There's tons of other stuff but fixes alone had more mods under it than I would have liked. Did not include that under visuals as I know some do not like how it looks.
#Oblivion must have mods 2019 install
For UI there is Darn UI ( ) which would require this to install ( ).There are more too and you may want to read up on those if your interested as they all do a lot of things and you might not like some.There's also Maskar's Oblivion Overhaul ( ).Oscuro's Oblivion Overhaul is probably the best known.
To fix Oblivions shit world that levels with you there are a bunch of mods.Thers's probably some stuff I forgot too.I don't recommend as its the poster child for feature creep and would require a long explanation on what parts of it to use and not use. Alternative to ENBoost is Oblivion Reloaded which at some point added its own memory patch.ENBoost ( ) Better description here ( ).Must place in the Data/OBSE/Plugins manually.
#Oblivion must have mods 2019 mod
Levelling system and level scaling have many mod options, and you should look into Snu's Dungeons to overhaul the caves in the game to look much more natural and have them vary by environment (ice caves, jungle caves, etc): The beautiful vistas and amazing soundtrack certainly keep the game highly enjoyable though, and mods can improve many of the game's flaws. Bandits in full Daedric and Glass armour was just ridiculous.
I also feel like the levelling system is atrocious (same problem Morrowind has), and the enemy scaling is the worst in the series. Skyrim made huge changes to these factors, with forts clearly being designed to look like they make sense as actual forts (with the rooms having obvious use for different fort functions), and caves having more natural shapes and varying geologically by map location. And same problem with Imperial forts which, again, make no sense as actual forts, and only look like a generic dungeon layout. Same problem with Ayleid ruins which don't feel like ancient cities at all, but just feel like they were made by a level designer to be a generic fantasy "dungeon". Just absolutely identical, everywhere, and no natural shape to cave design at all. No ice caves up north, jungle caves down south, varying rocks types across the province. They created building blocks of corridors and rooms, designed to be slapped together like giant lego blocks for super fast dungeon creation. Dungeon design is by definition "cookie-cutter." There's a good reason every dungeon, even caves, is 100% right angles and squares.