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where did you get your mods from? TESSource?

PyroApr 4, 2006 4:42:10 pm
Better water: can see further underwater

Combat behavior: Makes enemies smarter in combat

2x slower skills: levelup slower

Character advancement tweak: I level up differently...allows you to advance your attributes without really having to focus on the skills you are using.

No psychic guards: Guards aren't psychic when it comes to crime...someone actually has to see you commit the crime for it to be a crime.

Oblivion Overhaul: This is a biggie. I will copy the readme below.

Quickstart: Never have to do the beginning dungeon again.

Weather wizard: This is BADASS. Actually adds a quest where you can fight another wizard for control of his tower. The tower controls the weather too. Must have for mages.





OSCURO'S OBLIVION OVERHAUL
--------------------------


I decided to make this mod after realizing that Elder Scrolls IV: Oblivion suffered from significant gameplay and "realism"
problems that, in my view, detracted from the potential enjoyment of such a beautiful and massive RPG. Creating, balancing,
and testing the needed changes was a time-consuming task, but the result is a more rewarding experience that I hope also
helps those of you that found the game wanting upon release.

The following list describes the problems and how I addressed them:

The first major issue is that of linearity of challenge. In Oblivion, quests and combat encounters are "leveled" relative
to the level of the player's character. This concept, while offering some good gameplay elements (freedom of choice,
gentle learning curve, etc.) was implemented too indiscriminately. The sense of accomplishment in improving one's avatar
suffers because the world is constantly changing to meet a pre-designed level of challenge. Also, "realism" and "immersion"
disappear when the player notices glitches in the continuity of the world (Town guards so high in level that one wonders
why they need a "hero" after all; lowly creatures that can suddenly give High-Chancellor Ocato a senseless beating, etc.)

The goal of this mod is to increase the overall challenge of the game, to increase the chances of the unexpected to happen,
to reduce the flaws that hurt the "realism-factor" of the "leveled" system, to tweak item rarity and presence in the world,
to add some new content and, lastly, to change some of the variables of the game system to balance its gameplay.

To preserve the positive aspects of the "leveled" system and remedy the negative ones, this mod changes the following:

I went through every NPC and creature in order to cap their max level. In general, the caps fall mostly between 4 and 40,
with some special cases. Every modification allowed a range where the creature or NPC can level relative to the level of
the player; those that were capped or static by default I left untouched. The criteria to choose the level of caps took into
account the relative power of the creature, the frequency, the status (named, boss, occupation), the relevance for the
main quest and guild quests, the lore of tamriel, etc. Also, most of these changes also included a minimum level. This
will enhance the sense of danger when traveling into unknown areas, it will also add to the realism of the game's
world and, finally, provide a sense of accomplishment when what once was a threat becomes a hunt for sport. A complete list
would be too large for a readme file, here are some of the most significant and common changes:

1- Daedra remain unchanged except for capped levels. Also, their spawn lists were changed to give a more random chance of
encountering weaker daedra at higher levels. For example, Fire atronarchs, clannfears and scamps can appear in oblivion
areas, gates, special dungeons, etc, regardless of the level of the player. The higher level daedra have a slightly
higher chance of spawning, to keep the player on guard.

2- Dremoras are now significantly more powerful. Markynaz and Valkynaz have their levels capped but with a range where they
keep up with the player. Every leveled list that included dremoras is now updated, even quest ones. This means that some
quests, specially the main quest, will be more difficult and the player will not be able to complete them at low levels.
Roughly, a level 20-25 will stand a chance, anything below that and it will be a world of hurt. At a player level of 40+
almost all dremoras will be lower than the player, with the exception of some special cases. At lvl 50 the player should
be able to mop the floor with just about every creature in Cyrodiil. (Example: Kynval are lvl 12, in most cases they will
not spawn unless the player is level 13--the intervals of Dremora reach near lvl 40)

3- Vampires are very different now. There are four different types of vampires: regular, fearsome, deadly and ancient.
They all have an interval where they will appear in the usual vampire havens and dungeons. The space between the intervals
allows the player to experience both challenge and a good ol-fashioned vampire-killing spree. For example, at lvl 16 there
is a good chance that you can clean up a vampire nest with ease (except if patriarchs or matriarchs are around) Anything
below level 8 will have a very tough time against the regular vampires. Deadly and ancient vampires carry specially good
loot, but they will not show up until level 25 or so. Again, some surprises are in store for the daring adventurer. The
most powerful vampires are the ancient patriarchs and matriarchs. These will appear in the late stages of the game provided
that you have not cleaned every other regular patriarch or matriarch in Cyrodiil, something hard to do unless you reach mid
twenties. Some dungeons will become "re-occupied" if you clean them early on. Rumor has it that a very powerful vampire lord
has brought to Cyrodiil a feared relic in order to cleanse it of its power with the aid of other elder buddies of his kin.

4- Goblins of different tribes vary now in power. Some are rather scrawny, others are now very strong in comparison. All
of their levels and loot tables are capped and adjusted accordingly, plus a new item here and there if you can find them.
regular, run-of-the-mill gobbies are also capped and tweaked, the warlords will give you a good beating unless you are a
seasoned adventurer.

5- Mythic creature leveled lists are modified so that there is a chance that lower level critters will spawn even at high
levels. This is specially prevalent in wilderness areas, where now there is also the chance that powerful creatures may
surprise the wandering player. That
Rainaer (formerly known as Ràïñær®)Apr 4, 2006 5:01:58 pm [NT]

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