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Off-Topic Discussion => Gaming Discussion => Topic started by: Commander Zane on March 21, 2009, 06:44:35 pm

Title: Oblivion Plugins and Mods
Post by: Commander Zane on March 21, 2009, 06:44:35 pm
This has been bothering me just recently, I remember playing Morrowind and vastly modding it to improve on points like character detail and the combat system, even adding a hunger + thirst mod and a drivable boat. :D Easy stuff, took no effort to get working.

Now I decide, I want that stuff again, and this time for Oblivion. I have a boat mod, increased character detail, scythes, more bows, this and that and the other. Now the Readmes make it sound simple enough, extract to the data folder, just like Morrowind. Okay, shouldn't be a problem. I do that and turn them on in the data files menu and when I get on Oblivion, there's zero difference.
Title: Re: Oblivion Plugins and Mods
Post by: BloodEagle on March 21, 2009, 07:38:46 pm
Use a mod manager (http://timeslip.chorrol.com/obmm_download.html). Vanilla Oblivion's launcher royally screws up with mods.

::EDIT::

A few other notes:

1. Make sure that you're using a tool to validate the archive (http://www.tesnexus.com/downloads/file.php?id=10724). [failure to do so may render graphic mods useless]

2. Some mods require the script extender (http://obse.silverlock.org/).

3. Some mods require the expansion packs, and won't run without them.

[obvious]And make sure that you're not hitting 'cancel' instead of 'ok'.[/obvious]
Title: Re: Oblivion Plugins and Mods
Post by: Tyrian on March 22, 2009, 10:41:57 am
If you've already installed some mods into the Data folder, remove them all, assuming nothing was overwritten.  If so, back up your saves and reinstall it.  Next get the OBMM mentioned above.  It allows you to modularly install your mods without overwriting anything.  It also spots potential conflicts between mods with a pretty high degree of accuracy.  Also, grab the script extender; some mods require it.  As for where to get mods, http://www.tesnexus.com/ and PlanetElderScrolls (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.list) are good places to start.  http://www.oblivionmods.org/ looks new, but might be worth checking out. 
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on March 22, 2009, 10:57:14 am
I figured out a way to get them to work, so no worries now.
Title: Re: Oblivion Plugins and Mods
Post by: Stormkeeper on March 22, 2009, 11:46:44 am
What mods do you have? I was looking for good oblivion mods, but couldn't find any. I'm interested in picking up Oblivion again, so what mods do you use/reccomend?
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on March 22, 2009, 12:54:14 pm
I don't really have anything that's added on to the game, other than a retexture that makes Glass have that dark emerald color that it had in Morrowind.
Title: Re: Oblivion Plugins and Mods
Post by: BloodEagle on March 22, 2009, 02:04:07 pm
WORKS:
Unofficial Oblivion Patch
Streamline 2.1 [Set on very low, as I have 2GB of RAM]
Pwned_Noob_Backstab_Improved [Very much yes]
attack and hide easier v2.0 [Good, even if it doesn't work as advertised]
No psychic guards v1.2 [Good, even if it doesn't work as advertised]
Deadlier Traps [Hell yes]
Realistic Arrow Flight [Hell yes]
arrow damage 1_5
item level fix [only effects named gear, sadly]
PersuasionOverhaul [from bad to slightly less bad]
FastTravelAllowed [Hell yes]
Less_spell_cost-8808 [wish it lowered the cost more than it does]
Recharge Spell
Encyclopaedia Cyrodilica
dyseso_Light_Ingred_Appar
Bag of Holding [yes]
Bedrollsanyone
MIS [Hell yes]
MIS New Sounds Optional Part
nomoreflicker
Expanded Hotkeys and Spell Delete v1.0
Adrenaline Fuelled Archery- Bow Sway [Hell yes]
Visually Enchanted Fire 1
Visually Enchanted Frost 1
Visually Enchanted Shock 1
X-Ray Detect
Vampire Ashes
Real Lava 1.3
TML_LootableArena [kind of breaks the game]
Servant of the Dawn [meh]
MannimarcoRevisited [it helps to ease the pain of how bad that quest-line is]
Nighteye shader Replacement 1.1 [is an omod, not an esp]

TESTING:
LG's Unscaled Enemies
CDM-Character Generation Overhaul
CDM-CGO Level Up
CDM-CGO Standard Skill Leveling Faster
CDM-CGO Unlimited Training
CDM-CGO Master Trainers
Unleveled Weapon max level [doesn't seem to work]
Unleveled Clothing max level [doesn't seem to work]
Unleveled Armour max level [doesn't seem to work]
VGXEnchantmentUnlimited [doesn't give every spell]
IshMultipleApparelEnchantments [causes errors with some gear]*

Graphic Mods That Don't Have ESPs That I Remember Installing:
Reflection maps 1.0
1.0 FineWeapons
1.01 Glittering Prizes
1.1 Hammerfist Shiny Gold
1.10 Landmarks with Wells
Cyrodiil Terrain Map v2[1].1
DarkUI240
DarkUI wz inventory fixed
GF_Dialog_menu-1174295768
Oblivion_PolyGone_Overhaul_OPO05

---------

*I used it on gear from the invaders in Servant of the Dawn, and afterwards every enemy spawned with the enchanted version.

----------------------------------------------------------------------

The only mod that I'm looking for now is one that removes level scaling from all equipment in the game. OOO does that, but I can't stand the rest of the changes it makes.
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on March 22, 2009, 02:26:36 pm
For those spell effect visual enchanters there's a whole plugin that gives every spell effect high-res textures.
And there's a Real Lava 1.3? Newest version I saw was 1.2.
Title: Re: Oblivion Plugins and Mods
Post by: BloodEagle on March 22, 2009, 03:48:34 pm
http://www.tesnexus.com/downloads/file.php?id=6854
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on March 28, 2009, 04:39:18 pm
So what's the deal with data files made on the construction set never working? I give these weapons and armor enchantments because there's only one of that item and it sounded appropriate but it never works when it's turned on.

Then I go back to the construction set and load that data file and it looks like nothing was ever changed.
Title: Re: Oblivion Plugins and Mods
Post by: TrashMan on March 28, 2009, 04:49:05 pm
Hm...I wonder if that old unfinished mod I made is still somewhere out there?
Title: Re: Oblivion Plugins and Mods
Post by: Turambar on April 02, 2009, 02:27:49 pm
can someone in here playing oblivion copy all the oblivion related registry keys and post them up here so that I can use TES4LODGen on my copy (dont want to reinstall, have lots of mods)
Title: Re: Oblivion Plugins and Mods
Post by: BloodEagle on April 02, 2009, 04:34:22 pm
Uninstalling shouldn't kill any modifications.

And what's the point to using TES4LODGen? Are you using custom landmasses, or something?
Title: Re: Oblivion Plugins and Mods
Post by: Turambar on April 06, 2009, 05:52:30 pm
35% reflect damage - Escutcheon of Chorrol
33% reflect damage - Ring of the Iron Fist
35% reflect damage - Raiment of the Crimson Scar

50% resist magic - Breton magic resistance
50% resist magic - Mundane Ring

I am now invulnerable to everything except for arrows.
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on April 06, 2009, 06:04:42 pm
Why resist magic? Go for reflect magic.
Title: Re: Oblivion Plugins and Mods
Post by: Ghostavo on April 06, 2009, 06:25:40 pm
Why bother? Go for reflect damage and enemies will die around you without you even noticing. Spell absorption is even better for magic related fights.
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on April 06, 2009, 07:42:59 pm
Well he already has reflect damage, why not reflect magic too so the spell casters rape themselves.
Title: Re: Oblivion Plugins and Mods
Post by: Ghostavo on April 06, 2009, 08:18:14 pm
Because spell casters normally cast annoying but not so damaging spells. Besides, at higher levels everything seems to have some sort of magic resistance so unless they are using really powerful spells at you, it doesn't seem to be worth it.

Another advantage of spell absorption is that you can use that really powerful spell you created (yes, I know you have one, everyone has one) repeatedly if surrounded by mages.
Title: Re: Oblivion Plugins and Mods
Post by: Commander Zane on April 06, 2009, 08:35:59 pm
I have the Mighty Magick mod so I don't really need to make my own spells, the entire field of spellcasting was rewritten from scratch so now spells are USEFUL.