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324 files

  1. Martigen's Monster Mod 3.8

    Martigen’s Monster Mod 3.8


    Readme Documentation

    Table of Contents

    Introduction
    Requirements
    Installation
    BSA resources
    Key Features
    Faction System
    Wounding System
    Plugins – Description and Functions
    Spawn Rates Explained
    Load Order Guide by Corepc
    Additional Alternative Downloads
    Known Bugs
    Compatibility
    MMM Goes to Shivering Isles
    Creature/NPC Listing
    Credits
    Team Members – Past & Present
    Screenshots
    Version History
    Hunting and Crafting Guide  (Includes Gems & Gemdust Documentation)

    "No two creatures will ever be the same." -- Generic cool quote

    The variety in MMM is almost limitless. Each creature and NPC, both original and new, spawns with (in defined ranges) a randomized size; randomized adjustments to stats (such as strength, agility, health, fatigue, magic, willpower, and intelligence) all particular to their class; as well as range-randomized confidence; aggression; and even combat fighting styles. No more clones of creatures or NPCs where each one is identical; with MMM every encounter is different because every creature -- even within the same race -- is a unique individual.

    More than this, stat adjustments are broken into two sections -- health, magic, strength, fatigue and confidence are affected by the same value that determines size -- so smaller creatures are generally weaker too, and in turn, less confident. Stats like agility, speed, and aggression are randomized based on and applied against the core stats. For instance, speed is important -- now you will see herds of deer running away at different speeds, or hordes of goblins charging towards you and fighting with you at different speeds. These size, stat, and aggression changes, combined with the fleeing and behavior code, all contribute to create a tremendous sense of life in the creatures of Tamriel.

    Additionally, the advanced fleeing code applies not just to player character interactions, but works among other creatures and NPCs as well. You may see a wolf starting a fight with a Bandit, and then running for its life. Or goblins swarming a Troll, then pelting off when the tide turns against them. In fact, while very few mods allow for anything more than NPCs than can flee, MMM adds carefully adapted code to all sorts of creatures and NPC types, specific to their class or nature (so for example; Dremora never flee, nor do Bosses).

    Finally, MMM is the first mod to tie a creature's confidence and aggression into faction interactions.  Usually, setting faction ratings creates static behavior (if a creature has a big enough negative reaction to another faction, it will always attack); but with MMM, creatures spawn with a varied range of aggression and confidence--which when combined with the faction ratings, creates a vast diversity of behavior. For example, a Big Cat might not always be hungry, and so might not always chase prey. Or a spawning Ogre that has a faction prejudice against wolves in general may appear ambivalent towards a nearby wolf, while a second spawned Ogre attacks it outright. These changes scale in accordance with a creature's size and stats, with bigger, more confident creatures being more likely to start a fight with factions they just tolerate (as opposed to outright war or friendship). More primal such as Wolves or Trolls or Minotaurs may even attack their own kind. It's a low percentage, but if a highly aggressive Wolf spawns, it'll be highly aggressive not only to other factions, but could well turn on other wolves in a fight.

    The most important result that the faction system brings… is that the player is no longer the centre of the universe. No more will you have three different creatures all attacking you at once and ignoring each other. Now, fights will be all-in brawls between you and the fighting factions you've stumbled upon.



    ===== REQUIREMENTS =====

    Martigen’s Monster Mod requires the Official Bethesda Patch Version 1.2.0416 or SI Patch  

    It is highly recommended that you also install the Unofficial Oblivion Patch , Shivering Isles Patch, and Unofficial Official Mods Patch first, before installing MMM.

    Oblivion Mod Manager  is required for OMOD Install Options, and can also be used for Load Ordering, Archive Invalidation, etc.; and Wrye Bash, while being slightly more complex for the new user, is an invaluable tool capable of doing all that and more.

    Martigen’s Monster Mod 3.8 requires both a resource BSA Download Martigen's Monster Mod 3.8 BSA and the latest ESM/ESP Updates, both of which can only be found at TesAlliance (TESA).

    Martigen's Monster Mod for Shivering Isles - Requires SI and 1.2.0416 SI Patch Installed.  Please note that the GOTY Edition Already comes with SI, Knights, and SI Patch 1.2.0416.

    Martigen's Monster Mod for Knights -- Requires Knights of Nine to be installed (the Unofficial Official Mods Patch for Knights is also recommended). See Knights Section.

    Martigen’s Monster Mod used in conjunction with Oscuro’s Oblivion Overhaul requires Oscuro's Oblivion Overhaul version 1.35 or higher.  Because the structure of both mods has changed, using any other version may result in missing meshes and textures.

    Martigen's Monster Mod used with Frans requires Francesco’s Creatures and Items mod.  The newest version (v.5) is preferred, but v.4.5 (available at Planet Elder Scrolls) is also compatible.

    Wrye Bash is highly recommended, as its bashed patch helps resolve problems when using other mods with MMM, especially in merging leveled lists and race features. See Bash Section.

    BOSS (Better Oblivion Sorting Software) is recommended to help sort your load order. It is available here at TesNexus.

    ===== INSTALLATION =====


     
    INSTALL ORDER FOR MMM 3.8

    First and foremost, for compatibility reasons—since everything is stored in bsa now—you have to pay close attention to how you install other mods, since MMM still shares some resources with UOP and Cobl in particular.  Please use the following as a guide:

    Unofficial Patches and DLC Mod Patches first
    Frans and OOO, WarCry, Bob's Armory, Armamentarium, and Artifacts
    MMM
    Cobl / Cobl Races
    Body Replacers
    FCOM
    Textures

    Download MMM3.8

    Download Main Files from TesAlliance

    MMM now sports a shiny new fully-optimized BSA, making installation, removal and playing a breeze!  Detailed information on the BSA can be found here. 

    For ease of installation of the ESM and various ESP’s, TheNiceOne has created an OMOD Installer to be used with OBMM.  Activating the MMM OMOD will automatically guide you through the install process, selecting the appropriate components and helping you customize the install according to your preferences.  The BSA OMOD installer comes with a script that asks you what version of MMM you plan on using (MMM, MMMforFrans, MMMforOOO, or FCOM) and will rename the BSA as needed so that MMM’s resources are correctly launched as the game loads. The OMOD installer will detect if you are using other major overhaul mods (i.e., Frans, OOO, FCOM) and will only install the correct ESP components needed.  This prevents incorrect load order configurations. 

    Alternately, Wryebash’s BAIN function can also be used for installation.  Both archives are simply placed in the Oblivion Mods\Bash Installers directory under Bethesda Softworks, and activated under the Installers tab of Wryebash.  At present, this method is recommended only for experienced users, until a full BAIN package is released; but the process is straightforward and simple enough without it.

    HOW TO INSTALL MMM 3.8 Full Version Manually via BAIN

    1] Copy MMM.bsa to your Oblivion/Data directory (or simply click Install on both the BSA and ESM/ESP packages in the Installers Tab).
    2] Select 'Mart's Monster Mod.esm'  (If using OOO together with MMM, also select MMMforOOO.esm.  This does not apply for FCOM!)
    3] Select ONE of the following:
    'Mart's Monster Mod.esp' - And manually rename MMM.bsa to Mart's Monster Mod.bsa
    *OR*
    'Mart's Monster Mod for Frans.esp' - And manually rename BSA to Mart's Monster Mod for Frans.bsa
    *OR*
    'Mart's Monster Mod for OOO.esp' - And manually rename BSA to Mart's Monster Mod for OOO.bsa

    *OR*

    If you are using MMM in an FCOM configuration, rename BSA to FCOM_Convergence_Mart's Monster Mod.bsa

    Failure to rename the BSA properly for your installation will result in missing resources ingame, as the BSA will not be loaded on game startup!!

    4] Read about the range of optional plugins from the PLUGINS section Here
    5] Select your choice of these additional plugins in the right-hand panel of the Wryebash Installer
    6] Under the Mods Tab of Wryebash, create or rebuild your bash patch
    7] Play!

    NOTE: Don't forget to rest your character at least 4 full days to reset already-visited cells, allowing new creatures and NPCs to appear. You do not have to do this if you are starting a brand new game.

    HOW TO UPGRADE MMM IN AN EXISTING INSTALL:

    MMM 3.8 Upgrade from Previous Version:

    1) Disable and remove all prior MMM Install, and hotfixes, esm / esp and all optional files. MMM Version 3.8 absolutely requires this step!


    2) Install MMM 3.8 using your method of choice and make sure all existing ESM/ESP and optional files (if you have any) have been overwritten with the new ones. You MUST have the official patch 1.2.0416 or SI Patch 1.2.0416 installed to use MMM 3.8.
    3) *NOTE* The Spawn Rate Plugins have been renamed. Delete your old ones and use the new ones from the Optional Plugins folder.

    4) In-game, rest inside somewhere without any NPCs for 4-14 days* to ensure your cells reset, allowing new creatures and NPCs to spawn. You MUST do this if you are upgrading an existing save game. You do NOT have to do this if you are starting a brand new game.

    * Resting/waiting time depends on what game respawn time you are using. Default is 3 days, but some mods or tweaks can extend this to two weeks or more.

    Uninstall - Deactivate omod or use the ‘Uninstall’ option in BAIN.  Alternatively, delete mmm.bsa and all esm / esp plugin files.


     
    Additional Install Notes

    Francesco and MMM Install

    Relevant plugins from Francesco's:
    Option Group 1 - Quest and Arena Only - MMM already contains leveled guards.
    Option Group 2 - You can use all these.
    Option Group 3 - None of these – They are already in MMM, the only exception is Stronger Enemies and Bosses. You must use Wrye Bash’s bashed patch to make it work.
    Option Group 4 – Use only Vendor Tweaks (if desired); everything else is already contained in MMMforFrans.
    New Third Party Items - New Item Addon Only - All Creatures / AI behavior and Scripts are already in MMMforFrans.

    Plugins from MMM:
    MMMforFrans, MMM - Frans Leveled Quest and whatever else you want to use from MMM plugins
    Spawn Rate Reduced or Reduced Reduced is recommended for first-time users of MMM, or if your system is mid-range.
    MMMforFrans is set to Frans Hardcore mode by default and most of Frans customizable features do work (loot at least)

    Fran's Leveled Quests Update:
    If you use 'Frans leveled quests.esp', please read the following.

    Ensure you load the 'Mart Monster Mod - Frans leveled quests.esp' plugin after both Frans and MMM files.
    You MUST ensure you have 'Francescos optional leveled quests.esp' installed from Frans, either standalone or merged into the 'Francescos optional files.esp' (by the v.4.5 installer)—or loading the 'Mart Monster Mod - Frans leveled quests.esp' will not work.

    Oscuro's Oblivion Overhaul and MMM Install

    MMMforOOO 3.8 requires OOO 1.35 or later version!

    Make sure that OOO.esm is loading before MMM.esm and MMMforOOO.esm, and that OOO.esp is loading before MMMforOOO.esp. Do not use Diverse Skins, or Diverse Imperial Armor.  BOSS (Better Oblivion Sorting Software) will automatically order the plugins correctly.

     ===== BSA RESOURCES BY COREPC =====

    All of MMM’s main resources (MMM/MMMforSI/H&C) have been neatly packed and optimized into BSA form by the diligent and awesome work of Corepc.  The BSA structure is now an MMM standard and preferred method for installation, and the ONLY option for MMM 3.8.  This greatly increases ease of installation as well as streamlines MMM itself.  The BSA organizes and contains the thousands of resource files which MMM requires to work properly.  The BSA contains 5800+ files and over 627 folders.  Meshes have been put through the PYFIII treatment and many Textures have been optimized for BSA usage (DXT1, DXT3 or DXT5 with Mip Maps added or resized).



     ===== KEY FEATURES =====


    MMM does much more than add completely new and unique creature and NPC types. It also adds to all creatures and NPCs in the game both original and new:

    * Martigen’s brilliant advanced fleeing code for NPCs based on level and health
    * Advanced wilderness behavior for animals and creatures
    * Advanced inter-faction behavior for creatures and NPCs (see 'Factions' below)
    * Advanced combat behavior based on Lyrondor’s Combat Behavior mod
    * Advanced plugin system with optional plugins to tailor the mod to your play style
    * New and more rewarding loot drops for all creatures and NPCs
    * New and versatile optional crafting system
    * The ability to encounter new creatures up to level 40 in the game, and be challenged to level 50+
    * Statically scaled leveling -- meet creatures and NPCs more powerful than you, and less powerful than you, regardless of your level.

    Additionally, you'll also get to see:

    * An ability for 'enemy' NPCs to feign death, or cast invisibility, in order to try and flee
    * Undead creatures or npcs that resurrect in front of you when you least it expect it!
    * Undead that resurrects after time, to create new encounters as you leave a dungeons
    * Leveled guards in cities, with legion military ranks
    * Patrol guards for roads, which include females
    * New ingredients from animals, including pelts and meats and much more
    * Giants in the form of giant humanoids, and giant Ogres
    * Resized races for greater diversity in Tamriel's inhabitants
    * Nords and Orcs bulkier (a.k.a. Bulkier Nords and Orcs mod)
    * The player no longer being the center of the universe -- the world happens around you sometimes, with or without your interaction, creating a realistic and thriving experience.

    From its very beginnings, Martigen’s Monster Mod has been developed with a passionate attention to detail.  It is much more than ‘monsters’ in the common sense – it consists of unique creatures and NPCs each designed with a purpose, style, back story, lore, AI, loot, abilities, ingredients, faction behavior and more. Put simply, it contains and encompasses life: animals that can be afraid, aggressive, or tame, all of which behave accordingly; bosses that are bigger and meaner; Spriggans that may bring down a furious storm when killed; furs and meats on Barbarians; Marauders that like their drinks; petty loot on Bandits; Smugglers carrying their cargo; new regional armors on patrolling guards; corpses that stay around longer so you can loot them … and much, much more.


     
    ===== FACTION SYSTEM =====


    MMM’s creature faction design is one of the most advanced to date and deserves some explanation:

    The system is based off the creatures’ temperament towards other factions, and is closely tied in with an individual creature's aggression and confidence. In other words, values are not solely based around racial relations, but include to what degree a spawned creature would attack or avoid members of another faction. For example, Ogres might be happy to mix it up with Goblins; but Goblins, while recognizing Ogres as a threat, generally will not initiate combat with foes much larger than them -- why start a fight you could lose?

    The tight integration of a creature's aggression with factions creates a highly versatile and fluid system that is almost limitless in varieties of behavior. By way of example, take a simple scenario of a Minotaur stumbling upon a boar. If the Minotaur spawned with a low aggression level, its faction relationship to the boar might cause it to be ambivalent towards the boar, and it will not automatically attack. If the same Minotaur spawned with a higher aggression level, its faction relationship to the boar would cause it to attack the boar on sight.

    This is different from other mods that alter factions because without aggression scaling, behavior is static and always predictable -- the Minotaur will always attack. With MMM, faction relationships are flexible and are as individual as the creatures themselves. Moreover, these relationships still allow for outright enemies and friendships, regardless of aggression, in addition to the fluid system of unique creatures and their particular bias. For example, this allows 'Dire' (diseased) animals to be more aggressive and trigger fights with factions that healthy animals normally wouldn't bother with (includes their own kin).

    As another example, a whole range of behavior can be seen from something as simple as a group of wolves.  A pack of wolves might spawn where some of them chase after nearby deer while others don't.  The variances in creature speed mean a wolf might catch up and kill a deer, or the deer might outrun the wolf. Add to this how these same wolves might interact with more than 22 other factions they might encounter while chasing or fleeing—with each wolf having individual size, stats, and its own predilection to fight—even this small microcosm shows a wide variety of behaviors and outcomes simply not present in vanilla Oblivion.

    Additionally, some creatures have no compunction about attacking their own kind -- this is particularly important for creatures like Wolves, Ogres, Trolls, Big Cats and others that may not have perfect relationships with their own race (Cats and Wolves especially are territorial). Though rare, if spawned with a high enough aggression, they'll not only be more inclined to initiate combat with other factions, but also their own kind.

    Finally, some creatures which have been antagonized by a player are more likely to attack other creatures, too.




    ===== WOUNDING SYSTEM =====



    Martigen’s Monster Mod has a wounding system which adds wounding penalties to almost all NPCs and creatures in the game.  The wounding penalty impacts Strength, Agility, Athletics, Speed, Fatigue and Attack and Defense bonuses.

    Wounded enemies now:

    * Attack and swing slower
    * Move and run slower
    * Inflict less damage
    * Take more damage

    Wounding penalties are applied in three stages, with each stage getting progressively worse -- an NPC on less than 15% health has his abilities reduced to 20-40% of their original values. Additionally, they physically do less damage regardless of weapon, and are unable to defend themselves as well and so take more damage.

    Submission: While the stat penalties are applied at as each wound level is reached, the Fatigue penalty is applied with each hit. The more wounded they are, the more fatigue they lose from your strikes. This means they automatically get to swing less frequently, and do less damage as well -- fights should tire an enemy. And, for the first time, you can actually beat enemies into submission without actually killing them when their fatigue hits zero -- fast, low-damage weapons can now be more effective for stealthy chars, and hand to hand combat allows you to knock enemies out before delivering a killing blow.

    Balance: Naturally, this is going to make some fights easier -- and help balance those times when you have hectic spawns, so the MMM team is keen to hear feedback. It's already been quite finely tuned -- different creatures and NPCs receive different levels of penalties, and the penalties don't apply to Bosses (who should be super-tough) or Guards (who are frequently outnumbered as it is).

    Additionally, wounding allows you to be more strategic -- there's benefit now in taking out the wounded enemies first. And because wounded enemies deal less damage, you can last longer in fights with large groups. And on that note, how can you tell which enemies are wounded? Glad you asked!

    Blood: NPCs and creatures now bleed, which gets progressively worse the more wounded they become. It's quite a sight seeing a blood soaked Guard fighting for his life vs. blood-stained Daedra! MMM’s blood textures are courtesy of dDefinder, and then tweaked for effect, including the creation of new green blood textures and green blood spray for the goblins.

    Blood Spurts: When NPCs and creatures reach the highest wound level, they will start to randomly spurt blood.

    Staggering: NPCs and creatures now have a chance of staggering or tripping while wounded, whether fighting or running for their lives. The more wounded they are, the greater the chance. Stronger enemies with higher endurance stagger less often. Staggering adds a lot to the game -- and combined with the wounding penalties, you can see things like:

    * A fleeing, bloodied, NPC fall and trip over, pick himself up, and continue to run
    * A wounded NPC swing and miss in a fight, falling over to then pick himself up again
    * A staggering NPC fall to the ground and, while getting up, is dealt a killing blow
    * A deer shot by a hunter bleed from the arrow, and tripping over itself when it tries to flee -- like a nature documentary!

    Both Wounding and Wounding Effects have been subtly balanced and applied -- Daedra for example won't stagger, but will get weaker and will bleed (except Atronachs, where bleeding wouldn't make sense). Guards can stagger and bleed, but won't get weaker (there's enough complaints about weak guards). Generic NPCs can get weaker, bleed, and stagger … but NPC bosses will only bleed and stagger, and so on. Loving care and an individual touch has been taken in applying this treatment to all of MMM's new creatures and NPCs, as well as to vanilla creatures and NPCs.

    No Blood: Don't like it? Load the No Blood plugin.

    ===== PLUGINS – DESCRIPTION and FUNCTIONS =====

    What are the different versions?

    Mart's Monster Mod: Use with vanilla.  Includes Adventurers and pretty much everything else! If you are not using another overhaul like OOO, Frans, FCOM then you should be using this.

    Durability & Damage: Increases weapon damage by 50%, weapon skill based damage by 50% and armor and weapon durability by 100% to help fights go faster and armor last longer with the default increase in spawns. (Do not use with OOO (FCOM) as it already contains this tweak/plugin.)

    Extra Wounding:  This plugin—optimized and enhanced by Shadowborn for MMM 3.8—extends the MMM combat/wounding/fatigue system to NPCs / creature's that are not added by MMM (Vanilla NPCs and Creatures, etc., as well as those from other mods). See Wounding Section Above.

    Looting NPCs & Creatures: NPCs, Goblins and Ogres will loot the bodies of their fallen prey. Guards are an exception, since you don't want or expect them to be taking your loot (unless you don't mind killing them for it). Looting is about more than just NPCs taking each other's gear -- it is a believable behavior that breathes much more life into the world—if you want what that guy took off the enemy you just killed, you may have to chase him down and fight him for it!

    Additional Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game: Marauders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may notice some game lag using this plugin under stressful conditions, as the game engine has to generate faces on the fly. See Npc section for details on these Npc Classes.

    Mart's Monster Mod - Knights:  This ESP plugin corrects compatibility problems between Knights of Nine and MMM. It allows many of MMM’s natural creatures to work well with KO9, and fixes difficulties encountered with the faction changes that take place when wearing the armor.  Players must have Knights of The Nine installed. See Knights Section below. Do not use with OOO or FCOM.

    ---------------------------------------------------

    Mart's Monster Mod for Frans: A tailored version of MMM’s ESP for use with Francescos, that allows stronger enemies, stronger bosses and more to appear in MMM. Using this, MMM NPCs will default to Frans’ HARDCORE balance model, but customizable loot works everywhere else in the game world; includes Fran's NPCs, chests, house loot, and more. Players using Martigen’s Monster Mod with Francesco’s need to use this instead of Mart’s Monster Mod.esp

    Mart's Monster Mod - Frans Leveled Quests: Francesco's leveled quests plugin updated for MMM. Requires Francesco’s. NOTE: See the 'Fran's Leveled Quest Update' section above for how to use this.

    ----------------------------------------------------

    Mart's Monster Mod for OOO: This release integrates the OOO loot for MMM NPCs, removes MMM guards so OOO guards take priority, and cross-pollinates MMM and OOO factions so like creatures behave correctly (i.e., OOO wolves and MMM wolves belong to the same faction). Players using Martigen’s Monster Mod with Oscuro’s Oblivion Overhaul need to use this instead of Mart’s Monster Mod.esp.  (Not for use with FCOM!)

    NOTE: MMM adds increased spawns to the game. It is recommended that you use a slower leveling mod as your combat skills may get more of a workout. Alternatively, take advantage of the new factions and lead one enemy to another and let them fight it out!

    Mart’s Monster Mod for OOO – Knights:  A tailored version of the MMM Knights plugin for OOO Users.

    Mart’s Monster Mod for OOO – Less Reavers In Gates:  A tailored version for OOO users who would rather see fewer Reavers inside Oblivion Gates.

    Mart’s Monster Mod for OOO – No Reavers In Gates:  A tailored version for OOO users which removes all Reavers from inside Oblivion Gates.

    Diverse Runeskulls Loot for OOO:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you are using MMMforOOO.   

    Friendlier Factions for OOO: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for MMM and OOO.

    -----------------------------------------------------------------------

    Resized Races: Diversity in race sizes is expanded, as well as females generally being shorter, and bulkier Nords and Orcs.

    Zombie for Body Meshes:  Use this if you have problem with Zombies not showing up correctly with body mods installed.

    ------------------------------------------------------------------------

    Friendlier Factions for MMM+Fran: Like it says on the box. Inter-faction fights are less likely to occur for all creatures, except Bandits and Marauders who are mortal enemies. Use this for standalone MMM, or MMM and Francesco.
    ------------------------------------------------------------------------

    Shivering Isles:  Nearly all the features that you are accustomed to experiencing with MMM in Cyrodiil, you will now find in the Shivering Isles.  Faction wars are a key element to the Shivering Isles, stemming from the animosity between the Zealots and the Heretics.  The creatures of the Isles have adopted the same love/hate mannerisms within their own ranks.  Mania creatures will not tolerate Dementia creatures and vice versa.  For more in-depth information on MMM for Shivering Isles please see the Section entitled MMM Goes to Shivering Isles.

    -----------------------------------------------------------------------

    Gems & Gem Dust – An excellent plugin first built by Martigen, then expanded upon by Bendiwolf, Dewshine and ShadowBorn, combines Gem Dust, Tamriel's Glittering Geology, and Bone Grind into MMM's crafting system. The Gem Dust scripts have been scaled and applied against the gems in Tamriel's Glittering Geology, which you will also now find appearing on some creatures and in gem-based loot level lists. Includes new gem dusts for the new gems, updated by Bendiwolf.  Gems included, but not limited to: Rose Garnets, Watermelon Tourmalines, Paraiba Tourmalines, Opals and Black Pearls.  This version includes Platinum coins; for those who experience problems with the Platinum Coins, the Ayleid Coin Version is available here.  Read more about Gems & Gem Dust here.

    Hunting & Crafting: Enables a huge crafting system within MMM to create ammo and armor from the natural resources in the MMM world, in all there are 87 armors and 8 types of ammo. There are in-game books providing some information on the Hunting & Crafting System, and you can read much more here.  This plugin adds a small fox hut (The Pelt Farm) located just outside Bruma City Walls, where Oxfoid, a fur merchant, can be found.  He is a Light Armor trainer, repairs equipment, and offers some Hunting & Crafting products for sale.


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    Diverse Imperial Armors: This gives all the Imperial Guardsmen/women much-improved City Guard armors by yakueb, which increases their stats has well (Do not use with OOO as it already contains this tweak.)

    Diverse Waterlife:  MMM’s answer to the age old question, why all these monsters and no fish?  This plugin adds a variety of new fish and ingredients into the game, with very little impact on performance.  The diversity in fish includes over 50 new fish (including dangerous types) to streams, rivers, lakes and open water all over Cyrodiil.

    Diverse Runeskulls Loot:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you’re not using the MMM – Gems & GemDust or MMM for OOO options.

    Diverse Runeskulls Loot G&GD:  Adds Runeskulls to NPCs and vendors via leveled lists.  Use this option if you want to find more Runeskulls and you are also using MMM – Gems and GemDust.

    -----------------------------------------------------------------------

    Safer Roads:  Reduces spawn encounters along the major roads for safer traveling.

    Less Bone Loot:  Another request from the official thread, for those who don't use bones for crafting.  Reduces generic bone loot on creatures.

    Less Rats:  Reduces rat spawns.

    Less Reavers:  Reduces the Reaver spawn amounts.

    No <Insert creature name>:  Removes the monster in the file name from MMM's lists, for those who don't like fighting them.  (Adventurers, Balrogs, Beholdens, Fiends, Giants, Reavers, Skeep, Slimes, Spiders, Uberhulks, Werewolves and Wyvern are the Creatures/NPCs available for removal).

    No Blood: Prevents corpses from being extra-bloody.

    No Bone Loot: Removes all bone loot, for people who don't use the crafting plugin.

    No Carrion Rats: Removes Carrion Rats from spawning at corpses after a few hours. Alternatively, you can load this plugin and alter the percentage chance. Just look for the global variable 'AMMRatPercent'.

    No Lanterns: Removes lanterns from the game.

    No Undead Rise: Prevents undead from rising after they are killed.

    Radiant AI Tweaks:  Radiant AI makes two more AI packages available to MMM creatures, to make their behavior a little more lifelike. Like with npc's going to an inn to eat/drink at certain times of the day, creatures in the wild now have to search out food and water too. Can't have the poor little things starving, now can we?

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    More Wilderness Life: Another community plugin, developed by Dae.  More Wilderness Life adds hundreds of new spawn points across Tamriel to help fill the bare, empty areas Bethesda left in the game. This isn't about simply meeting more creatures -- the advanced behavioral AI and inter-faction relationships introduced by MMM results in a thriving, living world around you as you travel (and where you're not always the center of attention), completely changing your experience of Tamriel. Highly recommended!  May affect performance.

    More Wilderness Life No Gates: Removes all the spawn points that were added to Oblivion gates, for people who were having problems with a more reduced version of More Wilderness Life.

    Dungeons of MMM:  Contains the Bat Cave showing off a swarm of bats.  Once you get past them there is special surprise, a multi-level dungeon designed by Team MMM!

    Safer Quest Location : Disable Vanilla spawn points from these locations, to return these quest locations back to the original game intention. (Formerly called Vindasel – to prevent hordes of monsters spawning along with Umbra… she is quite enough to deal with on her own!)

    City Defences: All cities except the IC now have Legion archers patrolling the battlements of each city. Based on the Wall Archers concept by gumballthechewy, this has been built from the ground up for MMM using fewer guards so as not to impact performance.  It adds external cell as well as internal cell guards, adds pathing points for patrols along the battlements, and gives them special torches and equipment to enhance their effect.

    Farm Animals:  This plugin adds farm animals via custom spawn points to most town stables, Whitmond Farm, Brina Cross Inn, Brindle Home, Gottshaw Inn, Gwenden Farm, Harlun’s Watch, Lord Drad’s Estate, Pell’s Gate, Roxey Inn, ShardRock, Shetcombe Farm, Skingrad High Pasture, Weye, and Weynon Priory.  UL and FCOM compatible.

    Slof’s Horses Complete:  The features of Slof’s Horses.esp and Extra Horses.esp integrated into an MMM version, which fixes many compatibility problems that existed between the two. Includes factions, inventory items, and much more. See Creature Section for specific details on Slof Horse in MMM. Do not use together with Slof’s original plugins.

    -----------------------------------------------------------------------

    Recommended Plugins
    For the full MMM experience, the following plugins are highly recommended:

    - Damage & Durability
    - Diverse Waterlife
    - Looting NPCs & Creatures
    - More Wilderness Life

    Don't forget if you're finding the going tough, especially if you're loading More Wilderness Life, try also:
    - Friendlier Factions
    - Reduced Spawn Rates

    ===== SPAWN RATES EXPLAINED =====

    Spawn Rate Reduced:  Reduced spawn rates for lower-end machines, stealthy characters, or those who prefer less action but want the other features MMM offers. Do not use Safer Roads with this.

    Spawn Rate Reduced Reduced:  Same as above, but further reduced. Reduces MMM spawns to be more like vanilla, 1-2 encounter's per spawn point. Do not use Safer Roads with this.

    Spawn Rate Reduced Vanilla:  Created specifically for more diverse one on one battles. Do not use Safer Roads with this.

    Spawn Rate Increased: The opposite of Reduced Spawn Rates, this plugin adds a crazy amount of spawns for hardcore trigger happy players.

    Spawn Rate Moderate Increased:  Slightly higher than default, but not as many as Increased.

    The Spawn Rate adjustment esps are configured with a simple formula to determine the amount of spawns to be encountered.  The number of spawn points per cell multiplied by the count in the leveledlist for corresponding spawn rate plugin equals the amount of spawns.  Examples are based on 2 spawn points in a cell.

    MMM Default: 2 – 3 – 4 minimum 4, maximum 8 (based on 2 spawn points)

    Increased: 4 – 5 – 6 minimum 8, maximum 12

    Moderate: 3 – 4 – 5 minimum 6, maximum 10

    Reduced: 1 – 2 – 3 minimum 2, maximum 6

    Reduced Reduced: 1 – 2 – 1 minimum 2, maximum 4

    Reduced Vanilla: 1 – 1 – 1 minimum 2, maximum 2


     
    ===== LOAD ORDER GUIDE BY COREPC =====


    As Martigen’s Monster Mod is designed to work both alone and with other mods, like Oscuro’s Oblivion Overhaul and Francescos, it is important for MMM to be loaded after these to take effect. If you are using MMM with Francescos or OOO , this would be a good load order (note .esm 'master files' always load first regardless):

    Francescos main .esm (or Oscuro's Oblivion Overhaul.esm)
    Francescos extra items .esm (if using Frans)
    Mart's Monster Mod.esm <=Must always be loaded
    (Mart’s Monster Mod for OOO.esm)
    ...
    ...
    Francescos optional plugins .esps or Oscuro's_Oblivion_Overhaul.esp
    Mart’s Monster Mod or Mart's Monster Mod for Francescos.esp or Mart's Monster Mod for OOO.esp
    Mart's Monster Mod optional plugins .esps

    General Load Order for MMM Plugins

    Note: FCOM Users see the FCOM Load Order, as it is very different because of how it works.

    Generally speaking, you should use the following order:

    1) Any MMM plugins which add things, such as Creature Addon, Waterlife, etc., need to load before any spawn rate plugin so the leveled list used by the spawn rate plugin gets updated correctly with these new changes.
    2) Plugins Like Looting, Hunting and Crafting, Gems and Gems Dust, Diverse Imperial Armor, etc., need to load after any creature addons so that these changes take effect.
    3) Any MMM plugin that removes things like creatures (no rats, less rats, no spider, etc.), should be loaded before spawn rate plugins so those plugins take effect and change the spawn rate leveled list appropriately.

    NOTE: Some of these files are not included in the latest version.

    Mart's Monster Mod.esp (or MMM for Fran or 000)

    (MMM plugins that fix or add new things...)
    Mart's Monster Mod – Slof Horse Complete.esp

    Mart’s Monster Mod – Farm Animals.esp
    Mart's Monster Mod - Waterlife.esp

    (MMM plugins that change creatures, add new things, or scripts)

    Mart's Monster Mod - Diverse Imperial Armor.esp
    Mart's Monster Mod - Gems & Gem Dust.esp
    Mart's Monster Mod - Hunting & Crafting.esp
    Mart's Monster Mod - Looting NPCs & Creatures.esp
    Mart's Monster Mod - Resized Races.esp
    Mart's Monster Mod - Zombies for Body Meshes.esp
    Mart's Monster Mod - Durability & Damage.esp
    Mart's Monster Mod - Fran's leveled quests.esp

    (Any MMM plugins that remove creatures or change leveled list for things such as rats, bone loot or make special changes. If it says "No" or "Less," it should load before the spawn rate plugins, so that whatever is being lessened or removed is properly changed or removed from the leveled lists.)

    Mart's Monster Mod - Less Bone Loot.esp
    Mart's Monster Mod - Less Rats.esp
    Mart's Monster Mod - Safer Roads.esp
    Mart's Monster Mod - No Carrion Rats.esp
    Mart's Monster Mod - No Blood.esp
    Mart's Monster Mod - No Giants.esp
    Mart's Monster Mod - No Undead Rise.esp
    Mart's Monster Mod - No Spiders.esp
    Mart's Monster Mod - No Slimes.esp
    Mart's Monster Mod - No Werewolves.esp
    Mart's Monster Mod - No Lanterns.esp
    Mart's Monster Mod - No Adventurers.esp
    Mart's Monster Mod - No Wyvern.esp

    (Spawn Rate Plugins

    Mart's Monster Mod - Spawn Rates Reduced Reduced.esp (or reduced, moderate, increased)

    (Miscellaneous: I always load these last)
    Mart's Monster Mod - Safer Quest Locations.esp (Formerly Vindasel)
    Mart's Monster Mod - Dungeons of MMM.esp
    Mart's Monster Mod - More Wilderness Life.esp (This only adds new spawn points to the world which use leveled lists from the spawn rate plugin plus any mods that modify spawn lists.)
    Mart's Monster Mod - More Wilderness Life No Gates.esp
    Mart's Monster Mod - City Defences.esp

    Mart's Monster Mod - Extra Wounding.esp
    Mart's Monster Mod - Friendlier Factions MMM+Fran.esp
    Mart's Monster Mod - Friendlier Factions OOO.esp (These two make factions more friendly; they can really be anywhere in the load order.)

    General Notes

    Final note: Generally, MMM should always be loaded last in your chain. The main exception is Mighty Magick - this should be loaded after MMM. Other notes:

    * If you use Hunters 2.0 or Hunters 2.5, de-select it (included in MMM)
    * If you use Creature Continuum, Tag Natural Wildlife, or Creature Alive, de-select it (features of those mods are incorporated into MMM)
    * If you use OOO, you do not need Diverse Imperial Armor / Diverse Creature Skins, it is already included.
    * If you use Beautiful People, or any other mod based on Elaborate Eyes, do not use the 'Races Resized' optional plugin. Update to either Race Balancing Project or COBL Races for better compatibility.
    * If you use onboard sound, the footsteps of nearby creatures may cause stuttering. Use the newest 'Quiet Feet Max' mod, which is compatible with MMM, OOO and others.

    ===== ADDITIONAL ALTERNATIVE DOWNLOADS =====

    Martigen’s Monster Mod – Gems & Gemdust Ayleid Coin version Download 

    * The Platinum Coin has been changed to an Ayleid Coin courtesy of the gracious _Tarnsman_, thank you!

    * Please make sure to install the included resources.

    * Replace the Gems & Gemdust.esp with the one included (place the new .esp in the same load order position as the old one).

    * Ayleid Coins introduced by Martigen’s Monster Mod – Gems & Gemdust will not stack with Ayleid Coins from another mod such as Oscuro’s Oblivion Overhaul.

    Martigen’s Monster Mod – Curse of the Hircine Download

    * For use only with: Werewolves:  The Curse of Hircine Mod.

     ===== KNOWN BUGS =====


    Archery mods that alter bows and that don't properly set the bow range to > 0 (a known bug with Oblivion) will cause a CTD when MMM NPCs draw a bow with '0' range. Two such mods are 'Archers Arrows' and 'Quad Damage for Archers'. It is suggested that you should either use a different archery mod or edit these mods to make sure all bows have a range larger than '0'. Any mod that alters just arrows, adds new bows, or sets vanilla bows with proper ranges will work fine. Please also note that Wryebash has a bashed patch tweak that resolves this problem, if selected prior to bashing your patch.

    CTD’s are known to happen with any heavily modded game. Some can play for hours, while others’ games crash within minutes. Some general tips: Make sure that you are not running any program in the background—disconnecting from the internet, turning off firewall and antivirus programs (make sure system is clean), and turning off unnecessary services may all help Oblivion perform much better.  Overclocking is not recommended.

    Make sure all mods are up to date and all resources for those mods are correctly installed.

    ===== COMPATIBILITY And BASH=====

    To Avoid Issues with Other Mods, Wyre Bash is highly recommended.

    MMM is an overhaul, so it makes many changes to factions, some vanilla npcs, enemy npc’s, creatures, and leveled lists. In order to successfully use other mods that affect the same areas, Wrye bash is recommended.

    Some creature mods work better than others with MMM. Creature mods that you should avoid in particular are Natural Wildlife, and Creatures Alive, as many of their features have been integrated. In general, it is best to avoid using other creature mods, unless an MMM patch is available for them.

    Race mods -

    4,174 downloads

       (0 reviews)

    5 comments

    Submitted

  2. Khettienna's Mini-Mods

    I make a lot of... um, stuff.  Most of what you will find here are tiny mods I've made over the years to suit my own in-game preferences or learn new skills.  However, these mods are so tiny that I thought it prudent to just group them all together in one place.  Some you will have seen floating around Nexus and TES Alliance before, some you will have never seen.  None are particularly exciting or have a large impact on your game.  Many of these are tweaks to other mods, or homebrew iterations of other tiny tweak mods where what was offered just didn't quite suit me.

    All resources have been optimized and include UOP fixes where applicable, and all plugins have been cleaned with TES4Edit for best compatibility.
     
    ==================================
    REPLACERS
    ==================================
    Better Basement Door -- Replaces those dirty rotten basement doors with either the stock Chorrol-style or Cheydinhal-style doors, your choice.  Switched Oblivion stock.

    Chorrol Architecture UV Tweaks -- There's a couple of strange bits of UV mapping in the Chorrol Mages Guild hall, where wood beams didn't line up on the landings of the stair cases.  I fixed them.  The jobs aren't perfect, as I'm not a modeler, but they were still improvements worth making.  At least now they won't be distractingly off.

    Crucible Sewage Retex -- Replaces the pukey-looking sewage in Crucible with dark, wet mud.  Prior, this was a direct texture replacement; however, it is now a mesh replacer that uses stock textures, so it will use any high-res texture replacers you have (such as QTP).  Edited Oblivion stock.  ***NEW*** Also added a "higher res" version that includes texture scaling.  It does introduce some tiling, but you're not likely to notice because you won't often be looking at these objects from far away.  Intended for use with vanilla or otherwise low-res textures.

    Garridan's Tears Retex -- Darkened the stock texture to make it just a little easier to see with HDR enabled.

    Hourglass Sand Retex -- Seriously, purple sand?!  Edited Oblivion stock.

    Middle Class Oval Rug Retex -- Just sharpens the color of the stock texture.  The difference is so subtle that it's not worth a screenshot, but you'll see it in-game.

    Mist Ground Effect Reduced -- Reduces the opacity of the mist effect you often see in dungeons.  This is especially helpful with HDR enabled, as sometimes that mist just gets too darned bright.  This is a mesh replacer that will pick up stock textures or replacers.  Edited Oblivion stock.

    LC Interior Retex -- Switches the texture for the floor in lower class wood houses, like the ones at the IC Waterfront, to a warm wooden floor, and replaces the muddy ceiling texture with wood beams.  Credits to Greenwarden for the idea.  Edited Oblivion stock.

    Paint Palette Retex -- Retexture of the paint palette clutter item found in-game.  Edited Oblivion stock.
    Shivering Isles Beds Improved UV -- Somewhat improved the awful UV mapping of the corner posts of the stone beds in the Shivering Isles.  Not a perfect job, but substantially less awful.  An additional version is added that uses the same stone texture as the rest of the bed.  This is a mesh replacer, so it will use any texture replacers you have.  Edited Oblivion stock.

    Untempered Glass Gear -- In teaching myself how to edit textures in GIMP, I accidentally made yet another red glass armor/weapons replacer.  I'm so sorry.  Edited Oblivion stock.

    Yarn Retex -- Re-tiled the pattern of the stock Oblivion yarn texture to appear finer and higher resolution.


    ==================================
    VANILLA TWEAKS
    ==================================
    Benirus Manor LOD Fix -- Fixes Benirus Manor missing from your LOD, even with the UOP (for now).  Also fixes the "haunted" version of the manor appearing from outside the city walls when you are close enough to see detail, even after completing the quest.  A RAEVWD version has also been included.  You will need to re-run TES4LODGen after installing this mod for it to truly take effect.

    Hunter Birthsign -- Renames "The Thief" to "The Hunter", for RP purposes.  That's all it does.  Yes, really.

    Light Spell Recolor Soft Gold -- When you cast a Light spell, it will now have the same type of muted gold color as candlelight does.  Much easier on the eyes.  Not compatible with any mods that edit the Light spell, so probably best used with the vanilla magic system, or use Wrye Bash to limit incompatibilities.

    Nerf Alchemy -- I was tired of getting rich and over-skilled in Alchemy, even when it wasn't a major skill for my character, just because I wanted to restock on healing potions.  This mod reduces the impact creating potions and consuming ingredients has on your alchemy skill to 2/5 of what it was previously.  It also halves the value of all player-made potions.  Not compatible with any mods that alter the Alchemy skill or potion creation, or use Wrye Bash to limit incompatibilities.

    Put Me In My Place: PlayerInSEWorld -- If you have the Shivering Isles expansion, and you're an avid mod user (or even an avid console command user), then at some point you've likely encountered the "I HAVE NO GREETING" bug.  Casting one of the included spells will fix the bug for you.  If you prefer using console commands instead of having the spells in your spellbook, use your favorite method of spell delete to ditch the spells.  Then use "StartQuest KhPlayerInSEWorldQuest" to register yourself as being IN Shivering Isles, or "StartQuest KhPlayerNotInSEWorldQuest" to register yourself as being OUT of the Isles.  Should you ever want to get your spells back, "StartQuest KhPMIMPGiveSpellsQuest" will give you both spells anew.  Requires Shivering Isles.

    Remove Extra Data -- If one of your overstuffed containers isn't showing all of its contents, it's because the items in the container have "extra data".  This includes stolen flags, repair state at over 100%, enchantment charges below 100%, soul gems with partial capacity, etc.  Fire off one of these spells at the container, and it will strip affected items of this extra data, ensuring your containers show all their stuff.  Use this mod with caution, and only when you need to, and also back up your saves!  Requires OBSE.

    Stuff Respawns & Respawning Stuff Marked -- Three options: 1) Makes more containers respawn; including clams, sacks, covered pots, ore veins, wilderness containers, torch barrels, jewelry boxes, loot chests, etc.  The SI versions also cause amber/madness ore containers to respawn.  Does not include containers with unique loot (such as key containers, etc.), scripted containers, quest containers, containers intended for player housing, etc. 2) Marks containers that respawn by placing an asterisk (*) at the ends of their names in-game. 3) Both 1 & 2 together in one mod.  Honestly, if you use option 1, you should probably use 3 instead so that you know for sure what containers are safe.  Inherently incompatible with other mods that change containers, but you can use Wrye Bash to get around that.  USE ONLY ONE of the included plugins at a time.  Make SURE you have the Unofficial Oblivion Patch when using these mods, as there may be inaccuracies if used without.


    ==================================
    TWEAKS TO OTHER MODS
    ==================================
    ***Note: These mods require the mods they alter to be installed.  You cannot use them without the original mods.***

    IC Red Roof Tex for RAEVWD -- There are a few mods out there that recolor the Imperial City rooftops red, but they still look like green copper from a distance with RAEVWD, because RAEVWD uses separate textures.  This replacer will fix that.  Edited RAEVWD's edited Oblivion stock.

    High-Res (& Higher-Res) Welkynd Textures for Cobl Ayleid Meteoric Weapons -- Copies portions of my High-Res Varla and Welkynd Texture Replacer to the Ayleid Meteoric Weapons distributed by Cobl.  Credits to Meo for finding these free stock textures, and for the idea to use them for Ayleid stuffs, and to MadCat221 for the original textures as part of the original Ayleid Meteoric Iron Weaponry mod.

    Cobl Tokens Droppable -- Allows you to drop the Cobl options token and guide book without being force-fed a new one.  If you find yourself needing these items, however, you can enter "Set KhCoblTokensDroppable.Toggle to 0" in the console (no quotes), and you'll get new ones.  You can set the toggle to off (0) or on (1) anytime you like.  Requires Cobl v1.73; DO NOT USE WITH OTHER VERSIONS.  Load after Cobl Glue.esp.

    Elsweyr Lucky Coin Fix -- Fixes the lucky coin you can get so that the bonus is added and removed as intended.  Requires the original Elsweyr, Deserts of Anequina mod.  Load after all other Elsweyr plugins.

    Kvatch Rebuilt No More Stoopid Burned Trees Dammit -- This is a band-aid fix for Kvatch Rebuilt 3.0pb5; DO NOT USE WITH OTHER VERSIONS (may work on future versions, but currently untested!).  This prevents you from seeing burned trees around Kvatch even when Kvatch is not under siege.  You must run TES4LODGen to get the full effect after installing this mod.  You must uninstall this mod and run TES4LODGen again to get the burned trees back when Kvatch is under siege.  This will probably get fixed by the KR team, so I am not going to work on it further.  Load after Kvatch Rebuilt.esp.

    Kvatch Rebuilt No More Stoopid Double Walls Dammit -- Another band-aid fix that removes the doubled/flickering walls from around Kvatch with Kvatch Rebuilt 3.0pb5; DO NOT USE WITH OTHER VERSIONS (may work on future versions, but currently untested!).  There are two versions; use the "Peace" version unless Kvatch is under siege, in which case, use the "Siege" version.  Do not use both at the same time, or you won't have any walls.  You must rebuild your Bashed Patch (if you have one) and run TES4LODGen to get the full effect after installing this mod, and repeat if you switch versions.  Load after Kvatch Rebuilt.esp.

    Leyawiin Woodland Stonewall Normalmap Fix -- Fixes the oddly glowing stone walls introduced by this texture pack.

    QTP3R Blocky Sidewalk Fix -- Fixes the blocky, blurry sidewalks found in some city spaces.

    Skingrad Modular Door UV Fix for Mikal33's Improved Doors & Flora -- Fixes some of the doors in Skingrad that previously had misaligned textures when using this mod.  Edited Oblivion stock.

    The Ayleid Steps GRV&WS Addon -- Applies changes from Glowing & Respawning Varla & Welkynd Stones by me and The Vyper to the Ayleid Ruins found in The Ayleid Steps.  As in our mods, you can choose between respawn times of 7 & 14 days or 14 & 28 days, for welkynd & varla stones, respectively.  USE ONLY ONE of the plugins at a time.  Ervvin, the author of The Ayleid Steps, will rightfully tell you that this is economically unbalancing due to the shifting rarity and value of these stones in-game during the quest.  That said, if you only visit each dungeon once before you have completed his epic quest line, it won't throw your septim game off.  Load after The Ayleid Steps.esp.

    103 downloads

       (0 reviews)

    0 comments

    Updated

  3. Save Jake!

    If you have completed the Dark Brotherhood contract at Applewatch without Jake the dog witnessing it and attacking you, you'll notice that he's just left there by his lonesome self in the cold Jerall Mountains without a grudge against you or anyone to take care of him. Poor little guy. Therefore, I duplicated the basic functionality of my Ushnar's Re-Skinned Hound mod so that you can adopt Jake. Once that portion of the quest is complete, he will follow you around and fight for you, guard a spot of your choosing, scram off into the sunset if commanded, or go to whatever place you tell him is his new Forever Home. Specifically, when you activate Jake, you will get a menu offering you the following choices for what you'd like Jake to do:
    Follow: Jake will follow at your side & attack any hostile targets engaged in combat with you or directly attacking him.
    Stay: Jake will stay at his current spot and guard.
    Scram: Jake will vamoose.
    Go Home: Jake will vanish to the safety of home. While at home, he will wander & guard the premises defensively.
    Mark Current Location as Home: Similar to many companion mods; the very spot where Jake is standing becomes his "home marker". This is where he will go when you tell him to Go Home.
    Inventory: Use Jake as a pack mule. Meaning, he can store your stuff.
    When Jake is set to Follow, he will do his best to keep up with you. You are also given a spell to summon Jake to you at any time.
    If Jake is already dead when you install the mod, you still have the option of resurrecting & adopting him. If you kill Jake while the mod is loaded, however, the mod will assume that you don't want to adopt him, 'cause of reasons. There is an easy way to avoid this: watch the relevant quest target's wander habits, and plan your moves accordingly.
    This plugin has been cleaned with TES4Edit for best compatibility.
    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    ==================================
    LINKS
    ==================================
    A french translation is available at La Confrérie des Traducteurs.

    34 downloads

       (0 reviews)

    0 comments

    Updated

  4. Greenie's Pink Trees

    ==================================
    DESCRIPTION by Greenwarden
    ==================================
    My pink tree retex. Will replace all the sugar maple trees (summer version ones, anyway) with pink fluffy goodness. I actually used the leaf texture from the summer version of Oblivion's English oak trees as the base- I've been using it as a maple tree replacer for so long, I had forgotten that. Whoops! I've enclosed an alternate pink retexture of the actual maple leaf texture in case you like a less fluffy pink trees.


    ==================================
    CREDITS
    ==================================
    Thanks to LprMan for the original billboard textures from Enhanced Vegetation, which were recolored for use in this mod.

    22 downloads

       (0 reviews)

    0 comments

    Submitted

  5. Harvest Nearby Flora

    This super-simple mod gives you a lesser power to harvest all of the ingredients growing nearby. That's all it does -- but it does it perfectly. It will not acquire ingredients from containers or loose ingredients sitting out. It will only work when you cast the spell. It will only work in your current cell, meaning in a very small radius while outside or in the current interior location. It will not gather anything but ingredients. It's a bit of a time-saver, but because it is so limited, it isn't so much a cheat. Mostly I just got tired of getting my crosshairs exactly in the right spot on those tiny mushroom stems in caves, so this mod was born.
    You will be given the spell automagically when the mod is loaded for the first time. If you delete it, you can use the console command "StartQuest KhHarvestGiveSpellQuest" (no quotes), and it will be given to you again.
    If you want the spell not to pick Nirnroots for you, use the console command "Set KhHarvestQuest.NoNirnroots to 1", without quotes. If you change your mind, use the console command "Set KhHarvestQuest.NoNirnroots to 0", without quotes, and the spell will start picking Nirnroots again.
    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    Requires OBSE v0014a or higher.
    ==================================
    CREDITS
    ==================================
    Thanks to DZ for DZ Auto Harvest, from which I borrowed a little code. If you are looking for a more robust harvesting mod that will do all the things, this is what you want.

    68 downloads

       (0 reviews)

    0 comments

    Updated

  6. Push Dead Spell

    Push Dead Spell by glowplug (aka krahvaal)
    A Lesser Power Touch Spell for pushing dead actors out of view...or just for fun.
    Requires a short quest in order to locate it.

    Credits:
    Syscrusher for how to do the scripting and suggestions including this standalone mod.
    Side's Sails for the trig z angle solution.

    This is a spin off from part of a quest in Nagasteim (WIP).
    That quest requires stealth but if caught we have to dispatch the observers then throw their bodies off the wharf/boat before the next patrol.

    There's probably something like this in one of the spell collection mods but I did not find it.

    The spell automatically levels up with Mysticism as per Novice, Apprentice and so on.
    If it triggers the Mysticism Leveling dialogue you may not get to see the spell Level up message.
    Note: Telekinesis is just there for the menu/hud icon but is inactive.


    Requirements:
    OBSE v0021 and whatever it requires (it could work on earlier but that is what I used at the time).

    Known Issues:
    Problem - An actor hung mid air and out of reach once.
    Solution - I went out of and back into that cell and he dropped to the ground.

    Problem - stops working
    Solutions - change spell and back, aim at different part such as head, move or change angle.


    Installation:
    Manual:
    1. Extract kvPushDeadMod1.bsa and kvPushDeadMod1.esp to the ..\Oblivion\Data folder.
    2. Start Oblivion then select Data Files from the splash screen then tick kvPushDeadMod1.esp

    Automatic: whatever you normally install 7Zip mods with.

    Load order should not matter for most things as it makes no changes to Oblivion.esm objects.
    If you have Oblivion Character Overhaul it will need to load after this for the quest bandits to look right.

    Instructions:
    Load your desired/latest save then the mod will add a Scroll called "Push Dead Quest".
    Select and cast it then go find the "Tomb: Push Dead".

    Note: The first spell used on Glarthir, Grim Presence, is not part of the Push Dead mod...


    16 downloads

       (0 reviews)

    0 comments

    Updated

  7. Rathunas

    Rathunas is a lovely, and fairly large, town along the extreme western edge of Cyrodiil, well north of Anvil, northwest of Skingrad, and almost due west of Kvatch. It lies just on the boundary of the large area modified by the Unique Landscapes: Brena River Ravine mod, and in fact that mod is a prerequisite for Rathunas. As you can see from the screenshot, Rathunas has as many homes and businesses as some of the walled cities in the vanilla game, but it is an open-layout town with no walls or gates.

    Rathunas is a mining town, founded by adventurers (now retired) who cleaned the bandits out of Infested Mine and returned it to productivity. It's a peaceful and prosperous community, with charming shops and a nearby priory devoted to Kynareth, plus sheep farms, gardens, a carpentry shop, taverns, and an inn.

    The quiet of Rathunas is suddenly disturbed one day, and therein lies a quest that will lead the heroic player character to a major, multilevel dungeon on an adventure to restore peace and safety to the town. The story is lore-friendly and detailed, and there are multiple ways to complete many of the quest objectives. To ensure your character is sufficiently powerful, the Rathunas quest line is triggered by the player reaching a certain point in the Oblivion main quest (or by a special NPC dialog option if you are not doing the main quest), but the Rathunas mod does not modify any vanilla quest in any way.

    Want to see more? Watch the Teaser Trailer and Cinematic Trailer on YouTube, but know this: There is a lot more to the dungeon than what we will show you in the videos! After all these years, our team wants to give you some brand-new surprises in Cyrodiil, so we're not going to spoil that by giving away the best dungeon features in the trailer videos!

    https://www.youtube.com/watch?v=4tj52qR-rcM

    https://www.youtube.com/watch?v=j2cHMsYihlU

    We've worked hard to make the town, and the quest, lore-friendly and immersive. The dungeon is huge, but every single room has a purpose and a back-story, if the player cares to investigate dialog and in-game clues. You can play this as hack-and-slash, because a great deal of the NPC dialogs are optional, but this is really meant for the roleplay enthusiast who wants to think and strategize and interact with NPCs. There is a reason why this dungeon was built, why its denizens are doing what they are doing, and all of this ties into the back-story lore of the vanilla quest that triggers it.

    The dungeon contains hundreds of custom resources from modders' libraries, plus over one hundred custom tiles and set-pieces of my own creation. There are scripted traps, portals, gateways, puzzles, enchantments, potions, and animated objects, and some of the dungeon levels are full-custom meshes (that is, they are not tiled at all). You won't survive this dungeon by assuming it is just like the vanilla dungeons you've already explored! When you complete the quest line (yes, it's several interlocking quests), you earn the eternal gratitude of the town and a reward commensurate with the scope of the adventure.

    Four years in development, the Rathunas mod features over 100 voice-acted NPCs with a total of more than 3300 total lines of dialog, performed by 35 voice actors.

    Rathunas is being cinematically scored by a collaborative team of professional composers (you can hear samples of their work in the video trailers!). The current BETA release has temporary music in the interior spaces of the town, for testing purposes, but as of this release the final music scores are not yet completed. Two levels of the dungeon have a portion of their final music tracks included in this release.

    PREREQUISITES SUMMARY:

    (More details are in the README.txt file)
    Latest official patched version of Oblivion
    OBSE version 21 or later
    COBL
    Unique Landscapes - Brena River Ravine

    Strongly recommended but not required:
    Sound Commands
    Enhanced Music and Controls

    Wrye Bash is strongly recommended for installing the beta version. We plan to offer OMOD support later, but it is not available in this early release.

    BETA NOTES:

    This BETA release is fully playable. We are seeking player feedback on game balance and difficulty level. If you download, please track this file so you will be notified of updates (especially the music, which will be added as tracks are completed by the composers).

    The README.txt file is extensive and detailed. Before you install, please save yourself a lot of grief by taking a few minutes to read it. :-)

    This mod has been extensively tested by members of our team, but please do be aware that this is still a BETA release, not production status. It has a number of known bugs and a few incomplete features, and the main purpose of the beta release cycle is to find and fix other bugs.

    The two documentation files Rathunas-BUGLIST.txt and Rathunas-ISSUES.txt provide a list (unfortunately, with a few minor spoilers) of known problems. "Bugs" are problems that we expect to fix before production release. "Issues" are things we would like to fix, but in some cases they may be game-engine limitations that we are not sure we can overcome.

    We are still fine-tuning the game balance of battles. If you have constructive feedback on the battle difficulty, please comment (avoid spoilers if you can!). Tell us what general type of character you are playing (magic, stealth, or combat), your character's level, and where you have the difficulty slider for the game set. It is particularly useful if you can compare the difficulty of a Rathunas battle to those of other dungeons your character has explored at his or her current level. Just saying "The battle with ___ is too hard/too easy" doesn't help much, because we need a framework for comparison.

    If you find a bug that stalls one of the Rathunas quests, don't give up hope! Contact me (Syscrusher) by private message on TES Nexus or TES Alliance. I can provide console workarounds for almost any situation.

    PERMISSIONS: Please see the "Perms" link above for permissions and credits. Do NOT upload this mod to other sites without permission.

    333 downloads

       (0 reviews)

    5 comments

    Updated

  8. Weapons Of Morrowind

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

    Weapons Of Morrowind (W.O.M) is a project that aims to expand the available weapons found in-game via loot. All of the included weapons are faithful recreations of the weapons from TES3: Morrowind.

    The new weapons are distributed via levelled lists so you'll come across them during your adventures.

    Available Weapons:
    Iron Club
    Iron Longsword
    Iron Mace
    Iron Tanto
    Iron wakizashi
    Iron Warhammer

    Steel Club
    Steel Staff

    Dwemer Battle Axe
    Dwemer Claymore
    Dwemer Dagger
    Dwemer Longsword
    Dwemer Mace
    Dwemer Shortsword
    Dwemer War Axe
    Dwemer Warhammer

    Glass Longsword

    Nordic Dagger

    Daedric Longsword
    Daedric Katana

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

    1. Extract the contents of the ZIP folder into your Data folder
    2. (Optional) Activate the Weapons Of Morrowind.esp

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

    1. (Optional) Delete the Weapons Of Morrowind.esp
    2. Delete the files/folders associated with the mod

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

    You must contact me and obtain my permission before using any content from this mod.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    448 downloads

       (0 reviews)

    2 comments

    Updated

  9. Clarity Eyes

    Clarity Eyes
    Author: Victoria VII
    Date: 7-30-2014
    Game: TesIV Oblivion
    Description
    Eyes pack 5 colors as vanilla replacer (or resource) + 2 colors (grey and purple) as resource.
    The sclera is also remade.
    Notes
    Since I've made these eyes for a modder's character in another game, I made an Oblivion version too for release.
    The eyes have a vivid appearance with or without enb and the style could suit both fantasy and non-fantasy preferences.
    Install
    Extract - Copy - Past in your Oblivion folder.
    This will require to overwrite your current eyes textures, if you are not sure about replacing them, make a copy of your current eyes textures to be restored later.
    Permission
    Strictly NON COMMERCIAL.
    If you want to use or modify any part of this content for include it in your release:
    your release must be NON COMMERCIAL (no money involved or any form of payment). you must clearly state that you are sharing strictly for NON COMMERCIAL USE (no money involved or any form of payment). Do not re-upload.
    Thanks to all who love and play Oblivion.

    109 downloads

       (0 reviews)

    0 comments

    Updated

  10. Ducks and Swans for Cyrodiil

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

    Ducks and Swans for Cyrodiil V 1.0

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

    This mod adds ducks and swans at lakes and ponds in Cyrodiil.

    Models and textures were made by Kaizit (username Stesha on the Nexus)
    You can find the original resources here:
    Swan: http://www.nexusmods.com/oblivion/mods/42374/?
    Ducks: http://www.nexusmods.com/oblivion/mods/42384/?

    A big thank-you goes to Kaizit/Stesha for giving me permission to use and modify her files for this mod.
    Please give Kudos to her: http://www.nexusmods.com/oblivion/users/733625/?

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

    These ducks and swans are not creatures, they are animated statics that move on a given path, like the butterflies. So of course they show no behaviour like attack, fly, eat or the like. The only purpose is to add to the atmosphere.

    You can catch and loot the ducks and swans, they will respawn after the usual respawn time, provided you don't visit that area again in the meantime.
    The ducks yield duck breast as an ingredient. The swans yield swan feathers as an ingredient.Duck moms with ducklings (= duck families) are protected by Kynareth, you cannot catch them.
    Each family has in addition a separate duckling swimming around. You can catch the separate ducklings but you will get no loot from them. Who wants to kill a cute little duckling anyway?
    The other ducks hide somewhere in the grass at nighttime, don't look for them, you won't find them.
    There is a duck's nest on solid ground near each duck family where you can collect a duck's egg during daytime. At nighttime you will find the duck mom with her ducklings sleeping on the nest.

    You will not find the ducks and swans at every wet corner in Cyrodiil. I placed them where I thought it makes sense, like shallow water and ponds, and of course not in sea water or brackish water.


    Sounds:
    I added quack sounds to the female (and mom) ducks (it is said that the female ducks in RL are more talkative). Giving sounds to all ducks might have resulted in too much noise. The swans are silent (they are also called mute swans in RL for a reason).
    But all of them - swans, ducks and ducklings - will utter a shout when you catch them.

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

    Compatibility:

    Of course there are lots of cells touched by this mod, but as this concerns mainly water surfaces, this should not be a big issue.
    I strongly recommend to put this mod at the beginning of your load order and to load all your other mods after "ducks and swans".

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

    Credits:

    Kaizit (=Stesha) for making the models and textures
    Beolo for the help with the script and his friendship
    The Niftools team for giving us Nifskope.
    Bethesda for the TES games

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

    Permissions:

    You may not modify and/or re-upload this mod anywhere.

    THIS IS NOT A MODDERS RESOURCE !
    If you want to use the models and textures, please download the resource files:
    Swan: http://www.nexusmods.com/oblivion/mods/42374/?
    Ducks: http://www.nexusmods.com/oblivion/mods/42384/?
    and give credit to the author.

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

    89 downloads

       (0 reviews)

    0 comments

    Updated

  11. Mesh Improvement Project

    Mesh Improvement Project



    Version: 1.4a


    Description:

    Oblivion has some really great fantasy designs for it's models and textures and is a beautiful world. The problem is while the artists have spent a lot of time creating the world and all the assets required to fill it, they've ran into problems getting it all done and have taken shortcuts. While this is expected with a game this large, it starts to become a problem when it's noticeable while playing.

    This project is a large undertaking with the aim of (slowly) fixing or replacing broken/ugly meshes found throughout the game's world.

    M.I.P Contents:

    Version: 1.4a

    Improvement: Doorstone01.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone02.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone03.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone04.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone05.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone06.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone07.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone08.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone09.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone10.NIF - Smoothed Mesh, Fixed UV Mapping
    Improvement: Doorstone11.NIF - Smoothed Mesh, Fixed UV Mapping
    Fix: AnvilChainDollHolder01.NIF - Fixed UV Mapping, Optimised Mesh
    Fix: AnvilDoorFrame01.NIF - Fixed UV Mapping
    Fix: AnvilDoorFrameInt01.NIF - Fixed UV Mapping
    Fix: AnvilBasementDoorFrame01.NIF - Fixed UV Mapping, Added Vertex Paint
    Fix: AnvilDockLampOff.NIF - Optimised Collision
    Fix: AnvilDockLamp01.NIF - Optimised Collision
    Fix: SignPostCity.NIF - Fixed mesh scaling
    Fix: TorchTall01.NIF - Corrected light and flame effects


    Installation:

    Extract the contents of the ZIP folder into your Data folder

    Un-Installation:

    Delete the files/folders associated with the mod

    Contact:

    InsanitySorrow @ TES Alliance

    Credits:

    Thanks to Bethesda for creating Oblivion.

    Tools Used:

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

    Licensing/Legal:

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    Modder's Will:

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    680 downloads

       (3 reviews)

    1 comment

    Updated

  12. Falling Leaves

    Project: Falling Leaves
    Author: Carah
    Version: 1.0
    Release Date: 10/05/2013
    Category: Environment
    Source: TES Alliance/TES Nexus

    ==================
    Description:
    ==================
    Adds falling leaves to the trees in the autumn forest located north-east of Chorrol.

    ==================
    Details:
    ==================
    Almost each individual tree in the above mention forest is fitted with a light partical effect of falling leaves that float lightly to the ground.
    Trees modified are forest oak, quaking aspen, silver birch, and sugar maple.

    There are three main files you only need one.

    ----------------
    Optional Files:
    ----------------
    Incase less isn't more for some peoples taste. There are two optional files that add more falling leaves to the trees.

    Medium - The paricle effect is more frequent. This means more falling leaves and a possible performance hit in-game.
    Heavy - The particle effect is very abundant and a little unrealistic but great for taking screenshots, though it will cause a performance hit in-game.

    These files are meshes only and you need the main file installed first. To install the optional files all you need to do is extract the meshes to your Oblivion/Data folder and when prompted to overwrite select "Yes".

    Can only use one optional file at a time.

    ==================
    Installation:
    ==================
    ------------------------------
    Oblivion Mod Manager Instructions
    ------------------------------
    Installing the Mod

    1) Extract the contents of the archive to a temporary folder.
    2) Copy the extracted archive to [install Path]\Oblivion\OBMM\Mods\.
    3) Start Oblivion Mod Manager
    4) Click the Create button
    5) Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
    6) Click the Create button, wait until it finishes, then click the Ok button.

    Activating the Mod

    1) Start Oblivion Mod Manager
    2) Double-click the name of the mod, once installed the mod icon will turn blue.

    ------------------------------
    Wrye Bash Instructions
    ------------------------------

    1) Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2) In Wrye Bash Installers tab, highlight the new archive.
    3) Check any sub-folders, ESP/ESM's as required.
    4) Right click the archive name and Install.
    5) In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).

    ------------------------------
    Manual Instructions
    ------------------------------

    1) Extract the contents of the ZIP folder into your Data folder

    ==================
    Un-Installation:
    ==================
    ------------------------------
    Oblivion Mod Manager Instructions
    ------------------------------

    1) Start Oblivion Mod Manager
    2) Double click the mod to deactivate it, once finished the icon will turn green

    ------------------------------
    Wrye Bash Instructions
    ------------------------------

    1) In Wrye Bash Mods tab, deselect the ESP/ESM's associated with this mod.
    2) In Wrye Bash Installers tab, right click on the archive name and Uninstall.
    3) Rebuild Bashed patch.

    ------------------------------
    Manual Instructions
    ------------------------------

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


    ==================
    Incompatible:
    ==================
    There is a conflict with Unique Landscapes Lush Woodlands. Therefore I included a compatibility patch in the file to fix any issues.
    Use the patch in conjunction with Lush Woodlands and Falling Leaves.

    ==================
    Known Issues:
    ==================
    None that I know. Please report if any.


    ==================
    Contact Details:
    ==================
    You can send me a message here or at the Nexus forums.

    ==================
    Credits:
    ==================
    Thank-you to Vacuity for his modders resource Vaper - Falling Leaves - http://oblivion.nexusmods.com/mods/35590/?
    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for the ReadMe Generator this ReadMe is based on.

    ==================
    Tools Used:
    ==================
    ReadMe Generator
    Construction Set
    Nifskope


    ==================
    Modder's Will:
    ==================
    If I am offline for six months or longer and do not respond to any attempts made at contacting me, then you are free to upload this project to another site(s) as long as I am credited as the original author.
    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of all my Projects to TES Alliance. TES Alliance are free to modify/redistribute/remove as they see fit.

    229 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Weapon Improvement Project

    Weapon Improvement Project


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

    Oblivion 1.2.0416

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

    This is a project that aims (over time) to replace the vanilla weapon meshes and textures with completely new and more detailed replacements. The new replacements are based on the original designs.

    Replaced so far:
    Iron Dagger
    Iron Battle Axe
    Iron Bow
    Iron Mace
    Iron Claymore
    Iron Longsword
    Iron Shortsword
    Steel Shortsword
    Steel Longsword
    Club
    Ebony Dagger
    Blade of Woe
    Mehrune's Razor
    Goldbrand
    Sword of the Crusader
    Mace of the Crusader

    =================
    W.I.P Plugin (Optional)
    =================

    Included is an optional plugin file that gives a unique appearance to rusty weapons and any fine weapons that done have alternatives (Iron Bow for example)

    =================
    Installation
    =================
    Extract the contents of the ZIP folder into your Data folder
    (Optional) Activate the Weapon Improvement Project.esp

    =================
    Un-Installation:
    =================
    (Optional) Delete the Weapon Improvement Project.esp
    Delete the files/folders associated with the mod

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    867 downloads

       (6 reviews)

    0 comments

    Updated

  14. [OB] Umbra Sword Replacer

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

    Oblivion 1.2.0416

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

    *** This is a requested port of my Skyrim Release - Umbra Sword. ***


    This is a simple mesh and texture replacer for the Umbra Sword. I was not fond of the look the Umbra Sword has in Oblivion, so I decided to replace it
    with a design of my own.

    Model and Textures are new, and the Textures are high resolution.

    =================
    Installation
    =================
    Extract the contents of the ZIP folder into your Data folder


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

    Delete the files/folders associated with the mod


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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    249 downloads

       (0 reviews)

    0 comments

    Submitted

  15. [OB] Ebony Sword Replacer

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

    Oblivion 1.2.0416

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

    *** This is a requested port of my Skyrim Release - Ebony Sword Replacer. ***


    This is a simple mesh and texture replacer for the Ebony Longsword, Ebony Claymore and Ebony Shortsword. Wasn't fond of them myself and decided to give themmore of a Classic sword style instead.

    Models and Textures are new, and the Textures are high resolution.

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

    1. Extract the contents of the ZIP folder into your Data folder

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

    1. Delete the files/folders associated with the mod

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Skyrim.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

    You may use this as you wish as long as you don't charge money for it and you credit me for any work used.

    Please do not re-host this file without my explicit permission.

    ==================
    Modder's Will:
    ==================

    If I am offline for six months or longer and do not respond to any attempts made at contacting me, I give full Ownership of my Projects to TES Alliance.

    TES Alliance are free to modify/redistribute/remove as they see fit.

    246 downloads

       (0 reviews)

    0 comments

    Submitted

  16. StartConversation - Teechans Gesture Idles for NPCs _WIP_

    When NPCs in Oblivion "StartConversation", they play any combination of animations depending on whether they like or dislike each other. They'll talk about goblins and mudcrabs. They've even heard others say the same! They also play about 10 of the same animations, quite often. For me, a few of those are an eyesore, so I decided to change the ones that bugged me the most.

    Some background: After playing Oblivion on the xbox for so long, once I got the game on PC my time was spent making machinima with it. I later wanted to do more then what the current mods allowed me to do. I taught myself how to animate and mod the game.

    That's when I saw those poor NPC's - unable to *really* gesture how they hate goblins and mudcrabs! Something needed to be done! I took the 4 animations that bugged me the most and edited them as a simple replacer.

    Then I had an idea - perhaps I could release this as an actual mod, and then add more new animations for each update? Of course, they'll still talk about mudcrabs and goblins, but won't look as robotic, monotonous and stale.

    Here's the machinimated version of what you'll see in game.



    I've tested this to make sure I didn't see any strange anomalies. It should be compatible with ball pose mods, but I didn't test those. I'll also be happy to hear if I need to adjust the animations I've already included.

    More information is in the readme.

    Installation: Drag and drop into Oblivion folder. Make sure TGIN.esp is the LAST of your load order, just to be on the safe side.

    To Uninstall: Remove TGIN.esp and the TGIN folder inside of meshes/characters/male/idleanims/

    Incompatibility -

    Probably anything that replaces talk_armscrossed_motion.kf, talk_armscrossed_motionfem.kf, talk_armscrossed_still.kf, talk_femalelefthand_motion.kf.

    Future plans: Adding new animations so that there's more variety in NPC conversations.

    Enjoy!

    141 downloads

       (2 reviews)

    2 comments

    Updated

  17. Unique Landscapes - The Eastern Peaks

    The Eastern Peaks is a vast overhaul of the Valus mountains, containing a huge range of environments, from huge cliffs to deep gorges to vast forests to enchanted swamps. Civilization has made its mark on the area as well, many a crumbling ruin dots the landscape and several small settlements can still be found today. Integrating two previously dead UL concepts, this mod seeks to give the user an actual reason to go and visit the Valus mountains and stick around for more than just the scenery.

    145 downloads

       (0 reviews)

    2 comments

    Updated

  18. Oscuro's Oblivion Overhaul - Drop Lit Torches OBSE patch

    Requirements

    Oblivion 1.2.0416
    Oscuro's Oblivion Overhaul 1.35 or later
    Drop Lit Torches OBSE
    Deadly Reflexes 6.0 or later


    OOO compatibility patch for DLT OBSE
    Not required unless using Deadly Reflexes.

    365 downloads

       (1 review)

    0 comments

    Updated

  19. Oscuro's Oblivion Overhaul - Harvest Containers for SI

    Requirements :

    Oblivion 1.2.0416
    Oscuro's Oblivion Overhaul 1.35 or greater
    Shivering Isles

    Adds the Harvest Containers scripts to Shivering Isles containers
    Extract to your data files folder.
    The file should load immediately after the OOO esp.

    529 downloads

       (0 reviews)

    0 comments

    Updated

  20. Unofficial Oblivion Patch

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
    Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!
    The complete changelog is available here.

    5,748 downloads

       (1 review)

    2 comments

    Updated

  21. FCOM Archery Update

    Requirements:
    Oblivion 1.2.0416.
    FCOM 9.95 or higher


    Optional add-on for FCOM. See the enclosed documentation for details
    We'll probably add it to the main FCOM optional files, but for now any feedback is welcomed on the ESF http://forums.bethso...om-convergence/

    I didn't have these files myself, so thanks for being the ultimate hoarder daemondarque.

    1,067 downloads

       (0 reviews)

    0 comments

    Updated

  22. Unofficial Oblivion DLC Patches

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda.
    NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save.
    The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones)
    If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread.
    Complete changelog

    993 downloads

       (1 review)

    0 comments

    Updated

  23. Unofficial Shivering Isles Patch

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience!
    Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such!
    The complete changelog is available here.

    1,366 downloads

       (3 reviews)

    0 comments

    Updated

  24. Knights of the Nine Revelation

    Latest News: Patch 1.3.X has been released! In addition to the usual bugfixes, this patch includes a new quest, several new features and a powerful artifact! If you have completed all the castle upgrades, check the new mailbox in the base of the stairs in the Lord's Quarters. The new patch is available for download now!

    From the creator of Anduril Reforged comes a sequel to Knights of the Nine. Umaril has been vanquished and the people of Cyrodiil hail you as the Divine Crusader. But little do they know that Pelinal's relics hold the key to protecting the freedom of all humankind... or enslaving it.


    An epic quest where only YOU can prevent the enslavement of all free humans.
    Upgrade and customise the Crusader's Relics.
    Over a hundred new items.
    40+ NPCs, 1,500+ lines of dialogue, fully voice acted by a dozen voice actors.
    Original music score by Ronald Van Deurzen.
    Dozens of new followers.
    Massive, functional player home designed specifically for busy adventurers.
    Click in the video tab above to watch the trailer, and see the full feature list below for more!




    jNPYiIQj_vM






    The Knights of the Nine DLC
    Oblivion Script Extender (OBSE) 0020 or higher


    RECOMMENDED


    Unofficial Patch
    Unofficial Mods Patch – Knights of the Nine


    OPTIONAL


    The Horse Armor DLC is required for the optional horse barding.
    A mannequin mod of your choice. I use Reznod Mannequins.





    INSTALLATION - NEXUS MOD MANAGER


    Open the Mods tab.
    If the mod is not already be there, click Add Mod from File and point Nexus Mod Manager to the file location.
    Double-click Knights of the Nine – Revelation V1.3.3 in the mods tab.
    In the Plugins Tab, ensure that Knights – Revelation.esp is loaded AFTER Knights.esp and Knights - Unofficial Patch.esp.

    INSTALLATION - WRYE BASH


    Place the downloaded archive in your Bash Installers Folder.
    Launch Wrye Bash.
    Open the Installers tab.
    Right Click on the downloaded archive and click Install.


    INSTALLATION - MANUAL


    Use a utility like 7-Zip (http://www.7-zip.org/) or WinRar (http://www.rarlab.com/) to extract the files to a temporary location.
    Once extracted, you should have the following files and folders: - Knights - Revelation.esp
    - Knights - Revelation.esm
    - Knights - Revelation.bsa
    - Knights - Revelation Music (folder)
    - DistantLOD (folder)

    Copy these five items into your Oblivion/Data folder.
    Use Mod Manager such as Oblivion Mod Manager (http://oblivion.nexusmods.com/mods/2097/) or Wrye Bash (http://oblivion.nexusmods.com/mods/22368/) to ensure that Knights - Revelation.esp is loaded after Knights.esp.





    After installation, there should be a book sitting on the master bed in the Priory of the Nine. You can start any time you have completed the Knights of the Nine main quest. To begin, sleep in the master bed.





    Delete Knights - Revelation.esp, Knights - Revelation.esm, Knights - Revelation.bsa and Knights - Revelation Music from your Oblivion/Data directory. You can also delete all the files beginning with aaKOTNR in the Oblivion/Data/DistantLOD directory. (Make sure you don't delete anything else though.)

    After you have started Knights of the Nine: Revelation, certain items are necessarily changed as part of the mod. If you uninstall the mod halfway through, these changes may not be reverted.

    If you wish to revert to vanilla Knights of the Nine, download and install the Knights - Revelation Uninstaller.esp and activate it. On your next game load, it should automatically revert the changes that the mod made. After this, you may delete Knights - Revelation Uninstaller.esp.





    Knights of the Nine: Revelation was fully cleaned and designed for maximum compatibility. It should conflict with very few mods.


    It is confirmed to conflict with P1DseeYouSleep.esp during the first scene when you sleep in the master bed at the Priory of the Nine. If you find that you are unable to activate anything after the dream, type “StartQuest P1DsleepFix†in the console and then sleep in a different bed in the Priory. You'll find yourself teleported back to the master bed, after which the glitch should be resolved.
    Those who use body replacers may find that skin textures are out of alignment for the Ayleid Armour. (Aesthetics only, no gameplay impact.)
    Greenview Manor occupies the same spot as Sir Gareth's Castle. Loading it before Knights - Revelation.esp will result in the manor floating in the castle courtyard but both mods will otherwise be playable. Loading it after Knights - Revelation.esp will bury the entrance to the castle underground, making it impossible to proceed.
    It may conflict with other mods that make significant changes to Knights of the Nine itself.
    It may conflict with other mods that make significant changes to Tamriel exterior cells (-1,3), (0, 3), (-1,2) or (0, 2) where Sir Gareth's castle is located. As far as I know, no popular mod uses that location.
    Mods that change the Imperial City may appear to be deactivated during one particular quest, but will actually return to their modded state after the quest is complete.






    Parts of Knights of the Nine: Revelation are very RAM intensive. It is recommended that you close all other programs and consider using a program like GameBooster to temporarily remove unneeded background processes.
    Avoid using using teleportation mods in places where you can't normally fast-travel. Some quest updates are triggered by passing through certain areas. Likewise, avoid using “tcl†in the console to walk through walls.
    If you have disabled the borders for worldspaces, it is possible to walk outside the playable area into a seemingly unfinished area.
    The bosses in this mod are difficult to beat, and may require several attempts to beat at 50% difficulty. If your character is not optimised for combat, don't be afraid to turn down the difficulty.
    Quest markers are only given if your character would realistically know the location of the target.
    A copy of troybayliss's Fast Travel Double Face Fix is integrated into this mod. If you wish to disable it, open the console and type “stopquest DoubleFaceFixâ€.
    As the eight Original Knights of the Nine are needed for this quest, they will be resurrected if they are dead, and are given an “essential†status.
    As a workaround for Oblivion's sound volume limitations, certain speeches will remain at full volume regardless of the NPC's distance.
    The yellow weapon shader for the “Turn Undead†effect will be temporarily disabled while the Mace of the Crusader is equipped.





    Does this mod overwrite the Knights of the Nine DLC? Does it change anything?

    This mod is an add-on to Knights of the Nine and does not overwrite anything in your data directory. The original quest line is untouched with one minor exception:

    The eight original Knights of the Nine followers are used for a lot of dialogue in KOTN:R so it is necessary for them to be alive. The mod will resurrect them if they are dead, or keep them essential if they are alive.

    Do I need to finish Knights of the Nine before installing this mod?

    No. If installed beforehand, it will sit there quietly until you finish the Knights of the Nine main quest. Its only effect is that it will prevent your Knights from dying.

    Can I play this mod without Knights of the Nine?

    No. The game will crash if you try. If you don't already have Knights of the Nine, the best legal ways to obtain it are the Oblivion Game of the Year Edition from Steam (discounts frequently occur) or the boxed set from places like eBay and Amazon. Hopefully Bethesda will remedy the availability of the DLCs soon.

    Can I play this mod without OBSE?

    No. Many of the quests will not work. A fail-safe at the beginning of the questline detects your OBSE version and prevents you from starting if you don't meet the requirements. You can obtain OBSE 0020 from http://obse.silverlock.org.

    Can evil characters play this mod?

    Yes! While the mod is themed around playing a "good" knight, there are numerous benefits for evil characters:



    You'll be able to use the Crusader's Relics regardless of your infamy.
    Your character will still want to complete this quest - for self preservation and also to send a clear message to the bad guy not to mess with your character...
    The biggest quest rewards are alignment-neutral and can be used by anyone.

    Can mages, rogues or other non-warrior classes play this mod?

    While warriors fit in best thematically, mages and rogues aren't completely left out. You can complete the questline using magic or stealth as you prefer. Some of the quest rewards are incredibly beneficial to mages. The Crusader's Relics's powers can be switched between "stealthy" and "damaging" modes at any time.

    Is this mod lore friendly?

    This mod takes established Elder Scrolls lore, especially the Song of Pelinal and the Adabal-a, and recreates it as faithfully as possible. All events portrayed in the mod are consistent with what is in the books.

    I have a pirated copy of Oblivion and...

    If your copy of Oblivion is pirated, please don't ask for help getting the mod to work. It's hard enough making a mod for an official, fully patched game. Getting it to work on a buggy rip is next to impossible.

    While I'm not going to condemn anyone for using a non-legal copy of the game, I do encourage spending a few dollars to do the right thing. If you wait for a Steam sale, the Oblivion Game of the Year Edition can be obtained for under USD $10 which is incredible value for the hundreds of hours of gameplay that you'll get out of it.

    FAQs - QUEST RELATED

    What should I do at Vanua?
    Maybe you have reached a dead end. Head back out and see if further clues present themselves.

    Where am I supposed to get a shovel from?
    Naomi tells you that she has one propped up next to her door. Shovels are also purchasable from vendors in the Imperial City.

    I keep dying after Malenir starts his spell-casting. How do I get past this stage?
    You must choose the correct location or you will die. Hint: Early in the questline, you should have completed a certain quest that seemed rather meaningless at the time.

    How do I get the horse?
    A few days after you've finished the questline, one of the Knights will approach you saying that they've spotted something in the forest. If you want to start this quest as soon as possible, stay around the barracks where the Knights usually hang out.

    How do I customise my armour or change its properties after finishing the questline?
    After you have purchased all the upgrades for your new home, there will be a book in the Lord's Quarters that will allow you to do this, and other things as well.

    What is the Armour of Sotha Sil used for?
    When the expansion pack is released, there will be a quest to restore it to full strength.

    Will a certain NPC return for future adventures?
    No comment.



    QUEST




    An epic quest spanning 4000 years where YOU are the only one who can stop the slavery of all humankind.
    Meet characters from Elder Scrolls lore including Pelinal, Umaril, Alessia and Morihaus.
    40+ NPCs, 1,500+ lines of dialogue, fully voice acted by a dozen voice actors.
    Original music score by Ronald Van Deurzen.
    Many new dungeons and a strange but familiar world...
    No hand-holding - quest markers are only given for known locations.
    Half a dozen mini side quests for when you need a break from saving the world.
    The biggest, most destructive final battle ever seen in a mod!


    ITEMS




    Multiple upgrades for your Crusader relics with stronger enchantments and new powers.
    New armour mesh for female Divine Crusaders.
    Customise your Crusader Relics: heavy or light, polished or antique - your choice!
    The Crusader relics now level all the way to level 40 instead of stopping at level 21.
    Use the Crusader Relics regardless of infamy (with a quest related explanation for the sudden change)
    Dozens of of new armour and weapons including full sets for the various factions you'll encounter.
    Huge castle that functions as a player home and headquarters for the Knights of the Nine.


    FOLLOWERS




    The Knights of the Nine are expanded from nine members into a small army.
    Individual Knights of the Nine play important roles in the questline and aren't just window dressing.
    The Knights of the Nine all receive equipment upgrades and will repair their own equipment.
    All followers are either essential or re-spawning.
    Summon a squad of soldiers to be at your beck and command.
    Paladin's Warhorse - as the divine Crusader should not be riding Shadowmere. Armoured version available if you have the Horse Armor DLC.


    EXTRAS

    Certain features were created, but were disabled for performance or realism reasons. But once you've finished the main quest, you can re-enable them if you want to!




    Revisit areas that are no longer accessible.
    Re-customise your your Crusader Relics if you change your mind about their appearance or weight.
    Roll-back (and roll-forward) upgrades to the Crusader Relics.
    An extension to your new home.
    Summon up to 72(!) followers at once! (Note: I'm not responsible for lagging out your game or causing crashes if you do this!)


    MOD




    From the maker of Anduril Reforged.
    Fully compatible with the Unofficial Mods Patch
    Fully compatible with most other mods
    100% clean. Designed for maximum compatibility and cleaned using TES4Edit to reduce crashes and prevent conflicts and save-game corruption.





    April Sadowski, Voice Actor

    Queen Alessia /index.php?/topic/3615-aranass-archive-male-all-races">Christian Gaughf (aka Aranas), Voice Actor

    Ovidius
    David Bodtcher (a.k.a. bodtchboy), Voice Actor

    Pelinal Whitestrake, Dreekius, Swims-with-Fish /index.php?/topic/3992-edouards-archive-male-altmerbosmer-imperial-special-effects">Ed Waldorph, Voice Actor

    Raminus Polus, Sergius Turrianus
    George R Powell, Music Composer & Screenwriter

    Malenir, Sir Carodus, Imperial Legion Soldiers James Dorton,Voice Actor

    Sir Thedret, Sir Lathon
    Julia Abbadini,Voice Actor

    Dame Avita Vesnia, Female Cyrod Citizens Kasz94 (a.k.a. Nihil), Voice Actor

    Vulcanus, Valerius, Captain Donnato, Captain Arion, Alessian Soldiers
    Lanceor, Project Leader

    Sir Gareth of Silvenar, the Prophet Paulina Stehr, Voice Actor

    Naomi Paravant
    /index.php?/topic/4486-pole7645s-archive-maleimperial-nord-dunmer-khajiit-argonian-dragons-and-misc-characters">Pierre-Olivier Garcia Laliberté (a.k.a. POLE7645),Voice Actor

    Breton Messenger, Olmgerd the Outlaw Rip Elliott,Voice Actor

    Morihaus, Dunyak, Khalon, Confused Messenger, Ayleid Soldier
    /index.php?/topic/737-veretas-archive-male-any-race">Vereta,Voice Actor

    Sir Geimund, Sir Gukimir, Male Cyrod Citizens)


    While I was the primary modder for Knights of the Nine: Revelation, this mod would not be possible without assistance from many members of the modding community.

    ALPHA / BETA / GAMMA TESTERS

    These guys put up with my oversights and found most of the bugs before the mod was released. Thanks!

    Khettienna
    Lord Frostcraig
    Tamira
    The_Vyper
    ysne58

    MUSIC

    Cyrod Soundtrack - Ronald Van Deurzen, Composer & new age pianist
    Ghostpocalypse - Kevin MacLeod, Composer

    COLLABORATORS

    CharlesCrowe – Dialogue for the Prophet.
    DaMage - Animating Morihaus's Wings and creating the Effigy of the Divine Crusader
    Hanaisse - Cluttering Ceya-Tar, assistance in modifying the Alessian greaves
    InsanitySorrow - Creating the Spirit Barrier dome
    John316 - General mesh fixer-upper
    ResolveThatChord - Help with Alessia's hood
    selene310187 - Divine Crusader Pose
    ub3rman123 - static NPCs and Umaril's Gauntlets

    RESOURCES

    Hyperlinks to all resources used are available in the ReadMe.

    1D4VE - Skyrim Steel Sword Replica
    3dregenerator - A mesh used for an Easter Egg
    Aisis & Xiamara - AST Royal Furniture Set
    Alexander Wolf - Alexander's Wings
    AlienSlof - Horses Base
    Andysaurus - Kitchen and Bath Resources
    Andysaurus - School Resources
    Arynn - Armor of the Galadhrim
    Ceano and AxlRocks - Clean Ayleid Ruins
    css0101 Ancient Elven Furniture for modders
    davidou - Leaking gas sound effect
    Echonite - Echo Tents
    Garak - Garak's Booksets
    Iomir (a.k.a. jgreybear) - Ayleidoon Karan
    JDFan - Filled UpperWallShelf03 Modders Resource
    Q (a.k.a. kaburke) - Sigil Stone Selector
    Kafei - Armored Circlets
    ken1945 - Thunderbird Armor
    Lady Nerevar - Lady Ns Paper Goods
    Land of Oblivion - Greek Hero Armors
    Little Baron - Little Baron Exotic Ayleid Armors 2-0
    Lord Banewrath Sunblade - LSB Steel Hammer Resource
    Loth DeBonneville - Loths Better Weapon Racks
    madmole - KOTN female Armor for Exnems mesh
    Meo - Meos Armors of Cyrodiil for Dummies - Resource
    Meo - Meos Castle Keep - Resource
    Meo - Meos Ayleid Clutter - Resource
    Meo - Meos Castle Skingrad - Resource
    Meo - Meos Castle Carpets - Resource
    Meo - Meos City Maps - Resource
    Meo - Meos Labyrinth Garden - Resource
    Meo - Meos Modular Fireplaces - Resource
    Meo - Meos Open Books - Resource
    Meo - Meos Room Dividers - Resource
    Meo - Meos Series Booksets - Resource
    Meo - Meos Static Dishes - Resource
    Meo - Meos Window Boxes - Resource
    Meo - Meos Winecellar - Resource
    Metallicow - Metallicow Book Resource
    MickTheMage - Shadows of Northmoor Resources - Sword of The Nine
    ModdersHappy - Nord Ship
    mr_siika - Mr_Siikas Elven Ships
    Murfy27 - A mesh used for an Easter Egg
    neovinci - SG Button Armors
    pale_rider - pale_riders Armory of the Nordic Warrior
    pale_rider - pale_riders Paladin Equipment
    Pollan - Dungeon Poses
    Pronam - Nams Ayleid Resources
    rob_b - Book Jackets KOTN
    Robert2 - MaleBodyReplacerV52
    Robert2 - Roberts Female Body v13
    Selene310187 - Umaril armour from Selenes Mod Collection
    Spoons aka Trizt - Gallows Model by Spoons
    Stroti - Strotis Ayleid Chest and Display Resource
    Stroti - Strotis Ayleid Furniture
    Stroti - Strotis static machine parts
    Stroti - Strotis static alchemy clutter
    Stroti - Filled Mage desk alchemy furniture
    Stroti - Strotis ram on stick food resource
    Stroti - Strotis kitchen tools
    Stroti - Strotis static meshes Marketstand
    Talkie Toaster - Playable and NPC Creatures
    taylorsd - Equipable Beards
    The Bab Team, Ceedee, Exnem and Sinblood - Pure Fantasy Mage Outfits
    themythofanst - Symmetrical steel pauldrons from Vvardenfell Imports
    troybayliss - Fast Travel Double Face Fix
    Viperslayer - Trueflame Reborn
    ztree - Spider Eggs

    If I've absent-mindedly forgotten to credit someone, please let me know and I'll fix it right away!

    TOOLS USED

    7-Zip
    Audacity
    Blender
    Construction Set Extender
    DDS Converter 2.1
    GIMP
    LOD texture fix script by GhanBuriGhan
    Nif Optimization Python script (a.k.a. PyFFI)
    NifSkope
    Oblivion Mod Manager
    Open Office
    Paint Shop Pro 8
    TES4Edit
    TES4Files
    TES4Gecko
    TES4LODGen
    The Elder Scrolls Construction Set
    Wrye Bash

    SPECIAL THANKS


    Nexus Mods and TES Alliance and all their staff for their unwavering support of modders!
    Bethesda Softworks for producing some of the most immersive games ever made.
    All the people on the forums at TES Alliance, TES Nexus and Bethesda Softworks for their help!



    Knights of the Nine: Revelation is Copyright © 2012-2013 Lanceor.

    MESHES

    Most of the meshes were created by other authors and used with permission. To use them in your mod, check the mod listing above and contact the authors as necessary. Many of them were free-to-use modder's resources. If you are having trouble tracking down the origin of a particular mesh, get in touch with me and I'll help to identify it.

    TEXTURES

    With one exception, you are free to re-use any of the textures in your own* mod. A simple credit in your description and/or ReadMe would be nice.

    The textures for the Crusader's Relics are an identifying feature for this mod. For twelve months from the release date of this mod, please contact me if you wish to use them. In particular, I will not grant permission for re-use in mods that hand the Crusader's Relics to the player without effort on their part (such as placing them all in a chest). Twelve months after release, you are free to use them in your own* mods.

    SCRIPTS

    You are free to re-use any of the scripts in your own* mods. A simple credit in your description and/or ReadMe would be nice.

    UPLOADING / REHOSTING

    Please do not upload this mod to any other website without my explicit permission. Doing so will be construed as theft.

    TRANSLATION REQUESTS

    Please contact me if you wish to make a translated version of this mod.

    * When I say “your own†mod, it means that most of it was made by you. Simply adding a few tweaks to this mod and re-uploading it under your own name does not constitute “your ownâ€.





    If you wish to contact me, you can find me at Nexus Mods, TES Alliance or the Bethesda forums as “Lanceorâ€.





    1.0.0 Initial Release

    1.0.1 Optional update.

    Adds a missing mesh that appeared during the final fight. 1.0.2 Recommended update if you have not played KOTN. Optional otherwise. Overrides previous patch.

    Fixes a dialogue bug that was affecting the KOTN main quest.
    1.0.3 Recommended update. Overrides all previous patches.

    Fixes a bug where the steward does not appear in the castle. 1.1.0 Recommended update. Overrides all previous patches.

    Fixed an issue where the new armour stand in the Priory of the Nine would appear prematurely.
    Fixed a bug in the extras console where selecting the Throne Option would result in changing the armour weight instead.
    Add a script to "Purge Cell Buffers" after entering the final area to free up as much RAM as possible for the final fight.
    Corrected collision properties of the "Open book" and "Paperwork" in the Lord's Quarters.
    Realigned a wall in Vanua.
    Fixed Dreekius's gender confusion when saying goodbye.
    A dozen floating trees and rocks defloated.
    Fixed an issue that would cause unused NPCs to reappear at the Tiber Septim Hotel (Oblivion's dumping ground for lost NPCs).

    1.1.1 Optional Update. Overrides all previous patches.

    Vulcanus's quest update made less accurate but more reliable.
    Locked back door at Sardavar Leed to prevent premature entry.
    Added quest update upon leaving Sardavar Leed.
    Corrected Valerius's faction.
    A floating rock rectified.
    Floating bed in guest house fixed.
    Improved frame rates in Fanacasecul.
    Improved frame rates in Lord's Quarters.

    1.1.2 Recommended update. Overrides all previous patches.

    Fixes bug where a quest update will keep appearing non-stop, preventing the quest from continuing.
    1.1.3 Recommended update. Overrides all previous patches.

    Fixed a bug where certain quest items appear prematurely at Fanacaescul.
    Fixed a bug where Fort Nikel can be entered prematurely.
    Altered conditions of some of Queen Alessia's dialogue so that those affected by the above bugs can continue with the quest.

    1.1.4 Recommended Update. Overrides all previous patches.

    Fixed a bug that would cause the Sigil Stone Regenerator to work only once.
    Resolved a rare situation where the Knights would no longer be essential if they are asked to join after KOTN:R is started.
    Fixed a loophole that would cause stray Knights of the Nine to wander the Imperial City.
    Added a script to move Pelinal to back to his correct position if he gets displaced during "The Song of Pelinal".
    Fixed minor dialogue bug while Sir Gareth is talking about Auriel's Bloodstone.
    Fixed minor typo in Naomi's dialogue.
    Added option to "Send horse home".
    Fixed typo in quest update for one of Valerious's prices.
    Added Compatibility section to ReadMe.


    1.1.5 Recommended Update. Overrides all previous patches.

    Tweaked Spirit's AI to stop him returning to the castle all the time.
    Enabled Sergius Turrianus's merchant abilities.
    Increased barter limit when Valerius sells items in the Items for Sale chest.
    Corrected the weight of the Level 35-39 Boots of the Crusader.
    Made Pelinal essential during the Song of Pelinal quest.
    Tweaked Sir Gareth's AI to make him less aggressive.
    Corrected an error where if Pelinal was not spoken to before leaving Fanacasecul, he would have no other topics.
    Fixed issue where the gates in the basement of the Castle of the Nine were missing.
    Changed the classes of the generic Knights of the Nine guards to something more appropriate for their equipment.
    Changed the faction of "Vyper" so that he no longer causes trouble.
    Corrected an error where a dialogue option for Naomi would appear prematurely.
    Corrected minor typos for horse menu.
    Added redundant "self destruct" code for the Knights of the Nine that should not appear after the main quest.
    Added a death timer for the Skeletal Automaton.
    Removed a time travelling signpost from Cyrod.


    1.2.0 Recommended Update. Overrides all previous patches.

    Fixes an issue where crashes would occur around the Weye area.
    Placed all mod-added Knights of the Nine into a unique faction and updated dialogue conditions accordingly to prevent dialogue conflicts with mods that clone the player.
    Replaced placeholder voice files for the Shrine of the Eight quest with properly voice-acted recordings.
    Added voice files for generic Knights.


    1.2.1 Recommended Update. Overrides all previous patches.

    Added redundant code to ensure Knight Commanders repair their armour daily.
    Added redundant code to ensure Gareth enters portal during Covenant quest.
    Flagged various dead bodies as quest items so that they would not disappear if the cell resets.
    Added conditions to GOODBYE dialogue to prevent non mod-added NPCs using them.
    Fixed mis-aligned door to Mingo Cave.
    Removed anachronistic Surilie Wine bottles from Horn Cave.
    Removed anachronistic books from Pothole Caverns.
    Removed cobwebs from Greenmead Cave as they were causing graphical glitches.
    Linked doors in Sinkhole Cave.


    1.2.2 Recommended Update. Overrides all previous patches.

    Rolled back armour repair code introduced in 1.2.1 as it was causing crashes. An alternative solution to the armour repair bug is being worked on.


    1.3.0 Major Update. Overrides all previous patches.

    New Quest Added: The Arrow of Time
    Horse Armour now available from Sergius Turrianus (the blacksmith). Horse Armor DLC is required for this feature.
    Respawning equipment available from the Smithy, including Knight Commander armour and arrows.
    The Priory of the Nine now repopulated by Knights.
    Knights of the Nine now properly repair their gear without crashing the game (finally).
    "User Manual" confirming the correct installation of the mod will only appear once the Priory of the Nine has been fully cleaned up in the Knights of the Nine questline.
    Several invisible NPC-only doors hidden so that they don't appear in the minimap.
    Minor changes to many spells to improve their reliability.
    Items that cannot be picked up by the player can still be picked up by NPCs.
    Demonic Weapons are now susceptible to Disintegrate Weapon effects and will "die" if "disarmed" from the spirit controlling them.
    Many floating items in Cyrod removed.
    Fixed abling and disabling of "Your horse is stabled outside the city gate." message.
    Re-added a missing quest stage for KOTNR10.
    Fixed inappropriate Goodbye messages used by Cyrod citizens.
    Assigned the correct model for the burnt female Crusader's Greaves.
    Extensive changes to the Shrine of the Eight quest to prevent duplication of scripted or unplayable items, and to more accurately remove and restore all items in the player's inventory.
    Simplified the script for Trueflame in the Shrine of the Eight quest to prevent repeated sheathing and unsheathing of the weapon.
    Disallowed yield acceptance during the test from the Eight Divines.
    Umaril now susceptible to the Crusader's Bane power from the Mace or Sword of the Crusader.
    The Mace and Sword of the Crusader will directly kill the target if the damage caused by its Power Attack effect is greater than the target's health.
    Mace of the Crusader now uses ModAV instead of SetAV for paralysis effects.
    Fixed bug where the Boots of the Crusader will sometimes incorrectly remove the Augmented Shield ability when unequipped.
    Fixed Feather enchantment for the Greaves of the Crusader.
    Typos in Naomi's journal corrected.
    Ayleid reliquary in Sercen now owned by the player.
    Replaced scripted player deaths with an EssentialDeathReload message.
    Burnt Sotha Sil's shield weight changed to heavy.
    Typos for Dame Avita and Valerius's dialogue corrected.
    Fixed all statues in the Castle of the Nine.
    Lord's quarters in the Castle of the Nine are now owned by the player (this change is not strictly necessary, but may help for mods flagging it as a player's home).
    Items for Sale Chest and Sigil Stone Regenerator in the Castle of the Nine now ignores unplayable tokens, used by many mods.
    Added missing icon for Kyne's Spirit quest.
    Spirit can no longer be activated if it is unconscious or if the player is sitting.
    Arrows stuck in Spirit are moved to its saddlebags instead.
    Special thanks to miguick who was responsible for scripting most of the bugfixes!


    1.3.1 Recommended update if you are experiencing crashes.

    Spaced out Knights' auto-repair so that they don't all repair their gear at once which was causing crashes on some computers.
    Fixed a condition in Freed Slaves dialogue.
    Spirit can no longer be activated if it is unconscious or if the player is sitting (was left out of last patch).
    Arrows stuck in Spirit are moved to its saddlebags instead (was left out of last patch).


    1.3.2 Recommended performance and stability update.

    Knights' no longer automatically repair their gear. Instead, a conversation option is available for them to repair their gear.
    Stability and performance improvements to Spirit's script.
    Replaced missing texture for charcoal rubbing.
    Replaced missing lip sync file for one of Sir Carodus's lines.


    1.3.3 Recommended update for 1.3.1 or lower. Optional for 1.3.2.

    Deletes a test item that was placed in the mod for beta testing, but not removed afterwards.







    Four new Ayleid settlements: Vilverin, Sard, Ceya-Tar and a hidden Ayleid base.
    New castle secret areas.
    Restore Trueflame and the Armour of Sotha Sil to full functionality.
    Horse Armour if you have Horse Armor DLC.
    Added background music.
    New quests, in both the First and the Third Eras!

    2,459 downloads

       (5 reviews)

    5 comments

    Updated

  25. Teddybear Backpacks

    Name: Teddybear Backpacks
    Version: 1.0
    Date: 6/2/2012
    Category: Items
    Author: Hanaisse

    Requirements:
    =================
    Oblivion 1.2.416
    OBSE 20 or higher

    Description:
    =================
    Stylish and practical backpacks as wearable containers to carry all your treasures. Unlimited storage.

    Details:
    =================
    34 backpacks to choose from - plain colours, prints or themed all in hi-res textures.

    For sale at Fire and Steel in Chorrol (for packs with tail slot setting) or The Dividing Line in Leyawiin (for packs with amulet slot setting).

    To Use:
    ============
    Equip and unequip like any other piece of armour. To open, in your inventory hold LEFT ALT + click on backpack. Close the inventory menu and the backpack container menu will pop up (after a small unavoidable delay).

    You can switch between more than one backpack in your inventory, for those stylish folks who like to co-ordinate outfits. You'll access the same storage in all of them.

    Install:
    =================
    Manual;
    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 TeddyBackpacks.esp file.

    BAIN; (most recommended)
    1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2. In Wrye Bash Installers tab, highlight the new archive.
    3. Right click the archive name and click Install.
    4. In Wrye Bash Mods tab, check the TeddyBackpacks.esp.
    5. Run BOSS to sort load order.
    6. Rebuild bashed patch - import invent.

    Un-Install:
    =================
    Manual;
    1. Start Oblivion Launcher, click Data Files, and disable the TeddyBackpack.esp file.
    2. Delete the folders associated with this mod.

    BAIN;
    1. In Wrye Bash Mods tab, rebuild bashed patch, removing the invent tag.
    2. Deselect the TeddyBackpacks.esp.
    3. In Wrye Bash Installers tab, right click on the archive name and Uninstall.

    Known Issues/Compatibility:
    =============================
    - This backpack was made to fit vanilla female body but should work for anything. Some clipping may occur for males or body replacers.
    - May have issues with any mod that changes the inventory of Fire and Steel and The Dividing Line.

    Credits:
    =================
    Idea from Tamira's Teddybears (Skyrim mod found here: )
    Original teddybear model from Abitor from thefree3dmodels.com
    InsanitySorrow for most of the textures and for the script.
    Everyone at TES Alliance for encouraging the idea.

    Tools Used:
    =================
    Insanity's ReadMe Generator
    Blender
    Photeshop CS5
    TES Construction Set
    TES4 Edit

    Contact:
    ===========
    I can be reached here.

    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-using any part of these files.
    These files are not to be uploaded anywhere without my permission.
    Please contact me first if you wish to translate.

    75 downloads

       (1 review)

    4 comments

    Submitted

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