Oblivion

About this mod

This overhaul mod fixes many issues that pervade Oblivion, removes a lot of the game's fridge logic and adds a number of new features. Requires a custom race fix.

Feedback welcome.

Requirements
Permissions and credits
If you've played the mod, please comment. Seriously, I rely on feedback to make adjustments. Images are also welcome.

The mod changes Oblivion's pace and rebuilds the game's balance so all choices are balanced and their differences are meaningful. The goal is to make the game faster, more fun, more believable and more intuitive.

Melee: Now by far the strongest option in terms of raw damage. A good melee build can easily deal hundreds of points of damage on each strike, and the only weaknesses are a lack of range and no anti-armour options. Blunt is objectively inferior to blade in combat, but builds experience faster. This means a blunt specialist levels quickly and will have higher strength and skill than a blade specialist, while a blade specialist gets more damage immediately.

Hand to hand: Not nearly as powerful as melee, but deals much more fatigue damage and can easily knock out enemies. Best used against unarmoured enemies, and even better against unarmed enemies. Builds experience very quickly, and is the best way to train strength. Also extremely effective against casters, usually knocking them out in one hit. (Although killing them will take a bit more effort.)

Bows: Not as powerful as melee, but still very potent. An excellent ranged option, hitting for a lot of damage at great distances. Arrows are now much faster and have longer range, allowing you to snipe enemies.

Alchemy: Slower, but does more overall. Late game poisons are still absurdly powerful. Usually not useful in melee combat, but at range (and especially late game, against armoured enemies) poison can be a massive boon to your damage. Late game potions are almost game-breakingly powerful, making even spellcasters almost immune to damage of various forms as long as they are available.

Destruction: More powerful, always DoT. Still skips armour, and late-game spells are almost as strong as melee. Late game casters have objectively greater offensive power than anybody else in the game, as long as they keep their effectiveness up. Magicka pools are much larger, allowing massive bombardments of high-end destruction spells, but recharge is extremely slow and without potions or enchantments will not be fast enough for it to recharge in combat.

Conjuration: Costs many times more magicka, but lasts much longer. Typical durations are 5-15m. You can summon as many creatures as you want, or entire suits of armour. New summons include a wolf, a bear and a spiderling. You may now summon as many creatures at once as you have the magicka for. The different summons have different strengths, and are best used in combination. (For instance, a zombie and a skeleton work well together. The zombie acts as a damage sponge, while the skeleton deals a lot of damage.)

Armour: All armour provides more protection, making passing the cap almost absurdly easy. However, armour breaks faster and will quickly degrade in combat. Every strike will reduce your armour rating noticeably.

Weapon Qualities:
Silver is now weaker than iron, but its effect is more valuable.
Elven now skips NWR, as it is partially silver.
Akaviri is equivalent to steel in damage, but skips NWR and is faster.
Aureal now deals elemental damage.
Mazken does damage to health, magicka and fatigue.
Order dispells.

Armour Qualities:
You find rough fur, not leather, in the starting dungeon.
Armour qualities are rebalanced. Heavy starts off better than light, but light is better late game. Specifically, light armour provides almost as much resistance at a much lower weight by the end of the game, but heavy armour always provides more protection overall.
Weight is more important to speed.
Aureal armour provides health/magicka/stamina bonuses and regen.
Mazken armour provides resistances.

New enemies:
Spiderlings, which always spawn in pairs.
Scamp masters, larger and stronger scamps.
Clannfear brutes, larger and stronger clannfears.
Rats are now normal sized, but larger variants still exist.
Mudcrabs are also now normal sized, but larger variants exist. Including some much larger than in the original game.

Altered enemies:
Undead now have somewhat different resistances, and fewer immunities.
All undead and daedra have normal weapon resistance from 25-75%.
Vampires also have normal weapon resistance from 10-25%.
All creatures have double health and do double damage with their natural weapons. (But this is still nothing compared to a weapon.)
All daedra regenerate health.
Many enemies have a natural 50% shield effect along with a normal weapon resistance. This includes clannfear and dreugh.
Many more enemies have natural 25% magic resistance along with a normal weapon resistance. This includes atronachs and NPC dremora.
All creature weaknesses are bigger. (Trolls, for instance, take double fire damage instead of +30%.)
Liches regenerate health and magicka.

Guards:
Guards are now level 10, and always carry four weapons. One of these will be a bow, with a number of arrows varying from 6-30. The next will be their primary weapon, which could be a claymore, longsword, warhammer, battleaxe or waraxe, but is more likely to be an axe than anything else and unlikely to be a sword. The next will be their secondary weapon, which could be a shortsword, axe or mace, most likely a mace and least likely a sword. The last is just a dagger. The exceptions are bodyguards, which always wield a longsword and a shortsword, and jailers, who only carry a mace and a dagger, with no bow or larger weapon.

The guards of the imperial palace are the best, being higher level (15) with better armour, using silver weapons, always having 30 arrows and being equally likely to carry any kind of weapon in each slot.

Legionarries and the guards of Cheydinhal are the next best, being same level with the same grade of gear as regular guards, but always have 30 arrows and are equally likely to carry any kind of weapon.

Bruma's guards are a little sub-par. They are the same level with the same armour as other guards, but only carry 6 arrows, and are more likely to carry axes or maces. But what do you expect in a poor, out of the way area? At least they put enough funding in for good armour and training.

Bravil's guards are by far the worst. They are a lower level than other guards, (5) other than their cuirass, shield and helmet wear leather gear, they use iron weapons, only carry 6 arrows and are more likely to carry maces and axes. The town is poor and run-down, the guards and government are painfully incompetant and there's no funding to speak about. Even having chainmail-quality cuirasses and helmets is surprising in this situation, although their captain has decent equipment and is actually a decent level. (15)

Major changes:
No level cap.
Creatures and objects are no longer scaled to level. Quests have a fixed level, and the add-ons are harder than the main game.
Game is much more difficult, especially early on.
The tutorial is much harder.
Levelling is noticeably easier.
Stamina is important to spellcasting, depletes easier and recharges slower. Because honestly, it didn't matter in the original game.
Potions take time.
Playable children, as best as I could do.
Dremora, aureal and mazken are playable.
The cap on armour is now 90%, instead of 85%. Might not sound like much, but it's a big difference.
There is less difference in stats between the PC and NPCs.
Invest in "Ease Burden." Gold has weight. I do not currently have a means by which to remove gold from your inventory like a regular item, or to put it into containers. For now, you can use the console to do so if you want.
Slow but sure regen for health, magicka and stamina in 1.9, 2.0 makes it just magicka and stamina and even slower.
Small base values to health, magicka and stamina, age dependent.

New races:

Ohmes Khajiit, fast cat-people from Elseweyr. Somewhat a cross between khajiit and bosmer, with higher speed.
Cathay khajiit, tough cat-people from elseweyr. Most durable race in the game.
Kyndche, shock-using spellcasters bred from aylieds and the elves of Skyrim.
Mafmer, frost-using spellcasters bred from Skyrim's elves and the Altmer.
Void elves, entropy-using spellcasters bred from Black Marsh's elves and the bosmer.
Fire lizards (temporary name), fire-using reptilian spellcasters native to southeastern cyrodil.
Unmer, replacement bodies for the dead. Play drastically differently from other races.
Berserkers, a variant upon the dremora and the strongest of all the races.
Easterlings, a jack of all trades with good resistances.

Eyes:
The mod's "eyes" supplement includes three files that are needed to make three of the custom eye colours in the game work. (Purple, disturbed and tiberian.) Put the purple eyes under "data/textures/characters/eyes" and the other two under "data/textures/textures/characters/eyes." These are the locations of the main eye files, and the shivering isles eye files, respectively.

You don't need them to play the mod, but you do need them to use these eyes. Otherwise, your eyes will be jet black if you select purple, disturbed or tiberian.

CG:

The CG enemies are full strength, and everything within it is done for a reason. Use your head and it shouldn't be too much for you. Also, I have hidden 1000 septims in a sack in CG, if you can find it.

Update news:
If you are updating from a previous version, you may see an issue where your character does not automatically recieve the new versions of their age abilities. This can be easily fixed through the console. Simply open the console, enter player.removespell xxxxxxxx to remove the old version.Close and reopen the console and type player.addspell xxxxxxxx to get the new version. The codes may be found below, and are listed by age group.

Adult - xx13aa47
Adolescent - xx0e5be7
Youth - xx020fae
Child - xx020fb2
Toddler - xx0ae453

1.5 increased the power of feather. If you're updating, you might want a new, equivalent sigil stone to replace sigil enchanted items. You know how to do this already with the console, just delete the old one and pretend it's the same one.

2.0 is a doozy. I removed health regen, made the bosses (especially Mannimarco and Mankar Cameron) much harder, improved blocking and a few minor things. I also noticed, although this may be just me, that I had to start a new game in order to fix a glitch that occured with my race abilities. The lack of health regen and the extremely powerful bosses might turn some people off, so I'm leaving version 1.9 up for those who don't like the new version. There will be no more updates to this mod unless requested.