Difference between revisions of "Portal:Featured Content"

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the FAQ counts as featured
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<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
<div style="text-align:right;">[[Creating detailed Normal Maps|Read more about detailed Normal Maps...]]</div>
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<h1 class="header" style="width:auto;margin:0 0 0.5em 0;border:1px solid #6e5229;">Other Featured Content</h1>
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<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Oblivion Mods FAQ</h1>
This FAQ is primarily aimed at ''mod users'' rather than ''mod makers'', but as such it addresses a lot of basic issues about how users will play a mod, and thus serves as a good introduction to mods in general.
This FAQ is intended to be a living document, so I frequently update parts of it and add new material. If you're trying to find information about Oblivion mods or mod-making, it's worth checking here to see if I've added something about it.
==What are mods?==
What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?
Mods are modifications of the original game.
The terms "mod" and "plug-in" are interchangeable (in other words: yes, they're the same). Patches and expansions are not the same, however. Patches are official files intended to correct errors in the original game, and expansions add official content to the game.
Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Still others seek to improve upon what was already in the game in various other ways.
<div style="text-align:right;">[[Oblivion Mods FAQ|Read the entire Oblivion Mods FAQ...]]</div>


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