Oblivion

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Maquissar

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About this mod

This is not just ONE mod but rather a collection of different mods that should improve immersion and balance the game, at least in my opinion. Instead of making only ONE file, I\'ve divided it in different plugins, so that you might use the ones that you want, and discard the parts you don\'t want. I suggest, however, to use all the parts toget

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This is not just ONE mod but rather a collection of different mods that should improve immersion and balance the game, at least in my opinion. Instead of making only ONE file, I've divided it in different plugins, so that you might use the ones that you want, and discard the parts you don't want. I suggest, however, to use all the parts together, if you like consistency in prices and weights.

EVERY PLUGIN HAS ITS OWN README IN ITS ZIP FILE. READ THOSE FOR MORE DETAILED INFORMATION.

These are the different parts:

1 - Weights and Prices
This changes all weights and prices of common items, ingredients, lockpicks, torches, clothes, jewelry, and so on. It increases values for gems, and gives everything a weight and a price. You won't find anything with a weight of zero, and the only things with a price of zero will be those that no one would ever buy, such as rat meat. You'll be able to get 1 or 2 drakes out of a clay cup if you so desire, and you'll be able to make quite a bit of money out of a silver vase - if you can carry, that is, as now it probably weighs 15 or 16!

2. Weapons Mod
This changes all weights, damage, speed, reach, health and price for weapons to something which makes more sense to me. Now the TYPE of weapon is just as important as its MATERIAL, as I've always found unrealistic that a daedric dagger would deal more damage than an iron warhammer. A daedric dagger is a bloody good dagger, but it's neither heavier nor more deadly than an iron warhammer.
Also, I've changed the speed of every weapon to reflect its weight, so that an elven weapon will be much faster than its daedric counterpart. Again, read the readme file for more info.

3. No quest items
This is quite clear. Every quest item is now droppable and sellable. Be careful though, as this is a potential quest breaker. Also, I've found some quest items that have completely normal names such as "Steel Longsword", so that it might be difficult determining what you should and what you shouldn't drop. If you want to drop something that you feel you might need again, find a safe container :)

4. No skill books
This makes all books that teach you a skill normal books, for those who, like me, believe in practice over theory. This doesn't mean you can't enjoy the books for their literary value, though!

5. Racial relations
This mod makes the relations between races reflect more the current state of Tamrielian politics. So Nords, Redguards and Bretons dislike each other deeply because there is a war going on between them, Argonians and Khajiit like the Imperials because they abolished slavery... read the readme file for more info.

6. Encumbrance mod
ONLY CHOOSE ONE OF THE THREE FILES! This mod just lets you tweak your max carrying weight down from the standard of 500 at strength 100, to either 300, 350 or 400. Keep in mind that this means a carrying weight of 150, 175 and 200 at strength 50.

7. Seasonal plants
This mod makes every ingredient in the game world more likely to be harvested in the time of the year in which it would be available in real life. So you have higher chances of finding mushrooms and pumpkins in autumn, lettuce and radishes in winter, flowers and most fruits in spring-summer... Again, check the readme file :)

8. Faster magic
This mod just increases the speed of projectile spells to 220% of the original, so it'll be VERY HARD to avoid them.

9. Racial balance
This mod tries to balance the different racial powers and abilities - in Vanilla Oblivion, there's NO reason for any warrior class NOT to choose the Redguards, for instance, as their bonuses are clearly better than the Nord and Orcish ones.