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324 files

  1. 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.

    772 downloads

       (1 review)

    4 comments

    Updated

  2. Sounds of Cyrodiil

    Sounds of Cyrodiil



    Version 1.1 - 07/08/2011


    Also Download Add-ons & Patches

    Instructions on how to install and uninstall are in the readme.



    What does it do?


    Sounds of Cyrodiil adds around 200+ sound effects to the game world that are played from 5400+ hand-placed sound emission points. It affects every cell, region and more in the game. From Civilization to the Dungeons; From the Wilds to Special Events, No environment is left soundless anymore. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers sawing things. While at night, cats fight for territory, dogs bark, drunkards yell.

    In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In a daedric cave, demonic voices are heard around you. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in Dungeons and never bored in cities and taverns.

    The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a tent, you’ll hear the wilderness around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. Sometimes you might hear a noisy drunkard who left the tavern and even neighbors yelling each other to shut up as they're trying to sleep.

    In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside. There are also songs that are played in those fine establishments. Depending on the social class of the tavern (Low, Mid, High), you get a different song set and a different sound set. Patrons burp and yell more in low class taverns than in high class ones.

    In the Wilds, take a stroll on the Gold Coast and listen to the ocean waves hitting the shore. Climb mountains and listen to the wind becoming colder and louder as you get to the peak. Take a walk in the forest and hear small mammals running from you in the bushes and grass.

    In Special Events, certain quests or events have received some audio goodness. See in the detailed soundlist below for more information, since it contains spoilers.

    Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There’s a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality and as numerous as they are now.

    Sounds of Cyrodiil is about overhauling your Oblivion audio experience. It's about making the game pretty for your ears and immersion.

    You've got my ear citizen.
    Cliffworms :foodndrink:


    Trailers

    Before checking the soundlist, I invite you to view and hear the video trailers that show each part of Sounds of Cyrodiil in action:





    (Quest spoilers!)


    Detailed Soundlist
    All of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has sheep nearby at night, you’ll hear wolves or coyotes howling, owls, crickets and the sheep flock.

    Click the Spoiler Button to unleash the list.





    Recommended Mods for SoC and Compatibility

    Sounds of Cyrodiil affects most in-game areas but other mods do a wonderful job to get the best audio experience in Oblivion. There are also visual mods that blend perfectly with Sounds of Cyrodiil because of the area they affect.


    Storms and Sound by Deathless Aphrodite
    Download
    Why : Storm & Sound allows you to hear the rain and thunder from inside buildings. It’s even more immersive since SoC places sounds of rain hitting windows inside buildings.

    Oblivion Stereo Overhaul by Canderoc
    Download
    Why : Canderoc has provided an excellent sound mod that improves the quality of several sounds by tweaking them and enhancing their stereo. It also adds 42 new sound effects for thunder and wind.

    Atmospheric Oblivion by PirateLordX
    Download
    Why: Atmospheric Oblivion adds new sounds to dungeons and the wilderness which add even more immersion when combined with Sounds of Cyrodiil.

    Better Bell Sounds by Morbus
    Download
    Why : The default bell sounds emitted from the cities’ cathedrals only have a short range to hear them. This mod makes you hear them from all over the city and also from inside the cathedrals.

    Symphony of Violence by MigTheGreat
    Download
    Why : This mod merges the best combat sounds improvements from other authors for a better, more visceral combat audio experience.

    All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek
    Download
    Why : Not only does it greatly improve the weather system and visuals, but it also gives natural lighting to the indoors, allows you to look at the sky and hear the weather from the windows.

    Immersive Interiors by SomeWelshGuy
    Download
    Why : SomeWelshGuy has done an outstanding mod that allows you to look at the city streets from inside, greatly enhancing the immersion when you enter buildings. Immersive Interiors gives the possibility of looking at the streets while Sounds of Cyrodiil allows you to hear the city life from inside. A must with Sounds of Cyrodiil!
    Note that All Natural is required to run Immersive Interiors.


    Compatibility

    Sounds of Cyrodiil comes with an in-game config menu that allows you to disable or enable certain sound effects. Those include the temple music, tavern music, tavern chatter and city chatter. So if you already have a mod that adds one of those and you want to keep them, you can disable Sound of Cyrodiil's.

    If you use BetterMusicSystem or simply music in general, you'll need to de-activate SoC's tavern and temple music or they'll overlap.

    The following audio mods are not recommended to be used with Sounds of Cyrodiil as the sounds will overlap. Sounds of Cyrodiil already improves on what these mods offer so they are not needed:


    More Immersive Sound (And Edited) by Achanonier or Brumbek
    Ambient Town Sounds (And Edited) by Lendrik or Brumbek
    Oblivifall - Ambient Dungeon SFX by Cliffworms




    Sounds of Cyrodiil Add-Ons

    In this section, I will update the list mods that have been patched to integrate Sounds of Cyrodiil's sounds and scripts. Instruction on how to install those add-ons and what they do specifically are included in their respective archive. You can download these add-ons and patches by following this link. If you have a suggestion of mod you'd like to see with a SoC's version, let me know and I will gladly do it.


    - Open Cities Classic & Reborn (You must enable a setting in SoC's in-game config menu for it to fully work. Refer to the readme for instructions)
    - Heart of the Dead
    - Knights of the Nine
    - Mehrune's Razor
    - Thieves' Den


    Known Errors

    Sometimes, it’s possible that a looped sound will stop playing after you pause the game (Opening a menu, talking to people). Leaving the zone and entering again (Or reloading your game) will make the sound return.
    When the game is paused like above, no sounds will play except the weather or the NPC’s voice. This is engine-related and cannot be fixed.
    When loading a tavern, it is possible that the tavern songs will switch during the loading screen. It returns to normal once you enter the cell.
    Looped sound effects that play at specific time will sometimes start playing when you enter the area they're in even though they're not supposed to play. These sounds will quickly fade out as you enter the cell.


    Credits

    Sounds of Cyrodiil would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work. In the spoiler tag are all the authors who contributed to Sounds of Cyrodiil. To know what sound effect they contributed, view the Credits file in the download.

    Duncan, Galeku, Sofie, Sithjwa, Acclivity, inchadney, Luftrum, Corsica_S, Mystiscool, Robinhood76, Jpnien, Coneybeare, HerbertBoland, LilyMarie, Audible-Edge, Dobroide, Reinsamba, DarkNinjaProductions, JFBSAUVE, Sazman, NoiseCollector, Ronfont, Santuccie, Tomlija, Delphiedebrain, Bowlingballout, Syna-Max, 3bagbrew, ERH, Morgantj, Kozos, Kyle1Katarn, Plingativator, TigerSound, Shades, DataSoundSample, Connum, Sagetyrtle, Klankbeld, Rutgermuller, Johansyd, FaireDesVagues, Jppi_Stu, Linako, BrotherProvisional, Dan Goodale, Eric Heberling, Kirill Pokrovosky


    But, of course, this project benefited from the help of other people. Here they are:

    EruditeDragon for the testing
    Phitt for the sound script used in dungeons and city streets
    Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Cyrodiil

    The OBSE team for passing through every barriers they see.
    The Construction Set Extender Team for bringing us an outstanding upgrade to the CS

    Bethesda Game Studios for the best open-world RPGs and Construction Set
    Mark Lampert for his superb job as Bethesda's Sound Director.

    1,221 downloads

       (1 review)

    2 comments

    Updated

  3. Insanity's Beverage Replacer

    Name: Insanity's Beverages
    Version: 1.11
    Date: 01/10/2011
    Category: Misc
    Author: InsanitySorrow & Khettienna
    Source: TES Alliance
    =================
    Requirements:
    =================
    Oblivion 1.2.416
    =================
    Description:
    =================
    This mod replaces the Beverage textures with newer higher resolution ones, fixes some oddities with the models and makes the unique drinks actually unique.
    The included recolor gives different brands a different bottle color.
    All Khett's fault. <-- Yep!
    =================
    Installation:
    =================
    1) Extract the archive your downloaded to a temporary location.
    2) Copy the contents of the "Core Files (Required)" folder to your ..Oblivion\Data folder. Click "Yes" to overwrite, if prompted.
    3) Repeat step 2 for any of the alternate folders, if desired.
    4) Activate the plugin in the launcher of your choice.
    =================
    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

    270 downloads

       (1 review)

    0 comments

    Updated

  4. 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

  5. Unofficial Oblivion DLC Patches

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

    994 downloads

       (1 review)

    0 comments

    Updated

  6. 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

  7. Unofficial Oblivion Patch

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

    5,750 downloads

       (1 review)

    2 comments

    Updated

  8. 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

  9. Dark Katana

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Dark Katana 1.2 *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete Dark_Katana.esp
    Delete the textures
    Delete the Meshes

    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------
    TESA Only Updated


    The esp adds both the longsword and Claymore to the IC Market District, they are sitting near a statue. Now before you complain this is becuase this
    mod is primarily a modders resource, its meant for others to use but some people cannot mod, so I included an esp for them.

    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.2.0.0 - Added a unique icon for the Dark Katana
    V 1.1.0.0 - Added esp due to request
    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow here at TESA

    -----------------------------------------------------------------
    7. License
    -----------------------------------------------------------------

    Do as you wish but some credit would be appreciated

    129 downloads

       (0 reviews)

    2 comments

    Updated

  10. Gold Goldbrand

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Gold Goldbrand *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the dagoldbrand & dagoldbrand_n textures

    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    This is a simple retexture of Goldbrand to actually make it look more gold, I have improved the colour of the blade and other supposedly gold bits. I have also darkened the grip to make it more black.

    This does not change anything else in the game just a small retexture of goldbrand.

    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None,Just a retexture

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow Here at TESA

    199 downloads

       (0 reviews)

    2 comments

    Updated

  11. [Beta] Insanitys Pet Shop

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    5. Incompatibilities

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

    6. Credits and Thanks

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

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

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

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

    610 downloads

       (0 reviews)

    3 comments

    Updated

  12. Better Letters

    Better Letters

    Current Version 1.3 - 17/12/2015

    What does it do?

    This plugin changes every generic letters, notes, recipes, instructions and the such with unique ones. Basically, you'll never see a duplicated letter again.

    Now it does pay to read those letters, since some useful information may be hidden in them! It also adds some shop advertisements written by the devs but never placed in-game.

    It is recommended to use Reneer's Note Mod along with Better Letters. Reneer's Note Mod adds text to the crumpled pieces of paper.


    Compatiblity

    No compatibility problems. The text of the original letters has not been changed.

    93 downloads

       (0 reviews)

    0 comments

    Updated

  13. Gold Goldbrand with Fire Effect

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Gold Goldbrand With Fire Particle *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the dagoldbrand & dagoldbrand_n textures
    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    This is a simple retexture of Goldbrand to actually make it look more gold, I have improved the colour of the blade and other supposedly gold bits. I have also darkened the grip to make it more black.

    This new update adds a new flame particle effect to the Goldbrand Mesh.

    -----------------------------------------------------------------
    3. Version History

    V 1.3.0.0 – Small update to fix texture path

    V 1.2.0.0 – Small update to fix fire colour & position

    V 1.1.0.0 – Small update to fix fire position

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None,Just a retexture

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow here at TESA

    -----------------------------------------------------------------
    7. Credit - Usage
    -----------------------------------------------------------------
    Use however you please, would be nice to get a bit of credit

    160 downloads

       (0 reviews)

    3 comments

    Updated

  14. IceBrand

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Icebrand *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the daicebrand & daicebrand_n textures
    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    This is a modders resource so no esp is included.

    This is a retexture of Goldbrand kind of like what I had done before except its blue, The mesh also has a particle effect which is like a blue flame flowing around the Blade.

    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow here at TESA

    -----------------------------------------------------------------
    7. Legal
    -----------------------------------------------------------------

    Do whatever you like with this as long as i get credit for the mesh modification and the texture.

    116 downloads

       (0 reviews)

    0 comments

    Updated

  15. Smokey Chimneys

    Version 1.0


    1. Description
    2. Requirements
    3. Installing the plug-in
    4. Playing the plug-in
    5. Save games
    6. Conflicts/Known Errors
    7. Legal Stuff/Disclaimer
    8. Changelog


    1. DESCRIPTION

    This simple mod adds smoke that comes out of every chimney in the game. Only chimneys that are attached to a lit fireplace produce smoke.

    I hope it brings you more life to Oblivion!


    2. REQUIREMENTS

    You need the latest version of Oblivion.


    3. INSTALLING/UNINSTALLING THE PLUG-IN

    Simply extract the .esp file to your Oblivion/Data folder.

    To uninstall, remove the ESP.


    4. PLAYING THE PLUG-IN

    In the Oblivion Launcher, activate "Cliff's Smokey Chimneys.esp" by double-clicking on it.


    5. SAVE GAMES

    You do not need to start a new game to see the changes.


    6. CONFLICTS/KNOWN ERRORS

    - When you first enter a city, the smoke might now show. You have to enter inside a house and leave and the smoke will show. It's an Oblivion bug I can't work around. Skingrad is a good example of that.

    - Will conflict with Better Cities and any mod that changes city layouts. I will not make compatibility patches. Placing 195 smoke effects on the game chimneys is time consuming. If you want to do a patch yourself, you can do it as long as my name appears in the credits as the original author.


    7. LEGAL STUFF/DISCLAIMER

    Distribute this mod as you wish. Just give the credits to me for releasing the plugin.


    8. CHANGELOG

    V1.0 : Initial release.

    70 downloads

       (0 reviews)

    1 comment

    Updated

  16. Evil Umbra

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Evil Umbra *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the textures folder

    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    I hated the way that the Umbra Sword was supposed to be all evil and powerful and yet it looked very boring and well not evil. Well this little retex shoudl fix that by making the blade red and a few other bits and by darkening the grip.

    Also comes with a new coloured icon to match.

    This is just a retex so extract to your Oblivion directory, shoudl work straight away.

    Enjoy

    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow here at TESA

    149 downloads

       (0 reviews)

    0 comments

    Updated

  17. Morrowind-Style Enchanting and Spellmaking

    Morrowind-Style Enchanting and Spellmaking

    Current Version 1.11 - 09/01/2016
    What does it do?

    This mod was requested by TarousTheSlayer in the official forums. 
    It adds the Item Enchanting service to the following enchanters found inthe Mages Guild halls : 
     
    Marc Gulitte : Anvil
    Ita Rienus : Bravil
    Volanaro : Bruma
    Uurwen : Cheydinhal
    Contumeliorus Florius : Chorrol
    Agata : Leyawiin
    Vigge the Cautious : Skingrad
     
    And also adds Spellmaking service to the following spell sellers foundin the Mages Guild Halls : 
     
    Thaurron : Anvil
    Delphine Jend : Bravil
    Jskar : Bruma
    Trayvond The Redguard : Cheydinhal
    Athragar : Chorrol
    Sdrassa : Leyawiin
    Sulinus Vassinus : Skingrad
     
    There are two versions of this mod. 
     
    The first makes the enchanters and spell sellers offer their services to the public. No need to join the Mages Guild to use it.
     
    The second one requires you to be a Mages Guild member of rank Apprentice or higher to use both services.


    Compatiblity

    Compatible with any mod.

    60 downloads

       (0 reviews)

    0 comments

    Updated

  18. Bronze Spellbreaker

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Bronze Spellbreaker *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the textures
    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    I was never too fond of the standard colour of the Spellbreaker and its my favourite shield, so i decided to retexture it. I have no made bronze.

    This is a simple retexture and does not alter anything else.
    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None,Just a retexture

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow@Hotmail.co.uk

    -----------------------------------------------------------------
    7. Credit
    -----------------------------------------------------------------
    Me (InsanitySorrow)

    120 downloads

       (0 reviews)

    0 comments

    Updated

  19. Red Volendrung

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

    * The Elder Scrolls IV *

    - O b l i v i o n -

    * Red Volendrung *

    -----------------------------------------------------------------
    1. INSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Extract this into your Oblivion Directory

    -----------------------------------------------------------------
    2. UNINSTALLING THE PLUGIN
    -----------------------------------------------------------------

    Delete the textures folder

    -----------------------------------------------------------------
    2. Description
    -----------------------------------------------------------------

    This is just a little retex of Volendrung, I thought it looked too plain and I like using this with Umbra and I have an evil verison now so I thought this should look more evil too.

    This is just a retex so extract to your Oblivion directory, shoudl work straight away.

    Enjoy

    -----------------------------------------------------------------
    3. Version History
    -----------------------------------------------------------------

    V 1.0.0.0 - Initial Release

    -----------------------------------------------------------------
    4. Known issues and Compatibility
    -----------------------------------------------------------------

    None

    -----------------------------------------------------------------
    5. Future Plans
    -----------------------------------------------------------------

    None.

    -----------------------------------------------------------------
    6. Contact Info
    -----------------------------------------------------------------

    InsanitySorrow@Hotmail.co.uk

    -----------------------------------------------------------------
    7. Credit
    -----------------------------------------------------------------
    Me (InsanitySorrow)

    97 downloads

       (0 reviews)

    0 comments

    Updated

  20. Dark Horse Armor [Requires DLC]

    Author: InsanitySorrow
    Version: 1.0


    ==============================================
    REQUIREMENTS:
    ===========================================
    The Official Horse Armor DLC

    ===============================================
    DESCRIPTION
    ===============================================

    This is another resource but is also playable. This is a retexture of the steel horse armor to something I like more. I have seen much dark armor but they are too dark or just black and no other colour, well now there is another option

    ===============================================
    INSTALLATION:
    ===============================================

    Extract the textures to your Oblivion data folder, When in-game the steel horse armor will be replaced.

    ===============================================
    CREDITS & USAGE:
    ============================================

    Bethesda Softworks for the meshes and Textures.

    Use as you will just remember that credit

    ===============================================
    CONTACT:
    ===============================================
    InsanitySorrow

    134 downloads

       (0 reviews)

    1 comment

    Updated

  21. Male Sweater Mod

    Male Sweater Mod

    Author: DarkRider
    Version: 1.2

    This small mod adds 6 free, playable, male sweaters to a wooden barrel behind the Weye House. No body replacers are required or supported, however it has tested successfully with vanilla Oblivion bodies as well as Robert's. This was made to compliment the Female Sweater Mod; they are compatible with one another.









    *Additional Images Included in Download

    86 downloads

       (0 reviews)

    2 comments

    Updated

  22. Archery Upgrade and Modification

    I personally much prefer GrumblePunks' arrow replacer's arrow style than the vanilla. They are around 15% longer and slightly sharper in proportion. They only edit the mesh. Unfortunately they only cover the vanilla Oblivion arrows. Since I like their style I have made very similar ones for mod added arrows. Here they are:
    Long Arrows - SI.7z : For the Shivering Isles isles - (Download in the "Old Files" Section)
    Long Arrows - Arma.7z : For Armamentarium - (Download in the "Old Files" Section)
    Long Arrows - MMM.7z : For Martigen's Monster Mod - (Download in the "Old Files" Section) * To be updated soon... now that I have made MMM 6 new arrows*
    Long Arrows - COBL.7z : For Common Oblivion Library - (Download in the "Old Files" Section)
    Long Arrows - OOO.7z : For Oscuro's Oblivion Overhaul - (Download from main link)
    *working on Long Arrows - Real Swords... hopefully available in about 2 weeks.*
    *Any other mods that add arrows not listed here? Please suggest them and I'll see about adding them.*

    No esps, just replacers, so install after the mod they are for.
    Uninstall details and further details are in the readme in each package.

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

    Credits
    =======
    Thanks to Bethesda for creating Oblivion and SI.
    Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
    Thanks to Grumblepunk for his Arrow Replacement Pack
    Thanks to all who have made mods
    Thanks to LHammonds for the Readme Generator this file was based on.
    Thanks to the Nifskope team

    Licensing/Legal
    Nothing new, just modified ___ Mod meshes... use as per that mod's reuse policy.

    Pacific Morrowind

    76 downloads

       (0 reviews)

    1 comment

    Updated

  23. Oblivifall - Races and Classes Descriptions

    1. Oblivifall Introduction
    2. Mod Description
    3. Requirements
    4. Installing the plug-in
    5. Playing the plug-in
    6. Save games
    7. Conflicts/Known Errors
    8. Legal Stuff/Disclaimer
    9. Changelog
    10. Credits
    11. Oblivifall modules and community mods


    1. OBLIVIFALL INTRODUCTION

    Oblivifall "Revenge of the Classic" is a project that aims to bring many features from The Elder Scrolls 2 : Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. I will be releasing many separate mods that will add new features and options to Oblivion. To see what modules have been released or are in the works, refer to section 11.

    Now let's see what this mod is about, shall we?


    2. NEW CLASSES

    New Classes changes the text that describes each of Oblivion's classes to match the ones found in the Daggerfall and Morrowind manual. I found Oblivion's descriptions to be bland and thought they lacked depth that could help roleplay the chosen class.

    You will find Daggerfall's and Morrowind's descriptions to bring more detail about the role and occupations of the class you choose.

    In addition to the classes' description, it also changes the races and skills descriptions. Again, the text is more about the background of your chosen race and how the skill is applied in situations than what in-game benefits it brings.

    Classes Descriptions also adds two new classes that were found in Daggerfall: The Burglar and the Ranger.
    From the game manual:

    Burglars:
    A good burglar can strip a palace to its foundations without waking a soul. Let the vulgar delinquents mug and kill for their gold - the burglar is agile, silent and curious as a cat. Sometimes it is the challenge of a supposedly insurmountable lock or a tireless guard that sets their blood to burn. More often, it is simple greed.

    Rangers:
    Even as civilization slowly wins its battle with the wilderness, the woodland warriors of Tamriel, the rangers, are unchallenged in their environment. Rangers are hardly savages. They are supremely adaptive fighting men and women, sometimes guardians of the forest, sometimes protectors of travelers.

    For the rest of the new descriptions, refer to the other document that comes with the mod in the Docs folder.

    Enjoy!


    3. REQUIREMENTS

    You need the latest version of Oblivion.


    4. INSTALLING/UNINSTALLING THE PLUG-IN

    Simply extract the Data folder to your Oblivion/Data folder.
    To uninstall, remove the "Oblivifall - New Classes.esp" and "Oblivifall – New Classes Regular Fonts.esp" files.


    5. PLAYING THE PLUG-IN

    If you have a mod that installs smaller fonts, like DarN UI, activate "Oblivifall – New Classes.esp".

    If you don’t, activate "Oblivifall – New Classes Regular Fonts.esp". The regular fonts version does not include the skill descriptions and the racial descriptions are only from Daggerfall, not a mix of Daggerfall and Morrowind.


    6. SAVE GAMES

    You do not need to start a new game to see the changes.


    7. CONFLICTS/KNOWN ERRORS

    - No conflicts.


    8. LEGAL STUFF/DISCLAIMER

    Distribute this mod as you wish. Just give the credits to me for releasing the plugin.


    9. CHANGELOG

    V1.2:

    - Added a Regular Fonts esp for players not using a mod that provides smaller fonts like DarN UI.
    - The Regular Fonts esp does not contain the skill descriptions and the mix of Daggerfall and Morrowind racial descriptions. Only Daggerfall’s for the races.
    - Corrected an evil typo in one of the descriptions.


    V1.1:

    - Added Skill descriptions from both Morrowind and Daggerfall.
    - Changed some of the classes' descriptions with additions from Morrowind.
    - Merged Daggerfall's and Morrowind's race descriptions.
    - Added R.Description Bash Tag


    V1.0: Initial release.


    10. CREDITS

    - The Daggerfall Dev Team for the best cRPG ever created.
    - The Devs who wrote the manual from which I took the descriptions.
    - Bethesda for the Oblivion CS.


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

    The following modules have been released for Oblivifall. They are made to work together to bring a better gaming experience, Daggerfall-wise:


    - Ambiant Dungeon SFX (Download Page)
    This module brings audio atmospheres to dungeons with 17 varieties. Depending on the dungeon type and its inhabitants, a different sound ambiance is played.

    - Closing Time (Download Page)
    Changes the closing and opening times of every shop to match those of Daggerfall, providing a more dynamic shopping experience.

    - Something's Not Right (Download Page)
    Adds 47 random informative messages that show up when getting close to a dungeon, informing you how your character feels or what he notices.

    - Let Us Talk (Download Page)
    Adds Daggerfall's conversation features. Ask for directions at anyone for any building or regional locations. Ask about the various guilds and organizations of Tamriel, use scout services to pinpoint interesting locations. Also adds 34 new rumors.

    To know which Oblivifall modules are in the works, visit the project's official thread at this link:




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


    112 downloads

       (0 reviews)

    0 comments

    Updated

  24. Oblivifall - Closing Time!

    Name: Oblivifall “Revenge of the Classic†– Closing Time
    Version: 1.0 BETA
    Date: 29/07/09
    Category: Shops, Misc
    Requires: Oblivion 1.2.0416
    Author: Cliffworms (mr__legault@hotmail.com)

    1. Oblivifall Introduction
    2. Mod Description
    3. Requirements
    4. Installing the plug-in
    5. Playing the plug-in
    6. Save games
    7. Conflicts/Known Errors
    8. Legal Stuff/Disclaimer
    9. Changelog
    10. Credits
    11. Oblivifall Modules & Community mods

    1. OBLIVIFALL INTRODUCTION

    Oblivifall “Revenge of the Classic†is a project that aims to bring many features from The Elder Scrolls 2: Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. I will be releasing many separate mods that will add new features and options to Oblivion.

    Now let’s see what this mod is about, shall we?

    2. CLOSING TIME

    Not every shopkeeper in Cyrodiil closes his shop at the same time. Depending on their shop type, shopkeepers will open or close at different hours. You can ask the shopkeepers to know what their opening hours are or you can refer below for more details.

    Enjoy!



    3. REQUIREMENTS

    You need the latest version of Oblivion.

    4. INSTALLING/UNINSTALLING THE PLUG-IN

    Simply extract the Data folder to your Oblivion/Data folder.
    To uninstall, remove the " Oblivifall – Closing Time.esp†file.

    5. PLAYING THE PLUG-IN

    Before activating the plugin, please make sure you are not in a shop. Just in case.

    In the Oblivion Launcher, activate "Oblivifall – Closing Time.esp" by double-clicking on it.

    The new shopping hours are as follows:

    Alchemists: 07:00 – 22:00
    Armorers: 09:00 – 19:00
    Bookstores: 09:00 – 21:00
    Clothing Stores: 10:00 – 19:00
    Gem Stores: 09:00 – 18:00
    General Stores: 06:00 – 23:00
    Pawn Shops: 09:00 – 20:00
    Weapon Smiths: 09:00 – 20:00


    6. SAVE GAMES

    Make sure your save is not inside a shop before activating the plugin.
    You do not need to start a new game to see the changes.

    7. CONFLICTS/KNOWN ERRORS

    - Will conflict with any mod that changes the shopkeepers’ schedules.
    - This mod is in beta state. Exercise with caution. I have tested a lot the mod, but I want the players to test it too before I call it bug-free release.

    8. LEGAL STUFF/DISCLAIMER

    Distribute this mod as you wish. Just give the credits to me for releasing the plugin.

    9. CHANGELOG

    V1.0: Initial release.

    10. CREDITS

    - The Daggerfall Dev Team for the best cRPG ever created.
    - The Unofficial Elder Scrolls Pages for the shopkeepers’ schedules. http://www.uesp.net/wiki/Main_Page

    - Bethesda for the Oblivion CS.

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

    For the rest of Oblivifall’s modules, check “Oblivifall Modules†in your Oblivifall Docs folder.

    For a more “Daggerfallesque†experience, take a look at my “Daggerfallesque Mod List†here on TES ALLIANCE.

    http://www.bethsoft.com/bgsforums/index.php?showtopic=1004917&hl=

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  25. Cyrodiil Travel Services

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

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

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

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

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

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

    436 downloads

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