Poop.
Poop?Also, that snow timelapse is pretty awesome. Can't wait to get another storm like that this Winter.
I'm happy because Sister is in town, and it's been good hanging out with her and her husband, and their friends. Also, though they're still persisting and unaffected by painkillers, I found a potential way to deal with my head pain/migraine/cluster headaches when they're at their worst. Huzzah!
Running a series of stress tests of the Livestream, to see if I can stream some Oblivion soon. I'm not modding so much as Janet, but am using a pretty extensive set of game balancing, extended materials, and game mechanics mods, including Oscuro's Oblivion Overhaul (Behtesda ended up recruiting the guy behind the mod to work on TES:V Skyrim, so he obviously did something right).
Big modding changes include:- Ditching the leveled item/monster lists, and replacing them with difficulty/value-by-location. There are more monster variants, types of adventurers and bandits, etc. and combat is significantly more challenging.
- Many dungeons now include hand-tailored encounters with some sort of story or background. It's a lot like the tailored encounters in some Ayelid ruins, but now all over the place. So far, it blends extremely well with the rest of the game, and has been very fun to play.
- You can find and travel with adventuring companions, fight larger roaming bandit gangs, tame pets to help in combat, and so on.
- Rebalanced melee, ranged, and magic, expanded weapon options with official-looking models and textures (scimitars, mauls, defensive staves, etc).
- A "living economy" with finite gold, inter-merchant trade, harder haggling, and price variance by location which follows the laws of supply/demand.
- Slower leveling, harder-to-find nice equipment, and more realistic health/fatigue system. Sleep and food/water is now necessary to survival as well.