Oblivion

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DwemerPuzzleBox

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DwemerPuzzleBox

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About this mod

Addresses commonly expressed issues with level scaling, smooths out the rough edges, and slightly expands gameplay depth in a very vanilla friendly manner.

Requirements
Permissions and credits
Changelogs
Introduction

This is a compilation of a wide variety of subtle changes, to smooth out the rough edges and expand gameplay elements in vanilla Oblivion.


The intention is to keep the game as it was, so everything was done carefully, not to change the game in any meaningful way. Level scaling remains, but it is less apparent, with some commonly experienced problems reduced. Gameplay elements remain the same, but have been given just a bit more significance. The changes are fairly subtle and agreeable, in the hopes that many players won't even notice they have this mod installed.

Individually in separate mods, these changes might be too unnoticeable and just cause concerns with compatibility, but compiled and carefully intertwined together by hand, they form a nice and ready package for those wanting a quick return to the familiar Oblivion.

Changes and features

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Consistent level scaling
Reduced difficulty spikes, less health bloat, and low level enemies and equipment appear alongside stronger ones.

The original balance is kept, and made more consistent. Some infamous creatures like Goblin Warlords, Clannfears, Will-o-the-Wisps and Mountain Lions had their stats toned down. Enemies were given minimum and maximum level caps. Low level enemies have their health increased to the point where it's consistent with overall health values. NPC health is roughly the same, but mages and thief types have more health. Bosses are now higher level than grunts. Leveled lists allow lower level enemies and equipment to show up. Bandit grunts and other regular NPCs carry more mundane equipment.


Attributes
Willpower is now more important for magicka regeneration. Endurance now increases fatigue regeneration as well. Movement speed is now more about the Speed attribute.

Combat
Weapons have a slightly reduced speed and reach, to allow players better chances at dodging. The damage of iron and steel weapons were increased. Hand to hand damage has been increased. Power attacks deal a bit more damage. Weapon weight affecting fatigue consumption is a bit more noticeable.

Magic
Spells with Absorb effect were moved to Mysticism school of magic. Burden spells and certain Illusion spells are more potent. Enchantments add less gold value to equipment, so that the prices of enhcanted equipment are more in line with overall balance.

General polish
More minor things have received some attention too. Some enemies were completely lacking in Sneak skill, which meant it was possible to walk right by them without sneaking, and overall made it seem like they just had poor AI. There were enemies who didn't have the major skills to cast spells they were specifically given. Some enemy combat behavior could be a bit inefficient. 

These mods are already included and fully integrated:

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NPC Faces
Improves vanilla faces.

Enemy Spell Variety
Enemies use a wider selection of vanilla and Spell Tomes DLC spells.

Sensible Sneak
Makes it harder to remain undetected in plain sight

Disposition
Personality has a greater influence on how much people like your character. With high enough Personality, certain animals may become docile. Faction ranks increase disposition with faction members less, to leave more importance to Personality.

Anger Management - Bandits and Marauders
This has been expanded. You can use poison or spells to lower the Personality attribute of certain enemies, to cause them to fight among themselves. Affects bandits, marauders, necromancers, conjurers, and simpler humanoid creatures, like goblins and grummites.
The effectiveness depends on the target, their proximity and disposition towards their allies, and of course the magnitude of the Drain/Damage Personality spell or poison.

Bound Longsword and Battle Axe
Adds these spells to be used by the player and enemies

NPC AI Improvement - Search Distance
Improves NPCs capabilities when set to find something. Hunters are better at noticing nearby deer, and Orc Adventurers will search a dungeon more thoroughly, for example.

Enemies Eat and Sleep
Bandits, Conjurers, Marauders and Necromancers will eat and sleep at different times of day

Roaming Creatures
Creatures in the wilderness are more active and aggressive, increasing the chances of them coming into conflict with other creatures

Leveled Enemy Variety
Allows creatures up to 20 levels below the player's level to spawn from leveled lists

Enemy Variants with Level Caps
Adds variants with different level caps, so that you may encounter lower level bandits, conjurers, marauders and necromancers even at higher levels.


Requirements
Oblivion
all the official DLC
Knights of the Nine
Shivering Isles
Unofficial Oblivion Patch - UOP
Unofficial Shivering Isles Patch - USIP

Required for improving the coloration on NPC faces: NPC Face Color Unlocker