This page has a growing list of Oblivion mods that the author is
making available for download. As the mods are collected, played and
reviewed, they will be added to the top of the page together with a
download link to the original site. If you are new to the concept of
mods then see a short explanation on the Morrowind Mods page.
We now have a very long list of playable Morrowind and Oblivion
mods on this site. And, unlike other sites, these mods are completely
free to download, with no membership required. We intend adding further
Morrowind mods and Oblivion mods as we further build the site into a
comprehensive collection of Elder Scrolls Morrowind and Oblivion Mods,
tools, utilities, and construction set tutorials.
Oblivion Mod : Slof's Sexy Anims
This is just a little animation mod with a few completely new sexual animations, aimed mostly at males. They feature 'missionary' position and male masturbation. Now the lads can have fun as well! In gameplay terms, this is a totally useless and pointless mod. It's meant for screenshot fun with or without companions and will work for either sex. Obviously, this mod contains purely adult content.
Adds a 'Sexy Touch' spell and 'Sexy Ball' to the player once the mod is activated.
I didn't make the animations, they were made for my own private use in most cases. The credit goes to the people who made them - all I did was write the readme and share it!
*Note: Offensive comments WILL be reported. If this mod offends, why even be here in the first place? Remember: if you don't like it, don't view or download it. Simple as that.
Uncensored pictures can be viewed here:
http://www.slofshive.co.uk/index.php?page=modarticle&modarticle/id=5i5u9s6drt4
To get people close to each other, you need to make use of the 'TCL' command. Go into the console, type 'TCL' and that will remove the collision from the player. While in the console, click on the companion so their name comes up, then type 'TCL' again to remove collision from him/her as well.
These are a set of Female Companion mods for the guys that like to travel around in style with
sexy girls in tow. For me, these are just about the five sexiest companionspartners I've ever seen. They were originally created in the truly awesome CM Partners Mod 1.4 from
Cutthroat Mods - Blackie, and found at http://www.tessource.net/files/file.php?id=7819.
A lot of questions can be answered at the CM partner creators url above.
This is what Divine Avenger had to say about the original mods:
Quote:
Some companions will not have the AW_Partners_MarkReturnTweak.esp included with their download. But I have added it as a download link here. Lord Gildor found a way to fix the Mark/Return feature that did not work well in the original CM Partners mod. This is an auto loot disabled file. If you like auto loot enabled get this one here:
Description
========
I am sharing some of my characters that I have enjoyed playing Oblivion with over many months, and a few characters I have put together recently in the hope that other players will enjoy them too. Really the credit should go to Blackie and all of the other great modders whose resources I have used in order to make some "IMO" cool characters. Yes there will be a huge credit list as I am grateful that I had the time and energy to get these out for people to enjoy.
This is a work in progress as I will just keep adding to the list.
These companions are not voiced other than typical in game responses but they do converse with NPCs and your main character at times, they have no quest to obtain them (I tried my best to scatter them about), and they do not have a horse that they can own or ride. I never use a mount in game myself so it is OK with me. If these circumstances are not up to your standards that you want for your companion then these partners may not be for you. They are all compatible to work together but I would suggest only using 3 or more if you use mods such as OOO or FCOM and you need a lot of extra help as they make the game very easy.
I have disabled auto loot because of many complaints that people were annoyed with that feature - too much running around even though it was a great time saving feature. If you do want that feature you can use the "party command" to loot but once that is enabled I am not sure how you can turn it off again without re-loading the mod.
Tips: If your companion disappears for too long just give them some time to come back or use the included partner ring that is automatically added to your inventory. Keep in mind if you tell them to stay or any other command other than follow the partner ring will not summon them back to your position so be careful where you leave them. The ring is very useful when they are in follow mode and you need them to come back to you or if they get stuck somewhere.
Requirements
============
Through player feedback it seems that the latest Oblivion patch is needed, if you can't locate the partners and you know you are in the right spot then you will need the patch.
These characters are already packaged with the required CM partner 1.4 .esm and .esp and sound folder, but you will need extra "not included mods" for a few characters which is explained below.
1. Tamara is an Imperial and completely packaged and ready to go. 100% of my work in creating her face and the time consuming work it took to get the Soya style hair to fit her head. The clue to find her location is that Γ’β¬ΕHer dream is to become the Grand Champion one day." She is a warrior type of character.
2. Aliyah is another Imperial also completely packaged and ready to go. Also another creation of mine, face wise that is. The clue to find her is that "She wishes to serve Sithis and is somewhere in Cheydinhal in a rather run down house." She is a thief/assassin type of character.
3. Brinn is a Breton and needs 2 not included mods! She is a fighter type of character. Her face is a creation from NEC's Eva character - wonderful/amazing work. I have adjusted some facial settings very minimally. I touched the eyes, nose region, and some tone colors more to my liking. 100% credit should go to NEC for this beautiful character and the use of Ren's Mystic Elf head, hair, and textures.
"She was last known to be seen at "The Drunken Dragon Inn" and is currently questioning the locals looking for a partner to dungeon crawl with."
****Download and install these 2 mods that are not included. REN'S BEAUTY PACK and NEC's CHARACTER EVA******
Install Ren's 1st then Nec's and then this mod last and be sure to overwrite the Nec-Character_Eva.esp
4. Raewyn is a (NEC) Mystic High Elf that needs 2 not included mods! She is an Elven archer type of character. What can I say she has been one of my favorite characters for a very long time and of course based off of NEC's incredible work plus Ren's Mystic Elf files, but also very importantly by a save game from MystykStar's Sable. Once again very minor tweaks to get her the way she looks but I give NEC and Ren and MystykStar all the credit that made Rae IMO so darn purdy.
"She is currently in the largest city of Cyrodiil in a district that has the same name as her race."
****Download and install these 2 mods that are not included. REN'S BEAUTY PACK and NEC's MYSTIC HIGH ELF*****
Install Ren's 1st then Nec's and then this mod last and be sure to overwrite the Nec - Extra Mystic Elf Face.esp.
5. Talitha is an AINMHI RACE "Created by a powerful wizard to serve as slaves, these diminutive half-beasts exhibit exceptional strength and combat prowess. Though somewhat simple beings, they are resilient and possess a natural resistance against magic." She is a Thief type of character and needs only 1 non included mod (link below)!
I did 100% of her face creation ;)
She was last known to be staying at "The Wawnet Inn" just outside of the Imperial City to the West.
****Download and install this mod that is not included. AINMHI RACE******
Install the AINMHI mod 1st then this mod and be sure to overwrite the AinmhiRace.esp
Start the Oblivion Launcher, click 'Data Files', place a check mark beside "AinmhiRace.esp", "AinmhiRace.esm", "CM Partners.esm", and "CM Partners.esp". All 4 must be enabled!
End Quote
Here's how to install each of the following companion mods:
1. Extract the files to a temporary location (your PC's desktop for example).
2. Examine the folder structure and make corrections where necessary.
3. Copy files Meshes, Textures, sound, and all three .esps to OblivionData
4. Start the Oblivion Launcher, click 'Data Files', place a check mark beside the .esp file, the CM Partners.esm, and the CM Partners.esp.
NOTE: Each companion's zip file contains a readme that includes full instructions for
installing the mod correctly. ENSURE YOU READ IT!
Minimum Requirements for all companion mods: The Elder Scrolls IV: Oblivion
Aliyah Companion ( our second most popular download :)
Name: Aliyah an Imperial female a CM Partner/Companion
Version: 1.0
Date: 7/11/2007
Category: Companions
Homepage:
http://www.freewebs.com/divineavenger/index.html
Description
===========
This is Aliyah a Female Imperial companion/partner completely based off of the awesome CM Partners Mod 1.4 from Cutthroat Mods - Blackie
http://www.tessource.net/files/file.php?id=7819
A lot of questions can be answered at the CM partner creators url above.
Requirements
============
All requirements are packaged within this mod.
Natural Faces 0.95 will help in the looks department ;)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=678
Details
=======
Aliyah is a Thief and a real Dark Brotherhood kind of girl. She wants to be a Dark Sister and do the bidding of Sithis.
(***This is a clue to locate her as she lives in Cheydinhal in a rather run down house***)
She is looking to partner up with someone (you) that loves to adventure and find loot.
If she disappears for too long just give her some time to come back or use the included ring that is added to your inventory.
So here is a Tip: Add the Partners Ring to a hot key, so you can equip and unequip the ring quickly and easily. She will be back by your side almost immediately.
I highly suggest to install Natural Faces 0.95 as Aliyah looks best with these added textures. http://tessource.net/files/file.php?id=1965
You can get the OMOD here.
1) New Animations for ground travel with semi-folded wings to allow better views.
2) New AI Commands
- Summon, Summon your prefered Drake to your side.
- Follow, Your Drake will follow you anywhere he can normally go.
- Stay, Your Drake will stay in the area you told him to.
- Calm, De-Aggro your drake for 20 seconds he will not attack anything
- Rest, Your Drake will lay down and rest his health back - Stay's until you "Wake" him.
- Wake, To wake you Drake from "Rest" State.
- Saddlebags, A container assigned to all the Drake's for storage.
- Return Home, Your Drake will return to his home worldspace.
3) Rest Command - Drake becomes destroyed so you cant mount or even interact with him while he is resting, this is nessessary, because if you try to mount him while he is resting bad things happen.
4) Saddlebags - You must be within 150 units of your drake for this command to function.
5) All 5 Drakes are now supported in the package, no need to toy with the textures
6) All 5 Drakes now support custom particle systems I created them to be interchangeable within the animations so I can easily alter any one I need to or add or remove systems at will with just a re-export of the calling animation.
7) Akatosh models will for now on, until I give each one a real name, be named Fire Drake, Frost Drake, Shadow Drake, Earth Drake, Storm Drake. Graded Cheese Drake not supported. :)
8) Updated skin info yet again to help support the new animations better.
9) There has been some confusion concerning when they die - they respawn in 3 game days time - they do not respawn at thier spawn point they respawn where they died !!! they are persistant and there for do not have a spawn point to respawn at. you can ofcourse call any of them to you, even if they are dead the move to the player still works thier corpse will get moved to your location.
If one dies you can just change to a different Drake until the dead one re-spawns and is ready for use again. I tested this within an oblivion gate killed 3 of the 5 dragons summoned the 4th left him there then finished the place off. On the Outside I was able to call any of the Drakes I wanted to the dead ones just dropped on me still dead :) and the living ones were good to go.
into a two .esp files. One for heavy armor, and one for light armor. Both the light, and heavy versions contain all the weapons.
As of version 1.2 the off-hand weapons will match the armor designation (light, or heavy).
As of version 1.3 the offhand weapons have an auto equip script so they will automaticly equip, and un-equip with the matching weapon if they are in your inventory.
As of Armor version 1.4 the mix, and match of the curiass is repaired to work with vanilla armor greaves, and curiass'.
As of Armor version 1.4 the gap at the back of the neck when using the cuirass without the hood has been repaired.
All items are located at the end of Ondo Aylied ruins on, and around an altar with an Aylied cask on it.
IMPORTANT NOTE:
________________
Only the glow mapped version of the armor is included in this mod to cut down on confusion installing the extra files included in the original release of the armor.
If you would like to have armor that DOESN'T GLOW please download the version 1.31 of the Dreadweave Armor, and install the meshes, and texture folders ONLY into the data directory as they are named the same and will overwrite the glow mapped version.
It is also suggested to remove the .dds_g files from the folder marked 'Nico's Dreadweave Armor' located in the Data exturesarmor folder.
Installation:
______________
Unpack the archive to a known location (like my documents). Drop the folder marked 'Data' into your Oblivion directory (where the Oblivion.exe is located)
Be sure to place a checkmark next to the version (light, or heavy armor) you wish to use at Oblivion start-up in the Data directory.
Description
This mod adds hundreds of new items to the game: 14 retextured and slightly modified armors, 11 retextured shields, 29 defensive weapons and 209 pieces of new weapons (some retextured and some modified, completely new or in different combinations).
IMPORTANT NOTES:
1. If you are downloading this mod for the first time then download only main file, the patch is not needed.
2. Unpack the downloaded file with 7Zip (www.7zip.org).
3. Instructions how to properly install and play this mod are in its ReadMe file.
4. Pictures on this page that show items from this mod are not in the highest quality. All items look much better in the game.
5. Still, this mod has plenty of items that aren't shown on 'promotional pictures'. Well, you know, its quite boring and time consuming to take a picture of every single item when there are hundreds of them ;]
Nascosto Isles is made up of several large islands, all beautifully landscaped, and full of unique houses, caves, dungeons, and ruins to explore. When you get off the ship at Nascosto
Harbor, you can start your adventure, (and be rewarded with travel amulets and two island homes) by talking to any one ofthe local residents you meet.
Learn about the Aylmer (or Forest Elves) who were the first inhabitants of Nascosto Isles.
Save the island from an impending attack and fight pirates in Pirate Cove.
There are new "log" caves, secret doors, tapestries, and more.
Almost all of the interiors that were in Nascosto Isles 2 have either been updated or changed completely. 2 new forts, 3 new houses (1 has a swimming pool with diving board), a new Pirate Cove, and a large new quest are some of the things that have been added in Nascosto Isles 3.
Among the things fixed were the pathgrids, (companions will stay out of walls), and the water problem in the fountain and in the second house.
TO INSTALL:
Extract the files into the Oblivion\Data folder. Open the launcher, click on Data, and put a check next to Nascosto Isles 3.
The mod will start as soon as the game loads. A note, which includes a map, is placed in your inventory. You can also look on your map for a new map marker located on the eastern shore of The Upper Niben. (Look for a Landmark icon)
IMPORTANT:
If you also have NASCOSTO ISLES 2, please uncheck it in the Launcher before loading Nascosto Isles 3.
Castle Seaview, the pearl of the Gold Coast is a player home plugin. You won't get it for free, there is a small quest waiting for you!
The castle has a unique look, you'll find nothing similar!
Features:
- over 130 new meshes
- new textures
- become Lord of Castle Seaview and the northern Gold Coast
- new and unique Lord's armor
- unique Lord's horse armor - no DLC required
- the castle comes with several NPCs (some of them are merchants as well)
- short quest do let you earn your castle
- stables with donkeys, cows, pigs and rabbits
- a secret dynamic treasury
- working toilet and bathtub
- an unknown little secret, deep under the castle
- animated roasted pig in the kitchen
Additional info:
All custom made meshes may be used as a modder's resource for Oblivion, as long as prober credit is given.
have fun,
ms
Credits:
********
Wormheart:
-"Working Gates"
Phoenix:
-2 shelves out of "Ingredient Storage Shelves"
Name: Brinn a Female Breton (NECEva) CM Partner/Companion
Version: 1.0
Date: 7/20/2007
Category: Companions
Homepage: http://www.freewebs.com/divineavenger/index.html
Description
===========
This is Brinn a Female Breton companion/partner completely based off of the awesome CM Partners Mod 1.4 from Cutthroat Mods - Blackie
http://www.tessource.net/files/file.php?id=7819
A lot of questions can be answered at the CM partner creators mod release url above.
Requirements
============
Download and install these 2 mods that are not included. REN'S BEAUTY PACK and NEC's CHARACTER EVA
http://www.tessource.net/files/file.php?id=4431
http://www.tessource.net/files/file.php?id=10720
I am pretty sure the latest updated patch 1.2 is needed for this mod.
Details
=======
Brinn is an experienced fighter class character and is quite deadly with her blade skill. She is staying at "The Drunken Dragon Inn" and is currently questioning the locals looking for a partner to dungeon crawl with. Uh that would be you.
***Spoiler map of locations http://img482.imageshack.us/img482/7972/oblivioncyrodiilfm9.png***
While out exploring if she disappears for too long just give her some time to come back or use the included partner ring that is automatically added to your inventory. Keep in mind if you tell her to stay or any other command the partner ring will not summon her so be careful where you leave her. Auto loot has been disabled on this CM partner.
So here is a Tip: Add the Partners Ring to a "hot key", so you can equip and unequip the ring quickly and easily with the touch of a button. She will be back by your side almost immediately.
This mod adds custom armor, weapons, a unique stallion, re-textured steel horse armor (if you have the official DLCHorseArmor mod), historical book with a map and 4 unique types of creatures that guard the legendary equipment. For more details, purchase and read the book called "Lost Paladin of the Divines."
WARNING: Playing this mod may scare children and unstable adults. Side effects include, but are not limited to, being scared of the dark and looking over one's shoulder.
Location
========
The book called "Lost Paladin of the Divines" can be purchased at the First Edition in the Market District of Imperial City.
Once you obtain the unique equipment called Heaven's Wrath and Heaven's Fury, you will be able to buy lesser non-enchanted replicas at The Best Defense and A Fighting Chance.
Details
=======
If you defeat the final guardian, you will be rewarded with a Paladin's Stallion as a gift from the Divines.
If you defeat the final guardian and have no infamy points, you will be able to open the Crypt of Vralen Averos and will be presented with a series of questions to customize the Heaven's Wrath Armor set.
Installation
============
1. Extract archive with 7-zip or Winrar.
2. You can now open the readme.txt file for more detailed install instructions. I recommend taking this folder and converting it into an OMOD since there are various optional files included with this mod and I have already created an OBMM installation script for you.
Name: Raewyn a Mystic Elf (NEC) female CM Partner/Companion
Version: 1.0
Date: 7/13/2007
Category: Companions
Homepage: http://www.freewebs.com/divineavenger/index.html
Description
===========
This is Raewyn a Female Mystic Elf companion/partner completely based off of the awesome CM Partners Mod 1.4 from Cutthroat Mods - Blackie
http://www.tessource.net/files/file.php?id=7819
A lot of questions can be answered at the CM partner creators mod release url above.
Requirements
============
Download and install these 2 mods that are not included. REN'S BEAUTY PACK and NEC's MYSTIC HIGH ELF
http://www.tessource.net/files/file.php?id=4431
http://www.tessource.net/files/file.php?id=4622
Optional
========
Natural Faces 0.95 will help in the looks department ;)
http://tessource.net/files/file.php?id=1965
Details
=======
Raewyn is an Elven Archer and is skilled at making creatures look like pin cushions. She is currently in the largest city of Cyrodiil in a district that has the same name as her race. She is looking for a partner to adventure with.
(***With the clue above you should easily be able to find her ;)***)
If she disappears for too long just give her some time to come back or use the included partner ring that is added to your inventory.
So here is a Tip: Add the Partners Ring to a "hot key", so you can equip and unequip the ring quickly and easily with the touch of a button. She will be back by your side almost immediately.
I highly suggest to install Natural Faces 0.95 as Raewyn looks best with these added textures.
Name: Tamara an Imperial female a CM Partner/Companion
Version: 1.0
Date: 7/08/2007
Category: Companions
Homepage: http://www.freewebs.com/divineavenger/index.html
Description
===========
This is Tamara a Female Imperial companion/partner completely based off of the awesome CM Partners Mod 1.4 from Cutthroat Mods - Blackie
http://www.tessource.net/files/file.php?id=7819
A lot of questions can be answered at the CM partner creators url above.
Requirements
============
All requirements are packaged within this mod.
Natural Faces 0.95 will help in the looks department ;)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=678
Details
=======
Tamara is a Warrior through and through and has a family tie with a long lost Amazon tribe even though her father was a pure blood Imperial. She loves the Arena and has been training to become a Gladiator (***so this is a huge clue to locate her***) She is looking to partner up with someone (you).
So if she disappears just give her some time to come back. But there is a great way to get her back, an included ring.
So here is a Tip: Add the Partners Ring to a hot key, so you can equip and unequip the ring quickly and easily. She will be back by your side immediately.
I highly suggest to install Natural Faces 0.95 as Tamara looks best with these added textures. http://tessource.net/files/file.php?id=1965
You can get the OMOD here.
It was requested of me to combine all of my released works to date. Being the guy I am I did :)
This mod combines all my released works as of 10-0707 into two .esp files for those that would like a cleaner data directory and contains the latest versions of:
Akorithi's Jade Bow
Blakeley's Lachrymal Bow
Charon's Call
Dreadweave Complete (heavy, and light versions as different .esps)
Doomshard bow
The Longer Arrow Mod
Mirage Bow
Ice Bow
Quinga Bows
The Spirit Blade (Two-handed version only)
Talon of Akatosh (longsword only)
Bow of Blades
Bow of Bones (revisited)
Bow of Robin of Locksley
Bow of the Drow
Bow of the Hunter
Bow of the Mongolian Horseman
Bow of Thorns
Daedric Bow of Blood
Obsidian Axe
Wulfharth's Fury
Install
1. Download the mod, and extract to a known location (Like My Documents, and NOT your Oblivion folder)
2. Open the folder, and locate the file labeled 'Data'
3. Edit/ Copy to folder to your Oblivion folder (normally located at C:Program Files/Bethesda Softworks/Oblivion)
4. When prompted by Windows to overwrite files with the same name answer "Yes to All"
5. Start up Oblivion, and in the data directory place a checkmark next to the "Nicoroshi Creations DW Heavy.esp" (for the heavy version of the Dreadweave items) or "Nicoroshi Creations DW Light.esp" (for the light version of Dreadweave items.)
6. Play, and enjoy :)
Important Note:
Please use only one of the two .esps included depending on which version of Dreadweave you'd like to have installed.
Un-Install
1. Remove the checkmark in your data directory from the "Nicoroshi Creations (DW heavy or light).esp"
2. It is not needed to remove the files themselves but if you'd like to please refer to the readthis for the individual item for details on how the files are named.
Known Issues:
If you have been using one of my single release .esps, and would like to change to this combined release but have one of the items in your inventory you will need to go back to the place you recieved the item to regain it.
If you would like to use the claymore version of the Talon of Akatosh, or the single handed version of the Spirit Blade you'll need to load the single releases of that mod, and make sure it loads AFTER the Nicoroshis Creations.esp.
Extras:
This mod contains all the readthis files for each individual item. If you have specific questions please refer to the single release readthis for information.
This mod also contains a folder called 'Hints' which contains pictures of the locations of each item. Use this (or not) as you see fit.
Thanks:
... to everyone who has contributed to the items in this mod. Please refer to the individual readthis files for each item's contributers.
Permissions:
It is O.K. to re-release this mod in it's original form should I become unreachable.
It is also O.K. to use the meshes, textures, and icons as a modders resource so long as credit is given for my original work.
Name: Talitha is an AINMHI RACE CM Partner/Companion
Version: 1.0
Date: 7/24/2007
Category: Companions
Homepage: http://www.freewebs.com/divineavenger/index.html
Description
===========
This is Talitha an AINMHI companion/partner completely based off of the awesome CM Partners Mod 1.4 from Cutthroat Mods - Blackie
http://www.tessource.net/files/file.php?id=7819
A lot of questions can be answered at the CM partner creators mod release url above.
And the great AINMHI RACE as this is a required file also so download it here:
http://www.tessource.net/files/file.php?id=4926
Requirements
============
Download and install this mod that is not included. The AINMHI RACE -
http://www.tessource.net/files/file.php?id=4926
I am pretty sure the latest updated patch 1.2 is needed for this mod.
Details
=======
Talitha is a Thief class character and is quite handy with her blade or bow. She was last know to be staying at "The Wawnet Inn" just outside of the Imperial City to the West. She is currently looking for a partner to adventure and dungeon crawl with. While out exploring if she disappears for too long just give her some time to come back or use the included partner ring that is automatically added to your inventory. Keep in mind if you tell her to stay the partner ring will not summon her so be careful where you leave her.
So here is a Tip: Add the Partners Ring to a "hot key", so you can equip and unequip the ring quickly and easily with the touch of a button. She will be back by your side almost immediately.
Auto loot has been disabled on this CM partner.
Category Houses
Category: Buildings/Millionth Member Competition
=====================================
IMPORTANT: In order to reach Adaman Fortress you need to disable "Border Regions" You need to open your Oblivion.ini located in "C:\Documents and Settings\USER NAME\My Documents\My Games\Oblivion" search for Border and change the result's 1 to a 0.
======================================
Description
===========
Long ago on a continet across the oceans, a nation was born from chaos. It was called the Nexus, ruled by five of the strongest warlords in the land. As they expanded their empire, then built fortresses to guard their new lands. The greatest of these fortresses was Adaman. Never in its history has it fallen into enemy hands. It is even said the the five founders of the Nexus are buried somewhere on the grounds.
Adaman Fortress adds a fortress just outside Cyrodill (look NE of the Brena River, you should see a marker for the bridge). Adaman Fortress is a fully functional fortress with over 20 rooms and 53 NPCs. It also features a new spell.
Features
=======
Rooms:
Spell/Alchemy Lab, Armory and Smithy, Bar w/fence to buy stolen goods, Barracks, Chapel w/Crypt, Dinning Room, Farmhouse, Great Hall, Library, Pool, Prison, Lord's Quarters, Vault, and more...
NPCs:
Features NPCs of people from TESNexus.com. Trainers in almost every field as well as guards and workers and bar patrons.
Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).
Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.
Incompatibility
===============
There is no known incompatibilities at this time.
Known Issues or Bugs
====================
No known bugs at this time.
Contact
=======
Contact me either at TESNexus.com as "jefe323" or by email, jhissem@san.rr.com
Credits
=======
Thanks to Bethesda for creating Oblivion.
Thanks to LHammonds for the Readme Generator
Tools Used
==========
TES4Gecko - Link
TES Construction Set - Link
Readme Generator - Link
Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 2 weeks, feel free to do whatever you
like with this mod.
===============================================
ABOUT THIS MOD:
===============================================
New in 1.7:
New feature that gives a new take on trying stuff on before buying - a caged slave has been added to the shop. Every so often Boris will go up and prod him to make him squeal, but this isn't his main reason for being there. Through dialogue, you can dress him up in clothing so you can see before you buy. If you ask him to strip, he will smile - the only time he does!
A new shop has opened in Chorrol that caters for the male population of Cyrodiil. Called the 'Hand of Goth', the shop looks just like any other in Chorroll until you step inside...
My ideas for male clothing didn't dry up after Morrowind, so some of them are going to go into this one. I like to play male characters for the simple and base reason of eye-candy. Therefore, they need some nice clothing and armour! Although I've called it 'Goth Shop', not everything in it is gothy. I've tried to include as much variety as possible.
Xivilai collars come in two types - tail slot and amulet slot. Recommended that beast races use the amulet versions if they wish to keep their tails! I did them this way to offer the greatest choice to the player. They are set as light armour of a good quality. Everything fits male; some stuff will fit female, though not terribly well as the stuff is designed for males. Piercings and tops are male only. Both styles of armour have alternate pieces to mix'n'match.
*Note: some of the clothing in this mod is designed to glorify the male anatomy and is very revealing. Best results will be achieved when used in conjunction with either Robert's or my nude males body mods.
Boris' behaviour can be a bit erratic, and no matter what I do, his AI still plays up. If the shop appears locked during the day, the first time it's visited, opent he console (~ key), click on the door and type 'unlock'. This will allow entry to the shop. If Boris isn't about, go through into his private quarters and he should follow you back out. I've only needed to do this once per new character. He behaves normally after that. I put this down to him being a Dremora and not very clued up in the ways of mortals!
New in 1.6:
Shields have been fixed so they no longer fall off when the player goes too close to them.
Burning corpse now burns all the time and a few more bodies added.
Exterior walls moved to avoid problems with companions ending up in the bushes
Pathing tweaked to stop companions exhibiting odd behaviour
Boris' inventory now respawns as it should
Files now packed as a BSA for easier install
Dragon Knight Armor & Talon of the Silver Hawk Longsword v. 1.0 by Drakonnen
To install add zipped files into your obliviondata folder
If certain directories are already created, you may need to manually copy certain folders
to prevent overwriting. However make sure all the pathways are exactly as they appear in the
zip file, with your obiviondata folder being the main directory.
Oblivion Mod : Nico's Dreadweave Daes' Rakan Swords
Readthis for Nico's Dreadweave Daes' Rakan Swords v1.2
_______________________________________________________
Reason for this mod:
_____________________
This sword was created as a prize offered to whomever translated the Tengwar script on the Dreadweave armor.
As the design advanced two textures for the concept sword requested by the winner -Eidolon- emerged.
This one based on the texture of the armor, and another custom one created for -Eidolon-
I decided to release this one as a add-on to the Dreadweave armor, and leave the other texture in the hands of -Eidolon- to do with what he chooses.
What It Does:
______________
This mod adds two Dreadweave Daes' Rakan Swords (one off-hand parry) to the end of Ondo (Aylied) ruins.
It's sitting in front of the altar with an Aylied cask where the Dreadweave armor is located.
Installation:
______________
Unpack the archive to a known location (like my documents). Drop the folder marked 'Data' into your Oblivion directory (where the Oblivion.exe is located)
Be sure to place a checkmark next to 'Nico's Dreadweave Daes' Rakan Sword.esp' at Oblivion start-up in the Data directory.
Name Imperial Manor v6
Author Soul Wraith
Category Houses
Version 6
IMPERIAL MANOR
Updating this mod WILL NOT delete any current items in your house. Also, just in case, itβs always best to backup the mod before installing any new updates, this goes with ALL mods!
DISCRIPTION: This mod adds the Imperial Manor, which you can find northwest of the Imperial City, on the northwest corner of the Imperial Isles. The house was recently abandoned and the whereabouts of the past owner, Icarus, is a mystery. Iβve been working on a quest, and it is not yet finished, so it will not be included in this download, but it will be posted in my next major update. When I have finished the quest, it wonβt be a quest to obtain ownership of the manor, but a quest to learn the manors hidden secrets and the secrets of its past owner (donβt worry, its nothing dark that involves necromancy, daedric worshiping, dark brother hood, or anything of the sort). Currently, the teleportation tome is located on a desk in the bedroom, but once I have finished the quest, the tome will be rewarded to you after the quest is finished, along with something else Iβve been cooking up. Unfortunately, with being a senior at high school, and constantly being busy with either homework or my social life, I just donβt have much time to work on this mod. Because of this, it has taken me months just to make this new update, but Iβm sure I should have the quest up and running within a month or two.
LOCATION: This mod adds the Imperial Manor, which you can find northwest of the Imperial City, on the northwest corner of the Imperial Isles (the location will instantly be marked on your map once you have this mod activated, and you will be able to fast travel to it). You will find that the house is locked, you will have to enter the house through the well which is just in front of your new manor. Once inside the well, make your way upstairs into the bedroom, in there, you will find the key to your new manor, along with a teleportation tome. Once you have read this tome, it will add the alteration spell βTeleportβ. Use this spell, and it will teleport you, no matter where you are, to your new home, whether your about to die in a dungeon and need a quick escape, or if your just you lazy to walk.
INCLUDES: This mod includes a secret picture safe, located to your right when you first enter the front door. Also your house will have a treasure room on the second floor, along with an alchemy lab. When you enter the second floor, the treasure room is to your left, which will include four chests named Weapon Chest, Enchanted Weapon Chest, Armor Chest, and Enchanted Armor Chest, so you can keep all your equipment organized, or you can just use the normal chest in the hall. Your treasure room will also have an alter of enchantment. To the right on the second floor will be your new and improved alchemy lab, with everything you will need. The alchemy lab includes a jewelry box named Soul Gem Box, to store your soul gems, a chest for storing potions, and alphabetized ingredient chests to keep your ingredients organized (If you donβt care about the alphabetized chests, you can use the last one on the shelf, bottom left corner, titled just βIngredientsβ). Your alchemy lab also includes an alter of spell creation. Your new manor will also include all the necessary things a house needs to make you feel at home, such as great lighting, a kitchen, bedroom, living room, reading/sitting room, balcony, a basement which stores an assortments of wines, stables for your horses and a garden! lastly, this mod adds a rather unique item, the teleportation tome. If your in a fort about to die at the hands of trolls and ogres and you need a quick escape, your deep in a cave and donβt feel like walking all the way out, or what ever the need, just use the Teleport spell to instantly bring yourself back to your home, the Imperial Manor. To find the tome, make your way upstairs into the bedroom, in there, you will find the teleportation tome along with the key to your new house on the desk. Once you have read this tome, it will add the alteration spell βTeleportβ in your inventory.
INSTALLING: Extract ImperialManorV6.zip file, then copy the files meshes, Textures, and ImperialManor.esp to your oblivion data folder. Once copied, activate/check the mod in data files when you open the Oblivion Launcher.
KNOWN ISSUES: So far I have only found one small thing, if you stand where the teleportation spell spawns you, and use it, it will occasionally change the weather from sunny to rain or cloudy or whatever. Other than that, there are no other problems. I have spent hours checking every little possible thing, and I havenβt been able to find anything. If anyone does find any other problems, please either post a comment or email me at SoulWraith753@hotmail.com, I am also open to any and all suggestions on anyway I can improve on my mod, thanks.
Hope everyone enjoys my mod, and remember! Check back in a few weeks or months for new updates and maybe even a new quest. And donβt forget, updating the mod WONβT delete ANYTHING in your house. And please, leave a comment, I would love to hear peoples input and suggestions.
Oblivion Mod : Exnem female Body Replacer (Reloaded)
*****This Mod is for those who are 18 or older!*****
With this mod missing. I decided to bring it out of my archives and reload it.
(Note: I won't be making changes to this mod.)
This mod is archived in a 7zip format. For those who don't have 7zip you can get it free from here: http://www.7-zip.org/
sincerely
- MasterNetra
This is a modification for "The Elder Scrolls IV: Oblivion" in an attempt to make female bodies more to my liking. As is, this is a very personal project, and not one for any comercial purposes or fame or anything like that, just my own attempt at making women more pretty in my own taste. As with anything involving art and perception of beauty, my views and tastes may not be those of any other person. This is where common sense and the practice of choice come into place ;)
This mod will add textures and meshes for females of every race with a more athletic and well built version.
Special care has been taken in correct rigging and skinning to make the whole body move well and have no visible seams or gaps between body parts.
Installation:
Manual Version.-
You will need to extract all the folders in the .zip archive to your "\Oblivion\Data" game path.
Omod Version (Recommended).-
Install OBMM (oblivion mod manager) Link
Then extract the contents of this zip (omod version) into the "obmm\mods" folder of your OBMM installation.
Run OBMM and you should see the mod in the list on the right side, double click it and it will be installed.
NOTE: Make sure to make a backup of your "\data\meshes\characters\*" folder and "\data\textures\characters\*" . In case you want to uninstall you will need to restore these after uninstalling.
KNOWN ISSUES AND BUGS:
The game uses the same skeleton to move both male and female meshes, this makes the shoulder area a bit wide (a problem found in the original female body), as this is a more muscular female, this issues do not worry me. The skeleton could be edited to shorten the clavicles to make the shoulder area thiner, but I really don't have the time nor the desire to do that. Please feel free to edit this work as you see fit if you know what you're doing.
The game engine seems to use a strange hue map to change the tone of the skin (tone settings when creating a character). This will make some discoloration appear where the uvmapping seams are if a character is strongly changed in tone. I have no idea how to fix this at the moment.
Because of the way this mod is created it may not be 100% compatible with other body replacer mods, nor will it be compatible with many of the original clothes if mixed together (example, using a bra made for this mod and pants from the original game). We will try to edit most or all the original clothes to fit this body, and other armor and clothes creators may try to make thier clothes fit too, so be on the lookout for those.
Disclaimer and Terms of Use:
This is an open project, as such you are welcome to add to or modify this mod as you see fit as long as you comply with the Open3DProject license contained in this mod (see Open3DProject.doc).
You are more than welcome to make your own clothes and armor for this mod. If you need templates or help check the forums at "http://www.exnemsims.com/oblivion/forum" and drop me a note somewhere, I will try to help or just give you a thumbs up ;)
Feel free to post any content you make derived from this mod (texture modifications, new clothes, armor, etc) at our forums so we can try to keep content for this mod in one place for easier finding. Likewise, if you are looking for clothes or armor for this body, or other variations or tweaks derived from this work, please check my forums or the ones at Canadian Ice's place (http://canadianice.ufrealms.net/forum2/index.php).
This mod adds one Wyrmfang sword, and one Wyrmfang defensive dagger to the Necromancer's Asylum at the bottom of Mackamentain Aylied ruins.
Author's Note
I promised to create this sword for ThorTheViking's thread at ESF. I made the off-hand matching dagger for my character.
Install
1. Unpack the mod to a known location like My Documents.
2. In your Oblivion folder, find the folder marked 'Data' and copy files where indicated.
3. When prompted to overwrite answer "Yes to All"
4. Start up Oblivion, and place a checkmark next to Wyrmfang.esp in your data directory.
5. Play and enjoy :)
Special note to users of OOO
If you use OOO please find the folder marked "esp for OOO" in the downloaded mod files, and edit/copy to folder the .esp within to your Oblivion/Data folder.
Answer "Yes to all" to the prompt.
Uninstall
1. Remove the checkmark next to 'Wyrmfang.esp'in your data directory at Oblivion start up.
Known issues:
Enchanting either the sword or the off-hand dagger will break the auto-equip script for the off-hand blade.
Seems that there is a conflict with the location of the weapons, and OOO. If you use OOO please use the enclosed .esp for OOO to solve the issue.
Extras:
Enclosed within the mod files is a folder marked 'Hints' that contains a picture of the location of Mackamentain.
Also enclosed is a folder named ".esp for OOO" containing a .esp file for compatibility with OOO.
Thanks:
- to ThorTheViking for the original request, and for providing the 2D artwork I modeled from.
- to CosmicBanana for the idea of 'Wyrm' in the item name.
- to Deathless Aphroditie for the .nif bug report.
-to PeterEater for the conflict report with OOO.
Permissions:
It is alright to use the mesh,texture, and icon as a modder's resource. It is also alright to reupload this mod in it's original form.
Please give credit to me (in your readme) for my original work.
This mod adds over 40 new and unique spell types. It adds beam, spray and projectile attacks. Turn bodies to gold, summon your own magic carpet, or protect yourself with a ring of fire. This mod has several goals...
- Extend the Magic system of Oblivion without disturbing the current spell system
- Maintain the balance of the combat system (No Uber Spells)
- Add a completely different way to obtain these spells from the normal system
To obtain these spells talk to the Vendor Midas. His shop is located to the Right as you enter the Arcane University Court Yard. Before you enter the University itself.
WARNING: There is a special way you get these spells so make sure you listen to the shop keep and read his book
---Example of the Spells------
MidasΓ’β¬β’ Chain Lightning
Casts a bolt of shock damage on the target. This bolt has a chance to jump to another nearby target based on the casters luck.
Midas' Chest
Midas' Chest when called summons an other-worldly storage apparatus in which the caster can place his or her wares. Ever so handy for the burdened adventurer.
MidasΓ’β¬β’ Death Ray
This spell casts a beam of dark energy that damages the vicimΓ’β¬β’s health. If the victim is killed, the spell will create a soulgem in the victims inventory
No creature strikes fear into the heart of the living quite like the Vampire. They are eternal, powerful, unchanging. They reflect everything that Life opposses, and now you too can experience the awesome power of the Vampire, tailored to your exact preferences.
''CDM - Vampirism'' is not only overhauls Oblivion''s Vampirism system,
''CDM - Vampirism'' aims to be as in-depth or as straight-forwards an experience as YOU want it to be: choose from one of three pre-designed Vampire Builds and get straight into the action; or set your Vampire Bonuses and Attributes exactly the way you want them through the included .ini system.
Other features of CDM - Vampirism :-
- Ten Stage Vampirism Evolution : Rise through the ranks of the Undead World, beginning as a Fledgling and feeding your way to becomign a Vampire Regent.
- Five Stage Starvation System : Failure to feed will cause significant weaknesses, but will never kill you.
- New Vampire Death Animations : watch as Vampires burst into flames, explode or even get cut apart beneath your onslaught! Also affects the Player Vampire.
- Unlease your Vampiric Strength with powerful Throws, or just hurl your Weapons at your enemies!
- Utilise the Vampire''s heightened
senses, and slow time down whilst you gather your thoughts, or just laugh at the mortals'' futile attempts to destroy you!
- Optional features : Choose to burn in water, or breath under it; risk the Wrath of the Nine Divines in Cathedrals; or walk in Daylight like the ancient Count Dracula.
One of the first mods I ever downloaded was one called ''Eyren's Armors'' - I was familiar with her Morrowind mods, so seeing an Oblivion one by her, I just had to grab it. As I play mainly male characters, I was unable to use the cuirass, but my lads wore the rest regularly. When I created the first Goth Shop, I made a couple of Xivilai collars to match.
Now I have dug out the mod, updated it to fit Robert''s male and female, and added a few extra bits to it as well as creating a male form of the cuirass from the Xivilai collar. I made a few variations from Eyren''s original textures to add more details and three new colours, plus icons for all.
I kept Eyren''s original names for the blue and red one, gave them a more unisex feel, and the armours are still sold by Rohssan in A Fighting Chance as before.
These armours glorify anatomy. If this offends, I don''t want to hear it!
This is a set of retextures I did for my own Dremora character as I wanted something a little more elaborate for him. after quite a few folks have asked me about these, I figured it couldn't hurt to release them. Textures are male only, as I mostly play male characters and there's only one female Dremora NPC in the standard game. I've also added unique normal maps that work just on the Dremora.
*NOTE ABOUT THE ARCHIVEINVADATION.TXT:
If for whatever reason it isn't there in the zip file (it seems to get lost for some and not others), I've included the file list here as well. Just paste these into the ArchiveInvalidation.txt and save.
Readthis for The Talon of Akatosh
__________________________________
Reason for this mod:
____________________
I saw a sword picture in a request thread on ESF posted by ThorTheViking which I really liked the look of (and wanted for my current character) so I decided to create it.
What this mod does:
___________________
This mod adds one Talon of Akatosh sword (one-handed or Two-handed depending on the .esp used) to an altar just North of the ruins of Sancre Tor.
This mod makes level-scaled rewards from quests be upgraded to their higher versions as you reach the level for those versions.
The items, spells, and sigil stones you get as rewards for many quests in the game are scaled to your level. Some of the these rewards are among the best items in the game but only if you do the quest at a high level. Otherwise, you get stuck with a scaled-down version, often one that is pretty useless later in the game.
For example the Escutcheon of Chorrol shield has a level 1, 5, 10, 15, 20, and 25 versions. If you do that quest at level 10 (or 11, 12, 13, or 14), you would normally miss out on the level 15, level 20, and level 25 versions but with this plugin it means that when you reach level 15, if the item is in your inventory, it is upgraded to the level 15 version. Same at level 20 and level 25. You don't miss out on the high-level versions.
See the included .html file for further instructions on using this mod.
The Orc module feature an assortment of sabers, cleavers and swords that can be wielded by any races...but the Orcs get a bonus!
The entire RealSwords collection bring over 100 new swords, sabers, daggers and knifes into Oblivion.
Divided into 10 modules belonging to each race and 1 extra module called Legendary Blades.
Another 12th module will give all the blades of RealSwords to the 10 different races and also to bandits and some monsters. This last module will be made only after the other 11 have been completed.
For now each module must have at least one of the four esp related to them running for the swords to appear in-game. There's a very good chance that the 12th module will be out sooner than all the previous ones, and that it will be updated as the modules are finished.In the end, the mod will need 11 downloads of around 12 mb in sizes, to get each modules meshes and textures file, and the small 12th module that unite them all.
Each Module is made in 4 version:
- Orc - LO - The blades damages and stats are adjusted to fit those of Vanilla Oblivion. The blades are sold by a merchant and in locked displays. No weapons change to the NPCs.
dmg range from 5 for the lowest like daggers, to 32 for the most powerful blade of the module.
- Orc - HI - The blades damages and stats are much more lethal than the weapons in Vanilla Oblivion. The blades are sold by a merchant and in locked displays. No weapons change to the NPCs.
dmg range from 20 for the lowest like daggers, to 60 for the most powerful blade of the module.
- Orc - LO-NPC - Use the low blade damage of Orc - LO, the blades are distributed between the NPC of the race, sold by a merchant and in locked displays.
- Orc - HI-NPC - Use the high blade damage of Orc - HI, the blades are distributed between the NPC of the race, sold by a merchant and in locked displays.
============
Weapon Bonus
============
The weapons give bonus abilities if used by the race of it's origin. This bonus is related to fencing.
It fortify the blade attribute by 5, the agility by 5, and ease the wearer fatigue by 10. It doesn't add more damage, it act more like a "feel natural" bonus. This bonus stay the same for the four esp.
========
Location
========
Theses blades are sold by Borbagra Uzgash, at the Borbas Good and Stores in Cheydinhal.
In the two NPC .esp, mostly all the orc merchants of Cyrodiil will sell you these blades as well.
Future
======
This is the second module of RealSwords. The others will follow as I finish working on the other swords. As of now I still have about 15 swords and daggers left to model and the same number of texture to prepare. So a great deal of it is already done, this won't take months to complete, rather some weeks. After that I will make "Legendary Blade." And then, further away, I want to do "Axe, Bow & Mace" to complete the armory.
Permission
==========
While I deliver these swords to the public domain via this mod, most of them have been designed and created by smiths in the real world. Those artist have their own copyright, and I didn't recreate their design to have them stolen for commercial purpose, let alone the commercial use of my models. So, as long as you use these models for your own enjoyment and don't try to make any commercial attempt with them, it's good.
That mean you CAN use them in your own mods if you want. You can retexture them pink with blue spots and make them glow green if you want (please! if you do something like this don't show me ok?).
But if you do something cool with them, in your mod, or a retexture that kick ass..show me, I'm interested to see.
I would also appreciate a lot if you could give me credit if you are using them in your own things.
Thanks, love, and see you in the next pack...
waalx, 3dsmithstorian
visit the bethesda forum at Link for more information about the progress on the upcoming other modules. Search for RealSwords.
Special thanks to the team at Bethesda for their great game!
Requirements: The Elder Scrolls IV: Oblivion
Highly Recommended: The Official Oblivion Patch 1.1.511 (the mod may or may not work correctly without it)
Price: Modular Oblivion Enhanced is an unofficial, completely free mod. Don't let anyone fool you into purchasing it.
Voice Acting: All the new dialogue in M.O.E. is lip-synched and spoken.
Compatibility with Shivering Isles: Unknown at the moment as Shivering Isles has not even been released yet. Please, do not ask about it.
V. Installation
For any plug-in: Extract the plug-in archive using WinRAR (or 7-zip). The extracted ".esp" file, as well as any folders that may have been included in the archive (such as "Sound", "Meshes" or "Textures") must be copied to the "Data" folder of Oblivion. If it tells you that one of the folders "Sound", "Meshes" or "Textures" already exists in the Data folder, simply ignore this and continue to copy everything anyway. After you do this, you should activate the plug-in from the Oblivion launcher.
Master Readthis for "That's so Nico" mod.
__________________________________________
Reason for this mod:
_____________________
It was requested of me to please put all of my creations into one .esp.
Being the guy I am I did.
What it Does:
______________
Combines all the mods I have released to date into one .esp.
What it contains:
__________________
The bow of Thorns
The bow of Bones
The bow of Daedric Blood
The bow of Blades
The bow of the Drow
The bow called Doomshard
The bow of Robin of Locksley
Blakeleys Lanchrymal Bow
The bow of the Mongolian Horseman
The bow of the Hunter
The Longer Arrow mod
The Obsidian Axe
The bow of Ash
Installation:
_____________
Unpack the .rar file, and drop the Data folder into the Oblivion directory (where the Oblivion.exe is located)
Be sure to Place a checkmark next to the "That's so Nico.esp" in the Data directory at Oblivion start-up.
Tom Dawson (dtom)
Version 1.3
Description
This Mod adds a massive manor style house on shores of Lake Rumare, North of the village of Weye.
Set in it's own walled estate, it's a home fit for a champion of Cyradiil and as such comes with all the comforts you would expect of a stately home.
Includes
A Living Area with Reception, Kitchen+Wine Cellar - Dining Room -Guest rooms & Master Suite. The Living Qusarters have a well stocked library (no skill books), and a range of companion-style quarters.
Additionally, Verona also has a grand hall/Museum/Display area - a training room (with a seperate viewing gallery) and a separate and extensive armoury.(The armoury is quite bare for now as this is a free house.
To complete the interior
an entire mages wing, containing an alchemy lab with loads of labelled storage and a potion storer.
In the basement is an Oblivion garden for those rare plants. There is also a study, and on the top floor,a mage lab with altars, raw staffs, and a sript library.
The house also has two balconies with impressive view of the great forest and the Imperial City.
the house has an alchemy garden, and a stables.
This mod also adds the Verona Village upgrade.
Halcyon house is an out of the way home at the far, South-Eastern corner of Cyrodiil. She sits just off the shore on Topal Bay. To find the home, start from Leyawiin and travel East along the coast line toward Black Marsh.
A small Stable stands just on shore to shelter your mount from the elements. Inside, you'll find a cozily decorated home including dining area, living room, Master bedroom and Study. In the cellar, cleverly protected from the ocean by reef rock, is a sumptuous display area for all your shiny bits and stolen goods as well as a small guest area for any companions who may share your home with you.
Please note that Borders will need to be disabled to reach the house. In the Default ini, find this line:
bBorderRegionsEnabled
Change the 1 to a 0 and save. Your borders will now be disabled.
= Requirements =
TES IV: Oblivion Patched to v1.2.0416
= Installation =
Extract the Halcyon House .esp, meshes and Textures to your Oblivion/Data directory then enable the Halcyon House esp. in the Oblivion Launcher.
= Un-installation =
Remove the following files and folders from your Oblivion/Data directory:
= Credits =
Darkrider - without whose patient teaching and mentorship I would never have come this far this quickly.
Greenwarden and InsanitySorrow - for testing and making sure I did not kill the framerate with clutter.
= Resources Used =
Many, many thanks to the wonderful modders listed below whose work enriched my home.
Washington's Morrowind Drinks
Link
Hel Borne's Filled Bookcase Resource
Link
Lady Li's Canopy Beds
Link
Xiamara's Pillow Mesh Set
Link
Xiamara's Sofas and Chairs set 1
Link
Zimnel's More Sofas and Chair Sets
Link
Kalikut's Upper Class Furniture Retex
Link
JDFan's Bunkbed Resource
Link
Meo's Globes Resource
Link
Garak's Booksets
Link
= Contact =
Contact me on either TES Alliance or Bethsoft's Official Forums for prompt support.
= Permission =
As everything in my mod is either Vanilla content or a Resource, you may do with it as you wish. If you use any resources from those listed above, be sure to give credit in your readme to their authors.
Index:
1. About
2. Installation
3. Playing the Plugin
*****************************************************************
1. ABOUT
*****************************************************************
First: I'm not native english person, so my english is not very good
This plugin is mostly a modder's resource, i added the heavy and
light shields to the game. It is a simple retexture and small
reminiscence of my unfinished Morrowind mod. And yes, i like the
dragon logo :-).
*****************************************************************
2. INSTALLING THE PLUGIN
*****************************************************************
1- Place the *.esp file into your "Oblivion/Data" folder.
If asks to overwrite, choose "Yes".
2- When launching the game, select data files and double click
this mod (dragonshields.esp).
*****************************************************************
3. PLAYING THE PLUGIN
*****************************************************************
The shields can be purchased at the Fire and Steel in Chorrol.
Oblivion Mod : Gold Daedric Armor and Weapons V .4
Description
---------------------------------
This mod adds two gold versions, and two silver colored set of Daedric armor to the game. New in this version are Gold, and Silver Daedric weaponry. All Deadric weapons are included. The weapons only have two options. Both are a combination of gold and silver. Placing items into a gold chest will return items plated in mostly gold with some silver, and placing them into a silver chest will return the opposite.
A quest to obtain the armor and weapons can be started by traveling along The Orange Road from Chorrol. Just to the north of THe Great Forest you will find a Gold & Silver Smithy. Enter during normal business hours 9 to 5, and talk to the black smith. He will tell you a story of how he arrived in Cyrodiil, and mention a problem he has. If you agree to help him, and complete this small quest, he will offer to plate any Daedric items you have in Gold, Black Gold, Silver, or Silver/Gold combo.
After the quest is completed place Daedric items in one of four incomming chests. In two days your items will be in the appropriate outgoing chest. You will have to pay a small fee for the plating to access the outgoing chest when your items are done.
If you accidently place non-Daedric items into one of the chests, they will be returned to the outgoing chest (unaltered) after the standard two days have passed as long as you place some kind of proper Daedric gear into the same chest.
Alternate method of obtaining the gear: (for the gotta have it now types)
It can be found by using coc in console to travel to the cell TestingHall. Bring up the console and type coc TestingHall, and you will be teleported there. Once inside the testing hall you will find a chest called "Gold Daedric Armor" which contains four full set of armor, and two complete sets of Daedric weapons. To leave the TestingHall simply coc to any interior cell, or named exterior cell. An example would be "coc BrumaMagesGuild".
Note: Some mods cause the floor of the testinghall to disappear. If this happens simply open the console, and type TCL This will allow you to move freely around the cell so that you can reach the chest with the armor and weapons.
---------------------------------
Installation
---------------------------------
Extract the data folder to the Oblivion directory. Answer yes when it asks you if you want to overwrite. Then select the mod GoldDaedricArmor.esp in the data files menu, and hit play.
This mod adds a misc item (Actor's Ball) to PC inventory
and lesser power spell (Director's Touch) to PC spells repository.
Once activated/casted it shows the menu where you can pick
one of 252 idle animations.
Chosen animation should be performed by PC/NPC instantly.
In vanilla game most of these animations were reserved for
NPCs only and not for PC. And some of these were not possible
to perform when flying camera mode was enabled.
Your character can use such skills from now on
and NPCs can play them at your will as well ;-]
In 'Actors In Charge' you can find following idle animations:
- activities (activate, check, drink, make potions, read, pray, use etc.),
- bed / bedroll anims (enter, exit, sleep),
- gestures (cheer, greet, point, talk, yield, etc.),
- postures (kneel, statue pose, speech etc.),
- vampire anims (sleep, feed),
- movement anims (walk, run, sneak, swim, dodge),
- creature anims (flame atronach, lich, spriggan)
- facial expressions (it changes look of PC/NPC face)
and many more...
IMPORTANT NOTE:
All animations work in 3rd person mode only!
Don't try to use them in 1st person mode!
All these animations have not any conditions set that could prevent them from playing
in certain situations. You must experiment yourself to discover what's possible
and what's not. Well, make a new save, just in case ;-]
NOTE:
With blessing from Xiamara herself I've incorporated all idle animations from
'Strike a Pose' mod into 'Actors In Charge'.
------------------------------------------
2. INSTALLATION
- Copy 'actors_in_charge.esp' and 'actors_in_charge.bsa'
files into 'OblivionData' directory,
- In oblivion launcher choose 'Data Files' from the menu,
and mark the checkbox close to file name you copied previously,
- Run the game, load your save, Actor's Ball and Director's Touch
should be added automatically after a while.
UPGRADE FROM v0.7+
- Just replace 'actors_in_charge.esp' and 'actors_in_charge.bsa'
files with new versions. It should work in most cases.
If not, see upgrade instructions from v0.6 below.
UPGRADE FROM v0.6
- In oblivion launcher chose 'Data Files' from the menu
and unmark the checkbox with previous version of Actors in Charge,
- Load your savegame
(when the game will complain about missing content, click YES button)
- Save your game again and exit to windows,
- Perform the steps from INSTALLATION instructions above.
REMOVE
- Just delete 'actors_in_charge.esp' and 'actors_in_charge.bsa'
files from 'OblivionData' directory.
Welcome to my second mod, my interpretation of some Ayleid Longblades. Those who already know my Elven Sabres will immediately see the similarities. These blades are in some way an improvement of my 'older' weapons but I decided (together with some great feedback) to add them to the sabre collection instead of replacing them. Although they haven't advanced much further since 0.65 I decided to pack up the new (well for you at least) decorated blades for you to judge.
You can find four replicas of these ancient Ayleid Longblades in the fighters guild in Chorrol, on the desk of the Headmaster. I made them owned by the player so even non-fighters guild members can pick them up.
And remember the names Lipsand Tarn, Morhame, Sedor and Niryastare for there you might find more ;)
If you have trouble finding the weapons inside those ruins, PM me on the official Elder Scrolls forums ('Adonnay') or write me a mail at Adonnay@gmx.de.
----------------------------------------------
The elven style Longblade comes in 4 versions:
----------------------------------------------
1. The Ayleid Guardian Longblade (blue-silver)
2. The Ayleid Warden Longblade (darkwood-gold)
3. The Ayleid Sentinel Longblade (darkwood-ivory)
4. The Ayleid Royal Longblade (ivory-gold)
5. The Ayleid Blademaster Longblade (black-silver)
6. The Ayleid Blademaster Longblade (black-silver) - different ornament
7. A yet unknown Ayleid Longblade (blue-ivory)
8. Gwilith - (blue-silver) - special version for my girlfriend - she chose the colors
This blade has not been placed in the world but is included in the download, in case you want
to implement it yourself in the CS.
Four of the blades can be found in the ruins Lipsand Tarn, Morhame, Sedor and Niryastare.
The rest is either available as replica or for yourself to implement.
Future Plans:
- Quests for all blades (...quite far-away future)
-------------
Installation:
-------------
- Extract the contents of the corresponding .zip/.rar/.ace archive into your Oblivion/Data folder
- Enable the 'Adonnays Elven Longblades.esp' module in you Oblivion launcher using the "Data Files" option
This mod replaces the LOD colourmaps of tamriel with very high detailed ones.
Also it replaces the terrainnoise.dds which is responsible for the blending system of patch 1.2 to
a more suitable one.
The colourmap is designed for use with QTP3 and my MTAEWD(Lite) mod.
There are known compatibility problems with any other mod out there, beside all the other LOD replacement mods ofcourse.
Install: Just unzip the files in your oblivion/data folder.
Like all texture replacement mods, archive invalidation process has to be done after unzipping the files:
If you donΓΒ΄t know, how to do this:
http://devnull.devakm.googlepages.com/archiveinvalidation
If you have previous version installed the best would be to :
- remove the old version
- launch game and load your saved game (it ll tell something can be missing,that s doesnt matter)
- make a new save game,close the game
- Install the new mod and activate it
- Go to play (all pet are returned in mage guild of chorrol)
Added/fix version 1.1
---------------------
* Added 3 new pets : Crab / Imp / rat
* Fixed problem when you close an Oblivion Gate.(thanx to Gump for reporting it)
* Added some speed to some pets.
* Modified the scaling of the pet when it levels now i setup a maximum of 1.1
(the pet will still gain level but it size will not change)
Else before at max level the pet would be too big.
* Added French Version(choose the mod in English or French directory)
Feature 1.0:
------------
This mod allow you have to have a pet :
* Choose from 4 different pets (only one at time) available in the Mage Guild of Chorrol (left door).
* You can give multiple order to your pet (follow,wait,wait & rescue,flee,give food,Attack a target,Attack mode,teleport)
* You can give order to your pet from far distance by using a special item 'Gem Command Pet'.(it has the shape of a gem but yu can use it)
Bind the gem 'Gem Command Pet' to a key (or use it from inventory) and it ll bring you a menu to give order to your pet.
So now you can ask it to wait at the entrance,you can advance then tell it to follow you...etc
* You can target an ennemy/NPC and send your pet on him.
To make this you will have a special 'Target Spell'.Cast the spell to ennemy/NPC and your pet will attack it.
This spell does nothing on target(except the visual effect that allow you to aim),so if the ennemy doesnt see you he ll no attack you.
So you can ask your pet to attack an ennemy while you stay sneaky.
* Choose the way pet will level (50% of your level,75% or 100%)
To be more balanced i choosed to use a ratio and not only the autolevel offset Player system.
Pet will level with you with the ratio you had choosen when yu get it.(Mean if yu choosed 50% he ll be 50% of your level,it ll level 1 time when yu leveled 2 times)
Pet will grow in size when it gets a level.
* IF your pet die you can resurect him.
Note : You will have to be near it to resurect,if you lost it somewhere in the area,you will have to find the corpse.
To help you to find it,you will have a message telling you the angle and the distance of your pet each time you use the "Gem Command Pet"
(for the angle : 0 degres mean your pet is in front of you,-90 means it s west of you..etc.)
If your pet is really too far,you ll be able to revive without searching the corpse.
* feed your animal with meat to give some health.
* Your pet will sneak with you.
* Choose attack mode On/Off (pet ll or not help you in combat)
* I changed the behaviour of pets,pets will attack ennemy :
- Only if You are attacked or seen by the ennemy, that allow you (especially if you have a sneaky character) to come near
ennemy and your pet will not attack him.
If the ennemy has detected you, the pet will go attack him.
- If you send 'Target Spell' on the ennemy,pets will rush to attack him.
- if the pet is attacked it ll defend except if you set Attack mode to OFF
* Fixed problem with horse (Followers usually bump on horse all times).
* I have added,in the Pet command menu, the ability to switch to the "Target Spell" (then you'll not have to bind a key for the "Gem Pet" and
another for the "Target Spell")
Install:
--------
Put The "PetsOfChorrol.esp" file in the /data/ directory of the game.
In the oblivion startup menu go into Data Files and check the box for PetsOfChorrol.esp
Name: Benirus Manor - Necromancer's Lair
Author Vypress
Submitted 05-19-2009
Category Houses
Version 1.0
Description
This mod adds a necromancer's lair to the basement of Benirus Manor in Anvil. It should work with both new and existing games. If you are starting a new game, then you must complete the haunted house quest as normal in order to gain access to the lair. If you have already completed the quest, then the door to the lair should already be open to you.
This lair is fully furnished with a spellmaking/enchanting altar, an alchemy set, books and bookshelves, display cases, non-respawning containers, a prison, a torture chamber, and a few other goodies--everything a necromancer needs to delve into the dark arts. Nothing too overpowering, I hope.
If you have valuables already stored in Benirus Manor, then as a precaution I recommend that you go in, take all your stuff out of the containers, then install this mod. Both cells to Benirus Manor have been modified in some way, so installing this mod could refresh the cells and have the containers eat your items. Don't say I didn't warn you!
This is my first released mod, so I would greatly appreciate constructive feedback. There shouldn't be any bugs, but if you encounter any, please be sure to email me.
Plug and play. Simply move the WhiteTower.esp to your Oblivion Data file and check it at game's start up.
Mod:
Adds a realistic mage tower to the land of Cyrodil. The quest is implied; My dialogue and scripting are less developed than my design
and story telling abilities. The story progresses through the reading of journals and personal notes.
Some of the hand placed/created enemies (and surprises) are very tough, so low level characters will possibly find it too difficult.
(+18 level characters recommended)
Notes:
When I heard Bethesda was creating a DLC mage tower, I decided to create one for free.
Initially, it was nothing more than my personal house mod. After re-learning the CS, I realized I had made a few mistakes and shelved it.
A friend recently suggested I share it, so I have reworked it for this release. There are some areas that may lag some machines,
due to multiple animations in one area.
All of the containers were replaced with no spawns (no owner/ all PC owned cells) and I added a small "semi-quest" to earn
the tower. I left the option to expand a few points, but another project is currently in the works. So only bug fixes
will be adressed in the near future.
What is the secret behind the mysterious Doom Door and who is the equally mysterious Telvanni Mage so intimately
connected with it? Meant for Level 20, or higher, characters, this mod will take you on an adventure to a new
Drow City on Vvardenfell and through dungeons, mystical islands and a full-scale "military style" battle in which
the magnificient Moon Armour appears. Not for the faint-at-heart, although brawn alone will not be sufficient to
succeed. Brains and lock-picking skills (up to level 50) are also essential.
READ THIS READ_ME BEFORE PROCEEDING
1. Requirements
This mod requires the Tribunal expansion to Morrowind to be installed. It requires nothing else, is compatible with
Bloodmoon, and can be run with most other mods.
However, if you have any of the following five mods installed, it is advisable to "uncheck" these under the
game data files, to avoid possible "ghosting" while playing "Doom_Door": (i) "Ghostpath" by Ascendant,
(ii) "Castlevania" by The Dark Man, (iii) "Puzzle Canal" by Shanthe, (iv) "The Magus Unending" by Davion The Mad,
(v) "Children of the Night Part 2" by JB.
2. Installation
Extract the zip file to the drive or folder in which "Morrowind" is located (eg if your Morrowind folder is located
in drive C, then extract to C:; if your Morrowind folder is located in D:Games, then extract to D:Games). All
necessary files with all their required paths are contained in the zip file, and which information you can use to
manually uninstall "Doom_Door" once finished.
The installation requires approx. 45 MB drive space and you need to be sure that this is available before commencing
the installation. Unless you have some specially created icon, mesh or texture for which the name was not changed,
it should be safe to let the extraction overwrite any existing game files. IF YOU HAVE BETHESDA'S LEFEMM ARMOUR
INSTALLED, THIS MOD WILL CAUSE A CONVERSION TO A BEAUTIFUL BLOOD RED. TO KEEP YOUR ORIGINAL COLOUR DO NOT SAVE OVER
AN EARLIER SAVED GAME AND YOU WILL BE ABLE TO RETURN TO YOUR FAVOURITE COLOUR, AFTER FINISHING THE MOD, BY
REINSTALLING LEFEMM ARMOUR.
---------------------------------------
Seph's New Oblivion Animations v1.0
Made by Keter Sephiroth
---------------------------------------
TABLE OF CONTENTS:
1. Description
2. Installation
3. Usage
4. Changelog
5. Known Bugs/Issues/Compatibility
6. FAQ
7. Credits
---------------------------------------
1. DESCRIPTION
This mod is similar to any other animation/pose mod out there (like Actors in Charge) in presentation (you will be given an item that is similar to Actor's ball, as well as a coresponding spell) but is different in it's content. It adds 42 motion capture animations in oblivion! You will find:
- 15 kick animations (axekick, flyspinkick, frontsweepkick etc)
- 7 Acrobatics animations (CartWheel, Front Hand Spring, RndOffBTuck etc)
- 5 weapon play animations (bo swing, axe swing etc)
- 12 Dancing animations (robot, chachacha, ballet etc)
- 3 Varios animations (like a nice lough)))))
You will also find a few static poses i made just for the sake of screenshot making, like a wallrun))
Screenshots won't give you the same impresion as will these 2 videos:
http://www.youtube.com/watch?v=5iSGizOmVFQ
http://www.youtube.com/watch?v=2sQwbNzDvlk
IMPORTANT NOTE:
All animations work in 3rd person mode only!
Don't try to use them in 1st person mode!
All these animations have not any conditions set that could prevent them from playing
in certain situations. You must experiment yourself to discover what's possible
and what's not. Well, make a new save, just in case >.<
- 'Seph's new animtions.esp' and 'meshes' folder
files into 'OblivionData' directory.
- In oblivion launcher choose 'Data Files' from the menu,
and mark the checkbox close to file name you copied previously,
- Run the game, load your save, Mocap Ball and Mocap Touch
should be added automatically after a while.
---------------------------------------
3. USAGE
When you load a game with this mod enabled, after a while,
a misc item (Mocap Ball) and lesser power spell (Mocap touch)
should be added to your PC inventory and repository of spells.
You can activate the ball from the inventory
or you can bind it to any hotkey and initiate it in that way.
As well, you can cast a spell on any NPC and companion.
From the menu that will appear you can select animation to play
or change emotions of your character's or NPC/companion face.
Many of these animations will play instantly but
some of them will play only once and sometimes
you must wait patiently for a while until they will end.
---------------------------------------
4. CHANGELOG
v1.0 Initial Release
v0.5 Finished riggin the animations
v0.3 Made a video showing some of the animations (http://www.youtube.com/watch?v=5iSGizOmVFQ)
v0.1 Found a way to import mocap animations in oblivion.
---------------------------------------
5. KNOWN BUGS/ISSUES/COMPATIBILITY
These animations work in 3rd person mode only.
Don't use them in 1st person mode or you'll get stuck.
If some bad things will happen, try to speak with any NPC
or reset the animations from the Actors in Charge menu.
If those won't help, just save your game, exit to windows,
and reload it again (quicksave/quickload not always works).
Also this mod seems to conflict with Seductive Idles, i don't know why.
Author : Redwinter.
This is my first real mod please enjoy =)
This mod adds a seaside house (must buy the key at merchants inn) on the south-east shore of niben bay. it contains a basement with training area and dremora smith that sells armor and weapons, Oblivion bar with a dremora bartender that sells potions, food and drinks, a bedroom area with desk with winerack, display cases, ingredient shelf and of course a bed., the house also has a dock with a large ship -Beware of wraith- with a captains cabin with bed-should be able to get in without key- and a dingy at the end of the dock.
the house MUST BE PURCHASED.
you can buy the key from a robed man in the merchants inn at the imperial city.--If you do not have the 50,000 for the house i recomend the Money spell mod which gives you 50,000 septims when cast.
please post any problems or bugs and feel free to email me at menkenkurtis@yahoo.com if your post isnt replied soon. also feel free to post and ideas for later upgrades
Thanks and please enjoy =)
LostInGeneral...bringing you a simple tweak anybody could have done but I did for you.
You can thank me later :D In essence, all it does is remove the borders on Cyrodiil. What
does this mean? It means no more "turn back - you've gone too far" message. You just keep
on going. As long as you want... well, in a matter of speaking. You have to be careful, because
you aren't actually supposed to be going back there. You can see section II for more info.
Installation is easy. Since it's only an ESP file, all you have to do is extract it into
your /Data folder where you installed Oblivion. Then, when you start up Oblivion, go to "Data
Files" and check the mod (Border Removal) in the window that pops up. You're all set!
II. DETAILED INFORMATION
Okay, so, you're thinking, "Great! A mod, at last (not a week after Oblivion is released) that
allows me to go past the borders the game has established for me!" But NO! NOT SO FAST!
The primary intent is to just have that "feeling" of freedom. You can weave in around the borders
if you want, but obviously you aren't going to find any cities. I didn't add anything. I just
removed the borders. Since if Bethesda had it their way you wouldn't be going past these borders,
there are going to be some problems if you just... keep walking. The following is what happens,
starting with the very border itself.
- Rocks and unique vegetation (such as plants you can harvest) stop right at the border.
- A fairly distant ways in, vegetation - specifically, trees and "pop up" grass - start
disappearing. The grass goes first and the trees gradually thin out and eventually stop.
- Short ways past the line where the vegetation stops, the ground is no longer textured.
You get this sandy sort of texture, like the default in Morrowind but a bit brighter.
- The size of the "textureless ground" varies from province to province. When it ends, you see
the detailed texture stop and it connects with "blurry" textured terrain, like you'd see from a
distance. It does not come in focus. If you step on it, you fall through the ground.
So... that's why you shouldn't go too far. Falling through the ground is not only a very
unpleasant and deadly experience, it's also an "immersion-wrecker". You lose that good feeling,
you know what I'm saying? For shizzle.
I apogize in advance for anything that comes along with it that shouldn't... if you know what
I mean. I was fooling around with the CS before I made the mod and though I'm almost sure I undid
all those changes before making the mod I can't be sure.
This mod adds animated staff of the sun (Solaris) to the Mystic Emporium's merchant in Market District of the Imperial City.
Requirements
-------------------------------------------
This mod requires TES IV: Oblivion game patched to the latest official version (1.2.0416). If you don't have latest version of this game, you can download required patches from official TES page.
Installation
-------------------------------------------
# copy "Meshes" and "Textures" folders from this archive and trfSolaris.esp file to "Oblivion\Data" folder,
# in Oblivion Launcher choose "Data Files" from menu and mark the checkbox close to "trfSolaris.esp" file,
# run the game and load your any save, then visit Calindil at Mystic Emporium in Market District of the Imperial City to purchase the staff.
Removal
-------------------------------------------
# delete the same files you copied previously during the installation proccess.
Known Issues / Compatibility
-------------------------------------------
This mod adds only new stuff. It doesn't overwrite or change anything thus incompatibility has been reduced to minimum.
==============================================
ABOUT THIS MOD:
===============================================
Recently, a new species of cat was discovered on the islands of Borneo (details here: http://environment.newscientist.com/article.ns?id=dn11384&feedId=online-news_rss20) and when people had seen this, the requests soon started coming in! After seeing this gorgeous and amazing cat, I just had to create a Khajiit race based upon it. It took me many hours of painting the fur from scratch, but the end result is well worth it in my opinion. I occasionally like to play Khajiit characters and like them to be distinctive and unusual. Apart from the fur and a few differences in attributes and size (female is small and lithe, male is taller and heavier in build), they are otherwise a standard type Khajiit. They have the same special abilities as their more common cousins.
Added a white variant known as the 'Clouded Arctic Leopard' - identical in all but colour and a little heavier-built.
I've done male and female, plus extra textures for Robert's seamless male body. They use the normal Khajiit hair styles, but these are colourable unlike the stock ones, and they come with 26 eye choices: 13 normal and 13 glowy, including several odd-eyed variants. They also have voices and both sexes share all hair and eyes.
*Changelog:
1.2: They now have whiskers like proper cats!
===============================================
INSTALLATION:
===============================================
This mod should consist of:
OblivionRobeTrader.txt
Slof's Clouded Leopard.esp
meshes folder (with subfolders)
textures folder (with subfolders)
extras folder
Just drag all these (minus the readme) onto the data folder in your Oblivion directory and they will go where they are meant to. All the files are nested inside sub-folders - KEEP THESE INTACT - the game knows to look there for them.
Paths for the folders are as follows:
Meshes: data/meshes/characters/ascloudedleopard
Textures: data/textures/characters/ascloudedleopard
Extras:
This folder contains a fullbody texture for Robert's seamless male body (any shape) in both brown and white variants. Install these over the original installation.
Get Robert's seamless male body here: http://www.tessource.net/files/file.php?id=8422
I've also supplied an unmodded template save at the sewer exit to save having to go through the starting dungeon or needing a race fix. Just pop it into the saves folder and it's good to go if it's required. New characters can be fully configured from this. To change character name from 'Template' open the console (~ key), click on character (best done in 3rd-person) and type: setactorfullname xxxxx - or for a name with spaces, type: setactorfullname "xxxx xxxx" keep the quotes and hit enter.
===============================================
KNOWN ISSUES OR BUGS:
===============================================
None that I've found. If there are any bugs, let me know so I can fix them.
===============================================
INCOMPATIBILITIES & SAVED GAME WARNINGS:
===============================================
Shouldn't conflict with anything - eyes, hair and other unique parts are all self-contained and don't interfere with other races. No stock races have been touched or changed.
Capuchine for the colourable beast hair meshes
Ren for the remapped eye meshes
Scanti and JazzJR for the whiskers and combined teeth meshes (big thanks for answering my request!)
Kirel for the tutorial on giving custom characters a voice
Khevor for the original request and showing me the news article
Textures entirely hand-painted by me
I don't really mind if any of this is used for or in other mods, but it's nice to be asked (I rarely say no!), and please give credit to me where it is due. These textures took me many hours to create. Make sure to change any filenames and ID's to avoid accidental overwrites. Please ask me before uploading it anywhere so I can make sure the correct version is used and not an out of date one.
================================================
SPECIAL NOTES:
================================================
Mail me from my webby at www.slofshive.co.uk if there are any problems.
Or find me prowling the Planet Elder Scrolls forums here: http://www.forumplanet.com/planetelderscrolls/index.asp
Or Canadian Ice's forums here: http://canadianice.ufrealms.net/phpBB2/index.php
Occasionally I lurk on the ES forums here: http://www.elderscrolls.com/forums/index.php
Introduction:
This mod is aimed more towards the people who like more 'practical' swords, almost realistic. While those swords are still considered 'fantasy' they look and feel as if they could have existed in that way. Some are inspired by LotR (obviously), some by living and dead sword smiths from all over the world. As of now all seven bastard swords can be found in Cyrodiil in addition to the replicas that can still be bought at the Slash'n Smash in the Imperial City.
What this mod does:
Adds new more historical oriented weaponry. Replicas - which are only for those who want to take a look at them or place them in their house - are available at the 'Slash'n Smash' in the Imperial City market district (subject to change). Non-Replica version are scattered across all over Tamriel, each one only once so every piece is unique. You can buy a rare and very expensive book in the book shop in the Imperial Market district (or steal it for free if you dare). This book contains hints on where to find those weapons. Some may be a bit tricky to find (i.e. not lying on the ground) and some you will have to fight for... I will give no more hints! If you're looking for locations and spoilers, ask fellow players, not me ;)
See the following link for the rest of the details :
BACK UP YOUR SAVED GAME AND MAKE SURE THERE IS NOTHING IN YOUR SADDLE BAG; YOU WILL MOST LIKELY LOSE ANYTHING IN THE BAG STILL.
To install the plug-in, simply extract the installer and choose which version you want either the menu or the non-menu. The installer will then walk you through the next steps, make sure you choose your OblivionData directory to install to.
*Note: If you have the official horse armor mod, another program will pop-up as soon as the installer closes. Run this program and it will update the horse armor mod for this to work. You will probably have to point it to the file, in some cases it will find it itself. You no longer need the saddlebag.esp or saddlebag_nomenu.esp files, just DLCHorseArmor.esp.*
************************************************************************
2. Playing The Plug-in
************************************************************************
From the Oblivion Launcher, select Data Files and check the box next to the Saddlebag.esp/Saddlebag_noMenu.esp file.
If you have the official horse armor mod: make sure you have it enabled in the Oblivion Launcher. Disable any other version of Saddlebag you are using, you no longer need that file.
Adds apple and orange trees around Cyrodiil. These trees are fully Havok'ed so that if you knock the fruit out of the trees with your sword, or shoot them with a bow, they'll react realistically. A fun thing to do is try shooting an apple out of the tree in such a way that it knocks other ones out on its way down. You can see how many you can knock out of a tree with one shot.
Makes all the logs in-game, harvestable. When activated, the shelf mushrooms along the side of the log will disappear and random amount of different shelf mushrooms will be added to your inventory. There is also and random chance of finding some gold in the log and a random chance that either a little fawn or a rat will pop out.
Makes all the flower bouquet planters in the game, harvestable. Also, you can take the planters home and re-harvest them every three days. The new ingredient from the planters is: Flower Bouquet. Note: Harvesting stolen planters makes them no longer stolen.
Allows you to pick up a Nirnroot planter, take it home, and harvest it every three days. Note: Harvesting stolen planters makes them no longer stolen.
Creates a new ingredient: Hay Bundle. Makes all hay bails and even hay targets harvestable with this new ingredient. Also, many more hay bails were added throughout Cyrodiil. You can find them in all stables and most farms.
Makes horses in the game "feedable" with the new Hay Bundle ingredient and heals them if they are injured. When you activate a horse, if you have any Hay Bundles in your inventory, you'll be prompted if you want to mount the horse, or feed it. You can feed other people's horses without penalty. Also, you need to feed Shadowmere meat, not hay.
Adds Dog Meat and Horse Meat to dog's and horse's inventories, respectively.
Oblivion Mod : Seph's Hand to Hand Animation Replacer
Requirements: The Elder Scrolls IV: Oblivion
Seph's Hand to Hand Animation Replacer v2.0
Description.
This mod changes the skill Hand to Hand Strong Attack Animation (strong attacks that you gain after becoming a Journeyman in H2H and higher) into something that i like more. To be more precise it changes them into kicks that you can find in my
other mod.
Bear in mind that the animation of the npc's that use the same attacks as you, will
also change to this animations. But this is good i think, because it will actually make sense if you make an "martial art faction" or something.
This mod is best played with some other that enhances h2h (like OOO).
NEW IN 2.0 VERSION!
1) Added the "Battle Constructor". Basicaly i converted other kicks from my mod "Seph's New animations" and wrote a tutorial on how to adapt the to certain attack. See instructions in the "Battle Constructor" folder.
2) A new hand to hand stance! Both in 3rd person view and in 1st person view!
3) Thanks to Ryuujin we now have a mod that gives us more armor for 1rst person view kicks! Download the mod here -> http://tesnexus.com/downloads/file.php?id=13426
And thanks to Jordan Edwards we have an explanation on how to make one yourself! See the "How to make armor have legs in 1rst person.txt" file
VIDEO SUMMARY
Version 1.0 video -> http://www.youtube.com/watch?v=CxhNk6OeEQo
Version 1.1 video -> http://www.youtube.com/watch?v=zFXJMN-uqpQ
A short video that shows of the new stance -> http://www.youtube.com/watch?v=rYLw6lUOV2c
Version 2.0 video -> http://www.youtube.com/watch?v=7J6qip0Pkkk
INSTALATION
Just copy the "Meshes" folder into your Oblivion/Data folder. No esp needed.
Uninstallation
Remove:
handtohandskill4attackforwardpower.kf
handtohandskill1attackpower.kf
handtohandskill2attackleftpower.kf
handtohandskill2attackrightpower.kf
handtohandskill3attackbackpower.kf
From OblivionDataMeshescharacters\_male
If you do not like the new stance, delete
For 3rd person stance:
handtohandidle.kf from OblivionDataMeshescharacters\_male
For 1st person stance:
handtohandidle.kf from OblivionDataMeshescharacters\_1stperson
CREDITS & LAST WORDS
Trollf, Qazaaq, SaidenStorm and XMarksTheSpot for help on understanding how everything related to animation works and A LOT of patience.
All those who cheered me up, really i would care less if it wasn't for about 50 e-mails that i got from you. Hope you rate as you speak))))
Well, and thanks to my patience))))
VERSION HISTORY
V1.0 Initial Release
v1.1 Added 1rst person kicks, as an optional add-on.
v2.0 Added the "Battle Constructor", new stance and a few tutorials. Unless something hits me in the head, i won't update this mod anymore (due to many problems in my life...but who cares?). If anyone have made some adjustments to the mod, and thinks it should be added to this one, contact me, and i will put upload the changes, and give proper credit of course)))
== Overview ===================================================================
After you complete main SI quest, you'll acquire access to a portal that will take you to and from Shivering Isles. The portal has two ends, one within the Isles and one outside. Both doors can be moved as desired to any outdoors location by using the "Shivering Gate" greater power.
There's no quest other than the main SI quest. You'll find the Isles portal on the Palace grounds, while the other portal is initially in Skingrad (SW corner). The great power becomes available as soon as you use either portal. Both gates also have quest markers associated with them (in case you forget your forget where you parked your portal. :)
Note: The gate scripts duplicate what the existing transport door script do, so dialog and jail behavior should be correct (I think).
The Elder Scrolls IV: Oblivion
-----------------------
The Ruins of Aeris Zul
By: Edolsian
-----------------------
Description:
Built on a small island in the Shivering Isles,
are the ruins of an ancient city. Look for the map marker near the Fringe.
-----------------------
Contents:
In this dungeon crawl you can expect to find Zealot's through out the entire dungeon, lots of them, ok not too many, but enough.
( I like battleing them, along with the Flesh Atronachs that they summon)
There are some leveled creatures, loot, lot's of traps.
-----------------------
Install and Play:
Just place the "esp." file in your Bethesda Softworks/Oblivion/Data folder.
When you start the game be sure to check the The Ruins of Aeris Zul box.
In the SI look for the map marker near the Fringe.
Copy either the .esm or the .esp file into your obliviondata order and activate it. DO NOT USE BOTH.
The .esm Version is included so that other mods (if they wish) can use the mod for books of their own.
It may also help to minimize compability problems with other mods changing mods.
Note for Upgraders :
When using the .esm Version you will lose your spell and will have to rebuy it. Sorry. Noticed no other
problems.
Instructions
-Purchase the spell "Librarian's Helper" at the Mystic Emporium in the Imperial City, Market District
-The following instruction might sound complicated. Just try it out once and everything should be much
more clearer.
-By casting it you get in and out of Book Placement Mode. Default when starting the game is off (of course).
In Book Placement Mode you should go the following :
Shelf empty :
1. Put books on the floor. Activate (click on) them and a Menu should come up. Select Rotate 1-4.
Try all four until you get the book the way you want it. It should be the same for all
other books for that shelf.
2. Put Book into shelf. OPTIONAL : Once it is in Shelf but not in final position, use fix-z
to assist in final placement. Should not be necessary most of the time.
3. When the books is where you want, fix it by selecting "Total Fix"
Just try it out and it should be clear.
Repeat with other books. When you are finished you can Release the books. If you don't they will
stay in place forever, but might cause some small performance drop. Also it might cause some issues
I have not yet run into it. If you want to be 100% safe Release the books when you are finished with placing all of them.
If you want to add to an shelf with is already partly filled you should use both the proper Rotate + Fix
on the already placed books, so that you can add the others safely. The adding is done as described above.
When you are finished cast the spell again, so you can read the books. It is not recommended to run through the world in Book Placement Mode.
The New Spell :
You can also buy the spell "Restore Library" at the same shop. If you use it all the books placed
with Bookplacer will be restored to the position where you Released them. If you never did Release them,
nothing will happen.
Note for Modders :
If you wish to use your Mod compatible, place the script aaabookplacer on your books. If you want script
functionality of your own, save a copy of the script under a NEW NAME and incorporate your own script into the copy. If you wish to do so, you must use the .esm Version.
Possible Issues
-Possible Compability Issues with Mods that change existing books (probably minor)
-Currently not working with new books added with mods. If you want to make your Mod compatible
contact me
-Very slight chance of me having broken one of the pre-scripted books which could (very unlikely)
cause problems with Quests. Since Oblivion is rather forgiven in changing scripts while running
all problems should be solvable by removing the plugin.
Should this happen anyway please contact me.
-Currently not working if your shelfs are not aligned alongside the x,y or z a-axis. I don't think
there are any shelves like that in any of the purchasable houses
My most popular Morrowind mod has now been ported over to Oblivion! At Home Alchemy is an immersive mod which allows you to use apparatuses in the Game World without having to put them in your inventory first. All you have to do is "fire up" the apparatuses you wish to use and viola! You get the potion making screen. No more lugging around all that heavy equipment, now you can leave your set at home!
How to Play:
Simply fire up all the apparatuses you wish to use by activating them. Fire up the Mortar & Pestle last to bring up the alchemy screen. If you want to use a different apparatus than the one currently active, fire up the new one and the old apparatus will automatically turn off byitself.
To pick up or steal an alchemy apparatus you must be in sneak mode. Alternatively, you can use telekinesis to grab
the object from a distance. Be careful though, if you are caught using an apparatus that doesn't belong to you you will be reported to the guards and your bounty will increase.
Risky Inn Beds - This mod adds a small chance that the player will contract a disease when sleeping in low-class inn beds.
Shipwreck - This mod adds a wrecked ship near the Anvil coast, underwater. Complete with dead crewmen, too!
Tabaxi Race - This mod adds a new race, called the Tabaxi. Kind of a mix between Khajiit and Imperial. Wonderful textures, and even a background too.
100% Harvest Chance - This mod makes it impossible to fail a harvest. How do you "fail" to pick up a leaf anyway?
Alternative Start Arrive by Ship § - Somewhat like Morrowind's beginning, this mod puts the player on a ship, either in Anvil or the Imperial City, instead of the prison. The main quest is still intact, of course.
At Home Alchemy - This mod allows you to set down your alchemy apparatuses and use them while they're set down. In other words, you needn't carry your alchemy equipment with you, just leave it at home.
Better Letters - This mod makes use of the love letters and recipes etc. that you find in game. Compatible with OOO.
Char-gen With Numbers - When you make a character, the different sliders now have a corresponding number. Compatible with OOO.
Combat Sounds § - This mod improves almost all combat sounds so that they're much more realistic.
Custom Race Fix - This mod is essential for anyone using a custom race, otherwise you will not be able to get past your jail cell.
Encumbrance x1.5: Much simpler than More Realistic Encumbrance mod, simply makes you carry 50% more than default.
Everlasting Corpses - Who picked up those dead corpses you left for dead in that cave a week ago? This mod makes corpses everlasting. Incompatible with OOO.
Guild Skill Requirements - Think it's odd that your poor level 2 character is able to join the Dark Brotherhood? Try this. Compatible with OOO, even though conflict detectors say otherwise. There's just one little problem with some NPC in Anvil, just load this mod after.
Lighter Alchemy Ingredients - Do you like to store alchemy ingredients in your backpack for later use, but worried about being bogged down by the weight of them? Try this. This mod is already included with OOO, so if you use OOO then do not download this mod.
More Merchant Money Balanced - Gives merchants more than a mere 2000 gold, but unlike other mods that give merchants 50,000+ gold, this mod balances it for realism.
More Realistic Emcumbrance Mod - Carrying 20 sets of armour and 10 swords in your backpack? Struggling to get back to town to sell that loot? You then pick up an apple, for you are hungry. Oh, crap! I just got crushed under all that weight! I have to drop some of this Daedric armour now, unless I want to stand here encumbered... Well, this mod fixes that. It's a rather complex mod, that involves different stages of encumbrance, and some other stuff, I don't even understand, the readme may help you though.
No Fast Travel - Too tempting to fast travel? Here, this might help. Compatible with OOO.
Oblivion Stereo Sound Overhaul § - A mod that changes many sounds in game for more realism and immersion. Compatible with OOO.
Open Cities Complete - Make almost every city like a Morrowind city where you can walk right in without that loading screen. If this mod is used with OOO, then there will be no female guards except in the Imperial City. Otherwise it is conflict free with OOO. Update: OOO female guards now work with Open Cities. See compatibility patch on same page as Open Cities download.
Real Lights - This mod removes almost all of the fake lights in the game (ones that don't cast light) and replaces them with lights that actually do cast light.
Realistic Physics and Force § - Realistically, enemies don't fly back wildly when you kill them. This mod changes that.
Salmo the Baker - This mod makes Salmer the Baker actually sell his bread. The mod also adds various other breads and pastries.
Traveller's Inns - This mod makes chests within inn's non-respawnable so you can store your stuff overnight without fear of the game deleting it.
This site, by Shezrie, called "Oblivion's Real Estate" is a site dedicated to listing the various mods for houses and such. I've included some of them below (although the ones below are not exclusively from Oblivion Real Estate) that stand out from the rest, to me.
Anvil Bay Expansion - This mod adds many new buildings and NPCs to Anvil's docks.
Bank of Cyrodiil § - Adds a bank to the Imperial City where you can store your money or items, or even rob someone else's if you're cunning enough! Compatible with OOO.
Imperial Library § - Adds a library! Two floors of books! Compatible with OOO.
Kumiko Manor - The original homes in Cyrodiil just not doing it for you? Looking for a place that has it all, and more? Well look no further! The prestigious Kumiko family has decided to leave Cyrodiil for their summer home in Morrowind; and their manor at Topal Bay must be sold! Will you be the buyer of their luxurious mansion?
Hunter's Haven - This mod adds a tree-top lodge, just west of Bravil, suited for a hunter-style character.
Huntsman's Lodge - This mod adds a small lodge in the middle of the Great Forest, perfect for hunters. Compatible with OOO.
Lakewood Village: This mod adds a 10-building village in the Nibenay Valley.
Nascosto Isles - This mod adds an entire island to the game, including NPCs, quests, caves, dungeons and even your own house!
Ranger House This mod adds a small house south of Cheydinhal, suited for rangers. Compatible with OOO.
Anywhere Sitable - This mod adds the ability to sit anywhere you want! Compatible with OOO.
Backpacks - This nifty mod adds a backpack that is visible on the character's back. Attached to it is various adventurer's gear. Apparently, the backpack has very little clipping with objects such as quivers or hair.
Bedrolls and Tents - This mod adds a tent and a bedroll that you can carry around and place wherever you'd like.
Bone Grind - This mod allows you to use a pestle & mortar to grind bones into bonemeal.
Capsized Ship - This mod adds a capsized ship near the Anvil coast. It's a very cool idea, to be honest. The entire ship, when inside, is upside down. Yep! So to look at the floor you need to move your mouse up. Very neat indeed.
Clocks of Cyrodiil § - This mod adds dozens of working clocks to the gameworld. Including clocktowers in which you can even walk inside! The clocks work regardless of your timescale.
Complete Gardening - For those who love to garden, now you can plant things in game!
Creature Language Skills: Have you ever wanted an alternative to fighting creatures? This mod allows you to tame most creatures. But it's not that easy, you have to gain skill in the language of the creature before you can effectively communicate with it. Incompatible with OOO.
Crowded Roads - If you think the roads are too bare, this mod adds many NPCs that travel on the roads.
Cyrodiil Transportation Network - For those who miss some of the ways you can travel in Morrowind. Includes Mage Guild Guides, Ships, Horse Carriage, Divine Intervention and Mark and Recall.
Daggerfall Books § - This mod adds books from Daggerfall. Rejoice, lore lovers! Compatible with OOO.
Dungeon Actors Have Torches - Have you ever wondered how NPCs in a cave or a dungeon actually see? This mod adds a 75% chance that an NPC in a dungeon will wield a torch. Vampires, Dremora, Undead, Ghosts and Khajiits, of course, are exempt from this. NPCs that wield shields or two-handed weapons will have their weapon/shield sheathed, but once combat initiates they will drop the torch and grab their weapon. Only NPCs with a free hand available will wield a torch while in combat.
Excalibur's Bandage Mod § - This mod adds a new "bandage" item to the game. The bandage, when applied, heals the character over 10 seconds. The bandage cannot be used in combat. This mod is a good alternative for people like me who want an alternative to magic/resting for healing when outside combat.
Exterior Actors Have Torches - This mod presents a 60% chance that an NPC who is outdoors at night will wield a torch. If the NPC is supposed to wield a shield or claymore, the mod has them put away their weapons until an enemy (such as the player) comes into view, at which point they'll drop the torch and grab their weapon.
Fuse's Fruit Machine - This fun little mod adds a "slot machine" to an inn within Skingrad. It functions just like a slot machine functions in our world.
Fuse's Snail Racing: This mod adds a little stable near the Imperial City where you can bet money on the snail races that take place there. Here's a video showing how it's done.
Get Wet - This mod adds visible rain drops on NPC's faces and the character's face whenever they enter rain and/or a water source like a river.
Grow Plants - This mod adds the ability for the player to plant their own flora! So you can make your very own garden! Compatible with OOO.
Imperial Horse Armour - If you have the Horse Armour official plugin, this mod makes Imperial Horses wear steel armour. Compatible with OOO.
Keychain - So you can store all your keys together! Compatible with OOO.
Let the People Drink! - This mod adds an aquaduct for the Imperial City, as well as many fountains throughout.
moDem's City Life - This mod adds 155 new NPCs to every city in the game, including voice-acted children!
Morrowind Books § - Same as Daggerfall Books, except it contains Morrowind books. Compatible with OOO.
Morrowind Ingredients - This mod adds dozens of ingredients from Morrowind that you can buy from merchants (but not harvest in the world).
Myths and Legends - This mod adds many weapons to the game, all of which have a story behind them. A story that you'll have to follow if you wish to find these weapons. Unfortunately, the author(s) almost ruined it, in my opinion, by adding impractical weaponry. Still a good mod... but easily could be better.
Obico's Ingredient Increaser - This mod adds many Alchemy ingredients to the game, including Lion Meat and Clannfear Claw, among others. Incompatible with OOO.
Oblivion Cats - Adds cats in the game that roam around town! Compatible with OOO.
Packhorse - This mod adds a horse that will act as a packmule for the character. This horse that can be bought in Anvil can be told to either wait or follow. Compatible with OOO.
Q Moldy Ingredients - How does that apple stay fresh in that grimy sewer barrel? This mod adds some moldy ingredients to many containers outdoors. Compatible with OOO, as long as it is loaded before.
Qarl's Harvest - This mod adds apple and orange trees throughout Cyrodiil (the fruit is fully havok'd) as well as makes various things harvestable, such as flower bouquets and hay stacks, and adds the ability to feed your horse the hay, to heal it.
Silent Stones Camp - This very detailed 'house' mod adds a well-flourished cave deep within the Jerral Mountains.
Talos Plaza House §: This mod adds a small home in the Imperial City, more luxurious than the waterfront shack, but also runs for a price 2.5x that of the waterfront shack.
Thermae Bath Mod § - This mod adds a well crafted indoor public bath to the Waterfront.
Villages - Adds some villages to the game! Compatible with OOO.
Waldnir's Woods § A very neat place, cozily stationed next to a small pond.
Adrenaline Oblivion - Adds many more creatures to the game, so you don't encounter only 3 or 4 enemies inside a dungeon for example. Incompatible with OOO.
Adventurer's Oblivion: This mod is an alternative to Oscuro's Oblivion Overhaul, changing many things. Check out both OOO and Adventurer's, and choose which you like best.
FCOM (Francesco's + WarCry + OOO + MMM) : This mod allows the top 4 overhaul mods to work together at the same time. The author has done a lot of work to make them all combine seamlessly. The mod still is in beta, but many thousands of people use it with very little trouble. Some people prefer just using one of the big mods rather than all 4. I would be one of those people. But some people might like this one.
Francesco's Leveled Creatures Items - This mod makes numerous changes to creatures, NPCs and items. Some prefer this as opposed to Oscuro's Oblivion Overhaul.
G_'s Loot Mod - Find it rather odd that bandits wear high level armour, even though they're Bandits? This mod changes the loot for almost everything in the game. This mod is much older than OOO, MMM and Francesco's, and the latter 3 mods do it much better, in my opinion. Incompatible with OOO.
Martigen's Monster Mod (MMM) § - This popular mod, designed to be used along with either OOO or Francesco's, includes 120+ brand new creatures and NPCs, 1500+ variant creatures and NPCs, unique encounters, advanced behaviour AI, advanced combat AI, tailored loot drops and more! Although the mod only focuses on creatures, unlike OOO and Francesco's, the work it does on creatures and NPCs is done to a greater extent than OOO and Francesco's, I think. It includes a version that is compatible with OOO/Francesco's, or you can use MMM by itself.
NPC Static Level - Makes NPCs have static levels so they don't level up with your character. After all, it's your game, and your character who's leveling. Incompatible with OOO.
Oscuro's Oblivion Overhaul § The biggest mod ever created for Oblivion, OOO changes almost everything in the game! Be sure to get the 1.32 addition! The 1.32 addition is in to be used with the main OOO mod, so be sure to get both!
De-Parallaxer - This mod removes Parallax Mapping from many objects, which may result in increased frames per second, at the cost of objects being more dull and flat.
Low Poly Grass § - Another solution to greatly increase frames per second. This mod reduces the number of polys in the grass. Frankly, I think it looks better than vanilla's grass. Works well with Short Grass, below.
No Lights Flicker - This mod removes the flicker from every light source in the game, improving performance.
No Wind - This mod removes the sway effect given to trees and other flora, resulting in increased performance
Operation Optimization - This mod improves frames per second by as much as over 30, according to tests. In most cases though, it improves it by maybe 10-20 fps. There's no loss in quality, it simply optimizes the meshes. It works with texture mods that don't modity the .nif files (CaptNKill's mod, Qarl's mod etc.)
Quiet Feet - This mod fixes a sound bug on some systems, due to loud feet from animals.
Wrye Bash: Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool!
Adonnay's Classical Weaponry §, In my opinion, this is one of the best weapon mods currently out. It's one of the only weapon mods that features physically practical models, kudos to Adonnay for that.
Adonnay's Elven Weaponry § Another gem from Adonnay, this mod adds many well textures elven weapons to the game, oh and some bows too.
Badmagic Hunter Cuirass - This mod adds a very well-textured suit of chainmail armour to the game.
Capes and Cloaks - This mod adds capes of many colours that you can purchase and wear! This mod is included with OOO, so do not download this mod if you use OOO.
Classic Sword Replacers - Delivers what the title promises; classical swords. Swords that replace the originals. Swords that... make sense.
Forestheart § - In my opinion, this armour is the best armour ever created for Oblivion. Compatible with OOO.
Honami Daito - Another katana mod by Vagabond, this one adds yet even more wonderful katanas to the game.
Legion Horses Armoured - This mod puts steel horse armour on all of the horses which mount guards. Compatible with OOO.
Real Swords Argonian § - This mod adds many realistic and well-textured weapons to the game.
Real Swords Khajiit § - This mod adds many realistic and well-textured weapons to the game.
Real Swords Orc § - This mod adds many realistic and well-textured weapons to the game.
Real Swords Redguard § - This mod adds dozens of new well-textured realistic weapons to the game.
Better Looking Horses: This mod uses AlienSlof's textures from her mod "Slof's Horses", but unlike Slof's Horses, this mod doesn't interfere with horse factions, allowing Slof's wonderful textures to be used alongside mods like OOO with no conflicts! Pictures here.
Better Redguards - This mod remedies the poor texture job on Redguards in vanilla. Now, Redguards rely on their own texture so that they can appear dark black without ugly discolourations.
Danis13 Beauty Faces - This mod is an alternative to Natural Faces, and Improved Facial Textures, you decide which is best.
Elaborate Eyes - Offers many assortments of eyes that the player and NPCs can possess.
Emperor's Face Redone - Makes the Emperor's face more like it was in the preview movies.
Natural Faces - Similar to above, you decide which is best for you. I prefer the former one.
Nords with Beards - This mod adds fairly realistic looking beards to all Nords in the game. If you use Ren's Beauty Pack, get this one in addition to the main Nords with Beards.
Slof's Horses § - Much better graphics on all horses!
Streamline § - This mod increases Oblivion's performance and reduces in-game stutter by clearing memory buffers on an intelligent schedule.
The Oblivion Quest List specializes in quest mods, it does a much better job listing quests than I would be able to. So what I would recommend for quest mods is looking through that list.
AF Leveling Mod: Possible alternative to Kobu's Character Advancement System.
Bow Sway - This mod makes bows more realistic by adding a sway while aiming. No more percision shots!
Alchemical Formulas - This mod allows you to save certain alchemical recipes to a scroll. This way, you don't have to remember which ingredients to use to make that certain potion, you can just save it to the scroll and then use the scroll whenever you wish to make the potion. This way you don't have to pile your desk with sticky notes of alchemy recipes!
Birthsigns No Max - In vanilla Oblivion, Birthsigns didn't add any attribute bonus past 100. The Warrior, for example, wouldn't make your Strength 110 after you reached 100... It would remain at 100. With this mod, your Strength would become 110.
Blind Lockpicking § - This mod removes the tumblers from the lockpick screen so you have to rely on sound. In addition to this, the lockpick difficulty text is removes, so you won't know how difficult the lock is until you try to pick it!
Faster Arrows - Provides different .esps for different speeds of arrows you want. Incompatible with OOO, but if you want this mod to change arrow speed rather than OOO changing arrow speed, then load this after OOO and it will work fine.
Faster Mercantile Leveling - Finding it hard to level your Mercantile skill? This speeds it up. Incompatible with OOO.
Jump Adjustment § - Tired of moon-walking across Cyrodiil? This mod fixes the jump distance to a much more realistic level. This might might show conflicts with OOO, but just load this after.
Khajiit Nighteye Toggle - This mod changes the racial ability of Khajiit's (the one called "Eye of Night". Rather than having a duration, the night eye is now toggled on and off when the power is cast.
Kobu's Character Advancement System § - Changes the way you level up. No longer do you have to micromanage your character to get the most attribute increases as you can, it's all done automatically. Compatible with OOO.
Level Rates Modified § - My favourite level rate changing mod, this mod changes the rate that all skills increase. But unlike mods that simply change all skills to be slower, this mod changes them individually. It comes in x2, x3, x4, and x5. In these esp's, the author changed the skills individually depending on what value the esp is. If you used the x4 esp, for example, Blade would be x4 slower, but Restoration would be 3x slower, as that's what the author felt it should be. If you used the x3 esp, Blade would be 3x slower, and restoration would be 2x slower. There's some skills that the author made faster such as Mercantile, since they didn't level fast enough in vanilla Oblivion. This mod is already included with OOO, so if you use OOO then do not download this mod.
Marksman Velocity - Similar to Faster Arrows, except a more complex way of doing it, it makes it so that arrows are faster as the arrows get better. Iron arrows still lazily loft towards the targets, whereas elven for example will scream towards their target with great speed.
N's Balanced Weaponry - Same concept as Kal's, yet different. Which is best is up to you.
Nighteye Shader Replacement - This nifty mod changes how the game is viewed when Night Eye is active. If you are using the 1.2 patch, then you have to manually turn off the READ ONLY status of the /Data/Shaders directory and its files for this mod to work.
Persuasion Overhaul § - This mod completely changes the crappy persuasion into a roleplay-oriented system that works wonders.
Realistic Persuasion - Makes the persuasion skill (not the minigame!) actually useful now.
Realistic Fatigue § - This mod adds a panting and bluring effect as your Fatigue gets low. Also, you can carry more things with this mod, but encumbrance is actually an inconvenience now. The more you carry, the more fatigue is drained. Also, a higher endurance makes your fatigue regenerate faster.
Retroactive Health - This mod determines your health based on your current Endurance, instead of when you leveled up. Kobu's and AF Leveling mod do something similar, but I've included this mod for those who don't use Kobu's or AF.
Run Fatigue Mod - Makes it so that you actually lose fatigue while running, realistically. Infact, when you run uphill, your fatigue decreases more rapidly. Compatible with OOO.
Running Revised § - This mod changes many things about running, it's more complex than Run Fatigue Mod. This one also including a new sprinting ability for those dire moments.
Shadow Ranger - This mod adds various enhancements and addons for the ranger class. Including advanced animal companions.
Simbacca's Character Advancement Method - This mod, an alternative to Kobu's and AF Leveling, changes how your at level-up attribute modifiers are determined, as well as giving new purpose to your class Specialization and Favored Attributes. Similar to Kobu's and AF Leveling, but different.
WPHealth Regen - Makes your health slowly regenerate. Nothing too overpowered though. Compatible with OOO.
Buddah's List o' Links § - This list contains nearly 100% of the mods released for Oblivion. Unfortunately, there's no way to know which mod is good, but this list provides the mods for you. Honestly, I find the list is excellent if you're looking for a specific mod which you know the name of, but can't find. But if you're new to mods and are looking for good ones, this list would be a nightmare to have to sort though. Also, say you're looking for a mod that changes water in game, this list is perfect because you can just Ctrl+F (Windows command for 'find') and then type in "water" and keep going through the list and find one that suits you. And finally, this mod (actually, more of a utility) requires Microsoft Excel to view it. If you don't want to have to dish out hundreds of dollars to buy Excel, there's a free program called Excel Viewer, which you can get here. Alternatively, you could view the online list of links here, which includes a search function.
Oblivion Mod Manager (OBMM) §: No mod-user should be without this utility. It's invaluable, especially for texture mods.
Oblivion Script Extender (OBSE) §: This utility is necessary for many of the big mods out there. Essentially, it just allows modders to do much more with their mods, and in turn the mod-users must also have the utility.
Slof's Horses Armoured § - This mod applies Slof's wonderful horse textures to armoured horses as well.
Zeladin's Hairfix § - This mod is meant for graphic cards that don't have Shader Model 3.0. If the hair on NPCs and your character appears very jagged, as if there's no antialiasing, it's likely that your card doesn't have SM3.0. This mod fixes that, giving hair a smooth texture. This mod requires Triarii's Hairfix, but the download link for TESSource is broken, and thus it's impossible to get Triarii's Hairfix from TESSource, which is the only site he hosted it on. If you would like Triarii's Hairfix, PM me your email address and I'll gladly send the file your way.
Arrow Replacement Pack § - This brilliant texture mod realistically elongens the arrows of the game, as well as gives Steel and Silver arrows a new head.
Darkened Glass Set - This mod is a black retexture of the glass armour and weapons in game.
Ebony Armour Retexture - Changes Ebony armour textures so they don't appear brown and rusty!
Ebony Blade Fixed - Nothing big here, just fixes a texture error for an Ebony blade. OOO already does exactly this, so it's incompatible.
Elven Boot Improvement: Tired of webbed feet? This mod replaces the Elven Boots with something a little better!
Elven Horse Armour Gold Retexture - This mod replaces the default Elven Horse Armour (assuming you have the official mod for it) with a new texture. You can choose between two textures which the author created.
Fine Weapons - This texture mod changes some textures on "Fine" weapons in game, giving them a bit of uniqueness.
Golden Elven Armour - Changes the dull Elven armour texture into something better!
High-Res Staff - More graphics! This mod changes the texture on staffs.
Imperial Legion Ethereal Armor: Because Imperial Guards shouldn't have rusty armour! This mod adds some rather shiny white armour to Imperial City guards.
Initial Glow § - Tired of that ugly glow that always appears on your enchanted weapons? Tired of the glow that appears on enemies when you strike them? This mod's for you!
Lighter Quivers - This mod, made at my request, gives quivers a less bulky look. As if they're made of leather, and not steel...
Rusty Items - This simple texture mod makes rusty items more... well, rusty.
Ungoggled Helms - Do you hate those ugly 'goggles' that some helmets have? This mod fixes that.
Visually Enchanted Pack 1 - This mod enhances the graphical effect of weapons that have the Drain effect on them.
Visually Enchanted Customizer - This mod adds a visual effect to your weapon according to its effect. For example, if your sword has an effect that deals fire damage, now your sword will be fire too! How cool is that?
White Glass Armour - This mod is a white retexture of the Glass armour and weapons in game.
Advanced Water Modification - This mod allows you to see underwater much better, as well as enhances the view from above water.
Alternate Grasses - This mod changes the textures of much of the 3d grass.
Beautiful Stars - Does what it says. Note that this mod is not compatible with Natural Environments.
Better Nightsky - Better graphical quality on the sky at night. Note that this mod is not compatible with Natural Environments.
Better Sun - Another texture replacer, this one makes the sun better.
Blade's LOD Replacement - An alternative to Shaja's and CaptNKill's. This mod is rendered obsolete with the addition of the 1.2 patch. Only consider this mod if you don't have the 1.2 official patch.
Bluesteel's Landscape LOD NormalMap Fix § - This mod was created by Bluesteel, but Soor fixed a bug that caused stuttering. Anyway, this mod helps remove the blotchy distant landscape texture. This mod is fully compatible with Shaja's, Blade's, and CaptNKill's LOD mods. Since the link doesn't contain a screenshot, I'll provide it: Screenshot.
CaptNKill's LOD Mods: This mod is an alternative to Shaja's and Blade's LOD mods. This is the by far the best texture in terms of resolution. However, it's murder on many mid or even high-end PCs. Personally, I'd use CaptNKill's Non-Tiling mod, it does an excellent job at removing the tiling effect of grass. I would only use his distant LOD if you're sure that your computer is able to handle it. This mod is rendered obsolete with the addition of the 1.2 patch. Only consider this mod if you don't have the 1.2 official patch.
CaptNKill's Non-Tiling Landscape § - This mod is my favourite grass replacer, simply because it completely gets rid of the horrible tiling effect that mid-range grass has. This mod has no performance hit, so please use it if you're like me and hate tiling!
Darker Regal Imperial City § - This mod changes the textures of the Imperial City buildings to make the Imperial City look more powerful and advanced, kind of the heart of Cyrodiil.
Diverse Grasses - This mod adds variety to the grasses in Oblivion. Works well with Low Poly Grass, it is not compatible with Short Grass.
Enhanced Waters - This mod is yet another mod that changes how water looks in game, while above water and in water. I like this one best of them all, but decide for yourself.
Fake HDR Lighting - For those who cannot use HDR Lighting in Oblivion, or prefer Anti-aliasing, then getting this mod will enable a fake HDR that, while not looking as good as the real HDR, can provide at least something for those who cannot use the real HDR or again, those who prefer Anti-aliasing.
CM Better Wine - Same as Better Beer, but for us wine lovers! Note that Intoxicant Improvement (See a few links below) also replaces wine, you decide which you like best.
Cyrodiilic Brandy - Yet even more graphical goodness! This mod changes the texture on Cyrodiilic Brandy
Intoxicant Improvement - This mod adds retextures of all of the alchoholic beverages in Cyrodiil, including Skooma! In my opinion, the retextures are better than CM Better Wine and Better Beer Bottles, but look at the screenshots and decide for yourself!
Leviathan Soulgems - This mod greatly improves the look of Soulgems, giving them a gleening look when they're filled, and a dull look when empty.
Recoloured Blackberries - This simple texture mod makes blackberries... umm, black. By default, blackberries were brown, which is the colour they are when rotten.
Vagabond's Better Gold - Better textures on coins! Hammerfist's mod makes coins shinier, using Vagabond's gold texture as a base. I recommend Hammerfist's for a more realistic look, but decide for yourself.
Badder Spell FX - Increases the graphical quality of spells.
Borderless Icons - This mod removes the borders from icons on the map improving the look of it.
CM Arena Poster - A very simple texture mod that changes how the arena poster looks. Why download something so small? Well... why not?
Gorier Blood § - This mod adds some nice gory blood!
Grape Texture Change - Very, very simple mod. Changes the texture from some grapes near Skingrad, I believe. Not much reason not to get it!
Helmet FOV § - This outstanding mod adds a new level of realism to playing the game in 1st person. If you wear a helmet, your view is partially obstructed due to the way the helmet is designed. It's hard to explain, so see the screenshots.
Illumination Within Revived § - Changes the texture of windows when viewed from outdoors, to add the illusion that lights are turned on inside. There was a previous mod that did this, hence the word "Revived". This mod fixes/adds numerous things that its predecessor had or hadn't done. Be sure to get the Optimised version as well
Life Detect - This mod changes how NPCs and creatures look when viewed with Life Detection on. It gives them a blood-red blur.
Lights Out - Because caves shouldn't have light beams from the roof at night! This mod removes the light that beams down to the floor while you're in a cave, but only during the night.
On-Hit Shader Replacement § - This mod adds various effects on the player's screen when the player gets hit. My favourite is the red border.
Painted Paintings Textures - This mod gives an effect to all paintings in the game that makes them look as if they were hand painted.
Scantifreeze. This mod gets rid of the frostbitten black/blue bodies when you have certain texture slider combinations.
Shipyard - This mod improves the textures of the ships in game.
Skingrad Bridge Lights - This mod changes the lights on Skingrad's bridge to... emit light. By default, they did not provide any illumination at all.
Skingrad Roof Textures - Improves some textures on rooftops in Skingrad, meant to be used with Qarl's mod.
Smaller Elf Ears - This mod makes elf ears much smaller, while still having that distinct elven look.
Yet Another Blood Mod - This mod adds visible blood stains to the player's armour, dependant on how wounded the player is.
Zombie Hair Texture Alpha Fix - This mod fixes a bug in the game by Bethesda where zombies have a black square at the side of their head due to missing alpha textures. Not needed if you use the Unofficial Oblivion Patch.
Improved Trees and Flora § - This great texture mod improves the look of trees and flora in the game.
Koldorn's Ayleid Ruins Textures - This mod improves the textures of Ayleid ruins. It's a good alternative to Qarl's for people whose system's can't handle Qarl's.
Koldorn's LOD Noise Replacer § - This mod greatly improves the look of how the distant land looks with the patch. If you don't have the 1.2 patch, you don't need nor want this mod. If you do have the 1.2 patch, then you have probably noticed the "peppered" effect that the LOD has. This mod changes that peppered effect. Best of all, there's absolutely no performance hit. See this screenshot.
Jarrod's Oblivion New Texture Mod] - An alternative to Qarl's Texture Pack, this mod is of lower quality, so it's easier on less powerful video cards.
New Nebula - This mod changes the night sky and adds a nebula texture. I'm told that this mod is compatible with Beautiful Stars and Better Nightsky. This mod is compatible with Natural Environments only if you overwrite the original skynebula01.dds file in the Data\Textures\NaturalEnvironments\Sky, and SURPRISE! It works perfectly.
No Glow Grass - This mod removes grass' neon-like glow that some people experience. If you're one of the many people that get the ugly neon coloured grass, this mod will fix that.
Noise Replacer - This mod changes the distant LOD in the new patch, just like Koldorn's, except of course it's a different texture. I prefer Koldorn's, but choose for yourself.
Parallax Cities Giga Pack - Graphics galore! This mod adds parallax textures to almost all city textures! This is a great mod to use if Qarl's city textures are a little hard on your PC.
Qarl's Textures § - Arguably the best graphic mod available! This mod includes better texture for almost everything in the game! Wood, stones, grass, dirt, cities, ruins, roads etc. Watch out, there's a big frames per second hit though!
Shaja's LOD - This mod changes the distant "soupy looking" land in vanilla Oblivion into something more detailed. Note that there are even more detailed distant land mods (or simply "LOD mods") such as CaptNKill's LOD, which uses two times the resolution of shaja's. Of course, it comes with a performance hit, so whether CaptNKill's mod or this mod is best suited for you can only be decided by, well, you... This mod is rendered obsolete with the addition of the 1.2 patch. Only consider this mod if you don't have the 1.2 official patch.
Short Grass - This mod shortens grass a little bit, and while providing negligible performance increase it does make things easier to find.
Visually Realistic Lava - This mod replaces the lava texture. Why? Because Oblivion lava isn't Jello!
Antiquated Map - Tired of your bland default map? This antique map might add realism for you!
Atmospheric Dark UI Loading Screens § - This mod gives the loading screens a Dark UI texture while removing the text as well. This mod also replaces the loading screen image, and includes an optional version that adds random quotes. Note that the later versions require the Shivering Isles expansion. If you're like me and you don't have Shivering Isles, you must download the 0.95 version for it to work. No worries though, the 0.95 version, while older, still has over 300 load screens ensuring much variety.
Colour Map Mod - This mods gives your map a coloured look, with no antiqued texture.
Cyrodiil Terrain Map - This mod makes the in game map feature the acctual terrain. It's almost like a satellite shot of Cyrodiil. See the screenies and determine if you like it.
Dark UI § - Tired of readjusting your vision to a dark dungeon after viewing your inventory? This mod removes the blinding white/beige light of all the menus in game to a dark leathery texture.
Dark UI Loading Screens - This mod is meant to be used alongside the main Dark UI mod. This addition changes the loading screens to be dark as well, but does not remove the text of loading screens.
Menu Video Calm Waters - Changes the background main menu video with some footage of calm waters. The download link doesn't work, so instead use the Filefront link.
Menu Video Scenery - Changes the background main menu video with some footage of beautiful scenery. The download link doesn't work, so instead use the Filefront link.
Old Map § - My favourite map replacer. Gives the map an old and worn look. It comes in coloured and non-coloured versions.
Refraction & Menu Shader Replacement - This mod adds one of many available effects to the screen when using Chameleon and when at the game menu.
Well Used Map (Colour) - This mod gives your map an antiqued look, but it retains its colour.
Better Beer Bottles - Who doesn't want better graphics? This mod gives beer a better texture. Note that Intoxicant Improvement (See a few links below) also replaces beer, you decide which you like best.
Book Jackets § - This mod immensely enhances the textures on all book covers. Practically a must-have mod. Conflict Detectors may show a conflict with OOO, but it is no big deal. Just load this mod after OOO. For a high(er) resolution version of Book Jackets, get this one.
Better Looking Tools: A minor mod improving textures on hammers and lockpicks and such. See here for screenshots.
Site is hosted on Streamline.net. Unlimited Web space / Unlimited Bandwidth / 10 domains /10 MySql Db per domain - All for just £99.99 a year..