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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
![]() Join Date: Apr 2005
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I figured I'd share my mods that I am running on Oblivion. I figured I'd ask to see if anyone else is running anything cool too.
Mod 1: Not really a mod, but I am running the official patch: http://www.elderscrolls.com/download...es_patches.htm Mod 2: If you have noticed the weird square block shadows on distant terrain, this mod fixes that and makes them look normal: http://www.tessource.net/files/cache/2446.html Mod 3: For nearer medium distant terrain, you start to notice the square tiling on the grass. This mod fixes that: http://www.tessource.net/files/cache/2415.html Mod 4: When travelling outdoors, there is the annoying Loading Area that was obvioulsy designed for X-Box users, not PC users with lots of RAM since it is near instant loading on a PC - This mod just removes the "Loading Area" note to keep the immersion level: http://www.tessource.net/files/cache/2040.html Mod 5: Color Map Mod instead of the old Bland Map: http://www.elderscrolls-oblivion.com...ileinfo&id=126 Mod 6: Interface mod to change it to a PC type screen instead of the X-Box type interface: http://btmod.beider.org/ Interesting mods that I have not loaded yet but probably will: Mod 1: Keychain mod - Gets rid of all the annoying keys in your inventory and turns them into one big keychain: http://www.tessource.net/files/cache/3409.html/ Mod 2: Realism mod - I wish I had loaded this when I first started Oblivion. I might still load it anyway. This one adds more monsters and makes things more dangerous if you travel too far from the road: http://www.tessource.net/files/cache/3063.html Support files: File Date Changer: Some of the terrain textures won't work with the official patch because the patch is of a later date than the textures are - makes the game ignore the mods! This program will allow you to change the files dates on the textures to make them newer files than the Official Patch, making the textures work once more. The above mods that deal with textured terrain and the color map are affected. http://www.nirsoft.net/utils/filedatech.html Official mods: I'm running all of these. All of them add something cool to the game. http://obliviondownloads.com/StoreCa...ubCategoryId=1 |
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#2 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
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Saddle Bags:
http://www.tescreens.be/oblivionmodw...hp/Saddle_Bags Horses have saddle bags, they now can carry a lot of stuff... ----- Horse Commands: http://www.tescreens.be/oblivionmodw...Horse_Commands Adds a Call, Follow and Caution command. ----- Adventures: Oblivion http://www.bncomputing.com/ob/adventurers.html A complete makeover for Oblivion. ----- Natural Environments: http://www.tescreens.be/oblivionmodw...l_Environments Seasonal weather patterns, more than 40 new weather types (the default number is 7), and additional ambient wildlife species, such as birds and insects. Last edited by Gizzmoe; 06-13-06 at 10:59 PM. |
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#3 | |
Rear Admiral
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#4 |
Rear Admiral
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Keychain mod update - I tried it and it has pluses and minuses. The pluses is that it cleans up you inventory. The minuses is, it slows down opening up the inventory since it seems to have to organize all your keys every time. Due to the speed issue, I will not be using the keychain mod.
-S |
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#5 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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Forgot to mention "Guild Item Ownership":
http://www.tescreens.be/oblivionmodw...Item_Ownership I especially like the storage feature. "This will provide you with basic supplies and a chest in which you can safely store your items. The game has it set so that containers in the guild halls reset after a period of time--resulting in you losing your items. This half of the mod assumes that the guild would provide you a place to safely store your things." |
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#6 |
Soaring
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The patch, as I understand it, still is not for the now-English european verion(s). Is it known if the patch once it has arrived for the German version will make any mods unstable? I see no reason to care for any mods that I will loose soon, since it porbably will not last too long now until the German patch is ours. I also red that there are several mods out there that chnage, or better: balance the way the figure of the player "learns" and raises in skill levels. What does these mods exactly do, and whioch one is the most recommendable? - Boy, I love this game!
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If you feel nuts, consult an expert. |
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#7 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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It does nothing fancy, it just slows the leveling process. |
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#8 | |
Rear Admiral
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#9 |
Rear Admiral
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Natural environment mod report - I am not too happy with it. First off, it replaced some of the BT HUD modifications with uglier varients. Second off, everything seems to get a pale yellow look to it during the summer. Third, it screws up the weather in Oblivion (on the other side of a gate) completely. Forth - I don't notice too much wildlife persay - where is it? I saw some birds in the sky once. I see more butterflies and dragonflies, but not much more than the original. All, not too happy with it. I'll play some more tonight, but I doubt I will change my mind.
-S |
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#10 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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There is a new version of Natural Environments (v2.1.1):
http://www.elderscrolls.com/forums/i...owtopic=479670 Release Highlights: - Corrected presentation of the new weather types with HDR turned on ('the yellow tint issue') - Made nearly a hundred of minor adjustments, tweaks, and fixes over the 2.0RC1 version. Oblivion Planes are no longer affected by Natural Water and Natural Weather. - Rewrote the weather controlling scripts from scratch. Expect multiple climate-related improvements and a possible performance boost. - Provided alternative versions of Natural Weather with darker nights. - Added new species of birds and insects. - Included several ambient sounds. - Created rainbows. - Added Natural Vegetation. - Customized snow-covered northern regions. |
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#11 |
Pacific Aces Dev Team
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I use a heavy modded oblivion game and install/uninstall mods over the time but never get an unstable game.
I recommend the Oblivion Mod Manager to configure the load order if one mod overwrites features of one other mod. http://timeslip.chorrol.com/obmm_download.html
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#12 | |
Rear Admiral
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#13 |
Rear Admiral
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Natural environment mod update - It seems to be fixed. The forrests! Oh my gosh! You must have it for that alone! Very much a recommended improvement!
I can't test Oblivion though because I can't find an open gate! I must have closed them all. I show about 30 gates closed in my stats page, so maybe that is all there is? -S |
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#14 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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"Expanded Hotkeys and Spell Delete"
http://www.elderscrolls.com/forums/i...owtopic=527827 Quote:
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#15 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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Downloads: 4
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Adventurers: Oblivion 1.0 is out!
http://www.bncomputing.com/ob/adventurers.html "Adventurers: Oblivion is a complete makeover for Oblivion. It attempts to 'balance' all aspects of gameplay to maximize fun and minimize frustration. Almost all items, NPCs, creatures, and leveled lists have been altered for maximum fun." |
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