Oblivion Mods

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Seeing as how popular Oblivion is, I thought this could probably do with it's own thread.

The mod making community is already well underway and I am sure that some pretty handy mods are already available.

http://www.tessource.net/files/

I plan on trying quite a few of these out and seeing what kind of effect they have I'll post on here if I find any that I think really add to the game or fix some of the problems it has. If some of you try some out let us know how you get on with them.


ChaseCameraMod
http://www.tessource.net/files/file.php?id=1840

This mod changes the behavior of the camera when in 3rd person view.

- Removes camera swing delay.
- Removes elastic camera when moving forward and backward.
- Removes camera shake when moving.


Does pretty much what it says on the tin. It makes the third person viewpoint a lot easier to use especially in combat. Admittedly it's not the way the game should be played but's it's definitely an improvement.


Guild Storage Mod
http://feinam.20megsfree.com/oblivion/modindex/mods/guildstorage/guildstorage.zip

Again pretty self explanatory, this adds a chest to each guild hall in which you can store your stuff without having to worry about it disappearing. Very handy if you don't have enough to afford a house. The chest also contains some basic equipment too so a few potions and empty soul gems in the mages guild, but nothing that will unbalance the game
 
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My recommendations:

Deadlier Sneaking
http://www.tessource.net/files/file.php?id=1866
Mildley tweaks the damage multipliers for sneak damage per ability. Not overpowered.

*Increased Bow Damage
http://www.tessource.net/files/file.php?id=1851
*Use with caution. Upon playing for a while, it makes the bow slightly overpowered - I'm killing monsters with 1 hit even when not sneaked.

Movable Bodies
http://www.tessource.net/files/file.php?id=1980
Speaks for itself!

No Psychic Guards
http://www.tessource.net/files/file.php?id=1904
Guards will need to see or be in range of the crime to arrest/attack you.


there's a couple of levelling mods out there, but I'm concerned how they'll affect level balance...
 
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My fav mods so far ..

Brighter Torches
http://www.tessource.net/files/file.php?id=1842

A simple mod that makes torches brighter. They light up an area a bit over twice as far away as the old ones.

Portable Bedroll
http://www.tessource.net/files/file.php?id=1805

Portable Bedroll so you can sleep wherever you want to. All the info is in the readme in the zip file.

Update v1.1 Custom icon and renamed to Bedroll for inventory.


Edit: Just noticed the same guy has done a tent & campfire mod too. Will try that out later.
http://www.tessource.net/files/file.php?id=1859

Colour Map Mod
http://www.tessource.net/files/file.php?id=1950

New texture for the worldmap in oblivion. Based on the original texture but with added colors.

Saddle Bags
http://www.tessource.net/files/file.php?id=2008

Adds functional saddle bags to almost all horses.

BTmod (Formerly UI Mods)
http://btmod.beider.org/

Improve many aspects of the stock Oblivion UI

Landscape LOD Texture Replacement
http://www.tessource.net/files/file.php?id=2182

Replaces the original 1024x1024 landscape LOD textures with improved 2048x2048 textures.

Makes the far-off terrain look much less blurry.


Natural Environments
http://www.tessource.net/files/file.php?id=2536

Natural Environments is an attempt to enhance the original appearance of Oblivion's weather and water components. The mod also removes several minor annoyances found in the original product, such as opaque water surfaces, muddy underwater vision, visibly pixelated cloud textures, and nonsensical meteoric conditions.

No More Annoying Messages
http://www.tessource.net/files/file.php?id=1846

Removes annoying messages that apperes now and then. For example "Your horse is stabled outside the city gate." and the infamous "Loading area...".

Huntsmans Lodge & Hedgewizards Hovel

Cool new buildings
 
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I'm curently using these ones as well as the guild storage and brighter torches ones. Not too game changing but a bit more enjoyable :)

Lighter Alchemy Ingredients

http://www.tessource.net/files/file.php?id=1836

Stop getting weighed down with all those components, also makes the equipment a bit lighter too.

New Arrows
http://www.tessource.net/files/file.php?id=1881

Lv2 - Skillfull Arrow - 20s Absorb Marksman 2pts on strike (2x Speed)
Lv3 - Sundered Arrow - 15ft Weaken Fire 25%, 4ft Fire Damage 10pts on strike
Lv3 - Frozen-wind Arrow - 15ft Weaken Frost 25%, 4ft Frost Damage 10pts on strike
Lv3 - Flash Arrow - 15ft Weaken Shock 25%, 4ft Shock Damage 10pts on strike (2x Speed)
Lv5 - Stunning Arrow - 10s Paralyze on strike
Lv6 - Envenom Arrow - 20s Damage Health 5pts on strike
Lv7 - Stunned-wave Arrow - 8ft, 10s Paralyze on strike (1.25x Speed)


Lighter Arrows
http://www.tessource.net/files/file.php?id=1833

Reduces the weight of arrows.
 
Vtec9k said:
I'm curently using these ones as well as the guild storage and brighter torches ones. Not too game changing but a bit more enjoyable :)

Lighter Alchemy Ingredients

http://www.tessource.net/files/file.php?id=1836

Stop getting weighed down with all those components, also makes the equipment a bit lighter too.

Ohhh.. thank you. My poor battlemage keeps getting weighed down during harvesting sessions.
 
Don't close the gates.

If you were to complete the story mode before completing all of the side quests you would become locked out of some areas and thus be unable to complete all of the side quests. This mod simply stops those areas from locking, so that you can return to them once you have completed the story quests.

I haven't tried this yet myself but I will do at some point soon as it does make sense.
 
The only problem I have with the current state of the guards is that the people you steal from just shout "guards" or "what are you doing?". They don't move or do anything else.

With that mod, it means you can rob people blind, especially shops. I think it needs to be altered so they either attack you (can shopkeepers die??) or run off to get a guard....at which point you need to get out ASAP and no be around when the guard returns?
 
Matmulder said:
I think it needs to be altered so they either attack you (can shopkeepers die??) or run off to get a guard....at which point you need to get out ASAP and no be around when the guard returns?

Yeah that would defenitly be the cherry on the pie, but at least this should stop the issue of pinching a sword on the east coast, then 200 miles away on the west coast a guard arrests you for it!
 
Matmulder said:
The only problem I have with the current state of the guards is that the people you steal from just shout "guards" or "what are you doing?". They don't move or do anything else.

With that mod, it means you can rob people blind, especially shops. I think it needs to be altered so they either attack you (can shopkeepers die??) or run off to get a guard....at which point you need to get out ASAP and no be around when the guard returns?

The harder version does exactly that (they try and beat you up).
 
Ive just installed?put in 3 mods one is for better water, so you can actually see underwater, another is the magic used when casting heal spells (its cut down to half) and the 3rd is something to do about quest items being upgraded when you go up a lvl so not stuck with usless items ( upgraded my wetaherd circle so fortifies fpr 20% each now).
 
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