I don't know if it's gonna break anything but the DLC quests aren't starting when I use this. They all popped up in the journal on my 1st character upon exiting the sewer.
I guess part of the problem is I usually ignore those. I'll have to do a survey of what you can pick up in there and see what would be fair to add. But good idea, thanks :)
Alright, added a Steel Mace. I think that now covers pretty much everything as far as items that are found in the intro.
I'll take the time to note the reason why I added steel weapons instead of iron or rusty. In the intro you can find a Steel Shortsword but the bow and daggers you find are either rusty or iron. For blunt weapons you only had some clubs. So I figured it'd be ok to even things out a bit but I really should have added the Steel Mace earlier, thanks for making me think more on it :)
There is an iron warhammer in the tutorial near the chest with the average lock level and the iron shield, would be good to have a two handed blunt option as well, thanks for the update though.
this was the kind of mod i first ever downloaded for classic oblivion, and skyrim too...its a must have especially if youre not done adding mods to your games.
Edit: This is apparently vanilla behaviour and not caused by this mod.
Original post:
I'd like to report some strange behaviour but I don't know if it is because of this mod or something else. But this is the only mod I have that affects the main quest (as far as I'm aware) so my gut tells me this one is involved and I'd like to leave a comment just in case anyone else experiences the same thing.
When I started a new game, created the character, and got transported out of the sewers, I made a save. I died immediately and reloaded that save. But then I noticed an oblivion portal had spawned on the mainland behind vilverin, including a scamp and the ability to enter it. However, on reloading that save later a few times, there was no portal.
So again, I don't know if it's because of this mod, but random gates would normally start to spawn after certain progress was made in the main quest. Which would explain why it's not consistent. I don't know if this gets triggered somehow by this mod or if it's just another janky bethesda bug :D
Yeah the portals being opened at the start occurs sometimes even without any mods at all. I'm pretty sure its a bug though because simply reloading a save or entering another area makes them disappear.
Confirm, this happens in vanilla, since the remaster launch and random portals can continue to spawn until you bring the Amulet of Kings to Weynon Priory, at which point, they *should* pause (for me that seem to have, but idk for absolute certain due to randomness) until you go to kvatch.
If i don't pick a starting class, does that mean i can play the game without any Major skills and it would essentially be like Skyrim's leveling system?
I just tested it and yeah, you can start the game without picking a birthsign or a class so it shows that you have neither in your character details and you have no major skills. I didn't think about how that worked honestly but I guess it's alright to leave it as-is in case someone wants to do this as a form of challenge run.
I'd add a dialog box with a warning if someone tries to start right away without picking a birthsign and class, but because I don't know how to add new text strings to the engine because of how Oblivion Remastered handles things now, I think I'll leave it. Maybe in the future it can be updated.
I would say its actually different, because the save files appear to have a unique ID associated with them, so if you load back to a save before exiting sewers after already playing character named Clive for 50 hours. Then name this new character Sylvana, Clive's and Sylvana's save files will be categorized together in the load game list which is kinda annoying.
Using this mod I think prevents that and you can get all your characters save files listed nicely in separate name category on the load game list if that makes sense.
I thought this was a bug using the sewer interaction to change your name after, but using showracemenu triggers same effect. Also manipulating the save file folder or renaming the save files doesn't seem to help so this mod is very welcome thanks !
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the rat meats, the fungus etc
I'll take the time to note the reason why I added steel weapons instead of iron or rusty. In the intro you can find a Steel Shortsword but the bow and daggers you find are either rusty or iron. For blunt weapons you only had some clubs. So I figured it'd be ok to even things out a bit but I really should have added the Steel Mace earlier, thanks for making me think more on it :)
Original post:
I'd like to report some strange behaviour but I don't know if it is because of this mod or something else. But this is the only mod I have that affects the main quest (as far as I'm aware) so my gut tells me this one is involved and I'd like to leave a comment just in case anyone else experiences the same thing.
When I started a new game, created the character, and got transported out of the sewers, I made a save. I died immediately and reloaded that save. But then I noticed an oblivion portal had spawned on the mainland behind vilverin, including a scamp and the ability to enter it. However, on reloading that save later a few times, there was no portal.
So again, I don't know if it's because of this mod, but random gates would normally start to spawn after certain progress was made in the main quest. Which would explain why it's not consistent. I don't know if this gets triggered somehow by this mod or if it's just another janky bethesda bug :D
I was unaware that the portals can spawn immediately now. That means this mod isn't responsible for that so my post can be ignored :D
I use
This mod to configure random gate spawn chance
and This mod to close random gates if one happens to spawn somehow
alongside Alt start for full Oblivion gate control. :)
I'd add a dialog box with a warning if someone tries to start right away without picking a birthsign and class, but because I don't know how to add new text strings to the engine because of how Oblivion Remastered handles things now, I think I'll leave it. Maybe in the future it can be updated.
Using this mod I think prevents that and you can get all your characters save files listed nicely in separate name category on the load game list if that makes sense.
I thought this was a bug using the sewer interaction to change your name after, but using showracemenu triggers same effect. Also manipulating the save file folder or renaming the save files doesn't seem to help so this mod is very welcome thanks !