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The Elder Scrolls
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The mods I had to install to make Oblivion playable.
[quote name="Zseni"]<a href="http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=268">Francesco's levelled creatures mod.</a> I noticed around level 20 (on my first char) that I wanted to do LESS adventuring in my awesome gear than I did when I first crawled out of the Imperial Patrick Stewart womb. That's because in regular Oblivion EVERYTHING LEVELS WITH YOU, which defeats the point of levelling in the first place. This idea can be implemented well - like in games where the only thing to do is fight (FF8) - but in a game where sometimes, man, I just want to pick some fucking flax seed, it is a hassle to be incessantly beset by uber bandits with more hit points than me and bears in adamantium armor and shit. Why the fuck does Cyrodil need me when every town guard can pwn me from a standing start? Francesco fixes all that by putting level caps on almost everything. <a href="http://www.irisgames.com/KCAS/KCAS%20Manual.html">Kobu's Character Advancement System</a> Also gay - and somehow even gayer than it was in Morrowind but I can't put my finger on why - is the levelling system in Oblivion. E.g. for every two points you gain in a skill, you get +1 to its relevant stat at level up. Two caveats: you can only bump three stats at level up, and the +1/2 points thing rounds down. So it doesn't MATTER that you made 100 potions, man. You should have made 102, and you're not getting any smarter ANYWAY. You also can't level up without taking a nap and you can only nap in actual beds, and this only with no enemies around. And there are no beds in MOST OF THE GAME. KCAS provides you with multiple level-up methods (including several which bump stats on the fly as you do stuff,) removes the need to take a Level Nap, and allows you to create custom birthsign and race and level bonuses. In game. <a href="http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=25">BTMod</a> Because otherwise you have to play the whole game with all text in that fucking Oregon Trail-ass font. <a href="http://www.pixelrage.ro/articles/13-Oblivion-mods-that-should-not-have-been-/261,0.html">Natural Environments, Better Imperfect Water, Elven Cartographers' Map</a> Makes better pretty. Should have been in the game in the first place. <a href="http://www.tessource.net/files/file.php?id=4432">Living Economy</a> Instead of being able to beggar a merchant (as in Morrowind), in Oblivion you can only sell them stuff worth less than their arbitrary payout point. (If Termitius Fangrulius only wants to pay 400 gold for anything, you can't sell him anything worth more than 399 gold. But you can sell him infinitely many items worth 399!) Living Economy restores the idea that a dude only has so much money, but he'll pay all of it to get an item worthy of his precious coins. Additionally adds variable local economies, so you can buy low in Bruma, sell high in Skingrad, etc, and makes merchants specialize - alchemists pay more for alchemical ingredients, less for non-alchemy-related goods, for example. The short story is that there are now a variety of good reasons to bump your merchanty attributes and visit many stores in a town, and you also have a chance to recoup money spent on training/services/purchases. <a href="http://timeslip.chorrol.com/obmm.html">Oblivion Mod Manager</a> Not a mod, but allows you to set the load order of all the mods you have and fixes conflicts between some of them. Useful, handy, elegant, appalling that such gentle genius is applied to a VIDEO. GMAE. <a href="http://www.tessource.net/files/file.php?id=5296">Unofficial Oblivion Patch</a> Because Bethesda is never going to bother patching a game properly. God damn they're smart: "guys, let's build the world's prettiest fantasy cave." "What about gameplay?" "Fans will make all the gameplay themselves. Who wants to design flowers with me?!??!!!"[/quote]