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emma

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Everything posted by emma

  1. The spirit of modding is sharing. In order to grow in quality rather than in quantity, modding has to be a labour of love, not a labour for money.

    1. Tamira

      Tamira

      Let's keep alive the true spirit of modding: free for all, sharing and helping each other

    2. vometia

      vometia

      I thought that the true spirit of modding was remaining positive in the face of relentless clutter fatigue. :D

  2. Can I just re-post some thoughts I have posted on ES-boards and in my own forum here? This seems like an obvious place for good discussions
  3. Screenshots and download: Solve a short quest, gain a home with a handy location on the Imperial Isle, suitable in particular for a new character but also for the more experienced adventurer. As soon as I saw Stroti's Tiny house model, I felt it would be perfect as a first home for a new character. Maple Cottage is located on the Imperial Isle, south of the bridge to Weye. In order to "earn" it, you will first have to do a little quest - talk to Nerussa at Wawnet Inn about "A good place to stay". Maple cottage is lorefriendly and furnished to be spacy in spite of its small size. There is also a small garden with flowers and vegetables. Two versions - purist and comfortable There are two esp-files included - one purist version and one for the player who prefers a little extra comfort. The purist version only includes the house with a small basement, but thanks to a bedroll that can be activated, there is space also for a companion. The comfortable version has a larger basement with a good livingroom. You can at any point switch esp without uninstalling/reinstalling the mod. Just make sure that you move the items stored in the basement you are abandoning. Should you still forget to move the items, use the console command coc emtinybasement2 resp. coc emtinybasementpurist to get to the alternate basement.To return to the house, use the console command coc emtinyhouse. Companionfriendly The cottage is fully path-gridded. The purist version has a bedroll that can be activated in order to make space for a companion. The comfortable version has aditionally two beds in the basement room. In a small chest on the drawer upstairs you will find "companion keys". Put a key in your companion's inventory, an this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outside, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients). Special Features The cottage includes the following facilities: - Crafting facilities: - you may craft leather armor from pelts - you may craft jewels from gold- and silver nuggets or silver items - smelter facility in the garden. - you may craft lockpicks from smelted metal items. - extensive crafting manual is provided in the cottage. - you may make your own soup or stew in the cooking pot at the main room fireplace. - you may make your own coffee by using the coffee pot at the main room fireplace - you may light/extinguish out the fires by activating the wateringcans placed next to them. - you may make your own alchemy potions by activating the alchemy equipment in the basement. - you may repair your equipment by activating the basement anvil. - you may pour beer and wine from the kegs in the basement. Please use the appropriate pitchers and tankards for this purpose. - you may cure yourself at the Mara statue in the bedroom. - you may activate/deactivate the extra bedrolls by clicking on the yellow bedroll in the shelf next to the dining table. - you may give your companions additional orders while in the cottage. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer upstairs. - daylight will automatically vanish during the night hours. - the containers are non-respawning, with one exception: the "Companion Key chest RESPAWNS" upstairs COBL-addon A COBL-addon is provided for COBL-users. It will add the following features: - The Luggage - is located upstairs, close to the bed, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located in the basement, regardless if you use the purist or the comfortable version. - Dinnerplate is placed on the dinnertable. - One of the kegs in the basement will give water if you are using a survival mod. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Lakeside home, else many of the COBL-functions won't work. Unique landscape patch is provided in the download section for this file
  4. emma

    Maple Cottage

    Version 1.03

    177 downloads

    Name: Maple Cottage Version: 1.03 Date: 2012-01-25 Category: Quest with a playerowned house as reward Requirements: Oblivion Author: Emma Contact e-mail: emma9158@hotmail.com, emma@lovkullen.net Web-site: http://lovkullen.net/Emma/index.htm ========================================================================= Description =========== Solve a short quest, gain a home with a handy location, suitable in particular for a new character but also for the more experienced adventurer. As soon as I saw Stroti's Tiny house model, I felt it would be perfect as a first home for a new character. Maple Cottage is located on the Imperial Isle, south of the bridge to Weye. In order to "earn" it, you will first have to do a little quest - talk to Nerussa at Wawnet Inn about "A good place to stay". Maple cottage is lorefriendly and furnished to be spacy in spite of its small size. There is also a small garden with flowers and vegetables. Two versions - purist and comfortable ===================================== There are two esp-files included - one purist version and one for the player who prefers a little extra comfort. The purist version only includes the house with a small basement, but thanks to a bedroll that can be activated, there is space also for a companion. The comfortable version has a larger basement with a good livingroom. You can at any point switch esp without uninstalling/reinstalling the mod. Just make sure that you move the items stored in the basement you are abandoning. Should you still forget to move the items, use the console command coc emtinybasement2 resp. emtinybasementpurist to get to the alternate basement.To return to the house, use the console command coc emtinyhouse. Companionfriendly ================= The cottage is fully path-gridded. The purist version has a bedroll that can be activated in order to make space for a companion. The comfortable version has aditionally two beds in the basement room. In a small chest on the drawer upstairs you will find "companion keys". Put a key in your companion's inventory, an this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outside, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients). Special Features ================ The cottage includes the following facilities: - Crafting facilities: - you may craft leather armor from pelts - you may craft jewels from gold- and silver nuggets or silver items - smelter facility in the garden. - you may craft lockpicks from smelted metal items. - extensive crafting manual is provided in the cottage. - you may make your own soup or stew in the cooking pot at the main room fireplace. - you may make your own coffee by using the coffee pot at the main room fireplace - you may light/extinguish out the fires by activating the wateringcans placed next to them. - you may make your own alchemy potions by activating the alchemy equipment in the basement. - you may repair your equipment by activating the basement anvil. - you may pour beer and wine from the kegs in the basement. Please use the appropriate pitchers and tankards for this purpose. - you may cure yourself at the Mara statue in the bedroom. - you may activate/deactivate the extra bedrolls by clicking on the yellow bedroll in the shelf next to the dining table. - you may give your companions additional orders while in the cottage. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer upstairs. - daylight will automatically vanish during the night hours. - the containers are non-respawning, with one exception: the "Companion Key chest RESPAWNS" upstairs COBL-addon ========== A COBL-addon is provided for COBL-users. It will add the following features: - The Luggage - is located upstairs, close to the bed, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located in the basement, regardless if you use the purist or the comfortable version. - Dinnerplate is placed on the dinnertable. - One of the kegs in the basement will give water if you are using a survival mod. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Lakeside home, else many of the COBL-functions won't work. Unique landscapes ================= A patch for Unique Landscapes IC Isle is provided. Install ======= Just drop the bsa-package as well as one of the esps (remove its subfolder first) in your Oblivion/Data folder. Don't forget to check the mod when starting the game! Credits ======= Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture, containers and items that I have used for furnishing the cottage and garden. (modders resources) Jbvw - for planters originally belonging in his Vaernlor Manor mod (modders resource permission) MEO - for the modular fireplaces and the watering-cans, the bookset, the wine crates and some of the food containers. (modders resource) Xiamara - for the bedroll bags. (modders resource) Shawn Dworshak - for the alchemy desk script (modders resource) Phaedra - for the planters (modders resource) Lycanthrops - for the tanning rack, the Mara statue and the chamber pot (in the bedroom drawers). CDCooley - for the Smelter scripts.
  5. Yes, I really liked the crafting in Skyrim and wanted to bring it over to some of my housemods for Oblivion. I'll probably upgrade Red Rose Manor with further crafting soon - statues, lockpicks, metal armor and weapons. Today I uploaded a new version of my Aleswell Cottage and there I have all these features. all of these features in Aleswell, apart from the statues, are also in my recently updated Lakeside Home,
  6. Thank you, both Using the anvil for repair is something I do in all my housemods - I agree that it makes a lot of sense. What is new and so far unique (well, at least among my mods) for Red Rose Manor is the crafting of leather armor from pelts and the crafting of jewelry. Crafting of clothes was there already in ver 1, and I have it also in my Aleswell cottage. Now, I have just upgraded Red Rose Manor to ver 2.01. The reason was that a world model (gnd) of one of the silver amulets wouldn't show up correctly in the previous version. Now you can display also this amulet on a table if you like. At the same time I corrected a tiny mistake which made the gold ingots look like silver ingots ingame.
  7. Red Rose Manor ver 2.0 - now with Skyrim-inspired crafting and “real†roses Screenshots and download: Description Solve a fairytale-like mini-quest, gain a lovely medieval-style manor. It was love at first sight when I found Stroti's wonderful modders resource "Ravenhorst Manor", and ever since then I have wanted to make a medieval style player abode with a fairytale-like quest. The Red Rose Manor is the result of ten days intense work. The Red Rose Manor is located on a hilltop on the road between Weye and Skingrad. But, in order to gain access to it you have to talk to the female mages at the Skingrad Mages Guild, who will know more about the house and about the secret it has been holding for more than hundred years... The Red Rose Manor is lore-friendly and furnished in medieval keep style. Apart from the main cell with mainhall, master bed suite, attic and basement, there is also an additional underground cave with a natural waterpool suitable for swimming. The mod also includes two display-cases and 101 non-respawning containers (many of them "mini-barrels) as well as one respawning trash-bin and three respawning wool barrels. . New in ver 2 - Skyrim-inspired Crafting has been added. You can now convert pelts into leather and make your own leather armor, you can smelt gold- and silver nuggets as well as misc silver items like spoons, urns etc to get ingots, and with the ingots you can craft your own jewelry. Additionally, you can enhance gold- and silver jewelry with various gems before you sell them or enchant them. An ingame Crafting Manual has been added - you'll find it both at the basement workbench and in bookshelves, as well as in a couple of other places in the manor. - added a simple stable - added an outdoor privvy. - Last but not least - thanks to Lycanthrops, Red Rose Manor now has "real" roses instead of the ones I made using ivy-leaves and recolored dogwood bushes. New in ver 1.1 - added a hedge with flower-shrubs in the backyard - added an enchanting station in the attic. - in addition to the companion keys (see below) there are now also companion amulets, this in order to make things smoother for those who use keychain mods. - adjusted some pathgrids. - added little "shelves" at the windows on second floor; hopefully this will keep the planters from falling down. Several new interactive features: - you may use wool from the wool barrels (respawning) to make your own yarn at the spinning wheels. - you may use yarn to make your own cloth bolts in the loom. - you may use any cloth bolt (not folded cloth) to sew your own outfits by using the equipment in the Sewing Kit Chest in the attic close to the wool barrel. - you may make your own coffee from the coffee bin in the kitchen next to the bread tin. Companionfriendly The manor is fully path-gridded and has five persistent beds (one doublebed and four singlebeds). On top of that, there are two bedrolls that you can activate and de-activate. I.e. you can live here comfortably with up to seven companions. In a small chest on a drawer in the attic you will find "companion keys". Put a key in your companion's inventory, and this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outdoors, or swim in the underground pool, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients). Special Features Crafting and cooking: A crafting manual can be found in the manor, on the workbench in the basement as well as in bookshelves and other places. This is the content of it: Smelter -In the smelter, located at the rear of Red Rose Manor, you convert silver and gold nuggets to ingots. You can also melt silver items like urns, vases, spoons in order to get ingots. Simply put the nuggets or items in the smelter. Use the bellow to light/extinguish the fire. Crafting Jewelry - Use the small hammer (activator) on the red cloth on the workbench to craft your own jewelry. You will need ingots from the smelter in order to do so. Enhancing Jewelry - Use the small tongs (container) on the red cloth on the workbench to enhance your gold jewelry with gems. You will need gold or silver jewelry and appropriate gems (rubies, sapphires, emeralds or diamonds) in order to do so. Put one gem and one piece of jewelry in the container. Close the container and re-open it - your enhanced jewelry is ready! Note that you can not make silver diamond jewelry and that you cannot make any jewelry using flawed gems. Tanning - At the Tanning Rack you can craft leather of your bear- lion- or wolf pelts. Leather Armor - After you have converted pelts into leather, you can create your own leather armor. Use the hammer placed on the forge (activator) for this purpose. Repair - You can repair your armor at the basement anvil. Wine making - Use the Wine Maker to brew your own wine. You will need grapes in order to do so. You will find enough grapes to start the production in the basement handcarts. You can pour yourself a bottle of wine or beer from the kegs in the basement and in the kitchen. Spinning - Use the Spinning Wheels to spin your own yarn. Wool can be found in one container in the basement and one in the attic. Note that the woold will respawn over time, allowing you to spin more yarn. Weaving - Use the loom in the attic to weave you own bolts of cloth. Note that you will need yarn for this purpose. Sewing - There is a Sewing Chest in the attic. You can use it to make your own outfits. Note that you will need bolts of cloth for this purpose. Baking - You can bake your own bread in the bread tin at the kitchen fireplace. Note that you will need flour for this purpose (and further ingredients if you want to bake other than common bread). Soup - You can make your own soup with beneficial effects in the cooking pot at the kitchen fireplace. Note that you will need the appropriate ingredients for this purpose. Coffee - You can make your own coffee in the kitchen. There is a coffee jar placed next to the Bread tin. Alchemy - Activate the mortar on the alchemy station in the attic in order to brew your own potions. Spellmaking and Enchanting - There are spellmaking and enchantment stations available in the attic. Others The manor includes the following facilities: - you may make your own soup in the cooking pot at the main hall fireplace. - you may bake your own bread in the bread tin at the main hall fireplace kitchen area. - you may litght/turn out the fires by clicking on the watering cans placed next to them. - you may make your own alchemy potions by activating the mortar on the alchemy desk in the attic. - you may make your own spells at the spellmaking station in the attic. - you may repair your equipment by activating the basement anvil. - you may make your own wine in the basement winemaker. - you may pour beer and wine from the kegs in the basement and in the main hall. Please use the appropriate pitchers and tankards for this purpose. - you may heal and cure yourself on a daily basis by praying at the altar on the drawers to the left of the fireplace in the master bedroom. - you may teleport to the major cities in Cyrodiil by activating the statue in front of the mirror in the cave below the basement. In order to use the teleport facility, you will have to find the hidden magic crystal ball. - you may activate/deactivate the two extra bedrolls in the attic if the beds aren't sufficient for all your companions. The yellow bedrolls are placed at one of the walls. - you may give your companions additional orders while in the manor. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer in the attic. - daylight will automatically vanish during the night hours. - the containers are non-respawning, with two exceptions: the "Companion Key chest RESPAWNS" in the attic and the "Trashbin RESPAWNS" barrel in the basement. Install Just drop the bsa-package as well as the esp in your Oblivion/Data folder. Don't forget to check the mod when starting the game! Credits Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture and items that I have used for furnishing the manor. (modders resources) Lycanthrops - for the lovely roses; the indoor climbing roses and roses in vases, the outdoor rose bushes and the leaves on the outdoor climbing roses. Also for the tanning rack and the stable, and for testing, troubleshooting and valuable suggestions. Jbvw - for furniture and items originally belonging in his Vaernlor Manor mod (modders resource permission) Mr_Siilka - for the spinningwheel originally belonging in Castle Seaview (modders resource permission) MEO - for the modular fireplaces and the watering-cans. (modders resource) Korana - for the loom. Xiamara - for the wine racks and bedroll bags. (modders resource) MagicNakor - for the unicorn tapestries. (modders resource) Shawn Dworshak - for the alchemy desk script (modders resource) Washington - for the sawing horse (modders resource) Phaedra - for the rose flowers that climbs on the exterior walls (modders resource, rose bouqets -additional readme included) CDCooley - for helping me preventing npcs from jumping off the balcony (adding subspace box). DeFothers, Amgepo, Blockhead - playtesting, troubleshooting and valuable suggestions Loriel - proofreading My daughter Maja - valuable suggestions on storyline and furnishing. ADD-ONS COBL-add-on The following COBL-features have been incorporated: - The Luggage - is located in the attic, next to the stairs, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located together with the alchemy desk in the attic. - Grinder - is located on the alchemy desk. - Two dinnerplates are placed on the dinnertable in the mainhall. - One of the kegs in the basement will give water if you are using a survival mod. - both the basement well and the well in the garden will give water if you are using a survival mod. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Red Rose Manor, else many of the COBL-functions won't work. Vilja in Red Rose Manor - NOW VER 1.2 If you are running ver 1.0 of this add-on you should upgrade in order to make Vilja's "Cozy evening at home" topic work properly! Requires: Companion Vilja ver 3.0.1 or higher Red Rose Manor ver 1.0 or higher If you are using my Red Rose Manor and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in Red Rose Manor or in the area right outside it - and it also gives her a number of new things to do while you are staying in the manor. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate your home with (not as many as in the Aleswell add-on, though, as there aren't many places in the manor that I find suitable for the purpose). She will also help out in the garden, bring you a bottle of beer, go shopping and actually return home with some goods. And you can ask her to sit down with you at one of the fireplaces or at the dinnertable. A number of tasks she will also perform spontaneously, without you having to ask her. These occations are based on random 100 and will probably not happen every day. She will also have additional chatter and comments related to the manor, and if she is with you while you are doing the quest for the manor, she will comment on this as well.
  8. Well, as you are asking... None of my mods are listed there, except for my newly released Red Rose Manor, but in your list this mod is said to be a manor located outside Bruma by the author Versa??? Your link to it is dead, so I don't know if there maybe once upon a time existed another Red Rose Manor at Bruma by this author. My other 11 Oblivion mods, all released during 2009-2011, are not in the list, although most of them are on the top 100 list for their respective cathegories on Nexus (i.e. they are neither exceptionally newly released, nor exceptionally unknown). I notice that there doesn't seem to be any companion-cathegory in your list (the npc&companion list doesnt' seem to include much companions and none of the more used ones, like Vilja, CM Partners, CSR, Ruin-Tail, Viconia, Neeshka, Ramys Enfant are mentioned), and I'm not sure how Immersion mods are labelled? I notice that one of my favorite Cheydinhal houses, Amenthala's Well House by Khetilenna, is listed as a tent and an unicorn in the Heartlands by Pedro Barusso?? One of my other favorite houses, the groundbreaking Millstone Farm by Korana, released in 2009, is not on the list. I'm sorry if this sounds negative... it's a massive task to try to provide a comprehensive list of mods that covers all cathegories.
  9. Thank you I have just finished a little Vilja-addon for the manor, I will upload it as well as a COBL-addon. EDIT: I also realized I hadn't added the ver 1.1.1 version of the mod here - it has also been updated now.
  10. Heh, it was probably my Morrowind donkeys you used - as far as I know, I made the only Morrowind packdonkeys, using Cait's lovely models. Hope these bunch will be equally useful!
  11. Screenshots and download: Name: Red Rose Manor Version: 1.1.1 Date: 2011-03-31 Category: Quest with a playerowned house as reward Requirements: Oblivion Author: Emma Contact e-mail: emma9158@hotmail.com, emma@lovkullen.net Web-site: http://lovkullen.net/Emma/index.htm ============================================================================ Description =========== Solve a fairytale-like mini-quest, gain a lovely medieval-style manor. It was love at first sight when I found Stroti's wonderful modders resource "Ravenhorst Manor", and ever since then I have wanted to make a medieval style player abode with a fairytale-like quest. The Red Rose Manor is the result of ten days intense work. The Red Rose Manor is located on a hilltop on the road between Weye and Skingrad. But, in order to gain access to it you have to talk to the female mages at the Skingrad Mages Guild, who will know more about the house and about the secret it has been holding for more than hundred years... The Red Rose Manor is lore-friendly and furnished in medieval keep style. Apart from the main cell with mainhall, master bed suite, attic and basement, there is also an additional underground cave with a natural waterpool suitable for swimming. The mod also includes two display-cases and 101 non-respawning containers (many of them "mini-barrels) as well as one respawning trash-bin and three respawning wool barrels.. New in ver 1.1.1 ================ - added a hedge with flower-shrubs in the backyard - added an enchanting station in the attic. - in addition to the companion keys (see below) there are now also companion amulets, this in order to make things smoother for those who use keychain mods. - adjusted some pathgrids. - added little "shelves" at the windows on second floor; hopefully this will keep the planters from falling down. Several new interactive features: - you may use wool from the wool barrels (respawning) to make your own yarn at the spinning wheels. - you may use yarn to make your own cloth bolts in the loom. - you may use any cloth bolt (not folded cloth) to sew your own outfits by using the equipment in the Sewing Kit Chest in the attic close to the wool barrel. - you may make your own coffee from the coffee bin in the kitchen next to the bread tin. Companionfriendly ================= The manor is fully path-gridded and has five persistent beds (one doublebed and four singlebeds). On top of that, there are two bedrolls that you can activate and de-activate. I.e. you can live here comfortably with up to seven companions. In a small chest on a drawer in the attic you will find "companion keys". Put a key in your companion's inventory, and this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outdoors, or swim in the underground pool, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients). Special Features ================ The manor includes the following facilities: - you may make your own soup in the cooking pot at the main hall fireplace. - you may bake your own bread in the bread tin at the main hall fireplace kitchen area. - you may light/turn out the fires by clicking on the wateringcans placed next to them. - you may make your own alchemy potions by activating the mortar on the alchemy desk in the attic. - you may make your own spells at the spellmaking station in the attic. - you may repair your equipment by activating the basement anvil. - you may make your own wine in the basement winemaker. - you may pour beer and wine from the kegs in the basement and in the main hall. Please use the appropriate pitchers and tankards for this purpose. - you may heal and cure yourself on a daily basis by praying at the altar on the drawers to the left of the fireplace in the master bedroom. - you may teleport to the major cities in Cyrodiil by activating the statue in front of the mirror in the cave below the basement. In order to use the teleport facility, you will have to find the hidden magic crystal ball. - you may activate/deactivate the two extra bedrolls in the attic if the beds aren't sufficient for all your companions. The yellow bedrolls are placed at one of the walls. - you may give your companions additional orders while in the manor. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer in the attic. - daylight will automatically vanish during the night hours. - the containers are non-respawning, with two exceptions: the "Companion Key chest RESPAWNS" in the attic and the "Trashbin RESPAWNS" barrel in the basement. New in ver 1.1:- you may use wool from the wool barrels (respawning) to make your own yarn at the spinning wheels. - you may use yarn to make your own cloth bolts in the loom. - you may use any cloth bolt (not folded cloth) to sew your own outfits by using the equipment in the Sewing Kit Chest in the attic close to the wool barrel. - you may make your own coffee from the coffee bin in the kitchen next to the bread tin. COBL-addon ========== The following COBL-features have been incorporated in the optional COBL-addon: - The Luggage - is located in the attic, next to the stairs, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located together with the alchemy desk in the attic. - Grinder - is located on the alchemy desk. - Two dinnerplates are placed on the dinnertable in the mainhall. - One of the kegs in the basement will give water if you are using a survival mod. - both the basement well and the well in the garden will give water if you are using a survival mod. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Red Rose Manor, else many of the COBL-functions won't work. Vilja in Red Rose Manor addon ============================= If you are using my Red Rose Manor and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in Red Rose Manor or in the area right outside it - and it also gives her a number of new things to do while you are staying in the manor. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate your home with (not as many as in the Aleswell add-on, though, as there aren't many places in the manor that I find suitable for the purpose). She will also help out in the garden, bring you a bottle of beer, go shopping and actually return home with some goods. And you can ask her to sit down with you at one of the fireplaces or at the dinnertable. A number of tasks she will also perform spontaneously, without you having to ask her. These occations are based on random 100 and will probably not happen every day. She will also have additional chatter and comments related to the manor, and if she is with you while you are doing the quest for the manor, she will comment on this as well. Install ======= Just drop the bsa-package as well as the esp in your Oblivion/Data folder. Don't forget to check the mod when starting the game! Credits ======= Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture and items that I have used for furnishing the manor. (modders resources) Jbvw - for furniture and items originally belonging in his Vaernlor Manor mod (modders resource permission) Mr_Siilka - for the spinningwheel originally belonging in Castle Seaview (modders resource permission) MEO - for the modular fireplaces and the watering-cans. (modders resource) Korana - for the loom. Xiamara - for the wine racks and bedroll bags. (modders resource) MagicNakor - for the unicorn tapestries. (modders resource) Shawn Dworshak - for the alchemy desk script (modders resource) Washington - for the sawing horse (modders resource) Phaedra - for the rose-planters (modders resource -additional readme included) DeFothers, Amgepo, Blockhead - playtesting and valuable suggestions Loriel - proofreading My daughter Maja - valuable suggestions on storyline and furnishing. If your name should have been listed here, please let me know! I have worked so intensely on this that I have had to back-track which resources I have used, and I don't feel fully confident that I haven't forgotten something. Usage =============== - The main home of this mod is on my web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod from any other source it may not be the latest version!! - Please do not upload any versions, current or altered, of this mod anywhere without my knowledge and agreement. - Please do not include this mod in any compilation without my knowledge and agreement! - Should something happen so that the mod is no longer available on the net, please try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Elder Scrolls download sites. Please send an e-mail or PM to me to notify on this! - Emma
  12. emma

    Red Rose Manor

    Version 2.01

    367 downloads

    Solve a fairytale-like mini-quest, gain a lovely medieval-style manor, now with Skyrim-inspired Crafting facilities. Name: Red Rose Manor Version: 2.0 Date: 2011-12-09 Category: Quest with a playerowned house as reward Requirements: Oblivion Author: Emma Contact e-mail: emma9158@hotmail.com, emma@lovkullen.net Web-site: http://lovkullen.net/Emma/index.htm ============================================================================ Now with Skyrim-inspired crafting and "real" roses. Description =========== Solve a fairytale-like mini-quest, gain a lovely medieval-style manor, now with Skyrim-inspired Crafting facilities. It was love at first sight when I found Stroti's wonderful modders resource "Ravenhorst Manor", and ever since then I have wanted to make a medieval style player abode with a fairytale-like quest. The Red Rose Manor is the result of ten days intense work. The Red Rose Manor is located on a hilltop on the road between Weye and Skingrad. But, in order to gain access to it you have to talk to the female mages at the Skingrad Mages Guild, who will know more about the house and about the secret it has been holding for more than hundred years... The Red Rose Manor is lore-friendly and furnished in medieval keep style. Apart from the main cell with mainhall, master bed suite, attic and basement, there is also an additional underground cave with a natural waterpool suitable for swimming. The mod also includes two display-cases and 101 non-respawning containers (many of them "mini-barrels) as well as one respawning trash-bin and three respawning wool barrels. New in ver 2 ============ - Skyrim-inspired Crafting has been added. You can now convert pelts into leather and make your own leather armor, you can smelt gold- and silver nuggets as well as misc silver items like spoons, urns etc to get ingots, and with the ingots you can craft your own jewelry. Additionally, you can enhance gold- and silver jewelry with various gems before you sell them or enchant them. An ingame Crafting Manual has been added - you'll find it both at the basement workbench and in bookshelves, as well as in a couple of other places in the manor. - added a simple stable - added an outdoor privvy. - Last but not least - thanks to Lycanthrops, Red Rose Manor now has "real" roses instead of the ones I made using ivy-leaves and recolored dogwood bushes. New in ver 1.1 ============== - added a hedge with flower-shrubs in the backyard - added an enchanting station in the attic. - in addition to the companion keys (see below) there are now also companion amulets, this in order to make things smoother for those who use keychain mods. - adjusted some pathgrids. - added little "shelves" at the windows on second floor; hopefully this will keep the planters from falling down. Several new interactive features: - you may use wool from the wool barrels (respawning) to make your own yarn at the spinning wheels. - you may use yarn to make your own cloth bolts in the loom. - you may use any cloth bolt (not folded cloth) to sew your own outfits by using the equipment in the Sewing Kit Chest in the attic close to the wool barrel. - you may make your own coffee from the coffee bin in the kitchen next to the bread tin. Companionfriendly ================= The manor is fully path-gridded and has five persistent beds (one doublebed and four singlebeds). On top of that, there are two bedrolls that you can activate and de-activate. I.e. you can live here comfortably with up to seven companions. In a small chest on a drawer in the attic you will find "companion keys". Put a key in your companion's inventory, and this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outdoors, or swim in the underground pool, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients). Special Features ================ Crafting and cooking: ==================== A crafting manual can be found in the manor, on the workbench in the basement as well as in bookshelves and other places. This is the content of it: Smelter -In the smelter, located at the rear of Red Rose Manor, you convert silver and gold nuggets to ingots. You can also melt silver items like urns, vases, spoons in order to get ingots. Simply put the nuggets or items in the smelter. Use the bellow to light/extinguish the fire. Crafting Jewelry - Use the small hammer (activator) on the red cloth on the workbench to craft your own jewelry. You will need ingots from the smelter in order to do so. Enhancing Jewelry - Use the small tongs (container) on the red cloth on the workbench to enhance your gold jewelry with gems. You will need gold or silver jewelry and appropriate gems (rubies, sapphires, emeralds or diamonds) in order to do so. Put one gem and one piece of jewelry in the container. Close the container and re-open it - your enhanced jewelry is ready! Note that you can not make silver diamond jewelry and that you cannot make any jewelry using flawed gems. Tanning - At the Tanning Rack you can craft leather of your bear- lion- or wolf pelts. Leather Armor - After you have converted pelts into leather, you can create your own leather armor. Use the hammer placed on the forge (activator) for this purpose. Repair - You can repair your armor at the basement anvil. Wine making - Use the Wine Maker to brew your own wine. You will need grapes in order to do so. You will find enough grapes to start the production in the basement handcarts. You can pour yourself a bottle of wine or beer from the kegs in the basement and in the kitchen. Spinning - Use the Spinning Wheels to spin your own yarn. Wool can be found in one container in the basement and one in the attic. Note that the woold will respawn over time, allowing you to spin more yarn. Weaving - Use the loom in the attic to weave you own bolts of cloth. Note that you will need yarn for this purpose. Sewing - There is a Sewing Chest in the attic. You can use it to make your own outfits. Note that you will need bolts of cloth for this purpose. Baking - You can bake your own bread in the bread tin at the kitchen fireplace. Note that you will need flour for this purpose (and further ingredients if you want to bake other than common bread). Soup - You can make your own soup with beneficial effects in the cooking pot at the kitchen fireplace. Note that you will need the appropriate ingredients for this purpose. Coffee - You can make your own coffee in the kitchen. There is a coffee jar placed next to the Bread tin. Alchemy - Activate the mortar on the alchemy station in the attic in order to brew your own potions. Spellmaking and Enchanting - There are spellmaking and enchantment stations available in the attic. Others ====== - you may light/turn out the fires by clicking on the wateringcans placed next to them. - You may pour yourself a bottle of wine or beer from the kegs in the basement and in the kitchen. - you may heal and cure yourself on a daily basis by praying at the altar on the drawers to the left of the fireplace in the master bedroom. - you may teleport to the major cities in Cyrodiil by activating the statue in front of the mirror in the cave below the basement. In order to use the teleport facility, you will have to find the hidden magic crystal ball. - you may activate/deactivate the two extra bedrolls in the attic if the beds aren't sufficient for all your companions. The yellow bedrolls are placed at one of the walls. - you may give your companions additional orders while in the manor. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer in the attic. - daylight will automatically vanish during the night hours. - the containers are non-respawning, with two exceptions: the "Companion Key chest RESPAWNS" in the attic and the "Trashbin RESPAWNS" barrel in the basement. Install ======= Just drop the bsa-package as well as the esp in your Oblivion/Data folder. Don't forget to check the mod when starting the game! Credits ======= Stroti - for Ravenhorst modder resource as well as a huge part of the statics, furniture and items that I have used for furnishing the manor. (modders resources) Lycanthrops - for the lovely roses; the indoor climbing roses and roses in vases, the outdoor rose bushes and the leaves on the outdoor climbing roses. Also for the tanning rack and the stable, and for testing, troubleshooting and valuable suggestions. Jbvw - for furniture and items originally belonging in his Vaernlor Manor mod (modders resource permission) Mr_Siilka - for the spinningwheel originally belonging in Castle Seaview (modders resource permission) MEO - for the modular fireplaces and the watering-cans. (modders resource) Korana - for the loom. Xiamara - for the wine racks and bedroll bags. (modders resource) MagicNakor - for the unicorn tapestries. (modders resource) Shawn Dworshak - for the alchemy desk script (modders resource) Washington - for the sawing horse (modders resource) Phaedra - for the rose flowers that climbs on the exterior walls (modders resource, rose bouqets -additional readme included) CDCooley - for helping me preventing npcs from jumping off the balcony (adding subspace box). DeFothers, Amgepo, Blockhead - playtesting, troubleshooting and valuable suggestions Loriel - proofreading My daughter Maja - valuable suggestions on storyline and furnishing. If your name should have been listed here, please let me know! I have worked so intensely on this that I have had to back-track which resources I have used, and I don't feel fully confident that I haven't forgotten something. Usage =============== - The main home of this mod is on my web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod from any other source it may not be the latest version!! - Please do not upload any versions, current or altered, of this mod anywhere without my knowledge and agreement. - Please do not include this mod in any compilation without my knowledge and agreement! - Should something happen so that the mod is no longer available on the net, please try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Elder Scrolls download sites. Please send an e-mail or PM to me to notify on this! - Emma Add-ons: COBL-addon The following COBL-features have been incorporated: - The Luggage - is located in the attic, next to the stairs, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located together with the alchemy desk in the attic. - Grinder - is located on the alchemy desk. - Two dinnerplates are placed on the dinnertable in the mainhall. - One of the kegs in the basement will give water if you are using a survival mod. - both the basement well and the well in the garden will give water if you are using a survival mod. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Red Rose Manor, else many of the COBL-functions won't work. Vilja in Red Rose Manor ver 1.3 If you are using my Red Rose Manor and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in Red Rose Manor or in the area right outside it - and it also gives her a number of new things to do while you are staying in the manor. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate your home with (not as many as in the Aleswell add-on, though, as there aren't many places in the manor that I find suitable for the purpose). She will also help out in the garden, bring you a bottle of beer, go shopping and actually return home with some goods. And you can ask her to sit down with you at one of the fireplaces or at the dinnertable. A number of tasks she will also perform spontaneously, without you having to ask her. These occations are based on random 100 and will probably not happen every day. She will also have additional chatter and comments related to the manor, and if she is with you while you are doing the quest for the manor, she will comment on this as well.
  13. I have updated this mod to ver 1.1, as it turned out that the three donkeys were a bit, well, overly unpredictable... In this version 1.1, the command Wait will make the donkeys wait exactly where they are, and they will behave like reliable packdonkeys. One further command, Relax has been added. With this command, the donkeys will behave like previously, i.e. wander around, occasionally stalking npcs who happen to carry carrots or apples and be generally unreliable but hopefully also a little bit amusing (those accustomed to the old behaviour has actually asked me to keep it as an option, so I guess it means there is some charm with a donkey who has some personality and shows sign of border-line-criminal behaviour )
  14. GIVE A GIFT - VER 1.2 ===================== Author: Emma Flower resource: Phaedra Candy resource: Xiamara Candy boxes: Korana Teddy bears: Xiamara and DhKoster Perfume bottles: Jbvw, Vaernlor Manor Honestly, when did you last give a flower or a bottle of perfume to your loyal CM Partner? When did you cheer the poor Weye fisherman up with a bottle of wine or a candy? When did you give the hungry beggar a loaf or bread or a pair of decent shoes? When did you give the poor guard a teddybear to cuddle? Probably never... As it hasn't been possible. Not until now, that is. Give A Gift is a simple immersion/roleplay mod that adds a new topic, "I have a gift for you" to all non-hostile npcs in Cyrodiil. In this ver 1.2, there is a variety of gifts that you can give them, for instance: a bouquet of flowers a candy- or chocolate box chocolate/candies, jewelry a bottle of wine a bottle of perfume or aftershave a teddybear food and clothes for the beggars You will find the various kind of gifts all over Cyrodiil, in the appropriate stores. So, it's a good idea too look for flowers, teddybears and chocolate boxes as well sorted general stores, whereas you'll visit an alchemist store or the Mages Guilds alchemists in order to find perfume or aftershave. Chocolate pieces and wine you'll find at most inns. And so on. The amount of available gifts varies depending on where you are - the Skingrad trader, for instance, will have plenty of flowers, whereas you will only find a few at the trader in the cold Bruma area. He on the other hand has more chocolate- and candy boxes for you. By giving a gift you can show your appreciation and gain a tad bit bonus disposition from any npc. But beware, they'll often respond logically. A beggar will not appreciate flowers when he is asking for money to feed his children, the male city guard might be quite surprised if you are a sturdy male nord warrior and try to hand him a bouquet of orchids... Responses are also partially based on random 100. Naturally, you can now also show all your companions some extra appreciation by giving them a gift. For a cheap sum, you can buy Companion amulets from various merchants. These, you cannot give away as gifts. Instead, you can put them in the inventory of your companions (not Vilja, see below). This will ensure that the companions won't give the "wrong" kind of replies - after all, you do not want your male companion to say that he is going to give his lovely bouquet of flowers to his wife? Non-companions also will be very reluctant to accept jewelry from you, unless their disposition towards you already is very, very high. I'm sure no-one is surprised to hear that Companion Vilja will have her own set of dialog. First thing that happens when you start this mod is that a new amulet is added to your inventory. It's called "Put In Vilja's Inventory" so I guess it's obvious what you should do with it (if you are using the Companion Vilja-mod. If you aren't, just get rid of the amulet). It will work as a dialog filter, so that if it is Vilja you are talking to and she has the amulet in her inventory, she will actually reply with her own, often unique, voiced entries, whereas everyone else have silent dialog. You can now also give beggars food and some decent clothes (vanilla Oblivion clothes) to wear. They will indeed put on the new outfits, but not while you are watching. However, the next time you return, the poor beggar asking for a coin might be dressed in your fancy upper class robe and blue suede shoes. Download
  15. emma

    Give A Gift

    Version 1.2

    107 downloads

    GIVE A GIFT - VER 1.2 ===================== Author: Emma Flower resource: Phaedra Candy resource: Xiamara Candy boxes: Korana Teddy bears: Xiamara and DhKoster Perfume bottles: Jbvw, Vaernlor Manor Honestly, when did you last give a flower or a bottle of perfume to your loyal CM Partner? When did you cheer the poor Weye fisherman up with a bottle of wine or a candy? When did you give the hungry beggar a loaf or bread or a pair of decent shoes? When did you give the poor guard a teddybear to cuddle? Probably never... As it hasn't been possible. Not until now, that is. Give A Gift is a simple immersion/roleplay mod that adds a new topic, "I have a gift for you" to all non-hostile npcs in Cyrodiil. In this ver 1.2, there is a variety of gifts that you can give them, for instance: a bouquet of flowers a candy- or chocolate box chocolate/candies, jewelry a bottle of wine a bottle of perfume or aftershave a teddybear food and clothes for the beggars You will find the various kind of gifts all over Cyrodiil, in the appropriate stores. So, it's a good idea too look for flowers, teddybears and chocolate boxes as well sorted general stores, whereas you'll visit an alchemist store or the Mages Guilds alchemists in order to find perfume or aftershave. Chocolate pieces and wine you'll find at most inns. And so on. The amount of available gifts varies depending on where you are - the Skingrad trader, for instance, will have plenty of flowers, whereas you will only find a few at the trader in the cold Bruma area. He on the other hand has more chocolate- and candy boxes for you. By giving a gift you can show your appreciation and gain a tad bit bonus disposition from any npc. But beware, they'll often respond logically. A beggar will not appreciate flowers when he is asking for money to feed his children, the male city guard might be quite surprised if you are a sturdy male nord warrior and try to hand him a bouquet of orchids... Responses are also partially based on random 100. Naturally, you can now also show all your companions some extra appreciation by giving them a gift. For a cheap sum, you can buy Companion amulets from various merchants. These, you cannot give away as gifts. Instead, you can put them in the inventory of your companions (not Vilja, see below). This will ensure that the companions won't give the "wrong" kind of replies - after all, you do not want your male companion to say that he is going to give his lovely bouquet of flowers to his wife? Non-companions also will be very reluctant to accept jewelry from you, unless their disposition towards you already is very, very high. I'm sure no-one is surprised to hear that Companion Vilja will have her own set of dialog. First thing that happens when you start this mod is that a new amulet is added to your inventory. It's called "Put In Vilja's Inventory" so I guess it's obvious what you should do with it (if you are using the Companion Vilja-mod. If you aren't, just get rid of the amulet). It will work as a dialog filter, so that if it is Vilja you are talking to and she has the amulet in her inventory, she will actually reply with her own, often unique, voiced entries, whereas everyone else have silent dialog. You can now also give beggars food and some decent clothes (vanilla Oblivion clothes) to wear. They will indeed put on the new outfits, but not while you are watching. However, the next time you return, the poor beggar asking for a coin might be dressed in your fancy upper class robe and blue suede shoes.
  16. Version 2.1

    155 downloads

    Author: Emma and CDCooley Models: Mr_Siilka Requirements: Oblivion Tired of being your own packmule? Buy yourself an obnoxious borderline-criminal packdonkey, and your Cyrodiil life will never be the same. At the Chorrol stables, you can now buy up to four packdonkeys - Groucho, Chico, Harpo and Zeppo. They can follow you everywhere, including through dungeon crawling and into your home, but in ver 2 you can tailor their following-behaviour to suit your personal taste. Each of them are carrying two containers, so you can keep your loot sorted. It's up to you to decide if you want an encumberance-limit or not. You can reward your donkeys with apples and carrots in order to keep them happy. They are essential, and as for healing, they have an ability that makes them slowly auto-heal over time. They come with a summon-spell, so you don't have to worry about that they get lost. The donkeys are pack-animals, not fighters. In general, they will only fight to defend themselves and then return to peaceful again. Unless you are using mods that adds new enemies who don't belong to standard factions, it is not likely that your donkeys will get attacked very often. There's one more thing you should know: The donkeys may not be designed to be fighters, but they are all designed to be border-line criminals! If you allow them to "relax", they will gladly steal every apple or carrot they can find, sometimes with unexpected concequences. (Tell them to "wait" instead and they will leave the fruits and vegetables alone). Should the donkeys get involved in unexpected trouble when "relaxing", use the "wait" command to stop fights! New in ver 2.1 - Now works even if you don't have Shivering Isles installed - Fixed minor bug relating to buying Chico last. - They will no longer get their AI corrupted if you go to jail (unless you use the "See You Sleep" mod without disabling the Jail bedrolls) New in ver 2 - As mentioned above, there are now four donkeys - Groucho, Chico, Harpo and Zeppo (thank you, Mondstein, for allowing us to use your black retexture for Zeppo!). - One summon-spell handles all the donkeys that you own. Summon them individually, or all of your donkeys at the same time! - Customizeable - it is up to you to decide the following - encumberance - choose between a variety of limits (500, 1000, 1500, 2000, and 2500), or no encumberance limit at all. (No encumberance limit is default). - following distances - choose how close behind each of them should follow you. Very useful if you are bringing more than one donkey along, or if you have other companions in tow. - following behaviour - by default, they will follow you everywhere, including dungeons or inside your abode. But this can be tailored and toggled to suit your personal wishes and needs. - note that some customizing options are available from the summon-spell, whereas others are available from the submenu "options" when you activate the donkey. - New stable markers that can be set anywhere, one for each donkey! Just "talk" to them to set the stable location (on the options sub-menu) and then tell them to go home or use the summoning spell to send them home. Until you choose a new stable, they each will return to Chorrol. - The donkeys will return automatically from Oblivion, but they will not follow into Oblivion on their own. You will have to summon them, and the spell will give a warning because they really don't do well there. (Besides, it must be against the Cyrodiilic laws regarding cruelty towards animals to even think of bringing them there!) - More variety to their animations, especially when they are relaxing. - Also enemies from OOO are unlikely to attack the donkeys. New in ver 1.1 Added command "Relax". Now, when you ask a donkey to "Wait", he will stand still where he is. "Relax" is the same as the "wait" behaviour was in ver 1.0, i.e. the donkey may wander around and even grab an apple or carrot he finds on the ground (or steal one from an npc). Upgrade from ver 1.0-1.1 If you are already a donkey-owner, it should still be easy to upgrade the mod. Replace the esp and the bsa with the new ones. Ingame, start by casting one of the old donkey summon spells. This should add the new summon spell to your spell inventory and upgrade all the donkeys with the new features.
  17. Packdonkeys - featuring Mr_Siilka's packdonkey models Download at TESAlliance Description =========== At the Chorrol stables, you can now buy up to three packdonkeys - Groucho, Chico and Harpo. They will follow you everywhere, including through dungeon crawling and into your home, so you better tell them when you don't want them to tag along! Each of them are carrying two containers, so you can keep your loot sorted. You can reward your donkeys with apples and carrots in order to keep them happy. They are essential, and as for healing, they have an ability that makes them slowly auto-heal over time. They each come with their own summon-spell, so you don't have to worry about that they get lost. The donkeys are pack-animals, not fighters. In general, they will only fight to defend themselves and then return to peaceful again. Unless you are using mods that adds new enemies who don't have "standard" faction belongings (FCOM, MMM, OOO), it is not likely that your donkeys will get attacked very often. Don't bring them to Oblivion planes! I have deliberately removed the code to secure their return from these areas, simply because I felt it would be against the Cyrodiilic laws regarding cruelty towards animals to bring them there at all! If you bring them there and they'll disappear, they will show up again, but you'll have to buy them once more in order to get access to their inventories. You deserve that! Install ======= Just drop the esp and the bsa in your Oblivion/Data folder. Don't forget to check the mod when starting the game! Credits ======= Mr_Siilka - creator of the packdonkey resource, available with his Farm Animal mod, http://www.tesnexus.com/downloads/file.php?id=14265 CDCooley - the scripting is hacked, slashed and reworked from his scripting for Wolfgang in our Companion Vilja mod. Amgepo, Blockhead, Crashpilot - testing, troubeshooting and feedback. Terry Pratchett - owner and tester of Humphrey, my original packdonkey from whome these three were cloned. Usage =============== - The main home of this mod is on my web-site,http://lovkullen.net/Emma/index.htm. If you have received this mod from any other source it may not be the latest version!! - Please do not upload any versions, current or altered, of this mod anywhere without my knowledge and agreement. - Please do not include this mod in any compilation without my knowledge and agreement! - Should something happen so that the mod is no longer available on the net, please try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Elder Scrolls download sites. Please send an e-mail or PM to me to notify on this! - the packdonkey models are modders resources, made by Mr_Siilka, see link in credits section. - Emma
  18. emma

    Lakeside Home ver 2

    Note that if you are using this mod together with Battlehorn DLC, Lakeside should load ahead of it in the load order.
  19. Hi Catbelly, Thank you for your kind words - unfortunately I didn't notice that there was a comment until now. If you liked the previous version, I hope you will like ver 2 which I'm upgrading to right now... there are now some more interactive things to do, and I have replaced the paintings with ones that better fit into a fisherman's world. Emma
  20. 66 downloads

    Since the release of companion Vilja, I have frequently received feedback from players who are unhappy with that companions cannot sleep in the Cyrodiil Inns. The reason for this little flaw is (simplified explanation) that the beds in the inns have ownership assigned to them - and the ownership is temporary transferred to the player while he/she rents the bed. Which means that even if the gentleman player uses a bedroll to sleep on the floor, the companions will still not use the beds. Also I found this annoying, so I decided to do something about it. This mod adds extra beds to most of the inns in Cyrodiil - beds that will only be enabled during the period when the player rent a room. These extra beds have no ownership assigned to them, and companions can use them. When necessary, I have adjusted the pathgrid in the areas to help the companions to reach the new beds. In some inns I have used another approach - I temporary unlock a door to a room with an existing bed that has no ownership assigned to it. Then the companions should go there and sleep. In some inns, the rooms have been so crowded that I haven't been able to add more than a bedroll, and in some inns, I haven't been able to add anything at all. I have discovered that in some inns (notable West Weald Inn in Skingrad), Vilja isn't able to find the bed unless you lead her to it and tell her that she can sleep there. NOTE THAT THIS IS A BETA VERSION! So many beds have been added that I simply haven't had time to test every bed in every inn. So, if you find a bed that your companion cannot use, or if you find something else that doesn't work as it should, please let me know. List of inns In the following inns, there should be beds or bedrolls also for your companion: Anvil - The Counts Arms Bravil - Lonely Suitor Lodge Bruma - Jerall View Bruma - Olav's Tap and Tack Cheydinhal - Cheydinhal Bridge Inn Cheydinhal - Newlands Lodge Chorrol - The Grey Mare Chorrol - The Oak and Crosier Tavern IC (Imperial City) - The King and Queen Tavern IC - The Merchants Inn IC - Tiber Septim Hotel IC - The All Saints Inn Leyawiin - Five Claws Lodge Skingrad - Two Sisters Lodge Skingrad - West Weald Inn Border Watch Inn Brina Cross Inn Gottshaw Inn Tavern Imperial Bridge Inn Tavern Pell Gate The Sleeping Mare Roxey Inn The Drunken Dragon Inn Wawnet Inn Tavern Note that I have NOT added any companion beds to Shivering Islands.
  21. Version 2.0

    111 downloads

    On the Black Road west of Chorrol, there is a small pond with a pier and a rowing boat; this is a stop for the Black Courier horse riders. Ever since I saw the pond for the first time, I have wondered: Why isn't there any house? Well, now there is one. New in version 2 - various crafting facilities, see description. The house, in Chorrol-style, is furnished with middle- and upper class class furniture. It includes a combined livingroom-and-bedroom, kitchen and diningroom and additionally a basement with twinbedded guestroom/study and storage space. The house is lore-friendly and companion-friendly, is fully path-gridded and has persistant beds and chairs that companions can use. The mod also includes 40 no-respawn-containers (many of them 'mini-barrels') in the main cottage and 53 non-respawn-containers in the basement. You can purchase Lakeside Home at Northern Goods and Trade in Chorrol. Special Features - ver 2 With version 2, a range of crafting facilities has been incorporated in Lakeside Home. You will find a crafting manual on each floor of the house. From the manual: Smelter - In the smelter, located behind the cottage, you convert silver and gold nuggets to ingots. You can also melt silver items like urns, vases, spoons in order to get ingots and metal items like callipers, mugs, shears, tankards to get scrap metal. Simply put the nuggets or items in the smelter. Five pieces of scrap metal can be converted to an iron ingot. You can also make iron ingots from iron ore, which you can buy at Northern Goods And Trade in Chorrol. Use the bellows to light/extinguish the fire and to determine what you intend to produce. Crafting Jewelry - Use the small hammer (activator) on the red cloth on the basement workbench to craft your own jewelry. You will need gold or silver ingots in order to do so. Enhancing Jewelry - Use the small tongs (container) on the red cloth on the basement workbench to enhance your jewelry with gems. You will need gold or silver jewelry and appropriate gems (rubies, sapphires, emeralds or diamonds) in order to do so. Put one gem and one piece of jewelry in the container. Close the container and re-open it - your enhanced jewelry is ready! Note that you can not make silver diamond jewelry and that you cannot make any jewelry using flawed gems. Tanning - At the Tanning Rack in the backyard you can craft leather of your bear- lion- or wolf pelts. Leather Armor - After you have converted pelts into leather, you can create your own leather armor. Activate the leather gauntlets on the basement workbench in order to do this. Lockpicks - You can make your own lockpicks from scrap metal. Activate the lockpick on the red cloth on the basement workbench. Repair - You can repair your armor at the anvil by the pond. Armor Smithing - The trader at Northern Goods And Trade in Chorrol will sell you steel and iron ingots. You can use them to forge your own steel- or iron armor. In order to create armor, activate the steel gauntlets on the backyard anvil. Weapon Smithing - The trader at Northern Goods And Trade in Chorrol will sell you steel and iron ingots that you can use to make your own steel- or iron weapons. If you additionally have silver ingots, you can also make silver weapons. In order to make weapons, activate the sword at the backyard smeltoven. Spinning - Use the Spinning Wheel to spin your own yarn. Wool can be found in two containers in the basement, and you can buy additional wool from the trader at Northern Goods And Trade in Chorrol. Note that only Lakeside wool can be used. Weaving - Use the loom in the basement to weave you own bolts of cloth. Note that you will need yarn for this purpose. Sewing - There is a Sewing Chest in the same room as the loom. You can use it to make your own outfits. Note that you will need bolts of cloth for this purpose. Baking - You can bake your own bread in the kitchen. Note that you will need flour for this purpose (and further ingredients if you want to bake other than common bread). In order to bake, activate the bread tin at the oven. The bread loaves will show up in the oven, and once they are ready, you can take them. Cooking - You can make your own soups and stews with beneficial effects in the cooking pot at the kitchen fireplace. Note that you will need the appropriate ingredients for this purpose. Coffee - You can make your own coffee in the kitchen. There is a coffee pot placed on the bench. Alchemy - Activate the mortar on the alchemy station in the basement in order to brew your own potions. Others: - You can light and extinguish the fires by activating the watering cans next to the fire places. - You can pour yourself a bottle of wine or beer from the kegs in the basement. - In order to give your companions additional instructions, give them a companion key or amulet from the Companion chest in the basement bedroom. The chest will respawn over time. (Note that there is a special add-on for Companion Vilja, which will considerably extend what she can do in Lakeside Home). - There is a trashbin available in the basement. - There is a small altar on the second floor. Use it to cure yourself from illnesses. ---------------------------------------- Lakeside Home COBL-addon. For Lakeside Home ver 2 Requirements: Lakeside Home, COBL.esm The following things have been incorporated: - The Luggage - is located in the basement bedroom, at one of the room dividers, but is only available if you have found the original Luggage in Anvil. - Alchemy sorter - is located in the basement bedroom, at the alchemy desk. - Dinnerplate is placed on the dinnertable in the diningroom. - One of the kegs in the basement will give water if you are using a survival mod. - In the basement, you will also find a "converter" to convert COBL iron ingots to Lakeside iron ingots, which you can use for crafting weapons and armor. I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Lakeside home, else many of the COBL-functions won't work. ------------------------------------------ VILJA IN LAKESIDE HOME Version: 1.0 Requirements: Oblivion Companion Vilja ver 3.0.1 or higher Lakeside Home ver 2.0 or higher If you are using my Lakeside Home and have Companion Vilja by me and CDCooley in tow, you might want to use this add-on. It adds new dialog to Vilja - dialog that will only be available while you are in the neighborhood of Lakeside Home - and it also gives her a number of new things to do while you are staying in the cottage. Among other things, she will take up painting, and if you let her paint ever so often, she will now and then actually complete a new painting that she will be happy to decorate the cottage with. She will also swim in the pond, bring you a bottle of beer, take care of your garden, go shopping and actually return home with some goods. She will also from time to time surprise you by doing something unexpected, maybe bake you a loaf of bread... More screenscots and information can be found here
  22. Version 1.2

    59 downloads

    Location: At a pond on the right side of the road to Cheydinhal. Fast travel available. Rooms: One big room with two fire places, bedroom area, kitchen area, dining area. Basement with storage capacity, trapdoor entrance. The interior is basically the same as my Bravil Bridge Cottage; as the Bravil Cottage conflicts with landscape mods in the area, I decided to find an alternate location for the cottage interior (which I am very fond of). Storage: 20 non-respawn-containers (many of them 'mini-barrels so they won't take up any valuable space) in the main cottage and 40 non-respawn-containers in the basement. Special features: Waterside deck. The house is companion-friendly, fully path-gridded and has persistant beds and chairs that companions can use. You can make soup in one of the cooking pots. You can pour yourself beer and wine from the kegs in the basement. Sunlight is turned off during nighttime. You can lit/turn out the fires by clicking on the logs in the fireplaces. Nice view from the waterside deck. New in ver 1.1: Outdoors forge and useable anvil. Improved light and 6 extra mini-barrels in the basement. Ver 1.2: Improved a script to prevent soup-making from taking too many hours if the player leaves the cottage. Buyable: Borba at Borba's Goods and Stores in Cheydinhal will sell you the cottage. Notes: Only stock Bethesda middle- and lower-class furniture included. More screenshots and information can be found here
  23. COMPANION VILJA VER 3.0 - by Emma and CDCooley -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- "Technically, Vilja is just a companion. But that is sort of like saying a phoenix spouting fire and swooping down on a battlefield is just a bird. What separates Vilja from any other companion I have ever played - mod or part of an original RPG - is her fully-developed personality." - RPGWatch review by Vox Clamant -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- NOW UPGRADED TO VER 3.0! ======================== Screenshots and download at TESA Furhter screenshots and download at Emma's Elder Scrolls site Quite a lot has happened since ver 1 of Companion Vilja was released in december 2009. She has grown really fast! Now ver 3 is here, with several new features. Before I start out on a description of the new version, I wish to express my sincere gratitude to a Great Grandmaster in storytelling, Discworld author Terry Pratchett. He has been travelling Cyrodiil with Vilja in tow since the first version of her was released, and he has not only been so kind and brain-stormed over her with me, but has also written more than 100 of the new chatter- and Thieves Guild-entries in ver 3 especially for Vilja. Several of her new features and topics originates from his thoughts on her. Many, many thanks! What's new? Some screenshots to illustrate the latest news: Now YOU can go adventuring with HER. Yes, you can actually be her companion. She might suggest it, or you can suggest that she takes the lead. She might show you places you've never seen before! It's a very different roleplay-experience to travel side by side instead of having a companion always five steps behind you. More new features in ver 3: - Vilja the spellcaster - as a reward for the new little quests included (which should start automatically a few days after you finished the previous one, which was added with ver 2) Vilja will be able to learn how to use a few simple spells. No ranged destruction casting, of course, as you would probably be her first victim. But, she can among other things learn how to paralyze her enemies and how to protect herself better. Once she has learnt her first two spells, she will be able to learn more in a pace you decide and in whatever order you prefer. And, no need to worry, you can finetune in the dialog exactly which spells you want her to use and which ones she should keep deactivated. - Vilja the pathfinder - as a bonus to the "Vilja leads the way"-feature described above, she can also lead you out of dungeons and show you the way to various places - guilds, shops, etc. - Show her your favorite places - she will remember them and will be able to teleport or travel to them at any time. - Combat instructions - you can now give her new fighting instructions during combat, either by talking to her directly or by casting her summon spell. - Vampirism - previously, Vilja has been completely ignorant of whether or not your character is a vampire. Now, she will know if that is the case and randomly comment on it. (She's still afraid of other vampires, though). - Inbuilt reset- and upgrading system. Vilja's start combat-spell can be used to reset Vilja if something unexpectedly should go wrong. It can also be used to upgrade her storyline if you for unknown reasons should want to uninstall/reinstall the mod. - Further expanded interaction with other companions. Vilja is aware of your other companions (after an introduction by you), with some of them she will interact on an individual basis and also comment on them in her dialog with you. These are currently: Neeshka, Rhianna, Arren, Stoker Wolf, Saerileth, Viconia, Sonia, Valeria, Vincente, Ramy, CM Partner Valtierro and Eyja (works with both the Eyja mod and the original Eyja). But she will also recognize other companions and CM Partners as fellow companions. If you want to relax at the computer for a while, just leave Vilja and your other companions in wandermode, and I'm sure there will happen things you hadn't expected. In ver 3, she also have several unique subjects she might - or might not - want to discuss with them. - There are also a number of new "roleplay-features" included. For instance, once her first questline is completed, you can invite her to an evening out or arrange a cozy supper at home. You can thank her if she has been of great help, you can tell her when you give her something precious. She will also occasionally ask for your opinion on more serious and indepth matters, where you can pick choices according to your characters personality (or, of course, the choice you hope will please her). - Dialog manual included. As Vilja's dialog is evolving over time and includes quite a few topics, we have included a "manual" in the zip-file. There is also a manual with important notes on gameplay included, please read it!! - The most extensive work is not 'visible', though... The whole dialog system has been restructured and should hopefully lead to that she now is better at saying the right things at the right times. Of course a lot of new dialog has been added, both general chatter and questchatter related to Thieves Guild and miscellaneous quests: Vilja's voice-set for female nords currently includes approx 3.900 mp3-files. The whole Oblivion voice-set for female nords and orcs consists of 2.434 mp3-files, so Vilja alone has almost twice as much to say to you as all other nord and orc females in Oblivion have alltogether! ============================================================== COMPANION VILJA VER 3 ===================== Character, story and voice by Emma Scripts by CDCooley Featuring Zrenk Dungeon by Blockhead Vilja means willpower ===================== Vilja in Swedish means willpower, guts, determination. And that is something Vilja has got lots of! When her sister was put in prison on bread and water for selling beauty crème with unexpected effects to the Vvardenfell nobility, Vilja instantly decided to help her. But things hasn't turned out the way Vilja expected... She is now waiting for a friend of her sister in The Bloated Float at the Waterfront in the imperial city. But, the days are passing, and the friend hasn't shown up. Meanwhile, her sister is suffering in prison. Will you help Vilja? Will you let her come along with you in her search for ingredients for an antidote potion that might make it possible for her sister to help those unfortunate that used the beauty crème? Vilja is a young nord girl, born in Solstheim and living in Cyrodiil since... well, that she will explain to you, herself, when she knows you better! She isn't the best fighter in the world (why would she then need your help?), nor the best marksman, and when it comes to spells, she has in the beginning only learnt waterwalking, teleporting and some healing ones. But she will certainly change your lonely life in Cyrodiil, as she is talkative, curious and very unpredictable. This how Vilja's story started in ver 1. Since then she has grown considerably and should now surprise you with new questlines and new and expanding features for many, many game-hours to come. Background ========== General (ver 1-2): Although I - Emma - have made several companion mods for Morrowind, Vilja is my first companion mod for Oblivion. When I had played through the game for the second time in spring 2009, I started to feel lonely and looked around for companions similar to my Morrowind ones. After a lot of research, I found my favourite - Companion Neeshka by Rsdnt_Evle. After using her for a while, I couldn't resist starting out on my own companion. At first she was just a clone of Neeshka (which is why also Vilja will be found in the Bloated Float in Waterfront) but as time passed, Vilja took her own path and Neeshka would today probably disagreeingly shake her head if I insisted that Vilja was a 'distant relative' of hers... Vilja is in many ways similar to my Morrowind companions - she has her own story, her own personality, her own missions, and lots and lots of dialog. Vilja is also very much aware of what is going on around her. She will comment on your ongoing quests and actions, and sometimes your decisions will please her... or make her really angry. Read more below. The most important difference between ver 1 and the newer versions is that since ver 2 we are now two people working together on Vilja. CDCooley, who I have previously worked together with on Morrowind projects, had fallen for Vilja's charms and offered to work on her scripts. This has meant a huge leap forward when it comes to functionality and general AI. All her original scripts are thoroughly reworked. The small, but annoying, glitches from version 1 are since long gone, and since ver 2, Vilja is not only a hopefully nice company but also a well functioning companion that can be an asset rather than a burden in combat and other situations. On top of this, we have introduced interaction between companion mods - something that since long is standard for Morrowind companions. What more to expect - brief overview of the features available already in previous versions: =========================================================================================== The news in ver 3 has been described above. This is a brief overview of the features already present in ver 2. Vilja riding on her own Vilja recognizes other companions... ...and sometimes even know about their stories She has her own opinions... ...and sometimes she knows what you are doing in an almost scary way... ...and she is very much aware of the quests you are doing. - There are now totally four quest-lines connected to Vilja, which will keep you busy for many hours. However, don't expect long, involved storylines with new landmasses! Instead, the story-lines are relatively short, simple and there to give you a background and a reason why Vilja will want to team up with you and continue to be your side-kick. - Vilja has her own life story, her own goals, her own wishes and needs. If you talk to her, you will learn more and more about her over time. Treat her well and your friendship will grow stronger and stronger. She is not a romance companion, but she does offer affection, loyalty and friendship. - Tired of companions that promise to stay out of trouble and then still charge as soon as you see an enemy? Well, Vilja shouldn't... If told to stay out of combat, she will indeed do so... until you are so badly injured that you desperately need her help to survive. The behaviour with all enemies attacking your companion is also gone - if she is set to defensive fighting or no fighting, it is more likely that you are their main target, which makes it much easier to level up. I.e. it is no longer a problem to have Vilja in tow from level 1 - you will still be able to level up your fighting and armor skills. And if you want to sneak your way through dungeons, she will do so, too... unless, of course, you have told her to attack anything hostile. (Note that this might not always work with enemies added by other mods!) - Vilja comes with an Options-book where you can set various features on the spot, like for instance: which swimsuit you want her to wear (you have 20 to choose between), health bonuses, chatter-frequency, essential versus non-essential, can get encumbered versus never gets encumbered. You'll find her Options-book in her skillreport-menu. - Vilja's level is set to 3 levels below yours. This means that if you start out with her when you are at level 1, it will take a while before she reaches higher levels (should happen when you are level 4). - You will get a Vilja SUMMON SPELL that will bring her to you, should she ever vanish. In ver 3, this spell can also be used to give her new instructions during combat. Vilja's START COMBAT SPELL can be used to help her pick enemy. In ver 3, it can also be used to reset her if you run into unexpected problems. - Vilja has her own horse, and when you mount your horse, she will summon hers and go riding with you. She can also use her horse when you are walking, or walk while you are riding. - She is very talkative, but you can tell her to shut up if you don't want to listen to her. - You can't bribe her or play the speechcraft game with her. But you will find other ways to improve her disposition towards you. (Do you like strawberries? Well, hope you are not too fond of them, as Vilja will want them all). - You can tell her to eat, drink, take a nap, go swimming, go home, meet you in various cities. She will recognize your home as her home as well, once you have told her that this is where you will live. - apart from her regular inventory, she has a special pyjamas-bag (where you can choose what she should wear... well, or not wear, obviously... when she sleeps) and two extra storage bags for items you want her to carry without using. - New scripting takes care of the well-known Oblivion issue with companions 'vanishing' from Oblivion planes and then showing up again in the same state and with the same equipment as when you first started the mod. - Vilja will comment frequently on the original Oblivion quests that you are doing together,and your actions might please or displease her. And don't be surprised if she also comments on other things in the gameworld. "Oh look! A butterfly! Isn't it beautiful?" - Vilja will also know about other things. For instance, she will know if she is nude or if your character is nude, she will know if your character is ill, or if your character is a vampire (new in ver 3), she will know if she is swimming (and put on a swimming suit), she will know what kind of dungeon you are in and what kind of enemies you are facing. Of course she'll also remember if you have promised her to take her out for the evening or if you are planning an cozy evening at home. - She can make some simple potions for you if you give her an ingredient. She can collect ingredients for you. She can later on heal you if you ask her to. When you are at home, she might surprise you with one of her pies. You can send her to do some shopping for you, but it's quite hazardous as she might not have the same idea as you on what is a bargain. If you run out of lockpicks, you can buy some from her, and she can help you with a hammer if necessary. Oh, she can light a torch, too. And rake your garden. Give her cloth, and she will make you a new outfit - but don't expect anything fancy, just ordinary Oblivion clothes. The 'service' isn't there to be a cheat, only add to the immersion. - If you leave her in wandermode, you can watch her perform her daily schedule, and when she is making potions, she will literally be making potions, provided that you have given her some of the simple ingredients that she can use (she never claimed to be an excellent alchemist, so don't expect anything too fancy) - On top of that, she offers heaps of advice and suggestions on what to do - but her ideas might not always match yours. - Vilja has her own friends in Cyrodiil. Don't be surprised if she decides to go and have a chat with one of them! Those who know her will also have an extra "Vilja-topic" where they will comment on her (those who have played my Morrowind companions will recognize this). - As some of you might want to change Vilja's looks, we are providing a Customization pack - see below - which will help you to create your own, unique Vilja, or choose between a number of premade looks for her. - As I have voice-acted Vilja, myself (where else would I find a lunatic that would voice-record and lip-sync close to 4000 voice-entries?), she is speaking english with a strong scandinavian accent (I'm from Sweden) and she is probably making quite a few mistakes, especially when it comes to pronunciation. Please let me know of unacceptable mistakes that should be attended to in later versions (her english won't be flawless no matter what, as my english isn't flawless). Known issues ============ - Vilja is very talkative and will chat with you wherever you go. However, the lipsync in Oblivion only works when you are facing the talking npc. This means that sometimes, her lip-movement will appear once you turn around and look at her, i.e. she will then appear to be talking but you won't be able to hear anything. - Vilja can fight both melee and ranged, but like every companion in Oblivion, she sometimes "forgets" to load her bow with arrows! (If you are already using companions in Oblivion, you are probably familiar with this problem). We haven't found any way to 'fix' this, but she will start using arrows again after you have switched cells. An improvement with ver 3 is that she is also likely to start using arrows again if you use her summon spell to tell her first to switch to melee fighting and then back to ranged fighting. - If you are wearing the Mythic Dawn robe or the zero-value armor provided by the Alternate start by ship-mod, Vilja will consider you as 'nude'. This is because these items have 0 value. The 'cure' is to put on a ring, an amulet or shoes that have a value of at least 1 Gold. - Like any other companion, Vilja will only sleep in beds that have no owner assigned to them, and she might not sit in chairs that aren't marked as "persistent". If you tell her to take a nap and she refuses, it's not her fault - there simply isn't a suitable bed at the location. She will then revert to her daily schedule and do what she would normally have done at that hour of the day. - Some modder-made houses are companion-friendly, others aren't. If there are no pathgrids, no persistent chairs and no beds without ownership, companions won't behave very well. Thank you Korana for explaining all the important things regarding this, and for always making your houses companion-friendly. A list of companion-friendly house can be found here. Compatibility ============= Vilja should work very well together with other mods. However, an old mod called Cheydinhal Petshop affects a global that will prevent Vilja's daycounters from working (this is not unique for Vilja - the Petshop has the same effect on all mods with daycounters). In order to ensure that she won't conflict with landscape overhauls etc we have avoided adding anything to the exterior game world. If you use mods like for instance persuasion overhaul you might find that npcs from the Vilja-mod will have additional topics where they will use the game-original voices. It's not a conflict, but it sounds a bit annoying. There isn't much we can do about this, although immersion-breaking it won't cause any real problem. Vilja and CSR ============= Vilja is fully compatible with Companion Share and Recruit (CSR). However, if you are running the optional CSR addon for faction recruitment, there is a partial incompatibility with Vilja and other companions that are members by any factions (by choosing the wrong dialog topipc when talking to Vilja, you are at risk to turn her into a common henchman). This issue is thankfully sorted out by Amgepo's mod DRC available here. Vilja and FCOM-OOO-MMM: ======================= FCOM-OOO-MMM-patch: Vilja doesn't have the ability to 'recognize' all of the factions that npcs and creatures from FCOM, OOO and MMM belong in. CorePc from the FCOM-team has made a patch to attend to this. The current (ALFA-BETA) version is available here. Vilja and Sensual Walks ======================= A patch has been made so that Vilja will adapt the sensual female walk when you use the Sensual Walks for Female NPCs mod by Surazal and Mur_Zik available here. Companionfriendly Inns ====================== As I am sure many companion-users have noted, companions will not sleep in inns. This is because of how ownership is assigned to the beds. However, I have now released a mod called Companionfriendly Inns where temporary extra-beds are enabled in rented rooms - beds where your companion can sleep. THE CUSTOMIZATION PACK ====================== As so many players have wondered how to change Vilja's race and looks, CDCooley has made a Vilja customization pack for easier upgrades of customized version. In the customization pack, you'll also find simple instructions on how to customize your own Vilja. YOU'LL FIND THE CUSTOMIZATION PACK AMONG THE OPTIONAL FILES FOR VILJA. Note that you need both the Vilja 3.0 package and the latest version of Vilja in order to make this work! Plese understand that the changes are just cosmetic - Vilja will still have the same dialog and will always consider herself a blond nord girl from Solstheim. Many thanks to Xtudo, Gonzoguns and 4VGN for providing alternate looks for Vilja!
  24. Releasing Vilja ver 3 right now

    1. Khettienna

      Khettienna

      Yay! I go download!

    2. Cydonian_Knight
    3. EruditeDragon

      EruditeDragon

      Wahoo! Can't wait to try it out!

  25. Releasing Vilja ver 3 right now

    1. Torrello

      Torrello

      Woot! This should tide me over till TES V

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