Oblivion: A Second Wind for the Game
Prologue.
Recently, I felt a desire to return to TES4. I took the "Gold Edition" from 1C off the shelf, installed it, and launched it. After just the first rat I killed, I felt it. A longing. In a split second, assassins of the Mythic Dawn, the burning Kvatch, and Martin in dragon form flashed before my eyes. And right after them: Ayleid ruins, goblins, skeletons, zombies... And further: a blood-soaked temple in Anvil, ghostly knights, a fight with Umaril somewhere in the clouds. The only thing that didn’t seem hopeless was the Shivering Isles and the madness that inhabited them. And yet, I wanted to experience the game as if it were the first time. That's when I remembered the huge number of user plugins for the game, which I never loved wholeheartedly, except for graphical modifications that didn't affect the game world. In short, the groundwork was laid. But from the moment it was decided that surgical intervention was inevitable, and until the exclamation "it's alive!", far more than a few hours passed. Actually, I want to share how I went from a poor surgeon to one who can distinguish kidneys from hearts and a large tibia from a skull.
So, I drew information from many sources, but I will especially note two: tes.ag.ru and tesnexus.com.
I'll start with the patches for Gold, both official and unofficial. They need to be installed first.
Official patches for the "Gold Edition"
The last patch also adds official plugins, excluding Fighter's Stronghold. This plugin is paid, but if you're looking for freebies, ask Google or me in private. :)
Localizer for Fighter's Stronghold
Unofficial patches
Patch for the Shivering Isles + localizer
Patch for Bethesda plugins + localizer
For the mods to work correctly, some software will be needed.
Oblivion Mod Manager (OBMM) - a program for connecting and managing plugins.
Oblivion Script Extender (OBSE) - expands the functionality of scripts, necessary for non-standard plugins (for example, Deadly Reflex).
BSA commander - a utility for working with .bsa archives (archives contain sounds, textures, and other game information).
Now about the mods themselves.
Oscuro's Oblivion Overhaul
A global mod that changes many aspects of the game and adds a multitude of new quests, NPCs, and types of equipment. It doesn’t need an introduction. Must-have.
Version 1.3 ~370 MB
Patch to version 1.32 ~75 MB
Patch to version 1.33 ~26 MB
Patch to version 1.34 (beta) ~17 MB + localizer for the esm file + localizer for the esp file (for the full version) and localization of optional plugins.
Martigen's Monster Mod
A mod aimed at expanding the game’s fauna, as well as complicating the behavior model of animals and NPCs. Highly recommended as well.
Patch to version 3.7 (beta) + localizer
Patch for compatibility of MMM with Exnem's Female EyeCandy
Less major plugins:
*Cosmetic Compilation* - adds races of mystical elves and daedra, as well as a variety of hairstyles and eyes.
Fix allowing play with non-standard races
*Exnem's Female EyeCandy* - replaces female body models.
Original game armor adaptation for EFEC + localizer
OOO armor adaptation for EFEC + localizer
*Immersive Interface* - makes the user interface (HUD) more compact.
Dark UI - replaces textures of in-game windows, makes the inventory more compact, increases the visible area of the map.
*Kvatch Rebuilt* - a quest to restore Kvatch.
*Myth and Legends* - adds over a dozen new weapons, each with its own story. A book with descriptions is included.
*Artifacts of Tamriel* - adds many new artifacts (including from previous TES entries). A book with descriptions is included.
*Enhanced Weather* - One of the best weather mods.
*Midas Magic Spells of Aurum* - adds a huge number of new spells.
Installation
Installing mods is not particularly complicated. Generally, mods are installed by unpacking the archive into the Oblivion/Data directory. I will note only that it is best to unpack the archives into a separate folder and then manually copy each folder such as textures, meshes, sounds, etc.
For installing the interface mod Dark UI, you need to use BSA Commander to open the file Oblivion - Misc.bsa (the original file must be either renamed or deleted) and unpack it to the same directory (Oblivion/Data). Only after that should you copy the mod folders into the game directory.
Also, after installing mods, it may be necessary to perform the procedure in OBMM Utilities > Archive Invalidation > BSA Invalidation (if some textures from the mods are applied incorrectly or do not apply at all).
Loading order
For mods to work correctly, the proper loading order must be indicated in the game, because mods that affect the same areas of the game (interface, NPCs, etc.) can conflict, leading to incorrect operation or even complete non-functionality of certain mods and the game as a whole. Nevertheless, minor conflicts between different plugins always exist, and some mods work together only because they conflict. It should also be taken into account that plugins lower in the queue override those above, so all major mods should be placed at the top, while quests should be at the bottom.
Universal loading order:
<Unofficial patch><Weather/Nature/Textures/Sound>
<Minor mods/New items/Houses/Official plugins (after completion)>
<Main mods altering gameplay> <Plugins that modify main mods><Official plugins (before completion)>
<Quest mods> <Patches>