By WinterloveDiverse Bandits - Version 1.0
Are you tired of entering dungeons and seeing the same set of faces over and over? Do you sneak up on a bandit camp and think "What is she doing here? I'm sure I killed her yesterday, in a mine on the other side of Cyrodiil ..." If so, this mod might be for you.
This plugin trebles the number of random bandits, conjurers, marauders, necromancers and vampires found in and around dungeons and on the roads and camps, and they all look different from each other and the existing NPCs. The mix of NPCs has been maintained (for each existing NPC two more of the same race, class and gender have been added) but hopefully the chances of seeing the same faces in quick succession should be reduced.
Copy the contents of the Data directory into your Oblivion installation's Data directory. Using your favourite mod management tool make sure that SPTDiverseBandits.esp is enabled in your load order.
If you use Wyre Bash you should probably rebuild your Bashed Patch - this mod adds things to various leveled lists.
Disable SPTDiverseBandits.esp from your load order, delete it from the Data directory if you feel so inclined (if you have lots of files in there, this is probably a good idea). Re-build your Bashed Patch if you use one. It is probably an extremely good idea to do this in a location where there is no chance of there being any bandits, marauders and whatnot.
Compatability and Load Order Placement
This mod works by creating new NPCs and adding references to them to various leveled lists. Therefore, any mod which also modifies those same leveled lists will probably conflict - although Wyre Bash will handle these conflicts straightforwardly and provided you use a Bashed Patch you should just be fine.
If you use a mod which directly edits the existing bandit, marauder, etc NPCs then the new Diverse Bandits NPCs will obviously not pick up the changes.
As for the load order placement, this mod can probably go anywhere provided it is before the Bashed Patch.
This mod only adds NPCs to Cyrodiil - Shivering Isles dungeons are not modified.
By DSoSName: Ruins of Malamath
Build Start Date: 11/18/2009
Beta Test Release Date: 11/20/2010
Final Version Release Date: 02/03/2011
MMM, OOO, etc is recommended (But not required), vanilla is fine, but you may not run into alot of enemies.
Malamath was long lost, but recently discovered. The adventurers that discovered the Ayleid ruins were never seen again. Many say its pure evil inside that cold stone door. Could the be right? Have you got what it takes to adventure inside? Try your luck, and watch your step!!!
Location is South of Timber Scar Hollow
Level 15 or higher recommended.
Beware of your step!
1. Extract this archive to the Data folder. No overwriting should be needed!
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).
4. PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod. (Usually under the folder name of "DSoS")
If you have had the previous version installed, you MUST UNINSTALL IT.
Delete the malamath.esp
Delete the following folders:
I believe that is all of the folders that were included with the first version. Make sure to do a search for "*malamath" (without the quotes) (the star helps sometimes to find things especially with Windows 7)
After all files are gone, just place the new plugin file and the bsa into the data folder. Go in and check it, wait for 3-14 days for respawn and find the location and start exploring.
PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.
A few icons look odd... I can not figure them out, tried several times to fix them.
Modifies Timberscar Hollow exterior cell a bit... this is intended for landscaping!! NOT A ISSUE!!!
Sept 06, 2008 - Initial Upload to TESAlliance.org
Beta Test Release Date: 11/20/2010
Final Version (hopefully) Release Date: 02/03/2011
DSoS at TESNExus and TesAlliance.org
Thanks to Nottlong, Khettienna and Ysne58 for Beta testing this massive mod and dealing with my oddness of redoing a few things without warning.
Thanks to Meo for Ayeid Clutter 2.0 (Thanks to Myrilath for the Ayleid clutter original idea.)
Thanks to Ceano for a few basic textures for Ayleid clutter 2.0.
DaMage for Garden Pots, Custom modifications of many items.
Insanity Sorrow for creating the icons for the weapons and armor.
Tarnsman for the Ayleid Coin Add-On
Ayleid Tile-set Expanded by The Vyper
Kevin MacLeod for his Fabulous Music and sounds used. (incompetech.com)
css aka css0101 for his Ancient Elven Furniture
Thanks to Bethesda for creating Oblivion.
Thanks to InsanitySorrow for his ReadMe Generator this is based on.
***And the other people that I may have left out here.***
Insanity's ReadMe Generator
Elderscrolls Construction Set
You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.
I updated Malamath for the following reasons:
*Created a BSA for malamath. (Included with the 1.5.0b (this version your testing)
*Light sources and lights don't match up at some areas.
*Disabled some exterior items, until triggered by player in Dead Mans Caves.
*All custom items *should* have icons new, weapons, armor, clutter (plates, bowls, etc.)
I think that is all that I fixed that needed to be fixed.
oh btw, I would suggest being atleast level 15+.
I know that some areas will most likely cause lag, but it shouldn't lag for too long. I've had reports from the first release about little lag but wasn't a big issue.
Have at it and let me know what you find or don't find.