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09-08-2006, 06:14 PM #166
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09-09-2006, 08:16 AM #167
Re: The Elder Scrolls IV: Oblivion
Anyone intrested in making poisons;
One I love: (weighs 0.1)
Harrada
Daedra Venin
Bergamot
Paralyze, Silence, Drain Health, Drain Magicka
at Master Alchemy level:
Damage Health 8pts for 30secs
Paralyze for 3 secs
Damage Magicka 15pts for 61secs
Silence for 26secs
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Frost Salts
Harrada
Wormwood Leaves
Milk Thistle Seeds
Silence, Damage Health, Damage Magicka, Paralyze, Frost Damage.
This one would be the same, with added Frost Damage (although, not sure how much, still need to try it)|TG|Clodhopper - Intelligence is the key, but I'm locked out!


"Dude, everytime I see your avatar, I get hungry!" - Leejo
|| TG on the 360! || Tactical Gamer Primer || Want to be |TG|? ||
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09-09-2006, 08:27 AM #168
Re: The Elder Scrolls IV: Oblivion
Another great mod for you guys, if you feel the persuasion mini-game is silly;
http://www.tessource.net/files/cache/5403.html
Makes it like an improved version of Morrowinds persuasion
|TG|Clodhopper - Intelligence is the key, but I'm locked out!


"Dude, everytime I see your avatar, I get hungry!" - Leejo
|| TG on the 360! || Tactical Gamer Primer || Want to be |TG|? ||
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09-13-2006, 09:13 PM #169
Re: The Elder Scrolls IV: Oblivion
There are a few mods that offer ways out of the main quest, such as OE (oblivion expanded). This mod lets you walk out the jail cell after the king and the blades leave. If you head out this way, you'll never hear about the main quest, never be a part of the blades, nothing. "You're free" to quote the mod's developer.
I love Poisons with my Assassin. I'll try some of those Clod.
Personally, I'm interested in a new one I just downloaded. Mulitple Summons. One of my characters, as stated, is a conjurer. Problem is, with only being able to summon one monster... well I get beaten alot. Now, if this works right, I'll be able to summon (1 at novice, 2 at apprentice, 3 at journeyman, 4 at expert, 6 at master) creatures at once, allowing me to have an army of different monsters. One thing though is you can't use the same spell each time. You can just "create" a new spell though that has the same effect to summon more than one creature.
Can we say undead army?
EDIT: Oh yeah, I already had that weather mod. My Conjurer and my Spellsword don't go out at night anymore. They can't see. But my Kajit loves it. I use a mod that lets me toggle night's eye on and off (only for kajit's) so I can run around all night and hunt and forage, etc. This works wonderfully since he's an assasin anyway.
Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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09-19-2006, 09:27 PM #170
Re: The Elder Scrolls IV: Oblivion
YES! But I used a souped up Staff of Worms instead of summoning zombies...

I was bored and killed all of those people, and then used the Staff of Worms to turn them into my undead army. It slows everything down an awful lot though
I kind of have to agree with Kamer about this game. It wasn't as good as I was hoping. It was still a solid game, but there were a lot of little things that hurt the gameplay a lot. I hated how dumb the AI is when you are robbing them. If I break into your house in the middle of the night with a big ol' sword and and deadric armor are you just gonna tell me I need to leave? The combat wasn't very exciting either. It just felt repetitive, and it is definitely focused to heavily on stats. Obscuro's Oblivion Overhaul makes things a bit better because most things are more challenging and interesting, but there are some things that it just can't fix.AKA ContingencyPlan



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09-20-2006, 12:45 PM #171
Re: The Elder Scrolls IV: Oblivion

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09-20-2006, 02:35 PM #172
Re: The Elder Scrolls IV: Oblivion
I've heard of that one. Honestly, I just go ahead and don't do the main quest. So long as you avoid talking to the monk, you don't have to worry about oblivion gates opening up. I've been around Kvatch plenty of times and nothing has happened since I still bear the amulet with all 3 of my characters.
I'm using OOO mod with the very slow level gain, so by the time I reach 20, I will defeintly be ready to face the main quest.
Makes more sense to wait anyway.
Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-15-2006, 03:17 AM #173
Re: The Elder Scrolls IV: Oblivion
I finally buckled down, bought the game, and installed the thirteen mods that Penny Arcade mentioned. It's all right, though it seems that wherever you go people ask you to do quests, make you feel bad if you decline, and when you finally accept, they act like it's the most urgent thing in the world, which makes me feel anxious as I'm accumulating either a backlog of urgent quests or a backlog of disappointed people.
Right now I'm doing the origin of the Grey Prince quest.
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10-15-2006, 11:16 AM #174
Re: The Elder Scrolls IV: Oblivion
I hear ya kark. I got used to not worrying about all the quests but they still linger in the back of my mind and i don't decline quests very well.
I highly recommend this mod http://www.tessource.net/files/file.php?id=6540
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10-15-2006, 12:04 PM #175
Re: The Elder Scrolls IV: Oblivion
What are the 13 recommended mods from PA?
I'm still debating adding MMM. I already have OOO, so I'm kinda iffy about adding mods that change factions.
I also finally gave in and cheated alittle with one of my PC's. She wasn't doing too good in OOO. My Conjurer and Assassin were doing great, but a straight up combat character just wasn't cutting it. I ended up just changing her class in the middle of the game and buying her alot of the samurai armor mod's items to use. So instead of being a spellsword with heavy armor, she's a spell sword with light armor, and oddly enough, I'm doing better at the game. Strange how having less armor does that.
Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-15-2006, 12:22 PM #176
Re: The Elder Scrolls IV: Oblivion
I haven't used a leveling mod yet. I really like my characters at around level 5-15, so wish there was a way to slow development in that range only. Are the leveling mods able to do that?
|TG-12th| Boot

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10-15-2006, 05:33 PM #177
Re: The Elder Scrolls IV: Oblivion
Here are the 13 Oblivion mods mentioned by PA.
http://www.pixelrage.ro/articles/13-...use/261,0.html
I'm a little hesitant of installing anything more to do with new content rather than better content. Making the undead rise up, and making me clear out dungeons as I backtrack, and making more and newer enemies spawn randomly just isn't my bag.
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10-15-2006, 07:12 PM #178
Re: The Elder Scrolls IV: Oblivion
Null, you probably don't want to use it on the characters you're playing OOO. I started a new one with MMM and I'm currently enjoying it.
Boot there are a few leveling mods out there to scale leveling x1-x4. check the link i provided earlier on TES for those.
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10-15-2006, 10:21 PM #179
Re: The Elder Scrolls IV: Oblivion
Interesting 13 mods. I used to use natural envrioments, but I moved on to AWS.
I was wondering what the BT mod was... installed!
Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-18-2006, 11:45 PM #180
Re: The Elder Scrolls IV: Oblivion
ARGH!
Fairly often Guards will run up to me, get mad, and demand a fine. Sometimes it's small (4 gold), and sometimes it's been massive (1,000 gold). And I almost never know what I've done (as in the case of the 1,000). Is there some mod - any mod - that makes them tell you what you've done? This is really annoying.
And it doesn't help my temperament that Oblivion loves crashing to desktop.
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