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  1. 7 points

    Version

    15,297 downloads

    This project is a community collaboration of free-to-use resources for your modding needs. Find out all about the TESA Skyrim Resource Kit Project here. Browse through the list of resources. All the files are here for convenience.
  2. 2 points

    Version 1.3.3

    2,296 downloads

    Latest News: Patch 1.3.X has been released! In addition to the usual bugfixes, this patch includes a new quest, several new features and a powerful artifact! If you have completed all the castle upgrades, check the new mailbox in the base of the stairs in the Lord's Quarters. The new patch is available for download now! From the creator of Anduril Reforged comes a sequel to Knights of the Nine. Umaril has been vanquished and the people of Cyrodiil hail you as the Divine Crusader. But little do they know that Pelinal's relics hold the key to protecting the freedom of all humankind... or enslaving it. An epic quest where only YOU can prevent the enslavement of all free humans. Upgrade and customise the Crusader's Relics. Over a hundred new items. 40+ NPCs, 1,500+ lines of dialogue, fully voice acted by a dozen voice actors. Original music score by Ronald Van Deurzen. Dozens of new followers. Massive, functional player home designed specifically for busy adventurers. Click in the video tab above to watch the trailer, and see the full feature list below for more! jNPYiIQj_vM The Knights of the Nine DLC Oblivion Script Extender (OBSE) 0020 or higher RECOMMENDED Unofficial Patch Unofficial Mods Patch – Knights of the Nine OPTIONAL The Horse Armor DLC is required for the optional horse barding. A mannequin mod of your choice. I use Reznod Mannequins. INSTALLATION - NEXUS MOD MANAGER Open the Mods tab. If the mod is not already be there, click Add Mod from File and point Nexus Mod Manager to the file location. Double-click Knights of the Nine – Revelation V1.3.3 in the mods tab. In the Plugins Tab, ensure that Knights – Revelation.esp is loaded AFTER Knights.esp and Knights - Unofficial Patch.esp. INSTALLATION - WRYE BASH Place the downloaded archive in your Bash Installers Folder. Launch Wrye Bash. Open the Installers tab. Right Click on the downloaded archive and click Install. INSTALLATION - MANUAL Use a utility like 7-Zip (http://www.7-zip.org/) or WinRar (http://www.rarlab.com/) to extract the files to a temporary location. Once extracted, you should have the following files and folders: - Knights - Revelation.esp - Knights - Revelation.esm - Knights - Revelation.bsa - Knights - Revelation Music (folder) - DistantLOD (folder) Copy these five items into your Oblivion/Data folder. Use Mod Manager such as Oblivion Mod Manager (http://oblivion.nexusmods.com/mods/2097/) or Wrye Bash (http://oblivion.nexusmods.com/mods/22368/) to ensure that Knights - Revelation.esp is loaded after Knights.esp. After installation, there should be a book sitting on the master bed in the Priory of the Nine. You can start any time you have completed the Knights of the Nine main quest. To begin, sleep in the master bed. Delete Knights - Revelation.esp, Knights - Revelation.esm, Knights - Revelation.bsa and Knights - Revelation Music from your Oblivion/Data directory. You can also delete all the files beginning with aaKOTNR in the Oblivion/Data/DistantLOD directory. (Make sure you don't delete anything else though.) After you have started Knights of the Nine: Revelation, certain items are necessarily changed as part of the mod. If you uninstall the mod halfway through, these changes may not be reverted. If you wish to revert to vanilla Knights of the Nine, download and install the Knights - Revelation Uninstaller.esp and activate it. On your next game load, it should automatically revert the changes that the mod made. After this, you may delete Knights - Revelation Uninstaller.esp. Knights of the Nine: Revelation was fully cleaned and designed for maximum compatibility. It should conflict with very few mods. It is confirmed to conflict with P1DseeYouSleep.esp during the first scene when you sleep in the master bed at the Priory of the Nine. If you find that you are unable to activate anything after the dream, type “StartQuest P1DsleepFix†in the console and then sleep in a different bed in the Priory. You'll find yourself teleported back to the master bed, after which the glitch should be resolved. Those who use body replacers may find that skin textures are out of alignment for the Ayleid Armour. (Aesthetics only, no gameplay impact.) Greenview Manor occupies the same spot as Sir Gareth's Castle. Loading it before Knights - Revelation.esp will result in the manor floating in the castle courtyard but both mods will otherwise be playable. Loading it after Knights - Revelation.esp will bury the entrance to the castle underground, making it impossible to proceed. It may conflict with other mods that make significant changes to Knights of the Nine itself. It may conflict with other mods that make significant changes to Tamriel exterior cells (-1,3), (0, 3), (-1,2) or (0, 2) where Sir Gareth's castle is located. As far as I know, no popular mod uses that location. Mods that change the Imperial City may appear to be deactivated during one particular quest, but will actually return to their modded state after the quest is complete. Parts of Knights of the Nine: Revelation are very RAM intensive. It is recommended that you close all other programs and consider using a program like GameBooster to temporarily remove unneeded background processes. Avoid using using teleportation mods in places where you can't normally fast-travel. Some quest updates are triggered by passing through certain areas. Likewise, avoid using “tcl†in the console to walk through walls. If you have disabled the borders for worldspaces, it is possible to walk outside the playable area into a seemingly unfinished area. The bosses in this mod are difficult to beat, and may require several attempts to beat at 50% difficulty. If your character is not optimised for combat, don't be afraid to turn down the difficulty. Quest markers are only given if your character would realistically know the location of the target. A copy of troybayliss's Fast Travel Double Face Fix is integrated into this mod. If you wish to disable it, open the console and type “stopquest DoubleFaceFixâ€. As the eight Original Knights of the Nine are needed for this quest, they will be resurrected if they are dead, and are given an “essential†status. As a workaround for Oblivion's sound volume limitations, certain speeches will remain at full volume regardless of the NPC's distance. The yellow weapon shader for the “Turn Undead†effect will be temporarily disabled while the Mace of the Crusader is equipped. Does this mod overwrite the Knights of the Nine DLC? Does it change anything? This mod is an add-on to Knights of the Nine and does not overwrite anything in your data directory. The original quest line is untouched with one minor exception: The eight original Knights of the Nine followers are used for a lot of dialogue in KOTN:R so it is necessary for them to be alive. The mod will resurrect them if they are dead, or keep them essential if they are alive. Do I need to finish Knights of the Nine before installing this mod? No. If installed beforehand, it will sit there quietly until you finish the Knights of the Nine main quest. Its only effect is that it will prevent your Knights from dying. Can I play this mod without Knights of the Nine? No. The game will crash if you try. If you don't already have Knights of the Nine, the best legal ways to obtain it are the Oblivion Game of the Year Edition from Steam (discounts frequently occur) or the boxed set from places like eBay and Amazon. Hopefully Bethesda will remedy the availability of the DLCs soon. Can I play this mod without OBSE? No. Many of the quests will not work. A fail-safe at the beginning of the questline detects your OBSE version and prevents you from starting if you don't meet the requirements. You can obtain OBSE 0020 from http://obse.silverlock.org. Can evil characters play this mod? Yes! While the mod is themed around playing a "good" knight, there are numerous benefits for evil characters: You'll be able to use the Crusader's Relics regardless of your infamy. Your character will still want to complete this quest - for self preservation and also to send a clear message to the bad guy not to mess with your character... The biggest quest rewards are alignment-neutral and can be used by anyone. Can mages, rogues or other non-warrior classes play this mod? While warriors fit in best thematically, mages and rogues aren't completely left out. You can complete the questline using magic or stealth as you prefer. Some of the quest rewards are incredibly beneficial to mages. The Crusader's Relics's powers can be switched between "stealthy" and "damaging" modes at any time. Is this mod lore friendly? This mod takes established Elder Scrolls lore, especially the Song of Pelinal and the Adabal-a, and recreates it as faithfully as possible. All events portrayed in the mod are consistent with what is in the books. I have a pirated copy of Oblivion and... If your copy of Oblivion is pirated, please don't ask for help getting the mod to work. It's hard enough making a mod for an official, fully patched game. Getting it to work on a buggy rip is next to impossible. While I'm not going to condemn anyone for using a non-legal copy of the game, I do encourage spending a few dollars to do the right thing. If you wait for a Steam sale, the Oblivion Game of the Year Edition can be obtained for under USD $10 which is incredible value for the hundreds of hours of gameplay that you'll get out of it. FAQs - QUEST RELATED What should I do at Vanua? Maybe you have reached a dead end. Head back out and see if further clues present themselves. Where am I supposed to get a shovel from? Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City. I keep dying after Malenir starts his spell-casting. How do I get past this stage? You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time. How do I get the horse? A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out. How do I customise my armour or change its properties after finishing the questline? After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well. What is the Armour of Sotha Sil used for? When the expansion pack is released, there will be a quest to restore it to full strength. Will a certain NPC return for future adventures? No comment. QUEST An epic quest spanning 4000 years where YOU are the only one who can stop the slavery of all humankind. Meet characters from Elder Scrolls lore including Pelinal, Umaril, Alessia and Morihaus. 40+ NPCs, 1,500+ lines of dialogue, fully voice acted by a dozen voice actors. Original music score by Ronald Van Deurzen. Many new dungeons and a strange but familiar world... No hand-holding - quest markers are only given for known locations. Half a dozen mini side quests for when you need a break from saving the world. The biggest, most destructive final battle ever seen in a mod! ITEMS Multiple upgrades for your Crusader relics with stronger enchantments and new powers. New armour mesh for female Divine Crusaders. Customise your Crusader Relics: heavy or light, polished or antique - your choice! The Crusader relics now level all the way to level 40 instead of stopping at level 21. Use the Crusader Relics regardless of infamy (with a quest related explanation for the sudden change) Dozens of of new armour and weapons including full sets for the various factions you'll encounter. Huge castle that functions as a player home and headquarters for the Knights of the Nine. FOLLOWERS The Knights of the Nine are expanded from nine members into a small army. Individual Knights of the Nine play important roles in the questline and aren't just window dressing. The Knights of the Nine all receive equipment upgrades and will repair their own equipment. All followers are either essential or re-spawning. Summon a squad of soldiers to be at your beck and command. Paladin's Warhorse - as the divine Crusader should not be riding Shadowmere. Armoured version available if you have the Horse Armor DLC. EXTRAS Certain features were created, but were disabled for performance or realism reasons. But once you've finished the main quest, you can re-enable them if you want to! Revisit areas that are no longer accessible. Re-customise your your Crusader Relics if you change your mind about their appearance or weight. Roll-back (and roll-forward) upgrades to the Crusader Relics. An extension to your new home. Summon up to 72(!) followers at once! (Note: I'm not responsible for lagging out your game or causing crashes if you do this!) MOD From the maker of Anduril Reforged. Fully compatible with the Unofficial Mods Patch Fully compatible with most other mods 100% clean. Designed for maximum compatibility and cleaned using TES4Edit to reduce crashes and prevent conflicts and save-game corruption. April Sadowski, Voice Actor Queen Alessia/index.php?/topic/3615-aranass-archive-male-all-races">Christian Gaughf (aka Aranas), Voice Actor Ovidius David Bodtcher (a.k.a. bodtchboy), Voice Actor Pelinal Whitestrake, Dreekius, Swims-with-Fish/index.php?/topic/3992-edouards-archive-male-altmerbosmer-imperial-special-effects">Ed Waldorph, Voice Actor Raminus Polus, Sergius Turrianus George R Powell, Music Composer & Screenwriter Malenir, Sir Carodus, Imperial Legion SoldiersJames Dorton,Voice Actor Sir Thedret, Sir Lathon Julia Abbadini,Voice Actor Dame Avita Vesnia, Female Cyrod CitizensKasz94 (a.k.a. Nihil), Voice Actor Vulcanus, Valerius, Captain Donnato, Captain Arion, Alessian Soldiers Lanceor, Project Leader Sir Gareth of Silvenar, the Prophet Paulina Stehr, Voice Actor Naomi Paravant /index.php?/topic/4486-pole7645s-archive-maleimperial-nord-dunmer-khajiit-argonian-dragons-and-misc-characters">Pierre-Olivier Garcia Laliberté (a.k.a. POLE7645),Voice Actor Breton Messenger, Olmgerd the OutlawRip Elliott,Voice Actor Morihaus, Dunyak, Khalon, Confused Messenger, Ayleid Soldier /index.php?/topic/737-veretas-archive-male-any-race">Vereta,Voice Actor Sir Geimund, Sir Gukimir, Male Cyrod Citizens) While I was the primary modder for Knights of the Nine: Revelation, this mod would not be possible without assistance from many members of the modding community. ALPHA / BETA / GAMMA TESTERS These guys put up with my oversights and found most of the bugs before the mod was released. Thanks! Khettienna Lord Frostcraig Tamira The_Vyper ysne58 MUSIC Cyrod Soundtrack - Ronald Van Deurzen, Composer & new age pianist Ghostpocalypse - Kevin MacLeod, Composer COLLABORATORS CharlesCrowe – Dialogue for the Prophet. DaMage - Animating Morihaus's Wings and creating the Effigy of the Divine Crusader Hanaisse - Cluttering Ceya-Tar, assistance in modifying the Alessian greaves InsanitySorrow - Creating the Spirit Barrier dome John316 - General mesh fixer-upper ResolveThatChord - Help with Alessia's hood selene310187 - Divine Crusader Pose ub3rman123 - static NPCs and Umaril's Gauntlets RESOURCES Hyperlinks to all resources used are available in the ReadMe. 1D4VE - Skyrim Steel Sword Replica 3dregenerator - A mesh used for an Easter Egg Aisis & Xiamara - AST Royal Furniture Set Alexander Wolf - Alexander's Wings AlienSlof - Horses Base Andysaurus - Kitchen and Bath Resources Andysaurus - School Resources Arynn - Armor of the Galadhrim Ceano and AxlRocks - Clean Ayleid Ruins css0101 Ancient Elven Furniture for modders davidou - Leaking gas sound effect Echonite - Echo Tents Garak - Garak's Booksets Iomir (a.k.a. jgreybear) - Ayleidoon Karan JDFan - Filled UpperWallShelf03 Modders Resource Q (a.k.a. kaburke) - Sigil Stone Selector Kafei - Armored Circlets ken1945 - Thunderbird Armor Lady Nerevar - Lady Ns Paper Goods Land of Oblivion - Greek Hero Armors Little Baron - Little Baron Exotic Ayleid Armors 2-0 Lord Banewrath Sunblade - LSB Steel Hammer Resource Loth DeBonneville - Loths Better Weapon Racks madmole - KOTN female Armor for Exnems mesh Meo - Meos Armors of Cyrodiil for Dummies - Resource Meo - Meos Castle Keep - Resource Meo - Meos Ayleid Clutter - Resource Meo - Meos Castle Skingrad - Resource Meo - Meos Castle Carpets - Resource Meo - Meos City Maps - Resource Meo - Meos Labyrinth Garden - Resource Meo - Meos Modular Fireplaces - Resource Meo - Meos Open Books - Resource Meo - Meos Room Dividers - Resource Meo - Meos Series Booksets - Resource Meo - Meos Static Dishes - Resource Meo - Meos Window Boxes - Resource Meo - Meos Winecellar - Resource Metallicow - Metallicow Book Resource MickTheMage - Shadows of Northmoor Resources - Sword of The Nine ModdersHappy - Nord Ship mr_siika - Mr_Siikas Elven Ships Murfy27 - A mesh used for an Easter Egg neovinci - SG Button Armors pale_rider - pale_riders Armory of the Nordic Warrior pale_rider - pale_riders Paladin Equipment Pollan - Dungeon Poses Pronam - Nams Ayleid Resources rob_b - Book Jackets KOTN Robert2 - MaleBodyReplacerV52 Robert2 - Roberts Female Body v13 Selene310187 - Umaril armour from Selenes Mod Collection Spoons aka Trizt - Gallows Model by Spoons Stroti - Strotis Ayleid Chest and Display Resource Stroti - Strotis Ayleid Furniture Stroti - Strotis static machine parts Stroti - Strotis static alchemy clutter Stroti - Filled Mage desk alchemy furniture Stroti - Strotis ram on stick food resource Stroti - Strotis kitchen tools Stroti - Strotis static meshes Marketstand Talkie Toaster - Playable and NPC Creatures taylorsd - Equipable Beards The Bab Team, Ceedee, Exnem and Sinblood - Pure Fantasy Mage Outfits themythofanst - Symmetrical steel pauldrons from Vvardenfell Imports troybayliss - Fast Travel Double Face Fix Viperslayer - Trueflame Reborn ztree - Spider Eggs If I've absent-mindedly forgotten to credit someone, please let me know and I'll fix it right away! TOOLS USED 7-Zip Audacity Blender Construction Set Extender DDS Converter 2.1 GIMP LOD texture fix script by GhanBuriGhan Nif Optimization Python script (a.k.a. PyFFI) NifSkope Oblivion Mod Manager Open Office Paint Shop Pro 8 TES4Edit TES4Files TES4Gecko TES4LODGen The Elder Scrolls Construction Set Wrye Bash SPECIAL THANKS Nexus Mods and TES Alliance and all their staff for their unwavering support of modders! Bethesda Softworks for producing some of the most immersive games ever made. All the people on the forums at TES Alliance, TES Nexus and Bethesda Softworks for their help! Knights of the Nine: Revelation is Copyright © 2012-2013 Lanceor. MESHES Most of the meshes were created by other authors and used with permission. To use them in your mod, check the mod listing above and contact the authors as necessary. Many of them were free-to-use modder's resources. If you are having trouble tracking down the origin of a particular mesh, get in touch with me and I'll help to identify it. TEXTURES With one exception, you are free to re-use any of the textures in your own* mod. A simple credit in your description and/or ReadMe would be nice. The textures for the Crusader's Relics are an identifying feature for this mod. For twelve months from the release date of this mod, please contact me if you wish to use them. In particular, I will not grant permission for re-use in mods that hand the Crusader's Relics to the player without effort on their part (such as placing them all in a chest). Twelve months after release, you are free to use them in your own* mods. SCRIPTS You are free to re-use any of the scripts in your own* mods. A simple credit in your description and/or ReadMe would be nice. UPLOADING / REHOSTING Please do not upload this mod to any other website without my explicit permission. Doing so will be construed as theft. TRANSLATION REQUESTS Please contact me if you wish to make a translated version of this mod. * When I say “your own†mod, it means that most of it was made by you. Simply adding a few tweaks to this mod and re-uploading it under your own name does not constitute “your ownâ€. If you wish to contact me, you can find me at Nexus Mods, TES Alliance or the Bethesda forums as “Lanceorâ€. 1.0.0 Initial Release 1.0.1 Optional update. Adds a missing mesh that appeared during the final fight. 1.0.2 Recommended update if you have not played KOTN. Optional otherwise. Overrides previous patch. Fixes a dialogue bug that was affecting the KOTN main quest. 1.0.3 Recommended update. Overrides all previous patches. Fixes a bug where the steward does not appear in the castle. 1.1.0 Recommended update. Overrides all previous patches. Fixed an issue where the new armour stand in the Priory of the Nine would appear prematurely. Fixed a bug in the extras console where selecting the Throne Option would result in changing the armour weight instead. Add a script to "Purge Cell Buffers" after entering the final area to free up as much RAM as possible for the final fight. Corrected collision properties of the "Open book" and "Paperwork" in the Lord's Quarters. Realigned a wall in Vanua. Fixed Dreekius's gender confusion when saying goodbye. A dozen floating trees and rocks defloated. Fixed an issue that would cause unused NPCs to reappear at the Tiber Septim Hotel (Oblivion's dumping ground for lost NPCs). 1.1.1 Optional Update. Overrides all previous patches. Vulcanus's quest update made less accurate but more reliable. Locked back door at Sardavar Leed to prevent premature entry. Added quest update upon leaving Sardavar Leed. Corrected Valerius's faction. A floating rock rectified. Floating bed in guest house fixed. Improved frame rates in Fanacasecul. Improved frame rates in Lord's Quarters. 1.1.2 Recommended update. Overrides all previous patches. Fixes bug where a quest update will keep appearing non-stop, preventing the quest from continuing. 1.1.3 Recommended update. Overrides all previous patches. Fixed a bug where certain quest items appear prematurely at Fanacaescul. Fixed a bug where Fort Nikel can be entered prematurely. Altered conditions of some of Queen Alessia's dialogue so that those affected by the above bugs can continue with the quest. 1.1.4 Recommended Update. Overrides all previous patches. Fixed a bug that would cause the Sigil Stone Regenerator to work only once. Resolved a rare situation where the Knights would no longer be essential if they are asked to join after KOTN:R is started. Fixed a loophole that would cause stray Knights of the Nine to wander the Imperial City. Added a script to move Pelinal to back to his correct position if he gets displaced during "The Song of Pelinal". Fixed minor dialogue bug while Sir Gareth is talking about Auriel's Bloodstone. Fixed minor typo in Naomi's dialogue. Added option to "Send horse home". Fixed typo in quest update for one of Valerious's prices. Added Compatibility section to ReadMe. 1.1.5 Recommended Update. Overrides all previous patches. Tweaked Spirit's AI to stop him returning to the castle all the time. Enabled Sergius Turrianus's merchant abilities. Increased barter limit when Valerius sells items in the Items for Sale chest. Corrected the weight of the Level 35-39 Boots of the Crusader. Made Pelinal essential during the Song of Pelinal quest. Tweaked Sir Gareth's AI to make him less aggressive. Corrected an error where if Pelinal was not spoken to before leaving Fanacasecul, he would have no other topics. Fixed issue where the gates in the basement of the Castle of the Nine were missing. Changed the classes of the generic Knights of the Nine guards to something more appropriate for their equipment. Changed the faction of "Vyper" so that he no longer causes trouble. Corrected an error where a dialogue option for Naomi would appear prematurely. Corrected minor typos for horse menu. Added redundant "self destruct" code for the Knights of the Nine that should not appear after the main quest. Added a death timer for the Skeletal Automaton. Removed a time travelling signpost from Cyrod. 1.2.0 Recommended Update. Overrides all previous patches. Fixes an issue where crashes would occur around the Weye area. Placed all mod-added Knights of the Nine into a unique faction and updated dialogue conditions accordingly to prevent dialogue conflicts with mods that clone the player. Replaced placeholder voice files for the Shrine of the Eight quest with properly voice-acted recordings. Added voice files for generic Knights. 1.2.1 Recommended Update. Overrides all previous patches. Added redundant code to ensure Knight Commanders repair their armour daily. Added redundant code to ensure Gareth enters portal during Covenant quest. Flagged various dead bodies as quest items so that they would not disappear if the cell resets. Added conditions to GOODBYE dialogue to prevent non mod-added NPCs using them. Fixed mis-aligned door to Mingo Cave. Removed anachronistic Surilie Wine bottles from Horn Cave. Removed anachronistic books from Pothole Caverns. Removed cobwebs from Greenmead Cave as they were causing graphical glitches. Linked doors in Sinkhole Cave. 1.2.2 Recommended Update. Overrides all previous patches. Rolled back armour repair code introduced in 1.2.1 as it was causing crashes. An alternative solution to the armour repair bug is being worked on. 1.3.0 Major Update. Overrides all previous patches. New Quest Added: The Arrow of Time Horse Armour now available from Sergius Turrianus (the blacksmith). Horse Armor DLC is required for this feature. Respawning equipment available from the Smithy, including Knight Commander armour and arrows. The Priory of the Nine now repopulated by Knights. Knights of the Nine now properly repair their gear without crashing the game (finally). "User Manual" confirming the correct installation of the mod will only appear once the Priory of the Nine has been fully cleaned up in the Knights of the Nine questline. Several invisible NPC-only doors hidden so that they don't appear in the minimap. Minor changes to many spells to improve their reliability. Items that cannot be picked up by the player can still be picked up by NPCs. Demonic Weapons are now susceptible to Disintegrate Weapon effects and will "die" if "disarmed" from the spirit controlling them. Many floating items in Cyrod removed. Fixed abling and disabling of "Your horse is stabled outside the city gate." message. Re-added a missing quest stage for KOTNR10. Fixed inappropriate Goodbye messages used by Cyrod citizens. Assigned the correct model for the burnt female Crusader's Greaves. Extensive changes to the Shrine of the Eight quest to prevent duplication of scripted or unplayable items, and to more accurately remove and restore all items in the player's inventory. Simplified the script for Trueflame in the Shrine of the Eight quest to prevent repeated sheathing and unsheathing of the weapon. Disallowed yield acceptance during the test from the Eight Divines. Umaril now susceptible to the Crusader's Bane power from the Mace or Sword of the Crusader. The Mace and Sword of the Crusader will directly kill the target if the damage caused by its Power Attack effect is greater than the target's health. Mace of the Crusader now uses ModAV instead of SetAV for paralysis effects. Fixed bug where the Boots of the Crusader will sometimes incorrectly remove the Augmented Shield ability when unequipped. Fixed Feather enchantment for the Greaves of the Crusader. Typos in Naomi's journal corrected. Ayleid reliquary in Sercen now owned by the player. Replaced scripted player deaths with an EssentialDeathReload message. Burnt Sotha Sil's shield weight changed to heavy. Typos for Dame Avita and Valerius's dialogue corrected. Fixed all statues in the Castle of the Nine. Lord's quarters in the Castle of the Nine are now owned by the player (this change is not strictly necessary, but may help for mods flagging it as a player's home). Items for Sale Chest and Sigil Stone Regenerator in the Castle of the Nine now ignores unplayable tokens, used by many mods. Added missing icon for Kyne's Spirit quest. Spirit can no longer be activated if it is unconscious or if the player is sitting. Arrows stuck in Spirit are moved to its saddlebags instead. Special thanks to miguick who was responsible for scripting most of the bugfixes! 1.3.1 Recommended update if you are experiencing crashes. Spaced out Knights' auto-repair so that they don't all repair their gear at once which was causing crashes on some computers. Fixed a condition in Freed Slaves dialogue. Spirit can no longer be activated if it is unconscious or if the player is sitting (was left out of last patch). Arrows stuck in Spirit are moved to its saddlebags instead (was left out of last patch). 1.3.2 Recommended performance and stability update. Knights' no longer automatically repair their gear. Instead, a conversation option is available for them to repair their gear. Stability and performance improvements to Spirit's script. Replaced missing texture for charcoal rubbing. Replaced missing lip sync file for one of Sir Carodus's lines. 1.3.3 Recommended update for 1.3.1 or lower. Optional for 1.3.2. Deletes a test item that was placed in the mod for beta testing, but not removed afterwards. Four new Ayleid settlements: Vilverin, Sard, Ceya-Tar and a hidden Ayleid base. New castle secret areas. Restore Trueflame and the Armour of Sotha Sil to full functionality. Horse Armour if you have Horse Armor DLC. Added background music. New quests, in both the First and the Third Eras!
  3. 1 point

    Version 1.1

    175 downloads

    ================== Requirements: ================== .Net Framework 4.0 ================== Description: ================== The ReadMe Generator is an easy to use application that will guide you through the creation of a ReadMe file for your mod. ================== Details: ================== The ReadMe Generator allows you to make ReadMes for both Oblivion and Skyrim, to do so you simply click either of the options in the top right corner of the UI. Any ReadMes you create will be stored in a ReadMe folder that's located next to the EXE, inside it you'll find two additional folders, one for each game. The ReadMe Generator will place your readme into either of these folders depending on the game selected. You will notice when looking at the UI that there are three buttons in the bottom left corner, these are: Create - The Magic button, takes all your options and information and places it in a nicely formatted text file. Open - Once you have created a readme this option becomes available, it allows you to open the last readme you created. Close - The close button simply closes the application, any information not saved to a readme will not be saved. Templates: ReadMe Generator has the option of creating three readme templates for you, these are bare bones readmes that have basic information saved. The templates are stored inside the Templates folder. ================== Installation: ================== ------------------------------ Manual Instructions ------------------------------ Extract the contents of the ZIP folder, make sure the exectutable and DLL file are together. Run the ReadMe Generator.exe. ================== Un-Installation: ================== ------------------------------ Manual Instructions ------------------------------ Delete the executable and accompanying DLL file ================== Changelog: ================== 09/02/2013 - Added: Additional Options 14/05/2012 - Initial Release ================== Contact Details: ================== You can get in contact by sending a Personal Message to me on TES Alliance, My Username there is InsanitySorrow. ================== Credits: ================== Thanks to Bethesda for creating Skyrim. Thanks to Hana and Lilith for making sure the app worked ================== Tools Used: ================== ReadMe Generator Visual Studio ================== 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. ================== Modder's Will: ================== If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.
  4. 1 point

    Version Ver CM 1.4.1 FoF 1.2.3

    1,636 downloads

    Duke Patrick's Combat Magic II & Duke Patrick's Incursion into Fortress Of Fear Horror Survival Quest mod Rev CM 1.4.1 NPC will not be able to run away while they are in the invulnerable part of the ghost dodge. Be sure you replace your 8 second Elys_USV.lip and Elys_USV.mp3 with the 14 second version provided in this mod zip. If you read faster than that just click your mouse to finish the timer and continue to the next dialog paragraph. Requirements: OBSE but it must not be a BETA version! Universal Silent Voice. English version install of Oblivion only! Shivering Isle may be needed as some reference to SI resources were used. I was told by some players that OBME will CTD when used with this mod. OBME say this in their read me: "Some OBSE functions will not work with OBME." As such the OBME mod will probably not be compatible with any of my mods. That makes me sad, but such is the way of mods. Be sure to load the INI file in the same directory as the ESP file. Be sure to load the Combat Magic ESP AFTER the Fortress of Fear ESP. (You may remove the FoF esp after the quest is completed.) (For those who just want to play the quest, you may remove both the FoF esp and Combat Magic esp after the quest is completed, or keep the CM esp to keep the new weapon. Read about the 3 quest endings below.) Other Mods will conflict if they make a change to: The Actor value "Confusion" The Magic effects called "Reflect Damage" and "Reflect Spell". The Lighting bolts for Shock Magic The vanilla oblivion object TestKurtMarker The NPC Delphine Jend must be alive in your game. The same wilderness area as this mod. One such mod may be Unique Landscapes - Snowdale. But LOAD my mod after such a conflicting terrain mod and it may be OK! Introduction to Combat Magic ------------------------------------ The basic idea of Combat Magic is to use Range, Rhythm and Geometry for defense instead of high health points, low damage magic attacks or magic "cocoons" that require no skill or effort from the player. Then Combat Rhythm and Counter Geometry to penetrate those defenses. Combat Magic should feel more intuitive to a real fight rather than a game of "spread sheets", energy levels and menu trees. There are universal concepts that apply to all combat and all weapon forms. They all share fundamentals such as defense and offense geometry, timing, accuracy verse initiative, speed (or rate) verses power and much more! The core of the Combat Magic system is a defense called an Omni Shield, it can block most magic attacks but only if the player uses proper shield positioning and it also prevents the Combat Magic practitioner from attacking at the same time. Add to this extremely lethal attacks, where the closer you are to the target and the better your combat geometry the more deadly the magic attacks can be! COMBAT MAGIC will be like fighting with weapons were you must maneuver as well as attack at the right time to maximize your effect on your opponent. And the more powerful your attack the more you may open yourself up for counter attacks. These features are an "add on" to the existing magic system. It adds a set of powers (attacks, shield, hand to hand buffs) that are gained via a quest. If set to do so in the INI file it will also buff most of the combat spells from vanilla or other mods. The mod is intended to interact with the vanilla spell system and other magic mods with as few exceptions as I was able to manage and still stay true to my mod design. Quest trailer: Combat Magic Movies: More Quest: Current Thread: http://forums.bethsoft.com/index.php?/topic/1170048-relz-duke-patricks-combat-magic-ii/ Older threads: http://forums.bethsoft.com/index.php?/topic/1146143-duke-patricks-combat-magic-ii/page__hl__%22combat+magic%22 http://forums.bethsoft.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/ Help and support is ONLY offered on this thread: --------------------------------------------------------------------------- Mod Help & Support Link --------------------------------------------------------------------------- Starting the Quest --------------------- You must finish the quest to earn the Combat Magic Kit from the Mage Guild. You should see a pop up that says the mod is loaded. Then you must find and fight a necromancer that has the combat magic kit. This should be the first Necromancer you find after you load the esp. Then a pop up message will tell you that the quest has started! Necromancers are everywhere, but the best place is the Necromancer church across the river from Bravil. Finishing the Quest ----------------------- There are 3 choices: 1. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now If you DO NOT kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM except for 1% of the Necromancers and Conjurers (That are in Evil factions only) in the game. Then this % grows each day to 100% after a YEAR (365 game days) as the secret to CM gets slowly passed on from one Necromancer to another. This is for players like MYSELF that are not all that interested in using Magic (I prefer sword and shield melee combat) but hate how EASY the conjurers are to kill in the vanilla game because their magic is so weak. 2. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now if you kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM. If you keep the CM esp loaded you will still get some other features, such as the Caltrop weapons and vanilla spell damage boosts (see below). If you do not want any of these features then you should take the Combat Magic esp out of your load order and your new savegames will be free of both ESP and all the changes. This choice is for the players that want to play the quest but not utilize Combat Magic in their game. 3. Finish the quest and give the scroll to the mage guild. You will eventually get the Combat Magic Kit after the Mage's guild has time to study the scrolls. Once the Guild has developed this new school of magic it will be available for sale to anyone with the gold to buy it and the skill to use it. Every NPC that qualifies as a magic specialist class has a chance to get it that starts at 3% and goes up each day to 100% after 60 game days. They will favor the Combat Magic for combat, but they will also use all other spells as well. Now you may remove the Fortress of Fear quest ESP. In all of the above cases if you keep the Combat Magic esp in your load order (and depending on your ini setting for this feature) MOST of the spells (both vanilla and many spells from other mods) will be adjusted to match what ever your melee weapons are set to do. So if you have a melee weapon mod that multiples your melee weapon's damage 3 times, then the damage done by vanilla spells (and most other spells) will be multiplied 3 times as well. The player must finish the quest to get the Combat Magic for the same reason the developers require you to do a quest to get any unique or powerful weapon in this game. However you will be able to "transfer" your Fortress of Fear completions status to any new PC you start. This is how: Start a new game and new PC, then save. Start up a save game in which you have completed the quest. Then without quiting the game, load your NEW PC save game. The transfer will happen automatically and you will have the same quest results you earned from your previous savegame. So if you choose ending 1, or 2 or 3 then that same ending will transfer to your new PC as long as you do not quit the game, and you do load the new save game after running the old save game. All REFLECT MAGIC and REFLECT DAMGE has been neutralized to remove their effects from the game. These two spell types are the worst thing about the oblivion magic system. Please do not ask me to make this an option. It will not ever be made an option for this mod. In part because it would prevent the mod from working as intended and most importantly because the Reflect damge magic effects group is cannibalized by my mod to create the new Plasma Magic attacks for the Combat Magic Practitioners. The mod will change NPC reflect magic items and reflect spell items in their inventory into resist magic and shield magic items. If you have a magic item in your inventory that is called FAKE MAGIC then put it on the ground and cast the fix fake magic spell at it! But in most cases this is done automatic on the fly by the mod when it is in the inventory of actors including the player. Equipping The Combat Magic Kit ----------------------------------------- Once you have the Combat Magic Kit you can equip it in your spell list to use the Omni Shield, the magic enhanced H2H features and the plasma attacks. You will have all of the features of combat magic as long as the kit is equipped and you adhere to the other requirements as will be describe below. Omni Shield --------------- If your Combat Magic Kit is equipped, then anytime you block (with a weapon or your hands) the Omni shield will go up to protect you as long as you have a little magicka and you are not incapacitated by things like knockdowns, staggers or low fatigue. The Omni Shield will stop bolt, ball (but not fog or AOE) type magic projectiles and touch spells. Fog and AOE "blasts" attacks will wrap around the OS. The OS will stop most Melee attacks. The way to defeat the OS is to maneuver around it, or time your attack to hit when it is down, or trick your opponent into dropping it, or wear it down with a barrage of attacks thus eating up the Combat Magic Practitioner's magickia. Time your block as late as possible to Reflect a spell back at your opponent. But Spell deflection is not something you "try to do". This is something that may happen if you fail to Reflect the spell. Deflection is a halfway successful Reflection. The player and the NPC have the choice to either Dodge, Reflect or Block the spell. The results of those choices can be evading the spell, stopping the spell, bouncing the spell back at the opponent or into a random direction. The Omni Shield is set to only work with the Combat Magic Kit. However after you "advance" in your combat magic skill you then can use it outside of the Kit. The combination of the other Combat Magic Spells used with the OS is what balance the OS. Using the OS outside of the combat magic kit feels overpowered. So I want the player to use it as intended for good amount of play time to experience my combat magic concept it as intended. Then later when the player can earn the perk of using the OS outside of the Combat Magic Kit. Some of the reasons the OS may not trigger when you press your block button: You did not select the Combat Magic Kit. Your PC is not performing a block animation (for many reasons such as being paralyzed.) Your PC is in the tale end of an attack animation, the attack looks like it is over to the player but the game still considers your PC to be attacking. You are out of Magicka. You are currently being silenced. You are using a physical shield (if turn on the this option in the ini file .) The following only is valid if you turn on the toggle option in the ini file: You did not set it awake with your toggle key You are not assigning the right KEY to the Toggle button. There is a conflicting mod (such as a Hot Key or keyboard mod) that interferes with the hot key button you selected for the toggle. Plasma Attacks ------------------ Taping your cast button will discharge a high speed arc of plasma at your target. This is a low power attack that cost 10% of your magicka. Hold the cast button down for more than a tap will cast a slow but powerful plasma ball. There is an area of effect to the plasma balls and it is a dangerous one. The caster and the caster's allies will all be just as effected as their opponents if too close! Touch Spell Attack ----------------------- Hold the cast button for more than 1 second will cast a touch spell that "dumps" all your magicka into your target drowning them in a extremely high power attack. You are exposed (cannot block) for that moment of time! This is true of the other attacks as well but for those other attacks it will be much less of a duration. Note: You will not be able to "load" the Magicka "dump" touch attack and just wait for a target to walk up to you before you release it. If you hold your cast button for too long your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A particular sound will warn you of this magic drain before it happens. There are a variety of sounds that will clue you to most of the timing concerns. IMPORTANT! Poor player timing can be compensated with good PC stats and vice versa because many of the important timing windows are based on your PC stats. This is a game mechanic idea I have had for a long time for this kind of action/RPG game. This mod is the first time I have got to try it to this extent. However I have tried this idea to a much lesser extent in some of my melee combat mods. Combat Magic Spell Damage ----------------------------------- Damage of all CM attacks except for the plasma balls will be a % (as low or high) as your magicka. But that percentage will rise and fall depending on the following factors: Character level Current Willpower Current Intelligence Current Fatigue Current Magicka Level How well you "kinetically cast" the spells (your moment toward and around your opponent ) for the H2H attacks. Player Timing for the touch attack. All Combat Magic damage will then be scaled by the difference from the vanilla WeapSteelWarhammer compared to your to your current WeapSteelWarhammer weapon. So if you have a mod that increase your WeapSteelWarhammer to 2 times normal the Plasma ball will hit at 2 times 30 points. The Plasma Ball is set at 30 cost to magicka and 30 BASE damage. After the damage is calculated it is then reduced by magic resistance up to 85% or what ever your melee armor protection limit is set to in your game settings. Hover your mouse over the COMBAT MAGIC KIT entry in the magic selection menu to take a peek at the damage and cost of the Bolt, Ball and Touch spells. Ghost Dodge ---------------- This will give you almost complete immunity to attacks but it will cost a lot! The magic drains fast as you trigger the ghost state. so you must learn to only enact it when absolutely needed and for a as short a burst as you can (to just avoid the attack). Also you cannot attack block nor move around during your ghost state. You must have the Combat Magic Kit equipped and then you press (or rather TAP) the Left and Right and Back Move buttons all at the same time. Significant pain will prevent you and the NPC from triggering the ghost dodge. The pain duration is determined by the Willpower stat. The more will power you have the shorter the time the pain will distract you. The more damage you take at one time the longer the pain may effect you. Combat Magic H2H ------------------------ Fist De Cuffs: To activate the Combat Magic H2H features you must not be wearing any armor or rings on your hands and then you must select the combat magic kit as you active spell. You will see a pulsing aura of magic spill out of your hands. Punching in this state will increase the damage you can do to your opponents and can bat them around the battlefield like a rag-doll! And you may see a "flash of light" effect at the point of contact when the player punches an actor. Each punch (power attack or normal) will be buffed using your magicika. The amount of magicka used and the amount of increased damage is dictated (kinetically spell casted) by your combat geometry and your movement. Movement forward while punching = about 1/5 the maximum. Power Attacking = about 2/5 Moving left or right will increase the damage/consumption depending on how far around you are relative to your opponent. So If you swing around directly behind them. This will give you about 2/5 the maximum. If you only get half way around them to attack their left or right side you will get about 1/5 the maximum. Therefore if you manage to swing behind your opponent while throwing a power attack and move forward at the same time you will have an outrageously devastating magically buffed kill shot at 5/5 of your current magicka added to your attack ! Moving backward while attacking will use no magicka at all but will not buff your attack either. Even if you are power attacking or back behind your opponent. If you hit your opponent with a power attack at the time they are staggering, or stagger them with the same power punch, you will swat their bodies away from you in the same manner you see people go flying when hit with a shotgun blast in the movies. They will go flying backward on a mostly straight trajectory until they hit a wall or tree or other solid object. They will be flung more or less straight back thru the air FAST and hit the wall viciously! This is a great move against multiple opponents, thus briefly incapacitating one opponent while you deal the other. Spell Bursting: If you punch into an incoming ball type spell (cannot punch bolts as they are too fast nor fog as it is too "swirly" ) with your magicka enhanced H2H attack it will burst the spell into a cascade of magic embers. Your success to do this will be: Fatigue Percentage * ( agility + handtohand + luck ) It will cost the same magicka as deflecting the spell would with your Omni Shield. If the spell flying through the air has not traveled very far then trying to punch the spell would not have enough time to react to it properly. You have no penalty at about 20 feet but at 10 feet you will have 1/2 the chance to succeed. At 5 feet you will only have 1/4 the chance to punch a spell cast at you at that range. Attack Chain Absorbed Fatigue Effect: If you hit your opponent with several punches in a series inside of a short amount of time you will absorb some of their fatigue and they will stagger helplessly for a second. You can then press the attack, as long as you strike on target and come in with a good rhythm this speed bag effect will continue until you run out of magicka. Once you have landed the required number of fast blows inside of the time limit a stat comparison is done to see if it is possible to overtake your opponent. target's strength + resistmagic times their fatigue percentage <= player's current magicka == succeed The cost of magicka to do this is %5 of the player's current magicka. You will know you are in the "speed bag" cycle when your opponent is stumbling around after each of your hits and you may see flashes of blue, green and red lights splashing on your opponent if the room's light level is low. This feature cannot be used to "knock out" the opponent, only keep them at a exhausted level. However the normal H2H game system may still knock them out as each hit will reduce the opponents fatigue a little per the vanilla system. Fast Rest ----------- If you stop and do not exert yourself in anyway you can fast rest or in this case "meditate" to regenerate your magicka a little faster than normal. This is in part to help make energy level less important than what you do with your energy. If you use the Atronach birthsign be sure to turn off the Combat Magic magicka regeneration in the ini file. With the Combat Magic kit enabled the player character will fast generate magicka under certain circumstances. So turn this off in the INI if you choose the Atronach birthsign and do not want the Magicka "Fast Gen" feature. Known Issues ----------------- On rare occasions the messenger's horse may fly away when tripped, this seems to be related to a Oblivion bug that is amplified by some commands used in my (and other's) mods. A solution has not been found yet. Sometimes one of the poltergeist refuse to be exercised and banished. I am working on trying to find out why. Anyone that edits my files in any way will get no support from me what so ever. I never participate in anyway to help others to edit my files even for personal use. Some of my scripting techniques are a result of hundreds of hours of mind numbing trial and error. I have found loop holes in the game engine that sometimes I have been told "should not work" I am not a great script writer, just tenacious, creative and willing to do things the hard way because I was never formally educated on how to do programming the easy way. As such I do not have much time to do anything else such as trouble shooting "tweaked" versions of my mod. One person for example damaged the mod by changing a sound effect in my mod thinking "hey no big deal its just a sound." I use sounds sometimes as timing devices and changing the sound was like removing the timer from the script. If you know enough to safely make such changes to files you did not create yourself then you do not need my help anyway. Appreciation List -------------------- This mod has been in the making for a few years so please do me a great favor and PM me to add your name if I unfortunately let your name slip this list Please do so as I feel very bad when I miss names on these lists. Thank you to the following for scripting and molding help: JDFAN TheNiceOne OBSE Team WillySea Beta Testing reports: Pysmon Leold Azureal Feedback on this mod's threads: StarX HeyYou Immortal-D Sculelos crimson.cosmos Fiore1300 Glimiril shadowchao Solinarius lyobovnik Onlyino gothemasticator Johnny3Tears Jupiah sean144800 br0sk1 joesmithy grmblf Fiore1300 Thomas Kaira Game lore help: Thomas Kaira Hackworthy JeniSkunk Leonardo2 Ni! Savlian SubRosa Acadian Legal ................. I worked very hard on this mod. But this mod is a product more of hundreds of hours of creativity, sweat and tears than script writing talent. DO NOT distribute or use any of my 3d models, resources or scripts. You should only find this mod distributed from Tes Alliance. If any other web site is distributing this work they are doing so illegitimately. You MAY (with conditions) use my scripts and my other resources for making a mod only as long as it has NOTHING to do with magic combat. I.E do not make a disguised knock off! The exception to this is the "flaming hands" by JDFAN. You need to contact him about using his "flames from the hands" mesh resource. And you must credit me fully and include my "legal" as shown above. For the most advanced SCA combat with sword and shield: http://www.spookyfx.com/book/tromp.html
  5. 1 point

    Version

    89 downloads

    This mod adds new armor - Black Glass. You can find this armor in Ghostgate, Tower of Dusk Lower Level. You can buy it from Dronos Llervu. And yeah, you need a lot of money, this glass is expensive. Regards, Kalian.
  6. 1 point

    Version

    260 downloads

    Celtic Decor Author: DarkRider Version: 1.0 Released: 09.January.2010 This is a modder's resource of home decor with a generally Celtic theme made as a sequel to Celtic Decor. This resource includes: 9 Celtic Pattern upper class beds 16 New Paintings 8 Celtic Rugs 9 Celtic Tapestries Full Set of Middle Class Celtic Dinnerware These things are not available in game; this is a resource only. The included .esp adds the decor to the CS for easy merging with other mods but does not contain any playable content for players. Modders are free to use these things provided they give credit in their readmes. This resource may not be included in mods of a sexually explicit nature. This resource is a TESA exclusive and may not be rehosted anywhere else without permission. Additional Images:
  7. 1 point

    Version

    89 downloads

    Mod: Olga - Version 1.0 Game: TES IV: Oblivion Author: David Brasher Original Release to Public: 7/8/09 Readme Updated : 7/28/09 **************************************** 1. CONTENTS **************************************** 1. Contents 2. Information on the Mod 3. Installation 4. Version History 5. Conflicts, Known Issues, and Troubleshooting 6. Copy Status **************************************** 2. INFORMATION ON THE MOD **************************************** This is a simple companion mod. There is a strange Nord valkyrie who has a crush on you. She has been stalking you. She has been spying on you and trying to get up the courage to speak to you for awhile. She is rather fearless when it comes to monsters, but she has trouble talking to you. After you have played the game for three game-weeks, Olga will finally get up the courage to speak to you. She can find you anywhere in Tamriel, so you won't really have to go anywhere special to start the mod. She is not one of those slave-like companions who follow you everywhere and do everything you say. She has her own life to live. She has a job in the Imperial City on weekdays and will only follow you around on weekends. You don't have any choice about that either. She is going to follow you whether you like it or not. She is rather forward and aggressive. Once you have spoken with her, a new quest will be opened with a quest target flag that points to Olga. You can use this if you are ever having trouble finding her. There is also a quest box which appears on Fredas to remind you that Olga will be wanting to go adventuring with you as soon as she gets off work. Wherever you are in Tamriel, she will track you down. She doesn't go to the Shivering Isles. Perhaps she is desparately trying to hide the fact that she belongs there. She is a very troubled and tormented person. Her past is rather mysterious. She has a lot to say, but she doesn't always tell you the things you really would like to know. There are many dialog topics when you initiate conversation with her. There are three very large topics with random things she talks about. There are about 100 random comments she might make. Every four minutes if she is not too busy, like in a battle or something, she will make a comment. The dialog uses silent lip MP3s and faux lip-synching. Olga has a schedule and can be seen doing things such as going to work, wearing a different outfit at work, eating, and sleeping. Although her job is in the Imperial City, she lives in a camp outside of town, away from all the people. Olga will only wear the clothing and equipment she starts with. There are dialog options in the game to deal with her behavior and equipment. If her armor or clothes are destroyed in battle or lost so that she starts looking a bit bare, bring it to her attention and she will repair, equip, or replace the missing items. She is sort of a barbarian and pays little attention to such things. If you notice she is not using her warhammer, suggest that she use it. It may be broken or lost, or she may just be using her lightning spells for fun. The dialog option will make her repair, replace, or equip her hammer. Olga dresses rather lightly. If you would prefer that she cover herself up a bit more, you can ask her to. She will only comply if she likes you enough at that particular time. Arcane glitches in the game engine can cause Olga to behave differently than she is designed to. If she becomes a coward, use the dialog topic to make her fight more aggressively. There is also a dialog topic to make her fight less aggressively which would be used mainly to undo the other one if you adjusted it too far. Avoid using these dialog topics or you might get Olga running from mud crabs or attacking innocent townspeople. Olga is rather violent, bad-tempered, and disturbed. She won't always accept your yield if you accidentally hit her in combat. You should talk to her periodically to make sure she is happy with you. (And of course you should not hit her.) This will maximize the chances of her accepting your yield. If she won't accept your yield, run away from her, cast invisibility, or start a fight with some enemies to channel her aggression into a constructive path. When she calms down, she will forgive and forget. Just don't get killed by her when she is mad at you. She hits hard! She would be devastated if she realized she had killed you in a blind rage. If Olga commits a crime (probably related to getting in a fight,) a message box will pop up directing you to speak to her. There are a couple of dialog topics to do with this. You can pay her fine so the guards will stop attacking her on sight and so she won't kill them. Olga has an ebony warhammer, weak and strong ranged lightning spells, and weak and strong healing spells for herself. She also casts "cure disease" and "restore all abilities" on herself every weekday morning. She is non-leveled and is a level 35 character. She has a lot of health, and the ability to completely heal herself with the magicka reserves she has. She has enough magicka to cast lightning fairly often too. Olga will be very powerful when your character is low-level, but when you get above level 30, you will have to be careful or she will die in battle when there are too many leveled enemies at once. If Olga dies, you can remember her fondly, or you can reload a recent savegame just as you do when you die. **************************************** 3. Installation **************************************** Extract (decompress) the .esp file to your oblivion directory, the default is: C:\Program Files\Bethesda Softworks\Oblivion\Data\ Extract to there, then mark the box next to the "Olga" plugin. Merge the NIF, DDS, MP3, and LIP data files (meshes, textures and sound) from the mod with the data files on your computer. 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. **************************************** 4. Version History **************************************** V 1.0 Initial Release **************************************** 5. Conflicts, Known Issues, and Troubleshooting **************************************** The Oblivion game engine is buggy buggy buggy! The documentation is weak. The CS is flawed. I should shut up. I am being a big whiner. This mod has been play-tested and play-tested. I have pages of notes on the bugs I have fixed. This was supposed to be a simple mod. It turned out that many problems could not be solved with the game engine, the scripting language, and the CS. Hopeless parts were removed from the mod so that you don't have them in your copy. It seems that some commands only work 95% of the time. According to the play-testing results, there should not be anything in this mod to crash or freeze up the game. The errors that occur will be mainly with how Olga dresses and behaves. In-game dialog topics should offer solutions to most problems without really breaking immersion. One confirmed conflict. Im Garten Kosh. It makes this mod totally inopperative and causes CTDs if you go near Fort Nikel. Content of mod which could cause conflicts: One new NPC is added in the area of the IC which could clash with someone else's mod. Her camp and possessions, and her workplace. New dialog to one vanilla NPC. Some theoretic conflicts that could occur: What if you were a thief and she saw you stealing? What if she hangs out in the same place the people in your mod hang out? What if you already have a companion mod and the two companions get in each other's way?) Cowardice/Random Violence Against the Innocent: Use the in-game dialog topics to make adjustments. Mouth Not Moving Right, Two Faces SuperImposed, Red or Orange Rash on Face or Neck: The game engine promotes lag. These things may happen, depending on how fast your computer is. Times when it would likely occur would be when there are numerous NPC's nearby, grass, rain, snow, numerous light-sources, or many scripts running all at once. Many mods installed all at once could make this worse. The symptoms are likely to go away when you move to a different cell, or for a few minutes when you first load a savegame before the system has become overloaded again. Efforts have been made to lower this mod's effect on performance. Missing Clothing and Armor: Armor can disappear when it's health drops to 0. That is not a bug, but can leave your companion immodest. Other errors occur when changing clothing or equipment. This may occur 5% of the time. The items are either not in inventory or not equipped. Use the in-game dialog topic to fix this after it occurs. Wrong Clothing or Armor at the Wrong Time: The programming code is written such that this cannot happen. Guess what? It does! It only happens sometimes, and should not really effect the game. The in-game dialog topics can correct many of the issues. Others are self-correcting. Missing Hammer, Hammer not Being Used: She could have been disarmed by an attack. The hammer could have 0 health. Use the ingame dialog topic to get hammer replaced, repaired, or equipped. There is a glitch with the AI. I believe it to be part of the Oblivion game engine. Olga sometimes will not use her hammer even though she has it. She will use fists and lightning. Use the ingame dialog topic to nudge her into equipping her hammer again and she will start using it. Dialog Assumes PC is a Male: Sorry. It would have been very big project to make this mod work for both male and female PCs. I think it would also increase the impact on performance. I guess it could work for girls who like girls. If this mod is wrong for you, don't play it. One possible fix for female gamers is that they could start a male PC. I tried not to make the mod too romantic. Missing NIFs and DDSs: There is only one item in the whole mod requiring these. It is a piece of clothing. Make sure the files are in the right directories. The directory trees need to be as they were when you downloaded the mod. Missing Silent MP3 and LIP Files: This will make the dialog fly past so fast you can't read it, and the mouths will not move. Make sure the files are in the right directories. The trees need to be as they were when you downloaded the mod. SPOILER ALERT: Can't Find Olga: You will not see her until after three game weeks have passed from the beginning of the game. It would be unfair for her to be helping you there at the very beginning. Olga will only seek you out on weekends. From about 1700 on Fredas to 0000 on Morndas. She does not teleport, but runs and walks to find you. If you are far from the Imperial City, she could take a whole day to catch up with you. Although sometimes she can find you in hours. If you really can't find her, go to where she camps at the Fort Nikel exterior. She should be home on weekdays between 2000 and 0500. She cannot die before meeting you, because she is an essential character at that point. Locating her is not an issue after you meet her because a quest flag points to her, and a messagebox will pop up if she gets killed. IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD UNPLAYABLE, 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. **************************************** 6. Copy Status and Credits **************************************** Credits: 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. ************************************************************************************************* ************************************************************************************************* ************************************************************************************************* *************************************************************************************************