Oblivion

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MarkyX

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About this mod

Objective Almost everyone has heard of or uses the infamous Oscuro\'s Oblivion Overhaul, a huge modification to the game. Well, being a perfectionist, I felt the changes of Oblivion Overhaul wasn’t enough. Of course, I don’t expect ONE man to do everything, and they are many mods out there. This is where the Unofficial Expansion V1 come

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Objective
Almost everyone has heard of or uses the infamous Oscuro's Oblivion Overhaul, a huge modification to the game.

Well, being a perfectionist, I felt the changes of Oblivion Overhaul wasn’t enough. Of course, I don’t expect ONE man to do everything, and they are many mods out there. This is where the Unofficial Expansion V1 comes in.

The Unofficial Overhaul Expansion is a modpack that works well together (either alone or modified by yours truly) and works IN sync with Oblivion Overhaul mod.

If you think Overhaul is good, this modpack will make it even better. The mods you see here are many changes, but I try to avoid huge graphical mods or leveling mods. These are simply gameplay modifications or additions that Overhaul has not touched.

You may notice that some mods on the list say “IGNORED: blah blah blah”. What this means is I set some of the functions in that mod to ignore certain files from it, so it won’t conflict with the other mods. You can do this manually if you already have the mod, but I’ve already done the labor work.

All these mods do not conflict with one another or Oblivion Overhaul 1.21

If you wish to know more information about the mod or who to contact, I’ve included all the ReadMEs involved in those mods.

Installation
Simply extract everything into the /data directory in your Oblivion installation directory. When you start the launcher, go to DATA FILES and start checking what you want.

About the UOE- prefix
I renamed all the mods used in the modpack with a UOE-prefix. The main reason for this is so players will know what mods belong to the modpack and which ones don’t. It is also to keep track of which version is old (if new ones are released, which will) and which ones do not.

List of Mods

24 hour respawn –
Instead of 3 days, everything (NPCs, ingredients, etc) all respawn in 1 day.

300 Weapons –
Replaces almost, if not all weapons in the game. Does not affect prices. One of the big changes of the weapons is two handed weapons deal way more damage now and weight changes with glass weapons. It also includes a Black Jack, where you knock people down. IGNORED: Arrows.

Add Spells –
This adds the drain attribute and Damage attribute line to the spell list on merchants.

Attack and Hide –
NPCs will now need to look for you when you attack them or make a noise. No more ‘insta-find’.

Bounty Reduction Overtime –
Bounty is reduced overtime (real time, not game time). The higher the bounty, the longer it is, and can have up to around 3 hours of real time to reduce.

BTMod –
This mod overrides your entire interface, giving you a bigger map, bigger journal, and you can see your inventory much more. Highly recommended.

Colored Map Mod –
This adds a colored map to your game; easier to tell what is a forest and what is a mountain.

Darker Dungeons –
Edits the dungeons to make them all appear much darker.

Darker Nights –
Makes all the outdoor areas to be very dark at night. Torches and night eye might actually have a use. Comes with “Burning Kvatch” alternative. Only pick one.

Harvests –
Makes harvesting a little more interesting. When you take an ingredient, it disappears from the ground or at least apart of it.

Horse AI –
Now you need to make a sneak check when you still a horse. After a successful sneak check (assuming not witnesses), Guards won’t bother you.

Marker Explore –
This closes all Travel Quick points in the starting towns, including Imperial City, at a start of a new game. So you can’t port to a city across the world when you come out of the sewers after the tutorial.

More Arena Spectators –
Greatly increases the number of spectators in the arena. Requires a powerful PC, and there is a “lite” version included for lower end PCs.

More Realistic Sneaking –
Changes the way sneaking works, making it harder to ‘pull off’ yet yield bigger rewards (e.g. Master = 12x). At 25 blade and sneak, you gain a dagger in your inventory that allows you to one-shot sleeping victims. IGNORED: Sneak skill description.

Movable Bodies –
Makes it easier to move bodies using the Z key for “grab”

Natural Wildlife 1.3 –
Animals behave in a more realistic fashion, some will run away, some will ignore you until you come close, and some will attack on sight.

No Psychic Guards –
The shouting range of guards is reduced greatly. Before they can hear a crime three times the shout range of an NPC. It’s been reduced by 1/3 and close to the real shout range in the game.

Quest Award Leveling –
This mod scales Quest awards to your level. You were punished before for leveling early, which made no sense.

Realistic Persuade/Mercantile –
This mod makes Speechcraft and Mercantile a bigger influence when doing social interactions. The mini-game when using speech craft yields smaller awards, meaning you need to do it often and have a decent speech craft to not screw up. Mercantile is also upgraded to 2x the speed.

Retroactive Health –
Before, you only got health at your current endurance when you level up, making it very crucial to have your endurance high at the low levels. Retroactive Health remedies this.

Security Rebalance: Traps and Bashable Locks –
You are able to bash locks at a great cost of your durability, disarm/trigger traps on locked objectives, and you need a certain security level to even attempt the higher difficulty locks. Also contains an option to make doors that require locks to be picked, however author suggests that it might break quests. IGNORED: All modified containers.

Visually Enchanted –
Adds a visual effect to elemental weapons (e.g. flaming sword = fire)

CONTACT

You can contact me either email ( [email protected] ) or MarkyX on the Elder Scrolls official board.