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mhahn123

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  1. BOSS Masterlist for Oblivion

    BOSS for Oblivion
     

    Setting the right load order for your mods is a crucial step to enjoying a stable modded game.
    Better Oblivion Sorting Software...aka BOSS, is designed to assist mod users in avoiding mod
    conflicts, by providing automated load order sorting that's simple to use and fully customizable.
    While sorting, BOSS checks for load order errors and notifies you of any issues that it detects.
    BOSS also provides thousands of plugin specific messages. Including usage notes, Bash Tag
    suggestions, requirements, incompatibilities, bug warnings, and installation mistake notices.
     
    BOSS utilizes a Masterlist text file to sort plugins into the correct order. Although it recognizes
    tens of thousands of plugins, new mods are constantly being created and released every day.
    This means the Masterlist requires frequent updates. We depend on mod user submissions in
    order to keep pace with the modding community.


    Program Requirements 

    In order for the Masterlist to be of any use, you will need to have the latest version (2.3.2) of
    BOSS which can be found on the Website. The program can be installed manually anywhere
    on your PC, and then run from that location. It doesn't need to be in the Oblivion directories.
    Ex: I keep it in a desktop folder labeled "Modding Tools" with all the other modding utilities.


    Updating The Masterlist
     
    Find the most recent version of the Masterlist in the files section. Once you've downloaded and
    unzipped the file, you just need to copy/paste it in the correct location. See the screenshots for
    a visual reference on how to do this.

    Start by finding the "BOSS 2.3.2" folder on your PC. Installing it on the desktop makes that easy.
    Navigate inwards to the "Oblivion" folder. Copy/paste the "masterlist.txt" into the Oblivion folder.
    Allow it to overwrite if asked to do so.
    Ex: C:/Users/*yourusername*/Desktop/BOSS2.3.2/Bin/Release-64/Oblivion


    GUI Basic Functions
    To run the program, activate the "Boss_GUI.exe". Do this by navigating to the folder location and
    double clicking (Boss2.3.2/bin/Release-64). Alternately you can create a desktop shortcut. 

    The most basic function is sorting plugins in the load order. To do this open the GUI and check
    the circle next to "Sort Plugins". Click "Run Boss".

    Boss can also generate a text log after sorting plugins. This will give you specific information for
    the plugins loaded. Such as Bash Tag suggestions, mod conflicts, warnings for obsolete files,
    and other things. To get this information check the box "Show Boss Log on Completion". Then
    run Boss as you normally would.
    The Masterlist can be updated directly through the GUI also. Check the box "Update Masterlist"
    and run Boss. This will grab the most recent copy from the online repository. However, at this time
    I haven't updated the online repository in quite a while. For now use the Masterlist from this page.


    Submitting Unrecognized Plugins

    1. Simply leave a post in the comments section here and list at least the basic info. Your plugin(s) will
        then be added to the Masterlist with the next update. Alternately, you can submit plugins using the
        BOSS GUI, which sends the info to my Github account.
    2. Include the full .esm/.esp file name. Proper spelling, spacing, punctuation matter. If you misspell,
        the plugin will not be recognized.
    3. Optional: Include a brief description of what the plugin does. Knowing this can make a difference in
        determining where to place it.
    4. Optional: Include load order suggestions. If you already use the mod, and know where it works in your  
        load order, that just might work for everyone else as well.


    Credits

    Full credit for BOSS goes to the original development team. I take no credit only for updating a list that was
    already very well developed.


    Legal Stuff

    I was given permission from Wrinklyninja to host this page. 

    255 downloads

       (0 reviews)

    25 comments

    Updated

  2. The One Stop Patch Shop

    The One Stop Patch Shop
                                     For All of Your Compatibility Needs



    Description
    The One Stop Patch Shop is intended to be a central hub of sorts for Oblivion mod compatibility patches.
    It not only hosts patch files in the download section, but also provides links to many others. Once upon a
    time, I was part of a small team of mod authors over at Nexus. We took requests for compatibility patches
    creation, and knocked out quite a few mod conflicts doing so.
    I don't know if that part of the service will return. I am the only one left, with limited free time for this hobby.
    But the page was successful over there, and I believe it can be here as well.


    Musings On Compatibility Patches



    Download File Contents

    Oblivion and DLC Patches
    Official Oblivion Patch 1.2.0416: Required for physical copies of the game. Not GOG & Steam

    All The Patches-All Languages: Alternate language versions of the official 1.2.0416 patch

    (UOP) Unofficial Oblivion Patch: A huge collection of bug fixes not covered by official Bethesda patches

    (USIP) Unofficial Shivering Isles Patch: Same thing as above but for the official add-on Shivering Isles

    Unofficial Oblivion DLC Patches: Bug fixes for all of the other Bethesda DLCs


    Modding Community Patches

    Adventurers Guild - Lost Spires - DBC Patch: Contains a number of fixes using these 3 together
    AFK Weye - MTC - Region Revive Patches: A trio of patches which allow simultaneous use of AFK Weye,
    MTC Expanded Villages, and Region Revive Lake Rumare.

    Akaviri Imports Mobs Patch: Rebalances weapons to fit the Mobs system

    Aleswell Cottage All Natural Patch: Makes the cottage interior use AN's lighting

    All Natural - Morroblivion Patch: Edits one script from AN so the weather system recognizes Morrowind
    and Mournhold as valid worldspaces

    Alternate Start Town Lindum Patches: A group of patches which make Antiscamp's town compatible with
    some combinations of Blood Raven and Unique Landscapes

    Alternative Start Arrive by Ship Unofficial Patch: Bug fixes for the original mod

    Archfiend Patches: Provides fixes for UL and other mods

    Arrows of the Ayleid King Patch: Fixes incorrect texture paths for some of the creatures found in this mod

    Arthmoor Villages & Reworked Posts Patch: Fixes signpost glitches when using Reworked Posts with some
    of the village mods locations

    Artifacts - Carah's Caravan Redux Patch: Relocates the Caravan slightly to make the mods play nice

    Artifacts - Shezries Towns Patch: Relocates the Collectors Guild building to eliminate conflicts with Shezries
    Pells Gate town
    Ayleid Steps - All Natural Real Lights Patch: Darkens the interior cells to work better with All Naturals lighting

    Balanced Magic Unofficial Patch: bug fixes for the original mod
    Battlehorn Castle Upgraded Patches: A set of patches that make Battlehorn Upgraded compatible with AFK
    Weye, Tonas Mod Store, UL Chorrol Hinterlands, and Verona House Bloodlines
    Better Cities Imperial Isle Compatibility Patches: A set of patches that makes the Better Cities Imperial Isle
    Plugin compatible with several mod combinations

    Better Cities - Quest of the Week Patch: Fixes for several Quest of the Week locations in cities

    Better Cities - The Imperial Waters Patch: Edits some of BC walls so the water effects can be seen
    Beyond Cyrodiil - Valenwood Heightmap Patch: Fixes landscape issues around the West Valen Inn added by
    Beyond Cyrodiil Camps

    Black Marsh - Castle Wolfspike 2 Patch: Fixes general landscape issues between the two
    Brina Cross Consolidated Patches: Provides compatibility for Brina Cross Village, JDNT Brina Cross, and
    ImpeREAL Forts
    Calair Castle - Fort Akatosh Redux Patch: Landscape fix that allows these two mods to work side by side
    Cardac Patch Collection: A set of patch files for various combos of Cardac, Shezries Towns, UL mods
    Chocolate Elves - Race Balancing Project Patch: Adds the RBP abilities to the Chocolate Elves

    Compatibility Patches for OCO v2: Various fixes for official DLCs, the UOP, and Kvatch Rebuilt

    Crowded Cities Redone - OCR Patch: Moves various buildings into the Tamriel worldspace

    Cute Elves Race Mystical Unicorn Blue Door Patch: Fixes a bug which breaks the vanilla blue magical portals

    Elsweyr Anequina - Integration The Stranded Light Patch: Repairs a small camp that Integration places just outside
    the south wall of Rimmen
    Elsweyr Anequina - Morrowind Drinks COBL Patch: Re-works Elsweyrs pricing system for Morrowind Drinks to match 
    COBL's system
    Elsweyr Anequina - Roberts Bodies Patch: Adds support for Roberts Male and Female bodies to the Elsweyr races
    Eyrens Vampire Hunter Armor for BAB Body: Simple mesh replacer to ensure compatibility when using BAB

    Frostcrag Reborn - Frostcrag Village Patch: Just what the name says

    Frostcrag Reborn - Frostcrag Village - OOTD Patch: Patches the Frostcrag mods with Order of the Dragon

    Gilgaliad - Midas Magic Patch: Relocates Midas's Broke Back Mining Co.

    Glenmoril Covens - Ruins of Miscarcand Patch: Grounds floating objects and other fixes
    Glenvar Castle Teleport Patch: Allows you to learn a spell so you can teleport back to the castle from any location.

    Gottshaw Village-Kvatch Devastation Patch: Landscape and object placement fixes

    Harvest Container Filter Patch: Changes containers added by a number of mods into Harvest Containers.
    Based upon the OOO version of Harvest Containers

    Harvest Containers Filter Patch - Non OOO: Same as above but based on and requires the original Harvest
    Containers mod
    Heart of the Dead - Race Balancing Project Patch: Corrects some texture conflicts between these two mods

    Immersive Interiors Patches: Extends the II system to toher mods

    Imperial City Suburbs - Talos Bridge Gatehouse Patch: fixes issues centered around the IC Bridge

    Ivellon No Crime Patch: Fix for two of the mod added books so you don't have to steal or trespass to get them

    Kendelford Avon Compatibility Patches: Fixes for Lost Spires and Verona House: Bloodlines

    Knights of the Nine - Francescos Overhaul Patch: Extends the effect of the Boots of the Crusader, an important
    artifact from the KotN questline, to the creatures from Frans' overhaul

    Knights of the Nine Omobsification Patch: Gives Omobs stats to the DLC weapons

    Knights of the Nine Weapon Improvement Project Patch: Mesh fixes for KOTN when using Insanity Sorrow's Weapon
    Mesh Improvement mod

    Legion Occupied Forts - OOO Patch: Fixes for some of the LOF forts that are used by OOO NPCs

    Local Guards Features Unofficial Patch: Fixes issues with the UOP and DLC Knights of the Nine

    Losing My Religion OCO v2 Patch: Fixes issues with hairstyles between the two mods

    Lost Paladins of the Divines Unofficial Patch: Edits enchantments, amulet slots, and a few other things

    Lost Spires & Order of Nibenay Compatibility Patch: Landscape fix for the area around the Archeology Guild building

    LTD Vampire Overhaul - Vile Lair Patch: Edits the Font of Renewal script to function properly alongside the Vampire mod

    Lubron's Patch for Enhanced Economy: Bug fixes and enhancements for the original mod

    Lubron's Patch - No More Wild Goose Chases: Adds helpers to some of the vanilla optional quests

    Mage Equipment Body Patches: Converts the Mage Equipment robes to fit BAB and TGND bodies

    Mehrunes Razor Omobsification Patch: Gives Omobs stats to the DLC weapons

    Millstone Farm All Natural Patch: Makes the cottage interior use AN's lighting

    Mobs Patch for MOO: Tweaks weapons added by Maskar's mod to have Mobs stats

    Morrowind Racial Abilities - OCO v2 Patch: Integrates abilities from one with faces from the other
    MTC - Colourwheels Sexy Overhaul Patch: Allows Colourwheels shop in Weye to work with the changes MTC Expanded
    villages makes in Weye
    MTC - Faregyl Patch: Re-locates one shop from MTC Expanded Villages so it fits in with Arthmoors Faregyl Village mod
    MTC - Lost Spires Patch: Re-locates structures in the Pells Gate area so these two mods can be used together

    MTC - Region Revive Patch: Re-locates structures in the village of Weye so these two mods can work together
    MTC - Shezries Towns Patch: Re-locates structures in the Pells Gate area so these two mods can be used together
    MTC - Weye Patch: A patch file which disables much of MTC's Weye related content so it will work with other Weye mods

    MTC Thieves Grotto -Side's Sailing Ships: Landscape fix for the two mods

    Nehrim Darn UI Dialogue Patch: Changes dialogue and subtitles to use the Darn UI styles

    Oblivifall Losing My Religion Patches: Patches for older mods such as West Roads, may still be useful to some folks

    Oblivion Collectible Cards - Cyrodiil Rebuild Patch: Re-locates one house so that these two mods can be used together

    Oblivion Warcry New Dimension Patches: A collection of four patches that make various internal adjustments to this mod

    OCO v2 Patch for Valenwood Improved: Valenwood Improved NPCs use the Oblivion Character Overhaul style faces

    Odd Jobs - Open Cities Reborn Patch: Re-locates all of the job posting papers from the Odd Jobs mod so that they work
    with Open Cities Reborn

    Open Cities Patch Collection: A large collection of patches that help to make many different mods compatible with either
    Open Cities Classic or Open Cities Reborn

    Open Cities Reborn - Dark Argonians Patch: Moves roaming merchant beds from MTC Dark Argonians to fit with OCR

    Open Cities Reborn - Fighters Guild Quests Patch: Moves some NPCs and a quest marker into Open Leyawiin

    Open Cities Reborn - Litterbug Patch: Moves the Litterbug quest locations into the exterior worldspace

    Open Cities Reborn - WAC Patch: Fixes numerous item and creature spawns to work with OCR's city layouts

    Order of the Dragon - Frostcrag Village Patch: Fixes landscape and object placement issues between the mods

    PA Windmills - Unique Landscapes Patch: Relocates windmills to work with UL mods. See Allister's comment below for
    some helpful info on how to also use this patch with Oblivion Fragrance mod.

    Qarl's Harvest Patches: A collection of patch combinations for Better Cities and Unique Landscapes

    Race Balancing Project OCO Patch: Reworks NPCs to match the OCO aesthetic

    Region Revive Lake Rumare Grammar Patch: Corrects numerous dialogue errors within the Region Revive mod

    Roads of Cyrodiil-Kvatch Devastation Patch: Landscape and object placement fixes

    Ruined Tails Tale Unofficial Patch: A bug fix file for RTT

    See You Sleep Patch Compilation: A set of patches which make beds added by other mods work with See You Sleep

    Servant of the Dawn DLC Compatibility: Landscape fixes for Battlehorn Castle and Knights of the Nine

    Servant of the Dawn - Midas Magic Patch: Relocates the Pit Entrance from SOTD so it no longer overlaps with the
    Beholden Shrine from Midas Magic

    Snowy Road to Bruma Patch Collection: A set of seven patch files which make Snowy Road to Bruma compatible with DLC
    Frostcrag Spire, Feldscar, Frostcrag Village, MTC Expanded Villages (Rimehold), UL Snowdale, and UL Jerall Glacier

    Stalhrim Village Fighters Guild: Adds a guild hall and NPCs to the mod

    Stalhrim Village - Mannimarco Revisted Patch: Relocates Mannimarco's Echo Cave 

    Supreme Magicka - MOO Patch: Fixes summoning issues 

    Sutch Reborn Patches: A set of four patches that make Dragon Captions Sutch Reborn compatible with OOO, Verona House
    Bloodlines, and Pale Riders Paladin Equipment

    Talos Bridge Gatehouse Patches: A set of patches to make UL Imperial Isle compatible with Region Revive Lake Rumare

    Tes Diesel - AWLS Patch: Patches the TD farmhouses to work with Animated Window Lighting System

    The Hesu Mod Collection & Patches: A series of Japanese landscape mods, with patches for many other mods. Some of which
    are not compatible without Hesu in the mix

    The Jerall Mountain Compendium Patch: Allows simultaneous use of a number of mods which effect the Jerall Mountain region

    The Lost Spires - Order of Nibenay Patch: Fixes landscape tears near the Archeology Guild when using these two mods together

    The Order of the Dragon Patch Series: A series of several patch files which address compatibility for Order of The Dragon with
    various combinations of Better Cities Imperial City, Fort Akatosh Redux, The Necromancer, Fall of the Ayleids and UL-Jerall Glacier

    Theryon Unofficial Patch: A collection of bug fixes for the Theryon mod.

    Topal Island Patches: A trio of patch files which repair conflicts between Topal Island,  Better Cities, and Settlements of Cyrodiil-
    Legion Outposts.

    Travelers of Cyrodiil Patch: fixes issues with horses and smugglers in the mod

    UL Imperial Isle - Blade of the Haunted - Adense Patch: Performs a number of fixes in order to make all three of these mods play
    nicely together

    Unique Landscapes Compatibility Patches: A very extensive page which contains or has links to every available patch ever made
    for Unique Landscapes mods

    Vampire Race Reloaded Patch: Bug fixes and enhancements for the original mod

    Verona House Bloodlines - Waterfront Market Patch: Re-locates the Hunter Shack that Verona places in the IC Waterfront so it no
    longer conflicts with Nernie's Waterfront Market mod

    Vile Lair Omobsification Patch: Gives Omobs stats to the DLC weapon

    Vorians Compatibility Patches: A set of patches unrelated to Unique Landscapes. Includes patches for Brew House, Castle Seaview,
    Hoarfrost castle, Kvatch Aftermath, Nibenay Castle, OOO, The Necromancer, and Stirk

    WAC Consistency Patches: Various fixes for characters and creatures

    WAC - Elsweyr Anequina Patch: Adds Walx Animals & Creatures into the Elsweyr Anequina levelled lists

    WAC Integration: See mod description, too much to list here


    Tutorials

    Creating Compatibility Patches: by Arthmoor

    Compatibility Patch Creation Tutorial: by David Brasher

    Two very good tutorials for the aspiring Oblivion modder who wants to learn about compatibility patches. Both teach the old school method
    of using the vanilla Construction Set. While a bit more tricky, I strongly suggest learning this method first. Then graduating to Construction
    Set Extender, which makes modding life much easier in general. But is truly a life saver when making patches.

    Arthmoor's tutorial is detailed and well laid out. Covers all the basics with some nice tips along the way. Brasher's tutorial is geared towards
    people who may have a bit more experience and understanding. It's not as straight forward, but does touch on some useful techniques not
    found in the other. I used both when I was learning, both are very helpful tools which will get you to the finish line.


    Credits
    Given the nature of what this mod page is all about, a credits list would take up a great deal of space.
    Please look to the read-me files that are provided with the patches you download.


    Legal Stuff
    I can only speak for my own work which is uploaded here, and files that have been entrusted to me. Please do
    not redistribute files without consent. Look to permissions on linked pages and in downloaded read-me files.

    131 downloads

    16 comments

    Updated

  3. The Hesu Mod Collection

    The Hesu Mod Collection
     
    The Hesu mods came to my attention via a screenshot posted by Dennywood in late 2014. It was
    an image of what I now know to be "The Ogre Den" in White Rose River. I was captivated from the
    first moment and had to see for myself. The plugins, four packs of them, were on a Japanese mod
    site, posted by an author known only as HESU. They were practically unknown in the English mod
    community at that time. 

    There was little descriptive information aside from a very brief read-me in Japanese. And equally
    brief text lines on the download site. Another community member translated for me, and delight, 
    the author gave permission to enhance and redistribute so long as the proper credits were given.
    Over the next few months I made repeated attempts through the Japanese community to make
    personal contact anyway. By all accounts HESU had already long since departed the mod scene
    by the time Denny had first posted her screenshot. By April 2015 I uploaded the original Japanese
    plugins to Nexus and the Marathon had begun.

    Six years later, with countless hours of work put in, here we still are. 15 plugins fully translated to
    English. At first with help from folks like WalkerInShadows. After a few plugins, solo. Pages of bugs
    squashed, even more pages of compatibility patches created. What a journey, and near the end.   


    Details

    The Hesu Mod Collection includes 15 amazing plugins which are primarily landscape mods. They also
    contain small settlements, creatures, and NPCs. Each of the mods overhauls, and indeed transforms a
    specific region of the game.  
    What makes them outstanding is the use of strictly Oblivion and Shivering Isles material. The creative
    ways in which the vanilla items are used is masterful. Please read the brief description for each plugin,
    and see the included screen shots, to get a better idea of what each does. There is also a cell grid map
    available which shows the in-game footprint for all plugins. It can be viewed in the screenshot section
    or downloaded from the files tab.
    Download section contains four packages. The main English plugins, compatibility patches, the original
    Japanese plugins, and a cell grid map. The original plugins are here for posterity. While they are fully
    playable, there are many bugs and no compatibility support for them.
     
    Current Status
    Updated to version 1.5 on 11/13/21. Version number is for the series as a whole. All bug reports that
    were outstanding from the old Nexus page have now been addressed. All conflict reports from the
    old Nexus page have now been patched. 
    HESU is now FULLY COMPATIBLE with Unique Landscapes.


    Download File Contents


    Plugins

    1. Apple Hot Springs - (HESU5 AppleOnsen). This plugin makes edits in and around Bleakers Way.
    Contains exterior hot springs with streams and waterfalls running down into the village.

     2. The Hell Lands - (HESU5 JigokuDani). This plugin transforms a large area West and Northwest from
    Hermaeus Moras shrine. Turns the snowy mountain terrain into a series of sulfurous pools. 

    3. The Poison Swamp - (HESU5 PoisonNuma). This plugin overhauls landscaping for a large portion of
    the Blackwood Forest due East of Blankenmarch. Extends from Fort Blueblood to roughly Onyx Caverns.
         
    4. Skyrim Temple - (HESU4 SkyrimSinden). This plugin adds Skyrim themed nord ruin structures in the
    mountains North of Sedor Ayleid Ruins, which spread East and West along the ridge. Vast majority of
    this plugin is interior cells.

    5. Gnoll Mountain - (HESU5 EudaBear). While there is a bear in the mod, the name didn't translate to
    anything. Gnoll Mountain better describes the area that this mod edits. Adds a village, trails, hotsprings
    which range from base of Gnoll Mountain to the Frostcrag area.

    6. SmokeTown - (Name unchanged). This plugin adds a village and landscaping in the mountains NW of
    Cheydinhal. Starts from Lake Arrius and spread to Azura's Shrine area. Lots of little gullies filled with mist,
    hence the "Smoke Town" moniker.
         
    7. Valenwood Mine - (Name unchanged).  As the name would imply, this plugin adds a large Mine complex.
    Edits start Southeast of Kvatch Mesa near Mortal Camp and spread all the way to the Strid River cliffs on the
    Valenwood side, which is where the mine is located.

    8. Great Forest Gorge - (HESU4 GaraGara). The name doesn't translate to anything in English, changed
    to reflect what the mod actually does. This plugin is focused around massive landscaping which adds a gorge
    and swift mountain stream. There are settlements along the length of the gorge. Edits start from Piukanda
    at the top and run downhill to Fort Empire on the Red Ring Road where the creek empties into Lake Rumare.

    9. Shipton - (HESU4 NomutonMura). The original name translates roughly to Sheep Village, which makes
    sense considering what you find there, but sounds silly. Shipton is an Old English name which means pretty
    much the same thing, and at least to me, fits better. This plugin overhauls an area between Anvil and Kvatch.
    It adds settlements which hold a deep, dark secret.

    10. Dive Rock - (Name unchanged). This plugin edits just what the name suggests. It adds a  stream,
    heavy landscaping, and settlements. Edits start North of Cheydinhal near Walker Camp and spread uphill all
    the way to the Dive Rock area.

    11. Seaside Settlement - (HESU5 IsobeGyoson). This plugin adds extensive landscaping changes along the
    Strid River that wrap around near Anvil Castle. Includes a scenic fishing themed village and some underwater
    exploring.

    12. Koyo Town - (Name unchanged). It doesn't really translate in English, I liked the sound of it and couldn't
    come up with anything better. This plugin adds significant landscaping and a rather large village along the
    Orange Road. Edits start near Fort Coldcorn and spread uphill all the way to Moranda.

    13. Wolf's Borough - (HESU5 GFBedTown). After very thorough investigation I was unable to find any internal
    references that explained the original name. What I did find was that almost all of the CS references in the mod
    begin with the prefix "ookuma" or "Wolf". This includes some of the NPCs. Hence the new name. This plugin
    adds a small town beside the Gold Road, along with a good deal of wetlands themed landscaping. 

    14. White Rose River - (HESU5 GreenRoad). As the former name suggests, this plugin adds a settlement of
    sorts along the Green Road. However, the far larger portion of this mod is focused on completely overhauling
    landscaping along the entire length of the White Rose River. This includes various ruined structures, a gorge
    complete with a large scale Ogre's Den, and a large Ayleid Ruin on the shore of Lake Rumare. 
                                            
    15. Fairmere Village - (HESU5 UraraMura). This one just didn't translate well. Urara is a girls name which kind
    of equates to "pretty". Pretty Village sounded a little off to me. Fairmere, another Old English name meaning fair
    view, or pretty view if you will, sounds better. This plugin adds settlements and extensive landscaping to a large
    area North of White Rose River and Fort Roebeck.
          

    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles - All the plugins use SI content so you will need it installed.


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play


    Load Order

    Suggest using BOSS to set load order. All of the plugins (original and updated versions), as well as
    compatibility patches, have been added to the Masterlist.  


    Compatibility

    As can be expected with any large scale landscape series, there are a number of mod conflicts. That
    is simply the nature of covering so much ground in a mod packed game world. Compatibility patches
    for every known conflict are available in the download.
    A compatibility patch for The Ayleid Steps can be found here.
    A compatibility patch for Water 17 can be found here. 
    A compatibility patch for Fall Hair Wig Shop can be found here.


    Reported Conflicts - Patches Coming Soon

    None at this time


    Conflicts I Will Not Be Patching

    1. Frostcrag Reborn + HESU Gnoll Mountain

    Unfortunately Frostcrag Reborn makes the tower and associated structures cover a much
    larger parcel of land. The tower, house, and large slice of mountain sit directly above the hot
    springs bathing pool from HESU. I'm just going to surrender on this one.
    HESU is compatible, via patches, with DLC Frostcrag and the Frostcrag Village mod. 

    2. Reaper's The Dark Tower + HESU Dive Rock

    This is a complete overlap of the Coldstone area. Due to the enormous landscape differences
    between the two mods, they just can't be merged. This is a case of users needing to choose.


    Credits

    Bethesda                 - for Oblivion and the CS.
    LHammonds            - for the Readme Generator this file was based on.
    HESU                      - for doing a fantastic job creating the original mods
    Vorians                    - for taking time out to create the Cell Grid Map
    WalkerInShadows   - for the priceless assistance with translations
    Vrugdush                - for testing and feedback with Fairmere related patches 
    me                           - for translation, bug fixing, and lots of patching


    Legal Stuff

    The original author listed the original Japanese plugins as free to use with proper credits. In keeping with
    that you may use those plugins if you wish. They are available. However will require a good deal of work.

    The heavily edited English versions, and nearly all of the compatibility patches, are my derivitive works.
    Please do not upload them to other sites or otherwise use without my consent.
    Community members are free to create compatibility patches if they choose to. I have no problem with folks
    making patches on their own. Use basic courtesy and contact me so I can link to your patch. That's all I ask.  

    278 downloads

    26 comments

    Updated

  4. Trails Of Cyrodiil Complete

    Trails Of Cyrodiil Complete
     
    In the real world, it's common to find foot trails through the wilderness. These often
    begin as game trails made by wildlife, and over time grow into foot paths as humans
    use them. Eventually, with enough use, they may become trails or proper roads.
    In Cyrodiil we see none of this. There is a basic road network, but no wilderness trails.
    There are many wide open wilderness areas with no paths of any kind. Out of the way
    places such as abandoned forts would logically have had established trails at one time,
    degraded by now for sure, but still there to find. 


    Details

    This is an overhaul of the Trails mods created by Malachi Delacot. It is my attempt to
    improve things, while staying true to the original theme. Trails Of Cyrodiil Complete is
    a single merged plugin that incorporates all of the previously separate Trails mods. 
    It adds wilderness trails through many areas in the game. Giving a more realistic way
    to reach many places that previously were simply cut off. There are basic tent camps
    along some of the routes, with a simple sleeping mat, fire, and something to sit on.
    These are ideal for resting up after that long dusty hike.
    Routes have been altered from the original mods in key areas to avoid mod conflicts
    wherever possible. Better Cities and the UL mods were the primary concern, but other
    mods were taken into consideration also. Path grids have been added along the entire
    length of all trails. This means they are now companion friendly. Landscaping has seen
    some improvements, but not too much. Just smoothing some of the jagged places.
    New extensions have been added in places where Forts or Ruins were near enough to
    the original trails to make this logical. Many of these places are inhabited by something.
    Going to and fro creates a path over time. Bushes which previously marked trail heads
    have been replaced by small rock cairns. Signs have been added at intersections and
    other logical locations. These point to nearby cities and towns, fort ruins, mines, and
    even the major vanilla roads.


    This mod is considered to be in BETA form.  
    While it is playable at this stage, building, testing, and bug fixing are still actively in
    progress. The main purpose for uploading at this point in time is to gain the benefit
    of more eyes on. And hopefully garner feedback.
    For those interested in testing something that is in development, and willing to give
    honest constructive criticism, Welcome.


    Locations

    Many. This file is comprised of several previously separate trails. Below is an outline of
    what areas are touched.

    Bleaker's Way - The name says it all. Adds a trail into the village from the Silver Road. 
    Central - Adds a new multi branched path across the South Central portion of Cyrodiil.
    The main path stretches from just south of Skingrad all the way to just outside Bravil.
    Roughly half way along that route, another path branches off North and connects to
    the Red Ring Road at Lake Rumare.
    East - Adds a new path from Cheydinhal which winds SouthEast through the Valus Mtns
    all the way over to Malada.
    SouthEast - Adds a new path taking off from Malada where the East trail ends. Works
    it's way South by SE all the way down to Blankenmarch near Leyawiin.
    West - Adds a new path with several branches leading West from Chorrol. One route
    South from Chorrol to Skingrad. Another path branches off from that and heads West
    branching again to connect with Kvatch near Gottshaw Inn.  
    NorthWest - Adds a new path across the Colovian Highlands. Starts from Atrene Camp
    just above Anvil. Heads NorthEast following the Brena River and meanders along the
    highlands all the way to Hermaeus Mora's Shrine.
    North Short Cut - Provides a quicker route between Bruma and Cheydinhal by adding a
    new path from Fort Horunn over to the Silver Road.


    Requirements

    Oblivion patched to 1.2.0416


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of
        your choice. 
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. This file is already recognized.


    Compatibility

    There is now a separate file in the download containing newly created compatibility patches. All
    include detailed read-me files with load order instructions. Be sure to read them. Some of the
    patches are already included in the BOSS Masterlist. The rest will be added in soon. It's likely
    there will be more added. I've covered what I knew about from user comments and my testing.


    Mod Conflicts That Have Been Patched:

    Archfiend
    Better Fort Dirich
    Better Fort Doublecross
    Better Fort Naso
    Billsburg (English v1.5.esp. Need to download the "Billsburg english 1_41" folder)
    Dark Anchor Dolmens
    Elsweyr Anequina
    Fighters Guild Quests
    HESU Apple Hot Springs (To be released with HESU updates)
    HESU Fairmere Village  (To be released with HESU updates)
    Plentiful Priories
    Rathunas
    Roads Of Cyrodiil
    Shadowcrest Vineyard
    Sutch Village
    UL Ancient Redwoods
    UL Brena River Ravine
    UL Cloudtop Mountains
    UL Colovian Highlands
    UL Eastern Peaks
    UL River Ethe
    Verona House: Bloodlines


    Mod Conflicts that have been eliminated:
    Better Cities, UL Bravil Barrowfields, UL Cheydinhal Falls, UL Fallenleaf Everglade, UL The
    Heath, UL Panther River, UL Skingrad Outskirts, UL Snowdale, Knights of the Nine Revelations,
    HESU White Rose River, Settlements of Cyrodiil - White Rose Farm, Lilyvale Town, UL Chorrol
    Hinterland (and the Better Cities version of Chorrol Hinterland). 


    Things I am on the fence about:
    DLC Battlehorn Castle: There is a trail portion which runs just a short distance above the DLC
    location. I really, really want to add a connector spur which links this trail with the Black Road
    where it dead ends in the vanilla game. Unfortunately Battlehorn Castle makes cell edits much
    farther out than is actually necessary. So I can't quite link them without knowingly creating yet
    another conflict. I've run a trail spur in the direction of the Black Road...but cut it short for now.
     

    Credits

    Bethesda                 - for Oblivion and the CS
    Tes4Edit                  - for cleaning the dirt from my mods
    LHammonds           - for the read-me generator this file was based on
    Malachi Delacot      - for the Trails of Cyrodiil mods, and allowing me to transform them  
    Lougian                    - for the small rock cairns from "Various Resources"  
    Me                            - for design and creation of the mod as it currently exists


    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    213 downloads

    26 comments

    Updated

  5. Brina Cross Consolidated

    Brina Cross Consolidated
     

    A pair of small patch files, made by request, that will allow simultaneous use of Thomas
    Kaira's Brina Cross Village, Jonarus Drakus' JDNT Brina Cross, and Silent Resident's
    ImpeREAL Empire - Unique Forts.


    Details
    Prior to patching, using these three mods together in any combination would result in
    conflicts. For the most part it was simply overlapping structures which left parts of the
    settlement unable to be accessed. There were other issues such as broken path grids,
    and landscape textures being out of sorts. Only one tiny land tear on the outskirts.
    While there are patches made by others for both Brina Cross mods, there were none
    which allowed use of both Brina village mods together. I have included here two patches
    which do this very thing.
    The end result transforms Brina Cross into a thriving farm community with a bustling open
    air marketplace. Depending on which patch you use, the town will also have either one or
    two guard towers...so it is now well defended from bandits and the like.
    BrinaCrossVillages.esp - Allows use of both Brina Cross Village and JDNT Brina Cross.
    BrinaCrossConsolidated.esp - Allows of both Brina Village mods and also adds compatibility
    for ImpeREAL Empire Unique Forts.
    Choose one or the other, do not use both.


    Requirements
    Oblivion patched to 1.2.0416
    Brina Cross Village
    JDNT Brina Cross 
    ImpeREAL Empire - Unique Forts


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play.


    Load Order
    Suggest using BOSS to set load order. These files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer
    May conflict with other mods and patches which edit the same game area. Please understand that
    these patches are specifically designed to work only for these particular conflicts. No guarantees
    are made that they will work alongside anything else in your load order. 


    Credits
    Bethesda              - for Oblivion and the CS
    Tes4Edit               - for cleaning the dirt from my mods
    LHammonds         - for the read-me generator this file was based on
    Silent Resident     - for ImpeREAL Empire Unique Forts
    Thomas Kaira       - for Brina Cross Village
    Jonarus Drakus    - for JDNT Brina Cross


    Legal Stuff
    Please do not upload these files to any other sites without my consent. 

    17 downloads

    3 comments

    Updated

  6. Settlements Of Cyrodiil - Legion Outposts

    Settlements of Cyrodiil
                                 Legion Outposts


    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer that question. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were beta
    releases that the original authors simply abandoned.


    Details

    This is a merged version of Fort Nova Varos and Fort Novi Sad. It adds two fully functioning Legion
    outposts on the far southern banks of the Niben. South of Leyawiin where the Niben meets Topal
    Bay. Fort Nova Varos sits on the Western shoreline while it's sister outpost Fort Novi Sad sits on
    the eastern shoreline.
    Both of these outposts are updated versions of Poolacemail's original forts. They have been fully
    relocated and given extensive makeovers. Additional resources have been added to flesh them out a
    little more. The architecture is a unique combination of Leyawiin wood and lower class farmhouse.
    The soldiers have full ai packages and can be seen performing various tasks throughout the day,
    such as walking patrol and working in the fields. They wear custom armor which is meant to be a
    regional, Leyawiin version of Legion Armor. They raise several types of crops, tend some chickens,
    and have a pen of captured mud crabs.
    There are Inns with rentable rooms in each which have non-respawning chests, and the Innkeepers
    sell the crops which are raised. The Blacksmiths sell weapons and armors, will repair items, and are
    journeyman level trainers for armorer. There are small dock areas in each with a rowboat which will
    ferry you from one side of the river to the other. If you are a member of the Fighter's Guild there is a
    tent with free bedroll near the docks in one outpost.
    My focus has been to give the appearance of working Legion outposts that live off of what they
    produce, and protect the Southern Cyrodiil borders.


    Location

    The trails leading to the outposts can be found on the main road just outside the Leyawiin east gate
    for Novi Sad, and just outside Greyland for Nova Varos. I have added in road signs to aid in finding
    your way.


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that
    any compatibility patches provided are specifically designed to work only for that particular conflict.
    There are no guarantees they will work alongside anything else in your load order. 
    There are patches available as optional downloads for Better Cities, Open Cities Reborn, Cyrodiil
    Rebuild, Fort Akatosh Redux, Knights of The White Stallion, Kragenir's Death Quest, MTC Thieves
    Grotto, The Golden Crest, Elsweyr_Leyawiin_Topal Bay Walkabout, and Unique Landscapes
    Blackwood Forest.  
    Guards of Cyrodiil Redux was made compatible via internal edits to Legion Outposts.
    Guinefort's Roving Renrijra Krin mod contains an alternate Legion Outposts compatible version


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.

    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitible dirt which finds it's way into all mods
    LHammonds              - for the readme generator this file was based on
    Poolacemail               - for the original Forts and for allowing me to revive them
    Me                              - for putting this mod together

    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    101 downloads

    0 comments

    Updated

  7. Settlements Of Cyrodiil - Oranstad Township

    Settlements of Cyrodiil
                                Oranstad Township
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer that question. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were beta
    releases that the original authors simply abandoned.


    Details

    This is a completed and overhauled version of the Oranstad beta release by Spectic. The mod was
    essentially a shell village with basic landscaping and architecture. Nothing else was done at that stage.
    Oranstad Township adds a fully working farming settlement just off of the Gold Road east of Skingrad.
    It is nestled in amongst the towering trees due North of Grayrock Cave and South of Gottlesfont Priory.
    Landscaping features include two ponds and a running stream. There are 22 NPCs with detailed daily
    schedules, including 3 town guards. They grow crops, raise cattle, and sell some of those goods.
    You will see the townsfolk working the fields, socializing, and otherwise going about their busy lives.
    There is a trail through the forest which leads to Gottlesfont Priory. Some of the NPCs make regular
    trips with a guard escort to spend time worshipping. If you use the patch for MTC Expanded Villages,
    the trail links to the village added by MTC as well.
    Shops include a butcher, book store, blacksmith selling armor and weapons, an alchemy shop, and stables.
    There will be a buyable home in a future update but the interior is still being worked on. For now there is
    a cot in the barn which you can sleep on for free. I am also planning to add horses for sale at the stable
    but haven't completely finished that part yet. Sorry but real life just got in the way.
    A map marker is visible from the start, but you will have to hoof it there once to "discover" the location.
    While I have made every effort to iron out glitches, missing something is almost a given. Let me know if
    you find anything.


    Location

    Just off of the Gold Road East of Skingrad. Near Grayrock Cave.


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order.   
    Patches are provided as a separate download for MTC Expanded Villages, UL Ancient Redwoods, and UL
    Skingrad Outskirts.
    A patch for The Ayleid Steps can be found here.
    A patch for HESU Wolfsborough can be found here.


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
    found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    LHammonds              - for the read-me generator this file was based on
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    spectic                        - for the original beta mod this is based off of
    EldescrollsFan001     - for testing and the idea to add the Gottlesfont trail (good idea)
    Vorians                       - for allowing me to use his patch as a starting point for one of my own
    Me                              - for design and creation of Oranstad as it exists now


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    93 downloads

    0 comments

    Updated

  8. Settlements Of Cyrodiil - Clearwater Farms

    Settlements of Cyrodiil 
                                    Clearwater Farms
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were beta
    releases that the original authors simply abandoned.


    Details

    Clearwater is a complete remake of my very first creation. It was initially a simple farmhouse
    created using vanilla resources. In it's present form, Clearwater is a complete settlement with
    five farmhouses. It has retextured structures which use primarily vanilla Chorrol textures. I like
    settlements to have a regional theme.
    Clearwater Farms adds a small group of farmsteads in the Great Forest just off of the Orange
    Road. Follow the road east from Chorrol. A marker will show up on your map, but you will need
    to hoof it there once to "discover" the location.
    Nothing over the top here, just a simple collection of farmsteads beside a clear woodland pond.
    You will find various crops, a first ever small ironwood nut orchard, some livestock, and a few fish
    in the pond. There is a vendor stand where passerby can purchase the goods which are raised.
    The farmhouse interiors are a little spartan, what else would you expect for poor homesteads?
    This was simply intended to add some population to an otherwise empty spot in the game. The
    farmers are friendly and one has a bedroll in the sheepfold, which you can use for free if you
    get caught out after dark. 
    While I have made every effort to iron out glitches, missing something is almost a given. Let
    me know if you find anything.


    Location

    On the Orange Road East of Chorrol.


    Requirements

    Oblivion Patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3
    Shivering Isles (for the Broom Sweeping animation)


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice
    2. Set load order and play.


    Load Order 

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order.   
    A patch for Unique Landscapes Lush Woodlands is provided as a separate download.  
    A patch for The Ayleid Steps can be found here.
    A patch for HESU Koyo Town can be found here.


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
    found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                     - for Oblivion and the CS
    Nifskope and GIMP    - for the tools that made this possible.
    Tes4Edit                      - for cleaning the dirt from mods
    LHammonds               - for the read-me generator this file was based on
    Me                               - for design and creation of Clearwater Farms


    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    84 downloads

    0 comments

    Updated

  9. Settlements Of Cyrodiil - Silverfish Falls

    Settlements of Cyrodiil
                                       Silverfish Falls
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer that question. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished
    beta releases that the original authors simply abandoned.


    Details

    Silverfish Falls adds a fully functioning settlement on the way to Morrowind, near the headwaters of
    the Silverfish River. It was originally created by Poolacemail, titled Lakeview Village, and was situated
    at the pond near the Ayleid Ruins of Mackamentain. It unfortunately occupied exactly the same real
    estate as Shezrie's Lakewood Village, and also suffered mod conflicts with Unique Landscapes Aspen
    Wood. This meant the only realistic fix was moving everything.
    So the settlement was completely relocated and given an extensive makeover. Mod conflicts have been
    greatly reduced and patches are available for the only conflicts I am aware of. Additional resources are
    added to flesh it out a little more. The architecture is a unique combination of Cheydinhal and common
    farmhouse. The occupants have full ai packages and can be seen performing various tasks throughout
    the day. They raise several different types of crops and tend a small herd of swine. There is at least one
    adventurer who travels afield to hunt deer.
    My focus has been to give the appearance of a working settlement that lives off of what it produces.
    Local vendors sell what they raise and provide several services to travelers. You will find a Blacksmith,
    an Inn, and a General Store. The Smith carries the unique weapons & armor featured in the mod: Knightly
    Armory by Phitt and Ghogiel. While these may not fit with the vanilla style 100%, they were included as part
    of the original design. So I kept it all. There is a Room to rent at the Inn for a fair price. The Lord of Silverfish
    Manor graciously allows members of the Fighter's Guild to sleep for free in the basement. There is a free
    bed there for you, provided you are at least Journeyman level. Some NPC's also serve as trainers.
    While I have done my best to iron out all the glitches, it seems there is always something to fix. I welcome
    all feedback and constructive criticism. Hopefully you will enjoy visiting this place as much as I did.


    Location

    The path leading to the settlement can be found on the Unnamed, Unmarked Road that leads east
    towards Morrowind from the Yellow Road. I have added in signposts to aid in finding your way. The
    settlement can be found at the waterfall pond located south of Ondo Ayleid Ruins and North of Lost
    Boy Caverns. There is a map marker, but you will have to hoof it there at least once to "discover" the
    settlement.


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order.  
    Compatibility patches are available as a separate download for Griffon Fortress, UL Silverfish River
    Valley, and Integration: The Stranded Light. 


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                     - for Oblivion and the CS
    Nifskope and GIMP    - for the tools that made this possible.
    Tes4Edit                      - for cleaning the dirt from my mods
    LHammonds               - for the read-me generator this file was based on
    Poolacemail                - for the original Lakeview Village and allowing me to revive it
    Phitt and Ghogiel        - for the resources from "Knightly Armory"
    Me                               - for design and creation of the mod as it exists now


    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    93 downloads

    0 comments

    Updated

  10. Settlements Of Cyrodiil - Wickmere Farm

    Settlements Of Cyrodiil
                                               Wickmere Farm
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population? Settlements of Cyrodiil is an attempt to answer that question.
    The project first began as an effort to rescue some very nice farm and village mods that had gone
    to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with mods.
    Others were unfinished beta releases that the original authors simply abandoned.


    Details

    Wickmere Farm adds a fully functioning settlement just east of the Imperial City on the banks of
    Lake Rumare. It was originally created by Poolacemail, titled To Feed an Empire- Wickmere Farm,
    and occupied more or less the same real estate it currently rests in.
    Wickmere Farm in it's current form has received an extensive makeover to eliminate known mod
    conflicts. Additional resources have been added to flesh it out a little more. The occupants have
    full ai packages and can be seen performing various tasks throughout the day. They raise several
    different types of crops, sheep, and chickens and also fish the nearby lake.
    My focus has been to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or
    beds to sleep in. I may add a mat in the sheep pen.
    While I have done my best to iron out all the glitches, it seems there is always something to fix. I
    welcome all feedback and constructive criticism. Hopefully you will enjoy visiting this place as
    much as I did.


    Location

    The path leading to the village can be found on the Red Ring Road just south of the burned down
    shop "All Things Alchemical".


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. Both of these files are already recognized.
    Specific Load Order instructions are included with the read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order. 
    The only conflict I am aware of is Ryu Doppler's "Milewood" mod. An alternate Milewood compatible esp is
    provided as a separate download. Simply replace the standard .esp with this one, DO NOT USE BOTH. If
    you do not actually have Milewood installed, using the alternate version will crash the game. 


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP    - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    LHammonds              - for the readme generator this file was based on
    Poolacemail               - for the original Wickmere Farm and allowing me to revive it
    Me                              - for design and creation of the mod as it exists now


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    67 downloads

    3 comments

    Updated

  11. AFK Weye - MTC - Region Revive Patches

    AFK Weye-MTC-Region Revive Patches
     

    A set of patch files which provide compatibility for AFK Weye, MTC Expanded Villages,
    and Region Revive Lake Rumare. Features some built-in compatibility with other mods
    as well. Giving the potential to use eight Weye mods at once.

    Description

    Weye is arguably the single most heavily modded area in the entire game. And for good
    reason too, the vanilla town of Weye is little more than an inn and a farm house. A quick
    search can easily turn up several dozen mods for this spot. From simple player homes to
    full village expansions complete with quests. 
    Unfortunately most of them do not play nicely together and can have nasty conflicts. Such
    as large rips in the landscape, buried and/or floating objects, broken path grids,etc. While
    there were a few patches on the market for various combinations of Weye mods, they all
    required sacrificing bits and pieces of the mods in order to work. Not an ideal solution.
    So I went to work creating a set of patches that will allow simultaneous use of the three
    most popular Weye mods I know of, while keeping all mod content intact. Namely AFK_Weye, 
    MTC Expanded Villages, and Region Revive: Lake Rumare. The end result transforms Weye 
    into a bustling community with vendors, shops offering services, farms, ships, quests, and a
    large mansion which can be yours.     

    Details

    There are three progressively larger main patch files included here. They are all created from
    the same template but have minor differences. Choose ONLY ONE. Using more than one at
    the same time will cause duplicates and lag. 
    AFK-MTC-RR Patch: The basic patch provides fixes for AFK_Weye, MTC Expanded Villages,
    and Region Revive Lake Rumare.
    House of Healing Patch: Same as the basic version, but adds compatibility for House of Healing.

    Weye Overhaul Patch: Same as the basic version, but adds compatibility for House of Healing
     and Oblivion Farmer's Market.
    There are also two optional files. One is a replacer .esp for Akaviri Imports which makes that mod
    compatible with any of the three main patches. The other is an addon patch for Colourwheels Sexy
    Oblivion Overhaul made by Nephenee13. It will only work alongside the basic main file. 
    Another available option is an addon for Imperial City Suburbs. It should be noted that none of these
    patches have any direct conflict with ICS. But Region Revive itself does. I have created a patch for
    this (ICSuburbs-Weye Patch) which can be found at The One Stop Patch Shop. In the Downloads
    section, packaged in with the "Recent Files".


    Built in Compatibility

    All three of the main file patches have been designed to work with Akaviri Imports, Ruined Tail's Tale,
    and now Clocks of Cyrodiil for the Wawnet Inn interior. None of these mods is required. I have simply
    adjusted object placement, landscaping, and path grids to allow simultaneous use of these mods should
    you choose to do so. Depending on your choice of plugins...you are now potentially able to combine up
    to eight Weye mods at the same time...conflict free.
    In order to use Akaviri Imports you will need the replacer esp that is included here under optional files.
    Install the full Akaviri Imports mod as you normally would, then install the replacer esp and allow it to
    overwrite the original. Use of Ruined Tail's Tale will require the RTT Weye Relocation Patch. 


    Location

    Village of Weye (and ONLY the village of Weye). Any other areas edited by these mods is outside the 
    scope of this project.


    Requirements

    Oblivion patched to 1.2.0416
    AFK_Weye
    MTC Expanded Villages
    Region Revive - Lake Rumare
    House of Healing at Weye
    Oblivion Farmers Market
    Ruined Tails Tale
    RTT Weye Relocation Patch (Arthmoor pulled the Nexus page, waiting for him to upload it here)
    Akaviri Imports


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play. 
    It is advisable to leave the Weye area before applying any patches. Due to the extensive changes 
    throughout the surrounding area, activating while in town may trap you inside a building or other
    structure. Because many buildings and doors had to be moved, it is also advisable to perform a 
    clean save before using a save game which had any of these mods installed. Failure to do so may 
    result in doors showing up in their previous locations. 


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility

    Compatibility is assured ONLY with the mods mentioned above. Anything else added into Weye will most
    likely result in a conflict of some kind.


    Credits

    Bethesda             - for Oblivion and the CS
    Tes4Edit               - for cleaning the inevitable dirt from my mods
    LHammonds        - for the read-me generator this file was based on
    afk_dwip              - AFK_Weye
    Nernie                  - MTC Expanded Villages
    I_Need_Money    - Region Revive: Lake Rumare
    David Brasher      - House of Healing at Weye
    Coleen                 - Oblivion Farmer's Market
    Arthmoor             - Rumare_AFK Weye patch that I used as a starting point in v.1
    Mr. Siika              - ship resources
    Momo                  - Grain, hay, water textures
    severian1981      - Akaviri Imports
    simyaz                 - Ruined Tail's Tale


    Legal Stuff

    Please do not upload these files to any other sites without my consent. 

    77 downloads

    7 comments

    Updated

  12. Settlements Of Cyrodiil Resource Pack

    Settlements Of Cyrodiil
                                   Resource Pack


    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet, where are the crops
    to feed that population? Settlements of Cyrodiil is an attempt to answer that question.   


    Details

    Settlements of Cyrodiil first began as an effort to rescue some very nice farm and village mods that
    had gone to the wayside. Victims to un-patched conflicts, or simply abandoned by the original authors.
    Over time, the project has evolved from those humble beginnings into a full scale series.
    Settlements of Cyrodiil is a series of modular releases which all utilize the same resource pack. I felt
    this was the best approach for implementing upgrades, and giving the mod users freedom of choice.
    You don't have to use all of the plugins if you don't like one or more. 
    The main focus revolves around farming settlements. There is quite a variety available, with plans 
    to add more in the future.

    **Note: This package and the mods built from it are undergoing updates at this time. They function
                 perfectly as is. And will make a nice addition to your game. But I have plans for them and 
                 new modules moving forward which require some restructuring. Look to see that soon.


    Contents
    1. A collection of folders containing meshes, sound files, and textures.
    2. An ESM Master File containing all of the above which have been pre-assembled in the Oblivion
       Construction set.
    This is NOT a mod in and of itself. It is a master resource package that numerous mods are built
    off of. There are currently 7 released mods, and more in various stages of development which all
    use the resources. All mods in the "Settlements of Cyrodiil" series require this pack to be installed.


    Install

    Extract to your Oblivion Data folder using the mod manager of your choice. Manually installing is
    discouraged as it can be difficult to remove everything later, should you choose to do so.


    Released Mods
    =============

    Regional Farms & Inns
    The goal of this mod was to overhaul the existing Farms and Inns in the game. Giving each a
    re-texture using regional vanilla materials. Producing a look which relates to the major city of
    that region.
     
    White Rose Farm
    Formerly White Rose River Farm by Poolacemail. A farming settlement which suffered from
    un-patched conflicts and was abandoned. Village has been relocated to north bank of the
    White Rose River eliminating most conflicts. 
     
    Wickmere Farm
    Also originally by Poolacemail. Also suffered from un-patched conflicts with other mods.
    A mid sized farming community located on the southeast corner of Lake Rumare. Has been
    moved just enough to eliminate conflicts. Has received many improvements.
     
    Clearwater Farms
    One of my own creations. Located on the main road due east of Chorrol. Nothing over the top,
    just a simple collection of farmsteads beside a clear woodland pond. You will find various crops,
    an ironwood nut orchard, some livestock, and fish in the nearby pond. There is a vendor stand
    where the farmers goods are sold to passerby.
     
    Silverfish Falls
    The fifth and final settlement from Poolacemail. Formerly Lakeview Village. This one used the
    same real estate as Shezrie's Lakewood Village and UL Aspen Wood. It was relocated to the
    waterfall pond at the head of Silverfish River valley. Hence the name. Features crops, livestock,
    and fish in the pond. Services include a blacksmith with custom gear for sale, and an Inn.
     
    Legion Outposts
    A pair of Legion outposts and working farms which were originally created by Poolacemail.
    The outposts have been relocated and given a new look. They are now merged into a single file.
    New locations are a little more strategic, placing the outposts on the far southern banks of the
    Niben River below Leyawiin. This location helps to guard entry to Cyodiil's southern borders.
    NPCs patrol their respective outpost areas and work the fields. Some features include custom
    armor, crops, and services for weary travelers.

    Oranstad Township
    Adds a farming village on the Gold Road road due East of Skingrad. Oranstad is a completed
    version of the beta release by Spectic. Contains farming, livestock, a blacksmith shop, etc.
    There are 22 NPCs with detailed daily schedules who socialize, work, buy and sell items, and
    some are trainers as well. They raise a variety of crops and have cattle which produce milk.


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Please see the included documents which contain a detailed list of credits. It's a bit much to post
    everything here on the description page.

     
    Legal Stuff

    This package may be considered a modder resource if, and only if, you use it as a master file
    requirement. There are many items which were donated for exclusive use. Which cost me lengthy
    periods of time acquiring permission for. I cannot in good faith pass on permission to use them.
    Please do not upload these files to other sites without my consent.

    276 downloads

    1 comment

    Updated

  13. Runestone Village II

    Runestone Village II
                                     by Antiscamp 
     

    Runestone Village II is an expanded version of the original mod which has more architecture
    and NPCs. Including a small fort with larger compliment of guards. It also features random
    goblin attacks. It is located in the same place off of the Orange road. The town has more
    homes, still a player home, chapel, Inn, NPCs including a smith. 
    Access to the house is gained by obtaining the key to it. The included original read-me gives
    clues about that. There is storage space and the house is decorated. You can rest at the inn
    and the armorer repairs weapons. 
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


     Details
    This update performs a number of fixes. To eliminate conflicts with nearby mods, a few of
    the cell edits were trimmed out, and the trail leading into the village was relocated slightly
    East. This eliminated conflicts with Koyo Town and a number of the UL related compatibility
    patches. A Ranger camp West of the village was moved to eliminate a conflict with Clearwater
    Farms. The village exterior was cleaned up. All floating objects have been grounded, buried
    objects were either raised or removed. Fences & walls were adjusted in places, ground level
    adjusted to meet steps leading into homes. Landscape textures edited so the tall grass isn't
    obscuring everything. And path grids have been optimized. 


    Compatibility
    I engineered this to work around several popular mods which add locations nearby. As a result the
    mod has no conflicts with the following bordering mods:
    1. UL Stendarr Valley 
    2. UL Lush Woodlands
    3. HESU Koyo Town
    4. HESU The Great Forest Gorge
    5. Settlements of Cyrodiil - Clearwater Farms
    A compatibility patch for Hoarfrost Castle is available as a separate download.
    A conflict with the Unhealthy Competition mod is on my To-Do List. 


    Requirements
    Oblivion patched to 1.2.0416


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.  
    2. Set load order...and play. 


    Load Order
    Suggest using BOSS to set load order. These files are already recognized.
    Specific load order instructions are included in the read-me file.


    Credits
    Bethesda          - for Oblivion and the CS
    LHammonds    - for the read-me generator this file was based on
    Tes4Edit           - for cleaning the dirt from my mods
    Antiscamp        - for the original Runestone Village II and permission to use it


    Legal Stuff
    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original read-me, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given.
    This updated file can be used the same way so long as you credit me for my work. That said, there
    are still plans in place for further improvements.

    27 downloads

    0 comments

    Updated

  14. Lilyvale Town

    Lilyvale Town
                               by Antiscamp
     
    This mod adds a scenic village located on the lake West of Chorrol. It is situated on a
    rise that overlooks the surrounding plains and nearby city. It features all of the things
    you would expect to find in a rural village. Homes (including a player home), an Inn,
    stables, a smith, and guards. There are also numerous AI events that take place in
    and around Lilyvale, which add a unique flair.
    The Town Guard performs different regular functions, such as a military parade on
    Sunday. A band of adventurers gather in the Town Square each day at 6 o' clock and
    go adventuring. You can join them if you wish. All in all a great place to visit.
    Unfortunately the mod never progressed past the Beta stage. Antiscamp moved on to
    other projects, leaving this one as it was. Playable but very much unfinished.  At some
    point, members of the community approached me regarding this mod. I had editor
    access to Antiscamps other villages and there were open permissions for this one also.

    Details

    I started on updates for this back in 2015,  and made great progress at first. Then some
    ugly things happened in real life. And progress slowed to a crawl as I struggled to muddle
    my way through. A good bit of time passed and Lilyvale sat on my desk top gathering dust.
    Then one day "The Romans" sent me a PM asking if I would upload an interim file with the
    work that had been completed. What you find here is the current state of things. There is
    much more to be done so please bear that in mind. I will get back to this in the near future.

    My focus in updating was twofold: 
    1. Bring it out of Beta stage. To that end the first task was grounding all of the floating or
        submerged items around the town. Next up was smoothing out the rough landscape,
        to give it a more polished look.  A number of trees were removed from the town center
        to alleviate overgrowth. Added a large waterfall in the "vale" as well as more lily flowers.
        With a name like Lilyvale one expected to see more there. Rocked in the stream to make
        it look better. Added a path to the lowerclass home in the vale. Fixed jagged landscaping
        around the horse pen. Added "Lilyvale" road signs. Plus many other things I'm forgetting.
    2. Make the town compatible as possible with other mods occupying the nearby area, and
        create patches for what couldn't be overcome otherwise. There were at least 14 known
        conflicts the last time I bothered to count. More now I think. My efforts on that were more
        successful than I hoped. 
        To make that possible, Lake Lily Inn was relocated from across the main road and moved
        towards the lake. The adventurer camp and bandit camps south of town were relocated for
        the same reasons. Several game cells worth of forest were removed as well. They were the
        source of several conflicts and really amounted to mod sprawl. Some very concise edits
        were made to landscaping and path grid placement at cell borders. The result of all this is
        built in compatibility with eight other mods, no patches required. Patches are still required
        for others.

    The main download contains two separate esp files. The standard version and optional Roads 
    of Cyrodiil compatible version. Choose one or the other. Patch file folders are labeled according
    to which of these main esps they can be used with. Read the read-me files.

    Location

    Just West of Chorrol

    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. Lilyvale and all of the patch files are already recognized.
    Specific load order instructions are included with each patch read-me file as well.

    Compatibility

    Let me start by saying that Lilyvale sits in "One of Those Spots". You know, where everybody and
    their brother built a mod. It is a scenic location. But all of those mods each step all over one another.
    Compatibility Hell 

    I tried engineering this to work around as many of those mods as I could. While that was not entirely
    possible, 8 of them are now fully compatible with Lilyvale, no patch necessary.  Unfortunately, there
    are at least that many which are not.
    Last words, there are some conflict reports which came in after I had already uploaded this. They are
    added in the To-Do List below. Some of those may be avoidable with further edits to Lilyvale itself. 
    Won't know for sure until I dig into this again.


    100% Compatible 
    .............................
    Billsburg
    DLC Battlehorn Castle
    DLC Knights of The Nine
    UL Chorrol Hinterland
    UL Chorrol Hinterland for Better Cities
    UL Colovian Highlands
    UL River Ethe
    Verona House: Bloodlines


    100% Compatible via Alternate Esp
    ..........................................................
    Roads Of Cyrodiil


    Patched Conflicts
    ..............................
    AFK Weye (path grids only)
    Battlehorn Castle Upgraded (path grids only)
    Hoarfrost Castle
    Tona's Mods Store


    Still To-Do
    ...........................
    Artifacts of The Ancestors
    Bandit Hideouts
    Battlehorn Castle Refined (perhaps not, abandoned and author says not safe to use)
    Pinewood (perhaps not, requires relocating and there are no safe spots nearby)
    The Forgotten Tower
    Villages (Fort Turjak)
    Oblivion Uncut (unverified, but adds a location at Spyrock)


    Credits

    Bethesda         - for Oblivion and the CS
    LHammonds    - for the readme generator this file was based on
    Tes4Edit          - for cleaning the dirt from my mods
    Antiscamp       - for the original Lilyvale Town and permission to use it
    Arthmoor         - for use of ROC landscaping which saved me a ton of headaches
    Edhildil            - for the DMRA Skimpy Armor (eventually to be replaced)
    Me                   - for almost two years of off and on work on this


    Legal Stuff

    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original readme, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given. 

    This updated file is not open for use at this time. I still have much to do and plans in place. Thank you
    for your patience and understanding.

    48 downloads

    3 comments

    Updated

  15. Settlements Of Cyrodiil - White Rose Farm

    Settlements Of Cyrodiil
                                              White Rose Farm

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. 
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. And yet, where are the crops
    to feed that population? Where are the farms that should dot the landscape in every direction?
    Settlements of Cyrodiil is an attempt to answer those questions. While there is a great variety of
    farming mods out there, in my opinion it's still too few, we have plenty of holes left to fill.......... 

    Details

    White Rose Farm adds a fully functioning settlement just west of the Imperial City. It was originally
    created by Poolacemail, titled White Rose River Farm, and occupied most of the small island next to
    "Old Bridge". As some of you may know this real estate was also used by two other hugely popular mods.
    The Lost Spires and Shezries Towns (Pells Gate). As a result of the unresolved conflicts this settlement
    went the way of the dinosaurs and was mostly forgotten. White Rose Farm in it's current form has been
    entirely relocated to the north bank of the White Rose River. Every brick, stone, and inhabitant. Thus
    eliminating the nasty conflicts and any need for patches.
    The settlement has received an extensive makeover being wholly re-landscaped to fit into it's new
    environment. Additional structures and npcs have been added to flesh it out a little more. The
    occupants have full ai packages and can be seen performing various tasks throughout the day. They
    raise several different types of crops, sheep, and chickens and also fish the nearby river.
    Resources have been added to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or beds to
    sleep in...yet. I may add that in at a later date if there is enough of a demand for it.
    While I have done my best to iron out all the glitches, it seems there is always something to fix in a
    first release. I welcome all feedback and constructive criticism. Hopefully you will enjoy visiting this
    little slice of paradise as much as I enjoyed building it.

    Location

    The path leading to the village can be found just north of "Old Bridge" and just south of Vindasel.
    There is a map marker but you will have to hoof it there at least once to "discover" the farm before
    fast travel is available.

    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3

    Install

    Extract to your Oblivion Data folder either manually or using the mod manager of your choice.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.


    Compatibility

    May conflict with other mods and patches which edit the same game area. A compatibility patch
    is available for Knights of The Nine: Revelations.

    A patch for HESU White Rose River can be found here.

    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.

    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    LHammonds              - for the read-me generator this file was based on
    Poolacemail               - for the original White Rose River Farm and allowing me to revive it
    Me                             - for design and creation of the mod as it now exists


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    82 downloads

    0 comments

    Updated

  16. Sutch Unification Patch

    Sutch Unification Patch
     
    A small patch file, made by request, that will allow simultaneous use of Arthmoor's
    Sutch Village and Silent Resident's ImpeREAL City of Sutch.


    Details
    Prior to patching, using both of these mods together would result in several conflicts.
    This included rips at cell borders and the southern most farm from Sutch Village being
    buried inside the city walls from ImpeREAL.
    Main focus of the patch was relocating the Gerrard Family Farm onto the hillside just
    outside the city walls. Also re-worked the cow pen fence at Lazzan Family Farm to make
    room for the road leading into the city gates.
    Relocated two patrol guards to a position just north of city gates, corrected numerous
    path grids, sealed up rips at cell borders, etc. The end result with Arthmoor's village on
    the north side and Lord Drad's Estate on the south, makes ImpeREAL Sutch City look
    and feel as though it was always meant to be there.
    Note: Over the years since I made this patch, some other patches have been made
    which add further functionality to it. At some point in the near future I will incorporate
    those via a final update.


    Location
    Just north of Lord Drad's Estate 


    Requirements
    Oblivion patched to 1.2.0416
    Sutch Village
    ImpeREAL Empire Unique Cities - Sutch


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of
        your choice.
    2. Set Load order and play.


    Load Order
    Suggest using BOSS to set load order. This file is already recognized.
    Specific Load Order instructions are included with the read-me file as well. 


    Compatibility
    May conflict with other mods or patches which edit the same game cells.

    Sutch Unification - Uniforms: Gives guards from both mods all the same outfits.


    Credits
    Bethesda              - for Oblivion and the CS
    Tes4Edit               - for cleaning the dirt from my mods
    LHammonds         - for the read-me generator this file was based on
    Silent Resident     - for ImpeREAL Empire Unique Cities - Sutch
    Arthmoor & Hana  - for Sutch Village


    Legal Stuff
    Please do not upload this file to any other sites without my consent.

    24 downloads

    0 comments

    Updated

  17. Oblivion Uncut Compatibility Patches

    Oblivion Uncut Patches

    A set of compatibility patches made to repair conflicts when using Oblivion Uncut with several
    other mods which edit the same areas.


    Details
    Oblivion Uncut restores many things that were cut from the game during development. This
    includes a number of locations with structures, landscaping, etc. Unfortunately a few of these
    restored locations conflict with pre-existing mods. These patch files fix all of the conflicts that I
    know about at this time. (Which aren't already addressed by other people's patches)  
    This is yet another of my pages migrated over from the Nexus. Oblivion Uncut went through a
    few updates since I first created the patches for it. Two of the conflicting mods had as well. As
    a result most of the patches needed updates. And there was at least one known conflict posted
    in the comments over there that hadn't been patched. Everything is now up to date.


    Locations
    Castle Varaldo: Patches for Archfiend, Oaksdale, UL Entius Gorge. Plus one 3-way patch.
    Fair N Square Ballifs HQ: Patch for UL Chorrol Hinterlands and the BC version of the UL

    Fox's Den Inn: Patches for Darbinshire Cave and The Scarlet Monastery.

    Gretwold: Patch for UL Chorrol Hinterlands and the BC version

    IC Arena District: Patch for Better Cities Arena to fix the Yellow Team Bloodworks entrance

    Imperial Battle College: Patches for UL Ancient Yews, UL Arrius Creek, or UL Compilation

    **Spyrock: No longer requires a patch. Previously had a conflict with Battlehorn Castle. Mod
                      author eliminated this via internal edits. Patch was removed from this collection.


    Requirements
    Oblivion patched to 1.2.0416
    Shivering Isles (Required by Oblivion Uncut)
    Knights of The Nine (Required by Oblivion Uncut) 
    Oblivion Uncut

    Optional
    Archfiend
    Better Cities
    Darbinshire Cave
    Elsweyr: The Deserts of Anequina
    Oaksdale
    The Scarlet Monastery
    UL Ancient Yews
    UL Arrius Creek
    UL Chorrol Hinterland
    UL Entius Gorge
    Unique Landscapes Compilation (If you prefer the merged version)

    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set Load and play.


    Load Order
    I suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file also. 


    Compatibility
    May conflict with other mods and patches which edit the same game cells. 


    Credits
    Bethesda                  - for Oblivion and the CS
    TES4Edit                  - for cleaning the dirt from my mods
    LHammonds             - for the read-me generator this file was based on
    elderscrolliangamer  - for Oblivion Uncut
    marob307                 - for making the first draft of the Ancient Yews patch
    Iliana                         - for Elsweyr The Deserts of Anequina
    Ub3rman123             - for The Scarlet Monastery
    Carel de Winter         - for UL Ancient Yews and UL Chorrol Hinterland
    Phitt                           - for UL Entius Gorge
    ElderScrollsfan001    - for Oaksdale
    Eldosian                    - for Darbinshire Cave


    Legal Stuff
    Please do not upload these files to any other sites without my consent.

    293 downloads

    1 comment

    Updated

  18. Mages Cross

    Mages Cross
                                            by Antiscamp
     
    Mages Cross adds a small village on the Gold Coast near Gweden Farm. Described by
    the original author as "A Player Home with a picturesque town built around it". The town
    has several NPCs including a blacksmith, trader, and garrison of guards. The NPCs all
    gather at the Inn in the evenings. They grow a small sampling of crops. And have daily
    schedules.
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


    Details
    First and foremost, Mages Cross has been moved about two game cells from it's original
    location. This was done to eliminate a serious conflict with Oscuro's Oblivion Overhaul.
    Which placed an Ayleid Ruin in the same spot. The entire village was also spun 180
    degrees, so that the road leading into the village passes through the town hall arch. I also
    swapped positions for two of the homes to gain space in the town center. Giving the town
    a slightly roomier feel.
    The entire town is now closed in except for the main entry. Certain areas inside are walled
    in and gated to create small garden areas, so now the people grow something to eat. Poor
    lil guys were hungry. Moved the farmers x marker so he now works in his garden. 
    Added a camp fire for the poor beggar. This was in the original mod...but was left hidden
    under the terrain. Replaced most of the bushes surrounding the Mage stone with flowers. 
    Making the stone more visible. Removed a number of the trees in and around the town, this
    was one of the complaints from the comments section and I agree there were too many. 
    Added a water static for the town well, and a circular tree bench for the town center. Added
    road signs at two locations. Changed north markers for all interior spaces to reflect the new
    orientation of the building exteriors. Last but not least, cleaned with TES4Edit to remove the
    wild edits which were in the original version.  


    Compatibility
    I designed this to work around several other mods which add locations nearby. The edits ensure
    it will not conflict with:
    A. Oscuros Oblivion Overhaul (OOO) which adds three locations east of Anvil. 
    B. Reclaiming Sancre Tor which adds a town on the river and edits Gweden Farm.
    C. Unique Landscapes-Cliffs of Anvil which makes edits on the nearby river as well
    D. Roads of Cyrodiil which adds a new road running right past the town location. I merged a
        portion of that new road into Mages Cross. With Arthmoor's permission. Compatibility with
        ROC is guaranteed so long as you set proper load order.
    A compatibility patch for Highwood is available as an optional download.
    A compatibilty patch for HESU Shipton is available Here


    Requirements
    Shivering Isles (Not sure on this. But it was listed in the original readme)


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.  

    2. Set load order...and play. 


    Load Order
    Suggest using BOSS to set load order. These files are already recognized. Detailed load order
    info is included in the read-me.


    Credits
    Bethesda           - for Oblivion and the CS
    LHammonds      - for the readme generator this file was based on
    Tes4Edit            - for cleaning the inevitible dirt which finds it's way into all mods
    Antiscamp         - for the original Mages Cross and permission to use it
    Arthmoor           - for use of ROC landscaping which saved me a ton of headaches
    Stroti                  - for the Tree Bench resource
    Texian                - for the static water mesh


    Legal Stuff
    I have left a copy of the original mod on the Nexus page under "Old Versions". Per Antiscamps original
    readme, that version is free for anyone to use in any way they see fit, so long as proper credits are given.
    This updated file is not. At least not while I am actively developing it. When all the wrinkles are ironed out,
    I'll revert the permissions for this version also. Thanks for your anticipated cooperation and understanding.

    28 downloads

    2 comments

    Updated

  19. Topals Deep

    Topals Deep
     
    This is Ruikuli's ORE Water Homes Challenge entry. It adds a floating home complex to the
    game world on Topal Bay south and east of Leyawiin. There is a dwemer submarine which
    can be used to travel to various places in Cyrodiil. The docking areas are Anvil, Bravil, IC
    Waterfront, and River Strid near Silorn.
    A map marker will show up at a boat dock on the small island SE of Leyawiin. Once you take
    the boat to the Home Base settlement and discover the location, you will be able to fast travel
    there as well. The submarine docking locations each have a map marker that only shows when
    you are at that specific location. So if you wander off you can always find the sub location later.
    Features include working light switches in interiors, fire places that can be activated with wood,
    grape presses that can be activated to squeeze juice, and fire pits that can be used to grill meat.
    It may not be entirely lore friendly, but it is absolutely unique, fun to toy with, and deserved to be
    preserved. Ha...I rhymed 
    This mod was hosted on the Oblivion Real Estate website a long time. The original author gave
    me permission to upload it and perform whatever maintenance may be required. I've archived a
    PM exchange on Nexus to verify this.


    Changes from Original 
    1. Relocated the Anvil and IC Waterfront sub references to make the mod more compatible.
    2. Added path grids to the home base area, hut, sub hangar interiors, sub interior, and all sub
       docking locations. Should be companion friendly now. 
    3. Linked some sub related items to the proper master reference so they only show up when the
        sub is at that location. 
    4. Added hatch covers to some sub references, so it has a uniform appearance at all destinations.
    5. Added map markers to two sub locations and to the home base. 
    6. Adjusted all trees at the home base so they aren't sticking out through the sides of the planters.
    7. Removed all unnecessary cell edits for compatibility purposes, and cleaned with TES4Edit.   


    From The Original Read-Me

    A traveller from the land of Morrowind came to Cyrodiil in search of dwemer technology. Unfortunately
    it lies at the bottom of the sea. So he built an accommodation as close as possible. The Imperial council
    didn't approve of this building, for there was no permission given. The inhabitant had to move away and
    the house remained.
    The lights in the interiors can be turned on or off. The Windows and lighting change according to time of
    day. In the study you can find a journal with some background to the mod. You can squeeze juice from
    grapes and fry meat in the kitchen.


    Location

    Submarine Base is out in Topal Bay south of Leyawiin. See screen shots for the exact docking points.
    Anvil:                In the small cove East of the castle.
    River Strid:        At the headwaters just before the waterfall
    IC Waterfront:   At the slum area on the West beach
    Bravil:               On the beach North of the city


    Requirements

    Oblivion patched to 1.2.0416


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility

    May conflict with other mods and patches which edit the same game areas. 
    Compatibility patches are available as a separate download for Better Cities, DLC Vile Lair,
    Integration: The Stranded Light or Integration: Integrated.


    Credits

    Bethesda           - for Oblivion and the CS
    Tes4Edit            - for cleaning the dirt from my mods
    LHammonds      - for the Readme Generator this file was based on
    Ruikuli                - for creating the original mod
    Me                      - for giving it new life


    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    9 downloads

    0 comments

    Submitted

  20. Runestone Village

    Runestone Village
                                     by Antiscamp 
     

    Runestone Village adds a small village along the Orange Road near Underpall Cave. It is
    described by the original author as "A nice player home, with a quaint village built around it".
    The town has several homes, a player home, Inn, NPCs including a smith and guards. 
    Access to the house is gained by obtaining the key to it. The included original read-me gives
    clues about that. There is storage space and the house is decorated. You can rest at the inn
    and the armorer repairs weapons. 
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


     Details
    This update performs a number of fixes. To eliminate conflicts with nearby mods, a few of
    the cell edits were trimmed out, and the trail leading into the village was relocated slightly
    East. This eliminated conflicts with Koyo Town and a number of the UL related compatibility
    patches. The village exterior was cleaned up. All floating objects have been grounded, buried
    objects were either raised or removed. Fences & walls were adjusted in places, ground level
    adjusted to meet steps leading into homes. Landscape textures edited so the tall grass isn't
    obscuring everything. And path grids have been optimized. 


    Compatibility
    I engineered this to work around several popular mods which add locations nearby. As a result the
    mod has no conflicts with the following bordering mods:
    1. UL Stendaar Valley 
    2. UL Lush Woodlands
    3. Hesu Koyo Town
    4. Hesu The Great Forest Gorge
    A compatibility patch for Hoarfrost Castle is available as a separate download.
    A conflict with the Unhealthy Competition mod is on my To-Do List. 


    Requirements
    Oblivion patched to 1.2.0416


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.  
    2. Set load order...and play. 


    Load Order
    Suggest using BOSS to set load order. These files are already recognized.
    Specific load order instructions are included in the read-me file.


    Credits
    Bethesda          - for Oblivion and the CS
    LHammonds    - for the read-me generator this file was based on
    Tes4Edit           - for cleaning the dirt which finds it's way into all mods
    Antiscamp        - for the original Runestone Village and permission to use it


    Legal Stuff
    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original read-me, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given.
    This updated file can be used the same way so long as you credit me for my work. That said, there
    are still plans in place for further improvements.

    13 downloads

    0 comments

    Updated

  21. Suliin Village

    Welcome to Suliin Village
                                                Gateway to Elsweyr
     
    This is Jagnot & Sacryn's "ORE Village Challenge Entry". It adds the village of Suliin to the game.
    Located west of Bravil on the Elsweyr mountain border. This mod was hosted on the Oblivion Real
    Estate website a long time ago. The original authors gave blanket permission for use, so I did some
    fine tuning. The original authors left the modding scene long before I came along. But surprisingly
    I did receive a nice PM from Sacryn about a year after posting my revisions. Which really made the
    efforts worthwhile. 


    Details
    This mod adds a village containing 4 npc houses, a tavern/store, a chapel and a buyable house.
    Also adds a large lake across the Elsweyr borders, and a large forested area surrounding the lake.
    You will need to disable your game borders in the ini file in order to use this mod.
    Flowing from the large lake above, there are several stages of ponds and waterfalls that cascade down
    the mountainside into the river near Bravil. There is a trail leading east out of the village which connects
    to Bravil. In the opposite direction, the trail leads west up the mountain to Elsweyr. Along the trail to
    Elsweyr you will find a lookout area with seating. 
    This mod fits into the area perfectly in a vanilla game, providing excellent screen shot opportunities of
    Bravil and the surrounding areas. Among other fixes, I have added "Suliin" road signs at the main
    highway junction and near Bravil.


    Revision Info
    The original plugin was created quickly, as an entry for the site modding challenge. Something that ORE
    was well known for. This was at a time when mod cleaning was not the full fledged practice it is today.
    The result was a mod which would be considered very dirty by today's standards. This caused numerous
    problems which included blacking out the local map due to a game engine bug with edits to cell 3,3.
    I have thoroughly cleaned the plugin with TES4Edit, removing a large amount of dirty edits, and further 
    manually removed dozens of other random wild edits. That said, it was done years ago now with older
    versions of TesEdit. I do need to go back in and revisit things. So an update is likely forthcoming. 


    Location
    West of Bravil. The map markers will display on your map, but you need to hoof it there at least once in
    order to "discover" the location.


    Requirements
    Oblivion patched to 1.2.0416


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play.


    Load Order
    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility
    May conflict with other mods and patches which edit the same game area. 

    Compatibility patches are available as a separate download for Elsweyr: The
    Deserts of Anequina, Tales from Elsweyr Anequina, and Better Cities v6.0+.
    There are other patches which revolve around UL Bravil Barrowfields. They 
    are outdated so not included. Will update soon.


    Translations
    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
    found here.


    Credits
    Bethesda               - for Oblivion and the CS
    Tes4Edit                - for cleaning the inevitable dirt from my mods
    LHammonds         - for the read-me generator this file was based on
    Jagnot & Sacryn    - for the original creation and giving permission to use it


    Legal Stuff
    Please do not upload these files to any other sites without my express consent.

    20 downloads

    0 comments

    Updated

  22. Improved Waterfront Ships

    Improved Waterfront Ships
     
    Ever get tired of seeing the same old ships everywhere you go in the game? Did you find it
    odd that all of them were built with the same wood, using the same colors, and none were
    really unique? I did too, and so decided to do something about it.

     
    Details
    The purpose of this mod was too bring a little color and diversity into the ships of Cyrodiil.
    While there are other ship mods which add new models, they still use stock vanilla textures.
    There are also texture replacers out there such as Qarls and Grumblepunks Shipyard. The
    limitation is that you end up with nice looking ships that still all use the same textures.
    So I've tried to give each of the named vanilla ships a look which suits a) their name b) their
    role in the game c) the description given by npcs in the game.


    Future Updates

    Due to real life issues at the time, I never completed the lower decks interiors for any of the
    ships. The first level interiors are all that was finished. Also it was my intention to implement
    AWLS compatibility. Once I wrap up some other projects hopefully this can be finalized.

     
    Known Issues
    Not a true issue but....If you install this after you have entered Serpents Wake or Clarabella, the
    doors will once again be locked. This shouldn't really be a problem. You get a key for Serpents
    Wake at the start of the quest. Also, before attempting Clarabella, you should have a high lock
    pick skill anyway. As the door is set at the highest lock level by default. At worst you may need
    a few more lock picks to get back inside.
    I hope you will have as much fun using this as I had creating it!


    Locations
    1. Imperial City Waterfront: Marie Elena is now the "damn fine ship" that First Mate Malvulis 
        brags about. She is dressed in richly colored hardwoods with engraved mahogany trim.
    2. Anvil Docks: The Sea Tub Clarabella is dirty and downtrodden. Decks soiled, wood cracked,
        and paint peeling. 
    3. Anvil Docks: The Serpents Wake sports rich oak siding, beech timbers, and engraved ash 
        trim work.
    4. Imperial City Waterfront: The Bloated Float is indeed the finest Floating Hotel in all of Cyrodiil. 
        She sports a vivid display of browns and green.
    5. Panther River: The long lost wreck Emma May is decayed and verging on collapse. Are you
        brave enough to risk going in? 


    Requirements
    Oblivion patched to 1.2.0416


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play.
    There is an optional VWD folder available as a separate download. This is for the people who want
    to see the new ships in the distance and to have them reflected in the water. Install the meshes and
    textures from the "Optional VWD" folder into your Oblivion/data/meshes and Oblivion/Data/textures.
    Then run TES4LODGen to generate the distant view in game.


    Load Order
    Suggest using BOSS to set load order. These files are already recognized. Specific Load Order
    instructions are included with each read-me file as well. 


    Compatibility
    May conflict with other mods and patches which alter the named vanilla ships. A compatibility patch
    is available for Open Cities Reborn. 
    This mod CAN be used alongside ship texture replacers such as Grumblepunks with no ill effects.
    All of my meshes and textures are unique so texture replacers will not override them.


    Credits
    Bethesda                   - for Oblivion and the CS
    Nifskope and Gimp    - for the tools that made this possible
    Tes4Edit                    - for cleaning the inevitable dirt from my mods
    LHammonds              - for the read-me generator this file was based on
    Bond123                    - for the "Bonds Skyship" which inspired me to start down this path
    Vorians                      - for the help with sorting out my door issues
    Grumblepunk             - for allowing use of the Moretta textures
    Deathless Aphrodite   - for allowing use of the Cybiades textures
    Arthmoor                    - for use of his VWD meshes, and the tutorial which taught me to make my own
    SkandarGraun            - for the "Nolda Renovated" mod which inspired the Bloated Float design.
    Nephenee13               - for being so darn quick to respond every time I post a cry for help


    Legal Stuff
    Please do not upload these files to any other sites without my express consent. With the exception
    of two, all of the textures used herein are my personal work, and they represent a significant
    investment of my personal time. So if you wish to use any of them, you need to ask first. If you
    wish to use the borrowed resources contained in this package, you will need to contact the authors
    listed above for their permission. 

    48 downloads

    0 comments

    Submitted

  23. Settlements Of Cyrodiil - Regional Farm & Inns

    Settlements Of Cyrodiil
                                     Regional Farms and Inns
     
    Did it ever bother you that no matter where you go in Cyrodiil all the farm houses look exactly the
    same? All built with the same type of stone and wood, all the same color and same design. Same 
    problem with all the lower class slum homes and all the Inns.
    While inside the city walls we find architecture that is unique to each individual region. Each city
    has it's own unique wood, stone, glass windows, even color theme. This mod was my attempt to
    implement some diversity in architecture for the poor working class slobs in the game.


    Details

    Regional Farms and Inns replaces many of the bland vanilla Farmhouses and Inn buildings with
    re-textured versions that use regional materials. No new towns or locations have been added with
    this plugin, it strictly addresses vanilla locations. Now a Farmhouse or Inn near Cheydinhal will be
    built with glass, stone, and wood native to that region. 
    Anything near the IC retains the vanilla colors. The Grey Mare, Inn of Ill Omen, and Roxey Inn now
    have unique looks that I thought fit their names. All new structures have vwd meshes included as
    part of the Resource Pack you are required to download. All you need to do is run a program such
    as Tes4LODGen to make the new architecture appear in the distance in your game.


    Locations 

    Applewatch
    Black Wateside Stable
    Border Watch
    Drunken Dragon Inn
    Five Riders Stable
    Grateful Pass Stable
    Harluns Watch
    Honditars House
    Inn Of Ill Omen
    Lord Rugdumphs Estate
    Odiil Farm
    Roxey Inn
    Shardrock
    The Grey Mare
    Weatherleah
    Weynon Priory Lodge and Stable


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    Extract to your Oblivion Data folder either manually or using the mod manager of your choice.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.


    Compatibility

    May conflict with other mods and patches which edit the same areas. A patch file is available for
    Better Cities. An alternate file is available for Weynon Priory Alive (and also works with the patch). 


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                     - for Oblivion and the CS
    Nifskope and Gimp      - for the tools that made this possible.
    Tes4Edit                      - for cleaning the dirt from my mods
    LHammonds                - for the readme generator this file was based on
    Me                               - for design and creation of this mod

    Legal Stuff

    Please do not upload these files to any other sites without my consent. 

    117 downloads

    0 comments

    Updated

  24. Washington's Nordic Chapel

    Washington's Nordic Chapel
                                  A Modder Resource Package
     
    Description
    Adds a completed version of Washington's Nordic Chapel resource.


    Details
    A free to use resource pack for anyone who wants a little architectural diversity in
    their mods. The pack provides an exterior and interior.
    Having used almost all of Washington's resources in my own modding endeavors,
    I was excited to see a new set uploaded to Nexus back in late 2016. The "Random
    Unfinished Models" pack included 3 exteriors that Washington had begun building
    but never finished. Needless to say I downloaded it the day of release.
    At the time I was just beginning to learn modeling, but knew I wanted to make use
    of the Nordic Chapel at the very least. The exterior only needed collision. Otherwise
    it was complete. So I set about fashioning a matching interior for it. Now sharing
    for others who may take an interest. 
    P.S. This thing is much larger than it looks. 

      
    Contents
    There are no textures included since they use vanilla textures. Meshes folder contains
    one each of the following:
    NordChapel.nif        - Washington's original exterior with collision mesh added
    NordChapelInt.nif    - New interior created by yours truly


    Install
    These are resources only. It is assumed that the end user knows how to use them.


    Credits
    Bethesda                - for Oblivion and the CS 
    3DS & Nifskope      - for the tools that made this possible
    LHammonds           - for the readme generator this file was based on 
    Washington            - for creating the original exterior model
    Vorians                   - for creating collision after my 3DS subscription expired
    Me                           - for creating the interior model


    Legal Stuff
    These materials are being distributed as a free to use modder resource package. Use in
    your own projects requires no additional permissions, so long as appropriate credits are
    given for the 3 parties listed above. Washington also stipulated no use in "sold for money"
    mods. Please do not upload to other sites without my consent.

    3 downloads

    0 comments

    Updated

  25. Sunset Sarsaparilla Eyebot

    Sunset Sarsaparilla Eyebot
                                           A Modder Resource Package
     
    Description
    A few simple resources to fix another one of those little things which bugged me.


    Details

    While browsing the GECK one day, working on something completely unrelated, I discovered an
    unused eyebot creature. It was obviously intended to be a Sunset Sarsaparilla eyebot for use in
    the factory. However, it didn't have a unique model of it's own. 
    So on a whim I decided to try throwing something together. I ripped bits of texture from various SS
    signs that existed in-game, and incorporated them into the standard eyebot texture. It could use a
    bit more refinement, and for sure needs a proper normal map created. Been meaning to do that
    part at least.
    That said, it didn't look half bad in-game, and served my purpose at the time. The little guy looks
    right at home flying around the factory perimeter. So I thought someone else may be interested in
    using it.


    Contents
    The textures and an eyebot model with the texture applied to it.


    Install

    These are resources only. It is assumed that the end user knows how to use them.


    Credits

    Nifskope & Gimp  - for the tools that made this possible
    LHammonds         - for the readme generator this file was based on
    Me                        - for the time it took to assemble all this stuff

    Legal Stuff

    These materials are being distributed as a free to use modder resource package. Use in
    your own projects requires no additional permissions, so long as appropriate credits are
    given. Please do not upload to other sites without my consent.

    2 downloads

    0 comments

    Submitted

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