...Delte's Thread of IMMERSION Mods...

Post » Fri May 27, 2011 5:46 am

Hi Delte, please update http://www.tesnexus.com/downloads/file.php?id=24649's info on the first page of your thread. You link to a non-exsistant v.1.0 link, while the mod is now in version 2.1.1


I'm testing it now.

First off, the default is much too heroic for me. I got up at 6:30 am. Found a goblin hole. Fought goblins all day. Got back to the fighters guild at 3:45 am, and my toon can still go another 9 hours before becoming tired--and this is at 7th level.

I think the default needs some adjustments.

Second, I'm curious why you picked a timescale of 6 for most things?
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Bethany Short
 
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Post » Fri May 27, 2011 5:09 am

on a side-note:

does anyone know how to re-enable the default city fast-travel icons for OOO? i just got out of the sewers, and i ahd to walk for like 2 minutes just to get back to the prison district. all i want is to be able to go to a city gate.
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Katy Hogben
 
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Post » Fri May 27, 2011 5:23 am

Hi Delte, please update http://www.tesnexus.com/downloads/file.php?id=24649's info on the first page of your thread. You link to a non-exsistant v.1.0 link, while the mod is now in version 2.1.1


Done. :celebration:
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electro_fantics
 
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Post » Fri May 27, 2011 6:38 am

Just registered to say thanks for all the time and effort put into this thread and these mods! Just re-installed Oblivion for the first time in a couple years and came across this. Going to do a separate install on a second drive for a hardcoe version with these mods. Can't wait!
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Alyna
 
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Post » Fri May 27, 2011 5:57 am

just a quick suggestion:

In the part titled 'Burn Your Dead', there is a much more realistic way of doing it:

1. Reneers Corpse Mod: Bodies decay, and can come back as Skeletons
2. Reneers Guard Overhaul: In addition to not being caught in Bruma for stealing a clay vase on accident in Leyawiin, it adds a 'Corpse Carry' spell that, when sneaking, allows you to carry only corpses and drop them where you want.

Also: Do you need the OBMM for these mods? I am going to use some of them, and I have OOO.
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Danial Zachery
 
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Post » Fri May 27, 2011 2:30 am

just a quick suggestion:

In the part titled 'Burn Your Dead', there is a much more realistic way of doing it:

1. Reneers Corpse Mod: Bodies decay, and can come back as Skeletons


The last time I tried Reneer's Corpse Mod, it was not polished enough to make the List. I look for the best of the best. Maybe he's made some changes since then?

Do a review on it, if you like. Others would like to see what you think (also link the mod in your review, if you do one).



2. Reneers Guard Overhaul: In addition to not being caught in Bruma for stealing a clay vase on accident in Leyawiin, it adds a 'Corpse Carry' spell that, when sneaking, allows you to carry only corpses and drop them where you want.


Also, the last time I tried Reneer's Guard Overhaul, it was broken. Although I liked what the mod was trying to do, there were several issues that Reneer needed to work out.

Has he worked them out, now?



Also: Do you need the OBMM for these mods? I am going to use some of them, and I have OOO.



Do you need OBMM? No. But, I'd get it because it's a great tool. Omods are nifty, easy. I use them for mods when the mod comes pre-packaged for them (although I don't spend time making omods if a mod doesn't already come omod-ready).

OBMM provides an easy way to output your load order.

And, OBMM is an excellent tool for tweaking your load order when you discover a problem.

I'd call OBMM essential, but you can get away without using it (you might be sorry you didn't use it later, though).
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Yonah
 
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Post » Thu May 26, 2011 11:57 pm

The latest RGO has actually fixed all of the issues I was having with it. If you still find issues, I found a combination of Hear No Evil and kuertee's Crime Has Witnesses (seriously, just like to kuertee's TESNexus page, even! :P), as well as Strategy Master's regionally bounty to be just as good, but RGO does have a few more features.
(Plus, I'm fighting for mod slots anyway! :P)
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TRIsha FEnnesse
 
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Post » Fri May 27, 2011 4:17 am

Well I spent a few hours downloading and loading last night. Had just enough time to run it for a moment. Later tonight I'll spend tonight playing around. I had a couple issues, one was a quick fix and the other I didnt have time to troubleshoot it. So just a quick question while I'm stuck away from the computer.

When installing a mod into the data folder is it ok to make a folder for it inside the /data directory and then just pull out the .esp and drop it into the /data directory? Didn't know if all the files needed to be in default oblivion folders.
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Lewis Morel
 
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Post » Fri May 27, 2011 6:29 am

You can get away with only using Wrye Bash. I personally found OBMM to be slightly clunky. Or at least clunkier the Wrye Bash because I was so used to using Wrye Mash in The Morrowind Days™. All in all the choice for me comes down to New Kid On The Block Vs Oldest Friend In The World. They can both do pretty much the same things with some variation on how its done. Having at least one is vital though.

To keep things on topic this is a great list I wish it was updated to be more current. Also if it hasn't been recommended already Put it in its Place is a great immersion enhancer. It gets rid of the bounty you get when you grab things that are owned and a bunch of other things that have thing to do with grabbing.
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louise tagg
 
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Post » Thu May 26, 2011 10:00 pm

Well I had the install wrong but figured it out. Kinda helps to have the textures in the folder oblivion loads from, eh :)! Going to dive in with my first character and have some fun. I'll add some story stuff later, and probably come back to get more advice on load order sometime.
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josie treuberg
 
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Post » Fri May 27, 2011 8:41 am

Well I had the install wrong but figured it out. Kinda helps to have the textures in the folder oblivion loads from, eh :)! Going to dive in with my first character and have some fun. I'll add some story stuff later, and probably come back to get more advice on load order sometime.


Suggest you only load a mod or a few mods at a time. I'm doing a new load-out right now, and that's what I'm doing.

I've got to fix Real Sleep Extended, as it makes the character too heroic. I may go back to the old one--that one didn't need any tweaking. And, I haven't installed Real Hunger yet--I'm getting there.

I think one or a few mods should be installed, then play the game a bit. Get to know those mods. Then, add one or two more after a few game sessions. When you have time, browse around for things you might like, but install them one at a time. Always play in between.

Sometimes we spend too much on building our game and not making our game.

And, Oblivion has so much to offer. Over four different characters, I have 650+ hours of gameplay, and there's still a lot of stuff I've never done in the game world. I haven't finished any of the Guild Quests (got close on the Thieves one with my last character, Pugg). I haven't finished the main quest, ever. I've done nothing with Shivering Isles.

I still have hundreds of hours of gaming to do.


You've got time. Take your mods slowly.
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luke trodden
 
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Post » Thu May 26, 2011 10:17 pm

I've got to fix Real Sleep Extended, as it makes the character too heroic. I may go back to the old one--that one didn't need any tweaking.
Not that I have any problem with you going back, but I hope you're aware that Real Sleep Extended comes with a very simple-to-use omod installation script which lets you tweak exactly how it works for your personal preference? And that you can also easily do the same by editing the ini file afterwards?

http://amito.freehostia.com/Oblivion/OB-mods-Part4.htm#Real_Sleep_extend has a note on this:
By editing the RealSleepExtended.ini file, you can adjust the settings to suit your gameplay.
Here are my changes from the default settings:

set RSE.maxTiredness to 36 [maxTiredness is the maximum hours of tiredness before the player stops being more sleepy. I felt the the Default 20 was too easy (and not very realistic). I wanted my penalties to continue to increase for longer.]

set RSE.percentageDecrease to 2 [I felt that the Default 0.75 did not simulate the need for sleep adequately, so I'm trying a setting of 2 (but this may not be high enough for me, since this is still only a 2% drop in attributes / hour).]
The number of attributes you are penalized for each hour your character stays awake after they start to need sleep is now based on how how their attributes are. For instance, using my 2 setting, a character with strength attribute of 25 would drop to 23 (-2 points) after 4 hours of being sleepy (25 * 2 /100 /hour without sleep). Under the exact same conditions, a strength attribute of 50 would drop to 46 (-4 points) (50 * 2 /100 /hour).



Also note that while by default, it may seem that your character needs less sleep each day in number of hours with Real Sleep Extended, that may only be how it seems, since RSE is (IMHO) quite a bit more immersive.

In Real Sleep, each hour asleep always counts for 2 hours awake. But in Real Sleep Extended, your sleep effectiveness is reduced by:
* Time of day (sleeping during daylight is only 50% effective), sleeping mornings/afternoons is 75% effective
* Sleeping outside
* Not sleeping in proper beds

So if you think your character is too heroic with RSE, try just doing the same changes as Arwen suggests, and it will be about as hard as the old Real Sleep, but with the added immersion factors of having to consider where and when to sleep too.
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 7:54 am

The last time I tried Reneer's Corpse Mod, it was not polished enough to make the List. I look for the best of the best. Maybe he's made some changes since then?

Also, the last time I tried Reneer's Guard Overhaul, it was broken. Although I liked what the mod was trying to do, there were several issues that Reneer needed to work out.

Has he worked them out, now?


Yes, he has. the Corpse Mod is customizable, so you can make it take a day to go from corpse to ash, or you could make it 50 days. it's very easy to customize, just like the Guard Overhaul.

I'm not sure if the Guard Overhaul has been completely fixed yet (I'll test the latest version later today), but last time I used it, the only issue was sometimes guards would randomly come up to you, and initiate casual dialogue. Supposedly he's fixed it, but again I'll have to try it out later.
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sharon
 
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Post » Fri May 27, 2011 2:35 am

Joining the chorus, what a great thread. Thanks Delte, and all the contributors.
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Max Van Morrison
 
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Post » Fri May 27, 2011 11:15 am

I played Oblivion a long time ago and got bored.

I then discovered OOO and started playing again, and then got bored again.

I've now discovered this thread and want to start playing again.

The specific questin I have is, can all these mods be played with existing characters? Sorry if this question has been asked before.
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Lavender Brown
 
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Post » Fri May 27, 2011 12:02 pm

I played Oblivion a long time ago and got bored.

I then discovered OOO and started playing again, and then got bored again.

I've now discovered this thread and want to start playing again.

The specific questin I have is, can all these mods be played with existing characters? Sorry if this question has been asked before.


Yes it can :)
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Daniel Brown
 
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Post » Fri May 27, 2011 2:23 am

Yes it can :)



Thanks
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Bee Baby
 
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Post » Fri May 27, 2011 2:11 am

Does anybody know of a mod that addresses the encumbrance of items carried rather than just their weight. And their effect on fighting.

For example, many years ago in my early forties and not very fit I travelled around the world carrying a 50 pound rucsac. Not a problem and I could even run in it (slowly and for short distances). But I would really not like to swing a sword carrying it.

But has anybody tried getting on to a bus recently with an umbrella, a briefcase, and a rolled up newspaper. Not very heavy but an awkward encumbrance.

To put it in Oblivion terms I have one character with a modified strength well in excess of 100. Taking into account my armour, weapons, and basic equipment it leaves me with the ability to carry about 350 in loot. I don't have the weights in front of me but this must equate to a dozen full sets of leather armour. Just picture in your mind a fighter struggling out of a dungeon carrying a dozen sets of armour on his head. Mmm! :facepalm:

It would certainly add to immersion, being restricted in practical terms as to what you could carry, which is why I've included the question/suggestion here.
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Monika Krzyzak
 
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Post » Fri May 27, 2011 12:22 pm

Great list, thank you.

I turned music off, and while I was reluctant to at the beginning, it does make the game so much more immersive. You hear sounds you never even knew existed.
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Sxc-Mary
 
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Post » Fri May 27, 2011 10:38 am

Does anybody know of a mod that addresses the encumbrance of items carried rather than just their weight. And their effect on fighting.

-snip-


Here's one: http://www.tesnexus.com/downloads/file.php?id=22193
Check his other mods:
http://www.gamesas.com/bgsforums/index.php?showtopic=1028563
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Krystina Proietti
 
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Post » Fri May 27, 2011 7:08 am

Here's one: http://www.tesnexus.com/downloads/file.php?id=22193
Check his other mods:
http://www.gamesas.com/bgsforums/index.php?showtopic=1028563


OK, thanks. It also gives me some useful links.

As I've just started downloading a lot of the mods at the top of this thread it could be a while until I get round to trying it.
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Facebook me
 
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Post » Fri May 27, 2011 7:45 am

Does anybody know of a mod that addresses the encumbrance of items carried rather than just their weight. And their effect on fighting.

For example, many years ago in my early forties and not very fit I travelled around the world carrying a 50 pound rucsac. Not a problem and I could even run in it (slowly and for short distances). But I would really not like to swing a sword carrying it.

But has anybody tried getting on to a bus recently with an umbrella, a briefcase, and a rolled up newspaper. Not very heavy but an awkward encumbrance.

To put it in Oblivion terms I have one character with a modified strength well in excess of 100. Taking into account my armour, weapons, and basic equipment it leaves me with the ability to carry about 350 in loot. I don't have the weights in front of me but this must equate to a dozen full sets of leather armour. Just picture in your mind a fighter struggling out of a dungeon carrying a dozen sets of armour on his head. Mmm! :facepalm:

It would certainly add to immersion, being restricted in practical terms as to what you could carry, which is why I've included the question/suggestion here.

Realistic Fatigue adjusts how encumbrance affects actors by tweaking lots of game settings and adding an ability to all actors with a variety of encumbrance/fatigue related effects. The more you carry, the harder it is to run/fight etc. With RF defaults, a strength 100 actor could lift 800 feathers worth of loot, but you really can't fight effectively carrying more than 400 feathers total, and ideally you want to stay below about 300 feathers. A full set of heavy armor and weapons is about 150~200 feathers, so it's not practical to carry another full set of armor/weapons on top of what you are wearing. Also a modified strength in excess of 100 means your character is a monster can easily break Olympic heavyweight power-lifting records, so it's not that surprising that he can easily lug around a bunch of extra gear.

Note that to some extent Oblivion does take the awkwardness of items into account. Looking over the weights of many items, on average 1Kg is about 4 feathers in raw weight terms. However, many items have encumbrances way higher than that, so it seems there is an "encumbrance factor" multiplier applied to items to take into account their awkwardness. For example, a long sword is 24 feathers of encumbrance, but the raw weight of a sword is about 1.5Kg = 6 feathers, so a longsword must have an encumbrance factor of 4x. This means an actor who could lift 100Kg of raw weight can only lift 25Kg when it's in the shape of lots of long pointy swords. There are still lots of questionable encumbrances of items in Oblivion, but when you start to take into account encumbrance factors, most of them start to look not too bad.

I think things like MOBS improves and balances weapon weights quite well without changing them too much from defaults. There is some room for improving armor weights too (most of them are OK, but the light armors are too light), and I've had plans of doing a MOBS armor update at some point.
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Mackenzie
 
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Post » Fri May 27, 2011 8:22 am

Hi, I'd like to know which is the 'best' version of Realistic Fatigue, as in, which is the most recent and up-to-date, because every time I think of trying out it or it's ilk (Hunger and Sleep), I always end up confused as to which I should use.

What say you?
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Camden Unglesbee
 
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Post » Fri May 27, 2011 12:53 am

I`m using realistic fatigue 2.3 with battle fatigue and Injuries 0.59, togther they really make you work for your survival. they are also quite configurable to your personal taste. Excellent Mods.

But it`s all a bit of trial and error. tried 2 other fatigue mods before I setlled on these.
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jodie
 
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Post » Fri May 27, 2011 2:18 pm

Just wanted to update the status of my immersion-related mods:


http://www.gamesas.com/bgsforums/index.php?showtopic=1040141:
Formerly know as GoldAdjustment. Now comes with dynamic barter gold, in addition to lots of other features. Dynamic barter gold has of course been Living Economy's trademark, so Enhanced Economy is incompatible with LE. But Enhanced Economy is an improvement on LE in several ways:
* Works for all merchants, also those added by mods like Bartholm, Blood&Mud, Thievery in the Imperial City and others
* No 65K bug! The merchant's will not suddenly start to have 65000 barter gold.
* More immersive barter gold. In LE, if you visted a merchant in the morning, and then came back in the evening, he would have exactly the same amount of gold. With EE, chances are that the merchant has received a good amount of gold from other customers.
* Higher compatibility with other mods due to changes in far less Oblivion.esm records

http://www.gamesas.com/bgsforums/index.php?showtopic=881496:
Latest version is 2.2.1
This aims to be the most immersive sleep mod, by accounting for a lot of factors (time of day, place you sleep, etc.), and is also very easy to set up exactly as you like it.

http://www.gamesas.com/bgsforums/index.php?showtopic=1013259:
Makes all player-made potions weigh the same, regardless of ingredients used. I find it highly immersion-breaking that after each Alchemy skill increase, any potion made will have its weight set by the two (or more) ingredients used to make the first potion of that type. This mod fixes this by giving all user-made potions the same weight (default 0.2).
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Brandon Wilson
 
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