First look at Oblivion Randomizer
I decided to record (and edit) my first (two) playthrough(s) of the tutorial section of Oblivion with my randomizer mod. It's still not particularly stable and there are plenty of things that require attention, but I'm on the right track. I hope you enjoy my little editing and you don't find it too cringy. Thanks for watching!
NOTE: This is NOT the (abandoned) "Oblivion Randomizer Project". As far as I could tell by taking a quick glance at it, ORP's author aimed to replace every NPC's inventory manually, whereas my mod takes a dynamic, script-based approach (random item lists are automatically generated based on the contents of containers in the TestEnchanted cell and then randomly assigned to every unrandomized NPC). As a result of that, if ORP were finished, it would definitely be much more stable and efficient (from the game pov), albeit as the author himself notes it's incredibly tedious to do go through each NPC in the Construction Set, plus certain features that my mod implements are difficult to make without scripting. I took the "lazier" approach, but I'm confident that my mod can work well with a little more effort put into it.
Things that are currently randomized:
- all items carried by NPCs (armor, weapons, clutter, gold, sigil stones, soul gems, ingredients, potion, apparatus, keys),
- NPCs' aggression, confidence, responsibility, vampirism,
- containers,
- non-essential creatures that are not summoned (randomized creatures retain the inventory of the old creatures and scripts that are fired upon the latters' deaths are also fired upon the formers' demise),