A Russian team have unvealed their "Andoran Prologue" mod for "The Elder Scrolls IV: Oblivion" -- that will make you s*it your pants:
Here's a few details about the mod via Andoran.com:
Freedom - In Andoran one can do whatever crosses his mind and become whoever he wishes: from a smith to a knight, from a pearl diver to a vampire lurking in the night, from a killer to a diplomat who won't take a sword a single time during the game and will solve all the problems with persuasion.
Non-linear plot - The story of Andoran consists of plenty interconnected events. Information is of the greatest value in the game. The one possessing the necessary information has the potential to predetermine the plot and to turn the tide of global events.
Logical madness - What would it be, if the time went mad? Meeting your own self, talking rats, intertaining fleas, live cheese and horses walking on the sea is what a player will face in the Axis, one of the games areas. But things are not as they seem, the matters will become clear after a while and logic, though unusual, will replace the madness.
Care for the traditions - We hold strictly to the canons of the original TES lore. The only pre-condition not from it is the archipelago itself, the rest is rooted deeply in the Elder Scrolls history.
Good or evil? - The world cannot be rendered in black and white. Andoran will highlight the dark side of The Elder Scrolls, where diversely saturated shades of grey dominate.
Various approaches - Each problem can be solved differently, you just have to choose the approach, that suits you better. Want to get an item? You can kill the owner or steal the desired object. There is an opportunity to penetrate the owner's house dressed like a guard. A woman with the proper skill can jolly along the master, and while he is sleeping after a stormy night, she easily takes what she wants. What other options? Be ingenious and find them for sure.
A rope and a sack - In Andoran you can bind and carry away almost every character after having him knocked senseless or paralized. Besides, the unarmed fight has regained the option to knock senseless, not to strike dead. It is up to you, what to do with the captives. You may sacrifice them to the Daedra, interrogate them, or ransom their relatives, or maybe think of something more innovative.
Elaborated and living world- Talk to anyone you like: if you appeal to him, he may tell you an interesting story that once happened to him, all the stories are unique! All the NPCs have an accurately scheduled day plan. They don't gad around, everyone does his own business. Well, if they do gad around, then they're having a day off.
Presumption of hitmansense - Murder anyone you want. Only the Daedra are immortal and return to Nirn after the death of the shell (you'll have time to rob that shell though), the rest of characters, even the quest ones, can be slaughtered, chopped, poisoned, cliff-dropped, and so on and so forth. They will die, not swoon.
Attention to detail - Details form atmosphere. For example, gates of a city are closed at night. Want to get through? There are several ways, find a suitable one.