.
Renee, I found the ability to actually set up camp for the first time to be one of the best game moments I’ve experienced. After all of those years of using Wait to pretend, my character was finally living in the world. Congrats on the addition!!
Thanks, Grits!
Renee, after trying quite a few camp/tent mods, I've settled into 'Camping' (like you) and augment it with 'Portable Campsite' when we just want a campfire or maybe a bedroll. Rather than setting up stools, I generally use simply a pose mod if Buffy wants to sit by the campfire (sit on the ground).
As you probably know, the 'Camping' mod has, in addition to three levels of tents, also three levels of 'poshness'. Those are determined by the amount of gold you're carrying, with cutoffs at 20K and 100K. I confess that Buffy kind of likes the silk brocade bedroll provided by carrying plenty of gold.
http://www.nexusmods.com/oblivion/mods/26389/?, one of my new favorites. Removes the GPS pointer on the map YES! .. I've spent at least a couple months looking for a mod that does this. It does a few other things too, but I've been wanting to remove the pointer since my PS3 days.
And the makers of tape everywhere panic is they just lost their best customer...
Home Depot's market share plunges....
http://www.nexusmods.com/oblivion/mods/44805/?
This mod makes it possible to summon TEN rats at the Journeyman level. It is the type of mod which fits a very specific type of roleplay, and for Lady Saga this mod's perfect. Saga only summons 'natural' creatures, you see, like the Summon Wolf spell found in SR's Witchcraft mod.
Anyways, Summon the Rats is hilarious. The rats all squeak at the same time, and often an enemy will literally be surrounded. Then, it's a slow death for that poor NPC, while they go "Hah, Ow! Ouch!"
The only thing I don't like about StR is the original mod author made it too über. I noticed after summoning the rats that it would only take 2 or 3 rat-bites to kill most enemies, and I discovered that the mod author made so that each rat does an insane amount of damage (for a rat): 35 points per bite! They also had too many health points; I think 20 hp each, which is just insane.
I was able to go into TES4Edit and change this (my first usage of this tool...pretty cool); now each rat only has 10 health and does 5 pts. of damage. NPC enemies now must deal with agonizing rat-bite after rat-bite, while Saga can get some easy shots with her bow.
Wow, I had completely forgotten about this thread!
But now when I´ve found it again I might as well ask if anyone know of a mod, or can create a mod, that disables the cricket sound in the Jeralls? I mean, they really shouldn´t be heard there, now should they?
I was searching for the same mod a few years ago and using http://www.nexusmods.com/oblivion/mods/39804/ was the closest to achieving this - it"disables" crickets in the Jeralls but it also changes a lot of other things which I didn't like so in the end I didn't install it.
I did look at that mod long ago but decided I didn´t want it. Thing is, if I mod my game too far away from vanilla it takes away "the Oblivion feel" for me, if that makes sense. If that mod had been in the vanilla game it would have been great, but as it isn´t I´ll notice it every time a sound plays that isn´t vanilla and then I´ll be reminded that I´m using a mod.
Plus I really only want to disable the crickets up there anyway
I don´t really need a mod that disables them in Bruma. All I need is one that disables them entirely and I just turn the mod on and off as I need to
They're in the Oblivion - Sounds.bsa file, Renee, which you would need to unpack, modify and repack. I would advise against that, though, I don't think it's a good idea to modify the original game BSAs at all. Some supplemental vanilla assets are placed on the disk though, I have some cricket files there, but they're likely from a mod like OSSO.
But, Mirocu, what you can do is take the opposite approach. A file placed on disk overrides the one in the .bsa, so substituting a silent file with the same name should remove the crickets. In the case of the Jeralls, that would mean everything in data\sound\fx\ambient\regions\crickets\forest\ - which unfortunately would also wipe out all forest crickets elsewhere. And you need a silent .wav file, easy to make that.
OTOH, a targetted approach in the CS would mean finding all the cricket sound emitters in the Jeralls and disabling them, because the general sounds for that region already have crickets disabled, I just looked. Which means that you've identified a bug Trouble is there's probably a lot of them...
EDIT: Not very helpful, sorry, thinking aloud. Maybe a better idea will occur...
I´ve scrapped that idea for now, at least until someone makes a mod...
Another question. At some point Olfand died (I of course resurrected him) and as a result, no one longer talks about Skjorta´s antics and how they drink so much. Is there a mod for bringing that back? I looked at nexus but found nothing.
*unfaints mALX*
Noo, Oblivion. Olfand and Skjorta lives in Bruma
I have a mod that enables greetings that get lost when you level up. Maybe there´s a way to bring back random talk between NPCs about other NPCs too?
So can I get a list of your must have mods for Oblivion? Some things I would like to change about Oblivion would be:
How the characters look (the original "play dough faces" are just terrible)
Maybe some cleaner graphics
Oblivion had a severe problem, IMO, with leveled lists (really? Like 5 marauders in a ruin are equipped with Daedric stuff? I'd like to tone this down.)
Other than that, it's all good. Some extra options for lore friendly gear might be nice.
http://www.nexusmods.com/oblivion/mods/37952/ is one of the most important things, as it is a utility that many mods use, like http://www.nexusmods.com/oblivion/mods/22410 and http://www.nexusmods.com/oblivion/mods/3409
http://www.nexusmods.com/oblivion/mods/1840 gets rid of the slow camera movement, and makes it behave like a normal camera in any other game.
http://www.nexusmods.com/oblivion/mods/2119/ automatically levels up your quest-gotten items as you go up in levels. So you don't have to power game and deliberately avoid doing quests until you are over 26th level.
http://www.nexusmods.com/oblivion/mods/37810 and http://www.nexusmods.com/oblivion/mods/40579 add some good poses, intermixed with a lot of hyper-sexualized ones.
http://www.nexusmods.com/oblivion/mods/15555 adds map markers for wayshrines and ayleid wells.
http://www.nexusmods.com/oblivion/mods/1843/ stops magic items from constantly glowing after you eqiup them.
http://www.nexusmods.com/oblivion/mods/38110 allows you to un-ready a bow without firing the arrow you had nocked.
http://www.nexusmods.com/oblivion/mods/12568 adds a more visible poison shader.
http://www.nexusmods.com/oblivion/mods/44128 keeps items like weapons still bound to the inventory of the actor that carried them after they die. That way when their bodies refresh, the weapons go with them. Otherwise they remain, and contribute to save game bloat.
http://www.nexusmods.com/oblivion/mods/38466/ restores dialog that was cut from the game.
http://www.nexusmods.com/oblivion/mods/18669 hides the neck seams by giving you little necklaces you can wear (which do not count against wearing an amulet).
http://www.nexusmods.com/oblivion/mods/12536 is the body mod I use. However, I took the face textures from http://www.nexusmods.com/oblivion/mods/15624 and installed just them over Bab. That gives me the Bab body with the Robert's face.
http://www.nexusmods.com/oblivion/mods/17224 is hands down my favorite clothing mod for Oblivion. Followed closely by http://www.nexusmods.com/oblivion/mods/37589
http://www.nexusmods.com/oblivion/mods/7327/ gives you a bunch of replacement shaders to replace the default nighteye effect.
http://www.nexusmods.com/oblivion/mods/19370 changes many areas with new and interesting features. It is not one mod, but a bunch of them all with the same vision: of creating a new and more interesting Cyrodiil. I found some to be absolutely awesome, and others absolutely terrible. So it is best to download each separately and try them out one at a time, as you mileage will definitely vary.
http://www.nexusmods.com/oblivion/mods/41328/ will allow you to enchant magic items without having to learn spells or go hunting for soul gems. The idea is to simulate Bubba the Barbarian walking in and paying Calindil to enchant an item for them. Rather than Bubba having to become a mage in order to magic up his monster-masher.
http://www.nexusmods.com/oblivion/mods/41115/ adds in a bunch of boats that will take you across the Niben and Lake Rumare. It is purely for roleplaying, so your characters don't have to swim or walk on water if they don't want to.
http://www.nexusmods.com/oblivion/mods/36623 allows you to summon animals and makes them friendly to you. Or http://www.nexusmods.com/oblivion/mods/33463 gives you an amulet that makes the animals friendly.
http://www.nexusmods.com/oblivion/mods/31265/ does exactly what the name says.
http://www.nexusmods.com/oblivion/mods/41135 fixes up Cadlew Chapel and turns it into a nice little player home, perfect for an Azura and/or Meridia worshiper.
http://www.nexusmods.com/oblivion/mods/12859 - you need to sell things one at a time to level Mercantile, and this saves a bunch of time. It makes the vendor interface much more usable.
Shezrie's Towns - especially the bits I contributed. They may be hard to find.
Anything by me.
Wrye Bash to manage it it all - the Profiles feature is particularly useful for multiple characters with different mod lists.
Acadian and I have both run our characters through Elsweyr Anequina, and Valenwood Improved. Get a matched set with the border patch. se tmar's screenshots in the thread at the Bethsoft forum, his girls are there often. If you put these in, I have a few fixes, too.
The Wobbly Goblet mod is no longer mandatory, especially as it disappeared from the Nexus while being transformed into the Lucky Mudcrab, and never re-opened. There's a link in it's thread here, though.
Think I gotta add a couple mods from SubRosa´s list there
One advantage of using mods developed by those here, is that there are development threads that tell you a lot about the mod before you even try it.
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)