Oblivion

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  1. Nekuro505
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    YES, even more variety, I LOVE MORE VARIETY.
  2. Machsc
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    I have noticed that most of your mods alter the level list for either demora or conjures....  I already have 2 mods that effect the daedra level lists...this mod explicitly.... can I assume when this version of your mods says "does not replace the current level list only adds to it"... this means maximum compatibility with other mods?
    1. kvatchcount
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      Use Wyre Bash's bashed patch functionality to maximize compatibility.
    2. Machsc
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      Ok... im not using that bash patch utility I keep hearing about but will consider it (im new to Oblivion from Fallout 3, NV, and 4).... but that doesn't answer my question... is this version a list add on or some modified type of replacer... most of your mods say "not compatible with list replacers for daedra or conjurerers"... but this mod says "No, I did not replace the vanilla Dremora ranks. I only added to them."... how did you add? You make it sound like this mod is more compatible than your other mods?

      Perhaps I can elaborate on what I'm trying to accomplish with the mods I'm using.

      I have just started Oblivion for the first time, I have figured out it's difficulty curve and level scaling and I don't mind it too much but I know it will get old for me fast... It spawns tanky enemies like Fallout New vegas does, on a level list, which makes certain enemies a long slog to get through... I have played tons of games like this and it's not my favorite type of game play.

      I prefer Fallout 3 (with no using VATS), OR Fallout NV with project Nevada.... I want a more fast paced difficultly curve... where enemies go down fast, but so can the player... and instead of a tank enemies you have a squad of enemies. 
      I had 3 goals 1) mod in a "fast paced" difficulty curve where it's kill or be killed 2) populate the world so its not a ghost town and it's got some Immersive life to it (in some cases this makes the game easier and in some ways harder but still balanced) 3)be lore Immersive and lore friendly without breaking the vanilla game quests or robbing my of the authentic experience of say the fighters guild quest or mage guild quest.

      I want a poor man's project Nevada for Oblivion

      I have also noticed this game (from 2006) is a ghost town... there's no one here in Cyrodill ... only a handful of quest giving NPCs... now I understand this game is 2006 2gb limit on PC and playable on Xbox 360 so I understand this is not the fault of the game but the technical limits of when it was released, so I don't think it's a bad game for these problems.... but still I can fix this with mods.

      I have populated to my satisfaction:
      The roads
       The cities
      Extra Bandit/marauder/necromancer type enemies 
      Wild animals 

      I have messed with the level list a bunch of times and greatly appreciate you telling me in your mod Discription that your mods are "not compatible with other level list mods"

      I have also found a fantastic mod called "Hard mode" https://www.nexusmods.com/oblivion/mods/39150
      Gives me exactly what I was looking for in terms of difficulty kill or be killed... but I find that with the difficulty slider down it's still too easy... but if I turn the silder up enemies just get tanky... the solution is more enemies. Which I accomplished with Bandit and wildlife type enemies. 

      The problem I have is with Daedra enemies... Oblivion planes are too easy except for those flame towers which can 1 shot me... getting the Daedra right is the last thing I need and the icing on the cake...

      It also means that a mod that is a list replacer is the last mod I need... I need a small to medium add NPC mod add to level list, not anything that changes the level list for a sensible ammont of extra enemies. A supplement not a replacer.


      I am using these 2 mods and am Happy with them... but still a bit underwhelming

      Daedra Roam Cyrodiil Wildernesshttps://www.nexusmods.com/oblivion/mods/43775
      (Replaces some Vanille Bandits with Deadra soldiers, but I don't care I already added more than 40 Bandit squads with Bandit hideouts and night roads bandits) this mod only effects Cyrodiil not Oblivion

      Leveled Daedra. Better Variety
      https://www.nexusmods.com/oblivion/mods/49623


      I am currently testing this mod I am extremely concerned with it, not because of scripting or technical issues but because it spawns Daedra inside cities... which could kill merchants or quest givers... but the mod Discription says it added extra guards to help with this...we shall see how well it work
      Firefly101 Daedra Attackshttps://www.nexusmods.com/oblivion/mods/36106

      I am trying the Firefly mod because both "Legions of Oblivion Organised Armies" and "Enhanced Daedric Invasion" (EDI) left a bad taste in my mouth (but after thinking on how it can be configured I might try "Enhanced Daedric Invasion" agian)... I even used the loverslab revived and updates version and it's an insanely stupid mod... I don't understand why EDI is popular or or set up the way it is.

      So the absolute worst of these 2 mods is:
      Legions of Oblivion Organised Armies
      https://www.nexusmods.com/oblivion/mods/33425
      I was hoping it would be both Immersive and challenging... so it spawns no enemies on the planes of Oblivion itself (first massive disappointment), only spawns enemies in the towers and presumably during the Kavatch and Bruma battles like the Mod advertised, but I never made it that far or retried Kavatch with this mod installed. The enemies in the towers gets stupid real fast... you walk into the main tower with the sidgel stone there are 4 squads of 5 guys 20 enemies (not in the level list), a massive challenge to low level character but as you level not too bad... going further up the tower you run into a Squad here or there... good fun... but then you get to the ramp up to the sidgel room and it's just spamming Deadra all the way up too the meat looking dome... and the sidgel room was even more spam... I had to use console commands to kill off most of them between the ramp and the sidgel room there must have been 150-300 daedra spammed in... the game engine couldn't even handle the spam.... totally stupid mod.

      EDI wasn't much better... I basically rage quit the mod but relised the Mod had settings I could modify so after this play through I might try it agian... my issue with this mod is the Discription says that the "daedra Invasion was under whelming " and that the mod wants to fix it... 
      so the good about the EDI mod... 

      1) how it starts, the mod is on hold until Kavatch,  when the mod starts after Kavatch you will run into a squad of guys, these guys are hard but not impossible... 

      2) Allies in Cyrodiil/outside Oblivion gates,  this is a good part of the mod you can set allies at Oblivion gates and each city gets a squad of guys and the captains gives you quests.... 
      the problem with this mod is very similar to the Deadra Legions mod... it wants to spawn in way too many daedra... how it seems to work is it is ready to spawn in deadra at city gates (not imperial city) killing the horse merchants, spawn deadra into the city (not imperial city) with the potential to kill quest giving NPCs and merchants...

      To my knowledge there is no limit to the ammont of enemies this mod will spawn in via the city gate and city center spawn points... unbelievably moronic.

       On top of that also ready to spawn in 100 extra war parties of 1-10 daedra according to what you set in the spell menu... All these Daedra treat the cities (not imperial city as a homing becon... which means this mod is ready to spawn in over 1000+ Daedra and send them straight to the city gates or even inside the city itself, the game engine can't even handle a fraction of that... the only saving grace with EDI is that is has a spell menu, lucky for me I turned off "attacks into city" or I would have had to reload a really old save or start a whole new game so all the quests wouldn't be broken... If I try the mod agian I will turn off both Attacks into city and attacks at the gate...

      then the random war parties set to 25 max war parties and only war parties of 1 or 2 deadra soldiers... the random war parties seem to have a primary homing beacon to the city gates and a secondary homing becon to the player so more than 1 war party can ambush the player near Oblivion gates.... if I limit it to 25 war parties that maxes out the total Deadra at any given city at 3-8.. I would rather the war parties just Roam the wilderness ready to ambush me like a Fallout 3 random encounter but the good parts of the mod are worth trying this agian and hopefully I can make the settings work... But mod goes from 0-1000 real quick... very disappointing,  and I don't understand it at all... in the Discription and posts people actually asked for these features,  I guess 2006-2010 when Oblivion was getting massive mod support was a different time with different tastes.


      I'm hoping you would consider making a version of your daedra mods that simply adds enemies... maby a small amount of beasts and a few squads of troops to Cyrodiil but not too many... and a better Oblivion plane that sensibly adds to what's already in the Oblivion level list and this could be a bit more extensive...

      Like making two versions of your mods a list overhaul version of your mods one that messes with the level list... and also a second  supplement version of your mod... that "adds enemies " version of your mods that would be much more compatible with other mods and list modifies and simply add or supplement the enemies list.


      I also added:
      Allied Oblivion Gate Patrolshttps://www.nexusmods.com/oblivion/mods/49828
      To add with immersion (I don't mind making the game easier at certain lore friendly point if the overall difficulty goes up). It sells itself as EDI lite but it doesn't have any random attacks by Daedra troops.

      As well as:
      Daedric Invasions
      https://www.nexusmods.com/oblivion/mods/26030
      It doesn't give me the Ambush, adrenaline rush of a random encounter but these dungeons sound like fun... still testing them and don't have an opinion on them yet (I installed the heroic versions)

      If you have any other advice for me on solving my Deadra problem I would appreciate it... and I will think on the bash patch aproach and try it out.

      Also copy paste from my phones memo pad didn't keep my proper paragraph structure... I edited my comments so I think I solved the problem but if there are errors in my comment post forgive me and if I sound confusing just tell me and I will clarify. 
    3. kvatchcount
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      All I did was add to the level list, bro. That means it won't be compatible with any mod that alters said list for Daedra unless you use Wrye Bash to merge the level lists in the bashed patch. It's a real easy thing to do, building a patch is.
    4. Machsc
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      Ok thank you 
  3. Edorenel
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    An awesome mod! I love that you're adding these lore bits into Oblivion. Makes the world feel more consistent. Much appreciated! Endorsed!
  4. GeorgeCorbul
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    Oooooh, this is most interesting, indeed! Great idea!

    Are you planning to make more mods of this type, or is this a one-off? Because if you are, may I suggest taking a look at wolves? In Arena the Ice Wolves could shoot frost spells at the player, and there were Hellhounds that could shoot fireballs  (though they're technically not wolves as far as the lore is concerned). Not sure if it's possible to make wolves shoot spells, but if it is, it'd be cool to have.
    1. kvatchcount
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      I'd love to add Hell Hounds and Ice Wolves. I'm not sure if they can cast spells or not, but still. However, that would require some retexturing and that isn't my forte. So, for now, this is a one-off unless someone steps up to the plate.
    2. GeorgeCorbul
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      I can try some basic retexturing, but for some reason texture work is iffy (the game doesn't always want to render the edited textures; came across this problem with GTA SA as well, something about how you save the edited file), and send you the file, if you're interested?

      Alternatively, this mod has some wolf variety with textures, though they're not quite accurate to Arena.
    3. kvatchcount
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      If you want to throw your hat in the ring, I won't complain. I'd be very happy. I'd be able to add Hellhounds to the Conjurer/Daedra United series.
    4. GeorgeCorbul
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      Ok, so did it, made the creatures, gave them custom-made spells (yes, they cast targeted spells!), but now I get black textures in-game. Will have to fix it somehow.

      In your opinion, which is better: "normal" eyes (with irises) or single-colour eyes (like in Arena that is, without irises)?
    5. kvatchcount
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      Irises, definitely. Thanks for doing this, bro.
    6. GeorgeCorbul
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      Alright! Fixed it!