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324 files

  1. Carah's Caravan Redux

    Carah's Caravan Redux
    Version: 1.0
    Date: 10/24/2011
    Category: Houses
    Author: Carah
    Version: 1.2
    Date: 04/10/2013


    To the wonderful people who have translated Carah's Caravan Redux V1.0 - I've made some changes to version 1.2 that might cause minor issues to your translated version. Please update.


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

    Enjoy the carefree living like Gypsies have for hundreds of years, away from the noisy confusion of dirty, crowded cities.
    Moonlight reflecting off the White Rose river enhances the mood while you dine by a cheerful fire each evening.
    Your only neighbors are the animals of the forest when they happen to wander past.


    Location
    ========
    Located across the road from The Tower Stone. Between the Ayleid Ruin of Vindesel and Pell's Gate, south of The Imperial Isle.


    Details
    =======
    This home has plenty of storage space for its size. The Main Cart sleeps two, while the Guest Cart made for companions, even the four legged kind, sleeps three.

    All containers do not respawn, UNLESS, they have an astricks " * " beside its name.
    Please do not store anything in these containers, because they do respawn.

    The exterior lights, windows, and fire are scripted to come on after the sun goes down, and turn off after sunrise.

    The Clyesdale is ridable and essential.

    It isn't as involved as some of my other player homes.
    This project started as an upgrade for Carah's Caravan, but ended up being an entity of its own.

    I hope you enjoy my mod, and as they say in Romany, Sastimos! (To you health!)


    Install
    --------------
    There are two files to choose from, but only install one.
    CarahsCaravanReduxV1.2.rar: for NMM, Wrye Bash, and manual install.
    CarahsCaravanReduxV1.2 OMOD.rar: for Oblivion Mod Manager only.

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

    OBMM Install
    ------------
    1. Extract Carah's Caravan Redux v1.2 OMOD to Bethesda Softworks\Oblivion\obmm\mods\
    2. Start Oblivion Mod Manager.
    3. Double-click the name of the mod in the right-hand side of the OBMM screen (icon should turn blue).

    Uninstall
    ----------------
    1. Start Oblivion Launcher, click Data Files, uncheck the CarahsCaravanRedux.esp file.
    2. Delete the files/folders associated with the mod.

    CarahsCaravanRedux.esp
    CarahsCaravanRedux.bsa

    OBMM Uninstall
    --------------
    1. Start Oblivion Mod Manager.
    2. Double-click the name of the mod in the right-hand side of the OBMM screen, click Yes. (icon should turn green)

    Incompatibility
    ===============
    Possible incompatibility and/or overlapping with other mods that use the following exterior cells: 2,5 and 2,6

    Known Issues or Bugs
    ====================
    None that I have experienced, but if you find something please notify me.

    Contact
    =======
    You can leave a comment in the comments section where you downloaded this mod, or PM me in TES Alliance or the Nexus Forums.

    Credits
    =======
    Alasdair - Exterior Windows - Nordic House Tileset - http://www.tesnexus....le.php?id=17179
    Argoniano - Curtain - Table Cloth Resource - http://www.tesnexus....le.php?id=19435
    Auryga - Akavir Fuyohin Isles Resource - http://www.tesnexus....le.php?id=28218
    DarknessEternal - DUNE Al Jahar Rugs - http://www.tesnexus....le.php?id=12772
    dunmermaiden - Tarot Cards - Diannes Magic Books - http://www.tesnexus....le.php?id=35096
    Elterin - Roses, black and yellow - Ingredients de Tamriel - http://www.tesnexus....le.php?id=13241
    Exilehunter - Highland Furniture - http://www.tesnexus....le.php?id=19384
    Ismelda & XMarksTheSpot - Texture for Dibella cathedral window.
    jcd13 - Paper Lanterns - Paper Lanterns On Ropes - http://www.tesnexus....le.php?id=12010
    Jon Satriani - JonSatriani Telvanni Tileset - http://www.tesnexus....le.php?id=16560
    Kalikut - Lace Texture and Curtain - Table Cloth Resource - http://www.tesnexus....le.php?id=19435
    Khettienna - Orb Votives, Crystal Ball Script - Enchanted Potable Tent - http://www.tesnexus....le.php?id=28748
    Lady Li - Metal Reliefs Resource, Pareti Resource - http://www.tesnexus....x.php?id=268690
    LHammonds for the Readme Generator
    Little Baron - Flower Pot Makeover - http://www.tesnexus....le.php?id=33447
    Meo3000 - Window Boxes, Series BookSets, Canvas and Frames, Static Dishes Resource - http://www.tesnexus....x.php?id=143664
    MickTheMage - Wooden Toys Resource - http://www.tesnexus....le.php?id=12670
    Mjy - Chello - Mjy's Nibenay Castle - http://www.tesnexus....le.php?id=14295
    Momo77 - Carts, Vases, Hanging Cloths, and Farm Resources - http://www.tesnexus.....php?id=1522419
    N'dib - Pod windows - Valenwood Village Modders Resource - http://www.tesnexus....le.php?id=23177
    Olaf_soulshade - Sylvan Houses - Valenwood Village Modders Resource - http://www.tesnexus....le.php?id=23177
    Phaedra13 - Flowers Resource Pack - http://www.tesnexus....le.php?id=28310
    Phitt - Phitt's Artifacts - http://www.tesnexus....le.php?id=29931
    Ronin Photography - for the photo of Newfoundland by Scott Grant
    Stroti - Ram On A Stick, Washing Meshes, Static Gramophone, Horse Statue, Kitchen Tools,
    Blacksmith Tools, Castle Furniture I, II, and III, Rustic Pieces Resources - http://www.tesnexus.....php?id=1657719
    TES Alliance (DaMage,donnato,Galvon,Garnet,grond,InsanitySorrow,Khettienna,Metallicow,StarX,the-manta,Vince Bly,Washington,WillieSea) - Static Clutter -
    http://tesalliance.o...-resource-pack/
    WillieSea - Food Items - Ancient Towers - http://www.tesnexus....le.php?id=16308
    Xiamara - Tall Bookshelf, Coffer, and Wine Rack - Manor Bed Set - http://www.tesnexus....ex.php?id=24825
    Zira's Clydesdale Horses - http://www.tesnexus....le.php?id=30882

    Thanks to Malachi Delacot with your helpful suggestions and beta testing.
    Thanks to Bethesda for creating Oblivion.
    Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.

    If I have missed crediting anyone, please let me know.

    Tools Used
    ==========
    7-Zip - http://www.tesnexus....le.php?id=15579
    DDS Converter - http://www.tesnexus....ile.php?id=8698
    GIMP - http://www.tesnexus....le.php?id=14920
    NIFSkope - http://niftools.sour...t/wiki/NifSkope
    Oblivion Mod Manager - http://www.tesnexus....ile.php?id=2097
    TES4Edit - http://www.tesnexus....le.php?id=11536
    TES4Gecko - http://www.tesnexus....ile.php?id=8665
    TES Construction Set - http://www.tesnexus....le.php?id=11367
    Readme Generator - http://HammondsLegac..._generator1.asp
    Wrye Bash - http://wrye.ufrealms.../Wrye Bash.html

    528 downloads

       (5 reviews)

    7 comments

    Updated

  2. Real Water for the CS

    Oblivion 1.2.416
    TES Construction Set 1.2
    Optional - Construction Set Extender (why don't you have this?)




    A texture to add realistic looking water to the Construction Set.

    v1.1: Added 10 new textures to choose from. Enjoy!


    Tired of that ugly pink fake water when working in the Construction Set? I sure was, so I found out how to replace it and made my own texture to simulate real water.

    Update: Previous instructions included modifying the ConstructionSet.ini file, but it has since been determined this is not necessary. If the water does not look good in the CS, check to make sure these settings are set like this;

    bUseWaterShader=0
    bUseWaterHiRes=0




    1. Extract this archive to a temp folder.
    2. Decide which texture you would like to use. The current texture in the Textures\Water folder is the original as default. If you'd like to use an alternate texture, remove the file water00.dds from Textures\Water folder, add the alternate texture to this folder, and rename it to water00.dds. Drop the Textures folder into your Data folder.
    3. Enjoy peaceful bliss while working in the CS.



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




    Unless you already have a CS water replacer this will not overwrite any content, nor will it mess with your Oblivion game water.



    5/14/2011 - v1.1 - Updated to add new textures.
    5/10/2011 - v1.0 - Initial release.



    I can be found and PM'd at tesalliance.org for any issues.



    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks to ShadeMe for the instructions on how to replace the ugly water.



    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    Photoshop



    You must contact me and obtain my permission before re-packaging any part of this mod.

    372 downloads

       (7 reviews)

    9 comments

    Updated

  3. Multiple Oblivion Manager - MOM

    By: InsanitySorrow and Hanaisse
    Version: 1.2.0
    Release Date: 12/17/2011


    08/23/2011 - UPDATED RELEASE 1.2.0

    Tweak - Added Swap warning message
    Tweak - Saves UI window position (4.0 only)
    Change - Directory has been restructured
    Change - MOM has a new, much better error log format
    Improvment - MOM will no longer replace spaces in Image names with underscores
    Improvment - MOM will now remove all special characters from Image names (Not previously created Image names)
    Addition - Added Help button - links to online ReadMe
    Addition - Added a Theme setting with two themes, Red and Black
    Tweak - Removed About Button
    Tweak - Updated the ReadMe - ReadMe is now in html, Word or txt format
    Core - Optimized the graphics (Reduced the exe size)
    Core - Requirement is now .Net 3.5 or 4.0




    MOM is a new take on managing multiple Oblivion installs. It's a small app with a powerful punch that will ease the confusion of trying to manually switch between two or more Oblivion setups.

    Multiple installs are becoming an increasingly popular trend. For anyone who has ever wanted to have a testing environment without messing with their current install, this is for you. Or for retaining an OOO oriented install but want to try a new TIE install.

    MOM will create and manage each completely separate Oblivion setup (called "images").

    Best of all, MOM will swap out these images with a click of a button. No more manually renaming folders!

    Read the included README for all detailed information.



    1. Extract the archive anywhere you'd like (but preferably not within Program Files or Oblivion dir)
    2. Run the .exe



    InsanitySorrow @ TES Alliance
    Hanaisse @ TES Alliance

    Please report any problems in the official release threads;
    TESA Release
    BGS Release



    You may NOT use this or anything from it elsewhere.
    Do not change or copy this file in any way.
    Please do NOT re-host this file without our explicit permission.

    774 downloads

       (2 reviews)

    6 comments

    Updated

  4. Faregyl Village

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!

    Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!

    I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.

    This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....

    Requires OBSE 0019b or higher.

    785 downloads

       (4 reviews)

    5 comments

    Updated

  5. The Temple of Five Lanterns

    The Temple of Five Lanterns



    Collaborative Authors:
    WhoGuru, DarkRider, & Ladyflcn

    Version: 1.5

    Release Date:
    22 December 2009

    Updated:
    03.January.2010

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


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

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

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

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

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

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

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

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

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

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

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

    1,190 downloads

       (1 review)

    3 comments

    Updated

  6. Roads of Cyrodiil

    This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry. Two lesser roads are added to the Imperial Reserve and Great Forest to make travel between Chorrol, Anvil, and Skingrad easier to manage.
    This is a combination mod composed of New Roads & Bridges, originally written by Ukrr, and West Roads, originally written by mariedanj. With modifications and additions by myself.
    Specifically, the following is added:
    A road from the south end of Imperial Isle, along the east outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.
    An extension of the Blue Road to the west that terminates in front of the Imperial Prison.
    An extension of the Silver Road to the south that terminates outside the prison along the Blue Road extension.
    A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side, the road continues south to the Green Road a bit north of Bravil.
    The short stubby road to Faregyl is extended all the way west to the Gold Road just east of Skingrad. This road is called Half Way. An inn is situated halfway between the two endpoints along this road. Appropriately called Half Way Inn. Yeah. I know. It's a bit forced, just roll with it
    A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.
    A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.
    A trail from the Silver Road into the hills connecting Bleaker's Way with the rest of civilization.
    A short road linking Border Watch with the Green Road.
    A road that joins the Gold Road, about halfway between Anvil and Kvatch. This road crosses the high country in the Imperial Reserve, joining the Black Road west of Chorrol. This road was originally part of West Roads.
    A road which joins the Gold Road north of Skingrad crossing the Great Forest. It connects to the Black Road east of Chorrol. This is the other road which was originally part of West Roads. I have added to this with a trail that breaks off to Hackdirt, and another which breaks off and leads to Brindle Home.
    Replacement of the bridge just north of Fort Redman with a drawbridge to allow sailing traffic to pass.
    Several new road markers have been placed along the roads to help guide the way.

    1,201 downloads

       (0 reviews)

    6 comments

    Updated

  7. [Beta] Insanitys Pet Shop

    Insanity’s Pet Shop [beta 1 - Updated with Patch 4]

    1. Description
    1.1 – Features
    1.2 – Pets
    1.3 - Commands
    2. Requirements
    3. Installation/Un-Installation
    4. Know bugs and Issues
    5. Incompatibilities
    6. Credits and Thanks

    1. Description
    Insanity’s Pet Shop is my interpretation of what a pet shop mod should be, so you will find some similarities to other pet shop mods but also some significant differences.
    This mod came about because of some posts I read on both the BGS forums and TESNexus, people were having some issues with some of the more popular mods. These mods were editing things in the game which would disrupt things like companions dialogue, the biggest problem was that these mods were no longer updated or supported. This was the same reason I stopped using them.
    That is what caused me to finally decide I was going to develop a mod, but first things first was to find out if such mod would be wanted by the community, so I ran a poll over at the BGS forums and I got lots of positive feedback and lots of ideas and support. It was great, and now here you are reading this readme.
    Beta 1 Notes:
    There are a few things in this Beta that have been disabled, this is due to them being incomplete, not implemented or me not being happy with them. Here I have listed them:


    Voice Acting – Yup I have a small amount to cover the few lines the shop keeper has, but at this moment in time I have not implemented them yet.
    Pet Interactions – These are simple things like petting your animal, I have disabled these due to them not being finished. Due to limitations there petting interaction is only a sound from the pet.
    Version 1 Plans:

    The current plans for Version 1 are to fix any bugs that appear and any balancing issues there may be. I also will be adding to the current list of pets with the following and more:
    Rat
    Dogs [Yes multiple breeds]
    Plus More

    Your ideas and requests are welcome though they may not be met/implemented in version 1.

    1.1 Features
    Feeding – Feeding is taken care of by buying or finding Boar Meat. This is the generic food for all pets for now, this will be changed. Once you have the boar meat access the pet menu and navigate to feed, choose this and the pet will take the food.
    Growth – This happens automatically after feeding, the animal will grow depending on the players level. The actual amount of growth is locked so the pet will not become an outrageous size.
    Naming – Naming is quite simple but can only be performed once per pet. Click the pet license for you chosen pet, it will bring up a menu. Here you can choose a sample name or input your own name. If you select “New Name” close any menus and an input box will appear, here you can enter your pet’s name.
    Skills – You can teach your pet skills. Each skill requires a certain number of skill tokens which you can acquire from the shop keeper. There are 6 skills to choose from, each 5 of them are find item skills and the last is a share inventory skill.
    • Find Loose Gold: Sends the pet off to find loose gold coins.
    • Find Lock Pick: Sends the pet off to find lock picks
    • Find Health Potion: Sends the pet off to find health potions
    • Find Magicka Potion: Sends the pet off to find Magicka potions
    • Find Flora: Sends the pet off to find flora
    • Share Inventory: Allows you to access the pet’s inventory.

    Note: To make things easier all pets share the same inventory so you can easily keep track of items.

    Abilities - You can teach your pet abilities. Each ability requires a certain number of ability tokens which you can acquire from the shop keeper. There are 4 abilities in total.
    • Health Boost – This gives the pet a 60pt health boost
    • Fatigue Boost – This gives the pet a 50pt fatigue boost
    • Resist Normal Weapons – This gives the pet a 10pt resistance bonus
    • Magic Resistance – This gives the pet a 10pt resistance bonus

    Pet Taming – You can purchase a spell from the shop keeper that will allow you to cast the spell at a creature and have a chance of taming it. This spell is a touch spell so you have to be close to the creature.

    Now the spell is not all you need, you need to entice the creature with food. The better the quality of the food the more of a chance you have of taming it, but that is not the only thing that affects your chances. You also have a taming skill which has an effect on your chances and also increase like other skills do.
    [This can be displayed by using Kuertee’s HUD Components]
    Here are some of the variables that affect you chances of success:
    Taming Skill
    Food [Quality]
    Taming Chance
    Unique Pet Import [Disabled] – This allows you to import unique pets found in the world from other mods and purchase them in the pet shop as you would do with normal pets.
    Note: These pets are generic pets and are not uniquely set up like the pets in the mod.

    1.2 Pets
    Here is a list of pets currently purchasable in the mod:

    Tiger
    White Tiger
    Leopard
    Black Leopard
    Unique Leopard [Violet eyes, colour change]
    Panther
    Boar

    1.3 Commands
    Here I will give a small bit of info into each actual command, to make it a bit easier I broke the menu down to show the full extent.
    Commands
    Follow - This will tell your pet to follow you
    Wait – This will tell your pet to wait, it will wait in this current location
    Sleep – This will tell your pet to sleep
    Home – This sends your pet home
    Home Marker – This allows you to set your home marker, this needs to be set before the pet can be sent home.

    Pet Care
    Care
    Heal – This allows you to heal a small amount of the pet’s wounds
    Feed – Feeding your pet allows it to grow
    Resurrect - After your pet is dead, buy a resurrect kit and use this option to revive your pet.
    Interaction
    Pet [Disabled] – The pet will purr at the player
    Play Dead [Disabled] – The pet will lay down and play dead

    Teach
    Teach Skills
    Find Loose Gold
    Find Lock Pick
    Find Health Potion
    Find Magicka Potion
    Find Flora
    Share
    Teach Abilities
    Health Boost
    Fatigue Boost
    Normal Weapon Resistance
    Magic Resistance

    Abilities/Skills
    Learned Abilities
    Health Boost
    Fatigue Boost
    Normal Weapon Resistance
    Magic Resistance
    Learned Skills
    Find Loose Gold
    Find Lock Pick
    Find Health Potion
    Find Magicka Potion
    Find Flora
    Share

    Pet Status – This shows the pet’s current status like health, fatigue and attributes.

    Combat
    Passive - This makes the pet less aggressive.
    Aggressive – This makes the pet more aggressive and likely to start combat.

    2. Requirements
    Oblivion 1.2.416 [Latest Patch]
    OBSE version 17 or higher
    [OBSE can be found here: http://obse.silverlock.org/]

    3. Installation/Un-Installation
    Extract the following to your Oblivion/Data directory:
    Insanity’s Pet Shop.bsa
    Insanity’s Pet Shop.esp
    ini folder
    Note: Inside the INI folder resides the pet shops own INI file, while it does not have reams of options, it does allow you to turn on/off a few of the important features. It is clearly written with notes on each setting.
    To remove the mod delete the following from your Oblivion/Data Directory:
    Insanity’s Pet Shop.bsa
    Insanity’s Pet Shop.esp
    Insanity’s Pet Shop.ini from the ini folder
    Optional Sign: In the optional sign folder you will find replacement textures for the shop sign. This was requested. The sign will say “Pet Shop” instead of “Insanity’s Pet Shop”. Just extract the textures folder into your Oblivion\Data directory.

    4. Known bugs and issues
    Currently there are NO known bugs and issues, though this is a Beta so please be aware that something may have slipped by. Do not worry though because any issues will be annoying or just small problems and will NOT affect your game.

    5. Incompatibilities

    While this mod is clean and has been carefully planned there is a small chance it may conflict with other mods that alter Weye. Now in this case just load this mod BEFORE them in your load order. This will ensure there changes overwrite these mods.
    The only time this will not work is when another mod alters the exact place the shop has been placed. In this case choose the mod you want most.

    6. Credits and Thanks

    This list covers all the great people who have helped me in some form or another, And the people who have contributed to the further development of the mod.

    Mod Work:
    WhoGuru [interior/Exterior development, Testing, General Cheering on ]
    HeX_0ff [Future Feature Scripting]
    Greenwarden [Testing, Voice Acting]

    Mod Help:
    Arthmoor [Compatibility help]
    PacificMorrowind [scripting help]
    Vagrant0 [scripting help]
    shadeMe [Large amounts of Scripting help]
    Darkrder [scripting help]

    Resources/Additions:
    AlienSloff [Tiger Texture Resource]
    Painkiller_Rider [Modified Textures & Models]
    Buhay [Leopard Resource Pack]
    Ronyn [White Tiger]
    TTemplar [Whistle Mesh & Texture]
    DarkRider [black Leopard Texture]

    612 downloads

       (0 reviews)

    3 comments

    Updated

  8. Duke Patrick's Safe Save

    Duke Patricks - Safe Save


    REQUIREMENTS
    ------------------------
    OBSE 20 or better needed.


    I HIGHLY RECOMMEND USING THE NAG FEATURE INSTEAD OF THE AUTO SAVE FEATURE!
    This prevents corrupt save files almost %100 of the time! This is now how I use this mod in my own game.

    Rev 3.2 Micro update so that the"safe save in progress" message appears BEFORE the safe save actually start to process.


    Rev 3.1 Bug fix for goldboom and I improved the container count feature. New minimum time between safe save feature to prevent too many safe saves in a short amount of time. New INI so be sure to use it.


    Rev 3 Removed Player Control Disable feature as it seem to be causing the auto safe save to take up to 2 minutes to write to the hard drive sometimes. New Optional Feature for the ultimate safe save, a nag pop up instead of an auto save! This lets you then make a normal save (not a quick save) from the menu screen.


    This mod monitors your combat and other game progress and calculates a Save Score based on how hard of a fight you had and other factors. Once you reach the Save Score Objective number or more the mod will Autosave your game under 1 of 4 savegames called DPSafeSave, but ONLY when it is most likely safe to do so unlike other types of autosaves.

    This SAFE Autosave will be delayed if the game conditions would corrupt the file or result in a " moment of imminent death" save game file.

    Some of the factors that are detected and delay the DP autosave are: Dangerous Water, In Combat, falling, Knocked State, near by traps (20 feet or less), player health is dropping such as from poison.

    The calculation logic to accomplish all this is clever but simple, as such the mod is not 100% full
    proof. But this mod was made as a personal mod just to patch this irritating issue in my game with Autosaves.


    The Combat aspect of the Save Score only advances when you are in combat and in physical contact with your opponents ( being hit or hitting them.) This includes range combat and spell casting.


    Other Features:

    Load Door Safe Save.
    Timed Safe Save.
    Sneak Attack Rampage Safe Save if you kill several targets while not in combat with any actor.
    New Quest and Quest update Safe Save.
    Each container you search advances your Safe Save Score
    Distance Traveled Safe Saves ( INI settings for indoor and outdoors)
    A jump in your number of gold coins Safe Save (per your INI setting)
    Sleep Safe Save.
    Wait Safe Save.
    Various other Safe Saves that can be adjusted in the INI.





    THANKS TO
    -----------------

    TheNiceOne for some Scripting voodoo to detect holding your breath under water.

    ShadeMe for the CS extender that removes HOURS of frustration from moding Oblivion!

    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual
    playgrounds! They deserve every coin the get for this game!

    914 downloads

       (0 reviews)

    3 comments

    Updated

  9. The Crimson Queen

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

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

    Oblivion Patch 1.2.416
    Shivering Isles

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

    *This mod is meant to be played with the lights off and the volume cranked up. Also,
    please refrain from using nighteye and/or light spells.*

    An odd man has been lurking around Cheydinhal Bridge Inn, looking for someone to do some dangerous work. He says that there
    is a horrific vampire who has made haven in Cyrtsalbeam Bog, in the southern marshes of Morrowind. Should
    you except this man's work you will discover unspeakable horrors and grotesque monstrosities. You will face
    enemies unlike anything you have seen before...in an enviroment you have only laid witness to in your nightmares.
    Good luck...you're going to need it.

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

    -Travel to the Southern Marshes of Morrowind
    -Never before seen enimies
    -New enviroments
    -New architecture, containers, statics, etc.
    -New Sounds
    -New items
    -New weapons
    -New frightening experience

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

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. If you are using Terran Vampires beta v1.4 and want to be able to harvest the Queen's heart than use the optional esp
    provided instead.
    3.Start Oblivion Launcher, click Data Files, and enable the .esp file.

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

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

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

    The only possible incompatibilities are with anything that drasticly changes the Cheydinhal Bridge Inn interior,
    and/or anything that changes the area East/Northeast ofLake Canulus.

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

    Please note, the Crimson Queen uses armor made for use with EVE HGEC Eyecandy Variants Expansion in mind,
    so there may be some minor clipping is ussing another body mod (i.e. UFF, Roberts Female Body, Growlf's
    Hotbody, etc.)

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

    v1.0- Initial Release (plugin is clean, via Tes4Edit)
    v1.1- fixed an issue where the player could not equip the Hand of Asta
    - fixed a script so Danus disapears after the quest is completed
    v1.11- Pyffied meshes
    v2.0- finally solved the mesh issues and the crashing due to "Red" and "Abombination"
    - rebalanced enimies so it'd less of a hack-fest.
    - added optional plugin for those who use Terran Vampires beta v1.4
    v2.1- fixed a script that wasn't allowing the player to eqip the hand of asta

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

    BadCompany @ TES Alliance, TESNexus, or BGS Forums

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

    Thanks to Duke Patrick (spooky.fx) for the help in solving the ctd issues
    Thanks to Malo and elveon for the Spider Creatures
    Thanks to ken1945 for the Thunderbird armor meshes
    Thanks to Zinni for the Bone Grinder
    Thanks to ShadowRiffe and EternalKnight for the Soul Edge Mod
    Thanks to Qarl for the Blood and Shadow resources
    Thanks to Phitt for the Loreless Creature Pack 1
    Thanks to 680i ba1 for a script from The Undead Arise 2_0
    Thanks to StaticNation for the Necronomicon
    Thanks to Omegacron for the Armory Clutter resources
    Thanks to Puff for the Advent Rising Aurelian Armor meshes
    Thanks to CGChaos & Infiniti for the 20 horror-creatures resources
    Thanks to filterforge.com for many textures
    Thanks to JCarl for his werewolf meshes that I altered
    Thanks to Cid88 for the invisible claw scripts
    Thanks to ThePriest909 a bunch of sounds and the bloodfall mesh/texture
    Thanks to the Dragon Captions team for the Barrels&Boxes resources
    Thanks to everyone at TESAlliance who helped me with my scripting issues
    Thanks to WillieSea and InsanitySorrow especially, for all their help
    Thanks to InsanitySorrow for the ReadMe Generator this file is based on
    Thanks to Bethesda for creating Oblivion.
    *If I've forgotten anyone, please contact me and I will be sure to fix it

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

    The Elderscrolls Construction Set.
    Insanity's ReadMe Generator.
    Blender
    NifScope
    GIMP
    NIBLE
    TES4FILES

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

    For permission to use anything please contact me...I will be releasing the Gore files as a modders
    resource shortly.

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

    P.S. - I've included voice files as an optional download for those who don't use Elys Universal Silent Voice, also, if the bsa doesn't work for whatever reason try Unpacked Resources (included as an optional download) instead.

    Enjoy!

    1,420 downloads

       (1 review)

    12 comments

    Updated

  10. Feldscar

    A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.

    802 downloads

       (2 reviews)

    8 comments

    Updated

  11. Mesh Improvement Project

    Mesh Improvement Project



    Version: 1.4a


    Description:

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

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

    M.I.P Contents:

    Version: 1.4a

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


    Installation:

    Extract the contents of the ZIP folder into your Data folder

    Un-Installation:

    Delete the files/folders associated with the mod

    Contact:

    InsanitySorrow @ TES Alliance

    Credits:

    Thanks to Bethesda for creating Oblivion.

    Tools Used:

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

    Licensing/Legal:

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

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

    Modder's Will:

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

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

    680 downloads

       (3 reviews)

    1 comment

    Updated

  12. Gothic Breton Race Exnem/HGEC RM RF UFF

    Gothic Breton Race for Exnem HGEC RM RF UFF

    PLEASE NOTE: This is a lite version of SavageArtistry's Gothic Breton race which is found in her mod Modified Hair and Eyes on this forum.
    http://savageartistry.darkbb.com/index.htm

    By Maigrets

    Version
    Final

    This modified race came about because I downloaded the excellent Modified Hair and Eyes 2.3 by SavageArtistry who created the original Gothic Breton head textures and modified body textures which she included in her mod. I took the files from the mod and made my own Gothic Breton for my private use. Having seen how beautiful the textures were I asked if I could have permission to release it. SavageArtistry very graciously agreed.

    Modified Hair and Eyes is now at version 2.5 and can be downloaded from this link.
    It's not necessary to login unless you wish to comment. There is now an update which does require
    registration to view and download.

    http://savageartistry.darkbb.com/index.htm

    NEW:
    Male face textures. I am only including two male face textures. One with a scar and beard stubble and one with the stubble but no scar. I've given him the diamond prism eyelashes. However if you wish to use the other available texture options you'll need to download Modified Hair and Eyes Full or the Update and rename and replace as required.

    The others include, but are not limited to clean shaven face, no scar, two beard choices.

    ALL IN ONE:
    Everything you need, except for the Working Eyelashes and Custom Race Fix mentioned below, is included in this all in one file. Default is Exnem/HGEC. Robert's Female and UFF textures included in the EXTRA Folder with instructions. I have also added five more hair styles from the Saram Race by idkrrr, six of Throttlekitty's Hairstyles and Leon's Haircut in my quest to find styles suitable for males.

    I have used Cernasite's Dragon Eyes with her permission and 16 hairstyles from the Saram race by idkrrr. Five of them are new to this mod. Also I have incorporated the mesh fixes for the saram hair from my update files and the Corean hair as well. All hair and eyes are now in this file.
    I have added eyelashes with a diamond teardrop below the lower lid for the girls and a diamond prism for the lads although I'm not sure I can see any difference.

    REQUIRED MODS:
    Oblivion Version 1.2.0416 This mod was created with SI installed but no assets were used from the expansion.
    Working Eyelashes by Throttlekitty and jclyde6108
    http://tesnexus.com/downloads/file.php?id=18185

    One of the Custom Race Fixes is needed to get past the dialogue in the starting dungeon. Or preferably the Unofficial Oblivion Patch which includes a race fix.

    STATS:

    Basic attributes Female: as for the Vanilla Breton
    Strength: 30
    Intelligence: 50
    Willpower: 50
    Agility: 30
    Speed: 40
    Endurance: 30
    Luck: 50
    Personality: 40

    Skill Bonus:
    Blade: 10
    Alteration: 10
    Conjuration: 10
    Illusion: 10
    Marksman: 10
    Restoration: 10

    I included Blade and Marksman because I use characters with melee and magic skills.
    The Racial Spells are the same except I have added a Companion Heal Spell as a Lesser Power and a Summonable Creature. More on that below.

    Male stats are the same as the originals but they have the Blade and marksman added as well.


    INSTALLATION:

    Unpack the archive to a temporary folder. Move the meshes and textures to your data folder. Say yes to any request to overwrite.

    VERY IMPORTANT:
    There are two esp files. One has only the Companion Heal Spell and the other has the Spell and a Summonable Spriggan called Avalon. The summon lasts for 120 seconds and she has the normal creature stats. It may seem strange to have a Spriggan summon/companion, but I like it.

    Only use one of these esp's. They are NOT interchangeable during game play if you decide you don't want the summon or visa versa. I made two so you could choose.

    The new esp(s) will work with existing characters. I've tried it to make sure with the HGEC version at least. If you wish to make changes to an existing character follow the directions below:

    "You can make changes to the character while playing the game by going into the console (~) and type "showracemenu" without the quotes. Once you're happy with the changes, DO NOT click on the DONE button, instead, hit the ESC key to bring up the game menu and save the game. Then load up the save game. This is the safe way to exit the console without messing up your character's stats."

    When creating your character it is also a good idea to Reset the face before making any adjustments, then move the complexion slider all the way from one side to the other and back to where you want it to be. This allows the game to get the correct texture. It works and also helps eliminate the neck seam.

    UNINSTALL:
    Remove folder MGothicBreton from datameshescharacters
    Remove folder MGothicBreton from datatexturescharacters
    Remove the esp.
    Either remove the eyelashes mod or leave it intact if you use it for other characters.

    CREDITS AND THANKS TO:
    SavageArtistry for permission to use her race files in the first place. These include her original face textures, and modified body textures.
    Cernasite for permission to use her pretty Dragon Eyes.
    Capucine for the eyes at this link as requested in Readme:
    http://tesnexus.com/downloads/file.php?id=3934
    idkrrr for the saram race hair.
    idkrrr for the Corean Hair.
    Throttlekitty for her hairstyles.
    Renzeekin and Ascendence Kel for Leon's Hair from RE4
    Throttlekitty and jclyde6108 for the Working Eyelashes.
    Robert2 for the MaleBodyReplacerV4
    Exnem for the Eyecandy body
    RAIAR for the HGEC Eyecandy Conversion
    kynetarse for the Custom race Fix
    The CS WIKI for invaluable information and last but not least, Bethesda without whom we wouldn't have this great game, let alone the talented modders who contribute their work every day.

    ADDITIONAL CREDITS:
    SavageArtistry for the smaller elf ear meshes and textures.
    Spirited Treasure and Team for the earrings.
    Kikaimegami and others for their help at The Eyecandy Forum.
    There's a small info with these credits plus original earrings readme in the EXTRA folder.


    CONTACT INFORMATION:

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

    Email: maigrets55@yahoo.com.au

    And here of course.

    LEGAL:
    Please do not upload this mod anywhere else in it's current or altered form without asking me first. Many of my mods have been translated to other languages which is fine with me.

    The face textures in this mod are NOT to be used for any project including companions. If you are unsure please contact SavageArtistry who created them.

    The screen shots were taken with my old system (except for one male)and I was unable to use HDR, so the eye makeup doesn't show to it's best advantage. I'm not currently using the characters, but I will get some better pics sometime later if I remember.

    537 downloads

       (0 reviews)

    0 comments

    Updated

  13. StarX Better Book Covers

    Name: StarX Better Book Covers
    Version: 1.0
    Date: 24/04/2010
    Category: Texture Replacers
    Author: StarX
    Source: TES Alliance

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

    Oblivion 1.2.416

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

    This is a high resolution texture replacer for the vanilla books.

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

    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder. Run Archive Invalidation if needed.


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

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

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

    StarX @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

    Texture: StarX

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

    Insanity's ReadMe Generator
    Photoshop/XNormal/NifSkope

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

    Do not use anything in this file without my explicit permission. You can contact me at TesAlliance.

    336 downloads

       (2 reviews)

    5 comments

    Submitted

  14. Rathunas

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

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

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

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

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

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

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

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

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

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

    PREREQUISITES SUMMARY:

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

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

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

    BETA NOTES:

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

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

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

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

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

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

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

    333 downloads

       (0 reviews)

    5 comments

    Updated

  15. Oblivifall - Losing My Religion

    OBLIVIFALL : Vengeance of the Classic
    Losing My Religion




    Latest Version: 1.43 -- 02/08/2011


    Download/Installation


    - If you've been having problems with the textures on the exterior cathedral windows (Pink textures), download and install "LMR_WindowTextureFix.zip"

    - If you already have Losing My Religion version 1.4 or higher, download and install the update file.

    - If you do not have Losing My Religion installed, download the main file and the update.


    Finally, if you have one of the mods below active in your game, you'll need to also download the compatibility patches that can be found here (Linkie) :

    - Animated Window Lighting System (AWLS) (Patch by Brumbek)
    - All Natural (Patch by Brumbek)
    - Better Cities (Full, Full B&M and the separate cities)
    - DC Sutch Reborn
    - Knights of the Nine Official DLC
    - Kvatch Rebuilt
    - Blood & Mud
    - Heart of the Dead
    - West Roads
    - Open Cities Classic & Reborn

    Be sure to check "Conflicts/Known Errors" section for information about conflicts between LMR and other mods.

    1. OBLIVIFALL INTRODUCTION

    Oblivifall "Vengeance of the Classic" is a project that aims to bring many features from The Elder Scrolls 2: Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. You check out Oblivifall's mainthread for discussion about the current work in progress here.


    2. REQUIREMENTS/RECOMMENDATIONS

    Required
    - Oblivion version 1.2.0416
    - Shivering Isles Expansion
    - Oblivifall Master File Version 1.1 or higher (Included in the mod package)

    Recommended (For silent dialogues)
    - OBSE V.0012 or above (Download Link)
    - Elys Universal Silent Voice V0.93 or above (Download Link)


    3. CONFLICTS/KNOWN ERRORS

    LMR conflicts with the following mods:

    with Nine Divines Robes
    Cathedral Improver



    5. LOSING MY RELIGION MANUAL


    - 5.1 Welcome to Losing My Religion

    Losing My Religion overhauls the religious aspects of Oblivion. In the original game, religion has very low significant importance for the player other than receiving quick healing. The chapels' interiors are uninteresting and most of the lore established in Daggerfall is gone. Welcome to Losing My Religion, where the Nine Divines get changed for the better.

    I advise you to read through the manual to know about the features and changes this Oblivifall modules does, since some of the original in-game mechanics have been changed or deleted.

    Have fun!
    Cliff


    - 5.2 Name Changes


    The name of each chapel's institution has been changed for its Daggerfall equivalent. Their new names are as follows:

    - Akatosh Chantry
    - Order of Arkay
    - House of Dibella
    - School of Julianos
    - Temple of Kynareth
    - Benevolence of Mara
    - Temple of Stendarr
    - Resolution of Zenithar
    - Order of Talos

    The chapels' new names have also been changed in the books in which they were talked about, such as the city guides.


    - 5.3 De-Unified Nine Divines

    The Nine Divines faction no longer exists. Each god/goddess has its own faction and each priest has been associated to his god/goddess.

    Each god faction has different reputations with the other gods or other factions. Since each god views things differently, some might not be in good terms with each other or, on the opposite, might be allies.

    Although no religion is enemy with each other, if you encounter a conversation between two members of rival religions, it might be more hostile than before.

    Inside chapels, all stained glass showing other gods than the one worshipped have been replaced with clear stained glass windows.

    Every altar dedicated to gods that are not worshipped has been removed as well.
    Gottlefront Priory and its priests are associated with Kynareth, Weynon Priory to Talos and Cadlew Chapel to Arkay.


    - 5.4 Chapel Interiors Overhaul

    Each chapel has been decorated according to the god worshipped there. Wander inside the School of Julianos' Great Library, witness the beauty of the House of Dibella or pay homage to the Empire's heroes in the Order of Talos. Or even walk inside the Order of Arkay's Great Undercroft, where the dead lie. There are many new areas for you to explore inside the chapels.

    The bodies found in the undercrofts have been named and "epitaphed" by Oblivion players. Have fun checking up who died, why and what was written on their tomb.


    - 5.5 Chapel Services & NPCs

    Each religion offers a variety of services to both the player and the general population. Most of them offer the basic services which include alchemists, trainers, spell sellers, healers and donation collectors.

    But each offers one or more unique services, whether it's usable by the player or a town's population. I will let you discover what they are. Let's not spoil the fun eh?

    Each service is offered by a new NPC, except for the services that were already provided in-game, such as trainers and spells. Don't be shy to ask questions to the priests to know who offers what. They'll always give you an answer, though they don't like to be bothered during their prayers.

    Healers offer three types of cures. Cure disease, restore health and full restoration. Each cure has a price and you can no longer get these cures by praying at the central altar of the chapels.

    Donating to a religion will boost your disposition with its members and, if you donate a large amount, you will receive a blessing. The higher the amount, the better the blessing.


    - 5.6 Shrine of Kynareth

    Kynareth now has a shrine worthy of her fame and name. Located in the West Weald, south-west of Chorrol's Great Forest, lays a shrine of tranquility and peace where worshippers live in harmony with nature.

    Close to the shrine is the Kynaran Order, Kynareth's knightly order.


    - 5.7 Knightly Orders

    Each religion has a knightly order. Their members' duty is the protection of their god's holy place and crusading against its enemies. They are the military arm of their god and the protectors of the worshippers.

    The knightly orders share the same reputation with other factions as their god's and will be happy to see you donate to their religion as well.

    While visiting the chapels, you'll see armed guards proudly wearing their knightly order's outfit and keeping watch for those who would dare defile their god's holy place.

    As of version 1.0, two knightly orders have their headquarters established in Cyrodiil, which you can visit.

    As mentioned in the previous chapter, the Kynaran Order has its headquarters close to Kynareth's shrine.

    The Order of the Hour, Akatosh's protectors, has its keep west of Kvatch. It is said that a small army have been seen marching from the keep to the city of Kvatch for reasons unknown.


    - 5.8 New Dialogue

    There is a lot of new dialogue, filled with lore. Ask about a religion's services, background and knightly order. You can also engage in conversation with some of the special services NPCs, which can lead to an interesting discussion.

    Be polite or not, it is your choice. So do not be shy, talk with every worshipper/knight you see!


    - 5.9 Joinable Factions

    As of version 1.4, the 9 god factions and 2 Knightly Orders can be joined. Joining a faction requires you to have basic knowledge about one of the faction’s required skills, and you must perform a pilgrimage to the god’s wayshrine. Ask the priests to know where you may find a wayshrine.

    You can join only ONE god faction OR one Knightly Order. You cannot join both a Knightly Order and its associated god.

    The benefits of joining a faction are that you have reduced prices for the healing service, lodgings in the temple/HQ, access to privileged services (For some religions) and the god/Knightly Order’s outfit. The friends of the god you worship are your friends. His enemies are your enemies.

    Ghosts in your faction’s Undercroft will not attack you. Killing a member of your faction or stealing will result in being expelled. Once expelled, you cannot join again and you cannot switch to another god.

    For now, there are no quests or possibility of advancements. These *may* be included in the future, but I doubt it.


    6. CREDITS

    Beta Testers

    EruditeDragon
    Stromgarde
    YX33A
    RichardRocket009

    Armors & Weapons

    Trollf for his Divine Shields resource (Worn by all low-ranked members of the knightly orders)
    Bad Andy for his Divine Armor resource (Worn by all low-ranked members of the knightly orders)
    ADCK for his Kynareth Armor and robes resource. (Worn by High-ranked Knights of Kynaran Order)
    Najaknevrec for the Mage Equipment resource (Worn by Julianos' Priests and Talos')
    SoM3 for the Improved Robe resource (Worn by the Priests of Stendarr)
    Cosmic-Banana for the Brown Hood resource (Worn by Priests of Stendarr)
    KafeiDotour for his Silverthorn Robe (Worn by Arkay's Diviner)
    Azumoth for his Red Robe of Seraphim (Worn by Mara's Diviner)
    Kikai for his Book Belts (Worn by Julianos' priests)
    AlienSlof and Kikai for their Kinky Chainmail (Worn by Dibella's Healer)
    Puff for his Princess Leia Outfit (Worn by Dibella's Erotic Instructor)
    Gizmodian for his Sorceress Outfit (Worn by Dibella's Diviner)


    General Models

    Brumbek for the gorgeous clear chapel windows
    Zira for her Medieval Horse Clothes resource
    EuGENIUS for his Golden Gods resource
    Hel Borne for his Filled Bookshelf resource, Alchemy Wall Chart, Alchemist's Sink, lumber pile and Kvatch Architecture
    DarkRider for his Tapestries of the Nine resource.
    David WhiteFang for his Nirn Globe resource.
    Barabus and Razorwing for the Crypt tileset and the coffins.
    jcd13 for the Marble Pedestal resource
    Assassin_456 for the Medieval Resources
    Khugan for the Torture Devices resource and the Gold/Silver bars
    MickTheMage for the Wooden Toys resource
    Andysaurus for the School Lab Class resource
    Fearabbit for his Forts of Cyrodiil resource
    Omegacron for his Armory Clutter resource
    Mr. Siika for his Balista & Ballista ammo
    PacificMorrowind for the Kvatch Keep Collision mesh
    Dragon Blade for his Books resources



    The following people for the character suggestions who got buried in the cathedrals:

    Segvirion, Yevic, Jaden, HeX_0ff, RichardRocket009, Orbitor, Celestina, blackouTT-117, Tank1519, Gregasaurus, Timewalker, ElDani, Zabre, Tanya, Mr. Bibliophile, Mishaxhi, Nextmastermind, Riveon, cobb, ArgonianPimp, IglooGreenhouse, bobbety, Mutt, Synnoveance, Lokee, Siric, Koops-64, Mitchman, Arabian Knight, Hunter Parasite, DemonsShade, Barihawk, Dakorma, Starwing, ElDani, NZdawghaus, Nightmare470, F0xHunter, Squirrel93, CryWolf, Pushkatu, Kylejustgot, Bodevanlot, RavinXX, StarX, Locksley, Jonarus_Drakus, obbob, Jaden, darkmast508, bionicle, Neo Matrix, Cold Steel, Seamus Finnigan, CorePC, paladin181, Wintercross, biulding3015, Ogemacron, Nanu Ra, xXAequitasXx, Redemption121, Ulmarik Oblivion, Darkom95, Jaguar Knight, Trademark, AyumiFan, Bites-His-Tail, acrb101, John123, Who Cares?, Marken-DK, jon7985, migck, Jonarus Drakus, Fiore1300, Allstarn08, Yorp, Mirelurk21,

    DarkNinjaProductions' Cathedral Improver Mod
    The Daggerfall Dev Team for the best cRPG ever created.
    The Daggerfall Dev Team writers
    Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages.
    The OBSE team for passing through every barriers they see.
    Elys for his Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files!
    The Construction Set Extender Team for bringing the CS updates we desperately needed.

    The Imperial Library for the countless information I've taken and learned from.


    Bethesda for the Oblivion CS.


    7. Oblivifall modules and Daggerfall-related mods by the Community

    To know which Oblivifall modules have been released or are in the works, check this link.


    If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link.


    8. LEGAL STUFF/DISCLAIMER

    You may redistribute this mod as you wish, but as long as you put me as the Author.

    If you want to use the custom resources I used, check up the ressource's readme found in your Oblivion\Data\Oblivifall Docs\Losing My Religion folder to see if the author agrees with you using it in your mod. This is important.

    639 downloads

       (1 review)

    3 comments

    Updated

  16. Duke Patricks - Basic Combat Training

    Duke Patricks - Basic Combat Training

    2.2.3 Script checks to see if you are using H2H and then will raise Brutis's H2H so he will use H2H and not his sword. And then will switch back his skill levels if you switch to any weapon.


    Rev 2 Added a few more lines of dialogue to reduce some of the pop up messages. Scripted the AI to make the trainer go into a defense mode while he waits for you to put away your weapon after he halts the sparring. It is not perfect (he may still swing once in a while) but it is way better than vanilla Oblivion where you would get hit constantly as you put away your weapon. Removed my excessive scripting to handle the disposition, I realize it was not needed and only added complexity. Plus a few various bug fixes.


    You can yield to the trainer and save game (keep) all your training before dying!


    The purpose of this mod was to serve ME and MY game!

    With all the Duke Patrick Combat mods loaded going outside of the city was suicide if you did not know how to defend yourself properly. So Brutis is intended to get you up to an intermediate level of combat, then you can leave the city and have a chance to survive and progress your combat skills the "long way".

    This is more realistic than a someone diving into monster infested caves and dungeons with no real combat training.

    Intermediate level is defined as ONE of your combat skills reaching 50. After that Brutis will not train you anymore.


    KNOWN ISSUE: the script to detect if you drink potions is not working yet.

    This mod needs to be loaded after "Let the People Drink" (and most likely any other mod editing the
    Arena District) because of path grid issues. Loaded before, Brutus is outside of the training area and this causes problems with the functioning of the mod.


    Rules Of Basic Combat Training: No magic is to be used not even health spells. No enchanted weapons. Only Melee weapons. No range weapons are to be used. No poisons are allowed. The trainer will require 40 gold coins per bout.

    Always remember the trainer is your superior (for the time being anyway) and he is taking it easy on you so that you can learn.

    You will be admonished for weak and ineffectual blows with a pop up message, this will get annoying to both you and the trainer (- 1 to disposition each time this happens) and no I will not change this so please do not ask me about it. It is intended to be unpleasant feedback as part of the training. Just like you are being yelled at by a drill instructor.


    So be mindful of your fatigue as you fight. The trainer will not start any lesson no mater how much you pay them if their disposition is too low.

    Every time you throw a blow that the trainer blocks you will get a raise in your weapon skill level increment ( 1 out of 100 ).

    If you land a blow (the trainer dose not block it) you get 5 out of 100 increments. Each attack you block you receive 5 out of 100 increments for your block skill.

    If you win the bout with the trainer your chosen weapon and block skill will be raised 10 out of 100 increments. Either Block or Blunt, depending on what weapon your are using at the time.

    Each time you reach 100 increments in Block or Blunt or Blade your skill level will go up 1 out of 100. You can see this in your attributes menu. Eventually your skill level (blunt block or blade) will be too high for this basic training to do you any good. At that time you should say goodbye to the trainer and unload the mod.



    Do not download this mod unless you understand that I made this mod for my own use!

    I have stated a new PC (who cannot fight her way out of a potato sack) as a result of my computer crash and reformat, and I wanted a Minimalistic mod for melee weapons practice.


    All the other practice mods I tried either had too many issues to run reliably or was too convoluted (IMO) for such a simple thing as melee practice.


    I will try to fix bugs if any are that bad, but I have no time to "improve" this mod with more features.
    However If anyone has scripting that will detect potion drinking (but not food) I would gratefully use it and give you your due credit.

    Load order is not important for this mod, and the only way (I know of at this time)
    it could conflict with another mod is if that other mod my NPC from showing up in the arena district. In that case load my mod after the conflicting mod.

    If the mod will not work for you please just delete it from your PC and look for one of the other mods made for combat practice.




    REQUIREMENTS
    ------------------------

    OBSE 20 or better needed.



    Legal
    -----------------
    Do not re-upload this mod to any other place on the net!
    Do not make it available in any way other than where I have uploaded it.


    Modders may "adapt" my work as long as you do not take the credit for
    all the creative work I did to get this mod to work in this unique way.
    (I.E, credit me fully for the way the mod works). And only if you make your mod
    different enough to provide an alternative for players that would not otherwise use my mod.

    AND it must not conflict with thi mod.

    I.E do not make a disguised knock off!


    THANKS TO
    -----------------

    Reneer the �Guard Guru�. Without Reneer�s insightful help and his script to wrangle the guards this mod would not be nearly as sweet as it is now.


    The OBSE team, what would Oblivion be today without their work?

    And of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!

    They deserve every coin the get for this game!


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

    536 downloads

       (1 review)

    1 comment

    Updated

  17. Vergayun

    It's the small fishing village with the funny name!

    As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.

    Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.

    The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!

    494 downloads

       (2 reviews)

    6 comments

    Updated

       (2 reviews)

    1 comment

    Submitted

  18. Cyrodiil Travel Services

    This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides.

    At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added destinations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess.

    A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest.

    Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism.

    Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC.

    Fast Travel can now be optionally disabled as well through an ini file.

    438 downloads

       (0 reviews)

    9 comments

    Updated

       (2 reviews)

    0 comments

    Submitted

  19. Neck Seam Concealers Expanded

    This mod contains retextures of Luchaire's Neck Seam Concealers. Using various stock and resource textures (Meo gets most of the credit there), and some of my own handiwork, I've made over 100 amulets.
    There are both amulet-slot and tail-slot versions of each piece. Items suffixed with *Amulet use the amulet slot, and items suffixed with *Pendant use the tail slot.
    They are freely available on the dock outside Vilverin, organized into many chests. They are additionally available in the TestingHall. I would add them to a vendor, but there's just too many.
    The original, unedited Neck Seam Concealers are NOT included with this mod, and the two mods do not conflict.
    All resources have unique file paths, and all plugins have been cleaned with TES4Edit for best compatibility.
    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    Requires OBSE if you use the optional plugin that dynamically distributes concealers to NPCs.
    Shivering Isles is recommended, but not required.
    ==================================
    CREDITS
    ==================================
    Thanks to/for (in no particular order):
    Luchaire, for the original Neck Seam Concealers mod Meo, for the original welkynd textures from his beautiful Ayleid Clutter mod Greenwarden & Athray for playtesting claustromaniac for providing script optimization Additional Credits per Luchaire:
    Kikai for original chain mesh Alienslof for original chain texture Petrovich for heart pendant mesh ==================================
    LINKS
    ==================================
    A Russian translation of this mod is available at Anvil Bay courtesy of the lovely Larite.

    163 downloads

       (0 reviews)

    3 comments

    Updated

  20. Hammerfell: The Eastern Grasslands 1.01

    Hammerfell
    -- The Eastern Grasslands --
    Public Alpha 1.0


    Included in the release:

    Goldmoor, a vast land of grassy hills, monolithic tors, and swampy coastal inlets located in the south of Hammerfell. Exteriors are finished, and several dungeons and enemy encounters are included.
    Rihad, a Forbear city on the Brena river ruled by Raha Tiergo. All of Rihad's exteriors, with the exception of the upper class district, are included, as are several interiors and NPCs.
    Taneth, a Forbear city on the edge of the Alik'r, ruled by Dutches Clavilla. This release includes only Taneth's exteriors, and the upper and temple districts are blocked.
    Helkori, a huge plane in the north-east of Hammerfell. It has been procedurally generated and fixed, and will soon open for claiming.
    Colovian Highlands, a border region between Hammerfell and Cyrodiil. Like the Helkori, it is only procedurally generated and will soon open for claiming.

    Additionally, the release includes passage from Cyrodiil into Hammerfell:

    Fort Brena, on the Brena river, exiting right outside Rihad.
    Stone Gate, north-west of Chorrol, exiting in the village of Stonedale.
    Siddle Cave, a smugglers cavern, exiting in the southern Helkori.
    Quests in these locations are also included.

    Screenshots can be found at TESNexus and on our website.

    Please see the attached Read Me for more details.

    812 downloads

       (1 review)

    0 comments

    Updated

  21. Horse Management

    This mod has four separate features to allow for the care and feeding of your equine companions:
     
    --Stable Markers--

    If you want to use a particular exterior location as a stable area (i.e., the exteriors of house mods often come with a non-functional stable or fenced yard), buy a stable marker and drop it in that location.  To stable a horse at a stable marker, simply ride the horse up to the marker, dismount, and activate the marker.  You'll see a message, and a spell effect will play on the horse, confirming that the horse is now "parked".  That horse will contentedly remain right where you left it last, even if you fast-travel or mount another horse.  You can keep using the same marker to park horses until you have filled that marker's capacity.  To "un-park" a horse, simply mount it; this will free up a slot for another horse to be parked.
    Stable markers are available for sale at most vanilla general goods vendors.  They come in three varieties: 3-horse, 6-horse, and 12-horse.  A greater number of horses require a greater amount of space, so each type of marker is designed with this in mind; thus, you should use the one that best fits the spacial capacity of your stable area.  You can use multiple markers in any quantity or combination you like.  You can place them in most any exterior, except in dangerous places like Oblivion planes.  If you are going to use multiple markers in one location, I recommend you space them apart, allowing the horses plenty of wander space (intersecting horses are creepy, k?).
    If you pick up a stable marker while horses are still stabled at it, the horses will revert to their vanilla behavior.
     
    --Stable Supplies--

    Most vanilla general goods vendors now carry a small assortment of basic decorative stable supplies.  Bales of hay; fillable water troughs; buckets of apples, carrots, and oats; stable blankets; even a Dwemer stable heater can be purchased and placed in your stable area to keep your horses warm and cozy.
    The bales of hay, buckets, and water troughs all start out grabbable and draggable, so you may place them as you like.  Activating them will pull up a menu, offering you the choice of locking them in place/unlocking them so they can be moved again, or picking them up.  You can sneak + activate to pick them up without the menu.  Water troughs will have an additional option to fill or drain.  Due to Havok issues, the blankets start out locked in place and just above the ground; however, they can be unlocked or locked just like the other items.
    The heater will always be static (locked in place).  When you drop it, it will automatically be on the ground and upright just in front of you, and facing you.  It has a menu like the other items, including the ability to turn it on or off.  And, like the other items, you can activate it while sneaking to pick it up without a menu.
    Locking items in place will hide their names in the game world (except the heater), so they will blend better with their environment.  You can, however, still activate them.
     
    --"Call Horse" Spell--

    From the vanilla general goods vendors, you can also purchase a spell tome that teaches you how to call your last ridden horse (or the last horse you parked at a stable marker, if you don't have a last ridden horse).  The spell has restrictions about when and where you can use it.  You need to be outdoors and not in combat, primarily.  You can't call your horse to Oblivion planes, or any other isolated exterior that is dangerous or temporary.  By default, you also can't call your horse to inside a city worldspace; however, you can use the console command "Set KhHMQuest.AllowSummonInCities to 1" (no quotes) to reverse that behavior (change 1 to 0 to change it back).  Please note that these checks don't cover locations added by mods, so you'll have to use your own common sense for that.  This setting also affects Stable Marker usage.
     
    --City Stable Services--
    You can now pay 25 septims per week (or partial week) to stable a single horse at any of the eight vanilla city stables.  This is great if you don't own a home with a suitable stable area, such as if you live in the city.  Horses stabled this way will not fast-travel with you, will not mosey off when you mount another horse, and cannot be called by the "Call Horse" spell provided in this mod.  Speak to the stablehand at any stable to drop off your horse.  The money is due when you pick up your horse.  If you ride off without paying, it will be a crime; you will get a high bounty, and the stablehand will not do any business with you until you pay what you owe, plus some extra to cover his inconvenience, and earn back a little of his trust.
    If the stablehand should die while your horse is stabled, the horse will remain at the stable; however, you will be free to pick up your horse at anytime.
    You must dismount before you will be able to stable your horse.  The dialog topic will not appear if you are mounted.
    If you have a different current horse with you when you pick up your stabled horse, your stabled horse will no longer be in the care of the stablehand, but will not be your current horse either, and so will follow you until you stable her at another city stable or park her in your own stable with a stable marker.  If you don't have a current horse, your stabled horse will simply become your current horse, and behave as normal.
     
    All of this is done without editing any horses or their default AI.  This means that all of these features will work with any horse, including those added or changed by mods.
    All meshes have been pyffi'd for best performance, all resources have unique file paths, and all plugins have been cleaned with TES4Edit for best compatibility.
     
    ==================================
    REQUIREMENTS
    ==================================
    Requires the latest official Oblivion patch (1.2.0.416).
    Requires OBSE v0020 or later.
    Elys' Universal Silent Voice is recommended, unless you don't care to read any dialog.
    ==================================
    LINKS
    ==================================
    A French translation is available at La Confrérie des Traducteurs.
    ==================================
    CREDITS
    ==================================
    Thanks to/for, in no particular order:
    InsanitySorrow for proper havok & collision on the stable supply meshes, and for the stable marker mesh & texture Vince Bly for the HMTK, used to build the heater the AWLS team for the IllumAnimation tool used to light the heater Texian for the Water Static mesh & texture used for the water trough scruggsywuggsy the ferret for implementing the new OBSE functions needed for this mod to exist kuertee for help with compatibility with Horse Commands Deepfreeze for helping even more with compatibility for Horse Commands a HUGE thanks to Athray, and the Beta Testing & Analysis Guild at TES Alliance, for playtesting and of course, Shadowmere, for always obnoxiously returning to Fort Farragut, thus inspiring this mod.

    564 downloads

       (2 reviews)

    2 comments

    Updated

  22. [OB] Ebony Sword Replacer

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

    Oblivion 1.2.0416

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

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


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

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

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

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

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

    1. Delete the files/folders associated with the mod

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Skyrim.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

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

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

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

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

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

    246 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Maigrets Gothic Breton Race V2- HGEC RF RM UFF

    Maigrets Gothic Breton Race Version 2 for Exnem/HGEC RM RF UFF

    UPDATES: 16th Sept 2010

    Added esps for Nehrim if you would like to use this race and are playing the mod. All you need do is install the meshes and textures as normal into the Nehrim data folder and use one of these esps according to the body replacer you use. I've renamed them to Nehrim MGothic Breton Race to avoid any confusion.
    You're going to need at least OBMM (manual version, not the exe.) If OBMM doesn't work copy the default ini from the Oblivion root directory to the Nehrim directory. Nehrim doesn't access this file, but OBMM will want it. Create a new shortcut for the Nehrim version.

    You will also need the body meshes installed for the body replacer you use, whether it's HGEC, UFF or Robert's Male and Female. The two most recent screen shots show the race in Nehrim wearing the leather armour.
    Credit goes to Beana for remastering the original esps.

    PLEASE NOTE: This is a lite version of SavageArtistry's Gothic Breton race which is found in her mod Modified Hair and Eyes on this forum.
    http://savageartistry.darkbb.com/index.htm


    ***The original Readme is included with this file. If you need details of what the previous version included, you'll find the info there. This mod is NOT compatible in any way with version one. See details below.***

    Make sure you have read this Readme before asking questions that are answered here.....OK? Any issues or other problems will only be addressed at the forums where this file is added. Not by email or PM. However, if I have made a mistake I will happily fix it.


    AUTHOR
    Maigrets

    Version:
    Two


    CHANGES from version one:

    This is version 2 of my version of Gothic Breton.

    List of changes:

    1. Now uses Elaborate Eyes with a large selection of eyes. There will be NO issues with "googly" eyes as the EE meshes are in my folders. If you have problems it's NOT this mod.

    2. Two male face textures. One clean shaven and one with stubble. Both have a scar over the left eye. However if you wish to use the other available texture options you'll need to download Modified Hair and Eyes Full or the Update and rename and replace as required. NOTE: Males are set up as two separate races with their own hair selection as well. You won't see the female hair in Character Gen for the guys.

    3. The eyelashes are now included so no there's no extra requirements. Same selection for females and males. See original Readme.

    4. I've left out the earrings this time. There are several mods around now that have nice earrings to be used in game without having to change files and folders around.

    5. Which comes to the next point. The folder structure has changed which is one reason it's not compatible with version one.

    6. A lot of extra hair added. See additional credits.

    7. In the OPTIONS folder you'll find the Robert's Female and UFF textures and esps, plus instructions. There is also a face texture for the original female face. Just replace it. It's named the same so will work.

    8. The summoned Spriggan, Avalon, is now a little smaller and levels with the player. This time I have not supplied esps without the summon so if you don't like it, don't use it. There is also the Companion Heal spell which I haven't altered from the original. Either use it or not.

    9. That's all I can think of at the moment.


    DETAILS:

    Everything you need, including the Eyelashes is included in this file. Default esp is Exnem/HGEC since it's what I use. Robert's Female and UFF textures included in the OPTIONS Folder with instructions. As stated above there is no esp included without the summoned Spriggan.


    STATS:

    Basic attributes Female: as for the Vanilla Breton
    Strength: 30
    Intelligence: 50
    Willpower: 50
    Agility: 30
    Speed: 40
    Endurance: 30
    Luck: 50
    Personality: 40

    Skill Bonus:
    Blade: 10
    Alteration: 10
    Conjuration: 10
    Illusion: 10
    Marksman: 10
    Restoration: 10

    I've included Blade and Marksman because I use characters with weapon and magic skills. Male stats are the same as the originals but they have the Blade and marksman added as well.

    The Racial Spells are the same except I have added a Companion Heal Spell as a Lesser Power and the Summonable Spriggan called Avalon. The summoning lasts for 120 seconds and she has the normal creature stats besides the changes listed at the start of this Readme.


    REQUIRED MODS:
    Oblivion Version 1.2.0416 This mod was created with SI installed, but no assets were used from the expansion.

    One of the Custom Race Fixes is needed to get past the dialogue in the starting dungeon. Or preferably the Unofficial Oblivion Patch which includes a race fix.



    How to INSTALL:

    Unpack the archive to a temporary folder anywhere on your hard drive. Check the folder structure if necessary, then move the meshes and textures folders plus the esp to your data folder. Say yes to any request to overwrite.

    If using a female body replacer other than Exnem/HGEC look in the OPTIONS folder and follow the instructions inside. Male textures are installed with the main files.


    MAKING CHANGES TO A CHARACTER IN GAME:

    "You can make changes to the character while playing the game by going into the console (~) and type "showracemenu" without the quotes.
    Once you're happy with the changes, DO NOT click on the DONE button, instead, press the ESC key to bring up the game menu and save the game. Then load that save game from the game Menu. This is the safe way to exit the console without messing up your character's stats."

    When creating your character it is also a good idea to Reset the face before making any adjustments, then move the complexion slider all the way from one side to the other and back to where you want it to be. This allows the game to get the correct texture. It works and also helps eliminate the neck seam.

    However, these textures don't require it. They match perfectly without a neck seam, although the males will sometimes have a seam.


    UNINSTALL:
    Remove folder MGothicBreton from data\meshes\characters
    Remove folder MGothicBreton from data\textures\characters
    Remove folder Flonne from data\textures\characters - this is the EE version of Flonne's eyes and has a different file path than her other eyes.
    Remove the esp.


    ORIGINAL CREDITS AND THANKS TO:

    SavageArtistry for permission to use her race files in the first place. These include her original face textures, and modified body textures.
    Cernasite for permission to use her pretty Dragon Eyes.
    Capucine for the eyes at this link as requested in Readme:
    http://tesnexus.com/downloads/file.php?id=3934
    idkrrr for the saram race hair.
    idkrrr for the Corean Hair.
    Throttlekitty for his hairstyles.
    Renzeekin and Ascendence Kel for Leon's Hair from RE4
    Throttlekitty and jclyde6108 for the Working Eyelashes.
    Robert2 for the MaleBodyReplacerV4
    Exnem for the Eyecandy body
    RAIAR for the HGEC Eyecandy Conversion
    kynetarse for the Custom race Fix
    SavageArtistry for the smaller elf ear meshes and textures.
    Spirited Treasure and Team for the earrings.
    Kikaimegami and others for their help at The Eyecandy Forum.
    There's a small info with these credits plus original earrings readme in the EXTRA folder.

    The CS WIKI for invaluable information and last but not least, Bethesda without whom we wouldn't have this great game, let alone the talented modders who contribute their work every day.


    NEW CREDITS for version two:

    idkrrr for the Sulhwa race hair
    HISSSSA for HS Hair
    kakashisensei2000 for the Short Layered Style
    The original author of Babe hair
    Flonne for the lovely Ren Eyes
    bnnfish for the EE conversion of Flonne's eyes
    Nequam - Elaborate eye meshes
    Sarielle - Elaborate eye textures- All Sorts of Eyes.

    If I've omitted anyone please let me know.


    Thanks also to my friends SavageArtistry, Usgosudi Whahya and ThePriest909 for their support and kindness.



    CONTACT INFORMATION:

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

    and here at TES Alliance

    Email: maigrets55@yahoo.com.au

    NOTE: To re-iterate - email and PM's are not for mod problems or other technical issues and those will be ignored. Any problems will be addressed at the respective forum areas. No exceptions.


    LEGAL:
    Please do not upload this mod "anywhere" else in it's current or altered form without asking me first. Many of my mods have been translated to other languages which is fine with me, but I'd like to be notified.

    The face textures in this mod are NOT to be used for any project including companions. If you are unsure please contact SavageArtistry who created them.

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