Essential Oblivion mods

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For people who run heavlily modded oblivion, what would you say are the best mods for it? With a GTS i think im gonna try the texture pack, but other than visual, are there any other really good mods?

Thanks
 
Natural Environments - It makes all the environments natural, eg proper HDR, more realistic plants, birds, etc

Open Cities COMPLETE (not individual city!) - Removes gates, and lets you walk into the Cities ('cept Imp City) without loading times or anything

Oscuro's Oblivion Overhaul (LITE Edition) - Makes the game HUGE, and adds loads more stuff to it, but only add the mods you like. Don't do the FULL edition, it makes levelling way too slow.
 
In no paricuar order...
no pyschic guards
combat behaviour
attack and hide
call steed and saddlebags
capes and cloaks
saurons armour chest
TF-time mod
seasonal weather
keychain
reznods mannequins
more shields
more arena spectators
arena loot
no more annoying messages
shaja lod mod
shajas borders
lod normal map fix
better grass without tiling
enchanting freedom
wilderness creatures
faster mercentile levelling
erics quad/triple/double bow damage
my house
vendor all armour and weapons
weapon durability
elven weapon weight reduction
unofficial oblivion patch

they all work with no conflicts plus i've got about another 15 more running.
those are pretty good for improving eye candy, balancing certain game aspects and not creating a godlike character.
(thats not the load order i use by the way)
 
Thanks, do you think my system (in sig) can handle all the eye candy from the texture mods and stuff? at 1440x900? Even though Vista Nvidia Drivers are cack?
 
Quick question for people, nearly all mods require you to unzip to the oblivion data file in program files, now downloading and unzipping 20 mods into one place, are they all gonna work?

thanks
 
download oblivion mod manager first.
just unzip each mod into the oblivion data folder.
use mod manager to set the loading priority. eg oblivion.esm at the top (lowest priority) scaling thru the mods to highest priority at the bottom.
sometimes its a game of experimentation to get the right order.
eg, if you're using call steed + saddlebags you'll want it to load after the horse armour plug in or else saddlebags does'nt work.
put the simple eyecandy mods in first and have the more complicated mods load after.
mod manager has a conflict detector but its not a rule of thumb.
you can only get it right by experimentation.
most mods will mention conflicts in the readme.text.
if you have knights of the nine plugin put that last in load order as it can cause a few bugs in anvil otherwise.
the unofficial patch should also load lastly so it covers the mods you have running.
 
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