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Segnalate qui le nuove mod - NIENTE RICHIESTE QUI
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Re: Oblivion Mod e dintorni
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Re: Oblivion Mod e dintorni
Ho fatto un piccolo pluggo http://forumtgmonline.futuregamer.it...lookaround.gif
ho corretto alcune frasi della traduzione, come ad esempio:
- quando sale un ablità non è piu "il tuo/la tua x abilità aumentata (o diminuita)"
ma è "La tua x è aumentata (o diminuita)"
- quando si portano troppi oggetti non appare più "Sei sovraccarico" ma "Stai portando troppa roba" (in memoria di morro http://forumtgmonline.futuregamer.it..._icons/asd.gif )
- ho tolto la scritta caricamento area
- quando si aggiunge una cosa all'inventario non è piu "x aggiunto all'inventario ma "x è stato aggiunto al tuo inventario"
- quando si fallisce la creazione di una pozione non è più "Fallito creazione e hai perso tutti gli ingredienti" (non era esattamente così ma suonava comunque malissimo) ma è "Hai fallito la creazione della pozione e hai perso tutti gli ingredienti.
e infine quando si carica una partita non è piu "Sicuro di voler caricare la partita?" ma è "Caricare la partita?"
per ora ho trovato solo questo.. ci sono certe scritte in eng ma non le ho trovate http://forumtgmonline.futuregamer.it...n_confused.gif
http://rapidshare.de/files/16430935/corr ezionitraduzione1.esp.html
lo potete scaricare qua:
ditemi se vi funzia bene http://forumtgmonline.futuregamer.it...on_biggrin.gif
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Visto che qui si raccolgono i MODS e PLUGINS,vi aiuto anche io...
Tempo Oblivion Cheatmod (1.01)
Description:
Yay for Oblivion mods. We all like that.
So, here comes one of those cheatmods (among many), that gives you alot of highleveled, powerful items, a new extremely powerful birthsign, so you can simply run through the game pretty easily.
And as the author said, cheating is for weaklings.
INSTALLING:
Copy TeMpO.esp to your game\Data folder. When you start the game, select "Data Files" and Select TeMpO.
This Little mod provides a chest full of very powerfull items, located in the prison cell where the game begins.
The items are very powerfull as you will find out. there`s also a new BirthSign extremely powerfull.
This is a simple CheatMod and i advise to use the items only on ocasion so that the game doesn`t get too easy.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/T empo_Oblivion_Cheatmod;59026
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
IC Storeage House Mod (1.0)
Description:
This mod edits the house you can get in the imperial city to allow for you to store more stuff. Mainly, a table was removed and shelves were added for your use.
http://img89.imageshack.us/img89/1769/5914416yv.th.jpg
INSTALLING:
Put the "IC Store Housemod" file into your "Oblivion/Data" directory.
when done this start the Oblivion launcher goto data files...
check the box in front of IC Store Housemod
and its all done..
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/I C_Storeage_House_Mod;59144
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Improved UI (2.01)
Description:
This small mod changes the UI of the game around a bit, making more items fit into your inventory, loot, and magic menus. The map has also been reworked and so has the quest journal. Overall, it makes the UI much more easier to browse through.
ABOUT
There is no esp file. These files should be unzipped in the Data directory
of your Oblivion installation.
This new release is a joint effort between Tikigod and Beider, we merged our UI packages
to try and make a single and better release for everyone.
This mod can also turn off the Quest Hint Markers on the Compass and Map pages. It
will remove the Dungeon/POI hints that the compass shows. The
Dungeon/POI icons still show up on your main map screens though.
You just have to be more "explorery"
**NOTE: There is no way to toggle these within the game (that
I know of yet). If you want to reenable the markers, you will
need to exit the game, delete (or rename) the "menus" and then
restart Oblivion.
In some rare occasions, the Compass will show the red marker(sometimes more than one).
It may be related to putting down a User Created marker. If this happens,
you can open the console and enter: reload hudmainmenu
This should clear and reload the hud with the compass.
INSTALLING THE PLUGIN
Just extract the menues folder within the archive to your oblivion\data directory
Your folder path should look like,
Oblivion\Data\menus\main\inventory_menu. xml
If you wish to use a morrowwind (or other elderscroll games) fonts then put them in
data\fonts\
then change oblivion.ini to refer to them instead. Font 3 is the one this addon uses for most of the stuff.
FILE INFO
menus\container_menu.xml
Changes the loot windows ingame to have more items showing at once.
menus\repair_menu.xml
Changes repair menu, alchemy, soulgem, etc...
menus\main\inventory_menu.xml
Extends the item screen and makes 15 records visible at once.
menus\main\magic_menu.xml
Extends the magic screen and makes 15 records visible at once.
menus\main\stats_menu.xml
Improves the status views a bit.
menus\main\map_menu.xml
Change the size of your quest font to font 3 (A smaller font)
Changes your map size and adds fade on quests
(You can change the fade / no fade and add markers if you want)
menus\main\hud_main_menu.xml
Will remove the Quest Markers and Dungeons from the Compass if you use the No Markers version
(By default map_menu.xml and hud_main_menu.xml in the menus\main\ directory are the Quest Markers OFF versions. Use the 2 files in the "Markers" directory in the other 2 sub-directories off of the extract.)
menus\dialog\dialog_menu.xml
Added functionality where the Up Arrow will exit out of the dialogue. The Down Arrow should open up the Persuasion Menu. (This is somewhat buggy for various hardcoded reasons)
menus\dialog\texteditmenu.xml
During Class Selection, when you made a custom class, the name entry was very limited in size(limited by the sum of the widths of the letters used). Can now enter HUGE class names if desired.
http://img107.imageshack.us/img107/562/5918317sv.th.jpg http://img220.imageshack.us/img220/7...18328tx.th.jpg http://img107.imageshack.us/img107/9...18339qk.th.jpg http://img107.imageshack.us/img107/4...18347jo.th.jpg
http://img220.imageshack.us/img220/6...18351ew.th.jpg http://img107.imageshack.us/img107/8...18366al.th.jpg http://img220.imageshack.us/img220/6...18377sp.th.jpg
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/I mproved_UI;59183
...questo lo trovo interessante!!!
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
All Classes
Description:
A small mod adding previously unusable classes that were limited to the NPC's.
INSTALLING:
Just put the .tga in your Data Folder, and start a new
game... and when you get to pick your class
there will be more to choose from
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A ll_Classes;59184
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Ragazzi,visto che i MODS saranno molti e di varie versioni,vi prego di non postare qui i vari commenti ma solo se avete da aggiungere altri MODS e se lo fate cercate di mettere la descizione del MOD,la descrizione dell'Istallazione ovvimente il Download e man mano di aggiornarlo se escono altre versioni dello stesso.
Questo è importante cosi gli altri utenti che vorranno aggiornare i MODS potranno controllare se sono già esistenti e cosi evitano di inserire dei doppioni,non è Ufficiale ma spero che i moderatori dell'AREA lo mettono in Top e fanno lo stesso discorso che ho fatto io solo per evitare confusione e per una ricerca piu immediata del MOD desiderato,credo che Wizard2k (che ha iniziato anche lui ad aggiornare i MODS sia d'accordo per la struttura del Topic e per la collaborazione ai fini di un AREA The Elder Scrolls migliore e piu immediata per tutti,grazie!!!
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Better Water
Description:
This changes the Opacity of the water in the game and the amount of Fog underwater.
V1.1
- Changed the color & view of underwater to match above better
- Made the more reflective, should reflect the sky better also.
Installation:
Just put the .esp in your Data Folder, and start a new
game selecting the new .esp in the Data Files menu.
Download (1):
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.tessource.net/files/file.php? id=1830
Download (2):
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://rapidshare.de/files/16573177/808- Better_Water-TESSource.esp.html
Example: (BEFORE/AFTER)
http://img107.imageshack.us/img107/7...ter05cl.th.jpghttp://img107.imageshack.us/img107/633/water11sk.th.jpg
nota: mod già postato da qualcuno sul forum, ma non ricordo più da chi, ne dove...sry...comunque merita http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Citazione:
NoSf3rAtU ha scritto lun, 27 marzo 2006 alle 18:03
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Ragazzi,visto che i MODS saranno molti e di varie versioni,vi prego di non postare qui i vari commenti ma solo se avete da aggiungere altri MODS e se lo fate cercate di mettere la descizione del MOD,la descrizione dell'Istallazione ovvimente il Download e man mano di aggiornarlo se escono altre versioni dello stesso.
Questo è importante cosi gli altri utenti che vorranno aggiornare i MODS potranno controllare se sono già esistenti e cosi evitano di inserire dei doppioni!
Questo sarà d'ora in poi il regolamento di questo topic, cerchiamo qui di "archiviare" i plugin. Se dovete inserirne uno, cercate di mettere la descrizione come negli esempi qui sopra. Per le richieste mod ho creato un topic apposito, non fatele qui, grazie! http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
http://rapidshare.de/files/16581268/corr trad2.esp.html
Terza versione del mio piccolo plug-in che modifica leggermente alcune cose riguardo alla localizzazzione in ita http://forumtgmonline.futuregamer.it...lookaround.gif
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Anche se non ho ancora Oblivion (quando l'avrò sarò + preciso) mi sento di consigliarvi questo MOD:
BETTER GOLD
Praticamente migliora (e tanto sembra) la qualità delle monete d'oro del gioco, ora c'è ancora + gusto a mettersi in saccoccia i Septims
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Due mod interessanti:
1) Mod che elimina il livellamento dei mostri...se volete confrontarvi a livello 1 con un lord daedra, questo mod fa per voi:
http://www.elderscrolls.com/forums/index .php?showtopic=296295
2) Mod che modifica un po' il comportamento delle guardie, che ti vogliono arrestare anche se rubi una mela:
http://www.elderscrolls.com/forums/index .php?showtopic=302976
http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Ragazzi cerchiamo di non mettere dei dooppioni,all'inizio ci puo stare pero poi si potrebbe fare confusione...quindi vi invito a dare un occhiata all'elenco (fin dal primo POST prima di postare i MODS che avete scovato),e ricordatevi di dare un occhiata anche alla versione del MOD,magari puo sembrare un doppione ma è una versione piu aggiornata...quindi e doveroso specificarla,e per finire un consiglio è mettere il nome del MOD (con la versione se c'è),in grassetto e magari con una dimensione del carattere piu grande (SIZE 3 va bene),cosi con un occhiata veloce si puo capire di cosa si tratta,grazie per la collaborazione!!!
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AGGIORNAMENTO
Oblivion Timemod (1.1)
Description:
This mod tweaks the time in Oblivion around a bit. It comes in three plugins- 1 makes it truely real time, another makes 1 real minute equal 10 game minutes, and another makes 1 real minute 20 game minutes.
What this mod does is plain simple. It changes the timescale from 30 to 10 so that the days should last quite a bit longer.
I decided to include a total of 3 .esp's to give people more choices. Here goes.
TF_timemod1-1.esp = 1 realtime minute euals 1 ingame minute.
TF_timemod1-10.esp = 1 realtime minute equals 10 ingame minutes.
TF_timemod1-20.esp = 1 realtime minute equals 20 ingame minutes.
INSTALLING:
Unzip this mod into the Oblivion/Data folder.
Run the Oblivion Launcher and click on Data Files.
Check the marker next to the file you want to be active (make sure you select only one) and voila, installed.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/O blivion_Timemod;59243
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Persistant Enchantment Glow Remover
Description:
This small mod removes the glowy effect on your character when he/she has equpped an item that has constant effect. Good for those of you who want to take screens without getting that glow in the way, or for those of you that hate it (I do).
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/fi..._Remover;59245
Guild Storage (1.0)
Description:
When I first joined the Fighter's Guild, I had no house. So naturally, I decided to store one of my weapons in the chests there. This was bad, as the AI had a habit of taking these things.
This mod adds special chests to every guild's HQ that can carry your stuff and has a stock of potions and other goods (A feature which I missed in Morrowind). This is very useful, and I highly recommend it.
Have you ever experienced the horror of storing an expensive item
in your guild hall, only to find it missing later? This mod adds
a new chest to every guild hall in Cyrodiil that only guild members
can access. Your items will be safe and sound.
There are also minor utility items (repair hammers for fighters
and soul gems for mages) and useful potions to help you during your
stay in the city. These items are set to only 1 septim of worth
to avoid possible exploiting.
I did not modify the other chests to cease respawning, since there
might be thieves who enjoy robbing a guild over and over. Your
items will NOT be safe, just as without this mod, unless you place
it in the chest named "Guild Storage"
INSTALLING:
1- Place all the files and folders into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
the GuildStorage file.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/G uild_Storage;59248
Arrow Velocity (1.0)
Description:
This mod is very useful for you archers, and those of you who think the archers in game were too easy to kill. This increases the speed of the arrow projectiles, allowing for much more swifter strikes. The speed is calculated by the power of the bow or arrow. More power, the quicker it is.
Increases arrow velocity according to arrow and bow quality.
Iron bows and arrows still loft lazily, whereas elven will scream
toward your target. Beware: this increases the relative
difficulty of fighting and archer, as it will be harder to dodge
his shots. Bows factor 50% more into the speed equation than the
ammo. In most cases, the damage of the bow or arrow is the basis
for the velocity.
Istallation:
1- Place all the files into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
this mod.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A rrow_Velocity;59249
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
AGGIORNAMENTO
Slow Level Up (1.1)
Description:
Felt like you leveled up a bit too quickly in the game? Feel that the leveled creature list changed on you too quick? This mod adresses that issue by making it slower. It comes with 3 different versions to suit your tastes.
Ever get frustrated that after you visit one dungeon or do a
quest or two in town, you've outleveled a creature list that you
never saw? Oblivion has several typecast areas, so if you visit
a fortress and a cave, you might miss the content of the outside,
ruins, sewers, etc for your level bracket.
This mod slows down the leveling process, so you have
more of a chance to see the different dungeons and creatures of the
world, and it creates more longevity for your character as a result.
LevelSlow25 is a 25% slower skill learning rate. LevelSlow50 is
a 50% slower rate. LevelSlowEpic is 5 times slower than standard.
Do not run all of these at once.
INSTALLING:
1- Place all the files into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
this mod.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/S low_Level_Up;59250
ANB Portable Fire and Tent
Description:
This mod adds a working tent with a small camp site for your use. Very useful for exploring the wilderness or trudging through a huge dungeon. Good appearance wise too. Refer to readme on how to control the features.
WHAT IS IT?:
Its a portable campfire and tent so you can set up your own lil camp wherever you want. You cant go find it cause for some reason my render window in the CS isnt working so all I can do is scripting atm =/
HOW IT WORKS:
WAAAAY more trouble than it was worth let me tell ya. I had HELL gettin that damn fire to work. You better love it cause it was no simple feat for such a simple effect. I could go into massive amounts of detail about it but its not really important to the mod. It works thats all you need to really know.
TO GET THE ITEMS TYPE "StartQuest ANBFireTentQuest" IN THE CONSOLE AND HIT ENTER THE ITEMS ARE NOT IN THE GAME
The Tent works by puttin the rake on the ground and activating it. The tent will be placed according to the rakes position longways. The sides of the tent will be placed as if the rake were the center pole at the top of the tent (if this particular tent had one) To pick it back up ACTIVATE it in SNEAK MODE.
The Fire is a lil more complex. Place it and activate it to place the logs to start the fire with. ACTIVATE it in SNEAK MODE to turn the campfire on and off. To pick it back up you MUST TURN THE FIRE OFF and then ACTIVATE it in NORMAL MODE. It wont let you pick it up if the fire is still going.
Theres only 1 of each of these and as I said above the only way to get em is via console. If you know how to use the console you can reset the quest script so you can get another set if you dont then your best bet is not to lose the first set.
WHAT IT ADDS/CHANGES:
5 Objects 3 for the fire 2 for the tent
6 Scripts one for each object and 1 for the quest
1 Quest which YOU have to turn on via console it turns itself off.
WHOS AND WHATS:
As with everything else I dont care what you do with this but if you intend to use it in any mods you intend to release please let me know and/or give me credit first.
http://img60.imageshack.us/img60/3463/5925119hv.th.jpg http://img457.imageshack.us/img457/4...25127jn.th.jpg http://img457.imageshack.us/img457/3...25133od.th.jpg http://img457.imageshack.us/img457/4...25149sz.th.jpg
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A NB_Portable_Fire_and_Tent;59251
ANB Regen
Description:
This mod allows for your health to regenerate over time like your Magika and Fatigue in game. It's slow if you have low health, but speeds up if you have lots of health. The effect will only work though if you aren't in combat and do not have your weapon drawn. Otherwise, it won't go.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A NB_Regen;59253
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
scusate una domanda.Come si fanno a installare sti mod? a me si apre l'editor e poi non so piu che fare ! spero di non essere andato OT ma mi scocciava aprire un topic apposta essendoci questo http://forumtgmonline.futuregamer.it...on_biggrin.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Behhh!!! Se leggi nella descrizione dei vari MODS c'è scritto come istallarli.
Di solito basta mettere il file scaricato ed estratto (.esp) in ?:\Programmi\Bethesda Softworks\Oblivion\Data poi avviate Oblivion e cliccate sulla finestra inziale FILE DI DATI troverete il MOD che avete aggiunto,selezionatelo ed è fatta...avviate il videogame.
Noterete anche che quando volete,potrete tornare a giocarlo di defaul.
Ci sono altri MODS di diversa estensione,quindi prima di scaricare basta dare un occhiata nella Descrizione d'Istallazione per capire;anche se è in inglese,suppongo che si capisce...l'ho capisco io che sono un ciuco in inglese http://forumtgmonline.futuregamer.it...ns/ammicca.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Stealth Chest (1.0)
Quality: 8
Item Placement: 8
Installation Instructions: 8
Overall Rating: 8
Description:
We always like new mods, oh yes. Keeps us busy. And stuff.
Well, this nice little mod is made by MasterOfOblivion, and it adds some decent armor and weapons to the buyable house in Waterfront, The Imperial City.
But it doesn't come without a cost, of course. To buy the house, you have to throw out the tremendous amount of 2000 septims! ... And that's not all, you have to pay an additional 750, for the storage! ... Wow.
Well, for all you people at 15+, who has too much cash, but doesn't really know where to spend it, now you do!
Check it out, before some other npc buys it. Or not.
DO AT OWN RISK
All this is is just a little mod that adds some stealth armor and a decent weapon with some
lock picks into the house you have to buy on the waterfront. I put them in there because I
didn't want people to think you don't have to work for this stuff because you do. It costs
2000$ for just the house, then about 750$ for the storage add on. This is perfect for someone
getting into the hard parts of the game.
INSTALLING:
...\Program Files\Bethesda Softworks\Oblivion\Data
and unzip
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/S tealth_Chest;59271
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Re: Oblivion Mod e dintorni [UPDATED 27/03/06]
Citazione:
NoSf3rAtU ha scritto lun, 27 marzo 2006 alle 17:39
Visto che qui si raccolgono i MODS e quant'altro,ne metto alcuni io...
Tempo Oblivion Cheatmod (1.01)
Description:
Yay for Oblivion mods. We all like that.
So, here comes one of those cheatmods (among many), that gives you alot of highleveled, powerful items, a new extremely powerful birthsign, so you can simply run through the game pretty easily.
And as the author said, cheating is for weaklings.
Installation:
Copy TeMpO.esp to your game\Data folder. When you start the game, select "Data Files" and Select TeMpO.
This Little mod provides a chest full of very powerfull items, located in the prison cell where the game begins.
The items are very powerfull as you will find out. there`s also a new BirthSign extremely powerfull.
This is a simple CheatMod and i advise to use the items only on ocasion so that the game doesn`t get too easy.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/T empo_Oblivion_Cheatmod;59026
Scusa l'ignoranza, purtroppo non so l'inglese: a cosa serve? Scusate, io non l'ho ancora e esitono già tutti questi mod?! http://forumtgmonline.futuregamer.it.../icon_dead.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Si pero ragazzi,non postate qui...scusami ma ho appena scritto che neanche io sono un cultore dell'abione quindi cerco di tradurre alla meglio cosi per capire di cosa si tratta!!!
Dai un po di inventiva,vai sul traduttore automatico di Google ,selezione la lingua e traduci la frase...anche se inpreciso comunque riesce a tadurre la frase e a fartela capire ecco come faccio io...
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.google.it/language_tools?hl=i t
Ragazzi,come ha detto il moderatore,visto che qui c'è ne solo uno che fa il suo dovere e quello è Spike_ non postate qui commenti,problemi,pareri,e richieste in riferimento ai MODS,ma aprire un altro Topic,grazie!!!
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Finalmente un Mod ke equilibra il Fast Travel http://forumtgmonline.futuregamer.it...icon_smile.gif :
Marker Explore V1.0
http://feinam.20megsfree.com/oblivion/mo dindex/mods/markerexplore/markerexplore. zip
Citazione:
Quote:
Brief Description:
No starting fast travel markers.
Description:
This mod removes the fast travel markers that come "stock" with your character. This will encourage new characters to explore the territory, instead of succumbing to the urge to fast travel the first time. I feel fast travel isn't such a bad concept, but I do believe that each place should be discovered before it is an option. It is possible to beat several quest lines without ever even seeing an area outside a city.
Be aware, this mod will remove the city based markers if you apply it to an already existing character. You will have to rediscover them. There is no way to work around that. This mod is more intended for new characters.
Tradotto:
Toglie i punti accessibili sin dall'inizio del gioco con il Fast Travel. Quindi ora prima bisogna esplorare e trovare i luoghi, che successivamente verranno memorizzati.
Attenzione: Il mod elimina i punti Fast Travel predefiniti ovvero le città. Non toglie invece gli altri punti trovati esplorando. http://forumtgmonline.futuregamer.it...s/icon_nod.gif
Provato e funziona
Meglio non posso fare Nosfè http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
...bravo x119 http://forumtgmonline.futuregamer.it...ns/ammicca.gif
Dimensional Pocket/House Mods(2.4)
Description:
This mod adds a cell for you to be able to access and store things, be it permantely or temporary. It has 5 chests within it. It can be accessed via a spell which will summon the door for you to use to get there. There will also be a door in that cell for you to use to leave and return to where you summoned the door.
INSTALLATION:
Unzip to your Oblivion/Data folder.
PLAYING THE PLUGIN:
From the Oblivion Launcher, select Data Files and check the box next to the
DimensionalPocket.esp file.
In game, type "startquest DIMEtherStart" in the console. (Without the quotes)(to get to the console hit`) You will get a new spell added called Dimensional Pocket of Ether. Use this door to enter the Dimensional Pocket of Ether.
Save Games:
The plugin should not invalidate your old saved games.
NOTICE - This plugin is standalone and doesn't not affect the previous Dimensional Pocket mod. I hope to make them all this way to prevent the loss of any loot. If this happens to you PLEASE tell us at http://www.elderscrolls.com/forums/index .php?showtopic=294889
Features
This Plugin adds a Dimensional Pocket of Ether in which you can store items. Use the spell
given to you by the mod to summon a door. Going through the door takes you to
the Pocket, in which you can put items. Leave through the glowing gate to go
back to where you entered from.
This Dimension is a Small confined area suspended in a white void with 5 chests in it.
Note-Do not summon another Dimensional Portal while inside of a different one (Or Chuck Norris WILL find you and beat you to Oblivion)
Note2- You can only have one door summoned at a time.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/D imensional_Pocket_24;59320
...questo dovrebbe essere simile al MOD postato da x119.
No Fast Travel (1.0)
Description:
This is a small mod that disables fast travel and prevents its use through the console. This is for those of you who disapprove of fast travel, but can't seem to hold your self from using it.
WHAT IS THIS THING?:
Completely disables fast travel permanently
and prevents it from being reanbled via console.
INSTALLATION
Extract the .esp file from the zip to your
Oblivion\Data\ Folder. If your not sure what
that means its the same folder as Oblivion.esm
Once thats done run the launcher and select
Data Files. Double click ANB_NoFastTravel.esp so
that it has a X in the box. Just run the game
as normal.
TERMS OF USE
I dont really care what you do with this but
if you use my scripts or somethin please let
me know.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/N o_Fast_Travel;59322
Feletheus Aspar- Merchant/NPC and Creature Additions(1.0)
Description:
This mod adds a merchant in the abandoned house in Chorrol who comes with 15k gold, buy about every item you have,offers repairs, and recharges your enchanted items.
INSTALLING:
1- Place all the files into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
this mod.
MOD FEATURES
- Have 15000 gold on him
- Can almost buy everything from you.
- Can recharge and repair armors and weapons.
- Located in the abandoned house in Anvil.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/F eletheus_Aspar_Merchant;59323
No More Annoying Messages(1.2)
Description:
This small mod removes messages that appear on your screen, such as "Your Horse has been stabled outside the city gate" and "Loading Area".
Removes annoying messages that apperes now and then.
INSTALLING:
1- Place all the files into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
this mod.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/N o_more_annoying_messages;59325
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Darker Dungeons:
http://www.tessource.net/files/file.php? id=1938
Dungeons più bui! Consigliato! Così la torcia e l'incantesimo Cielo stellato saranno più utili. (Non è eccessivamente buio.)
Darker Nights:
http://www.tessource.net/files/file.php? id=1970
Notti più buie! Consigliato!
La notte in Oblivion è troppo luminosa, ora l'effetto buio è più realistico.
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Il mio piccolo plug cresce, mi sono fatto aiutare da Arter http://forumtgmonline.futuregamer.it..._surprised.gif
In questa versione abbiamo messo parecchie correzioni come ad esempio i nomi delle pietre dell'anima (non piu "Pietra ++ dell'anima", "Pietra - dell'anima", ecc ma "Pietra an. Grande, piccola ecc") e le descrizioni dei segni zodiacali che erano errate, poi è stato corretto il messaggio che appare quando si apre una porta con una chiave, quando si fallisce la creazione di una pozione, quando si esegue un attacco furtivo (l'orginale era davvero orrenda), quando aumenta un abilità, e sopratutto abbiamo eliminato le frasi "caricamento area.." e "Il tuo cavallo è in uan scuderia fuori dalle mura", i gradi delle armature sono stati corretti e anche i gradi dell'arena che erano tutti in inglese. E infine abbiamo corretto alcune cose dei dialoghi come ad esempio gli orribili "Ciao là!" o "Guarisci" al posto di "Ave!" http://forumtgmonline.futuregamer.it...cons/rotfl.gif
Non è tutto qua ma sarebbero troppe da elencare tutte le modifiche http://forumtgmonline.futuregamer.it..._icons/asd.gif
ecco il link, come sempre piazzare nella cartella data e selezionare il plug-in all'avvio del gioco http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif
http://rapidshare.de/files/16738821/corr trad3.esp.html
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
XTS - Merchant Mod V1
Description:
Yes the XTS Merchant Mod has come to Oblivion, Xtreme the Merchant has managed to get off Morrowind Island and moved to the Impireal City. He has set up his shop in the best location he could find, right outside the Arena in the Impreial City. He can recharge
majical weapons, fix armour & weapons, he is a master of Blade and can teach you, as well as a realy nice list of weapons and sets or armour to chose from. Go see Xtreme for old times sake today.
INSTALLING:
Drop the file with this readme into x:\Program Files\Bethesda
Softworks\Oblivion\Data
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/X TS_Merchant_Mod_V1;59383
...questo è per chi ha problemi a chiudere i PORTALI.
Don't Close MY Gates Mod
Description:
This is a simple quest modification for Oblivion that prevents the main quest from closing all the gates to Oblivion when you complete it. In other words, you can go and beat the game, and THEN worry about all those nice enchanted and daedric items in the plains of Oblivion.
INSTALLING:
To install, just copy the plugin file to your Oblivion\Data directory...
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/D ont_Close_MY_Gates_Mod;59384
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Ragazzi anche se non riuscite a capire come si istalla un MOD o come si scarica o qualunque altra cosa che fa riferimento a quest'ultimi aprite per favore un altro Topic o controllate che non c'è ne sia uno con una richiesta simile...QUI gli elenchiamo SOLO,se no si fa confusione,grazie per la Collaborazione!!!
Comunque già che ci sono te lo spiego,almeno dalla fonte che li prendo io si fa cosi:
Una volta nella schermata del LINK scende giu nella pagina e troverete 3 Mirror con bandiere di nazianalita diverse,cliccate su Download Now,vi ritroverete su FileFront,ora ricliccate su Download Now e vi apparira una schermata Free Public Servers! con vari Mirror,scegliete ad esempio il primo (SERVER: FileFront / US Distro #10 / WAIT TIME: No Wait e quindi cliccate su DOWNLOAD...dopo un po di secondi sentirete una suono e comparira una scritta: Your download is ready. Please click this link to start the download....cliccate su click this link e vi comparira la finestra del download definitivo in automatico.
Per istallare il MOD,estraete il file decompresso e poi come succede con tutti i file d'estensione .esp copiatelo e incollatelo nella cartella DATA,ecco il percorso (x:\Programmi\Bethesda Softworks\Oblivion\Data)...avviate Oblivion e prima di cliccare su GIOCA cliccate su FILE DI DATI,visulizzereta una schermata,dove potrete scegliere il MOD che avete appena incollato selezionatelo e via a giocare http://forumtgmonline.futuregamer.it...icon_proud.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
La correzione della traduzione Italiana di Bossex la potete trovare qui: http://www.my-game.it/site/?q=node/134 così evitate di dover usare rapidshare http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Scusate l'intrusione.. volevo solo farvi sapere che ho provato qualche mod..
Due di aggiungevano delle skin per gli occhi.. (PA ed MD eyes..)
Ho notato con entrambi problemi audio: se sono abilitati quei plugin i dialoghi non si sentono..
Non so se sia un bug o solo un mio problema, ma prima che qualcuno scleri è meglio farlo sapere.. peccato, perchè erano carini http://forumtgmonline.futuregamer.it...s/icon_sad.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Ragazzi per L'ENNESIMA VOTA anche se non riuscite a capire come si istalla un MOD se ha dei PROLEMI di ogni tipo PRIMA e DOPO l'istallazione o come si scarica o qualunque altra cosa che fa riferimento a quest'ultimi aprite per favore un altro Topic o controllate che non c'è ne sia uno con una richiesta simile...QUI gli elenchiamo SOLO,se no si fa confusione,grazie per la Collaborazione!!!
Elbryan come tanti altri,potete aprire un altro Topic o meglio usare il Topic presente in prima pagina "Richieste e commenti plugin (mod)"...dai non ci vuole molto,basta dare un occhiata:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.***************.it/forum/forum/index.ph p?t=msg&th=297408&start=0&ri d=21550
Grazie per la Collaborazione!!!
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
AGGIORNAMENTO
Tempo's Oblivion Cheat Mod (2.1)
Description:
This mod is simply a cheat mod for those of you who want to be the uber-1337 character in Oblivion without working your way up the ladder. It adds a chest in the prision cell you start off in which contains very powerful custom items (No new textures or models).
The modder leaves us this message-
Have fun, and remember: Cheating is for WeakLings.
INSTALLING:
Copy TeMpO.esp to your game\Data folder. When you start the game, select "Data Files" and then TeMpO. Players that have 2.0 can safely overwrite it with 2.1.
NEW in 2.1
- I Changed the players Encumbrance to allow carrying a lot more stuff.
- This mod provides a chest full of very powerfull custom made items, located inside the prison cell where the game begins.
- There`s also a new BirthSign (TeMpO ability) wich confers a permanent bonus of 500 points to Fatigue and 200 points to Health and Magicka.
- This is a CheatMod, and i advise to use the items only on ocasion so that the game doesn`t get too easy.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/T empos_Oblivion_Cheat_Mod;59548
Races Mod (1.0)
Description:
This mod allows you to become a daedra or a vampire at the beginning of the game during the character creation process. The modder warns that selecting a female will cause the game to crash. The dialogue the prisioner across from you that speaks will not be based on your character, but an orc.
Play as either a Dremora or Vampire oh the game crashes if you choose a female vampire or dremora.
One more thing the guy that speaks too you at the start will talk too you as if your an orc since there is no dialogue for a dremora or vampire
if someone knows how too fix this let me know thanks.
INSTALLING:
Just Place the Races Mod.esp file in your Oblivion\DATA folder and then run the game and click on data files then tick the races mod and play the game.
http://img106.imageshack.us/img106/6...54913sp.th.jpg http://img106.imageshack.us/img106/6...54928px.th.jpg http://img106.imageshack.us/img106/4...54936mc.th.jpg
http://img106.imageshack.us/img106/8...54949uf.th.jpg http://img106.imageshack.us/img106/2...54953gs.th.jpg http://img81.imageshack.us/img81/5281/5954965jr.th.jpg
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/R aces_Mod;59549
Arena-Loot (1.0)
Description:
This mod allows you to take the belongings off the defeated combatants in the arena you fight.
INSTALLING:
Extract the "Prox - Arena Loot.esp" file to your
"<drive>/Bethesda Softworks/Oblivion/Data" folder.
Once the file is extracted launch the Oblivion Game Launcher and select "Data Files".
Enable "Prox - Arena Loot.esp (Player File)" and press OK.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A renaLoot;59550
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Brother's Help
Description:
So, You've decided to join "The Family" of the Dark Brotherhood. This mod adds a special gift from Vicente before the "Accidents Happen" quest.
You recieve your Ring from Vicente. If you have passed this point in the game,
then you may console the ring into your inventory using 'player.additem 01000CE6 "1"'.
INSTALLING:
Unzip BROTHERSHELP.ZIP to your Oblivion/Data Files directory.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/B rothers_Help;59597
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Modifica al gioco ke migliora notevolmente le texture slavate lontane senza perdita di fps.
http://www.***************.it/forum/forum/index.ph p?t=msg&th=298693&start=0&ri d=19165
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
CHARGEN WITH NUMBERS:
http://www.tescreens.be/oblivionmodwiki/ index.php/Chargen_With_Numbers
Questo mod uscito da pochissimo inserisce dei numeri accanto agli sliders (non ancora tutti) durante la creazione del personaggio. Utile per aiutare la creazione di facce personalizzate
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
MY HOUSE
il tanto atteso mod per la casa che è situata all'entrata est di cheydinhal !
This will put a house right next to the East gate in Cheydinhal.
It's impossible to miss it. There a lot of large desks and display cases that are perfect for showing of your massive collections. You'll also notice my tribute to Morrowind just inside the front door.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.tessource.net/files/file.php? id=2013
aggiunto al mod per arredare dentro e modifciare gli interni è stupendo..
IMAGE
http://img331.imageshack.us/img331/7...use37et.th.jpg
l'armatura nanica incominciava a pesare... http://forumtgmonline.futuregamer.it...n_rolleyes.gif
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Beasts of Burden: Death Inc. (1.0)
Description:
what this does:
This mod gives you a chance to be visited by death when you die. If he comes for you, he will resurrect you and teleport you back to the area outside the beginner dungeon. This gives you an alternative to reloading. You will, of course, leave all your stuff(except quest items) behind with your corpse, which you can go back for later - providing it doesn't get looted or rots away.
NOTE:
If you are using an existing character, You must start the quest by going into the console and typing StartQuest bobdeathinc.
FEATURES:
-Meet DEATH. woooo.....
-Stolen items keep thier stolen tags
-Quest items stay with you.
-Support for multiple player corpses with seperate inventories, for those of you who just don't know when to stop..
KNOWN ISSUES:
-There is allways a chance that HE WHO TALKS LIKE THIS will not visit you, and you will die normally and have to reload. There is nothing I can do about this, as it's a gamble as to whether my scripts or the games' hardcoded death functions gets run first when you die. The script is set to run every frame, which is as fast as you can get a script to run with Oblivion.
-When you get teleported, there is a chance the game could put you somewhere funny(like up in the air) - I have no control over this. (Have only noticed this if you die a second time right where it teleports you to)
-There might be a chance that your corpse would spawn in some inaccessable location(like under a rock). There's nothing I can do about that either. (I haven't seen this though)
INSTALLING:
Unzip Beasts of Burden.ZIP to your Oblivion/Data Files directory.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/B easts_of_Burden_Death_Inc;59674
AGGIORNAMENTO
Arena Loot (1.1)
Description:
"Arena Loot" enables you to loot all the gear off fallen enemies in the arena.
Both corpse-loot and separate weapon/armor loot.
Mail me with any bugs, suggestions, questions or comments at .
Feel free to redistribute this plugin in your own mods if you find it useful. If you do
please send me a mail with a link to your plugin.
INSTALLING:
Extract the "Prox - Arena Loot.esp" file to your
"/Bethesda Softworks/Oblivion/Data" folder.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/A rena_Loot;59678
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Cheydinhal PetShop
Descrizione
- Questa mod aggiuge un negozio a Cheydinhal che vende animali da compagnia (pet).
- Quando comprate un pet, vi viene dato un osso grazie al quale potete richiamare il vostro animale nel caso si fosse bloccato o perso. Per usarlo basta gettare a terra l'osso e raccoglierlo subito dopo; comparira un messaggio che vi chiedererà se volete richiamare il vostro pet.
Pet:
Orso -statistica principale Forza- : può lanciare una volta al giorno una magia per aumentare la forza.
CaneLupo -statistiche medie- : Lancia Night Eye quando vi trovate all'interno di dungeon ( non l'ho testato ).
Puma- danno in combattimento basso -: Può usare l'abilità furtiva
Caratteristiche:
- Quando comprate un pet esso sarà del vostro stesso livello ( se siete di livello 2, il pet sarà di livello 2 ).
- Ogni 5 livelli il pet aumenterà di dimensione ( fino ad un massimo di 30 ).
- I pet possono seguirvi o fermarsi.
- Si possono avere più pet a patto che non siano della stessa razza ( non si possono avere 2 lupi ).
- Se colpite accidentalmente qualcuno il vostro pet non attaccherà.
- Dato che non ci sono pozioni di resurrezione, se il vostro pet muore in battaglia potete usare la console per resuscitarlo scrivendo il comando resurrect.
- Bisogna tenere sempre d'occhio il proprio pet! soprattutto all'interno delle foreste dove possono bloccarsi, perdersi, etc.
Ricordatevi che non possono scalare.
Aggiornamento alla versione 1.1
- Aggiunto nuovo pet! Imp:
Può lanciare magie.
Ogni 5 livelli acquisisce nuove magie.
Migliorie nuova versione(1.1)
- Cliccando sul proprio pet si accede alla finestra 'pet management'; Segui, Aspetta, mangia e raccogli l'osso, sono le azioni che l'animale può compiere.
- Ora i vostri pet dovranno cibarsi regolarmente!!
CaneLupo: Si ciba di carne di cervo ( preparate arco e frecce ).
Orso: E' giotto di more ( nessuno è perfetto eh!).
Puma: Mangia carne di topo!
- Potranno passare al livello successivo, solo se voi riposerete.
- L'orso, il cane e il puma ora possono respirare sott'acqua.
Consigli
Sarà possibile acquistare i pet solo quando la signora che gestisce il negozio si troverà dietro il bancone. Nel resto della giornata pranzerà, dormirà, andrà in chiesa e si riposerà.
Download
http://www.tessource.net/files/file.php? id=2054
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Aggiornato il mod di Bossex che corregge la traduzione italiana,lo trovate qui: http://www.my-game.it/site/?q=node/143
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
OK, questi dovrebbero essere compatibioli tra loro...aggiungiamo un po' di realismo tra le lande (di solito desolate) di Cyrodill
Wilderness Creature List
http://www.elderscrolls.com/forums/index .php?showtopic=307955
Citazione:
Wilderness Creature List
This mod adds many new creatures to all of the wilderness level
lists. It allows more of each type to spawn, harder ones to spawn
at lower levels, and a small chance for pretty hard stuff to spawn
that you will not be able to kill and should probably run away from.
Natural Wildlife
http://www.elderscrolls.com/forums/index .php?showtopic=320723
Citazione:
Natural Wildlife
I always found it strange that every
living beast, mud crab or lion, should attack me on sight.
Also, I didn't want them to be passive all the time, like they
do if you turn the aggressiveness down too much.
To accomplish this a script is run by each animal (rats, bears,
boars, mountain lions, mud crabs, dogs, and wolves) when they
are created, which adds a random factor to their aggressiveness.
Values are based on what I believe is somewhat realistic.
Hunter Mod
http://www.elderscrolls.com/forums/index .php?showtopic=301008[/url]
Citazione:
Hunter Mod
This mod is for Oblivion players who love to hunt out in the
wilderness of Cyrodiil. Have you ever wished that you could get more
meat from a fresh kill for making healing potions? Have you ever wished
that you could skin the deer you kill and sell thier skins for cash? Don't
you think its stupid that a Wolf Pelt weighs 1 and is worth 10, when a
Mountain Lion Pelt is also worth 10 but weighs 5! Mountain Lions are harder
to kill so why are thier pelts worth less per pound? This mod makes hunting
more profitable and rewarding without being unbalancing.
Combat behavior Mod
http://www.elderscrolls.com/forums/index .php?showtopic=303754
Citazione:
Combat behavior Mod
What it does:
-Changes the A.I's combat/fighting behavior, and absolutely nothing else.
-Now, what exactly do I mean, and have I done that relates to the terms
"behavior", "during fights" ?
Some creatures/NPCs will:
-Block more/less often.
-Do more/less and different Power Attacks.
-Do more/less Strafing around you as you Block with a Shield, or from a
distance while targeting you with ranged attacks.
-Do more/less regular Attacks.
-Do more/less Rushing Attacks.
-Adds/removes a given amount of Recoil/Stagger Bonus to Attacks
-Disable Fleeing before/during a fight (Demorilize spells can still affect
fleeing behavior)
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Re: Oblivion Mod e dintorni [UPDATED 28/03/06]
Museum Manor (1.0)
Description:
Using this mod will change the layout of the ground floor of your manor in Anvil. The changes allow you to lay out your gear on tables for display. Note that using this mod will still allow you to complete the quest "Where Spirits Have Lease" as the quest urn is not removed.
INSTALLATION:
Simply drop MuseumManor.esp into your "Oblivion/Data" folder and select "MuseumManor" as a data file.
NOTA BENE:
This file may not be redistributed on CD, DVD etc, resold, modified or "plugged" into a mod without notifying me.
http://img415.imageshack.us/img415/1...73617us.th.jpg http://img224.imageshack.us/img224/4...73626co.th.jpg http://img224.imageshack.us/img224/633/5973637da.th.jpg http://img224.imageshack.us/img224/9...73641ux.th.jpg
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/M useum_Manor;59736
Mythic Dawn Wearable Armor (1.0)
Description:
Have the opportunity to wear the armor of the Mythic Dawn. Available only at The Best Defense. Armor stats have been improved for the player, but they do not effect the armor stats of the Mythic Dawn NPC's.
Issues:
No 1st person armor model.Weapon appears to be floating when in 1st person view. Bethesda never created a model for the 1st person because it was never intended to be worn by the player, but it makes a great addition to any mannequin mod.
http://img114.imageshack.us/img114/1...73717ij.th.jpg http://img352.imageshack.us/img352/6...73724jq.th.jpg
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/M ythic_Dawn_Wearable_Armor;59737
Oscuro's Oblivion Overhaul
Description:
I decided to make this mod after realizing that Elder Scrolls IV: Oblivion suffered from significant gameplay and "realism"
problems that, in my view, detracted from the potential enjoyment of such a beautiful and massive RPG. Creating, balancing,
and testing the needed changes was a time-consuming task, but the result is a more rewarding experience that I hope also
helps those of you that found the game wanting upon release.
The following list describes the problems and how I addressed them:
*The first major issue is that of linearity of challenge. In Oblivion, quests and combat encounters are "leveled" relative
to the level of the player's character. This concept, while offering some good gameplay elements (freedom of choice,
gentle learning curve, etc.) was implemented too indiscriminately. The sense of accomplishment in improving one's avatar
suffers because the world is constantly changing to meet a pre-designed level of challenge. Also, "realism" and "immersion"
disappear when the player notices glitches in the continuity of the world (Town guards so high in level that one wonders
why they need a "hero" after all; lowly creatures that can suddenly give High-Chancellor Ocato a senseless beating, etc.)
*The goal of this mod is to increase the overall challenge of the game, to increase the chances of the unexpected to happen,
to reduce the flaws that hurt the "realism-factor" of the "leveled" system, to tweak item rarity and presence in the world,
to add some new content and, lastly, to change some of the variables of the game system to balance its gameplay.
To preserve the positive aspects of the "leveled" system and remedy the negative ones, this mod changes the following:
I went through every NPC and creature in order to cap their max level. In general, the caps fall mostly between 4 and 40,
with some special cases. Every modification allowed a range where the creature or NPC can level relative to the level of
the player; those that were capped or static by default I left untouched. The criteria to choose the level of caps took into
account the relative power of the creature, the frequency, the status (named, boss, occupation), the relevance for the
main quest and guild quests, the lore of tamriel, etc. Also, most of these changes also included a minimum level. This
will enhance the sense of danger when traveling into unknown areas, it will also add to the realism of the game's
world and, finally, provide a sense of accomplishment when what once was a threat becomes a hunt for sport. A complete list
would be too large for a readme file, here are some of the most significant and common changes:
1 Daedra remain unchanged except for capped levels. Also, their spawn lists were changed to give a more random chance of
encountering weaker daedra at higher levels. For example, Fire atronarchs, clannfears and scamps can appear in oblivion
areas, gates, special dungeons, etc, regardless of the level of the player. The higher level daedra have a slightly
higher chance of spawning, to keep the player on guard.
2 Dremoras are now significantly more powerful. Markynaz and Valkynaz have their levels capped but with a range where they
keep up with the player. Every leveled list that included dremoras is now updated, even quest ones. This means that some
quests, specially the main quest, will be more difficult and the player will not be able to complete them at low levels.
Roughly, a level 20-25 will stand a chance, anything below that and it will be a world of hurt. At a player level of 40+
almost all dremoras will be lower than the player, with the exception of some special cases. At lvl 50 the player should
be able to mop the floor with just about every creature in Cyrodiil. (Example: Kynval are lvl 12, in most cases they will
not spawn unless the player is level 13--the intervals of Dremora reach near lvl 40)
3 Vampires are very different now. There are four different types of vampires: regular, fearsome, deadly and ancient.
They all have an interval where they will appear in the usual vampire havens and dungeons. The space between the intervals
allows the player to experience both challenge and a good ol-fashioned vampire-killing spree. For example, at lvl 16 there
is a good chance that you can clean up a vampire nest with ease (except if patriarchs or matriarchs are around) Anything
below level 8 will have a very tough time against the regular vampires. Deadly and ancient vampires carry specially good
loot, but they will not show up until level 25 or so. Again, some surprises are in store for the daring adventurer. The
most powerful vampires are the ancient patriarchs and matriarchs. These will appear in the late stages of the game provided
that you have not cleaned every other regular patriarch or matriarch in Cyrodiil, something hard to do unless you reach mid
twenties. Some dungeons will become "re-occupied" if you clean them early on. Rumor has it that a very powerful vampire lord
has brought to Cyrodiil a feared relic in order to cleanse it of its power with the aid of other elder buddies of his kin.
4 Goblins of different tribes vary now in power. Some are rather scrawny, others are now very strong in comparison. All
of their levels and loot tables are capped and adjusted accordingly, plus a new item here and there if you can find them.
regular, run-of-the-mill gobbies are also capped and tweaked, the warlords will give you a good beating unless you are a
seasoned adventurer.
5 Mythic creature leveled lists are modified so that there is a chance that lower level critters will spawn even at high
levels. This is specially prevalent in wilderness areas, where now there is also the chance that powerful creatures may
surprise the wandering player. That is, there is now the slight possibility that you will run into very tough fights while
exploring the wild. The more remote and inaccessible the area, the higher the likelihood of an untimely encounter. The
strongest of mythic creatures, the Minotaurs, are capped but can put up a fight even against the experienced player.
6 Undead are mostly untouched, except for level caps on their strongest versions: wraiths/Lichs. Some skeletons are a bit
stronger but they remain among the weakest of the undead, alongside zombies. Leveled lists for undead are modified so that
there is now the chance that they will spawn weak undead regardless of the level of the player. Again, higher level undead
have a greater chance of appearing in these situations.
7 Bandits, Marauders, Conjurers and Necromancers are capped, their loot lists adjusted and spread at variety of level ranges
so that some difference between them is apparent. Bandits can be very low level and reach early twenties. Some exceptions
are the bandit bosses and the infamous Black Bow Bandit crew. Marauders tend to be slightly more powerful. Necromancers
and Conjurers will give some trouble to the inexperienced adventurer, but later on they will easily become cannon-fodder.
However, the boss versions are rather powerful. The expulsion of necromancers from the Mages Guild has bred resentment.
Necromancers of Tamriel, under the guide of the experienced Fayth Noor, gather in Cyrodiil to plot against the Archmage.
8 Every guard in game is now level-capped. They are not lowly beginners, but you will not get the feeling that they are so
powerful that your presence in Cyrodiil is a nuisance. At high levels you will be able to school most guards. Some towns have
stronger regiments, others are weaker. Guards in the stages of the main quest are leveled appropriately, stocked with some
healing potions and ready to rumble. Still, powerful enemies will take them down more easily than they can do the same to
you. This also applies to the blades and the imperial guards.
9 Every citizen of Cyrodiil, friendly or not, is level capped, when possible, in-synch with the difficulty of the quests
with which they are associated. I have tried to give them a generous level range so as not to stiffle or demean the quest
progression. With that said, a lot of npcs involved in quests have minimum level caps which means that you may not be able
to finish the hard guild quests early on. A great feature of this change is that you will no longer get your ass handed
down to you by a hoe wielding punk of a farmer after you pilfer his house clean or take his daughter to the "barn."
10 The levels of the Arena fights are completely changed. They do not simply scale according to your level. Now, each
batch of fighters has its own level range, increasing up until a much more epic fight with the Grandchampion. You will
not be able to beat the Arena unless you are highly experienced and decked out. This is a significant change from the
original, where the Grandchampion of Cyrodiil, capital of Tamriel, was a fearsome level 10 warrior! Morituri te salutan!
11 Finally, every loot table and NPC-gear table has been adjusted to match their occupation and status. You will not find
hardly any npcs with Elven, Ebony or above, except in some cases to flesh out the mysteries of Tamriel. The same applies to
monsters, except powerful ones, and Bandits, Highwaymen and Marauders. Also, even at higher levels they will not constantly
sport chainmail, mithril, dwarven and orcish. They will still appear in leather, iron, fur and steel on a regular basis.
*Those changes addressed some of the problems that I found with the "leveled" system. I believe that the game's atmosphere
and gameplay improve greatly with them. I added a few more changes for the sake of rounding the mod, also with the aim of
improving realism, tweaking lackluster skills, birthsigns and a few other issues.
The changes are:
1 Every loot table for armor, weapons, gems, jewelry and special items has been revamped, except most of the quest-related
ones. The aim here was to make items more scarce and rare until higher levels. For example, Dwarven will not appear at
lvl 6, but lvl 13+; Daedric will not begin to drop until around very early thirties. The same formula, scaled appropriately,
I applied to the remaining lists. Powerful items will be more special and not simply lying around at every corner after
level 20. (As an aside, the editor for Oblivion has a few bugs, one of which affects how items and levels in lists are
organized, I went through the lists as many times as I could before going completely bananas--you try going through hundreds
of items across hundreds of cross-referenced lists--but inconsistencies may remain here, some by design, others by bug and
yet others because I didn't feel like tweaking them any longer.)
2 The value of gems, jewelry, silver house-wares and pelts is now higher so that thieves have a greater enticement in
risking their neck than the measly gold coin that they can squeeze out of a silver fork.
3 A few new items now appear near or in powerful NPCs. These are not mighty or common enough to imbalance the game, but
they add some flavor to the also new NPCs.
4 Birthsigns have changed. I have kept the original spirit of each constellation but I have modified their effects, and
added new ones, to balance them out. Unless you are interested in roleplaying a cursed character, very few people would
choose the sign of the Lord (90 hit point heal spell, 25% weakness to fire) over the Mage (50 points of Magicka, as much
as a 25 bonus to INT would give, without penalties)
5 The skills of Hand to Hand and Sneak have some modifications. Hand to Hand was sorely lacking at release. Its range is
very short, its damage can't hold a candle to powerful weapons, its rate of block was half of wielded weapons and the player
cannot use gauntlets to add offensive on-hit spell effects as with every other weapon. Now, hand to hand damage max is
higher, its rate of block also went up (although still lower than that for weapons), it has a longer reach and its staggering
chance while blocking was adjusted upwards. Sneak Attacks now do slightly higher damage at Journeyman and Expert ranks, x7
and x8 respectively. Marksman Sneak attacks in the same ranks are x3.5 (displays just as the normal x3) and x4 respectively.
Also, disarming chances of Special Attacks and Blocks are now higher than a poor 5%, which meant that only 1 out of 20 blows
would actually disarm an opponent. The chances to Knockdown and Paralyze with Marksman Special Attacks also went up slightly.
6 Descriptions for the notices of Mastery achievement in-game are re-written now to reflect a higher sense of pride and
accomplishment, rather than the same old text used in the prior perks' notices. Descriptions of Birthsigns differ so as
to include the changes and additions. Finally, changes to the perks of Sneak also appear in the notices brought up when
a player reaches a new rank.
7 The speed of arrows and magic attacks increases by 20% and 10% respectively. This is done to offset the ease with which
one could avoid the ranged attacks of NPCs and monsters by timing sidesteps.
8 The minimum levels necessary to receive Daedra Lord quests at their shrines is now higher for most of them--anywhere from
lvl 15 to lvl 20. This change obeys two reasons. First, it did not make a lot of sense to me that a Daedric Lord would grant
a lowly lvl 2 the honor of serving under them with the promise of an item of power. Now, in order to be a worthy champion,
you are going to need to know how to skin some beast other than sheep. The second one is related to acquiring a decent level
before tackling more dangerous stages of the main quest--a build-up towards a more epic finale.
9 Fighter's and Mage's Guilds in the main towns of Cyrodiil now have special Storage Chests to stash the player's growing
inventory.
10 Last, the day-time length is now doubled. It takes twice as long to transverse between dusk and dawn. This change aims
at both "realism" and practicality.
These are the main changes that the mod addresses. I hope you enjoy it as much as I do.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://elderscrolls.filefront.com/file/O scuros_Oblivion_Overhaul;59738