Dungeons

Sign in to follow this  
Followers 0

23 files



  1. The Oubliette

    Author: TES Alliance
    Current Version: 1.2.0
    Release Date: 31.October.2009
    Updated: 07.November.2009




    "A place for forgetting. Prisoners were brought here by boat in shackles. They suffered unspeakable cruelty at the hands of their captors."


    v1.2.0 New Version Update:

    Final Reward Mask Now Displayable
    Wonky Collision in Level VI
    Improved Key Clues in Level VIII
    Restored Missing Sound File Level VII
    Fixed Floating Objects in Levels II and X
    Removed Skeleton Race Playability Flag

    All Downloaders:Due to the nature of the fixes for version 1.2.0 all parts of the mod have been adjusted so, unfortunately, there is no quick fix for previous downloaders, if you would like to take advantage of the fixes in v1.2.0 you will need to redownload the full mod pack here: http://tesalliance.o...ds&showfile=190

    v1.1.1 Version Update!

    Had a couple reports of a missing texture in Level 6, turns out there was an extra "\" in the texture path for the mesh. We have repacked the BSA with the adjusted texture path.

    Previous Downloaders: Obviously, this is not game breaking just momentarily immersion breaking. So, if you have downloaded any previous versions of the BSA you may download a Missing Texture Fix on the same page as the 1.1.0 .esp FIX (at the bottom of the page). It's a 50MB Download. Simply replace your current TheOubliette.bsa with the new one and load a clean save. You can find the Missing Texture Fix here --> CLICKY

    New Downloaders: If you have never downloaded The Oubliette before November 1st, you do not need to download the above mentioned fix. Instead you need to download The Oubliette v1.1.1 which contains the updated .esp plus the Updated BSA files and readme. You can find that download here --> CLICKY

    v1.1.0 Version Update!

    After some fixing trying to figure out what was causing so much to go so wrong, we finally were able to track down the bug responsible and have set The Oubliette back on it's feet!

    Previous Downloaders: If you downloaded v1.0.4 on the 31st you need to download the [FIX] .esp replacer. It's a 1.5MB download. Simply replace your current TheOubliette.esp with the new one and load a clean save. You can find the fix here --> CLICKY

    New Downloaders: If you have never downloaded The Oubliette before November 1st, you do not need to download the above mentioned fix. Instead you need to download The Oubliette v1.1.0 which contains the updated .esp plus the BSA files and readme. You can find that download here --> CLICKY

    Again we apologize for any inconvenience and appreciate your patience. Happy Gaming!

    Description:
    The Oubliette is a Halloween themed dungeon adventure plugin for Elder Scrolls IV: Oblivion. Once the plugin has been activated and the game loaded, travel to the Tiber Septim Hotel in the Talos Plaza District of the Imperial City and search out a mysterious painting of a lost Legion fort called Fort Feyirr. The painting is a portal that will deliver you to the island and the terrible adventure awaiting you within the Fort's ruined dungeon...The Oubliette. Once you enter the Oubliette there is no escape, no one ever escapes, but your only chance of being the first is to be well prepared for a long dungeon crawl BEFORE you enter. Players are advised to have both a ranged weapon and an enchanted weapon before attempting The Oubliette. For the best results, play in the dark without music and without magic effects like "Nighteye" and "DetectLife". Be wary in your adventuring hero...

    Features:

    A Haunting Island Fortress Setting
    Detailed Backstory to Explore
    New Enemies!
    Unique Weapons!
    A Halloween Atmosphere
    A Dozen Unique Levels
    Traps and Puzzles
    Fully Voiced Dialogue!
    Big Boss Battle!
    Fun Rewards!
    And More...

    Into the Oubliette:
    https://youtu.be/tCSpzc-5TTQ


    Important Info:
    Companions: If your Companions do not have a summon spell you can use to call them to you, leave them at home! There are places within the Oubliette they simply cannot go without being lost or killed. We are not responsible for any poor creatures who end up in the Oubliette for eternity because their PC partners didn't heed sound advice.

    Levels: We recommend characters be at least level 11-12 before attempting The Oubliette. While some enemies are leveled to give a bit of a break, some are not and are rather difficult at lower levels.

    Godmode: While you may be tempted to use godmode to brave the horrors in the Oubliette, don't. There are some scripts running that will not fire properly if you are in godmode and you will not be able to proceed.

    v1.1.0 Bug Fixes:

    All Bugs Relating to Idles Animations Failing to Trigger Gamewide
    Creature Difficulty Recalibrated for Proper Player Level
    Death/Sithis Floating, Flying, Sinking in his Chair
    The Door From Deaths Chamber Remaining Locked
    Crazy Lamp in the Crossing Halls
    Cleaned Out Excess Scripts (not a bug exactly just maintenance)

    Known Conflicts:

    Better Cities Imperial City: The Oubliette must be below Better Cities Imperial City in your load order or you will reportedly crash upon entering the Tiber Septim Hotel.
    The Love Suite Room: This mod changes the Tiber Septim Hotel and the portal for The Oubliette is no longer reachable. No patch is currently available.

    The Challengers:

    WhoGuru
    Mannimagnus
    WillieSea
    BadCompany
    PacificMorrowind
    Yevic
    DaMage
    Windmill Tilter
    Critterman
    Xinimator
    the-manta

    How To Vote:

    Voting has now concluded thanks to everyone who voted for their favorites!

    Levels Revealed:

    Basilica of Shadows: the_manta
    Mess Hall: BadCompany
    The Exclave: Mannimagnus
    Crossing Halls: Yevic
    Erehwon: WhoGuru
    Tomb of Unrest: Critterman
    Restless Dreams: WindmillTilter
    Halls of Namira: Xinimator
    Nightmare: DaMage
    Lost Ayleid Chamber: PacificMorrowind
    Solitary: Ladyflcn
    Broken Dreams: WillieSea

    *SPOILER* Final Boss Battle Solution:
    Phase 01:





    Phase 02:



    96 downloads

    2 comments

    Updated

  2. Nagaia Molag

    The call has gone out for experienced mercenaries looking to make some coin. An untouched ayleid ruin has just been uncovered at the mouth of the Brenna River, and the expedition set to explore it is in dire need of sellswords to defend workers and scholars from the unknown dangers of this long buried tomb. But while the expedition toils away, another force is at work in the long-lost depths of the Fire King's tomb.

    -- Installation Guide --
    Simply unzip the package and drop the .esp into the Data folder, in your Oblivion directory (usually under C:/Program Files).

    -- Playing the Mod --
    To begin, find the "Sellswords Wanted" bill that has been distributed to numerous inns and Fighter's Guild Chapter Houses in Skingrad and Anvil.

    If you just want to skip to the dungeon, it can be found overlooking the mouth of the Brenna River (check your map).

    -- Compatibility --
    Should be compatible with just about anything. The exception is any mod that changes any of the cells listed below:
    AnvilFightersGuild
    AnvilTheFlowingBowl
    AnvilTheCountsArms
    SkingradFightersGuild
    SkingradWestWealdInn

    In the event that there is a mod conflict involving any of these interior cells, just load this mod before the one with the conflict--the changes I made to these cells are very minor, so this mod won't suffer much if some of those changes are overwritten.

    I also edited the exterior cells with these coordinates:
    -51,4
    -51,5
    -52,4

    These changes aren't so easily overwritten, so load this mod after any that change one or more of these cells.

    ----------------------------
    If you have any problems with the mod or installation, or if you discover any bugs, feel free to email the author at:
    ericjaysponaugle@gmail.com

    49 downloads

    0 comments

    Updated

  3. Name: Glowing Respawning Varla & Welkynd Stones
    Version: 1
    Date: 2/10/2013
    Category: Dungeons
    Author: Khettienna & The Vyper

    =================
    Requirements:
    =================

    Oblivion 1.2.416

    =================
    Description:
    =================

    From Khettienna's description:

    "Storytellers say that the Ayleids imbued their precious stones with the same magical energy fused into the matrices of every structure they built. It is said that should one of the stones be removed, it is only ever temporary; after a time, its energy disperses, only to reconstitute at its place of imbuement. Of course, the residual magics of the stones that make them so valuable to mages remain in the physical embodiment of the stone for years."

    =================
    Details:
    =================

    Something about Varla & Welkynd stones always bothered me: They are, among other things, supposed to be light sources. Why, then, does the light remain after the stones are taken? This mod changes that by turning the stones into scripted light sources. I have replaced the stones with sacripted lights that respawn on a timer after use, but still look just like the original stones. This way the stones themselves haven't been altered, for the sake of compatibility. This mod only works on stones in Oblivion's original Ayleid ruins. Stones outside of ruins (such as on mages guild counters, or in NPC homes) will also glow, but will NOT respawn. Stones added by mods (including official DLC) are not affected by this mod.

    There are two plugins included. In one, Varla & Welkynd Stones respawn in 14 & 7 days respectively. In the other, Varla & Welkynd Stones respawn in 28 & 14 days respectively. Use only one plugin.

    =================
    Recommended Mods
    =================

    /index.php?/files/file/749-high-res-varla-welkynd-texture-replacer/">High-Res Varla & Welkynd Texture Replacer by Khettienna

    =================
    Installation
    =================

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file of your choice (use only one).

    =================
    Un-Installation:
    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file.
    2. Delete the files/folders associated with the mod.

    =================
    Incompatibility:
    =================

    No incompatibilities known.

    =================
    Known Issues:
    =================

    No known issues present.

    =================
    Contact:
    =================

    The Vyper at TES Alliance or BGS Forums.
    The_Vyper at the Nexus forums.

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Oblivion.
    Thanks to Khettienna for the original Respawning Varla & Welkynd Stones mod, and for permission to release this one.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Elderscrolls Construction Set

    =================
    Licensing/Legal:
    =================

    You must contact Khettienna and myself and obtain our permission before re-packaging any part of this mod. This file may not be uploaded to any sites other than TES Alliance or the Nexus family of sites.

    102 downloads

    0 comments

    Submitted





  4. Name: Reclaiming the Nexus
    Version: 1.0
    Requirements: Oblivion Patch 1.2.0.416
    Authors: Zaldir and ub3rman123

    Japanese Translation by catkai



    Reclaiming the Nexus is a medium-length quest mod set in the Nexus. It features entertaining combat against trolls and the forces of SiteBot, who has taken over the site. Many fun puzzles and terrifying monsters await you in the depths of the Nexus. The dungeon has all-new architecture and clutter never before seen in Oblivion!




    1. Download the file from the Files tab
    2. Open the .zip with your choice of unzipping program, such as 7Zip.
    3. Extract all files to your Oblivion's Data folder (By default at c:/Program Files/Bethesda Softworks/Oblivion/Data.
    4. Click Yes to overwrite matching files (Don't worry, there probably aren't any).
    5. Open your Oblivion launcher and click Data Files
    6. Locate 'Reclaiming the Nexus.esp' and make sure it has a tick mark beside it.
    7. Launch the game! You're ready to play!

    Uninstallation
    1. Uncheck the .esp file (Reclaiming the Nexus.esp)
    2. Delete the files the mod came with.

    Incompatibilities/Conflicts
    The are no known incompatibilities. If you find one, please tell!

    Known bugs
    The are no known bugs. If you find one, please tell!

    Contact
    You can reach us through the comments section on this mod or via a PM on the Nexus forums.

    56 downloads

    0 comments

    Updated

  5. FNS was a key defensive outpost during the Ayleid vs Alessia war. After Alessia won and drove the Ayleids out of Cyrodill, the fort was abandoned to feel the wrath of weather and the spirits that lay within. There have been myths and legends rumored around Nirn and especially in Cryodiil about the fort. Some say that the men and women who served there died and still haunt the halls and the lands. Others say it was taken over by a Daedric entity.

    Many people have made the month long journey to the large island, to seek its riches, none have returned. All have perished either on the sea or in the ruins. But these are only legends, myths and rumors.

    What really lurks in the halls of this mysterious fort built hundreds of years ago?

    ----------

    To get to the fort you must get your health down to 20% or less.

    32 downloads

    1 comment

    Updated

  6. THIS MOD REQUIRES SHIVERING ISLES EXPANSION

    THIS MOD REQUIRES THE MOD "BORDERLESS CYRODILL", OR ANY OTHER WAY TO DISABLE THE GAME MAP´S BORDER

    This mod adds 3 new small landmasses and 12 levels of dungeons, all with Skyrim/Nord related clutter and creatures.The skyrim-style ruins were made with Momo´s tilest, the nord tombs were built with Alasdair´s nord tomb tileset (5 of the new dungeons are nord tombs, 3 in northern Bruma and 2 in the new landmasses).


    ==================================================
    Getting there/what are you getting there
    ===================================================

    The three new landscapes:

    a) Krystallaken--- A lake with nord ruins, and a nord tomb nearby. It can be reached by a magic portal in the fort located at the depths of Nordic Cave, in Northern Bruma.

    b) Frost River Gorge--- A frozen canyon, at the end of which you will find the Temple of Alduin. It can be reached by a magic portal in the fort located at the depths of North Path Caverns.

    c) Valley of The Skulls--- A valley dwelled by nord barbarians. You will find their settlement at the valley´s bottom. There will also be an abandoned nord tomb... what´s about that place?
    This valley can be reached by a magic portal in an old, forgotten dungeon, located mysteriously in Horde Caverns.

    Foes you will fight; Nord barbarians, wyverns, frostbite spiders, frost trolls.There will also be mammoths, wolves and bears.


    ===================================================INSTALLATION
    ===================================================

    Extract the "Data" folder to your "BethesdaSoftworks/Oblivion" folder.

    add a check to "nord ruins.esp" at your game start screen to activate the mod---and play!!!

    The location of the ruins and Nord tombs is shown in the screenshot I included in this mod.

    ===================================================
    Known Bugs/Issues
    ===================================================

    DO NOT FLY OVER THE NEW LANDSCAPES with Akatosh mount, Pegasus mount or any levitation spell: there will be nothing beyond them but corrupt landscape. This mod was meant to be played inside the new valleys. I tried ti "insulate" them, but there may be "cracks".

    This is the initial release of this mod, so there may still be some bugs/glitches that went unnoticed.

    YOU SHOULD REPORT ME ANY BUGS/GLITCHES YOU MAY FIND!

    ===================================================
    Compatibility
    ===================================================
    This mod should NOT be compatible with any mod that alters the area of northern Bruma, near the spots where the ruins and tombs were placed. Before you activate it, see the screenshot I included and check your ingame map to see if your mods place something new close to those spots.

    ===================================================
    CREDITS
    ===================================================

    ALASDAIR- Nord Tomb Tileset.

    DARKRIDER- One of his banners and one of his portals.

    EXANIMIS- His funeral urns

    JCARL904- The mask

    QARL- The new webs.

    LIQUIDGRAPH- The giant ribs.

    MOMO- The skyrim ruins tileset and the icecles.

    Mr. SIKAA- The mammoths, spiders and tents of the barbarian camp.

    OBLIVIONMONK- Several architecture and clutter pieces.

    PALE RIDER- the barbarian armors

    RYLASASIN- The "wampa"

    SAIDENSTORM- The wyverns

    ZTree- The spiders eggs.



    If I forgot anyone, please do not get mad: PM me and I´ll fix this in next version.

    85 downloads

    1 comment

    Submitted

  7. This is my entry for TESAlliance's "How do you Skyrim?" contest. It's entered as a mod in the Misc section.

    Name: John's Skyrim Entry - Bleak Falls Cave
    Version: 1
    Date: 13/09/2011
    Category: Dungeons
    Author: Johnn123
    Source: TESAlliance

    =================
    Requirements:
    =================

    Oblivion 1.2.416

    =================
    Description:
    =================

    This is my entry for TESAlliance's How do you Skyrim contest. This mod adds a new dungeon themed after the upcoming TES:V Skyrim. The dungeon is rated for higher leveled players.
    As you first enter enemies will be easy, but as you progress they will become increasingly more difficult. In this mod, the player can travel to
    Bleak Falls Cave in the southern Jerall's and explore old Nordic Ruins. They say deep inside a surprise waits for those who can make it through.


    =================
    Installation:
    =================

    ===============
    Manual Install
    ===============

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the John's Skyrim Entry - Bleak Falls Cave.esp file(s).

    ===============
    OBMM Install
    ===============

    Installing the Mod

    1. Extract the archive to any other folder.
    2. Copy the extracted archive to [install Path]\Oblivion\OBMM\Mods\
    3. Start Oblivion Mod Manager
    4. Click the Create button
    5. Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
    6. Click the Create OMOD button, wait until it finishes, then click the Ok button

    Activating the Mod

    1. Start Oblivion Mod Manager
    2. Double-click the name of the mod in the right-hand side of the OBMM screen, once installed the mod icon will turn blue

    ===============
    BAIN Install
    ===============

    1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2. In Wrye Bash Installers tab, highlight the new archive.
    3. Check any sub-folders, ESP/ESM's as required.
    4. Right click the archive name and Install.
    5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).


    =================
    Un-Installation:
    =================

    ===============
    Manual Un-Install
    ===============

    1. Start Oblivion Launcher, click Data Files, and enable the John's Skyrim Entry - Bleak Falls Cave.esp file(s).
    2. Delete the files/folders associated with the mod.

    ===============
    OBMM Un-Install
    ===============

    1. Start Oblivion Mod Manager
    2. Double click the mod to deactivate it, once finished the icon will turn green

    ===============
    BAIN Un-Install
    ===============

    1. In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
    2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.
    3. Rebuild Bashed patch.


    =================
    History:
    =================

    13/09/2011 - 13/09/2011


    =================
    Contact Details:
    =================

    You can find me on TESAlliance as John
    You can find me on the BGSF as Johnn123


    =================
    Credits:
    =================

    Thanks to InsanitySorrow for his readme generator, Drinking Horn Resource and Hammer of Thor.
    Thanks to 1D4VE for the Skyrim Steel Sword and Elven Glass Sword.
    Thanks to KingGsterUK for the Dovahkiin Helmet and Banded Iron Shield.
    Thanks to Ysne58 for beta testing.
    Thanks to Momo for his Skyrim Ruin Tile Set.
    Thanks to BGS for TES:IV Oblivion, TESCS and TES:V Skyrim



    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    Construction Set Extender
    Photoshop
    GIMP
    Blender
    Nifskope

    =================
    Licensing/Legal:
    =================

    You can do whatever you want with this, all I ask is that you give full credit for any work used.

    I would also appreciate you letting me know where the work was used.

    All resources utilized are free to use resources under their respective authors. Use of them in mods is allowed under the condition credit is given to the original author.

    226 downloads

    3 comments

    Updated

  8. This mod adds the drider Daedra lair and the temple of Loxoscelia to the Shivering Isles.

    ===============================================
    The Temple of Loxoscelia
    ===============================================

    History tells us of the sorceress Loxoscelia as one of the most beautiful women of the Araenyan age, at the Shivering Isles. She was the high priestess of the temple which was known as "The Heart of Madness", in a grotto located at the heart of the Shivering Isles. This sacred place was said to be "where the Ecstasy meets the Agony", the very meeting point between Mania and Dementia.

    One of the legends tells us that Loxoscelia tried to seduce Sheogorath, promising to please him if he turned her into a siren. The madgod got disappointed with the performance of such a pretty and proud woman, and turned her into a drider instead.

    The other says that Loxoscelia was actually a worshiper of Namira, to whom she devoted an altar at her temple. Sheogorath would not allow another Daedra lord to be worshipped at his realm, and when he discovered the treason, he cursed the Priestess by uttering the famous words:

    "So, do you like web weavers?

    Then, I´ll turn you into one of them...
    Or maybe half one of them...
    Or maybe, none or them...
    Nevermind!!"

    So, she was transformed into the first Drider Daedra queen.

    ===============================================
    The Drider Daedra
    ===============================================

    The Drider Daedra are colonial arachnoid beings. There are only females, which are divided in three chastes:

    -Drider worker: The bald ones.They spread and nurse the queen´s eggs through the colony. Strong, but not aggressive.They will not attack you if you approach them with your weapon sheathed (a WISE choice when you are outnumbered).

    -Drider soldiers: The hairy ones.They hunt to feed the queen. Strong and aggressive, they will attack you on sight.

    -Drider queen: The reproducer, pure badass.

    ===============================================
    Getting there/what are you getting there
    ===============================================

    The root tunnels that will lead to the Temple of Loxoscelia is linked to two new ruins: Xurannia in Dementia, and Xibbil in Mania.

    Defeat the Drider Queen at the Altar of Highness and you will loot her amulet: it is worth 10,000 gold!!! But to reach her, you must find the key to the altar somewhere at the temple... there will also be a treasure, if you know where to look for it. You will also be able to sleep at a good bed with a marvelous look at the temple, since you will get a key for a teleport pad that wil take you back to the wilderness of the Shivering isles (a shortcut if you wish to go back).

    Both ruins are at the central area of the Shivering Isles. Xibbil is located to the west of Split. Xurania is located close to Puddlejump Camp, near the waterfall.You should bring a torch, some of those "restore-this restore-that" potions (be ready to be heavily poisoned) and repair hammers as weapon/armor loot will be scarce.

    ===============================================
    INSTALLATION
    ===============================================

    Extract the "Data" folder to your "BethesdaSoftworks/Oblivion" folder.

    add a check to "SIDriderlair.esp" at your game start screen to activate the mod---and play!!!

    ===============================================
    Known Bugs/Issues
    ===============================================

    Some shaders and special effects will take tame to activate, and sometimes they will not activate at all. This is rather a bug from the vanilla game, since it happens in vanilla cells too. The problem about that is the lightning in some areas that depend on such effects, or else they may be 100% dark sometimes. Bring a torch!!!

    You may be stuck between objects at the "driders roots". Make a savegame when you reach this area, and please report if this happens to you!!

    The Queen´s amulet will show up like necklace and earrings in your char, but it will be only a necklace when taken off (the author did not do a _gnd mesh file).

    YOU SHOULD REPORT ME ANY BUGS/GLITCHES YOU MAY FIND!!!

    ===============================================
    CREDITS
    ===============================================

    QARL- The new webs.

    GIZMODIAN- The Drider Daedra texture.

    KERNINS- The spider amulet.

    Mr. SIKAA- The treasure piles and chests.

    Ztree- The Driders´eggs.

    63 downloads

    0 comments

    Submitted

  9. Dementia has always been the home of sadistic and paranoid dukes and duchesses, being Syl just the most recent of them. For many generations, these sick leaders collected artifacts and employed different methods to inflinge pain in their prisioners. Now, they have been stored by Syl in an underground cell beneath the house of Dementia, in the ancient ruins of Xiggyzera, which was turned into the Shivering Isles Museum of Torture.

    The main entrance to the museum is located inside one of the cells in the House of Dementia, near the cages and cells where Syl keeps her prisoners. It is locked, since Syl wanted to keep it only to her most trusted friends (as if she would EVER trust someone). The key, however, was stolen and is being kept by a new bandit faction in the Isles.

    The Sadists are basically marauders which crossed the Gates of Madness while the gatekeeper was out. These thugs were affected by the typical insanity that takes newcomers, and became pain-obsessed maniacs. The have put red hot masks in their faces and allowed them to burn until masks and faces became one, and now they hunt for victims in the wilderness of Dementia. Their leader keeps the key to the museum now, as he claims it as his own.

    ===================================================
    Features
    ===================================================

    This mod adds a new bandit faction for the Shivering Isles and a 3-level dungeon, being the 3rd level the Museum of Torture. There, you will find several classic torture devices such as the wheel, the rack and the Iron Maiden, made with resources assembled from other modders´assets, plus some stuff of mine.To gain access to the museum you must kill the Sadist´s leader at the "Roots of Evil", inside the Ruins of Xiggyzera, and take the key from him. Once you have it, you can use the House of Dementia entrance.

    WARNING: DO NOT mess with the museum keepers. These are nearly invencible creatures, and there is no loot/reward for killing them. Follow the rules that are shown at the museum´s entrance and they will not attack you.

    ===================================================
    Installation
    ===================================================

    -Extract the "Data" folder of this mod to your "Bethesda softworks/Oblivion" folder.

    -Add a check to SItorturemuseum.esp in the game start screen to activate the mod-and play!!!

    ===================================================
    Location
    ===================================================

    The entrance to Xiggyzera is located at Dementia, close to New Sheoth´s western wall, near that big waterfall.

    The Sadists will also be found in the wilderness of northern and eastern Dementia, and occasionaly, in some root tunnels.

    ===================================================
    Known bugs/issues
    ===================================================

    Some shaders and special effects will take tame to activate, and sometimes they will not activate at all. This is rather a bug from the vanilla game, since it happens in vanilla cells too. The problem about that is the lightning in some areas of the "Roots of Evil", which depends on such effects, or else they may be 100% dark sometimes. Bring a torch!!!

    ===================================================
    The Future
    ===================================================

    I am planning to improve this mod, but this depends on your feedback.This is the first release of this mod, so YOU SHOULD REPORT ME ANY BUGS/GLITCHES YOU FIND. If it worked fine and you liked it, be wise and leave a friendly comment.
    What may be released soon:

    -more torture methods in the museum

    -more Sadists diversity and some new creatures

    -extra levels in Xiggyzera

    -more dungeons with sadists

    -animated torture devices

    ===================================================
    Credits
    ===================================================

    CONIFER- Torture devices

    DARNINJAPRODUCTIONS- Torture cage

    EDOC- The crowd control rails

    HORINF- The lectern

    JCARL904- The Sadists´ masks

    KALICUT- The boiling cauldron

    MEO- The saw

    OBLIVIONMONK- Some chains and other meshes

    STROTI- Static skeletons and corpse

    SPOONS- the gallows

    TOTUK- Some of his easy meshes

    TTEMPLAR- Torture devices



    If I forgot to mention anyone, don´t get mad: just PM me and I´ll fix this.

    110 downloads

    0 comments

    Updated

  10. Mod: Halls of Fortitude Version 1.1
    Game: TES IV: Oblivion
    Requires: Shivering Isles
    Knights of the Nine,
    Author: David Brasher
    Release to the Public: 3/31/11
    ************************************************************************
    CONTENTS
    ************************************************************************
    1. Information on the Mod
    2. Installation
    3. Version History
    4. Conflicts, Known Issues, and Troubleshooting
    5. Copy Status and Credits
    ************************************************************************
    1. INFORMATION ON THE MOD
    ************************************************************************
    You think you are just exploring a cave full of animals and mythic beasts, but things
    suddenly get totally out of control. You have run afoul of a Daedric Prince and ended up on a
    bizarre plane. The Halls of Fortitude are a vast 16 cell-area resembling an Ayleid ruin. You are
    poorly-equipped and the retextured enemies are immune to certain attacks. You are fighting
    for your life and don't care much about treasure anymore. You just want to escape from this
    twisted nightmare.

    This mod is rather difficult and you may wish to play it with a high-level character. Save
    often. It may take you hours and hours to beat this mod depending on your luck and skill. The
    mod was designed for play without companions. This was for reasons of balance and the story,
    but the terrain is grid-pathed to be companion-friendly and if you are low-level, it might be good
    to bring them along.

    To start the mod, go to Critterden Cave west of the Imperial City, south-west of Fort
    Nikel, north of Haynote Cave, and west of Fanacasecul.

    Modders resource for if anyone wishes to have some retextured enemies in their mods.
    See conditions in Copy Status.
    ************************************************************************
    2. Installation
    ************************************************************************
    Extract (decompress) the .esp file to your oblivion directory, the default is:
    C:\Program Files\Bethesda Softworks\Oblivion\Data\
    Mark the box next to the "Halls of Fortitude" plugin.

    Alternately, extract someplace else. Then move the esp. to Oblivion\Data\, and the
    Meshes and Textures folders there also. Merge the new folder with the old. Often
    you can simply drop the "Data" file into the "Oblivion" folder Make sure the files go into
    the proper directories they were in when you downloaded the mod.
    ************************************************************************
    3. Version History
    ************************************************************************
    V 1.1 3/31/11 More mod-cleaning.
    V 1.0 1/26/10 Initial Release.
    ************************************************************************
    4. Conflicts, Known Issues, and Troubleshooting
    ************************************************************************
    Oblivion is buggy and sometimes particular traps don't trigger, but sometimes they do.
    If they never triggered I could declare them absolutely broken and fix them, but this is an
    intermittant fault.

    It is the same way with the fog. Sometimes the static fog objects do not render, even
    though they are present. Don't ask me why.

    IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD
    UNPLAYABLE, PLEASE SEND ME A PERSONAL MESSAGE ON TES NEXUS
    RIGHT AWAY. I WILL HOPEFULLY BE ABLE TO FIX IT AND RELEASE AN
    IMPROVED VERSION OF THIS MOD.
    ************************************************************************
    5. Copy Status and Credits
    ************************************************************************
    Credits:
    Bethesda for making the game in an open format anyone can mod.
    Copy Status:
    Modders resource. Evil Knight and Nightmare Warrior enemies may be used as
    long as the mods they are in are structured so that the gamers must have purchased and be
    running copies of Shivering Isles and Knights of the Nine while playing the mods.
    If you use things from this mod. send me a personal message on TES Nexus as a courtesy.
    Following those guidelines, feel free to modify this, share this, or use parts of it.
    ************************************************************************
    ************************************************************************
    ************************************************************************
    ************************************************************************

    76 downloads

    0 comments

    Submitted

  11. Name: The Nexus
    Version: 1.1
    Date: 3/18/2011
    Category: Dungeons
    Author: Vouivre

    =================
    Requirements:
    =================

    Oblivion 1.2.416

    =================
    Description:
    =================

    The Nexus, a place where lost souls are sent. Whether you were a benevolent soul, or
    a walking devil, your time may come to enter the realm. Few souls make it out, and
    those that do are never the same. For the lucky few who manage to return to the real
    would, life is forever changed. It is for a second chance, after this. You have no
    more chances. Welcome to your new home, or perhaps is it your prison?

    =================
    Details:
    =================

    The Nexus is a 5 part mod, players will enter the nexus first. This will be your
    hub for your time here. I added storage and spellmaking and enchanting alters for
    later use. As well as a bed to use. Afterall, you maybe spending more time here
    than you want. From here on there will be spoilers. Do not read further.

    Things to bring:
    Your wits
    Torch- Best for keeping the ambiance of the dungeon.
    Repair hammers, healing items, weapons and an empty backpack.(Try using the Chests in
    storage? -hint hint-)


    Warning: This is not for those whom get anxiety easily, are on edge, do not like some
    mildly disturbing images. As well as surprises. Also this is not for those who may
    dislike possibly "overpowered" bosses. The boss in question may possibly become more
    powerful in future versions if he is too easy. He did give me some issue around level
    70. If needbe, I will scale up each of these boss encounters even further to increase
    difficulty to reach the goal I wish.



















    First and foremost. some parts will be very difficult. This is on purpose, you wanted
    to get close to death this once for glory and you'll be sent here the first time it
    happens. At low levels this does not seem like much, I set the threshold at 50 health. later on I may do a percentage. At higher levels(which is advised in which you should be when you do this) that 50 hp really does feel like you're on death's door. And it WILL be death's door against certain bosses within the dungeons.

    Upon entering the Nexus, it's a straight foreward path On the stairs, there is no
    collision boxes. So if you fall. Good luck. Once you are at the main platform
    (you'll know it when you see it) You'll have to pick a door. There's no real order
    but it's advised to go in a certain order for ease of play. The order this is
    written is the recommended order I advise.

    Forgotten Fane:

    This ancient fane has been long forgotten over the eons. It's lights are gone, treasures looted and the overwhelming sense of solitude and the coldness is all throughout. Though peaceful and serene, one has to realize, anything could be lurking in the dark unlit areas. The uncertainty and the thought of being alone, isolated. (No pathgridding, so no companions please, it kills the effect really) Bringing a torch would be a good idea as you'll have little lighting to go by. When you finish going through the first level, you'll end up in the grand hall. Just go find the orb and activate it to recieve the Essense orb. You will then be brought back to the Platform you were just on.
    You have two choices(ideally), Halls of Blood, or the Tower of Ordeals. Both are simple.
    Halls of Blood:
    In this ruined fort you'll find the ambiance is just as dark, forboding, but now
    you have enemies to deal with. Vampires, you'll have to face a small number, nothing
    severe. However lighting maybe an issue as will visibility. Mist, smoke and fog hang
    within the air. Not to mention lighting is poor and who knows where the vampires will
    strike from. Afterall the night and dark are their element. Just go down to the
    bottom and recieve the essense orb.

    Tower of Ordeals:

    Simple Oblivion Tower, just go up the levels kill daedra that are in your way
    and activate the orb. No real surprises here. Just a little extra enemies you
    may have to fight. Again you'll be brought back to the nexus upon recieving
    the essense.

    Prisons and the Grand hall:

    This section will be the most difficult. Not only do you have to crawl up the prison
    from the bottom most level enduring darkened hallways, Gods only know what lurks in
    the cells. You'll have to endure, enemies as well. There are plenty of cells in which
    may hold treasure, enemies or both. A chance of scripted events in which you maybe
    locked in a cell, without a key having to face an enemy and kill it to unlock the door. This is not all. After going through the three levels, including the barracks. You will be in the castle's hall itself. This is where things will get interesting. Go down the stairs and get close enough to one of the braziers, and it will light up all by itself. Perhaps someone is expecting you...
    When you reach the main hall. This is where the true trials begin. Six beautiful
    statues line the hall, expertly made... why they're so lifelike you could almost
    swear that they moved. Get too close and you'll find out that they are alive and
    willing to kill. It is strongly advisable NOT to run straight through and trigger
    all of them. Could get ugly quickly. Now going through this gauntlet of statues
    you'll approach a final one. Get close enough and you'll be healed, move closer
    and you may see the final orb in reach. (or not if you did this earlier) But the
    owner of the castle shows himself. This lich is incredibly powerful buffed up
    significantly health wise as well as spells. Here you can do two things, run get
    the orb and hope to be free before he kills you. Or kill the lich. Here's the fun
    with the lich. You can go full on combat, or for the sake of showing mercy. You find
    his phylactary and activate it (to destroy) and kill the lich. You'll be free to loot
    as you wish.

    Once all four orbs are retrieved you'll be sent back to the living world. Orbs removed
    and given two spells. One to return to the Nexus and the other to return to the spot
    where you ended up after getting all four orbs.


    Now why would you want to go back to the Nexus? When the cells reset(which they should),
    you will be able to run through them again and get the end chest rewards. A constant
    ability to run through the gauntlet over and over to collect the rewards. The fire
    level will give sigil stones. The blood level will give vamp loot and dust, fane level
    magic loot. and the castle undead boss loot. Including the staff from the dead lich.


    =================
    Installation
    =================

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

    =================
    Un-Installation:
    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod.

    =================
    Upgrade:
    =================

    Just over write the esp with the new one. It's all vanilla objects and plain scripts.

    =================
    Incompatibility:
    =================

    Any afterlife mods out there that do the same thing. Anything that may alter the
    waterfront district. There shouldn't be any issues, just an x marker but I don't
    know of anything which effects the ground levels in the spot the marker is in.
    If there is any problems let me know and I'll make a quick change for your specific
    problem. Also are some issues with two vanilla quests I don't advise getting close
    to death when those quests are going. This involving the One with Henantier, do not
    not get to the threshold point. Also if you do the molag bal(I think) where you HAVE
    to die I advise do not let this run during those points. Aside from those two quests
    there should not be an issue. If I can find means to get around this, I will update
    as needed.

    =================
    Known Issues:
    =================

    Nothing game breaking really should occur. The enabling and disabling of the orbs
    maybe delayed. Simple issue with the engine's scripts I guess. Anything Script
    related maybe an issue as well.


    =================
    Contact:
    =================

    You may contact me at either TES Nexus, the official forums or TESA for any questions,
    If you plan on bellyaching about it being too hard. Don't bother.

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Aoikani for Creature Statue scripts which were used for the statues
    WillieSea For helping clear things up for me
    TESA for their support and hosting this first and formost
    My own deranged mind
    Green Tea for keeping me going


    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Elderscrolls Construction Set


    =================
    Licensing/Legal:
    =================

    You can do whatever you want with this mod but all I ask in return is that you give me
    credit if you distribute any part of this mod. I would also like to know what mods are
    including my work.

    Notes from the Author:

    This started as a project for my Level Design College Class, but like anything I do, it eventually becomes a mod to be released. It had been a fun and interesting thing to work on, and tested my scripting skills, pushing them further. I hope everyone enjoys playing this as much as I enjoyed building it.


    I hope you enjoy my latest creation

    122 downloads

    0 comments

    Updated

  12. ***************************************************
    Craze Maze

    V: 2.0

    Author: Leodoidao
    ***************************************************

    Inspired by the greek legend of Theseus,a challenging maze with a powerful minotaur in the Fringe (Shivering Isles).

    NOTE: this is a MAZE. It is about being able to find your way through a puzzling network of tunnels,full of dead ends. If you are looking for a diversified dungeon, DO NOT play this mot: there will not be much of a sightseeing here.

    ***************************************************
    Background
    ***************************************************

    The legend tells that, many years ago, a powerful minotaur tried to cross the Gates of Madness. The bold beast was defeated by the gatekeeper, but it fought so bravely that Sheogorath, which was impressed by the creature´s power and courage, decided to spare it, trapping it in a maze.The Madgod also hid in his body the key to an urn with a valuable prize. The same key would activate a teleport pad that would take out of the maze whoever was strong enough to defeat the monster.

    According to the legend, all Mania´s heretics that were captured alive by the Golden Saints were cursed to be transformed into disgusting dremoras and trapped in the maze, to appease the beast`s appetite. According to some, the Fringe´s dwellers also made human sacrifices to the minotaur, to prevent it from escaping his lair.

    ***************************************************
    Features
    ***************************************************

    A new dungeon-crawl (A three-levelled maze) with a powerful boss (The minotaur) in the Fringe. Both the maze and the minotaur are challenging, but not unbalanced.There are no keys to be found, no hidden passages and no traps--- but there are some dead ends that may be REALLY deadly if you find yourself surrounded by enemies. If you kill the beast, you´ll be able to loot the key to an Urn where you´ll get a complete set of all Madness and Amber weapons and to a teleport pad that will take you out of the maze without having to crawl all the way back.There is some good fight with the dremora heretics and some good extra loot, too. Loot whatever you can carry!

    ***************************************************
    Installation
    ***************************************************

    Just extract Craze Maze.esp to your DATA folder (c:/Program Files/Bethesda Softworks/Oblivion/Data).

    Add a check to Craze Maze.esp in the game start screen to activate the mod and play. Craze Maze is at the Fringe, close to Passwall.

    ***************************************************
    WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!
    ***************************************************

    Craze Maze will not be available in the "Ordered" Fringe (During the Knights of Order´s Siege). If you are still playing then main quest of the Shivering Isles and you have reached this point, you´ll have to finish it to play this mod!!!

    ***************************************************
    Known bugs/ issues
    ***************************************************

    Craze Maze is a big dungeon full of lights, objects and creatures. If you have a slow computer, you´ll have problems with the frame rates and the sounds.

    The minotaur gets stuck in some of the Dungeon`s corners for a while, sometimes. I tried to manage the pathgrids,but it still happenned (stupid beast!)

    YOU SHOULD REPORT ME OF ANY PROBLEM YOU MAY FIND---FEEDBACK REQUIRED!!

    37 downloads

    0 comments

    Submitted

  13. This mod adds a sewer network to New sheoth (Shivering Isles). There´s an entrance in Bliss and another in Crucible.
    The sewers are chaotic, connected to caves and root tunnels, and with some strange stuff, in order to fit the weird patterns of the Shivering isles (well, THERE, I think it would make some sense houses without bathrooms in a city with a complex network of sewers).

    In the sewers` depths, two gangs struggle to dominate the felldew and greenmote smuggling business. These bandits are dissident Dark seducers and golden saints who have chosen to live in the sewers, to keep away from Sheogorath´s wrath. Some of them have become addicted to the narcotics,and now they look really weird. With some luck, you may witness clashes between the two gangs (but watch out, they are fierce and mercyless!). There are also some aquatic creatures from the SI and some rats.

    There are 6 levels of sewers, linked by teleport pads, plus a bonus Grummite encampment. Now, in version 3.0, two new outdoor places were added: slums (Dementia favela and Mania favela), with 5 available shacks to be trespassed in each one. One of the shacks in Mania Favela has a trap door that leads to a new ruin, which the dissident golden saints have turned into a lab to refine Felldew and Greenmote, in order to smuggle them into Dementia through the sewers.You will also find some nasty felldew addictees there too.


    ***************************************************
    Installation
    ***************************************************

    Extract SIsewers.esp to your "Data" (c:/BethesdaSoftworks/Oblivion/data) folder.

    Add a check to SIsewers.esp in your game start screen to activate the mod-and play!!

    ***************************************************
    Known Bugs/issues
    ***************************************************

    There was a report of sewer dwellers attacking the player during the battles of Cylarne and in the Ordered Fringe (Shivering Isles´ main quest), and it was not supposed to happen. This looks like a single incident (probably a conflict with other mod), since I have received no more complaints about that. Moreover, I played the main quest with this mod activated and that hasn´t happenned. Anyway,if this bug is confirmed, I will make all I can to fix it.

    YOU SHOULD REPORT THIS OR ANY OTHER BUG/GLITCH YOU EVENTUALLY FIND.

    99 downloads

    0 comments

    Updated

  14. A terrible secret lies beneath the grass in New Sheoth Graveyard: a true Necropolis, where Sheogorath sadistically collected and stored the remains from the millions massacred in several greymarches through the ages. Haunted by some unique kinds of undead from the Araenyan age, these dark corridors are the hideout of the Death Evokers, dissident dark seducers who became the first guild to practice necromansy in the Isles. Digging deeper into the necropolis, these villains have reached the ancient ruins of Xumbura, where---rumors say---they have hidden big amounts of gold.

    THIS MOD REQUIRES SHIVERING ISLES EXPANSION!!!!!!


    This is the 2.0 update for the mod--- it requires version 1.0 installed BEFORE this (NOT after, or else it will not work).

    ***************************************************
    WHAT´S NEW
    ***************************************************

    In the version 1.0 levels:

    - Increased fog in 2nd necropolis level

    - Fixed missing light in a chandelabre

    - All creatures will respawn now, except for the necromancer bosses and the necromancers from the 3rd level ("Lair of the Unholy Dead") .


    Now the NEW LEVELS:


    - Adds vampire sector (6 new levels) and Mummy sector (6 new levels).These levels are reached by the ladders in the "Lair of the Unholy Dead" (The vertical Necropolis level). There is no key to be found in these levels, all doors are unlocked--- but you will have to follow some candles to find them (you know what I am talking about when you get there).There are lots and lots of gold to be collected, more treasure than the version 1.0 levels--- but you´ll have to look for it: are you a good dungeon explorer?

    The vampire sector will end in a big limestone cave, and Mummy sector will end in a challenging pyramid (with interior and exterior) which is one way: once you get in, you´ll only get out when you finish the dungeon, so go prepared!!!

    - New creatures: vampires, bats and " Chrotopterus" (a powerful half-humanoid, half-bat creature) in the vampire sector---and mummies, guardians of Doom and rune golems in the mummy sector.

    ***************************************************
    WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!
    ***************************************************

    - A torch will be helpful in these new levels.

    - Companions may get lost, killed or stuck behind objects in the Bat Caverns, Dark Caverns and the Pyramid: there are some small ledges and big rocks to jump on them, and you know that companions are not good jumpers/dodgers.If you do not have a companion summon spell, leave her/him home this time.
    Some enemies may get stuck too, but this will only make them easier to kill. If you feel stuck sometimes, try to jump!!!

    - In the Pyramid´s interior, Only press the activators ONCE--- or else you will have to deal with a torturing puzzle to come out of it!!

    ***************************************************
    CREDITS (Other Modders´ Stuff) for version 2.0:
    ***************************************************


    ALASDAIR- The rune texture

    GROWLF- The pyramid mesh (I re-textured it)

    HELBORNE- The imp statue

    MR. SIIKA- The bats

    STARX- The "chrotopterus"(his " Wulvryn") and Mummy meshes werte taken from his "tamriel " worldspace Creatures" mod. Credits go to:

    JCarl/LHammonds/Jerros for the Werewolf that served as a base for the Wulvryn.

    Phitt for the meshes and textures that served as a base for the mummy



    ***********************************************************************
    Features (Version 1.0 readme)
    ***********************************************************************

    -A Necropolis, made with Mr. Siika´s Necropolis tileset.Unlike the realistic dark necropolis from his mod, I tried a mystic approach: I´ve added some dim, foggy lightning, so you can admire all its beauty with a morbid atmosphere. I assembled some modders resources and added some stuff of mine, so the place was filled with death-related stuff and creatures.


    There are seven levels of spooky dungeon-crowling (19 levels if you update to version 2.0): 3 levels of Necropolis mixed with 4 levels of standart Shivering Isles dungeons.The Necropolis levels are linked by locked teleport pads, and the keys are guarded by the necromancers. When you find a group of Death Evokers, look for someone with no hood and with a different name: she owes the key to the next level.Go kill her!!!

    When you reach the last level and get the final key, you´ll be able to unlock a teleport pad that will take you out to Dementia with no need to go all way back. The necromancers in this place will not respawn, so after the area is clear you can make it yours. There is a small bedroom, cluttered with death-related stuff. In case you use a mod that allows you to play as a necromancer, here is the place where you´ll feel home in the Shivering Isles.I´ve also put a map marker in the exit ("The way of all flesh"), so you can fast-travel back to your new home.

    ***********************************************************************
    Compatibility
    ***********************************************************************


    Ironically, this mod is not compatible with Mr. Siika´s Necropolis.esp: In order to spare the work of creating a new mesh for each piece from the tileset,I have merged his ESP to mine with TES4Gecko. Now you have BOTH mods in one (SINecropolis.esp), the Tamriel Necropolis will still be there, near Anvil. Do not activate the other .esp, it is useless now.



    ***********************************************************************
    Installation/ Playing the mod
    ***********************************************************************


    - Unzip the "Data" folder to your "Oblivion" folder (c:/program files/Bethesda Softworks/Oblivion)

    - Add a check to "SINecropolis.esp" in your game start screen to activate the mod---and play.

    - The entrance to the Necropolis is a well near the tombstones from Dementia graveyard.

    ***********************************************************************
    Known bugs/Issues
    ***********************************************************************


    -Frame rates drop in slower computers.Your PC should be 2 giga RAM with a 128mb video-board or better, to run this mod properly.

    YOU SHOULD REPORT ANY BUG YOU FIND. It is not supposed to have missing meshes or invisible textures.This is the initial release, so the quicker you report a problem, quicker I´ll be able to fix it.

    ***********************************************************************
    CREDITS (Other Modders´ Stuff)
    ***********************************************************************


    EXANIMIS- The funeral urns

    HORINF- His necro-furniture

    MEGAMANNEOXXX- The female lich mesh

    MEO3000- His open book mesh

    MR. SIKA- The Necropolis tileset

    STARX- The white wraith mesh

    231 downloads

    0 comments

    Updated



  15. [RELz] Darkness Hollows

    Author: TES Alliance
    Version: 1.6.0
    Release Date: 31.October.2010
    Updated: 22.November.2010




    "There was no way out of the Hollows. One by one they were led up the rise to Castle Thatchmoon and no one ever returned."


    Description:
    Darkess Hollows is a Halloween themed dungeon adventure plugin for Elder Scrolls IV: Oblivion. Once the plugin has been activated and the game loaded, travel to the forests of the West Weald in search of an abandoned homestead. Inside, search out a mysterious painting of a lost realm called Darkness Hollows. The painting is a portal that will deliver you to the wooded vale and the terrible adventure awaiting you within the hollow's ruined fortress...Castle Thatchmoon. Once you enter Castle Thatchmoon there is no escape, no one ever escapes, but your only chance of being the first is to be well prepared for a long dungeon crawl BEFORE you enter. Players are advised to have both a ranged weapon and an enchanted weapon before attempting Darkness Hollows. For the best results, play in the dark without music and without magic effects like "Nighteye" and "DetectLife". Be wary in your adventuring hero...

    Features:

    A Haunting Forest Setting
    Detailed Backstory to Explore
    New Enemies!
    Unique Weapons!
    A Halloween Atmosphere
    A Dozen Unique Levels
    Traps and Puzzles
    Voiced Dialogue!
    Big Boss Battle!
    Fun Rewards!
    And More...


    The Hollow:



    Important Info:


    Companions: If your Companions do not have a summon spell you can use to call them to you, leave them at home! There are places within Darkness Hollows they simply cannot go without being lost or killed. We are not responsible for any poor creatures who end up in the abyss for eternity because their PC partners didn't heed sound advice.

    Levels: We recommend characters be at least level 15+ before attempting Darkness Hollows. While some enemies are leveled to give a bit of a break, some are not and are rather difficult at lower levels.

    Godmode: While you may be tempted to use godmode to brave the horrors in Darkness Holllows, don't. There are some scripts running that will not fire properly if you are in godmode and you will not be able to proceed.

    Collision/Clipping: Do not use the "tcl" console command to navigate through Darkness Hollows. There are collision boxes designed to guide your immersion and trigger zones to progress events, both of which can be drifted through with collision toggled off resulting in a bad experience for you, so give your console the night off.


    v1.6.0 Bug Fixes:


    Repaired Keychain Mod Conflict in Level XI
    Repaired the Level I Exit Sequence
    Adjusted Hint Guide
    Added Missing Keys


    v1.5.0 Bug Fixes:


    Adjusted Beast fight in Level XI
    Adjusted Entry Door Position Level XIV Locked No Exit Door


    v1.4.0 Bug Fixes:


    Fixed Main Rooms Key Loop for Level XI
    Removed Quest Marker on All Stym Keys
    Adjusted Entry Door Position Level XII Locked Exit Door
    Really Fixed Argonian Bug in Level X [Thanks to Arthmoor]
    Recompiled a Few Logic Errors in Scripts [Thanks to Arthmoor]
    Update DarknessHollows-Sounds For Fixed Dialogue for Level XII [Thanks to Arthmoor]
    Fixed Push Sequences for Level XI
    Fixed Non Aggressive Dremora in Level V
    Removed Poison Disabling from Food in Level IV
    Reduced Enemy Difficulty on Level XI
    Unlocked Level XIV Entrance
    v1.4.1 Added Key to Ascension Level


    v1.3.0 Bug Fixes:


    Unlocked the Lower Halls Door Between Levels XI and XII
    Removed Necklace and Stopped Scripts from Level XI
    Adjusted Script in Level X to do an Argonian Race Check
    Added Quest Update Check to Main Boss Chamber Entry
    Fixed Spectral/Dead Horse Scripts
    Meshes Updated- Redownload Meshes Pack for Illuminated Level Decals.


    v1.2.0 Bug Fixes:


    Cleaned Out a few Lingering Dirty Edits
    Lowered Some Floating Clutter in the Core
    Removed Excess Entry Option for Level VII
    Adjusted Cave-in Sequence in Level VII


    v1.1.1 Bug Fixes:


    Cleaned Out a few Lingering Dirty Edits
    Disabled the "Travel To" Option on the Map Marker
    Linked the Door Adjacent to the Level XI Exit, Leading to the Lower Halls Where You Can Get the Key to Open Level XII
    Disabled Vanilla Dialogue in Level IV's Void Ghost
    Releveled Some Uber Difficult Enemies


    Known Conflicts:


    MMM in Darkness Hollows: As this is a major dungeon crawl mod, you can naturally expect a number of spawning enemies to keep you on your toes. That said, MMM users may encounter some significant FPS loss in one or two levels of Darkness Hollows due to the increased spawns. You may want to use a spawn rate reducing plugin when running the two mods together.


    The Challengers:

    WhoGuru
    John
    WillieSea
    nottlong
    Yevic
    Arion
    Kroot9525
    Arthmoor
    JulianSull
    PacificMorrowind
    the-manta
    Vouivre
    Mishaxhi
    DsoS


    Screenshots:











    Downloader Note: Be sure you download and properly install ALL 4 Files or the mod will not function as intended.

    4,410 downloads

    10 comments

    Updated

  16. Okay, so here is the long waited Ruins of Malamath... Again. Its not perfect has a few (known) minor issues but shouldn't be any major issues, hopefully.

    There is like 15 areas in RoM, many hidden secrets, and some places can only be found by finding the switches. There are re-tex'd weapons and armors, so if you don't have them, then you haven't been everywhere yet. There are quite a few hidden stone doors hidden around.

    I'd like to get suggestions, comments, complaints (be easy on them), about the mod. Any issues you run into, bugs, glitches, etc. If you find any just post them here, or poke me a PM about them.

    -------------
    For the Readme now:

    Name: Ruins of Malamath
    Version: 2.0
    Build Start Date: 11/18/2009
    Beta Test Release Date: 11/20/2010
    Final Version Release Date: 02/03/2011
    Category: Dungeons
    Author: DSoS

    =================
    Requirements:
    =================

    Oblivion 1.2.416
    MMM, OOO, etc is recommended (But not required), vanilla is fine, but you may not run into alot of enemies.

    =================
    Description:
    =================

    Ruins of Malamath holds many secrets. Many have left to explore none has returned. What lays behind that stone door?

    =================
    Details:
    =================

    Location is South of Timber Scar Hollow
    Level 15 or higher recommended.
    Beware of your step!

    =================
    Installation
    =================

    1. Extract this archive to the Data folder. No overwriting should be needed!
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).
    3. Save
    4. PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.

    =================
    Un-Installation:
    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod. (Usually under the folder name of "DSoS")

    =================
    Upgrade:
    =================

    If you have had the previous version installed, you MUST UNINSTALL IT.

    Delete the malamath.esp
    Delete the following folders:
    \meshes\Dsos\Malamath
    \sound\fx\Dsos\Malamath
    \textures\Dsos\malamath
    \textures\menus\icons\Dsos\Malamath
    I believe that is all of the folders that were included with the first version. Make sure to do a search for "*malamath" (without the quotes) (the star helps sometimes to find things especially with Windows 7)

    After all files are gone, just place the new plugin file and the bsa into the data folder. Go in and check it, wait for 3-14 days for respawn and find the location and start exploring.

    Save
    PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.
    =================
    Incompatibility:
    =================
    None Known

    =================
    Known Issues:
    =================
    A few icons look odd... I can not figure them out, tried several times to fix them.
    Modifies Timberscar Hollow exterior cell a bit... this is intended for landscaping!! NOT A ISSUE!!!

    =================
    History:
    =================
    Sept 06, 2008 - Initial Upload to TESAlliance.org
    Beta Test Release Date: 11/20/2010
    Final Version (hopefully) Release Date: 02/03/2011

    =================
    Contact:
    =================
    DSoS at TESNExus and TesAlliance.org

    =================
    Credits:
    =================
    Thanks to Nottlong, Khettienna and Ysne58 for Beta testing this massive mod and dealing with my oddness of redoing a few things without warning.
    Thanks to Meo for Ayeid Clutter 2.0 (Thanks to Myrilath for the Ayleid clutter original idea.)
    Thanks to Ceano for a few basic textures for Ayleid clutter 2.0.
    DaMage for Garden Pots, Custom modifications of many items.
    Insanity Sorrow for creating the icons for the weapons and armor.
    Tarnsman for the Ayleid Coin Add-On
    Ayleid Tile-set Expanded by The Vyper
    Kevin MacLeod for his Fabulous Music and sounds used. (incompetech.com)
    css aka css0101 for his Ancient Elven Furniture
    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this is based on.
    ***And the other people that I may have left out here.***

    =================
    Tools Used:
    =================
    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    TES4Edit
    Photoshop
    GIMP
    NifSkope
    TES4Gecko
    TES4Files

    =================
    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.


    ========================================================================================================================
    I updated Malamath for the following reasons:

    *Created a BSA for malamath. (Included with the 1.5.0b (this version your testing)
    *Light sources and lights don't match up at some areas.
    *Disabled some exterior items, until triggered by player in Dead Mans Caves.
    *All custom items *should* have icons new, weapons, armor, clutter (plates, bowls, etc.)

    I think that is all that I fixed that needed to be fixed.

    oh btw, I would suggest being atleast level 15+.

    I know that some areas will most likely cause lag, but it shouldn't lag for too long. I've had reports from the first release about little lag but wasn't a big issue.

    ------

    Have at it and let me know what you find or don't find.

    Thank you

    =========================

    UPDATES (From Beta Testing):

    Malamath_V1.5.1b_ESP_UPDATE.7z - Updates ESP file only. Fixes several issues found by Nottlong!

    Malamath_V1.5.2b_ESP_UPDATE.7z - Updates ESP file only. Hopefully this fixes the Dark Brotherhood pirates... if not I will replace all the containers in the area.

    Malamath_V1.5.3b_ESP_UPDATE.7z - Updates ESP file only. Fixes crates and barrels outside Deadman's Caves, hopefully. Khett's Collision box suggestion for Greenery walkway.

    Malamath_V1.5.4b_ESP_UPDATE.7z - Updates ESP file only. Fixes the Nagasel door for "Needs Key"! (This was suppose to have been done, but I hadn't saved in awhile and lost it when computer locked up.)

    Malamath_V1.5.4b_CLEANED_V_DO_NOT_DOWNLOAD.7z - Does not update any new additions or edits... This is a cleaned version of the 1.5.4b, I cleaned it, i think, but would like Khett to check to make sure I did it correct. AGAIN DO NOT DOWNLOAD THIS VERSION!!!

    Malamath_V1.6.5b_BSA_ESP_UPDATE.7z --- Complete update including the ESP, includes a new BSA. Make sure to fully uninstall and make a clean save before loading this, and wait for 3-14 days. Sorry guys.

    Malamath_V1.6.6b_ESP_UPDATE.7z -

    * Fixes previous issues
    * Still no icons made for the arrows or varla nuggets.
    * Made a door or two "Needs Key."
    * Added a couple of things in Varlaseli.
    * Fixed a LOT of landscaping issues, floating objects, lowered/raised land where needed.
    * Added a "Hollowed out Rock" somewhere (try to find it!!!).
    * Should have fixed those Altars that were too high and blinking black on the ground (hopefully).
    * Fixed (???) the pirates fighting each other.
    * Fixed the Ayleid Plaque grammar, and added a extra word or two.
    * CLEANED with Gecko AND TES4:EDIT (fixed deleted refs and identical to master issues) (I think)
    * Maybe more, I can't remember everything I did
    * Created a Screenshot for the exterior of Malamath (I know it sucks)

    Malamath_V1.6.7b_ESP_UPDATE.7z

    * Various fixes
    * a little landscaping here and there
    * Ayleid King level fix (increased from 10 to 20)
    * Other miscellaneous fixes. (Floating rocks, flora, trees, etc.)
    * Cleaned with Gecko and TES4:Edit. - Removed a couple Identical to Masters, and undeleted ~5 deleted refs

    Malamath_V1.7.8b_BSA_ESP_UPDATE.7z

    * Most (if not all) Fixes from what Khett found. (I tried my best to go down the list and fix what I could. I might have missed one or two, but I tried my best!)
    * Added a couple of scripts and trig zones in Welkyndseli for the hidden tunnels... Find out what I did, you'll be like WTH!!!
    * Added a barrel FULL of Pants!!!
    * BSA Update, with arrow and varla nugget icons, and the Helmet EGM file. (Icons are still weird, even after saving them as DXT5 ????)
    * Maybe more, I really cannot remember everything I did. lol

    177 downloads

    1 comment

    Updated

  17. Name: Nou-Malatu
    Version: 1.0
    Date: 8/14/2010
    Category: Dungeons
    Author: nottlong

    =================
    Requirements:
    =================

    Oblivion 1.2.416
    Shivering Isles

    =================
    Description:
    =================

    WARNING this mod may KILL your character or companions.
    A large unexplored Ayleid tomb that is populated by the undead and a few traps.

    =================
    Details:
    =================

    This mod adds a large Ayleid tomb south of Leyawiin,the marker will show you where it is but you can not fast travel there,located in a cave. There are many undead that call this tomb home. There is also a number of traps. This mod IS NOT for a low level character. Should be level 15 or higher. The tomb contains a large amount of loot, you will need a bag of holding or a simular mod. Or make a few trips. There should be good loot for your character if they are mage,fighter or anything in between. Good luck and be careful.

    =================
    Installation
    =================

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

    =================
    Un-Installation:
    =================

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod.

    =================
    Incompatibility:
    =================

    For those using Arion's Eagle landing mod his mode must load after mine.

    =================
    Known Issues:
    =================

    None

    =================
    Contact:
    =================

    nottlong at TESA or wasted at the nexus.

    =================
    Credits:
    =================

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks to Madcat 221,RDjeke and Sotobrastos for the use of there Ayleid Meteoric Iron Weapons mod.
    Thanks to Insanity Sorrow for the use of his Katanas and Royal Glass mods.
    Thanks to DaMage for his help with the Ayleid ball.
    Thanks to Critterman for the use of his CMDurandal Robes mod.
    Retexture of Blackwood armor by nottlong.
    Fractal use for Ayleid ball by nottlong.
    Thanks to Arion and grond for testing.
    Thanks to all at TESA

    =================
    Tools Used:
    =================

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    TES4Edit
    NifSkope
    Paint.Net
    TES4Files


    =================
    Licensing/Legal:
    =================

    You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.

    105 downloads

    0 comments

    Updated

  18. Mod: Blood Raven, Version 1.1
    Game: TES IV: Oblivion
    Requires: Shivering Isles Expansion
    Author: David Brasher
    Release Date: 3/31/11
    ************************************************************************
    CONTENTS
    ************************************************************************
    1. Information on the Mod
    2. Installation
    3. Version History
    4. Conflicts, Known Issues, and Troubleshooting
    5. Copy Status and Credits
    ************************************************************************
    1. INFORMATION ON THE MOD
    ************************************************************************
    This mod is a recreation of the Diablo II graveyard with Blood Raven and her army of
    reviving undead minions. It also includes two tomb dungeons.

    Some of the skeletons and zombies do not revive, but some do. Some are very weak and
    some are very strong. You will not always know the difference during combat. Those that revive
    will never stop coming back until you can slay Blood Raven, but that is easier said than done. She
    is surrounded by a horde of her minions, and can do great damage to you with her fire-enchanted
    bow and arrows. this is not a challenge for low-level characters.

    To get to the cemetery, go east/north-east of Weynon Priory, or north-east of Odil farm.
    The map-marker will show up on your compass bar when you get close. For the best ambiance,
    go there at night.
    ************************************************************************
    2. Installation
    ************************************************************************
    Extract (decompress) the .esp file, and sounds to your Oblivion
    directory, the default is: C:\Program Files\Bethesda Softworks\Oblivion\Data\
    Mark the box next to the "Blood Raven" plugin.

    Alternately, extract someplace else. Then move the esp. to Oblivion\Data\, and the
    and Sound folders there also. Merge the new folder with the old. Often
    you can simply drop the "Data" file into the "Oblivion" folder Make sure the files go into
    the proper directories they were in when you downloaded the mod.
    ************************************************************************
    3. Version History
    ************************************************************************
    V 1.1 3/31/11 More mod-cleaning.
    V 1.0 4/25/10 Initial Release.
    ************************************************************************
    4. Conflicts, Known Issues, and Troubleshooting
    ************************************************************************
    This mod was designed, balanced, and play-tested for high-level characters.

    Because of the large numbers of enemies, gamers with weaker computers may experience
    some lag.

    The AI of the large groups of enemies may malfunction. It may happen that only eight
    enemies will attack you at once while the others watch. But if you survive that onslaught and
    inflict casualties, then the others will engage.
    ************************************************************************
    5. Copy Status and Credits
    ************************************************************************
    Credits:
    Rey for his Blutrabe mod concept.
    Blizzard for Diablo II.
    Bethesda for making the game in an open format that anyone can mod.

    Copy Status:
    Feel free to modify this, share this, or use parts of it. Just be sure to include my name in
    your credits and send me a personal message on TES Nexus as a courtesy.
    ************************************************************************
    ************************************************************************
    ************************************************************************
    ************************************************************************

    97 downloads

    0 comments

    Updated

  19. Mod: Daedric Shrine Ruins, Version 1.0
    Game: TES IV: Oblivion
    Requires: Shivering Isles Expansion
    Author: David Brasher
    Release Date: 5/11/10
    ****************************************
    CONTENTS
    ****************************************
    1. Information on the Mod
    2. Installation
    3. Version History
    4. Conflicts, Known Issues, and Troubleshooting
    5. Copy Status and Credits
    ****************************************
    1. INFORMATION ON THE MOD
    ****************************************
    Six Morrowind-style daedric shrine ruins are added to Tamriel. These ruins are complete with nasty daedra, even nastier
    daedra worshippers, traps, and nice treasure.

    These ruins have a very different look to them. The interior and exterior architectural objects have been retextured using
    re-worked textures from Visual Pack XT, which was designed for retexturing Morrowind. The interiors are retextured
    Ayleid ruins with so many retextured bricks and blocks added, that parts of them are unrecognizable as what they used to be.

    This mod automatically removes borders, so there is no need to modify your Oblivion.ini file.

    Here and there you will meet non-hostile NPCs with dialog, who for various reasons, have ended end up at the daedric
    shrines.

    In addition to the six Morrowind-style daedric shrines, there is one new Cyrodiil-style daedric shrine. What makes it
    unusual is that the people there are not peaceful and friendly.

    At the shrines, many of the enemies you will encounter will not be leveled, so you may wish to be level 15 or higher before
    going to the shrines. The enemies re-spawn, so if you have to leave the shrine for a long while, it will be hard again when you go back.
    The shrines can be raided multiple times because of the re-spawning monsters and some re-spawning treasure. The walls of the
    shrines are made of dark-reddish stone. They suck in the light and leave you in Stygian blackness. Be sure to bring some torches
    or have another plan for seeing in the intense gloom. In these shrines, death awaits the unprepared, the weak, and the incautious.

    Locations of the shrines:

    All of them but The shrine of the Faithful in the IC sewers have map markers with daedric shrine icons, so you will know when
    you are getting close to them

    ALD BALIMIZUM: (Copy of the daedric shrine Ramimilk from the Oblivion mod "Caldera Update - Return to Morrowind"
    http://www.tesnexus.com/downloads/file.php?id=28854
    On the Brena River
    N of Last Chance Camp
    NW of Fort Hastrel

    ASHARNAKIBIBI: ( Conflicts with The House of Healing at Weye, which also has this shrine. Download the patch at the
    House of Healing at Weye download location: http://tesnexus.com/downloads/file.php?id=30964 )
    On the border of Morrowind
    NE of Lake Canulus
    E/NE of Malada
    E of Collapsed Mine

    MEHRUNES DAGON'S SHRINE: (Cyrodiil-style daedric shrine, but with violent people.)
    NE of Skingrad
    N of Greyrock Cave
    S of Gottlesfont Priory

    MEHRUNES FEL
    On the Strid River
    E of Kvatch
    S of Ra'Sava Camp
    SW of Fort Istirus

    THE SHRINE OF THE FAITHFUL
    In the Imperial City Temple Sewers
    One possible route to get there:
    (1) Go down the IC Talos Plaza manhole to the Talos Plaza Sewers.
    (2) Go to The South Tunnel.
    (3) Go to the Temple Sewers.

    SHASHVARYAMMUS
    On a new island in the Abecean Sea
    W of Anvil
    W of the island that is W of Anvil.

    ZERGONIPILIMAT
    Across Cyrodiil/Morrowind border
    Far NE of Cheydinhal
    Far E of Dive Rock
    Far E of Aerin's Camp
    ****************************************
    2. Installation
    ****************************************
    Remove all the copies of mods this conflicts with, which would be , "Asharnakibibi", "Zergonipilimat", and
    "Mehrunes Fel."

    If you use "House of Healing at Weye," download the patch at: http://tesnexus.com/downloads/file.php?id=30964

    Extract (decompress) the .esp file, meshes, textures, and sounds to your Oblivion directory, the default is:
    C:\Program Files\Bethesda Softworks\Oblivion\Data\

    Alternately, extract someplace else. Then move the .esp, Meshes, Textures, and Sound folders to Oblivion\Data\. This
    will merge the .nif, .dds, MP3, and .lip data files (Meshes, Texture, Sound, and lip movement files) from the mod with the data
    files on your computer. Often you can simply drop the "Data" folder into the "Oblivion" folder. Make sure the files go into the
    proper directories they were in when you downloaded the mod.

    In your mod manager, mark the box next to the "Daedric Shrine Ruins" plug-in.
    ****************************************
    3. Version History
    ****************************************
    V 1.0 (5-11-10) Initial Release of four merged mods with removed and added content.
    ****************************************
    4. Conflicts, Known Issues, and Troubleshooting
    ****************************************
    Conflicts with all the mods it supersedes, split off from, or merged from:
    House of Healing at Weye http://tesnexus.com/downloads/file.php?id=30964 Download the patch at this web address.
    Asharnakibibi http://www.tesnexus.com/downloads/file.php?id=27626
    Zergonipilamat http://www.tesnexus.com/downloads/file.php?id=28007
    Mehrunes Fel http://www.tesnexus.com/downloads/file.php?id=28369

    IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD UNPLAYABLE, PLEASE SEND ME A
    PERSONAL MESSAGE ON TES NEXUS RIGHT AWAY. I WILL HOPEFULLY BE ABLE TO FIX IT AND RELEASE
    AN IMPROVED VERSION OF THIS MOD.
    ****************************************
    5. Copy Status and Credits
    ****************************************
    Credits:
    The makers of Visual Pack XT for the textures used.
    Bethesda for making the game in an open format anyone can mod.

    Copy Status: Feel free to modify this, share this, or use parts of it. Just send me a Personal Message on TES Nexus as a courtesy,
    and include my name in your credits.
    *******************************************************************************
    *******************************************************************************
    *******************************************************************************
    *******************************************************************************

    306 downloads

    1 comment

    Updated

  20. Pages of History Demo v1.0
    =============================

    ==================
    Authors & Credits
    ==================
    Authors:
    Da Mage - Main Modder
    InstanitySorrow - Texturer

    Thanks to:
    ShadeMe - Scripting Help
    Mr Siika - Treasure Piles
    Darkrider - For TESAlliance

    ========
    Details
    ========
    This mod is a direct re-make of the starting dungeon from ELder Scrolls: Arena. The reason this is a demo is because currently I am building a one of the Arena cities (as you can see a part of at the end of the dungeon), and this is missing many charactergen parts that are not finished.

    This mod however is still very compelete, the dungeon is a unique challenge, as it's repeditive twisting passaged make it possible to get lost very quickly, there are also underwater passages and secret wall doors. While the only enemies you will encounter are rats and goblins, the real danger is getting lost.

    To start the dungeon, travel to Renoit's Books, Chorrol and find the book located on the table called "The Imperial Simulacrum". After opening then closing this book you will be teleported to the start of the dungeon. The key to the door is located in your cell, its not hard to find. After finding the exit from the dungeon and going back to the bookstore, you can travel back to the dungeon at any time by reading the book and choosing the option from the messagebox.

    NOTE: You will not have any of your items or spells (excluding abiliters and powers) when you are in the dungeon, mages are given spells, but you must find your own items throughout the dungeon.

    Some challenges:
    Find all the treasure/equipment piles (15 to Find)
    Find all the sercet Walls (6 to Find)

    Have fun

    =============
    Installation
    =============
    To install, copy and paste the PagesofHistoryDemo.esp , Textures (Folder) & Meshes (Folder) into the ...Oblivion\Data folder.

    Then in the launcher, check ( x ) PagesofHistoryDemo in the list.

    REQUIRES: OBSE v18


    =============
    Uninstallation
    =============
    To uninstall delete the following files\folders from your ...Oblivion\Data folder.

    !!!IMPORTANT!!! You must not be in the dungeon or you risk losing all your items and spells.

    PagesofHistoryDemo.esp

    meshes\DMArena
    textures\DMArena
    textures\menus\icons\DMArena

    =============
    Compatibilty
    =============
    Compatibile with any mod that does not majorly edit Renoit's Books, Chorrol.

    =======
    Contact
    =======
    PM Da Mage on the Bethesda Game Studios Forums or TES Alliance

    38 downloads

    1 comment

    Updated

  21. Mod: Bottomless Cavern, Version 1.1
    Game: TES IV: Oblivion
    Author: David Brasher
    Release date: 6/5/10
    ****************************************
    1. CONTENTS
    ****************************************
    1. Contents
    2. Information on the mod
    3. Installation
    4. Version History
    5. Copy Status
    6. Conflicts and Troubleshooting
    ****************************************
    2. INFORMATION ON THE MOD
    ****************************************
    This is an eight-level cave mod. The upper levels are the hideout of a large gang of thieves, rogues,
    and outcasts. The lower levels are a challenging spelunking experience. There are also some strange
    things in the water in Wilderness cell 18,1 because of the activities of one of the bandit hedgewizards.

    The entrance to this cave is in Wilderness cell 20,2 south-east of the Imperial City, north of the
    Carbola River, south of Cropsford, and south-east of the Ayleid ruin of Culotte. Just watch for the
    icon on your compass as you get close.

    This dungeon is large and difficult, having both leveled and non-leveled creatures. You may wish to
    wait until your character is level 15 before you attempt this dungeon. You may need to go back to
    town for aid and resupply part way through.
    ****************************************
    3. Installation
    ****************************************
    Uncompress the .esp file to your oblivion directory. The default, unless you have Vista or something is:
    C:\Program Files\Bethesda Softworks\Oblivion\Data\
    Extract to there. There are no new meshes or textures to install. On your mod manager, put a check
    or "x" by the name of "Bottomless Cavern." You are then ready to play.
    ****************************************
    4. Version History
    ****************************************
    V 1.1 6/5/10 More modcleaning. Silent voice files added. Various object placement tweaks
    V 1.0 Initial Release, extensively play-tested by myself.
    ****************************************
    5. Copy status
    ****************************************
    Copy Status:
    Feel free to modify this, share this, or use parts of it. Just include my name in your credits and send me
    a personal message on TES Nexus as a courtesy.
    ****************************************
    6. Conflicts and Troubleshooting
    ****************************************
    Conflicts with Fort Akatosh Redux. Download the patch available where this mod is downloaded
    from.

    If you find a major bug in the mod, notify me as soon as possible through a personal message on TES Nexus.
    *************************************************************************************************
    *************************************************************************************************
    *************************************************************************************************
    *************************************************************************************************

    120 downloads

    0 comments

    Updated

  22. Mod: Asharnakibibi Version 1.2
    Game: TES IV: Oblivion
    Author: David Brasher
    Release to Public: 11/13/09

    ****************************************
    CONTENTS
    ****************************************
    1. Information on the Mod
    2. Installation
    3. Version History
    4. Conflicts, Known Issues, and Troubleshooting
    5. Another Daedric Shrine Ruin Mod You Might Be Interested In
    6. Copy Status and Credits

    ****************************************
    1. INFORMATION ON THE MOD
    ****************************************
    This mod adds a daedric shrine ruin to Cyrodiil. Daedric shrines in Oblivion are so tame! The
    first time I encountered one in Oblivion, I panicked. But it turns out that it was just a bunch of old
    ladies going to church. There were no orcs with claymores, and no dremoras.

    This shrine is like the ones in Morrowind. The ones that would make low-level characters get
    scared when they saw the strange towers in the distance. Wise but weak adventurers would turn
    around and leave at that point, or go way out around them to avoid being seen and attacked.

    The shrine is rather small, like many daedric shrines are, but includes all the features you would
    expect to find at one. These places are not for the weak or incautious. The monsters and NPCs are
    not leveled. You may wish to wait until you are level 15 to raid the shrine. Most of the treasure and
    most of its defenders respawn, so you can go back and raid the shrine again if you have a grudge
    against Molag Bal and his worshippers.

    This location has a very different look to it. The interior and exterior architectural objects have
    been retextured using re-worked textures from the Visual Pack XT, which was designed for retexturing
    Morrowind. The interior is a retextured Ayleid ruin with so many retextured bricks and blocks added,
    that parts of it are unrecognizable as what it used to be.

    The shrine is located way out in the wilderness. It is on the edge of the map near Morrowind.
    It is north-east of Lake Canulus, east/north-east of the Ayleid ruin Malada, and east of Collapsed
    Mine. You will see the daedric shrine icon on your compass as you get close.

    ****************************************
    2. Installation
    ****************************************
    Extract (decompress) the .esp file to your oblivion directory, the default is:
    C:\Program Files\Bethesda Softworks\Oblivion\Data\
    Mark the box next to the "Asharnakibibi 1_2" plugin.

    Alternately, extract someplace else. Then move the esp. to Oblivion\Data\, and the Sound
    folder there also. This will merge the MP3, and LIP data files (sound, and lip movement) from the
    mod with the data files on your computer. There are no new meshes and textures to have to
    install. Often you can simply drop the "Data" file into the "Oblivion" folder Make sure the files go
    into the proper directories they were in when you downloaded the mod.

    ****************************************
    3. Version History
    ****************************************
    V 1.2 Improved finer-grained, higher-resolution textures. Misc object placement adjustments. Took
    away orc's daedric helmet so he can't impersonate a dremora.
    V 1.1 Location retextured inside and out to look more like a Morrowind daedric shrine ruin.
    V 1.0 Initial Release

    ****************************************
    4. Conflicts, Known Issues, and Troubleshooting
    ****************************************
    No known conflicts or issues at this time. This mod has been split off from "Healer" a very large guild
    mod, which has not been completed yet. When that mod is released, this will conflict with it. At that point,
    this mod can be removed with no loss, because the daedric shrine is included in the larger mod, only with a
    quest revolving around it.

    ****************************************
    5. Another Daedric Shrine Ruin Mod You Might Be Interested In
    ****************************************
    If you like this mod, you might want to check out this other one:
    Zergonipilamat 1_2 - Morrowind-Style Daedric Shrine at http://www.tesnexus.com/downloads/file.php?id=28007

    ****************************************
    6. Copy Status and Credits
    ****************************************
    Credits:
    The makers of Visual Pack XT for the textures used.
    Bethesda for making the game in an open format anyone can mod.

    Copy Status:
    Feel free to modify this, share this, or use parts of it. Just include my name in your credits, and send me a
    message as a courtesy.

    **********************************************************************************
    **********************************************************************************
    **********************************************************************************
    **********************************************************************************

    59 downloads

    0 comments

    Updated




  23. Name: Oblivifall “Revenge of the Classic†– Something’s Not Right…
    Version: 1.0
    Date: 29/07/09
    Category: Misc
    Requires: Oblivion 1.2.0416
    Author: Cliffworms (mr__legault@hotmail.com)

    1. Oblivifall Introduction
    2. Something’s Not Right…
    3. Requirements
    4. Installing the plug-in
    5. Playing the plug-in
    6. Save games
    7. Conflicts/Known Errors
    8. Legal Stuff/Disclaimer
    9. Changelog
    10. Credits
    11. Oblivifall modules & Community Mods

    1. OBLIVIFALL INTRODUCTION

    Oblivifall “Revenge of the Classic†is a project that aims to bring many features from The Elder Scrolls 2: Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. I will be releasing many separate mods that will add new features and options to Oblivion.

    Now let’s see what this mod is about, shall we?

    2. SOMETHING’S NOT RIGHT…

    This module adds informative messages that pop up at the top left of your screen when you get closer to a dungeon. These messages can inform you that your character has a vague feel of unease, notices goblin tracks, feels watched, smells a putrid odor, etc.

    There are 47 different messages that you can see and they vary depending on what kind of dungeon you are getting close to. Getting close to a necromancer lair might inform you that your character notices freshly turned dirt or he might notices that horses recently passed by the area near a bandit-owned fort.

    Enjoy!


    3. REQUIREMENTS

    You need the latest version of Oblivion.

    4. INSTALLING/UNINSTALLING THE PLUG-IN

    Simply extract the Data folder to your Oblivion/Data folder.
    To uninstall, remove the "Oblivifall – Something’s Not Right.esp†file.

    5. PLAYING THE PLUG-IN

    In the Oblivion Launcher, activate "Oblivifall – Something’s Not Right.esp" by double-clicking on it.

    When getting close to a dungeon or when you exit a dungeon, the informative message will show up at the top left of your screen.

    6. SAVE GAMES

    You do not need to start a new game to see the changes.

    7. CONFLICTS/KNOWN ERRORS

    - No known conflicts.

    8. LEGAL STUFF/DISCLAIMER

    Distribute this mod as you wish. Just give the credits to me for releasing the plugin.

    9. CHANGELOG

    V1.0: Initial Release

    10. CREDITS

    - The Daggerfall Dev Team for the best cRPG ever created.
    - The Unofficial Elder Scrolls Pages for the Daggerfall hacking guide. http://www.uesp.net/wiki/Main_Page
    - Dave Humphrey for the DFText hacking tool, which I used to get every message.
    - Bethesda for the Oblivion CS.

    11. Oblivifall modules and Daggerfall-related mods by the Community
    For the rest of Oblivifall’s modules, check “Oblivifall Modules†in your Oblivifall Docs folder.

    For a more “Daggerfallesque†experience, take a look at my “Daggerfallesque Mod List†here on TES ALLIANCE.

    158 downloads

    1 comment

    Updated

Sign in to follow this  
Followers 0