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  1. Maigrets Battle Dogs - Rocky and Spike

    MOD NAME:
    Maigrets Battle Dogs - Rocky and Spike

    AUTHOR:
    Maigrets

    VERSION
    One

    I made this mod for myself a long time ago (2009) but lost it in a hard drive crash so I recreated them and updated a few things as well.

    DESCRIPTION:
    This mod adds two Great Imperial Battle Dogs to the IC Prison District. They will be wandering around, but since it's a small area they can't get out so they will be easy to find.

    They have armour, including a spiked collar and are intentionally larger than normal dogs. One has black armour and the other brown armour.

    When each is first activated you will get individual Summon Spells so they can be called if they get stuck, which sometimes happens with any companion especially in small corridors in some ruins, or if you've left them somewhere. They have individual AI so you don't need to have both at once and you can leave one or both to wander as needed.

    As with my other companions, activate to Follow or Wait. When told to wait they have a fairly wide wander range, so just summon if you can't find them for some reason.

    They are essential and are Player Owned and in the Player faction. If you prefer non essential companions that will die you can change it in the CS.

    They have a Healing Ability for use in battle which will be necessary as they will go unconscious if overwhelmed or the enemy is of a much higher level, especially if using overhaul mods as I do. I actually had to make several changes in testing while using Waalx Animals and Creatures as some of the enemies knock them down too easily and I expect it would be the same with OOO or FCOM etc. For other players not using mods that increase enemy health and damage this will probably be overpowered, but I "might or might not" change it later.


    NOTE: There may possibly be a problem with the Dark Brotherhood Sanctuary where the DB members will attack the dogs due to some faction issue with the DB. It happens with my other companions as well so I would suggest leaving them outside in Cheydinhal to avoid this. I don't know the reason for this as Player Faction ensures they are treated the same as the player.

    It has also recently been bought to my attention that my companions also detect and attack "sleeper" Mythic Dawn Agents, but as I haven't done the Main Quest for years I can't and don't intend to try to replicate this. You won't be hunted for murder though and it won't affect fame or infamy.

    They will have issues with stairs, but will teleport to you if stuck. There's nothing that can be done about this as no creatures in the game can jump. They will swim with you though unlike the felines in the game.

    They both have the sneak function added to their main scripts. They will sneak with you, but obviously not crouch. This relies entirely on YOUR sneak skill so if you are detected or come out of sneak mode they will attack enemies. I'm not adding chameleon effect.

    They also have Resist Poison 75% and Resist Magicka 75%. The reason for this is I've been finding certain poisons and some enchantments in some mods cause lasting damaging effects to my companions, and since they are essential the effects can become permanent requiring the mod to be deactivated, a clean save made and reactivation.
    An example of damage can sometimes be seen with other companions where they will fall down and get up constantly, but since I don't use NPC companions I have no idea if this is still the case.

    The dogs also have an intelligence of 30 so they can follow through load doors and for proper Fast Travel. This means they will open gates and normal doors because of this. There are some Main Quest areas they will not follow through as is the case with most companions as far as I know, so just summon as necessary.

    I don't do the Main Quest any more as I said above and haven't tested Oblivion Gates, so if you're going into a Gate, make them wait before going in and then summon. Do the same upon exiting just to be sure. There shouldn't be a problem as it usually, (or used to) affects companions with inventories and they don't have one.

    New world spaces are fine as I use them and my other companions successfully by using the same method which also means shivering Isles.

    You can change their names if you want in the CS or open the console in game, click on her and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save. However, their names will remain the same in on screen messages and that can only be changed in their scripts


    REQUIREMENTS:
    I have Shivering Isles installed but no assets from SI were used. Oblivion must be patched to 1.2 however as I used this version of the CS to create them.

    INSTALL:
    Extract the esp, meshes and textures to a temporary folder and check the folder structure if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for the IC prison District.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. Refer to the archive you downloaded for info on which files to remove. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware unless another mod drastically alters the IC Prison area.

    CREDITS:
    Waalx for the meshes and textures.
    Bethesda for creating Oblivion and the CS in the first place for us to use.

    CONTACT AND OTHER INFORMATION:

    My Simple Creature Companion Tutorial can be found here:
    http://savageartistry.darkbb.com/t129-my-simple-creature-companion-tutorial

    Also hosted here at the Alliance

    I can be contacted at SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

    Waalx RealSwords Forum:
    http://waalx.com/RealSwordsForum/index.php

    TES Alliance
    http://tesalliance.org/forums/index.php?

    TES Adventures:
    http://tesadventures.com/forum/index.php

    NOTE: Registration is required for all of the above.

    Email:
    maigrets55@yahoo.com.au

    PERMISSIONS:
    This mod must not be uploaded anywhere else for any reason whatsoever. No alterations except for personal use are permitted.

    Translations are fine as long as I'm contacted first. Most of my companions have already been translated to other languages. I'd just like to know about it beforehand.

    The resource files in this mod are not to be used without permission from Waalx.

    These files are NOT to be used in any way whatsoever in certain morally questionable so called "adult" mods either. This also goes for the resource files in my other companion mods.

    56 downloads

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

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

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


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


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

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

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


    Other Mods will conflict if they make a change to:

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



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

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

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

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


    Quest trailer:




    Combat Magic Movies:




    More Quest:



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

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

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


    Help and support is ONLY offered on this thread:

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

    Mod Help & Support Link

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




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



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

    There are 3 choices:

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


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


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


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

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

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

    This is how:

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

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


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

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



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



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

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

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

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

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

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

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



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




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

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


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



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

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

    Character level
    Current Willpower
    Current Intelligence
    Current Fatigue
    Current Magicka Level

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

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

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

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

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


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

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

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



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


    Fist De Cuffs:

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

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

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

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

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

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

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

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

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

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



    Spell Bursting:

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

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

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

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


    Attack Chain Absorbed Fatigue Effect:

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


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

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

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

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




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

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



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

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

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

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



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

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

    Beta Testing reports:
    Pysmon
    Leold
    Azureal

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


    Game lore help:

    Thomas Kaira
    Hackworthy
    JeniSkunk
    Leonardo2
    Ni!
    Savlian
    SubRosa
    Acadian


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

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

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

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

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

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

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

    1,835 downloads

       (1 review)

    2 comments

    Updated

  3. Duke Patricks - Philosophers Stone Artifacts

    Duke Patricks - Philosophers Stone Artifacts


    4.1 NEW Star Charts plus some tweaks so that the calcs should be work the way I intended them to.




    NEWS

    HUGE change with new more advanced dynamic description generator! If you are upgrading from any REV before rev 3 you must do a clean install. NEW TEXTURES AND MESH PLEASE LOAD ALL FILES!


    Also, I was getting a little irritated with the idea that I would be putting a heck of a lot of work into the extreme reward score "valuable Clutter" and no one would get to see it unless they had a god PC and was an expert player. Then it occurred to me to include the PC LUCK in the formula to help calculate what DURS item you would get. So a very lucky PC has a better chance to find the rarer items but even an low luck PC has a small chance.




    REQUIREMENTS: OBSE 20 or better needed.

    NOTE: THIS MOD NEITHER USES NOR EFFECTS THE VANILLA LEVEL LISTS!

    Do not edit or merge the level lists in this mod (there are only 2 of them) or you will create game play issues!

    I I only offer support on the Bethesda forums:

    http://forums.bethsoft.com/index.php?/topic/1211214-relz-duke-patricks-philosophers-stone-artifacts/page__st__20__gopid__18150963#entry18150963


    New dynamic system to generate unlimited valuable clutter. It is off by default so if you want to use it read the about it first (in the INI file) and turn it on. I will be adding new "seed" items (the base items used to make the clutter) to this feature every day for a few days.


    WHAT THIS MOD CAN DO

    I hate having an epic battle in a dungeon only to find that the locked chest the enemy was guarding only had an apple and a tong or worse nothing at all. This mod changes worthless clutter into solid gold Artifacts that were made as a result of Alchemic experiments done by some unknown Mage ages ago. These artifacts are actually collectors items that would be worth a great deal ; more than the gold they are made from as the secret transformation method has been lost to the known world. However at this time almost no one now knows about this. So when these artifacts are found and sold they are assumed to only be sculptures (unusual art work ) made from gold. Thus, unfortunately they only sell for "their weight in gold."

    Mod design note: To get the clutter to look like solid gold I used an system I developed for another mod to make all items look like wood. I ended up not using it for that mod for various reasons
    but for this mod the system was PERFECT! The Objects you find will actually look like they are made of gold with only a few cases were they may look like wood with gold paint or have a very corroded brass like green tint.


    This mod monitors your combat and calculates a Reward Score based on how hard of a fight you had to get to the container. Once you reach the Reward Score Objective number or more the mod will change clutter in the next locked chest you find as long as it is in the same cell you had your hard fight in.

    The calculation logic to accomplish all this is clever but simple, as such the mod is not 100% full proof. But this mod was made as a personal mod just to patch this irritating issue in my game with empty chests and only secondarily as a mod for public use.So please keep that in mind if you decide to use this mod.

    The Reward Score only advances when you are in combat and in physical contact with your opponents ( being hit or hitting them.) This includes range combat and spell casting but the mod default settings favors melee combat. The Score will start to dissipate once you are completely out off combat (no NPC or creature has you on their combat target list) and you are no longer in the same cell that you were in when the score started advancing. So if you leave the cell before getting your Gold Artifact you can still return to get it as long as the Reward Score has not dwindled down to zero yet.


    ########### DYNAMIC UNLIMITED REWARD SYSTEM (DURS) ###################

    This is a radical feature that you must understand completely before you turn it on. It dynamically generates new items with infinitely different gold values and hundreds of different descriptions in a similar way that guns were generated in the borderlands game.

    The beauty of this system is that I can use ONE mesh (I call them item seeds) to produce 100s of different grade items. So you will find this zip package very very small compared to other loot mods.

    This is off by default. Read the INI descriptions file before you turn this on.

    777 downloads

       (0 reviews)

    1 comment

    Updated

  4. Duke Patricks - HammerBlade

    Duke Patricks - HammerBlade

    Are your BASE skills up to the challenge?

    OBSE 18 or better needed.
    Shivering Ilse needed.

    Rev 3.2 Fix annoying issue with the "safe spell". Now you must hold down your LMB or attack key for a few seconds now to trigger the safe spell in your menu.

    You tube:





    I only answer support questons here: http://forums.bethsoft.com



    The SCA portrayed in this mod is obviously loosely based on the real SCA. I could not make this mod SCA exactly like the real one as it would not fit well in a fantasy environment. So I took liberties and artistic license in the description of the organization in the mod.

    This entire project was intend to provide me with a fun way to learn and practice 3d modeling, and then it is intended to give the player a very cool weapon that can do something complete new and original, something I have wanted to do for years but did not have the modeling skills yet.

    And finally it is a Proof of Concept mod to try to demonstrate how good an NPC combatant can be without resorting to the cliché jacked up HP (or the God awful reflected damage thing) even with only a few of my Combat AI techniques. I would have loved to load the NPC up with all my knowledge of combat but that would have taken many months (a year?) to script! However the few I did include will give you a run for your money! If this NPC is too difficult for you consider becoming a squire in the game to learn the secrets to countering all my "moves".

    However, these “moves†are all based on real life melee combat physics. So if you play the combat intuitively you may discover the “counters†to my moves on your own.


    My featured combat AI for this NPC:

    A very good dodging ability, he will glance, sidestep and bob and weave your attacks (rather than absorb 1000 weapon hits).

    A "Brain" to evaluate and adapt to the combat conditions (such as health level, how the player is fighting, how the player is moving and defending).

    This Brain will also manage his Fatigue better by making the NPC "rest" strategically instead of randomly by a dice roll as it is now in the vanilla game.

    My original Player "Shield Charge" attack that many players asked that I give to the game NPCs.

    A true to life shield technique called "Eclipsing". This will be a surprise, so I will not explain this any more than that. If you happen to have read my SCA combat book then you know what this is already and how to counter this move. Otherwise you will need to figure it out on your won OR become a squire in the game (join the SCA) to get training on how to counter this move. If you become a squire you will get a total of 7 specific lessons. But even after you get all those specific lessons you can still get bonuses for your Blade and Block and Blunt skill sets if you continue the sparing fights as a squire.


    This mod has a few other AI tidbits!

    For example I found a way to help prevent the NPC archers from shooting their friends in the back. This I may turn into its own mod (to effect all the NPC in the game) at about Christmas time after it has been played and tested in this mod.

    I am not sure about that, but if my "Don't shoot me Bro" script has no issues in this mod it may be a "Duke Patrick's - Don't shoot me Bro" mod someday.


    The NPC you fight are magically muted, silenced, and have zero magicka, but if you are running enemies auto heal or a similar mod you may see him "use a spell". I have taken steps to prevent this as I use enemies auto heal mod myself. But it is not 100% able to override that mod, so you may need to disable that mod for this tournament.


    Hammer-Blade is the weapon that shatters shields.
    It is expertly crafted by an SCA weapon smith to transfer power from the attacker into the target with physics (not with magic). The visual of the parts flying into the air is something I have wanted to do for years. and NO-ONE has ever done this before! (Lots of blender time to do this mod, but I also use a very clever "trick" in the scripts to get the job done in less than 5 years of 3d modeling!)

    So this was the perfect mod for me to cut my 3d modeling teeth on!

    ALL Shields, even custom Shields form other games.

    Unfortunately it will work on any SWORD that is slotted for the shield slot as well, but it will look silly. I have no way to correct his except for patching for each mod that introduces blocking swords.

    And I do not really think I will be doing that.

    I might be able to fix this if there was a way to detect that the "shield" in use by the opponent was a sword model instead of a shield model. Such as if their path model had the word SWORD in it. But few custom mods are set up to give you that kind of information.

    In the game Hammer-Blade is supposedly designed to take full advantage of perfect mass balance, the speed node (sweet spot) and the transfer of momentum from the attacker to the target to perform its devastating attacks on solid objects (like Shields) that are used to do static blocks (as apposed to active parrys while you deflect the momentum of the attack.)

    Because of this, a parry with a sword will not break the sword but one handed parry will cause a great deal of pain to the defender.


    As a SCA Knight you can receive large discounts with the SCA vendors, they are allowed to purchase MuMetal arrows and can get Master level training in Alchemy.


    To be invited into the SCA chivalry (become an SCA Knight) you will need to win the tournament, and get a passing vote from the voting members of the SCA. The SCA members that do not vote are the belly dancers. The Duke Patrick NPC has veto power as well.

    To get this passing vote you must get a 90 AVERAGE disposition from the voting members and a 90 or more disposition with the Duke NPC.

    This vote is made each time you leave the SCA encampment. So while you are in the SCA encampment you should do all you can to get the SCA members disposition up to 90 or more.


    Tips for raising Disposition with the SCA members:

    1. If you are an SCA squire keep your red belt on as this gives you a disposition bonus with SCA members.

    2. Do not break any SCA rules or customs. (Be very careful about this!)

    3. Remember to show respect to the Royal peers by bowing,
    this will give you an easy and steady way to get dispostion increased with all memebers.

    4. Participate in the nighttime revels and take advantage of that situation to play the disposition mini game (or use an alternate persuasion mod as I do) with the SCA members. Keep in mind that the SCA npc do not have persuasion turned on except sometimes when you are drinking SCA pure grain alcohol at the nighttime revel. You can buy this drink from the vendor, or if your disposition is already 50 or more many SCA members will keep giving you this drink for free during the revel.

    5. And never let your infamy surpass your fame!


    To bow you need to be detected by the Royal Peer, with your game crosshair on them, then hold your block button and tap your sneak button at the same time. The bow animation will take a few seconds to complete. This will increase your disposition with the Royal Peer and the other SCA members if your current disposition is over 20 with them.

    Drinking SCA pure grain alcohol has other effects besides breaking the ice with SCA members. It has immediate health benefits, it has temporary penalties to some skills and abilities. But also the longer you stay "under the effects" of the SCA pure grain alcohol the more chance you have of gaining the relaxation state. This relaxation state will banish your afflictions in the same way that praying at the alters of the Nine do. You get a 1 percent chance each second you are under the effects of the SCA pure grain alcohol.

    Then if you go to sleep still under the effects you may wake up with your afflictions removed. However you also get a 1 percent chance per second of passing out drunk right on the spot. If this happens you will wake up many hours later with no chance at all of getting this relaxation state until the next time you start drinking again.

    Passing out drunk will subtract 20 disposition from all the voting SCA members.

    While you are under the effects of the SCA pure grain alcohol your vision will be blurred and you will sway a little.
    You can stop the effects of the SCA pure grain alcohol by going to sleep at any time.



    Q: Is this compatible with other combat mods?

    A: “should be†this mod is not even subject to load order but please load it as last as you are able to, no permanent modifications are made to the game settings or any of the vanilla combat systems. (I do change the game speed for a slow mo effect for 3 seconds ONE TIME only.)Go into any menu to change it back IF you get stuck in slow mo for some reason.


    However there are three NPCs you may fight that are heavily scripted for combat.
    About 70 percent of what those 3 NPC do in combat will be directed by the "brains" I made them (scripted). So your mileage may vary.



    One of the rules of the tournament is that you cannot use magic or raise your health during the combat in anyway. Mods like RBP may conflict because they add change the game so that some players will have a "natural" health increases that is automatic (not in control of the player). However Kyoma (from the bethsoft.com/bgsforums ) wrote a script for detecting and compensating any Restore Health abilities. It will add a Damage Health ability with the total of the Restore Health so that GetAV Health detection won't fluctuate because of them.

    But any unnatural restore health bonus (that got added by a scripted spell for example) will still result in a change in health (which in turn will be detected and disqualify the player from the tournament).


    I am a fantasy based virtual reality addict not a “gamerâ€. Many of my friends think I am a "gamer" because I do modding, talk about PC games and play PC games a great deal.

    But I am not a gamer, in fact I dislike MOST of the video games I have seen for various reasons. mostly because I do not like "game-ish" games that require you to do esoteric button combinations or actions to win the game that have little to do with real life combat and action. I do own several hundred PC games and have played probably twice that number as I am always in search of the "virtual reality" experience.

    Oblivion has slowed down my consumption of PC games a lot as it can be modded to get close to my ideals. (Well close enough to try out many ideas I have had for Video games for over 30 years.)

    Do not get me wrong, I love magical combat and fantasy creatures and all that, but when you can absorb a dozen arrow shots, jump 30 feet in the air and every swing of a sword produces "fireworks" (sound effects and colored lights") the WOW factor of a magic fire ball in the game is castrated! For magic to be magical in a video game the sword fights needs to lean more toward realism while at the same time still making the player feel like they are a hero (once they have earned their hero status with some effort of course.)


    My mods are proof of concept projects for experimenting with realistic mental aspects of combat and simulating the physics of real combat.


    I have been pleasantly surprised to find players that really enjoy the realism, this realism movement in Oblivion (known as immersionists) is something I think will be the NORM in the future instead of fantasy based combat.

    I think games will get more realistic (in the near future) because the advantages serve both the players and the game companies. The advantages will include shorter learning curves because the more realistic a game is the more intuitive it is as well.

    Older people will be able to use their life experience to succeed in games rather than reflexes and memorization.

    More people (with lots of money) will play such games, more money can be made by the game developer and more money will go into the game R&D.




    To start your adventure go have an early breakfast at the "Feedbag" in the IC market district.



    UTILITY FEATURE
    --------------------
    In Rev 2.8.1 and above:

    Go into the console and type the following to make the desired changes:


    The following sets the damage done to the targeted shield in each hit

    For realistic high damage:

    set aadpHammerBladeQuest.DamMult to 10

    For vanilla low damage:

    set aadpHammerBladeQuest.DamMult to 1



    This will only work if the PLAYER has won the Hammer-blade fairly.
    To stop HammerBlade from shattering shields:

    set aadpHammerBladeQuest.HBToggleOff == 1

    Set to 0 to turn it back on.






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

    OBSE 18 or better needed.
    Shivering Ilse needed.



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

    DO NOT distribute or use any of my 3d models, resources or scripts.
    You should only find this mod distributed from TesAlliance and I may still have links to this mod on TesNexus.

    If any other web site is distributing this work they are doing so illegitimately.


    JDFan made the juggling fire balls so ask him about using that resource as it is not my work. Same for Kyoma's Health detection compensator script.
    You can contact them both here:bethsoft.com/bgsforums


    You MAY use my scripts and my other resources for making a mod only as long as it has NOTHING to do with visually tearing apart shields.
    I.E do not make a disguised knock off!

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






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

    DreadKnight
    Luchaire
    Awia


    Speail thanks to
    Psymon for playtesting as well as tweaking the mod with tools I do not know how to use yet.

    JDFan for his mesh and 3d modling adivce.

    Reneer for his unquie knowlegd of hadling AI-crime and the crime handlining script "chunks" I used for this mod.

    Kyoma For the Health detection compensator script.


    The OBSE team (They make it possible for me to make the impossible!)

    and...

    All the people that write the Wiki
    and the active members on the Oblivion CS forums for feedback in my WIP thread!

    Last but not least of course Bethesda for allowing all of us to shape and personalize our own virtual playgrounds!


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

    243 downloads

       (0 reviews)

    0 comments

    Updated

       (0 reviews)

    0 comments

    Submitted

  5. Cm Partner Geldii

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

    Oblivion 1.2.416
    Shivering Isles
    _Ren_BeautyPack_Full - Ren's Mystic Elf

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

    Geldii is a Mystic Elf ranger fighter looking for adventure.

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

    Geldii is waiting to begin her new adventures with you at the Leyawiin Gate by the stable.

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

    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 .esp file.


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

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


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

    None Known

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

    None known at present time.

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

    8/14/2011 - Initial Release

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

    I can be found on TESAlliance.org -

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

    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    Thanks to -Ren- for the Mystic Elves without which this mod would not be possible.

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

    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    NifSkope
    TES4Files

    51 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Wonga Companion

    Wonga Companion
    by Tamira

    Malo: New Creature
    Beolo: Additional animation („rofl“)

    The latest patch (1.20416) for Oblivion is required

    This is a little companion for all who have a good sense of humour. It is based on the completely new creature Wonga created by Malo.
    Creature Wonga: http://www.tesnexus.com/downloads/file.php?id=36562

    You can find your Wonga under the bridge when you walk a little north from Fort Alessia (see attached picture).

    When you click on the Wonga a new spell „Call Wonga“ is added to your spellbook as a lesser power, to call your Wonga when you have lost him or forgot where you left him. At the same time follow mode is activated for the first time. If you want your companion to take a break, click on him and he will wait where he is. Just click on him again to make him follow you.

    The Wonga looks cuddly and is a devoted companion but he also is a strong fighter. First he attacks and stuns the enemy with a smelly belch from his plant-eater stomach then he strikes with his broad mouth and his tusks.
    The Wonga is essential and only will get unconscious in the fight.
    And because he takes nothing too seriously you will see him from time to time rolling on the floor laughing (= rofl).

    In case you don’t like the name „My Wonga“ you can give him the name you wish. Open the console, then click on the Wonga and type:
    SetActorFullName „FavouriteName“ (without spaces but with quotation marks)
    For instance:
    SetActorFullName „Cuddly“ and his name will change to Cuddly.

    Installation:
    After unzipping the file open the folder „data“ and copy the content to your Oblivion data-folder. Allow to overwrite when asked. Check the Wonga_Companion.esp in your launcher.

    This mod should be compatible with all other mods, unless the very point where you can find your Wonga is covered by another mod ...

    Credits

    Thank you:

    Malo for this cuddly new creature
    Beolo for the new animation, the help with the script and your everlasting patience
    Maigrets for the great Companion-Tutorial
    TES-Alliance for giving me a home
    Bethesda for a wonderful game

    36 downloads

       (0 reviews)

    10 comments

    Submitted

  7. 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.

    1,219 downloads

       (1 review)

    2 comments

    Updated

  8. Arren

    Name: Arren
    Version: 4.8.
    Date: 08/06/2011
    Category: Companions
    Requirements: Shivering Isles Patch 1.2.0.201
    Author: Sein_Schatten
    Source: http://tesnexus.com/downloads/file.php?id=9926
    Source2: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5370
    Source3: http://tesalliance.org/forums



    Description
    ===========
    Arren is the most complex companion. He has a lot of dialog, depth and character. Probably so much dialog that one playthrough won't show you all. Arren has his own items but you can give him what you want and if he likes it, he will use it. He is balanced with FCOM in mind.
    He is not a romanceable character. Though he has comments and opinions about all quests, all locations, every thinkable situation and has general banter. His comments and behavior is dependand on his disposition towards you. When he likes you he will be a very loyal companion. If he hates you he won't do everything you want and might not follow you all the time. He has very surprising consequences.
    Arren has 4 single quests and a questchain.



    Location
    ========
    Arren is placed in the second start dungeon. Right after you open the door with the key from the goblin corpse.
    If you don't start a new game Arren will come for you. It might take a few in-game hours until he finds you.



    Details
    =======

    Standard
    -------------
    -You can tell Arren to wait, follow, go to any of your houses except Waterfront, he goes to the Merchant Inn instead
    -You can also mark up to two places as his new home and tell him to go there
    -dialogchoices to change Arren's clothes. You can choose between Best clothes, leasure suit, nothing and his normal battle armor
    -he repairs his own armor if you tell him to. He needs a repairhammer and gold to do it. The goldcost is (playerlevel/34)*setcost. Setcost is (250 for iron, 520 for steel, 1165 Dwarven, 2610 Orcish, 5550 Ebony, 13850 Daedric and 18000 for Arren's Unique set)
    -access to Arren's items. Read the known issue section for details
    -Arren has its own horse and a teleport spell to call it if it is too far away
    -scaled items and spells
    -unique item set at lvl 37. You need to tell him to repair his items to get it
    -4 Quests. One at lvl 10, one at lvl 20, one at lvl 30 and one at lvl 40
    -A long questchain. Currently implemented one quest for each level
    -Arren is balanced around FCOM
    -uses a torch while you use one
    -sits if you sit (he will say random things every 10-90 seconds)
    -After you get 10.000 gold Arren approaches you and ask for his share of the loot. You can tell him "no" and he runs back to the Merchants Inn or you can say "yes" and he will take 5% of the gold you find. When you ask him for a rapport you can see the total share he got up to that point
    -Arren has a full 24hours day cycle if you tell him to wait. Activities differ if Arren is indoor or outdoor (see spoiler section for activities)
    -When Arren reads, hunts, gathers herb, wanders around or trains he will say something every 1-3 minutes.
    -Additionally he says something every few minutes while he follows you.
    -He will also comment on quests on his own.
    -A lot of comments on quest. Ask Arren about his opinion on the quests you are currently on.
    -Arren will have a lot of more or less useful tips if you ask him about them. The topic won't always show up, be patient. Most tips are quest dependend.
    -A lot of dialog for the place you are in currently. Cities, Wilderness and dungeons depending on inhabitants
    -At lvl 2-19, 21 Arren tells you a story. Ask him about it
    -Arren has his own conversation dialogs
    -won't report your crimes. You need to sneak when you steal valuable items to not get reported
    -if you are invisible (or sneaking) and Arren is not in combat you can sneak around without aggroing monsters with Arren. Arren will either cast invisible on himself or sneak depending on what you do
    -spell to attack a target until it is dead; spell to stop the attack started with the attackspell
    -has a runspeed bonus to not fall behind you. He is always a little bit faster than you to catch up on you
    -automatic teleporting to player position if a certain range is exceeded and a spell for manual teleport
    -Arren's Master summons are leveled
    -Arren's summoned mobs don't attack you now during combat. If you want that your summons don't attack Arren get the mod "friendlier summons". (http://tesnexus.com/downloads/file.php?id=2926)
    -the size and stats of Arren's summons vary randomly now for each cast

    Complex and unique
    -----------------------------
    -Arren has now a dispotional state towards the player. This changes dialoge and actions dependand if he likes you or not
    -Location specific behavior
    -Funny scripted events
    -Arren has sometimes a mind of his own. He will go to where he wants. This is rare and only happens in cities.
    -Unique Greetings depending on various conditions
    -Arren will occasionally start a conversation with other NPCs who are following the player
    -After Arren dies he will release a Ghost. The Ghost stays at the corpse's location and attacks enemies. If the Ghost is alive, you can resurrect Arren like normal. When the Ghost dies, you must go to a chapel and talk to a priest. It costs playerlevel * 100 gold to resurrect Arren.
    -When Arren's bounty reaches 500 gold you get a messagebox with three choices. First is to do nothing and the guards will attack Arren. Second choice is you pay Arren's bounty if you have the money, if not Arren will pay it. The last choice is to send Arren to the IC jail. There you can help Arren get free. Just give him a lockpick and he will catch you later; or let him rot.
    -Arren gains an aura depending upon the players fame/infamy. If the player has enough fame and only a few infamy points Arren gets a holy aura. Same for the unholy aura.




    To Do
    =====
    -completing the quest chain
    -adding conversation started by Arren with multiple paths and consequences
    -more background of Arren. With Arren's parents and childhood house




    Install
    =======
    Just unpack the archive to your Oblivion/Data folder and activate Arren.esp.

    If you use Entius Gorge you need the compatibility patch found here: http://tesnexus.com/downloads/file.php?id=13834

    If you use a version prior to 3.0 and install to 3.0, you need to either redirect the baddy.esp from the modlist of your savegame to Arren.esp with Wrye Bash or you just unselect baddy.esp and select Arren.esp. But then, Arren is reset (which poses no problem except you need to redo the quests if you have done them before.).
    1. Start Wrye bash.
    2. Go to save tab and click on the newest save.
    3. Click on the mod list of the save on the bottom right.
    4. Right click on baddy.esp, choose "change to" and change it to Arren.esp.
    5. click safe and you are done.

    Do not clean this mod. It is already cleaned.

    I recommend using a Script Effect Silencer mod.

    If you use Entius Gorge you need the compatibility patch found here: http://tesnexus.com/downloads/file.php?id=13834


    Uninstall
    =========
    Deactivate Arren.esp. Delete Arren.esp, ArrenReadMe.txt, Arren.bsa




    Incompatibility
    ===============
    <snip. In the readme>


    Known Issues or Bugs
    ====================
    <snip. In the readme>




    Spoilers
    ========
    <snip. In the readme>


    History
    =======
    I want to say that without Khettienna's help from the B.T.A. Guild on TesAlliance.org this release won't be in the state it is. She has done a fantastic job on testing Arren and finding bugs. A big thank you to her.
    Also the screenshots are from her because I am bad at such stuff as some of you might know.


    v4.8
    $Fixed a bug in which Arren would loop if he states he is hungry and eat on his own
    #Lowered the tax entry to 5000 gold as 10000 might be too high for people with ee
    $Fixed a condition for Arren's Revenge so you could open the box with the Cat before Arren talks to you
    +Arren will like you a little for each day he is with you



    Contact
    =======
    <snip. In the readme>



    Credits
    =======
    <snip. In the readme>




    Tools Used
    ==========
    TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
    TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
    TES4Gecko - http://www.tesnexus.com/downloads/file.php?id=8665
    Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
    Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html



    Licensing/Legal
    ===============
    You must contact me and obtain my permission before re-packaging any part of
    this mod. If I do not respond within 2 weeks, wait more.

    160 downloads

       (0 reviews)

    9 comments

    Updated

  9. Idle Dialogues

    Translated from the French mod by Shadow-She-Wolf.
    Original Mod Download Link on Wiwiland: Linkie

    Requires Oblivion Scripting Extended (OBSE): Linkie


    Last updated: 03/08/2011. = Version 1.3 =


    Oblivion was shipped with 86 Idle dialogues lines that NPCs would mutter to themselves when not doing anything in particular. The game never called those lines on the NPCs.

    This patch fixes this issue...

    This mod will work with any language version of Oblivion, as long as the Idles have been dubbed and translated to your language.

    222 downloads

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    0 comments

    Updated

  10. Losing My Religion - Compatibility Patches

    OBLIVIFALL : Vengeance of the Classic
    Losing My Religion - Compatibility Patches



    Download/Installation


    Here you can find all of the compatibility patches that have been made for Losing My Religion. Don't know what Losing My Religion is? Check out its download page here: Linkie

    The patches found in the download section are required if you run one or more of these mods:

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

    Each patch comes with instructions as how to install them and how to place them in your load order.
    If you have a suggestion of a patch that should be made, do not hesitate to contact me.

    638 downloads

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    0 comments

    Updated

  11. Oblivifall - Losing My Religion

    OBLIVIFALL : Vengeance of the Classic
    Losing My Religion




    Latest Version: 1.43 -- 02/08/2011


    Download/Installation


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

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

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


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

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

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

    1. OBLIVIFALL INTRODUCTION

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


    2. REQUIREMENTS/RECOMMENDATIONS

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

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


    3. CONFLICTS/KNOWN ERRORS

    LMR conflicts with the following mods:

    with Nine Divines Robes
    Cathedral Improver



    5. LOSING MY RELIGION MANUAL


    - 5.1 Welcome to Losing My Religion

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

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

    Have fun!
    Cliff


    - 5.2 Name Changes


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

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

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


    - 5.3 De-Unified Nine Divines

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

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

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

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

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


    - 5.4 Chapel Interiors Overhaul

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

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


    - 5.5 Chapel Services & NPCs

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

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

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

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

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


    - 5.6 Shrine of Kynareth

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

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


    - 5.7 Knightly Orders

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

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

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

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

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

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


    - 5.8 New Dialogue

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

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


    - 5.9 Joinable Factions

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

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

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

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

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


    6. CREDITS

    Beta Testers

    EruditeDragon
    Stromgarde
    YX33A
    RichardRocket009

    Armors & Weapons

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


    General Models

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



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

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

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

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


    Bethesda for the Oblivion CS.


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

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


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


    8. LEGAL STUFF/DISCLAIMER

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

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

    639 downloads

       (1 review)

    3 comments

    Updated

  12. Duke Patricks Basic Hypothermia II Rev 3.1

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


    I CANNOT SUPPORT THIS MOD FOR NOW.

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

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

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


    Do a clean install of this REV.

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



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


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



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

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


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

    Sound effects feedback when you are:

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

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

    Heat Stroke
    Cold Shivering


    Visible HUD feedback:

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

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

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

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

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

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

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

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

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

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

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


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



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

    2,830 downloads

       (4 reviews)

    14 comments

    Updated

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  13. No Helmet

    Name: No Helmet
    Version: 1.1
    Date: 15/07/2011
    Category: Miscellaneous
    Author: Da Mage

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

    Oblivion 1.2.416
    Oblivion Script Extender v20

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

    Like many people, I like to play without my character wearing a helmet, but I hate essentially losing a slot because of it. This mod allows you to wear helmets but not have them cover your head. It does this by whenever you equip a helmet, it is set ot take up no slot.

    When the mod installs you will receive an item call 'Helmet Toggle', by 'equipping' this it will toggle the player's helmet on and off. This item can be dropped, just dont loose it, or you'll have to remove and add the mod again to get it back.

    Glitches/Bugs:
    1. If an NPC wears the exsact same helmet as the player then it will disappear from their head aswell. This is not a gameplay issue, they will still have the helmet.

    2. The OBSE function getequippedObject will not see the helmet if it is hidden. May impact other mods. Just turn helmet back on again if it needs to be detected. The CS function GetEquipped will still find the helmet.

    3. Due to some engine limitations, Armor rating isnt applied from items that are equipped in 'no slot'. I have faked the AR by adding a dynamic shield effect. But yet another engine limitation means that the AR doesnt update until you open and close the menu.


    =================
    Change log:
    =================
    v1.1: Fixed Armor rating from the helmet not being applied by adding a dynamic shield effect.

    ===============
    Installation:
    ===============

    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 No Helmet.esp file(s).

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

    1. Make sure you have not got a helmet on your character/s that use the mod.
    2. Start Oblivion Launcher, click Data Files, and enable the No Helmet.esp file(s).
    3. Delete the files/folders associated with the mod.

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

    Insanity's ReadMe Generator

    72 downloads

       (0 reviews)

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    Updated

  14. Duke Patricks - Basic Combat Training

    Duke Patricks - Basic Combat Training

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


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


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


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

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

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

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


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

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


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

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

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


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

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

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

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

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



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

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


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


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

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

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




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

    OBSE 20 or better needed.



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


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

    AND it must not conflict with thi mod.

    I.E do not make a disguised knock off!


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

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


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

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

    They deserve every coin the get for this game!


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

    536 downloads

       (1 review)

    1 comment

    Updated

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