Oblivion Mods

Here's a question for mod-users:

Is there one that disables global respawn? I tried to post this in the official elder scrolls forum, but it swept off of the front page and into the cyber closet in about 8 minutes.

Is it possible to disable all respawn? My favoroite RPG is Fallout 2, where, as you clean out areas, they stay "cleared" forever. I've found a mod that adjusts the dungeon respawn rate in Oblivion (respawn timer change v1 - by teh noob) that hopefully disables dungeon respawn entirely.

I'm also using the harvest mod, which makes the harvested plants change models to reflect their status.

I'd love to have such an option for the overworld too; once I harvest a plant, it's gone forever. Once I 'clear out' an area, it's cleared for the duration of the game, forcing me to seek bigger and better areas. In essence; I'd love to see every area have a certain amount of monsters, and, once those monsters have moved on/ been dispatched, that area stays 'dead' for the duration of the game.

Is such a thing possible? Or does the design of Oblivion preclude such permanent variable designations?

If there is a mod available that permits such settings, please point me in the right direction. If such a thing is easy with the construction set, that information is welcome as well.

surely there's some variable that controls how long it takes to respawn globally. Modifying it to 9 million days should do the trick....

I dont think any of us is so gifted though

Lethial probably knows of an existing mod to do this, hehe

I'll take a look tonight. You can usually pull up a mod that alters what you want like "teh noob"'s and just find the variable with the asterisk by it.

Sorry for the late reply, I couldn't access the forum for the longest time...

Anyway, Moose, the change is really simple, all you need to change is the game setting iHourToRespawnCell. I have whipped up a quick mod file for ya, PM me your email address so I can send it to you.

Oh and danjo, how are you liking the levitation mod? The author did a pretty good job of it IMO

edit:
Since I lack a good place to put the file I have to use filefront let me know if the link works, and if you have question about the mod.

lethial wrote:

Oh and danjo, how are you liking the levitation mod? The author did a pretty good job of it IMO

When choosing which NPC to give the levitation spell, the author chose poorly. And it very much breaks the forest immersion as the trees aren't really meant to be viewed from anything but ground level.

Oh here is something new and I am sure that we all want.

Get Wet

That is right folks, you can get wet in the rain now in OB! The mod is glitchy at times, and consumes extra CPU power ( not much) but the effect is pretty amazing.

here is a video that someone captured. This is really one of those mods that looks good only in motion.

manargo from OB forum wrote:

Ok, you wanted a video.. Here you go, ya whiners:

http://media.putfile.com/Rain-Effect (it's in xvid format)

Oh and if any of you are using Jarrod's Texture replacement mod, he just made another patch to it updated road texture
pics from that thread:
IMAGE(http://img73.imageshack.us/img73/9302/screenshot439if.th.jpg)

and
IMAGE(http://img73.imageshack.us/img73/687/screenshot429ij.th.jpg)

I don't understand why Bethesda hasn't just hired that guy already.

He appears to be working just fine at $0 / hr.

Staats wrote:

He appears to be working just fine at $0 / hr.

Dammit you made me spit cereal on my keyboard.

Also, not to take anything away from the guy's talent, but it's not like he threw these textures together since Oblivion's release. Many of them are re-used from his Morrowind texture replacement mod. And he's apparently working on his own game (some kind of medieval FPS type of game I think) and since he owns the textures for that game, he's using them in these mods also. But anyway, ya Jarrod's mods are awesome.

I got this for my birthday Friday night and I've copied the BTMod .xml files to the C:\Program Files\Bethesda Softworks\Oblivion\Data\menus\prefabs\ui_config directory for the full size map and the stats page. I go into Data Files from the menu and I don't see jack to activate other than the 'Main Oblivion' file or something.

I'm starting to feel {ableist slur}, what did I miss? I've tried putting the whole folders and just the .xml files but I'm not seeing any of the changes they're supposed to be enabling.

Duttybrew wrote:

Ok, for those of you who can't play Oblivion because your system doesn't meet the specs, check this out. It is called Oldblivion and it is a mod that emulates shader 2.0 on older cards. They got the game running on cards as old as the GeForce Ti 3 series. I doubt you could actually do it, but it sounds like it works well on old ATI 9000 series and GeForce FX cards. Good luck!!

WHY DIDN'T I SEE THIS POST DURING THE WEEK? I could've been playing Oblivion until my eyes bled already!

Hey man, good luck and let us know how it runs!

Eezy_Bordone wrote:

I got this for my birthday Friday night and I've copied the BTMod .xml files to the C:Program FilesBethesda SoftworksOblivionDatamenusprefabsui_config directory for the full size map and the stats page. I go into Data Files from the menu and I don't see jack to activate other than the 'Main Oblivion' file or something.

I'm starting to feel {ableist slur}, what did I miss? I've tried putting the whole folders and just the .xml files but I'm not seeing any of the changes they're supposed to be enabling.

There isn't a .esp or .esm file associated with BTmod. But I believe you have made a mistake in your copying process.

You need to keep the directory structure of the whole BTMod package in tact. And you cannot just use the stuff in the /ui_config/ directory. Because that is where user-friendlier customization can be done by the user to the BTmod's UI framework.

So, make sure that you have:

Data\menus\dialog\
Data\menus\main\
Data\menus\prefabs\
Data\menus\breath_meter_menu.xml
...
Data\menus\repair_menu.xml

let me know if you need more help on this.

lethial wrote:

Road texture

I'm liking that road texture. Thanks for the update!

Hey Montal, since you responded to my last question in the spoiler thread, I think you should keep an eye on this one:

NPC companion

This is an interesting NPC companion addon. To start off, the companion is NOT a female :shock:, he is an Argonian!
But really though, the author has put great emphasis on actually making a quest for the companion. And a lot of thoughtful dialogs were created for the companion. So far, the story is good.
Only thing missing is the voice over, which should be coming soon.

Just today Oscuro's 1.2 update was released - it helps alleviate the 'enemies level up when I do, wheeee, every area is the exact same challenge based on my level!' syndrome that plagues the original release; equipment/gold finds and enemy hit points are based more on the enemy than on the player. It also makes enemies a bit tougher, less predictable (due to an incorporated AI mod), and makes spells tougher to dodge.

http://www.elderscrolls.com/forums/i...

lethial wrote:

let me know if you need more help on this.

Thank you, I downloaded the wrong package, things are looking good now.

Has anyone seen a mod that lets you put notes on your world map? The closest I've found so far has been Map Markers, which gives you a spell that summons a map marker. This is a map icon that shows up in your local map and you can have it show on the world map as well if you "associate it". Unfortunately, the text for it is limited to a pre-determined set of text options (Dungeon Cleaned, Oblivion Gate Closed, Loot Cache, Explore Here, Quest Related, Creatures Type) and the icons for them appear to all be the standard Oblivion marker icons.

What I'd really like is: Click or double click on the world map to get a dialog asking if you'd like to create map note. If yes, you choose an icon and type in the text to go with it. Also, when you click any kind of standard marker, when the game pops up the typical "Do you want to fast travel to this location?", there's a third option to add a note to the marker. This then shows up under the marker name whenever you mouse-over it.

In other words, this is the kind of thing I got used to in WoW and now I wants for Oblivion. I haven't found anything this full-featured though. It might lead to my first attempts at Oblivion modding.

Duttybrew wrote:

Hey man, good luck and let us know how it runs!

It works, but the program seizes up every ten minutes or so.

lethial wrote:

Hey Montal, since you responded to my last question in the spoiler thread, I think you should keep an eye on this one:
NPC companion

I bookmarked that thread, thanks. Still a work in progress it seems. I fully plan on putting Oblivion down for a few months and picking it back up and doing it all over again after many of these mods have been fleshed out and the bugs squashed. I would do that even on the 360, but the PC just carries that even further with all these mods.

Has anyone seen any info on user interface modding? I can't see to find any kind of documentation on it or even tutorials. Those BTMod guys must have figured their stuff out somewhere.

Quintin_Stone wrote:

Has anyone seen any info on user interface modding? I can't see to find any kind of documentation on it or even tutorials. Those BTMod guys must have figured their stuff out somewhere.

Good question, I haven't seen much about it either. Maybe ask the author of BTmod? So far I have been just learning from the code that they wrote, and gathering knowledge from the board.

lethial wrote:
Quintin_Stone wrote:

Has anyone seen any info on user interface modding? I can't see to find any kind of documentation on it or even tutorials. Those BTMod guys must have figured their stuff out somewhere.

Good question, I haven't seen much about it either. Maybe ask the author of BTmod? So far I have been just learning from the code that they wrote, and gathering knowledge from the board.

Included with the BTMod are 2 files, one is a "UI Config tutorial" and the other is "UI Config Guide For Dummies". Those should get you started.

-edit-
Should probably mention I have version 2.20 of the mod. Not sure if he included those with older versions or not.

Yeah I have seen those files, but still would like to know where they found the information, and see if there are more things to learn

Since the modding community is moving so fast right now, I won't be listing all the mods that I have used, but I will try to be selective and find ones that are very interesting.

Such as this mod
Yep, it is a voice activated spell selector! Provided that you can rememeber all the spell names, you can cast any spell (that you know, and listed in the "magic words" list of the program) just by speaking!

I am just constantly amazed by the talents out there...

lethial wrote:

Yep, it is a voice activated spell selector!

Oh man! I am so going to download this tonight so I can be like that guy in the LARPing video and yell "Lightning bolt! Lightning bolt! Lightning bolt!" at my PC.

Levitation: Go go gadget chopper!

Vega wrote:
lethial wrote:

Yep, it is a voice activated spell selector!

Oh man! I am so going to download this tonight so I can be like that guy in the LARPing video and yell "Lightning bolt! Lightning bolt! Lightning bolt!" at my PC.

And you should make a movie out of it and submit it online somewhere

Unfortunately for me there is no "frost shock" in OB. I am soooooo looking forward to saying that over and over again...

Edit: Pop Quiz: how the heck do you pronunce Xivilai?

It would be pretty funny to have a recording of different people's pronunciation of these weird words

lethial wrote:

Unfortunately for me there is no "frost shock" in OB. I am soooooo looking forward to saying that over and over again...

I haven't had a chance to mess with the spellmaker yet, but couldn't you basically create a spell with multiple effects (paralyze, frost damage, and maybe lightning bolt) and then just name it "Frost Shock"? Been a while since I played WoW but I think would basically cover the same effects. Especially if you can just spam it over and over so the warrior you're fighting never even gets a chance to get a hit in. (Ya, I'm not bitter.. nope, no bitter here)

Vega wrote:
lethial wrote:

Unfortunately for me there is no "frost shock" in OB. I am soooooo looking forward to saying that over and over again...

I haven't had a chance to mess with the spellmaker yet, but couldn't you basically create a spell with multiple effects (paralyze, frost damage, and maybe lightning bolt) and then just name it "Frost Shock"? Been a while since I played WoW but I think would basically cover the same effects. Especially if you can just spam it over and over so the warrior you're fighting never even gets a chance to get a hit in. (Ya, I'm not bitter.. nope, no bitter here)

Can't help but go seriously OT here:
Hehe, brings back memories If you haven't seen this video yet, do check it out, I think you will get a good laugh. Esp. if you had a pally
switch WoW style