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[Ultimate List Of Wanted Mods!!!]


Oxaprozin

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So. My idea was to make a mod or mod compilation of pre-existing or new mods that made oblivion more realistic and rewarding. I think that when you hunt you should get everything from the corpse. For example: You kill a boar and you get like the bones meat pelt/fur and like organs. Now with the bones you could carve tools or like weapons/arrows and with the meat you could cook like with the real hunger and thurst mod. With the fur or pelt you could make armour or clothes and with the organs you could make food or like for example, with the bladder you could make a water bladder,bag,pouch or something. But that is alot so I think to get fur/pelt you would need to have a skinning knife and with meat and organs you need a gutting knife and like cleaning kit. I thought maby if you had the skinning knife (for example) and equiped it you could use a script and like if there was a dead boar you killed around you could harvest what goes with the tool. I also thought maby your tools could break or you might need bigger/better tools for bigger tougher hides/what have you. that is my first hunting idea.

 

My second idea would be to have it be a lot harder to hunt. Bears dont charge you and die so easily in real life and i think oblivion is like one of the most realistic games. I think boars bears and wolves should run unless they are in packs or like a momma bear protecting cubs. And if you do end up fighting them i think if they are about to die they should run for their lives. (They do that in real life.)

 

My third idea is to have packs of animals like wolves, That will hunt you in the wild. I thought like using that one script where you get hunted down by badguys ( cant remember the name right now I'll update later) Also to have wolf dens and like bear dens and other animal homes. I think they should spawn there and then move out. witch brings me to idea four!

 

Idea four kind of links up with idea three. I think after the animals spawn in there den or hole or whatever they should move out to other areas. I notice in game that deer and like wolves just kinda pace back and fourth in one little area. I think they should like maby move from IC to like Bruma in packs or somthing to make them more life like.

 

Idea five is to have animals fight each other. more animal factions. In real life wolves fight wolves, wolves fight bears and wolves fight deer. Like come on. Bears wolves and menators should not team up on you lol! This could lead to quests that have you hunt wolves because they are damaging the deer population. Bandits should hunt animals to eat and for other things.

 

Idea six. Well now on the topic of bandits, In oblivion the bandits should actually be a challenge. You would not go out and live in the wild if you only take like one hit to kill. I think bandits should have all the basic living supplies to survive in the wild (idea like two i think) such as skinning knifes fire making tools and like portable camps. Also I think bandits should have treasure. They freaking mug people on the roads. They should be strong and fast to keep alive from the guards. ALSO! If your hiding from the law why would you build your camp on the side of a main road or just stand on a main road if your a highwayman... :closedeyes: like you think all the bandits are the losers and school drop out who cant even fight or think and just go to the wilderness to die?

 

Idea seven is also got to do with oldschool do it yourself pioneer-ism. You should be able to cut down trees with an axe and eaither build furniture or a house or parts of like a farm (anything to do with buildings) I have not seen any stumps in oblivion so they just like magicaly make buildings? and i also hate how through the whole game only a few new buildings are built. I think in like bustling cities like IC they should have houses being built around and like temporary hobo houses outside.

 

Idea eight is to make armour more valuable and better. Like come on even if you have no idea how to use steel armour you still have metal skin you should resist physical attacks under a certain power/damage amount. Like I guess you could be bludgeoned but only by blunt weapons. So like ressist blades a certain amount. And less ressistance for leather and such. Now that could make it unbalanced but you could just slow down blunt weapons and I know from experience that blunt weapons break way more easily.

 

Idea nine has to do with leveld lists and stuff. Yea yea yea we all got mad at seeing godly bandits and no lower level ones when we got to level 50 so i think all the leveled lists for everything in the game should be random. Like that would make it wonderfully realistic. But not just like npc levels like also chances of finding good stuff in cheasts and crates. Even for quests the level lists should be random. This all would have to be in one mod so it all worked because if you change lists for monsters it always messes up another mod to do with items. In this bundle you should also make clutter valuable because it also has problems when seperate from leveld list mods.

 

Idea ten is to make stats on armour and weapons random within like a set limit. I dont think every leather armour is the same. Maby have leather armour be random protection between like 5 and 15

that way if you kill a bandit and find "oh yay another pair of boots you might actually get something better. And same with weapons. Does every short steel sword do the same amount of damage? Yea... Well it shouldent.

 

Idea eleven is to have special skills. Like if your a theif you should be able to like slit peoples throaghts or knock them out. Monks should be able to use a fast string or "patten" like in karate of moves that are not interupted by being hit to do damage. Each with its own cool down time. All learned for a certain amount of money by a trainer or like from a quest as a reward.

 

Idea tweleve is to have your stamina drain while running. Yea I know that would get annoying but that would sop people from just being able to run away from fights. Thats not very oblivion like to just have one option to get out of a fight. Maby you should limp away or hide or play dead.

 

Idea thirteen. Bleeding/Dots (damage over time) So you just got hit in the head with a warhammer by a huge orc and your not woozy or anything and you can roll away a second later. Uhh wait your not woozy or anything? Umm I think when you get hit by a power attack your vision should get blurry and maby you should start bleeding and lose like 5 health every second cause your bleeding severly. There should be like minor bleeding major bleeding and moderate bleeding. Also there should be bone breaks from blunt weapons. That slow your movment and like take a certain amount of your magika and heath away or stop heath regeneration. Again Minor break moderate and major. You should have to go to a healer or doctor to get moderate and major bleeding and breaks fixed and maby if you are high in a certain skill fix your own moderate breaks and bleeds. Also burns and frost bite and other effects should be in here. Along with the mod pestilent afflictions ( a mod that makes diseases actually kill you sooner or later if you dont seek attention.) You should get "Scars" a semi-perminent thing that maby lowers health but makes you have more health after a while cause your wound or break would take a while to heal but after it has "if it dont kill ya it ill make you stronger" kinda thing.

 

Idea fourteen (wow I have a lot of ideas) Sprinting? You should be able to sprint (like add to speed 60 points for 10 sec.) I've seen this around but you should also get adreniline rushes when you ingage in battle somethimes that boost all you stats but lower your willpower and inteligence (you get distracted and confused)

 

Other things that should go with this:

crowded roads + cites

less bandits

Children or Kids of tameriael ( I dunno how to spell that.. Seriously.)

Uhh enterable windows i dunno if its for more than just anvil.

umm hts suite(hunger thirst sleep)

of course Cliff pro's rp oblivion character or w/e

Oh! and that ridable rowboat thing!

 

UHh i'm lost.

Well anyways if you know of any existing mods that have to do with one of my ideas please post what its called beside the idea number.

If you gunna use one of my ideas I dont care but tell me so i can download it. Reply where to find it on this topic actually.

If you have an idea post it.

 

I'd love to see all these ideas as a mod in one big package that all work togeather.

 

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First, there are some nice compilation mods, OOO, Frans, MMM all add elements which make it more entertaining to hunt, and kill stuff, providing a greater variety. These cover some of the areas you suggest in about the only way the game can handle these things effectivly. This isn't a hunting sim, there is only so much that the AI can do unless you are there to see it. And there is only so much that can be done even when you are. Accept this first, this is just how the game is. Please do not waste time disputing these things and distracting from the topic, the game has limits, some mods can find ways around them, but it is never very good and always has some unwanted side effects. Please do not dispute things unless you have concrete, actual proof in that exact specific use that these things are already being done.

 

That said, the problem with tradeskill mods is that once you've made some stuff, they kinda lose their purpose since you're the only one who actually has much use for those things. Some mods do try to make NPCs use those items too, but it really doesn't work. Tradeskills are just best left to MMOs or cases where they're supposed to be 1 time things (like midas's magic) especially since anything like crafted bags wouldn't be too useful in that you'd only be able to make as many bags of a type as the mod has setup individually and linked to containers. Those bags of course would have limitless storage, like any other container, so having more than 1 would be kinda meaningless. Additionally, you would need OBSE or something to calculate the weights of the items in said bag, and adjust the weight of the bag item accordingly. As cool as it might sound, it would really just be a pain in the ass to even use.

 

Some of the uber mods mentioned above affect the creatures combat styles so that they don't always attack you and so that wolves and other things travel in groups. There are also single mods which accomplish the same sort of thing.

 

As far as creatures hunting you. That really doesn't work well. An NPC, creature, or anything with a package that has them traveling to the player means that no matter where the player is, the NPC will try to go there. On a creature this would mean that the creature gets past the town gates, enters the inn, and is waiting for you there when you wake up. It however doesn't work any when you're wandering around, unless that creature happens to be in a currently loaded cell. To even see the creature you would need to have been resting somewhere. And at that, even if they were on the other side of the continent, they could still appear right next to you after an hour of waiting. Simply, the AI just doesn't work too well when it comes to anything trying to find the player. Even when you add conditions to the package which make it only valid outside cities and interiors, it still doesn't work well. Additionally, special creatures would have to be setup to do this, and have a more resource intensive AI to even function, meaning that outside of some sort of quest, it isn't practical to try or use.

 

Fourth. is actually possible, but would require someone with alot of free time to setup interiors and create a means of moving the creatures around. It would however probably be limited in scope since there are only so many cells these days that aren't being used by other mods, and could actually have caves added in. Such a mod would probably also lower game speed since it wouldn't be animals which are just spawned as you load an area, but persistant animals which would always be in world and would be getting tracked by the game.

 

Fifth, Bandits do attack wolves and other things near them... It's just not often that they are in the same area. Some of the mentioned mods do basically what you want, make creatures behave more naturally. There are also other mods which do the same thing.

 

Sixth, again, the mentioned mods make adjustments to bandits, and add similar groups who are a bit more challenging. However it isn't expected that they would really be rich or anything. As is, they can afford shiny equipment. Regardless, a bandit with tons of money and jewels wouldn't be sitting out in the wilderness somewhere. But this sort of thing can also be adjusted with some of the clutter or leveled loot mods. It's only in the vanilla game that everything except enchanted items is pretty much worthless.

 

Seventh, think NPCs with jobs does this to some extent. Not sure how well though.

 

Eigth, even though Oblivion was simplified so much that an idiot with a X-box could play it, there really hasn't been anything like weapon specific resistances in the whole TES series, atleast not that I know of. If you want something like that, you'll have to go with D&D rules (though I think more recent changes have done away with those systems as they apply to armor). At any rate, it isn't possible in Oblivion. Damage isn't decernable between blade, blunt, or arrows. Even if it was, any scripting could only operate after the hit, which would make it useless. This is one of those things which modders cannot do since it would involve significant changes to the game's code. Since Bethsoft has slowly been removing complexity over the years, you probably won't ever see anything like this.

 

Nineth. once again, OOO, Frans, and some minor mods.

 

Tenth. Not possible, atleast not without making multiple variations of each item with their own set defense. Each thing with its own defense number would have to be a seperate (doesn't stack, clutters inventory, makes saved games huge) item since the game cannot generate these things when the item is created. While OBSE can alter the properties of an item, on the scale you are suggesting, it would be irresponsible to do anything like that. You'll just have to deal with these values as they pertain to durability. Afterall, a set of leather in perfect condition will never be more resistant than another set of leather, also in perfect condition. If you really wanted to have something like this, you're really best off just removing the ability to repair anything. Although that too has issues.

 

Eleven. Can't be done. Attack systems are pretty much set in stone. Animations would have to be replaced, replaced animations would not be exclusive to any one type of character, or dependant on a skill. You'd still have to be in 3rd person to see any difference. Asked multiple times, just isn't possible or practical to really do outside of movies.

 

Twelve. Possble, but impractical. It would only work on the player (you'd need a script to check what animations were being played, and if any movment was being made) trying to apply that to any other thing, NPC, creature, or otherwise would cause too many problems, both with the AI and with performance. Nevermind having to figure out a way to get those scripts added to those NPCs or creatures. Also, since there isn't any sort of system that would force the player to walk when their stamina got low, it really wouldn't do much of anything unless you want to see the player go ragdoll, but continue moving where they were. Morrowind had this, it was annoying, while having the same system in Oblivion might make horses more appealing, it was just taken out, and would be too much trouble, and rather meaningless to replicate with scripting.

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lol i have an Ultimate mod that ppl might want, (i cant make mods, tooo confusing) a mod that gives u GOD armor and a GOD weapon the weapon one kit kills or have a clone but weaker for those who dont like 1hit kills, the armor protects from every thing and coms in all of the armor types and starts in the starting cell and a Bow with unlimitated amo...
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lol i have an Ultimate mod that ppl might want, (i cant make mods, tooo confusing) a mod that gives u GOD armor and a GOD weapon the weapon one kit kills or have a clone but weaker for those who dont like 1hit kills, the armor protects from every thing and coms in all of the armor types and starts in the starting cell and a Bow with unlimitated amo...

 

 

You do not need a mod for that, the game already has a built-in god mode. Type "tgm" and press Enter. Use the console to adjust your strength and turn down the difficulty.

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press [enter] wtf the cheats on the nexus say from [~] and others say ` u got me confused!

 

Press "~" to open the console

 

Type "tgm" and press Enter. This will activate god mode.

 

Press "~" again to close the console.

 

Sorry I confused you.

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press [enter] wtf the cheats on the nexus say from [~] and others say ` u got me confused!

` and ~ are the same key moron! Here are 247 crappy, waste-of-space, poor excuses for mods that do exactly what you want. Next time, instead of wasting our time, do some basic searching! The category is even called Cheats and God Items! What more do you need? Do you want a big flashing banner ad to pop-up every time you go to the site that says, "For all you moron n00bs, here is a link to the mods you want."

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