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324 files

  1. Weapons Of Morrowind

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

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

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

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

    Steel Club
    Steel Staff

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

    Glass Longsword

    Nordic Dagger

    Daedric Longsword
    Daedric Katana

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

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

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

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

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

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

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

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

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

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

    448 downloads

       (0 reviews)

    2 comments

    Updated

  2. Weapon Improvement Project

    Weapon Improvement Project


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

    Oblivion 1.2.0416

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

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

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

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

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

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

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

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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

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

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

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

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

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

    867 downloads

       (6 reviews)

    0 comments

    Updated

  3. Sutch Village

    Sutch Village
    =============
    A joint venture of Arthmoor and Hanaisse.
    Requires OBSE v20 or higher.

    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.

    For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.

    This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind

    Features
    ========

    See the ReadMe, or just go and find them yourself. We don't want to spoil it!


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

    Manually: Unpack everything into your Oblivion\Data directory.

    BAIN use is recommended for automatic install.
    Rebuild bashed patch.

    If you use RAEVWD and want the new buildings to show up VWD, run TES4LODGen.


    Uninstallation
    ==============

    Manually: Remove all files this archive contains from your Data folder.

    Or uninstall via BAIN.
    Rebuild bashed patch.


    Compatibility
    =============

    Major landmarks in the area, including Fort Sutch and Malacath's Shrine, should be entirely compatible. Any vanilla quests associated with them are intact.

    A patch will be required (and is available on Nexus) for Unique Landscapes: Lost Coast.

    A patch will be required for Hammerfell's border crossings plugin.

    This mod is NOT compatible with other mods that restore the missing city of Sutch to the area as they all use the same space.
    Patches for these mods will not be provided. Sometimes you simply need to choose one over another.

    Known Issues
    ============

    None so far!
    Please report any issues in the official forum thread.
    Both Arthmoor and Hanaisse can be contacted via PM at this site.


    Credits
    =======

    See ReadMe for full list of credits.


    Licensing and Legal
    ===================

    Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from Arthmoor AND Hanaisse. This includes (but not limited to) any of the many new unique resources and textures made by Hanaisse.

    Non-English translation versions may be uploaded without permission on the following conditions:

    1. All mod files contained in this archive are retained with their current names.
    2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
    3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
    4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

    All inquiries regarding this mod must be directed to Arthmoor or Hanaisse. If after 180 days contact cannot be established or you have not received a response, stewardship of this mod will fall to the community at TES Alliance (tesalliance.org). Arthmoor can be contacted via PM at Bethesda Game Studios Forums, TES Alliance, TES Nexus, Great House Fliggerty, and AFK Mods under the username Arthmoor. Arthmoor can also be contacted via his blog at http://www.iguanadons.net using the contact form there. A good faith effort must be made before assuming that contact cannot be established before concluding that we are no longer maintaining this mod.

    Though this mod has been released under the banner of the Arthmoor's Villages project, it is a joint work between Arthmoor and Hanaisse and as such, efforts to contact both of us must be exhausted fully before this mod can be assumed to be abandoned. She maintains a regular presence at both the Bethesda Game Studios Forums and at TES Alliance.

    Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained.

    Version History
    ===============
    Version 1.0.4 07/22/14


    * Added road sign support for Roads of Cyrodiil.
    * Fixed a bug in the Winery quest where the shipments would never come due. ( We of course wonder how this has gone so long without being noticed )
    * Fixed a bug where late shipments would not be cleared properly if the wine bottles had been placed in the store chest.

    Version 1.0.3 12/21/12

    * Added notifications of when the winery profits are ready if you hired Gill to handle the shipments.
    * Gill was not being paid! You're lucky he hasn't gone on strike.
    * Added the Gottshaw painting to the Silver Star Inn.


    Version 1.0.2 12/08/11

    * Rumors were being used by the Dark Brotherhood, who would certainly not care (especially Lucien LaChance).
    * Avena and Gill at the Silver Star Manor did not have their merchant chests hooked up properly.
    * The priestess of Kynareth will now properly sell spells to everyone rather than just new characters.


    Version 1.0.1 11/10/11

    * The mesh for the Silver Star Inn had incorrect AWLS compatibility data.
    * The mesh for the Damned Wolf also had incorrect AWLS compatibility data.
    * The mesh for the Silver Star Manor had upside down windows.
    * The _far.nif for the manor needed a refresh once the windows on the manor mesh were fixed.
    * A floating tree was spotted along the canyon road to the coast.
    * An AI oddity with the Old Pirate caused him to wander into the water where he didn't belong.
    * The Damned Wolf's voyage did not unlink the path grids, which would cause lots of residents to decide to go for a swim.
    * The Kynareth shrine could not target the player with the spell.
    * The Kynareth priestess was not able to sell spells.
    * Bed use was not being set up properly when paying for the room at either inn.
    * The Razor's Edge sign was too close to the building and was causing it to get jammed at an angle.
    * Removed unnecessary alpha information from a few textures.
    * Dates on the two clutter maps have been corrected to reflect 3rd era instead of 4th.


    Version 1.0 11/02/11

    * Initial public release.

    295 downloads

       (1 review)

    2 comments

    Updated

  4. Ducks and Swans for Cyrodiil

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

    Ducks and Swans for Cyrodiil V 1.0

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

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

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

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

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

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

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

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


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

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

    Compatibility:

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

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

    Credits:

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

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

    Permissions:

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

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

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

    89 downloads

       (0 reviews)

    0 comments

    Updated

  5. Creature Diversity

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

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

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

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



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



    Extract all archive content to your Oblivion Data folder.



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



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



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


    Developers
    Zaldir

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

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

    349 downloads

       (2 reviews)

    1 comment

    Updated

  6. Gold Horse Courier Service

    This mod allows the player to do delivery jobs for the new Gold Horse Delivery Service.
    In every major city you can find 7-9 jobs (randomly selected each time) that you can deliver locally (that's over 60 jobs locally).
    After an advancement in the courier business you can deliver inter-city packages from branch to branch for more money, and then finally after that you can deliver supplies to some of the inns in Tamriel.
    It also features a fully voice-acted main-quest, with multiple endings!



    Open Cities:
    Not Compatible. Open Cities changes which cell things are in, so these mods are currently not compatible.

    Better Cities:
    Gold Horse Courier is integrated into Better Cities, so make sure to only have one of the mods active at any time. Also be sure to always use the latest version of Better Cities!

    Oblivion Adventurers Guild:
    Use the DJ-OAG Patch along with both mods, loading the patch AFTER both delivery_job.esp and OAG.esp.



    French Translation


    Extract all archive content to your Oblivion Data folder.



    Delete 'delivery_job.esp' from your data folder.



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



    Developers
    Manargo
    Zaldir

    Voice Actors
    Aranas
    Mysterious Mr. Bear
    Mysterious Cat

    Resources
    ReverseOrder - Fast Travel Detection System
    Kaos_Sita - Faction Icon

    Thanks To
    TeamGecko for the TES4Gecko.
    The B.T.A Guild for Beta Testing.
    bigboss0712 for beta testing.
    Vorians for great support.
    Saggaris for providing a lot of feedback & Suggestions.

    214 downloads

       (0 reviews)

    0 comments

    Updated

  7. TIE - Tamriel Immersion Experience

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

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

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

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

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

    IMPORTANT:

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

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

    771 downloads

       (1 review)

    4 comments

    Updated

  8. Kvatch Rebuilt

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

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



    Unique Landscapes - Cheydinhal Falls Patch

    Werewolves - Legends of the North Patch

    Frostcrag Reborn Patch

    Frostcrag (Vanilla) Patch

    TGND2 Kvatch Rebuilt Replacer


    German Translation

    Russian Translation

    Spanish Translation

    French Translation



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

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



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



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



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

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

    SetStage KRUninstall 10

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



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

    Set KRPrelim.KRQuestMarkers to 0

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

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

    2,320 downloads

       (2 reviews)

    1 comment

    Updated

  9. Falling Leaves

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

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

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

    There are three main files you only need one.

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

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

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

    Can only use one optional file at a time.

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

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

    Activating the Mod

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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


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

    229 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Unique Landscapes: Cliffs of Anvil

    South of Anvil, enormous weathered slate cliffs break from the waters of the Abecean Sea. Created by an eon of waves and tides slowly eating away at the Gold Coast, these cliffs are crumbling and riddled with crevasses. The bluff beyond the cliffs is rocky and its vegetation thin and low-lying. The cliffs are riddled within by caves, which over the eons have only helped the forces of nature slowly eat away at them. It is also said that smugglers have taken up residence in the upper levels of these caves and are using a nearby fishing town as a base to transport supplies to Valenwood. Keep out of their way or it might not be pretty.

    235 downloads

       (0 reviews)

    0 comments

    Updated

  11. [OB] Umbra Sword Replacer

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

    Oblivion 1.2.0416

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

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


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

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

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


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

    Delete the files/folders associated with the mod


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

    InsanitySorrow @ TES Alliance

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

    Thanks to Bethesda for creating Oblivion.

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

    Insanity's ReadMe Generator
    Photoshop CS5
    Blender
    Marmoset Toolbag

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

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

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

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

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

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

    249 downloads

       (0 reviews)

    0 comments

    Submitted

  12. [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

  13. StartConversation - Teechans Gesture Idles for NPCs _WIP_

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

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

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

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

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



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

    More information is in the readme.

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

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

    Incompatibility -

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

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

    Enjoy!

    141 downloads

       (2 reviews)

    2 comments

    Updated

  14. 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

  15. Viking Village

    Travel to the lands of the Vikings, and live the life of a Viking; drink mead in the longhouse, hunt in the wild, and fight off the Vanir!

    How to make a fire is a key to survival in this cold world, along with the skills to handle a weapon, as enemies lurks around every corner! The mod features a Main Quest where you will fight against the bloodthirsty Vanir, quite a few side quests and mini-events, a living, breathing village filled with Vikings, and the opportunity to marry the king's daughter!



    French Translation



    Extract all archive content to your Oblivion Data folder.



    Delete 'Viking Village.esp' from your data folder.



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



    Developers
    Zaldir

    Resources
    Imperial Fishy and Redfender - Sword Resources.
    Waalx - Weapons, armor, clutter & Architecture Resources.
    alphaprime_01 - Viking Shield Resource.
    Hel borne - Viking Helmet Resource.
    MShadowy - Freya's Armor Resources.
    Madmole - Beards Resources.
    Prometheus and DarkRider - Snowstorm Resources.
    Dyr Kriger - Mounted Heads Resources.
    Mr_Siika - Seagull, Raven, Long Ship, Fishing Ship, Palisade, Rabbits, Cows Resources.
    ObliviMonk - Architecture Resources.
    SabotageSam, Sorapis, Psykolabe, NellSpeed - Voice Acting.
    Meo - Settlement cluttering Resources.
    Alasdair - Nordic Tombs & Ice Cave Resources.

    Thanks To
    /index.php?/forum/77-the-bta-guild">TES Alliance B.T.A Guild, La Confrérie des Traducteurs - Beta Testing.
    Prussian Iron - Story Writing.
    TeamGecko - TES4Gecko.
    ElminsterAU - TES4EDIT.

    416 downloads

       (0 reviews)

    2 comments

    Updated

  16. Knights of the Nine Revelation

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

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


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




    jNPYiIQj_vM






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


    RECOMMENDED


    Unofficial Patch
    Unofficial Mods Patch – Knights of the Nine


    OPTIONAL


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





    INSTALLATION - NEXUS MOD MANAGER


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

    INSTALLATION - WRYE BASH


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


    INSTALLATION - MANUAL


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

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





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





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

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

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





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


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






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





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

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

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

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

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

    Can I play this mod without Knights of the Nine?

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

    Can I play this mod without OBSE?

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

    Can evil characters play this mod?

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



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

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

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

    Is this mod lore friendly?

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

    I have a pirated copy of Oblivion and...

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

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

    FAQs - QUEST RELATED

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

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

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

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

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

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

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



    QUEST




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


    ITEMS




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


    FOLLOWERS




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


    EXTRAS

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




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


    MOD




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





    April Sadowski, Voice Actor

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

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

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

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

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

    Sir Thedret, Sir Lathon
    Julia Abbadini,Voice Actor

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

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

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

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

    Breton Messenger, Olmgerd the Outlaw Rip Elliott,Voice Actor

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

    Sir Geimund, Sir Gukimir, Male Cyrod Citizens)


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

    ALPHA / BETA / GAMMA TESTERS

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

    Khettienna
    Lord Frostcraig
    Tamira
    The_Vyper
    ysne58

    MUSIC

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

    COLLABORATORS

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

    RESOURCES

    Hyperlinks to all resources used are available in the ReadMe.

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

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

    TOOLS USED

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

    SPECIAL THANKS


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



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

    MESHES

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

    TEXTURES

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

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

    SCRIPTS

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

    UPLOADING / REHOSTING

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

    TRANSLATION REQUESTS

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

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





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





    1.0.0 Initial Release

    1.0.1 Optional update.

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

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

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

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

    1.1.1 Optional Update. Overrides all previous patches.

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

    1.1.2 Recommended update. Overrides all previous patches.

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

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

    1.1.4 Recommended Update. Overrides all previous patches.

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


    1.1.5 Recommended Update. Overrides all previous patches.

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


    1.2.0 Recommended Update. Overrides all previous patches.

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


    1.2.1 Recommended Update. Overrides all previous patches.

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


    1.2.2 Recommended Update. Overrides all previous patches.

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


    1.3.0 Major Update. Overrides all previous patches.

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


    1.3.1 Recommended update if you are experiencing crashes.

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


    1.3.2 Recommended performance and stability update.

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


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

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







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

    2,459 downloads

       (5 reviews)

    5 comments

    Updated

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

    Requirements

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


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

    365 downloads

       (1 review)

    0 comments

    Updated

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

    Requirements :

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

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

    529 downloads

       (0 reviews)

    0 comments

    Updated

  19. FCOM Archery Update

    Requirements:
    Oblivion 1.2.0416.
    FCOM 9.95 or higher


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

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

    1,066 downloads

       (0 reviews)

    0 comments

    Updated

  20. Benirus Manor Remade

    Benirus Manor Remade
    Version 2.6.1
    By Zaldir


    Description
    This mod fixes the Benirus Manor garden to look a little nicer, by adding flowers, fixing the walls, and so on.
    It also fixes up the inside of the manor by changing the lighting to make it less creepy. And the basement has also gone through a change with some lighting altering and removal of the ugly stuff.

    Install
    Extract all content to your data folder.

    Uninstall
    Delete "Benirus Manor Remade.esp" from your Data folder.

    Incompatibility
    Open Cities - Since the cells is changed in OC, this just won't work together.

    Credits
    Egger3rd for Voice acting
    Vorians for the Patches

    50 downloads

       (0 reviews)

    0 comments

    Updated

  21. The Isle of Stroti

    The Isle of Stroti
    Version 1.1
    By Zaldir


    Description
    This mod is a tribute to the great modeller/texturer Stroti!
    It adds a little island, named The Isle of Stroti, which is in it's own worldspace. It got a quest, which you can start in Anvil, at the Count's Arms. I have tried to get as many of Stroti's resources in it (all that fitted for this mod.)

    The island has been raided by Pirates, and you have to defeat them! And when you have done so, you will become the lord of the island, and the manor can be used as a player home.

    Install
    Extract all content to your data folder.

    Uninstall
    Delete 'Stroti Tribute.esp' from your Data Folder. Do not delete any of the resources, as most likely, another mod is also using Stroti's resources.

    Credits
    Stroti: All Resources!

    71 downloads

       (1 review)

    0 comments

    Updated

  22. Teddybear Backpacks

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

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

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

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

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

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

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

    Install:
    =================
    Manual;
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the TeddyBackpacks.esp file.

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

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

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

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

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

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

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

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

    75 downloads

       (1 review)

    4 comments

    Submitted

  23. InsanitySorrow's Goldbrand & Eltonbrand Swords [Ob]

    Name: InsanitySorrows Goldbrand and Eltonbrand
    Version: 1.0
    Date: 4/22/2012
    Category: Weapons
    Author: InsanitySorrow and Hanaisse
    Forum: tesalliance.org

    =================
    Requirements:
    =================
    Oblivion 1.2.416

    =================
    Description:
    =================
    This adds the Tamrielic Artifacts Goldbrand and it's upgraded version Eltonbrand to Oblivion.

    Goldbrand is a golden katana with the ability to set its foes on fire.
    Eltonbrand is a more powerful version of Goldbrand.

    =================
    Details:
    =================
    More unique creations by InsanitySorrow. New high quality models with hi-res textures featuring InsanitySorrow's unique designs.

    Find them in a respawning chest just inside Fort Nikel (which is just outside of Weye).

    Two versions of Goldbrand are available - Goldbrand II uses a "dirtier" texture.
    Stats and enchantments are similar to the original Morrowind blades.

    Ported from Skyrim with permission.
    Skyrim version is here:
    Goldbrand
    Eltonbrand: coming soon

    =================
    Install:
    =================
    Manual;
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the ISbrandswords.esp file.

    BAIN; (recommended)
    1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2. In Wrye Bash Installers tab, highlight the new archive.
    3. Right click the archive name and Install.
    4. In Wrye Bash Mods tab, check the ISbrandswords.esp (Also recommeneded to run BOSS first). No need to rebuild bashed patch.

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

    BAIN;
    1. In Wrye Bash Mods tab, deselect the ISbrandswords.esp.
    2. In Wrye Bash Installers tab, right click on the archive name and Uninstall.

    =================
    History:
    =================
    4/22/2012 - v1.0 - Initial release.

    =================
    Contact Details:
    =================
    I can be contacted here or at tesalliance.org

    =================
    Credits:
    =================
    Full credit to InsanitySorrow for the models and textures. I just put them in the game.

    =================
    Tools Used:
    =================
    Insanity's ReadMe Generator
    Construction Set Extender
    TES4Edit
    Nifskope
    Pyffi'd and optimized.

    =================
    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-using or re-packaging any part of this mod.
    Do not upload this mod anywhere without permission.

    171 downloads

       (0 reviews)

    0 comments

    Updated

  24. The Ayleid Steps

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

    <snipped 'Reference' chapter>

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

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

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

    480 downloads

       (3 reviews)

    2 comments

    Updated

  25. BTA Keybinds for Oblivion

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

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

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

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

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

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

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

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

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


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

    57 downloads

       (1 review)

    0 comments

    Updated

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