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Cake day: August 2nd, 2023

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  • That sounds a lot like chameleon, the spell/enchantment in Oblivion that reduced the ability of enemies to spot you. It was basically a second layer of sneaking that stacked with regular stealth.

    There was a famous exploit where if you managed to reach 100% chameleon effect strength, you could literally stand there wailing on NPCs with a greatsword and they wouldn’t even notice. The AI simply wasn’t allowed to know you were there.

    There’s a reason the spell was removed in Skyrim. Stealth archers could have been even more broken!


  • (I know this is a shitpost, but I couldn’t resist lore-dumping)

    The Dark Sign is actually Gwyn’s curse on humanity to seal away their potential (the Dark Soul being the only fragment of the First Flame that can be shared and passed on without weakening, he feared humanity growing powerful enough to topple the gods through sheer numbers). That’s why the Dark Sign appears as a flame encircling the Dark. When the First Flame weakens enough, his seal becomes visible as the Dark within humanity begins breaking free.


  • Shivering Isles rivals Morrowind in my mind. It has a strange and unique setting and most of the content is incredibly well-written, which contrasts sharply with the standard medieval setting of baseline Oblivion (mandatory reminder that Cyrodiil was supposed to be a rainforest, but the devs retconned it to make development easier).

    The other expansion, Knights of the Nine, was just a bunch of fetch quests to unlock an armor set and was disappointing in comparison to even the base game (though at least the final boss fight was cool). It also put behavioral tracking on the DLC’s rewards that would disable them if your character gained infamy, forcing you to repeat a bunch of boring travel quests to fix them whenever this happened. There’s a reason KotN never comes up in discussions about the game.











  • The vampire stuff in Oblivion is interesting but short. There’s maybe an hour of content spread across the entire game world.

    Morrowind had multiple vampire clans you could join (that were completely hidden and hostile to anyone not infected with their strain of the virus, so probably missed by 99% of players not using a guide), each with their own specialties and questlines, and there were unique interactions with NPCs and factions based on the progression of your vampirism.

    It’s disappointing that Oblivion was such a step backward in that regard. My guess is the expense of universal voice acting made detailed optional questlines and responsive NPCs prohibitively expensive. Even Skyrim, which dedicated an entire DLC to vampires, was lacking compared to what was arguably a throwaway feature from Morrowind.




  • Oblivion uses Gamebryo. Creation is Skyrim and later games. That might seem pedantic since it’s a newer version of the same engine, but one of the major reasons for the rename was Bethesda ripping out the Gamebryo rendering code and replacing it with their own, more modern renderer.

    The modders have still done amazing things with Oblivion, but they’re limited by the ancient Gamebryo tech. Postprocessing shaders, high-poly meshes and texture upscaling can only do so much, especially on a 32-bit engine that can use at most 4 gigs of RAM (2.5 gigs if Bethesda didn’t set the LAA flag and the end user hasn’t installed a 4GB patch).