Oblivion

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Guinefort1

Uploaded by

Guinefort1

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About this mod

Diversifies the racial makeup of generic enemy NPCs

Requirements
Permissions and credits
Translations
  • German
Welcome to the thirtieth installment of my Oblivion Immersion Series.  Here we are at number 30!  This mod started out from a simple “Hey, wouldn’t it be nice if I didn’t run into one of the same five bandits every twenty feet?”  Alas, my mods are like fishing stories, they get bigger with each revisiting.  Because “why can’t we have more than three faces for the dark elf bandit archers?” became “why is it that dark elves are only allowed to be bandit archers?”  And for that matter, why don’t conjurers allow anyone other than Bretons and Altmer to join their ranks?  Surely there is at least one Dunmer in Cyrodiil who dreams of an illustrious career as a bandit hedge wizard, squatting in desolate ruins and camps, and hurling fireballs when some hapless hero stumbles in.  Talk about racist hiring practices.

To this end, this mod diversifies the races that can appear as certain types of enemy NPCs.  Bandits, marauders, sorcerers, necromancers, and vampires have all been expanded to better reflect Cyrodiil's ethnic distribution and according to each race's most prominent abilities.  As a macro-example of what I mean: combat-inclined races like Nords will still be over-represented in warrior roles, but may appear as magic or stealth-inclined classes too.  In another example, generic  necromancers only consisted of High Elves and Bretons in vanilla, but now all other races will appear amongst their ranks, but with Dunmer and Imperials dominating.  And in a last example, the only vampire rogues that appeared in the vanilla game were Redguards, but now other races can appear as vampire rogues, with Khajiit and Imperials predominating.  Also, beast-race vampires will now appear int he game, since vampire Argonians and Khajiit were missing from the base game.

Here is a break-down of the number of NPCs added to each generic enemy type:

- Conjurers: 26 total
- Necromancers: 26 total
- Vampires: 48 total
- Bandits: 54 total
- Marauders: 60 total

Version 1.1 makes a number of bug fixes (see the change log).

Requirements
============

Oblivion Version 1.2.0416

Installation Instructions
===================

Copy contents into your Oblivion data folder.  To upgrade to V1.1, either uninstall the original and install the new version, or just install the new version and let the plugin overwrite the old one. 

Uninstallation Instructions
=====================

Delete the esp

Incompatibility
============

Incompatible with any mods that edit the leveled lists for bandits, necromancers, sorcerers, vampires, and marauders.  Specifically incompatible with overhaul mods like OOO, Maskars, and presumably WAC.  Use a bashed patch to ensure compatibility with large overhaul mods.

Known Issues
============

None at the moment

Troubleshooting
=============

Feel free to come to me with questions or issues and I will help as best as I can.  That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance.

Credits
======
 
Thanks to:

Bethesda Softworks
TES Nexus
LHammonds - Readme Generator

Special thanks to CarlosS4444 for pointing out the spawning list bug to me.

Licensing
========

I am making this mod open to revision by the public.  If you have any ideas of how to expand or improve upon this mod, then go ahead.  No permission needed.  All I ask is that you give me proper credit.  This mod and its contents may not be commercialized for any reason.