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

46 files

  1. External Marriage

    One may discover a mod or plug-in  that builds upon the relationship between the NPCs of Tamriel.  By that,  these mods supply reactionary dialogue between these NPCs and between any NPC and the player itself.  Such dialogue and more would be made available when defined flags are detected.
     
    This Elder Scrolls Master (.esm) attempts  to let one discern the marital status of NPCs, and permit developers to create their own external .ini file  for their own world-building additions and new NPCs.  Indeed, this master may be the backdrop for a player-marriage system.
     
    This master plug-in does not alter or change already-existing mods that contains marital status checks.  However,  mods that are in development may be encouraged to consider its use.  And some enterprising plug-in developers  may find this of use to create patches to already existing mods.
     
     
    While External Marriage.esm  has been designed as a Master(.esm) plug-in, it is not the intention to force its use.
     
    There are mods/plug-ins currently available  that contain within their code, methods to determine whether certain NPCs are married, and thus trigger proper responses  when engaged with the player or between each other.  However, that is limited to those mods which the plug-in developer was aware. Modders would need to be aware  of as much of the character lore  as possible to develop a comprehensive marriage system.
     
      It is the intent  that External Marriage be considered a supplemental system   if it is detected. That is to say, a plug-in created that uses External Marriage should also be able to run without, and rely upon its own relationship   definition system.
     
     
    INCLUDED:
    An example plug-in. It does not have External Marriage as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform four distinct tests to see if subjects within the player's crosshairs are married, grieving, widowed and/or single parents.  Optionally, the plug-in has its own highly-documented crosshairs system which future modders may examine and put the code to their use.
     
     
    ALSO AVAILABLE:
    The download package for External Marriage may contain the master file and a pair of .INI files for which it may function. However, other .ini files also exist which may too be downloaded, and should also be listed within the "External Marriage.ini" file itself.  Upon downloading and installing into your game's INI folder, External Marriage will be able to immediately test for those NPCs covered under their related mods.  Doing so, this can be expanded without actual need for editing/altering the .esm file itself.
     
     
    CURRENT DOWNLOAD LIST:
    External Marriage.zip
        The main package
      External Marriage.ini
        Duplicate of the main package's External Child List / File-Load INI file External Marriage - Oblivion.ini
        Duplicate of the first HiyokoClub.ini / Child NPC file in the main package.  
    Others Here and offsite at Nexus Mods:

    70 downloads

    Submitted

  2. External Child List

    One may encounter some mods or plug-ins that corrects a world-building flaw that exists within Elder Scrolls: Oblivion.  And by that, these mods add younger NPCs into the cities and towns,  fleshing the world out  and suggesting that there is indeed a living, breathing world where societies with families indeed exist.
     
    However,  as these are additions to the environment,  there are a vast number of mods that fail to recognize these youths.  These mods, either existing or in development,  may be of a more mature nature  or contain unsuitable subject matter which should preclude their interaction.  Likewise,  as there are now so many of these children-adding mods in existence, and possibly some in development or are unknown,  it has been near impossible to let  these outside mods account for all varieties available.
     
    This Elder Scrolls Master (.esm) attempts to make possible  the ability for mods to recognize NPCs considered underage.  Not only does this master plugin contain an .ini file that allows one to access and identify scores of children by custom races, factions and even classes,  but also includes a feature which permits developers to create their own external .ini file for their own custom child-based NPC mods.  Indeed, future plugin developers  can expand the available  youth-NPC databases in their own works, all fully compatible with anyone else's.
     
    This master plug-in does not alter or change already-existing mods that contains mature content.  However, mods that are in development may be encouraged to consider its use. And some enterprising plug-in developers  may find this of use to create patches to already existing mods.
     
     
     
    While External Child List.esm  has been designed as a Master (.esm) plug-in, it is not the intention to force its use.
     
    There are mods/plug-ins currently available  that contain within their code, methods to determine  whether certain NPCs  are youths,  and thus protecting these characters from certain in-game interactions. However, that is limited to those mods which the plug-in developer was aware.
     
    It is the intent  that External Child List be considered a supplemental system if it is detected.  That is to say, a plug-in created that uses External Child List should also  be able to run without,  and rely upon its own built in child-detection and protection system.
     
     
     
    INCLUDED:
    An example plug-in. It does not have External Child List as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform three distinct tests to see if subjects within the player's crosshairs are classified as children.  Optionally, the plug-in has its own highly-documented crosshairs system which future modders may examine and put the code to their use.
     
     
    ALSO AVAILABLE:
    The download package for External Child List may contain the master file and a pair of .INI files for which it may function. However, other .ini files also exist which may too be downloaded, and should also be listed within the "External Child List.ini" file itself.  Upon downloading and installing into your game's INI folder, External Child List will be able to immediately test for those NPCs covered under their related mods.  Doing so, this can be expanded without actual need for editing/altering the .esm file itself.
     
     
    CURRENT DOWNLOAD LIST:
    External Child List.zip
        The main package
      External Child List.ini
        Duplicate of the main package's External Child List / File-Load INI file External Child - HiyokoClub.ini
        Duplicate of the first HiyokoClub.ini / Child NPC file in the main package.  
     Ini Files that cover related NPC mods found here and offsite at Nexus Mods:

    103 downloads

    Updated

  3. External Locations

    There are various mods  or plug-ins  that rely upon determining if the player or some other actor is within some location,  whether the actor is roaming the city streets, if within the aura of some holy or unholy shrine,  or merely to acquire the name of the place in question.
     
    However, mods that do perform these checks have an unfortunate side effect. They only test  for those locations in which the  individual mod creator foresees, and will not recognize locations from other mods that may have fit their criteria.
     
    This Elder Scrolls Master (.esm) attempts to streamline this operation, and possibly allow cross-mod recognition  of location types.  Not only does this master plugin contain an .ini file containing over 100 locations,  but it also includes a feature permitting developers to create their own external .ini file for their own custom locations. Indeed, future plugin developers can build upon and expand the locations within their own works, all fully compatible with anyone else's.
     
    Through its use, one could create HUD displays, determine if within urban environments, or create triggers for vampire player characters if in the vicinity of Aedric shrines.
     
     
     
    While External Locations.esm has been designed as a Master(.esm) plug-in, it   is not the intention to force its use.
     
    It is the intent that External Locations be considered a supplemental system if detected.  That is to say, a plug-in created that uses External Locations should also be able to run without External Locations, and rely upon its own built-in location system. Of course, any such use would suggest that the mod developer note it as a recommended mod/master for use. 
     
     
     
    INCLUDED:
    An example plug-in with its own INI file. It does not have External Locations as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform tests to see if the player is within city streets, in the vicinity of Aedric/Daedric influence, and optional updated names for the cells.

    20 downloads

    Updated

  4. Guide to KVATCH REBUILT

    Now available  from Elswyer Publishing,  the tell-all guide book by captainwolfos  that tells all when it comes to the tasks  that needs to be performed  in order to rebuild  and and bring back the glory of the capital city of Kvatch.
     
    This guide book was made when only  the second version of Kvatch Rebuilt was released by the Kvatch Rebuilt Team. So one may assume that some of the bugs mentioned within this work may have been addressed.

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

    20 downloads

    Submitted

  5. Vacant Houses

    INTRODUCTION:

    This plugin allows the player to acquire any residence within the walled cities of the Cyrodiil Province.  If all the owners of a house had died, it may now be acquired for an appropriate fee. However, you MUST have purchased a vanilla/default house first.  Just see the same individual you purchased your original dwelling to continue.
      * For addiitonal properties within Anvil, you will need to see Countess Millona Umbranox instead.
     
    Purchasing a house gives you the key to the house (if such a key exists), and a deed to the property. And the house is subsequently renamed to reflect ownership. Not all houses have keys with Inns being the most obvious.
     
    The houses available are only those within the city walls, and cover neither the Castles nor Chapels.  Stables exist outside the city walls and are not available, nor is Anvil Lighthouse or any other such dwelling.  It should be easy to understand that the Castles would not be available, those being under the direct province of the County itself. Further, the Office of Imperial Commerce within the Market District is also not available as it and its manager are specifically tied to the Empire. And of the Chapels, those would obviously be tied to the Empire, the Elder Council and the Imperial Cult.
     
    Further, this system works with LoversSlaveTrader, allowing you to squat in a house if all the residents have been enslaved. If a house still has a living owner that is not enslaved, you can't squat there.  You won't be the owner, so you do not receive a deed nor key. But access is granted.
     
     
    HOUSES PER COUNTY/DISTRICT:
      County/Disrict   Qty   Property values available
      Anvil             14        107,000 Septims/Gold
      Bravil            17         95,800 Septims/Gold
      Bruma             17        180,000 Septims/Gold
      Cheydinhal        16        280,000 Septims/Gold
      Chorrol           16        194,000 Septims/Gold
      Imperial City     87      1,940,000 Septims/Gold
      Leyawiin          17        309,000 Septims/Gold
      Skingrad          19        348,000 Septims/Gold
      --------------   ---   -------------------------
      Total            203      3,453,800 Septims/Gold
     
     
     
    HOW IT WORKS:
     
     
    IMPORTANT:
    In order to change ownership of possessions and other such features, many household items have been altered. In order to permit the scripts within to remove the 'ownership' of an item or to unlock doors or the like, these in-game items must already be known as Persistent References. Attempting to change the ownership of a door that isn't a persistent reference would result in that script freezing. So there are a LOT of items in most of all the defined houses that have been changed.
     
     
    OBSE REQUIREMENTS AND RECOMMENDATIONS:
    This script requires the use of OBSE version 16 at the very least, this as the mod uses IsPersistent and IsFormValid checks, and more.  But for the music fix option built into the plug-in, you will need OBSE version 21 with its SetCellMusicType command.  The plug-in will close down unless OBSE version 16 is not found.
     
     
    REQUIREMENT AND MOD ORDER:
    This script requires the Shivering Isle and Knights of the Nine DLC, and  'does' require the Unofficial Oblivion Patch. Because it must account for changes made by Knights of the Nine, it needs to be placed below/after the Knights.esp file in mod order.  The plug-in will close down if the UOP is not found.
     
     

    119 downloads

    Updated

  6. 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. )
     

    273 downloads

    Submitted

  7. 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.

    5,172 downloads

    Updated

  8. An Elder Scrolls Legend: Battlespire Music

    In Battlespire (named so after the training facility for battlemages), the player takes the role of an apprentice who, on the day of his final test, discovers that an army of Daedra led by Mehrunes Dagon has invaded and killed nearly everyone. On top of that, his partner is being held captive by Mehrunes Dagon himself. Over the course of seven levels, the player must travel through various realms of Oblivion to reach Mehrunes Dagon, defeat him and escape back to Tamriel 
     
    Just drop the music folder throw it into your data folder....

    109 downloads

    Updated

  9. Grimnir's Crystall Ball Scrying

    Grimnir's Crystall Ball Scrying
    -----------------------------------
    Version 1.0 02/22/08
    -----------------------------------
    Installation
    -----------------------------------
    Extract this mod somewhere, then move CBScryingv1.esp to your Oblivion data folder (usually C:\Program Files\Bethesda Softworks\Oblivion\Data).
    Description
    -----------------------------------
    This mod aims to improve Crystal Balls, they're all over the place in game, but they're completely useless. Now, if your Mysticism skill is high enough (25+)
    you can use any Crystal Ball. Using a Crystal Ball will give you a prediction, serious prediction, give you some hints about where to find a treasure
    teach you a spell, give you a minor permanent buff, or reveal a location on your map. There is also a chance for you to gain a skill point in Mysticism after
    a session with the Crystal Ball, the higher your Mysticism is the less chance you have to gain a skill point. If you gain a skill point you can no longer use
    Crystal Balls for the rest of the day. Additonally, Scrying is not without its negatives, after each session with the ball, your magicka will stop 
    regenerating for a period of time.
    History
    ------------------------------------
    02/22/08 - Version 1.0 released
    ------------------------------------
    Credits
    ------------------------------------
    Thanks to:
    princess_stomper - for the "less serious" predictions
    Everyone on the TES Oblivon Mod forums for their ideas and comments.

    WIP
    ------------------------------------
    In future releases I plan on adding more predictions, treasures, spells, etc. (probably like 10 for each level of Mysticism, per release)
    Additionally, once I'm better at scripting I'd like to actually have the player move to the locations (with chameleon 100%, of course), and learn about them 
    that way, then move back to their original position. I'm also planning on giving the ball a chance to break with each use (with the chance going up with every
    use). I'll also try to add some visual effects and such.
    Enjoy!
    -Grimnir

    105 downloads

    Submitted

  10. 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.

    3,022 downloads

    Updated

  11. Books of Morrowind

    by LongDukDong
    and Bethesda Softworks
     
    Herein, you can increase the number of books available to the bookstores in Tamriel. Books, both epic and mudane, that were printed within the more recent past in Tamriel's history, are now available.  You can now find in various bookstores the tomes that were available within  the epic second part  of the Elder Scrolls series, Morrowind.  This includes the epic Bloodmoon addition.
     

     
    Not every book that was in Morrowind  was purchased by Elsweyr Publishing, these not having changed since their first printing.  Some books may have already been in one form or another  due to our wish to chronicle  and preserve all available written history and lore, and some content may overlap.
     
    Thankfully, Gadran Woodsley, the owner of Elsweyr Books,  comes from a long line of Bibliophiles  and librarians, his grandfather  being the one and only Dunyval Woodsley whose charge  was the Renown Daggerfall Lyceum  during the time  of the Dragon Break.
     
    This package requires a mere two files:     Books of Morrowind.esp
                                                                                Books of Morrowind.bsa
     
    Both of these go within your Data Folder.  Activate and it will run no problem.
     

    190 downloads

    Updated

  12. 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.
     

     
     
     

    317 downloads

    Updated

  13. Books of Daggerfall

    Herein, you can increase the number of books available to the bookstores in Tamriel.  Librams,  both epic and mundane,  that were printed over thirty years prior in Tamriel's history, are now available.  You can now find in various bookstores the tomes that were available within  the epic second part  of the Elder Scrolls series, Daggerfall.
     

     
    Not every book that was in Daggerfall was purchased by Elsweyr Publishing, these not having changed since their first printing. However, there are a few familiar titles that were re-release in their original form and format. The prices  of these are certainly cheaper  than they were  in the Third Era,  a mere five to 30 septims  instead of a staggering prince of seven-hundred pieces.
     
    Thankfully, Gadran Woodsley, the owner of Elsweyr Books,  comes from a long line of Bibliophiles  and librarians, his grandfather  being the one and only Dunyval Woodsley whose charge  was the Renown Daggerfall Lyceum  during the time  of the Dragon Break.
     
    Not including the read-me (matching the above text), this download package includes just two mere files: 
     
        Books of Daggerfall.esp
        Books of Daggerfall.bsa
     
    Both of these go within your Data Folder.  Activate and it will run no problem.

    207 downloads

    Updated

  14. Tales From Elsweyr Anequina, Rev's Redo

    For the love of cats! 
     
    I really wanted to use this awesome addon for "Elsweyr Deserts of Anequina". Unfortunately it was broken due to having it's editor id's begin with numbers. Never never ever ever NEVER, do that. What I did was change all instances of the edid's that began with 001 to rev. I also took the time to attempt to repair three scripts that weren't compiled. As it stands, with the brilliant help of Oblivionaddicted on Nexus forums, two of them work. The third isn't firing but, won't break your game save though. Also, I included the "Sound" folder even though those files are irrelevant. They are nothing but silent voice files and lip files to match. However that works... Unless someone can convince me otherwise, I will not be changing the instances of 001 regarding these files. There are 3,088 of them that would have to be changed manually! I suggest not installing them and instead install OBSE if you somehow managed to not by now, along with the well known Elys silent voice mod. Enabling dialogue subtitles can help too.

    Edited June 30 2019;

    Testing is done, and only the one previously mentioned script is not functional. It is not critical though, so don't worry. Just know the spot with the ogres in it is quite a fight.  I have had no error feedback regarding anything I have done here, so I declare the mod Alpha state.  Any serious bugs found are probably not because of this redo. All in all, it is safe to use at this point. If you choose to use it, report anything you think relevant to the posts section of this page. I will continue to fix anything I can within reason if problems arise. I also included the requisite "Unique Landscapes" patch for people that use UL, with corresponding record changes.

    Requirements;
    Elsweyr Deserts of Anequina (preferably '14 re-release) and all it requires.

    Get it here; 

    https://www.afkmods.com/index.php?/files/file/2170-elsweyr-anequina/

    Permissions and Credits;
    The original Readme files included in this mod show full permissions to modify, repair, or include if credit is given. All of this mods content is credited to the original authors, save for my repair to it.

    Special credits;
    Obilivionaddicted... Without whom I was stuck. Thanx!

    My amazing wife for her patience with me and modding. Love you

    107 downloads

    Updated

  15. Sigil Stone Equalizer

    I was unsatisfied with the selection of mods that so called "unleveled" sigil stones. So, I made my own. Designed for a heavily modded game. When your difficulty out weights your ability. This a true and complete de-leveling of the records. ALL sigil stones are equal in effect and name, no matter what! No tricks, no bs. I took the liberty to make adjustments to stones that I thought were a bit weak. None have been weakened though. I usually mod for repairing or adjusting mods for my own purposes. This is my first publicly released mod.
     
    Permissions;
    Consider this a free resource. So long as I am credited as the original author, and it is given freely. 
     
    Enjoy...

    58 downloads

    Submitted

  16. Rev's Tiny Chest

    This mod represents my first understanding of oblivion scripting. Simple as it may be, even Einstein was new to math once upon a time. There are other similar items from other mods, but this one is mine. It is actually a small piece of a larger mod I am working on. Details of which can be found here;
     
    https://forums.nexusmods.com/index.php?/topic/7817868-new-oblivion-realms/page-1
     
    Location;
    It can be bought from Calindil at the Mystic Emporium, and has a base value of 5,000 septims.
     
    Usage;
    It acts like any other item in the world unless you are sneaking. In which case you will open it for storage use. So, that is... Buy it, drop it, sneak, open it, use it, close it, un-sneak, pick it up (Technologic... ? )
     
    Installation;
    Just drop the contents of the Data folder into your Data folder. Check the esp with your favorite mod manager. It should be Bash Tagged for Invent and Scripts already, if not check those. Load order shouldn't matter, and it was cleaned with tes4edit. (Didn't even need it, go me!)
     
    If updating to 1.1;
    I haven't found any issues with replacing the old esp with the new one.The only thing is that an additional Tiny Chest will be available for sale. However I believe they won't work independently, because they are literally the same activator item. It could be convenient if you lose it though... 
     
    Permissions;
    You may do whatever you want with this provided it is given freely, and I am given credit. 
     
    Compatibility/Bugs;
    It shouldn't conflict with any other mods. No bugs, but it is rather small so be careful where you drop it.
     
    Shout Out;
    Special thanks to Fejeena for making this possible and so much more to come.
    And to my lovely wife for her infinite patience with me. I love you babydoll;)
     
    Enjoy,
     
    Rev.

    40 downloads

    Updated

  17. 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.
     

    9,425 downloads

    Updated

  18. 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

    425 downloads

    Updated

  19. 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

  20. Ranger Life

    Much on the lines of My Outlaw Life, this is a tweak for the Ranger start in Arthmoors Alternative Beginnings, which it requires.
     
    You will start at stonehenge, southeast of the Imperial City, where the Red Ring Road meets the Yellow Road.
    You will be given a quest, receive ranger related powers, and search for bows of great power.
     
    ====== Thanks to =======
    StoneFly for Akaviri Elements Bow
    Canderous for BowofShadow (this readme mentions a #2 option, that is not available with my mod)
    ElderScrollsFan001_Aetric for Real Black Bow Bandits Revised
    Tooplex for Shadow Ranger Redux
    CELTICDOG for Stonehenge

    166 downloads

    Updated

  21. 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.

    1,092 downloads

    Updated

  22. Daedric Museum of Artifacts

    Required
    These mods are required to play Daedric Museum of Artifacts.

    Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice



    Optional
    Some content is only accessible when the following DLC expansions have been installed.

    Knights of the Nine Mehrunes' Razor Shivering Isles



    Description
    This adds a museum to safely store & display all of the Daedric artifacts you've acquired throughout the game. The museum is south of Bruma along the Orange Road.
     
    Additionally, each Daedric Lord's statue doubles as a teleporter to that Lord's shrine in Cyrodiil. Some of the statues have additional locations. Sheogorath's statue, for example, acts as an alternative gateway to the Shivering Isles after you complete the Shivering Isles main quest.
     
    The museum also contains other Daedra related exhibits for the player to view.
     



    Museum Rooms
    Lobby
    Serves as a gateway to the rest of the museum
    Museum of Artifacts
    Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to teleport the player to the Daedric shrine or related location Shivering Isles: Pedestals for Sheogorath artifacts from the Shivering Isles Mehrunes' Razor: Pedestal for Mehrunes' Razor
    Museum of Lords
    Mannequin displays of the live Daedric Lords featured throughout the game Shivering Isles: Sheogroath & Jyggalag displays
    Museum of Daedra
    Mannequin displays of the live Daedra featured throughout the game Shivering Isles: Displays of Daedra from the Shivering Isles Knights of the Nine: Auroran display
    Museum of Relics
    Preset displays of miscellaneous Daedric items seen and acquired throughout the game Shivering Isles: Displays of Golden Saint, Dark Seducer, and Order equipment



    Mirrors

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



    Versions for Other The Elder Scrolls Games
    The Elder Scrolls V: Skyrim
    The Elder Scrolls V: Skyrim - Special Edition

    126 downloads

    Updated

  23. 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

    515 downloads

    Updated

  24. 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

  25. anvil dock fence

    while testing a mod in anvil i had enough seeing the npc falling to the water and after few days finding few dead npc in the water . or to see some npc walking for hours stuck in the stairs .
     
    this mod adds 1 -fences in anvil dock for security . notice that i can not do anything for suicidal tendencies and they can in some places walk over and jump the fence into anvil see. i did not close the area, just to evoid most of accidents.
     
    2 -stonesteps around the stairs to free some npc from walking like mad dogs .
     
    this mod has normaly no conflicts in load order i have installed it just after dlc.esp
     
    Oups i should say may conflict with anything that modify anvil dock !!!

    94 downloads

    Updated


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