Ok, Im of a mind to re-install oblivion sometime soonish.
However if I do, I want to have it hevily modded.
Now, I still have SOME of my old fav mods saved, but Im always open to testing new stuff. Besides, compared to Vanilla, it couldnt be THAT bad.
Heres the mods I view as essentel: (NOTE: I havent played in over a year, so cant remember the naems of most if any of the mods, so I'll just describe them if I cant remember the name)
1- Well, it all starts with setting up your characther. I tend to sometimes go for characther appearance customization packs, from one that added a winged elf race which could fly, to one that added in anime characthers (IIRC that one I uninstalled due to massive conflicts with soem other mod)
2- alternete start mods. Lets face it, a tutorial dungeon that you have to do over and over and over and over and over and over and over and over is pretty annoying. Ive tried bout a half dozen of these, the best ones had a complete set of dialouge option boxes to setup your characthers background, and the responses you gave also affect your stats/kit/skills when you fiisnish. Some of them have you arrive in cyrodil via boat or however, and have a dream of the emporer's murder and find the amulet in the sewers, some just dont start the main quest at all until you get arrested in the imp city eventualy, which can be quite intersting (I was in jail for randomly killing off every other town. I think the mod had the guards in the IC set to still try to take me in no matter what so the main quest could finaly start). These mods tend to make starting a new char, if not easier, at least fit in RP Better. If you picked to have been a noble of some sort, you start with a lot of cash. If you pick that your char was a legion veteran, you start with a full set of legion armor, if you pick that you were an agent or spy or assisian of some sort, a few mods had the player start with an unenchanted version of the dark brotherhood armor (considering it weighed nothing, quite useful to have)
3- Roleplay additon mods. Roleplay in this 'game of the year' "" RPG "" was quite weak, however mods at least can do some to fix that (as much as the crappy dialouge interface allow for anyway). This catagory of mod can do anything from adding a lotta dialouge and quest options, to simply re-building large parts of the game to actualy, you know, make sense for a medevil type setting (with magic and orcs and elves).
4- Weapon/armor logic mods: Whoever at bethesda 'balanced' weapons must have been on the SNAC balance team here at disco, cause it makes no sense how the better the item is, the more it weighs.
Some of the better mods Ive tried in the past have totaly revamped the way weapons/armor were balanced, making the weights actualy make sense, as well as the material strengths too. The best one I remember testing a beta of totaly revamped the system (as well as adding merchants who could create you a new weapon or armor on the cheap if you brought in the raw materials (or on the not-cheap, if you dont bring in the raw materials) it had rather than an armor be named for a material, various types of armor, with the material being the quality level of that specific type of armor it signified ( IE: Silver Platemail was balanced/RPd as steel platemail with a silver surface coating (the whole vanilla Oblivion explination for how silver weps work on the undead), giving it a magic resistence. It had the lightest armors, which also were the weakest but offerd the best mobility, be the fur and leather types. Then it had chainmail of various qualities (Iron, steel, Mithrieal), then from there it went on to the various heavy armor types. For 'daedric' and 'elvin' types, it had them traeted as simple heavy plate armor, and had differnt quality levels (IE: iron, steel, Mithrael) of the plate, with all armors of the same type weighing the same, ditto for weapons (the only real differnce was elvin/daedric weps were treated as NOT being a seperate material, with some of the vanilla books ingame edited to reflect that)
5- Houses. One of the mods that I almost always activate is caleld 'Brew House'. It basicly adds a buyable farm by that town on the western side of the map, and you can actualy plant and harvest crops, and make yer own booze too. It also fits in quite well when RPing a characther into making potions, grow yer own ingrediants and all that, or a characther that was a simple farmer before X happend to get 'em involved.
Anyway, ignore me, I havent slept in abotu 36hrs and I'm rambling. Suggest yer stuff.
Also the UL Environment Mod is a must, it CHANGES everything. Every area becomes unique and much more appealing with graphically enhanced re-designs.
Elven Cartography is a must, it makes the map what it should ve been.
Archeology Guild Mod is a very good and long quest mod with lots of unique stuff and custom designs, very good mod.
Actually, just a second lemme check the mods
Here are the ones I have and enjoy;
- 300 Arcane University
- 5 New Races for Rens Beautiful People
- Adonnays Elven Weaponry
- Aldut Bookstore -> This is Junk btw I just remembered
- Akaviri Samurai Shop
- ALE dbarmor
- ALE silkrobe
- CM Partners
- Colour Wheels Sexy Casual Wear
- CuteElf11
- Elsweyr Anequina
- Frostmourne
- Glenvar Castle
- Griffon Fortress
- Guards
- Heart of the Dead
- ImpeREAL City Unique Districts
- Load Screens by Malachi
- Midas Spells
- Myths and Legends
- Naughty Joana
- Severians Katanas
- Sex Darkness
- Shinobi Set
- Skycastle
- Snow Dragon Temple
- xul (This is the Unique Landscapes mod(s) and it is 20 ESM files or so with 3-4 GB or so size but it REALLY worths it)
- Ndibella
- Ren Beauty Pack
These are the mods I have installed and running, all at the same time without causing ESP problems.
I also have Shivering Isles and Knight of the Nine installed and patched.
Even if the magic is a little gimmicky and a biiit low of the practical level the mod adds a lot of epic quests. I actually had it installed for ages before I really stumbled into the cool stuff.
1) OOO
2) Midas
3) Open Cities Complete
4) All of the Unique Landscape mods
5) Archaeology Guild
Those are the mods I would most strongly suggest. After that it's largely aesthetics and a few quest mods if you feel like it.
But if you secure those 5 your gameplay experience will be greatly enhanced without worry about it being unbalanced or disrupted. Perfect run through complimentary mods.
Though OOO will disrupt one of the most overpowered classes, namely the absorb health restoration mage. This is a good thing.