Get me down to the bottom!
Sweet 15! It's Quinceanera time, boys and girls! Your favorite forum mag focussed on immersion mods has reached its 15th thread!
...DELTE'S THREAD OF IMMERSION MODS...
This thread is meant as a place for realism lovers to stop in from their journey, shake off the road dust, put their feet up, share an ale, and discuss their favorite realism mods. Please, feel free to discuss any mod you enjoy as an immersionist. But, if you post about a suggested mod, please provide a link! That little extra effort will go a long way to making this thread useful to others looking to make their game more immersive.
Among these pages, you will find DELTE's LIST. This is a growing collection of the specific realism mods I use in my own game. Each of these mods has been thoroughly play-tested, not only for bugs, but for compatibility with the other mods on the list. Unlike other mod recommendation lists, what you will find on Delte's List is my best recommendation for a mod of a particular type. You will not see recommendations for multiple mods that perform the same function. The mods that make it to Delte's List are the creme of the crop.
That said, I will also say that a man's mod list is personal. Ask ten different people about their top ten mods, and you'll get ten lists all describing different mods with a little overlap. You may agree or disagree with what I've picked as the "very best mod" of a particular type. Never lose sight of the fact that you are playing YOUR game. Customize YOUR game to YOUR tastes. But, also know that each mod on Delte's List is a mod that has been play-tested for its fullest potential.
Delte's List is still growing. It takes time to fully test mods. As I reach a decision on a mod, I will update the list. Check back from time to time. Not only will you see new additions to Delte's List, but you'll also find many excellent recommendations by this thread's readers.
...THE FOUR CORE IMMERSION MODS...
http://www.tesnexus.com/downloads/file.php?id=6430 is the absolute best bedroll mod I've seen. It's simple, easy to use, and it allows you to either steal a bedroll from a wilderness camp or sleep space in a dungeon or purchase one from a merchant. Excellent mod. And, it's very necessary when you need to grab a few hours of sleep after you're character has been stuck in a deep dark dungeon for two-plus days.
http://www.tesnexus.com/downloads/file.php?id=3816 Why do you need a bedroll? Not just to be able to level up quickly, right? It's because this mod will make you sleepy after several hours out there adventuring around. Unlike many other mods of this type, this one allows you to push yourself. You're not forced to sleep everyday. Your character just gets groggy and less effective the longer he goes without sleep. As in real life, you'll be weaker and less effective in combat if you're running on no sleep. The mod temporarily effects your stats. Once you get some sleep, your stats will improve. If you don't have time to sleep very long, then just grab a couple of hours. It will help. It'll get you through until you can capture some more ZZZ's later. This mod works perfectly with the other four mentioned here.
http://www.tesnexus.com/downloads/file.php?id=10798 This is an excellent, simple mod that allows you to eat most items from the Oblivion game world. It doesn't take a lot of time, either. There's no messing around with cooking procedures that take zero game-time. When your character gets hungry, simply click on a food item in your inventory. What I like so much about Thingamajig's update of Dominic's mod is that he took out the "Food Units Required" message that would pop up, telling the player exactly how many units of food to eat (although this information is still available, for those who want to know, via the character stat screen). What this mod does is simply tell the player that the character is hungry. The player selects what the character will eat. If it's not enough, a message will pop up telling the player that the character is still hungry. If it is enough, the message will state that the character is full. Also, calories count. So, the more you eat, the longer it will be until you're hungry again. If you eat a couple of carrots and an apple, you'll be hungry again faster than you will if you eat a steak, a potato, lettuce and tomato, with bread and a sweetroll for dessert. And, as a bonus, I've discovered that you can make potions from food that will serve as a meal replacement! That's right! Just fire up your alchemy bench. Select some food...poof! You've got a V8 drink you can take with you on your forays out into the world. Plus, with the fatigue mod, weight will always be an issue for you. Making these drinks will cut down on the weight of the food you carry, not unlike a ration bar! (Vanilla Oblivion sets potion weight at 0.5 pounds. If you're using OOO, you'll see that most of your potions--including these--will be 0.3 pounds, give or take. I've noticed the weight of the potion depends on what foods are used!) RH 1.4 is dependent on MMM (because it includes new foodstuffs from MMM). If you are not an MMM user, Doomguy has made a version of the mod that can be used without the MMM requirement: http://www.tesnexus.com/downloads/file.php?id=13479.
http://www.tesnexus.com/downloads/file.php?id=10925 This is a brilliant mod. The more weight you carry, the less energy you'll have to run...the less energy you'll have to fight. It's scaled, too. So, unlike vanilla Oblivion, where your character is carrying 399 pounds of equipment against his 400 pound limit and not suffering a penalty, but then he can't move because he picked up a 2 pound dagger, this mod applies penalties gradually. It also snowballs. At first, your fatigue hits are un-noticable. But, as you pick up more and more weight, the penalties become bigger and bigger. At the lowest character levels, this fatigue mod is harsh. Players will really have to watch their weight and their exertion. But, just like everything else, as the character levels up, fatigue becomes less and less an issue. By the time the character is past 10th level, he'll be able to sprint for quite a distance, with a fairly heavy load, before he has to stop and catch his breath. This mod will make fatigue potions and fatigue replacing spells very important to you (when was the last time that happened in your game?). You'll find little tricks: like throwing a fatigue spell as you run, wearing a Ring of Feather to lighten your load, riding your horse instead of walking, only running when absolutely necessary, and when you do, you'll sprint for short distances. The best part of this mod? It's the blurred vision and gasping-for-air sounds you'll hear when your character's fatigue is low. If you push yourself too far, you just might collapse!
A note on Timescale...
If you're going to start using these realism mods, I also suggest you adjust your game's timescale. What is "timescale"? It's the rate at which time passes in your game. The default timescale setting in Oblivion is 30. That means that one real minute passing equals 30 minutes in the game.
If you use these realism mods on the vanilla timescale setting, you're going to be eating and needing to sleep all the time. It will become "no fun" quickly. What you need to do is slow down the time in your game. Many Oblivion players do this anyway, without using realism mods. It just makes for a better, more enjoyable game. If you do business with two merchants, a whole gameday hasn't passed (as it will in vanilla Oblivion). Francesco's mod, even, comes with an optional plugin that allows you to adjust your game's timescale.
Most gamers who adjust the timescale in their games will adjust it to a timescale of 10 to 15. A timescale of 12 is not uncommon at all. A timescale of 10, for example, means the game will run two thirds slower than vanilla Oblivion. A timescale of 15 means that the game will run half as fast as vanilla.
How do you adjust timescale? It's a simple console command. Just open the console and type: set timescale to 10. Change the value to any timescale setting you desire. If you want to play in real-time mode, then use the command: set timescale to 1. Your game will then proceed at a pace equal to real time. One real minute will equal one minute in the game. (You could actually set your real clock by it.) If, for any reason, you wish to go back to vanilla timescale, then just type: set timescale to 30. Voila. You're back at default time. As I mention above, many Oblivion players, whether they use realism mods or not, choose a timescale of 10, 12, or 15. I personally use a timescale of 10 in my game.
Timescale can also be used as a more immersive device when your character is waiting in the game. When you use the wait button, the game is acutally paused, and time in the game is adjusted a number of hours (that you decide upon using the wait menu). What happens, mechanically, is that the character is just transported in time from one moment to the next. If, while playing, you wish to wait, but you want to wait and still allow the game world around to you live, then just use the timescale console command. If you're waiting to follow an NPC, for example, who hasn't left his house one fine morning, get to your vantage point early, and then adjust timescale to speed up game time. You may want to set your timescale to 60 (double vanilla) or higher. If you want a good laugh, adjust timescale to a really high number and watch the day pass as if you were watching time-lapse photography. Encounters will still happen. NPCs will adjust their schedules to the new timescale (give them time for their AI to adjust). The sun will travel faster in the sky. Weather will change rapidly. Once you're done waiting (as when the NPC you were waiting for leaves his house), simply change your timescale back down to its normal level and continue the game. If you've forgotten where you last set timescale, then open the console and type: show timescale.
...THE BIG IMMERSION MODS...
Oscuro's Oblivion Overhaul This should be the starting point for any realism player. OOO does so much to tilt your game towards realism that I'd have to take pages and pages to explain it all. Besides, much of the fun of OOO is just discovering it by yourself. Once you load it, you won't see much of a change at first. But, then, you'll notice things...was that always like that...or is it part of OOO? "I don't know," you'll say to yourself, "but it's cool!" This mod won the http://goty.gamespy.com/2006/pc/index15.html award in 2006, and to quote that review: " Playing Oblivion before and after installing OOO is a night-and-day experience." I completely agree. I was so tired of advancing a couple of levels, then looking around at the bandits, and all of the bandits are magically wearing ebony and daedric armor. Where were these guys when I was 3rd level? Well, OOO changes all that. OOO makes for a more immersive, realistic world. This is a highly recommended mod, and I haven't provided a link because updates are coming out all the time (and, I'm sure, you already know where to get the latest version). Hot-fixes for OOO, until the new version is released, can be found http://www.tesnexus.com/downloads/file.php?id=13053
Martigen's Monster Mod In my view, MMM is the necessary companion to OOO. Where OOO makes for a more realistic, immersive world, MMM makes that world even more real by adding variety. And, isn't variety the spice of life? I haven't provided a link to this one as well because CorePC is hard at work delivering updates all the time. (I'm sure you know where to get the latest version of this mod, too.) For those of you curious about optimal load order when using MMM, review CorePC's remarks in post #180 of http://www.bethsoft.com/bgsforums/index.php?showtopic=764109&st=160&gopid=11101145&#entry11101145 thread.
A note on MMM Options...
MMM is completely customizable. Here are the customizations I recommend. (If you don't see an MMM plugin listed here, it's either a plugin that I don't recommend and have no comment about, or it's a newer plugin that has been released with a newer version of MMM...and I haven't had time to update this list.)
MMM Additional Enemy Vars. This will add variations in the enemies you face, tilting your game more towards reality and variety.
MMM Bats Addon. This will add bats to your game.
MMM City Defenses. Among other things, this addon will put archers on the battlements of the cities. When beasties get close, the bows start a-twangin'.
MMM Diverse Creature Skins. This plugin will provide variety in how creatures look. Not all imps will look the same way. Some will be black. Some will be red. Some will look as they do in the vanilla game. Etc.
MMM Diverse Imperial Armor. This plugin will change the armor worn by the Imperial Legion. Note that I do not recommend this plugin if you are using OOO. The reason is that OOO already changes Imperial Armor. Since MMM is loaded after OOO, MMM's armor types will take precedence. I prefer the OOO changes. You might want to try both to see which you prefer.
MMM Durability & Damage. It is recommended that you not use this plugin with OOO, as OOO already has durability and damage adjustments included in that mod. If you use this plugin, the MMM version will be used instead. I use the OOO version in my game.
MMM Friendlier Factions. I don't use this plugin in my game, but another realism player might want to use it. What it does is make factions (types of NPCs and creatures) less aggressive towards each other, so you're less likely to stumble upon fights among NPCs and creature combatants. I don't recommend this plugin to realism players because I find it much more realistic to wander into a fight for which my character has no part. It adds to the illusion that your character is not the center of the universe. Other people get into disagreements whether you're around or not. Creatures attack NPCs whether you're there to watch it or not. It will raise the hair on the back of your neck, I'll tell you, when you stumble upon the aftermath of such a battle. You'll find carcasses slumped everywhere, and you'll start wondering, "What the hell did this?"
MMM Gems & Gem Dust. This is highly recommended for the alchemy lovers out there. Gems have special properties. Crush one up with a mortar and pestle and find out!
MMM Hunting & Crafting. Kill a deer. Take its skin. Tan the hide. Use that leather to make armor. Throw in some bones or pieces of metal, and you have studded leather. Or... Find a bone. Make some arrow shafts. Find a feather. Make some flights. Kill an ogre. Pull out his teeth. Carve arrowheads from those teeth. Put your parts together, and be pleased with yourself as you have one bad-arsed arrow that does some heafty damage. I highly recommend this plugin.
MMM Less Bone Loot. I recommend this plugin for the realism player in that it limits the amount of useful bones you'll find on downed enemies. Without this plugin, the Hunting & Crafting plugin above becomes too easy (leading to the game becoming unbalanced). Using this Less Bone Loot plugin makes your discoveries of useful materials "just right", in my opinion.
MMM Looting NPCs & Creatures. Using this plugin, you'll see others loot bodies. If you get to the carcass after they do, there might not be anything of value left for you. It depends on what the looting NPC or creature wanted. If you find a creature or NPC has taken something you want, well, kill him! Then loot his corpse. He'll have what he took on him!
MMM Resized Races. This nifty plugin will resize the races. You'll see bigger, more intimidating orcs. Altmer are tall and thin. Nords are bigger and stockier than Imperials. Wood elves are small and slightly bigger than halflings. Etc.
MMM Vindasel. Vindasel is an Ayleid ruin and location of a special quest. This plugin keeps MMM random beasties from spawning there. I recommend using this plugin.
MMM Creatures Addon. More, and more varied, creatures? Absolutely!
A note on MMM Travel Plugins...
MMM Spawn Rates Reduced, Reduced and MMM Safer Roads. These two are highly, highly recommended plugins for the realism player. I don't find it realistic at all to stumble into a battle every time I crest a hill. These two plugins go a long way towards making your journeys more realistic. Using the two, you'll sometimes be able to make a trek to another town, on foot, without having a single encounter (although you may see some beasties off the road that may not see you). Then again, sometimes you'll stumble into a goblin war party. It just depends...kinda like real life! If you want to battle miscellaneous creatures every time you hit the roads, then don't use these plugins. If you do want a more realistic world where the roads are still a bit dangerous but not to the point where civilians can't get from one town to the next, then follow my recommendation and use these two plugins.
MMM More Wilderness Life. Although the MMM readme highly recommends this plugin, I do not. What this plugin does is simply add more spawn points to the wilderness. As I describe above, it's more of a realistic experience to be able to go out into the wood and not get automatically attacked. Not using this plugin, but using the two plugins above, will keep your wilderness journeys more immersive. Sometimes you'll get attacked, and sometimes you won't.
...THE IMMERSIVE WORLD AROUND YOU...
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=36186&id=3443 This is an excellent mod by a very talented modder. This mod will add weight to vanilla Oblivion's "magically weightless" gold. The mod comes with an in-game menu that you can use to adjust weight of each Septim to your taste. For example, you might set each Septim to weigh 0.01 pounds. So, every 100 coins you carry will add another pound to your weight total. (I recommend using a weight of 0.01 pounds per coin, and I base this on a Google search of coins used in Medieval Europe.) If you're using the highly recommended http://www.tesnexus.com/downloads/file.php?id=10925 mod, weight will always be a concern (as it is in real life). So, you'll need to store your gold reserves in other places. This mod treats gold much the way arrows are treated in the vanilla game. You click on the coin in your inventory, and a slider menu pops up, asking you how many coins you would like to transfer. You can transfer gold to sacks or chests or crates (Make sure it's a non-respawning container if you do this! If you're using OOO, you'll have access to a few non-respawning containers that are not available in the vanilla game.). You can transfer gold to companion inventories (For example, you can have Ruined Tail carry some of your gold for you.) When you buy and sell with merchants, you'll see your gold weight change. If you want to drop Septims on the ground, you can do this, too. The slider will ask you how many coins you wish to drop. When you're done, you'll find coins on the ground at your feet. In the in-game menu, you can set what each gold coin you drop is worth. For example, if you want to drop a single gold coin of a value of 1 Septim, you can do that. Be careful, though. If you drop a lot of new items into the game world (like anything else), you may experience lag issues. A better idea might be to set each coin with a value of 100 Septims or so. This way, if you drop 437 coins, you'll see five Septims at your feet: There will be four coins with a value of 100 Septims and one with a value of 37. I highly, highly recommend this mod. It's perfect for realism players.
http://www.tesnexus.com/downloads/file.php?id=5629 Is a neat little mod that will simply make gold coins look better in your game. Sometimes, you'll see them from a distance if the torch-light glints off of them just right.
http://www.tesnexus.com/downloads/file.php?id=3172 This mod will give you a place to store your gold. Since you're using the http://www.tesnexus.com/downloads/file.php?id=10925 and the http://forums.spellholdstudios.net/index.php?automodule=downloads&showfile=444, you can't go around carrying thousands and thousands of gold coins with you. I mean, you're a realism player, after all, right? If you store your gold coins in someone else's chest, well, someone else just might steal your loot (referring to the respawning containers in the game). What are you going to do with all those coins? You're going to put it into Cyrodiil's bank! The mod will put a new building in the Market District of the Imperial City. Here, you can rent chests (non-respawning, saftey-deposit-box-like, containers) in which to store not only your gold but any other items you wish to keep and not carry on your person. You can open an account with the bank. The bank will charge you a fee for this. Once your account is open, you can deposit and withdraw funds, but there will be a 2 percent fee for each transaction you do with the bank. While your money is in the bank, you will earn interest! If you wish to retrieve your money while you're away from the Imperial City, just visit the associated merchant in the nearest town. You can do all of your banking transactions there as well. If you're a thief, you just might consider a trip to Imperial City to see just want others are keeping inside all those tempting chests in the bank vault....
http://www.tesnexus.com/downloads/file.php?id=9357 Speaking of vaults...well, this mod will place vaults inside all the major castles in the game. This adds to the illusion that Cyrodill is a real place with a real economy. That's all I'm going to tell you about it. If you're a thief, well, get to thieving!
http://www.tesnexus.com/downloads/file.php?id=4805 This mod will lend to the illusion that Cyrodiil is a living, breathing place. It puts a few travelers and merchants on the roads, bringing the reality of messengers being sent to and fro; merchants bringing wares to fill up stock on other cities; bank records being transferred from one of the bank's locations to the next. This is the best version of CR that has yet been developed. Earlier versions placed too many travellers on the roads. It would lag a game down. And, too often, one would come across another dead merchant that some beastie or bandit had killed. This version is much improved over the others. You'll see some travellers on the roads, but not all the time. Sometimes, you'll see one. Sometimes, you'll see a group. Sometimes, the travellers will run, but most of the time, they'll walk. Every once in a while, you'll see one on horseback. The best part about this mod is that it's not just the guards, the bandits, and you out on the roads anymore. Other people use the roads, too! When you play the Anvil Mages Guild quest that focuses on merchants traveling the roads, this mod will keep you from thinking, "What merchants are they talking about? I haven't seen any merchants."
http://www.tesnexus.com/downloads/file.php?id=4432 If you've got OOO, then you've also got this mod (as it comes as an option in the OOO download). Living Economy is a "must have" mod. Where some of the other mods I've mentioned here lend themselves to the illusion of Cyrodiil having a real economy, this mod takes the illusion one step further. I won't go into everything this mod does. Suffice it to say that every realism player should have it. The mod comes with some options as well. I highly recommend that the Living Economy-Items and the Cut Throat Merchants plugins be used to ensure the highest level of immersion in your game world is achieved.
http://www.tesnexus.com/downloads/file.php?id=12367 Isn't it crazy how, in vanilla Oblivion, it's not that hard at all to get NPCs disposition towards you to the 80's, 90's, or even at 100, in no time flat? Are you that good of a guy?. Well, this mod changes all that. Gone is the silly mini-game. Instead, now you have to roleplay what you say to the NPC. If it's a woman, and your character is male, well, admiring her might work for you. If you're in a bar sharing an ale with a tough orc mercenary, you might want to try a joke or maybe boast about your previous accomplishments. The type of character YOU are effects modifiers on your chance to change an NPC's disposition. Thus, if you're a thief, and the NPC can tell you're a thief (probably by the way you look), then you'll have negative modifiers on your disposition improvement chance when you are speaking to a church elder. On the other hand, your thief character will, most likely, get along very well with other thieves (as long as he hasn't done anything to make them not like him). This is a "must have" mod for the immersionist, and Strategy Master has done a superb job in updating Parsons' orignal work. One of the biggest effects of this mod is that it actually makes your Personality stat meaningful. You will no longer automatically sell Potions of Chrisma, charm spells, and magical items that boost your Personality stat. Those items will be important to you as you'll need them to influence others and get what you want (for the price you want).
A note on obtaining wealth...
These mods, in conjuntion, will go a long way to making Cyrodiil a place in which to live, not just game. OOO, the fatigue mod, the Persuaion Overhaul, the bank, Living Economy, and gold weight will all work together to make your game a much more realistic experience. Gone is the huge, unrealistic influx of gold that you get in the vanilla game. With these mods, you'll have to pick and choose your treasure. As in real life, you'll be looking for light, easy-to-carry valuables. You'll think twice before you pick up that heavy silver two-handed hammer to drag back to the merchants in order to catch a few coins. Gone are the days that you'll be able to clean out every single item from a dungeon. You won't be able to carry it all. When you do business, you'll favor some merchants over others. Sometimes, when you sell something, you'll find it available through another merchant in another town. You'll have to pick and choose your large purchases, because you won't have enough gold to do it all. When you want to buy a house, you'll have to save (and this may take you an entire character level of saving to get what you want). And, you'll hardly ever get top dollar for whatever it is you're selling. Like real life, the better your skills in this area, the better salesman you'll become. These mods make your Mercantile and Speechcraft skills IMPORTANT!. Now, with these mods, being an Imperial character is very, very attractive, because, more than likely, your Imperial will become wealthier quicker than a character of a different race.
...YOU AND YOUR IMMERSIVE FIGHTER...
http://www.tesnexus.com/downloads/file.php?id=9333 Like many mods listed in Delte's List, this is one of those that you just want to ask yourself, "Why wasn't this included in the vanilla game?" As it stands in vanilla Oblivion, if you nock an arrow with your bow, you have to fire the sucker. Well, Scruggs has made a simple yet brilliant (and in my opinion, necessary) mod that allows you to simply ease the string back on your bow and slip the arrow back into your quiver. No more firing straight into the ground when you decide not to let loose! All you have to do now is hit your "grab" key while an arrow is nocked. Touch the grab key, and your arrow will go back into your quiver. The mod even provides animation! You'll see your arms quickly move to replace the arrow when you denock!
...YOU AND YOUR IMMERSIVE MAGE...
http://www.tesnexus.com/downloads/file.php?id=5478 Here is another mod that will make the game much more realistic. What this mod does is allow you to use alchemy apparatuses from the bench. No longer are you forced to use them from your inventory. Now, you can set up an alchemy work room in your house (or Weynon Priory or some other safe location). Once you get your equipment set up, simply activate the apparatuses (always activate the morar & pestel last). If you want to pick up the equipment for transport, then go into sneak mode, and you can pick the items up normally. I aways found it extremely immersion-breaking that brewing potions could be done, in an instant, right in the middle of a dungeon. Doesn't brewing a potion take fire? Doesn't it take some time? These aren't little vials in which you mix a few crushed up leaves with some water. The sound that plays when potions are made indicates a brewing action is taking place. What I do in my game is set up an alchemy station at a safe location, whether that be my home/castle/tower/etc. Get yourself a good mod that adds tents to the game and set yourself up a make-shift alchemy bench out in your wilderness camp, if you like. I make a number of potions (mostly Restore Hunger potions, using the Real Hunger mod above, that act as rations when I go dungeon exploring) that I think I'm going to need for my upcoming journey, and I go with that. If I run out, well, I just didn't plan well, did I? I don't take alchemy apparatuses with me. That wouldn't be realistic, now would it? Besides, weight is always an issue (using the Realstic Fatigue mod above). Sometimes, though, I'll find an alchemy bench set-up down in whatever old fort I'm exploring. Maybe the necromancers there are using it. Well, there's nothing stopping me from firing up that set and making a brew or two while out in the wild, now is there? At Home Alchemy makes this possible. This is a fantastic mod, and I highly recommend it.
...YOU AND YOUR IMMERSIVE THIEF...
http://www.tesnexus.com/downloads/file.php?id=5156 When I first began to play this mod, I thought to myself, "It's nothing special. Just a new shop with a dude who will give you a couple of thieving quests. It may have been 'something' back when there were few mods for Oblivion, but now, I'm not super-impressed." Oh, how wrong I was. This quest mod is INCREDIBLE! It is so deserving of its place on the list of http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.HOF. The mod meshes seemlessly with the vanilla game. You'll notice a new shop in the Market District of the Imperial City. After a time, you may get to know the proprietor of that shop, and if he likes you enough, he may tell you about a "job" or two. This mod does not hold you by the hand (as many of the vanilla quests do). The quest markers remain, but they will only point you to the general area of your goal. It's really up to you to think as you play through the quests. Think like a thief. There is hidden content in this mod, as well. You might find some of that content, but I doubt you will find it all (unless you cheat and read the walkthrough that comes with the mod). Do yourself a favor and don't cheat. Just slap this mod into your game and forget about it. Play through it organically, as you would any other vanilla quest. You don't have to do it all at once. In fact, the mod is designed to be played "in parts". You'll do a mission, then go do something else. Once you're back in the Imperial City, you'll visit Derrien (the shop's proprietor), and he may have something new for you. The brilliance of this mod came to me one day when Pugg (my character) was stopping by the Market District with some hot items to unload. It was a bright day. The sun was high in the sky. I went by Derrien's shop, but I found it closed. Closed? How can that be? Is this mod screwed up? Is Derrien's AI out of sync? Shouldn't he be open at noon? Well, Pugg was tired, so he dragged his butt to the Merchant's Inn to get a room (Real Sleep mod), and what did he find? Derrien was having lunch. Brilliant, I tell you. This mod is brilliant. Be sure to get the http://www.tesnexus.com/downloads/file.php?id=5391 if you are using an older version of this mod. Derrien will act as a fence for you, even if you don't follow the quests. He's not in the thieves guild. He's an outside operator. I find this quite balanced with the rest of the game as long as you don't add additional fences to the game that are not members of the guild. Derrien should be the only fence in the entire game that is allowed to operate outside of the theives guild. Otherwise, you risk unbalancing your game and making the thieves guild moot. Immersion-wise, the theives guild would not tolerate too many independent fences. But, they tolerate Sneaky Sam, who provides some goodies "you can find at your local store, that's for damn sure." And, it's not a stretch to believe they will tolerate Derrien, if he's the only one. Derrien probably pays them off anyway. My only complaint with this mod is that the second part hasn't been created. At the close of the main quest in this mod (there are several quests included with this mod), a second part is alluded to. Hey, here's an idea. Let's all PM JOG to finish the second part! (Oh, yeah, right...I'm sure he would appreciate that!)
http://www.tesnexus.com/downloads/file.php?id=10256 If you're going to use Thievery in the Imperial City above, then MAKE SURE you use this mod too. It's the perfect expansion for JOG's mod--so much so that I'd like to see the two mods bundled together. Lynge's mod is simple. It adds access to the roofs of the Imperial City...the "theives highway". It also does a little more than that, but I don't want to spoil it. This mod has its own surprises too. Just trust me when I say, "If you're going to use TinIC, then absolutely use this mod along side it."
http://www.tesnexus.com/downloads/file.php?id=6359 OOO users know that many guard, security, chest, and stealth tweaks come bundled in that wonderful uber-mod. JOG's Stealth Overhaul takes those tweaks one step further. Various factors, such as weapon weight (speed) and length (reach) now determine a weapon's backstab multiplier. Character skill and natural ability now affect all aspects of stealth. Heavy armor (not just your boots, as in vanilla!), all clinking and clanking, is much harder to sneak around in, while light armor receives a lighter penalty too (unlike vanilla). And, wearing no armor at all provides a sneak bonus. Daggers can now be used to backstab with a x32 multiplier, simulating the cutting a victim's throat. And, all of these settings are customizable in the mod. Simply set them to your tastes. Now, quick keys are added (uses different keys than the standard quick keys) that will allow you to rapidly alter your character's set-up. For example, you could set one quick key to configure the character to wear particular armor, sword, and shield. Another quick key might provide a bow configuration. Yet a third quick key might arm the character with a staff. I find these quick keys non-immersive, and thus I don't use them. But, I do use the two penalty buttons that come with the mod. You can set two keys on your keyboard that, when selected, will show you your current backstab multiplier with a particular weapon. I figure a good thief would know how useful a long sword would be versus a dagger (and, as I've alluded to above, the dagger will most likely be the better choice--as it would be in real life). A second key will tell you your stealth penalties. Again, I figure a good thief will know that his shield sounds when the leather strap rubs across the shield's cymbal-like surface, hindering the thief as he's trying to sneak. This is a great mod. Perfect for thieves. You'll want to load it after OOO to allow this mod to take precedence.
http://www.tesnexus.com/downloads/file.php?id=9730 Tired of the sneak eye glowing bright when an NPC has spotted you? It's an immersion breaker, right? Always seemed like a cheat? Well, get rid of that sucker! There are no guarrantees in sneaking. You don't know if anybody is paying attention to you or not. The sneak eye in the game is just another of the hand-holding measures (like Fast Travel from any point and the GPS Quest Arrow) that Bethesda has included for impatient gamers. We realism players do not need crutches like that, do we? Heck no! We don't! That's where this simple little mod comes in. Just drop it into your game, and it will turn the textures on your sneak eye invisible. It's really still there. You just can't see it. Voila. No more sneak hand holding! This is a "must" for true immersionists.
http://www.tesnexus.com/downloads/file.php?id=4065 I'm only going to recommend this mod for mature gamers. This is the type of mod that can unbalance your game in no time flat. This is a powerful item to bring to your game world, so do so with care and respect. You don't want to be a munchkin gamer, do you? That said, this mod can also bring a nice reward to your game--the same game that you've modded with the fatigue mod, gold weight mod, torch weight mod, and other realism modifications. This is a fabulous magic item to one day happen upon while you're out exploring. It's akin to finding the Skeleton Key. Here's my best advice for using this mod in your game: Download the mod; place the esp and bsa files in your Data folder; and, under no circumstances read the section in the readme that tells you where the bag is located. Once you've loaded the mod, just forget about it. I was disciplined when I loaded it. I had no idea where it was. I could have gone hours and hours, levels and levels, gaming, and never have found it. As it turns out, I found the bag around level 7, but I couldn't get to it. Knowing where it was, I came back 8 character levels later to grab it and nearly died in the process. It took me 147 game hours before I had the bag in my character's hands. And, it felt like I had just won the Olympics. It was amazing. What a reward! Do yourself a favor and place the bag into your game the same way I did. Don't read where it is located. Don't use the console command to have the bag magically appear in your inventory. Just let this be one of those things that you happen to discover while out adventuring in the big, wide world of Cyrodiil. You'll be glad you did. I wish the mod came with a method for random placement for the bag so that I could use it in future games with different characters.
http://www.tesnexus.com/downloads/file.php?id=3830 I can only recommend half of this mod. The download comes with two esp files. One will put ladders on some cities, allowing you to climb over the walls instead of go through the front gates. The other sticks alternate entrances into some of the cities, usually via a secret cave. I don't recommend the ladders because it isn't immersive. Guards would see you climbing over the walls, wouldn't they? And, with MMM's City Defenses plugin that puts guards walking the city battlements, the ladders part of this mod is out of the question. If the guards are going to see you anyway, why not just walk in through the front gates? And, the guards would stumble upon the ladder sometime, wouldn't they? They'd eventually get rid of it. I mean, it's not secret--it's draped across the wall out in the open. The other esp, though, is a nice little mod. Not all of the cities come with a special entrance. Some do. Some don't. My recommendation is to only use the Stealth Entrances.esp, and I'll recommend you go one step further...DON'T READ THE SECTION OF THE README THAT TELLS YOU WHICH CITIES ACTUALLY HAVE STEALTH ENTRANCES!!!! Just put the mod in your game, then forget about it. Discover the hidden entrances on your own. They're not extremely hard to find. In fact, you'll probably find them pretty quickly. But, respect your immersive play and use this mod as a neat "discovery" while you play the game. You'll enjoy what this mod has to offer so much more if you are disciplined that way.
A note on lockpicking...
I highly recommend using a mod that will drastically change your game. Immersion players playing thieves will adore this mod. It's http://www.tesnexus.com/downloads/file.php?id=3742, and it is a brilliant addition to the traps and locks and security upgrades implemented with OOO. What this mod will do is place a cover over the tumblers you normally see when picking a lock. It makes you feel your way around a lock, the way a real thief would. Included is ModMan's Lock Difficulty Text Remover which will remove the difficulty text you see when you place your mouse pointer over a chest. Using ModMan's esp, you'll only be able to tell if a chest or door is locked. You won't automatically see the difficulty of the lock. For that, you'll actually have to start picking the lock in order to learn that information. I'm telling you, pulling out a pick and counting the tumblers manually to find the difficulty really adds a lot of immersion to the game. It feels much more like picking a lock!
Using the Blind Lockpicking mod will increase the difficulty of your game without a doubt. But, don't fret. Without giving away any spoilers, there are more than one means already built into Oblivion to make lockpicking easier. So, using the mod will be an immersive hindrance to you for a while. As you game, you'll find easier ways of bypassing locks (and I'm not just talking about increasing your Security skill or using Open Lock spells).
One thing the Blind Lockpicking mod does do, though, is unbalance the game with regard to lockpicks. You'll definitely break loads and loads more lockpicks (especially at lower Security skill levels) than you do in the normal game. Because lockpicks don't grow on trees in the Oblivion game world, you will need another method of obtaining them. I suggest using another brilliant mod called http://www.tesnexus.com/downloads/file.php?id=9258. By using this mod, your character will be able to buy a metal file from some vendors. This file can be used to make lockpicks from items found in the game. If your character is not in the Thieves Guild, then any appropriate metal item found in the world can be fashioned into a lockpick (such as metal tongs or a rake). What I like about this process is that it is not automatic. Your character's Armorer and Security skills are used to determine the successful chance. Characters who are members of the Thieves Guild can buy lockpick blanks from fences, making for easy creation of lockpicks (rather than having to cut and fold pieces from a metal plate).
Also included with GP's Lockpicks mod is a nice clear base texture that you can use to remove the wooden base on the lockpicking graphic when you are picking locks. This is simply an aesthetic, but I think the look of the lockpicking graphic, with the clear base, and the cover from the Blind Lockpicking mod, is terrific. You'll find the clear base texture in the Alternate Files folder included with the download (and you'll also find a new, better looking lockpick icon for your inventory, too).
NOTE: I do not recommend the Lockpicks mod if you are not also using the Blind Lockpicking mod. The Lockpicks mod is an immersive way to correct the lockpick imbalance caused by the Blind Lockpicking mod. With the vanilla game, the Lockpicks mod makes available too many lockpicks, leading to munchkinism. Don't be a munchkin gamer. Be an immersionist!
...THE IMMERSIVE WAY IN WHICH YOU LIVE...
http://www.tesnexus.com/downloads/file.php?id=4666 This excellent mod will remove all those wooden doors you see providing entrances to the various caves and mines that dot the landscape of Cyrodiil. Now, you will see pitch black dark cave entrances--simple dark holes in the rock. There are two versions of the mod. One makes the door texture transparent, so that you can't see it. It's still there, though, and when you approach a cave, you activate it like you would if you could see the door. I don't use that version. What I like is the more immersive automatic version. As you approach the cave entrance (try to stay to your right), when you get close enough, you'll automatically enter the cave as if you had just walked in. No activation required. The same thing happens when you exit (try to stay to your left). Just approach the mouth of the cave and you will automatically exit. I give this mod my highest rating. It's superb.
http://www.tesnexus.com/downloads/file.php?id=8802 The immersive player wants his deep dark holes to be dark, dark, correct? This mod does it. Some caves are brighter than others, depending on light sources. There will be times, though, that you'll be deep down in an ancient Ayleid ruin, where you can't see anything--not even the weapon you are holding. I'm talking pitch [censored] black! Be sure to adjust your monitor correctly. Don't lighten your screen using the brightness, contrast, or gamma controls. All you need to do is bring a torch! This mod comes with two esps, one of which applies the mod to the Shivering Isles!
http://www.tesnexus.com/downloads/file.php?id=13448 With the night-sky and dark dungeon mods, there are times that I cannot see my character's hands and weapons in front of him because my character happens to be in a place that is absolutely light-less. These times require a light source. I've used several different torch mods since I've been modding Oblivion, but I had never found one with the right amount of brilliance. This is where StarX jumped in. He took Frugal's original Drop Lit Torches mod, tweaked the light so that it is bright at its source but rapidly declines as the viewer retreats, then added weight to the item. Being a realism player, I wanted my torches to actually weigh something. The result of StarX's tweaking is the best torch mod I've ever used. It's down right perfect. This mod provides a more brilliant torch, with a wider radius, incorporating weight to the item (and the results of a net search of torches used in Medieval Europe were used to determine the weight), retaining the "dropping" ability of the original mod. Now, OOO includes its own special version of DLT, so if you're using OOO (as I am), just load this mod after OOO, and you shouldn't have any problems.
http://www.tesnexus.com/downloads/file.php?id=11474 This is a "must" for immersionists who own the official Bethesda plugins. And, kudos to Strategy Master for another masterful mod. What this mod does is make you chance upon the information about the official Bethesda plugins (all but the new Fighter's Stronghold...but I'll bet Strategy Master updates his mod to include that one) in an organic way. Gone are the jarring quests that automatically pop up telling you that you have an inheritance from a long lost relative (how lame is that?) when you load the plugins. Now, with this mod, you will find out about the different plugins in the course of your adventures. You'll find them like you do normal quests. MY BEST ADVICE with mods like this is to REFRAIN FROM READING THE SECTION IN THE README where you are told how to obtain the quests. I mean, if you're going to do that, then why are you using this mod in the first place? Why not just go with the lame-o Bethesda long-lost-relative routine and have access to the plugin right from the get-go? Immersionists want to game and find things like this through the game. They want to delight in discovery. So, do yourself a big favor, and just load the plugins before forgetting about them. Just forget they're in your game. When you happen upon something in-the-game that will lead you to the plugin, you'll enjoy it ten times more. Now, this mod is best used with a new game, but a new game is not necessary to use the mod. Instructions are provided in the readme for loading this this mod during a current game. That's the way I did it (and I'm so glad I now have this mod). The mod is also modular. You only need to load the esps that are appropriate to the official plugins that you own.
...YOU AND YOUR IMMERSIVE MACHINE...
http://www.tesnexus.com/downloads/file.php?id=4109 II is an excellent, extremely easy to use, mod that will remove the clutter from your HUD, making your actual view of the game world that much more immersive. Take a look at this http://i213.photobucket.com/albums/cc84/KodaChrome_Me/ScreenShot15-2.jpg from my game. Where are all the HUD elements? Well, only the necessary ones remain. If you look hard, you'll see that the crosshair is still there, but subdued. Down at the bottom left of the screen, my current selected weapon is pictured. Below it is a ribbon that tells me, at a glance, the weapon's condition. Next to it is my current selected spell. And, that's it. That's all I need. The rest of the HUD has been stripped bare of anything that would interfere with my immersive play. I've got the compass disabled (You can choose not to disable the compass), but I can still view it if I open my inventory screen--which simulates the character having to pull a compass from his pocket in order to view it. The ribbons showing Health, Fatigue, and Magicka only appear if they drop significantly. Otherwise, you're not bothered with them for slight drops that are rapidly replenished. Once you've installed the Immersive Interface, you can re-adjust your setting simply by running the mod again (just double click on the .exe file in your Oblivion folder). The mod is highly customizable. Once you run the installer, you're asked a series of questions: Where do you want your screen elements to appear? Do you want to see your Health/Fatigue/Magicka ribbons all the time or only when they drop significantly? Do you want muted screen elements or bright text? You get the idea. What a brilliant mod! It's a "must" for every immersion player.
Oblivion.ini This is your game's initiation file. It's the file that Oblivion looks at in order to set itself when loading. Many games will store the ini in the game's main directory, but Oblivion stores it in a different location by default. There are many tweaks that can be made to your game by adjusting settings in the ini file. You can find out about several of them by perusing the http://www.tweakguides.com/Oblivion_1.html. I will be making reference to some tweaks you should consider making (as an immersionist) in this chapter of Delte's List. By default, your ini file is located in the My Documents/My Games/Oblivion folder.
CONSOLE I'm sure you already know how to do this, but in an effort to make Delte's List complete, I'll take you through the quick step of opening your game's command console. While in-game, hit the tilde key. The tilde key is the "~" squiggly line to the left of the number 1 at the top left of your keyboard. Once you hit that, your game will pause and the console will open. Type your command, press "enter", then close the menu. You're done. There are several console commands discussed in the http://www.tweakguides.com/Oblivion_1.html. Many mods have menus and settings that can be controled via the console. It's a simple operation to get to know. NOTE TO VISTA USERS: Some Vista users have reported trouble with opening the game's console. To this, Skycaptain has responded with an aid. Download his http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4087, and you, too, will be able effect Oblivion game console commands.
Disable Your MUSIC! You're bee-boppin' around Cyrodiil, listening to the fantastic (I love it) Oblivion soundtrack, when, abruptly, the music changes. It's battle music! Immediately, you start to look for the enemy. Where is he? Yeah...see, a real immersionist despises this. There should be no warning! You should have no heads-up-beacon that alerts you that danger is near and conflict is imminent. The immersionist will disable his music in his game's ini file. To do this, simply open your ini and look for this line: bMusicEnabled=1. Simply change the value so that it reads like this: bMusicEnabled=0. Voila, you no longer have music enabled in your game, but you WILL continue to hear atmospheric sounds. In fact, it will be a whole new game for you as you hear the sounds of nature and battle that you've never paid attention to before. It will be, guarranteed, much more immersive for you. As a bonus, your game will run a little smoother with the music disabled. System resources are no longer required to play music (not many people realize that a computer sometimes struggles more with playing sounds than it does displaying some graphics...both operations require large amounts of system resources). Just turning the music volume down to zero will not provide this benefit. The music is still playing, using system resources. You just can't hear it. In order to get the performance bump (which will be noticable or not noticable, depending on your specific machine), you'll have to disable music in the ini, and I recommend it (more for the immersion bump than the performance bump). For those of you quasi-immersionists out there who insist on keeping your music (and, as I said, I do dearly love the Oblivion soundtrack), there are options. Take a look at post #5 and post #7 in http://www.bethsoft.com/bgsforums/index.php?showtopic=764109 thread. You'll find some options there for defeating the battle music crutch.
Longer Lasting BLOOD! By default, blood appears in your game for 10 seconds before completely fading away. The next time you hit somebody (or something) in the game, stop and look at the blood. You can literally see it fading away before your eyes. What's it doing? Evaporating? The immersionist wants to change this, and he can do so, easily, by simply changing a value in the ini file. Open your ini and search for fDecalLifetime=10. This setting controls how long blood will appear in your game. The "10" setting means that blood will remain for 10 seconds. In order to change the lifetime of blood appearing in your game, simply change the value. If you want blood to remain for 5 minutes (a good choice), then change the setting to read: fDecalLifetime=300. The "300" value is 300 seconds, or 5 minutes. The http://www.tweakguides.com/Oblivion_1.html recommends a time value of 1200 (20 minutes). I think this is a bit long, which is why I recommend 5 minutes. Changing the time blood will appear in your game does not come without its cost. Blood decals are graphics, and multiple long lasting decals can, indeed, provide some lag for your game. You may want to find a value that suits your taste as an immersionist and fits within the capabilities of your rig. Now, Oblivion has this obnoxious little problem where, after you've changed the value of your decals, that value will remain unless you open your in-game graphics menu. If you open your video menu, then Oblivion automatically resets decal value to its default setting of 10. What you will want to do, after you've found the optimized blood setting AND optimized graphical settings, is to open the console, while you're playing the game, and type: saveini. This will save all of your settings in your ini file. If you open your video menu while in the game, Oblivion will still reset the decals to 10 seconds, but the next time you launch the game, you'll have your preferred settings restored. Without the console step, your decals will revert to the 10 setting.
Screenshot From time to time, you may want to take a screenshot of something cool in your game. In order to do this, you'll have to enable the feature in your game's ini file. Do a search for: bAllowScreenShot=0. Then, once you've found it, simply change the value so that it reads: bAllowScreenShot=1. Once that's accomplished, you're ready to take screenshots, and, in order to do so, simply press the Prt Scr button that rests in the top row, right hand side of your keyboard. You will get a notification at the top of your screen once the shot is taken, and a picture file will be saved to your main Oblivion folder. Additional information about screenshots can be gleaned from reading Post #12 of http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=765304&view=findpost&p=11102460 thread.
LIGHTS! Visible Farther Away! This is a subtle tweak that will make your game more immersive, especially if you are running mods that make night time nights realisticly dark. Search your ini for: fLightLOD2=. Try a value of 4000. This will greatly increase the range at which torches, campfires, lanterns and the like can be spotted. As in real life, light will travel a long, long distance. Be careful not to up this setting too much over 4000 (and you may even want to decrease it). If you start seeing strange colored blotches in the atmosphere or wierd colored reflections in the water, you're viewing indications that you've upped this setting too far. Knock it down by 200 or 500 notches, and see how that works for you.
NAME YOUR HORSE! When you get a horse, you'll want to name it, eh? Don't cha? Well, there's a console command that will allow you to change the names of things in the game. I use it personalize the names of my horses. For example, I'm still riding old Prior Maborel's nag. She's been a good mount. Old and slow, but Pugg (my character) has become attached to her. He calls her "Old Paint". It's not amazingly creative, but that's Pugg. Being an orphan, he doesn't know his real name (or even if he has one) either. Anyway, in order to change the name of your horse, simply open the console, use the mouse to select the horse (make sure it's name appears at the top of the screen to ensure you've selected it properly), then type: SetActorFullName "Old Paint". Once you close the console, your horse will now read as "Old Paint" when you place your pointer on it. (You, of course, should name your horse whatever you want. You might want to be a little more creative than "Old Paint".) Make sure you save before going through this process in case you make a mistake.
BURY YOUR DEAD! Ever have an NPC die and his body lie in the city streets for days and days? Kind of immersion-breaking, isn't it? One reader of Delte's Thread called it "being crashed after a drunken beach party." I mean, why doesn't the city watch take these bodies away? Are they trying to attract plague? Well, you can help them out (and also keep your immersion in check). Go over to the body. Open the console. Use the mouse to click on the body (make sure the name of the body is shown at the top of your screen to ensure you've selected the right object), and then type: Disable. Boom, the body disappears. Is this super immersive? No. But, it does lend itself to a more immersive experience the next time you happen this way and find the body is no longer littering the road.
http://www.7-zip.org/ 7-Zip is a fantastic way to unzip your mods after download. It supports multiple formats. Highly recommended.
...YOUR IMMERSIVE CHARACTER...
...DELTE'S LIST WILL CONTINUE TO GROW...
In the last thread, Joker said...
Joker what do you meen by getting an infection??? Is that just fantasy or is there a mod that actually does that because it would be super cool if there was!!!!
I do think there is a mod for that, one mod incorporates the longer you go without shoes the higher chance you have for a disease. Can't remember the name of it off the top of my head tho, maybe someone else could contribute that little tid bit. BTW, mods are up and running!!! yay!!!
You should definitely add Duke Patrick's Hydration and Water Harvesting Mod to your list of mods. It works very well as companions to the eating and sleeping mods.
This has come up a few times. I'm not familiar with the mod. Tell me about it.
Most likely a rat bit his toe while sleeping! You cannot get a disease from hanging around in dirty location (though this would definitely be cool!). If you really want to know if you contracted a disease, I recommend http://www.tesnexus.com/downloads/file.php?id=5172. A constant reminder to get healed...
PS: Good to see you back, Joker!
PPS: Congrats on the 15th thread, Delte! It's always a pleasure to read through the issues and many a great mod idea has been spawned here! Thanks!
It's very much like the real hunger and real sleep mods.
If you don't drink liquids (preferably non-alcoholic drinks like water), your character gets weaker and weaker until he dies (roughly a week in game time). Your character will be notified by thirst notifications that you can physically see and feel, such as dry throat and panting, before any reductions to your stats, making it realistic. When you're thirsty IRL, you won't immediately feel any physical or mental hindrances, but your body knows you're getting thirsty when you get a dry throat.
Like in real life, you have to drink more than you eat, meaning you need to frequently carry more water than usual.
In order to compensate for this, Duke Patrick made a water harvesting component to go with it. In addition to buying water from vendors, you can now collect water from streams, ponds, lakes, rivers, etc. with a cup, vase, pitcher, or almost any container of the sort. Since a lot of water in the wild is dirty for humanoids, you also have to purify the water with your alchemical skills. There's a book in the game that provides more details on the exact process.
And finally, D.P. is working on making it so you can haul buckets of water out of the wells found throughout Cyrodiil. However, some wells are owned, some aren't, so the player needs to beware when hauling water out.
Gives you a reason to spend your hard-won gold on nice, clean sheets...
And Duke Patrick has a list of mods released as long as your arm that you've probably never even heard of.
From his readme:
Duke Patrick's Dont Be A Soch
Duke Patrick's Hydration and Water Harvesting
Duke Patrick's Jump Modifier
Duke Patrick's NPCs Now Bob Under Your Shots
Duke Patrick's magic you can believe in
Duke Patrick's Lockpick challenge with bandits
Duke Patrick's Repair challenge
Duke Patrick's Bob and Weave Dodge
Duke Patrick's Dragon and the Sword of Might
Duke Patrick's Momentum Bonus Mod
Duke Patrick's The Lady Said NO!
Duke Patrick's SCA style combat
Duke Patrick's So you think you are a war god (for even MORE challenge)
Duke Patrick's Smash Of The Titans
Duke Patrick's Nosferatu Vampires
Duke Patrick's Contagious Zombies
Duke Patrick's more & better loot
I mean, here's a man who knows what he wants from his game...
I have been using the living economy mod for 2 weeks, and wow what a difference.
Have you tried the ingame menu? Type "startquest cflemenu" into the console to bring it up.
This is from the readme:
# Barter Gold Options:
* Global Barter Mod - (Default 1.00) - A multiplier for ALL the base barter gold values in the game. If you feel like the merchants don't have enough gold or that you are traveling too much, try increasing this. A value of 1.75 would give a merchant 75% more gold above his base value while a value of 0.75 would give him 75% less.
* Per-class Barter Mod: - Like the global mod, it is a multiplier to base barter gold values, but class specific.
o Trader (Default 1.00)
o Smith (Default 1.50)
o Alchemist (Default 1.00)
o Clothier (Default 0.75)
o Bookseller (Default 0.50)
o Pawnbroker (Default 0.75)
o Publican (Default 0.15)
o Fence (Default 1.00)
* Barter Scaling:
o NPC Mercantile Influence Mod (Default 1.00) - Affects how much the merchant's mercantile skill affect their gold. A value higher than 1 means more gold per skill point, and lower than 1 less. If you set the value to zero, the merchant's gold will not be affected by their own mercantile skill. Use this option carefully and refer to spreadsheet to consider the impact of your changes.
o PC Mercantile Influence Mod (Default 1.00) - Affects how much your mercantile skill affects a merchant's barter gold. A value higher than 1 means more gold per skill point, and lower than 1 less. If you set the value to zero, the merchant's gold will not be affected by the player's mercantile skill.
o PC Level Scaling - Affects a merchant's gold according to player's level. Merchants will have less gold at lower levels and a lot more at higher levels.
+ Toggle PC Level Scaling
+ Scale to Level: (Default 10) - This value determines what will be the level where the base gold values will be "normal". All base gold values will multiply to a factor of (currentlevel)/(scaletolevel). So whenever your level is lower than the set value all the base gold values will be lower and vice versa. You should REALLY see spreadsheet for using this option to be sure you understand it and want to use it. The default maximum value using this method will be 13500. It looks high, but the balance is in the fact that at low levels merchant's will have very little gold available to barter with you.
* Barter Renewal: - Determines how many days till the gold resets to base gold values for the different merchant types.
o Trader (Default 3)
o Smith (Default 5)
o Alchemist (Default 2)
o Clothier (Default 2)
o Bookseller (Default 2)
o Pawnbroker (Default 2)
o Publican (Default 1)
o Fence (Default 2)
* Max Barter Gold (Default 40000) - Determines the cap on a merchant's barter gold attainable by either base gold calculations or transactions. The merchant's gold will NOT pass this number under any situation.
* Services Toggle - Enables/Disables the influence of gold spent on repairing, spells purchases, and recharging has on a merchant's barter gold.
* Global Barter Renewal - Sets a global value to all the individual barter renewal options for the sake of simplicity.
Hmm I tired to open my console the other day but it wouldnt open...now I know of Skycaptains Console Ring but the thing is I dont have vista. Does that mean it wont work for me? Because merchants going broke is very troublesome when you have some high priced loot you want to sell.
Yes. and with MMM Crafting and Hunting installed, you can turn silver vases into silver nuggets, which are worth about five times more than the vases. Surely it should have been the other way around.
I unsinstalled C&H for this reason and because it was to much "work" to craft.
@Topic: Happy 15th!
Too bad it's incompatible with FCOM. I juist started a nw game with 200+ mods and it crashed when starting a new game. After uninstalling PA it worked fine.
I'm not super sure but I think it worked flawlessly with my FCOM. Though, it could be that I was playing FRAN at that moment. I'll try with my current FCOM install. Not sure if I'll make today...
It's possible that it works if loaded after FCOM (didn't try), but then it would override lots of what FCOM does. The conflicts were many and mainly with OOO and FCOM_convergence.
Well, I've always had bad things happen when I try to edit other people's mods, like Oblivion usually crashing before even coming to the menu screen.
Otherwise I'd try to edit the FCOM_convergence file myself, even though it's a lot more than just two creatures.
As for TIE, I just found it too annoying. Too many useless NPCs crowding cities and inns, weirdly behaving assassins in just about every cave I enter, Tomb Raiders that slaughter an entire tribe of Fallen Ones and then try to go through a locked door to kill their prisoners. And with TIE combat is just too frustrating. I want goblins and fallen ones to die after one or two hits and feel all warm and fuzzy inside at the satisfying sound my warhammer makes against their skulls; not pounding on them for several minutes before they die.
My mods were mentioned, so I thought I would explain them and give a link.
Thanks a lot for them!
Hey, everyone. I just wanted to say thanks to everyone for such a great series of threads. I've read the last three or four of them and picked up a bunch of excellent mods. I played a bit of vanilla Oblivion on my roommate's 360 when it was released, but I wasn't too impressed and am only now picking back up on it. I've got about 150 mods running, and I'm a few hours into my first game, and I have to say -- the modded game is really, really fun. I'm using pretty much all of the mods on Delte's list. The only changes: FCOM rather than OOO+MMM; DarN UI instead of Immersive UI, but configured to hide the stat bars until they hit 80% and then have them get brighter as they get lower, and with no sneak eye; Blind Lockpicking was also replaced by DarN UI (it can optionally cover up the lock for you); and I'm using T.I.E. 4 Mods rather than Stealth Entrances to give me secret city entrances, because of its other additions and better FCOM compatibility; and I got rid of the Bag of Holding. Oh, and I'm using the COBL-compatible version of Real Hunger, rather than the original.
An amazing compilation, thank you VERY much for compiling this list and information, Delte.
Thanks very much for mentioning Heartbeat Battle Music. I haven't known that one. Sounds very promising. I think I'll give this and Music Controller a try in my next game (playing without music atm; everyone should try it a least once).
Wow! That Storms & Sounds mod sounds awesome! I only wish it had in it the fixes in http://www.tesnexus.com/downloads/file.php?id=14918, because that mod has fixed all my previous problem with NW.
I know how to from Delte's list to change my horses name, but I wonder is there something like that to change the name of a weapon or piece of armor?
I don't think you can do that with the console. That's a job for the CS...
PS: Enchant and name it!
Well, there were no actual instructions for this anywhere, so I'm not totally sure that it's working right. But it seems to be. What I'm doing is using the "Simple" esp that comes with RD's mod, which actually uses and modifies the base Oblivion weather system rather than adding a new scripted system on top. Then I'm using the esp from Storms & Sounds that's actually intended for vanilla Oblivion, which seems to work great. I haven't noticed anything weird yet, but I also haven't played too long, so your mileage may vary . . .
Goodness gracious, man! You're kidding me!
You did all those mods? An immersionist could go crazy, as a kid in a candy story, trying all those suckers out.
I'll definitely be looking at some of them for inclusion on Delte's List.
That's what we're here for. Glad to oblige.
Ditto above. Glad to have you aboard the immersion express!
Darina, darhlin', you've changed your avatar. Delte likes.
Yeah, me too! It's from the very promising Japanese scifi anime series Ergo Proxy. The first DVD in German is to be released soon!
PS: Great to see you on the thread more regularly!
Of what I read, yes! This way it's much easier to enjoy the great pictures, instead of reading the subtitles.
PS: Here is the link to Amazon.de for the http://www.amazon.de/Ergo-Proxy-Vol-1-Awakening/dp/B00169ZC2U/ref=sr_1_1?ie=UTF8&s=dvd&qid=1209923156&sr=8-1. Languages are Japanese, German and English!
I turned off the music as soon as I could find a way to do it and have not turned back for 2 years!
Hi guys, nice recommendations and great list. I have been trying to get back into oblivion again. I had PC issues not long after spending time setting Oblivion up (bleh!). Strange issue with my drive. Long story short, I decided to reformat it. Paranoid I guess.
You could try out http://tesnexus.com/downloads/file.php?id=5572. That should do.
Thanks for the suggestion, but I am not so sure about MOBS. I noticed "Oscuro's Oblivion Overhaul uses its own weapons system, which is similiar in some ways to MOBS but still very different in many aspects. Loading MOBS after OOO will force all vanilla weaps to use the MOBS system instead of OOO one. However.. the new weapons added by OOO won't be affected." I use and love OOO, so I hope I wont be messing with the point of the mod too much if I tried it. I'm sure this is going to be an issue with any combat mod that changes vanilla weapon stats only. There wouldn't happen to be some fully OOO compatible combat mods as well eh?
Hmm Deadly Reflex sounds a bit more interesting after I noticed the 'Breathing Motion, Head Bobbing and Bow Sway' separate plugin. Hadn't seen it before. After actually going through the readme it sounds more balanced than I originally thought. I'm going to just go ahead and try that out for a while. Would be nice to hear how others feel about 'Deadly Reflex' as far as immersion goes. Only thing that might bug me is the awkward looking dodges.
Well, I'm using it and I like it so far, but I haven't done much. The bow sway thing is very cool, though the bobbing motion is a little overdone for me . . . I may deactivate that, actually. I'm using the Deadly Reflex esp that increases damage by 2.5x and has timed blocks (so your blocking skill decreases rapidly as you hold a block, meaning that for best results you want to block just before getting hit). I like what it's done to combat quite a bit, actually. I'm finding that for my stealth-oriented, light armour wearing character, most fights end after only a few good hits to either party, and some strategy is definitely needed. So far my character doesn't have enough acrobatics skill to use the Deadly Reflex dodges and flips, so I don't know how that works, but I really like the shield bash feature. I have a mouse with back and forward buttons on the left and right side, and I mapped the shield bash to the back button and the flip to the forward button -- it controls very smoothly. I'm also using http://www.tesnexus.com/downloads/file.php?id=10901, Stealth Overhaul, and Duke Patrick's Near Miss Arrow Hit Alerts The Target. The combination of those three mods with Deadly Reflex works well and makes fights challenging and fun; I frequently find myself starting fights with arrows, missing and accidentally alerting the NPC; then, unable to run backwards while shooting at him, I switch to my sword and shield as he's running at me. Because this is FCOM, I'm generally overmatched, and will die in a couple of hits, while it will take me four or five to kill him, so the melee fights become a matter of dodging to the side, using Deadly Reflex's power attacks combined with arrow keys to lunge, charge, and sideswip; and shield bashing to buy time for a retreat or to knock the enemy down for a couple of good power stikes. I'm really enjoying it so far, and recommend it.
I have been given more than a few requests to take the weapons stat changes out of my MOD.
I see your point, but IMO the very opposite can rather easily be argued, i.e. that Deadly Reflex is more "realistic" than the vanilla combat system. I would imagine that blade/blunt fights tend to be gruesome affairs, with severe and nauseating injuries etc. rather than the "no visual indication" vanilla variant. In short: the results of a to the death battle with swords and blunts are probably "a bit over the top" as a general rule.
EDIT: Also, btw, I wouldn't consider MOBS to be an alternative to Deadly Reflex as they deal with completely different things - weapon mechanics and the combat system - without overlapping. And if running OOO, the weapons are already OMOBS-ified, so there's no reason to use MOBS. Alternatives to Deadly Reflex would be Locational Damage, Duke Patrick's etc.
To each his own of course - I'm not trying to convert you to beheadings or anything. But to me it seems that you rather want to avoid too realistic depictions of sword fights, which is understandable. Imagine the resulting mayhem of a sword master, wielding a Dai-Katana against five low-life bandits, for example. I just meant that the "not realistic" argument is questionable as compared to vanilla.
The Deadly Reflex topic has come up several times on this thread now. I just want to say that Skycaptain never said his mod is "realistic". It's a great mod that enhances the boring vanilla fighting. (If you used DR for some time, try a new game without it to see HOW boring vanilla can be!).
I'm in the middle when it comes to DR. There are things about it I like, but, then again, there are things about it I don't like as well.
I think I'm leaning towards not including it on Delte's List. People can add it to their games on their own, but I'm not sure DR is for the "immersionist".
Of course, DR is somehwat configurable, too. One can have enemies doing derring-do backflips in full plate armor, or I think the mod can be tamed to provide a more realistic experience.
I need to tinker with it some more.
Delte I give your list my full allegiance...IT was amazing I tell you the battle was EPIC!!!!! I should explain...I have been using V & V until recently switching to Real Fatigue and it changed my life!!! I almost died several times and actually had to use all of my welkynd stones to stay alive... I will name the vessel of my survival in that of the Frenzy spell...It was an experience I will treasure forever!!!!
One immersion mod that I'd like to recommend is Progressing Diseases by Damar Steihl. I have this mod in my load order, but CANNOT find it on either Tesnexus or Planetelderscrolls for some reason. It makes catching diseases a very bad thing - I need to always ensure that I have plenty of Cure Disease potions and/or a good Cure Disease spell. The mod adds Cure Disease spells of different strength levels. Weaker cure disease spells can cure diseases in their initial stages, while the stronger spells are required to cure diseases that have gotten progressively worse.
Sounds like you...yourself...actually spent some time in Cyrodiil. You weren't just playing an tune in a game. YOU were there.
That's what its all about. When you play, you transport your actual self to another realm and live the experience.
Coming back to the real world is a let down, sometimes.
I love this list. The fatigue revamp and the mods that require eating and sleeping really improve my experience with the game.
Thanks for the hint!
I used something similar once, but this one seems to be much more sophisticated and interactive! Exactly what I need. It will go into my next load order for sure.
(You hear, a thousand voices, all in unison...)
And, the list loves you.
Looks bad-ass. Thanks for posting. I'll definitely put it on my list to test.
Great list. There is a mod that allows for a gradual increase in spectators in the Arenas based on the PC's performance. I thought i saw it in one of these threads, but i can't seem to find it now. And i can't remember the name of it. Anyone know what i am talking about? Thanks again.
I've just installed DR but can't seem to map my mouse buttons - I have what sounds like a similar one to yours: http://computer-reviews.net/wp-content/uploads/Logitech%20MX%203000%20Laser%20Mouse%20and%20Keyboard%20combo.jpg with http://www.geeks.com/imageshare/9/150x150/967553-0403-R-soft.gif. Can you tell me what keycodes you entered into the console? Or did you need to assign keystrokes to the buttons using the Control Panel/OEM setup utility? My buttons are "back" and "forward" (ie, for browsing) by default.
The Deadly Reflex readme (which admittedly could be better organized) has some brief instructions on how to assign its functions to mouse buttons. From the readme:
Sounds like it's just guesswork which buttons to use. I got lucky and found that my first guesses were right -- on my Logitech MX310, 259 was the back button and 260 was the forward button. Since you also have a Logitech mouse, it's certainly possible that the same numbers will work for you; if not, just try the others in that 259-265 range. One more bit of advice: I suggest turning off the NPC's dodging option in the Deadly Reflex options (which can be access from your inventory in the game). They kind of fly around sometimes and look a bit weird. I also set my critical chance low, to 20%, and I have yet to chop anyone in half or do anything else crazy; it sounds like you might want to do the same thing.
Hm... Afaik, there are only mods that remove map markers constantly. OOO removed almost all vanilla city markers at the beginning of the game, but iirc there were some issues and the feature is removed in the current version. Will be readded later maybe...
No mod needed for this, as long as you have your console working that is.
Open the console and write "TMM 0" or "ToggleMapMarkers 0" without the quotes and press enter. All map markers will be removed from the map and you'll have to discover them yourself.
Of course, I don't know for sure if this works for mod added markers as well...
On that matter, I guess someone could put together a supermini-mod that does nothing but remove the map markers at game start with the help of "http://cs.elderscrolls.com/constwiki/index.php/Con_ToggleMapMarkers" for anyone who can't use the console...
I'm using Tandem's http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=160
I just recently discovered your MODs. I love the your SCA combat mod changes the whole feel of combat. I have zero combat experience in real life, but do know what intense physical activity is like, since I am a collegiate athlete (who is still recovering from a broken femur, which happened when I was creamed during a morning team workout). Anyhoo, your combat mod just feels right to me. My only complaint is that bows seem to be way too powerful (especially for lower level / lower marksman skilled characters). Would you be willing to possibly reduce bow damage? Or is there a way that I could do this on my own (with like no Construction Set experience)?
BTW: I love your "Magic You Can Believe In" mod and added it to my http://amito.freehostia.com/Oblivion/OB-mods.htm#Duke_Patricks_Magic, along with a sequential screenshot of my Bosmer casting a Restoration spell (love those runes!). Oh, I have one other question: am I supposed to use both esp's (Duke Patrick's magic you can believe in 4p5.esp and Duke Patrick's magic you can believe in.esp)?
This one is going in my next load order for sure! (Among some others of Duke's mods.)
Though, you definitely need to upload some pics to TES Nexus, Duke! A pic tells more than a thousand words... bla...bla...
After seeing Arwen's screenshot though I will just try it out. Thanks for that and the MarkerExplore mod. Clearing the markers everytime I created a new character got tedious. ^^
The only issue i've had so far is the Bank mod...
That means you're missing a texture. The Bank mod is either replacing something that another of your mods is changing, or you didn't install the Bank mod correctly.
First, I'd try to reinstall the Bank mod to make sure you've got all the textures.
If that doesn't work, I'd look at what mods you have that alter the Market District. Turn those off and see if the exclamation point disappears.
Lastly, you could have an old texture from a mod you've already deleted that's interfering with the Bank mod--maybe the same texture file that is named differently. If you don't completely clean out mods and all the files they bring when you decide not to use them, this could be an issue.
In any case, that exclamation point is not supposed to be there--it's the game developer's way of seeing that a texture that is needed is not being addressed.
um...actually I did. They were removed when this web site transferred hands as did a lot of posted mods there.
Use the 4p5
I just got PC Oblivion so it wont be a deleted mod issue.
I'll check around. I don't have access right now as i'm at work but it may be a mod like Theives Arsenal that's conflicting...
I'll try the re-install and see if that helps, thanks.
Thanks! I removed the other one.
Would you consider including a 2nd optional esp in your SCA Combat mod that reduces the damage from bows (by perhaps a factor 4)? Or perhaps you could have it based more on the marksman skill level or something.
The other thing is that using a bow doesn't seem to reduce my charactor's fatigue at all (I just fired off 25 arrows as rapidly as I could and my fatique didn't drop at all), yet my fatique drops pretty fast with just slashing a dagger through the air.
I really don't mean to complain, as I do really like your mod - it's just that the bow part seems rather unbalanced.
I'm Curious to know your opinions about TNR (Tamriel's NPC's Revamped). I found vanilla Oblivion NPC's faces to be really redundant and well...ugly. TNR gives them better faces but is not an Anime type of face mod. It makes a Sneaky NPC look more sneaky in his face ect ect. I really am a big fan of it so I just wanted to know everyones opinion.
Have you heard of Open Cities?
QUOTEActually, I went with 10% critical and might go into the esp to find the variable and console it to 0 if I find the gory bits too bothersome. Good suggestion on the NPC dodging, I'll give it a try.
I've had a try of sca combat and was able to clear out a cave of high level fcom npc's at my present level of 7 very quickly with a bow and arrow. I do agree with the high damage of bows given, I think the addition of Proximity based sneak penalties though would be good to use with the combat mod as it goes quite a way to counter the dumb ai of the npc's while in sneak and being able to clear out a cave like I just did will be much harder. Unfortunately to do this it looks like I'm going to have to change levelling mods, from ngcd to realistic levelling, only unfortunate because I may have to restart my game, they're both good levelling mods. ngcd drops me enough level to cause encumberance if I'm discovered while sneaking and I have to come out of stealth making it impossible to lose the npc's again.
The short try I had of this mod though is what I think the combat has been missing in archery. I never paid attention to the fatigue though I must admit.
Also I've tried the nw storms and sounds mod, I renamed the natural weather hdr darker nights bug free I was using to natural weather.esp and activated nw storms and sounds and it's running great. I nearly got hit with a lightning bolt while riding the horse, and being out at night with the darker nights while a storm is going is just spectacular.
Spooky if I were having problems with one of your mods where would be the best place to post, there's no thread here for it, tesnexus?
I have a question for the immersionists.
Wonderful idea WillieSea! Wonderful!!!
That's a great idea WillieSea, it'll actually make the house feel more like a home.
I find it interesting that you like the archery in my SCA mod.
I must admit that I concentrated MUCH more on the sword and shield,
What I like most is the uh oh, when you hear an arrow being let loose and having to take a dive for cover. Archery otherwise in oblivion is just too tame.
Duke Patricks Hydration and Water Harvesting
TNR is essential in my games. IMO Veritas did a great job. Some people don't like all the faces (especially his Khajiit). I like all of them. Can't thank him enough for getting rid of that ugly face called Rhossan...
If you want even more diversity (new hair, eyes), you could try Race Balancing Plugins optional module "NPC Diversity, TNR merge" which adds new hair and eyes to NPC's. Bg2408 tried to make only suiting race/hair/eyes combinations. Though, it's personal taste if you like the new combinations. I liked some of them very much (Bosmer with full violet eyes; makes them really look alien and a bit intimidating. A Bosmer intimidating! Can you believe that? ). Some weren't my taste. Atm, I use just classic TNR, but bg2408 will integrate the new Korean Hair mod which has some nice styles.
For the RBP version of TNR you need the resource mods and of course Wrye Bash.
Some interesting writing you have there. Do you know a link to a vid about SCA? I'd like to see how that works.
Thanks, that will help some. With OOO (I think this was in OOO, but it was also part of the Adventures mod) - which I'm not currently using in testing SCA, at a lower marksman skill, you can't pull back bows for long, without tiring and dropping your arm/releasing your pull (fatigue?). I loved that! The only problem was that it only worked when your skills were very low. I would like to see that for all skill levels, to various degrees - since no one is going to be able to pull back on a war bow indefinitely - not matter how skilled they are.
Your SCA is likely a very accurate representation of war bows, but it makes the game way less challenging for me - as my lower level, untrained little Bosmer can basically clean out most dungeons on her own. I don't doubt that this is "the fault of the rest of the game," but because of this fault, realistic archery weapons are just too powerful to fit in very well.
I did. But it didn't help.
The trouble is that I rarely miss, so that wouldn't really help me much. Should I just miss on purpose? But that wouldn't be very immersive either. It's not so much that enemy archers are killing me all the time . . . they rarely have a chance to even fire an arrow at me. The ones that generally kill me are the ones that I never even see.
As much as I like this mod, the all-powerful-bows are really wrecking it for me. They make the game way too easy for anyone who knows how to use bows effectively. When a level one character can consistently kill enemies with a single iron arrow fired from and old, cheap rusty iron bow, there's really no reason to spend gold on a better weapon.
Sorry (and I really do mean it, because this is the best combat mod that I have tried), but I'm going to have to uninstall your mod and it won't be making it to my recommended mods list.
I had the opposite complaint with T.I.E., becaue bows are way underpowered in it. It would take my character 8 or 10 arrows to kill an unarmored NPC, who could kill my character with a couple of punches. I'm looking for a realistic, immersive, but also a balanced combat mod, so far I haven't been able to find one that successfully does that. Yours comes the closest, but it looks like I'm going to have to revert back to a less realistic combat mod, in order to enjoy playing the game.
Oh, and I'm currently testing your hydration mod - with mixed results (so far I love/hate it – I know, I'm way too critical.) But I need more game time before I can really comment on it.
I've stayed away from cosmetics like this because I thought they'd be an unnecessary hit to fps.
What about fps? Any hit for using all those new and better faces?
Um...I have a question...What is SCA?
I guess I will do my own thing then, since there are no suggestions on this.
TNR just changes facegen settings I thought, nothing else, shouldn't affect your fps at all should it?
No FPS hit at all. All that is changed is the facegen settings for each NPC - they're all tweaked to be much more unique and memorable, as well as sort of having their personality reflect in their face (ie, smug mage, aggressive guard captain, pitiful beggar).
You know a mod is worth a look when Wrye puts a feature in Bash (import NPC faces) to make it more accessible.
Also, I experienced no noticeable lag while using bg2408's version of TNR (with new hair and eyes). IMO everybody should give TNR at least one try! It's a whole new world. It was the reason for me to install Wrye Bash for the first time (as intimidating as it was ).
PS: Funky Munky, SCA is not a mod. It means "Society for Creative Anachronism". Check the wiki http://en.wikipedia.org/wiki/Society_for_Creative_Anachronism.
Society for Creative Anachronism = SCA
A nice catch-all phrase for people who enjoy medieval activities, to varying degrees of realism (ie, they may use padded weapons in lieu of steel.)
In England it goes by the term historical re-enactment, although these societies generally go specifically for period accuracy (I even had to make my own leather shoes once!) Sometimes the people are hired as extras in films and documentaries, as they bring their own outfits that already have to go through rigorous authenticity checks by the re-enactment society.
The fights are great: England is dotted with castles to use, and you really get a feel for how brutal it would be to hold a castle gate, etc. We even had a full-ensemble march through York and then a pitched battle of a hundred for the crowd.
QUOTEMay I ask which¿
QUOTEReal Light did this, to an extent. Colors didn't change greatly, like a blue window was always blue, but completely dark at night, and nearly white flooded with light at noon.
Do you want a low skill PC archer to miss more?
That is really cool! I am a total Civil/Revolutionary war buff and I used to want to do kind of the same thing.
Missing is just part of the equation - which should probably be based on the marksman skill (since I don't know what else that skill adds). I've tried a number of bow sway mods a while back. If I remember correctly, TheTalkieToaster one didn't work correctly with higher widescreen resolutions (I'm using 1680x1050) - I couldn't hit a large house with that one. Does anyone know if this has been fixed? I also tried the bobbing/breating mods with a bow sway that I really liked (Ijust can't recall it's actual name) - except it was not compatable with any mod that reduced backward running speed - as it slowed you and the fps down to a jerky crawl. See, I really have been trying to fix this for a while - I should probably learn how to make mods, rather than complain so much (but I'm really good at complaining, and I would probably stink at making mods).
Perhaps - if I could find a compatable bow sway mod. Also, shouldn't NPC's abilities with a bow be based on their abilities as well (or is this already figured in)?
What about the weapon itself? I mean, shouldn't the low-end bows be pretty crappy?
And what about the character's strength? I'm not a wimp, but I doubt that I could pull back a war bow very far, without lots of training and building up my arm and shoulder muscles. What if characters could only use the bows that they were strong enough to use? For instance, if you're a level one or two (and not very strong yet), you would be stuck using the wimpy bows . . . and the wimpy bows would not be able to kill NPCs in one shot, since the arrows wouldn't have much force behind them. Once you were stronger, you could move up to a better bow. Maybe the speed of the wimpy bow's arrows could even be slowed down (but that's probably way to complicated to do).
Am I making any sense here?
I agree with this and I made a tiny mod to try and fix this. Despite my mod is very simple it does the job for me. The mod requires you to draw back the bowstring for a longer time before you can perform a power shot (that is a shot which doesn't causes the arrow to plummet to the ground). It does this through a few game settings that are never touched by other mods. Atleast I haven't seen any edit them.
Here it is in case you wanna try it out:
My mod in conjunction with the Bow Sway mod mentioned above has made archery perfect for me.
Thanks for sharing this! I just downloaded it and will hopefully have a chance to try it out this evening.
(But first I have to finish one last final paper and study for my last final. I am sooo ready for this semester to be over! I'm going to sleep for a week when I get back home.)
I have Oblivion playable woo! I'm so chuffed right now, it's ugly as sin though. Did a bit of pc first aid, its limping along until I get a new one, I have more realistic payments to keep up with though sadly. Damn you real world. I have been configuring all the mods I have amassed over time, addicted is not the word, I have something far worse I fear lol. I can once again be immersed without raiding and installing mods upon my best friends pc.
Hey there all good people:
I just remembered that I continued to tweak my mod after having uploaded it so the one I use is actually a tiny bit better than the one currently at TesNexus... or maybe it's just a bit better suited for me
I'll upload my tweaked version if anyone's interested although it's very easy to tweak yourself. It just takes a bit of testing.
I love the idea of having to replace candles and relight the fires with wood my character had to gather.
Same goes for skill, it's not hard to get the power. The problem is actually hitting the target. In this case I have to agree with Duke Patrick.
I'd suggest looking into Bow Sway mods again. I remember Toasters mod having a way to adjust to your screen resolution. Just check the readme again.
I have downloaded his bow sway mod and will give it a try again.
BTW: here's what I found by doing some quick research into medevial bows (this is mostly about longbows):
http://www.ealdormere.ca/files/handbook_archeryapp1.pdf - "Appendix 1: Towards a More Medieval Archer - Improving Your Recreation of the Middle Ages on the Range" (taken from bottom of the first page): "Although much of the romance of medieval archery is associated with its use in war, few modern archers have either the physique or training to shoot a war bow (whose pull is estimated to have often exceeded 120 lb.)"
From: http://www.historicalweapons.com/bowandarrow.html - "The best longbows were made of yew. The staves were cut in winter when no sap was running, from the junction of the inner heartwood and the outer sapwood. The staves were seasoned and worked on gradually over a period of three to four years. Today only six longbows survive, none from the "golden age" and sources do not agree on the dimensions. Most give the length as about 70in. with a drawing pull of 75-100lbs. The arrows were between 27-36in. long. A trained archer could shoot 12 arrows a minute, but some sources say that the most skilled archers could fire twice this number. The arrow could wound at 250 yards, kill at 100 yards and penetrate armor at 60 yards."
Note: My Bosmer can shoot way more than 12 arrows a minute.
From The physics of Medieval Archery - http://www.stortford-archers.org.uk/medieval.htm: "When these calculations were done, the answers were almost unbelievable. They suggested that the force needed to draw a medieval longbow could have been in the range 110 to 180 pounds (500 to 800 Newtons). Although these figures are astonishing, they have been confirmed by calculations based on the bows found in the wreck of Henry VIII's ship Mary Rose, which sank in 1545. It seems likely that in 1415, when archery was at its peak in England as a technique of warfare, bows would have been no less powerful than in 1545, when archery was already beginning to lose ground to firearms."
Note: There's no way that I could fire a longbow - at least not very far. I could likely throw the bow further than I could shoot an arrow with it.
I'm not an official immersionist here , but I find those ideas really awesome! I think that they would be much more interesting the vanilla player homes.
Last time I tried to use a bow (a modern, rather complicated one, I remember), I wasn't even able to tense the rope correctly. OK I'm a wimp, and I didn't try really strong - but still, it is surprising how hard it is to use heavy bows, a lot harder than the simple light bows you see more often nowadays. I can easily believe I would be physically compltelely unable to use the large, heavy medieval longbows.
That said it's not only about strength, knowing HOW TO tense the rope correctly plays a big role; but I agree, strength really matters. (If we have to go into realism into mods for that detail, but to each his own)
Yes you are, and your point has successfully got under my skin, as I said I did not do bows justice in my SCA mod
Yeah, there were some freaky Bosmer in Morrowind and as I said you did a great job with the Oblivion Bosmer. I can't say atm which face/hair/eye combination exactly I didn't like that much (one or two Orcs were among them). Don't get me wrong, you did a great job and I'm determined to check out your version of TNR again in my next load order with my new PC. Atm, I have little to none time to play...
Have you tried http://www.tesnexus.com/downloads/file.php?id=15777 mod? I'm using and loving it. There is a detailed description in the readme how to adjust the sway via console. With default values and low agility and marksman it's already hard to hit the target. So this mod might relieve you from your troubles with easy kills using Duke's SCA mod.
Second that! Though, I'm no mega hardcore realism player, this sounds really great. Especially the wood collecting part and the ability to douse flames.
Sorry for bugging you so much about this, but your combat mod is the best one I have tried (and I've tried a bunch). But bows have always been my preferred weapon (when I had room to use one), but they have never seemed very realistic in how they worked - and stuff like that really bugs me.
Thank you so much for deciding to (or rather, for letting me pester you into) improving archery. Of course I'll be a play tester and I will try to help in whatever way I can. You just need to give me a couple of days to get through my last final, cram all the contents of my dorm room into my car (which is going to be a real challege - especially since I'm still partially on crutches), and move back home for the summer. If everything works out, I should be available by Wednesday (but I plan on sleeping in).
Yes, I'm totally willing. I just have no clue how to actually go about doing this.
The best way I know of (which likely it may not be the best way available) is to use Wrye Bash Export Stats facility, which generates a CSV ("comma separated values") file, which then you can open with a spreadsheet program and sort, filter and edit.
Go to Wrye Bash Mods tab, select any plugin that you know have any weapon inside, then right-click and select from the popup menu Export->Stats ... choose a destination and the file name, and you're done.
This is a sample of what is generated (from Oblivion.esm):
"Type","Mod Name","ObjectIndex","Editor Id","Weight","Value","Damage","Speed","EPoints"
"Type","Mod Name","ObjectIndex","Editor Id","Weight","Value","Health","Damage","Speed","Reach","EPoints"
It generates stats for all weapons, so you then will have to filter it within excel or something.
Another way is using http://www.tesnexus.com/downloads/file.php?id=11536 spreadsheet view. Just download TES4View and extract it to the Oblivion directory (where the Oblivion.exe is) and start it, choose the plugins you want to see, and when it's done loading, change the selected tab below, to the weapon spreadsheet, or the the ammo spreadsheet. You can sort by different columns or compare weapons between them. But you cannot export that to a file, like with Wrye Bash (at least, in no way that I know of)
Hope this helps you! I really like this bow combat overhaul idea, and I also would be willing to help test it when the time comes ...
Cheers to everyone!
That is, if you've got a "running sway" of 100% (of whatever the maximum sway range is) and a "just stopped moving sway" of 50% and a "stopped, crouching for 2 seconds sway" of 10%, you shouldn't go back to wildly swaying at 100% after loosing that first arrow while crouching. Subsequent arrows should be almost as accurate as that first one you concentrated so hard on. Providing that you're not changing position, of course.
I gave your mod a test tonight and really like the way that it works, although I need to spend more time getting my timing right.
You know, we should probably start a new thread for this mod - as I just realized that we've been sort of hijacking Delte's Thread
Not sure how I would go about 'collecting' wood. And I don't have a mesh that I could use for the wood. The wood in the game lacks collision, so it cannot be picked up or used in any way. Perhaps I could make the 'downed trees' in the game a container that you could get wood out of. But that would probably mess things up since I would have to replace every static log with a container log.
I just need ideas that would work.
I have the candles working in Bravil Home. Everything is also tied to the vanilla deeds you must buy before they will show up, or work.
I am also adding little touches to the homes and fixing the oddities, like candles with no light, windows with no light, light with no source. That sort of stuff.
Ran into that problem with the water wells in my Hydration mod.
would be great if the game would allow the modder a way to reduce the rate of fire
Once you are settled at home I will send you some kind of list of the weapons and arrows.
Sure thing, spookyfx. Btw look below, I'm uploading a better tested version now.
Thanks! Alright, I'm uploading my tweaked version now.
I'll be looking for that other archery thread then!
Great! This sounds like a very nice little mod! Will go into my next load order!
Sounds good so far. I really like the approaches you usually take in your mods so I will trust in your choices.
Sounds great to me so far, ABO! I agree with Tyheam that Realistic Health/Sickness should be a separate file. Though, I'm definitely interested what you can do with ScreenEffects.
I'd be interested to know if this would be compatible with combat mods with fatigue scripts, also with mmm's npc wounding effects and penalties when they stagger and run/fall.
Speaking of sickness anyone else notice that Pestilent Affliction diseases progress a little bit too fast. I mean after 30 min of game time your stats are already in the dumpster....Just wondered if anyone noticed the same thing.
Everything sounds great, as long as you keep it as customisable as possible, because already I see a few things that I might not want in my game, such as force walk when casting or drawing a bow. I like my characters to have a little bit of superhero aura around them, by letting them do some slightly impossible things (I would let them kite, too, but that makes the game too easy for me).
As for increased walking and running speeds.. keep in mind that it will somewhat alter combat dynamics as well, making it easier to dodge attacks. It might also make the animations weird, people might then seem to be gliding when they're walking.
I looked at http://www.tesnexus.com/downloads/file.php?id=15921 and http://www.tesnexus.com/downloads/file.php?id=7333, along with a bunch of other mods to try and get a feel for the best way to do this kind of stuff. I'm not familiar with mmm's npc wounding/penalties... I might have to have a look at it (been avoiding mmm so far because it's so big).
There were some things I didn't like about Realistic Combat... my recollection may be blurring together all the mods I looked at, but I think it included some vestigial unused script fragments, and I found the wounding/adrenaline affects a bit arbitary. Despite this, I must thank HTF and drycat for the nice example of how to apply abilities to nearby npcs/creatures using an AOE spell cast from an activator.
My general guess is that RR will not directly conflict with these kind of combat mods, but it may combine with them in ways that are overpowering, resulting in npcs struggling to stand up straight in combat.The ones that add wounding pentalties like reduced speed might work relatively OK, but anything with its own fatigue affects is likely to be directly "doubling up" the RR affects. I would like to think that RR will make many of these other combat mods redundant, but given the diversity of people's tastes, thats probably unlikely. This is why I will always have quest variables that you can tune from the console to to adjust/toggle each different effect, so you can turn down or turn off individual things like stagger, trip, pant etc, allowing you to use something else for for those effects if you want to.
Feedback like this is good... I believe the "wisdom of the masses" can do a better job on this stuff than I can individually. If the majority of people think this is a bad idea, then I won't include it. I'd rather have it simple than cluttered with features most people don't like.
Yeah, it will need careful tweaking to get right, and I'm going to avoid changing it too much. I'm kinda hoping that the extra fatigue drain combined with the fatigue based athletics/acrobatics drains that slow you down will "tone down" the slightly boosted walk/run speeds. I also think that walking speed needs more of a boost than running speed, so I'm not planning on increasing the "maximum dodge speed" very much, I'm more interested in increasing the "sustainable hike" speed (which is offset a bit by the added walking fatigue burn) so that walking is more viable and less tedious.
Update on the Archery mechanics mod:
Note that with real world physics, damage is more likely to be related to energy than momentum... which = 1/2 * mass * velocity^2. The PSI has more to do with piercing by focusing the energy on a small enough area that it can go through armour instead of having it "dispersed" into the armour. Things like bows tend to be "fixed energy" per shot... using a heavier arrow on the same bow will actually result in a slower arrow, but with the same energy as a lighter arrow. However, a heavier arrow will often go further and hit harder because energy lost to air friction is proportional to distance * velocity^2... so a lighter, faster, arrow looses energy to air friction faster than a heavier, slower, arrow.
Sorry for being a physics pedant and this is probably way more complicated than you need... :-)
Yep, it doesn't care about timescale at all. I fixed that for myself few months ago. Also, it's kinda funny... You know immediality when you catch disease. For example wolf bites you and you get message "You feel unwell". Sure it doesn't feel nice when someone bites you but it's not very realistic. I should fix that too when exams are over.
I agree with the messages I try and disable what I can, I'd rather find out things as the effects occur, not be warned in advance.
I'm creating a mod (thread http://www.bethsoft.com/bgsforums/index.php?showtopic=841131&hl=stat+realism) where each skill is affected by a variety of attributes. Blade will benefit is Strength, Agility, or Speed is raised, for example. Using a skill means that those attributes will be fatigued, so if you swing a sword a lot, your arms will get really tired, but you can run ok. There's a lot more info on the thread, if you haven't read it I encourage you to take a look at it, I think it will really change your Oblivion experience
I wasn't planning on doing that, I was think more shooting arrows repeatedly would make it progressively harder to shoot arrows, but that does make sense. I'll see how hard that is too add.
I merely edited all disease related scripts. Find next part of script:
set IncubationEarly to 4000 + (GetRandomPercent * 3000) / 99
set IncubationAdvanced to 1 + 0.02 * getRandomPercent
set IncubationTerminal to 1 + 0.05 * getRandomPercent
and replace it with
set IncubationEarly to 4000 + (GetRandomPercent * 3000) / 99
set IncubationEarly to IncubationEarly * (30 / TimeScale)
set IncubationAdvanced to 1 + 0.02 * getRandomPercent
set IncubationTerminal to 1 + 0.05 * getRandomPercent
Now when i think it this isn't perfect solution but it works well enough.
Edit: Actually this is really bad to fix it as it doesn't really fix anything...
hey, sorry to hack the arrow discussion, but I was trying to play oblivion with the music off completely. And well, what I've notice is that there seems to be a very limited selection of out door sounds - in the Imperial City ("IC"), crossing the Bridge from the city to Weye, and going out into the country beyond; it's all a single track.
Here's one Asmayus:
I like the sound of this, and your improvements to it- especially the higher walking speed to go with it. I also love how people will actually fall over if heavily wounded, that way you dont have to kill everyone you fight- I always found that annoying- I mean, in rl people would probably surrender if they were about to die, or as this does, be incapacitated by a serious wound. They really shouldn't be able to fight like everything's fine up to the point when they die. Can't wait for release, but please keep your different things modular, since they all make pretty extensive changes and modular will help us pick and choose. Good luck with it!
Hmmm, I'm pretty sure I used the "original" version, too and I never heard the AOL Messanger, but I recognized some sounds that were too loud or sounded a bit off. Switching to the edited version now! So, thanks Brumbek! And thanks to you, DuggeDank for bringing this up again, 'cause for one week I asked myself which mod it was that I so urgently wanted to download...
Very nice vid and a congenial guy talking! This looks like fun!
PS: I lol'ed when he called it "medieval paintball"!
I think there is a way to do this...not sure if my idea will work, I will try it out tonight.
I seem to remember someone saying (a few threads ago) that they had backed up all the old issues of Delte's Thread. Perhaps these backups could be hosted somewhere or uploaded to Filefront or something so that those resources aren't lost?
I use the following in combination:
http://www.tesnexus.com/downloads/file.php?id=9218 (also known as Atmospheric Oblivion - the next generation )
http://www.tesnexus.com/downloads/file.php?id=8711 (which merges Weather Inside with Better Storms and Weather)
I also use the Atmospheric Towns mod which was already mentioned.
Finally, not entirely related to general ambience but excellent nonetheless, I also use:
Hope those give you some ideas!
I'm sorry if this was already adressed, but there's a lot to read!
Deadly Reflex allows NPCs to jump. I don't think it effects creatures, though. I'm not sure, you'd have to ask SkyCaptain.
Oh, DR lets NPCs jump? Cool. I'm still working on getting to the point where I have any mods going, so I'm trying to get all the ones I need together and I want everything I need to be in my mods list when I first make a new game so I don't run into something else I want and have to start over... I'm not good with Wyre Bash. These forums are great because I've been looking at documentation online for about a week now, and I found NOTHING that said anything about jumping NPCs in DR. Thanks for the info.
QUOTE ("Deadly Reflex Readme")
For any old threads that you want saved for posterity, you could try submitting them to:
Wow nice suggestions! I've been noticing my games getting alittle too easy, I think abit of realism is what I need more of, added this thread to my faves.
Note that RealisticLeveling is designed to be very "save game friendly", so you can switch to/from using it at any time and it will auto-adjust your level and attributes to what they would be if you had been using RL from the very beginning. It's also safe to try it on a save game to see if you like it... provided you don't save over your old save game, you can always deactivate it and go back to what you had before if you don't like it.
im liking TIE now that i switched. with FCOM you were constantly running into mobs everywhere even with the reduced spawn stuff. i really dont miss the extra loot since i never used it anyways and i still get lots of money.
More updates on RF 2.0. I'm still working on it but I'll put up a beta for people to play with tonight. Here's updates on what I've done;
I went with a RealisicHealth.esp that uses http://www.tesnexus.com/downloads/file.php?id=16323 to do the low health and disease visual effects. I'm pretty happy with how this looks. I decided that the stagger effect belongs in RR and didn't put it in RF.
not yet done.
I'm implemented NPC pant but I'm not sure if I like it... lowering NPC's fatigue from the console will make them pant over the top of their casual conversation, but I'm not sure it will be a problem during normal gameplay, as normally ncp's will not have low fatigue unless in combat when they don't do a lot of talking. In any case, it still needs some more tweaking, and I may end up dropping it if I can't get it right.
Implemented stagger and it also affects the player, but it is a bit buggy and causes actors to become "stuck". I'll fix this (by only staggering when in combat and/or adding extra "playgroup idle, 1" calls) before I upload a beta... but it also needs tweaking, and I may drop it if I can't get it right.
Improved the trip implementation, but it's still not yet "direction aware".
I decided not to do this... other "archery" and "magic" mods can probably handle this kind of thing better.
So far I've decided on a single update to the RF omod that contains seperate RF, RH, and RR esp's.
cool thanks.......cant wait to try it out. i love realistic fatigue and real hunger.
Arwen, nice page. Note that I have easy to install OMOD versions of many of these that have various bugs/patches pre-applied avalable in my http://www.tesnexus.com/downloads/file.php?id=12801.
For anyone who's interested, I finally managed to get access to Oblivion and the Construction Set today, and made a small Mod that allows you to "dress" dead NPCs so that you won't have any naked bodies lying around (which I personally found to be a bit of an immersion breaker).
I've been able to change to realistic leveling with no problems, thanks ABO. I've not been able to try it out properly yet, I've been adding more mods. I didn't think I'd ever get near the 250 limit but it's getting there.
Thanks ABO! I'm going to do s major update to my OB mods page today as I have a bunch of new mods that I finished testing. I'll take a look at your OMODs and add links to the ones that I'm using. Thanks for the link!
Just found out today that http://www.tesnexus.com/downloads/file.php?id=10803 has been updated to include a droplet only version. It looks great! The effect even seems to scale depending on how wet you get: step out from a swim and you have a few drops and dry off quickly; stand out in a thunderstorm and you have water practically pouring down your face.
Great! The save game bloat is removed! Is the version you linked stand-alone or do I still need the original?
Delte for lockpicking you might also want to include Strategy Masters lockpick mod http://www.tesnexus.com/downloads/file.php?id=16136 that makes you use some lockpicks in analyzing the lock depending on your Security vs the lock strength
SM's lockpicking mod sounds very interesting! The only thing that prevented me from using it in the past, is that I don't want to lose the OOO lock level limitations. Do you use SM's mod with OOO and do both work in unison?
PS: There's a configuration ini, too! Awesome!
For anyone who's interested, I just uploaded an automatic version of my Corpse Equip Mod. It requires OBSE, but dead NPCs will now automatically equip themselves after you view their inventory.
Hey there, Cipscis!
Yeah, http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=801083&view=findpost&p=11782437 And I still have them, issues #1 to #12. They are in MS word doc format. If anyone wants those I could make a zip file and email them to any person interested. Just PM me.
EDIT: Fixed broken phrase I sent it too quickly for my brain to catch up
Here's one for waiting. It doesn't completely remove healing from sleeping, but it does make it somewhat more realistic/less effective.
It's stand-alone, and includes omod conversion data and an installation script to allow you to select the style you want.
Thanks very much! I'll check it out as soon as my new rig is up and running. (only a few more days... )
Aaah, I've missed a whole page worth of immersive goodyness
Hi DuggeDank, hi everyone!
Yeah, I was actually just invited to gmail by another reader of Delte's List so I have access to a googlepage now and I'm fiddling with it as I write this.
I figure it doesn't really matter who has editing rights over it, it's not like anything bad will happen if we end up with more than one archive page, the first installment will still just be an archive after all. Maybe later someone wants to actually build a fully featured homepage for Delte's List.
Which is why I've already started with mine, if Delte wants to handle it himself or if he thinks someone else is better suited for the job then he/they are free to create their own page and I'll probably take mine down.
Of course, my web skills are meager at best, so I may not even manage to get it up there
Well I got about as far as I feared. I can edit the page and all that, no troubles there, and I have the backups in ready html. Trouble is, I can't paste html code into the user friendly page creator, it just displays the code tags and everything. I don't have a clue what I'm doing, but I'll try some more later
I think that the past issues of the Thread are a resource for people. It really is sort of a magazine where people can flip through past pages quickly, "Naa....naa....flip....naa....flip...flip...hold. Yeah. Cool."
As Dugge said, it's hard to count the numbers of people who have posted (one just yesterday!) about how the list and the conversation has stimulated their love of the game. And, that's just the ones who decided to post. By the general rule, there must be several others who haven't posted.
Honestly, I don't have the time to work on this. If it's up to me, the threads will be lost. If you immersion lovers want to host them somewhere or set up a web page, you have my blessing, for sure.
I'll even set up a sig with a link once you're done.
Hello all, I've been having some problems with Reener's gold mod, and was wondering if someone here could help me out before I go running off to the official release thread and see who can help me there.
*sigh* well i finally forced myself to do it, oblivion in uninstalling as we speak, it was getting far to cluttered, so when i reinstall it, no mods, nada, none, at least not until i actually get down to some serious questing, otherwise i just go into RP mode and never get past level 1, & asmayus (did i get that right?) i belive the gold not dropping is because you are dropping to much, or it might be dropping on the floor just below a rug, or dropping under the floor altogether, if it was missing meshes or textures you should get yellow diamonds with white exclemation marks (well the colour varys im told) as i just finishing writing this its just finished uninstlaling, and know i remember how much i love this game, my bethesda folder still has 7gbs of mods on it, ah bliss...
I'm always installing and uninstalling mods, testing them, as I play. The key is to make sure you completely uninstall a mod when you take it out. Don't just leave it in there and uncheck it from the mod list so it doesn't load. Uninstall it completely.
With most mods, this is a simple procedure. It's a few files. But, some mods put things in various folders. Get all that crap out when you unisnstall (know where the mod is putting things).
Keep your game happy and clutter free. The only extra stuff the game should have in its directory are the required files for the mods you are running. Everything else from previous mods needs to go.
Or else...you *could* run into problems down the line.
This is the reason I like OMOD, and won't install anything without making an OMOD of them first... activating/dectivating OMODs leaves you clutter free.
I should have mentioned that. Thanks. I never make OMODs because I'm fairly adept at doing it myself manually. Plus, I like to see what a mod adds to the game--so it keeps me looking.
But, yes, for most, I would highly recommend making your mods OMODs before you install them. ABO has a great point.
On this behalf, I want to mention the http://www.tesnexus.com/downloads/file.php?id=7557 by Vizwind (again ). This little tool can save your life! It will completely remove every mod you installed. No need to search for file paths manually.
It's easy to set up and works like a charm. As Delte said: "Keep you game clutter free!" (This is directly associated with stability!)
In some aspects, Oblivion mod remover can also be better than OBMM. When it comes to texture overhauls or other mods with substantial amounts of textures and data files OBMM will take forever to load the OMODs. And there's not many things more irritating than sitting around waiting for a program to load
I wanted to bring up EDI here, there's been some mentioning of how it floods the game with daedric warparties in other threads, and I know Delte was playing with it a while ago. Did you ever notice this Delte?
Anyone else who tried EDI here?
I may try to "fix it" someday so I wanted to see if there's any interest.
So you will have noticed I haven't released a beta yet... the modding bug has me busy tweaking/refining it and I'm still not quite happy enough to release a beta. It's a pretty extensive mod now, and I'm worried that it's violating my KISS principals, but I'm otherwise pretty happy with how it's playing so far. I will definitely release a beta first because I think it will need a bit of widespread testing/tweaking before I'll be happy to recommend it over RF 1.x.
- add RepairFatigue feature to repair fatigue drains left over by other mods (including previous versions of RF)
- remove trip and encumb/health fatigue drains (these are now done by RR, which also affects creatures/NPCs)
This is done, and reduces RF to game settings and pant/blur effects. This means it can be used as a simple immersive fatigue indicator with improved fatigue related game settings.
- add an immersive "greyout/fade to black" visual effect when you have very low health.
- add an immersive "I am sick" visual effect when you have a disease that gently fades the contrast and saturation back and forth.
I've done some more tweaking of this, and am very happy with it... this bit is done... if anyone wants to try it let me know, otherwise I'll just release it with everything else as a bundle.
- tweak game settings to increase walking/running speeds.
- add extra fatigue burn for very high encumbrance.
- add extra fatigue burn based on encumbrance for walking.
- add extra fatigue burn based on encumbrance for going uphill.
- add encumbrance and fatigue based movement adjustments, so you run slower and jump lower with high encumbrance and/or low fatigue.
- add npc pant sounds, so you can hear when they are getting tired.
- add low fatigue stagger affects, so you can see when actors are getting tired.
- make trip chance depend on fatigue and running direction, so you are more likely to trip when running backwards with low fatigue.
- add backwards running movement adjustment to run backwards slower after aprox 1/3 sec.
These are mostly done, but need further refinement. the game settings to increase speed are in but need tweaking, especially now I have a better way to control movement speeds.
I figured out a really neat way to reduce running speed/jumping height for low fatigue and encumbrance without doing attribute or stats drains, and it's working very well. So well I think I want to re-write how I'm doing all the fatigue burns to use a proper energy model. It scales all actor sideways and upward movements (while not sitting, riding, collapsing, sleeping etc) using setPos to move the actor back a bit towards where he was last frame.
I'm pretty happy with how the extra fatigue burns play. They still need some refinement, but I think the basic formula's are right. However, after discovering the neat movement speed adjustment trick, and seeing how well it works, I'm more keen on doing the proper energy model where fatigue burn is based on distances moved. This will mean that as fatigue gets lower, run speed and jump height get lower, which also reduces fatigue burn rate, giving the "marathon pace" effect where you approach a reduced speed where fatigue burn == fatigue regen. This will also (ironically) make the code simpler, as I will not have to differentiate between running and walking (though I may have to do something about swimming...).
I'm pretty happy with the pant/stagger bits now, and I solved the "pant over speech" problem (discovered isTalking). I think they work pretty well, but it's debatable how much benefit they add.
The trip code has been refined, and I have all the movement direction/distance calcs done, but I'm not yet using it to modify trip chance or movement speeds. This will not be too hard and will not require any sort of attribute drains, because it will just hook into the existing movement speed adjustment code.
I'm still a bit concerned about how to release this. It is such a radical overhaul on RF 1.x, that I don't know if everyone will want to switch to it. Maybe it should be released as RealisticRunning instead? Note it does include an update to RealisticFatigue that adds a RepairFatigue feature and removes the trip and health/encumb fatigue drains, so it is an update to RF 1.x but with slightly less features. Should I release this RF part as RF 2.0 and have it recommend a RR 1.0 for the removed features (and more)? Should the RealisticHealth be split out into it's own release? I'm still favoring a single RF 2.0 release with all three, but can be persuaded otherwise.
Yes, I decided against it (we're talking about Enhanced Daedric Invasion, folks) because, although the mod has some customization capability, there were too many Daedric enounters. I would like to see the mod provide encounters seldomly (and randomly in size) at first and then build as the player gets closer to finishing the main quest.
As to the size thing, I actually set my setting for a wide range, but I didn't seem to run into two daedra. I'd run into 12. There used to be some pic I had from a bloody fight I had with a huge 27 daedra war troop outside of Bravil.
It was a huge, huge fight. I used everything I had. 15 daedra went in the front gate, and 12 attacked from the side road. Every NPC (except for one) outside the city walls was murdered. The mod is hell on wandering NPCs. Some from inside Bravil were killed as well as two of the daedra made it inside the city walls.
Now, this all sounds pretty neat. And, I will admit that the encounter was fun. I liked how the sole NPC survivor (a rider from one of the travel mods) re-equipped himself with a heavy daedric sword, looting the corpses after the fight.
But, the problems with the mod were just too much. Huge daedra encounters happened every where I went. It was much too often. As I said, NPCs were killed (and, I had to resurrect some of them after testing the mod because some are needed to complete quests. I hate doing that, but I was testing and not playing.)
Outside Bravil, then the daedra pop in, they pop in in two columns, and for a while, they just stand there, like they're confused. I assume the AI is "catching up" with all these NPCs who suddenly appear. You can approach them, attack them, and they will do nothing for a while (sometimes 30 seconds to a minute or so--which is a long time in the game), until, finally, they react like normal daedra, go hog wild, and start slashing at everything.
My biggest issue with the mod is the lag. Those NPC daedra pop in, and it makes for a huge lag. I've got a pretty mean machine, and the 27 daedra that attacked Bravil certainly slowed the game down--sometimes at a stutter. That's a lot of NPCs, though, 27 plus all the others already in the game. Cities are generally well populated outside the walls.
After an encounter with the daedra war parties, though, I found that several of my cities were very quiet outside the walls. It wasn't that the citizens retreated inside, which would be neat. It was that the daedra had killed off all the NPCs who hang outside the castles.
Stable people? Dead.
Wandering NPCs? Dead.
Local NPCs who go to town? Dead.
Newspaper delivery rider? Dead.
Cyrodiil Transportation Network riders? Dead.
Hungry Bear who wandered into the wrong part of Cyrodiil? Dead.
Nearby road bandits? Dead.
They're all dead!
There are no smells in the game, of course, but I always imagined what Pugg was smelling when he saw all those bodies.
I should note, though, that it's been some time since I tested EDI. And, it wasn't in a full release yet. Maybe it's been improved.
If anybody has a different experience with it, I'd like to hear about it. I'm sure there's been an update since I tested it. There must have been.
RF 2.0 sounds really impressive, ABO! Almost to good to be true! I can't wait to hear NPCs panting! I definitely plan on the full package. Does it work for all (mod-added) NPCs and do you know if it's compatible with the MMM wounding plugin? (Though, I would skip on the MMM plug for RF...)
Yes I was talking about Enhanced Daedric Invasion, sorry about that.
Yes, it works for all NPCs and Creatures. It uses an AOE spell to "infect" all neaby actors with a "Running Affects" scripted ability that does it all. This ability is also added to the player, so the player experiences exactly the same thing as they do (only pant is turned off in RR because RL can do a better job of player panting). I still haven't looked at the MMM wounding plugin, but I suspect they will work together OK, except that the combined affect might be a bit over-done. This might be resolved by "tuning down" the RR effects at the console if required.
Since RR includes a scripted affect running on all actors, I was a bit concerned that it might have a nasty FPS impact. I've been keeping this in mind and trying to keep my code as clean and fast as possible. I was rather surprised during testing that I couldn't seem to notice any FPS impact... I dunno if this is because my machine has enough grunt that it doesn't notice, or if scripts just run fast and I've been worrying over nothing.
... and I'm still tweaking it... playing with how reduced running and jumping interact with havok. Right now the affect is running my own mini-havok emulation and comparing it to what havok actually does for debugging... and I still can't notice an FPS impact.
I wouldn't worry too much about it. Many people worry a lot about scripts and FPS hits, but most scripts don't really affect anything much at all
It depends mostly on how clever you are when you write the scripts, making sure they run as few checks as possible at any given time and all that. I've written some rather heavy scripts without realising how big they really are, only to notice nothing when playtesting, and my computer is not very powerful at all... I am "blessed" in that manner, I can be pretty sure that the mods I create and run smoothly myself will run fine for the majority as well
Delte: I remember reading quite a few threads back that you would like someplace to host all this discussion so that you won't have to keep making new threads here. I have some webspace that I was wondering what to do with (as it is now just storage for an old website idea and some useful files). Because this thread is going on, I am assuming that you have not found a permanent place to settle down, so I would like to offer my services.
I will say right now if delte moves ^^^, i'll be the first one there, I love these threads...i've downsized my loadouts, but am working back up (hardware issue's brought me down) but this is where my foundation comes from, thanks for an amazing list delte!
Yeah, I'm getting back into Oblivion again (I always keep coming back. How can you not? Lol.) and love what Delte is doing. Thus the reason I made the offer, haha.
Also, may not be around too much until Friday, with work and everything (and starting next week, summer semester, gross). I'll try to be on as much as possible to get this worked out if Delte is interested.
Contact DuggeDank via PM. He's already told me he could use some help.
And... I'll have an announcement to make when I set up Thread 16.
I need to do it right now as we're on top of the 200 post limit, but this will have to wait until tomorrow. I'm under a dead line in real life.
Closed for the next thread's arrival.
Get me back to the top!