Zensetsu said:
Wait till the modders have actually had some time, I predict great things from the elder scrolls community.
I've got some GREAT ones already.
Graphical Mods:
All 3 or 4 upgraded "far view" textures packs, of course.
Upgraded gold coin texture (hey, why not).
Completely retooled UI. Smaller fonts, more zoomed out maps, more information displayed on screen in menus. Moved around icons, percentage descriptions to various status and progress bars, recolored overworld map, colored health bars floating over the respective enemies, etc.
Another graphical mod that makes the grass shorter. Speeds up gameplay a bit (not really necessary for me), but also makes things easier to see, without compromising the beauty!
A tweak that makes underwater viewing easier.
Another that removes the "loading area" message while traveling outdoors. (That just needlessly breaks immersion).
A mod that reduces the crosshair size by about 60% (woo.)
Another mod that reduces the enchanted item glow mesh graphics by 50%, largely eliminating the garish glowing saran-wrap look to most enchanted goodies.
I've got tweaks going on that strip out the opening bethesda and oblivion screens, taking me straight to the main menu. Yeah, I'm lazy.
Gameplay Mods:
Let's see... a total conversion of the leveling up system to remove the ridiculous micromanagement. Levels are still tied to major skills, but now your stats go up according to what skills (major and minor) you power up. Very dynamic and open. Loving it.
A complete retooling of enemy inventories. Monsters and loot still level up with you, but now loot drops are much more staggered. Even as a high level character, you'll find MUCH more iron and steel than glass and daedric. As a bonus, steel is more common on the early levels as well. I remember how tough it was to gather a complete set of Daedric equipment in Daggerfall. Oblivion will be that way as well. In my game, anyway.
Auto-harvesting ftw! Walk close enough to herbs and mushroom and whatnot, and my character auto-harvests most of it. As a bonus, the actual 3D model for that plant or mushroom or clam or whatever will vanish until the ingredient it contained respawns, in about 3 days. Brillliant!
Slowed down time. I believe the game defaults to 1 real world minute = 30 game world minutes. I have a mod that tweaked that into a 1 : 10 ratio instead of a 1 : 30 ratio. Much better.
A nice mod that will "level up" major quest rewards. As it turns out, Oblivion scales quest rewards depending on the level you were when you completed a quest. So the game actually penalizes you for doing quests early, since you'll get a severely stripped down reward for completing a quest at say, level 5, instead of waiting to finish until you're level 20. So now, any quest rewards you have will upgrade as you level up as well, removing that penalty! Nice!
Scripts that require you to routinely feed and sleep (Ultima whore in me). The eating script is even clever enough to auto-eat food from my inventory. And the sleep script came with a modification to general store-type merchants that have them selling a new item, a bedroll you can carry with you. Neat.
A fix to guild item ownership. Instead of being able to completely loot a guild of all of its treasures upon joining, more and more of its spare treasure opens up as you advance in ranks. Nice!
A mod that makes alchemy ingredients lighter (allowing you to harvest more without burdening you).
Another that makes Elven and Mithril equipment lighter, as they should be. (No decent fantasy-world based reason why they are heavier than Dwarven equipment.)
Tweaks to the gemstone economy. They're much more valuable now. (Doesn't add any gemstomes to the game, just changes their prices. That of the silver and gold nuggets too).
A mod that adds lockpicks to certain stores.
A mod that pops a "buy/sell all" when trying to buy or sell 2 or more items, versus the default 3 or more items. (Very nice when trying to bring up Mercantile early in the game).
A mod that retools the Bounty system such that bounties will slowly fade away over time (real world time, not game time, so don't try to sleep it all off!). Neat idea, actually. As the crime gets "cold", interest wanes and the guards start to focus on more recent crimes with better leads!
A mod that reduces the recharge cost of magical items. (Way too expensive on default, IMHO).
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Not a bad start so far, eh?