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Oblivion mods that don't fit in any of the existing categories

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  1. CHILDRENS ANNUAD

    CHILDREN'S ANNUAD
    Now available, an extremely hard-to-find mod!
     
    This mod that adds x117 NPC Children to Tamriel (much like the Tamago/Hiyoko Children Mod for Lovers with PK).  This is not a companion mod, nor a mod that puts the player through an epic quest or grants any special skills.  It is merely meant to give an extra bit of flavor to your game for those that wondered why the world is populated solely by full grown adults.
     
    Some teens may be trainees for the Imperial Guard or working as guards for their related towns.  Some kids may have set up small vending areas to sell trinkets or goods.  And after the Siege at Kvatch, some children have been orphaned and may be found here and there.
     
    Some of the gear may be wearable with new meshes provided, and some new weapons (including an actual firearm called a blunderbuss) have been added.  Okay, who gives a shotgun to a kid???
     
    And new dialog, actual vocal content with matching (and actually synced) lip sync files, have been created for the children.  But as stated, this mod requires the MBP (Modular Beautiful People) and the x117 Race as the base races for the new NPCs.
     
    This mod is not to be confused with Children of Cyrodil by Emma (creator of Children of Morrowind and Witchgirl).
    Emma's Mods available at Nexus Mods: https://www.nexusmods.com/oblivion/mods/45948
     
    INSTALLATION:
    Download all zip files containing the four (4) .bsa files as well as the .esp file and copy them into Oblivion's 'Data' folder.  Activate in your manager as expected.
    Initially uploaded by LongDukDong in the four (4) bsa format in May.   The latest version has replaced all the .bsa and .esp files... so replace all of the old ones with the new ones.
     
    UNINSTALLATION:
    Easy.  ERASE THE CHILDREN ANNUAD bsa and esp files!   In this format, you don't have to go any farther than the data folder.
     
    ♦       ♦       ♦
     
    ALTERED ESP FILES:
    CHILDREN'S ANNUAD replaces and alters certain features that are standard to Oblivion such as creatures and summoning spells. With this and other changed content, it could be considered an overhaul.  For those who wish to have the classic, vanilla style of Oblivion restored, @fejeena provided three different .esp files, each with a different level of restoration.  These can be found in the "Altered Esp files (Choose only one)" zip file now supplied.  If you wish to play CHILDREN'S ANNUAD as it was intended, do not use any of these.  But if you decide to have some content from Oblivion returned, choose only one of the three altered .ESPs provided in its stead.
     

    9,268 downloads

    Updated

  2. CHILDRENS OF CYRODIIL by Elgado2K

    CHILDRENS OF CYRODIIL
    Now available, an incredibly impossible-to-find mod!
     
    This package by Elgado2K (this forum's Lovers Mayu's Animation Overhaul mod) adds completely custom children to Tamriel, using his own Child Races Revamped mod. This mod uses CutthroatMod Companions (CM Companions) that is included with this package.  And likewise this mod requires the use of Moonshadow Elves, a usable mod for this race  likewise included. This mod does not put the player through an epic quest or grants any special skills.  It is merely meant to give an extra bit of flavor to your game for those that wondered why the world is populated solely by full grown adults.
     
     
    Very likely, the basis for this mod was the Improved Child NPC mod found at Nexus Mods found (>HERE<) by DaMuncha (both of them now banned at Nexus). That, because the posts within circa 2011 included Elgado2K's statement "already resolve the problem with the child races for player female and male and also NPC with real body...  where may I share It mod this is now finished and working perfectly sorry I was banned by tesnexus give me a safe link for share u "
     
    As a mod that uses CM Partners, there are characters you can try to convince to become part of an adventuring party, both adult and young. And some few are even traders of goods... some goods of questionable taste.  Elgado2K supplied Marlboro cigarettes to kids and pregnant women?
     
    There is plenty of gear within the mod that you can wear, though based on the TeamFF Fantasy Figure bodies that suggest a more youthful figure. And there are plenty of new weapons and decorative shields for use.
     
    There is new dialog, including actual audio which appears to be remixed and altered from the original vanilla content.
     
     
    This mod is not to be confused with Children of Cyrodil by Emma (creator of Children of Morrowind and Witchgirl).
    Emma's Mods available at Nexus Mods: https://www.nexusmods.com/oblivion/mods/45948
     

    ALERT:
    Now while the mod itself states within its readme file that it indeed does not contain adult content with the children (which would obviously be forbidden), it does have some outfits one would consider inappropriate.  And there are three books of pornographic nature within.  Still, while some adult content is within, the author did state that no adult content is present among the child characters.  That would clearly be undesirable.
     
     
     
    INSTALLATION:
    Download all of the zip files.  Then from the BSA zip files, remove the numeric prefixes attached (example: 932520679_ChildrensofCyrodiilBSAs.zip.001... remove the red content so the filenames all begin with "Childrens...").
     
    Then, to extract the .bsa files containing all graphics and audio, begin extraction of the 'Childrens of Cyrodiil BSAs.zip.001' file. A file-spanning zip file, it will access the contents of the following 002, 003 and 004 files to recover the Meshes, Textures, and DS BSAs. Then extract the required esp and esm files from the 'Childrens of Cyrodiil ESPs.zip' file
     
    UNINSTALLATION:
    Easy.  ERASE THE Childrens of Cyrodiil bsa and esp files and related Child Race Revamped and CM Mod files as desired.  In this format, you don't have to go any farther than the data folder.
     
     
    CHANGES MADE:
    This is as complete a version of Childrens of Cyrodiil version 4.1 as possible, though some content had vanished.  Through searches for the mod, version 3.5 had some content, version 4.1 had other content and version 4.0 had the most. But not one version was complete.  This is a merger of all of the discovered mods with the newest esp and esp files available.  Yet, some things were never found and some updates/edits were required.
     
    There were missing meshes and textures throughout.  The child uniform that was missing actual textures were the same as that used by Emma's Children of Cyrodiil, so that was easy to re-acquire. And the Teddy Bears used within were the 'dhkbears' teddybears also used by Emma. However, Emma had no Pink, Blue or Purple ones... so I did some recoloring work to act as a replacement.  This set didn't have the Final Fantasy Tifa chest mesh that the mod required, so a substitute Final Fatasy chest mesh was used in place.  And two equippable items were missing meshes altogether, that of the Light Upper Protector (clothing) and for the Light Escutcheon (armor/shield).  Both of which were from an artist named Koutetsu, and I used a Chain-Harness and the Chorrol Escutcheon as replacements.
     
    An adventure-breaking bug was fixed.  The mod's Arcane Academy had a few issues with it; the inability to actually exit the university and the inclusion of Blind Moth Priests. One would force a reset unless you had a suitable teleport spell, and the other actively breaking the Thieves' Guild quest.  This was likely overlooked as the interior was a blanket copy/paste from the Imperial Palace itself.  However, both issues have been resolved by fixing door teleports and the removal of the Blind Moth Priests.

    To the best of my recollection, no other content had been changed.

    5,055 downloads

    Updated

  3. Snu's Dungeons (Altered Dungeons)

    https://www.oblivion.lima-city.de/oblivion/plugins/SnusDungeons/Screens.html
    https://www.oblivion.lima-city.de/oblivion/plugins.html#SnusDungeons
     
    Snu's Dungeons is a dungeon overhaul mod. It completely remakes most* of the caves and mines in Cyrodiil (not Shivering Isles). The dungeons are now "themed" according to their location - dungeons up north are icy; the ones out west are drylands; Blackwood caves are overrun with vegetation; etc. Many caves also have new areas, new monsters, and new treasures.
     
    * Due to issues with using resources from Skyrim and Fallout, as well as conflicts with other mods, some dungeons had to be removed.
     
    Warning: If you're using a low-end computer, you WILL have issues. We (Kobal and I) have done our best to make it more FPS-friendly, but there's only so much we can do without making major alterations. 
     
    This mod is compatible with:
    * Better Dungeons (via patch)
    * Hidden Treasure Chests (no patch necessary)
    * OOO/FCOM (via patch)
    * Most quest mods (The Ayleid Steps has a patch)
    * Cava Obscura and similar mods (though, since they load later, they will override alterations that Snu's makes to some dungeons).
     
    If you find any other conflicts, bugs, or things that need to be fixed, report them here and I'll see what I can do.
     
    There are two archives: One contains the esps, along with patches. SnusDungeons_EnglishCellNames.esp is the original (unaltered) esp: only use this one if you don't have a lot of other mods - it was designed for a largely vanilla game. SnusDungeons.esp is for use with other mods, or if you want a more optimized version - this removes a lot of things to make it more FPS-friendly.

    3,005 downloads

    Updated

  4. BBB-DR6-UVII-Skeleton-Patch 0_9_3 (Legacy File/Obsolete)

    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:
    <USE SOME SORT OF ARCHIVE INVALIDATION OR IT WILL NOT WORK>
    1. Unzip this into Oblivion Folder - CLICK REPLACE!*
    ## GENERAL INSTALLATION ORDER ##
    Should look like this:
    < Unnecessary Violence II >
    < Deadly Reflex 6b1 >
    < Any BBB packs (armor, skins, animations) >
    < Universal Skeleton Nif (sometimes included in BBB packs) >
    < BBB-DR6-UVII-Skeleton-Patch (INSTALL AFTER EVERYTHING ELSE) >
    ## 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!

    1,419 downloads

    Updated

  5. LivelyCities v1.00

    Lively Cities v1.00


     
     
     
     
     

    Translation from the Japanese.


     

    Description:
    It's similar to CrowdedCities .
    But you can customise it with an ini file. You can even set cities and IC Districts to 0 spawning NPCs.
    At night less NPCs ( at 8PM they slowly disappear and at 6AM new NPCs visit the cities )
    And the NPCs give the player "unusual things" they do not need ( nirnroot )
     
    The ini:

     
     
    Requirements:
    OBSE v0020
    NO MBP needed , all NPCs are vanilla races.
     
    Installation:
    It's only a esp.
    The LivelyCities.esp in your data Folder, and activate it in the Modmanager.
     
    Note:
    If you use Lovers Club Cats v1.02a some LivelyCities NPCs visit the underground arenas in Skingrad and Cheydinhal.
    Lovers Club Cats v1.02a http://www.loverslab.com/files/file/90-lovers-club-cats/
     
    Credits:
    the original author ???
    I only translated the Mod.

    1,367 downloads

    Updated

  6. Oblivion No Weight Limit

    All this mod does is buff your carry limit to an absurdly high number.
    It is for those who wish to carry as much as they want without having to use God Mode.
     
     
    No known mod conflicts.
     
    I did NOT make this mod.
    I AM uploading with permission.
    All credit goes to a personal friend of mine who wishes not to be named on this site for personal reasons.

    1,091 downloads

    Updated

  7. [OBLIVION] More Male Spawn

    [OBLIVION] More Male Spawn by GECK.O
     
     
    The Explanation
     
    This is the opposite version of More Female Mod in Nexus. As title suggested, it will generate more males for "ALL" human-kind spawn, from bandits, marauders, mages, vampires, etc. It's not ALL Males, but MORE Males, it means there's a small change females being spawned, very small. I think that is better than just the "boring" all males.
     
    The purpose of this mod is to add more realism. I hate Bethesda's gender equality policy, this is Elder Scroll, a medieval fantasy world. Woman role should just for the kitchen and bed . No, I mean I love the lovely soft woman and we should not hurt woman . The dirty work outside, should done by the man. It's realistic in the medieval world.
     
    Another purpose of this mod...beside of realism, more males mean more change for your female PC and companions to get raped with LoversPK mod! <--- Actually this is my main purpose of making this mod.
     
     
    The Progress
     
    I can say, I finished to include all human-kind spawn. Except the archers, the female still being equally spawned, I don't know why. Anyway, this minor thing is not something bothersome, as somehow we need female role as archers...whatever.
     
     
    The Policy
     
    You can do whatever you want with this mod, anything! Modifying, expanding, fixing, etc. I'm a cathedral follower. But just don't forget to include my name (GECK.O) in the credit, as inspirator or the original creator.

    1,065 downloads

    Updated

  8. 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.

    918 downloads

    Updated

  9. Player Clothing Replacer

    This is an incredibly small plugin I had written some time ago that lets your pc equip a different version of clothings/armors than npcs.
     
    Sorry no screenshot.
     
    requirement:
    Oblivion script extender v20 or higher (obse.silverlock.org)
     
    how to use:
    1. drop the plugin into your data folder and enable it via mod manager.
     
    2. if you want some armor look different for the player, copy that nif file to the original armor location.
    for example, female fur armors are located at \data\meshes\armor\fur\f\ folder.
    there you will find the nif files names 'cuirass.nif' or something similar.
    copy 'your_cool_armor.nif' to there and rename it to 'cuirass_pconly.nif'.
     
    3. now your pc will equip the 'your_cool_armor.nif' instead of typical fur cuirass, while the other npcs will still equip the normal fur cuirass.
     
    * this mod is load order independent.
     
     
    WARNING:
    - Do not use this plugin with Break Armor or TamagoSetBody. Very old TamagoSetBody versions (before revised - that is, original unmodified versions) are ok.
    - I repeat, do not invent any reason that you should enable them together with this plugin.

    777 downloads

    Updated

  10. Smoking System

    Smoking System
    This is a merge/alteration of Mr Pwner's Marihuana Mod, Smokable Pipe, Skooma Smokable Pipe, Skooma refining, MofoMojo' Skooma Addiction
    Each type of smokeing device has it's own mesh.
    Tobacco pipes, tobacco pouches, tobacco cutters, bubblers (marijuana pipe), grinders and every mj strain will be added to vendor leveled lists.
    The dealers, the MJ coffee shop, edibles and growing your own are all gone. Now you buy from merchants all over Cyrodiil. You can also pick you own marijuana, it grows all over the place.
    To prepare the tobacco, you now need your pipe, tobacco pouch, and a tobacco cutter.
    Have pipe and pouch in inventory
    Equip cutter.
    To check how much loose leaf you have, equip tobacco pouch
     
    Skooma related materiels (skooma pipe, resin pouch, skooma cooker, moon sugar) will be found as loot.
    Equiping the skooma cooker will allow you to make skooma and resin.
     
    Skooma addiction is altered just slightly from the original. Instead of becoming addicted on the first bottle, there's a chance you won't, based off your intelligence and willpower. ==Original Readme Included==
    Skooma deals will allow you to sell to any npc, as long as you meet the requirements. It also adds a form of npc addiction. ==Original Readme Included==
    Please ask permission before uploading any alterations.
    |-------------------------|
    |------- Thanks to -------|
    |-------------------------|
    -Ssenkrad for creating the original Smokable Pipe mod
    -Sarkander for the smoking animation
    -Mr Pwner for creating the Marihuana Mod
    -Betty for the update
    -Elbethien for the Full version
    -RorinCloud for Skooma Water Pipes (used for the marijuana pipe)
    -Wintermuteai1 for Skooma Smokable Pipe mod
    -McMuffin for the skooma pipe
    -Eek for Skooma Refining
    -DragonBlade86 for the albemic rescources.
    -Griphaha for Pipe and Pouch icons
    -MofoMojo for Real Skooma Addiction
    -PrettyMurky for Skooma Deals
     
    6-14-16 Updated version, just the esp. Didn't realize I forgot to put certain things in vendor lists. Also should work nicely for those who use bashed patch. If the bash tags I used don't get imported for you, add tags Graphics, Invent, Names, Relev
     
    6-16-16 Added T and M pipes and accessories to more vendors, book shops and alchemy shops. Put all together in 1 zip file.

    563 downloads

    Updated

  11. 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

    514 downloads

    Updated

  12. Ultimate Tool Box

    To save myself some esp slots, I merged these mods. All tested out and working.
     
    FormFinderID
    RefScope
    Create Npc Duplicate
    Spell / Item Delete
    Claim that Interior
    Redecorate
    Decorators Assist / Unlock OBSE
     
    added Set Essential Actors Plus - Fejeena's edition
    You can check and change NPC settings: Essential, NoRumors, QuestItem(Persistent reference), Respawns, NoPersuasion.
    fejeena adds NoLowLevelProcessing.
    - "NoLowLevelProcessing I add because of spawning NPC ( Level list ) and also some NPC who never leave
    their cell are set to NoLowLevelProcessing. With Lovers the Respawn flag is removed if you enslave such
    a NPC ( LoversSlaveTrader) or make the NPC your companion with MCS, but not the NoLowLevelProcessing
    flag ( no AI if player is not in the same cell )" - fejeena
     
    EDIT: set setactoress spell to ability 8:51 pm CST 6-25

    511 downloads

    Updated

  13. Mounted Steering Optimized

    Requires OBSE
     
    This is a slightly modified version of the "mounted steering" plugin from "mounted combat" by Flyfightflea.
     
    The original plugin package and readme can be found on nexus: http://www.nexusmods...ion/mods/8962/?
     
    If by the time you read this, nexus links are dead once again, search the web or nexus for "Mounted Combat OBSE".
     
    Flyfightflea's package contained three plugins:
     
    - mounted_steering
    - mounted_trampling
    - mounted_spellcasting
     
    The trampling plugin was actually just an updated version of the steering plugin, which additionally allows trampling others. I took this plugin, removed the trampling code and spell (so that it would become an updated mounted_steering plugin), and then made a few simple tweaks.
     
    For those not familiar with mount and blade: In MnB, you press up to accellerate, down to deaccelerate - your horse will not stop unless you tell it to slow down, or if it runs into an obstacle. All that mounted_steering plugin does is, to add this control scheme to oblivion.
     
    Changes compared to the original plugin:
     
    - deacceleration is now quicker (originally, it took as much time as acceleration)
     
    - Originally, the script ran all its code every frame, regardless of if the player was mounted or not. Now it only does so when the player is actually mounted. While not mounted, the script is called five times per sec, checks if the player is mounted, and if not, instantly returns instead of running the rest of the code.
     
    - Reordered codesections, so the script should be more efficient for oblivion's dumb as brick script interpreter.
     
    - Removed a few redundant checks.
     
    _____________________________________________
     
    Installation:
     
    Just drop the esp in the /data dir into oblivtion/data and activate it.
     
    _____________________________________________
     
     
    Uninstallation:
     
    WARNING: Do not disable or remove the plugin while you're mounted. Dismount first, else your horses speed might get messed up.
     
    _____________________________________________
     
    The plugin checks if you hit an obstacle, but the code (still original, not mine) can sometimes be unreliable. If you want to disable the collision check, then type into the console: set ToggleCrashDetection to 0
     
    _____________________________________________

    447 downloads

    Updated

  14. Gay Kim (Nehrim)

    Modification for Nehrim, the total conversion of Oblivion.
     
    Makes Kim the same sex as the player character.
    This works by changing which version of Kim in enabled when she or he is introduced. Therefore it will not replace Kim in an existing save made after his or her introduction.
     
    Update 1.1: It seems that Kim's sex is determined every time she or he is introducred in a quest. I've modified the scripts for MQ07 and MQ19 to fix this.

    428 downloads

    Updated

  15. Blackmarsh Wilderness

    Black Marsh Wilderness (Nov 28th, 2018) 
    For Elder Scrolls IV Oblivion
    By DogOnPorch (Rolf K)
    Includes work/items by:
    Muggrug
    Betty (Elbethien)
    Momo
    syn420
    + any I missed!
    (much thanks!)
     
    Description
    ===========
    This is a major overhaul of the Leyawiin area from the Elswyer border to the far East map edge (Cell Line +69). It goes north to about the -29 Cell Line. That's around Fort Blueblood, latitude-wise. To the South...this mod goes all the way to the southern edge (-69 Cell Line).
    As far as what this mod does...
    1. Add greatly to the Leyawiin region: more trees/shrubs/flora/rocks/NPCs/monsters/player homes/etc. Named NPCs have full AI and daily routines. Thy will respawn if they get bumped-off. 
    2. Fixes the too numerous to count sharp terrain conflict lines present in this area.
    3. Adds a massive swampy moor beyond the eastern border regions (Black Marsh). It's HUGE. The terrain had to be mostly painted from scratch as literally nothing existed out there save the odd tree. This area is fully pathed for AI and populated with monsters, etc. Almost all monster spawns are by percentage and many are unleveled...so beware. I'll let you figure-out the rest...
    4. There are no quests...just adventure/treasure. Interiors are copies of stock interiors with some changes here and there. 
    5. This is NOT lore friendly. But it is fair and balanced and ideal for companions like Vilja, etc.
    6. This mod includes Muggrug's Sub-Tropical South as well as a fix for the Niben River/Topal Bay connection based on sny420's mod. So not big enough for ships...by any means. But they do join! Feel free to swap-out Muggrug's trees for others if you so desire. I know some folks prefer other tree types.
    7. It doesn't pay a lot of attention to Argonians, oddly enough. But other familiar themes will soon become apparent while exploring...
    8. Some attention was paid to the Leyawiin/Elswyer border region...mainly sinking annoying floating trees. I think I got them all. This area has long been a bit of a dead zone in most folk's Oblivion.
    9. A permanent guard outside the one gate in Leyawiin near the stable. He just stands there. Poor guy is probably tired so bring him a beer.
     
    Conflicts
    ==========
    Pretty much anything that affects the Leyawiin region. Black Marsh Wilderness is, however, designed to work with Elsweyr and DLC Vile Lair...hopefully as seamlessly on your rig as it is on mine. I was a big fan of 'Tales From Elsweyr Anequina' until I started building this mod and got a good look at the BIG issues that 'Tales From Elsweyr Anequina' has in terrain painting and how it affects the original Elswyer mod. I don't recommend it in use with this particular set-up. But...experiment if you must.  
    Load Order: Black Marsh should sit *above* Elsweyr and Vile Lair in your load order (using Oblivion Mod Manager available @ Nexus). If you're missing lots of cattails surrounding Leyawiin, some other mod needs to be loaded above Black Marsh. If you have Knights of the Nine active, load it after Black Marsh, as well.
    I made no elevation changes, so smaller mods are likely to still work with only minor conflicts...a bush or rock in the way...etc. Easily fixed in the Construction Set if you're familiar with this program...or let me know and I'll see what I can do.
     
    Install & Requirements 
    ===========
    -Empty the Black Marsh Wilderness folder into your Oblivion data folder (meshes/textures/water statics/esp)
    -Border Regions must be disabled (see below for how-to).
    -Oblivion should be patched. Shivering Isles might be required though I don't recall using any of SI's resources. 
    -There might be a landscape tear near Alabaster that has no patch as of yet. However, if you use Land Magic, it will patch it and any other landscape issues you're having.
    https://www.nexusmods.com/oblivion/mods/30519
     
    I tried to set all trees a bit deeper than usual for those that use mods like 'Natural Environments' by Max Tael which scales-up tree sizes. This should prevent most trees from 'floating' or showing their bases....annoying.
     
    Cleaning, etc
    ===========
    -This esp has NOT been cleaned and care should be taken when cleaning if you feel you have to. It's been running for months here in playtesting without trouble. There have been many base terrain textures & grass fixes done and I'm not sure if they'd revert back to the original if the esp cleaned...experiment. Muggrug's Sub Tropical South made some changes to the Leyawiin City World which I'd have prefered he not have...but there are not too many. Leyawiin is a bit of a trainwreck, anyways, in terms of gaps in the walls...sunken walls...and missing fence posts. So if you have a mod that overhauls Leyawiin, itself, run it below Black Marsh in your load order to trump this esp in priority. I made a fix to the Leyawinn Castle that covers the see-through bits along the walls. I think this mesh error was present in both the stock castle and the Imperial Empire-Unique Castles version (which I'm using).

    ============
    Uninstall:
    ============
    Just deactivate the esp and delete it. Leaving the few resources behind is not a problem and best left alone if your Oblivion is heavily modded. You never know what other mods use the same resources. Various utilities can be used to handle your mods which many old salts (the majority of Oblivion players, I assume) are already well aware of. If you toggle mods on and off as some do, this can be done safely as far as I can tell...no trouble here.  
     
    Suggested:
    ============
    -Imperial Empire-Unique Castles: This is the Leyawiin castle I used while building Black Marsh Wilderness. 
    https://www.nexusmods.com/oblivion/mods/22446/?
    -A mod that makes Lilly of the Valley give ingredients (missing in Oblivion) is a good idea. I use this one by EggDropSoap: 
    http://www.nexusmods.com/oblivion/mods/15609/?
    -A mod to add new distant LOD is suggested. I use this one. Run it as instructed to get the new features at a distance.
    http://www.nexusmods.com/oblivion/mods/15781/?
    -A mod that allows more actors/creatures in a complex scene or fight. Many mods do this, but this one is stand alone. Mass-AI
    http://www.nexusmods.com/oblivion/mods/8158/?
    -Natural Environments which will make the Black Marsh even more wilderness-y. The weather part has been upgraded by newer mods. But it's still beautiful if a tad buggy. 
    http://www.nexusmods.com/oblivion/mods/2536/?
    -If frame rates are an issue for you...when aren't they?...I highly recommend using Low Poly Grass so you can enjoy Black Marsh in 'full cattail'...so to speak.
    http://www.nexusmods.com/oblivion/mods/5434/?
    -Experiencing tears and gaps in your landscape from too many mods playing with the terrain? Try this little marvel out by DarklyDreaming. Land Magic... Dog swears by it.
    http://www.nexusmods.com/oblivion/mods/30519/?

    Common Complaints:
    ==================
    Hey...none of my NPCs/critters are moving! 
    This is common in many modded Oblivions where some script is getting in the way *or* some large number of spawn is going over the limit set in Oblivion. In Black Marsh's case, it's the latter. The Oblivion game engine will ~eventually~ get around to issuing them orders. See: Mass-AI in the suggested section if you run into issues.
    I can't see some map markers! 
    I know...Black Marsh extends beyond the map edges (F4) for many cells. I figured this out at some point and stopped marking them...lol. You won't be able to travel to a few locations that are marked unless you have a modded map that allows you to see them.
    Versions:
    ============
    This is the first version for public release. It existed as a personal mod for my wife for about a year already.

    ******IMPORTANT*******: 
    In order to reach Black Marsh, you need to disable "Border Regions". 
    Head to your Documents / My Games / Oblivion Folder.
    Look for the "Oblivion.ini" File. Double Click it, and it will open in Notepad.
    Press Ctrl+F to open the "Find Dialogue".
    Type bBorderRegionsEnabled and press "Find".
    Once it's found the line, head to the end of "bBorderRegionsEnabled=1" and change it to: bBorderRegionsEnabled=0 
     
    Legal Mumbo-jumbo
    ================
    Anybody wishing to use this mod in their own project is free to as long as proper credit is given to all the involved parties. Commercial use is forbidden. If for any reason there are objections to Black Marsh Wilderness, please contact me and I'll see what I can do to rectify things. I aim to please. 
    Cheers and Enjoy!
    Rolf (DogOnPorch)
     
    This MOD is "as-is" and limited release.
    Mirror
    http://www.mediafire.com/file/7lgx06ah820plmc/BlackMarshWilderness12062018.7z/file

    424 downloads

    Updated

  16. AutoPilot

    AutoPilot v1
    A basic auto-travel system for TESIV by Memrosh
     
    Description:
    Player will call up an interface menu to select a place near their desired destination.
    Default hotkey is '/' (forwardslash). An invisible Pilot will lead the player to the
    selected place. Player may walk, run, or sneak at any time. If the player becomes
    'InCombat' the AutoPilot will disengage. The menu can be called up at any time
    (except while in combat) to select new destination or turn it off. There are 59
    selectable destinations, including a 'Home' and a 'Base'.
     
    Installation:
    Place the esp in the Data folder. Enable it with OBMM or the loader of your choice.
    Load order should not matter.
     
    Details:

     
     
    Added by this Mod:
    All vanilla resources.
    1 holding cell
    1 Breton NPC Pilot (invisible) with robe (restore health enchantment)
    4 markers: holdingcell marker, mobile marker, home marker, base marker.
    1 AI escort package
    1 faction for the Pilot
    4 scripts/functions
    This mod should not interfer with other mods. Other mods may interfer with this one
    if they radically change vanilla markers, pathgrids, package escort distance, add/subtract
    packages to NPCs, etc.
     
    Why this mod?
    Hands free movement so you can: Go make a sandwich, take notes, rest your fingers,
    train athletics/sneak, enjoy the view, Photography, etc.
     
    Requirements:
    OBSE version 18 or greater
     
    Credits:
    ThomThom- First scripts that I saw 'Leashing the Player'.
    WappyOne, Movomo, Goranga, Galgat, and several others for scripting education.
    Ashal and 'The Family' for support.
    Bethesda
     
    Legal:
    Use as you wish for non-monitary gain, and give credit where credit is due.

    404 downloads

    Submitted

  17. 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.

    389 downloads

    Updated

  18. PB Photo Studio

    Shmendrick's Photo Studio v. 1.0
    by Shmendrick (PB)
     

    DESCRIPTION
    ---------------------------------------
    This is a portable photo studio with customizable background color,
    ambient light color and directional color; Useful to take vanity pics.
     

    REQUIREMENTS
    ---------------------------------------
    + OBSE, latest version
     

    INSTALATION
    ---------------------------------------
    + It is recommended to use a mod managing tool like Wrye Bash, Oblivion Mod Manager or Nexus Mod Manager
    + For manual installation, drop package content in your Oblivion\Data folder
    + Activate PBPhotoStudio.esp
     

    UNINSTALATION
    ---------------------------------------
    + Use mod managing tool or remove manually the mods files:
    + Data\PBPhotoStudio.esp
    + Data\Textures\Menus\Icons\PBPhotoStudio\PBPhotoStudio.dds
     

    USAGE
    ---------------------------------------
    + You will recieve a miscellaneous item named "Photo Studio", click on it as if you where to equip it
    and you'll be teleported to the studio.
    + Use it again inside to see studio menu.
    + Use "Leave studio" option to be teleported back to your original location.
    + You can fast travel from the studio.
     

    COMPATIBILITY, BUGS & SUPPORT
    ---------------------------------------
    + When using ENB, sun glare may appear inside the studio. To avoid this, enter the studio
    when not facing to the sun.
    + Please report any issue in the Nexus page, or in LoversLab.
     

    PERMISION
    ---------------------------------------
    + Use this mod and any of its components as you will, but give credit to its original author... that is me.

    338 downloads

    Updated

  19. My Beggar Blessings Mod

    Was always miffed that donating to a beggar didn't give me some benefit like in Fallout 3.
     
    Now, when they "bless" you, AFTER you actually donated, you will get a real blessing.
     
    There are "SEVEN" possible blessings.
     
    Five are basically the shrine blessings lasting double the time.
     
    Three are new with one lasting three times as long, one affecting "sneak" and one is ALL the normal shrine blessings put together but also lasting double the time.
     
    Now you can enjoy your charity!

    326 downloads

    Submitted

  20. Classic Quest Books

    Herein, you will now find available books and tomes that can and will assist you in finishing the multitude of tasks that appear within Tamriel.
     
    Not every book may be as complete as others.  Not every book is listed in an entertaining prose style.   But every book should give you  a heads-up on what to expect in both Nirn and beyond.
     
    Most books have anywhere between 40 to 100 pages, only a couple with page count less than 10. And one book has a massive 150 page first-person perspective. Roughly have include extra graphics, though the content of the Daedra book includes required location graphics.

    This package requires a mere two files:
                                        ClassicQuestBooks.esp
                                        ClassicQuestBooks.bsa
     
    Both of these go within your Data Folder.  Activate and it will run no problem.
     

     
     
     

    315 downloads

    Updated

  21. FollowThem

    FollowThem v1.0
     
    Unrealistic Advert:
    "Tired of always being the Leader
    with all those lackies and companions
    following your every step?
    Now you can 'FollowThem'!"
     
    Requires: OBSE
     
    Use a single hotkey ('/' forwardslash) to follow another actor.
     
    Target the actor in your crosshairs (name visible) and hold hotkey for aprox. 1 second.
    You will get a message that you are now following them.
    You can target the actor again and hold hotkey to stop following them.
    If you are following and can not target the actor, hold shift+hotkey to stop.
    Quest cycles every 1/2 second in gamemode.
    Walk/run speed is not accounted for. You may lag behind or bump into the one you follow.
    No controls are disabled. You may walk/run/cast/stop and chat etc.
     
    Things you can NOT follow: a butterfly, the moon, a rock.
    Things you CAN follow: anything that 'IsActor'.
     
    Details on when you can NOT follow by the coding:
     
     
     
    Variables that can be set from console:
     
     
     
    Why this plugin?
    Because sometimes I'm lazy. Sometimes I don't want to fasttravel. Sometimes I want to go
    make a sandwich. Sometimes I have pieces of code as part of one plugin that do things
    nice on their own. Because I like to share. And speaking of sharing...
    Use and abuse this plugin any way you wish, just give a nod to those that have helped and
    inspired you.
     
    Thanks to: ThomThom, Galgat, Ichibod, Goranga, WappyOne, Mr.Patience(gregathit), Ashal and
    the rest of the community.
     
    Mem

    310 downloads

    Submitted

  22. 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.

    271 downloads

    Updated

  23. Anvil Chapel Restored

    A simple mod that restores Anvil Chapel and adds 2 priests and a healer back into the chapel. There are NO spell sales at this time. The mod has been tested with several mods loaded that change Anvil, Better Benirus Manor, Benirus Lair, Diverse Guards etc. and no problems have been encountered so far. The statues in the screen shot will be the vanilla stone statues unless you have a mod that changes the default statues. The ones in the screen shot are from my lifelike god statues mod on the nexus.
     
    The restoration will take effect AFTER you have been inside the destroyed chapel at least once AND have taken on the quest Pilgrimage from the Prophet.

    249 downloads

    Updated

  24. Sexy Environment Overhaul

    This is Some HOT Overhaul, to spice the game environment a little, it replaces Rugs, Paints, tapestries, Books, Signs, Statues, Necklace, Rings & Other things.
    It's just Replacement NO ESP file.
     
    Requirement :
    -- Oblivion mod manager
    -- OBSE
    -- SkyBSA
     
    Compatibility :
    -- Not compatible with any mod that change or modify Rugs, Paints, tapestries, Books, Signs, Statues, Necklace & Rings.
        So make sure to disable them before use this mod & overwrite if asked
     
    Copy Rights :
    -- LoversLab Exclusive Mod, Not Allow to Upload anywhere else.
     
    Credits :
    -- whoever create this stuff. ( I just collect them, Converted, Re-texture, Modified & Put in one pack. )
     

    245 downloads

    Submitted

  25. House in Combo

    This is a compilation and touch-up of zeo's House in Box/Land/Riverside/Kitchen mod series, combining it from 1 esm and 4 esps into a single one. It includes all their neat armor, clothing and weapons. Best I can tell, it's references to...Sol Badbuy from Guilty Gear, Lilia from the Ys series, Ymir from Queen's Blade, and...I think Nagi no Asukara, but I'm not sure about that last one or any of the other sets included. I've done my best to name/differentiate the different pieces from each other, put bust sizes for chest pieces in parenthesis, and made sure everything's available. Removed any engrish/corrupt characters, properly linked all the cells so nothing weird happens, added a few NPCs for ambiance. Nothing in this mod is my original work! Unless someone points out something that should be added or that I overlooked, I'm probably not going to be updating this anymore. If someone has any idea what the other armor/clothing sets are in reference to, I'd like to know to include here.

    227 downloads

    Updated


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