dvunkannon Posted April 28 Share Posted April 28 I would enjoy a "Live Another Life"-style mod that handled the character creation and dropped you in the world. The main quest would only start if you went to the exit of the Imperial Prison sewer and found the body of a Prisoner with the Amulet and a note with something like "Jauffre - Weynon Priory" on it. After that would be an auto-poisoning system that always applied the most powerful poison in my inventory to the weapon I'm holding. 2 Link to comment Share on other sites More sharing options...
MadSquirrel841 Posted April 28 Share Posted April 28 (edited) 13 minutes ago, dvunkannon said: I would enjoy a "Live Another Life"-style mod that handled the character creation and dropped you in the world. The main quest would only start if you went to the exit of the Imperial Prison sewer and found the body of a Prisoner with the Amulet and a note with something like "Jauffre - Weynon Priory" on it. After that would be an auto-poisoning system that always applied the most powerful poison in my inventory to the weapon I'm holding. That one sounds somewhat familiar. Wasn’t there a similar mod made for Morroblivion? You go to the sewer exit after leaving Morrowind and find a dead body holding the Amulet of Kings, thus triggering the Oblivion story questline? Edited April 28 by MadSquirrel841 Link to comment Share on other sites More sharing options...
tegeusCromis Posted April 28 Share Posted April 28 22 minutes ago, dvunkannon said: I would enjoy a "Live Another Life"-style mod that handled the character creation and dropped you in the world. The main quest would only start if you went to the exit of the Imperial Prison sewer and found the body of a Prisoner with the Amulet and a note with something like "Jauffre - Weynon Priory" on it. After that would be an auto-poisoning system that always applied the most powerful poison in my inventory to the weapon I'm holding. Arthmoor's Alt-Start mod, that. I like that it gives you a whole range of role-playing options to start, all the way from being a noble to being robbed and destitute with only the few rags you're wearing. (Hmm, I did wonder if anyone had done a beggar mod where you just hang around cities and cadge septims. Perhaps you could pass on some rumours in exchange.) For some reason, Live Another Life is on Nexus for Skyrim and AFK for Oblivion. I was thinking about totally necessary mods, like the hotkeys. Of course, there is one plug-in that takes precedence over all. We have old bugs fixed but new one to replace them, see: https://en.uesp.net/wiki/Oblivion:Remastered_Changes#Bugs_Introduced And that's just in this brief time. So, the very first need is the Unofficial Oblivion Remastered Patch. Though I expect we might see an official fix for some of these, it won't be complete. (I don't really need to wish too much tho, I know there'll be good people working on it right now.) Link to comment Share on other sites More sharing options...
h3Xh3X Posted April 28 Share Posted April 28 What I would like to see is removed restrictions on spell making and enchantment - reflect spell/damage, invisibility, reanimation, custom effects. Another fun thing to mod which might actually be possible now that unreal engine is involved is removing skill caps like acrobatics (morrowind style) Link to comment Share on other sites More sharing options...
walrossmaus2 Posted April 28 Share Posted April 28 (edited) Well, I just don't understand the hype about this remastered version (and I've played the original modded game several years). Why in the name of all that's holy didn't they make all the NPC faces look better??? And the face selection in the character editor is an absolute joke. Almost every suggested pre-made face comes with an an upward-pointing nose tip! I uninstalled the game and will wait for Skyblivion. Edited April 28 by walrossmaus2 Link to comment Share on other sites More sharing options...
statesidebeast Posted April 28 Share Posted April 28 (edited) Capes/cloaks/backpacks Transmog system Walk as fast as NPC's Hight adjuster No loading screens (I can dream) Camera adjustments in game Unicorn wear horse armor/act like normal horse Customizing player homes Barber Toolbar/Hot bar bottom of screen TP to any map marker This is all for now. Edited April 29 by statesidebeast Link to comment Share on other sites More sharing options...
john33 Posted April 28 Share Posted April 28 Playable Dremora race ! Need it pack ! Link to comment Share on other sites More sharing options...
anothercocabonga Posted April 29 Share Posted April 29 After playing warrior in heavy armor for a bit, it got me thinking that it would be great if master perk of armorer together with infinite hammer gave something like +9999 to repair strength. After all the clicking to 100 it would be cool to finally rest. "Repair all" button would be even better, but I won't get my hopes up too much. Link to comment Share on other sites More sharing options...
arkayus Posted April 29 Share Posted April 29 https://www.nexusmods.com/oblivion/mods/16121?tab=description I'd like to see the Lich armor/clothes as a wearable set. Link to comment Share on other sites More sharing options...
MooseGoblin Posted April 29 Author Share Posted April 29 After putting in around 70 hours with the Remaster, I can honestly say I have no complaints about the remaster itself—it’s really well done. That said, some of the older mechanics are definitely starting to show their age. A couple things I’ve been thinking about modding-wise: 1. Magicka Scaling Feels Outdated: I didn’t pick a magic-based birthsign, so even with 100 Intelligence, my total Magicka caps at 200—and it just stays there. It feels weird that your Magicka doesn’t keep scaling the way Health does with Endurance. A mod that updates Magicka scaling to be more dynamic (like how Health increases over time) would make playing a hybrid or non-mage character a lot more interesting. 2. Soul Trap Needs a Refresh: Soul trapping is a cool mechanic in theory, but in practice it feels clunky. On higher difficulties, enemies are tanky, so enchanted weapons run out of juice fast. I think the system would feel way smoother if capturing a soul also gave your weapon a bit of a recharge. A mod that tweaks soul trapping to support that kind of flow would really help balance out magic-based combat. Link to comment Share on other sites More sharing options...
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