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Elder Scrolls IV: Oblivion - Francesco's new items/creatures v4.3b

Are you bored at level 25? Does the creature and npc system...

  • Category Traditional
  • Size 493.6 MB
  • Program by Francesco

Elder Scrolls IV: Oblivion - Francesco's new items/creatures v4.3b

Are you bored at level 25? Does the creature and npc system leave you wanting more? Than this mod is for you!

One of the strengths of this mod is it's modular nature.. every part of the mod is optional and you are able to customize it to your taste during the installation.

This mod is split into two files; the main file, which installs everything needed to run the mod; and an add-on file, which adds new user made weapons/armors and creatures to the mod (more info can be found in the readme) Keep in mind that you have to download and install both files if you want to use those new items &creatures.

4.0 Changes, major update:

- The loot system has been completely redone, it is now fully in game customizable, via an in game menu you will be able to easily adjust everything concerning loot, you will be able to build your own loot table in a bunch of clicks.. dozens of different settings regarding items rarity, magic items frequency, dungeons/houses chests, new add-on items rarity and more will give you endless possibilities (see the right section in the readme for more info).

- A spreadsheet containing the 4.0 loot tables will now be installed in your Francesco's mod dir, this not only shows the default loot tables but let you check the resulting loot table of all the 100 different loot settings nowaviable in the in-game menu.

- A new loot option (extra-hardcore) added in the installer.. this will make valuable items even rarer compared to the hardcore one (check the loot spreadsheet for a detailed comparison with the other loot tables).

- Added a new optional component to the creatures add-on.. this, if installed, will make the new creatures more common

- Fixed the 0 price bug and another smaller bug in the Living Economy variant of the items add-on

- The living economy bundled in this mod has received a few tweaks, vendors will now have more gold but the selling price of items has been lowered

- Updated dungeons chests loot part of the mod, misc items like food, ingredients and clothes can now be found in dungeons chests for an increased loot variety, chances to find weapons/pieces of armor have been also noticiably raised.

- All the new generic NPCs variants have now new, diversified, faces, their equipmet/races have been diversified too (marauders now have a small chance to use blunt weapons while bandits can sometimes use blades) this will increase variety by a lot.

- New items added to the items add-on: 6 daggers, 1 bow, 1 light helm and 1 new heavy cuirass, 2 magical variants of each of them added too (the items add-on now features nearly 1.200 new items), crusader helm rebalanced to be heavy armor

- Greatly improved size rescaling and flee codes.

- Tweaked mudcrabs behaviors (they will now often be passive).. rats in the totorial dungeon will be more prone to attack the player.

Are you bored at level 25? Does the creature and npc system leave you wanting more? Than this mod is for you!

The game has to be challenging but that not every fight has to be an epic one. This mod aims to create a more realistic and enjoyable experience, it will not make the game easier, just more credible (actually it can make it harder depending on the parts you decide to install)

This mod changes nearly all creatures lists to make only a part of them leveling up with you. Even if you will still find very strong stuff at high levels you will often (for example) find normal skeletons and zombies in dungeons, wolves and rats in the wilderness and so on.. not every bandit will level up with you but some of them will stop at about level 10-20.. I also changed most leveled items lists, in the vanilla game at say level 20 you used to find only high level armors and weapons and low-mid stuff nearly disappeared from the game, now it will be much harder to find high level equipment, and low-mid level one will still be common at high levels (you can also decide between two loot types.. the normal one and an hardcore version built for those that want high level equipment to be super rare)

One of the strengths of this mod is it's modular nature…every part of the mod is optional and you are able to customize it to your taste during the installation.

The optional parts cover many things like guards (in the original game all guards used to keep leveling up with you, so no matter how strong you were they were always a bit stronger than you. Using this part of the mod, while some guards still level up with you, many of them will stop at about levels 15-25. Stronger guards will usually defend more important places/people), weapons/armors vendors (in the vanilla game you used to find chainmail/dwarven mithril/orcish armors and weapons in creatures/npcs loot before seeing their appearance in shops, this made armor/weapons shops nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before but at increased prices), bosses (a small chance to find stronger bosses with names and personalized combat styles and loot), more enemies (more creatures/npcs in dungeons, available in two variants.. a normal one and an hardcore variant for those who seek very big fights) houses/dungeons chests (improved loot, more interesting and diverse and often more rewarding but still balanced), quests (tweaked main and guilds quests to make late quests harder for inexperienced characters, forcing to level up so you can't become master of the fighters guild at lvl 8), arena (later fights will be much harder for weak chars so you can't win it with a low lvl character) and much more (read the full readme for a complete list with detailed info).

There also an items add-on which adds a ton of new top quality user made weapons and armors to my loot lists and creatures add-on adding many quality user made creatures to spawn lists.

Please read the full readme for complete descriptions with many examples of all the parts of the mod

The mod is now split into 2 files…the main file…which installs everything needed to run the mod.. and an add-on file…which adds new user made weapons/armors and creatures to the mod (more info can be found in the readme) Keep in mind that you have to download and install both files if you want to use those new items/creatures.

3.3d changes:

- Fixed an issue of the in game customizing menu, disable factions now correctly disable them (new creatures add-on).

- Daedras are generally more aggressive and won't hesitate to attack players anymore (new creatures add-on).

- Added 2 new creatures to the new creatures add-on and 1 new set of heavy armor to the items add-on, the noble armor has been rebalanced to be suited for lvl 11 (lvl 7 before), fixed a texture problem of the crude wooden longbow.

3.3c changes:

- Fixed an issue of goblins where they attacked each other too often (factions system of the new creatures add-on).

- Added one new creature to the creatures add-on.

- Added one new set of armor and 2 new bows, updated model and texture for the elven longbow (items add-on).

3.3b changes:

- Fixed the black screen bug of Red Diamond Jewelry (IC) of the LE part of the mod.

- Fixed an issue of rats and mudcrabs where they were too often passive and not aggressive, certain animals like bears and boars will have sligthy higher chances to be passive, phamars will have lesser chances to attack other creatures (factions system of the new creatures add-on).

- LE silver clutter items have now the correct prices (houses chests loot prices) and not vanilla ones.

- Fixed a bug of the installer that caused the new items add-on to not being installed if LE was not selected.

3.3 changes:

- Living Economy integrated into the mod as a new optional component, this will help to make Oblivion's economy more credible and dynamic. LE tweaks many things.. adds random merchants transactions, tweaks merchant's gold and gives items dynamic/regional prices (so the price of an item will vary from region to region, and will also be based on the amount of the item the merchant has.. if a merchant has a big stock of an item he will sell them cheaper and vice versa) and more (check the right section in this readme for more info), if installing this together with the new items add-on LE will take care also of every single item contained in the add-on giving it dynamic/regional prices Note: the LE version bundled in this mod has been rebalanced a little to make player's life a bit harder

- Added 13 new creatures to the new creatures add-on, the new Ai/Behaviors scripts component of the creatures add-on will now also tweak the faction system.. adding new factions and tweaking factions relationships to make them more credible and realistic, animals like wolves/lions/bears/boars and creatures like ogres/trolls/minotaur’s will have their unique factions and may randomly attack each other depending on their aggression level, so, for example, you many now see, sometimes, ogres fighting trolls or wolves fighting boars, smaller creatures/animals have smaller chances to attack bigger ones

- The new creatures add-on is now fully in game customizable, via a simple in game menu you will be able to adjust most of its scripts to your liking (rise/lower the factions relationships modifier for more/less factions fights, rise/lower the size rescaling chance and the max/min scale caps, rise/lower the chance for animals to flee when low on health, rise/lower the chance for undead to rise back from death and its timer).. all you have to do is open the console and type "startquest FranMenu"…close the console and wait a couple of secs for the menu to show up

- Misc/food items added to loot of generic npcs, every npc type (bantis/marauders, necros, conjurers.. ) has his own list.. so while you may find lower class food/drinks/clutter and gems/jewelry/gold in bandits loot.. a necro could also carry apparatus equipment/reagents/scrolls.. bosses will have slightly higher chances to have one or more misc items in their loot and their quality will also be a little higher (so while the regular bandit can have lower class items.. a bandit boss can have middle class ones).. this will make loot more varied and realistic. 10 new items added to the items add-on (magical variants of them added too)

Fixed the missing world model issue of the light elven robe and the cured leather armor

The new creatures add-on is now an ESM.. delete the old creatures add-on.esp (or uninstall 3.2 before installing 3.3) and remember to load the new one instead.

Many thanks to Creepyfellow for his help in integrating LE into the mod and to Martigen for the precious info given to me about the factions system. Thanks also to Adonnay, Andreas, Brundle Mouche and Blade9722 for their help with translations.

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