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Maigrets

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Files posted by Maigrets

  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

       (0 reviews)

    0 comments

    Submitted

  2. Gothic Breton Race Exnem/HGEC RM RF UFF

    Gothic Breton Race for Exnem HGEC RM RF UFF

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

    By Maigrets

    Version
    Final

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

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

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

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

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

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

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

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

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

    STATS:

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

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

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

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


    INSTALLATION:

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

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

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

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

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

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

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

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

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


    CONTACT INFORMATION:

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

    Email: maigrets55@yahoo.com.au

    And here of course.

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

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

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

    537 downloads

       (0 reviews)

    0 comments

    Updated

  3. Maigrets Twin Pixies

    MOD NAME:
    Maigrets Pixie Twins

    AUTHOR:
    Maigrets

    VERSION:
    One

    DESCRIPTION:

    Zee (Female) and Dee (Male) are blue Pixie twins and can be found at the Arcane University. They were previously owned by an apprentice mage who found them in a cave being bullied by their greater cousins, the common Imp. She took pity on them after dispatching the offenders and returned to the Arcane University with them thinking to keep them as pets.

    However, she lost control of them as they were very naughty Pixies and would zap other mages with shock spells for fun causing a riot within the ranks of the other mages. The apprentice was punished and forbidden to leave the Inner University until she learned to be more careful.

    But, the pixies remained on the loose and despite their best efforts the Senior Mages were unable to capture them for study without killing them. Since the Pixies became bored with their games and appeared to behave themselves they were allowed to remain until someone of sufficient skill came along to take them away.

    DETAILS:

    NOTE: These are obviously male and female so if that bothers you don't download or complain. However, it's not that evident unless you look very closely.

    Activate to Follow or Wait. Each Pixie has it's own AI so you can have one or both follow or wait wherever you tell them. They will do what's necessary without further intervention. On first activation a Summon Spell will be added to your spells list for each Pixie. Besides making it easier to call them if you've left them somewhere, it also helps with stairs and higher ledges where they may get stuck because of their size.

    Unlike some of my other small companions which are pets only, these are fighting Pixies. They have the leveled spells of the normal Imps and these spells will level with the player. They are Essential so they cannot die, but they have a Healing Ability so they don't drop unconscious at the least opportune times.
    However, if they are constantly hit they may not have time to recover health but will do so when the fighting stops or they have time to regenerate their health. This may need adjustment later if it's too strong.

    They also have Resist Poison and Resist Magic like my other companions as I've found some enchantments and spells can permanently damage Essential companions and require a reboot of the mod which is a pain.

    Even though they are small they will keep up with you, but if they do get behind they will find you. They also have all the animations and water walking abilities of the normal Imps.

    They will sneak when you do, BUT this relies entirely on your own Sneak skill, so if you are detected or come out of sneak mode they will also be detected and go into Combat mode. Assuming there are enemies around and alive of course.

    They are Player Owned so they will not attack you or friends unless you start a fight with neutral or friendly NPC's or creatures. They also have an Intelligence of 30 so they can follow through load doors and because of this they will also open normal doors and gates on their own. There are some Load doors they will not follow through. These are usually related to the Main or other quests, but can be summoned if needed.

    I don't do the Main Quest any more and haven't tested Oblivion Gates, so if you're going into a Gate, make them wait before going in and then call them. 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. However, I don't use NPC companions, so I don't know if this is still true.

    New world spaces are fine as I use my other companions successfully by using the same method which also means shivering Isles so it also applies to the Pixies.


    You can change their names if you want in the CS or open the console in game, click on a Pixie and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save. However, thier names will remain the same in on screen messages and the Summon Spells. 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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Check the esp in your data files menu or use your desired method, eg OBMM and start your game.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. 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 alters the Arcane University to a great degree. They fly, so even small changes, depending on what they are should be fine.

    CREDITS and THANKS:
    Waalx for permission to use his Pixie files.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various useful bits of information.

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

    CONTACT INFORMATION:
    SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

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

    Mods Reloaded
    http://modsreloaded.com/

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

    and here of course.

    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.

    62 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Maigrets Pet Sheep - A Requested Mod

    MOD NAME:
    Maigrets Pet Sheep - A requested mod

    VERSION:
    One

    UPDATE: 15th March 2011

    Thanks to Mondstein at TES Adventures, we now have a pink sheep as was originally requested.

    Lullaby has a pink body and white legs. She also has a white collar and bow. The collar clips a little when she's moving forward, but there's not much can be done about that. The neck is too thick and short and would require more work.

    Preferably you should remove anything you have stored in the chest and deactivate the first version. Make a clean save, then install and activate the new sheep and continue on. It's basically only a cosmetic change as no scripts or packages have been altered and it should also work if you simply replace the existing files, but to be sure I would do a clean save.

    Full credits added at the bottom of this Readme.

    I've left the old file in case anyone prefers the default sheep.


    DESCRIPTION:

    This mod was requested by Moonkitty6 who wanted a pet sheep as a companion. Unfortunately, I am unable to supply the whole request, primarily the pink sheep texture and ribbon around the neck. I don't do textures or create new meshes which would be needed for the ribbon. I did include a few extras in the form of a sheep yard and a couple of extra respawning sheep among some other little things. It's all vanilla content so the mod is just an esp. Nothing fancy.

    The name, Lullaby, and the location were part of the request. Someone else might like the mod so I decided to upload it. It's actually quite cute really.

    Lullaby can be found near the Cheydinhal Stables in her own enclosure with two extra sheep for company. They are just for atmosphere and will respawn if "accidents" happen. There is a bedroll and a Safe Storage chest for player use. NPC's can't use or steal from the chest as I made it player owned.

    When I say the sheep will be in their yard...sometimes they will be wandering outside and you can blame Lullaby for that. I gave her 30 Intelligence like my other companions so there are no problems with fast travel and loading doors, so she will also open her own gate, (and others.)

    I adjusted the pathing inside the enclosure so they don't try to walk into the fence and through the walls, plus I raised the ground a tiny bit behind the shed. I did that because otherwise the player was unable to get to the bedroll because the entrance was too low and I had to also raise the shed itself.

    The companion is a pet only using the same AI as the vanilla sheep which means running from danger, but she will return to you when it's safe. She's player owned so no retaliation if you hit her.

    She has the same scripts and packages as my other companions, ie will sneak with you, activate to follow and stay etc. Also has the same small Healing Ability as well as Resist Poison and Magic to offset some effects that can become permanent in Essential companions, which she is.

    You will receive a Summon Spell on first activation in case she gets lost or you want to leave her somewhere and call her back later. Magical sheep!

    I was going to add custom sounds because I couldn't recall ever hearing any of the game sheep going Baaa! but they actually do if you stay around them long enough, so I decided not to.

    You can change her name 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, her name will remain the same in on screen messages and her Summon Spell. That can only be changed in her script and the spells.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the esp, meshes and textures folders to your data folder. Check the esp in your data files menu or use your desired method eg OBMM and start your game.

    UNINSTALL:
    Uncheck the esp and remove from your Data folder. 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 alters the area directly next to the Cheydinhal Stables house on the city side.

    CREDITS:
    Mondstein for creating the pink sheep. Thank you.
    Hentai for the bow
    HSSSSA for the collar
    Bethesda for creating Oblivion and the CS in the first place for us to use.

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

    The Tutorial is also here at TES Alliance. I keep forgetting I put it here.

    CONTACT INFORMATION:
    SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

    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


    NOTE: This does not mean I'm taking requests for the sake of it. I've already done a number of requests, released and private and it depends on if I like the idea or not before I'll do it. Try my tutorial first if you like my companion system and would like a companion with good AI and simple commands without menus.

    PERMISSIONS:
    I'd prefer this mod was NOT uploaded anywhere besides where I host it myself. If anyone takes an interest and wants to translate it, that's fine. I'd like to know though just for my own interest.

    61 downloads

       (0 reviews)

    0 comments

    Updated

  5. Maigrets - My Dog Rosie

    MOD NAME:
    Maigrets - My Dog Rosie

    AUTHOR:
    Maigrets
    Version Two

    UPDATE: Jan 6th 2011

    I am releasing the meshes and textures made especially for me by Waalx, so here they are.
    The new file is the complete mod with the new additions, so nothing is required from the previous version.

    Remove the old files including the esp as mentioned below in Uninstall instructions and install the new ones. It won't affect saves as it's a cosmetic change, so if using the previous mod just continue as normal.

    Waalx Animals and Creatures Overhaul here and highly recommended. Registration is required though to view WAC topics.
    http://waalx.com/RealSwordsForum/index.php


    UPDATE: 27 June 2009 - **This update requires a clean save if using a previous version.**

    1. Removed the object that gives the summon spell. The spell will now be added when first activating Rosie.

    2. Added sneak function to Rosie's main script. She will sneak with you, but obviously not crouch. She won't react to enemies until either you are detected in sneak mode or you come out of sneak mode normally.
    I'm not adding chameleon. I think it's a bit pointless really.

    3. Healing Ability has been heavily reduced for realism. She also now has Resist Poison 75% and Resist Magicka 50%. The reason for this is I've been finding certain poisons and some enchantments in some mods cause lasting damaging effects to companions, and since she is essential they can become permanent, so this should help.

    DESCRIPTION:
    This mod is based on my real life, very loved dog who died at the age of 15 years in January 2007. I asked on the Bethsoft Official Mod Forums back then if anyone could make a dog companion for me. This was waaaay before I even had the CS installed let alone know how to do it myself.

    Very kindly, Cryonaut answered my request and made me a custom mesh and texture and put her in game for me. However, he was unable to give her AI and the create a companion from the files, so they sat on my hard drive for nearly 18 months.

    When I started making my own creature companions I finally made Rosie and have been using her in my game for a very long time.

    She is a little bigger than the default dog and her ears are slightly turned over. In reality she was about the size of a labrador with ears that flopped over a bit. Hence the custom ears on the mesh.
    I've decided to share her with anyone who might like her. The meshes are the originals and the texture doesn't have a normal map and may look a bit faded.

    There's no quest. Rosie can be found near her kennel close to the IC Waterfront Shack.

    She will wander around the area, so just walk around and find her. She may even have wandered to the lighthouse. When first activated she will give you her Summon Spell so she can be called if she gets stuck, which sometimes happens with any companion especially in small corridors in some ruins, or if you've left her somewhere.

    She can be activated the same way as my other creature companions. Tell her to either come with you or stay and she will do the rest. When she is told to wait she has a fairly wide wander range, so just summon her if you can't find her for some reason.

    She is essential and has her own healing ability for use in battle. She is player owned and will not attack you or friends unless you start the fight. For example I picked a fight with the Anvil guards in the screen shot.

    You can change her name 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. Close the console and save.
    However, her name will remain the same in on screen messages and that can only be changed in her script.

    DISCLAIMER:

    This mod comes as is. I'm not a texture artist, nor am I able to make or alter meshes and I have no interest in learning.

    If you know your way around the CS you can change the meshes and textures yourself to use other resource files.

    If anyone would like to use the original meshes and texture in a released mod, all I ask is to contact me first and tell me what you're using it for since this mod has sentimental value to me.

    However, the new meshes and textures are absolutely not to be used for anything except except private use. They are also included in the Beta1 version of WAC which was released recently anyway, so you could try asking Waalx as the ultimate decision resides with him.


    REQUIREMENTS:
    I have Shivering Isles installed but no assets from SI were used. Oblivion must be patched to 1.2 otherwise this mod will not work.

    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 Waterfront.

    UNINSTALL:
    Remove these files for the original mod:
    My Dog Rosie esp
    textures\creatures\dog\dog_rosie.dds
    meshes\creatures\dog\dog-r-body.nif
    meshes\creatures\dog\dog-r-head.nif

    Or these if you wish to remove the new version:
    My Dog Rosie esp
    textures\creatures\dog\dog_blackw.dds
    meshes\creatures\dog\wac_dogblack_body.nif
    meshes\creatures\dog\wac_dogblack_eyes.nif
    meshes\creatures\dog\wac_dogblack_head.nif

    NOTE: The date of the new esp means nothing. It's changed by OBMM and my load order.


    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware.

    Contact Information

    SavageArtistry's Forum.
    http://savageartistry.darkbb.com/index.htm

    TES Alliance

    Waalx Realswords as Anja the Whisperer
    http://waalx.com/RealSwordsForum/index.php

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

    CREDITS:
    Cryonaut for the original meshes and texture. His response to my request was very touching. Thank You again.
    The original real life Rosie who I based this mod on. My companion and protector.
    Me for the determination to get her in game one way or the other.

    Waalx for the meshes and textures that make Rosie look as much as possible like she did in life. Thank you.

    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various tutorials and valuable tidbits of information.

    LEGAL:
    Please do not re-upload this mod in it's current or in an altered from to any other site without asking me first. It has been translated to other languages, however those versions may not be up to date and it's not my responsibility to make sure they are.

    The new meshes and textures made by Waalx are not to be used for anything but private use.

    81 downloads

       (0 reviews)

    1 comment

    Updated

  6. Maigrets- Toc Toc the Raven Companion

    Mod Name:
    Maigrets Toc Toc the Raven Companion

    Author:
    Maigrets

    Version:
    One

    DESCRIPTION:


    Toc Toc is a raven companion and can be found in the graveyard behind the Chorrol Chapel. He will start to wander as soon as you enter the cell he's in, so he may be in or around the bushes at the back of the graveyard.

    Activate to Follow or to Wait. He will do what's necessary without further intervention. A Summon spell will be given to you on first activating so if he gets stuck, (which will happen mainly on high staircases), you can call him to you.

    He's modeled on the imp so will have some of the same animations. He acts like a bird except that he can't fly very high and mainly stays at player shoulder height (depending on the player's race of course). He will water walk (fly)like imps do and will easily keep up with you.

    I've given him custom sounds which only occur when he attacks or is idle, but the levels may need adjusting. I play with headphones and I can hear it, but otherwise the sounds may mix with the game's ambient bird sounds.

    He has offensive spells which he uses to great advantage. ie..paralyse for 5 seconds and drain health which might be unnecessary since he paralyses enemies before using the drain spell. I'm using Waalx Animals and Creatures and some of those beasts are pretty hard, so the 5 seconds paralyse isn't really that overpowered. However, I may at some stage look into adjusting it.

    Toc Toc can easily be knocked down by bigger, stronger creatures and monsters even with his spells. I've given him a healing ability so he recovers a little faster. I've also given him Resist Magic and Poison 75% because I've found certain enchantments and poisons can have permanent bad effects on companions and since he is Essential it would require a reboot of the mod to fix it.

    As I said above, he is also Essential so he can't die and also levels with the player. That can be changed in the CS if preferred, but I'm not going to do it.

    He's player owned so he won't attack you or friends if you hit him, which is just as well otherwise you'd be paralysed. He also has the sneak component in his script as my other companions do.

    Toc Toc also has an intelligence of 30 so he can follow through load doors and will open gates and normal doors because of this. There are some Main Quest areas he 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 and haven't tested Oblivion Gates, so if you're going into a Gate, make him wait before going in and then call him. 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 he doesn't have one. However, I don't use NPC companions so I don't know if this is still true.

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

    GENERAL INFO:
    Ravens are quite large birds so he is bigger than a common crow.

    He's called Toc Toc because that's a sound ravens make when "talking" with each other, but I was unable to find a free sound effect to use for it.

    You can change his name if you want in the CS or open the console in game, click on him and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save. However, his name will remain the same in on screen messages and his Summon Spell. That can only be changed in his script.

    SavageArtistry added a blood patch on his beak as well as giving him dark red eyes for the more evil effect.

    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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Check the esp in your data files menu or use your desired method eg OBMM and start your game.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. 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 alters the Chorrol Graveyard. He flies, so even small changes, depending on what they are should be fine.

    CREDITS and THANKS:
    Waalx for permission to use his crow files.
    SavageArtistry for adding the red eyes and blood on the beak.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various useful bits of information.

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

    CONTACT INFORMATION:
    SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

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

    TES Alliance

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

    NOTE: Registration is required for all of the above.

    LEGAL:
    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.

    142 downloads

       (0 reviews)

    2 comments

    Updated

  7. Maigrets - Sable the Panther Companion

    Mod Name:
    Maigrets - Sable the Panther Companion

    Author:
    Maigrets

    Version:
    One

    DESCRIPTION:

    Sable is a panther companion and can be found at Weye under the tree at the far side of the Inn if you're approaching from the IC. As soon as you enter the cell she's in she will start to wander but shouldn't go very far. If you can't find her look around the Inn or even down by the beach if you don't go straight to her as you enter Weye. If it's very dark at night her eyes will glow although this is most effective if using a darker nights mod.

    She also has whiskers! And a collar.

    Activate to Follow or to Wait. She will do what's necessary without further intervention. A Summon spell will be given to you on first activating so if she gets stuck, you can call her to you. This will be rare except perhaps in Ayleid ruins or anywhere there are small corridors.

    Sable has a custom skeleton which is used for special animations other than the vanilla ones. However, at the moment they are not included, but may be in a later update if I get around to it.

    She is Essential and levels with the player. She is also Player Owned so she won't attack you or friends. That can be changed in the CS if preferred, but I'm not going to do it.

    I've added a Healing Ability which will help in heavy battles although she can still be knocked down. She also has Resist Magic and Poison because I've found some mods have enchantments and poisons which can have permanent effects and the only way to fix it is by rebooting the mod. I'm using Waalx Animals and Creatures and some of those beasts are pretty hard, so the Healing Ability isn't really that overpowered, but I might adjust it at some stage.

    Sable will sneak when the player does. Obviously she won't crouch and sneak, but I have tested this extensively with her and my other fighting companions and it works well.
    If you are sneaking you can get right up to an enemy, depending on YOUR skill before she will react, and only when you are detected. Then, she will attack all enemies.

    She won't be getting chameleon in sneak mode. I don't think it's necessary.

    Sable also has an intelligence of 30 so she can follow through load doors and for proper Fast Travel and will open gates and normal doors because of this. There are some Main Quest areas she 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 and haven't tested Oblivion Gates, so if you're going into a Gate, make her wait before going in and then call her. 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 she doesn't have one. However, I don't use NPC companions, so I don't know if this is still true.

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

    You can change her name 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. Her name will remain the same in on screen messages and his Summon Spell though and can only be changed in her script.

    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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Check the esp in your data files menu or use your desired method eg OBMM and start your game.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. 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.


    CREDITS and THANKS:
    Waalx for permission to use his panther files as well as the collar he made for another mod I have in progress and might finish one day.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various useful bits of information.

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

    CONTACT INFORMATION:
    SavageArtistry's Forum:
    http://savageartistry.darkbb.com/index.htm

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

    TES Alliance (Don't take any notice in the Readme in the archive where I said the Alliance is down. I didn't think to try and access the site via the forum rather than the main page.

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

    NOTE: Registration is required for all of the above.

    LEGAL:
    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.

    165 downloads

       (2 reviews)

    6 comments

    Submitted

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

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

    UPDATES: 16th Sept 2010

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

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

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


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

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


    AUTHOR
    Maigrets

    Version:
    Two


    CHANGES from version one:

    This is version 2 of my version of Gothic Breton.

    List of changes:

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

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

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

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

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

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

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

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

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


    DETAILS:

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


    STATS:

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

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

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

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


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

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



    How to INSTALL:

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

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


    MAKING CHANGES TO A CHARACTER IN GAME:

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

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

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


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


    ORIGINAL CREDITS AND THANKS TO:

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

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


    NEW CREDITS for version two:

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

    If I've omitted anyone please let me know.


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



    CONTACT INFORMATION:

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

    and here at TES Alliance

    Email: maigrets55@yahoo.com.au

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


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

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

    1,006 downloads

       (1 review)

    3 comments

    Updated

  9. Elemental Weavers - Dremora Kin V2.7z

    ELEMENTAL WEAVERS - DREMORA KIN is a Race mod for Exnem HGEC UFF RM RF Body Replacers.

    ***THIS VERSION IS NOT COMPATIBLE WITH VERSION ONE. SEE DETAILS OF CHANGES BELOW.***

    AUTHOR:
    Maigrets

    VERSION:
    Two

    The original Readme from version one is included in the archive if you wish to know anything else about the previous version and history not mentioned here.

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


    DESCRIPTION:

    The Dremora Kin are Elemental Weavers. Born in the Maelstrom of Chaos, they have control of the Element of Fire. They are Twin Souls and when you choose one sex the other is present in spirit, but unseen. They can summon a Web Weaver familiar and burst into flame for a few seconds like a Phoenix when using their specially added spell. Although distantly related to the Dremora, they do not resemble them in appearance, but share a similar nature.


    CHANGES IN THIS VERSION:

    1. Eyes no longer use the default eye mesh. They are now Elaborate Eyes and at the moment almost all selections are slit eyes. I might add more normal eyes later. There will be NO issues with "googly" eyes since all meshes and textures are included in my mod. If you do have problems with eyes it's NOT this mod.

    2. Removed the earring selections. Instead of swapping folders around there are now several good mods that offer earrings interchangeable in game.

    3. Overpowered Player Powers/Resistances changed and lowered substantially.

    4. The Flame of Chaos Spell has been substantially lessened in power, as well as having different effects and a higher casting cost. The spell is more orientated towards mage users and disabling enemy magic users, like OOO's conjurers for example. Hopefully. I haven't yet tested it so it may need tweaking. I've added a few Black Soul Gems into the chest with the swords so those Necromancers can have the tables turned on them. Obviously, I added Soul Trap to the spell. See details about the player "flame on" in the original readme.

    5. Web Weaver is no longer essential. I don't know why I made it so since it's a summoned creature and can be recalled at will. It's natural resistances have been lowered as well. Still has a very poisonous bite. See details in original readme about ownership, and summon time etc.

    I haven't made any changes to the Companion Healing spell. It's called Rejuvenate Friend.

    6. A number of hair styles have been added from HS Hair and the Sulhwa race by idkrrr. Male and female hair will only show for that gender. The styles I've added are ones I prefer and I see no point in adding ones I don't.

    7. Spiderweb Eyelashes are now included and not a mod requirement. As mentioned in the original Readme they can look very dark in the inventory screen, but are fine in game.

    8. As before in the OPTIONS folder you will find the textures for Robert's Female Body Replacer and for UFF with instructions.

    9. Spike's Demon Tail mod has a skeleton.nif with it, but I'm using Coronera's Compatibility Skeletons and I didn't want them overwritten. So, I've left out the skeleton.nif in this mod. There are no problems with the tail.

    10. Folder structure has changed which is one of the number of reasons this version is incompatible with the original.

    11. That's it I think. Oh yes, I forgot, they don't have horns because I prefer they don't.


    OTHER INFO:
    After exiting the Sewers at the end of the tutorial you will find a chest on top of the tunnel near the rocks. It has a one handed longsword and a claymore. Both are animated with a lava effect inside the blade thanks to Helborne and his weapon resources. There is also some minor loot and the aforementioned Black Soul Gems.
    Both swords were also present in version one.

    REQUIRED MODS:
    Oblivion Version 1.2.0416 Made with SI installed but not required.
    Robert's Male Body Replacer v4 for male characters. I haven't used V5 so I have no idea if it will work properly.

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


    STATS:

    BASIC ATTRIBUTES - MALE/FEMALE:

    A few changes made here.

    Strength 45/40
    Intelligence 50/55
    Willpower 40/45
    Agility 35/40
    Speed 45/45
    Endurance 45/35
    Luck 40/40
    Personality 20/20
    =320

    SKILL BONUS

    Restoration - 5
    Blade - 10
    Conjuration - 5
    Destruction - 5
    Alteration - 10
    Mysticism - 5
    Alchemy - 5
    =45


    INSTALL:
    For best results unpack the archive to a temporary folder. Move the meshes, textures and the esp to your data folder. Say yes to any request to overwrite. If you already have any of the resources I've used it won't matter. They go to the same folders as the originals and are not renamed.


    UNINSTALL:
    Remove all folders and the esp associated with this mod at these paths:

    data\meshes\characters\Dremora Kin - you should leave the _male folder intact.
    data\meshes\Malo
    data\meshes\weapons\helborne
    data\textures\characters\Dremora Kin
    data\textures\Malo
    data\textures\weapons\helborne
    data\textures\menus\icons\helborne

    NOTE:
    If you use Malo's spider mod you would want to leave the folder intact. The same goes for Helborne's weapon folder.


    HELPFUL HINTS FOR CHARACTER GENERATION:
    When creating your character it is a good idea to Reset the face before making any adjustments, then move the complexion slider all the way from one side to the other and back to where you want it to be. This allows the game to get the correct texture. It works.

    If you wish to make changes to an existing character follow the directions below:

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


    CREDITS:

    **All authors were either contacted by email or PM or give permission in their Readme text asking only for credits.

    ORIGINAL CREDITS Version One

    Many thanks to:
    SavageArtistry for permission to use her original face and body textures.
    Alienslof for the spider meshes and textures.
    Malo for the original spiders mod.
    Cernasite for the Dragon Eyes.
    Koldorn for his eye textures. Permission in Readme.
    Capucine for the eyes at this link as requested in Readme:
    http://tesnexus.com/downloads/file.php?id=3934
    Spirited Treasure and Team for the earrings.
    idkrrr for the saram and Corean hair.
    Helborne for his weapon resource.
    Spike4072 for the Demon Tail resource.
    Throttlekitty and jclyde6108 for the Working Eyelashes.
    Throttlekitty for the hairstyles.
    Robert2 for the MaleBodyReplacerV4
    Exnem for the Eyecandy body
    RAIAR for the HGEC Eyecandy Conversion
    kynetarse for the Custom race Fix
    scruggsywuggsy the ferret at the Official CS Forums for info on scripted spell effect.


    ADDITIONAL CREDITS for Version 2:
    HSSSSA for the HS hair
    idkrrr for the Sulhwa Race hair
    Ravege for the slit pupil eyes
    Nequam for Elaborate eyes

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

    SavageArtistry's Modified Hair and Eyes is now at version 2.5 and can be downloaded from this link. It's not necessary to register unless you wish to comment. However, a further update is available and requires log in to download. See contact info.


    CONTACT INFORMATION:

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

    By PM at TES Alliance also as Maigrets:

    Email:
    maigrets55@yahoo.com.au

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


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

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

    158 downloads

       (0 reviews)

    0 comments

    Updated

  10. Tarana The Golden Impling

    MOD NAME:
    Tarana The Golden Impling

    AUTHOR:
    Maigrets

    VERSION 1.1

    UPDATE:
    New burnished gold textures and mesh courtesy of Alienslof!! Check out the blue eyes!

    DESCRIPTION:
    This mod adds an Impling called Tarana (meaning "music" or "musical"). Imps are known to love music and this one is no exception. Except for the fact you can't play music for it. Just imagine you can...
    I decided to make this companion when I read a request thread on the Tesnexus forums started by Sheralynn and myrmaad and Graewolph have also shown interest. So this is for them and anyone else of course!!
    Request Thread (probably archived by now):
    http://thenexusforums.com/index.php?showtopic=86529&st=0

    This companion is STRICTLY a pet and should not be taken into fights, although if unavoidable it will flee very quickly and return when it is safe. There will be a summon spell when you find the nest and there is a small starting quest and story.

    The stats are the same as a vanilla Imp except for a speed increase so it can keep up, intelligence boost, lowered aggression and confidence so it will flee. Depending on your speed it may still have trouble keeping up if you run a lot, but it will catch up to you. It should defend itself if cornered as it has the leveled vanilla spells.
    If you don't see it when you get to it's hiding place, look up or just find the Summoning Stone for the spell. It's in plain view and if you read the story you'll know what to look for.

    I was going to change this part so that you get the spell when first activating Tarana like my other companions, but due to her location it will be an issue. Sometimes she flies (spawns) up the hill and is hard to get at and I'm not going to move her and her nest. It will also alter the quest story as the Summoning Stone is part of it.

    Tarana is also Essential since I did some reading, and in Mythology Imps are usually Immortal. Anyway she's small so she needs some help. Stats may need adjustment.

    She is an Impling, half normal size, and I've done 2 esp files because the creature will purr when activated with one esp or will purr as an idle animation with the other esp. The idle purr is constant like the wing flapping sound, but I personally find the purr much more soothing. It's mostly noticeable when YOU are close to the Impling anyway. The wing flapping sound is very obvious and can be annoying.

    All the Info needed is in the initial note and quest message, but I've added a location screen shot. There are only a couple of screens since I couldn't get one of Tarana fleeing the scene, but she's an Imp and you know what they look like. You decide what gender you want it/her/him to be.

    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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the Sound, Meshes and Textures folders plus the esp of choice to your data folder. Check the esp in your data files menu or use your desired method eg OBMM and start your game.

    The Quest will start when you load the game. There will be only two quest updates. The second occurs when you find an item.

    UNINSTALL:
    Remove the esp, sounds and meshes and textures from your Data folder. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.

    COMPATIBILITY AND KNOWN ISSUES:
    There should be no incompatibility with any other mods as far as I am aware.

    CREDITS and THANKS TO:
    Alienslof for the golden mesh and textures.
    This site where I got some free wave sounds including the purring clip.
    http://www.brandens.net/snd_list.php?cat=Animals
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various useful bits of information.

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

    TES Alliance

    Email: maigrets55@yahoo.com.au

    LEGAL:
    Please do not reupload this file in it's current or an altered state without asking me first.

    58 downloads

       (0 reviews)

    2 comments

    Updated

  11. Sher Ja Mountain Lion Companion

    MOD NAME:
    Sher Ja Mountain Lion Companion

    AUTHOR:
    Maigrets
    Current Version - 1.4

    October 30 2009

    README UPDATED: A number of changes have been made and WILL require a clean save if using a previous version.

    This was my first ever mod besides some save games and I have a particular fondness for it, simple as it is.

    DESCRIPTION:
    Sher Ja was raised from a mewling cub by his owner after his mother was killed by hunters. He grew into a fearless and loyal companion and protector, but misfortune saw them separated after a battle in an Ayleid Ruin. It's not known at this time what happened to his partner, but Sher Ja surely survived and will bond with another who will respect and care for him.
    The name is derived from Sher - a Persian name meaning Lion and Ja just popped into my head. Yes, I know that means I'm actually calling him Lion! I've since found out Ja also means lion.... I like the name, but anyone can change it in the CS if they want or you can use the console to change it.

    Open the console, click on Sher Ja and type "setactorfullname" (without the quotes), type the new name and press enter. Close the console. If his new name is two words or more they must have quotes at the beginning and end of the name. However, the messages when activating him will still have his original name. That can only be changed in his script.

    He is meant to be a pet/companion and backup defense. He will wander about the area when you tell him to stay, clean his paws and look around being vigilant etc in follow mode just like wild lions in the game if you get close enough to see.

    Sher Ja is marked Essential and Player Owned to avoid attacks on friends and the player. He has a custom Healing Ability so he doesn't become unconscious often thus avoiding the need for the original OBSE scripts his are based on.
    He also has Resist Poison 75% and Resist Magicka 50% (new). The reason for this is I've been finding certain poisons and some enchantments in some mods cause lasting damaging effects to companions and since he is essential they can become permanent, so this should help.

    A note will be added to your inventory with a hint to his location on loading the mod. When you arrive near his location he will start to wander. If you don't get there fast enough you'll have to find him. He'll either go up the hill from his starting spot or onto the road. You can no longer summon him until you find him.
    See version history for other changes.

    He has two commands. Come with me and Wait here. He will take care of the rest. Simple and easy!

    VERSION HISTORY:

    Version 1.4: June 23 2009
    1. The object with the summon spell has been removed. You'll get the spell when you first activate him. Changed the note text to reflect this.

    2. New function added to his main script. He will now sneak when the player does. Obviously he won't crouch and sneak, but I have tested this extensively with him and another companion and it works. If you are sneaking you can get right up to an enemy, depending on your skill, before Sher Ja will react. As soon as you are detected he will attack. Your sneak eye will probably remain lit when sneaking because he detects you, and I don't think there's much I can do about that.
    He won't be getting chameleon in sneak mode. I don't think it fits with a lion companion.
    NOTE: tested with vanilla only at the moment so get your sneak skill up for OOO and MMM etc. Now tested with FCOM with no problems.

    3. Healing Ability and base stats drastically reduced for realism. He will now drop if he is overwhelmed and his health bar will show. He still levels with the player and is still essential. As mentioned above I've added Resist Poison and Resist Magicka.

    4. Removed Custom Combat style. It was unnecessary.

    Version 1.3
    Removed all factions except the Player Faction. Now your enemy is definitely his enemy. There should be no more issues with him not fighting certain creatures.

    Version 1.2
    Added Custom Combat Mode and Pet Faction. Small script change. This companion is Better suited to a stealth character, but works in straight out combat as well. Tested this time mainly on with a vanilla character. I can say with 99.9% certainty it will work on a vanilla game. I have tested with OOO and MMM and there is delay sometimes with him initiating combat. I think this is mostly due to my old computer and too many scripts running.
    I hope he works for all this time. (No longer applies - new system)

    Version 1.1
    There has been mention that Sher Ja will not fight. A couple of minor changes were made shortly before release and even though I tested it I have found that he is not fighting as he should, especially with my high level character.
    This esp I hope will fix it. I have also removed Corpse Check which slows him down as well. I have been playing for several hours with no mishaps and he fights well.

    Version 1.0
    First attempt.
    I made this primarily for myself and thought maybe someone else would like it as well. Constructive suggestions are welcome as long as they are reasonable.

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on a Vanilla install. No assets from Shivering Isles were used.
    Oblivion must be patched to 1.2 however as I used this version of the CS to create him or her...you decide.

    INSTALL:
    Extract the esp and put it into your Oblivion Data Directory. Activate the esp and play!

    There will be a Quest Message on loading the mod and a note added to the inventory.

    UNINSTALL:
    Remove the esp from your Data folder. Nothing more. Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

    COMPATIBILITY AND OTHER INFO:
    There should be no incompatibility with any other mods. I have placed Sher Ja in a non vanilla quest related area away from anything which to my knowledge could cause any interference.

    He can open gates when he starts to wander. This is related to his intelligence which is 30 and necessary for following through doors and new cells, particularly on Fast Travel. It also helps with a creature's ability to climb stairs although some, like the ones at the IC Waterfront which are high, can trip him up. He will port to you if he gets stuck when following. There are some quest related doors he will not follow through so use the summon spell. This affects other companions as well, not just mine.

    I don't do the Main Quest anymore and have no intention of doing so. Therefore I Haven't tested any of my mods with Oblivion Gates. If in doubt make him wait before entering, then summon and do the same before exiting.

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

    TES Alliance

    Email: maigrets55@yahoo.com.au

    LEGAL:
    Please do not reupload this file in it's current or altered form to any other site without asking me first.

    CREDITS:
    Bethesda for creating Oblivion and the CS in the first place for us to mod.
    delphinus for allowing me to base Sher Ja on his Fenrir the Wolf mod.
    Jumonji for his unreserved assistance with the main script which he created originally. Otherwise Sher Ja would be a furry statue.
    Williesea for the object script which held the Summon Spell in the previous versions of this mod.
    The CS Wiki for various informative tutorials.
    Myself for the concept and persistence to learn how to mod.

    EXTRA THANKS TO:
    Jumonji for play testing, checking my work and supporting me.
    Harley5by5 for play testing and screen shots.

    80 downloads

       (0 reviews)

    1 comment

    Updated

  12. Satu Ra - Lord of Beasts

    MOD NAME:
    Satu Ra - Lord of Beasts

    AUTHOR:
    Maigrets

    VERSION 1.1

    UPDATE: 27 June 2009 This update shouldn't require a clean save like my other updated companion mods, but I would recommend it. I have not removed the item with the summon spell for Satu Ra because it's attached to the quest data and the note and I don't want to change it around at the moment. Make sure to read the initial note so you can find the item.

    CHANGES:

    1. General stats lowered a little. Healing Ability reduced markedly for realism. He is still essential, but can be knocked out more easily and his health bar will show.
    Resist Poison 75% and Resist magicka 50% added. The reason for this is I've been finding certain poisons and some enchantments in some mods cause lasting damaging effects to companions and since he is essential they can become permanent, so this should help.

    2.Made him a tiny bit smaller.

    3. New function added to his main script. He will now sneak when the player does. Obviously he won't crouch and sneak, but I have tested this extensively with him and my Sher Ja Mountain Lion Companion and it works well.
    If you are sneaking you can get right up to an enemy, depending on your skill, before Satu Ra will react, and only when you are detected. Then, he will attack your enemy. Your sneak eye will probably remain lit when sneaking because he detects you, and I don't think there's much I can do about that.

    He won't be getting chameleon in sneak mode. I don't think it's necessary.

    NOTE: tested with vanilla only at the moment so get your sneak skill up for OOO and MMM etc since they add many more creatures and NPC's to hide from.

    DESCRIPTION:
    This mod adds a regal companion called Satu Ra. He is a Lord among beasts and revered by the Khajiit. They believe he is descended from the Pahmar, a mighty armoured cat seldom seen in these turbulent times.
    S'thasa the Inn Keeper at the Borderwatch settlement has sent an invitation to come and see this creature and perhaps be granted an audience.
    All the information required is in the quest updates and the initial note which is added to your inventory.
    The NPC's at Borderwatch are not directly involved except for the background info in the note.

    Satu Ra is Essential and levels with the player. He also has his own healing Ability.
    There are no menus. This and all of my companion mods use the simple Follow and Stay commands by activation. They do what they have to do without any intervention by me.

    You will receive a Summon Spell when you find the item described in the note.

    You can change his name if you want in the CS or open the console in game, click on him and type -
    setactorfullname "New Name" - The name must be in quotes if more than one word. Close the console and save.
    However, his name will remain the same in on screen messages and his Summon Spell. That can only be changed in his script.

    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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Check the esp in your data files menu or use your desired method and start your game.

    The Quest will start when you load the game. There will be only two quest updates. The second occurs when you find an item.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.

    COMPATIBILITY AND KNOWN ISSUES:
    There should be no incompatibility with any other mods as far as I am aware. Satu Ra is in a quest location, but no NPC's or anything else regarding that quest have been affected.

    CREDITS and THANKS TO:
    Alienslof for the meshes and textures. Also for advice and taking care of Sher Ja and Alice the Spider.

    The Lore Creatures Team, specifically:
    Cryo_ (model edits / armor textures), Grimdeath (creature textures) for the original Pahmar.

    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various useful bits of information.

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

    Email: maigrets55@yahoo.com.au

    And here of course.

    LEGAL:
    This mod must not be uploaded anywhere else for any reason without contacting me. To reuse the resource files you must contact Alienslof to get her permission.

    185 downloads

       (0 reviews)

    0 comments

    Updated

  13. Maigrets Pet Foxes

    MOD NAME:
    Maigrets Pet Fox - By request.

    AUTHOR:
    Maigrets
    Version 1.0
    27 June 2009

    Update April 9 2010

    Moved the foxes to Blankenmarch as requested by Tanya for compatibility with Better Cities.

    The new file is stand alone and includes the meshes and textures, original readme and a small Info text. This is so it can be used whether or not anyone uses Better Cities. The foxes have just been moved...no other changes.

    Please make sure you don't use both esps if you have the original and want to use this version.

    I also discovered when I installed FCOM recently the fox files were removed when I uninstalled the Mart's Monster Mod Omod since it's now a BSA. If anyone finds they have no foxes, (particularly the red one) after doing the same just reinstall the meshes and textures from my mod.

    Updates: 29 June 2009

    1. Added a grey fox, Ru'bel, to the same location as Timothy on the other side of the path. This is a different mesh and texture than the one currently used by MMM and made by Mikal33 who also created the red fox textures.


    2. Replaced the normal map for the red fox. I was using the wrong one. The new map has a lttle shine to it.

    3. Made both foxes a tiny bit smaller. Now .70% instead of .75% of the size of the vanilla dog.

    DESCRIPTION:
    This mod was requested by NOname101 at the Bethsoft Forums. The name for the grey fox Ru'bel, was chosen by corepc.
    These foxes are pets, not fighters, so if you want to change it you can do it in the AI. Confidence and aggression for these foxes are the same as the sheep (ewe).

    Pets, whatever they are, should not be fighting monsters and bigger animals for sport or fun in real life or a fantasy game. Use an animal companion that can defend itself. There are plenty around, or make your own changes. My choice and opinion...so enough said.

    There's no quest. Timothy the red fox, and Ru'bel the grey fox, can be found wandering around the graves at the Green Emperor's Way, so just take a walk around and find them. When first activated they will give you their Summon Spells so they can be called if they get stuck, or if you've left them somewhere. They will have some problems with bigger stairs, but will port to you.

    They can be activated the same way as my other creature companions. Tell them to either come with you or stay, and they will do the rest. When they are told to wait they have a fairly wide wander range, so just summon them if you can't find them for some reason.

    They will also sneak with you so if you go into dangerous areas and remain undetected, they may stay with you, depending on the circumstances, but they are not not brave! They will run away if you are detected and will find you again when the coast is clear.
    If not just summon them to you and tell them to follow if not already in Follow mode. Obviously, they won't crouch in sneak mode, but it works and is more obvious in my fighting companions who won't run away.

    I'm not going to add chameleon. It's unnecessary.

    They are essential and have their own healing ability for use in case of trouble. They are player owned and will not attack you or friends. Main stats are basically the same as the default dog, except for intelligence which assists with animal companions climbing stairs and more importantly, being able to follow the player through doors and fast traveling properly. (I re-discovered this is true when I forgot to give the original red fox higher Intelligence, and he wouldn't zone through doors or fast travel.)
    I also increased their speed a tiny bit.


    Remember, they are pets only! They will run away a certain distance, if fighting breaks out and will return when it's safe. Realistically, foxes wouldn't be fighting wolves and monsters which is why they are pets and not fighters.

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

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on a Vanilla install. 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 it out if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for the Green Emperor Way.

    UNINSTALL:
    Remove these files:
    Maigrets Pet Fox.esp
    textures\creatures\fox\fox.dds
    textures\creatures\fox\fox_grey.dds
    textures\creatures\fox\fox_n.dds
    meshes\creatures\dog\fox.nif
    meshes\creatures\dog\foxgray.nif

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.
    Martigen's Monster Mod also uses a couple of these files, so if using MMM don't remove the meshes and textures. Just delete my esp.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware.

    CONTACT INFORMATION:

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

    TES Alliance of course.

    Email: maigrets55@yahoo.com.au

    CREDITS and THANKS TO:
    Mr Siika for the meshes and textures.
    Mikal33 for updated meshes and textures.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various tutorials and valuable tidbits of information.

    LEGAL:
    Please do not reupload this mod in it's current or altered form without asking me first. It has been translated which is fine with me.

    103 downloads

       (1 review)

    3 comments

    Updated

  14. Maigret's House Cats

    MOD NAME:
    Maigret's House Cats

    AUTHOR:
    Maigrets

    Version 1.0

    UPDATE Nov 4th 2009:

    NOTE- It is essential to make a clean save without any previous version of this mod active if you wish to use this updated version. It's also not necessary to update if you already use the mod. Deactivate the OMOD if using it. This time I'm only doing a manual install file so you can make your own OMOD if you want to.
    Several changes have been made, but won't make much difference except for compatibility reasons.

    1. The table and the gems that had the summon spells have been removed. This mod no longer needs compatibility for Better Cities.

    2. Now when you first activate each cat you'll receive it's summon spell. This only happens once not every time you activate them.

    3. I added the sneak function I gave my other companions. This means that if you wish to take them into potentially dangerous areas they will sneak with you AS LONG AS YOU ARE SNEAKING AND ARE UNDETECTED. As soon as you're detected by an enemy they will flee and return when the danger has passed. If they have taken off through load doors and don't return just use the summon spell to get them back when it's safe.

    4. Default install esp is for smaller cats. There is a folder with an esp for slightly larger ones that some, incuding myself prefer. You could swap them around if you want to change sizes without problems. It only changes their size.


    HISTORY: I won't be re-uploading the old files, but have left the previous update info here for continuity.

    UPDATE: 17th May 2009

    Old files removed. One complete file for manual install with all six cats. Better Cities esps included.

    Now added, thanks to ADParker is an OMOD version. Use OBMM (Oblivion Mod Manager) to install.
    You will be asked if you have Better Cities - Anvil installed, then which cats you want, larger or smaller. Screen shots included of both sizes.

    Thank to ADParker for the script to enable the easier choices.

    UPDATE 15th May 2009

    Added two new cats. Oscar, a dark ginger tabby, and Misty, a pale tabby point thanks to SavageArtistry.

    I've updated both the small and large cat esps and the Compatibility esps for Better Cities. Since I don't use Better Cities someone will need to let me know if there's an issue. This has been confirmed to fine with no issues.

    PLEASE NOTE: If you were using the first version with four cats -
    It will be necessary to make a clean save without the mod active, then reactivate it and get your cats again. The new ones won't show up or may have problems otherwise.

    The default esp is for the smaller cats. You can find esps for the others in the Alternate esps folder, in their respective folders. Copy the meshes and texture folders and your choice of esp to your Oblivion\Data folder and agree to overwrite.

    DESCRIPTION:

    There's no quest, no vendor, just some really cute pets!

    I had intended to do a mod like this but hadn't gotten around to it. Then, thanks to Morniel_Everhate who gave me a link to this wonderful resource made by HISSSSA, and helped with obtaining permission, I've been able to do a House Cat mod with custom textures and meshes.

    There are four cats. White, grey and two black, one of which has a scar and a missing eye. He also has a Happa (the Japanese word for leaf, I believe) in his mouth. They are a bit bigger than real cats, but I can make them smaller if there's a request. It only takes a minute or two.

    They are strictly pets only and will flee (very fast) when there's a fight or danger approaches and will return when it's safe. They are meant to be taken to your house or for a stroll in the garden. Anywhere there's no danger.

    They are marked essential, have a small healing ability in case of accidents and are player owned, so they won't flee if you or friends hit them inadvertently. They are level 5 and don't level with the player. There are custom meow and purr sounds, as well as a bell sound, which I've attached to the activate script. I used different sounds to the ones in the resource file, except for the bells.

    You'll find them wandering near the pond and around Benirus Manor in Anvil.

    I have them all following at once without the "Too many followers" message, but it may be different for you so you can take one at a time or two, whatever you like.

    NAMES and COLOURS:
    Echo - white
    Cleo - black
    Pepper - grey
    Jazz - black with a missing eye, scar and leaf.
    Misty - pale tabby Point
    Oscar - ginger tabby

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on an Oblivion only install. 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 archive to a temporary folder and check the folder structure if necessary. Then move the meshes, textures and sound folders, plus the esp to your Oblivion Data Directory. Activate the esp and go to Anvil.

    UNINSTALL:
    Examine the folders in the original archive to see which files to remove. You did keep it didn't you?

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

    COMPATIBILITY:
    There should be no incompatibility with any mods now as far as I am aware and I use a LOT of mods and have tested with them all active.

    CREDITS and THANKS TO:
    HISSSSA for the meshes and textures and sounds.
    Morniel_Everhate, a very kind and helpful person.
    SavageArtistry for the new ginger and tabby point meshes and textures.
    ADParker for the OMOD conversion data and script for previous versions.
    Bethesda for the game we love to mod and for the Construction Set.
    My friends at the SavageArtistry forum for their support in difficult times.
    http://savageartistry.darkbb.com/index.htm

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

    Email: maigrets55@yahoo.com.au

    And here of course.

    LEGAL:
    Please do not upload this mod in it's current or altered form anywhere else without asking me first. To use resource files from this mod you must contact the original author, HISSSSA who is listed in my credits. This also applies to the new ginger and tabby point meshes and the textures created by SavageArtistry.

    No alteration was made to the meshes. They are copies to accommodate the new textures.

    157 downloads

       (0 reviews)

    7 comments

    Updated

  15. Maigrets House Cats - Nehrim

    PLEASE NOTE: This mod will not work with Oblivion. It's been completely re-done for Nehrim with a few necessary additions.

    MOD NAME:
    Maigret's House Cats- Nehrim

    AUTHOR:
    Maigrets

    Version 1.0

    UPDATE 10th Dec 2010:
    I've discovered that the places I put the cats are affected at some point by the MQ and they may be inaccessible unless you haven't done the MQ, or are not yet at the particular point in question. In that case the original esp is fine.

    But, I'm adding an Alternate esp for anyone who has passed the point in the MQ and can't get the cats. This esp will need a clean save if the original has been used, and is explained in a small info text included in the archive.

    The cats now reside at Tirin Abbey. Also explained in the Info.



    Please see the NOTE re animations below Compatibility.

    DESCRIPTION:

    This adds all six cats from my House cats mod for Oblivion to the Arcane Sanctum in Nehrim. They are in three different places in pairs. Two are in a farm stable, two are with Fluffy the dog to the left and the other two are on the first circle as you enter from the main road. BUT, they will wander, even down stairs, so you'll have to find them. There's a gap in the wall where Fluffy is and the cats may also wander through it.

    See screen shot for where they should be if they haven't wandered off. They won't go far and you'll probably hear them meowing anyway.

    There are six cats. White, grey, two black, ginger and tabby point. One of the black ones has a scar and a missing eye. He also has a Happa (the Japanese word for leaf, I believe) in his mouth.
    They are strictly pets only and will flee (very fast) when there's a fight or danger approaches and will return when it's safe. They are meant to be taken to your house or for a stroll in the garden. Anywhere there's no danger.

    They are Essential, have a small healing ability in case of accidents and are player owned, so they won't flee if you or friends hit them inadvertently. If they were not player owned and are you hit them they won't come near you again, like real cats, which would probably require deactivating the mod, making a clean save and reactivating it. I found that out in testing the original mod.

    They are level 5 and don't level with the player. There are custom meow and purr sounds, as well as a bell sound, which I've attached to the activate script.

    When you first activate each cat you'll receive it's summon spell which is a Lesser Power. This only happens once not every time you activate them. I know this means six summon spells, but there's no way around that as they are individual creatures.

    Re stairs: They will climb small stairs, but if they get stuck they will teleport to you. Otherwise just summon them when you have the spells.

    They have the sneak function I gave my Oblivion companions. This means that if you wish to take them into potentially dangerous areas they will sneak with you AS LONG AS YOU ARE SNEAKING AND ARE UNDETECTED. As soon as you're detected by an enemy or you come out of sneak mode in enemy territory they will flee and return when the danger has passed. If they have taken off through load doors and don't return just use the summon spell to get them back when it's safe. You may have to activate them to follow again if this happens.

    I have them all following at once without the "Too many followers" message, but it may be different for you so you can take one at a time or two, whatever you like. I don't even know if that message appears in Nehrim anyway.

    NAMES and COLOURS:
    Echo - white
    Cleo - black
    Pepper - grey
    Jazz - black with a missing eye, scar and leaf.
    Misty - pale tabby Point
    Oscar - ginger tabby

    REQUIREMENTS:
    Nehrim of course. I made this mod with the latest patch installed (1.0.9.1 EN). Whether it makes any difference I don't really know, but it shouldn't. Best to be patched anyway.

    INSTALL:
    Extract the archive to a temporary folder and check the folder structure if necessary. Then move the meshes, textures and sound folders, plus the esp to your Nehrim Data Directory. Activate the esp and go to the Arcane Sanctum.

    UNINSTALL:
    Examine the folders in the original archive to see which files to remove.

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

    COMPATIBILITY:
    There should be no incompatibility with any Nehrim mods, or itself, as far as I know.

    NOTE: Since the Mountain Lion special anims were removed from the Nehrim esm I had to add them back in for this mod. This is so the cats will look around, wash their paws and crouch (Aware). Plus there is a second "wash" special idle I included from the resource that's not currently in my Oblivion mod. If I didn't re-add them the sounds, ie meow and purring, wouldn't work and it gives them character as well. I don't see why doing this should affect anything else in Nehrim because the anims are specific to these cats.

    I also had to add all of the other mountain lion animations to the meshes\creatures\mountainlion folder as well because when I was pulling my hair out wondering why the special anims and sounds didn't work, (until I found they'd been deleted from the esm) they weren't animating in the CS. When I added the anims to the folders they worked, so I have to leave them there. That's why the extra files and I'm not doing it over again. It wasn't as easy as doing it in Oblivion's CS due to having to use Google Translate and a few other little things.

    CREDITS and THANKS TO:
    HISSSSA for the meshes, textures and sounds.
    SavageArtistry for the new ginger and tabby point meshes and textures.
    Bethesda for the game we love to mod and for the Construction Set.
    Thank you to the Nehrim team for an awesome Total Conversion.
    My own Simple Creature Companion Tutorial at SavageArtistry's forum and here at TES Alliance.


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

    Here at TES Alliance as Maigrets

    Email: maigrets55@yahoo.com.au

    LEGAL:
    The holder of the files included in the 7Zip archive Maigrets House Cats Nehrim by Maigrets shall not redistribute, copy, or change the contents in any way except for personal use without my permission. To use resource files from this mod you must contact the original author, HISSSSA who is listed in my credits. This also applies to the new ginger and tabby point meshes and the textures created by SavageArtistry.

    No alteration was made to the meshes. They are copies to accommodate the new textures.

    This mod must not be uploaded anywhere else for any reason without contacting me.

    81 downloads

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    0 comments

    Updated

  16. Maigrets Boar Companion

    MOD NAME:
    Maigrets Boar Companion - Requested by dusann.

    AUTHOR:
    Maigrets
    Version 1.0
    September 4th 2009

    DESCRIPTION:
    This mod was requested by dusann who also chose the name and location.


    There's no quest. Mike, the Elder Boar can be found hanging out with the sheep at the Village of Aleswell. He will probably open the gate and wander a bit so just look around and find him. When first activated he will give you a Summon Spell so he can be called if he gets get stuck, ( rare)or if you've left him somewhere. Some quest related doors don't allow companions to travel through them so also use the Summon Spell. Like most creature companions he may have some problems with bigger stairs, but will port to you if that happens.

    I never test my companions with Oblivion Gates because I don't do the Main Quest any more and have no intention of doing so. However, if in doubt, tell him to wait before entering and then summon and when exiting the gate do the same and there should be be no issues.

    He can be activated the same way as my other creature companions. Tell him to either come with you or stay, and he will do the rest. When told to wait he has a fairly wide wander range, so just summon him if you can't find him for some reason.

    He will also sneak with you so if you go into dangerous areas and remain undetected, then will attack as soon as you enter combat. Obviously, he won't crouch in sneak mode, but it works. I'm not going to add chameleon. It's unnecessary.

    He is essential and has his own healing ability for use in case of trouble. He is player owned and will not attack you or friends. Main stats are basically the same as the default boar, except for intelligence which assists with animal companions climbing stairs and more importantly, being able to follow the player through doors and fast traveling properly.

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

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on a Vanilla install. No assets from SI were used. Oblivion must be patched to 1.2 however as I used this version of the CS to create him.

    INSTALL:
    Extract the esp, meshes and textures to a temporary folder and check it out if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for the village of Aleswell. He's in the yard with the sheep.

    UNINSTALL:
    Remove these files:
    Maigrets Boar Companion.esp
    textures\creatures\boar\boar05_MMMBrown.dds
    meshes\creatures\boar\elderboar.nif
    meshes\creatures\boar\elderboarhead.nif

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.
    Martigen's Monster Mod also uses these files, so if using MMM don't remove the meshes and textures. Just delete my esp.

    I used the files fom corepc's resource files - Core's Boars at Tesnexus.
    http://www.tesnexus.com/downloads/file.php?id=19337

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware.

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

    TES Alliance

    Email: maigrets55@yahoo.com.au

    CREDITS and THANKS TO:
    Corepc for the meshes and textures.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various tutorials and valuable tidbits of information.

    LEGAL:
    Please do not reupload this file in it's current or altered form without asking me.

    50 downloads

       (0 reviews)

    0 comments

    Updated

  17. Maigrets Vampire Bats

    MOD NAME:
    Maigret's Vampire Bats

    AUTHOR:
    Maigrets
    Version 1.0

    If anyone happens to have the one bat esp which was only available for a short time, don't use it with this version. I still have the single bat file if anyone wants it.

    DESCRIPTION:
    This is a mod for the vampires and evil types or anyone who just likes bats.

    It adds three vampire bats that can be summoned for 60 seconds. Desmodus, a red male, is named after half of the zoological name for real vampire bats, which live in South America and a few other countries. They feed on the blood of livestock and sometimes eventually kill them. Luna is an orange female named after the moon and Vlad is another red male, who thinks he's a master vampire in disguise.

    There's no quest. Just fight through Barren Cave, West of Cheydinhal near the waterfall, and find the Orb of Desmodus. The location inside the cave is shown in a screen shot. It was easy with vanilla, but not so much with FCOM.

    You will be granted a summoning spell and you can keep the orb as a decoration or drop it, whichever you like.

    They all have poison touch spells which they will use and are resistant to fire and magic. I know vamps are supposed to be weak to fire, but let's say he's evolved. I forgot about that bit, actually. He'll be OK in Oblivion Gates.

    They also level with the player, but are not essential and have no healing ability. They can be re-summoned at will.

    REQUIREMENTS:
    I have Shivering Isles installed but I can't see any reason why it won't work on a Vanilla install. No assets from SI were used. Oblivion must be patched to 1.2 however as I used this version of the CS to create him.

    INSTALL:
    Extract the esp, meshes and textures to a temporary folder and check it out if necessary. Then move the files to your Oblivion Data Directory. Activate the esp and head for Barren Cave. If you've read the bit at the top you'll know where to go.

    UNINSTALL:
    Examine the folders to see which files to remove. If you are using Martigen's Monster Mod you will need to leave all of them intact. Just remove my esp.

    Your saves won't be affected. Just answer yes to the message regarding missing content next time you load your game.

    COMPATIBILITY:
    There should be no incompatibility with any other mods as far as I am aware and I use a LOT of mods.

    CREDITS:
    Mr.Siika for the meshes, textures and sounds for the bat. Thank You.
    Me for another idea I came up with in the middle of the night. Insomnia is good for something.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    The CS Wiki and Bethsoft CS forum for various tutorials and valuable tidbits of information.

    A big Thank you to The Vyper at the Beth CS forum for help with the scripts so I could have a multiple summons.

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

    Email: maigrets55@yahoo.com.au

    And here, of course.

    LEGAL:
    Please do not upload this mod in it's current or altered form anywhere else without asking me.

    Many of my mods have been translated into other languages and that's fine with me.

    77 downloads

       (0 reviews)

    0 comments

    Updated

  18. Angelica Save

    Uploaded by request. July 30 2010

    This is the original 2008 Readme unaltered except for contact details. This save was made before (I think) eyelashes and hi res textures were available and also the first file I ever uploaded before I made any mods for Oblivion. I now use HGEC with Ozmo's face and body textures as well as IFT, so the face will look different as far as textures go...and hopefully nice.
    Later, I might load the save just to see what she looks like and post a new screen shot. The included screens are the originals.

    The face can also be transferred to another save with Wrye Bash or Face Exchange Lite if preferred.

    I just noticed on the save game time it took me an hour to create her face and 16 minutes to get to the sewer exit on the second save...lol


    The Readme...

    A save game file of Angelica, an Imperial Mage. This save was created with the Shivering Isles expansion installed, but it should still work.

    A few months ago poor Angelica was arrested for practicing magic without a license. She is still an amateur, but she has high hopes of climbing the ranks of the Mage's Guild and maybe toppling the Arch Mage from his lofty position. Destruction and Conjuration are particular favourites of hers and when she was arrested it was for shooting apples from a tree with fireballs for her summoned scamp to eat. The guards take a dim view of frivolity in the city center.
    She does have a serious side and is training to be the best Marksman in Cyrodiil.

    There are 2 saves in the archive, this Readme and a couple of screenshots. One save in the starting cell and the other at the sewer exit with all the bit's and pieces she's collected along the way.
    I've given her a custom class but that can easily be changed before leaving the sewers as can anything else.

    The only requirement is the hair only pack for Original Races from the Corean Race mod available on Tesnexus. Make sure to download the EGM files for the Corean Hair for Original Races and follow the instructions. I also use Exnem's Female Body replacer, Improved Facial Textures V2.1 with Enayla's textures over the top. There should be no problem without these, but results may vary.

    There are no cheat items included and the weapons, armours and clothing shown in screenshots are not in the saves.

    Thanks to Bethesda for creating Oblivion
    Exnem for his great Female Body replacer
    idkrrr for the Corean Race
    Enayla and Shady Tradesman for their facial textures
    My appreciation also goes to the authors of the many other mods I use with my characters.

    I ask that I be contacted before this save or the face is used for anything other than personal use.
    If I don't respond in a reasonable time, which is unlikely, feel free to do whatever you like with them.

    I can be contacted here on The Alliance as Maigrets or,
    SavageArtistry's forum. Registration required.
    http://savageartistry.darkbb.com/index.htm

    50 downloads

    0 comments

    Updated

  19. Maple Leaf Cottage and Pets

    MOD NAME:
    Maple Leaf Cottage - Pets Included.

    AUTHOR:
    Maigrets

    VERSION:
    1.1

    UPDATE: June 10th 2009

    ***Please Note:

    This esp will require a clean save so you will need to remove any items stored there if using version one. Deactivate the old esp and save the game. Replace the esp with the new one, activate and play.

    Changes:

    1. The biggest change is I've fixed the pathing so that the companion dogs and unwanted visitors don't clip through the walls or try to walk into them. Gallant the horse will now be in his stable where he's supposed to be (most of the time).

    2. Fixed a gap in the stone wall around the stable.

    3. Moved some plants and tidied up some other bits and pieces.

    4. Renamed a couple of chests. All containers inside the house, except for the Food Storage cupboard will not respawn as before. The crates and chest in the stable will respawn.


    DESCRIPTION:
    This mod started out as another project that took a different direction so I decided to complete it as a house mod for myself so it's free and there's no quest.
    It's a farm house in the West Weald to the East of Skingrad near a couple of high level dungeons. but not close enough to have uninvited visitors calling in.
    You can fast travel straight there if you want to or do the long trek.

    Included are two companion dogs named Jessie and Dixie and a horse named Gallant who never stays in his stable. Whenever I go there he's anywhere but in his yard. However, the dogs can open gates so I'm blaming them.
    They have a fairly wide wander distance so if you can't find them use the summon spells.

    The dogs are companions you can take away with you like my other creature companion mods. They are Essential, level with you and have a basic healing spell of their own.
    The horse can be summoned and he will appear a decent distance behind you and won't land on top of you. Otherwise he's also Essential, has the combined stats of the player horses in regard to speed, health and defense. eg the speed of the black, the health of the white etc. He will stay wherever you leave him and defend himself.
    He's a chestnut because I used to have one many years ago and I like the colour.

    In the main house is a set of shelves to the right and there you'll find two pairs of chewed up shoes and a large apple. These are the objects that will give you the summon spells. I guess you can eat the apple after....it has no further use and the shoes aren't much to look at either.

    I haven't updated the dog's scripts with the sneak function like my other companions as yet. I may get to that later. It won't need a clean save unless I decide to add anything else which is unlikely.

    The house has a small basement with an extra bed, study area and storage. All chests and cupboards etc are safe and will not respawn EXCEPT for the Food and Ingredients cupboard in the main house and ALL containers in the stable area.
    There are some custom landscape paintings by Trollf as well. I have used real lighting rather than fake lights and there's not much clutter.

    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 my mod.

    INSTALL:
    Extract the 7Zip file to a temporary directory for best results. Move the meshes and texture folders plus the esp to your data folder. Agree to overwrite folders and files if asked. Check the esp in your data files menu or use your desired method eg OBMM and start your game.

    UNINSTALL:
    Remove the esp, meshes and textures from your Data folder. Your saves won't be affected. Just answer yes to the message regarding missing content next time you start your game.
    If you use Slof's horses and or dogs you'll want to leave those files intact.


    COMPATIBILITY AND ISSUES:
    There should be no incompatibility with any other mods as far as I am aware. I have tested with OOO and MMM and there are no dangerous spawns nearby, although I did come across a hill giant and some vampire bats causing trouble.
    Any unwanted visitors will be seen off by the dogs if you leave them to patrol.

    CREDITS AND THANKS:
    Alienslof for the dog and horse resources.
    Trollf for the very nice paintings resource - Paintings Galore.
    Bethesda for creating Oblivion and the CS in the first place for us to use.
    All other mod authors who provide their creations for us to use.

    Mod cleaned with TES4Gecko.

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

    TES Alliance

    Email: maigrets55@yahoo.com.au

    LEGAL:
    Please do not reupload this mod in it's current or an altered form to any site without asking me.

    64 downloads

       (0 reviews)

    1 comment

    Updated

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