Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Oblivion

69 files

  1. 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


    24,994 downloads

       (13 reviews)

    74 comments

    Updated

  2. 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.

    4,851 downloads

       (3 reviews)

    12 comments

    Updated

  3. 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

  4. Raine Avina's House

    Raine's House Mod

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

    NOTE!!!

    YOU NEED PART 1 AND THE UPDATE FOR THE ARENA TO WORK! PUT PART ONE IN FIRST, THEN UPDATE IT!


    ===== Description =====

    Raine is a fictional character in a super mod that I am writing called
    Wisdom. She's considered the best fighter there is in
    her country and works for the King there. Because she is so effective, she is
    called upon a lot and as thanks for helping so much, they designed and
    created houses for her in both Coryella (her home land) and Cryodiil. She doesn't
    like anything besides to train her skills in physical combat and archery, so all
    she asked for was a lot of things to help her with that. She also has a hatred for
    magic. This is because a person named
    [insert character very important to super mod story line] attacked her parents while they
    walked home. Her father was an extremely good fighter and tried using magic, but it fail
    and they were both killed. She's hated it ever since.

    Well, now she doesn't do mission in Cyrodiil anymore so the house was up for grabs.

    Her house is located north east of Anvil and is automatically available on your
    map.

    ===== Contents =====

    What is there here?
    1. A timed running race
    a. This race is part running, part archery and part acrobatics. The main focus is the ability to keep moving while shooting instead of standing still to fire at difficult targets.

    2. An archery challenge
    a. There are two of these, one on top of the house and one in the back. They both have two different settings. One is simply shoot all of the targets as fast as possible. The other has the red lights switching randomly between all of the targets. When you hit a target, the target switches immediately. The score is based on your time to hit all 20 and how many of the 20 you hit. Outside hits don’t always score. Aim for the middle.

    3. Acrobatics Challenge
    a. There are many unusable buildings in front of the house. If you hit the button at the top, a timer will start and you have to make it down to the bottom house and press it. The faster you do it the better. Raine did it in 13 seconds 0.0

    4. Creature Arena
    a. In this you can summon creatures to battle in the arena located in front of the house. These range from the fairly easy to the nearly impossible. All of these creatures are boss ideas (simplified versions) for the game Wisdom (my super mod).

    5. Decoration changes
    a. On the bottom and top floor of the house you can hit a switch to change the theme of the lighting (Normal, Sleep, Christmas and Halloween

    6. Lots of storage (Named)



    ===== Location =====

    Head north east of Anvil. It's marked on your map automatically

    ===== Credits =====

    Mr. Silkas Durzog, Mammoth and Triceratops
    Multiple Halloween and Christmas Decorations
    Black Black Robes
    The TESA Modding Community
    LEMs I'll Cut you Weapon Pack
    Underworld Armor
    MoonShadow Elves

    84 downloads

       (0 reviews)

    1 comment

    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] 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

  7. 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

  8. Halcyon House

    == Halcyon House v1.1 ==

    Halcyon house is an out of the way home at the far, South-Eastern corner of Cyrodiil. She sits just off the shore on Topal Bay. To find the home, start from Leyawiin and travel East along the coast line toward Black Marsh.

    A small Stable stands just on shore to shelter your mount from the elements. Inside, you'll find a cozily decorated home including dining area, living room, Master bedroom and Study. In the cellar, cleverly protected from the ocean by reef rock, is a sumptuous display area for all your shiney bits and stolen goods as well as a small guest area for any companions who may share your home with you.

    Please note that Borders will need to be disabled to reach the house. In the Default ini, find this line:
    bBorderRegionsEnabled

    Change the 1 to a 0 and save. Your borders will now be disabled.

    = Requirements =
    TES IV: Oblivion Patched to v1.2.0416

    = Installation =
    Extract the Halcyon House .esp, meshes and Textures to your Oblivion/Data directory then enable the Halcyon House esp. in the Oblivion Launcher.

    *IF you are updating to the new version, simply allow the new files and folders to overwrite the old. Anything you have previously placed in the house will be safe as nothing has been removed or changed. Only added.

    **An optional esp to add Loading Screens has been added. Detailed instructions are included in the readme.

    = Uninstallation =
    Remove the following files and folders from your Oblivion/Data directory:

    Halcyon House.esp
    Data/meshes/Red/Halcyon
    Data/Textures/Red/Halcyon

    = Changelog =
    v1.0 - Release 6/8/09
    v1.1 - Update 6/19/09 added a second deck and Mr_Siika's Elven ships
    12/13/2010 - Added patch to allow the house interior to work with All Natural.

    = Bugs/Incompatibilities =
    -Castle Wolfspike V2, released 08/30/2010 and moved to a new location, pretty much swallows Halcyon House whole. **Centurion has kindly created a patch to make the house work with his castle. Simply install the patch and allow it to overwrite when asked and, as always, read the readme.

    = Credits =
    Darkrider - without whose patient teaching and mentorship I would never have come this far this quickly.

    Greenwarden and InsanitySorrow - for testing and making sure I did not kill the framerate with clutter.

    InsanitySorrow - for the fantastic Loading Screens addition.

    = Resources Used =
    Many, many thanks to the wonderful modders listed below whose work enriched my home.
    Mr_Siika's Elven Ships
    Washington's Morrowind Drinks
    Hel Borne's Filled Bookcase Resource
    Lady Li's Canopy Beds
    Xiamara's Pillow Mesh Set
    Xiamara's Sofas and Chairs set 1
    Zimnel's More Sofas and Chair Sets
    Kalikut's Upper Class Furniture Retex
    JDFan's Bunkbed Resource
    Meo's Globes Resource
    Garak's Booksets

    = Contact =
    Contact me on either TES Alliance or Bethsoft's Official Forums for prompt support.

    = Permission =
    As everything in my mod is either Vanilla content or a Resource, you may do with it as you wish. If you use any resources from those listed above, be sure to give credit in your readme to their authors.







    293 downloads

       (2 reviews)

    1 comment

    Updated

  9. Valus Cottage

    == Valus Cottage v1.0 ==

    For many tens of years, there has been a secret route between Morrowind and Cyrodiil. A route known only to the Thieves and smugglers called simply, the Thieves Highway. A tunnel cut upward through the Valus mountains themselves allowing the less savory to escape notice from border patrols, filter their stolen goods from one principality to the other and hide when their faces become too well known.

    Some years ago, a particularly successful Lady Thief who had used the Thieves Highway to amass her fortune, noted the Imperial Patrols spending far too much time near the Daedra Shrine that sat so near the upper exit of the tunnel. They had obviously become suspicious and it would only be a matter of time before it was found.

    Part of her success was in her anonymity. There were few her knew her real name nor to what trade she plied herself. In fact, she was considered a respectable member of society in Cyrodiil. With this in mind, she plotted a way to protect the highway. She commissioned many builders and craftsmen from across the Empire to build her a house, her mountain cottage she called it and for the nobles she oft dined with, convinced them she wanted nothing more than a retreat where she could pursue an affair untroubled by fear of discovery.

    Those wealthy and gossip hungry folk were more than happy to accept her reasoning and she began construction. Keeping the entrance cleverly hid from the workers, a house was constructed into the very cliff wall of the Valus Mountains. It's only access, so far as any were concerned, a mountain path that wound up to and through the Shrine of the Daedra Lord Boethia.

    It took many months to finish the cottage. Several workers fell to their deaths assembling the retaining walls that would support the house. Several more met mysterious ends in the night when they came too near a spot the Lady Thief would rather they stayed clear of.

    Her time amongst the builders was not spent in idleness. She learned from them their trade, the tricks of craftsmanship. Once the cottage was complete and the last of the workers paid and on their way, she descended to the well appointed cellar. There, she used the skills she had learned to build a secret room hidden by an ingenious moving shelf designed by two fellow scoundrels, the Scourge of Borne and an enigmatic thief known only as J.D.

    Though the Lady Thief has moved on to richer climbs, her cottage still stands on the side of the Valus mountains, sentinel over the high entrance to the Thieves Highway. Should you ever need a respite from authorities watchful eye, look you to the far south of Cheydinhal in the Valus Mountains. Find the ancient ruin of Hame and from there a path that will lead you on a winding trek ever higher until at last you reach Boethia's Shrine. From there, you will find your haven within arms reach.

    **Location = Valus Cottage can be found very near the Shrine of Boethia in the Valus Mountains. The Cottage is South East of Cheydinhal and far East of Bravil. Nearly to the Morrowind Border. To find the Shrine and so the Cottage, start where the Corbolo River becomes the Reed and travel East to find a pass up into the mountains. Acrobatics will come in handy on this climb, it's not an easy trek. Of course, those who explore the valley below the Shrine may find another way up to the top. A hidden way. Good luck.

    == == Requirements ==
    TES IV: Oblivion Patched to v1.2.0416

    == Installation ==
    Extract the Valus Cottage esp, Meshes, Sound and Textures to your Oblivion Data directory then enable Valus Cottage in the Oblivion Launcher.

    **You will find a Loading Screen Add-on as well now. Simply allow it to overwrite the existing Valus Cottage esp. Detailed instructions are included with the Loading Screen download.

    == Uninstallation ==
    Remove the following files and folders from your Oblivion Directory:
    Valus Cottage.esp
    Data/Meshes/Red/Valus
    Data/Textures/Red/Valus
    Data/Sound/Fx/JDFan

    == Changelog ==
    v1.0 - Release 6/24/09
    Loading Screen Add on - 7/02/09

    == Bugs/Incompatibilities ==
    None Known

    == Credits ==
    -Darkrider - Without who's patient tutelage I would not be the modder I am today and for the custom Brandy included in this mod.
    -Greenwarden - As always for her willingness to test my frankenstein creations and tasteful advice on decor.
    -InsanitySorrow for testing, cleaning and general cheering on of my house building obsession. More for adding the fantastic Loading Screens for the mod.
    -Many MANY thanks to JDFan who saved my dream of a swinging bookshelf and for the fantastic "Throne" I wonder how many will actually find.

    == Resources Used ==
    Hel Borne's Filled Bookshelf Resource
    Xiamara's Sofas and Chairs set 1
    Zimnel's More Sofas and Chair Sets
    Merillia's Blue and White Porcelain
    Kalikut's Cauldron Resource
    Aisis' Anvil Style Furniture
    Texians Static Water Mesh
    Meo's Open book Statics and Globes
    Garak's Booksets
    EFG Tapestries

    == Contact ==
    Contact me on either TES Alliance or Bethsoft's Official Forums for prompt support.

    == Permissions ==
    As everything in my mod is either vanilla content or a resource you may do with it as you wish. If you use any resources from this mod, be sure to give credit in your readme to their authors.





    379 downloads

       (0 reviews)

    4 comments

    Updated

  10. Snow Line Lodge

    == Snow Line Lodge v1.0 ==
    Located above Bruma on the snowline of the mighty Jerrals, you will find a small hunting lodge tucked atop a rise overlooking the city. Bjorn Bear-Hugger left Solstheim years ago in search of a new place to grow the fine Ice Wines of his homeland. Once only a Huntsman of some repute, he one day found himself beside the deathbed of his father, Hulfgard.

    Bjorn had walked the pristine snows of Solstheim for many years, the bears he hunted his only company; the Rieklings the only unwelcome visitors to his camps. One evening as night fell and the snows shimmered red and purple across the frozen tundra, a messenger from his village found him with dire news. His father lay dying. The spectre of death had finally laid claim to him in his old age and his final wish was to see his son one last time.

    Father and son had not parted on happy terms for the father had eschewed the Huntsman life of the Skaal, turning instead to the growing of grapes and making of Ice Wines. Ostracized from their own people, Bjorn fled his father's home and lost himself in the arctic wilds of Solstheim. While the son strove to be the consumate Nord Huntsman, the father became widely known for the distinctive Ice Wines he created, at odds with the traditional view of spirits of the North.

    After much debate with himself, Bjorn relented and returned to the village, taking his place by his father's bed. Hulfgard spoke for many hours into the early morning, the heavy fall of snow outside making the world silent as his weak voice whispered to his son who bent close to hear each word. With the rise of the winter sun, Hulfgar was gone. His words spent and a son returned, he'd left with a sigh of happiness to join his fathers in the great Meade Hall of Sovngarde.

    Bjorn strode from the warm house into the dawn snow fall and walked among the lovingly tended vines behind the house. In his hand he held a bottle of his father's work and took his first taste with his father's voice still in his mind. Hulfgard had given to his son all his knowledge of wine making, of the growing and tending of the vines and his forgiveness for leaving him all those years ago. As the sweet taste of the Ice Wine slid down his throat, a tear slid from Bjorn's eye as with that taste, he suddenly understood the passion his father had felt.

    Bjorn spent several weeks planning, taking careful cuttings of the unique vines and hiring of a ship to take him from Solstheim. His father's dream had been to introduce the wine to Cyrodiil. Bjorn was nothing if not the picture of a loyal Nord and a father's dying wish was not something to be ignored. Several months of travel saw him into Cyrodiil's heartland. Standing beside the great gates of the Imperial City he spied the rise of the majestic Jerral mountains in the distance and they called to him.

    It was there, on a small rise above the city of Bruma that he found a new home for the vines of his father. He built upon the spot a Lodge House beside his own cabin for he was yet a Huntsman and would not give that up. The Lodge he offers to any traveller as a respite and when he is not hunting or exchanging tales of home in Bruma with Olav, in it's cellar he perfects the recipe his father passed on to him.

    Be welcome to Snow Line Lodge Traveller. Warm your thin skins by it's fires and pass the cold winter nights with a bottle of Solstheim's Finest Ice Wine.

    == == Requirements ==
    TES IV: Oblivion Patched to v1.2.0416

    == Installation ==
    Extract the Snow Line Lodge esp, Meshes and Textures to your Oblivion Data Directory then enable Snow Line Lodge in the Oblivion Launcher.

    **An optional file to add four Loading Screens is now available. Detailed instructions are included in the readme.

    == Uninstallation ==
    Remove the following files from your Oblivion Directory:

    Snow Line Lodge.esp
    Data/Meshes/Red/SnowLine
    Data/Textures/Red/SnowLine
    Data/Textures/Menus/Icons/SnowLine

    == Changelog ==
    v1.0 - Release - 7/09/09
    Optional Loading Screens Added - 7/10/09

    == Bugs/Incompatibilities ==
    The new Unique Landscape: Snowdale conflicts greatly with the lodge. The UL team has graciously made a compatibility patch. You can download the patch here or go to the Compilation Patch page on TES Nexus here: http://www.tesnexus.com/downloads/file.php?id=13834

    == Credits ==
    -Darkrider - Without who's patient tutelage I would not be the modder I am today, for the custom Wines included in this mod, cleaning and his handholding through AI creation.
    -Greenwarden - As always for her willingness to test my frankenstein creations and tasteful advice on decor.
    -InsanitySorrow for testing and general cheering on of my house building obsession and for all his wonderful help with AI creation. For the wonderful loading screens add on.
    -TES Alliance without who's tutorials and helpful modding Scholars I would often be lost.

    == Resources Used ==
    Antistar's Bathtub Resource
    Aisis' Anvil Furniture set
    JDFan's Bunk Bed Resource
    EFG Tapestries
    Garak's Booksets
    Hel Borne's Simple Wall Shelf Resource
    Meo's Open Books
    Xiamara's Sofas and Chairs set 1
    Zimnel's More Sofas and Chair Sets
    throttlekitty's, WillieSea's, and da mage's Real Water Mesh
    Der Kriger's Mounted Heads
    WildKarrde's Potbelly Stove

    == Contact ==
    Contact me on either TES Alliance or Bethsoft's Official Forums for prompt support.

    == Permissions ==
    As everything in my mod is either vanilla content, a retexture by me or a resource you may do with it as you wish. If you use any resources from this mod, be sure to give credit in your readme to their authors.




    192 downloads

       (0 reviews)

    0 comments

    Updated

  11. The Reclaimer

    The Reclaimer
    A mod by Zabre and OdyssuesB

    _____________________________________________________________________________________________________________________________
    Mod Info
    _____________________________________________________________________________________________________________________________
    This is a Very Short quest mod, where you can obtain a new sword called, Reclaim.
    To start the quest Go to First Edition, in the IC.
    Purchase the book: The Reclaimer

    Please note this is a VERY small quest...

    _____________________________________________________________________________________________________________________________
    Installation
    _____________________________________________________________________________________________________________________________
    Move the Meshes And Textures folders into your Data Folder in the oblivion installation directory.

    _____________________________________________________________________________________________________________________________
    Credits
    _____________________________________________________________________________________________________________________________
    Game and quest: Zabre
    Model and Texture: OdyssuesB
    Icon: Im sorry, i do not remember the author... =[

    _____________________________________________________________________________________________________________________________
    Resource Use
    _____________________________________________________________________________________________________________________________
    OdyssuesB has made the model and texture available on the site.

    _____________________________________________________________________________________________________________________________
    _____________________________________________________________________________________________________________________________
    Thanks =]

    75 downloads

       (0 reviews)

    1 comment

    Updated

  12. Set and Command Pet

    Name: Set and Command Pet
    Author: Critterman
    Version: 1.0
    Date: 8/6/2009
    Category: Spells/Magic
    Requirements: Oblivion Patch 1.2.416, OBSE v1800


    ===============
    Description:
    ===============
    This is a mod that uses OBSE's v1800 user-defined functions. Which means anyone can use my mod to call the functions I made and easily make their own pet mod. Included with the download are two versions of the mod. One is used to play the mod and one is a resource for any modder who wishes to make a pet mod. This mod was made for ease of use, so that beginning modders could mod without pulling their hair out. So if you don't like how I made the mod then change it to your exact preferences!


    ===============
    Features:
    ===============
    Playable Version:
    - You gain a spell which you can use to set and then command any pet you wish. Even though this was originally intended to be used on creatures it works perfectly fine on NPCs as well.
    - Cast the spell the first time to set the actor as you pet then cast it again to access the command menu
    - Follow Command: Commands your pet to follow you where ever you go.
    - Wait Command: Commands your pet to wait around at it's current location.
    - Heal Command: Heals your pet for 50 points at a cost of 25 of your magicka.
    - Dismiss Command: Dismisses your pet back to the location you found it. Note, the pet will still be friendly towards you even if you found it as an enemy to you.
    - The pet will defend you against any enemies that try to fight you.

    Resource Version:
    The SetandCommandPetResource.esm is the resource version of this mod. Use it to create your own pet mod.

    Functions:

    SetPet
    syntax: reference.Call SetPet
    Automatically assigns the called reference as a pet to the player. The pet will follow the player.

    CommandWait
    synax: reference.Call CommandWait whicharea:short
    Makes the pet stick in one spot until another command is called. The pet will wander in a area defined by the whicharea argument. 0 is for 50 units, 1 for 100, 2 for 200, 3 for 300, 4 for 400, 5 for 500, 6 for 1000, and 7 for 999999 (pet will essentially be able to move where ever it wants).

    CommandFollow
    syntax: reference.Call CommandFollow
    Makes the pet follow the player until another command is called. Calling this command on a pet that is already following will do nothing and the pet will continue to follow.

    CommandHeal
    syntax: reference.Call CommandHeal amounttoheal:float magickacostflag:short
    Heals your pet however amount of points defined by the amounttoheal argument, and then subtracts half of the amount healed from the players magicka UNLESS the magickacostflag is set to 1 (set it to 0 for normal magicka subtraction); then no magicka will be deducted. Note (when magickacostflag is 0), if the player does not have sufficient magicka then the pet will not be healed.

    CommandDismiss
    syntax: reference.Call CommandDismiss
    The pet may wander around in current location, but will eventually return to the place you found it. Note, the pet will still be friendly towards you and other enemies.

    PetGhost
    syntax: reference.Call PetGhost
    Gives pet a ghostly effect.

    PetDemon
    syntax: reference.Call PetDemon
    Give pet a fiery effect.

    GetPetNum
    syntax: Call GetPetNum
    Returns the number of pets following the player. Note, only returns following pets, waiting pets arn't counted.

    Guide to using the SetandCommandPetResource.esm:

    Open the CS with OBSE (see here if you don't know how to do this: http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Script_Extender). Then load up Oblivion.esm and SetandCommandPet.esm. Then click file>save to save your own plugin file (or just load up your mod if you already have it created). Once you have done this you can now use the functions listed above in any scripts you create.

    If you need an example on how to use the functions look for the CMTEST... spells. Further more you can use the test spells in the game by opening the console and typing "SetStage CMCommandsTEST 0" without the quotes.

    When you have finished your mod you will have to pack the SetandCommandPetResource.esm with your mod. When you do this make sure you also credit me in your readme (it is all i ask ). And then your done!

    ===============
    Install:
    ===============

    1. Extract the files from the archive.
    2. Copy files to (install folder)\Oblivion\Data\
    3. Start Oblivion Launcher, click 'Data Files'
    4. Place a check mark beside SetandCommandPet.esp. Unless you wish to use the resource version or are using a mod that requires it, then you should check the .esm file as well.
    5. Have fun commanding the actors of oblivion!

    ===============
    Un-Install:
    ===============

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp and the .esm file.
    2. Delete the .esp and .esm files as well.

    ===============
    Compatibility:
    ===============

    Should not conflict with any other mod as it only adds new things.

    ===============
    Bugs/Issues:
    ===============

    No know issues so far, please let me know if you find any. You can contact me on the Bethesda Forums via a PM or posting in my release thread.

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

    1.0 - 8/6/2009 - Initial Release

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

    Bethesda Forums

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for the Oblivion tool kit used to generate this readme. (first mod to use his function I believe )

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

    TES Construction Set
    Oblivion Tool Kit (Alpha version)

    ===============
    License/Legal:
    ===============

    This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.

    Also if you use this mod in your own (like using the .esm), please credit me in your readme.

    87 downloads

       (0 reviews)

    1 comment

    Updated

  13. Stanwyck Heights

    Name: Stanwyck Heights
    Version: 1.0
    Date: 2/10/2011
    Category: Houses
    Author: astr0wiz

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

    Oblivion 1.2.416
    Shivering Isles

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

    Stanwyck Heights is my project for CS Basics Final Exam, a cozy mountain retreat. The atmosphere is very comfortable, with two bedrooms upstairs, and a study, den, and dining area downstairs. There is a small basement where one may store a few items in a couple of chests or practice swordplay with a dummy. A large front porch area terminates at the end of a sheer drop, affording a splendid view of the valley below. On a clear day, you can see the whole of Cheydinhal.

    There is a stable behind the resort, along with a small garden and a workshop. The workshop is multi-functional, housing both a smithy and a kitchen. It also contains a smoke room that holds a generous portion of venison and mutton, all hickory-smoked to perfection. Meals are prepared here and then delivered to the guests in the resort. The guests have sometimes complained of cold meals, so there may be a bit of work in the future to dig a tunnel between the buildings.

    The road to Stanwyck Heights has long since disappeared, due to landslides, neglect, and mother nature. What is left is a cobblestone entryway from the east into the main grounds. This entryway is illuminated with several hanging lanterns, which normally scare away the local fauna. There should be no shortage, however, of wild game in these hills.

    The resort is always open for the PC. It is meant to be a comfortable resting place for those who like to scour the frozen mountains in search of adventure. Just travel north of Cheydinhal to Fanacas. Then, head east up the mountains. You may not be able to take the direct route. If so, you may reach Stanwyck Heights by taking a roundabout route from the north or south.

    =================
    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 known

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

    2/10/2011 - Feb 10, 2011 - Initial Release

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

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Many thanks also to DarkRider for his excellent introductory tutorials.
    Thanks also to the many fine folks at TESAlliance who have helped me and guided me when I was stuck.

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

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    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.

    45 downloads

       (0 reviews)

    0 comments

    Updated

  14. Hau'oli Paena - A Shivering Isles home

    == Hau'oli Paena v1.0 by WhoGuru ==

    In the heart of the Shivering Isles, below the towering watch of the Hill of Suicides, a small, unassuming home stands above the waters.

    ------------------
    Once, a Blackwood artisan woman lost her way in Cyrodiil, falling to sleep beneath the worn visage of an ancient Daedra statue. She woke to find herself in the Shivering Isles, the Mad God's laughter following her as she woke and ran, thanking her for using his statue as a bed post.

    For many months she wandered lost, some say mad as well as the Isles demands of all who live within them. Finally, she settled below the Hill of Suicides to watch the hapless souls above throwing themselves to their deaths. Laughing each day at each new body added to her little lake, she built a home.

    A home to remind her of her beloved Leyawiin amidst the manic world she now called home. As she painstakingly hung the last woven tapestry, her hands raw from the years of work, she gave to her house an ancient southern Mer name; Hau'oli Paena. Laughing at her own whimsy, naming the house "Happy Landing", she climbed the peak of the Hill of Suicides. Standing at the top, staring down at the beautiful home she had wrought, she threw her arms wide.

    Giving a laughing scream to the Mad God, she dove from the height to her Happy Landing and added her bones to those gathered along the shore and in the waters. To ever be a part of the house she had so painstakingly crafted.

    This home, then, is now yours, weary and mad traveler, for you are surely as lost as she was. Be wary when you walk the waters below the deck that you may stumble on the bones of its creator and always remember to look up as you pass. You wouldn't want to join the bones for being the last landing of a fallen soul...or perhaps you would.

    ------------------
    Hau'oli Paena is located in the Shivering Isles on the North side of the Hill of Suicides, at the base of the cliffs in an inlet of water, just South of Knife Point Hollow and East of Puddlejump Camp.

    == Requirements ==
    TES IV: Oblivion Patched to v1.2.0416
    Shivering Isles

    == Installation ==
    Extract the Hau'oli Paena.esp, Meshes, Menu and Textures folders to your Oblivion/Data Directory then enable Hau'oli Paena in the Oblivion Launcher

    == Uninstallation ==
    Remove the following files and folders from your Oblivion directory:
    Hau'oli Paena.esp
    Data/Meshes/Hauoli
    Data/Textures/Hauoli
    Data/Menus/Icons/Bathmod

    == Changelog ==
    v0.9 -ORE Challenge Release
    v1.0 -Public Release

    == Bugs/Incompatibilities ==
    None Known

    == Credits ==
    *Darkrider - Without who's patient tutelage I would not be the modder I am today.
    *Greenwarden as ever for doublechecking my framerate and keeping me from killing it. Without her I would never know when I'd gone overboard.

    == Resources Used ==
    Garak's Booksets
    ExileHunters' Highland Furniture set
    EFG Tapestries
    AndySaura's Kitchen and Bath
    Antistar's Bathtub Resource
    Hel Bornes Enchanting Altar Resource
    Meo's Open Books Resource
    WildKarddes Potbelly Stove
    Xia's Sofa and Chair Set

    == Contact ==
    Contact WhoGuru on either TES Alliance or Bethsoft's Official Forums for prompt support.

    == Permissions ==
    As everything in my mod is either vanilla content, a resource, or a retexture done by me, you may do with it as you wish, including my paintings. If you use any resources from this mod, be sure to give credit in your readme to their authors.










    263 downloads

       (1 review)

    4 comments

    Updated

  15. Dive House

    Name: Dive House
    Date: 8/30/2009
    Category: Buildings
    Author(s): Zabre
    Source: Found above
    Forum: tesalliance.org

    Description
    ===========
    This is a mod that adds a house, and a small secret above Dive Rock.
    A Path has been made.

    Location
    ========
    Above Dive Rock


    Install
    =======
    1. Extract the files to a temporary location.
    2. Examine the folder structure and make corrections where necessary.
    3. Copy files to (install folder)\Oblivion\Data\
    4.1 Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

    4.2 Select the file in OBMM if you use that.



    Uninstall
    ==========
    De-select the .esp

    Upgrade
    =======
    Replace the .esp that you had, and use the new one.

    If you saved in the house, or on the path, go in-game, move, then save. Then do the instructions above.


    Incompatibility
    ===============
    DO NOT USE ANYTHING that effects five rock, or above it!

    Known Issues or Bugs
    ====================
    If you take a companion into it, then leave, There is a chance your companion will shoot a million miles away...

    Trying to fix... =[

    History
    =======
    9/03/09- Path 2, new textures and meshes.
    8/30/09- Patch 1 fixed bugs, added small secret.
    8/29/09- Release

    Contact
    =======
    CelestialZer0@live.com
    "Lemon" on TESAlliance or BethSoft Forums

    Credits
    =======
    Zabre/Lemon - Mod
    Psykoblade - IceBrand
    WhoGuru, DarkRider, Glaedr, and the Alliance - Support

    Tools Used
    ==========
    7-Zip - http://www.tesnexus....le.php?id=15579
    TES Construction Set - http://www.tesnexus....le.php?id=11367
    Readme Generator - http://lhammonds.gam..._generator1.asp

    Licensing/Legal
    ===============
    You must contact me and obtain my permission before re-packaging any part of
    this mod. If I do not respond within 4 weeks, feel free to do whatever you
    like with this mod.

    Screens
    =======






    :thumbup:

    72 downloads

       (1 review)

    1 comment

    Updated

  16. Rumare River Cottage

    Description:
    The Rumare River Cottage is an exterior home, fully furnished and free, and a cozy place to lie back and relax, you can take the many ingredients from its
    circular gardens, and then make potions to your hearts content, you'll be able to keep your horse safe, and store all your items in safe containers,
    you can sit down at the one person banquiet, and eat all the miniature foods left for you, there also a note, detailing the history of the cottage.

    Installation:
    Copy the .esp into your data folder, and tick in the launcher or in OBMM.

    Requirments:
    N/A

    Speical Features:
    Exterior home with custom shelter, a bone tree that shoots straight from the sea-bed, a detailed note from the original owner, Ayleid tree,
    and all the ingredients from Tamriel!.

    Storage:
    Several barrels in a storage area, book shelf, chest of drawers, food and drink cupboard, clothing cupboard and personal chest, all non-respawning.

    Bugs/Conflicts:
    Bug free, will conflict with any mod that is in that location.

    Location:
    Open your map, and look near the waterfront district, their will be a map marker north-west of the waterfront, so you can fast travel, or you can swim!.

    39 downloads

       (0 reviews)

    0 comments

    Updated

  17. [WIPz] Twin Myths Of The Dawn

    What does this mod do?:

    Arrius Caverns:
    The Arrius Caverns are now much more moody, special music the the shrine, and even more special music throughout once the Xarxes is taken, Jeelius will become essential if you decide to free him.
    [no point in him dying when you free him is there?], Harrow will now stand opposite of Ruma, and the portal Mankar uses to go to Paradise will now come where it should have, the Xarxes, the Xarxes is Paradise,
    so why should the portal not come from it?

    The Xarxes:
    The Xarxes is now an open book, when in the shrine it will teach you destruction, in Cloud Ruler Temple it will teach you Conjuration [so be sure to read it in there after giving it to Martin!!],
    it will now contain more text [in Daedric!!], which reads what Mankar says aloud in his preach, and what Martin translates.

    Cloud Ruler Temple:
    Once Mankar is defeated his special power [Mankarium Camorxes] will be put into a Sigil Stone for you to enchant with, it is located in a chest in the great hall, what do you choose?, power, or invincibility?
    Also the Xarxes will be on the floor where the portal spawns, to keep with the tradition of the portal coming from the Xarxes.

    Ruma, Raven And Mankar,
    It will make Mankar Cameron younger, move his staff and robe to the spectral mudcrab so you can still obtain them, he will now wield a Daedric claymore, and
    a suit of Daedric armor, he will have all spells, be the set level of 10,000 with a fatigue and magicka of 15,000, with a health of 1250, with all his skills at 100,
    and all his attributes at 250, except personality, which is 0, Ruma and Raven are now also stronger, they have all had their ages and look adjusted, in Cairac Agaialor their is now
    special music, and tapestries and carpets don the walls and floors, Mankar will be invincible to all magic, and reflect a great portion of all damage you
    inflict on him, he will regenerate 5 points of Magicka and Fatigue a second, and will almost always have a lich by his side.

    How exactly are Ruma and Raven stronger?:
    They are both the set level of 150, with all their skill and attributes at 50, and their health, fatigue and magicka at 750, that's all.

    Installation:
    Cut or Copy the .esp and sound folder in your Oblivion Data folder.

    Recomendations:
    Servant Of The Dawn [For a nice aftermath ]
    Deadly Reflex [Why not stab Jeelius when your sacrificing him?]

    WARNING:
    Do not attempt to fight Mankar with a character less than level 20, he ~WILL~ slay you almost immediately, this is done to bring back the system we are all familiar with from Morrowind, not to go around the corner, because the guy waiting for you there will kick your but.

    REMEMBER:
    Mankar's robe and staff are with the Spectral Mudcrab, you have go to the island East of Paradise's main island before going through the forbidden grotto, if you don't then type COC TESTINGHALL in the console,
    you can get the robes there.

    Dawn Is Breaking
    Greet The New Day
    Mannimagnus

    62 downloads

       (0 reviews)

    0 comments

    Updated

  18. Halloween Hunt

    Halloween Hunt v1.0
    =============================

    Author
    ======
    Da Mage


    Details
    =======
    This is a simple hunt around the highly superstitious town of Border Watch, for 10 brightly coloured treats which have been hoarded away by it's greedy Khajiit citezins. You get to wear a costume, Lich, Skeleton or Zombie, and when you finish, get all 3 as a reward for your efforts.

    Hint: There is one Candy in each house, two in the Inn and 3 outside around the town. Some are quite easy to find, but others are hidden away.
    Install
    =======
    To install, copy the meshes folder, textures folder and HalloweenHunt.esp into your
    ...\Oblivion\data\ directory
    . Then activate the .esp in the game launcher or OBMM

    Uninstall
    =========
    Delete the following files and folders
    ...\Oblivion\data\textures\DMHalloween
    ...\Oblivion\data\textures\menus\icons\DMHalloween
    ...\Oblivion\data\meshes\DMHalloween
    ...\Oblivion\data\HalloweenHunt.esp


    You will lose all quest progress and item added by this mod.


    Legal
    ======
    You cannot reupload or claim ownership of this mod. However the costumes can be used as a resource and permission is not needed, you just have to give credit for them.

    159 downloads

       (1 review)

    1 comment

    Updated

  19. 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

  20. DZ Treasure Hunt

    ( this is just the readme )
    Name: README
    Version: 1.0
    Date: 13-11-2009
    Category: Quests
    Author: DaneZ/DaMage
    Source:

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

    Oblivion 1.2.416

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

    a treasure hunt mod

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

    this mod should start as soon as oblivion is loaded its a simple yet hard (i hope) treasure hunt mod it doesnt add anything overpowered but depending on your fame/infamy a reward will be given to you, its just 4 clues but they're a bit scatterd over tamriel

    (No new models used)

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

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

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

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

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



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

    no known so far

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

    no known so far

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

    13-11-2009-V 1.0 initial release

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

    DaneZ on TESA
    XengYou on Bethsoft forums

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks A LOT to DaMage for helping with the scripts

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

    The Elderscrolls Construction Set.
    Insanity's ReadMe Generator.

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

    You may use this as you wish but you must credit me for my work.
    Please do not re-host this file without my explicit permission.

    37 downloads

       (0 reviews)

    2 comments

    Updated

  21. Bogwater Downs

    Bogwater Downs




    Description:
    Bogwater Downs adds a small rural community in Blackwood, northeast of Leyawiin, for the player to call home. The free player home, Bogwater Burrow, includes lots of player safe storage, a free saddle horse, and a cozy functional house. The atmosphere is undeniably surreal around the downs, it's a great location!

    For CS Basics Students:
    This is the same house you will learn how to build in the CS Basics Class. You are welcome to download, investigate and compare notes, but please don't try to pass my work off as your homework, I will be able to spot my own work, and doing so will cost you your place in the class.

    Additional Screens:










    232 downloads

       (2 reviews)

    0 comments

    Updated

  22. A Remote Hope

    Name: A Remote Hope
    Version: 1.0
    Date: 12/16/2009 3:47:48 PM
    Author(s): Nottlong

    Description
    ========
    A rather remote house located in the West Weald. A simple little place, plenty of storage and all containers are player safe. And there is a small easter egg. This mod has been pathed inside and outside and checked with TES4Edit.

    Requirements
    ==========
    Oblivion Patch 1.2.0.214 (Official 1.2 Patch)


    Installation Instructions
    =================
    Extract to Oblivion data folder or an other folder and place esp file in your Oblivion\data folder. Start game and select in data files or use wyre bash or OBMM.

    Uninstallation Instructions
    ===================
    Delete file.

    Incompatability
    ===========
    None that are known at this time.

    Known Issues
    ===========


    Change Log
    =========


    Credits
    ======
    Thanks to the help of DarkRider, InsanitySorrow,Grond and others at TESA.

    Licensing
    =======
    May not be reddistirbuted without my permission.

    51 downloads

       (1 review)

    2 comments

    Updated

  23. Stonehenge IC

    STONEHENGE IC*
    June 26,2010
    BY CELTICDOG
    ===============
    Updated By; DarkRider
    January 28, 2011
    v1.1 Changelog: Fixed file paths pointing to C: Drive install.
    ===============

    Adds Stonehenge SE of IC. Stonehenge has the power of the Nine.
    Two piece altar is for enchanting & spellmaking.

    Two swords Achillies & Celtic swords with Nordic runes & Boudica"s & Celtic shield models of real Celtic shields.
    Magical Pictish & Runic stones that restore made by me, Paradisebird's, Creatures, Evil Forest Spirit, Raptor Rex,
    Siika's Dragon, Shadow, Midas Shark, Midas Slaughterfish, Shadow Xivilai, Oblivicrock, Pain Xivilai,
    Caledoni the Druid priestess a healer, Norse ship with a bed and respawning chest of ingredients.
    Favious birds and a dog, a rottweiler many more things to discover.



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

    **CREDITS and THANKS**


    *Lady Li & Malo's, Paradise bird

    *xilver, Sharks, Fish, Shadow Xivilai*mr_siikas, Shadow Creature, Shadow Dragon, Viking ship, Birds,

    *Waalx, Sword

    *mjy, Stonehenge, alter mesh & Achillies sword

    *Painkiller97, Shield mesh, Xivila

    *Corepc Dev_Akm Shadowborn,

    *MMM, Hunger

    *Meo, Celtic tombstones

    *SachielMF, Rock Resource.

    *Reaper9111, Dog

    *Bethesda, for the great game and background for modding, thanks to all who worked on the game.

    *Blender, http://www.blender.org/

    *Nifskope, http://niftools.sourceforge.net/wiki/NifSkope

    *Oblivion Mod Manager

    *7-Zip

    *Gimp, http://www.gimp.org/

    *TES4FILES

    *TES4Edit

    *TES4LODGen


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

    PERMISSION
    **********

    You may use the included textures and models in other mods,
    As long as you give credit were do.

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

    Thanks downloading my mod, Have Fun! :

    Live Long And Play Hard

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    *CELTICDOG* A WOODS

    116 downloads

       (1 review)

    2 comments

    Updated

  24. Pages of History Demo

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

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

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

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

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

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

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

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

    Have fun

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

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

    REQUIRES: OBSE v18


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

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

    PagesofHistoryDemo.esp

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

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

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

    45 downloads

       (0 reviews)

    1 comment

    Updated

  25. Bluestone House

    Bluestone House



    This is my final piece for the CS basics class and the firts thing I have ever released, and whilst I am quite proud of my baby, recognize it is doubtfully perfect, so ANY (constructive) feedback is welcome. Basically, this mod adds a pleasant high-end player home just a little east of Aleswell on the ring road. It has storage, display cases etc. as well as a number of hidden containers with a magic ring in each...

    I considered hunting for or making some resources to use, but I decided to try and see how much I could do with plain Oblivion items (this also makes installing easier).

    Name: Bluestone House
    Version: 1.0
    Date: 30/1/10
    Category: Houses
    Author: The-Manta
    Source: TESA

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

    Oblivion 1.2.416
    Shivering Isles

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

    Adds a free player home just west of Aleswell

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

    A fairly large and well-decorated house with some very characterful features. It includes a small treasure hunt of sorts to find an assortment of magical rings.

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

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

    30/1/10- initial release

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

    The-Manta on TES Alliance

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

    Thanks to:
    -Bethesda for creating Oblivion and the CS
    -Everyone at TESA for their continued support, help, friendliness and general fantasticness.
    -Special thanks to DarkRider for the guide by which I created this mod, and for his excellent teaching within said guide.

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

    The Elderscrolls Construction Set.
    GECKO

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

    Feel free to use this mod however you like, but only if you give me credit.
    Don't redistribute this mod without my express permission.

    164 downloads

       (0 reviews)

    2 comments

    Updated


×
×
  • Create New...