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Creating the definitive Oblivion

It's been a creative weekend in The Elder Scrolls IV: Oblivion. Through regular dabbling in the Elder Scrolls Construction Set, I've made dozens of awesome tweaks that genuinely improved the game for me in many ways. My Oblivion module work now includes plugins for:
  1. Revised stock spells that make maximum benefit of the existing spell balance while offering interesting choices in which spell to use
  2. Additional monsters and tweaked spawn tables that introduce a greater variety of foes at higher levels.
  3. Tweaks to the Atronatch birthsign, Monks, and hand-to-hand combat to render them more viable.
  4. Various small fixes.
The overall focus has been to improve the balance and base functionality of Oblivion, and I think it has been successful along those lines.

A few more revisions and I'll try uploading it to a module database website. I also found The Unofficial Elder Scrolls Pages which is a great supplement wiki to The Elder Scrolls Constuction Set wiki.

Because I've played Elder Scrolls IV Oblivion all weekend, I've made no time for very worthy games like Rogue Galaxy. On top of this, my affair with Space Empires IV and the Supreme Commander demo reveal that I really enjoy a good strategy game.

Considering I've been unable to prioritize any time for it, I've canceled my subscription to Vanguard: Saga of Heroes today. I've outgrown the MMORPG achievement appeal that Vanguard is so good at. Yet, I'm genuinely considering resubscribing to City of Heroes. This because it is a fun game in its own right. Games played for fun may not last quite as long as games with more artificial meaning/purposes, but the reason to play them is more genuine.

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