Hoboy. I have a lot more on than I'd realised. These are all the mods I have 'active'. I have several alternatives installed, but what I do not have is the patience to try them all, so if you see some that sound better than the below, go for it.
Bold indicates one I consider a particularly good one that most people might be interested in, rather than more niche ones.
Some (SM, LAME & MOA) are collections of related mods/add-ons that I've kept together rather than fully separating. The end of these lists is marked with a </MAIN MOD NAME>.
I have used QUOTE tags in some areas to help separate my rambling anecdotes from the mod descriptions. I have not linked to these mods because fucking hell, have you seen how long this is already? I'll do it if there's enough call for it, but not tonight.
Disclaimer wrote:
I installed all these about 18 months ago, after a long, fiddly process of installing, reinstalling, and deleting many others. Some of the effects in my game may be remnants of other mods I have partially uninstalled, and there are some mods I will have forgotten as they directly change game files instead of being modular.
Several mods overlap in function and I'm not sure which does what. My game has been stable however (occasional crashes are inevitable with this many script-heavy mods about and my sub-par hardware, but it's not been a problem. You should save regularly anyway, as heavy modding always carries the risk of glitches/crashes). Your results will doubtless vary a little.
With the exception of Dark UI, the below are all available via Oblivion Mod Manager, which, along with everything in the "utilities" section, I highly recommend - OBSE is a requirement for many of the mods I use. If you are unsure, read around. Nearly all the good modders are very supportive people and have written full and frank guides to installing and using their work and third parties that it relies on. Bottom line is that if I managed to get these working, you probably can in half the time. ALWAYS BACK UP. ALWAYS READ THE DOCUMENTATION. They know FAR more about scripting, programming, etcing than I do, and I won't be able to help you if you get really stuck.
Right! With that out of the way: Kettle on!
Utilities:*
Oblivion Script Extender. Many of the more interesting mods need this. I can't remember how it's set up and I'm leaving it well alone because it's now working, but it's very very easy to use once it's set up - if I can manage it, you'll be fine.
Wrye Bash - I don't know how or why I used this or what for, but I did. Once I did whatever I did, I just left it and all seems fine. I followed a guide somewhere. Possibly Arwen's.
Oblivion Mod ManagerLevelling/game structureOscuro's oblivion Overhaul - changes lots about the game - levelling, stats, monsters, items, adds lots of new world detail, monster types, all sorts.
not Galsiah's Character Development - worry about levelling no longer; your skills directly affect your stats without your having to grind or game the system. You don't have to choose between 5 more personality and 3 more Endurance anymore - if you've increased the skills, your stats will go up. Complements OOO quite well. Requires OBSE*
Cutthroat Merchants - makes barter ranges wider and merchants more skinflint. Makes cashflow a bit tougher at the start, and mercantile actually worth considering.
Living economy & items plug-in - Makes the economy actually an economy. Very simple, so don't expect Elite, but prices of goods will vary according to region, shop, and quantity, plus there are some changes to merchant skills. I'm unsure which of this and the cutthroat Merchants or realistic prices mod are dominant, or which one is doing what. Sorry. They appear to at least not kill the game, anyway, hence my leaving them alone.
CombatHardcore Damage II - makes weapons hit a LOT harder. Changes enchated battery power, and increases the damage resistance of armour and weapons to compensate, however both are still MUCH easier to break, so most human-sized enemies will go down with a couple of solid blows (about three to five warhammer shots for quite tough ones using mid-40s blunt skill. Landing a charged up blow with a big weapon will basically ruin anyone's day. Oh, and enemy weapons also hit harder. Learn to avoid archers fast - I recommend conjuring cheap cannon fodder, staggering them with magic and charging (this mod goes well with the magic mods as the extra magic effects stagger and knock over weaker enemies more often), and/or running and hiding. Sobbing into your armour is optional)
Black's OB_Realism - I can't remember what this does. I think it overlaps with the damage mod, and possibly a creature AI one - one mod has turned the wildlife mostly docile unless disturbed, which is a godsend if you're sick of everything in the world hurling itself blindly at your sword. I can't remember which, though. Sorry.
Duke Patrick's SCA style combat NO RECOIL silver edition V5.1 - SCA combat is some kind of re-enactment tournament or something, iono, the creator of this is obsessed with modelling that, rather than directly modelling combat, but it works. The upshot is basically improved enemy fight AI - they try to flank and will often surround you; hitting a shield no longer makes you (or them) recoil; magic staggers less often; and you have to be a lot more precise with melee attacks and blocks, especially without a shield - blocking out of position will get you cut up. Catching someone off guard will more often than not mean that you've won.
Quote:
Fights are a LOT harder, and if you're up against multiple enemies, you'll probably want to think about how you're going to separate them rather than how many of them you can ignore. However, with the damage mods above, this means that taking people down quickly is an option much more often, so big fights can be a lot faster and more dramatic. Some of the spell mods above mix well, too, as conjuration can allow much better creatures and more of them, and some of the mysticism spells are great for throwing people around until you're ready to deal with them. E.g:
A great fight I had with a mysticism/Blunt person was to use telekinesis on the first, hurling him to the floor where I absorbed his strength, then tapped the second with wind play, sending her off over a hill. Then a quick one-two with a warhammer to kill the third, and a solid crack up the arse as the first one was getting to his feet, and I had time to toy with the second one as she came back over the hill. In vanilla, this would have been "run backwards launching firebolts, then hold block until someone staggers, then hitt them. Repeat ~35 times, chugging occasional potions."
MagicQuote:
There are two main magic mods I'm using, and I can't remember which of them does exactly what. Between them though, I've found a mix I really enjoy. Some examples of new spells: Better and more varied summonable monsters (including a spell for Restoration that lets you summon a benevolent ghost who heals you periodically); "detect attitude" spells allowing you to tag people at range to see if they're hostile (they don't react to it); "scrying" spells that give you information on their skills/level/etc. More paralysing/stunning effects for destruction spells; Healing spells that can injure undead; Turn undead spells that actually work; "Blink" spell allowing short-range teleports; spells allowing you to transmute gold to various items; telekinesis can now be used on living creatures; AND MORE (actual colours may vary. There are loads more spells but I mainly know the conjuring/mysticism ones).
Supreme MagickaThis and the add-ons make many changes to the magicka system. I am unsure which of this and LAME is dominant, but again, they appear to mix well.
*SigilStone - balances sigil stones
*Scrolls - balances scrolls
*EnchantStaff - adds unenchanted staffs (there are some used as weak defences a la shields, and some used as torches. I think this is the mod that introduces them) and allows you to enchant them. I've not really used these and I think you need access to the University to enchant them, but they fetch a decent price and make quite nice trophies.
*OOO - compatibility with OOO.
</SM>
less annoying magic experience:This and the add-ons add loads of new spells and spell effects, particularly to the more rubbish schools like mysticism. This requires OBSE*:
*startspells - changes your starting spells to fit what, if any, magical skills you started the game with. Allows you a choice between some spells (eg: high destruction = fireball or ice bolt)
*magicbonus - changes some of the birth sign powers to stat or skill boosts instead. I always forget to use the powers, so this suits me.
*EVShader - supposedly makes some magic effects more fancy (eg: fire swords actually burn), but I can't say I've noticed. It could be that I'd notice if I switched this off, though. Also possible that my video options have disabled this.
*ShaderlifeDetect - changes the 'detect life' effect. See above.
*lightningbolt - changes shock bolts into lightning spikes. See above.
*conjuration for Supreme MAgicka- compatibility with SM's summoning spells.
</LAME>
M.O.E (Modular Oblivion Enhanced):Quote:
A collection of high-quality mods that you can mix and match. Some highlights below:
*Mythic Dawn Powers (a few special spells if you join them - not tried yet)
*Hunger effects (to make some actual use of food for a non-alchemist, and make it feel less 'gamey'. Doesn't work if you become a vampire, even if you later get cured. A bit annoying, as I accidentally became a vamp almost immediately. Fucking diseases)
*
Realistic Law Enforcement (attempt to bribe guards, increase bountyfor resisting, mandatory death sentence for big bounties, some other tweaks I haven't really looked at)
* Unlocked Hairstyles (a tiny bit more variety)
*Levitation Magic (someone sells a levitation spell. Not tried it yet)
*
Teleportation magic & icarian flight (massive jumping spells) - These are Mysticism spells that make Mysticism actually worth bothering with, and happily I happen to be playing as a character who has all the skils I never use, for variety, like. You can buy expensive spells to teleport to any city, and Mark/Recall, which lets you set a point and then teleport to it. Very handy, and I think this one also enables scrolls with those spells if you're not a magic person.
*The Black Sacrament - lets you hire the Dark Brotherhood, after what sounds like a fairly pain-in-the-arse quest for certain items. Not tried it yet, though I have found the book that tells you how to summon them.
*New Staffs, Blight and Ashstorms - some staffs in a shop that allow you to do some powerful or simply atmospheric things like change the weather or deep fry someone's children or something. Not tried yet (although I did piss about with a spell that changed the weahter, which was quite nice.. That might be from a different mod though)
*
Realistic Prices, Realistic Weights, no quest items - changes the weight and prices of most objects. Also removes the 'undroppable' tag from quest items, so be careful.
*Vampire players scarier - makes a vamp player scare people sooner, changing dialogue and sometimes making them attack you (you are allowed to defend yourself). I've avoided advanced vampirism, so haven't really tried this.
*Travel services - a small but very thoughtful add on making the stables actually worth visiting (because horses are pointless) - talk to the stablemaster and they can transport you to the other cities for a small fee (~10-60 gold if they like you, which they will because if you can't win the persuasion minigame every time, I'm afraid I must inform you that you are dead).
*
Main Quest Delayer - instead of starting in the prisons, you start on a boat outside Anvil (West coast) with a few pennies, a knife, and some bits of food. Kvatch is sealed off (just pretend it doesn't exist), and the Emperor is alive and well. The main quest only activates if you commit a crime and get captured in the Imperial City. Ideal if, like me, you immediately fuck the main quest off every time, or you just want to skip the whole intro bit and try out a new character.
</MOE>
Convenience/miscP1DMenuEscape - adds some easy menu exits - right clicking or whatever you assign will close menus and dialogue boxes, instead of ha ving to faff about looking for the icons.
P1DKeychain - a MUST HAVE. Instaed of fifty bajillion keys, you have a key chain. All keys are automatically added to it. Never worry about keys again.
P1DextraMouseButton - allows middle mouse button to do stuff, including exit menus (I think).
Poison Combiner - adds a weightless item to your luggage that lets you combine the effects of different poisons. For once, I'm avoiding alchemy, so I haven't tried this yet.
Oss133Framerateoptimizer - frame rate optimizer. I didn't even know I had this, and wouldn't have guessed as it appears to not work (or I haven't set it up properly).
Dark UI Mod (I think that's what it's called). It changes lots about the inventory menus and it's all for the better - prettier, but also a much cleaner, clearer display of information, and the option to disable or re-enable at will all the map icons, and a detailed menu to change, rearranged, or remove each portion of the HUD at your leisure. The only downside is that you have to re-adjust it every time you boot up the game, but it's a small flaw and the time you'll save scrolling back and forth through your inventory makes it a net gain.
Days&Months - adds normal days and months to the date panels, because you can fuck off if I care what month "Frost Nonce" is or whatever.
Crowded Roads - Assorted generic NPCs ("traveller"; "merchant", etc.) will wander between cities on the roads - you'll bump into them now and then, and can chat briefly, practice your speech, trade with some of them, or just rob and/or kill them. Be aware that some named NPCs will also appear in the wilds or strange cities - you may want to look up some console commands to bring key people back to life if this happens, as they may otherwise get killed and ruin a quest. I use the "7" version. 15 & 23 offer more traffic, but I found they led to glitchy pile-ups outside the cities and too many people in the wilds.
Prettifying:Natural Weather/water/habitat/vegetation by Max Tael - makes the environment nicer and adds some ambient fauna without any noticeable performance hit. It's subtly done, too - you get the occasional butterfly or a bird going overhead.
Harvest (Flora) - adds a graphic to all harvested plants. Makes no difference to performance, but saves you wasting time if you're a herb gathering type.
MaleBodyReplacer (tackle! TACKLE!)
Female EyeCandy - Body Replacer (nude) 1.0 - you would not believe the hassle I had trying to find simple nude mods with normal, flaccid men, and women who weren't all shaven-crotched blimp-tit support systems. But it was worth it in the end for a bit of realism, and the occasional amusing moment as I notice I've been clomping about on noble quests to save the peasantry from evil monsters, while flashing everyone my vadge.