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324 files

  1. Duke Patrick's - Melee Combat NO RECOIL

    Duke Patrick's Melee Combat No Recoil

    Requirements: Oblivion Script Extender (OBSE) v20. NO BETAS


    I only offer mod support on the Bethesda forums:

    http://forums.bethsoft.com/index.php?/topic/1203840-relz-duke-patricks-melee-combat-no-recoil/



    Rev 5.9 Invisibility and Chameleon now effect the chance to dodge attacks. Fix for Enchantment pop up message spamming, plus tweak to horse Tuck and Roll calcs.


    Rev 5.8.3 important update to prevent issues with the Tuck and Roll feature while you are riding a horse.


    Rev 5.8.2 ESP micro update for small things like messages.

    Rev 5.8.1 Moved the Sprint timer to a token to help prevent running from getting stuck on. Also, distance now has some effect on your accuracy to hit the head. So now it is harder to hit the head if you use a spear at full range and easier to hit the head if you use a dagger.


    Rev 5.8 New Sprinting feature that uses OBSE ModAVMod Max to manipulate the speed attribute making it safer than mods that use other types of attribute adjustments. Sprinting can add speed and damage to your attacks. BE SURE TO USE THE NEW INI FILE.


    Rev 5.7.2 Fatigue burn for grapple block is reduced 50% and grapple throw is reduced .25%.

    Rev 5.7.1 Fix to the fatigue burn for Tuck and Roll feature. Your % of your encumbrance is what is now the cost of the burn. And animals are given a bonus to make up for their lack of "Acrobatic" and "Athletic" skill sets.



    ===============
    History
    ===============

    January 2006 first release of this mod.
    This was the first real "Mod" I had ever made. I did a tiny bit of WAD authoring in the days of DOOM. And some Hex editing of other games. But the only other programming I have ever done was a very simple color basic language 4k game 30 years ago on a TRS80 PC. That modest work in color basic was the only way I was able to decipher the script language used in Oblivion today.


    ===============
    1. DESCRIPTION
    ===============

    This mod changes the combat to feel more like SCA combat, a worldwide historical organization that includes full armor, full speed and full contact western European medieval martial arts. (As much as I am able to do in an Oblivion mod.)

    Please see my Web page: http://www.spookyfx.com/book/tromp.html

    The mod is based on my 30 years of melee tournament and war experience. SCA wars consist, on a good day, of two teams of several thousand fighters all in one battlefield trying to knock each others' heads off with everything from short swords to 12 foot spears!


    This mod is made to focus on the psychology and physics of melee combat.

    Although I very much favor shield and sword, after finishing the mod and play testing it seems that lighter faster fighters (such as single sword fighters) more often "beats" heavy slow weapons and shield IF the light weapon's fighter was at the most extreme levels of skill in Weapons, Block, H2H, Strength, Agility, Speed and Fatigue. I had believed (wanted to anyway) that it would to be the other way around were an expert with a weapon and shield would beat an expert with say a bastard sword.

    If you train your skills up around 75 or more in all the skills I just listed (and you earn them not just cheat your skills up in 15 minutes) you will probably then complain to me that combat is too easy when fighting against sword and shield man even if you only have a dagger.

    You may ask "why would I need to earn them, why not just cheat them all up to 75?"

    Because there is some player skill needed as well. You will need to learn how to use the mod features correctly. The only way to do this is to earn your skills in game by putting in the play time. This is the part that I hope will keep the player interested even once their character has reached master levels in all their skills.



    This mod includes:


    - NO MORE BLOCK RECOIL! Staggering and recoil will happen from hits, "short shots" and other combat related reasons but no more "hobbled" attack combos! And being paralyzed (none magical) will almost never happen!

    - Dead bodies get bashed to the ground violently instead of floating down thru the air like a feather.

    - Extra Momentum adds extra damage (such as running downhill at your opponent).

    - Locational hits with critical damage (INI configurable)

    - Location armor for the head, body and legs. Wearing a good helmet may be all you need!

    - Blunt damage will be more effective against light armor.

    - Both the player and the NPC can Bob and Weave to avoid attacks. You will consume fatigue based on encumbrance load.

    - Enemy melee AI is greatly improved and will also watch for the player's "tells", but this also means you can "trick" them!

    - AI settings have been overhauled to attack, block and move more deviously, dynamically and ruthlessly.

    - You can now use actual real-life sword and shield feints to land your shots (such as the "rising snap"!)

    - BOTH Passive and Active blocking!

    - Weapon/shield size matters! Bigger weapons/shields give you more geometric protection. But they also take more fatigue to parry with! The bigger the weapon/shield relative to your body size, the better your passive block chance. The better your block skill, the better your chance to parry. Bigger heavy shields / weapons have the advantage to absorb more damage than lighter/smaller ones.

    - Weapons stats are now much more realistic. Weapon hit range is based on the actual model length of the weapon in the game. No more 20 foot long short swords! War hammers do not swing quickly like they are made of plastic. Weapon damage stats are not dramatically cranked up, they are only balanced relativistically with the speed and range of the weapon. This is all done via scripts "on the fly" so even custom weapons from other mods are included.

    - Draining your fatigue completely with button bashing will result in blurred vision! ( INI configurable for the ...er...casual players.)

    - Defensive Geometry and great timing is now more important than great player speed and reflexes. The angle of attack is a little tighter, so Offensive Geometry is more important in landing a shot.

    - Footwork and range games are now very important for blocks and attacks.

    - H2H now includes grapple blocks and throws.

    - Fighting Giants is now a very scary undertaking, sometimes the only way to live is to run away! (see the crash course document for more tips on combat.)

    - Bottle necking overwhelming numbers (such as with doorways) and other such tricks MUST be done or you will die!

    - Weapon speed (timing) vs damage is now the second most important tactical consideration. Heavy one-handed weapons take an eternity to hit, but they hit HARD!

    - Power attacks now require good timing to land but they do more damage!

    - Wrap Shots This is a shot where you stand very close and swing your weapon to wrap around your opponent's shield thus reducing the benefits of a large shield.

    - Short Shots This happens when you hit at the center of gravity on your weapon producing attacks that hit like a mace even if you are using a sword.


    - Aiming under their weapon or shield gives a bonus to land your shot.


    - If a feint works, the shield or weapon will move out of position right before the attack lands. This gives you a view of the opponent being OPEN for the shot as you land the blow instead of your weapon just "passing through" the shield as if the shield was made from smoke.


    - In general "results" in this mod are based on the attributes, actions timing, conditions and dynamics of the combat not on simplistic dice rolls. This means you can eventually learn to take advantage of the subtle factors in combat and predict your opponent's action.


    - All blunt weapons now have a good chance to stagger or even "push over" depending on how heavy the blunt weapon is and how strong the attacker is (modified by his fatigue) versus the target's strength.


    - Swinging your blade weapon will use much less fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.

    - Swinging your blunt weapon will use much more fatigue than when your weapon actually hits a target. For technical reasons this feature only works on living targets not things like trees.


    - Blunt weapons have an advantage to absorbed force while blocking do to the nature of their mass.


    - Top heavy Blunt weapons and short shots are now more visceral with a feeling of weight and force.


    - Armor is much more effective against fist, claws and teeth type attacks.


    -Kick Bash And Shield Bash (the normal shield bash in the game that auto triggers is removed. Now it is manually triggered.)


    -Khajiits can now inflict more H2H damage.

    -POC demo feature showing how Florentine weapons (dual swords) should be done in medieval combat games.


    -NPC may sometimes hit each other by accident in crowed combat!





    This is not the Read me file!
    YOU MUST READ THE READ ME FILE IN THE ZIP. If I think you did not read the Read Me I may be very slow to help you on any issues.



    Real Life Sword And Shield Combat : http://www.spookyfx.com/book/tromp.html

    9,309 downloads

       (3 reviews)

    11 comments

    Updated

  2. 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

  3. 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

  4. The Oblivion Centaur Project

    The Oblivion Centaur Project
    -----------------------------
    v0.1 Alpha

    ==================
    Authors & Credits
    ==================
    Authors:
    Da Mage
    Koniption
    PacificMorrowind

    Credit to:
    Amorilia – Bug fixing Blender animation exporters
    Andrew Maneri - Oblivion Mount Project Animation Warper (OMPAW)
    TheTalkieToaster – Varied NPC Skeletons
    Reneer – Teaching me how to add dummy bones
    Drake the Dragon – Animation help
    scruggsywuggsy the ferret – Creating an OBSE function for me

    ==================
    Details
    ==================
    So now we have this first release alpha version of the Centaur project. This is not a complete version, it may be clunky to play with, and the install instructions to use it as playable are rather annoying. Now to what this version is about:

    Features:
    – Alpha Player Race. It is not perfect and you might find it rather clunky to use, but it does work.
    – Majority of important animations have been completed
    - Sneak mode isnt finished.
    - First Person view uses Third Person animations, therefore it isnt perfect yet.
    – Short guide on how to use as a resource.
    – Only one colour centaur (chestnut)
    - Centaurs can equip Boots/Greaves. They simply arent displayed, but you still get the effects.
    - Centaurs have a "Humaniod Form" spell that allows them to take human form for 60 seconds.

    What I don't want to hear about (they are on my to-fix list):
    – The arms shouldn't moves when walking/running
    – The strafe looks silly

    This version is also intended to be used as a modders resource, however you must follow some rules when using it. You cannot merge the esm your mod, and you cannot include the centaur files within your mod's download. This has been done because this is far from the finaly version, and I dont want outdated versions floating around in other mods.

    ==================
    Bugs & Glitches
    ==================
    - Animations are still a bit clunky.
    - Sneak mode isnt finished.
    - Centaurs may fall apart on death. IF this happens, contact me! I need more info on this bug.
    - First Person view uses Third Person animations


    ==================
    Install
    ==================
    First off, you install like any other mod, copy paste all files into your Oblivion\Data\ folder.

    Resource:
    If you intend to use this as a resource, you do not need to use the "TOCP - Playable Centaur.esp" plugin. You can delete or ignore that.

    Playable:
    If you want to have playable Centaurs, it gets a bit tricky. You need to activate both plugins, however when the "TOCP - Playable Centaur.esp" plugin is active you should only play centaur character, deactivate it again when you want ot play another race, a message will dispaly when you load Oblivion is Playable Centaurs is active. This is a limitation of the OBSE functions. You will also need a mod that lets you use custom races from with the prision. The Unoffical Oblivion Patch fixes this.

    ==================
    Uninstall
    ==================
    Delete the following:
    Files:
    TOCP.esm
    TOCP - Playable Centaur.esp

    Folder:
    meshes\DMCentaur

    If you try to load a game where your race is a centaur after unistalling, it will cause a crash.


    ==================
    Contact
    ==================
    Da Mage - By PM at TES Alliance or Bethesda Softworks Forums

    Or just post in the thread at the Bethesda Softworks Forums

    ==================
    Lisensing & Legal
    ==================
    As stated, you cannot reupload any of the centaur files anywhere else, or within another mod. YOu can make plug-ins that use the TOCP.esm to add Centaurs to your mod, but you must link to The Centaur project and not include it within your mod files.

    2,579 downloads

       (4 reviews)

    19 comments

    Submitted

  5. Alternative Beginnings

    Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they....
    Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!
    Requires OBSE 0020 or higher.

    2,408 downloads

       (3 reviews)

    13 comments

    Updated

  6. Kvatch Rebuilt

    Kvatch Rebuilt aims to rebuild the city of Kvatch from the ashes in which you find it, whilst blending as seamlessly as possible with the original game.
    The rebuilding takes place in several stages, from the clearing of the rubble to the city restored to it's former glory.

    Along the way you'll find a variety of quests that introduce new locations, new characters, new armour and of course the rebuilt city to explore. You'll also have the opportunity to become the Count (or Countess!) of Kvatch, depending on how you play through bits of the mod. The complete city also features a brand new arena, where you can entertain or be entertained. It's a bit different to the arena in the Imperial City though to keep things more interesting. The Expansion will let you explore the ruins of old Kvatch, and even the ruins beneath that!



    Unique Landscapes - Cheydinhal Falls Patch

    Werewolves - Legends of the North Patch

    Frostcrag Reborn Patch

    Frostcrag (Vanilla) Patch

    TGND2 Kvatch Rebuilt Replacer


    German Translation

    Russian Translation

    Spanish Translation

    French Translation



    Make sure you have Shivering Isles with the latest official patch and the latest version of OBSE installed.

    Extract all archive content to your Oblivion Data folder. Then activate BOTH 'Kvatch Rebuilt.esp and 'Kvatch Rebuilt.esm' in your Oblivion launcher of choice.



    If you are using OOO, install the OOO Compatibility patch, and if using FCOM, install the FCOM Leveled guards patch (note that these have not yet been fully tested as of yet).
    These compatibility plugins should be loaded after both Kvatch Rebuilt and the associated mod(s).



    The mod should kick in automatically once you have completed the 'The Battle for Castle Kvatch' quest, regardless if you have already done it long before, or are just starting out. You should notice the camp move into the city and after about a week a messenger should find you.



    Due to the way Kvatch Rebuilt handles certain things, it is recommended you follow the uninstall path below, rather than just deactivating the plug-ins (Especially after the quest 'Blood on the Road').

    In game, go somewhere well away from Kvatch and not in any Kvatch Rebuilt locations. Open up the console (The key to the left of the '1' key) and enter the following:

    SetStage KRUninstall 10

    A message should appear asking you to save and exit. Do so, then deactivate BOTH the Kvatch Rebuilt esp and esm plug-ins. Restart Oblivion and load the save you made.
    Answer yes to the prompt about plug-ins having been removed. Once the game is loaded save again. That's it!



    If you are using a mod that alters the ID's of certain common creatures (e.g.. OOO), when you are required to gather souls in 'A Sanguine Howl', the spell will not recognize the added creatures. Therefore Kvatch Rebuilt has extra specific spawns for the necessary creatures that will be enabled. They can be found near places that you will have visited during the Kvatch Rebuilt quest line already (Might be hard to spot).
    It is obviously not best advised to run any of the other Kvatch overhaul mods (e.g. Kvatch Aftermath) alongside Kvatch Rebuilt. However, to switch from one to another it is recommended to make a save somewhere away from Kvatch, deactivate the other Kvatch mod, load you save game, re-save, exit again, activate your desired kvatch overhaul and load up your save.
    From the distance Kvatch may well still look burnt, even when the rebuild is complete. This can be fixed by updating the LOD through TES4LodGen.
    The ground is still burnt around the city. This is due to a limitation in the game engine.
    It is advisable to load Kvatch Rebuilt after OOO/FCOM and (Open-) Better Cities.
    Not every piece of dialogue has voice over, but the characters from the Underground Expansion do.
    Kvatch Rebuilt is designed in such a way that it should be possible to play through its quests with or without quest markers.
    If you wish to disable the quest markers, enter the console (The key to the left of the '1' key) and enter:

    Set KRPrelim.KRQuestMarkers to 0

    To enable them again just change the 0 to a 1.

    You can contact me through E-Mail (found in ReadMe), on NexusMods (as Zaldiir) or on any of the following websites/forums (as Zaldir): Bethsoft Forums, Dark Creations, Great House Fliggerty, TES Alliance, Planet Elder Scrolls

    2,320 downloads

       (2 reviews)

    1 comment

    Updated

  7. A Brotherhood Renewed

    "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."
    You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.
    This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.
    You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line and visit the Night Mother statue in Bravil at least once, the events will begin. You will be approached by a courier to start things off.

    3,354 downloads

       (2 reviews)

    13 comments

    Updated

  8. Really AEVWD

    A modest approach to distant viewable objects, aka LOD.

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

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

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

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

    4,546 downloads

       (1 review)

    1 comment

    Updated

  9. Duke Patricks Basic Hypothermia II Rev 3.1

    Duke Patricks Basic Hypothermia II
    Rev 3.1
    Camp fires and shelter are now your best friend!
    Latest OBSE Needed


    I CANNOT SUPPORT THIS MOD FOR NOW.

    I want to see what they will do in Skyrim for cold environmental mechanics.

    PLEASE DO NOT DOWNLOAD OR USE THE MOD UNLESS
    YOU ARE WILLING TO USE THIS MOD AS IS!

    In most cases issues are mod conflicts anyway. So if you are not willing to drop any of your mods from the load order please do not use this mod.


    Do a clean install of this REV.

    Rev 3.1: Major changes! BE sure to install the new sound files and the new INI!
    Sloshing dripping sound effect when you move around and you are drenched. The Fast
    warm up only kicks in now if you are crouching by the fire (in sneak mode). A major bug
    fix that prevented variety in the ambient temperatures. Plus a significant fix to the
    calculation logic that should solve many small issues now. The delay timer is no longer
    needed /used for the fast warm-up.



    Do not download this mod if you do not read Read Me files. You will not be able to unlock the needed files if you do not read the read me.


    PLEASE DO NOT LEAVE COMMENTS ASKING FOR HELP ON THIS MOD. I will not be replying to any questions here. Please go to the Bethesda forums on my mod's thread.



    OVERVIEW OF THE FEATURES
    -------------------------------------------

    NOTE: THIS IS NOT THE READ ME FILE. YOU MUST READ THE READ ME FILE TO GET THE PASSWORD FOR THE LOCKED ESP/zip FILE. The Read me file in in the download.


    I created some very special non-glowing shaders to make your PC face (only the face) flush red with heat or pale blue with cold depending on the circumstances.

    Sound effects feedback when you are:

    Under shelter from rain.
    Feel "out of the ordinary" heat or cold changes.
    Get Thermal Sickness from cold or heat.

    3rd person Animations AND 1st person screen effects for:

    Heat Stroke
    Cold Shivering


    Visible HUD feedback:

    Numbers will flash (only when the heat and cold PC sound effects trigger) at the top of your screen as to your percentage of Core Body Heat, estimated ambient world temperature and the your heat Rate of Change.

    Your color health, magicka and fatigue bars will throttle up and down in relation to your percentage of body warmth when you have thermal sickness.

    This mod will work with other mods new lands and worlds. Not as effectively as in the Tamara world but as well as I can make it to maintain the immersion.

    Reward attributes boosts for cooling off with a dip in the lake or warming up by a fire.

    Clothing and magic protections will matter but it is NOT going to be ever be a major part of the mod. (see the read me file for why). But Cloaks (in this mod or from other mods) will make a huge difference in getting wet from rain and help the most (of all clothing) for keeping warm. You will kick into super fast cool down if you stand still or sit with no torso armor and no torso clothing (shirt) and no cloak on.

    Getting wet can terrible in the wrong weather, so this makes many lakes a barrier and not just a simple "change in the walking animation".

    Finding shelter from the rain under such things as rock protrusions, tents and architectural overhangs.

    Finding sun shelter (like with rain) from the direct sun will help with managing your heat.

    Physical Activity will warm you up a little. Heavy activity (like fighting or running) will do the most. Clothing (helps cardiovascular heat from radiating away).

    Environment plays the biggest role in determining world temperature. However all the following factors are include in calculating effects on the player:

    Sun
    Large fires and lava that uses a sound effect with the name FLAME , FIRE or LAVA. (Torch will help a little).
    Altitude
    Snow
    Darkness
    Disease with the word “fever†in the name.
    Rainy weather
    Month of the year
    Time of day
    Getting drenched with water (swimming or rain).
    Indoor locations hinders the drain effects of Rain and Snow and warm effects of the Sun, are a little warmer sometimes, and increases the warmth effects of fires.


    RACE MODIFIERS!
    (You must read the read me file to use the race modifiers.)



    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    2,830 downloads

       (4 reviews)

    14 comments

    Updated

  10. 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.


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

    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?

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

    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.

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    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

  11. Open Cities Reborn

    Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.

    To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.

    The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.

    To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.

    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    2,150 downloads

       (0 reviews)

    8 comments

    Updated

  12. StarX Vanilla Vampires Revised

    ============== STARX VANILLA VAMPIRES REVISED ==================


    Author: StarX


    Version: Beta 3
    Requires version 1.2.0214 of Oblivion. Get the latest patch at

    http://www.elderscrolls.com/downloads/updates_patches.htm.

    update Beta 3: cleaned with TES4Edit

    update Beta 2.6: Updated the OOO-FCOM patch.

    updated 23 juli 2010 (Beta 2.5) Cleaned the esp from unwanted edits and changed the name of the mapmarker of the secret entrance to the Vampire Hunters Guild in a less generic name so it's easier to spot. Includes a brand new OOO-FCOM patch made by CorePC based on Ziggy's original patch so there should be no more fighting among factions. Note that the Light of Dawn will still not work with SVVR vampires as that fix will be implemented in future updates of OOO.


    Updated 12 juli 2010 (Beta 2.1) Quick fix for triggering the Serentin vampire recruiter at the King and Queen Tavern. Thanks LadyMilla!


    Updated 7 juli 2010 (Beta 2)

    Fixed a lot of meshes/texture issues and several other small bugs. Splitted the archive into 4 different archives. Download and install SVVR meshes, SVVR textures 1, SVVR textures 2 and SVVR esp to get all the files needed for SVVR.

    Additional thanks to:

    Vegtabill, Arkngt and Brumbek

    ElminsterEU for TES4Edit



    Recommended mod to use alongside SVVR:

    StarX Vampire Deaths Improved: http://www.tesnexus.com/downloads/file.php?id=27421

    StarX Witch Hunter Armor: An armor fitting for vampire hunters: http://www.invision.tesalliance.org/forums/index.php?/files/file/104-starx-witch-hunter-armor/

    Serentin Vampire Armors (these are not in SVVR!):


    Installation:
    -------------

    The usual: extract the files and put them in your Oblivion data folder. Activate through Data Files/Oblivion Mod Manager/Wrye Bash. For instructions on the OOO-FCOM patch please read the readme in the folder.


    Short description:
    ------------------

    This mod changes the vampires in TES4:Oblivion, making them really dangerous and adding a background story. The player can join the Vampires of House Serentin or join the Vampire Hunters Guild. It also adds tons of new items, spells, a new deadsequence, new eyes and makes vampires more beautiful in general. Most of the vampire dungeons have received an overhaul to make them look like vampire lairs instead of average dungeons.



    Warning:
    --------

    If you find that playing the game with mods like OOO or FCOM is to hard for you, than this is not for you! Expect to die a lot as a low level player!

    I strongly suggest not to use the vanilla nighteye spell as it will ruine the experience!

    Back up your recent saved games before installing in case you want to revert back to it!



    Notes:

    - Some of the new items still use vanilla icons (books/some armors etc.). I hope to fix this in future updates.
    - A few places still need to be overhauled (e.g. : Memorial Cave and Fort Naso)
    - Some armors can only be worn as a complete outfit (like the DB armor) to prevent clipping when using body replacers and some outfits are male or female only.




    Description:
    ------------

    This mod stifes to change the way vampires are portrayed in TES4:Oblivion. This is done in a number of ways:

    1. Appearance
    -------------
    The aging and morphing on the vampire faces (both player and NPC) has been removed. Vampires do still have a vampiric look to them, but not the monstrous faces they
    have in vanilla. There are also several new eye textures available.
    Vampires now have their own unique equipment: armor, robes, clothing and weaponry. All are either drawn from new Leveled Lists or directly placed on the NPC's.

    2. Strenght
    -----------
    Vampires are now extremely dangerous and will use unique spells and abilities on the player. They are fast, agile and strong, in other words: deadly!

    3. Organisation
    ---------------
    There are now four different vampire factions in Cyrodiil: House Serentin, House Leicher, Feral Vampires and a secret faction. Once the player has become a vampire he can choose to join the vampires of House Serentin and receive special spells and abilities.

    4. Lore
    -------
    StarX Vanilla Vampires Revised combines excisting lore regarding Cyrodiil vampires with non-excisting lore. It strifes to do this as good as possible and many situations are explained in the new books and notes scattered throughout the game.

    5. Real Vampire Dust
    --------------------
    Vampires will now die in a burst, leaving only a charred skeleton behind.To keep things interresting they are stil lootable!

    6. Vampire Hunters
    ------------------
    To counter the evergrowing threat of the vampires there is a very active Vampire Hunters Guild. They have their own secret stronghold high in the Jerral Mountains. The player can join the guild and buy unique gear, potions and spells to support the player while hunting vampires.

    7. Locations
    ------------
    Almost all of the vampire dungeons have been reworked to represent their bloodthirsty inhabitants. Many places are dark, scary and intimidating.





    New spells, potions and abilities
    ---------------------------------

    There a lot of new spells, potions and abilities. Here follows a selection of the more unique stuff:

    Vampires:

    Heartrip - the ability to rip out the heart of a NPC once a day (PC only)
    Summon Serentin Wraith - summons a ghostly manifestation of a Serentin Patriarch (PC only)
    Heavy Blow - throws the player around like a ragdoll (NPC only)
    Mental Attack - A psychic attack, messing with the players stats, sight and sound (NPC only)

    Vampire Hunters:

    Light of Arkay - greater power to instantly kill vampires (bosses are resistant)
    Summon Slayer Spirit - summons a ghostly manifestion of a high level vampire slayer

    potions and poisons:

    Tainted Blood: Will damage the health of any NPC/creature, but will cause uncontrolled movements on Vampires
    Cure Porphyric Hemophilia Elixer: Will instantly cure you once you have contracted the VampDisease



    New equipment
    -------------

    There are many new weapons, armors and clothingpieces. Here are a few weapons that can be used on vampires:

    Tears of the Sun - an arrow that uses a Solar Cristal arrowhead, causing instant kills on vampires
    Syringe Silver Essence Arrows - an arrow that injects a blend of silver essence and garlic extract straight into the vampires' bloodstream, causing an instant kill
    Silver Stakes - Use the stakes on sleeping vampires for an instant kill, the player needs to be a Journeyman of sneak



    A few hints:
    ------------

    To be able to join the Vampires of House Serentin, you must have turned into a vampire and visit the King and Queen Tavern in the IC Elvengarden District to talk to Aramgor.

    To join the Vampire Hunters, succesfully complete the quest from The Order of the Virtious Blood and wait around a bit in the IC Temple District, you will be approached by a female Dark Elf.


    Compatabilty
    ------------

    Get the OOO compatabilty patch here: http://www.tesnexus.com/downloads/file.php?id=21564

    Any mod that changes the same location as the Vampire Hunters Stronghold in the Jerral Mountains can cause problems.

    Remember that SVVR is still in Beta, so I depend on feedback from the players to fix bugs and compatabilty issues!

    Not compatible with any mod that alters the lighting in the dungeons SVVR overhauls (e.g. Darker Dungeons) In case you want to use DD as well. make sure to load it before SVVR.



    Credits:
    --------

    Bethesda Softworks for creating an awesome game and platform to expand upon!

    StarX (texture work/mesh editing/scripting/questmaking/interior design and building the esp)


    I wish to thank the following people, who made SVVR what it is today (in no particular order):


    Najaknevrec: for the awesome robes and armors created especially for SVVR

    Sinblood: for the wonderful outfits for lady vampires and the mindblowing Inquisitor armor and the custom race, as well as offering resources from Vampire Haven

    Waalx: for a handpicked selection of his fantastic RealSwords and the Heronmark Sword

    Nicoroshi: for his awesome resources like the Dreadweave armor, Wulfharth's Fury, the Talon of Akatosh and the Welkynd Arrows

    Scanti: for solving the face morphing on vampires

    Grimbot: for the fantastic bookcovers and help to flesh out the backstory of the vampires

    Sage Rime: for the fantastic heavy armors for the vampire houses

    SpookyFX: for the "throw away ragdoll" script

    Axil: for some Exnemized version of the new armors, that used his work as a base

    Trollf: for some of his great Armamentarium items that are used and general help on solving problems I encountered

    Folex: for his amazing work on Lipsand Tarn, Fort Vlastarus and Bloodcrust Cavern

    Jannix Quinn: for his cool potion bottles

    Nick_op: for the Syringe Arrow mesh and textures

    Pitt: For the closed helmet resource and the FleshGolem from Loreless creature pack

    Alienslof: For the black wolf texture from her dog mod

    dev_akm: for general advice on certain issues

    ICUP: for the stake mesh

    Darina: for playtesting the very first version of SVVR and massive support on the SVVR thread

    Arkngt: for the playtesting and feedback on the first testversion

    Frude: for a whole pack of new icons

    Claviticus: for helping me with optimizing the scripts

    Haldor (from The Order): for letting me use the skeleton meshes

    Ziggy/CorePC: For the OOO/FCOM patch


    All of the helpful people that helped me out on my scripting adventures in the CS forum!

    All of the people that supported me during the creating process of this massive project and giving me the feedback I needed! You guys rock!

    Please forgive me if I forgot someone/ something. I'm going through a pretty hectic period right now, so please notify me ASAP so I can correct any mistakes.


    Cheers,

    StarX

    25,861 downloads

       (4 reviews)

    8 comments

    Updated

  13. Duke Patrick's Combat Magic II & Duke Patrick's Incursion into Fortress Of Fear

    Duke Patrick's Combat Magic II
    & Duke Patrick's Incursion into Fortress Of Fear Horror Survival Quest mod

    Rev CM 1.4.1 NPC will not be able to run away while they are in the invulnerable part of the ghost dodge.


    Be sure you replace your 8 second Elys_USV.lip and Elys_USV.mp3 with the 14 second version provided in this mod zip. If you read faster than that just click your mouse to finish the timer and continue to the next dialog paragraph.


    Requirements:
    OBSE but it must not be a BETA version!
    Universal Silent Voice.
    English version install of Oblivion only!
    Shivering Isle may be needed as some reference to SI resources were used.

    I was told by some players that OBME will CTD when used with this mod. OBME say this in their read me: "Some OBSE functions will not work with OBME." As such the OBME mod will probably not be compatible with any of my mods. That makes me sad, but such is the way of mods.

    Be sure to load the INI file in the same directory as the ESP file.
    Be sure to load the Combat Magic ESP AFTER the Fortress of Fear ESP.
    (You may remove the FoF esp after the quest is completed.)
    (For those who just want to play the quest, you may remove both the FoF esp and Combat Magic esp after the quest is completed, or keep the CM esp to keep the new weapon. Read about the 3 quest endings below.)


    Other Mods will conflict if they make a change to:

    The Actor value "Confusion"
    The Magic effects called "Reflect Damage" and "Reflect Spell".
    The Lighting bolts for Shock Magic
    The vanilla oblivion object TestKurtMarker
    The NPC Delphine Jend must be alive in your game.
    The same wilderness area as this mod. One such mod may be Unique Landscapes - Snowdale. But LOAD my mod after such a conflicting terrain mod and it may be OK!



    Introduction to Combat Magic
    ------------------------------------
    The basic idea of Combat Magic is to use Range, Rhythm and Geometry for defense instead of high health points, low damage magic attacks or magic "cocoons" that require no skill or effort from the player. Then Combat Rhythm and Counter Geometry to penetrate those defenses. Combat Magic should feel more intuitive to a real fight rather than a game of "spread sheets", energy levels and menu trees.

    There are universal concepts that apply to all combat and all weapon forms. They all share fundamentals such as defense and offense geometry, timing, accuracy verse initiative, speed (or rate) verses power and much more! The core of the Combat Magic system is a defense called an Omni Shield, it can block most magic attacks but only if the player uses proper shield positioning and it also prevents the Combat Magic practitioner from attacking at the same time. Add to this extremely lethal attacks, where the closer you are to the target and the better your combat geometry the more deadly the magic attacks can be!

    COMBAT MAGIC will be like fighting with weapons were you must maneuver as well as attack at the right time to maximize your effect on your opponent. And the more powerful your attack the more you may open yourself up for counter attacks. These features are an "add on" to the existing magic system. It adds a set of powers (attacks, shield, hand to hand buffs) that are gained via a quest.

    If set to do so in the INI file it will also buff most of the combat spells from vanilla or other mods. The mod is intended to interact with the vanilla spell system and other magic mods with as few exceptions as I was able to manage and still stay true to my mod design.


    Quest trailer:




    Combat Magic Movies:




    More Quest:



    Current Thread:
    http://forums.bethsoft.com/index.php?/topic/1170048-relz-duke-patricks-combat-magic-ii/

    Older threads:
    http://forums.bethsoft.com/index.php?/topic/1146143-duke-patricks-combat-magic-ii/page__hl__%22combat+magic%22

    http://forums.bethsoft.com/index.php?/topic/1107578-duke-patricks-combat-magic-ii/


    Help and support is ONLY offered on this thread:

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

    Mod Help & Support Link

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




    Starting the Quest
    ---------------------
    You must finish the quest to earn the Combat Magic Kit from the Mage Guild.
    You should see a pop up that says the mod is loaded. Then you must find and fight a necromancer that has the combat magic kit. This should be the first Necromancer you find after you load the esp. Then a pop up message will tell you that the quest has started! Necromancers are everywhere, but the best place is the Necromancer church across the river from Bravil.



    Finishing the Quest
    -----------------------

    There are 3 choices:

    1. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now If you DO NOT kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM except for 1% of the Necromancers and Conjurers (That are in Evil factions only) in the game. Then this % grows each day to 100% after a YEAR (365 game days) as the secret to CM gets slowly passed on from one Necromancer to another. This is for players like MYSELF that are not all that interested in using Magic (I prefer sword and shield melee combat) but hate how EASY the conjurers are to kill in the vanilla game because their magic is so weak.


    2. Finish the quest and DO NOT give the scroll to the mage guild (lie to them that you did not get the information ) Now if you kill the hiding Necromancer and do not give the scrolls to the mage guild NO ONE in the game gets CM. If you keep the CM esp loaded you will still get some other features, such as the Caltrop weapons and vanilla spell damage boosts (see below). If you do not want any of these features then you should take the Combat Magic esp out of your load order and your new savegames will be free of both ESP and all the changes. This choice is for the players that want to play the quest but not utilize Combat Magic in their game.


    3. Finish the quest and give the scroll to the mage guild. You will eventually get the Combat Magic Kit after the Mage's guild has time to study the scrolls. Once the Guild has developed this new school of magic it will be available for sale to anyone with the gold to buy it and the skill to use it. Every NPC that qualifies as a magic specialist class has a chance to get it that starts at 3% and goes up each day to 100% after 60 game days. They will favor the Combat Magic for combat, but they will also use all other spells as well. Now you may remove the Fortress of Fear quest ESP.


    In all of the above cases if you keep the Combat Magic esp in your load order (and depending on your ini setting for this feature) MOST of the spells (both vanilla and many spells from other mods) will be adjusted to match what ever your melee weapons are set to do. So if you have a melee weapon mod that multiples your melee weapon's damage 3 times, then the damage done by vanilla spells (and most other spells) will be multiplied 3 times as well.

    The player must finish the quest to get the Combat Magic for the same reason the developers require you to do a quest to get any unique or powerful weapon in this game.

    However you will be able to "transfer" your Fortress of Fear completions status to any new PC you start.

    This is how:

    Start a new game and new PC, then save.
    Start up a save game in which you have completed the quest. Then without quiting the game, load your NEW PC save game. The transfer will happen automatically and you will have the same quest results you earned from your previous savegame.

    So if you choose ending 1, or 2 or 3 then that same ending will transfer to your new PC as long as you do not quit the game, and you do load the new save game after running the old save game.


    All REFLECT MAGIC and REFLECT DAMGE has been neutralized to remove their effects from the game. These two spell types are the worst thing about the oblivion magic system. Please do not ask me to make this an option. It will not ever be made an option for this mod. In part because it would prevent the mod from working as intended and most importantly because the Reflect damge magic effects group is cannibalized by my mod to create the new Plasma Magic attacks for the Combat Magic Practitioners.

    The mod will change NPC reflect magic items and reflect spell items in their inventory into resist magic and shield magic items. If you have a magic item in your inventory that is called FAKE MAGIC then put it on the ground and cast the fix fake magic spell at it! But in most cases this is done automatic on the fly by the mod when it is in the inventory of actors including the player.



    Equipping The Combat Magic Kit
    -----------------------------------------
    Once you have the Combat Magic Kit you can equip it in your spell list to use the Omni Shield, the magic enhanced H2H features and the plasma attacks. You will have all of the features of combat magic as long as the kit is equipped and you adhere to the other requirements as will be describe below.



    Omni Shield
    ---------------
    If your Combat Magic Kit is equipped, then anytime you block (with a weapon or your hands) the Omni shield will go up to protect you as long as you have a little magicka and you are not incapacitated by things like knockdowns, staggers or low fatigue.

    The Omni Shield will stop bolt, ball (but not fog or AOE) type magic projectiles and touch spells. Fog and AOE "blasts" attacks will wrap around the OS. The OS will stop most Melee attacks. The way to defeat the OS is to maneuver around it, or time your attack to hit when it is down, or trick your opponent into dropping it, or wear it down with a barrage of attacks thus eating up the Combat Magic Practitioner's magickia.

    Time your block as late as possible to Reflect a spell back at your opponent. But Spell deflection is not something you "try to do". This is something that may happen if you fail to Reflect the spell. Deflection is a halfway successful Reflection. The player and the NPC have the choice to either Dodge, Reflect or Block the spell. The results of those choices can be evading the spell, stopping the spell, bouncing the spell back at the opponent or into a random direction.

    The Omni Shield is set to only work with the Combat Magic Kit. However after you "advance" in your combat magic skill you then can use it outside of the Kit. The combination of the other Combat Magic Spells used with the OS is what balance the OS. Using the OS outside of the combat magic kit feels overpowered. So I want the player to use it as intended for good amount of play time to experience my combat magic concept it as intended. Then later when the player can earn the perk of using the OS outside of the Combat Magic Kit.

    Some of the reasons the OS may not trigger when you press your block button:

    You did not select the Combat Magic Kit.
    Your PC is not performing a block animation (for many reasons such as being paralyzed.)
    Your PC is in the tale end of an attack animation, the attack looks like it is over to the player but the game still considers your PC to be attacking.
    You are out of Magicka.
    You are currently being silenced.
    You are using a physical shield (if turn on the this option in the ini file .)

    The following only is valid if you turn on the toggle option in the ini file:
    You did not set it awake with your toggle key
    You are not assigning the right KEY to the Toggle button.
    There is a conflicting mod (such as a Hot Key or keyboard mod) that interferes with the hot key button you selected for the toggle.



    Plasma Attacks
    ------------------
    Taping your cast button will discharge a high speed arc of plasma at your target. This is a low power attack that cost 10% of your magicka. Hold the cast button down for more than a tap will cast a slow but powerful plasma ball. There is an area of effect to the plasma balls and it is a dangerous one. The caster and the caster's allies will all be just as effected as their opponents if too close!




    Touch Spell Attack
    -----------------------
    Hold the cast button for more than 1 second will cast a touch spell that "dumps" all your magicka into your target drowning them in a extremely high power attack. You are exposed (cannot block) for that moment of time! This is true of the other attacks as well but for those other attacks it will be much less of a duration.

    Note: You will not be able to "load" the Magicka "dump" touch attack and just wait for a target to walk up to you before you release it. If you hold your cast button for too long your magicka drains to 0 and you will be unable to cast a magic attack until your magicka is back up over zero. A particular sound will warn you of this magic drain before it happens. There are a variety of sounds that will clue you to most of the timing concerns.


    IMPORTANT!
    Poor player timing can be compensated with good PC stats and vice versa because many of the important timing windows are based on your PC stats. This is a game mechanic idea I have had for a long time for this kind of action/RPG game. This mod is the first time I have got to try it to this extent. However I have tried this idea to a much lesser extent in some of my melee combat mods.



    Combat Magic Spell Damage
    -----------------------------------

    Damage of all CM attacks except for the plasma balls will be a % (as low or high) as your magicka. But that percentage will rise and fall depending on the following factors:

    Character level
    Current Willpower
    Current Intelligence
    Current Fatigue
    Current Magicka Level

    How well you "kinetically cast" the spells (your moment toward and around your opponent ) for the H2H attacks. Player Timing for the touch attack.

    All Combat Magic damage will then be scaled by the difference from the vanilla WeapSteelWarhammer compared to your to your current WeapSteelWarhammer weapon. So if you have a mod that increase your WeapSteelWarhammer to 2 times normal the Plasma ball will hit at 2 times 30 points.

    The Plasma Ball is set at 30 cost to magicka and 30 BASE damage.

    After the damage is calculated it is then reduced by magic resistance up to 85% or what ever your melee armor protection limit is set to in your game settings.

    Hover your mouse over the COMBAT MAGIC KIT entry in the magic selection menu to take a peek at the damage and cost of the Bolt, Ball and Touch spells.


    Ghost Dodge
    ----------------
    This will give you almost complete immunity to attacks but it will cost a lot! The magic drains fast as you trigger the ghost state. so you must learn to only enact it when absolutely needed and for a as short a burst as you can (to just avoid the attack). Also you cannot attack block nor move around during your ghost state.

    You must have the Combat Magic Kit equipped and then you press (or rather TAP) the Left and Right and Back Move buttons all at the same time.

    Significant pain will prevent you and the NPC from triggering the ghost dodge. The pain duration is determined by the Willpower stat. The more will power you have the shorter the time the pain will distract you. The more damage you take at one time the longer the pain may effect you.



    Combat Magic H2H
    ------------------------


    Fist De Cuffs:

    To activate the Combat Magic H2H features you must not be wearing any armor or rings on your hands and then you must select the combat magic kit as you active spell.

    You will see a pulsing aura of magic spill out of your hands.

    Punching in this state will increase the damage you can do to your opponents and can bat them around the battlefield like a rag-doll! And you may see a "flash of light" effect at the point of contact when the player punches an actor.

    Each punch (power attack or normal) will be buffed using your magicika. The amount of magicka used and the amount of increased damage is dictated (kinetically spell casted) by your combat geometry and your movement. Movement forward while punching = about 1/5 the maximum.
    Power Attacking = about 2/5

    Moving left or right will increase the damage/consumption depending on how far around you are relative to your opponent. So If you swing around directly behind them.

    This will give you about 2/5 the maximum. If you only get half way around them to attack their left or right side you will get about 1/5 the maximum.

    Therefore if you manage to swing behind your opponent while throwing a power attack and move forward at the same time you will have an outrageously devastating magically buffed kill shot at 5/5 of your current magicka added to your attack !

    Moving backward while attacking will use no magicka at all but will not buff your attack either. Even if you are power attacking or back behind your opponent.

    If you hit your opponent with a power attack at the time they are staggering, or stagger them with the same power punch, you will swat their bodies away from you in the same manner you see people go flying when hit with a shotgun blast in the movies. They will go flying backward on a mostly straight trajectory until they hit a wall or tree or other solid object.

    They will be flung more or less straight back thru the air FAST and hit the wall viciously! This is a great move against multiple opponents, thus briefly incapacitating one opponent while you deal the other.



    Spell Bursting:

    If you punch into an incoming ball type spell (cannot punch bolts as they are too fast nor fog as it is too "swirly" ) with your magicka enhanced H2H attack it will burst the spell into a cascade of magic embers.

    Your success to do this will be: Fatigue Percentage * ( agility + handtohand + luck )

    It will cost the same magicka as deflecting the spell would with your Omni Shield.

    If the spell flying through the air has not traveled very far then trying to punch the spell would not have enough time to react to it properly. You have no penalty at about 20 feet but at 10 feet you will have 1/2 the chance to succeed. At 5 feet you will only have 1/4 the chance to punch a spell cast at you at that range.


    Attack Chain Absorbed Fatigue Effect:

    If you hit your opponent with several punches in a series inside of a short amount of time you will absorb some of their fatigue and they will stagger helplessly for a second. You can then press the attack, as long as you strike on target and come in with a good rhythm this speed bag effect will continue until you run out of magicka.


    Once you have landed the required number of fast blows inside of the time limit a stat comparison is done to see if it is possible to overtake your opponent.

    target's strength + resistmagic times their fatigue percentage <= player's current magicka == succeed

    The cost of magicka to do this is %5 of the player's current magicka. You will know you are in the "speed bag" cycle when your opponent is stumbling around after each of your hits and you may see flashes of blue, green and red lights splashing on your opponent if the room's light level is low.

    This feature cannot be used to "knock out" the opponent, only keep them at a exhausted level. However the normal H2H game system may still knock them out as each hit will reduce the opponents fatigue a little per the vanilla system.




    Fast Rest
    -----------
    If you stop and do not exert yourself in anyway you can fast rest or in this case "meditate" to regenerate your magicka a little faster than normal. This is in part to help make energy level less important than what you do with your energy.

    If you use the Atronach birthsign be sure to turn off the Combat Magic magicka regeneration in the ini file. With the Combat Magic kit enabled the player character will fast generate magicka under certain circumstances. So turn this off in the INI if you choose the Atronach birthsign and do not want the Magicka "Fast Gen" feature.



    Known Issues
    -----------------

    On rare occasions the messenger's horse may fly away when tripped, this seems to be related to a Oblivion bug that is amplified by some commands used in my (and other's) mods. A solution has not been found yet.

    Sometimes one of the poltergeist refuse to be exercised and banished. I am working on trying to find out why.

    Anyone that edits my files in any way will get no support from me what so ever. I never participate in anyway to help others to edit my files even for personal use.
    Some of my scripting techniques are a result of hundreds of hours of mind numbing trial and error. I have found loop holes in the game engine that sometimes I have been told "should not work" I am not a great script writer, just tenacious, creative and willing to do things the hard way because I was never formally educated on how to do programming the easy way. As such I do not have much time to do anything else such as trouble shooting "tweaked" versions of my mod. One person for example damaged the mod by changing a sound effect in my mod thinking "hey no big deal its just a sound." I use sounds sometimes as timing devices and changing the sound was like removing the timer from the script. If you know enough to safely make such changes to files you did not create yourself then you do not need my help anyway.



    Appreciation List
    --------------------
    This mod has been in the making for a few years so please do me a great favor and PM me to add your name if I unfortunately let your name slip this list Please do so as I feel very bad when I miss names on these lists.

    Thank you to the following for scripting and molding help:
    JDFAN
    TheNiceOne
    OBSE Team
    WillySea

    Beta Testing reports:
    Pysmon
    Leold
    Azureal

    Feedback on this mod's threads:
    StarX
    HeyYou
    Immortal-D
    Sculelos
    crimson.cosmos
    Fiore1300
    Glimiril
    shadowchao
    Solinarius
    lyobovnik
    Onlyino
    gothemasticator
    Johnny3Tears
    Jupiah
    sean144800
    br0sk1
    joesmithy
    grmblf
    Fiore1300
    Thomas Kaira


    Game lore help:

    Thomas Kaira
    Hackworthy
    JeniSkunk
    Leonardo2
    Ni!
    Savlian
    SubRosa
    Acadian


    Legal
    .................

    I worked very hard on this mod. But this mod is a product more of hundreds of hours of creativity, sweat and tears than script writing talent.

    DO NOT distribute or use any of my 3d models, resources or scripts. You should only find this mod distributed from Tes Alliance. If any other web site is distributing this work they are doing so illegitimately.

    You MAY (with conditions) use my scripts and my other resources for making a mod only as long as it has NOTHING to do with magic combat. I.E do not make a disguised knock off!

    The exception to this is the "flaming hands" by JDFAN. You need to contact him about using his "flames from the hands" mesh resource.

    And you must credit me fully and include my "legal" as shown above.

    For the most advanced SCA combat with sword and shield:
    http://www.spookyfx.com/book/tromp.html

    1,835 downloads

       (1 review)

    2 comments

    Updated

  14. 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

  15. 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

  16. TIE - Tamriel Immersion Experience

    An overhaul catering to roleplayers. Now also including the Shivering Isles!

    Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates.

    So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud.

    * TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders.

    * TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers).

    IMPORTANT:

    If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well.

    If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.

    771 downloads

       (1 review)

    4 comments

    Updated

  17. The Arsenal

    The Arsenal








    Version 3.0.1


    Requirements

    Oblivion 1.2.416

    Description

    The Arsenal is a weapons pack that offers unique weapons from all over Tamriel. The Arsenal is also a modder's resource but is fully playable.

    Meko Woodling, A Craftsman located in the Province of Cyrodil offers high quality, finely crafted weapons, created using methods passed down through the family over many generations. He is also offers quality imported weapons from all over Tamriel.

    Details

    The Arsenal offers 30 weapons, 3 off-hand weapons and 14 Shields that can be purchased or found throughout the game if the user has chosen to use the optional Leveled Lists Plugin.

    As of The Arsenal v3 all weapons have been MOBS balanced.

    The current list of Shields:


    Round Shield (4 variants)
    Round Shield (Model Variant)
    Knight Shield (6 variants)
    Knight Tower Shield
    Spiked Shield
    Celtic Shield


    The current list of weapons:


    Chersuker
    Longsword (2 variants)
    Celtic Sword 02 (2 variants)
    Assassin Tonfa
    Champion Gladius
    Elsweyr Kukri
    Ivoryhilt Longsword
    Monk Tonfa
    Orc Warcleaver
    Orcrest Crudesword
    Pit Gladius
    Rihad Scimitar
    Saex
    Senchal Falcata
    Bearded Axe
    Camlorn Longsword
    Chakram
    Combat Knife
    Elsweyr Royal Kukri
    Heavy Cleaver
    Heavy Mauler
    Heavy Scimitar
    Nordic Warhammer
    Stendarr Quarterstaff
    Ranger Shortsabre
    Rogue Shortsword
    Silvenar Shortspear
    Taneth Katar
    Cherseker
    Celtic Longsword


    Installation

    1. Extract this archive to any folder and then copy the following to your Oblivion Data Folder


    Meshes
    Textures
    The Arsenal.esm


    Now depending on what type of install you want there are a few different options:


    The Arsenal.esp - This adds a shop into the game where you can purchase weapons on offer
    The Arsenal - Leveled Lists.esp - This adds the weapons to the vanilla leveled lists (Only requires the ESM)
    The Arsenal - Faregyl Patch.esp - If you use Arthmoor's Faregyl Village and The Arsenal.esp then you will also need this patch (Only Required IF you use the Village and the Shop)
    The Arsenal - Leveled Lists for OOO.esp - This is an optional ESP for those who use OOO, this will add the weapons to OOO's leveled lists. (If you use OOO, use this instead of The Arsenal - Leveled Lists.esp)


    These are optional files, but you will need at least one main ESPs if you want to have the weapons in-game. Also you do NOT need both the shop and Leveled lists together, they can be used together or seperately.

    2. Start Oblivion Launcher, click Data Files, and enable the The Arsenal.esm and any of the additional ESPs you have chosen for your setup.

    Un-Installation

    1.Start Oblivion Launcher, click Data Files, and disable the The Arsenal.esm and then disable any other of The Arsenal's plugins you have installed.

    2. Remove the following files from your Oblivion Data Folder


    Remove the Arsenal folders found in your Meshes and Textures folders. You will find them under Weapons, Clutter and in your Menus/Icons folder.
    Remove The Arsenal.esm


    After removing The Arsenal.esm remove any of The Arsenal plugins you have installed alongside the ESM

    Incompatibilties

    As of The Arsenal Version 3.0 there should be no Incompatibilties with other mods, please report any you may find.

    Patches

    Due to the placement of Woodling's shop there is a small patch needed when you play Oblivion with Arthmoor's Faregyl Village.

    Along with the patch you will have to make sure Faregyl Village loads after The Arsenal to ensure they play nice, load the patch after both of those.

    Load Order:


    The Arsenal.esp
    Faregyl.esp
    The Arsenal - Faregyl Patch.esp


    Also an ESP for OOO is also included for those who use OOO and would like to see the weapons appear in those leveled lists.

    Load Order:


    OOO.esm
    The Arsenal.esm
    OOO.esp
    The Arsenal Leveledlist for OOO.esp


    Upgrading

    Before installing version 3.0 of The Arsenal you will need to uninstall version 1.0. To make sure everything is uninstalled remove the following folders and their contents and files from your data folder:

    Files:

    The Arsenal.esp

    Folders:

    Meshes/Armor/Arsenal
    Meshes/Weapons/Arsenal
    Meshes/Clutter/Darkrder
    Textures/Armor/Arsenal
    Textures/Weapons/Arsenal
    Textures/Clutter/Darkrder
    Textures/Menus\Icons\Arsenal

    Note: If you're using a version later than 1.0 you can safetly overwrite with version 3.0

    History

    22/03/2011 - The Arsenal v3.0.1:

    Updated OOO Leveled lists.esp to 3.0 [beta]

    7/03/2011 - The Arsenal v3.0:


    Updated ReadMe with additional details
    Updated ESM to version 3.0
    Updated The Arsenal.esp to version 3.0
    Updated The Arsenal - Leveled Lists.esp to version 3.0



    Added additional weapons
    Added a new range of shields


    05/11/2010 - The Arsenal v2.0:


    Added - Bearded Axe
    Added - Combat Knife
    Added - Camlorn Longsword
    Added - Chakram
    Added - Heavy Scimitar
    Added - Heavy Cleaver
    Added - Heavy Mauler
    Added - Royal Kukri
    Added - Silvenar Shortspear
    Added - Stendarr QuarterStaff
    Added - Nordic Hammer
    Added - Ranger Shortsabre
    Added - Rogue Shortsword
    Added - Taneth Katar
    Updated - Kukri Texture
    Updated - Falcata Texture Updated
    Structure - MOBS Balanced
    Structure - New ESM/ESP Structure
    Structure - Re-Sructured Folders


    17/08/2010 - - The Arsenal v1.0

    Contact

    StarX @ TES Alliance
    InsanitySorrow @ TES Alliance

    Credits

    Models: InsanitySorrow
    Textures: StarX
    Shop: DarkRider

    Thanks

    Thanks to Bethesda for creating Oblivion.
    Thanks to DarkRider for creating the shop for The Arsenal.
    Thanks to WhoGuru, DarkStone and Greenwarden for taking beautiful screenshots for The Arsenal.
    Thanks to WhoGuru for adjusting the shop exterior placement so it no longer conflicts with Arthmoor's Faregyl Village.
    Thanks to Nicoroshi for his Back Sheathing setup in his mod "Nico's Gift" which is what The Arsenal's setup is based on.
    Thanks to CorePC for creating and updating the OOO Leveled list ESP and for giving some vital information in the Release thread.

    Thanks to all who have shown an interest in The Arsenal and gave support, feedback and suggestions.

    Licensing/Legal

    You may use this as you wish but you must credit us for our work. Do NOT claim any of it to be your own work.

    Please do NOT re-host this file without our explicit permission.

    3,868 downloads

       (2 reviews)

    16 comments

    Updated

  18. Serentin Vampire Armors

    Serentin Vampire Armors

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

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


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


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


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


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

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

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


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

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






    1,504 downloads

       (1 review)

    4 comments

    Updated

  19. Open Cities Classic

    Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.

    The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.

    Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.

    To go with that, and provide VWD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra VWD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    Please note: Compatibility patches for Open Cities and other mods are available on Nexus.

    763 downloads

       (0 reviews)

    11 comments

    Updated

  20. 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

  21. Insanity's Scarves

    Oblivion 1.2.416



    Ever wanted a scarf to keep your character warm?, Or maybe a scarf with a face covering to conceal your character?, Well now you can.

    Insanity's Scarves adds new playable scarves for your characters into the game, they come in 40 different texture variations and both masked and unmasked versions, a scarf for everyone . You can purchase the scarves at Nord Winds in Bruma. The scarves take up the amulet slot, so no dissapearing tails for beast races.

    Note: For the time being the masked versions of the scarves will not correctly fit the Orcs or Beast races, so for the time being, used the unmasked versions for them.




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





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




    InsanitySorrow @ TES Alliance



    Thanks to Bethesda for creating Oblivion.
    Thanks to all those that commented on the WIPz pictures.

    Big thanks to tumbajamba for giving permission to port over and use his scarf model. Original can be found here.

    Project Authors: InsanitySorrow & Hanaisse

    Original Model: tumbajamba
    Model Edits: InsanitySorrow
    Textures: InsanitySorrow
    Construction Set: Hanaisse



    You may use this as you wish but you MUST give credit for any work used, especially the original author of the model. Please do not re-host this file without my explicit permission.

    679 downloads

       (0 reviews)

    4 comments

    Updated

  22. Stalhrim Village

    Stalhrim Village

    Author: DarkRider
    Version: 1.1
    Release Date: 24.December.2010
    Updated: 28.December.2010





    Description:
    Stalhrim Village was created as part of the 12 Mods of Christmas on Oblivion Real Estate for 2010. This mod adds a rustic Nordic village nestled high in the mountains between Cyrodiil and Skyrim with an epic view of the Nordic homeland beyond. There is a player home, filled with custom touches and player safe storage, free for the claiming. There is also a mini quest to claim a few treasury goodies to line your pockets, but you’re going to have to use your head. Be careful, the creatures that guard over the treasure will kill you on sight so try not to be seen.

    Gameplay:
    In order to play this mod you MUST disable the default region borders for Oblivion. Do this by going to your Games folder, open the Oblivion.ini, skim the [General] list for bBorderRegionsEnabled=1 change this to bBorderRegionsEnabled=0 and save to disable the borders.

    Once your border regions are disabled, travel north above the city of Bruma (see the location image included in this download for the map location). Once there you will find Wulfrung’s Watch, the key is stashed nearby so root it out and make yourself at home. To initiate the treasure hunting quest, explore the containers in the upstairs closet of Wulfrung’s Watch.

    Features:

    Incredible Nordic Setting
    Open Stable
    Player Home
    Spacious Interiors
    Adjustable Interior Lighting
    Custom Tapestries, Paintings, and Rugs
    Treasure Hunting Quest
    And More...


    Credits:
    Hanaisse: Guild Interiors, NPC Creation
    WindmillTilter: Models, NPC Creation
    Khettienna: AI Enhancement

    and

    Yevic: Beta Testing

    Resources:
    Xiamara: Couches and Chairs
    Meo: Modular Fireplace (Bruma), Settlement Resource, Celtic Tombstones
    DaMage: Water Mesh
    Stroti: New Statues, rustic farm, filled desk, Moon Shield
    Nicoroshi: Wyrmfang
    Helborne: Filled Bookshelves, Basic Shelves
    Omegacron: Static Scroll Sets
    Alasdair: Skyrim Gubbins




    Official Video:



    About All Natural Support:
    Modder Khettienna created the All Natural Support package for Stalhrim Village, only download and install if you plan on using Stalhrim Village with All Natural, otherwise you only need the StalhrimVillage.7z file. Please read the included documentation for installation instructions.

    1,268 downloads

       (1 review)

    1 comment

    Updated

  23. Creature Diversity

    What this mod does is to add new creatures to the existing Leveled Lists. It doesn't add new spawn points, it doesn't remove any spawn points or leveled lists - it only adds to the existing ones, extending them with new creatures. The models and textures are created by various artists, so a big thank you to everyone who have created these fantastic resources!

    The mod is "lore-friendly" in the way that it doesn't add anything to the world that couldn't exist in this world, most are found in the lore with the exception of a few, but again, those could exist, and most of the creatures added are new types of existing creatures, like the wolf and the bear, zombies and skeletons, etc. - the full list of added creatures is found below.

    Creature Diversity adds new rats, Argonian Zombies, Dark Elf Zombies, High Elf Zombies, Orc Zombies, Argonian Skeletons, Khajiit Skeletons, Foxes, Minotaurs, Rabbits, Bats, Durzogs, Boars, Wolves, Ogres, Goblins, Black Trolls, Brown Trolls, Polar Bears, Skeletons with helmets, Spriggans, Golems, Elementals, Mud Crabs, Dogs, Spiders, Mummies, Ghouls, Banshees, Shalk Beetles, Glowing Oozes, Red Fungus, Necrotic Sludges, Giant Wasps, Sea Dreugh, Lamia, Water Dragon Plants, Dolphins, Whales, "Living" Zombie Arms, Spider Daedra, Female Liches and Undead Knights!

    If you already have version 1.10.x installed, use the UPDATE file to get the latest version, if any.



    This mod is incompatible with most Mods that alters Creature Leveled Lists (i.e OOO, MMM, etc). However, if using any of these mods, you can make them compatible by using the Bashed Patch in Wrye Bash.



    Extract all archive content to your Oblivion Data folder.



    Delete 'Creature Diversity.esp' from your data folder, along with the following folders:
    Textures\Creature Diversity\
    Meshes\Creature Diversity\



    To remove Spiders from the Leveled Lists, download the Arachnophobia patch as well as the main file, and load it after Creature Diversity.esp.



    You can contact me through E-Mail (found in ReadMe), on NexusMods (as Zaldiir) or on any of the following websites/forums (as Zaldir): Bethsoft Forums, Dark Creations, Great House Fliggerty, TES Alliance, Planet Elder Scrolls


    Developers
    Zaldir

    Resources
    Quairtra - Rats
    Hel Borne - Argonian, Orc Zombies
    Dominick Cryomonde - Argonian skeleton, Khajiit skeleton
    Zenith92 - Dark Elf, High Elf Zombies
    mr_siika - Foxes, Minotaurs, Rabbits, Bats, Durzogs
    Corepc - Boars
    cryonaut - Wolves
    Andhar - Ogres, Goblins
    InsanitySorrow - Black Trolls, Brown Trolls
    Tegeal - Polar Bear
    Ancestral Ghost - Skeleton Helmets, Spriggans
    demonizzer - Golems
    JNR - Elementals
    Tarnsman - Mud Crabs
    AlienSlof - Slofs Dogs
    AlienSlof, Elveon, Malo, mikal33 - Spiders
    Little Baron - Mummies, Ghouls, Banshees, Vermin, Water Beasts
    alonsomartinez - Dolphins, Whales, Zombie Arm
    Gizmodian - Spider Daedra
    MegamanNeoX - Female Lich
    Lazarus - Undead Knights

    Thanks to
    olafreinhardweyer for the Idea.
    alt3rn1ty for finding lots of errors in the textures used in Creature Diversity.
    T3alrose for the Normal Maps Fix.
    Team CiVic for the Trailer.
    Sparton1199 for the Second Trailer.
    TeamGecko for the TES4Gecko.
    Nealus for the Russian Translation.
    alea for the other Russian Translation.
    Roi liche for the French Translation.

    349 downloads

       (2 reviews)

    1 comment

    Updated

  24. NifSE

    NifSE, allowing dynamic mesh modification in Oblivion scripts!

    NifSE is a modder's resource, an OBSE plugin that brings the functionality of the NifTools team's incredible Niflib to Oblivion scripters. NifSE allows scripters to read and modify nif files during the game through scripts, and does so without changing any files on your harddrive or writing any permanent data to the disk!

    Deadly Reflex Patch (if you use Deadly Reflex 6, READ THIS!)
    Deadly Reflex 6 was originally made using NifSE b:2, which was not a full release version and b:3 broke backwards-compatibility with it, ultimately leading to DR6 not being compatible with NifSE v1.0 final.

    If you want to use DR6, therefore, you must get the Deadly Reflex 6 — NifSE v1.0 Compatibility Patch. Many thanks to HeX_0ff for making the patch!

    NifScript (if you use Unnecessary Violence, READ THIS!)
    NifSE is the successor to NifScript, which can still be downloaded in the Files section. However, the old NifScript is badly out of date, and can cause serious problems (crashes, extraneous files being written to your harddrive, etc.). For this reason, it is strongly recommended that you install NifSE (either the latest version if you do not use Deadly Reflex 6, or beta 2 if you do), and then also install the NifScript DUMMY dll so that Unnecessary Violence can find the NifSE functions. IF YOU DO NOT HAVE THE NifScript DUMMY INSTALLED, UNNECESSARY VIOLENCE WILL NOT WORK!

    Questions, Comments, Suggestions, and Bug Reports

    I DO NOT CHECK THE TES ALLIANCE COMMENT SECTION VERY OFTEN

    Full instructions for bug reports are found in the Readme; please read it. I need certain information in order to help you, and you need to put it somewhere that I will see it - which is not the Comments section here.

    For other issues - comments, suggestions, questions, etc., please see the thread on the official Elder Scrolls Forums; a search for NifSE should turn up the latest thread. Alternatively, my e-mail - provided in the readme - may always be used.

    Thanks and the like here on TESA are, of course, appreciated, and I do try to read the Comments section occasionally. It's just not a good place for anything urgent (like a bug report).

    AGAIN, BUG REPORTS IN THE TES ALLIANCE COMMENTS SECTION MAY BE MISSED! BUG REPORTS WITHOUT BOTH obse.log AND NifSE.log MAY BE IGNORED!

    393 downloads

       (0 reviews)

    0 comments

    Updated

  25. The Ayleid Steps

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

    <snipped 'Reference' chapter>

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

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

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

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