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324 files

  1. The Temple of Five Lanterns

    The Temple of Five Lanterns



    Collaborative Authors:
    WhoGuru, DarkRider, & Ladyflcn

    Version: 1.5

    Release Date:
    22 December 2009

    Updated:
    03.January.2010

    Requirements:
    Elder Scrolls IV: Oblivion v.1.2
    Official DLC: Shivering Isles


    ************************************
    ----Description------
    ************************************
    The Temple of Five Lanterns is home to a unique monastic group of holy monks who serve equally what they call the “Dragon Divinities”, which to followers of the Nine equates to Talos and Akatosh. Their temple is nestled in the mountains eternally defensible in times of war. The monks of Five Lanterns are most well known for their extensive library and sweet Honey Ale, a brew that is said to restore good health. In times of need, the temple has sheltered nobility and royalty alike. The brothers have an open door policy; anyone is welcome to take shelter there to escape, or simply to retreat for some relaxing meditation. The Temple can be found Northwest of Bruma, just north of Applewatch Farm.

    ************************************
    Change Log: v.1.5- Removed Witcher Hat, Streamlined AI, added Hoarfrost Patch

    Change Log: v.1.4- Really Fixed that Pesky Dialogue Bug; the Mountain Khajiiti Race is now Semi Playable
    *”Semi Playable, DarkRider?” you ask. There is no female version of the playable Mountain Khajiit and since this wasn’t the purpose of the mod, just an addition to it, there won’t be.

    Change Log: v.1.3: Fixed "NO GREETING" bug.

    Change Log: v.1.2: Fixed go nowhere door in the storage room. *This can be fixed by using your console to disable the duplicate door to reveal the real door if you don't want to redownload.

    Change Log: v.1.1: Moved bookcase closer to wall in library and display case further from wall in chapel.

    ************************************
    ------Bugs/Conflicts------
    ************************************
    -UL Stendarr Valley: Reportedly causes a land tear with the Monastery
    There is now a patch for this UL conflict, you can download it HERE

    -Hoarfrost Castle: Reportedly causes a chapel in Hoarfrost to be inaccessible, but this has been patched, find the patch here on the downloads page below this description.

    ************************************
    ------Credits/Resources------
    ************************************
    Echonite & DaMage- Model Editing
    InsanitySorrow- Elven Shortblade
    StarX- Witcher Gear
    Meo- Modular Fireplace
    Xiamara- Seats and Sofa’s, Filled Wine Racks
    Omegacron- Static Scrolls
    Garak- Static Booksets
    Vorians: Patchmaker

    ************************************
    ------Rights and Privileges------
    ************************************
    Bethesda Softworks retains all rights to any original content, concepts, and ideas taken and altered from Elder Scrolls IV: Oblivion. All original textures and assets belong to us and may be used in your mod freely without permission being asked beforehand but credit must be given to us for our work; it’s just polite. As with all DarkRider projects, we ask that this resource not be used in mods of a pornographic nature. This mod may not be rehosted anywhere without permission. Period.

    ************************************
    ------Contact------
    ************************************
    DarkRider @ http://www.tesalliance.org

    1,190 downloads

       (1 review)

    3 comments

    Updated

  2. Faregyl Village

    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

       (4 reviews)

    5 comments

    Updated

  3. Feldscar

    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

       (2 reviews)

    8 comments

    Updated

  4. Vergayun

    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

       (2 reviews)

    6 comments

    Updated

  5. Pose Pack 2

    Name: Pose Pack 2
    Version: 1
    Date: 9/7/2009
    Category: Pose mods
    Requirements: Oblivion Patch 1.2.0.416,
    Author(s): Greek Storm & Pacific Morrowind
    Source1: TESA
    Source2: TESNexus

    Description
    ===========
    Greek Storm did up a pile of Poses and then I did up scripting so you can use them for screenshots/posing.
    when you start up with this active you'll get a "actors ball" type item, just click it to use.

    Load Order
    ==============
    In BOSS but until the next public update:
    really doesn't matter... put anywhere

    Install
    ===============
    If using BAIN:
    just click install package

    Manual Install:
    copy the contents of archive to your data folder (overwriting if requested)

    Uninstall
    ================
    Bain:
    just click uninstall on the package

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

    Files to remove when uninstalling:

    delete:
    ObliviondataPMGSPP2.bsa
    ObliviondataPMGSPP2.esp
    ObliviondataPMGSPP2 - readme.txt (this file)

    History
    =======
    1.0 initial release

    Contact
    =======
    You can find me on the official Bethesda Games forums (www.bethsoft.com/bgsforums/) as PacificMorrowind - PREFERED
    You can fine me on TESA as PacificMorrowind - PREFERRED
    You can find me on TESNexus as PacificMorrowind
    You can send me an email here: PacificMorrowind (AT) gmail (Dot) com
    Also for help you can try my BGS thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=1005400

    Credits
    =======
    Thanks to Bethesda for creating Oblivion.
    Thanks to TESA most especially DarkRider.
    Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.

    Licensing/Legal
    Feel free to reuse scripting, if you want to use the poses ask Greek Storm (on bethsoft)

    Pacific Morrowind

    118 downloads

       (1 review)

    0 comments

    Updated

       (2 reviews)

    1 comment

    Submitted

  6. Red Rose Manor

    Solve a fairytale-like mini-quest, gain a lovely medieval-style manor, now with Skyrim-inspired Crafting facilities.


    Name: Red Rose Manor
    Version: 2.0
    Date: 2011-12-09

    Category: Quest with a playerowned house as reward

    Requirements: Oblivion

    Author: Emma
    Contact e-mail: emma9158@hotmail.com, emma@lovkullen.net
    Web-site: http://lovkullen.net/Emma/index.htm

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

    Now with Skyrim-inspired crafting and "real" roses.

    Description
    ===========

    Solve a fairytale-like mini-quest, gain a lovely medieval-style manor, now with Skyrim-inspired Crafting facilities.

    It was love at first sight when I found Stroti's wonderful modders resource "Ravenhorst Manor", and ever since then I have wanted to make a medieval style player abode with a fairytale-like quest.
    The Red Rose Manor is the result of ten days intense work.

    The Red Rose Manor is located on a hilltop on the road between Weye and Skingrad. But, in order to gain access to it you have to talk to the female mages at the Skingrad Mages Guild, who will know more about the house and about the secret it has been holding for more than hundred years...

    The Red Rose Manor is lore-friendly and furnished in medieval keep style. Apart from the main cell with mainhall, master bed suite, attic and basement, there is also an additional underground cave with a natural waterpool suitable for swimming. The mod also includes two display-cases and 101 non-respawning containers (many of them "mini-barrels) as well as one respawning trash-bin and three respawning wool barrels.

    New in ver 2
    ============

    - Skyrim-inspired Crafting has been added. You can now convert pelts into leather and make your own leather armor, you can smelt gold- and silver nuggets as well as misc silver items like spoons, urns etc to get ingots, and with the ingots you can craft your own jewelry. Additionally, you can enhance gold- and silver jewelry with various gems before you sell them or enchant them. An ingame Crafting Manual has been added - you'll find it both at the basement workbench and in bookshelves, as well as in a couple of other places in the manor.
    - added a simple stable
    - added an outdoor privvy.
    - Last but not least - thanks to Lycanthrops, Red Rose Manor now has "real" roses instead of the ones I made using ivy-leaves and recolored dogwood bushes.


    New in ver 1.1
    ==============
    - added a hedge with flower-shrubs in the backyard
    - added an enchanting station in the attic.
    - in addition to the companion keys (see below) there are now also companion amulets, this in order to make things smoother for those who use keychain mods.
    - adjusted some pathgrids.
    - added little "shelves" at the windows on second floor; hopefully this will keep the planters from falling down.
    Several new interactive features:
    - you may use wool from the wool barrels (respawning) to make your own yarn at the spinning wheels.
    - you may use yarn to make your own cloth bolts in the loom.
    - you may use any cloth bolt (not folded cloth) to sew your own outfits by using the equipment in the Sewing Kit Chest in the attic close to the wool barrel.
    - you may make your own coffee from the coffee bin in the kitchen next to the bread tin.


    Companionfriendly
    =================

    The manor is fully path-gridded and has five persistent beds (one doublebed and four singlebeds). On top of that, there are two bedrolls that you can activate and de-activate. I.e. you can live here comfortably with up to seven companions.
    In a small chest on a drawer in the attic you will find "companion keys". Put a key in your companion's inventory, and this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outdoors, or swim in the underground pool, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients).


    Special Features
    ================

    Crafting and cooking:
    ====================

    A crafting manual can be found in the manor, on the workbench in the basement as well as in bookshelves and other places. This is the content of it:

    Smelter -In the smelter, located at the rear of Red Rose Manor, you convert silver and gold nuggets to ingots. You can also melt silver items like urns, vases, spoons in order to get ingots. Simply put the nuggets or items in the smelter. Use the bellow to light/extinguish the fire.

    Crafting Jewelry - Use the small hammer (activator) on the red cloth on the workbench to craft your own jewelry. You will need ingots from the smelter in order to do so.

    Enhancing Jewelry - Use the small tongs (container) on the red cloth on the workbench to enhance your gold jewelry with gems. You will need gold or silver jewelry and appropriate gems (rubies, sapphires, emeralds or diamonds) in order to do so. Put one gem and one piece of jewelry in the container. Close the container and re-open it - your enhanced jewelry is ready!
    Note that you can not make silver diamond jewelry and that you cannot make any jewelry using flawed gems.

    Tanning - At the Tanning Rack you can craft leather of your bear- lion- or wolf pelts.

    Leather Armor - After you have converted pelts into leather, you can create your own leather armor. Use the hammer placed on the forge (activator) for this purpose.

    Repair - You can repair your armor at the basement anvil.

    Wine making - Use the Wine Maker to brew your own wine. You will need grapes in order to do so. You will find enough grapes to start the production in the basement handcarts.
    You can pour yourself a bottle of wine or beer from the kegs in the basement and in the kitchen.

    Spinning - Use the Spinning Wheels to spin your own yarn. Wool can be found in one container in the basement and one in the attic. Note that the woold will respawn over time, allowing you to spin more yarn.

    Weaving - Use the loom in the attic to weave you own bolts of cloth. Note that you will need yarn for this purpose.

    Sewing - There is a Sewing Chest in the attic. You can use it to make your own outfits. Note that you will need bolts of cloth for this purpose.

    Baking - You can bake your own bread in the bread tin at the kitchen fireplace. Note that you will need flour for this purpose (and further ingredients if you want to bake other than common bread).

    Soup - You can make your own soup with beneficial effects in the cooking pot at the kitchen fireplace. Note that you will need the appropriate ingredients for this purpose.

    Coffee - You can make your own coffee in the kitchen. There is a coffee jar placed next to the Bread tin.

    Alchemy - Activate the mortar on the alchemy station in the attic in order to brew your own potions.

    Spellmaking and Enchanting - There are spellmaking and enchantment stations available in the attic.

    Others
    ======

    - you may light/turn out the fires by clicking on the wateringcans placed next to them.
    - You may pour yourself a bottle of wine or beer from the kegs in the basement and in the kitchen.
    - you may heal and cure yourself on a daily basis by praying at the altar on the drawers to the left of the fireplace in the master bedroom.
    - you may teleport to the major cities in Cyrodiil by activating the statue in front of the mirror in the cave below the basement. In order to use the teleport facility, you will have to find the hidden magic crystal ball.
    - you may activate/deactivate the two extra bedrolls in the attic if the beds aren't sufficient for all your companions. The yellow bedrolls are placed at one of the walls.
    - you may give your companions additional orders while in the manor. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer in the attic.
    - daylight will automatically vanish during the night hours.
    - the containers are non-respawning, with two exceptions: the "Companion Key chest RESPAWNS" in the attic and the "Trashbin RESPAWNS" barrel in the basement.


    Install
    =======
    Just drop the bsa-package as well as the esp in your Oblivion/Data folder. Don't forget to check the mod when starting the game!


    Credits
    =======

    Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture and items that I have used for furnishing the manor. (modders resources)
    Lycanthrops - for the lovely roses; the indoor climbing roses and roses in vases, the outdoor rose bushes and the leaves on the outdoor climbing roses. Also for the tanning rack and the stable, and for testing, troubleshooting and valuable suggestions.
    Jbvw - for furniture and items originally belonging in his Vaernlor Manor mod (modders resource permission)
    Mr_Siilka - for the spinningwheel originally belonging in Castle Seaview (modders resource permission)
    MEO - for the modular fireplaces and the watering-cans. (modders resource)
    Korana - for the loom.
    Xiamara - for the wine racks and bedroll bags. (modders resource)
    MagicNakor - for the unicorn tapestries. (modders resource)
    Shawn Dworshak - for the alchemy desk script (modders resource)
    Washington - for the sawing horse (modders resource)
    Phaedra - for the rose flowers that climbs on the exterior walls (modders resource, rose bouqets -additional readme included)
    CDCooley - for helping me preventing npcs from jumping off the balcony (adding subspace box).
    DeFothers, Amgepo, Blockhead - playtesting, troubleshooting and valuable suggestions
    Loriel - proofreading
    My daughter Maja - valuable suggestions on storyline and furnishing.

    If your name should have been listed here, please let me know! I have worked so intensely on this that I have had to back-track which resources I have used, and I don't feel fully confident that I haven't forgotten something.



    Usage
    ===============

    - The main home of this mod is on my web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod from any other source it may not be the latest version!!
    - Please do not upload any versions, current or altered, of this mod anywhere without my knowledge and agreement.
    - Please do not include this mod in any compilation without my knowledge and agreement!
    - Should something happen so that the mod is no longer available on the net, please try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Elder Scrolls download sites. Please send an e-mail or PM to me to notify on this!


    - Emma


    Add-ons:

    COBL-addon
    The following COBL-features have been incorporated:

    - The Luggage - is located in the attic, next to the stairs, but is only available if you have found the original Luggage in Anvil.
    - Alchemy sorter - is located together with the alchemy desk in the attic.
    - Grinder - is located on the alchemy desk.
    - Two dinnerplates are placed on the dinnertable in the mainhall.
    - One of the kegs in the basement will give water if you are using a survival mod.
    - both the basement well and the well in the garden will give water if you are using a survival mod.

    I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Red Rose Manor, else many of the COBL-functions won't work.


    Vilja in Red Rose Manor ver 1.3

    If you are using my Red Rose Manor and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in Red Rose Manor or in the area right outside it - and it also gives her a number of new things to do while you are staying in the manor. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate your home with (not as many as in the Aleswell add-on, though, as there aren't many places in the manor that I find suitable for the purpose). She will also help out in the garden, bring you a bottle of beer, go shopping and actually return home with some goods. And you can ask her to sit down with you at one of the fireplaces or at the dinnertable. A number of tasks she will also perform spontaneously, without you having to ask her. These occations are based on random 100 and will probably not happen every day.
    She will also have additional chatter and comments related to the manor, and if she is with you while you are doing the quest for the manor, she will comment on this as well.

    367 downloads

       (2 reviews)

    4 comments

    Updated

  7. Roxey Cottage ver 2 3

    Roxey Cottage is located north of the Imperial city, at the Roxey Inn, on the Red Ring Road (between the Silver Road and the Blue Road). It has a small garden on the backside with a wonderful view over the Imperial City and Lake Rumare.

    The house is a farmhouse (interior no 2) furnished with middle class- and some lower class furniture. It includes one big room with fire places, bedroom area, kitchen area, dining area. Basement with storage capacity, entrance through a trapdoor3
    It is made companion-friendly, is fully path-gridded and has persistant beds and chairs that companions can use.

    The mod also includes 33 no-respawn-containers (many of them 'mini-barrels') in the main cottage and 36 non-respawn-containers in the basement.
    You can buy the house from Malene at the Roxey Inn. The cost is 4000 Gold but you will get a price reduction if you first complete a game-original quest (kill a necromancer in a nearby dungeon) for Malene.

    Special Features - new in ver 2

    You can make soup in the cooking pot. You can pour yourself drinks from the keg in the basement. Sunlight is turned off during night-time. You can lit/turn out the fire by clicking on the logs in the fireplace.

    New in ver 2.1:

    Useable anvil in the basement. Also adjusted placement of two barrels in the basement to make them easier accessible.

    Ver 2.2:

    Improved a script to prevent that the soup would be cooking for too long if the player leaves the cottage during the process.

    Added useable Alchemy equipment to the cottage.


    Optional COBL-addon
    ===================

    The following things have been incorporated:

    - The Luggage - is located at the doublebled, but is only available if you have found the original Luggage in Anvil.
    - Alchemy sorter - is located on the cottage wall, close to the basement trapdoor
    - Dinnerplate is placed on the dinnertable
    - A water barrel in the basement will give water if you are using a survival mod.

    I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Roxey Cottage, else many of the COBL-functions won't work.






    More screenshots here: http://lovkullen.net/Emma/Roxey.htm

    114 downloads

       (2 reviews)

    2 comments

    Updated

  8. Fisherman's Cottage ver 2 2

    The Fisherman's Cottage is located west of Anvil. Follow the coastline from Anvil Harbor and you will run into it. It is built on a pier on the shore and has an extraordinary view over the Abbecean sunset.

    The house is lower class Anvil style (interior no 1) furnished with middle class- and some lower class furniture. It includes dining-room, kitchen with fireplace and a double-bedroom on second floor. Trapdoor to basement with extra storage capacity.
    It is made companion-friendly, is fully path-gridded and has persistant beds and chairs that companions can use. The mod also includes 26 no-respawn-containers (many of them 'mini-barrels') in the main cottage and 42 non-respawn-containers in the basement. Outside the cottage, there are 4 non-respawn barrels.

    The house is for free. Noone knows what happened to the fisherman who used to lived here, but obviously he forgot to lock the door before he left the place for good.

    New in ver 2


    - Make your own soup in the cooking pot.
    - useable static alchemy equipment
    - different light setting for daytime/nighttime
    - lit/turn off the fire by clicking on the logs.
    - pour yourself wine and ale from the kegs in the basement.
    - the paintings in the cottage have been replaced with more suitable ones for a fisherman's cottage.

    New in ver 2.1:

    - Added useable anvil in the basement.

    Ver 2.2:

    Improved a script to prevent that the soup would be cooking for too long if the player leaves the cottage during the process.

    New! Optional COBL-addon
    =========================

    The following things have been incorporated:

    - The Luggage - is located in the bedroom, under the sunset-painting, but is only available if you have found the original Luggage in Anvil.
    - Alchemy sorter - is located in the basement, on the right wall when you enters the basement.
    - Dinnerplate is placed on the dinnertable in the livingroom.
    - An extra keg in the basement will give water if you are using a survival mod.

    I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Fisherman's Cottage, else many of the COBL-functions won't work.





    More screenshots available here: http://lovkullen.net/Emma/Fisherman.htm

    98 downloads

       (1 review)

    2 comments

    Updated

  9. Aleswell Cottage ver 4

    Aleswell Home ver 4.0

    Already the first time i visited Aleswell and saw the beautiful view over the countryside and the Imperial city, I wanted my own house here. Now, years later, I have built it. The Aleswell Cottage is located just outside Aleswell village, with a breath-taking view overlake Rumare and the Imperial City.


    The house is furnished with middle class- and some lower class furniture. It includes a dining room with fireplace, a kitchen with an abundance of 'mini-barrels', a study, a single-room bedroom and an open attic double-bedroom. There is also a basement with extra storage capacity an a spare bedroom, as well as an area suited for crafting.
    It is made companion-friendly, is fully path-gridded and has persistant beds and chairs that companions can use. In order to further improve the companion-friendliness for basic companions (like CM Partners) who normally cannot be directed on where to go for a walk or where to sleep, there is an extra dialog topic - Living arrangements - added that will take care of this.

    The mod also includes 51 no-respawn-containers (many of them 'mini-barrels') in the main cottage and 87 non-respawn-containers in the basement. (Additionally, there are also two respawning containers in the basement. One is called "TRASHBIN - RESPAWNS" and the other one "Companion keys - RESPAWNS". Don't put anything of value inside them! They have the word RESPAWNS in their names for a reason.

    As a bonus, the house comes with optional trader-service at the Aleswell Inn and with ver. 4 a range of crafting facilities.

    If you have played through Oblivion, you probably know about the quest offered from the Aleswell people. You have to complete this quest (which can be done also at very low levels) before you can buy the cottage. Then it will, as a quest reward, be offered to you for a very reasonable price (3 000 Gold) from the Aleswell inn-keeper.


    New in version 4

    - a stable has finally been added.

    - a broad range of crafting facilities has been added, and the optional Aleswell trader has expanded his stock with crafting components.

    Special features


    Smelter - In the smelter, located behind the cottage, you convert silver and gold nuggets to ingots. You can also melt silver items like urns, vases, spoons in order to get ingots and metal items like callipers, mugs, shears, tankards to get scrap metal. Simply put the nuggets or items in the smelter.
    Five pieces of scrap metal can be converted to an iron ingot.
    You can also make iron ingots from iron ore, which you can buy from the Aleswell trader.
    Use the bellows to light/extinguish the fire.

    Crafting Jewelry - Use the small hammer (activator) on the red cloth on the workbench to craft your own jewelry. You will need gold or silver ingots in order to do so.

    Enhancing Jewelry - Use the small tongs (container) on the red cloth on the workbench to enhance your gold jewelry with gems. You will need gold or silver jewelry and appropriate gems (rubies, sapphires, emeralds or diamonds) in order to do so. Put one gem and one piece of jewelry in the container. Close the container and re-open it - your enhanced jewelry is ready!
    Note that you can not make silver diamond jewelry and that you cannot make any jewelry using flawed gems.

    Tanning - At the Tanning Rack in the basement you can craft leather of your bear- lion- or wolf pelts.

    Leather Armor - After you have converted pelts into leather, you can create your own leather armor. Activate the leather gauntlets on the workbench in order to do this.

    Lockpicks - You can make your own lockpicks from scrap metal. Activate the lockpick on the red cloth on the basement workbench.

    Repair - You can repair your armor at the basement anvil.

    Armor Smithing - The Aleswell trader will sell you steel and iron ingots. You can use them to forge your own steel- or iron armor. In order to create armor, activate the steel gauntlets at the forge.

    Weapon Smithing - The Aleswell trader will sell you steel and iron ingots that you can use to make your own steel- or iron weapons. If you additionally have silver ingots, you can also make silver weapons. In order to make weapons, activate the sword at the forge.

    Spinning - Use the Spinning Wheel to spin your own yarn. Wool can be found in two containers in the basement, and you can buy additional wool from the Aleswell trader. Note that only Aleswell wool can be used.

    Weaving - Use the loom in the basement to weave you own bolts of cloth. Note that you will need yarn for this purpose.

    Sewing - There is a Sewing Chest in the same room as the loom. You can use it to make your own outfits. Note that you will need bolts of cloth for this purpose.

    Statues - You can make your own statues of stones or of scrapmetal coated with gold or silver. Apart from the stone bricks you can find scattered over Cyrodiil, there is a little stone "quarry" in the Aleswell garden which will respawn regularly. Also the Aleswell trader will have some stones for sale. Activate the Mara statue in the garden to craft stone statues.
    For gold- or silvercoated scrapmetal statues, you need 10 scrapmetals and 4 gold- or silver ingots. Activate the Silver Mara statue on the workbench in the basement.

    Baking - You can bake your own bread in the kitchen. Note that you will need flour for this purpose (and further ingredients if you want to bake other than common bread). In order to bake, activate the flour sack on the kitchen bench. The bread loaves will show up in the oven, and once they are ready, you can take them.

    Cooking - You can make your own soups and stews with beneficial effects in the cooking pot at the kitchen fireplace. Note that you will need the appropriate ingredients for this purpose.

    Coffee - You can make your own coffee in the kitchen. There is a coffee pot placed under one of the windows.

    Alchemy - Activate the mortar on the alchemy station on the second floor in order to brew your own potions.

    Others:
    - You can light and extinguish the fires by activating the watering cans next to the fire places.
    - You can pour yourself a bottle of wine or beer from the kegs in the basement.
    - In order to give your companions additional instructions, give them a companion key or amulet from the Companion chest in the basement bedroom. The chest will respawn over time.
    - There is a trashbin available in the basement.
    - There is a small altar on one of the drawers in the attic. Use it to cure yourself from illnesses.

    More screen-shots can be found here: http://lovkullen.net/Emma/Aleswell.htm


    ADD-ONS:

    Vilja in Aleswell - now ver 1.4
    =================

    If you are using my Aleswell Cottage and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in Aleswell - and it also gives her a number of new things to do while you are staying in the cottage. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate the cottage with. She will also help the local farmers, bring you a bottle of beer, take care of your garden, go shopping and actually return home with some goods.

    COBL-Addon for ver 4 and higher
    ==========

    The following things have been incorporated:

    - The Luggage - is located in the basement bedroom, but is only available if you have found the original Luggage in Anvil.
    - Alchemy sorter - is located on the basement wall opposite of the basement fireplace.
    - Dinnerplate is placed on the dinnertable.
    - A water keg in the basement will give water if you are using a survival mod.
    - With ver 4 a Converter has been added, so that you can convert 10 Aleswell iron ingots to 1 COBL iron ingot, or 1 COBL iron ingot to 10 Aleswell iron ingots.
    Update 120116:
    - Added a Grinder in the study on the second floor, close to the alchemy equipment.


    I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Aleswell Cottage, else many of the COBL-functions won't work.

    179 downloads

       (1 review)

    3 comments

    Updated

  10. The Eska Cair

    Name: The Eska Cair
    Version: .9
    Date: 12/15/2009
    Category: Houses
    Author: WhoGuru
    Source: TESA

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

    Oblivion 1.2.416

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

    The Eska Cair is an Elven Galleon designed to be a player home, located where the Upper Niben meets Lake Rumare.

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

    On the Eska Cair you'll find a well appointed ship with generous amounts of storage and space. There is also a hidden treasure room containing a few piratical spoils of the former owner. The inquisitive player may also discover an unusual book laying about the ship.

    A note from the former owner and key will be given to the player's inventory on start up. When you find the Eska Cair, there is a ladder leading to the deck on the side of the ship. Swim between the ship and the Longboat to reach it.

    A future update is planned and being worked on to add several things to complete the mod.
    *Make the Longboat beside the Eska Cair sailable. (will require ObSE)
    *Add a Potion Sorter
    *Add a Brig to the lower deck.
    *Add a small crew

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

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

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

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

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



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

    None known

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

    None

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

    12/15/2009-v.9 - Non ObSE release

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

    WhoGuru on TES Alliance

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    InsanitySorrow for copious amounts of scripting, textures and the custom retexed armor.
    DarkRider as always for his continued support and assistance and his Celtic Decor
    DaMage and Firespark for Model edits
    Mr_Siika for the Elven ships
    Meo's room dividers, open books, Globes, Ayleid clutter
    Garak's Booksets
    Kalikuts Cauldrons
    ExileHunter's Hammock
    css0101's Ancient Elven Furniture
    Starcon5's Sextant
    and Donnato for asking for a house boat

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

    The Elderscrolls Construction Set.
    Insanity's ReadMe Generator.
    Nifskope
    Gimp

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

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

    Screenshots:
    Location
    01, 02, 03, 04, Entry, Galley, Navigation Room, Captain's Quarters, Treasure Room, Crew Quarters, Storage

    242 downloads

       (1 review)

    0 comments

    Updated

  11. Longwinter’s Nap

    Longwinter's Nap



    Author:
    DarkRider

    Release Date:
    16 December 2009


    ************************************
    ----Description------
    ************************************
    Longwinter’s Nap is a unique house mod that adds a new player home East of Bruma, nestled off the side of a mountain pass. Special features include a holiday theme, new tapestries, new paintings, holiday bedding, a holiday doublet, and essential horse, plus lots of storage and display cases. To claim the home, you must find the original owner, a Legion Guard Captain who was slain on his patrol, sadly before he could enjoy his holiday feasting, near the Dragonclaw rock along the road east from Bruma.

    ************************************
    ------Bugs/Conflicts------
    ************************************
    -OOO Arctic Camp: Reportedly not compatible with OOO as a bandit camp spawns in the same location.

    ************************************
    ------Credits/Resources------
    ************************************
    DarkRider- Design
    Meo- Modular Fireplace
    Xiamara- Seats and Sofa’s
    HappyHolidays Team- Presents and Ornaments
    Star-Mystyk- Snowman
    WhoGuru- Beta Testing

    ************************************
    ------Rights and Privileges------
    ************************************
    Bethesda Softworks retains all rights to any original content, concepts, and ideas taken and altered from Elder Scrolls IV: Oblivion.

    All original textures and assets belong to me and may be used in your mod freely without permission being asked beforehand but credit must be given to me for my work; it’s just polite. ; )

    As with all my projects, I ask that this resource not be used in mods of a pornographic nature.

    This mod may not be rehosted anywhere without permission. Period.

    ************************************
    ------Contact DarkRider------
    ************************************
    DarkRider @ http://www.tesalliance.org

    207 downloads

       (1 review)

    1 comment

    Updated

  12. The Crimson Queen

    Name: The Crimson Queen
    Version: 2.1
    Updated: 04/29/2010
    Category: Quests
    Author: BadCompany
    Source: TESAlliance,TESNexus, and PES
    Forum and Pics: TESA

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

    Oblivion Patch 1.2.416
    Shivering Isles

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

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

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

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

    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file.
    2. Delete The Crimson Queen.esp and The Crimson Queen.bsa

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

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

    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.)

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

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

    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

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

       (1 review)

    12 comments

    Updated

  13. The Ayleid Steps

    THE AYLEID STEPS
    ================
    Version 3.5, Mar 2012 - Updated by WalkerInShadows

    INTRODUCTION:
    --------------------
    As long as anyone can remember, hundreds of ancient Ayleid stones sit in Cyrodill's wilderness and in Ayleid structures such as ruins and wells. What almost nobody knows however, is what these so-called Steps are supposed to do. Doing the intro Quest, you find out that this network of stones is in fact a teleporting system. Each time you want to teleport, you have to energize the Step with a Welkynd stone.

    You can teleport directly into Ayleid ruins, to Ayleid wells, and to lots of locations that the Ayleids once considered important. But you have to prepare yourself: many Steps are defective and will refuse to work, or beam you to random locations. You can land in someone's basement, in government buildings, in caves in the middle of a bunch of goblins, and in very remote and unusual places. Or you can discover about 50 new dungeons, hitherto unknown to man, where lots of treasure and enemies await you. There are two new homes to be found, too - a small one on completing the introduction quest (not very pretty, but it has a bedroll, a private Stepstone (no doors) and many safe containers), and a large one at the end of the final quest, situated in an Ayleid ruin in a private domain.

    To start the intro quest you have to try to activate one Stepstone and read a book on the topic. There are no quest markers in your compass during the intro quest - you have to examine, read and think a bit, and search a lot. When you can actually use the Steps, the quest is not over before you find a certain location mentioned in the clues. But after that, you can imagine your own neverending quest: try to map the Network, search for those VERY hard to find lost ruins, and of course hunt for Welkynd stones.

    After you have used a certain amount of Steps you will notice that many vanilla NPCs start to teleport through Cyrodiil, and then an epic storyline unfolds in 9 quests. You will learn why the Ayleids built the Steps, where they went after doing so, and what the hero of the opening quest really went through before he died.

    To have them blend into the vanilla game these quests are time-driven. To start them, you cannot do much else than explore the Steps and pay attention. Certain events have to develop in faraway locations, dictating the progress of the quest line. Between two quests you often have to wait 4 days. Some of the quests themselves can take a week to complete, so that completion of the entire questline may take 6 to 10 (game)weeks.

    The purpose of the quests is to tell the Stepstones story. Part of it is developing while you play but somewhere far away, another part is history. You'll often find yourself involved as an onlooker who performs tasks without fully comprehending what is going on. The NPCs have their own agendas. Although there is plenty to do for you the story is not player-centered, so there are very few alternatives, choices or multiple questlines.

    (Please refer to the paragraphs at the bottom of this file for more info on how to start the quests.)

    This plugin intends to offer a reason to keep on exploring and adventuring for experienced characters, i.e. those that have completed all default game quests and have attained a level over 20. However, it can be played well by low level characters, except for the final quest in which you face some powerful enemies. Playing the Ayleid Steps with FCOM, or OOO and MMM, or other overhaul mods is highly recommended!

    REQUIREMENTS:
    -------------------
    * Vanilla Oblivion with the latest official patch 1.2.0416.
    * OBSE (Oblivion Script Extender) version 18 or newer, get the latest version here: http://obse.silverlock.org/.
    * Cobl (Common Oblivion library) version 1.72 or newer, find it here: http://tesnexus.com/downloads/file.php?id=21104. For use with this mod, you merely have to install "Cobl Main.esm" and the Meshes, Sound and Textures folders in the "Cobl Core" folder, and activate "Cobl Main.esm").
    * Elys Universal Silent Voice v0.93. Unless you can super-speedread - this mod has no voice files. Link: http://www.tesnexus.com/downloads/file.php?id=16622

    INSTALLATION:
    --------------------
    FIRST TIME:
    * Be sure to install the required files (Official patch, OBSE, Cobl) first. Refer to the section above for download links and installation instructions.
    * Backup your savegames before trying them with the mod. As you should do with any mod. Not that this one is in any way dangerous, though. Just in case something goes wrong.
    * Unzip the archive to your \Oblivion\Data folder. (Or unzip everything in a folder of your choice, and move the files to your \Oblivion\Data directory).
    * Start the game launcher and activate The Ayleid Steps.esp. It should run with any existing savegame.

    UPGRADING AN OLDER VERSION:
    Upgrading from versions older than 3.2: this mod version's resources are packed in a BSA file. To remove the texture and mesh files from earlier versions, put "The Ayleid Steps Uninstall old resource files.bat" in your \Oblivion\Data folder and run it once from there; then remove it.

    Versions from 3.2 and on: unpack and move the files into your \Oblivion\Data folder. Make sure you replace the old files by overwriting them. If you use OBMM or BOSS, you should move the mod back up to its former load order position.

    Only if you started the Intro Quest with an old version of this mod (anything before 2.6) and have not yet activated the Steps Network, you should make a clean save and start the Intro Quest from scratch. (Clean Save: de-activate The Ayleid Steps in your game launcher, start Oblivion, load your last Savegame ignoring the complaints about missing content, save to a new Savegame and exit Oblivion; then activate The Ayleid Steps, start Oblivion, load your last Savegame.)

    DE-INSTALLATION:
    ----------------------
    Start the game launcher, untick The Ayleid Steps.esp in your plugins load list.
    Load a savegame, save as new savegame, exit the game.
    Then delete these files from your \Oblivion\Data folder:
    1. ...\Oblivion\Data\The Ayleid Steps.esp.
    2. ...\Oblivion\Data\The Ayleid Steps.bsa.
    3. ...\Oblivion\Data\The Ayleid Steps 3.* ReadMe files

    COMPATIBILITY:
    -------------------------------
    UNIQUE LANDSCAPES & BETTER CITIES:
    The mod detects which (if any) Unique-Landscape-mods or Better Cities IC mods are activated, and adjusts certain Stepstone positions accordingly. It does this once after each savegame loading (and at the start of a new game). Note that this will ONLY work if you have not altered the original .esp filenames! If the mod cannot find a plugin, the Steps in the area will be reset to their default position. So no more displacements after you change your plugin load order. How Oblivion stores the Steps positions in its savegames is of no importance at all, since the adjusting is repeated with every game loading.

    If you have all UL-mods merged into one .esp file, then rename that file to "xulAll.esp" to make the adjustment script recognize it.

    Better Cities, Open Cities and Open Better Cities (non-IC modules): compatible in so far that there are no Steps in exterior town cells, so no conflicts.

    Other mods that The Ayleid Steps can adjust to, are listed under "Reference".

    OTHER PLUGINS:
    The mod is built with only Vanilla Oblivion, aforementioned official patch, OBSE 18 and Cobl 1.72. It is playtested with UOP, FCOM (OOO, MMM, Francesco's, WarCry), the UL and BC mods and many smaller mods activated; so far no severe conflicts were found.

    This mod may conflict with other plugins that:
    - alter the vanilla landscape (House and village mods for example)
    - alter vanilla interiors, change architectural layout, move furniture, etc.
    - alter availability and/or prices of Welkyndstones. (To be sure, load after such mods).

    If you teleport somewhere and don't see a Stepstone where there should be one, an other mod may have buried it. As a consequence you can't use it. This is not necessarily a problem - there are so many Steps in the world that you can easily do without some.

    The mod is tested with the Valeria Caresse and Vilja companions; there were no issues so far. Every companion that can teleport to the player should be OK.

    REFERENCE:
    Overview of mod versions used for compatibility testing:
    * UL-Ancient Redwoods 1.6 ("xulAncientRedwoods.esp")
    * UL-Ancient Yews 1.4.1 ("xulAncientYews.esp")
    * UL-Arrius Creek 1.1.2 ("xulArriusCreek.esp")
    * UL-Aspen Wood 1.02 ("xulAspenWood.esp")
    * UL-Beaches/Lost Coast 1.6.2 ("xulBeachesOfCyrodiilLostCoast.esp")
    * UL-Blackwood Forest 1.0 ("xulBlackwoodForest.esp")
    * UL-Bravil Barrowfields 1.3.2 ("xulBravilBarrowfields.esp")
    * UL-Brena River Ravine 1.0.2 ("xulBrenaRiverRavine.esp")
    * UL-Cheydinhal Falls 1.0 ("xulCheydinhalFalls.esp")
    * UL-Chorrol Hinterland 1.2.2 ("xulChorrolHinterland.esp")
    * UL-Cliffs of Anvil 1.1.2 ("xulCliffsofAnvil.esp")
    * UL-Cloudtop Mountains 1.0.1 ("xulCloudtopMountains.esp")
    * UL-Colovian Highlands 1.0 ("xulColovianHighlands_EV.esp" as well as _DV)
    * UL-Entius Gorge 1.1 ("xulEntiusGorge.esp")
    * UL-Fallenleaf Everglade 1.3 ("xulFallenLeafEverglade.esp")
    * UL-Imperial Isle 1.6.2 ("xulImperialIsle.esp")
    * UL-Jerall Glacier 1.0.1 ("xulJerallGlacier.esp")
    * UL-Lush Woodland 1.3 ("xulLushWoodland.esp")
    * UL-Panther River 1.0 ("xulPantherRiver.esp")
    * UL-River Ethe 1.0.1 ("xulRiverEthe.esp")
    * UL-Rolling Hills 1.3.2 ("xulRollingHills_EV.esp" as well as _DV)
    * UL-Silverfish River Valley 1.0.2 ("xulSilverfishRiverValley.esp")
    * UL-Skingrad Outskirts 1.0 ("xulSkingradOutskirts.esp")
    * UL-Snowdale 1.0 ("xulSnowdale.esp")
    * UL-Stendarr Valley 1.2.1 ("xulStendarrValley.esp")
    * UL-The Dark Forest 1.0.3 ("xuldarkforest.esp")
    * UL-The Eastern Peaks 1.0 ("xulTheEasternPeaks.esp")
    * UL-The Heath 1.1.1 ("xulTheHeath.esp")
    * BC-Better Cities 4.3.5 as translated & packaged by Ismelda ("Better Cities Full.esp", "Better Imperial City.esp" or any combination of the single IC .esp files in the package. Exceptions: 'BC Extras' and Blood & Mud variants.)
    * Bartholm 6.0 ("bartholm.esp")
    * DLC Frostcrag official plugin ("DLCFrostcrag.esp").
    * Frostcrag Reborn 3.0.6 ("DLCFrostcrag.esp")
    * New Roads and Bridges 4.6.3 ("road+bridges.esp")
    * Talos Bridge Gatehouse 1.1 (TalosBridgeGatehouse.esp")
    * West Roads 1.1 ("West Roads.esp")


    Note: The Frostcrag and Frostcrag Reborn plugins both use the "DLCFrostcrag.esp" filename, so the adjustment script cannot determine which of the two is in use. Since it checks and adjusts for "DLCFrostcrag.esp" first, and THEN for "DLCFrostcragReborn.esp", you have to put an empty .esp with the latter name in your Data folder and activate it. (There's a blank esp included in the archive for just this purpose.) The patch script should then move the 5 affected Steps as needed.

    ---> Compatibility with newer or older versions of the mods listed here is not guaranteed. <---

    ISSUES & KNOWN CONFLICTS:
    ---------------------------------------------
    * Some users reported getting stuck when trying to reach a particular Stepstone near the invisible borders of the game. The scripts were corrected for this one. In case you find another problem Step, you can correct it by editing this line in your Oblivion.ini file: "bBorderRegionsEnabled=1". Change the 1 to a 0, and save the file.
    * Playing with MMM, you may encounter bands of adventurers in the Lost Dungeons. If you find this immersion-breaking, use the MMM-provided "Mart's Monster Mod - No Adventurers.esp" to prevent them spawning in dungeons.
    * Should stepping activity of NPCs cause problems, it can be altered with the (Cobl) Options menu in your inventory. Look for the "Ayleid Steps - NPCs behavior" option. You can determine if NPCs will go teleporting, and if they should be set to essential when they do so, to protect them.
    * The dialogues in version 3 are mostly performed by custom NPCs, but several vanilla NPCs are involved with a few lines, and they must be alive in your game to ensure quest progress. These are Angalmo, Aryarie, Calindil, Carahil, Gundalas, Hlidara Mothril, Mog-gra-Mogakh, Orintur, Suurotan, Tumindil and Ungarion.
    * There are a few landscape edits far northeast of Cheydinhal (pathgrid edits) and south-southeast of Skingrad/West of Silorn (a small building, pathgrids & slight height changes). These areas are not affected by currently finalized UL-landscaping mods as far as I know.
    * There is a minor conflict in the Murder Masquerade quest and Open Better Cities; you'll have to toggle Skingrad to "closed" in order to proceed with the quest.
    * There is a slightly misaligned hall piece in Lost Tocrec; this hasn't been corrected because it would require rebuilding half the ruin to do so.

    CHANGELOG, release 3.5
    -------------------------------------------------
    * Grounded/adjusted/unburied numerous objects as appropriate.
    * Adjusted rugs in the Depot Room so they don't clip, and made all the chests non-respawning for the sake of conformity (most were, but a few weren't).
    * Moved the entrance to Fanacasecul Erfinsel to avoid a conflict with Hentai Mania/CDEP Fanaceya.
    * Added a rock to mask a floor gap in Lost Doriun and adjusted two overlapping tunnel pieces in Doriun Silante.
    * Raised the benches/added an altar for the coffer in Lost Fafette (if you sat on the benches, your legs would be in the floor).
    * Lowered a floor piece on the tower in Lost Fort Hardaxe Cavern.
    * Lowered the flame in Lost Ganaz so it's enveloping the large crystal, and moved the runes in the same room so they're on the pillars.
    * Fixed the door in Lost Gutmess Dungeon (it was originally a prison door that belonged to the Bruma Guard faction).
    * Added welkynd stones to Lost Sutch Sewers and one of the Unknown Caves.
    * Added a crystal/light to a welkynd chain that was missing them in Megund Rael and Ontobel.
    * Lowered a stairway that was a bit too high in Lost Merglynn Nonacsel.
    * Replaced the missing ceiling piece in Lost Nemice and covered up the gap in the buttress and fixed up the ceiling a bit in Nemice Cinsel.
    * Adjusted a misaligned corner piece in Lost Vanuasecul.
    * Fixed incorrect music type in several dungeons and Erfinsels.
    * Fixed an error in one of Norb gro-Rukhol's wander packages that made him constantly run into Shelley in Cheydinhal.
    * Moved a step below the Talos Bridge to avoid a conflict with Talos Bridge Gatehouse.
    * Updated the scripts for compatibility with UL Eastern Peaks, Silverfish River Valley, and Cliffs of Anvil.
    * Fixed errors in the reference spreadsheet and updated it with new mod conflict information.
    * Optimized meshes and textures with PyFFI 2.1.11 and DDSOpt 0.7.3.
    * Cleaned esp with TES4Edit.

    CHANGELOG, release 3.4.1
    -------------------------------------------------
    * Edited version of 3.4 for compatibility with "Oblivion XP Update 4.7" mod by SirFrederik and Andalaybay.

    CHANGELOG, release 3.4
    -------------------------------------------------
    * Corrected lots of little typo's.
    * Grounded some floating objects in several Lost Dungeons.
    * (Stepstone)scripts edited and optimized.
    * Changed a container in the Talos Bridge Hideout to be non-respawning. Caution: if you have put any items in the upper drawer to the right of the alchemy sorter, remove them before installing this new mod version!
    * Stepstones will no longer emit message spam when triggered by anyone else than the player.
    * Set cell ownership of Talos Bridge hideout and Guardians rooms to Player.
    * Many small cosmetic changes in the Guardian's storage room.
    * The introduction quest 'The Ayleid Steps' has compass markers.
    * Corrected Welkynd Worries quest so that Cultists will attack player in their hideout even when he is an invisible master sneaker.
    * During the final quest Elsabeth will no longer pop up in the farmhouse while player is preparing to enter the crater.
    * Removal of several items from Player inventory during the final quest was rescripted using Cobl functions, to avoid problems with quest items.
    * Cheating the Core by adding and removing Deathgems should no longer be possible.
    * Added the Automagicon item transformer to the library in the Guardian's quarters. This one can spawn Ayleid clutter, Ayleid weapons, Cobl books and Cobl ingredients too.
    * Added dialog topic for Bertold to explain how to use the Automagicon.
    * NPCs should no longer teleport into player-owned houses.
    * NPCs will (in most cases) not teleport all over Cyrodiil when another mod such as Kragenir's DQ has set them to be essential for their quests.
    * Added some more named boss-type characters to several lost dungeons.
    * The Steps adjustment script is now aware of the BC variant "Better Cities BRAVIL - Blood & Mud.esp".
    * The adjustment script will now recognize UL's "xulRollingHills_EV_withoutWheat.esp".
    * The adjustment script is now aware of the Unique Landscapes Snowdale plugin (English and German version).

    CHANGELOG, release 3.3.2
    -------------------------------------------------
    * Moved entrance step for Lost Varlavale from cell 0,3 to 2,2 to fix map marker problem causing occasional crashes.
    * Fixed script glitch which would stall Vanuasecul quest when player escaped the dungeon using mark & recall.
    * Fixed script glitch which sometimes stalled final quest (Tertia's squad refusing to show up for the final journey).
    * Losing the watchman in an interior cell during Mapping Mayhem quest will no longer break the quest.
    * Many minor questscript tweaks and typo corrections.
    * Welkynd stone base price is now capped at 510 septims.
    * Added named bosses to 12 of the lost dungeons.
    * The boss character in the final quest is now much tougher.

    CHANGELOG, up to release 3.3.1
    -------------------------------------------------
    * Language edits completed. All dialogs and books/notes of the quests 6 through 12 were proofread and edited by Ed Waldorph.
    * In the Mapping Mayhem quest fast travel is now disabled during Player's mapping journeys.
    * The Dead Mages Guild messenger (Intro Quest) is relocated from Wellspring Caves entrance to the northeast. She can now be found on the roadside near the Ayleid Well.
    * Several very minor quest and dungeon tweaks.
    * Start of Vanuasecul Venture slightly altered: the beggar will now set out to find the Player in the IC instead of waiting in the Market district.
    * Several objects will no longer be marked as quest items after Vanuasecul Venture is completed.
    * Fixed a dialog bug which would affect all NPC's if Player elected to abandon the final quest.
    * Fixed a script glitch that prevented proper use of the handles in the Guardian's Hub room.
    * Changed Steps adjustment script to avoid conflict with DLC Frostcrag Spire.
    * Fixed a few layout problems in the dungeons as pointed out by Khettienna.
    * Added 4 new Lost Dungeons. We now have 48 Lost Dungeons plus 3 quest-specific dungeons.
    * Placed more bedrolls in third Fefandor level to prevent cultists from sleeping in the Selatus family hideout.
    * Closed a big gap in the second Crater Passage cell.
    * Fixed a layout problem in lower level of Lost Megund Rael.
    * Steps adjustment script can now recognize West Roads 1.1 mod.
    * Corrected Jannus Mercium's script so he won't chase Player after completion of main quest.
    * Teleporting NPCs will no longer pop up when Player is in a lost dungeon.
    * Shortened time between quests from Murder Masquerade on to final quest to 4 days.
    * Tweaked spell for Purple Welkynd recharge; Alteration level governs how often you have to cast the spell.
    * Deathgems capacity is now grand, although the Core will continue to use 1200 points of it at maximum.
    * Replaced a mesh in the .bsa for the 'shiny' Stepstone variant.
    * Fixed a mesh-texture path bug (for the cultists' banner).
    * Added new textures & meshes for the Deathgem and special Imperial Legion armors, all designed by Bleral.
    * Packed resource files into a .bsa file; added a batch file to remove earlier versions' file clutter.
    * Resolved a conflict with the new UL-module Skingrad Outskirts.
    * The mod now recognizes the German UL-filenames (thanks to Chaky for sorting these out).
    * Fixed another missing mesh bug (for the tombstone)
    * Implemented a few cosmetic fixes in the SSotA worldspace as pointed out by Chaky.
    * Removed object script from welkynd stones.
    * Fixed a bug in the Daring Dunmer quest (quest would halt if Norb Gro-Rukhol didn't like player).
    * Fixed some Lost Dungeon architectural problems in Morra and Carnivore Cave.
    * Pimped one of the Lost Dungeons (Tocrec) with a new large room and enemies.
    * Rewrote AI script and packages for the cultists. They should now behave as intended.
    * Fixed a few problems in the Talos Bridge Hideout as pointed out by Khettienna.
    * Added meshes & textures for the Guardian's diary, a tombstone, a True Descendants banner and a street poster (all designed and produced by Bleral).
    * Added new textures for the Stepstones. They are now seamless; some have nice glinting scraps of welkynd embedded (Bleral).
    * Added new custom Ayleid Steps quest icon (Bleral).
    * (WIP) Covered essentials of the version 3 questline in the Spoilers file.
    * Added a few new Steps here & there.
    * Added 2 new Lost Dungeons. We now have 44 Lost Dungeons plus 3 quest-specific dungeons.
    * Texts in books, dialogs and quest updates from the Intro Quest up to the Daring Dunmer quest were corrected and edited by Qbit.
    * Corrected missing mesh bugs introduced in previous versions.
    * Changed a StepstoneScript to avoid a nasty problem in the Mapping Mayhem quest.
    * Added Cobl's alchemy sorter to the Talos bridge tower hideout.
    * Removed Ayleid arrows from leveled loot lists in the Lost Dungeons.
    * Fixed several small (Lost) dungeon layout problems.

    CHANGELOG release 3.0
    ---------------------------------------------
    No changes in the content of the 2.6 versions.

    <snipped 'Reference' chapter>

    THANKS:
    -----------
    * to the OBSE programmers for their nifty script extender.
    * to MadCat221 (madcat221@gmail.com), RDjeke (rdjeke@gmail.com) and Sotobrastos for the Ayleid Meteoric Iron Weapons.
    * to Meo, Cryptic_Rain and Vacuity for the Ayleid Clutter objects.
    * to Wrye and anyone who contributed, for Common Oblivion Library (Cobl).
    * to several people in the Bethsoft and TesNexus forum threads or sending e-mails, for suggestions that helped improve the mod - notably Skyranger for the Hubs concept, WalkerInShadows, Khettienna, Jack Whitehead and Dazu for bughunting, Chaky for general helpfulness, Shadowborn for pointing out conflicts and script bugs, and Wrye for constructive criticisms.
    * to PresetM (up to 2.3.1) and SuzieQ (from 2.6.1 on) for the German versions.
    * to Bleral for designing and producing the custom meshes and textures.
    * to Qbit for correcting and editing all texts of the first 5 quests.
    * to Ed Waldorph for correcting and editing all texts of the remaining 8 quests.
    * to WalkerInShadows for updating & editing this final version.

    <snipped 'Legal' chapter>
    <snipped 'How to start the Intro Quest' chapter>

    Please visit forum thread: http://forums.bethsoft.com/index.php?/topic/1091510-relz-the-ayleids-steps-3-thread-2/

    480 downloads

       (3 reviews)

    2 comments

    Updated

  14. Really AEVWD

    A modest approach to distant viewable objects, aka LOD.

    You're all familiar with the various LOD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached.

    In order to address these issues, I've decided to compile into one source as many useful LOD objects as can be reasonably applied to the game from the following sources:

    AEVWD Large: Enhanced lowres textures, Imperial City meshes, Skingrad castle meshes, and the 3 daedric shrines it comes with.
    AEVWD Fixes: Frostcrag Spire (requires the official DLC to be activated).
    UOMP: Battlehorn Castle (requires the official DLC to be activated).
    Oblivion: City wall meshes only.
    Brumbek: LOD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes.
    Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible.

    The overall goal is to provide enhanced LOD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail LOD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.

    4,546 downloads

       (1 review)

    1 comment

    Updated

  15. Mark And Recall

    These plugins each contain a set of four simple Mark and Recall spells. Cast a "Mark" spell to mark a spot, and cast the corresponding "Recall" spell to return to that spot.

    There are four plugins total, one pair for those with Shivering Isles and one pair for those without Shivering Isles. In each pair, there are two types of plugins:

    In one plugin, the spells are Lesser Powers, and you must have at least Journeyman Alteration skill to use them. In the other plugin, the spells are just normal spells, which means they cost magicka, but they offer a chance for skillup and you only need to have Apprentice Alteration skill to cast them.

    Use only ONE plugin.

    To acquire the spells once the mod is activated, you can buy a copy of Transitive Alteration: Mark And Recall from Phintias at First Edition in the Imperial City Market District for 200 septims. If you're not shy about console use, or you find yourself in a bind, you can use the console command "StartQuest KhMNRQuest" without quotes to get a free book anytime. Copies acquired via console have no monetary value.

    All plugins have been cleaned with TES4Edit for best compatibility.


    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).

    125 downloads

       (2 reviews)

    1 comment

    Updated

  16. BTA Keybinds for Oblivion

    I made this mod to have easy keybinds to spells and console commands I use often while beta testing mods. Here's a list:

    U: Toggles 100% Chameleon
    I: Toggles Detect Life, 120ft.
    O: Toggles Light, 60ft.
    P: Toggles Night-Eye
    H: Purge Cell Buffers
    J: Instantly gives the player 100% health.
    K: Gives player 10K gold
    L: Unlocks current target (if applicable), re-locks with Modifier Key
    M: Toggles Underwater Breathing
    NUM 0: Quits game (requires Modifier Key also held down)
    NUM 1: Saves game to KeyboundSaveXX.ess (01-05)
    NUM 2: Toggle God Mode
    NUM 3: Toggle Collision
    NUM 4: Toggle Grass
    NUM 5: Clears player bounty (requires Modifier Key also held down)
    NUM 6: Resets the last interior you were in to its editor state (requires Modifier Key also held down)
    NUM 7: Toggle all AI
    NUM 8: Toggle Menus
    NUM 9: Toggle FlyCam

    You can change any or all of these keys to ones you like better by editing the file Data\ini\BTA Keybinds.ini. There are instructions and a full list of key codes right in the .ini to make it easy. You can also use the .ini to disable any keybinds you don't want available in-game.

    Using the unlock hotkey will unlock whatever door or container is in your crosshairs and in range. If you need to re-lock the object, make sure you're near it, and hold your modifier key while you press the unlock hotkey. The object will be locked again, precisely how you found it.

    Using your save hotkey is just like QuickSave, except that a full, incremental save is made to prevent saved-game corruption. Once you've made five saves, the sixth will overwrite the first, and so on, thereby giving you a nice handful of backups.

    Some functions that I'd not want to use accidentally (such as the "quit" key) require the modifier key be pressed as well as the hotkey, because I am accident-prone, and it seemed wise at the time.

    Try not to toggle things on or off super fast, as button mashing may confuse the script. If any of the toggles seem to be stuck the wrong way, save & exit, they will fix themselves on reload.

    This mod may not be compatible with other hotkey mods, unless they also come with .ini files or some other method of letting you choose your hotkeys. It's up to you set separate hotkeys for this mod from what you use in other mods. If you run out of keys, disable some of the functions of this mod in the .ini.

    This mod makes heavy use of cheats and console functions. While the mod itself won't damage your saves, your use of these functions potentially can, just as using the console can. Use at your own risk.


    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    Requires OBSE v0020 or higher.

    57 downloads

       (1 review)

    0 comments

    Updated

  17. Packdonkeys ver 2.1

    Author: Emma and CDCooley
    Models: Mr_Siilka

    Requirements: Oblivion

    Tired of being your own packmule? Buy yourself an obnoxious borderline-criminal packdonkey, and your Cyrodiil life will never be the same.

    At the Chorrol stables, you can now buy up to four packdonkeys - Groucho, Chico, Harpo and Zeppo.
    They can follow you everywhere, including through dungeon crawling and into your home, but in ver 2 you can tailor their following-behaviour to suit your personal taste.
    Each of them are carrying two containers, so you can keep your loot sorted. It's up to you to decide if you want an encumberance-limit or not.
    You can reward your donkeys with apples and carrots in order to keep them happy.

    They are essential, and as for healing, they have an ability that makes them slowly auto-heal over time.
    They come with a summon-spell, so you don't have to worry about that they get lost.

    The donkeys are pack-animals, not fighters. In general, they will only fight to defend themselves and then return to peaceful again. Unless you are using mods that adds new enemies who don't belong to standard factions, it is not likely that your donkeys will get attacked very often.

    There's one more thing you should know: The donkeys may not be designed to be fighters, but they are all designed to be border-line criminals! If you allow them to "relax", they will gladly steal every apple or carrot they can find, sometimes with unexpected concequences. (Tell them to "wait" instead and they will leave the fruits and vegetables alone).
    Should the donkeys get involved in unexpected trouble when "relaxing", use the "wait" command to stop fights!

    New in ver 2.1

    - Now works even if you don't have Shivering Isles installed
    - Fixed minor bug relating to buying Chico last.
    - They will no longer get their AI corrupted if you go to jail (unless you use the "See You Sleep" mod without disabling the Jail bedrolls)

    New in ver 2

    - As mentioned above, there are now four donkeys - Groucho, Chico, Harpo and Zeppo (thank you, Mondstein, for allowing us to use your black retexture for Zeppo!).
    - One summon-spell handles all the donkeys that you own. Summon them individually, or all of your donkeys at the same time!
    - Customizeable - it is up to you to decide the following
    - encumberance - choose between a variety of limits (500, 1000, 1500, 2000, and 2500), or no encumberance limit at all. (No encumberance limit is default).
    - following distances - choose how close behind each of them should follow you. Very useful if you are bringing more than one donkey along, or if you have other companions in tow.
    - following behaviour - by default, they will follow you everywhere, including dungeons or inside your abode. But this can be tailored and toggled to suit your personal wishes and needs.
    - note that some customizing options are available from the summon-spell, whereas others are available from the submenu "options" when you activate the donkey.
    - New stable markers that can be set anywhere, one for each donkey! Just "talk" to them to set the stable location (on the options sub-menu) and then tell them to go home or use the summoning spell to send them home. Until you choose a new stable, they each will return to Chorrol.
    - The donkeys will return automatically from Oblivion, but they will not follow into Oblivion on their own. You will have to summon them, and the spell will give a warning because they really don't do well there. (Besides, it must be against the Cyrodiilic laws regarding cruelty towards animals to even think of bringing them there!)
    - More variety to their animations, especially when they are relaxing.
    - Also enemies from OOO are unlikely to attack the donkeys.


    New in ver 1.1
    Added command "Relax".
    Now, when you ask a donkey to "Wait", he will stand still where he is. "Relax" is the same as the "wait" behaviour was in ver 1.0, i.e. the donkey may wander around and even grab an apple or carrot he finds on the ground (or steal one from an npc).


    Upgrade from ver 1.0-1.1

    If you are already a donkey-owner, it should still be easy to upgrade the mod.
    Replace the esp and the bsa with the new ones.
    Ingame, start by casting one of the old donkey summon spells. This should add the new summon spell to your spell inventory and upgrade all the donkeys with the new features.

    155 downloads

       (1 review)

    0 comments

    Updated

  18. Tamriel Worldspace Creature Pack

    Tamriel Worldspace Creature Pack


    Name: Tamriel Worldspace Creature Pack
    Version: 1.0
    Date: 15 june 2010
    Category: creatures
    Created by: StarX
    Source: http://www.tesalliance.org/


    Changelog:
    ==========

    15 june: finished first pack


    Description:
    ============
    This a modders resource, mainly to help fill the lands and dungeons for Onra's Tamriel Heightmaps. Feel free to alter the creatures stats to your liking. All creatures have the STX-prefix so they can easily be found in the CS.

    This is just a first release.. The creatures will get some new abilities and weaknesses etc. in the future as well as better combat styles.

    This mod is useless for non-modders, as it will add no new content to the game!

    Creatures in version 1:
    Jungle Ogre, Cyclops, Feathered Imp, Black Feathered Imp, Wulvryn, Winged Wulvryn, Mummy, Poltergeist, Eyeless Wraith


    Installation:
    =============
    Extract the files into a save location. Copy and paste the meshes- and textures folder and Tamriel Worldspace Creature Pack.esm into your Oblivion Data folder.


    Issues:
    =======
    None so far. Will need feedback! @@


    Credits:
    ========
    TheMythofStrider for the hi-res textures that were used as a base for the Jungle Ogre and the Cyclops
    Wix for the Cyclops head
    JCarl/LHammonds/Jerros for the Werewolf that served as a base for the Wulvryn.
    Vyper for coming up with the Wulvryn name.
    Phitt for the meshes and textures that served as a base for the mummy

    StarX: textures, Nifskope work, ESM build



    Legal/usage:
    ============
    This is a modders resource, so feel free to use the creatures in your mod project, as long as the full list of credits mentioned above are added to your readme. Do not reupload this package as a whole to any other site.


    Thanks:
    =======
    Special thanks to Mrs.StarX for putting up with my crazy modding efforts.
    Thanks to TesAlliance for being such a userfriendly host.

    327 downloads

       (1 review)

    4 comments

    Updated

  19. Maigrets Pet Foxes

    MOD NAME:
    Maigrets Pet Fox - By request.

    AUTHOR:
    Maigrets
    Version 1.0
    27 June 2009

    Update April 9 2010

    Moved the foxes to Blankenmarch as requested by Tanya for compatibility with Better Cities.

    The new file is stand alone and includes the meshes and textures, original readme and a small Info text. This is so it can be used whether or not anyone uses Better Cities. The foxes have just been moved...no other changes.

    Please make sure you don't use both esps if you have the original and want to use this version.

    I also discovered when I installed FCOM recently the fox files were removed when I uninstalled the Mart's Monster Mod Omod since it's now a BSA. If anyone finds they have no foxes, (particularly the red one) after doing the same just reinstall the meshes and textures from my mod.

    Updates: 29 June 2009

    1. Added a grey fox, Ru'bel, to the same location as Timothy on the other side of the path. This is a different mesh and texture than the one currently used by MMM and made by Mikal33 who also created the red fox textures.


    2. Replaced the normal map for the red fox. I was using the wrong one. The new map has a lttle shine to it.

    3. Made both foxes a tiny bit smaller. Now .70% instead of .75% of the size of the vanilla dog.

    DESCRIPTION:
    This mod was requested by NOname101 at the Bethsoft Forums. The name for the grey fox Ru'bel, was chosen by corepc.
    These foxes are pets, not fighters, so if you want to change it you can do it in the AI. Confidence and aggression for these foxes are the same as the sheep (ewe).

    Pets, whatever they are, should not be fighting monsters and bigger animals for sport or fun in real life or a fantasy game. Use an animal companion that can defend itself. There are plenty around, or make your own changes. My choice and opinion...so enough said.

    There's no quest. Timothy the red fox, and Ru'bel the grey fox, can be found wandering around the graves at the Green Emperor's Way, so just take a walk around and find them. When first activated they will give you their Summon Spells so they can be called if they get stuck, or if you've left them somewhere. They will have some problems with bigger stairs, but will port to you.

    They can be activated the same way as my other creature companions. Tell them to either come with you or stay, and they will do the rest. When they are told to wait they have a fairly wide wander range, so just summon them if you can't find them for some reason.

    They will also sneak with you so if you go into dangerous areas and remain undetected, they may stay with you, depending on the circumstances, but they are not not brave! They will run away if you are detected and will find you again when the coast is clear.
    If not just summon them to you and tell them to follow if not already in Follow mode. Obviously, they won't crouch in sneak mode, but it works and is more obvious in my fighting companions who won't run away.

    I'm not going to add chameleon. It's unnecessary.

    They are essential and have their own healing ability for use in case of trouble. They are player owned and will not attack you or friends. Main stats are basically the same as the default dog, except for intelligence which assists with animal companions climbing stairs and more importantly, being able to follow the player through doors and fast traveling properly. (I re-discovered this is true when I forgot to give the original red fox higher Intelligence, and he wouldn't zone through doors or fast travel.)
    I also increased their speed a tiny bit.


    Remember, they are pets only! They will run away a certain distance, if fighting breaks out and will return when it's safe. Realistically, foxes wouldn't be fighting wolves and monsters which is why they are pets and not fighters.

    You can change the names if you want in the CS or open the console in game, click on the fox and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save.
    However, the name will remain the same in on screen messages and the Summon Spell. That can only be changed in the scripts.

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on a Vanilla 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 esp, meshes and textures to a temporary folder and check it out if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for the Green Emperor Way.

    UNINSTALL:
    Remove these files:
    Maigrets Pet Fox.esp
    textures\creatures\fox\fox.dds
    textures\creatures\fox\fox_grey.dds
    textures\creatures\fox\fox_n.dds
    meshes\creatures\dog\fox.nif
    meshes\creatures\dog\foxgray.nif

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.
    Martigen's Monster Mod also uses a couple of these files, so if using MMM don't remove the meshes and textures. Just delete my esp.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware.

    CONTACT INFORMATION:

    I can be contacted by PM at SavageArtistry Forum as Maigrets:
    http://savageartistry.darkbb.com/index.htm

    TES Alliance of course.

    Email: maigrets55@yahoo.com.au

    CREDITS and THANKS TO:
    Mr Siika for the meshes and textures.
    Mikal33 for updated meshes and textures.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various tutorials and valuable tidbits of information.

    LEGAL:
    Please do not reupload this mod in it's current or altered form without asking me first. It has been translated which is fine with me.

    103 downloads

       (1 review)

    3 comments

    Updated

  20. Maple Cottage

    Name: Maple Cottage
    Version: 1.03
    Date: 2012-01-25

    Category: Quest with a playerowned house as reward

    Requirements: Oblivion

    Author: Emma
    Contact e-mail: emma9158@hotmail.com, emma@lovkullen.net
    Web-site: http://lovkullen.net/Emma/index.htm

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

    Description
    ===========

    Solve a short quest, gain a home with a handy location, suitable in particular for a new character but also for the more experienced adventurer.

    As soon as I saw Stroti's Tiny house model, I felt it would be perfect as a first home for a new character.

    Maple Cottage is located on the Imperial Isle, south of the bridge to Weye. In order to "earn" it, you will first have to do a little quest - talk to Nerussa at Wawnet Inn about "A good place to stay".

    Maple cottage is lorefriendly and furnished to be spacy in spite of its small size. There is also a small garden with flowers and vegetables.


    Two versions - purist and comfortable
    =====================================

    There are two esp-files included - one purist version and one for the player who prefers a little extra comfort.
    The purist version only includes the house with a small basement, but thanks to a bedroll that can be activated, there is space also for a companion.
    The comfortable version has a larger basement with a good livingroom.
    You can at any point switch esp without uninstalling/reinstalling the mod. Just make sure that you move the items stored in the basement you are abandoning. Should you still forget to move the items, use the console command coc emtinybasement2 resp. emtinybasementpurist to get to the alternate basement.To return to the house, use the console command coc emtinyhouse.



    Companionfriendly
    =================

    The cottage is fully path-gridded. The purist version has a bedroll that can be activated in order to make space for a companion. The comfortable version has aditionally two beds in the basement room.
    In a small chest on the drawer upstairs you will find "companion keys". Put a key in your companion's inventory, an this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outside, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients).


    Special Features
    ================

    The cottage includes the following facilities:
    - Crafting facilities:
    - you may craft leather armor from pelts
    - you may craft jewels from gold- and silver nuggets or silver items - smelter facility in the garden.
    - you may craft lockpicks from smelted metal items.
    - extensive crafting manual is provided in the cottage.
    - you may make your own soup or stew in the cooking pot at the main room fireplace.
    - you may make your own coffee by using the coffee pot at the main room fireplace
    - you may light/extinguish out the fires by activating the wateringcans placed next to them.
    - you may make your own alchemy potions by activating the alchemy equipment in the basement.
    - you may repair your equipment by activating the basement anvil.
    - you may pour beer and wine from the kegs in the basement. Please use the appropriate pitchers and tankards for this purpose.
    - you may cure yourself at the Mara statue in the bedroom.
    - you may activate/deactivate the extra bedrolls by clicking on the yellow bedroll in the shelf next to the dining table.
    - you may give your companions additional orders while in the cottage. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer upstairs.
    - daylight will automatically vanish during the night hours.
    - the containers are non-respawning, with one exception: the "Companion Key chest RESPAWNS" upstairs


    COBL-addon
    ==========

    A COBL-addon is provided for COBL-users. It will add the following features:

    - The Luggage - is located upstairs, close to the bed, but is only available if you have found the original Luggage in Anvil.
    - Alchemy sorter - is located in the basement, regardless if you use the purist or the comfortable version.
    - Dinnerplate is placed on the dinnertable.
    - One of the kegs in the basement will give water if you are using a survival mod.

    I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Lakeside home, else many of the COBL-functions won't work.

    Unique landscapes
    =================

    A patch for Unique Landscapes IC Isle is provided.


    Install
    =======
    Just drop the bsa-package as well as one of the esps (remove its subfolder first) in your Oblivion/Data folder. Don't forget to check the mod when starting the game!


    Credits
    =======

    Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture, containers and items that I have used for furnishing the cottage and garden. (modders resources)
    Jbvw - for planters originally belonging in his Vaernlor Manor mod (modders resource permission)
    MEO - for the modular fireplaces and the watering-cans, the bookset, the wine crates and some of the food containers. (modders resource)
    Xiamara - for the bedroll bags. (modders resource)
    Shawn Dworshak - for the alchemy desk script (modders resource)
    Phaedra - for the planters (modders resource)
    Lycanthrops - for the tanning rack, the Mara statue and the chamber pot (in the bedroom drawers).
    CDCooley - for the Smelter scripts.

    177 downloads

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  21. Serentin Vampire Armors

    Serentin Vampire Armors

    Since I don't think I will be completing The Vampires of House Serentin anytime soon (or maybe never) I decided to release two of the most prominent armors.

    Name: Serentin Vampire Armors
    Version: 1.0
    Date: 18 april 2010
    Category: armor
    Created by: StarX
    Source: http://www.tesalliance.org/


    Changelog:
    ==========
    18 april 2010: Version 1.0 release


    Description:
    ============
    Adds 2 new armor sets in a chest at the entrance of the Ayleid Ruin Lipsand Tarn


    Installation:
    =============
    Extract the files into a save location. Copy and paste the meshes- and textures folder and Serentin Vampire Armors.esp into your Oblivion Data folder. Activate the esp either by going to Data Files,or by using Oblivion Mod Manager or Wrye Bash.


    Issues:
    =======
    None so far.

    Credits:
    ========
    StarX - Textures and Nifskope work
    Pale Rider - meshes: male warrior helmet and pauldrons and some of the textures
    Exnem - For the female warrior helmet and the Dark Brotherhood Cuirass the stealth suit is baesd on
    Madmole from www.4drulers.com - For the shadowy hoods
    Ryu Doppler - For the belt and pouches
    Najaknevrec - For the skirt mesh
    Bethesda Softworks - For creating a great game

    Legal/usage:
    ============
    This is a modders resource, no need to ask for permission. But include the complete list of credits in your readme. It would also be nice if you let me know in which project the armors are being used.


    Thanks:
    =======
    Special thanks to Mrs.StarX for putting up with my crazy modding efforts.
    Thanks to TesAlliance for being such a userfriendly host.

    Screenshots:
    ============






    1,504 downloads

       (1 review)

    4 comments

    Updated

  22. Shadow's Rest Cottage

    Well, I've been on holiday for a week, with no internet and no access to my ongoing projects, so I started this little new one; a totally vanilla house to be created in a week. Well, it almost was, and I'm happy enough. This is the part where I shamelessly paste in the readme so I don't need to think of anything new to write . Well, have fun!


    66 downloads

       (1 review)

    1 comment

    Updated

  23. Better Benirus Manor - Helping Hands

    This mod adds an Eyja-style servant to Benirus Manor.
    You can install this regardless of whether you have completed the house's quest or not. If you already have, you can find the young lady Rosalind waiting to be hired at The Count's Arms in Anvil. If you haven't, she will make herself present when you have finished the quest. Each method has a different introduction that gives you a different bit of her story. Either way, she wants 150 septims to come work for you (same price as Eyja, who may or may not be her cousin).
    Rosalind is fully voice-acted. She doesn't have much to say, but she will cheerfully present you with a mead or meat pie anytime you ask, or re-tell her story. She will sleep in any available bed in the basement, and she will eat in the basement three times per day. Otherwise she will always be around the house to provide you meals and company.
    Rosalind has her own custom outfit. You cannot remove this outfit, or dress her in something different, even with console use. There are plenty of companion mods out there with NPCs who are "of age", and you can dress those however you want. But Rosalind isn't old enough for that chainmail bikini, k?
    All resources have unique file paths, and the plugin has been cleaned with TES4Edit for best compatibility.
    2015-05-20: The most recent upload contains no changes to the mod itself, but does contain an optional file to silence Rosalind's voice acting. You will want Elys' Universal Silent Voice to prevent the dialogue from flashing across the screen too quickly.
    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    ==================================
    LINKS
    ==================================
    A French translation of this mod is available at La confrerie des traducteur.
    A Russian translation of this mod is available at Anvil Bay.
    ==================================
    CREDITS
    ==================================
    Thanks to/for, in no particular order:
    Kivan for the resources for LIP file generation Greenwarden for Rosalind's beautiful face Ryk for the clothes from "Simple Dress" mod Yevic for fitting the clothes just right jclyde, TK, Luchaire, and everyone who worked on "Working Eyelashes" for the lashes Nequam for the EE eye mesh Flonne for the beautiful eye texture Voice acting: Me

    153 downloads

       (1 review)

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  24. Amen'thalas Well House

    A quirky old lady passes alone, but not sadly. In her visions, she has seen you doing great things for the world she leaves behind; and as she has no other family, she has named you as her only heir. What have you inherited? She didn't have much of interest or value to her name, except for a well-loved house in the Heartlands on the Blue Road. At least, so you think. =)
    Gram' wasn't much of an adventurer, mind you, but you're not likely to find a cozier abode in all Cyrodiil. Grab the key from a hollow rock near the front door. Light the fires in the kitchen's potbelly stove and the upstairs fireplace, and make yourself at home.
    This mod sat in beta for over a year, with an excellent quest story planned - the house was really just a small part of the mod. However, in a year, I haven't made time to finish the quest. And so, prompted by a request for a UL compatibility patch, I've completely refurbished the house to stand alone as a proper house mod until the time I can finish its story. And I will finish it!
    House features:
    Plenty of living space Tons of safe storage* Interesting, unique décor Beautiful exterior (AWLS-compatible) Mage altar** Static alchemy lab** Automated ingredient storage Automatic day/night interior lighting AWLS-style Companion-friendly pathing & seating, bed sleeps two Teleport spell to take you, your horse, & your companions home Fancy basement & more for anyone who likes surprises Cobl features, if you use the Cobl version:
    Dinner plate Water source Cobl standard ingredient storage Cobl standard alchemy lab** Grinder* *The waste baskets empty themselves daily and are NOT safe for storage - they will warn you as such the first time you open them.
    *The Cobl Grinder is never safe for storage.
    **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:
    Static Alchemy Lab
    By default, activating the static alchemy lab will allow you to perform alchemy as though you had one of each apparati in your inventory. This is leveled, in that the type of apparati is determined by your alchemy skill. E.g., if you are an Expert alchemist, you will be performing alchemy as though you had an Expert alembic, calcinator, retort, and mortar & pestle in your inventory. You can remove this function and have the existing apparati be for decoration only, if you prefer. If you use the Cobl version, you have a third option of trading out the whole rig for the Cobl standard alchemy lab, which is still stationary but requires you to provide your own equipment.
    Mage Altar
    The mage altar can only be used by a very skilled caster, or one initiated to the Mages Guild. You can disable its functionality if you prefer it be for decoration only.
    Healing Altar
    The healing altar has no conditions or requirements. You can disable its functionality if you prefer it to be for decoration only.
    Anvil
    Allows you to repair your gear without using up your hammers. You can disable its functionality if you prefer it to be for decoration only.
    Curtains
    You can hide the curtains to expose the bare windows. I recommend to do this if you have All Natural.
    All Natural support, See You Sleep support, and compatibility patches for The Ayleid Steps, Unique Landscapes, and Heart of the Dead are also 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 v0018 or higher.
    ==================================
    LINKS
    ==================================
    A French translation of this mod is available at La confrérie des traducteur.
    ==================================
    CREDITS
    ==================================
    Great Big Massive Thanks to/for (in no particular order):
    Brumbek & the All Natural team for allowing me to use All Natural resources for All Natural support InsanitySorrow for fixing the stock welkynd mesh collision Pheonix Amon for the original Ingredient Storage Shelves mesh & OBSE script Vince Bly & his Abandoned Mountain Shack for the gorgeous hanging lantern, potbelly stove, trimmed fire logs, and shortened cupboard Vince Bly some more for the HMTK! Xiamara for the red armchairs, the pillows, planter dirt (that used to be a pillow), & teddy bear Texian for the water statics Meo for the beautiful open book, the watering can, the welkynd textures, the wood posts used to build the stable, and the window boxes JDFan for the sheep bookends Garak for the static booksets Hel Borne for the wall shelves DarkRider for the celtic rug from Celtic Decor II and the quilt from Celtic Decor I David Whitefang for the dining chair mesh Deandra/Merilia for the original Blue & White Porcelian Mr. Siika for the kitchen clutter & spindle from Castle Seaview Side777 for the Babylonian dishes Floydian1 for the beautiful screenshots used to make most of the paintings Trollf for the frames for the paintings kalikut for the excellent bed resource LadyLi for the beautiful base resources used to create the easter egg Qarl for the wood texture used on some of the painting frames DaMage & echonite for fixing all my frankenmeshes, and creating the missing AR columns & basement section piece the Unofficial TESA Clutterers Guild for the spooled thread, dustpan & handbroom, needles, and magnifying glass KAS Rugs and OrientalRugs.com for the stock used to create the downstairs tapestries, dining room rug, & lower-class chair cushions Vorians for initially cleaning the mod & making the UL patch Greenwarden & Elm for constant support & inspiration... :wubble: Greenwarden & Elm again for the screenshot used to make the portrait Greenwarden, Arion, Athray, Chi, grond, & Cortjester for playesting the new version during development

    120 downloads

       (1 review)

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