Must have mods for the game?

#1me1122Posted 3/14/2013 6:13:42 PM
Yeah about to do my first play of the game, and well I need to know what the best/must have mods are. Especially a texture pack if possible.

Thanks.
#2DemiversePosted 3/14/2013 7:12:07 PM
Quarl's Texture Pack III is probably regarded as the best all-encompassing texture pack out there.

For gameplay, a lot of people will probably reccomend Francesco's leveled creatures/items, Oscuro's Oblivion Overhaul, Oblivion Warcry, Martigen's Monster mod, or some combination thereof (such as FCOM: Convergence, which essentially allows you to run all of these monster/leveling mods simultaneously). These mods do a lot to improve the level scaling issues in the game.

A big one for me is Quest Pop-Up Remover. It's a tiny little detail but one that seriously increases immersion, if you're like me and get annoyed by quest boxes popping up and telling you things like "I'm in the middle of nowhere, but somehow I just heard about some location halfway across the country where I can get epic loot and stuff".

All of these mods can be found on Planet Elder Scrolls or TES Nexus. I'd reccommend going to PES and browsing Oblivion's Hall of Fame list there to get a feel for some of the best of what's out there.

As a general rule, I usually recommend people to go vanilla on their first playthrough of any game. This way you can play the game the way it was meant to be played, find out what you like and dislike about it, then proceed to mod accordingly. Otherwise, you'll never have that "foundation" to base your future modding decisions on.

In the case of Oblivion, however, some of the gameplay mechanics in particular are so handicapped that I'd make an exception.
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"When a man cannot get what he wants in one world, he finds it in another." -Voltaire
#3crazy4rpgPosted 3/14/2013 7:51:42 PM(edited)
You'll definitely want the Unofficial Patches. There's one for the vanilla game, one for official content like Knights of the Nine, Wizard's Tower, Vile Lair, etc, and one for the Shivering Isles.

They fix many problems left over after Bethesda passed out from snorting moonsugar of an Argonian concubine's ass.

Although they don't seem to fix my character's hair clipping through the collars of the Shivering Isle's various Regalia style clothing, like Sheogorath's Regalia or the Raiment of Arden-Sul. I hate that!
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#4NeninaPosted 3/14/2013 10:45:57 PM
Enemy Actors Use Powers
http://oblivion.nexusmods.com/mods/29485
You have a birthsign. Why don't others have birthsigns. Now they do and will use powers against anyone against them, not just the player. Take this kiss of paralysis, oh and too bad your conjured undead is running away thanks to the Ritual spell.

Dungeon Actors Have Torches
http://oblivion.nexusmods.com/mods/11169
Why did bethesda make the dungeons dark and expect us to believe that actors in them don't need torches? Are they just hanging out, enjoying the darkness? Now they get 60% torches and use them. Especially useful if you use a mod such as Cava Obscura to make all dungeons darker.

And since this is your first game, it's a perfect time for...

Unique Landscapes
http://oblivion.nexusmods.com/mods/19370
Makes landscapes look handmade instead of bland algorithm generated areas. But you will need either Wrye Bash or Oblivion Mod Manager for this install. Or else you will have to download all of them one by one.

...since you likely will be playing the main quest and not adding third party quests.

As a newcomer modder, you should at least get to know this crucial, easy to use program:

tes4edit
http://oblivion.nexusmods.com/mods/11536
This is the one that cleans those dirty ass edits. And the one that will look at your entire list and tell exactly which .esp / .esm files are causing errors with the rest of the list.

Finally, sooner or later you will have to learn Oblivion Mod Manager and Wrye Bash, if you want to use 50 or more mods together and want to try the more challenging installs such as FCOM.
#5me1122(Topic Creator)Posted 3/15/2013 7:39:57 AM
Nenina posted...
Enemy Actors Use Powers
http://oblivion.nexusmods.com/mods/29485
You have a birthsign. Why don't others have birthsigns. Now they do and will use powers against anyone against them, not just the player. Take this kiss of paralysis, oh and too bad your conjured undead is running away thanks to the Ritual spell.

Dungeon Actors Have Torches
http://oblivion.nexusmods.com/mods/11169
Why did bethesda make the dungeons dark and expect us to believe that actors in them don't need torches? Are they just hanging out, enjoying the darkness? Now they get 60% torches and use them. Especially useful if you use a mod such as Cava Obscura to make all dungeons darker.

And since this is your first game, it's a perfect time for...

Unique Landscapes
http://oblivion.nexusmods.com/mods/19370
Makes landscapes look handmade instead of bland algorithm generated areas. But you will need either Wrye Bash or Oblivion Mod Manager for this install. Or else you will have to download all of them one by one.

...since you likely will be playing the main quest and not adding third party quests.

As a newcomer modder, you should at least get to know this crucial, easy to use program:

tes4edit
http://oblivion.nexusmods.com/mods/11536
This is the one that cleans those dirty ass edits. And the one that will look at your entire list and tell exactly which .esp / .esm files are causing errors with the rest of the list.

Finally, sooner or later you will have to learn Oblivion Mod Manager and Wrye Bash, if you want to use 50 or more mods together and want to try the more challenging installs such as FCOM.


I got oblivion mod manager last night, so I'll be getting all the mods in this thread when I get home today. Just gonna do the vanilla story for now so thanks. :)
#6Metal Gear FredPosted 3/15/2013 9:27:42 AM
I finished my first playthrough last week, and was very glad I used a levelling mod that was recommended on here.

Galerion Natural Levelling
http://oblivion.nexusmods.com/mods/3392
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#7DemiversePosted 3/15/2013 6:04:04 PM
^I'm gonna give this one a try. It sounds like it comes pretty close to what I had always wished the leveling system were like. And it's great that you can edit the values easily as well.
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"When a man cannot get what he wants in one world, he finds it in another." -Voltaire
#8minjonator1234Posted 3/15/2013 10:00:15 PM
There's a useful mod that pre-loads all of the towns (except the imperial city) which I found useful, if you're not the fast-travel kind of guy

There's also a mod that colors in the map, but It's just aesthetics.
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#9crazy4rpgPosted 3/17/2013 5:59:41 PM
Metal Gear Fred posted...
I finished my first playthrough last week, and was very glad I used a levelling mod that was recommended on here.

Galerion Natural Levelling
http://oblivion.nexusmods.com/mods/3392


Ok I just picked it up and I'm wondering about my HP.

The Readme file says my HP will be (hp = 2*end + ((end*(level-1))/12)).

I assume that means I no longer get a 10% End bonus to my HP?

With the vanilla system my Breton with a Level 50 cap and 45 starting End (Warrior Sign + End Class Attribute) would get a max of 630 HP if I focused on End right from the start.

Using the above formula (and I'm not sure if I am doing this right) my max HP would be:

HP = 200 + ([100 * 49] / 12)
HP = 200 + (4900 / 12)
HP = 200 + 408.33... *round up or down?*
HP = 608-yish

Is that right?

Kind of a bummer I'm loosing 22 HP. The munchkin in me is not happy.
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If life is a game, how do I enable God Mode?
#10DemiversePosted 3/17/2013 10:30:04 PM
Hmm. Seems a bit odd that the only thing affecting max health would be the level cap. Example:

Level Cap / Max Health
45 / 566.66
52 / 625

Not much difference there. Unless I'm missing something important.
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"When a man cannot get what he wants in one world, he finds it in another." -Voltaire