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ZEE ULTIMATE MODPACK V1

software


ZEE ULTIMATE MODPACK V1

A Modpack by Mark Iradian

VERSION DATE: SUNDAY, APRIL 16, 2006

Objective



The objective of this mudpack is to provide new or veteran players with a nice selection of modules to expand the Oblivion experience. I've selected mods that weren't too painful or 'out of the way' for new players or people who just want to have fun. You won't find mods I here that make leveling easier or gives new quests. This is a balance-type module while adding new features and challenges to the game. Players of classical roleplaying dungeon adventures will probably enjoy this mod.

None of these mods conflict with one another.

Just a little disclaimer that I am not the creator of these mods and I am not responsible for what you do with them. The only thing I do is provide the files necessary for your enjoyment based on my play style an 848f57i d suggestions. Also note that some of these mods have extra versions of the same mod, only modifications (to make the game harder or easier), so don't check everything!

All the readmes are included with the file, so if you need to know who made it or any other info, it's all there.

Installation

Simply extract everything into the /data directory in your Oblivion installation directory. When you start the launcher, go to DATA FILES and start checking what you want.

About the ZEE- prefix

I renamed all the mods used in the modpack with a ZEE-prefix. The main reason for this is so players will know what mods belong to the modpack and which ones don't. It is also to keep track of which version is old (if new ones are released, which will) and which ones do not.

List of Mods

24 hour respawn -

Instead of 3 days, everything (NPCs, ingredients, etc) all respawn in 1 day.

Add Spells -

This adds the drain attribute and Damage attribute line to the spell list on merchants.

Attack and Hide -

NPCs will now need to look for you when you attack them or make a noise. No more 'insta-find'.

Bounty Reduction Overtime -

Bounty is reduced overtime (real time, not game time). The higher the bounty, the longer it is, and can have up to around 3 hours of real time to reduce.

BTMod -

This mod overrides your entire interface, giving you a bigger map, bigger journal, and you can see your inventory much more. Highly recommended.

Colored Map Mod -

This adds a colored map to your game; easier to tell what is a forest and what is a mountain.

Darker Dungeons -

Edits the dungeons to make them all appear much darker.

Darker Nights -

Makes all the outdoor areas to be very dark at night. Torches and night eye might actually have a use. Comes with "Burning Kvatch" alternative. Only pick one.

Harvests -

Makes harvesting a little more interesting. When you take an ingredient, it disappears from the ground or at least apart of it.


Marker Explore -

This closes all Travel Quick points in the starting towns, including Imperial City, at a start of a new game. So you can't port to a city across the world when you come out of the sewers after the tutorial.

More Arena Spectators -

Greatly increases the number of spectators in the arena. Requires a powerful PC, and there is a "lite" version included for lower end PCs.

Movable Bodies -

Makes it easier to move bodies using the Z key for "grab"

No Psychic Guards -

The shouting range of guards is reduced greatly. Before they can hear a crime three times the shout range of an NPC. It's been reduced by 1/3 and close to the real shout range in the game.

Oscuros Oblivion Overhaul v1.2 -

A huge overhaul of the oblivion game. Changes almost everything: Creature spawn tables, levels, gear tables, loot tables, skills, birthsigns, new armors, and new combat behavior. Get this if you wanta challenge.

Retroactive Health -

Before, you only got health at your current endurance when you level up, making it very crucial to have your endurance high at the low levels. Retroactive Health remedies this.

Visually Enchanted -

Adds a visual effect to elemental weapons (e.g. flaming sword = fire)

ADDITIONAL MODS

Now you must be asking yourself, "Why would he suggest additional mods when he is making a modpack", you ask?

The following mods are mods that I greatly enjoy, however they do conflict with some of the listed mods in the rest of the pack. If you want to USE them, they are in the included zip file called AddtionalMods. I am not sure HOW they affect the mod in the rest of the mod pack, due to lack of testing, but can really greatly enhance your experience assuming there is no trouble. USE THEM AT YOUR OWN RISK.

More Realistic Sneaking -

Changes the way sneaking works, making it harder to 'pull off' yet yield bigger rewards (e.g. Master = 12x). At 25 blade and sneak, you gain a dagger in your inventory that allows you to one-shot sleeping victims. Conflicts with Sneak Skill in Overhaul.

Security Rebalance: Traps and Bashable Locks -

You are able to bash locks at a great cost of your durability, disarm/trigger traps on locked objectives, and you need a certain security level to even attempt the higher difficulty locks. Also contains an option to make doors that require locks to be picked, however author suggests that it might break quests. Conflicts with containers in Overhaul.

300 Weapons -

Replaces almost, if not all weapons in the game. Does not affect prices. One of the big changes of the weapons is two handed weapons deal way more damage now and weight changes with glass weapons. It also includes a Black Jack, where you knock people down. Conflicts with Overhaul's arrows.


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