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These Oblivion mods are of a non-adult nature.

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    1. Nier's cosplay outfit

      ——— About this Mod ———
       
       
      (Sorry guys my English is no good, hope you can understand the translations below)
       
       
      This is a clothing MOD that contains a piece of clothing, two accessories (Sabre, and Pod), and two helmets. The two helmets have a 2B face (no expression), one uses the player's own face (expression, if you have confidence in yourself can try this) There is a simple physics effect on clothes and hair (this is the second time I've done physics, I can use it, if I'm doing it a bit, I'm going to wear it a bit)  
      Get Method: ChemStation/Console/etc  
      Notice Because I was a high imitation Miss 2B, I didn't do a Bodyslide file. Yes, this dress does not support BS, but uses a CBBE stature skeleton, so you will need to have a front-mounted CBBE  
      Known BUG and related conflicts MOD have not been found  
      I didn't use gloves and the texture material was normal. The left hand's feathers would wear with the Pip-boy. I originally intended to remove the feathers of my left hand, but I didn't think much about it. If you don't like it, you can open the model and delete it yourself.  
       
       
       

      1 download

      Updated

    2. Celestial

      Description
      Have you ever noticed that there are dozens of race mods that add playable devils, demons, and other fiendish races but only a very small selection when it comes to celestial races. Personally I've only seen two and one of them also came with yet another devil race. Don't get me wrong I like a good devil as much as the next guy but I like to see a little more balance when it comes to the battle of good & evil. So I tried my hand at making a new celestial race.
       
      This one is simply called the Celestial. It is based on the Radiant Glory from Heroes of might and Magic 6 as shown in my source picture. I just didn't want to call them that because I don't like the name, at least not for a race. I did name one of its powers that though. That said its powers are as follows: The ability to cast Light, Heal others on touch, & The ability to walk on water. Fairly simple powers but I thought very flavorful.
       
      Installation
      This mod has two esp files so read this carefully. Step one, extract the files into a separate folder. Step two, copy/move the data folder to your Oblivion folder. This will give you the playable race as well as two NPC trainers. Step three is optional and requires the CMpartners found here https://www.nexusmods.com/oblivion/mods/7819/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D7819%26preview%3D&pUp=1 . If you have CMpartners open the folder labeled "CMpartners ESP" and copy/move the ESP file into your Oblivion/Data folder. If you already have the base ESP installed this will over wright it. Once done this will give you all the same features as the base but also add two joinable NPCs.
       
      Location
      All NPCs are located in a chapel except one. The one exception is staying at an inn in the Imperial City's Temple district. Warning, None of the NPCs are essential.
       
      Credits
      This mod uses Coolsims hair pack by Lucha & Anto found here https://www.nexusmods.com/oblivion/mods/40172 & I thank them very much not only for a great mod but also for putting an open use notice on it. I love when people do that.
       
      Permissions
      As will always be, anything I make may be used freely all I ask is that anything you make with it also be freely use able.

      64 downloads

      Updated

    3. Enhanced Daedric Invasion - Revived

      Enhanced Daedric Invasion - Revived
      Release 1
      I merged the esp to the esm, converted the new esm to esp, fixed a bunch of errors in AI packs and some scripting errors.
      ==== ORIGINAL ===
      SUMMARY OF CHANGES FOR RELEASE 1.3
      - quest change:  Now Karina Wolfspeed will accept a combination of 10 Signet Rings and/or Dremora Longswords
      To enhance the action involving the Daedric Invasion of Tamriel
      It would seem that an invasion of the Empire by the forces of Oblivion should be a big deal. Oblivion the game does address the effect of the invasion on the people of Cyrodiil, but not enough. I want to make the invasion come alive, where even if the player doesn't decide to do the main quest exclusively they will still have to deal with it. Wouldnt the Daedra be attacking the cities? Wouldn't other heroes from the Empire be heading out to tackle the bad guys? This is what this mod addresses. It adds more Daedra vs Empire interaction by creating new spawns that force some conflict between the two sides.
      QUESTs
      (If you are currently using Beta v7 you SHOULDNT have to do anything like restart a character or uninstall or anything.)
      The EDI questline has this structure:
      Phase 1:  The Captains
      Each city captain has his own quest that you can take on.  Some of these quests are very high in difficulty and I wouldnt recommend for low-level characters.  I wont give away too much of what these quests involve but go talk to each of the EDI Captains at each city.
      Difficulty of quests is in this general order (from low to high):
      Bruma
      Anvil
      (big jump in difficulty from here on)
      Leyawiin
      Bravil
      Chorrol
      Skingrad
      Cheydinhal
      Some of the quests can bleed over into the others but they are all pretty straightforward.
      Phase 2:  The Defenders
      After you complete all city quests and the Oblivion invasion has begun (post Kvatch) a new phase will begin.  Just talk to the EDI city captains and they will tell you what you need to do next.  I dont want to give away too much of what you have to do, so I'll let you figure it out.
      OTHER FEATURES:
      - I. Adds new NPC that will go out and search for Daedra at Oblivion Gates. You can find them at all cities except for IC. Each city will have a group of soldiers tasked with attacking open Oblivion Gates in the area. Do you dare head out with them and get a piece of the action?
      - II. Adds new spawnable Imperial Legion/allies at Oblivion Gates. Have you ever stumbled on a random Oblivion Gate and wondered to yourself "why am I the only guy who knows about this? where is the Legion when you need it?" Well know you will have a chance of some help at the gate. After all, this is an invasion of the Empire. you will be able to command these also.
      - Fighters Guild. Many Fighters Guild members have volunteered to go to the Gates to protect the Empire and maybe gain a little glory. In addition to the Volunteers, you may find some more seasoned Fighters Guild Champions out there fighting the good fight.
      - Mages Guild. What better way to fight the invaders than with some good old fashioned magic. Volunteers from the Mages Guild have flocked to the countryside to battle the demonic hordes from Oblivion. Several high-ranking Master-Wizards are rumored to be getting their hands dirty as well.
      - Partisans. These are just normal citizens who have dusted off their weapons and gear from their attics, and headed out to do their part. You will find normal melee, archer, and magic trained commoners out there.
      - Partisan Marauders/Bandits. I guess sometimes war makes some strange bedfellows, and a interplanar invasion makes them even stranger, as groups of Marauders and Bandits have decided to temporarily put their grievances aside with eachother and, well with EVERYONE, and get their thirst for blood quenched by taking on some tourists from Oblivion. Although these tourists arent bringing cameras...
      - Imperial Legion.  The legion is doing all it can to combat the enemy, with soldiers, archers, battlemages, and officers heading out to the battlefield.  Will this be the Legion's finest hour?
      a total of about 50-60 new NPCs make up these groups so there is a good variety of folks showing up now. By and large the Legion has taken up most of the fight, so the other groups will not be as present as them, but they will be there.
      - III. spawnable Imperial Legion/allies INSIDE Oblivion Gates. When you arrive, there could be friendly forces already there. They have the same features as feature 'II' above with the same restrictions.
      NOTE: all appearances by friendlies in II and III above are configurable (see below)
      - IV. Adds additional Daedra spawns to the Oblvion Gate areas. For all of the Oblivion Gates except Kvatch, as the player gets close to them, Daedra will randomly spawn at the gate. The longer you wait, the more Daedra will spawn. The chance of spawning is configurable (see below). After the gate has been destroyed, the spawns will cease. NOTE: these are IN ADDITION to the vanilla spawns that already might show up, 1 to 4 daedra (I dont touch these). Unlike the vanilla spawn lists, however, you could get some Dremora/NPC type daedra, since I have included them in my custom levelled lists. Beta v4 update: Any EDI-spawned Daedra that are created at these gates will be immediately be given an AI package to attack the nearest town OUTER gate.
      NOTE: because these Daedra are 'no low level processing' creatures, the effect of giving them AI packages to attack the cities might be minimal. If there are no good guys around that attack these guys and distract them, and you don't attack them, they should proceed towards the town. In order for them to get there, you will have to follow them so the game-engine keep processing them. I only added this feature because people kept asking for it.
      - V. Adds Daedra spawns in two other locations. A) just outside of cities and B.) within the walls of the cities. Whenever the player is near the outskirts of a city or within its walls (but not indoors), Daedra have random chances of showing up at the city gates. The base chance is configurable (see below). In addition, the base chance is also dependent on how many open gates are in the vicinity of the city, so its very dynamic.
      - VI. Adds in random Dremora War Parties. Their likelihood of spawning and the size of the party is configurable (see below). These guys have been set to allow low-level processing so they will move to the city no matter what you are doing, and you dont have to be near them to make them move. So you may run into them in the wilderness on the way or after they have already got to their target city. Each war party will be commanded by a Chieftain a pretty beefed up Dremora, and the party will be then made up of Dremora Soldiers, Archers, and Mages. They are not to be taken lightly. They will travel to the targeted city, either to just outside the city or inside the city, its configurable (see below).
      - VII. Generic Battle Control. Area of effect spells are used to keep the civilians and guards from killing eachother from friendly fire when the daedra attack. Its not perfect but its as good as I can get it. If you really are scared of daedra attacking into the city, just use the config (see below) to set the "inside cities" to 0. That will prevent daedra from spawning right inside the gate, but daedra CAN still follow fleeing people into the city.
      - VIII.  Getting the good guys to join up with you.  All allies added by EDI (and ones already in your game) will be commandable by the player when certain criteria is met.  Summarized below...
      Partisan Civilians
      - must have closed 5 gates OR
      - fame of 60+ OR
      - Grand Champion of Arena
      Partisan Bandit/Marauder Grunts
      - must have closed 5 gates OR
      - infamy of 30+
      - Grand Champion of Arena
      Mages Guild Grunts
      - must have closed 5 gates OR
      - rank of 4 in Mages Guild (Conjurer)
      Fighters Guild Grunts
      - must have closed 5 gates OR
      - rank of 4 in Fighters Guild (Protector)
      Imperial Legion Grunts
      - must have closed 10 gates
      ANY Partisan/Bandit incl. Bosses
      - must have killed 1000 NPCs OR
      - must have murdered 50 NPCs
      ANY Fighters Guild incl. Champions
      - must be Master of Fighters Guild
      ANY Mages Guild incl. Master Wizards
      - must be Arch-Mage
      ANY spawnable EDI NPC (all of the above AND spawnable Imperial Legion Officers) PLUS
      ANY Normal non-EDI NPC in the game that has 50+ Responsibility, 70+ Confidence, and 80+ Disposition to Player
      - must have closed 20 gates OR
      - must have 110+ Fame
      Finally, the hardest group, ANY of the EDI non-spawning City Soldier groups
      - must have completed all of the EDI City Soldier quests (will be about 10-15 quests)

      Installation
      EDI will now come in a ESM/ESP combo. the ESM will contain all the new content (NPCs, quests, scripts, objects), and the ESP will contain any vanilla objects EDI overwrites. I removed the compatability PATCHES.  If you run EDI with FCOM just use the nice FCOM_EnhancedDaedricInvasion plugin that comes with FCOM.  For any other mods, the compatability issues are very minor and shouldnt effect gameplay, since they are just some minor faction relationship tweaks.  You will be able to play the whole EDI questline with no problems.  
      To install, just put the ESM and ESP into your /Data directory. Activate the plugins and You are done!!
      It doesnt matter what order you put the ESM or ESP in, but if you are running FCOM, just put the "FCOM_EnhancedDaedricInvasion.esp" after the FCOM_Convergence.esp AND the EDI.esp.
      Configuration
      A configuration menu with all configuration options is now provided with EDI. You bring up the menu by going to the console (hitting the tilde ` key) type the following:
      startQuest EDIConfig
      a large menu will popup and will give you many options:
      DAEDRA SETTINGS
      - set percentage chance of Daedra being formed just outside the cities. For example, setting it to '1' means there is a 1% chance every 5 seconds of producing a levelled list creature in the secret rally area just around the city. The levelled list it produces is a 25% list, meaning that in effect you will be running a one-quarter of one-percent chance (0.25%), so on average, 1 group created every 2000 seconds. REMEMBER: this is only running when you are NEAR the particular city. Also remember that the base percentage is also affected by how many oblivion gates are actually open around the city. Most cities have around 15-20 possible gates around them, and for each 5 that are open, the base percentage is risen by 1. So if 15 gates are open near the city (unlikely), the effective percentage is 3% * 25%, which ends up as 0.75% chance, or one group every 625 seconds or so.
      - set percentage chance of Daedra being spawned right into the cities. Every 5 seconds that you are in the confines of a city (not indoors) there is a chance of daedra being formed just inside the city gate. All of the same rules of the 'outside' daedra (above) are in play here, so I wont explain it in detail again.
      - set percentage chance of Daedra being spawned AT oblivion gates. Every 5 seconds that you are near an OPEN oblivion gate, daedra could be spawned coming out of the Oblivion Gate. This is NOT the same kind of levelled list as the ones above, and has a 100% chance of spawning if the random number check passes. It also isnt affected by the number of gates open in the area, so whatever you select in this menu, thats it, straight up.
      - War Party has its own SUBMENU. War Parties are generated every 20 seconds at ONE random open gate, depending on the percent chance. When the party is generated, it will be comprised of some number between the MIN and MAX you set. Every war party will have as a default one Chieftain, and then the rest will be assorted Soldiers, Archers, and Mages. You cannot set the MIN to 0, instead if you want none, just set the percentage to 0 and no war parties will form. You can also set the max number of Dremora this process will have active in the game at one time, by configuring the "Max Dremora Anywhere" option on the menu.  Remember this number is the max number of INDIVIDUAL Dremora, not number of war parties.
      FRIENDLY SETTINGS
      There are two SUBMENUS for friendly config...
      - As you arrive at the area around an Oblivion Gate, a group of Friendly forces can be spawned, depending on the percent chance. When the group is generated, it will be comprised of some number between the MIN and MAX you set. You cannot set the MIN to 0, instead if you want none, just set the percentage to 0 and no allies will form.
      - As you arrive INSIDE an Oblivion Gate, a group of Friendly forces can be spawned, depending on the percent chance. When the group is generated, it will be comprised of some number between the MIN and MAX you set. You cannot set the MIN to 0, instead if you want none, just set the percentage to 0 and no allies will form.
      DIFFICULTY SETTINGS
      I provide a EASY-MEDIUM-HARD choice for oveall difficulty settings.  If you dont want to think too hard on configuration just choose one of these.  You can then go to any of the specific settings and see what is currently selected.
      SPECIAL SETTINGS
      There are two settings you can toggle in the menu to make EDI more challenging
      - a variable EDI.warPartyAttackIntoCities can be set to 1, if you choose. If it is set to 1, any generated Dremora War Parties (see above) will travel INSIDE the target city instead of just outside the gate. This can be set back and forth from 0 to 1 at your choice. However, any war parties still alive prior to you setting this will be under the previous setting's orders.
      - a variable EDI.startInvation can be set to 1. If it is set to 1, in effect, the Daedric Invasion that normally starts after the "Finding the Heir" quest is completed will now be moved up to start immediately. This will not setStage on any quest, and it will NOT break the main quest in any way, it will simply allow gates to start opening randomly around Tamriel. It will also allow any features in EDI that require the invasion to be underway, like commanding EDI friendly troops. Once it is set to 1, you cannot set it back, so think long and hard about it before setting it to 1. If you try to be cute and set it back to 0 using the console, It will probably break alot of scripts and quests, so do it at your own risk. I warned you. Just load a saved game prior to setting it to 1 and you will be fine. Once you pass the Kvatch quest, the vanilla Main Quest will take over the opening and closing of the gates.
      COMPATIBILITY SETTINGS
      there is only one compatibility setting...
      So far I have only ran into one mod that I can make EDI compatible with without using compatibility patches, and that is QUARN'S OBLIVION GATE MAP MARKER REMOVER v1.1. His mod basicall makes the Map Markers go away when the gate is closed, and possibly reappear if you have set the gates to reopen. To make EDI compatible with this mod, simply toggle the setting on this page to 1. WARNING: The default value of this variable is 0, meaning it is assuming you dont have Quarn's mod. If you dont use that mod, then you dont have to do anything. So only do this if you use that mod!! If you set that variable to 1 and you DONT use that mod, or if you leave it at 0 but DO use the mod, it may totally screwup the Daedra spawns at the Oblivion Gates. its a simple 2 second job to set it correctly, so just do it, will ya (IMG:style_emoticons/default/wink.gif)

      Example Load Order (for FCOM)
      Oblivion.esm
      ...
      ...
      Enhanced Daedric Invasion.esm
      FCOM_Convergence.esm (the order of the ESMs doesnt matter)
      ...
      ...
      FCOM_Convergence.esp
      ...
      Enhanced Daedric Invasion.esp
      FCOM_EnhancedDaedricInvasion.esp
      ...
      ...
      simple isnt it?

      Upcoming Features
      - I dont know really.  Maybe Blades or Mythic Dawn
      Enjoy
       

      115 downloads

      Submitted

    4. CM moonelves REPACKAGED

      Hey guys,
       
      This mod is by no means my content. It is something that abriael made a long time ago but that is now incompatible with Xenius' races. What is different in this mod. I just changed the dependancies since the mod author has abandoned the mod for a long time now as it seems so i took it on myself to do it in his place. If for some reason he comes back and does it himself, this will probably be deleted. But that is highly unlikely since he hasn't been active fore a couple of years now.
       
      The mod should already be structured accordingly, so just unpack and past it in the NORMAL oblivion folder (again NOT data folder but the one before it, if i see someone claiming that they can't find it in their load order THAT is probably the reason why). Also you still need the Original mod for this to work since this is only a .esp file so overwrite it when it asks to.
       
      Anyway have fun with this little bundle of joy.
       
      Cheers

      53 downloads

      Submitted

    5. CombatOmega

      Combat Omega
      A combat mod that alters/merges Deadly Reflexes 5, Denock Arrow, Finite Ammo, Eagle Eye Realistic Archery, Duke Patricks Actors Can Miss, Duke Patricks Fresh Kills Alert Npcs, Duke Patricks Near Miss Magic and Arrows Alert, SM EncAndFatigue, Sm Combat Hide, Ragna Parry, Unequip Broken Armor, Average Run Speed, Throw Any Weapon, Stealth Redone, Stealth Overhaul Redux, Double Tap Dodge
      DR5
      I removed the enemy explode spell completly, all horse related stuff since it wasn't in use in this version, stopped the npcanger spell from being added to the player, removed the dodge/flip system in favor of another and various other script changes.
      Stealth Overhaul Redux
      Removed assassination spells, set to use CombatOmega.ini
      SM mods and UBA
      Altered scripts and quest names to make all 3 use CombatOmega.ini
      The rest are just merged in.
       
      =======================================
      === Thanks and credits to ===
      =======================================
      -Skycaptain for DR5 and everyone in his readme == included == Both for instruction and credits
      -HeX for Throw Any Weapon and everyone in his readme == included == Both for instruction and credits
      -Maskar for Uneqip Broken Armor
      -Strategy Master for Combat hide and EncAndFatigue
      -Ragna for Ragna Parry
      -Pashok for "Eagle Eye" Realistic Archery Mod
      -Sca for the Duke Patricks mods
      -Scruggs for Denock Arrow
      -Ocfordite for Finite Ammo
      -Seldalore for Average Run speed
      -Samuro_ for Stealth Redone
      -JOG for Stealth Overhaul
      -Sandman53 for Stealth Overhaul Redux
      -Documn for Double Tap Dodge
       
      If you are receiving an error about SM Bounty, I had accidentally uploaded a mistake. Bounty was meant to be removed, to make for better compatibility with other mods that would alter such.
       
      If you want to use SM Regional Bounty, it is compatible.
       
      11-5-17 UPDATE!!
       
      The new esp fixes that green expanding magic effect. As in, it's gone. This make throwing more stable and much less like to crash the game.

      481 downloads

      Updated

    6. ITS ALIVE!!

      Happy Halloween everyone. In the name of the holiday I present a classic monster with an Elder scrolls twist. Frankenstein's monster or the Frankensteinian as I have called it is a tough race built to take a hit really well. Unfortunately just about everyone hates it. This race suffers reaction penalties from all but one of the races. The only ones that give a positive reaction are the orcs who relate to the monsters brutish nature and lack of social grace.
       
      I have included the psd files in the extras folder for easy editing if you wanted to customize your own monster. Personally I use a few components from IAJOT race replacer https://www.nexusmods.com/oblivion/mods/40284/? Since I have a few of its components installed. I wanted to include these as alternate textures but I had to get multiple permissions from different people and I was running out of time to get this out for October.
       
      Anyway this is my first real mod so I hope you like it. Please let me know what you think. Anything I make is open use. Feel free to use any of it, no asking necessary.

      19 downloads

      Submitted

    7. Dragon Wing Flight

      Dragon Wing Flight
      This will give you a lesser power called Flight Settings.
      To set your flight key
      1. Select the spell "Flight Settings"
      2. Hold down the button you wish to use for flying.
      3. While still holding your flight key, cast the spell.
      You should now see a message box telling you you know how to fly. Sweet!
      Now you have a new lesser power called "Summon Wings"
      Cast to add/remove wings.
      You cannot fly without the wings.
      If you want to rest your flight key, simply cast the settings spell again, which will remove the flying ability, then follow the steps above to set your new key.
      HOW TO FLY
      1. Did you set your key?
      2. Are your wings equipped?
      Good, then run DO NOT USE AUTO RUN!!!, hold down your flight key and jump.
      You should be holding 3 keys down when you jump, the jump button being a 4th.
      Press the space bar to glide (it's important, flying uses fatigue) pres again to fly again.
      You will be in sneak, I suggest not leaving sneak. Issues arise if you land/crash at anything other than the lowest speed.
      You do not need to press W A S D, while flying, you will be auto moving.
      Apparently, you can grab stuff. I have been unsuccessful, but I think it works.
      You can knock people over, fun but illegal. You will get a bounty against friendlies. Neat to knock a bandit down, run over fast enough while drawing a sword and stabbing through the bandits chest..... or whatever you might do to someone who's knocked down.
       
      I hope people find this fun and useful in other mods.
       
      Credits:
      Drake the Dragon - wings
      gulogulo, Saltare & qwertymaster - flight script
      everyone who I wish I knew where those textures came from..... just found them in my texture folders and played.

      111 downloads

      Updated

    8. linen tunic break armor meshes

      Description:
       

      This archive contains break meshes of linen tunic (lower class clothes, there is a shirt only).
       
      Female clothes match B-cup upperbody
      Male version was made by me from Roberts Muscularupperbody
      All female meshes have got better bouncing boobs and butts animations support.
       
      To install the mod you should simply unpack the archive in temporary location and move it to Oblivion/Data folder or use wryeBash/ObMM.
      I use different from vanilla meshes, make backup of meshes/clothes/lowerclass/05 folder if needed.
       
      You need to use break armor framework to get the mesh swap at last (Use the latest one).
       
       
       
      Recommendations:
       
      It is desireble to use bbb animations also. You may use Mesh Extended Swap mod for better expirience and fun.
       
       
       
      Issues:
       
      1.I expect some framerate drop in cities, no clipping.
       
      2. Male bodies look more bright in comparison to body colour somehow.
      If you are a happy user of Oblivion Reloaded mod - disable skin shader in olivionreloaded.ini in Obse/plugins folder. It helped me a bit.
      Also, Oblivion character overhaul mod may change texture overriding - you may get darker/lighter bare hands/feet
       
      3. Get wet mod may make your body transparent when you are in the rain or water.
       
       
       
      Terms of use
      You can free to do anithing with it, edit and distribute. Have fun and inform me about glitches you'll find.
       
       
       
      Credits:
      Coronerra for skeleton
      Bethesda for original game
      Senchan for male mesh from Robert Male Muscular Stock Clothing and Armor
      Oblivion modding community for break armor framework
      Shademe for Blockhead mod
      amnoone for Mesh Extended Swap mod
      niftools.sourceforge team for Nifskope
      Blender Foundation team for Blender

      79 downloads

      Submitted

    9. dark green vest and leather pants break armor meshes

      Description in short:
       
      This archive contains break meshes of dark green vest and leather pants (lower class clothes).
       
      Female clothes match LL HGEC lowerbody and B-cup upperbody
      Male version was made by me from Roberts Muscular lower/upperbodies
      All female meshes have got better bouncing boobs and butts animations support.
       
      To install the mod you should simply unpack the archive in temporary location and move it to Oblivion/Data folder or use wryeBash/ObMM.
      I use different from vanilla meshes, make backup of meshes/clothes/lowerclass/05 folder if needed.
       
      You need to use break armor framework to get the mesh swap at last (Use the latest one).
       
       
       
      Recommendations:
       
      It is desireble to use bbb animations also. You may use Mesh Extended Swap mod for better expirience and fun.
       
       
       
      Issues:
       
      1.I expect some minor mesh clipping (Female skin flickers on butt, males - on shoulders) and framerate drop in cities.
       
      2. Male bodies look more bright in comparison to body colour somehow.
      If you are a happy user of Oblivion Reloaded mod - disable skin shader in olivionreloaded.ini in Obse/plugins folder. It helped me a bit.
      Also, Oblivion character overhaul mod may change texture overriding - you may get darker/lighter bare hands/feet
       
      3. Get wet mod may make your body transparent when you are in the rain or water.
       
       
       
      Terms of use
      You can free to do anithing with it, edit and distribute. Have fun and inform me about glitches you'll find.
       
       
       
      Credits:
      Coronerra for skeleton
      Bethesda for original game
      Grhys for female mesh
      Senchan for male mesh from Robert Male Muscular Stock Clothing and Armor
      Oblivion modding community for break armor framework
      Shademe for Blockhead mod
      amnoone for Mesh Extended Swap mod
      niftools.sourceforge team for Nifskope
      Blender Foundation team for Blender

      55 downloads

      Updated

    10. vanilla loincloth break meshes

      This archive contains break meshes of loincloth clothes. You need to use break armor framework to get the mesh swap.
      It is desireble to use bbb animations also.
      I expect some minor mesh clipping and framework drop in cities.
      To install the mod you should simply unpack the archive in temporary location and move it to Oblivion/Data folder or use wryeBash/ObMM.
      I use different from vanilla meshes, make backup of meshes/clothes/lowerclass/05 folder if needed.
       
      Terms of use
      You can free to do anithing with it, edit and distribute.
       
      Credits:
      Coronerra for skeleton
      Bethesda for original and buggy game
      Grhys for female mesh
      Senchan for male mesh from Robert Male Muscular Stock Clothing and Armor
      micalov for used mesh
      Oblivion modding community for break armor framework

      96 downloads

      Updated

    11. BBB-DR6-UVII-Skeleton-Patch 0_9_3

      For those lost seven souls xD of you who follow the file as of March 16 2017; this is just the additional information concerning the file - no file update being made here.
       
      Please use Supierce's LAPF Enhanced 1st Person Skeleton 1.3 instead. This skeleton is obsolete if you want use LAPF.
       
      http://www.loverslab.com/files/file/1407-lapf-enhanced-1st-person-skeleton/
       
      or
      http://www.loverslab.com/files/file/1407-lapf-enhanced-1st-person-skeleton/
      Anyone who knows the author of this skeleton patch please let me know his/her nickname. I dunno who to credit.
      Is this person called BEskind?
       

      THIS IS NOT MY MOD. I ONLY REUPLOADED THE MOD BECAUSE IT HAS BEEN TAKEN DOWN BY NEXUS.
       
      You can't use this skeleton with Unnecessary Violence iii - Critical Mess. It won't work.
      Unnecessary Violence iii - Critical Mess has been deemed non-functional with Deadly Reflex 6. You can run both mods without CTDs & crashes but you won't be able to experience neither mod to the fullest experience.
      BBB-DR6-UVII-Skeleton-Patch
      http://www.tesnexus.com/downloads/file.php?id=40482
      patchr: BEskind
      UPDATE: this patch also makes BBB work with Unnecessary Violence II !
      All respect goes to the authors of these great mods. This is my personal patch to combine them.
      *** PLEASE ENDORSE when it works for you. ***
       
      ## ABOUT THIS PATCH ##
      This patch allows you to use BBB with Deadly Reflex 6b1 and/or Unnecessary Violence II !
      This patch fixes 3 issues when using BBB with DR6/UVII
      It fixes the camera being too tall
      It fixes the 1st person view being rotated
      It fixes the graphical glitches (infinity meshes)
      ## REQUIRED FILES ##
      USE ONE OR BOTH!
      ---Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
      ---Deadly Reflex v6b1 - http://www.tesnexus.com/downloads/file.php?id=8273
      I HIGHLY SUGGEST GROWLF'S UNIVERSAL SKELETON NIF
      ---Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
      Or you can use:
      ---Coronerras Maximum Compatibility Skeleton - http://www.tesnexus.com/downloads/file.php?id=27945
      ---(any BBB skeleton just about)
      USE THIS PATCH TO FIX 1st Person
      ---BBB-DR6-UVII-Skeleton-Patch - http://www.tesnexus.com/downloads/file.php?id=40482
      ## INSTALLATION ##
      SUGGESTED: BACKUP your skeleton.nif file in \Data\Meshes\Characters\_1stperson\
      For OMOD:
      1. Simply activate this patch after all your other related mods - CLICK REPLACE!*
      *must overwrite skeleton.nif in \Data\Meshes\Characters\_1stperson
      For ZIP:

      1. Unzip this into Oblivion Folder - CLICK REPLACE!*
      ## GENERAL INSTALLATION ORDER ##
      Should look like this:





      ## UNINSTALLATION ##
      1. Delete skeleton.nif file in \Data\Meshes\Characters\_1stperson\
      2. Use the BACKUP to revert to your old skeleton.
      ## GUARANTEE ##
      This patch will make Universal Skeleton Nif work with UVII / DR6b1 (and in turn make BBB work with them).
      ## NOTES ##
      ON UNNECESSARY VIOLENCE: A relevant portion of Hex's readme is reproduced here:
      If you want to use BBB bodies then you will need the DR6-BBB compatibility fix on the nexus. YOU WILL ALSO HAVE TO DISABLE SKELETON SWITCHING IN THE UVII INI, WHICH MEANS NO AMPUTATIONS. *but you still get to impale, throw, and decapitate...
      If you want to use it with Deadly Reflex you will have to install the resources of deadly reflex AFTER those of UVII or some DR animations may end up returning to their vanilla versions.
      Similarly, if you wish to use Deadly Reflex you will need to download [Hex's] compatibility fix which lets DR make use of the latest versions of NifSE (http://www.tesnexus.com/downloads/file.php?id=40336)
      ON PERMISSION to use Growlf's Universal skeleton, in his readme it says: "Permission is generally granted for further development." I consider this a further development as a patch to make it work better with two other mods!
      ## COMPATIBILITY ##
      After some testing I have found that this patch works perfectly with:
      Set Body Spell http://www.tesnexus.com/downloads/file.php?id=27724
      Growlfs Body Resizing Mod http://www.tesnexus.com/downloads/file.php?id=31955)
      ## TOOLS ##
      NifSkope
      OBMM
      WryeBash
      ## CREDITS ##
      HeX_0ff - for the amazing Unnecessary Violence II - http://www.tesnexus.com/downloads/file.php?id=40310
      Skycaptain - for his mod Deadly Reflex - http://www.tesnexus.com/downloads/file.php?id=8273
      Growlf - for making Universal Skeleton Nif - http://www.tesnexus.com/downloads/file.php?id=37596
      Yarharhar - who Skycaptain credits for the skeleton he's using.
      Coronerra for his Maximum Compatibility Skeleton and contributions to BBB
      As far as I can tell, I am freely able to use the two skeletons that I modified to make this patch!

      1,041 downloads

      Updated

    12. Outlaw Life

      Outlaw Life
      Requires Alternative Beginnings by Arthmoor and choosing the Outlaw start
      Choosing Outlaw in the wilds option in Arthmoors Alternative Beginnings will now start you in the Highwayman Hideaway cave instead of
      outside Fort Ash. It will start the Highwayman Rob Anybody quest that adds the dialogue allowing you to be a highwayman
       
      If you want to know how a particular piece of this works or what it does, all original readmes are included.
      ======= Thanks to =======
      David Brasher for Highwayman - Rob Anybody
      Kimosabe04 for Highwayman Hideaway
      DuggeDank & Haldar1248 & pkkjp for all the work on Jail Shackles
      directorrick7 for Jail Break Escape Routes
      Syclonix for Hear No Evil
      kuertee & Povuholo for Crime Has Witnesses with Responsibility Tweak
      Seldalore for Stolen Item Ownership
       
      Removed the menu option, I couldn't get the shackle adding to fire properly. So, if you want the shackles, get arrested.
      You start in your very own little cave with a bounty of 500 and 5 infamy ( from Alt Begin) nice place
       
      Pics from original hideaway mod. This one is a bit darker (it is a cave) but my version is player owned
       
      Edit: 2-11-17
      Added a new esp that doesn't require Alternative Beginnings to have compatibility with other alt start mods. It still requires the resources from the original version.

      182 downloads

      Updated

    13. Alternative injector for Darigaz' DMZ armors

      Quick-made mod for better demonstration of DMZ Armors
       
      0) armors are added to merchant (Morwain, Anvil; repeatedly, if already bought) chest via script, not by direct edit (less conflict chance);
      1) placeholder male vanila models added:
      a) DarkBrotherhood Male armor for Shrouded;
      b order armor for Brusef Amelion, Mithril, Iron, and Ebony;
      c) arena light blue male armor for Glass and Chainmail;
      2) some armorsuit weights are edited to my preferences: for example, 160 seems too much even for Ebony set;
      3) six(iirc) girls (some vanila races i like), who could wear some variants of DMZ armor are added by script to vanila "Orc Adventurer" actor list; so they can arrive instead of vanila orc at corresponding locations;
      all gals have additional ai-packs for sleep, and search for weapons when disarmed (for any weapon when in combat, or their specific - if not);
      their armor "preferences" are also groupped by their classes: DMZ-heavy, DMZ-light and "lightest"(thief-style);
       
      JFYI: vanila Orc-adventurer random-chance locations are: Dzonot cave, Talwinque, HrotandaVale, FortNomore, Niryastare02, ArrowshaftCavern03, GrayrockCave02, KingscrestCavern03, KindredCavern02, FortUrasek02, Rielle, DoomedMine, FortBlackBoot, FortDoubleCross, Nornal03, FortChalman.
       
      This mod should be used instead of original Darigaz's .esp, all other resources from original mod are neccessary.
      All questions about this mod [mal]function should be addressed to me, emo877 (please do not bother the author of original mod).
       
      Big thanks to Darigaz17 for beautiful armors.
       
      UPD: look into "support thread", there could be (+1 now) newer versions.

      104 downloads

      Updated

    14. A CM female daedra based on Divine Avengers mod and Nuska's OCO dremora

      As the title suggests this mod provides a .esp that only changes the face of the Original mod Divine Avenger made. I own nothing of this content but the changes i made. As such all credits go to Divine Avengers mod on the nexus called "A CM partner companion female dremora Aanila" and nuska from OCO2 for making the textures.
       
      Note: Both of these mods are NOT included in this download. Therefore you have to download BOTH these mods first before you download my changes. I am aware that the perms on the nexus state that i can't make changes to Divine Avengers mod without his permission but since he hasn't responded to that page for two years i hope the coast is clear. If the administrators of this site feel the need to remove this upload so be it.
       
      Install instructions:
       
      Just download the two before mentioned files and then let my .esp overwrite DA's.
       
      Note2: the reason why i didn't put any links is because for some reason the links don't seem to work very well when they are aimed straight at oblivion Nexus fr some reason. You are better off using google to find the required mods. (hence why DA's mod is rephrased word by word to make it easier to find)

      40 downloads

      Updated

    15. Expanded Greetings

      This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels.
       
      The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree.
       
      The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous.
       



      Testing the Mod

      Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills.



      Mirrors

      AFK Mods Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance

      206 downloads

      Updated

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