Oblivion beautiful faces for everyone. The best mods for The Elder Scrolls IV: Oblivion. Dwarven Art: Alik'r Desert

Over the past 12 years, an army of modders has put in the hard work to make Oblivion the game of dreams. Currently, a large number of mods are presented to the attention of users that change the game in various directions.

Transformations from masters like Oscuro and Francesco are redefining the leveling system. Midas Magic: Spells of Aurum empowers the player with divine powers and abilities to crush enemies. There are thousands of such examples, so below are the highest quality and finalized projects from the most dedicated and productive members of the community.

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The first thing you should pay attention to is this mod. It fixes over 1800 bugs that are still there even after Bethesda has finished fixing them. So this mod contains 1800 floating rocks, transparent walls and animation bugs that you will never see. There are also a couple of separate patches for expansions and DLC, so make sure you have them before visiting the Shivering Isles.

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In the original version of the game, each character levels up at the same rate. This means that each battle has the same difficulty. This mod changes all that by setting different levels for each area, turning Cyrodiil into a dangerous and unpredictable province. Also, it changes almost every other aspect of the game.

For example, it becomes easier to cast spells, advanced artificial intelligence of creatures allows them to react to the character in a more realistic way. In addition, various bosses have been created scattered around the world that provide additional challenges for the character to receive additional rewards. In addition to this, there is a whole series of smaller mods that fix the AI, adjust the balance, and add hundreds of different weapons and items to the game.

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Turn enemies into gold, ride a magic carpet, summon a Balrog and explore 7 new areas - all this is available in this modification. She adds hundreds of magical abilities to Oblivion, along with new vehicles and even the power to transform. The mod claims that it does not affect the game balance in any way, and this is practically the case. But once the character has the most powerful spells, nothing can stand in his way.

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Unique Landscapes is a series of mods aimed at turning every location in Cyrodiil into a piece of art. Each mod has its own author, who brings his own individual style to each area. This ensures that the user does not encounter two identical locations. 22 locations have already been updated with more in the works. This mod pairs wonderfully with Oarl's Texture Pack and Natural Environment. If you combine both mods, Cyrodiil will turn into a place of stunning beauty.

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This mod is very similar to Oscuro's Overhaul. Both mods make Oblivion a more varied and interesting game by changing the level system of the creatures around the character. For those players who have just started playing Oblivion, the mod will be an exciting experience, especially at the initial levels. Also, many changes can be turned off to compare the systems of the original game and its modifications. This will allow you to customize Oblivion in the most convenient way for the player.

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The expansion adds some depth to Oblivion's combat strategy, expanding it with new moves and attacks. With the installation of the add-on, the player will be able to dodge attacks, immobilize the enemy, and even inflict a fatal blow with a strong attack. Of course, opponents also have these abilities, adding to the need to think through tactics in combat.

Combat now feels and looks more visceral. Critical hits now result in well-animated deaths, and what's more, a sneak attack can showcase the player's necks and throats being brutally slit.

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This mod is the most popular and elaborate collection of textures for Oblivion. It has been released in several versions to fit different computers, so don't choose one that won't fit your PC. Even the low resolution versions are a big improvement, while the larger versions completely transform Cyrodiil, adding intricate details to the world.

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Tired of only having to see 5 items on the list at a time? Annoyed by giant fonts and clunky interfaces? Darnified UI completely changes the user interface, updating each menu item to display correctly on the monitor. It also replaces the world map with a beautiful, detailed and colored version. It's not a complete overhaul of the game, but it does make everything simple and easy to use. This modification is also well compatible with the above mods.

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Such a mod contains a number of subtle updates that come together to improve the look and feel of the world. Along with dynamic weather effects, updated water effects, foliage changes, and the addition of birds and insects, the mod does a great job of making Cyrodiil a more vibrant world.

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The mod adds more than 150 new types of creatures and enemies to the game, bringing variety to the exploration of the game. Like Oscuro's overhaul, it adds unique bosses, each with unique loot tied to it, including new weapons and armor. Because of this, there may be conflicts between this mod and Oscuro's overhaul, as well as modifications from Francesco. If you want to install three add-ons at once and don't mind going through the painful installation process, then use FCOM.


Complete redesign of the NPC's appearance in TES IV - Oblivion.

Tamriel NPCs Revamped is an ambitious project that aims to radically improve the visual appeal of virtually every NPC in Tamriel. With the exception of helmeted warriors, knights, and guards, almost all human, orc, and elves NPCs have acquired their own unique traits. This mod doesn't just improve the look of faces - it radically transforms weird-looking NPCs into more visually appealing playable characters - exactly the kind that were intended in the original Oblivion. When the project is completed, players will be able to determine the race of NPCs from a distance.

Imperials: Greco-Roman type. Strict ascetic traits. Classic facial symmetry.

Bretons: a combination of Celtic, Irish, Anglo-Saxon and Germanic types. When looking at them, colonial America of the late 1700s involuntarily comes to mind. Hairstyles with tails. Sometimes they look a little goofy (especially some characters of humble origin), but next to them is always fun. Very eccentric. Strong personalities. They love to crack jokes and will happily buy treats for everyone when things are going well. They prefer long hair. The easiest way to distinguish them from the Imperials is by their noses (they are larger and more prominent). Facial features are asymmetrical.

Nords: coarse facial features in men. Very intimidating appearance. Freely flowing hair - braided by the noble class. A piercing look. Wide and high cheekbones. Some have broken or crooked noses from tavern fights and jealous spouses.

Dark Elves (Dunmer): imagine faces from Morrowind, "Planet of the Apes", North American Indians (warriors) and "Predator", then try something in between. Always irritated and/or fierce looking. Thin and somewhat elongated facial features. Small, thin lips, forehead sloping back. Wide, flaring nostrils. Much attention is paid to the eyes. These NPCs will look like they just arrived from Vvardenfell!

High Elves (Altmer): a mixture of Germanic and Japanese types of facial structure, also resemble representatives of this race from Morrowind. Sophisticated, all-knowing, detachedly self-confident and indulgent. They may not look too human, but by sticking to the lore, they are more like a race that lived on Tamriel long before other races existed. The warriors look flexible, the girls have an angelic appearance. Hair from dark to light - often long.

Wood Elves (Bosmer): women are reminded Morrowind, men seem to have come out of the Better Bodies plugin for Morrowind. Change in appearance towards a more "elven" look. Often mocking, contemptuous.

Redguards: a mixture of the appearance of African Americans, Caribbean type, African natives (Bushmen, Maasai, Zulus), Moroccans, Egyptians. A much more ferocious and self-confident look.

Orcs: the snub nose has been removed - replaced by more lean and stingy features. Almost every orc looks like he/she is ready to seriously, and not just in words, get down to business.

Argonians: large bulging eyes are adapted to the dimly lit underwater world, fin-like growths allow water to flow around the body, heavy jaws are able to ruthlessly shred the bodies of both vertebrates and invertebrates.

Khajiit: furtive and savvy, majestic and insinuating ... But most of all they look like real felines and have much more diverse faces than their predecessors. Now you will see different types of lynxes, lions, lionesses, servals, ocelots and even charming cougars (delight!).

Changing the Shivering Isles! TNR for SI - an individual approach to the study of the appearance of each NPC, the appearance of almost all the inhabitants of the reality of Sheogorath has been changed.

Releases released:
TNR - The Altmer v1.00
TNR - The Argonians v1.02
TNR - The Bosmer v1.00
TNR - The Bretons v1.02
TNR - The Dunmer v1.00
TNR - The Imperials v1.06
TNR - The Khajiit v1.01
TNR - The Nords v1.00
TNR - The Orcs v1.00
TNR - The Redguards v1.00
TNR-Shivering Isles-

This mod is the second version of a global improvement in the appearance of all races and characters in Cyrodiil. Compared to the first version, it has been significantly redesigned, so it can actually be considered a completely new mod.
This time, all races (including non-playable ones, such as Dremora, Dark Seducers, Golden Saints) and most of the NPCs have undergone processing and change.

Peculiarities:
- the mod contains high-resolution textures for the faces of the characters, as well as age maps designed to work with these textures. Thanks to the Blockhead mod, it became possible to make different head models and face textures for women and men, which had a very positive effect on the appearance of the characters;
- some races got a completely new look, which made them unique: elves became closer to their images in Morrowind and Skyrim - they got lines on their foreheads, facial features were sharpened, the shape of their ears changed slightly, dark elves acquired a gray skin tone; the appearance of the orcs has been significantly reworked: the nose and mouth resemble human ones, the fangs are slightly reduced, the skin has become gray; The eyes of the Bosmer and Altmer have been replaced: the eyes of the Wood Elves have dark sclera, the High Elves have yellow eyes. Also, several new types of eyes have been added for all races;
- some vanilla hairstyles have been replaced with new ones that do not stand out from the atmosphere of the game;
- 80% of NPCs had their faces slightly reworked to better adapt them to the mod. There are practically no characters left with distorted and discolored faces;
- age maps have been changed: now, with aging, NPCs will have not only wrinkles, but also scars. Khajiit's facial pattern changes as they grow older.

Notes:
- remember you need OBSE and Blockhead for the mod to work properly. Without them, one can encounter darkened faces, missing head meshes, and other unpleasant things;
- custom body textures were made for the mod, which support only a limited number of replayers: these are vanilla bodies, HGEC, Robert Male Body and Robert Female Body. It will also work with HGEC-based repeaters such as TGND or ZKEC.
- be sure to validate in OBMM after installation!

Optional files:
The "Optional Files" directory contains the following additions:
Textures for Robert Female Body- body textures designed for use with the Robert Female Body replayer.
Textures for Robert Male Body- body textures designed for use with the Robert Male Body replayer.
Textures for HGEC bodies- body textures designed for use with the HGEC female body replayer.

Bonuses from the localizer:
A few changes and fixes that you might find useful.
Vanilla ears for elves- this small fix returns the ears to the elven races that they had in the original game. It is designed for those who do not like the new ear models.
The return of vanilla hair- if you don't like that the author has replaced some vanilla hairstyles, then install this patch. It will put everything back in place, and new hairstyles will be available in the character creation menu for the human and elven races (not replacing the vanilla ones).
New textures- textures of faces from old versions of OCO for human, elven (except high elves) races and orcs. The old textures are very different in their style from the new ones (more natural eyebrows, fuller and bigger lips, no freckles), so be sure to take a look at the screenshot attached to this folder.

IMPORTANT!
- Read the "Installation" section carefully! The mod is complex, and incorrect installation can lead to numerous bugs!
You will find detailed instructions in the Html-readme in the plugin archive.
- Before installing the plugin, completely remove the old versions of the mod, if you had them installed!
- Before installation highly recommended make a copy of your characters folder (located in the Meshes and Textures folders in the Data directory)!- just in case you don't like the new faces.

Conflicts and incompatibilities:
Since this mod affects a very large number of parameters, it will conflict with almost all plugins of these types:
- face retexture;
- any mods that add new eyes/hairstyles to vanilla races;
- any mods affecting NPCs;
- mods affecting the characteristics and abilities of races;
- mods that replace age cards;
Some conflicts can be avoided by creating a patch using the Wrye Bash program.

Attention! The mod was updated on 07/04/2014 to version 2.03!
The following changes have taken place:

- fixed eyelashes;
- fixed the path to the textures of the body of the Khajiit;
- fixed bug with dark elves eyes;
- fixed bug with black mouth texture for NPCs;
- the head model of the Nords has been slightly changed.


Complete redesign of the NPC's appearance in TES IV - Oblivion.

Tamriel NPCs Revamped is an ambitious project that aims to radically improve the visual appeal of virtually every NPC in Tamriel. With the exception of helmeted warriors, knights, and guards, almost all human, orc, and elves NPCs have acquired their own unique traits. This mod doesn't just improve the look of faces - it radically transforms weird-looking NPCs into more visually appealing playable characters - exactly the kind that were intended in the original Oblivion. When the project is completed, players will be able to determine the race of NPCs from a distance.

Imperials: Greco-Roman type. Strict ascetic traits. Classic facial symmetry.

Bretons: a combination of Celtic, Irish, Anglo-Saxon and Germanic types. When looking at them, colonial America of the late 1700s involuntarily comes to mind. Hairstyles with tails. Sometimes they look a little goofy (especially some characters of humble origin), but next to them is always fun. Very eccentric. Strong personalities. They love to crack jokes and will happily buy treats for everyone when things are going well. They prefer long hair. The easiest way to distinguish them from the Imperials is by their noses (they are larger and more prominent). Facial features are asymmetrical.

Nords: coarse facial features in men. Very intimidating appearance. Freely flowing hair - braided by the noble class. A piercing look. Wide and high cheekbones. Some have broken or crooked noses from tavern fights and jealous spouses.

Dark Elves (Dunmer): imagine faces from Morrowind, "Planet of the Apes", North American Indians (warriors) and "Predator", then try something in between. Always irritated and/or fierce looking. Thin and somewhat elongated facial features. Small, thin lips, forehead sloping back. Wide, flaring nostrils. Much attention is paid to the eyes. These NPCs will look like they just arrived from Vvardenfell!

High Elves (Altmer): a mixture of Germanic and Japanese types of facial structure, also resemble representatives of this race from Morrowind. Sophisticated, all-knowing, detachedly self-confident and indulgent. They may not look too human, but by sticking to the lore, they are more like a race that lived on Tamriel long before other races existed. The warriors look flexible, the girls have an angelic appearance. Hair from dark to light - often long.

Wood Elves (Bosmer): women are reminded Morrowind, men seem to have come out of the Better Bodies plugin for Morrowind. Change in appearance towards a more "elven" look. Often mocking, contemptuous.

Redguards: a mixture of the appearance of African Americans, Caribbean type, African natives (Bushmen, Maasai, Zulus), Moroccans, Egyptians. A much more ferocious and self-confident look.

Orcs: the snub nose has been removed - replaced by more lean and stingy features. Almost every orc looks like he/she is ready to seriously, and not just in words, get down to business.

Argonians: large bulging eyes are adapted to the dimly lit underwater world, fin-like growths allow water to flow around the body, heavy jaws are able to ruthlessly shred the bodies of both vertebrates and invertebrates.

Khajiit: furtive and savvy, majestic and insinuating ... But most of all they look like real felines and have much more diverse faces than their predecessors. Now you will see different types of lynxes, lions, lionesses, servals, ocelots and even charming cougars (delight!).

Changing the Shivering Isles! TNR for SI - an individual approach to the study of the appearance of each NPC, the appearance of almost all the inhabitants of the reality of Sheogorath has been changed.

Releases released:
TNR - The Altmer v1.00
TNR - The Argonians v1.02
TNR - The Bosmer v1.00
TNR - The Bretons v1.02
TNR - The Dunmer v1.00
TNR - The Imperials v1.06
TNR - The Khajiit v1.01
TNR - The Nords v1.00
TNR - The Orcs v1.00
TNR - The Redguards v1.00
TNR-Shivering Isles-

About this module
Comprehensive, all-in-one Oblivion character upgrades. New head shapes, skin textures, eye textures, and some new hairstyles covering all the races in the game, including the Dremora and the Shivering Isles, are all built in a single art direction that adheres to the styles of Skyrim and TESO. Affects both the player and NPCs.

Instructions Oblivion Character Overhaul

OCOv2 is a completely rebuilt, bigger, better and more extensive overhaul of Oblivion. This is a complete character revamp with a new visual direction heavily inspired by Skyrim and Morrowind.

Dear visitors, by clicking the download button you will be taken to the site where you can always download the latest version of this mod. This is for your comfort.

OCOv2 is a very complex mod, so read all the instructions carefully before installing it - it touches a lot of things at once and is built to rework a lot of things. Growth potential is the maximum possible visual perception.

Mandatory requirements for the mod:
OBSE - latest version
Blockhead Plugin

These are absolute undeniable needs. OCOv2 will not work as intended without them.

Installing TLDR:

  • Completely remove OCOv1 if you still have it
  • Use NMM
  • Seriously need to use NMM
  • Install OBSE and Blockhead Replacement

Before installation:

* OCO comes with its own body textures for each supported character. They are tailored for the mod and using any other texture substitutes on top will result in more visible model seams and possible color differences.

OCOv2 only works with the English copy of Oblivion, as it changes race and NPC entries. Users with other languages ​​will receive a dumb NPC. It may be fixed for other languages, but I can't do it right now.

For best results, run OCO with a good ENB configuration and/or OBGE with subsurface scattering, skin shaders, and color grading.

Changes

On a practical level, OCO gives each race and gender its own head mesh and texture. All of them also have variations and a couple of new hairstyles replacing the standard ones. Visually, the heads have been prepared with modern modeling conditions and have the correct sculpted normal features and vibrant skin textures. I made the main grids unique for each playable race and gender, and there are many differences between them - you can see them apart at a glance. In some cases, I've made big adjustments to several head parts, such as shrinking the orc's jaws and repositioning the Khajiit's teeth in the head.

Dremora, Gold Saints and Dark Seducers have also been changed.

OCO spent a total of 8 months building ver1. ShadeMe's Blade plugin made it possible to create v2, like before Blockhead, it was impossible to use the same race for different models by gender.

Development sometimes dwindled. I have struggled a lot with FaceGen engine warps and have reworked and reworked things many times. It was all trial and error. I kept banging my head until it looked decent. The amount of fine tuning involved in the last 2 months has been clearly ridiculous and OCO has been my second job for a while and while I'm not entirely happy with all aspects of it, I just need to push it out to give myself free time again.

Therefore, I hope that everyone will enjoy the fruits of my labor. This is the craziest project I've ever done myself, and it totally paid off.