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324 files
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The Oblivion Centaur Project
By DaMage
The Oblivion Centaur Project
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v0.1 Alpha
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Authors & Credits
==================
Authors:
Da Mage
Koniption
PacificMorrowind
Credit to:
Amorilia – Bug fixing Blender animation exporters
Andrew Maneri - Oblivion Mount Project Animation Warper (OMPAW)
TheTalkieToaster – Varied NPC Skeletons
Reneer – Teaching me how to add dummy bones
Drake the Dragon – Animation help
scruggsywuggsy the ferret – Creating an OBSE function for me
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Details
==================
So now we have this first release alpha version of the Centaur project. This is not a complete version, it may be clunky to play with, and the install instructions to use it as playable are rather annoying. Now to what this version is about:
Features:
– Alpha Player Race. It is not perfect and you might find it rather clunky to use, but it does work.
– Majority of important animations have been completed
- Sneak mode isnt finished.
- First Person view uses Third Person animations, therefore it isnt perfect yet.
– Short guide on how to use as a resource.
– Only one colour centaur (chestnut)
- Centaurs can equip Boots/Greaves. They simply arent displayed, but you still get the effects.
- Centaurs have a "Humaniod Form" spell that allows them to take human form for 60 seconds.
What I don't want to hear about (they are on my to-fix list):
– The arms shouldn't moves when walking/running
– The strafe looks silly
This version is also intended to be used as a modders resource, however you must follow some rules when using it. You cannot merge the esm your mod, and you cannot include the centaur files within your mod's download. This has been done because this is far from the finaly version, and I dont want outdated versions floating around in other mods.
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Bugs & Glitches
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- Animations are still a bit clunky.
- Sneak mode isnt finished.
- Centaurs may fall apart on death. IF this happens, contact me! I need more info on this bug.
- First Person view uses Third Person animations
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Install
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First off, you install like any other mod, copy paste all files into your Oblivion\Data\ folder.
Resource:
If you intend to use this as a resource, you do not need to use the "TOCP - Playable Centaur.esp" plugin. You can delete or ignore that.
Playable:
If you want to have playable Centaurs, it gets a bit tricky. You need to activate both plugins, however when the "TOCP - Playable Centaur.esp" plugin is active you should only play centaur character, deactivate it again when you want ot play another race, a message will dispaly when you load Oblivion is Playable Centaurs is active. This is a limitation of the OBSE functions. You will also need a mod that lets you use custom races from with the prision. The Unoffical Oblivion Patch fixes this.
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Uninstall
==================
Delete the following:
Files:
TOCP.esm
TOCP - Playable Centaur.esp
Folder:
meshes\DMCentaur
If you try to load a game where your race is a centaur after unistalling, it will cause a crash.
==================
Contact
==================
Da Mage - By PM at TES Alliance or Bethesda Softworks Forums
Or just post in the thread at the Bethesda Softworks Forums
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Lisensing & Legal
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As stated, you cannot reupload any of the centaur files anywhere else, or within another mod. YOu can make plug-ins that use the TOCP.esm to add Centaurs to your mod, but you must link to The Centaur project and not include it within your mod files.
2,579 downloads
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The Arsenal
The Arsenal
Version 3.0.1
Requirements
Oblivion 1.2.416
Description
The Arsenal is a weapons pack that offers unique weapons from all over Tamriel. The Arsenal is also a modder's resource but is fully playable.
Meko Woodling, A Craftsman located in the Province of Cyrodil offers high quality, finely crafted weapons, created using methods passed down through the family over many generations. He is also offers quality imported weapons from all over Tamriel.
Details
The Arsenal offers 30 weapons, 3 off-hand weapons and 14 Shields that can be purchased or found throughout the game if the user has chosen to use the optional Leveled Lists Plugin.
As of The Arsenal v3 all weapons have been MOBS balanced.
The current list of Shields:
Round Shield (4 variants)
Round Shield (Model Variant)
Knight Shield (6 variants)
Knight Tower Shield
Spiked Shield
Celtic Shield
The current list of weapons:
Chersuker
Longsword (2 variants)
Celtic Sword 02 (2 variants)
Assassin Tonfa
Champion Gladius
Elsweyr Kukri
Ivoryhilt Longsword
Monk Tonfa
Orc Warcleaver
Orcrest Crudesword
Pit Gladius
Rihad Scimitar
Saex
Senchal Falcata
Bearded Axe
Camlorn Longsword
Chakram
Combat Knife
Elsweyr Royal Kukri
Heavy Cleaver
Heavy Mauler
Heavy Scimitar
Nordic Warhammer
Stendarr Quarterstaff
Ranger Shortsabre
Rogue Shortsword
Silvenar Shortspear
Taneth Katar
Cherseker
Celtic Longsword
Installation
1. Extract this archive to any folder and then copy the following to your Oblivion Data Folder
Meshes
Textures
The Arsenal.esm
Now depending on what type of install you want there are a few different options:
The Arsenal.esp - This adds a shop into the game where you can purchase weapons on offer
The Arsenal - Leveled Lists.esp - This adds the weapons to the vanilla leveled lists (Only requires the ESM)
The Arsenal - Faregyl Patch.esp - If you use Arthmoor's Faregyl Village and The Arsenal.esp then you will also need this patch (Only Required IF you use the Village and the Shop)
The Arsenal - Leveled Lists for OOO.esp - This is an optional ESP for those who use OOO, this will add the weapons to OOO's leveled lists. (If you use OOO, use this instead of The Arsenal - Leveled Lists.esp)
These are optional files, but you will need at least one main ESPs if you want to have the weapons in-game. Also you do NOT need both the shop and Leveled lists together, they can be used together or seperately.
2. Start Oblivion Launcher, click Data Files, and enable the The Arsenal.esm and any of the additional ESPs you have chosen for your setup.
Un-Installation
1.Start Oblivion Launcher, click Data Files, and disable the The Arsenal.esm and then disable any other of The Arsenal's plugins you have installed.
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.esm
After removing The Arsenal.esm remove any of The Arsenal plugins you have installed alongside the ESM
Incompatibilties
As of The Arsenal Version 3.0 there should be no Incompatibilties with other mods, please report any you may find.
Patches
Due to the placement of Woodling's shop there is a small patch needed when you play Oblivion with Arthmoor's Faregyl Village.
Along with the patch you will have to make sure Faregyl Village loads after The Arsenal to ensure they play nice, load the patch after both of those.
Load Order:
The Arsenal.esp
Faregyl.esp
The Arsenal - Faregyl Patch.esp
Also an ESP for OOO is also included for those who use OOO and would like to see the weapons appear in those leveled lists.
Load Order:
OOO.esm
The Arsenal.esm
OOO.esp
The Arsenal Leveledlist for OOO.esp
Upgrading
Before installing version 3.0 of The Arsenal you will need to uninstall version 1.0. To make sure everything is uninstalled remove the following folders and their contents and files from your data folder:
Files:
The Arsenal.esp
Folders:
Meshes/Armor/Arsenal
Meshes/Weapons/Arsenal
Meshes/Clutter/Darkrder
Textures/Armor/Arsenal
Textures/Weapons/Arsenal
Textures/Clutter/Darkrder
Textures/Menus\Icons\Arsenal
Note: If you're using a version later than 1.0 you can safetly overwrite with version 3.0
History
22/03/2011 - The Arsenal v3.0.1:
Updated OOO Leveled lists.esp to 3.0 [beta]
7/03/2011 - The Arsenal v3.0:
Updated ReadMe with additional details
Updated ESM to version 3.0
Updated The Arsenal.esp to version 3.0
Updated The Arsenal - Leveled Lists.esp to version 3.0
Added additional weapons
Added a new range of shields
05/11/2010 - The Arsenal v2.0:
Added - Bearded Axe
Added - Combat Knife
Added - Camlorn Longsword
Added - Chakram
Added - Heavy Scimitar
Added - Heavy Cleaver
Added - Heavy Mauler
Added - Royal Kukri
Added - Silvenar Shortspear
Added - Stendarr QuarterStaff
Added - Nordic Hammer
Added - Ranger Shortsabre
Added - Rogue Shortsword
Added - Taneth Katar
Updated - Kukri Texture
Updated - Falcata Texture Updated
Structure - MOBS Balanced
Structure - New ESM/ESP Structure
Structure - Re-Sructured Folders
17/08/2010 - - The Arsenal v1.0
Contact
StarX @ TES Alliance
InsanitySorrow @ TES Alliance
Credits
Models: InsanitySorrow
Textures: StarX
Shop: DarkRider
Thanks
Thanks to Bethesda for creating Oblivion.
Thanks to DarkRider for creating the shop for The Arsenal.
Thanks to WhoGuru, DarkStone and Greenwarden for taking beautiful screenshots for The Arsenal.
Thanks to WhoGuru for adjusting the shop exterior placement so it no longer conflicts with Arthmoor's Faregyl Village.
Thanks to Nicoroshi for his Back Sheathing setup in his mod "Nico's Gift" which is what The Arsenal's setup is based on.
Thanks to CorePC for creating and updating the OOO Leveled list ESP and for giving some vital information in the Release thread.
Thanks to all who have shown an interest in The Arsenal and gave support, feedback and suggestions.
Licensing/Legal
You may use this as you wish but you must credit us for our work. Do NOT claim any of it to be your own work.
Please do NOT re-host this file without our explicit permission.
3,868 downloads
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Duke Patricks Basic Hypothermia II Rev 3.1
By SpookyFX.com
Duke Patricks Basic Hypothermia II
Rev 3.1
Camp fires and shelter are now your best friend!
Latest OBSE Needed
I CANNOT SUPPORT THIS MOD FOR NOW.
I want to see what they will do in Skyrim for cold environmental mechanics.
PLEASE DO NOT DOWNLOAD OR USE THE MOD UNLESS
YOU ARE WILLING TO USE THIS MOD AS IS!
In most cases issues are mod conflicts anyway. So if you are not willing to drop any of your mods from the load order please do not use this mod.
Do a clean install of this REV.
Rev 3.1: Major changes! BE sure to install the new sound files and the new INI!
Sloshing dripping sound effect when you move around and you are drenched. The Fast
warm up only kicks in now if you are crouching by the fire (in sneak mode). A major bug
fix that prevented variety in the ambient temperatures. Plus a significant fix to the
calculation logic that should solve many small issues now. The delay timer is no longer
needed /used for the fast warm-up.
Do not download this mod if you do not read Read Me files. You will not be able to unlock the needed files if you do not read the read me.
PLEASE DO NOT LEAVE COMMENTS ASKING FOR HELP ON THIS MOD. I will not be replying to any questions here. Please go to the Bethesda forums on my mod's thread.
OVERVIEW OF THE FEATURES
-------------------------------------------
NOTE: THIS IS NOT THE READ ME FILE. YOU MUST READ THE READ ME FILE TO GET THE PASSWORD FOR THE LOCKED ESP/zip FILE. The Read me file in in the download.
I created some very special non-glowing shaders to make your PC face (only the face) flush red with heat or pale blue with cold depending on the circumstances.
Sound effects feedback when you are:
Under shelter from rain.
Feel "out of the ordinary" heat or cold changes.
Get Thermal Sickness from cold or heat.
3rd person Animations AND 1st person screen effects for:
Heat Stroke
Cold Shivering
Visible HUD feedback:
Numbers will flash (only when the heat and cold PC sound effects trigger) at the top of your screen as to your percentage of Core Body Heat, estimated ambient world temperature and the your heat Rate of Change.
Your color health, magicka and fatigue bars will throttle up and down in relation to your percentage of body warmth when you have thermal sickness.
This mod will work with other mods new lands and worlds. Not as effectively as in the Tamara world but as well as I can make it to maintain the immersion.
Reward attributes boosts for cooling off with a dip in the lake or warming up by a fire.
Clothing and magic protections will matter but it is NOT going to be ever be a major part of the mod. (see the read me file for why). But Cloaks (in this mod or from other mods) will make a huge difference in getting wet from rain and help the most (of all clothing) for keeping warm. You will kick into super fast cool down if you stand still or sit with no torso armor and no torso clothing (shirt) and no cloak on.
Getting wet can terrible in the wrong weather, so this makes many lakes a barrier and not just a simple "change in the walking animation".
Finding shelter from the rain under such things as rock protrusions, tents and architectural overhangs.
Finding sun shelter (like with rain) from the direct sun will help with managing your heat.
Physical Activity will warm you up a little. Heavy activity (like fighting or running) will do the most. Clothing (helps cardiovascular heat from radiating away).
Environment plays the biggest role in determining world temperature. However all the following factors are include in calculating effects on the player:
Sun
Large fires and lava that uses a sound effect with the name FLAME , FIRE or LAVA. (Torch will help a little).
Altitude
Snow
Darkness
Disease with the word “fever†in the name.
Rainy weather
Month of the year
Time of day
Getting drenched with water (swimming or rain).
Indoor locations hinders the drain effects of Rain and Snow and warm effects of the Sun, are a little warmer sometimes, and increases the warmth effects of fires.
RACE MODIFIERS!
(You must read the read me file to use the race modifiers.)
For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
2,830 downloads
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A Brotherhood Renewed
By Arthmoor
"The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."
You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.
This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.
You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line and visit the Night Mother statue in Bravil at least once, the events will begin. You will be approached by a courier to start things off.
3,356 downloads
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Alternative Beginnings
By Arthmoor
Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they....
Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!
Requires OBSE 0020 or higher.
2,408 downloads
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The Crimson Queen
By BadCompany
Name: The Crimson Queen
Version: 2.1
Updated: 04/29/2010
Category: Quests
Author: BadCompany
Source: TESAlliance,TESNexus, and PES
Forum and Pics: TESA
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Requirements:
=================
Oblivion Patch 1.2.416
Shivering Isles
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Description:
=================
*This mod is meant to be played with the lights off and the volume cranked up. Also,
please refrain from using nighteye and/or light spells.*
An odd man has been lurking around Cheydinhal Bridge Inn, looking for someone to do some dangerous work. He says that there
is a horrific vampire who has made haven in Cyrtsalbeam Bog, in the southern marshes of Morrowind. Should
you except this man's work you will discover unspeakable horrors and grotesque monstrosities. You will face
enemies unlike anything you have seen before...in an enviroment you have only laid witness to in your nightmares.
Good luck...you're going to need it.
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Details:
=================
-Travel to the Southern Marshes of Morrowind
-Never before seen enimies
-New enviroments
-New architecture, containers, statics, etc.
-New Sounds
-New items
-New weapons
-New frightening experience
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Installation
=================
1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. If you are using Terran Vampires beta v1.4 and want to be able to harvest the Queen's heart than use the optional esp
provided instead.
3.Start Oblivion Launcher, click Data Files, and enable the .esp file.
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Un-Installation:
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1. Start Oblivion Launcher, click Data Files, uncheck the .esp file.
2. Delete The Crimson Queen.esp and The Crimson Queen.bsa
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Incompatibility:
=================
The only possible incompatibilities are with anything that drasticly changes the Cheydinhal Bridge Inn interior,
and/or anything that changes the area East/Northeast ofLake Canulus.
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Known Issues:
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Please note, the Crimson Queen uses armor made for use with EVE HGEC Eyecandy Variants Expansion in mind,
so there may be some minor clipping is ussing another body mod (i.e. UFF, Roberts Female Body, Growlf's
Hotbody, etc.)
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History:
=================
v1.0- Initial Release (plugin is clean, via Tes4Edit)
v1.1- fixed an issue where the player could not equip the Hand of Asta
- fixed a script so Danus disapears after the quest is completed
v1.11- Pyffied meshes
v2.0- finally solved the mesh issues and the crashing due to "Red" and "Abombination"
- rebalanced enimies so it'd less of a hack-fest.
- added optional plugin for those who use Terran Vampires beta v1.4
v2.1- fixed a script that wasn't allowing the player to eqip the hand of asta
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Contact:
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BadCompany @ TES Alliance, TESNexus, or BGS Forums
=================
Credits:
=================
Thanks to Duke Patrick (spooky.fx) for the help in solving the ctd issues
Thanks to Malo and elveon for the Spider Creatures
Thanks to ken1945 for the Thunderbird armor meshes
Thanks to Zinni for the Bone Grinder
Thanks to ShadowRiffe and EternalKnight for the Soul Edge Mod
Thanks to Qarl for the Blood and Shadow resources
Thanks to Phitt for the Loreless Creature Pack 1
Thanks to 680i ba1 for a script from The Undead Arise 2_0
Thanks to StaticNation for the Necronomicon
Thanks to Omegacron for the Armory Clutter resources
Thanks to Puff for the Advent Rising Aurelian Armor meshes
Thanks to CGChaos & Infiniti for the 20 horror-creatures resources
Thanks to filterforge.com for many textures
Thanks to JCarl for his werewolf meshes that I altered
Thanks to Cid88 for the invisible claw scripts
Thanks to ThePriest909 a bunch of sounds and the bloodfall mesh/texture
Thanks to the Dragon Captions team for the Barrels&Boxes resources
Thanks to everyone at TESAlliance who helped me with my scripting issues
Thanks to WillieSea and InsanitySorrow especially, for all their help
Thanks to InsanitySorrow for the ReadMe Generator this file is based on
Thanks to Bethesda for creating Oblivion.
*If I've forgotten anyone, please contact me and I will be sure to fix it
=================
Tools Used:
=================
The Elderscrolls Construction Set.
Insanity's ReadMe Generator.
Blender
NifScope
GIMP
NIBLE
TES4FILES
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Licensing/Legal:
=================
For permission to use anything please contact me...I will be releasing the Gore files as a modders
resource shortly.
*Please do not re-host this file without my explicit permission.
P.S. - I've included voice files as an optional download for those who don't use Elys Universal Silent Voice, also, if the bsa doesn't work for whatever reason try Unpacked Resources (included as an optional download) instead.
Enjoy!
1,419 downloads
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Open Cities Classic
By Arthmoor
Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.
The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.
Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.
To go with that, and provide VWD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra VWD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.
Please note: Compatibility patches for Open Cities and other mods are available on Nexus.
763 downloads
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Duke Patrick's - Melee Combat NO RECOIL
By SpookyFX.com
Duke Patrick's Melee Combat No Recoil
Requirements: Oblivion Script Extender (OBSE) v20. NO BETAS
I only offer mod support on the Bethesda forums:
http://forums.bethsoft.com/index.php?/topic/1203840-relz-duke-patricks-melee-combat-no-recoil/
Rev 5.9 Invisibility and Chameleon now effect the chance to dodge attacks. Fix for Enchantment pop up message spamming, plus tweak to horse Tuck and Roll calcs.
Rev 5.8.3 important update to prevent issues with the Tuck and Roll feature while you are riding a horse.
Rev 5.8.2 ESP micro update for small things like messages.
Rev 5.8.1 Moved the Sprint timer to a token to help prevent running from getting stuck on. Also, distance now has some effect on your accuracy to hit the head. So now it is harder to hit the head if you use a spear at full range and easier to hit the head if you use a dagger.
Rev 5.8 New Sprinting feature that uses OBSE ModAVMod Max to manipulate the speed attribute making it safer than mods that use other types of attribute adjustments. Sprinting can add speed and damage to your attacks. BE SURE TO USE THE NEW INI FILE.
Rev 5.7.2 Fatigue burn for grapple block is reduced 50% and grapple throw is reduced .25%.
Rev 5.7.1 Fix to the fatigue burn for Tuck and Roll feature. Your % of your encumbrance is what is now the cost of the burn. And animals are given a bonus to make up for their lack of "Acrobatic" and "Athletic" skill sets.
===============
History
===============
January 2006 first release of this mod.
This was the first real "Mod" I had ever made. I did a tiny bit of WAD authoring in the days of DOOM. And some Hex editing of other games. But the only other programming I have ever done was a very simple color basic language 4k game 30 years ago on a TRS80 PC. That modest work in color basic was the only way I was able to decipher the script language used in Oblivion today.
===============
1. DESCRIPTION
===============
This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.)
Please see my Web page: http://www.spookyfx.com/book/tromp.html
The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears!
This mod is made to focus on the psychology and physics of melee combat.
Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword.
If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger.
You may ask "why would I need to earn them, why not just cheat them all up to 75?"
Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills.
This mod includes:
- NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits, "short shots" and other combat related reasons but no more "hobbled" attack combos! And being paralyzed (none magical) will almost never happen!
- Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather.
- Extra Momentum adds extra damage (such as running downhill at your opponent).
- Locational hits with critical damage (INI configurable)
- Location armor for the head, body and legs. Wearing a good helmet may be all you need!
- Blunt damage will be more effective against light armor.
- Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load.
- Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them!
- AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly.
- You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!)
- BOTH Passive and Active blocking!
- Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones.
- Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included.
- Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.)
- Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot.
- Footwork and range games are now very important for blocks and attacks.
- H2H now includes grapple blocks and throws.
- Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away! (see the crash course document for more tips on combat.)
- Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die!
- Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD!
- Power attacks now require good timing to land but they do more damage!
- Wrap Shots This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield.
- Short Shots This happens when you hit at the center of gravity on your weapon producing attacks that hit like a mace even if you are using a sword.
- Aiming under their weapon or shield gives a bonus to land your shot.
- If a feint works, the shield or weapon will move out of position right before the attack lands. This gives you a view of the opponent being OPEN for the shot as you land the blow instead of your weapon just "passing through" the shield as if the shield was made from smoke.
- In general "results" in this mod are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action.
- All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.
- Swinging your blade weapon will use much less fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.
- Swinging your blunt weapon will use much more fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.
- Blunt weapons have an advantage to absorbed force while blocking do to the nature of their mass.
- Top heavy Blunt weapons and short shots are now more visceral with a feeling of weight and force.
- Armor is much more effective against fist, claws and teeth type attacks.
-Kick Bash And Shield Bash (the normal shield bash in the game that auto triggers is removed. Now it is manually triggered.)
-Khajiits can now inflict more H2H damage.
-POC demo feature showing how Florentine weapons (dual swords) should be done in medieval combat games.
-NPC may sometimes hit each other by accident in crowed combat!
This is not the Read me file!
YOU MUST READ THE READ ME FILE IN THE ZIP. If I think you did not read the Read Me I may be very slow to help you on any issues.
Real Life Sword And Shield Combat : http://www.spookyfx.com/book/tromp.html
9,309 downloads
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Wonga Companion
By Tamira
Wonga Companion
by Tamira
Malo: New Creature
Beolo: Additional animation („rofl“)
The latest patch (1.20416) for Oblivion is required
This is a little companion for all who have a good sense of humour. It is based on the completely new creature Wonga created by Malo.
Creature Wonga: http://www.tesnexus.com/downloads/file.php?id=36562
You can find your Wonga under the bridge when you walk a little north from Fort Alessia (see attached picture).
When you click on the Wonga a new spell „Call Wonga“ is added to your spellbook as a lesser power, to call your Wonga when you have lost him or forgot where you left him. At the same time follow mode is activated for the first time. If you want your companion to take a break, click on him and he will wait where he is. Just click on him again to make him follow you.
The Wonga looks cuddly and is a devoted companion but he also is a strong fighter. First he attacks and stuns the enemy with a smelly belch from his plant-eater stomach then he strikes with his broad mouth and his tusks.
The Wonga is essential and only will get unconscious in the fight.
And because he takes nothing too seriously you will see him from time to time rolling on the floor laughing (= rofl).
In case you don’t like the name „My Wonga“ you can give him the name you wish. Open the console, then click on the Wonga and type:
SetActorFullName „FavouriteName“ (without spaces but with quotation marks)
For instance:
SetActorFullName „Cuddly“ and his name will change to Cuddly.
Installation:
After unzipping the file open the folder „data“ and copy the content to your Oblivion data-folder. Allow to overwrite when asked. Check the Wonga_Companion.esp in your launcher.
This mod should be compatible with all other mods, unless the very point where you can find your Wonga is covered by another mod ...
Credits
Thank you:
Malo for this cuddly new creature
Beolo for the new animation, the help with the script and your everlasting patience
Maigrets for the great Companion-Tutorial
TES-Alliance for giving me a home
Bethesda for a wonderful game
36 downloads
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Arren
By schatten
Name: Arren
Version: 4.8.
Date: 08/06/2011
Category: Companions
Requirements: Shivering Isles Patch 1.2.0.201
Author: Sein_Schatten
Source: http://tesnexus.com/downloads/file.php?id=9926
Source2: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5370
Source3: http://tesalliance.org/forums
Description
===========
Arren is the most complex companion. He has a lot of dialog, depth and character. Probably so much dialog that one playthrough won't show you all. Arren has his own items but you can give him what you want and if he likes it, he will use it. He is balanced with FCOM in mind.
He is not a romanceable character. Though he has comments and opinions about all quests, all locations, every thinkable situation and has general banter. His comments and behavior is dependand on his disposition towards you. When he likes you he will be a very loyal companion. If he hates you he won't do everything you want and might not follow you all the time. He has very surprising consequences.
Arren has 4 single quests and a questchain.
Location
========
Arren is placed in the second start dungeon. Right after you open the door with the key from the goblin corpse.
If you don't start a new game Arren will come for you. It might take a few in-game hours until he finds you.
Details
=======
Standard
-------------
-You can tell Arren to wait, follow, go to any of your houses except Waterfront, he goes to the Merchant Inn instead
-You can also mark up to two places as his new home and tell him to go there
-dialogchoices to change Arren's clothes. You can choose between Best clothes, leasure suit, nothing and his normal battle armor
-he repairs his own armor if you tell him to. He needs a repairhammer and gold to do it. The goldcost is (playerlevel/34)*setcost. Setcost is (250 for iron, 520 for steel, 1165 Dwarven, 2610 Orcish, 5550 Ebony, 13850 Daedric and 18000 for Arren's Unique set)
-access to Arren's items. Read the known issue section for details
-Arren has its own horse and a teleport spell to call it if it is too far away
-scaled items and spells
-unique item set at lvl 37. You need to tell him to repair his items to get it
-4 Quests. One at lvl 10, one at lvl 20, one at lvl 30 and one at lvl 40
-A long questchain. Currently implemented one quest for each level
-Arren is balanced around FCOM
-uses a torch while you use one
-sits if you sit (he will say random things every 10-90 seconds)
-After you get 10.000 gold Arren approaches you and ask for his share of the loot. You can tell him "no" and he runs back to the Merchants Inn or you can say "yes" and he will take 5% of the gold you find. When you ask him for a rapport you can see the total share he got up to that point
-Arren has a full 24hours day cycle if you tell him to wait. Activities differ if Arren is indoor or outdoor (see spoiler section for activities)
-When Arren reads, hunts, gathers herb, wanders around or trains he will say something every 1-3 minutes.
-Additionally he says something every few minutes while he follows you.
-He will also comment on quests on his own.
-A lot of comments on quest. Ask Arren about his opinion on the quests you are currently on.
-Arren will have a lot of more or less useful tips if you ask him about them. The topic won't always show up, be patient. Most tips are quest dependend.
-A lot of dialog for the place you are in currently. Cities, Wilderness and dungeons depending on inhabitants
-At lvl 2-19, 21 Arren tells you a story. Ask him about it
-Arren has his own conversation dialogs
-won't report your crimes. You need to sneak when you steal valuable items to not get reported
-if you are invisible (or sneaking) and Arren is not in combat you can sneak around without aggroing monsters with Arren. Arren will either cast invisible on himself or sneak depending on what you do
-spell to attack a target until it is dead; spell to stop the attack started with the attackspell
-has a runspeed bonus to not fall behind you. He is always a little bit faster than you to catch up on you
-automatic teleporting to player position if a certain range is exceeded and a spell for manual teleport
-Arren's Master summons are leveled
-Arren's summoned mobs don't attack you now during combat. If you want that your summons don't attack Arren get the mod "friendlier summons". (http://tesnexus.com/downloads/file.php?id=2926)
-the size and stats of Arren's summons vary randomly now for each cast
Complex and unique
-----------------------------
-Arren has now a dispotional state towards the player. This changes dialoge and actions dependand if he likes you or not
-Location specific behavior
-Funny scripted events
-Arren has sometimes a mind of his own. He will go to where he wants. This is rare and only happens in cities.
-Unique Greetings depending on various conditions
-Arren will occasionally start a conversation with other NPCs who are following the player
-After Arren dies he will release a Ghost. The Ghost stays at the corpse's location and attacks enemies. If the Ghost is alive, you can resurrect Arren like normal. When the Ghost dies, you must go to a chapel and talk to a priest. It costs playerlevel * 100 gold to resurrect Arren.
-When Arren's bounty reaches 500 gold you get a messagebox with three choices. First is to do nothing and the guards will attack Arren. Second choice is you pay Arren's bounty if you have the money, if not Arren will pay it. The last choice is to send Arren to the IC jail. There you can help Arren get free. Just give him a lockpick and he will catch you later; or let him rot.
-Arren gains an aura depending upon the players fame/infamy. If the player has enough fame and only a few infamy points Arren gets a holy aura. Same for the unholy aura.
To Do
=====
-completing the quest chain
-adding conversation started by Arren with multiple paths and consequences
-more background of Arren. With Arren's parents and childhood house
Install
=======
Just unpack the archive to your Oblivion/Data folder and activate Arren.esp.
If you use Entius Gorge you need the compatibility patch found here: http://tesnexus.com/downloads/file.php?id=13834
If you use a version prior to 3.0 and install to 3.0, you need to either redirect the baddy.esp from the modlist of your savegame to Arren.esp with Wrye Bash or you just unselect baddy.esp and select Arren.esp. But then, Arren is reset (which poses no problem except you need to redo the quests if you have done them before.).
1. Start Wrye bash.
2. Go to save tab and click on the newest save.
3. Click on the mod list of the save on the bottom right.
4. Right click on baddy.esp, choose "change to" and change it to Arren.esp.
5. click safe and you are done.
Do not clean this mod. It is already cleaned.
I recommend using a Script Effect Silencer mod.
If you use Entius Gorge you need the compatibility patch found here: http://tesnexus.com/downloads/file.php?id=13834
Uninstall
=========
Deactivate Arren.esp. Delete Arren.esp, ArrenReadMe.txt, Arren.bsa
Incompatibility
===============
<snip. In the readme>
Known Issues or Bugs
====================
<snip. In the readme>
Spoilers
========
<snip. In the readme>
History
=======
I want to say that without Khettienna's help from the B.T.A. Guild on TesAlliance.org this release won't be in the state it is. She has done a fantastic job on testing Arren and finding bugs. A big thank you to her.
Also the screenshots are from her because I am bad at such stuff as some of you might know.
v4.8
$Fixed a bug in which Arren would loop if he states he is hungry and eat on his own
#Lowered the tax entry to 5000 gold as 10000 might be too high for people with ee
$Fixed a condition for Arren's Revenge so you could open the box with the Cat before Arren talks to you
+Arren will like you a little for each day he is with you
Contact
=======
<snip. In the readme>
Credits
=======
<snip. In the readme>
Tools Used
==========
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html
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, wait more.
160 downloads
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Real Water for the CS
By Hanaisse
Oblivion 1.2.416
TES Construction Set 1.2
Optional - Construction Set Extender (why don't you have this?)
A texture to add realistic looking water to the Construction Set.
v1.1: Added 10 new textures to choose from. Enjoy!
Tired of that ugly pink fake water when working in the Construction Set? I sure was, so I found out how to replace it and made my own texture to simulate real water.
Update: Previous instructions included modifying the ConstructionSet.ini file, but it has since been determined this is not necessary. If the water does not look good in the CS, check to make sure these settings are set like this;
bUseWaterShader=0
bUseWaterHiRes=0
1. Extract this archive to a temp folder.
2. Decide which texture you would like to use. The current texture in the Textures\Water folder is the original as default. If you'd like to use an alternate texture, remove the file water00.dds from Textures\Water folder, add the alternate texture to this folder, and rename it to water00.dds. Drop the Textures folder into your Data folder.
3. Enjoy peaceful bliss while working in the CS.
1. Delete the files/folders associated with the mod.
Unless you already have a CS water replacer this will not overwrite any content, nor will it mess with your Oblivion game water.
5/14/2011 - v1.1 - Updated to add new textures.
5/10/2011 - v1.0 - Initial release.
I can be found and PM'd at tesalliance.org for any issues.
Thanks to Bethesda for creating Oblivion.
Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to ShadeMe for the instructions on how to replace the ugly water.
Insanity's ReadMe Generator
Elderscrolls Construction Set
Photoshop
You must contact me and obtain my permission before re-packaging any part of this mod.
372 downloads
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Cyrodiil Travel Services
By Arthmoor
This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides.
At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added destinations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess.
A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest.
Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism.
Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC.
Fast Travel can now be optionally disabled as well through an ini file.
434 downloads
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Feldscar
By Arthmoor
A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.
801 downloads
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Open Cities Reborn
By Arthmoor
Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.
To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.
The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.
To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.
To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.
2,150 downloads
- concept art
- open
- (and 2 more)
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StarX Vanilla Vampires Revised
By StarX
============== STARX VANILLA VAMPIRES REVISED ==================
Author: StarX
Version: Beta 3
Requires version 1.2.0214 of Oblivion. Get the latest patch at
http://www.elderscrolls.com/downloads/updates_patches.htm.
update Beta 3: cleaned with TES4Edit
update Beta 2.6: Updated the OOO-FCOM patch.
updated 23 juli 2010 (Beta 2.5) Cleaned the esp from unwanted edits and changed the name of the mapmarker of the secret entrance to the Vampire Hunters Guild in a less generic name so it's easier to spot. Includes a brand new OOO-FCOM patch made by CorePC based on Ziggy's original patch so there should be no more fighting among factions. Note that the Light of Dawn will still not work with SVVR vampires as that fix will be implemented in future updates of OOO.
Updated 12 juli 2010 (Beta 2.1) Quick fix for triggering the Serentin vampire recruiter at the King and Queen Tavern. Thanks LadyMilla!
Updated 7 juli 2010 (Beta 2)
Fixed a lot of meshes/texture issues and several other small bugs. Splitted the archive into 4 different archives. Download and install SVVR meshes, SVVR textures 1, SVVR textures 2 and SVVR esp to get all the files needed for SVVR.
Additional thanks to:
Vegtabill, Arkngt and Brumbek
ElminsterEU for TES4Edit
Recommended mod to use alongside SVVR:
StarX Vampire Deaths Improved: http://www.tesnexus.com/downloads/file.php?id=27421
StarX Witch Hunter Armor: An armor fitting for vampire hunters: http://www.invision.tesalliance.org/forums/index.php?/files/file/104-starx-witch-hunter-armor/
Serentin Vampire Armors (these are not in SVVR!):
Installation:
-------------
The usual: extract the files and put them in your Oblivion data folder. Activate through Data Files/Oblivion Mod Manager/Wrye Bash. For instructions on the OOO-FCOM patch please read the readme in the folder.
Short description:
------------------
This mod changes the vampires in TES4:Oblivion, making them really dangerous and adding a background story. The player can join the Vampires of House Serentin or join the Vampire Hunters Guild. It also adds tons of new items, spells, a new deadsequence, new eyes and makes vampires more beautiful in general. Most of the vampire dungeons have received an overhaul to make them look like vampire lairs instead of average dungeons.
Warning:
--------
If you find that playing the game with mods like OOO or FCOM is to hard for you, than this is not for you! Expect to die a lot as a low level player!
I strongly suggest not to use the vanilla nighteye spell as it will ruine the experience!
Back up your recent saved games before installing in case you want to revert back to it!
Notes:
- Some of the new items still use vanilla icons (books/some armors etc.). I hope to fix this in future updates.
- A few places still need to be overhauled (e.g. : Memorial Cave and Fort Naso)
- Some armors can only be worn as a complete outfit (like the DB armor) to prevent clipping when using body replacers and some outfits are male or female only.
Description:
------------
This mod stifes to change the way vampires are portrayed in TES4:Oblivion. This is done in a number of ways:
1. Appearance
-------------
The aging and morphing on the vampire faces (both player and NPC) has been removed. Vampires do still have a vampiric look to them, but not the monstrous faces they
have in vanilla. There are also several new eye textures available.
Vampires now have their own unique equipment: armor, robes, clothing and weaponry. All are either drawn from new Leveled Lists or directly placed on the NPC's.
2. Strenght
-----------
Vampires are now extremely dangerous and will use unique spells and abilities on the player. They are fast, agile and strong, in other words: deadly!
3. Organisation
---------------
There are now four different vampire factions in Cyrodiil: House Serentin, House Leicher, Feral Vampires and a secret faction. Once the player has become a vampire he can choose to join the vampires of House Serentin and receive special spells and abilities.
4. Lore
-------
StarX Vanilla Vampires Revised combines excisting lore regarding Cyrodiil vampires with non-excisting lore. It strifes to do this as good as possible and many situations are explained in the new books and notes scattered throughout the game.
5. Real Vampire Dust
--------------------
Vampires will now die in a burst, leaving only a charred skeleton behind.To keep things interresting they are stil lootable!
6. Vampire Hunters
------------------
To counter the evergrowing threat of the vampires there is a very active Vampire Hunters Guild. They have their own secret stronghold high in the Jerral Mountains. The player can join the guild and buy unique gear, potions and spells to support the player while hunting vampires.
7. Locations
------------
Almost all of the vampire dungeons have been reworked to represent their bloodthirsty inhabitants. Many places are dark, scary and intimidating.
New spells, potions and abilities
---------------------------------
There a lot of new spells, potions and abilities. Here follows a selection of the more unique stuff:
Vampires:
Heartrip - the ability to rip out the heart of a NPC once a day (PC only)
Summon Serentin Wraith - summons a ghostly manifestation of a Serentin Patriarch (PC only)
Heavy Blow - throws the player around like a ragdoll (NPC only)
Mental Attack - A psychic attack, messing with the players stats, sight and sound (NPC only)
Vampire Hunters:
Light of Arkay - greater power to instantly kill vampires (bosses are resistant)
Summon Slayer Spirit - summons a ghostly manifestion of a high level vampire slayer
potions and poisons:
Tainted Blood: Will damage the health of any NPC/creature, but will cause uncontrolled movements on Vampires
Cure Porphyric Hemophilia Elixer: Will instantly cure you once you have contracted the VampDisease
New equipment
-------------
There are many new weapons, armors and clothingpieces. Here are a few weapons that can be used on vampires:
Tears of the Sun - an arrow that uses a Solar Cristal arrowhead, causing instant kills on vampires
Syringe Silver Essence Arrows - an arrow that injects a blend of silver essence and garlic extract straight into the vampires' bloodstream, causing an instant kill
Silver Stakes - Use the stakes on sleeping vampires for an instant kill, the player needs to be a Journeyman of sneak
A few hints:
------------
To be able to join the Vampires of House Serentin, you must have turned into a vampire and visit the King and Queen Tavern in the IC Elvengarden District to talk to Aramgor.
To join the Vampire Hunters, succesfully complete the quest from The Order of the Virtious Blood and wait around a bit in the IC Temple District, you will be approached by a female Dark Elf.
Compatabilty
------------
Get the OOO compatabilty patch here: http://www.tesnexus.com/downloads/file.php?id=21564
Any mod that changes the same location as the Vampire Hunters Stronghold in the Jerral Mountains can cause problems.
Remember that SVVR is still in Beta, so I depend on feedback from the players to fix bugs and compatabilty issues!
Not compatible with any mod that alters the lighting in the dungeons SVVR overhauls (e.g. Darker Dungeons) In case you want to use DD as well. make sure to load it before SVVR.
Credits:
--------
Bethesda Softworks for creating an awesome game and platform to expand upon!
StarX (texture work/mesh editing/scripting/questmaking/interior design and building the esp)
I wish to thank the following people, who made SVVR what it is today (in no particular order):
Najaknevrec: for the awesome robes and armors created especially for SVVR
Sinblood: for the wonderful outfits for lady vampires and the mindblowing Inquisitor armor and the custom race, as well as offering resources from Vampire Haven
Waalx: for a handpicked selection of his fantastic RealSwords and the Heronmark Sword
Nicoroshi: for his awesome resources like the Dreadweave armor, Wulfharth's Fury, the Talon of Akatosh and the Welkynd Arrows
Scanti: for solving the face morphing on vampires
Grimbot: for the fantastic bookcovers and help to flesh out the backstory of the vampires
Sage Rime: for the fantastic heavy armors for the vampire houses
SpookyFX: for the "throw away ragdoll" script
Axil: for some Exnemized version of the new armors, that used his work as a base
Trollf: for some of his great Armamentarium items that are used and general help on solving problems I encountered
Folex: for his amazing work on Lipsand Tarn, Fort Vlastarus and Bloodcrust Cavern
Jannix Quinn: for his cool potion bottles
Nick_op: for the Syringe Arrow mesh and textures
Pitt: For the closed helmet resource and the FleshGolem from Loreless creature pack
Alienslof: For the black wolf texture from her dog mod
dev_akm: for general advice on certain issues
ICUP: for the stake mesh
Darina: for playtesting the very first version of SVVR and massive support on the SVVR thread
Arkngt: for the playtesting and feedback on the first testversion
Frude: for a whole pack of new icons
Claviticus: for helping me with optimizing the scripts
Haldor (from The Order): for letting me use the skeleton meshes
Ziggy/CorePC: For the OOO/FCOM patch
All of the helpful people that helped me out on my scripting adventures in the CS forum!
All of the people that supported me during the creating process of this massive project and giving me the feedback I needed! You guys rock!
Please forgive me if I forgot someone/ something. I'm going through a pretty hectic period right now, so please notify me ASAP so I can correct any mistakes.
Cheers,
StarX
25,861 downloads
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Maigret's House Cats
By Maigrets
MOD NAME:
Maigret's House Cats
AUTHOR:
Maigrets
Version 1.0
UPDATE Nov 4th 2009:
NOTE- It is essential to make a clean save without any previous version of this mod active if you wish to use this updated version. It's also not necessary to update if you already use the mod. Deactivate the OMOD if using it. This time I'm only doing a manual install file so you can make your own OMOD if you want to.
Several changes have been made, but won't make much difference except for compatibility reasons.
1. The table and the gems that had the summon spells have been removed. This mod no longer needs compatibility for Better Cities.
2. Now when you first activate each cat you'll receive it's summon spell. This only happens once not every time you activate them.
3. I added the sneak function I gave my other companions. This means that if you wish to take them into potentially dangerous areas they will sneak with you AS LONG AS YOU ARE SNEAKING AND ARE UNDETECTED. As soon as you're detected by an enemy they will flee and return when the danger has passed. If they have taken off through load doors and don't return just use the summon spell to get them back when it's safe.
4. Default install esp is for smaller cats. There is a folder with an esp for slightly larger ones that some, incuding myself prefer. You could swap them around if you want to change sizes without problems. It only changes their size.
HISTORY: I won't be re-uploading the old files, but have left the previous update info here for continuity.
UPDATE: 17th May 2009
Old files removed. One complete file for manual install with all six cats. Better Cities esps included.
Now added, thanks to ADParker is an OMOD version. Use OBMM (Oblivion Mod Manager) to install.
You will be asked if you have Better Cities - Anvil installed, then which cats you want, larger or smaller. Screen shots included of both sizes.
Thank to ADParker for the script to enable the easier choices.
UPDATE 15th May 2009
Added two new cats. Oscar, a dark ginger tabby, and Misty, a pale tabby point thanks to SavageArtistry.
I've updated both the small and large cat esps and the Compatibility esps for Better Cities. Since I don't use Better Cities someone will need to let me know if there's an issue. This has been confirmed to fine with no issues.
PLEASE NOTE: If you were using the first version with four cats -
It will be necessary to make a clean save without the mod active, then reactivate it and get your cats again. The new ones won't show up or may have problems otherwise.
The default esp is for the smaller cats. You can find esps for the others in the Alternate esps folder, in their respective folders. Copy the meshes and texture folders and your choice of esp to your Oblivion\Data folder and agree to overwrite.
DESCRIPTION:
There's no quest, no vendor, just some really cute pets!
I had intended to do a mod like this but hadn't gotten around to it. Then, thanks to Morniel_Everhate who gave me a link to this wonderful resource made by HISSSSA, and helped with obtaining permission, I've been able to do a House Cat mod with custom textures and meshes.
There are four cats. White, grey and two black, one of which has a scar and a missing eye. He also has a Happa (the Japanese word for leaf, I believe) in his mouth. They are a bit bigger than real cats, but I can make them smaller if there's a request. It only takes a minute or two.
They are strictly pets only and will flee (very fast) when there's a fight or danger approaches and will return when it's safe. They are meant to be taken to your house or for a stroll in the garden. Anywhere there's no danger.
They are marked essential, have a small healing ability in case of accidents and are player owned, so they won't flee if you or friends hit them inadvertently. They are level 5 and don't level with the player. There are custom meow and purr sounds, as well as a bell sound, which I've attached to the activate script. I used different sounds to the ones in the resource file, except for the bells.
You'll find them wandering near the pond and around Benirus Manor in Anvil.
I have them all following at once without the "Too many followers" message, but it may be different for you so you can take one at a time or two, whatever you like.
NAMES and COLOURS:
Echo - white
Cleo - black
Pepper - grey
Jazz - black with a missing eye, scar and leaf.
Misty - pale tabby Point
Oscar - ginger tabby
REQUIREMENTS:
I have Shivering Isles installed but I can't see any reason why it won't work on an Oblivion only install. No assets from SI were used. Oblivion must be patched to 1.2 however as I used this version of the CS to create them.
INSTALL:
Extract the archive to a temporary folder and check the folder structure if necessary. Then move the meshes, textures and sound folders, plus the esp to your Oblivion Data Directory. Activate the esp and go to Anvil.
UNINSTALL:
Examine the folders in the original archive to see which files to remove. You did keep it didn't you?
Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.
COMPATIBILITY:
There should be no incompatibility with any mods now as far as I am aware and I use a LOT of mods and have tested with them all active.
CREDITS and THANKS TO:
HISSSSA for the meshes and textures and sounds.
Morniel_Everhate, a very kind and helpful person.
SavageArtistry for the new ginger and tabby point meshes and textures.
ADParker for the OMOD conversion data and script for previous versions.
Bethesda for the game we love to mod and for the Construction Set.
My friends at the SavageArtistry forum for their support in difficult times.
http://savageartistry.darkbb.com/index.htm
CONTACT INFORMATION:
I can be contacted by PM at SavageArtistry Forum as Maigrets:
http://savageartistry.darkbb.com/index.htm
Email: maigrets55@yahoo.com.au
And here of course.
LEGAL:
Please do not upload this mod in it's current or altered form anywhere else without asking me first. To use resource files from this mod you must contact the original author, HISSSSA who is listed in my credits. This also applies to the new ginger and tabby point meshes and the textures created by SavageArtistry.
No alteration was made to the meshes. They are copies to accommodate the new textures.
157 downloads
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Duke Patrick's Follow That Actor Rev 1.2
By SpookyFX.com
Duke Patrick's Follow That Actor Rev 1.2
Latest OBSE needed!
Companion Compatible!
Rev 1.2
Removed a player disable controls command that was not really needed and could causes issues.
Rev 1.1
Prevent super speed when coming out of a menu.
===============
DESCRIPTION
===============
A new topic will now be in all the actor’s dialogue “I will follow you!â€
Pick this and DO NOT TOUCH YOUR FORWARD KEY! Or use the follow touch spell that is given to you. (I prefer the dialogue myself, more immersive!)
Your PC will now follow the NPC, thru unlocked doors, thru winding passages, around obstacles, up and down stairs, and almost everywhere that a normal NPC can walk while following a path grid.
The mod AI will throttle your PC speed and steer your PC walking and running direction to follow the Actor.
No more tedious synchronized key tapping to follow the actors now! Press your forward key to stop following the actor.
This mod is now out of beta however it may still have issues. Possibly even issues I will not be able to fix. I made this
mod only for personal use. It is based on the work I did for companion following. I HATE summon spells for companions and was determined to have the companion never get lost and require the player to pull the companion out of the air like a magician grabs money from your ear!
Howver if you are to use this mod you must understand that the mod is attempting to replace your MIND with a few lines of "If this then do that". I will pat myself on the back and say I think I dreamed up with some very clever script routines, however it would take more than a script to be able to duplicate the ability of your brain to follow an actor around through all the possible egress pitfalls in the game! If we could tap into the games engine for the thousands of lines of code that control how the actors “follow†this would be much better, but even the game makes “following†mistakes sometimes.
===============
Requirements
===============
Latest OBSE needed!
================================
LEGAL
================================
I worked very hard on this mod. But this mod is a product more of creativity, sweat and tears than script writing talent.
DO NOT distribute THIS MOD! You should only find this mod distributed from Tes Alliance! If any other web site is distributing the files for this work they are doing so illegitimately.
You may use my scripts and my other resources for making a mod only as long as it has nothing to do with making the Player
Character follow an actor. I.E do not make a disguised knock off!
If you use my scripts (such as for a companion mod) you must credit me fully and include my "legal" as shown above.
================================
CREDITS
================================
Thanks to Bethedsda for giving us the TES Construction Set.
For the most advanced SCA combat with sword and shield:
http://www.spookyfx.com/book/tromp.html
766 downloads
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Star's Rest
By Khettienna
Here you'll find a little whimsy and a lot of charm. This two-bedroom, retreat-style house is modest in size, but extremely refined on the inside. Custom, story-based decor makes this abode truly unique. There is a short adventure quest to earn the house; after loading your game for the first time with the plugin activated, a journal update will appear to get you started.
Interactive Maps
This optional feature provides some fun teleport features for the player.
Custom Clutter
A retextured set of Meo's Ayleid Clutter 2.0 is included in this mod. Not only does it decorate the house, but there is a respawning chest (labeled Pale Welkynd Finery) in the basement so you can have as much as you like for in-game decorating.
Bathroom
A small, cozy bathroom with an optional copper tub and water heater can be found upstairs. Activate the water heater to heat/stop heating the bathwater. The bathtub itself is optional, so those using Bathing Mod can place their own tub in its place.
Alchemy Lab
Cobl users will find the static apparati, ingredient storage shelves, and Grinder they are used to.
An optional spellmaking & enchanting altar is included for all users (see Toggle Options, below).
Non-Cobl users will still have an automated ingredient storage shelf, and may bypass the menu for it by holding down the left SHIFT key when activating it.
Same-Cell Basement
The basement is in the same cell as the house, which means you will experience no load times when going back and forth between the house and basement. It also means your companions will treat the basement as part of the house, which I find to be a much more natural behavior.
Safe Storage
Plenty of safe storage has been added throughout the house, particularly in the basement. You'll also find a mannequin base, a display case, and several weapon racks to show off your favorite acquisitions. Please note that the Pale Welkynd Finery chest respawns, and should not be used for storage. You'll get a reminder of this the first time you open it. Likewise, the wastebasket in the dining room (which also has a reminder) and the Cobl grinder empty themselves regularly, and should not be used for storage. All other containers inside the house & basement are safe for storage.
Teleport Spell
A teleport spell is available that sends you (and your active companions, and your horse) home, if you wish. Please use common sense in choosing when to use it. If you are unsure, it is better to wait, or use standard fast-travel.
Cobl features, if you use the Cobl version:
Dinner plate Water source Cobl standard ingredient storage Cobl standard alchemy lab Grinder This is not a comprehensive list of all features - some you will have to discover for yourself.
At some point, you'll be glad I told you that your activate key (spacebar by default) will get you back on the ground.
HOUSE OPTIONS
When activated, the control panel in the basement opens a menu so you can customize some features to your liking. Here are some details on each option:
Toggle Ayleid Well: Enables or disabled the Ayleid Well in the front yard.
Toggle Bathtub: Enables or disables the bathtub upstairs. This is so if you are using Bathing Mod, you can disable my tub and use one from that mod instead if you wish. (Enabled by default)
Toggle Anvil Functionality: Enables or disables the interactive anvil in the basement, in case you find the feature too powerful for your character. If you disable it, it will be replaced with a static anvil that is for decoration only. (Enabled by default)
Toggle Altar Functionality: Enables or disables the spellmaking & enchanting altar in the alchemy lab, in case you find the feature too powerful for your character. If you disable it, it will be replaced with a static altar that is for decoration only. (Disabled by default)
Toggle Dining Table Clutter: Enables or disables the clutter on the dining room table, in case you want to decorate it yourself. If you are using the Cobl version, the dinner plate is moved atop the taller cupboard nearby when the clutter is disabled. (Enabled by default)
Toggle Starry Nights: As of version 3.0, you can see the sky through the windows. If you don't care for this effect, you may toggle it off here.
Using the included All Natural patch changes how this option works. Since All Natural already handles seeing the sky through the windows, the patch disables Star's Rest's day/night effects, except for some extra stars at night that display no matter the weather. You can use this option, Toggle Starry Nights, to disable or enable these extra stars.
Books Controls: There are many book piles around the house. They can be just for decoration, or work as containers, up to you (containers by default).
Map Controls: Choose how you want the interactive maps to function. From here you can toggle Open Cities compatibility, make the maps for decoration only, or remove them from the table entirely.
Support for All Natural, Cobl, and See You Sleep are included in the main download.
All meshes have been pyffi'd for best performance, all resources have unique file paths, and all plugins have been cleaned with TES4Edit for best compatibility.
==================================
REQUIREMENTS
==================================
Requires the latest official Oblivion patch (1.2.0.416).
Requires OBSE v0017b or higher.
==================================
LINKS
==================================
A French translation of this mod is available at La Confrérie des Traducteurs.
==================================
CREDITS
==================================
Thanks to/for (in no particular order):
The AWLS Team for the original house exterior mesh, smoke & lit window textures, & the IllumAnimation Tool Brumbek & the All Natural team for the original house interior mesh, and permission to use their resources for All Natural support Meo & Myrilath for the Ayleid Clutter & Mannequin Antistar for the bathtub Phoenix Amon for the original "The Firmaments" book cover & the original Ingredient Shelves mesh & script Vincent VanGogh for the images used in the original book Base Map of Cyrodiil from http://www.imperial-library.info/maps/maps_tamriel.shtml Trollf for the free-standing lanterns Edoc'sil for the original fireplace screen & poker lutur for the firewood pile WildKarrde for the potbelly stove Xiamara & Zimnel for the sofa, chair, pillows, wine rack, and mirror Texian for the water statics Loth for the staff rack Helborne for the weapon racks Qarl for half a dozen random textures Vince Bly for the HMTK & the iron pot & ladle from Mountain Shack Garak for the book sets Garnet for the book piles & firewood holder Oblivionmonk for the folded towels jbvw for the original trinket box from All New House The Unofficial TESA Clutterers Guild for the spyglass, abacus, & crystal ball Greenwarden & Elm for constant inspiration, support, & delightful company105 downloads
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Carah's Caravan Redux
By Carah
Carah's Caravan Redux
Version: 1.0
Date: 10/24/2011
Category: Houses
Author: Carah
Version: 1.2
Date: 04/10/2013
To the wonderful people who have translated Carah's Caravan Redux V1.0 - I've made some changes to version 1.2 that might cause minor issues to your translated version. Please update.
Description
===========
Enjoy the carefree living like Gypsies have for hundreds of years, away from the noisy confusion of dirty, crowded cities.
Moonlight reflecting off the White Rose river enhances the mood while you dine by a cheerful fire each evening.
Your only neighbors are the animals of the forest when they happen to wander past.
Location
========
Located across the road from The Tower Stone. Between the Ayleid Ruin of Vindesel and Pell's Gate, south of The Imperial Isle.
Details
=======
This home has plenty of storage space for its size. The Main Cart sleeps two, while the Guest Cart made for companions, even the four legged kind, sleeps three.
All containers do not respawn, UNLESS, they have an astricks " * " beside its name.
Please do not store anything in these containers, because they do respawn.
The exterior lights, windows, and fire are scripted to come on after the sun goes down, and turn off after sunrise.
The Clyesdale is ridable and essential.
It isn't as involved as some of my other player homes.
This project started as an upgrade for Carah's Caravan, but ended up being an entity of its own.
I hope you enjoy my mod, and as they say in Romany, Sastimos! (To you health!)
Install
--------------
There are two files to choose from, but only install one.
CarahsCaravanReduxV1.2.rar: for NMM, Wrye Bash, and manual install.
CarahsCaravanReduxV1.2 OMOD.rar: for Oblivion Mod Manager only.
1. Extract CarahsCaravanRedux 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.
OBMM Install
------------
1. Extract Carah's Caravan Redux v1.2 OMOD to Bethesda Softworks\Oblivion\obmm\mods\
2. Start Oblivion Mod Manager.
3. Double-click the name of the mod in the right-hand side of the OBMM screen (icon should turn blue).
Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck the CarahsCaravanRedux.esp file.
2. Delete the files/folders associated with the mod.
CarahsCaravanRedux.esp
CarahsCaravanRedux.bsa
OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen, click Yes. (icon should turn green)
Incompatibility
===============
Possible incompatibility and/or overlapping with other mods that use the following exterior cells: 2,5 and 2,6
Known Issues or Bugs
====================
None that I have experienced, but if you find something please notify me.
Contact
=======
You can leave a comment in the comments section where you downloaded this mod, or PM me in TES Alliance or the Nexus Forums.
Credits
=======
Alasdair - Exterior Windows - Nordic House Tileset - http://www.tesnexus....le.php?id=17179
Argoniano - Curtain - Table Cloth Resource - http://www.tesnexus....le.php?id=19435
Auryga - Akavir Fuyohin Isles Resource - http://www.tesnexus....le.php?id=28218
DarknessEternal - DUNE Al Jahar Rugs - http://www.tesnexus....le.php?id=12772
dunmermaiden - Tarot Cards - Diannes Magic Books - http://www.tesnexus....le.php?id=35096
Elterin - Roses, black and yellow - Ingredients de Tamriel - http://www.tesnexus....le.php?id=13241
Exilehunter - Highland Furniture - http://www.tesnexus....le.php?id=19384
Ismelda & XMarksTheSpot - Texture for Dibella cathedral window.
jcd13 - Paper Lanterns - Paper Lanterns On Ropes - http://www.tesnexus....le.php?id=12010
Jon Satriani - JonSatriani Telvanni Tileset - http://www.tesnexus....le.php?id=16560
Kalikut - Lace Texture and Curtain - Table Cloth Resource - http://www.tesnexus....le.php?id=19435
Khettienna - Orb Votives, Crystal Ball Script - Enchanted Potable Tent - http://www.tesnexus....le.php?id=28748
Lady Li - Metal Reliefs Resource, Pareti Resource - http://www.tesnexus....x.php?id=268690
LHammonds for the Readme Generator
Little Baron - Flower Pot Makeover - http://www.tesnexus....le.php?id=33447
Meo3000 - Window Boxes, Series BookSets, Canvas and Frames, Static Dishes Resource - http://www.tesnexus....x.php?id=143664
MickTheMage - Wooden Toys Resource - http://www.tesnexus....le.php?id=12670
Mjy - Chello - Mjy's Nibenay Castle - http://www.tesnexus....le.php?id=14295
Momo77 - Carts, Vases, Hanging Cloths, and Farm Resources - http://www.tesnexus.....php?id=1522419
N'dib - Pod windows - Valenwood Village Modders Resource - http://www.tesnexus....le.php?id=23177
Olaf_soulshade - Sylvan Houses - Valenwood Village Modders Resource - http://www.tesnexus....le.php?id=23177
Phaedra13 - Flowers Resource Pack - http://www.tesnexus....le.php?id=28310
Phitt - Phitt's Artifacts - http://www.tesnexus....le.php?id=29931
Ronin Photography - for the photo of Newfoundland by Scott Grant
Stroti - Ram On A Stick, Washing Meshes, Static Gramophone, Horse Statue, Kitchen Tools,
Blacksmith Tools, Castle Furniture I, II, and III, Rustic Pieces Resources - http://www.tesnexus.....php?id=1657719
TES Alliance (DaMage,donnato,Galvon,Garnet,grond,InsanitySorrow,Khettienna,Metallicow,StarX,the-manta,Vince Bly,Washington,WillieSea) - Static Clutter -
http://tesalliance.o...-resource-pack/
WillieSea - Food Items - Ancient Towers - http://www.tesnexus....le.php?id=16308
Xiamara - Tall Bookshelf, Coffer, and Wine Rack - Manor Bed Set - http://www.tesnexus....ex.php?id=24825
Zira's Clydesdale Horses - http://www.tesnexus....le.php?id=30882
Thanks to Malachi Delacot with your helpful suggestions and beta testing.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
If I have missed crediting anyone, please let me know.
Tools Used
==========
7-Zip - http://www.tesnexus....le.php?id=15579
DDS Converter - http://www.tesnexus....ile.php?id=8698
GIMP - http://www.tesnexus....le.php?id=14920
NIFSkope - http://niftools.sour...t/wiki/NifSkope
Oblivion Mod Manager - http://www.tesnexus....ile.php?id=2097
TES4Edit - http://www.tesnexus....le.php?id=11536
TES4Gecko - http://www.tesnexus....ile.php?id=8665
TES Construction Set - http://www.tesnexus....le.php?id=11367
Readme Generator - http://HammondsLegac..._generator1.asp
Wrye Bash - http://wrye.ufrealms.../Wrye Bash.html
528 downloads
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Roads of Cyrodiil
By Arthmoor
This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry. Two lesser roads are added to the Imperial Reserve and Great Forest to make travel between Chorrol, Anvil, and Skingrad easier to manage.
This is a combination mod composed of New Roads & Bridges, originally written by Ukrr, and West Roads, originally written by mariedanj. With modifications and additions by myself.
Specifically, the following is added:
A road from the south end of Imperial Isle, along the east outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.
An extension of the Blue Road to the west that terminates in front of the Imperial Prison.
An extension of the Silver Road to the south that terminates outside the prison along the Blue Road extension.
A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side, the road continues south to the Green Road a bit north of Bravil.
The short stubby road to Faregyl is extended all the way west to the Gold Road just east of Skingrad. This road is called Half Way. An inn is situated halfway between the two endpoints along this road. Appropriately called Half Way Inn. Yeah. I know. It's a bit forced, just roll with it
A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.
A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.
A trail from the Silver Road into the hills connecting Bleaker's Way with the rest of civilization.
A short road linking Border Watch with the Green Road.
A road that joins the Gold Road, about halfway between Anvil and Kvatch. This road crosses the high country in the Imperial Reserve, joining the Black Road west of Chorrol. This road was originally part of West Roads.
A road which joins the Gold Road north of Skingrad crossing the Great Forest. It connects to the Black Road east of Chorrol. This is the other road which was originally part of West Roads. I have added to this with a trail that breaks off to Hackdirt, and another which breaks off and leads to Brindle Home.
Replacement of the bridge just north of Fort Redman with a drawbridge to allow sailing traffic to pass.
Several new road markers have been placed along the roads to help guide the way.
1,196 downloads
- nrb4
- west roads
- (and 4 more)
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Vergayun
By Arthmoor
It's the small fishing village with the funny name!
As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.
Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.
The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!
493 downloads
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Ivy Cottage
By Khettienna
Ivy Cottage is a small, "starter"-type house just outside Surilie Vineyards whimsically tailored to please any plant-lover. Talking to either of the Surilie brothers reveals that they had been renting the cottage out, but it is now available for sale at the low price of 1500 septims. You can buy it from either brother. They will be quite friendly towards you when you become their new neighbor.
House Features:
Cobl Alchemy Lab & Ingredient Storage Full set of novice apparati (found in the Ingredient Storage container) Cobl Grinder Cobl Dinner Plate & outdoor Water Source Two beds Waste Basket, empties itself daily (do not use for storage!) "Green Glass" Ayleid Clutter (added by Cobl) Cobl Luggage Safe storage: 3 barrels, 2 chests, 1 dresser, 1 armoire AWLS-friendly house mesh See-through window & All Natural support Outdoor lights on only at night Advanced characters may still enjoy having a dedicated getaway to practice their alchemical experiments. However, as the house is intended for a new-ish character, it is not over-laden with many of the common conveniences of larger mod houses, such as oodles of storage, fully spread dining rooms, or mage altars. This is intentional, as it helps offset the low price and the specific features that were included. If the features or arrangements are not quite to your taste, you are welcome to edit the mod yourself, make use of the "disable" and "setpos" console commands in-game, or build your own house. ;-)
If Davide & Gaston Surilie both die before you purchase the house, it is considered free for you to take. The key is hidden near the front door.
Sometimes, a Surilie brother will mosey up to your front porch for a sit on the bench. If this irks you, just disable the bench in the console. I myself rather enjoy it.
All meshes have been pyffi'd for best performance, all resources have unique file paths, and all plugins have been cleaned with TES4Edit for best compatibility.
==================================
REQUIREMENTS
==================================
Requires the latest official Oblivion patch (1.2.0.416).
Requires Cobl.
Elys' Universal Silent Voice is recommended, unless you don't care to read any dialog.
==================================
LINKS
==================================
A French translation is available at La Confrérie des Traducteurs.
==================================
CREDITS
==================================
Thanks to/for (in no particular order):
Brumbek, Arthmoor, WrinklyNinja, & Chong Li for All Natural, and permission to make patches and use resources Xiamara for the pillow mesh used to make planter dirt AWLS Team for the IllumAnimation tool used to animate the house mesh, and the smoke textures Meo for the Ayleid clutter, included with Cobl PhoenixAmon for the original ingredient shelf meshes, which I never get tired of customizing DaMage for fixing the collision on my customized ingredient shelf mesh VinceBly for the HMTK75 downloads
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Maigrets - Sable the Panther Companion
By Maigrets
Mod Name:
Maigrets - Sable the Panther Companion
Author:
Maigrets
Version:
One
DESCRIPTION:
Sable is a panther companion and can be found at Weye under the tree at the far side of the Inn if you're approaching from the IC. As soon as you enter the cell she's in she will start to wander but shouldn't go very far. If you can't find her look around the Inn or even down by the beach if you don't go straight to her as you enter Weye. If it's very dark at night her eyes will glow although this is most effective if using a darker nights mod.
She also has whiskers! And a collar.
Activate to Follow or to Wait. She will do what's necessary without further intervention. A Summon spell will be given to you on first activating so if she gets stuck, you can call her to you. This will be rare except perhaps in Ayleid ruins or anywhere there are small corridors.
Sable has a custom skeleton which is used for special animations other than the vanilla ones. However, at the moment they are not included, but may be in a later update if I get around to it.
She is Essential and levels with the player. She is also Player Owned so she won't attack you or friends. That can be changed in the CS if preferred, but I'm not going to do it.
I've added a Healing Ability which will help in heavy battles although she can still be knocked down. She also has Resist Magic and Poison because I've found some mods have enchantments and poisons which can have permanent effects and the only way to fix it is by rebooting the mod. I'm using Waalx Animals and Creatures and some of those beasts are pretty hard, so the Healing Ability isn't really that overpowered, but I might adjust it at some stage.
Sable will sneak when the player does. Obviously she won't crouch and sneak, but I have tested this extensively with her and my other fighting companions and it works well.
If you are sneaking you can get right up to an enemy, depending on YOUR skill before she will react, and only when you are detected. Then, she will attack all enemies.
She won't be getting chameleon in sneak mode. I don't think it's necessary.
Sable also has an intelligence of 30 so she can follow through load doors and for proper Fast Travel and will open gates and normal doors because of this. There are some Main Quest areas she will not follow through as is the case with most companions as far as i know, so just summon as necessary.
I don't do the Main Quest any more and haven't tested Oblivion Gates, so if you're going into a Gate, make her wait before going in and then call her. Do the same upon exiting just to be sure. There shouldn't be a problem as it usually, (or used to) affects companions with inventories and she doesn't have one. However, I don't use NPC companions, so I don't know if this is still true.
New world spaces are fine as I use her and my other companions successfully by using the same method which also means shivering Isles.
You can change her name if you want in the CS or open the console in game, click on her and type -
setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save. Her name will remain the same in on screen messages and his Summon Spell though and can only be changed in her script.
REQUIREMENTS:
I have Shivering Isles installed but no assets from SI were used.
Oblivion must be patched to 1.2 however as I used this version of the CS to create my mod.
INSTALL:
Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Check the esp in your data files menu or use your desired method eg OBMM and start your game.
UNINSTALL:
Remove the esp, meshes and textures from your Data folder. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.
COMPATIBILITY:
There should be no incompatibility with any other mods as far as I am aware.
CREDITS and THANKS:
Waalx for permission to use his panther files as well as the collar he made for another mod I have in progress and might finish one day.
Bethesda for creating Oblivion and the CS in the first place for us to use.
The CS Wiki and Bethsoft CS forum for various useful bits of information.
My Simple Creature Companion Tutorial. It can be found here:
http://savageartistry.darkbb.com/t129-my-simple-creature-companion-tutorial
CONTACT INFORMATION:
SavageArtistry's Forum:
http://savageartistry.darkbb.com/index.htm
Waalx RealSwords Forum:
http://waalx.com/RealSwordsForum/index.php
TES Alliance (Don't take any notice in the Readme in the archive where I said the Alliance is down. I didn't think to try and access the site via the forum rather than the main page.
TES Adventures:
http://tesadventures.com/forum/index.php
NOTE: Registration is required for all of the above.
LEGAL:
This mod must not be uploaded anywhere else for any reason whatsoever. No alterations except for personal use are permitted.
Translations are fine as long as I'm contacted first. Most of my companions have already been translated to other languages. I'd just like to know about it beforehand.
The resource files in this mod are not to be used without permission from Waalx.
165 downloads
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Multiple Oblivion Manager - MOM
By Hanaisse
By: InsanitySorrow and Hanaisse
Version: 1.2.0
Release Date: 12/17/2011
08/23/2011 - UPDATED RELEASE 1.2.0
Tweak - Added Swap warning message
Tweak - Saves UI window position (4.0 only)
Change - Directory has been restructured
Change - MOM has a new, much better error log format
Improvment - MOM will no longer replace spaces in Image names with underscores
Improvment - MOM will now remove all special characters from Image names (Not previously created Image names)
Addition - Added Help button - links to online ReadMe
Addition - Added a Theme setting with two themes, Red and Black
Tweak - Removed About Button
Tweak - Updated the ReadMe - ReadMe is now in html, Word or txt format
Core - Optimized the graphics (Reduced the exe size)
Core - Requirement is now .Net 3.5 or 4.0
MOM is a new take on managing multiple Oblivion installs. It's a small app with a powerful punch that will ease the confusion of trying to manually switch between two or more Oblivion setups.
Multiple installs are becoming an increasingly popular trend. For anyone who has ever wanted to have a testing environment without messing with their current install, this is for you. Or for retaining an OOO oriented install but want to try a new TIE install.
MOM will create and manage each completely separate Oblivion setup (called "images").
Best of all, MOM will swap out these images with a click of a button. No more manually renaming folders!
Read the included README for all detailed information.
1. Extract the archive anywhere you'd like (but preferably not within Program Files or Oblivion dir)
2. Run the .exe
InsanitySorrow @ TES Alliance
Hanaisse @ TES Alliance
Please report any problems in the official release threads;
TESA Release
BGS Release
You may NOT use this or anything from it elsewhere.
Do not change or copy this file in any way.
Please do NOT re-host this file without our explicit permission.
774 downloads
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Faregyl Village
By Arthmoor
Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
Requires OBSE 0019b or higher.
783 downloads