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Post by dogonporch on Jul 24, 2016 21:59:59 GMT
Interesting. But too many comments mention bugs ...with no response from the creator. Plus, personal idiosyncrasy, many quests involve you leading a team; I'm not a team player (as popular as they were, I hated games like Icewind Dale and Baldur's Gate). I talked to David not that long ago. He has been out of Oblivion for about 5 years. He's about my age so life and such gets in the way at times. I do recall making a few fixes to it myself. I just leave those 4 mages behind, anyways. David really excels at dungeons and related quests. There's another thread here on some of his other material. Midas Magic overkill? One is lucky to learn ONE spell from the book. I like my flying carpet....when I can get it.
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Post by jgf on Jul 24, 2016 22:00:21 GMT
That donkey mod looks interesting, thanks for the link. But will leave it essential simply because in Oblivion every enemy seems to target your horse first (might make sense for attacking creatures, but a horse is probably the most valuable item a traveler has with them, certainly a bandit would want it alive).
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Post by dogonporch on Jul 24, 2016 22:04:52 GMT
Speaking of controlling the team...besides Vilja, that is. I use Mad Companionship/Human Touch to deal with followers. Very handy and easy to use. Doesn't conflict with Vilja like CSR does.
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Post by jgf on Jul 24, 2016 22:28:07 GMT
... so life and such gets in the way at times. It's irritating how often the real world intrudes on our computer time. Lol. Midas Magic overkill? One is lucky to learn ONE spell from the book. I like my flying carpet....when I can get it. I looked at the list of spells and thought, "all that available to the player?". A flying carpet reminds me of a Morrowind mod which added a floating house which followed you around (picture a medieval flying saucer) - unique, innovative, but doesn't fit my TES world view. Though that's no doubt part of the attraction of the series, you can create just about anything you want of the game (I've seen a mod which converts Oblivion into a futuristic shooter).
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Post by dogonporch on Jul 27, 2016 0:57:03 GMT
This just came out. Apparently cut from the original game. Restores a few NPCs and dialogue that was cut. Needed a path grid. You might want to wait until he fixes it. www.nexusmods.com/oblivion/mods/47118/?(fixed version released)
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Post by thenryb on Jul 27, 2016 1:00:44 GMT
This just came out. Apparently cut from the original game. Restores a few NPCs and dialogue that was cut. Needed a path grid. You might want to wait until he fixes it. www.nexusmods.com/oblivion/mods/47118/?Frankly, I would love to see a mod which shut NPCs up like one Cispus did for Skyrim.
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Post by dogonporch on Jul 27, 2016 1:12:31 GMT
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Post by dogonporch on Jul 27, 2016 1:22:32 GMT
... so life and such gets in the way at times. It's irritating how often the real world intrudes on our computer time. Lol. I'll say. It's so hot the darn things won't run well, anyways.
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Post by valandril on Jul 27, 2016 9:45:43 GMT
I sort of like what they've done there, but I always see the generic "rumors" or "a little advice" etc topics in Oblivion/Morrowind as allowing for different characters to be asking in different ways, if you see what I mean? Like, one character might walk up to someone and say "so, got any gossip?" while another might say something more like "good sir, what can you tell me of life in this fine city of yours?" and so on. (And who knows, you might even have a character who'd run up to people, weapon drawn and bark "RUMOURS!" at them...) Still, I'm glad someone's made that mod, for people who don't like the vanilla way!
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Post by jgf on Jul 27, 2016 22:49:04 GMT
One of my favorite mods for Morrowind was the "LGNPC" series - Less Generic NPC. There were seven or eight of these, tailored for different towns/areas, that added localized dialog to the NPCs; they would gossip about each other, comment on daily life, complain, even a few simple quests thrown in.
A mod I always wanted for Morrowind, and would be welcome in Oblivion, is a "non-repetition" mod. For example, if "rumours" elicits a random response from eight options, each time an NPC uses one response it is removed from his options; once you've heard all eight responses from a particular NPC either "rumours" disappears as a topic or it just results in "I've no further news" or "You've already asked me that!" (perhaps even a string of increasingly exasperated responses if you continue to pursue the topic). Especially ...especially!!... squelch guild member dialog! It is so tiresome (it is downright annoying) listening to a non-stop barrage of "hello, guildmate", "hello apprentice/associate/warlock/'whatever'", as long as you are in the building. Imagine going to work and every time anyone gets within a few feet of you it's "hello, xxxxx". My proposal (probably not feasible without massive scripting): you get such a response once, the first time you encounter each guildmate in the guild hall, you will not hear that again until you leave the guild hall and return at least a day later. Either your guildmates say nothing more unless you initiate dialog, or they have optional responses ("get out of my way", "why are you just standing there?", "Don't you have work to do?", "have you seen my flask straightener?", "work work work, nobody's ever satisfied", "did you fart?" ...the ordinary comments we get at work).
A major failing of both games is you run out of dialog long before running out of game, to the point you stop initiating dialog at all outside of merchants and quest givers.
"Outlander .... WHAT do you want?"
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Post by dogonporch on Jul 27, 2016 23:12:28 GMT
Lack of topics sure isn't a problem with my mod-soup of a set-up. I'm always scrolling down searching....lol. Here's a nice bit of immersion. SoT Holidays/Oblivion calendar holidays...a pop-up reminds you of any benefits the holiday might have on game play. www.nexusmods.com/oblivion/mods/20525/?
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Post by dogonporch on Jul 27, 2016 23:14:09 GMT
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Post by dogonporch on Jul 29, 2016 16:06:25 GMT
I mentioned this in another thread, but this one is amazing...and promises to get better. Obvious immediate benefits are: 1. No more floating weapons from non-standard skeleton use. 2. Big increase in distant LOD detail....bushes and small trees are visible. But see the description and discussion thread for full details. EngineBugFixes by Tiawar www.nexusmods.com/oblivion/mods/47085/?
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Post by jgf on Jul 29, 2016 17:39:35 GMT
"Big increase in distant LOD detail....bushes and small trees are visible."
Lol, I use just the opposite - the "Always Foggy" mod.
Had this discussion years ago regarding Morrowind and MGE. I like the view gradually disappearing in mist, seems more realistic (plus better frame rates), but others hate it; one lady liked being able to levitate and see the entire island at once (said she hated having to wander around looking for places).
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Post by dogonporch on Jul 29, 2016 22:32:15 GMT
I love those foggy days. Even I don't play with Distant LOD on constantly. That's what 'tll' is for.
None the less, it really gives a boost to the Distant LOD on the rigs that handle it. A misplaced decimal or something similar by Bethesda prevented them from showing.
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