I've scoured Planet Elder Scrolls for appealing mods.
I downloaded 511 files totaling 6.18 GB at their current compression level.
This is the pool from which I'll select mods to include in the mod pack.
Not all of the files will make it. I downloaded some that looked interesting but might not make the cut. Some I couldn't make up my mind at that moment. Others are different versions. Some have multiple types.
Some of the files are merely updates or compatibility patches.
I still expect the number of mods to exceed 250. That is unfortunate. The maximum supported mod limit for Oblivion is 255 I think. I am hoping to merge many mods into a bashed patch. If that isn't sufficient, I hope I can use a process to merge different mods together using the construction set.
I'll have to check that the Elder Scrolls Nexus doesn't have newer versions of the mods. But now that I have screened the mods, updating the ones I have selected should be a much less tedious task.
The next step is to make the mods into omods. The big chunk of work will be filling out meta-data and writing omod scripts. I want the mod pack to work for non-SI users, SI users, and official mod users. I'll also have to maintain compatibility between the mods themselves.
I'll have to create a good load order. I'm counting on BOSS to get most of the load order right. I know I'll have to do some manual edits, and then I'll edit the BOSS master list to reflect my changes.
Since I'm using omods I'll create custom omod groups and use that to indicate omod activation order.
Then I'll have to make a readme. I may have to include meta-data. I want to make a feature list. I'll also have to include install instructions.
So far all of this will just be for my benefit. If I want to redistribute this mod pack legally I'll have to contact certain mod authors and ask for their permission to redistribute the files in the omod format.
I downloaded 511 files totaling 6.18 GB at their current compression level.
This is the pool from which I'll select mods to include in the mod pack.
Not all of the files will make it. I downloaded some that looked interesting but might not make the cut. Some I couldn't make up my mind at that moment. Others are different versions. Some have multiple types.
Some of the files are merely updates or compatibility patches.
I still expect the number of mods to exceed 250. That is unfortunate. The maximum supported mod limit for Oblivion is 255 I think. I am hoping to merge many mods into a bashed patch. If that isn't sufficient, I hope I can use a process to merge different mods together using the construction set.
I'll have to check that the Elder Scrolls Nexus doesn't have newer versions of the mods. But now that I have screened the mods, updating the ones I have selected should be a much less tedious task.
The next step is to make the mods into omods. The big chunk of work will be filling out meta-data and writing omod scripts. I want the mod pack to work for non-SI users, SI users, and official mod users. I'll also have to maintain compatibility between the mods themselves.
I'll have to create a good load order. I'm counting on BOSS to get most of the load order right. I know I'll have to do some manual edits, and then I'll edit the BOSS master list to reflect my changes.
Since I'm using omods I'll create custom omod groups and use that to indicate omod activation order.
Then I'll have to make a readme. I may have to include meta-data. I want to make a feature list. I'll also have to include install instructions.
So far all of this will just be for my benefit. If I want to redistribute this mod pack legally I'll have to contact certain mod authors and ask for their permission to redistribute the files in the omod format.