Oblivion

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mephiron

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14 comments

  1. rasengan
    rasengan
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    Thanks for the updates, mod rules...again. Yep, that's what they get for having the game made for them (interface and action wise). They'll have to pay to get official mods that'll probably not change all this stuff. (I know some ass 360 user and am glad he's not gonna get aa great game. Sry for other 360 users, Hope you'll get good mods...later)
  2. mephiron
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    How incredible. Almost all the problems I wanted to fix can be found in ONE Mod. I'd give it 11/10 if I could. Thanks Mephiron.


    Yeah, game was just released and there's already all these mods out. Tbad for the xbox360 users, hope they get their share of these mods someday.

    Oh, and new version 1.13 is out.
  3. rasengan
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    How incredible. Almost all the problems I wanted to fix can be found in ONE Mod. I'd give it 11/10 if I could. Thanks Mephiron.
  4. mephiron
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    I suppose your right about having one big esm.

    Glad to see that your not putting in beta's or bugged mods in, and are instead using only fully developed and tested mods.

    I suppose the slider could work to offset difficulty but what I was really talking about was how hard the mods are on the player (if you install them all) for instance I would never find 1/4 of the caves if I didnt have help from the marker,etc.

    Anyways, keep up the good work.

    P.S. Is that a new avator? I swear that wasn't there the last time I posted ><


    As of the version 1.11 you can see the cave markers, but they're at considerably shorter range, so you can't actually see most of the caves from the road. You actually have to do some exploration off the road to find the caves, but right now you don't actually have to bump to the cave. The problem with last one was that it was really easy to go by a cave if it was just on the other side of the rock or something.

    Sure it makes the game harder, especially with no markers at the start, but the default system was just too.. easy and held from your hand.

    P.S. I didn't have avatar the last time you poster <img class=">
  5. xeno_cws
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    I suppose your right about having one big esm.

    Glad to see that your not putting in beta's or bugged mods in, and are instead using only fully developed and tested mods.

    I suppose the slider could work to offset difficulty but what I was really talking about was how hard the mods are on the player (if you install them all) for instance I would never find 1/4 of the caves if I didnt have help from the marker,etc.

    Anyways, keep up the good work.

    P.S. Is that a new avator? I swear that wasn't there the last time I posted ><
  6. mephiron
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    New version 1.11 is out
  7. mephiron
    mephiron
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    New version 1.1 is out.
  8. mephiron
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    Cool a nice selection there. You should add that it adds difficulty and realism to your info blog (if you haven't already).

    Also, have you play tested this set up for bugs?

    Are you going to make one whole esm for convience sake (I have about 30 mods atm, and its a pain to scroll it; I can just imagine how big this will be).

    Lastly will you be keeping up to date with the latest patch/new mod releases? Just curious really, since I already have all but 2 or 3 of these mods (the ones I dont want).


    I don't think I'll be doing .esm file since the way it is now people can choose what to take and what not. Adding to that you can always uninstall your selection of these mods so it kind of adds encapsulation.

    I've tested that everyone of the mods work, though there might still be some bugs, but they shouldn't be related to anything else but the mod itself. I actually had the markers done a bit better, but there was some bugs in the mods so that I had to reduce it to the current version.

    Like I'd like to use Compas_Marker_Reducer, but the current Quest marker remover doesn't work with dungeon markers. There is some problem with the game replacing the quest marker with player markers.

    I'm going to keep it as up to date as possible, and I'd wan't to replace some of the simpler mods with better ones that are currently either in WIP or bugged. Anyways since I won't be adding any player level changers these mods should always work with the old savegames. In a sence this is a basic version of the compilation and in the future it will only get better without you having to always restart your game.

    As for what comes to realism and difficulty, yes there is more realism, but I'd like to think it doesn't go too far. For difficulty I think it's on around the same level, but if it gets harder or easier the difficulty slider could be used to balance, I might post some recommended difficulty slider setting at some point. In any case the way I did the installer let's people to choose how they wan't it to be implemented; wan't your quest markers? Don't install it, for instance.
  9. xeno_cws
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    Cool a nice selection there. You should add that it adds difficulty and realism to your info blog (if you haven't already).

    Also, have you play tested this set up for bugs?

    Are you going to make one whole esm for convience sake (I have about 30 mods atm, and its a pain to scroll it; I can just imagine how big this will be).

    Lastly will you be keeping up to date with the latest patch/new mod releases? Just curious really, since I already have all but 2 or 3 of these mods (the ones I dont want).
  10. mephiron
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    New version 1.02 is out, updated deadlier traps to it's newest version.