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mhahn123

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  1. Thanks
    mhahn123 got a reaction from xep624 for a file, 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
    Lake Canulus: Patch for UL The Eastern Peaks

    **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 Eastern Peaks
    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
    Prettyfly                     - for UL The Eastern Peaks
    ElderScrollsfan001    - for Oaksdale
    Eldosian                    - for Darbinshire Cave


    Legal Stuff
    Please do not upload these files to any other sites without my consent.
  2. Thanks
    mhahn123 got a reaction from xep624 for a file, 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.
  3. Like
    mhahn123 got a reaction from gweow for a file, 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.  
  4. Like
    mhahn123 got a reaction from gweow for a file, 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.
  5. Like
    mhahn123 got a reaction from Rocco McGirk for a file, 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.
  6. Thanks
    mhahn123 got a reaction from Pushkatu for a file, 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. 
  7. Like
    mhahn123 got a reaction from Silverfrye for a file, 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
    Lake Canulus: Patch for UL The Eastern Peaks

    **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 Eastern Peaks
    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
    Prettyfly                     - for UL The Eastern Peaks
    ElderScrollsfan001    - for Oaksdale
    Eldosian                    - for Darbinshire Cave


    Legal Stuff
    Please do not upload these files to any other sites without my consent.
  8. Thanks
    mhahn123 got a reaction from devilarm247 for a file, 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.
  9. Thanks
    mhahn123 got a reaction from Vrugdush for a file, Knights of the Thorn Armor   
    Knights of The Thorn Armor Set



    One of the more enjoyable aspects of playing Oblivion are the various factions in-game.
    I enjoy the quests associated with them and the level of immersion they bring. The let
    down comes when you see the gear (or lack thereof). Especially true with this faction
    which has no uniform at all, and a shield with a pencil sketched emblem.
     
    So I decided to try my hand at making some minor improvements. The shield has been
    retextured with a proper "Thorn" emblem which closely matches the tapestry found in
    the Thorn Lodge. There are also a matching cuirass, gauntlets, greaves, and a cape. I
    didn't do a helmet since none of the members wear one. And boots didn't need any work.
    Stats are within a few points of standard steel equipment, nothing extraordinary. 


    Details
    Non-playable versions of the armor are used by Knights of the Thorn members, and will
    be seen on the dead Knights inside the Cheydinhal Oblivion Gate. Sorry folks, no dead
    body harvesting for a free set. If you want playable versions you will have to sign on for
    the quest and receive them as a reward.
     
    There is a scripted chest inside the Thorn Lodge containing the armor. You will be able
    to open it after becoming an Honorary member. Upon completing the quest speak with
    Farwil to have this rank bestowed upon you. It would behoove you to keep him alive, if
    he dies...that's it.
     
    This doesn't touch the vanilla quest at all. Simply adds a chest which requires completing 
    the quest to unlock. There are two versions of the plugin. Vanilla or Shivering Isles. Use 
    one or the other. The SI version simply adds the new shield model to the SI quest reward.


    Location
    Knights of the Thorn Lodge. Near Cheydinhal Stables.


    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles if you want to use the SI plugin
     

    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. This file is already recognized.
     

    Compatibility

    Shouldn't have any conflicts. I don't know of any other mods which edit this faction.


    Credits
    Bethesda      - for Oblivion and the CS
    GIMP            - for helping me create new textures
    Nifskope       - for being the most versatile modding tool ever
    Tes4Edit       - for cleaning the dirt from my mods
    Hemingwey  - for the cape model and textures
    Wickinger     - for the gauntlets I used as a base
    rainrtw          - for the female steel cuirass and male with symmetrical pauldrons


    Legal Stuff
    Do not rehost or use assets without my prior consent. 
     
  10. Like
    mhahn123 got a reaction from Vrugdush for a file, 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.
  11. Thanks
    mhahn123 got a reaction from Uller for a file, Knights of the Thorn Armor   
    Knights of The Thorn Armor Set



    One of the more enjoyable aspects of playing Oblivion are the various factions in-game.
    I enjoy the quests associated with them and the level of immersion they bring. The let
    down comes when you see the gear (or lack thereof). Especially true with this faction
    which has no uniform at all, and a shield with a pencil sketched emblem.
     
    So I decided to try my hand at making some minor improvements. The shield has been
    retextured with a proper "Thorn" emblem which closely matches the tapestry found in
    the Thorn Lodge. There are also a matching cuirass, gauntlets, greaves, and a cape. I
    didn't do a helmet since none of the members wear one. And boots didn't need any work.
    Stats are within a few points of standard steel equipment, nothing extraordinary. 


    Details
    Non-playable versions of the armor are used by Knights of the Thorn members, and will
    be seen on the dead Knights inside the Cheydinhal Oblivion Gate. Sorry folks, no dead
    body harvesting for a free set. If you want playable versions you will have to sign on for
    the quest and receive them as a reward.
     
    There is a scripted chest inside the Thorn Lodge containing the armor. You will be able
    to open it after becoming an Honorary member. Upon completing the quest speak with
    Farwil to have this rank bestowed upon you. It would behoove you to keep him alive, if
    he dies...that's it.
     
    This doesn't touch the vanilla quest at all. Simply adds a chest which requires completing 
    the quest to unlock. There are two versions of the plugin. Vanilla or Shivering Isles. Use 
    one or the other. The SI version simply adds the new shield model to the SI quest reward.


    Location
    Knights of the Thorn Lodge. Near Cheydinhal Stables.


    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles if you want to use the SI plugin
     

    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. This file is already recognized.
     

    Compatibility

    Shouldn't have any conflicts. I don't know of any other mods which edit this faction.


    Credits
    Bethesda      - for Oblivion and the CS
    GIMP            - for helping me create new textures
    Nifskope       - for being the most versatile modding tool ever
    Tes4Edit       - for cleaning the dirt from my mods
    Hemingwey  - for the cape model and textures
    Wickinger     - for the gauntlets I used as a base
    rainrtw          - for the female steel cuirass and male with symmetrical pauldrons


    Legal Stuff
    Do not rehost or use assets without my prior consent. 
     
  12. Thanks
    mhahn123 got a reaction from Allister for a file, 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.
  13. Like
    mhahn123 got a reaction from Federica for a file, 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
    Lake Canulus: Patch for UL The Eastern Peaks

    **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 Eastern Peaks
    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
    Prettyfly                     - for UL The Eastern Peaks
    ElderScrollsfan001    - for Oaksdale
    Eldosian                    - for Darbinshire Cave


    Legal Stuff
    Please do not upload these files to any other sites without my consent.
  14. Like
    mhahn123 got a reaction from Borys123 for a file, 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.
  15. Like
    mhahn123 got a reaction from Vrugdush for a file, 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. 
  16. Thanks
    mhahn123 got a reaction from Vrugdush for a file, 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.
  17. Like
    mhahn123 got a reaction from Vrugdush for a file, 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. 
  18. Thanks
    mhahn123 got a reaction from Vrugdush for a file, 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.
  19. Thanks
    mhahn123 got a reaction from Vrugdush for a file, 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. 
  20. Thanks
    mhahn123 got a reaction from Vrugdush for a file, 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.
  21. Thanks
    mhahn123 got a reaction from Vrugdush for a file, Fixed Leyawiin Houses   
    Fixed Leyawiin Houses for Oblivion 
     
    Description
    Provides fixes for all of the Leyawiin middle class and upper class style houses.   

    Details
    One of the most glaringly obvious issues with Leyawiin architecture was the lack of
    wood window frames on the ground level. All of the middle and upper class homes
    had the lower window frames molded into the wall plaster. While the window frames
    everywhere else on the models were the same dark wood as the house framework.
    After many years of hoping someone would tackle this, I decided it was about time 
    to roll up the old sleeves. So I've cut the lower window frames out from the plaster,
    gave them wood textures, adjusted uv maps so the grain runs true, and added them
    back into the house framing where they always should have been.
    I used models included with the Unofficial Oblivion Patch, so whatever fixes were
    already present in the UOP are included here as well.

    Contents
    Leyawiin Blackwood Company House
    All 4 Leyawiin Middleclass Houses
    All 6 Leyawiin Upperclass Houses

    The Leyawiin Lowerclass houses, Fighter's Guild, and Mage's Guild do not have this
    issue. So they are not included. These models can be used to overwrite vanilla and/or
    UOP models in your game. The fixes found here are not present in the most current
    version of the UOP.

    Credits
    Bethesda                - for Oblivion and the CS 
    Nifskope                 - for the tool that made this possible
    LHammonds           - for the readme generator this file was based on 
    UOP Team              - for the fixes and models that I based these off of 
    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.
    Goes without saying, UOP Team is welcome to add these in if/when an update is made.
  22. Thanks
    mhahn123 got a reaction from Vrugdush for a file, Anvil Architecture Fixes   
    Anvil Architecture Fixes
                                A Modder Resource Package
     
    This pack contains fixed meshes for the Anvil Lowerclass Stable and Tavern. A 
    by product of me wanting to use the models for something and finding out they
    were broken. It wasn't my intention to make vanilla replacers, but they can surely
    be used as such.

    What has been fixed??
    =========================
    Some minor things that most folks probably haven't even noticed. And at least one
    glaring issue that makes me wonder how it passed any form of quality control. Use
    the following list and the included screen shots to reference all fixes.
    Stable: 
    1. Roof textures were displayed upside down. Adjusted UV Maps so that the roof
        tiles now correctly cascade downward.
    2. The roof peak trim piece didn't extend all the way to edge of the roof panel on one
        end. This left a visible gap in the mesh. Extended the trim to correctly fit the roof
        panel.

    Tavern:
    1. Panel below the entry door was linked to the wood post frame when it should have 
        used a stone texture. Separated from the wood framing and uses correct texture.
    2. The wood post to the right of the upper window was too short and did not touch 
        the roof, leaving a small visible gap. Extended the post to close the gap.
    3. As with the stable, the entire roof had textures displaying upside down. Adjusted UV 
        Maps so that the roof tiles now correctly cascade downward.
    4. Wood framing and stone panels in between the windows were...just broken. And I'm 
        being nice here. They were pinched and pulled outward in the center, leaving a large 
        visible gap just below the windows.
    5. On the back side of the tavern, wood framing to the right of the chimney was missing. 
        Installed two pieces to fill the gaps.
    6. The framing and wall panel left of the chimney were pulled out on the upper corner.
        Making them extend out beyond the roof eaves and leaving visible gaps. All are now
        correctly placed with no gaps.

    Contents
    ===========
    Meshes folder contains 1 each of the following:
    AnvilLCStable01.nif
    AnvilLCTavern01.nif
    There are no textures included since these use vanilla textures.

    Install
    ========
    These are resources only. It is assumed 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 read-me 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.
  23. Thanks
    mhahn123 got a reaction from Vrugdush for a file, 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.  
  24. Thanks
    mhahn123 got a reaction from Federica for a file, 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.  
  25. Thanks
    mhahn123 got a reaction from Allister for a file, 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. 
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