<?xml version="1.0"?>
<rss version="2.0"><channel><title>Latest Files</title><link>https://www.afkmods.com/index.php?/files/</link><description>Latest Files</description><language>en</language><item><title>Lake Cochituate Warehouse Doorway Fix</title><link>https://www.afkmods.com/index.php?/files/file/2746-lake-cochituate-warehouse-doorway-fix/</link><description><![CDATA[<p>
	<strong>SUMMARY -</strong> There's a warehouse that's right next to the Poseidon Reservoir building (not to be confused with Poseidon Energy) which has an extension on it's right side as you're facing its large doors. The doorway that isn't at the top of some stairs looks relatively open and appears that you can just walk right through but you can't. Sure, you can go around the side and there's a doorway at the top of some stairs that works perfectly fine but the other doorway is mysteriously blocked even though there seems to be plenty of space for you to enter.
</p>

<p>
	Well, now you can use that doorway as effortlessly as any other doorway. I removed one of the debris piles and moved the other one.
</p>

<p>
	Granted, this does not solve the mystery of why there is a desk on this elevated platform and the cabinets for the person working at that desk is down a small staircase behind them and where is the bathroom for this warehouse if you expect people to be working here for any length of time... But at least one problem was solved.
</p>

<p>
	<strong>INSTALLATION -</strong> Place the file into the same directory as all of your other mods.
</p>

<p>
	<strong>FUTURE PLANS -</strong> None. The mod is as-is although if I come across another seemingly blocked doorway that is obviously not meant to be blocked, I may roll that into this mod.
</p>
]]></description><guid isPermaLink="false">2746</guid><pubDate>Sun, 21 Jun 2026 17:03:24 +0000</pubDate></item><item><title>Cleaning the City- Destroy Riften's Corruption Core</title><link>https://www.afkmods.com/index.php?/files/file/2745-cleaning-the-city-destroy-riftens-corruption-core/</link><description><![CDATA[<p>
	Since Riften is infested in corruption with most obvious and openly responsibles...why not get rid of them and bring back peace in this city?<br />
	<br />
	How the mod works...<br />
	<br />
	You go straight into Riften, beat the crap out of Brynjolf and you will start a quest to destroy the thieves guild...Once the guild is destroyed you may find important informations in Mercer's journal which you will need to hunt the legendary Skeleton Key and of course by your choice, join the nightingales or destroy them for good..<br />
	The main door you dont have the claw and mercer unlock by himself now can be done by your hands...however you MUST have lockpicking 75 or above and pray for the best..<br />
	<br />
	Added a mini boss who was supposed to be a quest giver to TG quest involving the stones...but since she was broken and not useful..then i choose make her purpose a bit better...she is located inside Mjoll's house...or outside attacking everyone on sight so be careful.<br />
	<br />
	IMPORTANT INFORMATION.<br />
	<br />
	You must...i repeat.. MUST finish the civil war and have Odahviing captured otherwise if you will end up ending with no Jarl in Riften...Since the mod you may confront Maven with an incriminating letter in her house located in her bedroom, if you side empire, you may be able to confront and force her to exile or you can just kill her anyways in the end..<br />
	<br />
	You may ask "why even with all that requirements the Rift will become stormcloak again?"<br />
	<br />
	The asnwer is simple.. Tullius once found out what happen in Riften and already knew Maven's corruption instead fight to reclaim the city he decided to make a deal with Laila to return, but her conditions would make the Rift become a stormcloak enclave in an already unified skyrim under empire banner, to make sure she wont try anything similar to Ulfric there will be an Empire military outpost (the same one we do in civil war) to keep eyes open, she may keep Jarl with her family but must pay empire taxes...Since Tullius knew its better keep that place stable instead waste resources in another battle, and specially because Laila genuinely cares about people of Riften despite support the rebellion.<br />
	<br />
	OBS: That mod isnt mine...i just edited and fixed many problems on them..since the original creator didnt want to fix, left it abandoned, the creator didnt allow to port to SE but the mod even trying to install in vanilla it proved vew instability..And im not a modder..im just someone who have some very small and petty skills over editting and wanted to give everyone a good mod with some better life quality..i undertand that may be controversial...<br />
	<br />
	The mod was-&gt; <a href="https://www.nexusmods.com/skyrim/mods/28880" rel="external nofollow">https://www.nexusmods.com/skyrim/mods/28880</a>
</p>
]]></description><guid isPermaLink="false">2745</guid><pubDate>Sun, 14 Jun 2026 01:57:41 +0000</pubDate></item><item><title>UOP Talos Bridge Mitigation</title><link>https://www.afkmods.com/index.php?/files/file/2744-uop-talos-bridge-mitigation/</link><description><![CDATA[<p>
	 
</p>

<p>
	<span style="font-size:10pt;">Requirements: Unofficial Oblivion Patch 3.5.9a</span>
</p>

<p>
	<span style="font-size:10pt;">Oblivion Patch 1.2.0.416</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Author: Sigurd Stormhand</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Description</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===========</span>
</p>

<p>
	<span style="font-size:10pt;">An attempt to fix/mitigate the reported issue of collision boxes placed on the Talos Plaza Bridge by the <abbr title="Unofficial Oblivion Patch">UOP</abbr> from “rising up” and making the bridge impassable.</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Details</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===========</span>
</p>

<p>
	<span style="font-size:10pt;">This mod/patch is part of an attempt to mitigate (or completely fix) the collision issues with the Talos Plaza Bridge.</span>
</p>

<p>
	<span style="font-size:10pt;">The original issue was that, due to how the bridge sections are placed in the world, they can sometimes be loaded by the game after the NPC’s that are supposed to be walking on them. When this happens, NPC’s will fall through the bridge and get stuck, usually until the cell is reloaded via fast travel to another location. To mitigate this, the <abbr title="Unofficial Oblivion Patch">UOP</abbr> added collision boxes just under the bridge’s roadway. This gives NPC’s something to walk on whilst the bridge mesh is loading. However, the <abbr title="Unofficial Oblivion Patch">UOP</abbr> fix has caused a secondary problem for some users of the patch; sometimes the collision boxes seam to “rise up” above the roadway, making it impassable for NPC’s and the player (unless you jump over the collision).</span>
</p>

<p>
	<span style="font-size:10pt;">I tried to get to the bottom of this in the run up to the release of <abbr title="Unofficial Oblivion Patch">UOP</abbr> 3.5.9, but unfortunately I have never experienced the bug myself and so can only postulate a fix and wait to see if it works for users who do have the problem. My initial plan for a fix was to add slopes to both ends of the collision boxes to give something for NPC's to walk up and over if the collision rose above the level of the bridge. In the process of exporting and cleaning up the new nif, I discovered that the NiNode the collision is attached to has a translation applied that lowers it about 24 Todd units. I then checked both of the Talos Bridge meshes and discovered that their collision meshes have a point-of-origin -256 units on the Z axis.</span>
</p>

<p>
	<span style="font-size:10pt;">Collision point-of-origin is different to NiNode translation, but these discrepancies could help to explain why the bridge collision "drops" and the collision box "rises". Given that no member of the team was able to reproduce the bug, the decision was taken to only include the fixed bridge meshes in <abbr title="Unofficial Oblivion Patch">UOP</abbr> 3.5.9, and then add the separate sloped collision meshes if that doesn’t work. From my investigations, I believe that the new sloped collision meshes will ultimately be necessary, so I am releasing them separately so that we can hopefully get some data about how they perform for people who experience this bug.</span>
</p>

<p>
	<span style="font-size:10pt;">My theory is that the sequence in which Oblivion loads assets around the Talos Plaza Bridge is being interrupted somehow and as a result the collision boxes are sometimes loaded without the translation in the nif (which the game essentially treats like a single frame animation) being applied. If my theory is correct, then the sloped collision boxes should never “rise” out of the ground and the bug will be completely fixed. If this is the case, then the <abbr title="Unofficial Oblivion Patch">UOP</abbr> will need to fix the base collision box nif as there may be other instances where it moves out of alignment.</span>
</p>

<p>
	<span style="font-size:10pt;">Worst case, player and NPC’s can walk up and over the slopes, and will appear to float above the road surface slightly.</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Install</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Manual:</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>1. Extract the files to a temporary location.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>2. Copy files inside “Data” your “Oblivion\data” folder.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>3. Activate the included esp, “UOPTalosBridgeFix.esp”.</span>
</p>

<p>
	<span style="font-size:10pt;">BAIN:</span>
</p>

<p>
	<span style="font-size:10pt;"><span>1.<span>     </span></span></span><span style="font-size:10pt;">Drop the archive into your “Bash Installers” folder, start Wrye Bash and go to the “Installers” tab.</span>
</p>

<p>
	<span style="font-size:10pt;"><span>2.<span>     </span></span></span><span style="font-size:10pt;">Select the “data” package, make sure the esp is ticked, and select “install”.</span>
</p>

<p>
	<span style="font-size:10pt;"><span>3.<span>     </span></span></span><span style="font-size:10pt;">Activate the included esp, “UOPTalosBridgeFix.esp”.</span>
</p>

<p>
	<span style="font-size:10pt;">Other Mod managers:</span>
</p>

<p>
	<span style="font-size:10pt;">You should just be able to drop the archive into your installs folder and run the install and activate the esp.</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Incompatibility</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===============</span>
</p>

<p>
	<span style="font-size:10pt;">None known, only tested with the lasted version of the <abbr title="Unofficial Oblivion Patch">UOP</abbr>, “”</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">Known Issues or Bugs</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>====================</span>
</p>

<p>
	<span style="font-size:10pt;">None known</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">History</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;"><span>1.0<span>  </span></span></span><span style="font-size:10pt;">Initial release</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Contact</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>You can find me on Discord as “SigurdStormhand”, on NexusMods.com as “Sigurd Stormhand” or on AFKMods.com as “Sigurð Stormhand” – using an “Eth” seemed like a good idea at the time, sorry.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">Credits</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>A Thank you to the following:</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">To Bethesda for creating Oblivion.</span>
</p>

<p>
	<span style="font-size:10pt;">To everyone at AFKMods and in the Elederscrolls Modding community, past and present.</span>
</p>

<p>
	<span style="font-size:10pt;">To everyone who helped with the development of Blender, the Blender Niftools Plugin, and Nifskope.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">Tools Used</span>
</p>

<p>
	<span style="font-size:10pt;">==========</span>
</p>

<p>
	<span style="font-size:10pt;">NIFSkope - <a href="https://github.com/niftools/nifskope/releases" rel="external nofollow"><span>https://github.com/niftools/nifskope/releases</span></a></span>
</p>

<p>
	<span style="font-size:10pt;">Blender – <a href="http://www.blender.org/" rel="external nofollow"><span>www.blender.org</span></a></span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Licensing/Legal</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===============</span>
</p>

<p>
	<span style="font-size:10pt;">This mod is provided “as is” without guarantee or warranty, I take no responsibility for any damage to your Oblivion game install, your computer, your other electrical equipment etc. To the best of my knowledge this mod is free from errors and fit for use.</span>
</p>

<p>
	<span style="font-size:10pt;">This mod is provided for personal use and as a resource, you may use the included mesh freely in mods for TES 4: Oblivion provided you credit me. The included mesh derives ultimately from Bethesda assets and therefore you may NOT convert it for use in another game. You may NOT derive any profit from using this resource, nor may it be included in any mod which is behind a paywall of any kind. The included esp file is intended to be used with the 3.9.5a version of the Unofficial Oblivion Patch, you may not upload the esp, or the whole archive, to another site without my express permission or the express permission of the Unofficial Patch Team.</span>
</p>

<p>
	<span style="font-size:10pt;">I can be reached via private message at afkmods.com or nexusmods.com, or on Discord @sigurdstormhand, if I am unreachable for more than two months you may seek permission to upload this mod to another site from the staff at afkmods.com, at their discretion.</span>
</p>
]]></description><guid isPermaLink="false">2744</guid><pubDate>Wed, 20 May 2026 16:01:53 +0000</pubDate></item><item><title>Unofficial Terran Armada Patch</title><link>https://www.afkmods.com/index.php?/files/file/2743-unofficial-terran-armada-patch/</link><description><![CDATA[<article class="ipsColumn ipsColumn_fluid">
	<div class="ipsPadding">
		<section class="ipsType_normal ">
			<h2 class="ipsType_sectionHead ipsMargin_bottom:half">
				About This File
			</h2>

			<div class="ipsType_richText ipsContained ipsType_break ipsSpacer_bottom" data-controller="core.front.core.lightboxedImages">
				<div class="ipsType_richText ipsContained ipsType_break ipsSpacer_bottom" data-controller="core.front.core.lightboxedImages">
					<p>
						A comprehensive bugfixing mod for Starfield - Terran Armada. The goal of the Unofficial Terran Armada Patch (aka <abbr title="Unofficial Skyrim Special Edition Patch">UTAP</abbr>) is to eventually fix every bug with Starfield - Terran Armada not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
					</p>

					<p>
						<strong>Warning: Only use the Unofficial Terran Armada Patch with the latest release version of Starfield! Using it on an older version may cause bugs or things not to be fixed that were advertised as such!</strong> It will of course be updated to match each official update, including having fixes removed that are included in official updates.
					</p>

					<p>
						See the <a href="https://www.afkmods.com/Unofficial%20Terran%20Armada%20Patch%20Version%20History.html" rel="">full changelog</a> for details.
					</p>

					<p>
						<a href="https://www.afkmods.com/Unofficial%20Terran%20Armada%20Patch%20Readme%20+%20Credits.html" rel="">Readme + Credits</a>
					</p>
				</div>
			</div>
		</section>
	</div>
</article>
]]></description><guid isPermaLink="false">2743</guid><pubDate>Wed, 17 Jun 2026 06:23:06 +0000</pubDate></item><item><title>Ancient Edict Redone</title><link>https://www.afkmods.com/index.php?/files/file/2740-ancient-edict-redone/</link><description><![CDATA[<p>
	<strong>OVERVIEW -</strong> I rewrote the 'ancient edict' (which looks an awful lot like a poem but isn't) in "Reachwater Rock" so that it is now something that resembles an actual poem. Poet Laureate, I am not, but I felt compelled to finally right this long-standing wrong. <u>This mod contains no scripts</u> (for those people sensitive to such things).
</p>

<p>
	<strong>INSTALL -</strong> Place the .ESP file where all of the other ESP files are contained.
</p>

<p>
	<strong>UNINSTALLATION -</strong> Why? Your game is now closer to perfection than before.
</p>

<p>
	<strong>FUTURE PLANS -</strong> None.
</p>

<p>
	   
</p>
]]></description><guid isPermaLink="false">2740</guid><pubDate>Sat, 09 May 2026 12:11:25 +0000</pubDate></item><item><title>0 errors is according to tes edit.</title><link>https://www.afkmods.com/index.php?/files/file/2738-0-errors-is-according-to-tes-edit/</link><description><![CDATA[<p>
	<span style="color:#999999;"><span style="font-size:18px;">My Blackmarsh is a work in progress but also an invitation to contribute and be insptred to my way. </span></span>
</p>

<p>
	<span style="color:#999999;"><span style="font-size:18px;">It means the marsh is not complete. Not at all the Northeastern parts. I hoe you can find pleasur in my work.</span></span>
</p>

<p>
	<span style="color:#999999;"><span style="font-size:18px;">Here are some notes from the</span></span>
</p>

<p>
	<br />
	Lore:Thorn - UESP Wiki - The Unofficial Elder Scrolls Pages<br />
	<a href="https://en.uesp.net/wiki/Lore:Argonian" rel="external nofollow">https://en.uesp.net/wiki/Lore:Argonian"Saxhleel"</a><br />
	Argonians (Saxhleel,[1] or People of the Root[2][3] in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel
</p>

<p>
	My trusted foillowers:<br />
	farlibarcai<br />
	29eiwo2<br />
	JimboUK<br />
	Room207
</p>

<p>
	Contributors:<br />
	The Ruined Ruines by Mac are now sacred in my setup - 44697<br />
	MEO - <a href="https://www.nexusmods.com/oblivion/users/143664" rel="external nofollow">https://www.nexusmods.com/oblivion/users/143664</a><br />
	Momo  - <a href="https://www.nexusmods.com/oblivion/users/1522419" rel="external nofollow">https://www.nexusmods.com/oblivion/users/1522419</a><br />
	Mr_Siika  - <a href="https://www.nexusmods.com/oblivion/users/112530" rel="external nofollow">https://www.nexusmods.com/oblivion/users/112530</a><br />
	Stroti - <a href="https://www.nexusmods.com/oblivion/users/1657719" rel="external nofollow">https://www.nexusmods.com/oblivion/users/1657719</a><br />
	Authors as i call them that I have used lately:<br />
	Bravil Argonian Subs - 38890<br />
	Saint_Jiub - spaceinvader91 - 874812<br />
	Growlfs Blender Tutorial- Skinning- Vollautoma<br />
	<a href="https://www.nexusmods.com/oblivion/mods/14325" rel="external nofollow">https://www.nexusmods.com/oblivion/mods/14325</a><br />
	Imperial City Sky Dome by Ismelda <a href="https://www.nexusmods.com/oblivion/mods/15286" rel="external nofollow">https://www.nexusmods.com/oblivion/mods/15286</a><br />
	Dalls_Skyrim_Nords-27427<br />
	mr_Siikas_farmanimals_v_1_4-14265
</p>

<p>
	Possible content for my Blackmarsh: 
</p>

<p>
	Tavia<br />
	Tavia was an Imperial noble in the late First Era. She was the last Empress of the Second Empire, the wife of Emperor Reman III and the mother of Prince Juilek. She was famously imprisoned in Castle Giovesse, a fortress in the vicinity of Gideon, for treason, and spent her remaining years undermining her husband's reign.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">2738</guid><pubDate>Tue, 05 May 2026 07:53:27 +0000</pubDate></item><item><title>Pinewatch Ownership Fix</title><link>https://www.afkmods.com/index.php?/files/file/2737-pinewatch-ownership-fix/</link><description><![CDATA[<p>
	<strong>OVERVIEW -</strong> Have you ever broken into Pinewatch (a place, by the way, that's a front for a group of bandits) and thought to yourself, "Man, there's a lot of stuff to take!" only to find out it's all 'owned'? What's up with that? And it gets even more confusing because there's a bandit in the basement if you haven't already accepted a Thieves Guild mission and if you have accepted it, the person that you meet is also considered a bandit and, usually, you can steal from these people without it being considered 'stealing,' if that makes sense.
</p>

<p>
	Well... Now you can with this mod. I've removed the 'owner' since the owner is already a bandit (who can turn hostile on you). Steal away knowing that you're not stealing from someone who is always on the shortlist for receiving an "Employee of the Month" award. <u>This mod contains no scripts</u> (for those people sensitive to such things).
</p>

<p>
	<strong>INSTALLATION -</strong> Place the file into the same directory as all of your other mods. Use best practices to uninstall but given that this mod corrects a gross miscarriage of justice, why would you?
</p>

<p>
	<strong>FUTURE PLANS -</strong> Probably none; I can't remember another instance of something like this happening in Skyrim but, if you can, use the comment section down below and I'll look adding it to the mod. Thanks.
</p>
]]></description><guid isPermaLink="false">2737</guid><pubDate>Sat, 18 Apr 2026 17:33:15 +0000</pubDate></item><item><title>Nuka-World - Bottling Plant Roof - Armor Workbench Fix</title><link>https://www.afkmods.com/index.php?/files/file/2735-nuka-world-bottling-plant-roof-armor-workbench-fix/</link><description><![CDATA[<p>
	<strong>OVERVIEW -</strong> Have you ever been on top of the Nuka-Cola Bottling Plant in the Nuka-World expansion and wondered why there are two weapons workbenches practically right next to one another? It never made any sense to me. I've always figured that one of them was meant to be an armor workbench but that some mistake occurred and Bethesda, in their infinite wisdom, never bothered to fix it. Now, I've changed one of them to be an armor workbench. You're welcome.
</p>

<p>
	<strong>INSTALLATION -</strong> It is an .ESP file (with no scripts in it, for those who are sensitive about mods with scripts). Place it in the same directory as all of the other .ESP files. You could uninstall this mod but why inconvenience yourself? Also, <u>you will need the Nuka-World DLC in order to use this mod</u> but, at this point, everyone should already have it.
</p>

<p>
	<strong>FUTURE PLANS -</strong> None that I can think of. This is mainly an one-off and I can't remember another occasion where there were two of the same workbench right next to each other such as this one. However, if you can think of any other occasions, just make a comment down below and I'll add that to this mod.
</p>
]]></description><guid isPermaLink="false">2735</guid><pubDate>Sat, 04 Apr 2026 10:14:43 +0000</pubDate></item><item><title>Better Head - Hair Textures</title><link>https://www.afkmods.com/index.php?/files/file/2725-better-head-hair-textures/</link><description><![CDATA[<p>
	<span style="font-size:10pt;">Name: Better Head – Hair Textures</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Version: 1.0</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Date: 08/03/2026</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Category: Character assets/replacers</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Requirements: Oblivion Patch 1.2.0.416</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Author: Sigurd Stormhand</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Description</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===========</span>
</p>

<p>
	<span style="font-size:10pt;">This is a new set of normal maps and base colour maps for (most of) the vanilla hair textures; the first release in my “Better Head” project, which aims to provide meshes and textures compatible with vanilla races and characters.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:10pt;">Details</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;">Vanilla hair in Oblivion is pretty notorious for looking quite smooth and “plastic”. Part of the problem is that the vanilla hair textures are very low resolution, and the normal maps are quite flat, likely due to being baked from a low contrast source and then downscaled to fit on the original DVD. The result when combined with Oblivion’s 20-year-old engine is something that looks a bit like the hair on a Lego figure.</span>
</p>

<p>
	<span style="font-size:10pt;">What this mod does is replace the following normal map hair textures, “dremora_n.dds”, “grey_n.dds”, “khajiit_n.dds” and “mane_n.dds” with new versions which are 1024*1024 vs the original 512*512. The new texures have four time as many pixels and come in at 1.33mb vs the 342kb for the original Bethesda normal maps. I didn’t create a new normal map for the cropped hair texture (short_n.dds) because I felt the improvement there was negligable.</span>
</p>

<p>
	<span style="font-size:10pt;">I used Oblivion Upscaled Textures (OUT) by Kartoffels as a base, generating the new normal maps from their upscaled highlight textures. I used the “sobel” method to bake the new normal maps in GIMP, this method tends to emphasise edges rather than smooth detail, making it ideal for picking out individual hairs. The new specular maps (alpha channel) are mostly based on the specular maps from OUT, except for “mane_n.dds”, which I shaded myself, using the upscaled base texture as a template. </span>
</p>

<p>
	<span style="font-size:10pt;">The visual difference in-game varies depending on the lighting. Whilst testing, I found that the improvement was most noticable in partially lit areas, but less so in fully lit areas, bright sunshine, or very dark areas with minimal light. In ideal lighting, the shading of individual hairs in the normal map will break up the surface of the hair and give it a sense of depth. However, the textures are still being applied to the fairly primitive vanilla hair meshes, so your milage may vary depending on the hair mesh, as well as the lighting. </span>
</p>

<p>
	<span style="font-size:10pt;">In addition to the new normal maps, I have also included new base colour maps for the following textures, “dremora.dds”, “grey.dds”, and “khajiit.dds” because the main part of the hair textures was somehow mirrored left/right. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:10pt;">Install</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;">Extract the included files directly into your data folder and perform archive invalidation or install them using a mod manager. No ESP included as all the textures replace vanilla assets.</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Known Issues or Bugs</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>====================</span>
</p>

<p>
	<span style="font-size:10pt;">None known.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">History</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;">1.0 Initial release</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Credits</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>=======</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span><span style="font-size:10pt;"><span> </span>A Thank you to the following:</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span><span style="font-size:10pt;">To Bethesda for creating Oblivion.</span>
</p>

<p>
	<span style="font-size:10pt;">To LHammonds for the Readme Generator this file was based on.</span>
</p>

<p>
	<span style="font-size:10pt;">To ShadeMe for the CS Extender</span>
</p>

<p>
	<span style="font-size:10pt;">To the Blender Foundation for Blender.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>A very Special thank you to everyone at AFKmods for a completely unmerited level of patience and support.</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span></span>
</p>

<p>
	<span style="font-size:10pt;">Tools Used</span>
</p>

<p>
	<span style="font-size:10pt;">==========</span>
</p>

<p>
	<span style="font-size:10pt;">GIMP: <a href="https://www.gimp.org/" rel="external nofollow"><span>https://www.gimp.org/</span></a> </span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;">Contact</span>
</p>

<p>
	<span style="font-size:10pt;">=======</span>
</p>

<p>
	<span style="font-size:10pt;">You can find me on AFKmods.com as “Sigurð Stormhand” or Discord as “sigurdstormhand”, I can also be reached via email at, “sigurdstormhand@gmail.com”</span>
</p>

<p>
	<span style="font-size:10pt;"> </span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>Licensing/Legal</span>
</p>

<p>
	<span style="font-size:10pt;"><span> </span>===============</span>
</p>

<p>
	<span style="font-size:10pt;">This mod is provided “as is” without guarantee or warranty, I take no responsibility for any damage to your Oblivion game install, your computer, your other electrical equipment etc. To the best of my knowledge this mod is free from errors and fit for use.</span>
</p>

<p>
	<span style="font-size:10pt;">This mod is provided as a resource, you may use the included textures freely in mods for TES 4: Oblivion provided proper credit is given. The included textures derive ultimately from Bethesda assets, therefore you may NOT convert them for use in another game. You may NOT place you mod behind any paywall or generate any direct income from it – including via facilities such as Patreon, etc. You MAY include these textures in mods for which you accept voluntary donations. You MAY include this resource in a mod which solicits voluntary donations, provided donating is not a condition for accessing the mod or any of its component parts. </span>
</p>

<p>
	<span style="font-size:10pt;">if I am unreachable for more than two months you may seek permission to upload this mod to another site from the staff at afkmods.com, at their discretion. If afkmods.com is down for two months or more you may freely upload this mod to an alternative hosting site, provided that site does not operate any form of paywall.</span>
</p>
]]></description><guid isPermaLink="false">2725</guid><pubDate>Mon, 09 Mar 2026 00:25:06 +0000</pubDate></item><item><title>Sanctuary Hills 'Root Cellar' Hatch Fix</title><link>https://www.afkmods.com/index.php?/files/file/2724-sanctuary-hills-root-cellar-hatch-fix/</link><description><![CDATA[<p>
	<strong>OVERVIEW -</strong> Have you ever wondered why the entrance to the 'root cellar' (Yes, that's what they call it) underneath one of the houses in Sanctuary Hills has a set of cellar doors on the outside but, when you actually enter it, the door is a square hatch that you access from a ladder? It makes no sense. Now it makes sense because I replaced the outside cellar doors with a hatch. No, it's not perfect but this is better than what was there before. You're welcome.
</p>

<p>
	Also, <u>the mod has no scripts in it</u> for those who are concerned about installing mods with scripts in them.
</p>

<p>
	<strong>INSTALLATION -</strong> It is a simple .ESP file; It goes where all of the other .ESP files go in order to play a mod. You can also un-install the mod, but... why?
</p>

<p>
	<strong>FUTURE PLANS -</strong> I may roll other "it's a set of storm doors on the outside but a hatch on the inside" oversights into this mod but this one is the most troubling one. Sanctuary Hills is <em>*THE*</em> first post-apocalyptic area you see in the game (not counting the vault because that's essentially just a tutorial level) and you'd think there would be a slight bit more quality control for that area.
</p>
]]></description><guid isPermaLink="false">2724</guid><pubDate>Sat, 07 Mar 2026 19:57:28 +0000</pubDate></item></channel></rss>
