![]() ![]() The Oblivion Quest List (TOQL) - a guide to good quest mods. These lists tend to get outdated pretty quickly, so here's a list of lists: Fortunately, there are a few really good lists of "recommended mods" that can help you get started. The vast number and variety of mods available for Oblivion can be quite intimidating. If you think you're ready to try your hand at making a mod, the first thing you should do is see "How do I make a mod?" If you're ready to go get some mods, see the section "Where can I find good mods?" (below).Īnd for those new to using mods, don't forget to also see "How do I install mods?". Oblivion is capable of running roughly 250 mods at one time, depending on your system, so the possibilities are almost limitless. While many players only run a few simple mods that change some basic elements of the game, many other players run 50, 100, or even 200+ mods at once, dramatically altering and expanding numerous aspects of the game, as well as adding thousands of new weapons, armor, spells, NPCs, creatures, companions, dungeons, and quests. On the other hand, if there are things you don't like about the original game, chances are that someone has already made or is working on a mod to change that aspect of the game. You can always replay later with mods installed, and you'll be better able to recognize what the mods added to the game. Note: Many veteran players recommend that you not use many (if any) mods if you haven't yet played the game through at least one time. No one can answer that for you, so don't bother asking very broad questions on the forums such as "Which mods should I download?" It's fine to ask for other members' opinions on specific mods you're thinking of downloading, though. It does mean that Oblivion mods can almost always be removed safely if you decide you don't like them.īefore using mods, you'll need to decide what kind you want to play. This doesn't mean mods can't cause problems. ![]() Mods for Oblivion are a lot less likely to cause game-breaking problems than with Morrowind, due to major improvements in the way the game engine handles mods. Still others seek to improve upon what was already in the game in various other ways. Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Patches are official files intended to correct errors in the original game, and expansions (Tribunal, Bloodmoon) add official content to the game. Patches and expansions are not the same, however. The terms "mod" and "plug-in" are interchangeable (in other words: yes, they're the same). ![]() Mods are modifications of the original game. What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them? (adapted from a Morrowind Mods topic by Tegger) The FAQ has also been posted to the CS Wiki, and a German translation has been done (by Katan, DWS, et al). Many thanks to everyone who contributed feedback in the draft thread (which has now expired). If you're trying to find information about Oblivion mods or mod-making, it's worth checking here to see if I've added something about it. ![]() This FAQ is intended to be a living document, so I frequently update parts of it and add new material. This FAQ is primarily aimed at mod users rather than mod makers, but as such it addresses a lot of basic issues about how users will play a mod, and thus serves as a good introduction to mods in general.
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