Switch any weapon (including any added by mods) to you left hand for true dual wielding. If any of those things sound like something you'd like your character to be able to do then read on McDuff. All this and a comprehensive configuration file that will let you tailor the mod's features to your exact preferences. There's also a whole new fully voice acted warrior's guild in which to practice your violent arts. There are brutal critical hits including decapitations and amputations, fully location aware damage multipliers with unique location special effects like knocking opponent's helmets off, specific injuries, a willpower based concentration system, the chance to bury the dead, or even exhume them, and a comprehensive new training system.
Now every character class will have some benefits, new combat moves for the tanks, throwing weapons, bow melee and improved sniping for the marksmen, climbing and climbing through windows for the burglars, explosives and traps for the alchemists, chargeable spells, staff melee and releasable soul gem spirits for the wizards, juggling dancing, acrobatics and a lute for the bards, and that's only the beginning. The completely rewritten (twice) Unnecessary Violence II: Taking Action picks up where its predecessor left off, and takes things significantly further. Version one introduced a new level of combat variety to the world of oblivion including true dual wielding, loads of extra combat moves, throwing weapons and much more. Welcome to a world of unnecessary violence.
If you downloaded V.2.0 of this earlier today I implore you to go and get the V2.02 hotfix from the nexus download page.
IMPORTANT: Ouijau spotted a very serious (gamebreaking) bug this afternoon. Do not attempt to play without these three or your computer will explode.