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Oblivion

69 files

  1. Darkness Hollows: TESA's 2010 Halloween Challenge

    [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.

    4,843 downloads

       (3 reviews)

    12 comments

    Updated

  2. V Lower Class Outfits

    V Lower Class Outfits
    Author: Victoria VII
    Date: 8-13-2014
    Game: TesIV Oblivion
    Description
    Lower class versions of 3 Nailflan's outfits.
    Since my character is poor but I really like these excellent Nailflan's outfits, I've slightly modified the meshes for a poorer look and created new textures accordingly. The outfits look now old and lower class.
    You can find the outfits along with a note at "The All-Saints Inn" in the Temple District of the Imperial City.
    Notes
    My character begins the game as very poor so the upper class look is unfitting, since I've adapted the outfits to my needs, I thought to share for others' characters too.
    Remade all diffuse and normal maps.
    There is a fourth outfit that is a mix of two.
    Reworked the UVs for some pieces.
    Created all the icons accordingly and the paper note, there is also a general gnd fitting the content.
    Requirements
    HGEC Body Link
    Coronerras' Maximum Compatibility Skeletons Link
    Install
    Extract - Copy - Past in your Oblivion folder.
    Activate the esp.
    Permission
    Strictly NON COMMERCIAL.
    If you want to use or modify any part of this content for include it in your release:
    your release must be NON COMMERCIAL (no money involved or any form of payment). you must clearly state that you are sharing strictly for NON COMMERCIAL USE (no money involved or any form of payment). Do not re-upload.
    Also:
    I've modified Nailflan's meshes, concerning the meshes alone, you must follow first of all Nailflan's permission rules: "ONLY for TESIV:OBLIVION. You may not convert my mods for TESV:SKYRIM, and others.
    They include not only tweaked Vanilla meshes of TESIV but also mods exclusive to TESIV."
    Nailflan's policy and awesome works: link 1 link 2
    Thanks to Nailflan for the excellent meshes. Nailflan's personal website.
    Thanks to RAIAR for HGEC Body. Thanks to Coronerras for Maximum Compatibility Skeletons
    Thanks to all who love and play Oblivion.

    176 downloads

       (0 reviews)

    0 comments

    Updated

  3. [Oblivion] Miscarcand Inn

    Miscarcand Inn is an inn situated near the Ayleid ruins of Miscarcand, on the Gold Road.
    -----oOo-----
    Permissions:
    No redistribution. This mod must remain exclusive to TES Alliance. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification.
    -----oOo-----
     



    The garden:



    A place for the player's horse:



    The cellar:







    The inn belongs to Ojah and Ajah, two Argonian siblings. It's well frequented and offers a large and luxurious room for the player to rent:






    The price is quite expensive (40 Septims) but all the food and wine that are stored in the room are also available for the player to take.



    Ojah also sells food and drinks.



    Installation:
    Whatever your choice, loose files or BSA (only one of them must be installed), after downloading the archive, extract its content into the Data directory that you'll find in the main Oblivion folder. If you are using the Steam version of the game, it would be "C:\Steam\steamapps\common\Oblivion\Data". Launch the game and make sure the plugin is enabled, by clicking on "Data Files" and selecting the plugin in the list:  

     

    Deinstallation:
    The archive contents:
    an esp (Elder Scrolls plugin), named lotmMiscarcandInn.esp, a sound directory containing the necessary sound and lip files Ojah will need to say her lines. If you want to remove this mod,
    if you chose the loose files, remove both the lotmMiscarcandInn.esp and the sound folder. (Make sure you do not destroy other content present in this sound folder that could belong to other mods!), if you chose the BSA, remove both the lotmMiscarcandInn.esp and the lotmMiscarcandInn.bsa files. Thanks:
    To Bethesda Game Studio for their marvellous games!

    71 downloads

       (1 review)

    0 comments

    Updated

  4. WAC: Waalx Animals & Creatures

    About WAC on TES Alliance:

    Currently Waalx is off in the real world crossing the globe and experiencing the grand adventure that is life! He managed to stop in to grant permission for his project to be hosted away from his forum which is now closed to new registrations so that WAC, in it's current unfinished state, could still be enjoyed by players. Somewhere down the traveled road, he may pop in to update the mod with the work he has stored on his PC, but until that time if and when, we will be hosting the beta version here with all the same documentation provided by Waalx himself.

    Currently, WAC may NOT be used as resource material. Waalx has stated his desire that any derivative works must require/be dependant on WAC. Anyone wishing to use resource material from WAC without dependancy, must contact Waalx and ask permission; no contact made means no permission. This is his latest statement on Resource use as of 26 Aug 2012


    24,776 downloads

       (13 reviews)

    74 comments

    Updated

  5. Weynon Retreat

    Weynon Retreat House was the very first mod I ever released publicly and has ties Reclaiming Sancre Tor making a fun home base for Blade type characters. This mod adds a lodge style house near Weynon Priory and a challenging mini-quest to acquire it. By completing the mini quest, players will receive some nice rewards and can unlock some hidden surprises at the Blades Retreat. Weynon Retreat boasts plenty of safe storage space for even the biggest collectors, a private location for the sneakier sorts, and a beautiful view of the Imperial City for those good knights with one eye always on the Empire.
    v1.5 Notes: Added Chorrol Hinterlands Patch by Arthmoor
    The Original Weynon Retreat file uses a farm style house in place of the lodge house, that's the only difference between the two versions...that I can recall.
    Rehosted here on TES Alliance for the first time!

    69 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Oblivion Prime

    Oblivion Prime/Mainland
    Create your own lore!
    I had to read Snorre again (only excerpts) to find some reasons to -whys, -wheres and -whens around our saga - the story of mankind:-)
    The most interesting aspect is the similarity between cultures.
    -We have developed in different directions.
    We seem to have had a common affection to a tree - different species but a tree.  
    We believed in the same inhabitants, caretakers, in or around the tree, only symbolized with different creatures.
    If one living creature didn't suffice a new one was created to match the beliefs.
    I urge you to do the same - or our phantasy stops here - stuck in someone's lore.
    This is not a hate message to offend anyone's lore but to clarify the richness around a new lore, a new consciousness, a new tribe, a new world, a new car....
    The Story: Mainland is known for a long time through sagas, stories around campfires, tribal shamans - actually as long as man have had self-consciousness.
    The inhabitors of Mainland (in this mod) have inherited a knowledge about what was and what is awaiting them. Not specifically but it has been a part of the aforenamed Stories.
    4 towers seem to have worked their way from somewhere below and up through the surface of Mainland. Placed north, east, south and west of the city.
    On top of each a birdlike sculpture - made from an uknown material but still vibrant.
    There are several mine entrances that none has been able to enter. On each there is a burning candlelight standing in an opening in a metal door also made from a strange material.
    Nobody is tending the light but it has been burning as long as the stories are told.
    Mainland has always been spoken of as 'The world to be'.
    How can something become to be when it already is?

    41 downloads

       (0 reviews)

    0 comments

    Updated

  7. Mainland

    The mod is working but is not supported any more.
    Try this version instead. Even though it is a WIP it has come a bit longer in many ways.

    How the mod started:
    'Mainland' was Zaldir's idea as a development of 'Viking Village', simply adding larger land areas to his mod. I continued Mainland on my own, I am no scripter, neither am I a story-teller, so what you get here is a nice village and some surronding quest-points. The village is inhabited by female guards, The Mead Lover (I say no more), a farmer with his wife, two wash-ladies, and a carpenter/sailmaker.
    They have daily routines but are waiting for a writer to give them a more exiting life.
    I will come back with furter info when when I find the read-me.

    65 downloads

       (0 reviews)

    0 comments

    Updated

  8. The Oubliette

    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:



    213 downloads

       (0 reviews)

    2 comments

    Updated

  9. Nagaia Molag

    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

    84 downloads

       (0 reviews)

    0 comments

    Updated

  10. Robert Male Armor Conversion for OOO 1.35

    These armor meshes provide compatibility for Robert's Male (muscular) body with OOO 1.35 and FCOM 1.0. REQUIRES ROBERT MALE BODY MOD.

    These armor meshes were created by several TeamAlpha members for personal use, and are being posted here because those members have no other home. They reflect the changed armour paths in the latest version of OOO.

    NOTE: FCOM supports only the vanilla body! Since this is not a general team effort, support is limited to the two team members who were involved with the conversions. Please direct any inquiries to daemondarque, and I will do my best to assist; but bear in mind that a little patience may be required in waiting for a response due to other commitments, and will be very much appreciated.

    It is HIGHLY recommended that you do NOT attempt to PYFFI these meshes! They are already as optimized as we can make them. The PYFFI process works by removing vertices from the mesh, and it may remove vertices that armour rigging depends on. If this happens, you will see warped and distorted armour ingame.

    INSTALLATION:

    The files in these archives need to be placed directly into your Oblivion/Data directory in order to work. In this way, they can overwrite the vanilla body meshes contained in the various overhaul bsa's. Either extract directly to Data, or install via Wryebash BAIN (recommended). Make sure that you are using some method of archive invalidation.


    CREDITS:

    Robert, of course, for giving us definition and muscle mass (without all the workouts!)
    Sickleyield
    Sen-Chan
    Daemondarque
    What's New in Version 1.2 (/index.php?app=downloads&module=display&section=changelog&file=1321">See full changelog)
    Updated to reflect changed armor variants and paths to be compatible with OOO 1.35, including unfinished sets.

    809 downloads

       (0 reviews)

    0 comments

    Updated

  11. Robert Female Armor Conversions for FCOM 1.0

    These armor meshes provide compatibility for Robert's Female body within a standard FCOM 1.0 installation. REQUIRES ROBERT FEMALE BODY MOD.

    These armor meshes were created by several TeamAlpha members for personal use, and are being posted here because those members have no other home. They reflect the changed armour paths in the latest versions.

    NOTE: FCOM supports only the vanilla body! Since this is not a general team effort, support is limited to the two team members who were involved with the conversions. Please direct any inquiries to daemondarque, and I will do my best to assist; but bear in mind that a little patience may be required in waiting for a response due to other commitments, and will be very much appreciated.

    It is HIGHLY recommended that you do NOT attempt to PYFFI these meshes! They are already as optimized as we can make them. The PYFFI process works by removing vertices from the mesh, and it may remove vertices that armour rigging depends on. If this happens, you will see warped and distorted armour ingame.

    INSTALLATION:

    The files in these archives need to be placed directly into your Oblivion/Data directory in order to work. In this way, they can overwrite the vanilla body meshes contained in the various overhaul bsa's. Either extract directly to Data, or install via Wryebash BAIN (recommended). Make sure that you are using some method of archive invalidation.

    (The Amazon armour archive adds meshes that were previously missed.)

    CREDITS:

    Robert, of course, for his kickin' female body
    Sen-Chan
    Daemondarque

    1,128 downloads

       (0 reviews)

    2 comments

    Submitted

       (5 reviews)

    2 comments

    Updated

  12. Silverhop

    Name: Silverhop Village
    Version: Alpha 1.0
    Date: 10/11/2011
    Category: Towns
    Author: The-manta
    Source: TESAlliance

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

    Oblivion 1.2.416

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

    A small village to explore in the Blackwood region.

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

    This mod has been an off and on project for longer than I care to remember, and it has never had the care it deserved. It isn't 'finished' as I would have liked, but I promised myself it would be released before Skyrim, so here you go. Hopefully it might give you something to do while TESV installs...

    Anyway, it's a little village in the Blackwood region, on the Panther River. It has a chapel, general store, inn (all the rooms are taken... sorry), mage's house (where you can sleep if you're in the guild), smith, guard and a few other houses. In the general store you can buy the key for a small house (above the store). The base price is 2400 gold, but it varies depending on mercantile skills. This village is really more visual than anything else. There are no quests, no dialogue, and now new items, sorry, but this is all I have. I'm considering this an alpha version, and it WILL have bugs in. Do report any you find, and hopefully one day I will get back to this.

    NOTE: requires the Unofficial TESA clutterers' Guild Pack (here:)

    =================
    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:
    =================

    None known.

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

    None know.

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

    10/11/2011 - 10/11/11- initial release

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

    the-manta at TES Alliance

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks to Meo for his modular fireplaces resource, and for making the various signs in town.
    Thanks to Garak for his book sets.
    Thanks to Xiamara for her static wineracks.
    Thanks to all the members of the unofficial TESA clutterers' guild.
    And thanks to everyone at TES Alliance for your continuing help, support, and good company!

    If I have missed anyone PLEASE let me know!

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

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    GIMP
    Blender
    NifSkope
    TES4Gecko


    =================
    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.

    114 downloads

       (0 reviews)

    6 comments

    Submitted

  13. The Arsenal: Mercenary Weaponry

    The Arsenal: Mercenary Weaponry is a small weapons pack that adds two special weapons into the game world.

    The two weapons inlcuded are: Kodiak and Wolfblade.



    Wolfbade is a Two-Handed weapon, meant for the mightiest of warriors, while kodiak comes in two forms, either a single-handed weapon or a two-handed weapon and requires a stronger than average swinging arm.

    Stats:

    Kodiak 1H/2H

    Weight: 52
    Health: 1200
    Reach: 1.1
    Speed: 0.6
    Damage: 31
    Value: You have to see yourself
    Requirements: Due to it's large size and longer blade, Kodiak requires a stronger arm to wield it (Strength value of 60)

    WolfBlade 2H

    Weight: 48
    Health: 1300
    Reach: 1
    Speed: 0.85
    Damage: 27
    Value: You have to see yourself
    Requirements: None

    Location:

    If you want to get your hands on these priceless weapons then you'll need to search, both of the weapons have been hand placed in vanilla Fort Ruins. We were very careful and avoided any quest related ones.

    For those that don't wanna search for days , There is a spoiler text file included that'll tell you roughly where they are, you still need to do a little looking though, not gonna make it too easy



    1. Extract this archive to any folder and then copy the following to your Oblivion Data Folder



    Meshes
    Textures
    The Arsenal - Mercenary Weaponry.esp



    2. Start Oblivion Launcher, click Data Files, and enable the The Arsenal - Mercenary Weaponry.esp.



    1. Start Oblivion Launcher, click Data Files, and disable the The Arsenal - Mercenary Weaponry.esp.

    2. Remove the following files from your Oblivion Data Folder



    Remove the Arsenal folders found in your Meshes and Textures folders. You will find them under Weapons, Clutter and in your Menus/Icons folder.
    remove The Arsenal - Mercenary Weaponry.esp





    StarX @ TES Alliance
    InsanitySorrow @ TES Alliance



    Models: InsanitySorrow
    Textures: StarX

    Thanks to Bethesda for creating Oblivion.
    Thanks to Hanaisse for the in-game screenshots.
    Thanks to all who have shown an interest in all versions of The Arsenal and gave support, feedback and suggestions.

    366 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Duke Patrick's Dragon and the Sword of Might

    Duke Patrick's Dragon and the Sword of Might
    GOLD EDITION

    Powerful and Classic Dragon, with fire breath that ignites the landscape!

    This is a very old mod, the first quest mod I ever made! I am dusting it off and releasing it again in honor of the Skyrim dragons.


    Original release date was in the late part of 2007 and had all of the following even back then:

    Powerful and Classic Dragon, with fire breath that ignites the landscape!

    Light Version: This light version has a smaller juvenile dragon with less lethal attacks.
    Rename the esp to "Duke Patricks Dragon and the Sword of Might.esp" to use the light version.

    Sword Of Might will banish the Evil known as Reflect Damage from an opponent that you hit with it! It will give you high resistance from poison and disease, and it will manhandle weaker opponents than yourself by sometimes knocking them back, knocking their shield out of the way and if your opponent is very small it will send them flying across the battlefield.

    Originally this was only going to be a weapons mod. But I decided to throw in my "dragon project" and make a mini quest to earn the weapon.

    I have been working on making a "classical" type dragon with brute strength and physical fire breath as its only weapons. So far it is just about what I want. The player will not be able to just stand in front of the Dragon leisurely swinging their sword. If you stand in one place you will be batted around like a rag doll! I am still trying to find a way to force the dragon to "fly" over your head more. Every once in a while it will depending on the terrain.

    There will often be pools of fire on the ground after a breath of fire from the dragon. In a long fight this will result in a forest/bush fire with so much fire and smoke surrounding the player and dragon that it will force you to change your tactics, plus it looks REALLY cool!



    REQUIREMENTS:
    ------------

    You will need to have a 100 or better in Blade skill and Strength to finish this mod.

    In order for this mod to work properly you will need to have the Akatosh mount installed.


    Akatosh mount by Saiden Storm. get it here: http://tesnexus.com/downloads/file.php?id=10819# ( Sep/26/2011 Note: However this is a much newer ver, I hope it still works with my mod!)


    NOT THE OMOD VERSION! YOU MUST USE THE MANUAL VERSION! At this time I am not sure yet if using the Akatosh mount OMOD version will override my new animation, sound and texture files or not.



    INSTALLATION:
    -------------


    Only instal my mod AFTER installing the MANUAL version of Akatosh mount by Saiden Storm,

    ONLY after you do that then you...

    Unzip or drag the contents of the DukePatricksDragonAndTheSwordOfMight.zip into your oblivion\data directory.
    If you are prompted to overwrite click 'yes', Do not worry, this
    is simply a warning to you that you are writing into folders that
    already exist, no files will be overwriten.

    If dragging and dropping, be careful not to accidentally drag the files
    into another folder in your oblivion/data directory.

    If you want to use the light version, Delete the normal esp, then rename the Duke Patricks Dragon and the Sword of Might light version.esp file to "Duke Patricks Dragon and the Sword of Might.esp". DO NOT USE BOTH ESP FILES!




    Playing This Mod
    -----------------

    Activate this mode by checking the box for Duke Patricks Dragon And The Sword Of Might.esp
    (note, you do not need to check the Akatosh mount.esp unless you want to, and it may be best not to becasue my mod was made to use his older ver from 2007.)
    YOU MUST LOAD MY MOD AFTER Akatosh mount.esp

    Start your game and go to the Merchant's Inn to buy breakfast.
    This is where your adventure will begin!


    A SPOILER hint is at the bottom of this Read Me.





    Thanks to:
    (Without their help this mod would not have been made...by me anyway.)
    -------------
    TheTalkieToaster for script guidance.
    Scruggsywuggsy The Ferret for script guidance.
    WillieSea for script guidance.
    kyoma for script guidance.
    MadCat221 for script guidance.
    bg2408 for script guidance.


    And to Saiden Storm for the mod Akatosh Mount, his patients with me as a new moder in 2007, script guidance, and the necessary texture, 3d and movement files for the dragon!


    Sword mesh and texture credits
    -------------------------------
    Sword Model created by theMackie
    Original version textures created by theMackie
    original version converted from .lwo to Nif by _VFV_
    original version .esp by JDFan
    Retex Version textures and Nif redone by JDFan using original version assets
    Retex version .esp by JDFan
    Alexscorpion's "more shiny" retex of the SWORD OF MIGHT



    Legal
    ..............................
    I worked very hard on this mod. This Mod is more a product of creativity, sweat and tears than script writing talent.

    You must not use ANY of the resource in my mod that in anyway relate to the dragon unless you get permission from Saiden Storm to do so.



    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    200 downloads

       (0 reviews)

    1 comment

    Updated

  15. John's Skyrim Entry - Bleak Falls Cave

    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.

    264 downloads

       (1 review)

    3 comments

    Updated

  16. StarX Witcher Gear

    Name: StarX Witcher Gear
    Version: 1.0
    Date: 15 august 2011
    Category: Weapons & Armor
    Author: StarX
    Source: TES Alliance

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

    Oblivion 1.2.416

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

    This mod adds an armor, two weapons and two decorational weapons (for extra coolness!) that use the amulet slot so it shows as an extra weapon on your back. All the items can be found in a container inside the Ayleid Ruin Belda. If you don't feel like going to Belda just go to the Testinghall and pick up the goodies there (use the console and type: COC Testinghall). The decorational weapons use the amulet slot, which means that they will not be visible whem wearing armor or clothing that hides your amulet. There's an optional

    esp that changes them to use the tail slot.

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

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.

    2. Activate "StarX Witcher Gear.esp"

    3. You're done!

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

    1. Delete the files/folders associated with the mod.

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

    StarX @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.
    Massive thanks to my partner in crime InsanitySorrow that created the weapons and modified the armor, some armor parts use modified textures from his Improved Armory mod
    All texturework by StarX
    Thanks to Onra for poking me to finally finish this! ^^


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

    Insanity's ReadMe Generator
    Photoshop/Blender/NifSkope

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

    Do not use anything in this file without my explicit permission. You can contact me at TesAlliance.

    228 downloads

       (0 reviews)

    0 comments

    Updated

  17. Oblivifall Addon: mosaics

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

    This mod replace the wood version of the second floor up the main entrance of chatedrals interiors, with a stone version plus mosaic at center (any single mosaic show the main symbol of the cathedral's god)

    ==============
    DETAILS:
    ==============

    The textures are not superior to 1024x1024 resolution

    This mod can be used as resource too.

    I made this for because I don't like very much the woodest floor of LMR (sorry Cliffworm ;-[ )

    ===============
    Credit:
    ===============

    To Cliffworm for Oblivifall - Losing My Religion.

    To Trollf (i've used the textures from his mod "Divine Shields")

    To Bethesda.

    63 downloads

       (0 reviews)

    0 comments

    Updated

  18. The Arsenal - Ancient Ayleid Weaponry

    The Arsenal Ancient Ayleid Weaponry is a weapon pack that focuses on Ayleid Weaponry.

    The weaponry included in the mod were designed by it's authors and have a unique look and feel about them that is different to anything that has been shown before. The designs take some elements from the Ayleid structures and clutter already in-game, but then adds a new twist to it.



    In version 1.0 there is almost a complete set of weapons, we're only missing a couple, which isn't bad

    Weapons in this version:


    Longsword
    Shortsword
    Dagger
    War Axe
    Battle Axe
    Bow
    Claymore
    Mace
    Great Mace


    Missing Weapons:


    WarHammer
    Staff
    Arrows/Quiver


    Location:

    If you want to get your hands on these priceless weapons then you'll need to search, all the weapons have been hand placed in vanilla Ayleid dungeons. We were very careful and avoided any quest related ones.

    For those that don't wanna search for days , There is a spoiler text file included that'll tell you roughly where they are, you still need to do a little looking though, not gonna make it too easy



    1. Extract this archive to any folder and then copy the following to your Oblivion Data Folder



    Meshes
    Textures
    The Arsenal - Ancient Ayleid Weaponry.esp



    2. Start Oblivion Launcher, click Data Files, and enable the The Arsenal - Ancient Ayleid Weaponry.esp.



    1.[/b ]Start Oblivion Launcher, click Data Files, and disable the The Arsenal - Ancient Ayleid Weaponry.esp.

    2. Remove the following files from your Oblivion Data Folder



    Remove the Arsenal folders found in your Meshes and Textures folders. You will find them under Weapons, Clutter and in your Menus/Icons folder.
    remove The Arsenal - Ancient Ayleid Weaponry.esp





    StarX @ TES Alliance
    InsanitySorrow @ TES Alliance



    Models: InsanitySorrow
    Textures: StarX

    Thanks to Bethesda for creating Oblivion.
    Thanks to all who have shown an interest in all versions of The Arsenal and gave support, feedback and suggestions.

    1,490 downloads

       (0 reviews)

    7 comments

    Updated

  19. Max's Final House

    This is a Small Farm Near Chorrol. Nothing Special But I like it. Hope you do too.
    This is my Final Release for The SC Basic course.

    38 downloads

       (1 review)

    0 comments

    Updated

  20. House of Alcatres

    This is a beta version of my mod the house of Alcatres.

    Right now this is in the early Beta stage and only so far includes the house.
    Very soon it'll include custom Npc's and a small quest that once completed will earn you the deed to the house.

    It includes a reading area. An outdoor fruit and vegitable garden. Along with a rustic dining room for those night in with friends.

    To install simply place in oblivion data folder and active esp in the data loader.
    It Has been cleaned of dirty references with TES4Edit

    If you find any problems or want to share you criticisms feel free to send me a private message.

    13 downloads

       (0 reviews)

    0 comments

    Updated

  21. Ghorak's House

    A quaint house in Anvil, right next to Benirus Manor. The owner, Ghorak Gro-Kashmak had to return to his homeland on family business and the house is yours for the taking, but only if you find the key first...




    The house is more suited to a hunter/warrior type of character, though thieves will also find a home here. Any other type of character may not feel as comfortable but that's purely for role-playing purposes.

    All containers in the main house and the bedroom area of the basement are safe for storage and the house is companion friendly, up to one companion. You can bring more but they won't have a place to sleep.

    It features a day/night cycle within the capabilities of the engine and toggleable lights. I don't advise turning on the lights during the day or else the house will be terribly overlit.

    You need Oblivion patched to the latest version (1.2.0416) to play this mod. Earlier versions may work but haven't been tested.

    Compatibility with city overhaul mods and any overhaul of Benirus Manor (Besides Better Benirus Manor) is not assured as of yet. It should be compatible with anything else, though, as long as it doesn't change the cells next to Benirus Manor where the tree used to be.

    For more information, check the ReadMe.


    Screenshots

    59 downloads

       (1 review)

    3 comments

    Updated

  22. Antiscamp's Villages

    This is a collection pack of the four villages I created for Oblivion between 2009 and 2011. Some of them conflict with other mods. there are detailed ReadMe's supplied with every village. All villages have things in common; among other things, there's a player house in each of them.

    RUNESTONE VILLAGE

    The first village I created for Oblivion had the best location ever, hiddden away in the Great Forest area. Not many conflicts between this and other mods were ever reported. I updated the village later into Runestone Village 2 which has more houses and villagers and other nice events as well. Both of these files are included in this download. Pleas, only use one of them.

    MAGE'S CROSS

    This village conflicts with Oscuro's Oblivion Overhaul, unfortunately, as it was placed in the exact location as one of Oscuro's Ayleid Ruins on the Gold Coast. It's located south of Kvatch, east of Anvil in the beautiful area there. this can only be recommended if you don't use OOO.

    LILYVALE TOWN

    Lilyvale was possibly my finest looking village, but also the most conflict-ridden. It conflicts with numerous other mods, because I chose the location because of its beauty, not because of its practicality. Oh well. It's beautifully located between the Colovian Highlands and Chorrol. There are patches supplied. The one concerning Battlehorn Castle is imperative to use if you want to get it to run with that official DLC. Lilyvale also edited a lot of the landscape around the town, which made it conflict with Unnique Landscapes, unfortunately. A patch that makes those conflicts bearable (at least) is supplied with the download.

    EASTBRINK TOWN

    My latest village, released early 2011. This village - or rather town - is the result of all of the above, while it's also my only harbour town. Only one serious conflict has been reported and that concerns ImpeREAL - Imperial Forts. If you're using that mod, the Eastbrink tavern out by the road will conflict with one of the forts. The town is located east of Bravil on the other side of the Niben Bay, in the Nibenay Valley. There's also an optional CM Partners compatible .esp which lets you recruit three of the villagers to bring along on your adventures.

    163 downloads

       (1 review)

    0 comments

    Submitted

  23. Kurgans Blade

    The Sword From Highlander used by the evil Kurgan, it can be bought at Slash and Smash for a large sum of gold.

    The sword is slightly more powerful than a daedric claymore.

    This is my first new mesh release

    47 downloads

       (0 reviews)

    0 comments

    Updated

  24. Diego Volleri's Holiday Estate

    This mod will add a locked, supposedly unoccupied house off the road west of Aleswell. There is a small workshop accessible from the backyard that has remained unlocked, however, and is available to squatters or the thrifty adventurer.

    This is the beta release. I plan to add quest content and allow player ownership of the estate in the future, so check back for updates.

    Installation:
    Note: There are no additional resources required to run this mod. Therefore, there is no distinction at this point between the latest version and a patch, so only one file is available for download.

    1) Download the VelloriEstateBETA.7z archive.
    2) Extract to the Oblivion/Data folder
    3) Check off VelloriEstate.esp in the "Data Files" section of the oblivion launcher, or in your mod manager.

    Compatability: No known issues

    Thanks for downloading. Please PM Game3nder @ TES Alliance with any comments.

    Credits:
    Thanks to

    Bethesda for making Oblivion
    DarkRider for running TESA and the CS Basics class
    The TESA community for all their help thus far

    46 downloads

       (1 review)

    0 comments

    Updated


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