At first glance, Oblivionauts seems somewhat convoluted. It's neither a total conversion like Enderal nor a straightforward supplement of extra gear . The mod adopts more non-linearity than Skyrim in its dungeons but instead of starting with a blank slate, you pick a pre-built class for your character. After reading more of creator Far Realms' outline , I think it's one of the most ambitious projects I've seen from a mod team.
Here's how it works: instead of having you wander an expansive landscape and stumble upon new areas and quests, Oblivionauts slots you into a "hub" base serving both as your home and as a launching point for smaller, insulated mini-campaigns. After choosing your equipment and class, you're whisked away to a custom map selected from a list and progress through its challenges until reaching the end, where you're brought back home to choose another journey.
The exciting bonus to all this is that Far Realms intends to continually expand the mod's available maps through contributions from the entire Skyrim modding community. It's a wink and a nod to Neverwinter Nights' module system, and the group says any combination of custom parameters are possible—more races, a replacement of the class system, and other setups.
Experiencing these quests outside of the setting of Skyrim or as the Dovahkin means Oblivionauts could very well produce a ton of wacky stories without trespassing upon the vanilla game. Far Realms explains that your character—a crimson-faced Dremora—never actually sets foot on Skyrim, and starting a new game with Oblivionauts activated sends you directly to your base.
Far Realms is targeting an early summer release for the mod, but it's looking for extra modeling and code-crunching help to speed up the process. Have a look at Oblivionauts on Mod DB for more info.