Oblivion mod order

Oblivion mod order DEFAULT


2.0 IS HERE! MAKE SURE TO READ THE CHANGELOG :)


About this guide:

Welcome folks! You may know (or may not know as well) me as an author of Skyrim Ultimate Modding Guide.
While there is an amazing guide for graphics and stability from Bevilex, this guide is a result of several months of modding Oblivion in attempt to completely overhaul its gameplay (meaning they are fully compatible), transforming the game into something of absolutely new level, while being fully stable at the same time. For a few months, I was scrupulously testing and combing together hundreds of gameplay mods for Oblivion, learning more about their features, compatibility and stability level.
I'm always trying to judge any work as much objectively as possible. That's why, this guide is not simply some kind a list of most endorsed mods, but a list of mods that are qualitative, interesting and stable, mods that I have tested myself. Long story short, using mods from this list you can be sure you will have a lot of new challenging and rewarding gameplay hours, and your game will not crash until your game itself is stable by default.
Mod list contains tons of gameplay mods to improve absolutely any aspect of the game you may want - combat, enemies, spells, perks, quests, new lands, immersion, armors & weapons, leveling, hotkeys, towns & villages, guilds, and a lot of various minor fixes and improvements and much more. Everything is divided into sections with a cozy navigation that allows you to jump between them quickly.
Most of mods have my personal notes about them, compatibility advices and tweaks recommendations when needed.
In addition, there is a separate mini-guide about my personal gameplay mod list. To make your modding expirience even simpler, if you will decide to replicate my mod list on some extent, there is a complete set of my .ini files for it, already tweaked for the best compatibility and balanced gameplay settings. I heartily love this community and have a huge respect to all amazing mod authors who gave so many talented creations for our favourite games, that's why I want to do my best to pay them back and this community a little, by making this guide and helping people to have best possible gameplay expirience. I will also support and gradually expand the guide, so feel free to ask questions and suggest great mods that in your opinion should be in this list :)

Permissions:

Do not re-upload this guide to other website and/or resources, do not claim it as own work and do not sell it. In the rest - feel free to translate into other languages (just message me in Discord first), I'b be glad if you'll link it to help other people and so on. I'm here to serve - the more people can have stable modded game, the happier I will be :)

Current guide version/changelog & future updates:


Minor update 2.04 - added a few more mods improved a few descriptions. For the changelog of the update 2.0 itself, read below ↓↓↓↓↓


Minor update 2.03 - added a few more mods and updated the .ini ifles package (some additional changes to EE ini file and added All Natural ini file). Readme file was updated as well. For the changelog of the update 2.0 itself, read below ↓↓↓↓↓


Minor update 2.02 - added a few other small mods, moved a few mods to sections more fitting for them, updated the .ini files package with an optional ini configuration for Enhanced Economy and added a file for Sneak Penalties mod. Added a detailed instruction on how to fix "random skillups" bug with Greed Vision mod. For the changelog of the update 2.0 itself, read below ↓↓↓↓↓


Minor update 2.01 - added a few more mods I forgot to add and updated the .ini files package. Make sure to update them, especially if you're using MOO and Enhanced Economy. For the changelog of the update 2.0 itself, read below ↓↓↓↓↓


Version: 2.0 for TES VI: Oblivion, at September 2021. A huge update featuring both lots of new mods and UX improvements.

- Over 220 new mods in total for you to pick
- New sections: General Immersion, Music & Sounds, Player Homes, Mansions & Castles, Various Small Fixes & Patches and lastly, a special section for some optional graphics mods recommendations from me which you can use on top of amazing Bevilex guide
- Outdated mods or those not needed as better alternatives were added, were removed
- Added a comfy navigation buttons to jump between guide sections quickly
- Updated all the .ini files for various mods and added some new ones
- Typos and broken/changed links fixes

Future updates:

- Atm - fixes of typos and broken links, if present
- Modules system similar to my other modding guides for Skyrim/FNV/TW3
- To report the issues with the guide (typos, broken links etc) - please drop a message in #suggestions_room in our Discord server


How to support:

This project is completely free. Still, it takes insane amount of my time to build and expand it - the modding guides and other related modding content already took me over 5000 working hours in total. The more independent I will fee myself as an author - the less stress and more free time I'll have - and so, the faster new updates and modules will arrive, and new projects will appear as well. But support only if you really want it and able to:


Demonstration of heavy mod list with mods from this guide in actual gameplay:



Let's begin!
== Remember that you can always find a modding help and friendly gaming chatting in our Discord ==



 == READ THIS ==


No kidding. You must read this. Thanks.


== STABILITY, TOOLS & PROGRAMS NEEDED ==


LOOK HERE:even if you're not planning to have nextgen graphics (or your PC can't handle texture mods and ENB), you still must visit this pageand:

1) Download and install everything from "Install these essential tools listed below:" section. This means Wrye Bash (main mod manager, and read A to Z tutorialfor it if needed), Oblivion Mod Manager (secondary mod manager for some mods), Oblivion Script Extender (most of good gameplay mods require it), BOSS(load order sorting tool), 
2) Install TES4Edit(great tool for cleaning dirty mods if you will have some, you can watch this video to learn about. Yes, it's for TES5Edit, but cleaning process is literally the same). You can as well read this amazing step by step pageto learn about it and be sure to give special attention to the list of mods you should [NOT] clear here. Also, TES4Edit is great for solving mod conflicts yourself in a few clicks. To learn more about editing the records in it, watch this video. It's once again for TES5Edit, but process and interface are literally the same. Once again, not just install these tools, but read how to use them on this page.
3) On the same page, find "Stability Mods, OBSE Plugins, Fixes & Patches"section. Read it and make it from A to Z. You must do this even if you'll run just a few mods. Oblivion engine is much less stable than Skyrim's and to have 100% stable game you must implement stability tweaks on 100%.
4) Now, find "Interface"section and install a few mods it contains.
5) A simple rule and a good habit. For gameplay mods, in 99% of cases, installation order doesn't matter, but load order and compatibility matters. To always be sure your game is balanced and you will always have 100% features from mods, after each 2-3 big mods and 5-7 medium/small mods, sort your load order with BOSS and update your Bashed Patch. Bashed Patch is very important!Let me explain why. Most of gameplay mods, especially big ones, are modifying so called "leveled lists". What is leveled list? In simple language, that's everything you may find and meet in the game. Enemies spawns, items in chests and enemies as loot, spellbooks in traders inventory and so on. Many other things like changes/addition to Race/AI records and scripts may be added as well. The key moment here is game is not updating this automatically, literally meaning that you may never see some of new creatures, items, spellbooks or new NPC faces from OCO2 on mod-added NPCs. But thanks the Divines mod makers, you can fix that by making a Bashed Patch. Simply find an plugin called "Bashed Patch 0" in your load order, right-click on it, choose "Build/Rebuild" patch, click on it, wait until importing is finished and...boom, magic! Everything is updated and imported, so you can be sure everything you want from your mods - you will see it ingame. Doing this, Bashed Patch also solves many compatibility issues and decreases amount of plugins, merging them. So once again, after each 2-3 big and 5-7 medium/small mods installed - rebuild your Bashed Patch. When you'll finish your setup and will be ready to test your game and play, check Bashed Patch records yourself to see if there are some irrational records, and correct them manually - it's usually not much of a work, but no automated tool is perfect and by spending a little time on this, you can help to polish Bashed Patch work to the perfection.
6) Remember. Oblivion engine is much older than Skyrim engine and much less stable. That means - while all mods listed in this guide are qualitative and stable, this doesn't mean you can just install them all. Oblivion engine most likely will die in agony. Read mod sections carefully, don't rush, and install mods you really like and feel you need them and you will use them. Though, it's absolutely possible to have list of ~200 gameplay mods, if majority of them will be not too huge and script heavy - you will be fine. Just remember - read, think, choose, then install :)

Finished with stability and preparations (don't forget to endorse Bevi's guide ;))? Good job! Now we can begin to mod your game :)

Wanna mod other games rather than TES ones? Easily!
New Vegas U.L.T.I.M.A.T.E., Witcher 3 and DOS 2 modding guides are at your service.




While ofc it's you choice, you can grab (it's strongly recommended even) all mods from this section - you will lose anything and only gain, no matter what your mod list will be in overall and what class you'll be playing as - these mods mostly either correct/improve some notorious vanilla game aspects, provide some needed utility and time-saving, of new, but fully configurable features.

Better Saves ==NEW==Replaces the buggy vanilla autosave system and greatly improves saves in general. Highly recommended to have - read the mod description page for details.
Bash Tags for Mods ==NEW==Bash Tags text files for some mods, for use in Wrye Bash (in other words - if you have the mods listed at the mod page, proper compatibility between them and your whole mod list will be improved when generating a Bashed Patch).
LINK ==NEW==A not less rather than revolutionary mod for Oblivion, LINK adds the ability to configure mods in-game, through a configuration menu, making configuring mods faster and more user friendly - similar to how MCM does that in Skyrim/FNV. Several prominent mods support it (the mod right below, for example, and some others), and this list grows with the release of new mods.
Ultimate Leveling ==NEW==Ultimate Leveling changes how the player character levels, removing the need for efficient leveling and making character development more diverse. Choose between different leveling systems - skill leveling based, as it was in vanilla (but with many additional options) or XP based (receiving XP for killing enemies, exploring, crafting and so on), and so much more - while everything is being fully-configurable in a cozy mod configuration menu. Note: use either this mod [OR] the Progress mod below - if you want something new and much more configurable, take the Ultimate Leveling for sure, as Progress affects only leveling speed and nothing else.
Progress
A mod for tweaking your leveling speed in general and amount of XP needed for each separate skill to lvlup as well. It's a very simple mod, but you may be interested in it if you'll think Ultimate Leveling is too much for you or just not needed. You can find my personal .ini tweaks for this mod in files section.
Q:why Progress instead of Fundament in that case? Fundament supersedes Progress as it's newer and better!
A:no, it doesn't quite so. You see, we'll be using Fundament only as a "core" mod taht's required for some other mods (like TRAP). Until enabled in .ini file directly, Fundament does nothing itself. And why Progress over it? Because leveling/skills tweaking system is much more intuitive and easier to setup in Progress than in Fundament. Ofc, you can use any you like, but until you're not a ultra modding veteran, I humbly recommend you to use Progress. It offers everything you need for this simple goal.
AV Uncapper+ AV Uncapper Settings
Great mod that uncaps attributes, skills and other actor vallues to be able to go above 100. While this mechanig will be most likely overpowered in vanilla game or near-vanilla gameplay mod setup, it will be very useful if you'll have some sort of hardcore difficulty mod setup. Secondly, damage/skills/other formulas are counting uncapped values - you will do more physical dmg with 120 Strength, than compared to 100 Strength, lower spellcasting cost at 140 Alteration compared to 100 Alteration etc. All this is making leveling more rewarding - and you can use it on top of Ultimate Leveling or Progress. You can also find my personal .ini tweaks for this mod in files section.
SM Plugin Refurbish
Tiny but awesome mod that stops all that annoying DLCs pop-ups. You can start DLCs by making simple actions, which is also much more immersive. For example, for "Horse Armor" DLC you can read notes in IC taverns. Thieves Den DLC - you will hearing the rumors about den from NPCs after you've stolen enough goods, and so on. Even better - it was updated this year (imagine the love to this game as the mod itself is 14 years old) to support LINK.
lStewieAl profile ==NEW==A few utility/time-saving QOL improvements which doen't even take a plugin slot! Faster "Sleep/Wait" process, WASD support in menus, skippin' irritating prompts, improved autowalk and more - configurable via .ini files.
Console Paste Support ==NEW==Not needed to actual gameplay, but can be very useful for testing purposes when you need to tinker with console a bit.
Alternative Beginnings (optional)
This is Oblivion variation of "Alternate Start - Live Another Life" for Skyrim, from the the same author. If you are bored from running through starting dungeon once again, or just starting new game often to test something - this mod will be very useful for you, giving you a lot of options for quick game start.
Unofficial Oblivion Patch excessive draw calls fix ==NEW==Some corrected meshes to improve a performance oversight in Unofficial Patches. Download the mod file and place it right after UP mods (not further) in WB Installers section, then install the mod.
GOSH - Gecko's Oblivion Sound Overhaul
Best audio mod for Oblivion, similar to "Audio Overhaul For Skyrim 2" in Skyrim. But why not to make whole audio mods section, you may ask? Pretty simple. While there are, no doubts, some other cool sound mods (like Sounds of Cyrodiil, for example, which is much bigger indeed), many of them cause weird performance hit and even random crashes, because sounds files in these mods are not optimized properly. GOSH is the best combination of quality, stability and keeping original sounds as much as possible. It has not given me a single crash for many months. Note: If using "All Natural" weather mod, do not install the Region Ambience plugin and grab this patch==NEW==as well.
Quest NPCs Run ==NEW==Makes slow walking quest NPCs run.
Faster Horse Dismount ==NEW==Allows dismounting your horse almost twice as fast.
Mercantile Experience Fix - Simplified ==NEW==Fixes Mercantile experience gains. Nothing more, nothing less. "Mercantile Experience Fix - Selling Only" version is recommended.
Enchantment Cost Multiplier ==NEW==Applies a multiplier to all enchantment costs, increasing (or decreasing) the amount of uses. Affects ALL weapons and staves without touching any of them. Doesn't change the gold value of the items, doesn't affect the strength of enchantments you can create - simply multiplies the amount of uses available, allowing you to setup any "speed" of enchantments usage - be it slower of faster than in vanilla game. This mod is a more flexible/compatible alternative to well-known "More Effective Enchantments" mod.
Knights of the Nine - Improved Infamy System ==NEW==Removes the infamy reset from completing the pilgrimage added by Knights of the Nine, whilst exactly preserving all other infamy-related features of the DLC and base game.
Mystic Emporium - Frostcrag DLC - Lock Door Fix Patch ==NEW==A solution to the eternally irritating problem that the door of the Mystic Emporium always appears closed and its interior is always a private place for the player. This patch fixes the AI packages of the two Mystic Emporium owners, which are the cause of the error.



You should already have first 5 mods in this section, if you have read beginning of the guide attentively. But just in case, I place them here as well.
DarNified UI
Nothing less than a core for nex-level UI in Oblivion. While it's not technically essential, I recommend to install it for sure. This mod must be installed with OBMM. You can also optionally install animated menusand HD fonts retexture==NEW==for it. Note: make sure to check on "Darnified Books" at the "Tweak Assorted" tab when you will be building your Bashed Patch.
Extended UI ==NEW==A collection of features extending the functionality of user interface. Spell Favorites, Extra HUD Info, Better Spell Tomes Integration, Cycling Quicksaves and some other bugfixes and QOL features. While it's not technically required, mod looks the best with Darnified UI.
Simple Better Inventory And Map ==NEW==If Darnified UI is too much for you, and you want improved, but still simple and "vanilla style" UI, try this mod. Use this one or Darnified UI, not both.
Dynamic Map
Requires Darnified UI. Main feature of this mod - it will show all possible map markers from mods you have installed automatically, making exploration much more easier.
Elven Map For Shivering Isles
A great map for Shivering Isles DLC.
Map Marker Overhaul
Another must-have map mod. Place your own markers (like in Skyrim), know which dungeons are cleared and which are not and much more! Note: If you'll have issues with intallation (wizard error mentioning improper encoding format) - just grab the archive, unpack it, pick the files you prefer yourself manually, archive the needed files back, drop to WB installer folders and install as usually.
Wayshrine Map Markers - Redux ==NEW==Places map markers at all Wayshrines across Cyrodiil. They are not marked on your map, you will have to find them on your own, but after discovering one, you can now fast travel to them.
Doomstone and Runestone Map Markers ==NEW==Similar mod from the same author, for doomstones.
World Maps with hidden Roads and Trails ==NEW==Adds many hidden roads and trails that are orignally not shown to the map. Vanilla and colored version available. Note: not needed if you're using Dynamic Map.
Marking the Landmarks ==NEW==Adds map markers to numerous unmarked minor sites in the game.
Custom Spell Icons Updated
Great mod to have a full control of how your spell icons will look. Even more essential as you will be using magic/spell mods for sure, and so have much more spells. Let them look diverse in your UI!
Enhanced Hotkeys
Simply a must-have mod, both for heavy and light-modded setup. It's a complete overhaul of vanilla hotkeys that gives you up to 160!! hotkeys in total. This mod is actually better than even any similar mod for Skyrim, no kidding. Besides 160 available hotkeys, it has 2 main features: 1) It allows you to bind ANY key as hotkey, literally. Even the additional mouse buttons. 2) It allows to bind complex actions to make them in one click - multicasting, cycled casting, switching sets of armors and so on. It's simply an amazing mod, install it for sure.
HUD Status Bars
Great mod that allows you to expand game interface abilities drastically. You can add status bars for most of noticable data values in game, and it also can add status bars for data from other mods. New compass design, displaying enemis HP bar and much-much more. It's also recommended to install this improvementfor it and, optionally (if you're using that option), this==NEW==.
Display Skill Perk Effects ==NEW==
Improved/successor version of popular "Skill Perk Descriptions" mod. Useful mod for planning your character build and for more cozy playing in overall. It shows complete descriptions and show numeric values for all skill levels from the original mod, and some improvements on top.
Display Stats
Does exactly how it's named. It displays all hidden stats of items like range or attack speed of weapons and so on.
Death Notifications ==NEW==Displays death notifications on the top center of the screen when the player or an NPC gets killed.
Vanilla Style Loading Screens Addon ==NEW==Adds unique pictures for all loading screens in the base game & Shivering Isles. Upscaled textures addon(if you're playing on 2k/4k monitor) is available (pick the proper file).
MOO Themed Loading Screens ==NEW==Adds 55 loading screens to the game that talk about features of Maskar's Oblivion Overhaul. While ofc making sense with MOO installed, it doesn't technically require it. Upscaled textures addon(if you're playing on 2k/4k monitor) is available (pick the proper file).
Main Loading Replacement ==NEW==Replace the default main loading screen with 25 Oblivion theme wallpapers. Read the mod page for choice/installation insructions.




Important note:
As for complete gameplay overhauls (like MOO, OOO, FCOM, TIE, all listed below), that add a lot of new events/enemies/items to the game - do [NOT] install them all at the same time, as in this case leveled lists will be just swarmed, you will meet enemies each 5 meters, many new content most likely will never appear in the game and you may face compatibility issues and overall game instability. For most variative and balanced result at the same time, install 1 or 2 of them. My personal combo is MOO+OOO, but it's up to you ofc. And always remember to rebuild your Bashed Patch.
Maskar's Oblivion Overhaul
MOO is literally the best complete gameplay overhaul for Oblivion and definitely one of the most talented TES mod ever created at all. If I would like to describe all its features completely, I'd need to make a separate page for that. It improves almost all noticable aspects of the game, while also adding so many new things, so you can think "how is that even possible?". It improves combat, AI of all NPCs in the game, adds a lot of new quests, unpredictable encounters, notice boards, new factions and factions wars (no kidding!), crafting (yes, crafting in Oblivion), pet taming, and of course, hundreds of new enemies and bosses. Dynamics and details is all about MOO - even conjured zombies will have appearance based on the region you are in now. And I has not listed even 25% of it's features. Should I mention that only user guide for it contains about 50 pages? Another main feature is that it's not modifying even a single game file, adding everything via OBSE dynamically, while also begin very good script-optimized. In addition, it has fully-configurable pack of .ini files where literally each aspect of mod can be tweaked or disabled, and it's compatible with 99% of gameplay mods on fly, as it's automatically detects other similar mods making itself compatible. Just be sure to load MOO AFTER Bashed Patchand simply place it in the very end of your load order. Whatever other mods you will install to improve your gameplay, MOO is one you must have for sure and it's my personal #1 mod for Oblivion of all times. And , as final notice - mod is in very active development, so you can receive support from author and mod users anytime, as well as suggest something new. You can find my personal .ini tweaks for this mod in files section. Note: If mod's backpacks are looking to big for you, get this patch==NEW==.
Oscuro's Oblivion Overhaul - Updated
My personal #2 between all gameplay overhauls. "It aims to make Oblivion a much more interesting, challenging, realistic, and dangerous place, and also offers great rewards for the daring adventurer, regardless of your level" - and this quote from mod description is 100% true about everything. It improves and rebalances many aspects of the game, adding a lot of new enemies, new factions, new dungeons, weapons and armors (many from them are unique looking with unique bonuses), new NPCs, quest and much more. What if even more great, it's compatible on fly with MOO - it will automatically detect OOO and solve all compatibility "questions" for you. Mod is in development even now, so you can receive support from author and mod users, as well as suggest something new. Note: Install both main files. Make sure to install this amazing update patch==NEW==which fixes some stuff and adds a LINK support (ingame mod configuration menu) and the staves texture upgrade==NEW==patch. Also, from the mod Files tab, make sure to get the "OOO - KotN" file, and take a lookg at the "OOO Misc Files" as it may contain some of patches for mods you have. There's also a neat wiki pagefor this mod where you can learn much more about its many features (disregard the "Tech Support" part and look on the "Mod Informaion" part). Lastly (but importantly) - OOO makes a serious change to Magicka regeneration speed formula, which can cause many mage-class enemies, like bandit mages, goblin shamans, certain vampires etc, to have so high Magicka regeneration that they will seemingly have "infinite magicka" and cast spells endlessly. This is happening due to OOO (it seems so), in attempt to make Magicka regeneration more dependant on Willpower, and so, to make Willpower more important in character development, changed certain values in formula, but this resulted Magicka regen to be too fast at many enemies. In OOO .esp plugin, find the "fMagickaReturnBase" and "fMagickaReturnMult" (without quotes) values. You should see them being set to 0.4 and 0.045. Set them to 0.75 and 0.02 respectively. These are vanilla values for this formula, and it works just fine like that. Optional solution is to set the values to 0.55 and 0.022 respectively - this will result in mostly same regeneration speed, but with Willpower having a bit more value in it, yet without the enemies spamming spells endlessly. That's it!
OOO Shivering Isles
A mod to add OOO functionality to Shivering Isles DLC. Grab it for sure if you're installing OOO itself.
OOO Creature Addon
Adding more beats and animals (neutral as well) to OOOm making it's creature variety even more bigger. It's a matter of taste - try OOO alone first, and if you'll see you lack creatures diversity - install this one on top.
OOO Equipment Addon
Pretty much self-explanatory :) Hundreds of new items, and also some balance tweaks to OOO itself. Take into account that OOO itself already adds hundreds of new items, so decide if you need it or not (especially if you are planning to use some other weapon/armor mods).
Francescos Creatures and Items - V5
Another high-quality mod that rebalances all enemies in the game, making it much more realistic, adds a lot of new and increase variety of existing ones, a lot of new items and bosses, new quests and edits to vanilla quests. It's pretty much similar to OOO (previous mod in the list), just a bit different and a a bit smaller - try them both in a test walkthrough and pick up any you like more.
Waalx Animals & Creatures
My personal #3 between all similar overhauls. This mod is hosted on TESAlliance, so to download it you need to register there. It's one of the biggest overhauls ever made for Oblivion, and it has amazing quality. WAC is focusing on adding new things to the game, and it does that great. You will meet hundreds of new creatures (both hostile and friendly), a lot of new NPC (both hostile and friendly as well), new camps, tons of new items, huge variety of existing creatures (why only imps all the time - how about succubus?) You will meet completely new mechanics like wandering druids who can help you, or riding mounts. Also, WAC has all Real Swords mod series included. Make sure to read the mod description page [AND] its .txt document inside the mod archive to have a better understanding of what each plugin does and whether or not you want to have them all active. Be sure to grab small bugfixes patchfor it. The only thing I'd recommend about it and other big overhauls is to use it alone or with MOO/OOO only, as it changes a lot in original game itself, so compatibility clashes may appear, and be very severe. MOO is not touching leveled lists so it will be fine, and there is an WAC/OOO compatibility patchhere. Also, you may use this simple but great fixthat removes custom races as way to add beards to any character you may create, and makes it through Blockhead functionality (in WAC it was done by adding separate custom races, and custom races are badly supported by most of racial mods).
Zensalin's Oblivion Overhaul ==NEW==A really well-made "vanilla+" overhaul if mods like OOO/MOO are too much for you. Read the mod page for a detailed description.
Martigen's Monster Mod 3.8
"No two creatures will ever be the same." That's all about this mod. It focuses mostly on diversity, not touching game so deeply as previous mods can do. All creatures and enemies will spawn with different look and size, different stats, different skills and even agression level. It also makes AI more realistic as well and making world more alive in overall. It also has pretty unique wounds system for more realistic and rewarding combat, and some crafting mechanics. It's compatible with OOO/FCOM in overall, but better to test it yourself if you're planning to use them together to see will you personally like the result or no. Sidenote: For weak PCs, MMM can sometimes cause severe FPS hits due to NPCs visual effects. Use this magic patchto fix it.
Tamriel Immersion Experience
The smallest from similar overhauls. Uses vanilla assets only, doesn't add new types of enemies. Mod mostly focuses on making game harder for low-level/bad equipped characters and favoring stealh gameplay, by making combat with monsters and bandits more dangerous. It also adds various realism/variety addtions like giving visual variety to monsters, adding high-level guards to shops to prevent robbery, assassin ambushes secret entrances and so on. Supports Shivering Isles as well.
BT More Enemies
Small mod that adds decent amount of new creatures.

Next 2 overhauls are pretty simple  and light-weight, the don't add nothing new or special. May be a good option for those who (for some reasons) don't want to bring big overhauls to their game and just make a minimal rebalance and add a bit of diversity.

Creature Diversity
Doesn't touch leveled lists, but greatly increases visual variety of existing monsters in the game.
Brashers Oblivion Overhaul
Rebalances leveled lists, making rare weapons really rare and enemies level scaling - less annoying and more de-leveled


Enhanced Economy + fix/optimization patch for it
A complete and best ever made overhaul for everything related to trading in Oblivion. In my opinion, that's simply how ingame economics should look like from the beginning. Dynamic traders gold amount, more interesting haggling, local prices based on the city and global events in the game affecting prices in overall, more rewarding Mercantile skill, merchant quests and complete repricing in overall. Moreover, absolutely everything is configurable in .ini files. You can find my personal .ini tweaks for this mod in guide files section. You may be also interested in these 2 lil patches for it hereand here==NEW==(the Vilja patch is not needed if you have MOO and using my ini files for it).
Alchemy Advanced + improvement patch
Completely reworked alchemy to be much more interesting and comfortable in usage. Ingredients quantity slider, ingredient filters, new types of alchemical instruments, ability to save/load alchemy recipes, duration slider for potions to re-balance potion power up to your taste, ability to use potions as ingredients and some other things. If you will be taking Alchemy as one of your main skills, or just love to play with potions, this mod is essential. Don't forget to grab the improvement patch for it as well.
Curse of Hircine - Resurrected
A mod that adds werewolves to Oblivion, simple as that. You can become a werewolf and gain unique powers, progressing in this form as your level increases. New models, new NPCs and even werewolf items. You can turn your companions into werewolves as well. Grrrr! Make sure to install the animated headsaddon ==NEW==too.
Druid Mod Remade
That's a pretty simple, but comprehensive and fully-working mod to become a druid. It adds more than 20 new lore-friendly powers and 2 paths of progression - path of Kynareth and path of Hircine. Shapeshifting and new conjurations skills are waiting for you! Mod also adds a quest and some custom items.
Personal note:Mod may (as well as not) cause rare CTDs when shapeshifting, I had that a few times when was stress-testing the mod. But in this current case that doesn't mean mod is unstable itself - it's just an Oblivion engine itself that doesn't like when your character is changing forms. This issue is pretty minor and mod itself is stable and doesn't cause save bloats or something similar, use it without fear.
Hunting and Wildlife Expansion
While it's still has "beta" in name, mod is stable and works just fine. It greatly diversifies wildlife in Oblivion and adds new alchemical ingredients, making this mod a good addition for hunter-based walkthrough.
Sneak Penalties
Mod that makes sneaking more realistic - mostly harder, but also more rewarding. Fully configurable through .ini file. Use this mod or the one below.
Greed Vision
Light-weight and just an amazing sneak detection overhaul that is fixing some vanilla notorious bugs and making sneaking process harder and more realistic, and also giving proper functions to NPC (which is absolutely unique feature) - vampire will have detect life, khajiit enemies will use night eye and so on. It's also a more lightweight, simple yet effective alternative to older sneak AI overhauls. Try it! Note: Currently, mod has only one noticeable bug when it gives your character random skillups in magic shools out of nowhere. This is pretty easy to fix though - load the mod plugin in TES4Edit, find the SPELL section, and change every spell which has and actually [Spell] type, to [Lesser Power] type (double click on the record, choose Lesser Power in a dropdown list). You can look on a simple instructions on the demonstrative image here. After you did so, close TES4Edit and approve changes. Done!
Complete Enchantment Overhaul ==NEW==A complete overhaul of almost all the enchantments in Oblivion and all DLCs. Note: If you'll be using Balanced Magic, read the author's instructions on the mod page.
Mercers Ingredient Effect Overhaul ==NEW==This mod rebalances the ingredient effects of ingredients from Oblivion, Shivering Isles and COBL (if you're using it functionality). Bundled with the mod are patches for many popular overhauls like MOO/OOO. Lore-friendly, a must-have for an alchemist character and just well-made mod in general.


Now here come a complete vampire overhauls, but remember that you can install only ONE of them!

Vampire Revolution
A complex vampire overhaul. It adds a lot of new vampire powers (and greater powers as well) to let you became a really horrendous monster. It also adds more realistic vampire weaknesses. Main mechanics of this mod is blood points. Each time you feed you gain blood points. In return, any vampire skill/power and being affected by that pesky sun rays cost you some amount of blood points. Mod also adds unpredictable encounters sending vampire hunters to ambush you.
Nekhanimals Awesome Vampire Mod
While having pretty narcissistic name, this mod (pretty new as for Oblivion timeline, which is also good) is really awesome and actually much more than that. It's my personal favourite between all vampire mods for Oblivion. It can be compared with "Sacrosanct - Vampires of Skyrim" mod. It's one of the most functional vampire mods for Oblivion and Skyrim (both) I ever seen. It drastically overhauls vampire life, making being a vampire much more challenging and unpleasant, but at the same time - making it much more rewarding, giving you a complete feeling of becoming more and more stronger the more you feed and exist. Two joinable vampire clans, new quests, absolutely greatly designed vampire rank/age progression system with each new rank giving you more and more powers, new powers and much more minor additions.
Unholy Darkness
The the biggest vampire overhaul for Oblivion ever made, absolutely qualitative (with quests, fully working animations and professional voice acting!) and deeply touching each aspect of vampire life, giving you a complete new game inside the game. To fully describe its features I'd probably also need to make a separate page, but mod brief description can be read at mod page as well. Also, it has blood points/powers system prety similar to Vampire Revolution. I'm not using it personally just because I prefer complete, but a bit more light-weight "plug and play" overhaul. This mod a real masterpiece for Oblivion vampire existence.


Race and Birthsign is the first two major choices in the game for building your character class, and be with you during whole game. Some best mods for this :)
Note: I'm not including directly any custom race mods here for 2 reasons: 1) custom race choice is 100% matter of taste 2) custom races are very often incompatible with many other mods, may cause quest bugs, and so on. That's why here I've included only mods that affects vanilla races. Also, some big game overhauls like OOO also rebalances races and birthsigns in many cases, so first of all, visit these mod description pages/websites/open mods in TES4Edit to see the changes - maybe you'll like them well enough already. Installing other mods that change races/birhsigns, be sure to load them after mods like OOO to have them working properly. And ofc, you can have only one mod for races and/or birthsigns from this list, do not install multiple mods and don't merge them.

Tejon's Racial Adjustment Package + Birthsigns Expanded
Race/Birthsign overhauls from the same author, working greatly together and my personal favourite mods for this purpose (though, if using both together, imo, some abilities in the birthsign mod can be pretty OP, so read the document describing them and see if that's ok to you - you can either tone them down using TES4Edit, or just use other birthsign mod together with Tejon's racial mod, using both is not technically mandatory). Amazing and roleplay-wise improvements. All new powers and abilities will be useful to you at ALL game stages, even when your character will be lvl 100. The key to that is Tejon's racial bonuses, for example, or bonuses from racial powers, are not static, but depend on so called "H" value. "H" is your highest attribute. For example, Altmers have passive bonus to magicka that equals 2H. If you have, let's say, 40 Int, it will be 2*40=80 bonus magicka. At 100, it will be 2*100=200, etc. Moreover, "H" can be ANY of your attibutes, that literally means it also open a huge options for hybrid builds. Wanna go into tanky warrior, but still have a lot of mana to end as battlemage? No problems, raise your Endurance, and still have big Magicka bonus as warrior. And so on...
Light-weight. Easy to install. What else needed? ;) Just be sure to install Fundament(just a core, don't tweak anything in it) as a base required for this mods to work.
Race Balancing Project
Should be installed with Oblivion Mod Manager. Read the installation instruction very carefully as it's also complex in its installation.
Absolute great, deep and biggest race/birthsign overhaul. It's very good balanced, but once again, it's really deep and has it's own "spirit" (for example, it makes birthsigns much stronger, but also gives negative effects to each, etc). It also adds few custom race to play, which are normally integrated into the game.
Moonshineguys Birthsigns and Races Revisited
Pretty original race/birthsign rebalancing mod, which also introduces some cool new abilities - and mostly really well-balanced. This race/birthsign overhaul is my second favourite one after Tejon mods. I also highly recommend to get this mod optional Doomstones rebalance file as well.
Dahyka's Vanilla Racials and Birthsigns Improved
Mostly a moderate rebalance, but also adds several new abilities to races/birthsigns. You may want to try this is you want minimal changes and mostly rebalance. For that purpose, pick either this or next mods.
Races and Birthsigns Rebalance
This mod is the most close to vanilla, making just some balancing changes. Take a look on it if you don't want to add anything new.
Birthsigns Revamped
Birthsigns mod, adding mostly balancing tweaks and few new special abilities.
Blademans Better Birthsigns
Very good birthsigns-only rebalancing mod. Lore-friendly, mostly greatly balanced and logical. Couple of changes are a bit too strong imo, but that's a matter of taste - and you can always adjust the values up to your vision of balance :)
Blademans New Birthsigns
Project from the author of previous mod that adds 24!! new birthsigns to the game. Just an amazing addition for those who want to add something new to their game and try new characters builds. Though, some abilities are pretty much to close to OP as well. On the other hand, you can always simply modify them in TES4Edit to make mod a bit more balanced (if you personally will find them OP, ofc).
Oblivion Races Unlocked
The only mod that adds new playable race atm that I can recommend to use, as it's 100% stable. It adds ability to play as Dark Seducer, Dremora and Golden Saint. Fully working playable races - with own skills settings and racial powers. And Valen Dreth even has a new special greeting for them!


First of all, pick one from these 3 magic overhauls. They all also adds new spells - Av Latta Magicka and Less Annoying Magic Experience add more new spells and changes magic system heavily, Balanced Magic adds just a bit and it's much smaller magic overhaul in overall. All 3 are great, so choice is a matter of taste - they differs in size, some gameplay aspects, amount of spells added, etc. Just read through the all 3 mods descrption pages and pick one you like the most. Also, why no Midas Magic in this list, you may ask? Answer is a bit later.

Av Latta Magicka - Oblivion Magic Overhaul ==NEW==Av Latta Magicka brings Oblivion's magic to a brand new level - a level, honestly, absolutely unexpectable for this game engine. This mod is crazily well-designed on the peak of OBSE scripting capabilities, and has a quality and creativity scale comparable with mods like Ordinator and Arcanum (you know what those are if you've played modded Skyrim) combined - just for Oblivion - it's a grand expansion of Oblivion magic system which adds many new spell effects and changes the mechanics on existing ones, adds meaningful perks for all magic skills, compatible with popular overhauls like MOO, and with most of features configurable via LINK (ingame mod configuration menu). Try it for sure! Note: make double sure to read the detailed compatibility articleabout potential conflicts with certain mods and how to solve them, as you may have them too. Lastly, if you're experiencing random crashes when casting healing spells, set the "almQ.bDisableREHEShader" (without quotes) in the .ini file to 1, and if you're experiencing crashes when attack the enemies who are casting elemental shields on themselves, set the "almQ.bElementalShieldsRebalance" value in advanced .ini file to 0 (don't forget to delete the ";" sign in the beginning of that line).
Less Annoying Magic Experience
This mod was my personal favourite from magic overhauls for years, till "Av Latta Magicka" was released - and I can still recommend to look on it if you think Av Latta is somewhat too much for you. It rebalances magic system completely without touching anything not crucially needed, adds decent (but not too big to get lost) amount of spells, very useful improved spell sorting system, increases duration of buffs, adds a lot of unique and what if more important, useful features. For example, now, when players is finishing tutorial and exists the sewers, hero doesn't start with senseless Novice spells (when mage skills he chosen as main area already Apprentice level ), but with Apprentice spells, and moreover, player can choose what starting spells to have from various categories.
Balanced Magic
This magic overhaul is much smaller and simpler compared to previous two. So if you don't like to add lots of new stuff to the game, or don't like the first two mods for some reasons, this one may be a good option for you. Also make sure to install and improvement patch==NEW==for it.

Actually, after any of these mods installed, you will be just fine with magic and also have a new spells. Though, now after you've chosen one from these 3, a few more mods to take a look at.

Chargeable Spells
Old-but-good mod, stable and working just fine. Does exactly how it's named - it allows you to cast spells with much more powerful magnitude by holding the casting key. That's pretty fun and makes spellcasting more tactical in some cases. Though, it's not compatible with magic overhauls listed before, and with mods that add new spells.
FractionalMagicDamage ==NEW==Prevents resistances & spell effectiveness from rounding magnitudes down to the nearest integer. Installation: either place the .dll file and place it inside \OBSE\plugins folder, or create folder named "OBSE", then folder "plugins" inside it, place the .dll file inside "plugins" folder, then archive the "OBSE" folder (name the archive so you will know what mod it is), add it to WB installers folder, and then install as any other mod.
Dahyka's Vanilla Spells and Vampirism Improved
Pretty fresh and very light-weight balancing mod for spells (covering vampire spells as well, so check how it works with vampire overhauls if you have them). May be an option for those, who for some (strange) reasons haven't installed any of magic overhauls listed before.
Magic Effects OBSE Tweaks
That's simply generally useful mod for any player who wants to play as mage. It allows to add previously inaccessible spell effect types when making own spells. May be a very useful mod for you, no matter are you using magic overhauls or not.
Spell Effectiveness Scales to 100
Simple as that. In original game, spell effectiveness in both heavy/light armor could be maximum 95%. The thing is Oblivion "rounds off" this value down, so actual max. effectiveness was 90%. That was pretty ebmarassing. This tiny mod fixes the issue, making you being able to have 100% of magic effectivenes when you'll reach decent level of armor skill. To have its change on top on possible conflicting mods, just place it the very last in your order as possible, and after Bashed Patch as well.
Paladin Mod - The Hand of Arkay
Simply a great and one-of-a-kind mod for Oblivion that allows you to make a real paladin roleplay and gameplay, adding both functional and roleplay-wise paladin spells, new system of Divines karma, that's increasing when you're making good deeds - later this karma can give you powerful bonuses or even divine intervention sometimes when you'll be in danger. Personal note: Decent amount of users reported crashed when "reediming" the vampire souls (new roleplay feature), but this even doesn't make any save bloats, and mod doesn't make game less stable in any sense, besides this particular possible bug, that may happen or may not happen at all (I wasn't able to replicate it). So, mod itself is absolutely safe.

Combat is very important aspect of the game. In vanilla game, combat was very boring and dumb, first of all because of "damage sponginess". List of mods below is fixing this. Mods listed below will offer you absolutely complete overhaul of all needed combat moments while being stable and keeping everything balanced.

Vanilla Combat Enhanced
Simple enough yet effective combat mod. While it's mostly (but not only) rebalancing vanilla combat-related values, it does that so variative and smart that with it installed you'll see that combat is now just fine - dangerous, more challenging and agressive. Mod reworks damage multipliers, some NPCs attributes, improves AI and greatly rebalances/improve many combat perks. Result is just great. What if even better, all it's features can be configured via .ini file, and so easily made compatible with other similar mods or overhauls. You can find my personal .ini tweaks for this mod in files section.
Tactical Combat
Much more light-weight combat mod, similar to Vanilla Combat Enhanced, but touching less things. And option for those who want to have things maximum lightly.
Dynamic Oblivion Combat ==NEW==This mod improves the game's melee combat system while maintaining the overall balance and feel of Oblivion combat. It gives combat more dynamism, variety, and depth by adding features to both the player and the opponent's combat mechanics. At the one hand - it's an amazing mod with lots of new features to make combat much more dynamic, fast-paced and challenging, at the other hand - there are some pretty arguable features/balance changes, so see if the mod is for you. You can also use it with Vanilla Combat Enhanced, but some compatibility work will be required - read the author's instructions on the mod page (but it's still recommended to use one or another).
Combat Additions ==NEW==A combat mod largely inspired by Skyrim combat mods and other action games. Functions as a complete combat overhaul, but the majority of features can also be used separately (highly configurable). Frequently updated with new features - dodging, attack combos, poise system, parry, cleaving attacks and counters, improved enemy AI (including the fact enemies also can dodge, parry and counter your attacks), weapon clashes and more! Another great feature is that it can, sort of, work as a perk addon for combat abilities - for example, you can set a certain Block skill requirement for a player to perform parry - which will essentially turn it into an additional perk, being rewarding and balanced - and so on. The only real drawback of this mod is, if all/most of its features are enabled, it's becoming pretty script-heavy, which can cause stutters in combat from time to time if you're using some other scripted mods. One of possible compromises in the case if you want to keep the mod but have noticeable stutters with it (especially with Enemy AI and Poise features which are most script-heavy) is to disable these 2 features and some others, keeping only the dodge feature, attack cleaving and couple other minor features enabled. You can use my personal configuration for that located together with many other .ini file presets you can download from Files button at the guide page header.
Oblivion Subtle Sprint ==NEW==A simple (and configurable) sprint function, without modifying the actual player Speed attribute. A great alternative to sprint from Maskar's "Basic Physical Activities" mod (if you will be using both, disable sprint in BPA .ini file).
Duke Patricks - Combat Archery
A complete archery overhaul, deep and comprehensive. Compatible with Vanilla Combat Enhanced and MOO. For other big game overhauls - you need to investigate this yoursef. The simplest method is to load plugins you want to compare in TES4Edit and it will simply show you the conflicts. You can then edit conflicting values or remove conflicting section from one of the mods. This videocan help you. Read the mod page carefully to decide do you need it or no. Also, a compatibility addonfor it can be downloaded here for even more seamless integration. You can also check his profileon Nexus to download his works as separate smaller mods, but take into account that you won't receive any support regarding them.
Archery Rebalance + Archery Balance
Two very small and similar archery mods. Great choice to simply boost weak vanilla archery if you don't want to use Duke Patrick's overhaul. They mostly change same things, but couple different values as well. You can install both of them for maximum archery boost, or install both and tweak values yourself in TES4Edit. If you don't want to bother about that and only have one mod, get the first one.
MOBS - Medieval Oblivion Equipment Balance System
This mod aims directly on weapons, rebelancing their damage. Not needed if you have bigger mods like MOO/OOO+Vanilla Combat Enhanced, but can have a good impact on combat if you don't have them. Also, for even better usage with MOO, get this patch. Also, a bit more patching available here.
Basic Physical Activities
Simple, light-weight and fully configurable mod from MOO author that improves players abilities to jump/swim/run and adds ability to sprint, like in Skyrim.
Unidirectional Attack
Great mod that is very similar to "Mortal Enemies" for Skyrim. It removes auto-aim from NPCs, making proper combat movement, jumps, dodges and speed in overall affecting the battle. It has one minor flaw though. In 1vs1 duels, this mod functionality can lead to exploit when you can just dodge the attacks with proper timing, make 1-2 hits and repeat until enemy is down, making you invincible. But if that doesn't bother you too much or you will just not use this exploit, grab this mod for sure - it's essential for battles, especially for warrior classes. Note: If using the Combat Additions mod above, this one is not needed as a similar (a better) feature is implemented there.
One-Touch Dodge
Fully-working dodge roll in all 4 directions. Working with double-tap as well. This mod will make a great sinergy with previous mod. Note: Not needed if using "Combat Additions" mod as it has own (and better) dodge feature.
No Backwards Running - Simplified and Improved ==NEW==The problem: After getting familiar with the game mechanics, you can dodge most attacks by running backwards slightly just as the enemy’s hit is about to land. Solution: Simply introduce the backpedaling speed reduction which will make this (and only this) movement direction logically slower then running forwards and hero stop being the Baki protagonist for no reason. At the same time, this mod is the most simple and clearn (script-wise) implementation of this feature. Grab it for sure if you want to furtherly balance your combat in a simple way without artificial limitations at the same time.
Random Road Encounters ==NEW==A simple encounter mod that adds more varied enemy spawns to the roads of Cyrodiil. Note: If you have MOO, it's not needed as MOO has own, highly configurable encounters/ambushes system.
Dungeon Surprise Attacks - Extra Spawns ==NEW==Adds randomised themed spawns to dungeons. Note: If you have MOO, it's not needed as MOO has own, highly configurable encounters/ambushes system.
Wilderness Monstrosities ==NEW==Adds a small chance for a huge, boss-like monster to appear in wilderness areas.
Shivering Isles Raiders ==NEW==Raiders from the Shivering Isles are raiding on the shores of Niben Bay.
Necromancer Battlemages ==NEW==Adds Necromancer Battlemages as enemies to the Necromancer leveled lists, so that you will encounter them randomly just like other necromancers. Note: Included in ZOO (Zensalin's Oblivion Overhaul) from "big overhauls" section.
Maskar's Unarmored Skill ==NEW==This mod adds the Unarmored Skill. It's used to avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. New perks are loosely based on the abilities of the Monk class in D&D and are only active when being unarmored. Both light and heavy armor gloves are considered weapons, rather than armor, when no other weapon is equipped. The brothers Hridi, Hjar and Holger, found in the Temple of the Ancestor Moths, offer Unarmored training. Fully congigurable via LINK.



While most of the quest mods usually have own worldscapes and are compatible with each other - still, read mod pages carefully to know about possible compatibilities/incompatibilities. Also, don't install them all at once, even if you will like them all. From my own and my other players expirience, if you'll install like 15 big quest mods, you will never finish them all in one playthrough anyway. So my advice is to pick 3-5 you like the most and play with them.

Knights of the Nine Revelation
A masterpiece mod that literally can be without any exaggeration compated to official DLC. Actually, playing this mod you won't even feel you're playing a mod. It's huge in size of storyline, adds more the hundred of new items, a big list of another features. Moreover, it's fully voiced with a high quality. If you loved the KoTN DLC, play it for sure. Play it for sure no matter what, actually :)
The Lost Spires
Note: If the main download link won't work, try this oneinstead. A spiritual predecessor of "Legacy of the Dragonborn" mod for Skyrim, this mod is one of the best quest mods ever made for Oblivion and one of my personal favourites as well. It introduces a fully-voiced (and voiced just greatly) long and thrilling storyline related with explorations, excavations and relic hunting. Explore new dungeons and worlds, face unexpected dangers, tough bosses and lead the guild to glory! Also install these neat patches/fixes for it from here, hereand here==NEW==, as well as (optionally) thisaddon ==NEW==.
Reclaiming Sancre Tor
Very big in size, challenging and excellent in quality, this mod makes direct continuation of main questline, allowing you to progress through Blades-related storyline as a completely working factions, resulting in dozens of hours of exciting walkthrough.
Hoarfrost Castle
A huge player castle and great quest mod at the same time, with questline unlocking more and more features in the castle. Btw, made by the same person who made amazing detective "Clockwork" mod for Skyrim.
Thievery in the Imperial City
This mod is very light-weight in size and simple in its design, but absolutely must have for anyone, in my opinion. It adds new fence at Market District who buy stolen items and have plenty of quests for you which he gives as a "hints" to very rare and expensive unique artifacts that you can try to steal from different houses/shops etc. It fits Thieves Guild spirit greatly and integrates itself seamlessly into the game. Personal note:One bug is happening really rare (so most likely you'll never encounter it at all), that crashes your game when you're first entering his shop and trying to sell him some stolen items. Game may crash only if you'll try to sell him stolen items added by other mods. To make sure that will never happen, just sell him some random vanilla item. Moreover, it's a not a best idea to sell him stolen goods as sadly items fenced to him are not counting in Independent Thievery quest.
Dragon Captions - The Elder Council
Very original mod that focuses on Elder Scrolls Lore and introduces Elder Council storyline. Also has qualitative voice acting.
A Brotherhood Renewed
A DB storyline quest mod of very good quality. It adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener.
Whispered Warning Fixed ==NEW==Allows you to warn the victims during "The Purification" quest in DB storyline so they can fake their death and then disappear. Allows to play a bit of a "good guy" during DB walkthrough.
Tales of Cyrodiil ==NEW==Absolutely brilliant and recommended mod. Adds 14 quests with multiple paths to be found across Cyrodiil. Dialogue is choice-based with skill checks, quest NPCs and items are not essential, quests have a time limit. These quests are inspired by the Elder Scrolls 2 : Daggerfall. Note: Mod [IS] compatible with the latest version of Oblivion Uncut (Tales of Cyrodiil mod page information about this is outdated and you can ignore the ingame warning popup too).
Secret of the Glyphs ==NEW==A short yet well-written quest to gain the power of secret Glyph Passages throughout the Imperial City.
Voyage - Deserts Of Oblivion ==NEW==A new world exploration, dungeon delving mod with survival aspects and multi-phased boss battles. In this mod the player finds themselves lost in a far away desert realm somewhere in Oblivion and has to explore its vast sandy wastelands looking for a way out.
Wintermist ==NEW==Solve a murder mystery. Take up an ancient legacy. New castle home, storyline, epic rewards, puzzles, companions and much more. A great qeust mod with a blilliant writing and secrets uncovering part.
The Secrets Of Angalayond Cey ==NEW==Uncover ancient Ayleid secrets locked away in perilous dungeons in a race against Tamriels finest mercenary companies. However, fortune and glory will not be the only thing the mercenaries bargained for as the intentions of certain factions drift toward darker purposes...
The Living And The Dead ==NEW==One of the most well-written and funny quest mods I've played for TES games! There is a certain Seven Roads Tavern near a lively crossroad in the east of Cyrodiil. Every visitor there is greeted by some fresh rumors and unusual and fun company, as well as by long and really exciting adventures. 'They say some thieves stole a very expensive unique ring from a mage called Ortharzel,' the Tavern's owner tells you. There's only one possible con - voice acting is Russian (but there are proper English subtitles though) - but if that's not a dealbreaker for you, grab it for sure! Also pay attention to the installtion process - first download and install all needed mod assets via the links on the mod description page, and only then install the plugin and the update file from the Files tab. Mod can also have some small clippings with UL mods (depending on which and how many of UL plugins you have).
Save Jake ==NEW==If you have completed the Dark Brotherhood contract at Applewatch without Jake the dog witnessing it and attacking you, you will notice that he is just left there by his lonesome self in the cold Jerall Mountains without a grudge against you or anyone to take care of him. Poor little guy. Now you can adopt Jake and take him with you.
Maids I - Euphoria
Despite its name, it's not an adult mod, but actually a very good storyline. This said, it's also may be classified as pretty original, so it's a mod that is "a matter of taste" first of all, but, once again, a pretty good quality.
The Ayleid Steps
Pretty original and very qualitative mod focused on learning Ayleid culture and exploration, finding a new ways to travel all around Cyrodiil. Absolutely great level design on cells, thrilling storyline and a completely new angle from which you'll look on Cyrodiil exploration.
Nascosto Isles 3
Big in size and beautiful new land, full with places of adventure. New dungeons, pirates factions and a new questline are waiting for you.
Kragenirs Death Quest
Detective, dark and humoristic storyline at the same time with llong main storyline and many new optional quests added. Now without bugs, but nothing walkthrough-breaking. A really good and original quest mod. Also if using Reclaiming Sancre Tor - don't forget the patch.
Bounty Quests Fixed and Polished
Simple, light-weight quest that adds bounty hunting quests. Can be useful if you don't run OOO/MOO (which have similar quests and this mod is not needed with them). If you'll be using it and like it, be sure to also endorse the original mod.
Indornia
Very...special mod. Yes, it definitely doesn't looks lore-friendly, but it's definitely original. Besides that, it's simply a beautiful huge new land to explore and enjoy the views, even if you won't be hooked by storyline.
Rescue Menien From the Kvatch Oblivion Gate
Not acutally very "quest" mod, as it's very short, but still :) Just a must-have fix for little detail or original playthrough through Oblivion realms. Rememeber this poor soldier in a cage? And how you, brave Hero of Kvatch, savior of Cyrodiil, bravely...left him to die. Because game simply wasn't giving you a choice. Now you has this choice.
Repetition - Imperial Requisition Quests
If you like repetitive radiant quests - this mod can be a good little addition for you. Compatibility with game overhauls like OOO is not 100% confirmed (but that's not important as you won't need this mod if you have something big like OOO).


Two sections here. First is for mod affecting vanilla dungeons or dungeons in overall, second is for mods that add new dungeons.

Mods that affect vanilla dungeons:

Faster Dungeon Doors
Exactly. You need it.

Now, choose ONE of the next 2 mods:
Better Dungeons
The biggest dungeon overhaul ever. It improves design of most of the Oblivion dungeons, adding logically needed objects - for example, vampire caves may have Molag Bal statues, bandit caves may have a lot of crates with stolen goods, bedrolls etc. It also adds whole new levels to dungeons sometimes, new puzzles and secret entrances/exits. Mod also makes dungeons darker and so, much more realistic. It's also compatible with most of big game overhauls that adds new enemies, such as OOO/FCOM/MMM etc, just rebuild your Bashed Patch.
SnusDungeons
Another great dungeon overhaul. It's focused mostly on dungeons redesign as well, and, in my opinion, it does that just fantastically. I personally would play with it myself, but sadly it gives me much more FPS hit in many dungeons, that's why I'm playing with previous mod :) Though, as you can guess, it's very graphics mod list/PC dependent, so you may not have any issues if your rig is powerful.

Now, you can install this one on top of them (fully compatible), if you want:
Hackdirt- Abyss of the Deep Ones
A great addition to the cave and quest related to it.
Treasure Chest
Adds new treasure chest with fantastic reward, but not less fantastic strong enemy guarding it, in many dungeons. Compatible with most of overhauls that adds new enemies like OOO/FCOM/TIE, and compatible with Better Dungeons as well. Also be sure to install this modto use with it.
Oblivifall - Something is Definitely Not Right (use this updated version, but be sure to also endorse the original version
Immersive mod that adds informative messages about how your character is feeling about being in this or that cave.

Mods that add new dungeons:

Shadowfang Keep and Sundered Keep
Two mods from the same author. Amazing quality, great degisn, many new items and even a questline on top on that.
Skyrim Nord Tombs, Shivering Isles Root System, Dungeons of Blackwood
Mods from David Brasher (which gameplay overhaul is listed earlier). Series of dungeon mods with themed design and unique types of enemies. I played through these 3 only, but I can presume all his other dungeons mods are stable as well.
Dungeons of Tamriel
Adds sewers system between Anvil, Chorrol and Bruma, and a new island. Very immersive mod, may be especially cool for thieves. Tho ofc, check it's entrances/exits for compatibility with major overhauls/landscape changes mods you're using.
Depths of The Underdark
Similar but much bigger mod adding huge amount of dungeons and sewers under the cities and villages with many secret entrances.
Master Quest Dungeon
Ambient dungeon mod with pretty strong bosses.
Spire of Eternity ==NEW==A 20 floor dungeon with lots of loot and creatures to kill (including 3 bosses). Can give from 3 to 7 hours of gameplay, depending on your difficulty mods/settings and how much you explore everything usually.
Torynde ==NEW==An Ayleid dungeon with a few nice puzzles and a vampiric twist, located right next to Vilverin.
The Ancient Dwemer Ruins
One of my favourites here and very atmospheric dwemer ruins mod for Oblivion. As minior flaw, you can see several missing texture cases, but besides that, it's just great and absolutely stable.
Colovian Barrow Mounds
Adds colovian-themed dungeons.
Analen Daelkhun + Foyada - The Faces of Arador
Two mods from the same author introducing several new crawling dungeons with pretty unique look and achievement system.


Fighters Guild Quests+ Mages Guild Quests
Simply a must-have mods for any walkthrough, in my opinion. Mods are expanding both guilds with literally dozens of new quests - not only radiant, but bigger and pretty interesting as well. Note: during the "Fighters Guild Quests" walkthrough, there will be a quest involving a witch. When you'll get this one, make a separate backup save. There's a possible crash happening at a certain stage of this quest (when you get teleported). If that will be a case for you, use this console command: "setstage AAFGCY01Quest 20" (without quotes). If it won't help, then this one: "setstage AAFGCY01Quest 25", and press Enter, then close the console. That's it!
Guild Advancement
This mod requires both previous mods. Have you ever asking yourself how can character with 20 Destruction skill become an archmage, character with 15 Block skill - fighters guild master, or how can just a one random murder instantly make you worthy of Dark Brotherhood attention? If answer is "yes" - install this mod for sure. It introduces a real ranks progression system, where you need to meet skill requirements and do more quests to advance in ranks, making guilds progression much more rewarding. Note: For the Dark Brotherhood, by default the questline will not start until you have committed 5 murders. If you want to change this required amount, open the console and paste the next text to it: "set AAD1MurderReq to x" (without quotes), where "x" is the amount you see fitting, and press Enter, then close the console.
Immersive Porters ==NEW==Just a simple yet a effective mod which gives porters from different offices of Fighters Guild a fitting appearance depending on the city.
Pinarus Inventius - Actual Hunter ==NEW==From the mod page: "A hunter in heavy armour? A marksman trainer without a bow? This fixes that s**t.". Nuff said, I guess :D
More Magical Mages Guild Halls ==NEW==Makes the Mages Guild halls more unique and magical. Note: if using "Mages Guilds Quests" mod, make sure to download a patch made by user "rafaelalcid" from the comments sections, and place its plugin after both mods in your load order.
Order of the Lamp - Redux ==NEW==Adds Knights of the Lamp to the Mages Guild and Arcane University facilities around Cyrodiil.
Faction Relations ==NEW==Modifies faction relations, making the different factions and groups (of creatures) more dynamic. You should now see different factions and creatures fighting against each other in the wild and in dungeons. No longer will they sit around waiting to gank The Champion of Cyrodil. Note: Due to the nature of changes, this mod may conflict with massive gameplay overhauls like OOO.
Knights of the White Stallion Redone ==NEW==Changes the White Stallion Lodge, to be more deserving for a group of knights. You can find a new dungeon, notice more NPCs added to the lodge, and go through a small expanded questline that matches with the lore. Make sure to install a fix.
Under the sign of the dragon - Fort Akatosh Redux
Ever wanted to fully play through Imperial Legion questline? Dreams come true. Big mod that is adding huge legion fort - with HQ, port, barracks, dozens of NPCs and traders. There are THREE joinable factions in this mod (legion + 2 more factions), ranks progression system and own questline for each of 3 factions. It's also almost fully voiced.
Gold Horse Courier - Delivery Job
This mod allows you to join Gold Horse Courier factions and make dozens of delievery quests. Main questline is also fully-voiced.
Oblivion Adventurers Guild
Pretty much self-explanatory :) Join the adventurers guild to make about 40 small quests in different parts of Cyrodiil.
StarX Vanilla Vampires Revised + update patch for it (you must install it to fix some original mod issues)
Great vampire-themed mod that allows you to join either or vampire clan, or vampire hunters guild to progress in their questlines.
Personal note: This mod also makes all vampires in the game MUCH stronger and give them special abilities. Vampire now will be a death sentence to unprepared adventurers. Keep that in mind.
Servant of the Dawn
A unique mod that allows you to play on the Mystic Dawn side, going through a fully functional storyline! Mod has several not game-breaking bugs, but in does not cause your game to be unstable in any sense.
Imperial Bank of Cyrodiil
A fully-functional bank mod with several quests and a lot of custom "
The Blackwood Company
This quest mod allows you to play as a member of Blackwood Company - opponents of the Fighters Guild. Questline is really deep and has multimple choices for many quests, and so, multiple endings. It's also partially voiced (which is is not often happening with older Oblivion mods at all). Only one minor bug was noticed (and it happens not to everyone), which sometimes cause crashes when you're trying to get the quest item from NPC. If you'll encounter this bug, simply add this quest item via console. Type: player.additem xx01DD87 1(where xx is number of this mod in your load order, you can easily see that in mod manager, LOOT, etc).
Woodland Rangers Revised + be sure to endorse original mod
Mod allows you to join faction of woodland rangers who protect the nature, and progress through the short questline.
Better Dark Brotherhood Sanctuary
Great mod that is focusing on making DB sanctuary less dull and more glorious, ambient and useful. It improves interior design, some NPCs AI, adds new items and functional objects. Note: if you're using MOO and have it's default dungeon lighting option enabled, the interior with the mod installed may be too dark. You can fix that easily: load the plugin in xEdit, find the CELL section and change the "XCMT - Music" record from "Dungeon" to "Public" for all sanctuary cells. Problem solved! You may also improve the lookof abandoned house itself on top of this mod.
Faction Followers
Pretty useful mod for those who like to travel with followers. It adds generic followers in guilds so you can take them with you. They do respawn.

If you want to install some big weapon/armor pack that adds items to leveled lists, be sure to rebuild your bashed patch. Also, it's recommended to not install more than 1 big weapon pack as leveled lists have some limitations, and you can reach them fast if using too many weapons mods and big game overhauls like OOO, making adding new weapon packs senseless (as you'll be able to add them only via console which is not very comfortable).

Weapon Improvement Project
No matter which weapons you'll be using, this mod is essential - it makes complete retexuring and gives better meshes to all vanilla weapons, while also adding some new ones. Grab it for sure.
Armamentarium Complete 1-35
Probably the most huge collection of armors and weapons for Oblivion. More than 1000!! items. Greatly diversified vanilla items, completely new ones - katanas, staffs etc. Personal note:If you will install this one, do [NOT] install any other armor and weapon mods - that will be just too much.
Weapons Of Morrowind
My personal favourite in weapon mods category. Not too big, not too smal, but what is more important - simply astonoshing quality of weapons from talented InsanitySorrow (yes, you probably seen his Lore Weapons Expansion for Skyrim which is pretty much the same).
Immersive Weapons
Several hundreds of new and mostly lore-friednly weapons - new swords, hammers, bows, completely new weapon like spears etc. You can also (recommended, but not required) install a balance patch==NEW==(OOO is recommended, but not directly required) for it.
Weapon Expansion Pack for Oblivion Nthusiasts
Huge (more than 600 weapons) pack, great in its diversity.
Adonnays Elven Weaponry
Beautiful elven weaponry, many of weapons have custom strong enchantments.
Artifacts Redone ==NEW==Replaces numerous artifacts and unique items with their own special models, similar to Unique Uniques mod for Skyrim. Note: It has a really immense coverage, so may conflict with some other weapon/armor/clothing texture replacer you have already, so take a look on Conflicts tab in Wrye Bash to decide the overwriting priority.
Better Legendary Items ==NEW==Mods strengthens most of daedric artifats and some other unique items. If you felt those being too weak, it's possibly a mod for you - possibly, because many of improvements are somewhat OP, imo.
Unique Artifacts for Unique People ==NEW==Adds unique weapons to the notable NPCs in Oblivion and optionally the DLC - similar to the Royal Armoury mod for Skyrim.
Myths and Legends Weapons 2
14 new unique weapons you can find in the game following the stories in the books. Some players may find them unimmesrive and pretty OP (at low/mid levels), but as that's pretty much matter of taste, weapons are looking great, anyway. If you like badass weapons, try this mod.
Crossbows of Cyrodiil
Absolutely unique mod that is adding fully-functional crossbows to Oblivion.
Rapier Set
Simple as that. Fancy and stylish.
SomewhatRealiticSwords
Beautiful and shiny.
Oblivion Staff Replacer
Adds great diversity to staffs visual appearance in game, without adding new staffs.
Ronnie Magnum profile
Ronnie makes simply amazing and very high-quality weapons. Just take a look yourself.
ElderScrollsFan001 profile
Huge amount of simple new armors and weapons as separate mods. You may definitely find something you like in his works.
Billyro profile
Take a look at his Oblivion section. He made some badass looking weapons as well!
Insanitys Ebony Sword Replacer ==NEW==Realistic replacer for ebony greatsword.
Insanitys Umbra Sword Replacer ==NEW==Realistic replacer for Ubmra sword from the same author.
Claymore Scabbards ==NEW==Adds back scabbards for all claymore swords. Note: If using Weapon Improvement Project mod, delete the [iron] claymore mesh file from this mod files befor installing it and [ebony] claymore mesh file from this mod files if using the Insanitys Ebony Sword Replacer above.
Elegant Daedric Claymore Replacer ==NEW==Model and texture replacer for daedric claymore.
Shields of Light ==NEW==This mod adds a number of shields to the game with special capabilities. Among other things, most of them have the ability to shine light when needed, hence the name of the mod.
Dark Adventuress Bow Set
Stylish elven/assassin archer set in black colors.
Lost Paladins of the Divines
Several sets of legendary and glorious-lookin paladin sets of armor and weapon, and even a paladin horse armor!
Andragorns weapons and armors
Great looking sets of weapons and (mostly focusing on chain-looking) armors.
Knightly Armory
Badass-looking, for heavy armor lovers!
Drake Knight Armor and Weapons
Epic-looking, white-colored heavy armor set and custom weapon.
Daedric Lord Armor
Straight from Morrowind!
Pale Rider profile
He has several badass weapon/armor sets. Some may look not lore-friendly, but still badass.
Unofficial Lv30 Francescos Leveled Item by Maltz
Several new unique-looking weapons and armor sets from FCOM overhaul, separately.
Umbra The Blood Drinker + rebalance patch
Simply a must-have mod for those who love Umbra. It gives own quest to this sword, adding power progression (similar to daedric artifact Ebony Blade in Skyrim). Also it adds heavy,light armors and clothing sets as reward for the end of Ubra's quest, to fit all classes.
Ice Morrigan Equipment + rebalance patch
Beautiful ice-looking set of very strong armor and weapon with custom enchantments.
Insanity's Improved Armoury Compilation
Retextures of all vanilla armors in stunnifn quality, while still keeping them absolutely lore-friendly.
Vanilla Gear Redux
Amazing retexturing/remodeling project for all vanilla armors. Also has separate skimpy/not skimpy versions.
Assorted Protective Female Armors
Beautiful replacer mod that makes all vanilal female armors finally looks like female armors indeed, while not too much skimpy at the same time.
Naihaan Kragnaidael profile
Check it for some absolutely amazing retextures of vanilla armor and clothing.
Divine Shields
Small but pretty cool mods which adds pack of shields with emblems of each Divine to the game.
The Sword of Souls - Nagaiabala ==NEW==Adds a epic-looking greatsword to Narfinsel that ensnares souls of those slain to grant either bonuses to magicka or exchange those bonuses for filled black soul gems.
Heavy Mithril Armour ==NEW==A heavy version of the Mithril armor set (inspired by Vanilla Gear Redux mod) with stats equivalent to Daedric, meant for endgame. Includes a matching longsword.
Hero Of Kvatch Armor ==NEW==Replaces the model for the quest reward for completing "Battle for Castle Kvatch" with a new, epic and fitting mashup. Note: Use only one version of the mod (I'm personally using "Stand Alone - Heavy And Light") one.
Brotherhood of Blood Armor ==NEW==Basically, a crimson-looking steel armor set which you can buy from Varnado.
Triss Outfit from The Witcher 3 ==NEW==Because why not?
Mage Equipment 21
A great pack for mages that contains various great looking robes and some weapons.
Extra Robe Pack v3a
Robe/hood pack with about two dozens of items.
Vermillion and Silverthorn Robes
Two unique looking robes.

Here II'm including only mods I tried myself and made sure they are stable and lore-friendly. But ofc, this section is huge and definitely a matter of your taste.
Why no Better Cities in this list? Don't worry, I'll explain later.

Any village mods from Arthmoor's profile
Clean, lore-friendly and 100% stable.
Alternative City Entrances ==NEW==Adds secret entrances to the cities in Oblivion. Bruma and the Imperial City are not affected, as they already have alternative entrances the player can use.
Rathunas
Much more than just a new city - I storngly recommend you to play it at least once. It's a completely new town with own fully voicedquestline, new dungeon and custom music.
ImpeREAL Empire - Unique Forts
Ever asked yourself why there is literally zero imperial soldiers in imperial forts in Cyrodiil? Or why all imperial forts are ruined? Mod restores all imperial forts to former glory, making them high, glorious-looking, with interior cells, NPCs, traders and even some dungeons and quests.
Legion-occupied Forts
Plays greatly in pair with previous mod by adding new forts to the game. Also grab OOO/FCOM patchfor it (if using OOO/FCOM).
Imperial Outpost Bruma
If you also think Bruma needs some more imperial presence, grab this little mod.
ImpeREAL Empire Unique Cities - Sutch
Restores city of Sutch that was removed by Bethesda before game release. Though, take into account that it's just restoring the city and wandering NPCs inside - no actual voice acting or quests. But it's great even just for immersion feelings when wandering around :)
Mudwater
Absolutely immersive argonian settelement with several quests.
Viking Village
Simple as that :) Explore, hunt and breath deeply.
Talos Bridge Gatehouse
Adds defencive settlement to Talos Bridge.
Imperial City Suburbs
Not compatible with previous mod.Adds a whole village in the same area.
ImpeREAL Empire - Unique Castles
Makes castles in all Cyrodiil main cities much bigger and look more glorious. Doesn't touch any interiors so compatibile with everything.
Snowy Road To Bruma
Makes travelling to Bruma and Bruma itself feel more like a northern city. Also you may want to grab some patchesfor it (take into account that patches for Unique Landscapes mods are not needed as UL Patches installer have them, updated).
MTCThievesGrotto
Atmospheric thieves community deep under imperial city, with several quests and even and underground thieves hideout.
MTC-Expanded Villages Revisited (standalone, but don't forget to endorse original modplease)
Makes several vanilla villages bigger and more alive.
Callistofalling profile ==NEW==For a few really well-done, seamlessly-fitting mods for Shivering Isles - additional small unmarked locations to find, expanded SI cities and even a new settlement.
Carnhay ==NEW==A brand new town with 50+ inhabitants, new dialogues and secrets to uncover, places to visit and just generally beautifully crafted settlement.
Lindum Overhaul ==NEW==A beautiful, lore-friendly and incredibly immersive settlement. Also take a look on some patches for popular mods here.
Enhanced Cyrodiil - Cities
Minor visuall additions to some cities, fitting and not intrusive.
RedBag's Imperial City - 2020 Edition ==NEW==A beautiful and stable overhaul for a whole Imperial City.
Imperial City Canal Overhaul ==NEW==Connects small ponds in Imperial City into a full circular canal.
Cheydinhal Garden ==NEW==Adds a garden to the left of the walkway to Castle Cheydinhal.
Bravil Waterfront ==NEW==Adds a small waterfront at the mouth of the Larsius River, complete with lighthouse, shipping and NPCs with full daily schedules, new AI packages for several existing NPCs, improvements to Bravil's canal dock, and a quest on behalf of the harbourmaster.
Region Revive - Lake Rumare updated ==NEW==An updated version of the old, but well-made mod which adds over 20 houses, 50 NPCs and 11 new quests around Imperial City. OOO patch is available at mod Files tab, and patch for Unique Landscapes is available from its patches compilation (linked later in the guide).
Settlements Of Cyrodiil - Regional Farm & Inns ==NEW==A simple and nice mod which is giving unique look to most of the inns depending on their region. Note: It's not compatible with All Natural (may conflict with some other mods is they are editing the same cells, which will require TES4Edit conflict resolving), and requires resources (all 3 files) to be installed from here.
Isolated Village ==NEW==Expands on the Isolated House, adding a small village around it.
Ancestor Moths Expanded ==NEW==Makes the Temple of the Ancestor Moths more interesting to visit.
mixxa77 profile ==NEW==This author has lots of other nice mods (which you can definitely gaze at), but in this particular sections it's placed in this section is for amazing collection of "Better Fort" series which overhauls many vanilla forts to look more impressive and, well, more like forts indeed. Can be used together with the ImpeREAL Forts mod, as that one only adds new forts without modifying vanilla ones.
Auxiliary Guards ==NEW==Adds extra guards to towns. The extra guards also patrol nearby settlements which are neglected by the regular city/county guard. Nice immersion touch and a good minor challenge addition for thief characters.
Market District Landscape Fix ==NEW==Fixes a number of small landscape issues in the Imperial City Market District. If you IC overhauls installed, test this district to look fine with both of them installed.
Old farm at Faregyl Inn ==NEW==Adds a struggling farm and coach service at Faregyl Inn. Compatible with MTCExpandedVillages but [NOT] compatible with Arthmoor's Faregyl Village mod.
Weynon Priory Alive
More cluttered and fresh-looking priory.
Hackdirt Alive
Same for Hackdirt. Note: After installing the mod main file, download the fix patch linked in the comments section and overwrite the main file by it.
Cloud Ruler Temple Alive
The same :)
Street Vendors of Cyrodiil
Making streets of IC, Skingrad, Bravil and Chorrol much more alive by adding various street vendors.
Shop Visitors
Simple as that. Tiny mod. Great immersion boost.

I, personally, don't think Oblivion has a strong need in survival mods. Skyrim is fitting this topic much better because of obvious reasons. But, it's once again a matter of taste Oblivion has some simple and just working great mods if you are aimed on maximum survival realism in your walkthrough. Take a look :)

Basic Primary Needs
"INEED", Oblivion Edition. Simple and great needs mod with own widget system. Hunger, thirst, fatigue - and so much more sense in eating, drinking and sleeping. Be sure that besides Darnified UI (which you should have for sure) it also requires Hud Status Bars mod.
Camping
Can be considered as very light version of "Campfire". Simple and just works.
Hot Coffee and Tea + BEER for Oblivion
May be useful with previous mods.
Anywhere Sittable
May come as a little immersion addon.
Basic Personal Hygiene
Makes baths having a real impact on your character life as now current state of hygiene affects on NPCs disposition to hero. A defecation (yes, seriously) sound patch==NEW==is available.
Bathing Mod
As an alternative to previous one. Choose one or another.
Weather Effects Survival Mod
Exactly how it's named. Weather conditions will now affect your character.
Oxygen
Makes breathing timer to restore not instantly after you emerge from the water, making it more realistic.
See You Sleep DLL
If sleeping is an important part of a game so you've installed Camping mod, why not to improve this part even more?
Blankets of Cyrodiil
Another visual realism addition. NPCs will now cover themselves while sleeping.


Time Enough At Last - A Main Quest Enhancement Mod
Mod adds adjustable pauses between main quest stages, making walkthrough more time-realistic. You can find my personal .ini tweaks for this mod in the files section.
Oblivifall - Losing My Religion
Immersive religion overhaul, returning some vibes from TES: Daggerfall. Makes religion aspects of the game more complex, interesting and having affect on the game.
Roads of Cyrodiil
While technically that's a pure graphics/landscape mod, it's very useful for travelling and exploration and so - saving your time. Remember how you always were running around half of IC to find a bridge to cross the river, spending like 5 minutes on this? Forget about it :) Use this mod or the one below.
Trails Of Cyrodiil Complete ==NEW==A similar mod with own approach. Use this mod or the one above.
Cyrodiil Travel Services
Great immersion mod that adds several lore-friendly ways for fast travelling. Travel agents, Divine Intervention (Morrowind-inspired), Mark and Recall, etc.
Teleportation Services - Simple Fast Travel Alternatives ==NEW==A more simple yet effective, nicely done and highly-compatible alternative to the mod above. Adds two teleportation networks to Cyrodiil that act as simple and vanilla-friendly fast travel alternatives. The cost is configurable in console or in the plugin itself via TES4Edit (read the mod page).
Fast Travel Costs ==NEW==Even simplier one. Adds a customisable cost to using vanilla fast travel, to simulate costs for carriage and inns, etc, during your journey. The cost is configurable in console or in the plugin itself via TES4Edit (read the mod page).
Lava Does Fire Damage ==NEW==A character's resistance and/or weakness to fire now affects how much damage is taken when swimming through or walking on lava.
Bandits and Marauders with Gold and Gems ==NEW==This mod adds a high chance for all generic bandits and marauders to have modest sums of gold in their inventories. Additionally, they now all have a small chance of spawning with gems and jewelry. Note: While being realistic itself, it can help to bloat already fragile Oblivion economy, so if you're about to get it, make sure you have mods like Enhanced Economy to balance economy in general.
Actually Valuable Valuables ==NEW==Rebalances the prices for middle and upper-class goods like clothing, jewelry, gems, pelts, and dishware. Note: Similar instruction related to economy, as with the mod above.
Legion Forester Outposts ==NEW==Adds 5 outposts for the Imperial Legion Foresters. Note: If you have MOO and/or Oblivion Uncut, get the "compatibility version" of the mod.
Nobody Goes into the Mountains but Hunters ==NEW==Adds 16 hunter camps to Cyrodiil. Note: Incompatible with the next UL modules - Ancient Yews, Panther River, Bravil Barrowfields, Lush Woodlands and Snowdale.
Road Shrines ==NEW==Adds nine small shrines to the main roads where the player can receive healing.
Silgor Bradus and his band of merry men ==NEW==Adds Silgor Bradus and his band of merry men to the game, because Rusia Bradus mentions that her husband is out in the field on Anvil's borders to Valenwood, but he does not exist in the game.
Project Ambience Compilation ==NEW==Imo, a must-have mod which is all about "devil in details" (yet, not only) - adding various tiny, subtle animated immersion things to and around settlements. Falling leaves in Chorrol, falling snowflakes in Bruma, flying clouds in Cheydinhal, smoking braziers in Anvil, falling rubbish in Bravil, falling pollen in Leyawiin, as well as working animated windmills all across Cyrodiil!
Productive Mines ==NEW==Renovates 7 mines across Cyrodiil so that they are in actual use, giving them miners, a foreman, and guards, all of which have full daily schedules. UL patch is available in Files tab.
Nerussa's Wine Collection ==NEW==Adds a wine collection to Nerussa's inn in Wawnet Village. You need only one plugin between the A/B/C ones. If you don't have the MTC Expanded Villages mod, get the plugin A. If you do, the C one.
Mothy Moth Cult ==NEW==Adds moths to the interiors of the Imperial Library and the temple grounds of the Cult of the Ancestor Moth.
Pinarus the Hunter's Trophies ==NEW==Adds trophy heads and pelts to Pinarus's home in Anvil.
Ayleid Artifacts ==NEW==Adds some Ayleid relics to the homes of Herminia Cinna and Umbacano.
Sinderion - Master Alchemist of Cyrodiil
Makes his cell finally look like a cell of the most known Cyrodiil alchemist.
Devastation of Kvatch ==NEW==Adds the corpses of slain guards and civilians to the ruins of Kvatch.
Falanu's Love ==NEW==Adds a "boyfriend" to Falanu Hlaalu's house/shop.
Chapels of Cyrodiil ==NEW==Adds six new chapels and two new cathedrals to the wilderness of Cyrodiil. Note: Current version of the mod is incompatible with Unique Landscapes modules which affect the areas in which the chapels are located (minor and major clipping), also a minor incompatibilities with Roads of Cyrodiil and Sutch mods.
Niben Bay Camp ==NEW==Gives Gaius Prentus the basic necessities of life to make his guard posting a little more bearable. Also moves S'fara to Bawnwatch Camp or a prison cell in Bravil when the player enters the Gates of Madness. Note: This mod must be activated BEFORE you enter the Strange Door for the first time. Also, this mod is not needed if you have OOO SI addon.
Allied Oblivion Gate Patrols ==NEW==Randomly adds groups of allied patrols to Oblivion Gates.
Light Your Way - Lanterns Torches and Candles ==NEW==This mod adds buyable lanterns, torches and candles to trader shops around Cyrodiil. Landmarks of Cyrodiil ==NEW==Adds 31 new landmarks to Cyrodiil. Note: Not compatible with many of UL modules.
County Gates ==NEW==Decorative gates alongside the main roads mark the boundaries of the Counties of Cyrodiil. Compatible with UL by default and has optional version for Roads of Cyrodill mod.
Dogs in Cyrodiil ==NEW==Adds some dogs in stables, farms, inns, cities etc. Compatible with mods of mods.
Horse Management ==NEW==Park your mounts nearly anywhere until you need them, such as in front of your mod-added player home, or stable them at any city for a weekly fee. Supply them with comforts and goodies. Call your last horse to you. Fully compatible with any and all horse mods.
Crowded Cities Redone - Cyrodiil Collection ==NEW==Adds multiple (~140) unique new NPCs with new daily schedules to the cities of Cyrodiil to make them feel more alive. It's recommended to get "No New Houses" version to ensure maximum compatibility. Also, there is a version for each city separately available in authors profile.
Tavern Goers 2 - Redux ==NEW==A reworked version a well-known mod "Tavern-Goers", with an updated AI packages. Install both main files.
NPC Plus ==NEW==More NPCs added to cities and taverns, with some immersive interactions - tavern thugs will sometimes brawl, you can a resisting thief killed by a guard etc.
Honor Thy Dead ==NEW==Adds flowers and shrines of Arkay to cemeteries.
No Anachronistic Main Quest Comments ==NEW==Disables most references to specific events in the Main Quest after a certain time.
Battlemages Revised ==NEW==Imperial battlemages will now have proper stats, birthsigns and abilities to fit their role. There are also couple of other minor logical changes like dialogue corrections etc.
Vamped up Vampire Armor ==NEW==Adds different types of vampire armor for the vampire patriarchs/matriarchs.
SZCO - New and Improved Classes ==NEW==A modular, lore-friendly improvement to the class system in Oblivion. This mod unlocks previously unplayable vanilla classes, adds a multitude of new and varied classes, and adds new descriptions for vanilla classes. Every feature is optional.
Custom Class Description ==NEW==Allows you to enter a description for your custom class.
Hooded Outlaws ==NEW==Makes outlaws look more villainous by adding a chance for Bandits, Highwaymen, Marauders, and Vampires to be wearing various hoods. Optionally covers Conjurers and Necromancers. Make sure ot rebuild your Bashed Patch after you install this mod.
No Public Waiting ==NEW==Disables waiting in public places, just like in Morrowind. Now you'll have to find a bed to sleep in, or leave the city in order to pass time quickly.


GOSH - Gecko's Oblivion Sound Overhaul
Best audio mod for Oblivion, similar to "Audio Overhaul For Skyrim 2" in Skyrim. But why not to make whole audio mods section, you may ask? Pretty simple. While there are, no doubts, some other cool sound mods (like Sounds of Cyrodiil, for example, which is much bigger indeed), many of them cause weird performance hit and even random crashes, because sounds files in these mods are not optimized properly. GOSH is the best combination of quality, stability and keeping original sounds as much as possible. It has not given me a single crash for many months. Note: If using "All Natural" weather mod, grab this patch==NEW==as well.
Oblivion Music Overdose ==NEW==A music addon for Oblivion featuring custom, lore-friendly tracks by Jon Babb.
Oblivion Music Overdose 2 ==NEW==A new similar project of, once again, an incredibly high quality (with a bit more fantasy vibes, imo). Non-replacer version recommended, but that's up to you.
Daggerfall Music Integration ==NEW==Adds tracks from Elder Scrolls II: Daggerfall into the Oblivion music folder. Includes OST and HQ Remake tracks, 38 tracks in total.
Symphony of Violence - Combat Sound Enhancement ==NEW==New sounds for combat.
Oblivion Theme Replacer ==NEW==Replaces the theme music with the ultimate theme mashup by Riftley.
Oblivion Title Music - OTM ==NEW==Replaces title music with Skyrim's "Awake" track.
Oblivion Player Re-Voiced ==NEW==Simple as that. Nightmarish Oblivion Gate Sounds ==NEW==Changes the droning Oblivion gate sound effects to make it more "hellish" and creepy.


BeldaElysium ManorHouse and Quests ==NEW==This mod add a 3 level manor house, with basements, balconies, stables and landscaped grounds next to the Belda Ayleid ruins in the Heartlands region of Tamriel, as well as new voices servants and small quests. Also install the improvement addonfor it (it has some patches on top of that as well).
Better Rosethorn Hall ==NEW==A mod greatly improving the most expensive vanilla player home. If using All Natural, install "AN Fix" plugin too.
Shadowcrest Vineyard and Shadowcrest Vineyard COBL ==NEW==Unlock the secret past of Shadowbanish Wine to obtain a large interactive vineyard and manor, located in rich fields surrounded by waterfalls and lakes. So come on over and have a drink...or are you scared of what lurks in the shadows?
Vaernlor Manor ==NEW==A magnificent mansion, made from original meshes and filled with hundreds of wonderful new items. Take a look at the mod page images to see just a portion of what you will find inside.
Better Benirus Manor ==NEW==A brighter & better Benirus Manor with many features you can toggle on or off as you like in-game. The light, clean design is now enhanced with custom textures & fun surprises. Welcome home. Optionally, you can also install a fully voiced steward addon.
Red Rose Manor ==NEW==Solve a fairytale-like mini-quest, gain a lovely medieval-style manor. Now with Skyrim-inspired crafting, “real” roses and a fully voiced Aurora.
Mountain Tower ==NEW==A high quality magical tower abode.
Abandoned Mountain Shack ==NEW==A mountain home without loading screens, meaning that you can see the world outside while being inside it.
Nightmist Manor==NEW==Absolutely enchanting player home with a peaceful, bewitching atmosphere.
Highwood ==NEW==Highwood is a unique (some might say quirky) and very interactive player home that must be earned via a small quest.
Flying Island House ==NEW==A new floating house to the sky in the west of IC.
Mages Sky House ==NEW==One more flying home in the skies of Niben Bay (east of the city of Bravil).
Star's Rest ==NEW==A whimsical, story-driven player home for the star-lover with a short adventure quest and tons of features, in Bruma region.
Palace Emperor's Room ==NEW==Gives the player the emperor's room at the top of the white-gold tower. Also included is access to the top of the tower with a stunning view, two merchants that sell unique and new armor/weapon types, and access to the rest of the imperial palace without repercussion.
Arena Champion's Villa ==NEW==Who needs a home? Everyone! Especially the Grand Champion!
New Sheoth Palace - Sheogorath's Bedchambers ==NEW==Adds a bedroom (bedchambers) and office space in New Sheoth Palace for the player once they become Sheogorath.
Traveler's Tent - portable customizable player home ==NEW==A small, portable tent that can be purchased at a general merchant in each city. The furniture and decoration can be customized. Plays greatly on top of needs/survival mods setup.
Castle Nightfall ==NEW==Adds your very own royal castle along side with your very own island with things to do and explore and with your castle having over 10 rooms inside.
Vanilla-style Market District House ==NEW==Adds a simple vanilla-style wall house to the Market District. Note: Check this area for compatibility in game if you're using mods affecting it (IC overhauls).
Church Ruin Retreat ==NEW==An atmospheric player home/camp in The Great Forest, a small church ruin northwest of Aleswell.
Wizard's Refuge ==NEW==A small to medium-sized player home most suited to mages. Compatible with Unique Landscapes (not required, but looks better with UL).
Imperial City Shack Made Cozy ==NEW==A shack at the Imperial City Waterfront finally looks cozy. Includes automatic ingredient storage (vanilla ingredients, and optionally also Shivering Isles ingredients).
Shivering Crucible Home ==NEW==Madman or Madgod, you deserve a place to stash all the artefacts you want to hoard but can't drag along everywhere.



Oblivion Uncut
Must have, amazing and just a brilliant mod that makes real full restoration of content. Dozens of NPCs, cells, events and even a complete questline! Also grab an OOO patchfor it (if using OOO). Some other patches==NEW==are available too.
Dialogue Tweaks Fixes and Restorations
One more great restoration mod focusing on cut dialogues. Compatible with Oblivion Uncut. Note: It has quite a few useful features asides from its base functionality - for example, configurable "Independent Thievery" gold requirerements (vanilla ones were a pure joke - no more "you sold 5 minutes worth of stealing to the fence and became a guild master" situation) in the .ini file. Secondly, if you'll experiencing "trespassing issues" during a certain quests (characters repeating you're trespassing instead of quest dialogues), set the "TrespassDialogRestore" to 0 in the .ini file. You can use my personal configuration for that located together with many other .ini file presets you can download from Files button at the guide page header. Lastly, place this mod after OOO (if you have) .esp plugin in your load order.
Idle Dialogues
Restores almost hundred idle chats. Compatible with Oblivion Uncut.
More Generic Dialogue Restored ==NEW==This mod restores a fair bit of dialogue not covered by other mods and just not implemented due to Bethesda bein' Bethesda.
Realistic Player Dialogue Overhaul
Simple, genius, working. No more "rumors" - but "tell me about latest rumors", and so on. You won't believe how big impact on the game it makes. But you'll see it.
Lore Friendly Generic Name Overhaul
Let's get rid of those unnamed NPCs and make world more identified.
Imperial Palace Improvement
Because it deserves to look much better.
Black Horse Courier Expanded
Because we need more rumors!
Bibliophilia ==NEW==Adjusts the inventories of bookstores to include vanilla books previously left out.
Unused Magic Items Integrated ==NEW==Some vanilla magic items (armor and rings) that were not able to be found previously have been added to the appropiate leveled lists so that they can now be found just like other magic items as random loot.
Frostcrag Alchemy Sorter Updated ==NEW==Adds an alchemy sorter to the Frostcrag Spire official DLC.


Persuasion Overhaul OBSE
Changes to persuation minigame, making it more challenging and roleplay-wise.
Oblivion - Enhanced Camera
Same mod from the same author as Skyrim has. Great first-person camera mod. Note: if you're using Oblivion Reloaded, use this==NEW==version.
Ultimate 3rd Person Camera
Very user-friendly, convinient, gameplay-wise third camera overhaul. Attention:read the mod page very carefully.Mod is working is very unusual way, and if you won't read the mod page, you may be confused. But if you'll read carefully and install carefully, it will work just fine.
Loot Menu
FO4-like quickloot menu. Has some minor bugs, but works great in overall.
Vampire Race Disabler
Get rid of that vampire ugly face at will.
Book Tracker Updated ==NEW==
Updated version of a useful mod. See which books you have already read before.
Soulgem Magic
Makes souls to fill the proper gems. No more grand soulgem filled with smallest pity soul.
Relevant Scrolls,Potions and Staves
Mod makes all three types of items in game much more useful, giving them minor effects. Have you ever used scrolls in Oblivion, seriously? Now you will.
Listener Overhaul
A great improvement of your personal quarters that you receive after finishing DB questline.
Unequip Broken Armor
Automatically. Also possible to automatically equip any other available armor in inventory instead of broken one.
NPCs yield - refined
They do now! Though, not needed if you have MOO.
Populated Prisons
For those who felt pity to Valen Dreath who was alone all the time.
Thieves Highway Revamp
Whatever you class will be, you always will be stealing in IC. This mod is seamless and immersive addition for that adding many passages on the roofs in IC and Anvil for attentive thieves ;) Note: Mod archive has one more .zip archive inside it - so you need to download it manually somewhere, unpack, get the archive inside and drop it to WB installers folder, and then install as usually.
Tamrielic Ingredients or (choose only one) Morrowind Ingredients
A lot of new alchemical ingredients for your alchemical madness.
Spell Effect Caps - Chameleon - Reflect - etc ==NEW==Adds customisable magnitude caps for all the exploitable 100% magic effects to prevent vanilla game exploits with certain effect which can allow you to become practically invincible. Note: popular massive gameplay overhauls like MOO, OOO and ALM (Av Latta Magicka) make own corrections to these parameters usually, so if you have any of those in your setup, check their feature list and see if this mod is needed to begin with.
Unique Store Items Rebalance ==NEW==Stores in Oblivion have several unique equipment and items that are ridiculously expensive, and just not worth it in general. This mod tries to fix that by making all these equipment at least glass or ebony quality, and also lowering the price to a much more reasonable level. Note: If using OOO, download the OOO version of the main file (default one is not needed).
Lootable Merchant Chests Redone ==NEW==Makes all Merchant Chests accessible in stores so that they can be looted. Each chest is locked by the respective store key. This Redone version places the chests by script and no longer directly touches the shop cells. Note: This kinda disbalances economy as stealing the key is not hard even with low skill after realoading a few times. It's strongly recommended to use this mod only if you have Enhanced Economy with some realism settings (like in my ini file provided).
Fence Chests ==NEW==Adds chests to locations relevant for the 5 thieves guild fences for you to store your stolen goods in before you sell them. If you like to steal stuff even before you joined the thieves guild, this small mod may be a helpful thing to you.
Better Traps ==NEW==Makes traps more dangerous, but not ridiculously such.
Bandit Bounties - A basic bounty collection system ==NEW==Collect fingers from Bandits and Marauders and turn them in for a tidy sum. Choose only ONE plugin file.
Rebalanced and Unleveled Quest Gold Rewards ==NEW==This mod rebalances and unlevels gold rewards for quests to make them less underwhelming and better fit quests circumstances rather than just simply unleveling all gold rewards, as in some cases the highest amount was still unfitting of the circumstances. Compatible with OOO and MOO (load after OOO, load order towards MOO doesn't matter).
Rebalanced Arena Gold Rewards ==NEW==Makes the arena gold rewards more realistic and rewarding. Plays greatly together with the mod above.
Static Alchemy and Ingredient Storage ==NEW==Adds static alchemy apparatus and automatic shared ingredient storage to several locations across Cyrodiil and the Shivering Isles. Lightweight and designed to fit in with the vanilla game seamlessly.
Bookworm ==NEW==Allows you to mark books as read by right clicking on them. You can also turn on the marking of Skill Books, by adding the as suffix and pick them up without reading them.
Practical Training ==NEW==Makes unused training sessions rollover into the next level, and training costs are now dependent on the trainer's disposition and skill.
Real Retroactive Health Formula ==NEW==Makes your character health growth reatroactive so you don't need to always minmax Endurance no matter what on every character build. Simple and compatible with everything.
Knights - Fewer Condescending Comments ==NEW==Reduces the frequency of condescending comments from the Knights of the Nine DLC, such as "I used to think you were a hero. A holy knight and all that. I guess I should have known better." and "I used to admire you. But it turns out you're just a sinner like all the rest of us."
Use Potions and Poisons On NPCs ==NEW==Use potions or poisons on NPCs, Includes a resurrect feature depending on restoration skill, hotkey customization, user-friendly menu, and also detects bandages from other mods such as MOO.
Sinderion's Serendipity - Nirnroot Quest Reward ==NEW==If you've managed to find & hand in 100 Nirnroots, you will acquire the perk "Sinderion's Serendipity" which gives a chance to create two potions instead of one when performing alchemy.
No More Wild Goose Chases - Re-Patched and UOP Fixes Applied ==NEW==This mod provides "helpers" for 3 of the so-called "wild goose chase" optional quests in Oblivion: The Collector, A Venerable Vintage, and the Daedric Quests. Make sure to endorse the original mods mentioned on the mod page.
Local Guards Features
Great diversity mod making each city guard type look REALLY unique. Also make sure to install the improvement patch==NEW==and (optionally) Kvatch, Thornand White Stallionaddons ==NEW==. Note:Don't forget to read mod page to see list of required mods.
Bettys Vehicle Travelers
Mod that adds pretty unique travellers to Oblivion - carriages and boats on rivers.
Extra NPCS
If with all your mods you still need more. Adds generic random NPCs here and there.
Travelers of Cyrodiil - A Crowded Roads Mod + SI addon
Adds a lot of various travellers to Cyrodiil roads. Though, not much needed if you have MOO or OOO.
Oblivion Marriage
If you ever thought about it. You may also want to grab custom player homes patchfor it.
ShowRaceMenu
Useful mod for those who are testing characters/race/builds a lot, switching races via showracemenu commands. Prevent attributes and skills drops.
RefScope
Very useful mod for heavy mod list - working as light version of "AddItemMenu" in Skyrim, mod can show you ID of any item in the game, which can be helpful in some situations. Though, unlike AddItemMenu in Skyrim, it can't directly "access" to mod .esp files to get items from there.
Detect Item ==NEW==Utility mod. Adds a Detect Item spell, which detects nearby inventory items in the same way that Detect Life detects NPCs and creatures.


Command Mounts and Horses
Simply command your horse to "get over here" it it's to far. Works for any horse besides Shadowmere.
Call Mount - Stable Master
If you have a lot of horses and want to finally keep them all in the same place.
New Eating Animations
For muh realism!
Smoother Horse Animations
Does exactly how it's named.
Enhanced Mounted Combat
Literally does how it's named. Also install the fix==NEW==.
Show Weapons While Mounted
Because why not?
Faster Horses
In vanilla horse speed is too boring for you, grab this.
True Shadowmere ==NEW==A retexture and speed/stats buff of Shadowmere, to look and be a real Demonic/Vampiric Horse.
Zira Horse Compilation Modpack
Great horse pack that adds plenty of new beautiful horses and give new badass look to vanilla horses. This time, it does work with Shadowmere ;)
Zira Clydesdale Horses
Even more horses from same author. For free (which may be some like kind of cheating to you if you're honest player).
Zira Demonic Mounts
Wanna a bit more terrific mounts straight from planes of Oblivion? Grab this!
Mammoth Mounts
If size DOES matter for you.
Rideable Packponies
Ponies. Everyone love ponies.
Maverick the Sinister
A lion mount.
Auroran Battle Steed
If you want a horse in more badass armor than you.
A wraith Horse
Feel yourself a nazgul.
Benjamin the donkey
Yep.
Rideable Wolf
No kidding.
Tharanthiels Deer Mount
Narnia awaits.

Animations is absolutely subjective question, that's why I've added here only or must-have mods and just netral animations mods that diversifies vanilla animations or adds some cozy new one, that are just looking useful/cute. There are dozens of animation mods, just pick up any you like the most :)

Coronerras Maximum Compatibility Skeletons
A must-have mod if you don't even plan to have any animation mods or bouncing body parts. Also needed for many other animation mods as a base.
Combat Stance Reanimation
Pretty good balance between looking badass and no naruto-like animations :)
Interact Animations ==NEW==This (revolutionary, as for Oblivion engine) mod will animate third-person player interaction with objects in the world. It will also optionally animate the eating of food/ingredients and the drinking of potions. Every mod feature is toggleable in the .ini file. You can use my personal configuration for that located together with many other .ini file presets you can download from Files button at the guide page header.
Torches and Stones - A Torch Idle Replacer ==NEW==Replaces the standard torch Idle Animations with a more realistic and adventurous looking ones.
Better Atronachs ==NEW==Improves Atronachs by giving them better death animations and effects. Frost Atronachs now melt, Flame Atronachs get extinguished and Storm Atronachs crumble and fade. Also install the "High-res Remains" file.
Blockhead Animations Compilation
Adds great variety to NPC movements basing on race and gender.
Feminized Idle Walk Run Animations for NPCs
Simple as that.
Wolf Animation Restoration
Restores wolves animation to wolves (wolves were using dogs animations in original during all this time, yep).
Proper Male and Female Sitting Animation
Making female NPCs finally stop sitting same as brutal male orcs.
Pet your animals
Awwww!
Ultrawide Loading Screen Fix
For ultrawide monitors owners.
Consistent Beggar Voices
The mos notorious/hilarious (pick your option) audio bug in TES history fixed 12 years after.
Floating weapons Fix
Prevents enemies from dropping their weapons and shields, saving you tons of time instead searching for this loot hopelessly in grass.
I know how to walk - No more tutorial popups ==NEW==Changes the tutorial quest to have no quest log popups, making the tutorial popups never popup. Useful for those who tend to start new characters often.
No more crosshair on Rythe's painting ==NEW==Removes the crosshair from Rythe Lythandas' painting.
Clickable Magic Gate ==NEW==Fixes the model of the magic gate to let you activate it by clicking on the empty space, instead of only the arches.
Edited All Natural Interior Patch ==NEW==Removes parallax interior meshes from All Natural which work better with Oblivion reload's Interior shadows and removes the weird double texture bug when the POM option is enabled.
Unique Landscapes Compatibility Patches ==NEW==Various Compatibility Patches for Unique Landscapes and the many mods which conflict. Strangely enough, this page is often completely omitted by modders.
The One Stop Patch Shop ==NEW==Lots of most various patches that may come in handy.
Misc. Patches ==NEW==Couple of other patches that may be useful.
Ayleid Ruins Fixed - Mesh Replacer ==NEW==Improved Ayleid ruins exterior meshes, sealing up the open sides which exist in inconvenient places.

Just a few mods for better models/textures/FX I'm using myself but didn't see them in Bevilex guide. Purely arbitrary recommendation - it's up to you whether to use them or not. While this guide doesn't cover graphics, I thought some of these may be a useful recommendations to some players :)

Improved Vanilla Hairs ==NEW==Mesh improvements and upscaled textures for vanilla hairs. Install the "Mesh Improvements" file and (recommended) "Reduced Textures" file.
Imperial Cobblestone ==NEW==New beautiful cobblestone texture. 2k version recommended.
TD_Hutor - Oblivion farms retexture ==NEW==A qualitative and original farmhouse retexture in style of Ukrainian mud huts.
Kat's Actually Decent Enviroment Map ==NEW==Changes the reflections to be less harsh and more detailed. Performance friendly.
Better window enviromental map ==NEW==A great companion to the mod above.
Leyawiin Woodland floor fix ==NEW==A fix for some issues with interior floor textures from rabilinth's Leyawiin Woodland retexture mod (ofc, get it only if you're using the named mod).
Bigger Trees ==NEW==Doubles all trees sizes. Patches for popular flora mods available at Files tab. Note: May give a performance hit depending on your PC specs, but for most of modern rigs it should be neglectable. Use this mod [OR] the "Enhanced Vegetation" from Bevilex guide.
Grass Overhaul Universal ==NEW==Imo, the best grass combination in terms of visuals and performance. It requires a few steps to be done manually (read the mod page for instructions), but result is worth it.
Glowing Fractured Soulgems ==NEW==Visual overhaul of Oblivion's soul gems, making them glow when filled, as well as to make each grade of soul gem visually different from each other. 1k version recommended.
Vanilla Staff Replacer ==NEW==Beautiful custom models and HD textures for staves.
Vanilla Staff Replacer ==NEW==Beautiful custom models and HD textures for staves.
Better Lorgren Benirus ==NEW==Gives Lorgren Benirus a unique appearance based on the skeleton lying on his altar.
Modryn Oreyn Renaissance Master ==NEW==Because, ugh, this.
Book Jackets Oblivion High Res BAIN ==NEW==Book Jackets Oblivion High Res repackaged to be in a BAIN-friendly archive, where the mod itself is a basic retexture for all of the stock hardcover books in Oblivion, giving each title a unique texture and matching icon. Most books are titled on the spine and books in a series are also numbered. Make sure to endorse the original mod as well. Also install the DLC addon.
Oblivion Character Overhaul Cleaned - OCO Cleaned ==NEW==A plugin replacer for Oblivion Character Overhaul that removes all dirty edits and ITM records. Optionally restores vanilla hairs.
Better Martin and Adoring Fan for OCOv2 ==NEW==With OCOv2 installed, Martin looks like his forehead is melting into his eye sockets, and the Adoring Fan just looks downright scary. This remedies both of those problems.
Countess ==NEW==Changes the appearances of the 4 countess of the base game and their outfits. Note: Requires Oblivion Character Overhaul.
OCOv2 - Mages Guild Quests and Fighters Guild Quests Patch ==NEW==A patch for the two names mods you most likely have.
OCOv2 Male Beard ==NEW==A small texture replacement adding a more prominent beard for men.
OCOv2 Uses Merged Teeth ==NEW==Better teeth position for all characters if using Beards in Tamriel mod.
OCOv2 - Race Rebalance Mods Patches ==NEW==Patches for a better Bashed Patch generation when you have both racial overhaul mod (like TRAP, from the respective section of the guide) and OCO installed. Note: If using the mod above as well (OCOv2 Uses Merged Teeth), get the respective version of the patch for it.
Queen of the forest - A Spriggan Retexture ==NEW==Beautiful spriggan retexture.
Distinct Ayleid Boss Chests ==NEW==Gives a unique look to the ayleid boss level loot chests, so that they are easier to distinguish.
Improved Frost Atronachs ==NEW==Updated hi-res textures and altered mesh for a colder icy look.
HD Septim ==NEW==Simple as that.
VKVII profile ==NEW==Many great texture replacers (atm, city/architechture related). Place after all other texture mods, but before the "TD" (Team Diesel) and "Katkat" authors mods in Wrye Bash when installing.
Katkat Oblivion mods ==NEW==Lots of amazing texture replacers for Oblivion - most you should already have if you've followed Bevilex guide, but there are some others you may also like.
TES Dieasel Team Oblivion mods ==NEW==Oblivion mods from TES Diesel mod authors team - mostly, each their mod has absolutely stunning quality, but sometimes looks very different compared to vanilla, so peek on their mods and pick those you like.
VWD Ships ==NEW==HD LODs for ships. Has compatibility version for popular ship replacer mods at Files tab (if so, use one of those, vanilla version is not needed to be installed first).
Gray Cowl of Nocturnal Reshaped ==NEW==Makes the legendary Cowl not ugly. Finally.
English Bloated Float Signs 2k for KatKat74's Ships Retexture ==NEW==If you're using ships retexture mod from KatKat [and] if you don't like the Russian-written sign texts at the Bloated Float, get this texture replacement.
Darker Landscape LOD Textures ==NEW==Darker terrain LODs for better blending and generally more natural look of your game. 1k version recommended.
Morrowind-like Fog ==NEW==This mod changes clip distance (drawing of objects) and fog distance to look similar to Morrowind (cliffracers not included). Both settings can be changed independently in mod menu (LINK support).
Initial Glow Redux ==NEW==A mod similar to "No More Ugly Effects" in Skyrim - it removes that ugly notorious white-ish glow shader from encahnted armors and clothing, which was glowing forever in vanilla game.
Hide Helm Shield Quiver ==NEW==Simple as that.
Falling Stars ==NEW==A tiny mod that adds falling stars to the game. They appear randomly at night when the sky is clear, the amount can be adjusted via console. Note: You will have to choose between this mod and "Realistic aurora in motion" one - using both will cause a visual glitch.
Kat's Fantastic Oblivion Viewport - FOV Modifier ==NEW==A modern approach to FOV management for Oblivion, with additional useful features to boot. When using this mod, make sure to disable FOV modifiers in ORL and/or Oblivion Display Tweaks.




Once again, just to be sure, let me repeat this. I have a great respect to all mod authors. I'm not claiming the mods in this special list to be terrible or something like that, and don't blame their authors. Mods listed here are still great, but depending on mod, it can cause crashes/save bloats/impossible to finish moments in the game etc, that's why, if you want to use any of this mods, especially on medium-to-heavy or heavy load order, use them knowing issues mentioned before can (and most likely will) happen. I also can't guarantee troubleshooting support to players who use mods from this list. Thanks for understanding! :3

Better Cities
In it's amazing design and overall approach, this mod is one of the biggest mods ever made for all TES series at all. Compared with Skyrim modding stage, for example, Better Cities is like JK's Skyrim + Dawn of Skyrim + Interesting NPCs + ICAO + many smaller quest mods together. It's huge and it's adds insane amount of beauty, quests and immersion to Oblivion. But at the same time, this mod is simply too heavy. I fills and overloads your game with scripts. Some of these scripts can work constantly, even if you're not in city or even close to city at all, later making them stuck in your save, bloating it. In theory, if you will use only one mod in your walkthrough, and this mod will be Better Cities, or you will just have minimalistic load order, you will be mostly fine. But with decent mod list Better Cities will turn your game into crash festival, more or less. Also, uninstalling this mod means only to start a new game, as many scripts still will be in your save file, corrupting it. Think about using it before building your load order.
Midas Magic Spells of Aurum
The biggest spell pack for Oblivion ever created. It adds almost 300 new spells to feed the hunger to any type of magic and new special features, making variety of your magic arsenal simply endless. But the thing is the mod was made at the time of very old modding "era", with absolutely different standards and approaches. Huge amount of its spells are or ridiculously overpowered, or simply useless. Many look very weird visually because of very bad quality models. Also, even while mod author improved it many times and fixed many bugs, this mod still crashes your game very often at absolutely random situations when using spells from it. If you really love the list of its new spells - install it at your own risk, but my humble advice is to simply go with any of big magic overhauls listed before, as most of them also add enough of new spells, while being stable and balanced.
Kvatch Rebuilt
This mod is amazing. It simply adds a storyline and possibilities that should have been in the game from the day one. Restore Kvatch after daedric invasion. Rebuilt it. Renew it. Bring it back to former glory, make it alive, and even become a count! This mod is great in its idea, very interesting, complex. On the other hard, its conflicts with too many mods, so until you don't have several years of Oblivion modding expirience, you may never be able to make it compatible with your mod list. It also still has decent amount of bugs and moments where you can crash. Once again, it's an amazing mod, and you should play it - but better do this on separate save and in separate walkthrough, made especially for this mod. If using OOO, grab the patch==NEW==.
Vampire Hunting - Order of the Virtuous Blood
Just an amazing quest mod that expands the Order with dozens of new quests. Mod can cause several crashes and bugs here and there, making some quests in it impossible to finish. But, it's "danger" rate is pretty low, as while some issues were reported by decent amount of users, it seems most of players were never facing these bugs at all in same situations, and they can be mostly bypassed by advancing to next qeust stage with console commands (can be found in comments section). Also, be sure to grab this patchif using this mod together with StarX Vanilla Vampires Revised.
Knights of the White Stallion
Mod is expanding Mazoga the Orc questline to a completely new level. That's just a great quest/faction mod and it's not dangerous in overall, but it needs some strict instructionsto be made to make it fully playable, which requires a bit more than basic TES4Edit usage skills.
The Imperial Legion V4 Part 3
Another one decent good mod that allows you to join Imperial Legion faction and progress through the ranks. It's not dangerous to your game directly, but simply pretty bugged here and there. You may never encounter the bugs, but may also face a lot. In this case the only option for you will be to search in mod page comments history, as most of the bugs have console commands that can bypass them. If you really have a strong wish to play through Imperial Legion faction, better just get Fort Akatosh Redux (listed earlier), as it's simply bigger, more complex and stable at the same time.




Huge thanks to each and every patronof mine, existing and past ones, who helped me to keep going and deliver the Oblivion Ultimate Modding Guide - without your support, I would never be able to have enough time to compile it. You are the best supporters content creator can wish for!
Sours: https://www.sinitargaming.com/oblivion_gameplay.html

Load order recommendations

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Overview

A load order dictates the order in which mods are loaded by the game you are using. They can sometimes be important in diagnosing technical issues with your game so it can be quite important to sort your load order out properly.

Before you start

Load orders will not fix everything, some mods will just not work with some others and some require special handling. There is no magic formula to a load order, just a set of general guidelines. If your load order works and you are able to play the game, it is right - for you.

Before you start messing with load orders:

  • Be sure you have patched to the latest version of the game - some mods will not work unless you do.
  • If any mod requires OBSE (Oblivion) or FOSE (Fallout) be sure it is properly installed and you start the game using these programs, not using the default game launcher.
  • Be sure you have the proper tools to change the load order, usually OBMM and BOSS

Any mod that changes something in another mod MUST be loaded after the mod it makes changes to. Such as patches to a mod.

Recommendations

Batch loading a bunch of mods without testing is asking for trouble. The time you think you will save will be more than made up by the time you spend in troubleshooting. Install one at a time, test that one, then after it is working install another one. This way your load order gets built one mod at a time. And you are never trying to 'fix' more than one mod at a time.

Note: these recommendations are based on Oblivion but can also apply to Morrowind and Fallout games.

For those who insist on making things hard for themselves:

At the end of the BOSS order, there will be some mods that it did not know where to put. Use OBMM to place them manually.

Here is a load order recommendation, originally by Dev_akm and modified by Bben46

  • Oblivion.esm - this MUST be the first thing in the list.
  • All other .esm files All .esm files MUST be before any .esp files.
  • Unofficial Oblivion Patch
  • Shivering Isles.esp
  • Unofficial Shivering Isles patch
  • Weather/Environment/Sound Mods
  • Minor Mods/New Items/Houses/DLC's (Post-Completion)
  • Note: any DLC patch should go directly after the DLC it changes, no matter where the DLC is located
  • Major Overhaul Mods (FCOM, OOO, MMM etc)
  • Any compatibility patches for the major overhaul mods
  • Mods that specifically conflict with overhauls and need to take precedence
  • DLC's (Pre-Completion)
  • Quests (these can be moved up after completion of the quest)
  • Compatibility Patches/UOMP/Merged Leveled Lists
  • Special handling mods - Streamline, Deadly Reflex etc.
  • Bashed patch (if bash is used)

After DLCs and quest mods have been completed they can be moved up. It is a good idea to have the quest you are currently working on near the end of your load order. They can be moved up when you start another quest.

After you have everything else working, add in the special handling mods (Stream line and Deadly reflex) ONE at a time.

Sours: http://wiki.tesnexus.com/index.php/Load_order_recommendations
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  2. Skf bearing temperature chart
  3. Grays automotive rusk tx
  4. Lodging cut bank mt
  5. Cathedral window frame

Oblivion Mod:Load Order

Wrye Bash has upped the level of complexity of the Oblivion load order, in a good way (for those that use it or plan to use it.) The presence of the Bashed Patch introduces two new plugin states, merged and imported, and they allow for much greater compatibility among mods. When you rebuild the Bashed Patch (by right-clicking on it and choosing the appropriate option from the context menu) there are the groups of options: the merge menu, the import menus and the tweaks menus.

Plugins selected in the merge menu, have their content merged into the Bashed Patch. The merge is in accordance with the load order, so if two mods make changes to the same record, the latter's changes will be found in the Bashed Patch (unless some other setting in the Bashed Patch changes it, as the Bashed Patch loads latest.) The plugins does not have to be active at the time of the merge. If the plugin was not active prior to the merge or was unchecked afterward, Bash displays a plus sign in the check box, indicating that the plugin is merged. The plugin is still installed, however. There is no point leaving a merged plugin active because its changes are being completely written over by the Bashed Patch. Once you merge a plugin, deactivate it.

Notes: 1) Bash-mergeable plugins are distinguished by green text. 2) Some Bash-mergeable mods only need to be imported, and those are often have purple-text. Those with purple text have been tagged with NoMerge.

Plugins selected in the import menu have content that meets the criteria of the specific import merged into the Bashed Patch. Again, the merge is in accordance with load order. However, only changes are imported. If a mod's records are not overwritten by other mods in the LO, those records are not being changed by anything and, thereby, will not be imported into the Bashed Patch. To ensure that a plugin's changes are imported, deactivate the plugin before rebuilding the Bashed Patch. Few mods are import-only. Those tend to be aesthetic mods (i.e., retexturers.) If a mod is not import-only (as is the case with most race mods and worldspace-affecting mods) do not deactivate it before rebuilding.

Notes: 1) Import-only plugins are distinguished by italicized and/or purple text. 2) Some plugins that are mergeable, and even some that are not, deactivated to be import-only. If activating the Bashed Patch causes the plugin(s) to be reactivated, that is not a possibility.

Taking advantage of these extended features not only allows for greater compatibility among mods, but also allows the user to save plugins slots. Deactivated and imported mods can be ghosted (hidden from the game.) Deactivated mods do not count toward the 255 plugin cap because they are not part of the load order; however, they can still be installed. Take advantage of Bash's ghosting feature, by manually right-clicking on plugins and selecing the option from the context menu or by setting auto-ghost in the header context menu. Other features of Bash that make it a very helpful LO management tool are 1) the Lock Times features, also available through the header context menu, that, when activated, prevents installation of new plugins from messing up the load order and 2) the check box colors that indicate whether a plugin's masters are present, missorted or missing (which is okay only for plugins with the Filter tag.) There is not tool that gives the users as much information about the state of their load orders, and, for Obilvion, that is quite important.

Load Order TemplateEdit

based on the BOSS masterlist ...

  1. Oblivion.esm
  2. ESMs (see ReadMes)
  3. Early-Loading Mods (see ReadMes)
    1. NPC Faces
    2. Vanilla Fixes - miscellaneous fixes, UOP, etc.
    3. SI - miscellaneous fixes, USIP, etc.
    4. Fran files for FCOM
      1. Base Mods - library mods, new content mods, etc.
      2. Environmental Mods - weather, water tweaks, sound, lighting
      3. Mods that can be overwritten or add new content
      4. UI mods - Map Marker tweaks, Hotkey mods
    5. DLCs I - Horse Armor, Orrery, Vile Lair, Mehrunes, Spell Tomes
    6. Body replacers
  4. Items
    1. Early loaders (see ReadMes)
    2. New items
    3. Armor and clothing replacers for body replacers
  5. Pre Overhaul (see ReadMes)
    1. Mods with specific conflicts
    2. Mods that change names (that can use the Import Names Bash tag)
    3. DLCs II - Thieves Den
  6. Overhauls (See ReadMes for specific load ordering information)
    1. Fran options
    2. FCOM and OOO support mods
    3. OOO
    4. MMM & FCOM (main)
    5. MMM & FCOM options (must see ReadMes for specific load ordering info)
    6. Other overhaul-compatible mods
    7. Overhaul immediate override patches
  7. Post Overhaul (see ReadMes)
  8. Quests and Locations
  9. FCOM quest compatibility patches
  10. More quests (See ReadMes)
  11. Landscape and City aesthetics
    1. Unique Landscapes
    2. Mods that have to load after ULs and before city overhaul mods
    3. Open Cities
    4. Quests that have to load after OC and ULs
    5. Overrides
      1. Harvest Flora
      2. Other visual improvements (i.e., Better XX)
      3. Realism
      4. Vampires
      5. Magic
      6. Combat
      7. Skills, Attributes and Leveling
      8. Poses and animations
      9. Late loading overrides - darkening mods, Item Interchange
      10. Cosmetic mods and race rebalancers
      11. Companions
      12. Post BC and OBC
      13. Message suppression
      14. Respawn & Day length overrides (most made obsolete by bashed patch)
      15. Shader mods
  12. Pre Bash (See ReadMes)
  13. Bashed Patch
  14. Post Bash (See ReadMes)
    1. Most Duke Patrick mods
    2. Last Files
      1. Land Magic
      2. Map changing mods
      3. Stability mods (scripts) - FormID Finder, Kuertee Actor Details, Clean up, Clean quit, OGE Support, Streamline (last)

Load Order Management UtilitiesEdit

BOSS automatically orders more than 10000 plugins, and it will save the user a ton of work when it comes time to perfect an load order. After running BOSS, it will place plugins that it does not recognize at the bottom of your load order and those should be moved by hand with Wrye Bash before launching the game and/or updating Bashed Patches.

  1. BOSS

See AlsoEdit

Sours: https://en.m.uesp.net/wiki/Oblivion_Mod:Load_Order

Setting the right load order for your TES III: Morrowind, TES IV: Oblivion, Nehrim: At Fate's Edge, TES V: Skyrim, TES V: Skyrim Special Edition, TES V: Skyrim VR, Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 4 VR mods is a crucial step to enjoying a stable modded game. The Load Order Optimisation Tool (LOOT) can help with that, by providing automated load order sorting that's simple to use and fully customisable.

While sorting, LOOT checks for load order errors (such as incompatibilities and missing requirements) and notifies you of any issues that it detects. It also provides thousands of plugin-specific messages, such as usage notes and bug warnings, to help keep your game healthy.

While we welcome user feedback, please check the FAQs in case you have a question that has already been answered. If you wish to report an issue, please read the How To Report Issues Helpfully page for instructions.

Sours: https://loot.github.io/

Mod order oblivion

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Oblivion Mod Install Guide (2020) - MADE SIMPLE!

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