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#1 |
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World's End Supernova
Join Date: Jun 2002
Location: Seattle, WA
Posts: 26,317
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Jason's Ridiculous Oblivion Mod List
I spent three solid goddamn days putting this together. I hope someone else can get some use of it.
A diversion - why I hate my sound card First off, I finally cracked the performance issues I was having with oblivion. The shitty onboard sound card on my XPS Generation 2 notebook, some Sigmatel C-Major Audio, was the culprit; I finally figured this out by setting bSoundEnabled=0 in Oblivion.ini. The strange "every 3 seconds" freeze for maybe a half second went away. I replaced the Sigmatel driver from dell with some "Creative Labs Integrated Audigy Invitation", reported to fix the problems by someone on notebookforums.com. I have no idea what the hell it changes, but it worked. Get it here. I Love My Oblivion Mods Once you get beyond about a dozen of these things, you more or less have to use Oblivion Mod Manager to handle load order and dependencies. Get it from here. You'll need to set up the archive invalidation thing documented on that site. Now, to the mods. I'm not going to provide links, as Google should cough them up fairly easily. Patches 1. Install the official Oblivion 1.1 patch. 2. Install the Construction Set. 3. Install the Oblivion Script Extender. You need this for some of the hot shit stuff like automatic potion sorting, and alchemy shelves that manage your ingredients for you. Get it here. 4. Install the Unofficial Oblivion Patch 1.61. 5. Install any mods you bought from Bethedsa. World Textures I used the suggested 256 mb parallax video card list from here. Note you actually have to install them in this order. The rest of this mod list can be down in any order inside a given category.
This OMM order file should make things completely conflict free. There's some single sound cell conflict in there I had to override in the construction set, but don't worry about it, it's trivial. Notes You should be able to download the 2 gigs of mod files, install, apply the specified ordering, and go. The only part requiring mucking about with is the Dark UI mod. Let me know if there's some trickiness with installation I missed, or you can't find one of them. Last edited by Jason McCullough; 02-24-2007 at 10:04 AM.. |
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#2 |
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World's End Supernova
Join Date: Jun 2002
Location: Seattle, WA
Posts: 26,317
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Some highlights to discuss.
The AEVWD mods stand for "almost everything visible why distant." It completely changes the game - now you can see buildings from a million miles away, at only a marginal cost to performance. No more lawnmowing to find things; just wander around and look for the big ass ruin. Expanded hotkeys and spells delete gives you two more rows of hotkeys, and 3 "wear this entire set of armor again" hotkeys. Ingredient storage shelves is like the coolest thing ever. One click to shove all your alchemy ingredients into storage! No more carpal tunnel! At Home Alchemy lets you just drop the alchemy units in your house and leave them there to use The character textures do a throughly amazing job on the graphics. People look somewhat plausible. The new clothes are gorgeous. Between Martigen's Monster Mod and Francesco's, the game can actually be a challenge. The AF Leveling mod completely eliminates minmaxing with a neat inline upgrade of all stats based on your skills. |
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#3 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,760
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I hate how it still randomly crashes on exit on my otherwise spotless system.
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#4 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,760
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beautiful people is actually 1 mod, the file is named part1/part2 because the rar is broken up that way. the old naming convention was .rar, .r00, .r01 etc. both files are needed to be present but only 1 needs to be extracted.
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#5 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,760
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Also, make the multithreading tweaks as suggested on the TweakGuides (URL coming later, I am on my Mac now) if you have a dual core CPU. It sped up my game by 20%+.
Pisses me off how little after-release support there has been historically for the Elder Scroll games. 1 patch and they consider it "final" with the communit cleaning up after. Last edited by rei; 02-24-2007 at 01:09 AM.. |
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#6 |
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New Romantic
Join Date: Jul 2002
Posts: 7,337
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Wow. That's a lot of work to install all that stuff :).
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#7 | |
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How To Go
Join Date: Nov 2006
Posts: 11,823
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The ridiculous dependencies is generally what keeps me from trying out mods. AEVWD still crashes the game for me. I had to remove it.
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#8 | |
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Social Worker
Join Date: Mar 2004
Posts: 3,336
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#9 |
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Social Worker
Join Date: Mar 2005
Location: New York City
Posts: 2,000
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Looks like a fantastic list, but more work than I'm going to go to. Why don't Bethesda (or someone) filter and package this stuff. I'd pay.
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#10 |
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Social Worker
Join Date: Aug 2006
Location: GMT +8
Posts: 3,019
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Thanks for compiling this, Jason. I try to stay on top of the mods that get released, but I've apparently missed a bunch of good ones. I didn't even realize that Kvatch Aftermath had already been released. By the way, what's the quality like for the user-made quests?
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#11 |
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Broad Band
Join Date: Nov 2005
Posts: 161
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Thanks for all the hard work, Jason. A quick point:
Martigan's Monster Mod is now up to version 2.0 and is absolutely fantastic. Not only is it stable, but the new creatures are wonderfully textured and feature improved AI. |
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#12 |
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Social Worker
Join Date: Jan 2004
Location: Probably Homeless
Posts: 2,864
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Bookmarked for future enjoyment. Fuck my lame-o PC.
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#13 |
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Social Worker
Join Date: Mar 2004
Posts: 3,336
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Think we need one of those DVD compilation thingys that OO does for Morrowind.
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#14 |
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Hustle
Join Date: Jul 2005
Posts: 428
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Okay, some questions on the gigundo mod list.
Does it include any ability to wear cloaks over armor? Does it let you make magic arrows? Does it include any kind of instant travel? Does it remove that ridiculous use-it-or-lose-it cap of 5 training sessions per level? What's it do for carrying capacity - are there any extradimensional chests/bags of holding/et cetera? --GF |
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#15 |
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World's End Supernova
Join Date: Jun 2002
Location: Seattle, WA
Posts: 26,317
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Martigan 2.0 is out? Where the devil, I can't find it?
Glazius, I'm afraid the answer is no to all your questions. There are some mods out there to do everything you're looking for, though. Load order link should be working again, dsl was flakey last night. I have no idea on the quality for the user made quests, I ironically haven't had too much time to play through this. I deleted everything that looked stupid, though. |
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#16 |
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Social Worker
Join Date: Apr 2003
Posts: 2,958
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This is cool, but yeah, it really needs to consolidated. I just wanna hit a 'load Jason's tricked out Oblivion setup' button from the Oblivion Mod Manager and then go to sleep.
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#17 |
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World's End Supernova
Join Date: Jun 2002
Location: Seattle, WA
Posts: 26,317
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Updated link to latest versions of Francesco and Martigan.
I guess I could create a "unzip this on top and you're done" torrent, but man that would be a lot more work. Urggggg. Let me think about it. |
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#18 |
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New Romantic
Join Date: Jun 2002
Location: Studying instead of gaming
Posts: 6,163
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No love for open_cities? To be fair, it's incompatible with Knights of the Nine due to a scripting problems with Anvil.
- Alan |
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#19 |
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Mad Chester
Join Date: Jul 2002
Posts: 1,066
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Have to say, as a guy who hasn't touched Oblivion since a couple months after its release but needs to reinstall it in preparation for the upcoming expansion, I have no idea what to do with this. Are there any ideas at all on how many of these mods will be incompatible with the expansion? Is it ok to install these before the expansion and then turn them off?
It feels like I'm going to have to either wait two months after the expansion comes out to get an updated list or basically run it without any mods. |
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#20 | |
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Keeper of the Frop Bog
New Romantic
Join Date: Sep 2004
Location: Enceladus, Saturn
Posts: 7,064
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I too am waiting for the expansion before I play. Jasno, the work you did here is wonderful. And I feel your pain about trying to consolidate and document getting so many mods to work. A self extracting exe (torrented) would be fairly easy to do if you can trace all the files. And personally, I say screw it and included all the config files etc so a person loads up exactly what you do... let them go from there. I use winrar from www.rarsoft.com for stuff like that. |
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#21 |
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New Romantic
Join Date: Apr 2003
Location: Delirium, Texas
Posts: 7,695
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Wow, thanks, Jason! Gonna install this using your guide. I've been meaning to spend some time to revisit Oblivion.
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#22 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,760
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wasn't knights of the nine an expansion? if the shivering isles is anything like that, it's just another 'mod' that gets grafted on.
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#23 |
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Social Worker
Join Date: Apr 2004
Location: Brooklyn, NY
Posts: 2,133
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It would be a huge undertaking, but I would love a more simple collection of these tools, too. It would be enough to make me consider trying to play Oblivion again.
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#24 | |
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World's End Supernova
Join Date: Jun 2002
Location: Seattle, WA
Posts: 26,317
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#25 | |
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New Romantic
Join Date: Jun 2002
Location: Studying instead of gaming
Posts: 6,163
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- Alan |
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#26 |
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New Romantic
Join Date: Apr 2003
Location: Delirium, Texas
Posts: 7,695
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I'll go ahead and slap up a package and torrent this weekend. Least I can do for Jason's going through all this stuff. Going through and installing random crap is half the fun (or more!) for me so I don't mind the work of grabbing it all.
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#27 | |
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Social Worker
Join Date: Apr 2004
Location: Brooklyn, NY
Posts: 2,133
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#28 |
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Spinning Toe
Join Date: Mar 2005
Location: Silver Lake, WA (Oregon born)
Posts: 970
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This is awesome. I bought Oblivion when it first came out...system couldnt handle it...just upgraded...can play SupCom fairly well now, suppose Oblivion should play well also...THANKS.
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#29 |
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Broad Band
Join Date: Nov 2005
Posts: 161
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<edit> I see that you found it the latest version. Anyway...Mart's Monster Mod is incredible. Unlike many of the Morrowing creature additions, everything in here looks highly professional. I also LOVE the new AI scripting and random enemy generation. I saved in the very early game right before you leave the prison sewers, and loaded up this mod. Each time I left the sewer the enemies in the area were different. On my second reload I was attacked by two archers and two swordsman. As I backpeddled to avoid getting surrounded, I ran across a gathering of 3 mudcrabs. One of the swordsman accidentally hit a mudcrab while trying to attack me, and suddenly several muncrabs from the immediate area moved in and started attacking the two swordsman. I was able to step back and pick off both enemies because they were awash in angry mudcrabs! Cool stuff!
MMM 2.0 (RC1, but very stable) http://www.elderscrolls.com/forums/i...owtopic=639184 On Mart's Monster Mod 2.0 So what's new in 2.0? Oh, a heck of a lot. If you've been wondering what I've been doing all this time, see below: New Features :: Sheep in passive lists -- Bored of seeing deer around as the only truly passive (mudcrabs don't count!) wilderness creatures? Me too, so now Sheep can appear in some of the passive lists where deer roam, especially near farms. It also gives predators another type of prey to hunt, adding to the liveliness of the world. And, naturally, Sheep's Wool is a new ingredient. :: Creature AI -- In addition to the current AI behaviour, some creatures will now seek water and graze on plants, similar to that found in Creatures Alive and OOO but more subtle. Big Thanks to CorePC who spent ages tweaking these for MMM and putting up with my suggestions! :: Undead Legion Sounds -- Scary, aren't they? They'll be even scarier when you hear them in 2.0. I'm still working on these (and learning Audacity at the same time), but if you know what I did with the Ghostly Apparition then bring a change of pants when you play. For those who haven't met a Ghostly Apparition yet, this is what you hear when one is nearby: Ghostly Apparition :: Minotaur overhaul -- All the minotaur variants now also have varied looks across the levels, you will see over a dozen variant styles in game, plus the addition of a new Minotaur class (see next). Screenshots: [The likely suspects] :: New Creatures -- The Blood Minotaur and Black Hunger have been added. Both of these guys are tough and mean, and natually have tailored drops. There's actually about 96 new creatures in MMM at the moment, but I like rounded numbers, and there's more to come. Screenshots: [Blood Minotaur | Black Hunger] :: Improved exploration -- Creatures and NPCs now have a little more realisism in their exploration. You'll see more of the behavioural AI and inter-faction relationships occur, and quicker responses for encounters they meet. :: Guard Items -- They already carry torches and lanterns, now all guards spawn with a range of items to flesh out their individual backgrounds -- they may carry books, potions, rings, food and more. Chance to find a skill increase book on them as well -- something extra for those evil NPCs who aren't terribly fond of guards smile.gif Thanks to Argochris for suggesting this and working on it with me. :: More Wilderness Life -- Updated to add life to border regions, so if you explore off the beaten track or travel close to the borders, you'll still see and get encounters. :: Updated Combat AI -- Lyrondor himself sent through some updates for the MMM Combat Behaviour. Now more Lyrondor than ever! :: MMM for Frans 4.1* -- MMM is fully updated for Frans 4.1* with the exception of the customiseable loot, which should be in by the final release of 2.0. For now MMM NPC's default to the HARDCORE balance model, but customiseable loot works everywhere else in the game world (chests, houses, etc). :: MMM for OOO -- Yes, finally a tailored version for OOO! This will come in two stages: this release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-polinates MMM and OOO factions so like creatures correctly behave (i.e OOO wolves and MMM wolves on the same faction). The next update will integrate all of OOO's creatures into MMM's lists. Use this module as a base for FranOOOMMM. Massive thanks to Dev_akm for building the OOO loot translation lists, you're a hero. New Plugins -> Diverse Creature Skins -- Take the concept of Diverse NPC Faces, also an MMM first, and apply it to creatures smile.gif Because MMM has five variants of each and every creature in the game, as well as five variant combat styles for each, this was a simple plugin to make. When creatures spawn you will now see a mixture of textures being used, which adds variety and a level of depth not present anywhere else. So far, the following creatures have multiple textures: Wolves Timber Wolves Skeletons* Bears Imps Mountain Lions Minotaur Clannfears Daedroth Landdreugh Scamps Rats** Sheep! * Skeletons already have armored variants, and now with extra textures as well there's literally dozens of combinations you'll find -- some with or without armor, some with or without a variant texture, and any mixture of the two. There are now dozens of different combinations a skeleton can look like across the range of skeleton classes (armor has a greater chance of appearing on higher level skeletons). ** One alternative is an albino, rare. Look out for the white rat in the grasses! Additionally, the classic (and overbright) Red Imp and Blue Imp textures have been replacement with much better ones. Big thanks go to Koldorn for these as well as fixing up a number of textures for me and making the Black Hunger texture and an alternative wolf skin. Finally, this is just the beginning, I have many more textures here including some being made specifically for MMM, so more creatures will be added to the plugin in the near future, certainly before final release. -> Looting NPCs & Creatures -- NPCs, Goblins and Ogres will loot the bodies of their fallen prey. The exception are Guards, since you don't want them taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking eachother's gear -- it breathes much more life into the world, for exmple: * You will see a Bandit shoot a Deer and then run up to take its meat * You will see Goblins crowd around a kill, vying to take their share of the spoils * You will see Marauders fight amongs themselves as they loot the body of a guard * You will see a Barbarian wielding a weapon taken from a dead foe you further up the road These are just a few of the scenarios I've seen playing with the plugin so far. Additionally, NPCs detect wether they are looting a creature or another NPC and act accordingly. And finally, what do they loot? Anything they can -- weapons, armor, food, gold and more. Naturally, NPCs and creatures will only loot if it's safe to do so, which usually means you see them doing it when you are undetected or when it's your body they're looting smile.gif -> City Defences -- All cities except the IC now have legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up with MMM using less guards so as not to impact performance, added external cell as well internal cell guards, added pathing points for patrols along the battlements, and gave them special torches and equipment to enhance their effect. At night, these torches light the walls of the city and are a beacon to weary travellers. And yes, they attack enemy creatures or NPCs within range of the paraphets, so now running to the safety of the city has meaning! Other Updates and Fixes 2.0 - Fixed respawning Ranger Wolves - Fixed silent Golden Saints - Fixed bugged wolf combat style - Fixed excessive magic loot on Barbarians - Slightly reduced Zombie max speed - Slightly reduced Oblivion spawns for normal, RSR and RRSR - Slightly reduced Deer and Slaughterfish numbers - Slightly reduced Rat volumes when they spawn - Slightly increased chance of higher Watchmen/women groups at higher levels - Removed 'respawn' from Foresters, main and Diverse NPC Faces - Increased chance of undead specials (Apparitions, Sentient Gas, Dwemer Gem Scavnengers etc) - Renamed crafting tools - now "Fletching Calipers" and "Leatherworking Shears" - Updated Lyrondor's Combat Behaviour AI from Lyrondor himself - Updated Ranger and Ranger Wolf factions so they play nicely - Updated Pahmar to boost base level - Tweaked appearance chance of Black Widow Queen - Tweaked Increased Spawns plugin for reduced Lions/animals - Lich and Necromancer dungeon factions told to respect Special faction - Added Sheep to passive creature spawn lists - can now appear all over Tamriel - Added Sheep's Wool new ingredient - Added water drinking and forraging AI packages to some creatures - Added varied Minotaur styles and looks - Added Aggresson/Confidence/Speed scaling to NPCs - Added fix for users of Quad Damage mod (but Quad Still needs to be loaded before MMM) - Added new items to guards -- chance of drinks, potions, books and more. - Updated Diverse NPC Faces plugin - Updated More Wilderness Life plugin - Updated Reduced Spawn Rates plugin - Updated Increased Spawn Rates plugin - Updated Reduced Reduced Spawn Rates plugin - Updated Diverse Imperial Armor plugin - Updated MMM for Frans module for 4.1 - New creature: Blood Minotaur - New creature: Black Hunger - New plugin: Diverse Creature Skins - New plugin: Looting NPCs & Creatures - New plugin: City Defences - New module: MMM for OOO - All scripts further optimised for performance. Slickest, fastest, MMM ever! Last edited by Dante Rising (X); 02-24-2007 at 05:15 PM.. |
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#30 |
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How To Go
Join Date: Jul 2004
Location: Sigil
Posts: 11,656
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I think Mighty Magick is a really great mod that makes a lot better "stock" spells and supercharges mages so that they can survive at low levels equivalently to warriors. The enhancements it makes for conjuration is also really cool, as your summons level up as your conjuration does (up to a limit) and they can learn new spells and arm themselves with better gear (when appropriate, such as skeleton archers using better arrows/bow) and random chance as you get better for summoning two for the price of one. You can also summon more than one thing at a time, so I could have one skeletal guardian, one xivlai, one spider daedra, and two scamps (apprentice's boon procced).
Note though that enemies get more powerful spells as well, so necromancers and other evil mages become truly fearsome indeed. |
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Jason's Ridiculous Oblivion Mod List
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