
Mod B overrides parts of Mod A, but then compatibility patch Mod C overrides very specific parts of Mod B with the bits of Mod A you want to keep). Back then, the big challenge was getting the load order right, often involving compatibility patches (ie. See, Oblivion is fairly mod friendly, mods are packaged in to ESP files, and you can load them in any order you want. I first tried to do this about two years ago, and the big thing then was getting your ‘load order’ right. It’s interesting how modding communities develop.

If you really do want to try it for yourself all I can do is suggest this site. And then making them work together gets quite difficult. You start seeing more and mods that you’d like to try and things snowball. See, the thing is, if you just want to use a few mods with Oblivion, it’s a piece of cake.
DARNIFIED UI OBLIVION BAIN HOW TO
You’ve searched out compatibility patches to make everything work together, learned how to use BAIN to make installing easier, got your head around a bashed patch and started pyffi-ing your meshes to improve performance. See, the original plan had been to choose a small number of specific mods and play just with those, but the problem is that the more you read about the mods available, more and more catch your eye and before you know it you’re down the rabbit hole with around 100 installed. I’m not, however, going to explain how to get them all working together. Since that time a whole host of mods have been created, numbering in their thousands, so before I start this diary, I am going to list out the ones I’m using. Not for someone with their head about 40cms from the screen.

The game had been released on 360 and PC at the same time, but the interface was scaled for people playing it on the sofa. I remember when I first played it around four years ago, the first thing I did was install a very early user-made mod that ‘fixed’ the interface. The thing about Oblivion is that it’s hugely modifiable.
