Out of the hundreds (thousands?) of Oblivion mods that have been released since 2006, which could you not live without? PC Gamer’s Tom Senior answered that question today, narrowing down his favorites in “Ten Essential Oblivion Mods.”
We’ve made use of many mods on the list — which includes such stalwarts as Oscuro’s Overhaul and Midas’ wacky magic spells — but we’re less familiar with a couple. Head over to PC Gamer to check out the full feature.
Of course, there are plenty of other Oblivion mods worth a download, and everyone’s got an opinion on which are the best. What are your ten must-haves? Let us know in the comments.
That? That’s the release trailer for “Nehrim,” an Oblivion mod by esteemed group SureAI — makers of the Morrowind total conversion “Arktwend” and the Fallout 3 mod “Cube Experimental.”
But as is readily apparent, Nehrim is no ordinary mod.
Developed over a period of four years — yes, you read that right — Nehrim is an immense piece of work. According to SureAI, the total conversion contains:
555840 objects in 9622 loading areas (levels) and is inhabited by 1285 non-player characters, some of them friendly, others hostile.. 1616 scripts take care of offering the players enough variety in the 35-part main quest as well as in the about 30 side quests. In the German version, you can hear 56 professional voice actors, while the nearly 50 new and self-composed pieces of music can be enjoyed internationally. On top of that, there are a lot of new weapons, armours and spells. Referring to the testers, the game can hold you busy for about 40-50 hours.
And according to SureAI’s Dennis Weich, it’s all finally being unleashed for download tomorrow. While only the German version will be released initially, an English version is coming, and we’ll have an interview with the team to coincide with the latter release. In the meantime, visit SureAI’s site or their ModDB page for more info.
Here’s the steps you’ll want to follow to get your Morrowind player tracked online, as provided by Fliggerty:
Go to the GHF Census and Excise Office website and register for a new character. You are given a character ID, then you go play Morrowind. The mod setup process will ask you for this character ID, which it will use (obviously) to reference your character’s stats online. In the game you will be given a book, “Census Logs,” that you use to update certain bits of info about your character. You can set things like your current activity, current mood, etc. When you wish to upload your data to the CnE web site, all you do is save your game and then choose the upload option in the uploader program.”
Sounds like a cool project. The more people that participate, the more interesting the site will become. Won’t you join in on the fun?
We return this week with a new Elder Scrolls Modding Interview — this time with Nicholas “Cole” MacLean, or simply Darkrder, who manages the website TES Alliance. A writer by trade, Darkrder happens to be married to a member of the Bethesda forums, Ladyflcn, who helped him work on Temple of Five Lanterns — released last December. The couple live in St. Louis and are expecting their first child this coming Halloween.
How did you get involved with the Elder Scrolls modding community?
I joined the Elder Scrolls modding community completely by chance actually. I originally only played Oblivion on the Xbox 360 console. After some time in game, I noticed a lot of NPC chatter about dogs and owning dogs (of all things to notice) and I wondered if a canine companion was some element of the game I had just missed or overlooked. So originally, I was just looking for a walkthrough or cheat guide that might tell me if that was possible. In a Google search I came up with a download link for a mod called Cheydinhal Petshop by Proudfoot. As I skimmed the page I saw all these mods that were free and it was some pretty cool stuff. I found this community of regular jacks making game content to expand Oblivion on PC and I was fascinated.
We have a lot of love for the original DOOM, and so does Gareth Ward. After getting his start modding on Team Fortress Classic — the Half-Life version of the original Quake mod — Ward made his name in modding by leading the Classic DOOM team, which sought to recreate the shareware levels of DOOM in the DOOM 3 engine. The result was a mod that not only nailed the look of the first DOOM, but also its distinct flavor.
In our interview, Gareth recalled the experience of crafting Classic DOOM, which involved the efforts of around a dozen modders:
Under the hood there are a lot of modifications going it that most people would probably take for granted. From the most obvious things like the new levels, the weapon models, item models and sound effects, through to simple things like how much damage each monster has, how fast they move and the amount of bullets that can be fired by each weapon at any given time.