Oblivion

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TodaY

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TodaY

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About this mod

Changes a couple of things me and users of the forums found annoying.

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Note: I have stopped modding. No more updates from me. A friend of mine might be taking over my mods.

Less Annoying Oblivion - Version 1.1
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Description:
This little esp fixes a couple of things I found very annoying in Oblivion (and other users of the forums).
For the leveled lists: don't worry, I use the overhauls myself, they go fine together.
I listen to requests (keep in mind that they are supposed to make Oblivion less annoying, not add armor! - looks at user who left a certain comment >.> )

And READ the list!
Read it!
It's there for a reason ;]

======================
A full list of changes

In Version 1.0 :
- In the "The Path Of Dawn" quest, Baurus now runs (the path of dawn is where you have to follow Baurus through the sewers)
- In the "Azani Blackheart" quest, Modryn Oreyn now runs (the azani blackheart quest is where bethesda thought it would be fun to walk after the slowest NPC in-game from one Ayleid ruin to the next)
- Lockpicks have become more common - they were hard to find before. This also covers for picking a hard lock and losing half your lockpicks, only to find a pewter plate and 30 gold
- Most restoration trainers are killed during KotN, and you can't get the quest starter for the master restoration anymore. This has been fixed by placing a copy of Marz (named differently) in Silverhome on the Water. Nurash (the new trainer's name) has ADOPTED Marz's dialogue, Marz will no longer point you to Oleta, even if you don't have KotN.
- Some of the chests that only contained clutter - especially the upperclass ones - now have valuable items in them, also to make up for the lockpicking thing ;]
- Barter comment have been disabled - I left the end barter ones active, as they're not annoying to me
- Raised the confidence of necromancers and conjurers, the bastards should stand and fight for once!
In Version 1.1 :
- You can now fast travel from any interior ingame. Well, not any, I left out SI and some of the questrelated ones, and every Oblivion Plane interior.
- The highwayman had a mini-overhaul, he's now stronger and asks for 500 gold instead of 100. Also, the refuse line has been changed to "take it if you can, furball!". There is an optional file for khajiit players - they're not likely to call another Khajiit furball now, are they? The alternate khajiit esp must be loaded after and with the original esp.
- All clutter has been priced, not overpriced, but priced.
- Mudcrabs are no longer hostile. No more "you can't fast-travel because a ****** mudcrab is hiding around the corner.
- The Odiil boys now run to their farm. We wouldn't want them to miss the goblin attack now, would we?
- Elante now runs through the cave. She's also been made a little stronger (she always died before >.> )
- The guards are no longer psychic. I actually figured out how to do this all on my own ;D

Once again, this is an esp made by a user for other users, not by some unreachable gaming company. The qualtity of this mod relies on your requests. Please, if you find something that is annoying, and hasn't yet been fixed, request it!

Incompability
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I've heard multiple people that were worried about the file being incompatible with other mods they have. There won't be crashes if you use another mod that does the same thing along mine, and both files will continue their function, execpt for the part that has been changed by both. If 2 esps make changes to the same thing, the changes will be made by the last loaded esp. So if you have a fancy guard overhaul, you can use it along mine, just choose which one you want to make the changes to their reaction distance ;]
That is all. Have fun playing!

To do list:
- Make a seperate esp that takes care of the annoying... ermm, adoring fan.
- Make sure the count's son doesn't always die in the ?Cheydinhal? gate quest.