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But your comment is a bit like saying that the gameplay is stories/quests as only that defines its completion. Ok plus the obvious elements as equipment, character buiding, combats. It's a very limited point of view on RPG.
Also the idea that one play allows see all means there's no choices with alternate consequences.
280 quests minus the 162 you've completed leaves 118. And that's assuming a vanilla playthrough - mods may add many more.
Probably the easiest quests to miss would be the ones picked up in the smaller inns scattered around the world. For example, you won't find something like The Potato Snatcher[en.uesp.net] unless you wander a bit, or even the full collection of Daedric shrines, for that matter.
If you want to forgo the use of a quest list, then I suggest installing a map marker mod, so that you can better track the locations you've explored (as opposed to merely located). After speaking to each NPC at each town and inn, you should then be able to check out each dungeon without worry.
Are some of those quests just things such as buying houses? Or are they all dungeons and full quests?
Dorok, I find your post interesting. You seem to be saying that there is more to an RPG then quests :) What else do you do? You can run the guilds I suppose, but that doesn't involve much.
I'm not sure what you mean.
House purchases are indeed handled as quests and are included in the count.
What are the "official plug-ins" ? Where they released by Bethesda?
Yes, those are the ones released by Bethesda.
This is a label used by the developers to mark certain NPCs as being tied to important things - such as quests. The Essential marking also prevents these NPCs from dying, which means that you cannot accidentally miss out on a quest by killing them. I'd also like to point out I can think of very few friendly NPCs that would give you quests or are crucial to a quest in some way that are positioned in a random dungeon or cave that you'd mistake them for an enemy and just kill them.
Of the top of my head... I cannot recall a single case of breaking a quest because exploration due to entering a location early. Most quest important locations, are closed with Key Required locks... so that's a sign that something is going on.
Some other quests locations have hidden walls/activators that only open when you have the proper quest stage for them to trigger or the corresponding item in the inventory.
Certain quest locations are just empty if you go there without the quest because the required NPCs are just disabled until the correct step is achieved.
Best way to find missing quests is to talk talk talk to any people you didnt talked before... or go places you haven't gone before.
((probably half of what I wrote is really obvious and thus unhelpful... just making sure you considered every option, in case you don't want to use guides, nothing more :P))
In other words, you will find caves and dungeons that you will have to just explore again later when you actually have a reason for being there. So really you won't gain anything from exploring except getting extra items and skills.
So I just feel it makes more sense to talk to everyone and then go to the map marker, rather then wandering around randomly.
A couple of extra questions:
1. If I have the latest updated version of Oblivion on Steam, will I automatically have these official plug-ins with the extra quest?
2. Since I've solved all the main quests and many side quests and already reached level 50 and maxxed out all skills, do you think it is worth it to go back and do the 100 or so side quests that are left?
1. No. These are basically DLCs or expansion packs. Two of these specifically, Shivering Isles and Knights of The Nine, add new locations and a huge number of quests, creatures to fight, and new weapons and armour. Shivering Isles adds an entire world, set in the Daedric Prince Sheogorath's personal plane of Oblivion. The rest of the official plug-ins add some minor things like new player homes.
Although, if you have the GOTY edition of the game, you already own Knights of the Nine and Shivering Isles. There's also a deluxe edition that includes the rest of the plug-ins.
2. Sure, if you'd like. You can also start a new character. I take it you've done all the faction quests?
Sadly, Steam doesn't show that distinction on the actual game page... I think. So, only way to know, AFAIK, is to check the Data directory and see if you have the actual DLC plugins there. Be sure to check in your Oblivion game page if you have checked the box for the DLCs, to be sure they are installed.
As for 2. I don't know... are you having fun? I suppose I'd suggest to keep going, if that's the case. You could install the Uncapper ([1]+[2] -or- [3]) and be able to level up further and have skills be useful above 100.
You could try some mods that add content past the main quest, like Reclaiming Sacre Tor, or Knights of the Nine Revelations (if you have the DLCs, that is.)
Or you could start a new character and try a new build... in any case, those extra 100+ quest you're missing are a good reason for replayability... your next char would probably find some of those, if he/she takes a different path through the game.
EDIT2:
I don't think you can buy Oblivion vanilla without Shivering Isles from Steam... AFAIK, ALL available versions on offer have that included. The pre-SI version is not available on Steam, again, AFAIK. So, you should have Shivering Isles available to you, at the least.
Just to be clear... Shivering Isles don't require extra content... the only difference between base Oblivion and SI Oblivion is a single added ESP file called DLCShiveringIsles.esp (which is an empty marker file just used for asset loading) and a bunch of BSA archives called DLCShiveringIsles - <Something>.bsa.
Those should be on your Data directory, regardless which version you bought, AFAIK.
(((Unless, you have a non-Steam CD version or sometime ago, before I started paying attention Steam offered a non-SI version of Steam that has been removed from offering now.)))
EDIT: added referenced links
[1] -> nexusmods.com/oblivion/mods/34841/?
[2] -> nexusmods.com/oblivion/mods/35675/?
[3] -> nexusmods.com/oblivion/mods/13841/?
They all require OBSE -> nexusmods.com/oblivion/mods/37952/?
Oblivion is a great game, one of the great RPG's of its era, so not to criticize the game, but I find that there are two types of quests:
The first is a unique quest that leads you through some interesting social interactions, such as having to follow someone, assasinate someone, explore a mystery, etc...
The second is unfortunately very repetitive, where you explore an area that you feel you have already explored, a generic fort, cave, or ruin which is more or less identical to every other one in the game.
I hate to say anything negative about the game, but this does make me hesitant to do the remaining 100 quests.
That normally *could* be solved by mods... if you take your time to research a bit and find the mods that appeal to you... either quest mods or overhaul mods that add quests, or simply revamp the existing dungeons. Most mods can be added over an existing playthrough with zero problems... or you could always use it as a justification to start a new character and radically alter your experience... your choice.
I normally ALWAYS play with Oscuro's Overhaul installed, and that changes some of the vanilla Oblivion dungeons to be a bit more interesting or to have some extra content in it, and adds some interesting and lore friendly quests too.
Maskar Oblivion Overhaul is other mod I love that radically alters the way the game feels... it makes the game feel much more dynamic and varied. It adds lots of NPCs roaming around, either friendly or enemies, it adds random encounters, it adds dynamic quests, also treasure hunts, new monsters, and faction conflicts.
I'm a such mod junkie myself that I cannot imagine playing vanilla Oblivion again lol
EDIT: typo
Er, "assume"? Given that the game's quest counter would've gone up when you completed the related quests, are you not now counting them twice?
Someone said earlier that NPC's that are involved in quests can never die. This is actually not true.
Several times during the game so far, some NPC's have died who made certain quests impossible to finish.
For instance, the person that trains Advanced Destruction was killed, and I could no longer receive Destruction training.
There was also someone involved in a quest to raid a Skooma House, forgot who it was, but they died and it actually gave me a message "you can no longer complete this quest" when the person died.
Has this happened to anyone else?