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Showing results for tags 'oblivion'.
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Version 1.4.6
6297 downloads
Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around! -
Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð Stormhand This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Please report any new bugs found on our project bug tracker: https://afktrack.afkmods.com/index.php?a=issues&project=36 This will ensure any reported issues are not lost in the forum shuffle and we'll have them on record to refer to. Yeah, it's a bit of a "better late than never" case but hey Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! Oblivion Citadel Door Fix.esp The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound. UOP Vampire Aging & Face Fix.esp This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the UOP or with any other mod that is dependent only on Oblivion.esm. v3.5.8 (2024-01-03) UOP Fixes Citadel Door Fix: "Desolation's End" cell name was not copied forward when it was fixed in the main patch. (Bug #32632) A previously edited interior house mesh for Bruma was missing part of its door frame. [Meshes\Architecture\Bruma\brumahouselowerinterior01.nif] (Bug #31851) The previously edited lower class tavern mesh had some bad UVs, skewed textures, and a missing segment above the door frame. [Meshes\Architecture\LowerClass\LowerClassTavernInterior01.NIF] (Bug #31978) Bash tags have been updated. (Bug #32593) Reverted the version of rfwdeadend01.nif added to UOP 3.0.0 due to multiple shading and UV errors. Reexamined the vanilla mesh. Found the following: one UV error in the roof; one gap on the right-hand wall where the roof meets the top of the wall; one gap in the right-hand wall where the wall meets the ruined floor; two gaps where the arch snaps to a adjoining mesh; hairline gaps where the pillars snap to the adjoining mesh. All corrected. Removed some redundant faces on some bricks, merged some duplicate verts on the bricks - left the other duplicate verts to prevent more shading errors. [Meshes\Dungeons\FortRuins\Dungeon\Halls\ManMadeWide\rfwdeadend01.nif] (Bug #32853) Reverted an unwarranted correction to "St. Jahn's Wort" that was made before the UPP team took over maintenance. There was no grounded reason to change the name other than making it conform to the real life plant that looks like it. Nirn is not Earth though. (Bug #33102) Location Fixes Pale blue fog was present inside Hammer and Tongs in Skingrad. (Bug #33601) Mesh and Texture Fixes The tip of the Argonian tail has a misaligned UV map. Fix provided by Clyde BlueSnake. [Meshes\Characters\Argonian\tail.nif] (Bug #32933) Fixed the reported hole in the gable introduced by the UOP, then went through and reworked pretty much the entire UV for the wood sections to remove unnecessary UV seams and reduce stretching/crushing of the texture. Also removed faces left over from the generation of some of the original primitive beveled cubes used to create the frame. Also fixed the UV at the edges of the roof shingle. Added the missing window frame bar between the two window pieces under the gable. This should yield a visual improvement, especially with parallax textures, and a small performance improvement, too. (Meshes\Architecture\LowerClass\HouseLower03.NIF) (Bug #32031) NPC, Creature, and AI Fixes MS47LL1Beast100 should have been set to use MS47BearBrown instead of a duplicate of MS47BearBlack at level 14. (Bug #32142) Vlanarus Kvinchal does not have a sleep package despite owning a bed. (Bug #33636) Maenlorn was supposed to offer bed rental at the Flowing Bowl but his lines were never recorded. These have now been provided so the bed can be rented out now. (Bug #33614) 2 corpses in Harlun's Watch had been placed using zombies. This caused the corpses to be incorrectly identified as undead instead of simply being corpses eaten by trolls. Shivering Isles has a specific corpse which is named "Decomposing Corpse" that looks exactly the same. This object has been duplicated in the UOP and the 2 corpses replaced with this new creature. This then allows non-SI games (I know, but it could still be a thing even in 2023) to have the correct object naming. (Bug #32963) Quest and Dialogue Fixes Mystery at Harlun's Watch [FGC10Swamp] stage 40 could end up with 2 journal entries because the top one lacked a condition for when less than 15 trolls were dead. (Bug #32766) Renting a room at the Border Watch Inn references the wrong NPC when the initial offer of an available room is checked. (Bug #32618) In Ambush [MG17Ambush], after the player acquires the Black Soul Gem, Traven will give an incorrect dialogue response due to checking for the wrong quest stage. (Bug #32586) As part of Chorrol Recommendation Part II [MG05A] it is possible to get Teekeeus stuck in the upper room of the Chorrol guildhall if he doesn't have time to complete delivering the book before you tell Earana you won't be stealing it for her. (Bug #32561) During Lost Histories [TG06Atonement] you may never encounter the Pale Lady because an old UOP edit from 2008 was too specific in checking what stage the quest was at [AmuseiScript]. It's entirely possible to find the secret room with her and Amusei in it without ever interacting with anyone after finding out Theranis got arrested. (Bug #32819) Script Fixes DAOghmaInfiniumScript could crash the game when trying to remove the Oghma Infinium due to the call being made while still in a menu block. A Gamemode block has been added to handle its removal from the player's inventory once it's been read. (Bug #32415) MG19ChestScript mistakenly gave the player 10 carrots when loaves of bread were added to the chest. (Bug #32879) Placement, Layout, and Ownership Fixes 00093F32, 0003158E: Doors in Torbal the Sufficient's house incorrectly marked as owned by Modryn Oreyn. (Bug #32559) 0003C47E: Door in Astante's house incorrectly marked as owned by the Cheydinhal Stables Faction. (Bug #32559) 0003C684: Bedroll at Brindle Home incorrectly marked as owned by Mivryna Arano. (Bug #32559) 00093dcd: Door in M'dasha's house incorrectly marked as owned by WeebamNaFaction. (Bug #32556) BorderWatchMdashasHouse: Incorrectly set as being owned by WeebamNaFaction. M'dirr's house and entry door were incorrectly marked as owned by Dar Jee. (Bug #32556) Tsalajma's house and entry door were not correctly set to be owned by her. (Bug #32556) 00093E44: J'riska's house door was incorrectly marked as owned by the Plotius Family Faction. (Bug #32556) 00093CDC, 00093E44: Vendor chests in the Border Watch Inn incorrectly marked as being owned by Witseidutsei. (Bug #32556) 0000C66C, 00056F37: Rocks adjusted to block a visible gap in the ceiling. (Bug #32294) 0002b613: Door on the upper floor of Two Sisters Lodge that was sticking through the floor. (Bug #32849) [NR] 00041C4E: Floating rock in Kindred Cave. (Bug #33638) 00041CB0: Ceiling with a hole that shouldn't be there in Kindred Cave. (Bug #33638) 000425B6: Ceiling with a hole that shouldn't be there in Kindred Cave Runways. (Bug #33638) 00085533: Adjusted position of a stone deck to prevent z-fighting with its neighbor. (Bug #33108) 00084A15, 00084A18: Door markers exiting from Carac Agaialor were in the wrong positions. (Bug #33062) 000A6649: Glarthir's basket was erroneously added to the Bruma Castle Service Hall. (Bug #33023) Text and Subtitle Fixes MS10/GREETING: "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll been spending quite a bit of time in the city dungeons." -> "Many guards are coming forward with more evidence of his greed, so it's safe to say he'll be spending quite a bit of time in the city dungeons." (Bug #32664) MG11NecroMoon Stage 100 journal - missing the period at the end of the sentence. (Bug #32581) MS22MaladaInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32840) MS27LindaiInnerDoorScript: "carved stone" -> "carved stone key" (Bug #32878) NQDSkingrad 00038AE7: "I invite you... try them for yourself." -> "I invite you... try them for yourself." [Extra space after "I"] (Bug #32929) LostBoyCaverns006: The font tag on the final portion of the note had a typo which caused it to fail to revert the text back to normal hand writing instead of the Daedric alphabet. (Bug #32891) Trailing spaces were removed from the quest stage logs of 3 quests. (Bug #32946) DASanguine Stage 10: "The follower of Sanguine" -> "The followers of Sanguine" (Bug #33702) DAMalacath Stage 30: "I appears" -> "It appears" (Bug #33701) Several minor text fixes applied (extra spaces etc) (Bug #33057) SKLxBlade4: "Song Of Hrormir" -> "Song of Hrormir" [Incorrect capitalization for "of"] (Bug #33046) The previous version history can be found here as it is too large to put in one post.
- 160 replies
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- unofficial
- uop
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During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. As a complement to this mod, get Pabulum's excellent Oblivion Gates Remade which places several gates using the same resources all over Skyrim. Download Locations AFK Mods Bethesda.net - PC + XB1 Installation Requirements Skyrim Special Edition 1.6.1130 or greater. Unofficial Skyrim Special Edition Patch 4.3.2 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Simply delete the Oblivion Gates in Cities.esp, Oblivion Gates in Cities.bsa, and Oblivion Gates in Cities - Textures.bsa files from your Data folder. This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint. Load Order LOOT should be used for optimal placement. Compatibility The gates are in relatively out of the way spots in each city so there should be little chance for conflicts. No navmeshes have been edited, and there are no issues with NPCs getting stuck on them. Not compatible with Open Cities Skyrim. Using both mods will result in duplicated gates while in the closed cities during civil war battles. Credits Hannaise - Oblivion Gates in Skyrim Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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is the the Variela rending hall supposed to be some type bridge? if so, where do i active the bridge? EDIT : i found it, it's just beside the bridge, i'm so stupid lmao
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[RELz] Unofficial Oblivion DLC Patches [UODP]
Arthmoor posted a topic in Unofficial Oblivion Patches
Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, PrinceShroob, and Sigurð Stormhand The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.) The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead. It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost. If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us. Downloads AFK Mods Nexus Mods Twenty-Sixth Release (2024-Jan-03) UODP Fixes Bash tags have been updated for each plugin. (Bug #32593) For the Vile Lair patch, DLCDeepscornScript had a comment in the distance check calling for 1500 units when the actual code called for 3000 units. It should have been 1500 units in the code as well. (Bug #32829) Battlehorn Castle bugs fixed (v1.0.13): One of the doors in the castle gatehouse [xx013412] along with its door frame [xx1340f] were clipped badly into the adjacent wall. (Bug #32940) [NR] Frostcrag Spire bugs fixed (v1.0.11): The Spire cells should all be set to public music, which is how all the other player owned homes are set. (Bug #33080) Calindil doesn't sell the Feather Shoes or Fortify Fatigue Pants because the DLC altered ownership on the items when the cell was transferred to faction ownership. (Bug #33044) Knights of the Nine bugs fixed (v1.1.10): Trailing spaces were removed from the quest stage logs for "The Path of the Righteous" [ND04]. (Bug #32946) 00179df3, 00179df4: Columbine plants buried by the landscape alterations at the Priory of the Nine. (Bug #33145) Highwaymen could greet the player with the sarcastic Holy Crusader greeting even though this makes little sense - and also blocks their attempt at robbing you. (Bug #33081) Mehrunes' Razor bugs fixed (v1.0.9): The Morag Tong assassin should no longer stand in place outside the Inn of Ill Omen once he gets there. (Bug #32907) The Orrery bugs fixed (v1.0.8): DLCOrrery directs the player to the Orrery console too soon. The check should have been set for stage 100 or later, not 40 or later. (Bug #32579) Thieves Den bugs fixed (v1.0.16): 0200EEA5: Door into Captain's Cabin that was detached from the wall. Vile Lair bugs fixed (v1.0.12): 0200134F: Unlootable claim moved outside of the tower it was originally in. (Bug #32996) 020021CD: Floating barrel. (Bug #32964) The 3 Purgeblood Crystal Formations in the lair were set to -1 inventory spawns which leads to a documented item duplication bug. Each container will instead respawn with 1 Purgeblood Salt inside as was intended. (Bug #32876) The previous version history can be found here as it is too large to put in one post. -
Version 26
5338 downloads
The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) Complete changelog-
- dlc
- unofficial
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Version 2.0.4
3799 downloads
During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. Requires the Unofficial Skyrim Special Edition Patch to be installed first! -
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Oblivion DLC Delayers This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own. Downloads AFK Mods Installation Requirements Official Oblivion Patch 1.2.0.416. Shivering Isles Expansion. Optionally requires the remainder of the official DLCs. Installation Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder. When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections. DO NOT activate the mod, let the Bashed Patch take care of it. This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC. Uninstallation Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN. Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu. Load Order Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches. Compatibility Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing. Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed. Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included. Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them. May conflict with any tavern overhauls if they have heavily rearranged furniture inside. How to Trigger Each DLC Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up. Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own. The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up. Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside. Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside. Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky. Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" on the first floor of Cheydinhal's Mages Guild and read it. Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual. Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they.... Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around! Downloads AFK Mods TES Alliance System Requirements Official Patch version 1.2.0416. OBSE 0020 or higher. The Kvatch Intact variant requires Kvatch Rebuilt 3.0 or higher to be installed as well. Installation Copy the ESPs and both folders to your Data folder, then activate the ESP. Recommend using BAIN to manage the install. Make sure to load the mod after TIE or any other mod which directly edits the tutorials and the "Deliver the Amulet" quest (Charactergen, MQ01 and MQ02) otherwise things will not go well. Uninstallation Simply remove the ESPs and the files this mod adds from your Data folder. Strongly recommend using BAIN to handle this though. Short on mod slots? If you are occupying Geldall Septim's Manor at some point during the game, you'll want to remove anything you've left there, then you can uninstall the mod, but ONLY after you have retrieved the Amulet of Kings and at the very least delivered it to Jauffre. If you're using the Kvatch Intact variant, you need to be far enough along in the game for the Emperor to die and Kvatch to be invaded and destroyed before you can remove it. Bottom line: Do not uninstall the mod until you have delivered the amulet to Jauffre. Known Issues If OBSE is not detected, or an incorrect version is installed, the mod will inform you of this and then shut down all scripts relating to the chargen sequence. So if nothing seems to be working, check your OBSE setup to make sure it's correct. If you are starting with a lot of mods that have message spam, it's best to wait for all of those to settle before doing anything. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. Starting the Main Quest If you did not choose the standard prison start, the main quest will not initiate itself without your intervention. In order to actually begin the main quest, you will need to travel the road from the IC to Chorrol. At Fort Ash, there will be a dead adventurer's corpse near the road which has a letter from Baurus along with the Amulet of Kings. Picking up the letter begins the MQ with you assuming the role of the dead adventurer. Read the letter to understand the situation, which will allow for you to slip seamlessly into the role. The tutorial dungeon will not be accessible to you unless you use the prison start. It will be assumed to have already been locked down by the Legion. Options Available There are several options for how you can start your life in Oblivion. Many of these have been done before in other mods, and probably won't seem terribly original. Each option is intended to provide some variety in starting locations and equipment. All start options remove the initial prisoner clothing as well as the wrist irons. You will also start with 5 apples for food, which should hold you over long enough to get your own if you are using survival mods.
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Does anyone extract bsa archives in Oblivion? I do it for all skyrim mods that don't specify against it. I think it's pretty common practice, too. How about Oblivion? How do bsa's work in this game, regarding overriding assets and such? Do they get priority? Or, on the contrary, are they always overridden? Back to the extraction, I think wrye bash doesn't do this automatically but there are tools, like BSAopt that do it. One could extract the bsa to a folder and place the plugins in the same folder, then add that folder to wrye bash - if there were anything to gain from it. If you have a ton of texture mods it might make it easier for the game to decide which assets to choose. Thanks!
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- oblivion
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Version 1.0.4
1755 downloads
This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own. -
[RELz] RAEVWD - Really Almost Everything Viewable When Distant
Arthmoor posted a topic in Mod Releases
A modest approach to distant viewable objects, aka VWD. You're all familiar with the various VWD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources: AEVWD Large: Enhanced lowres textures. UOMP: Battlehorn Castle (requires the official DLC to be activated). Oblivion: City wall meshes only. Brumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes. Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible. The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering. All of the meshes have been checked and had the following done: * Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with a VWD object. * Animation controllers removed. It is impossible to animate a VWD object, so this data is bloat. * Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation. * All NiStringsExtraData blocks removed. These are nearly always associated with collision. * All BSX Flags removed. These are nearly always used for collision and animation. * All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue. * All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage. * All parallax flags turned off. The distances involved make this useless anyway. * All meshes have been assigned lowres textures instead of hires ones. * Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result. * All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects. * Optimization using PyFFI after the above has been done. In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects. The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root. Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is. My Patreon Page: https://www.patreon.com/arthmoor Downloads - Vanilla AFK Mods TES Alliance Downloads - Shivering Isles AFK Mods TES Alliance Performance So what's the cost in terms of performance? RAEVWD when installed with all of its options can suck the life out of even the best computer. You may find that your PC cannot handle the strain. That is to be expected, even if you're wielding an ATI 5900 series card with 2GB of memory and a 4GHz CPU. I can only list what I'm currently using and let you be the judge: AMD Phenom II X4 955 3.2Ghz 8GB System RAM AMD/ATI Radeon HD4870 w/ 2GB VRAM, Catalyst 10.6 drivers. Set to force 4xAA+16xAF. Windows 7 Home Premium 64-bit. QTP3 Redimized Brumbek's optional QTP3 lowres textures for VWD objects. Zacharot's 2048x2048 distant land textures. All Natural (weather mod with hires graphics) All meshes optimized with PyFFI. Enhanced Vegetation hi-res distant trees. Other graphics enhancers, such as trees, plants, clothing, etc. Large Address Aware patch applied to Oblivion.exe For the purposes of the test, Oblivion Stutter Remover was disabled to get an unblocked reading of the FPS. Test #1 was done with the uGridsDistantCount and uGridDistantTreeRange set to 25. As you can see, despite having a rig that should slaughter this, it only manages 14fps in a stationary position overlooking the area. Test #2 was done with uGridsDistantCount lowered to 18, and you can see the difference visually - there's not as much on the far edge of the screen to show. Of note, it does no good to set uGridDistantTreeRange higher than uGridsDistantCount since it won't display anyway. With this change, the game pulls a nice steady 30fps while overlooking exactly the same view. Playing under normal conditions, you won't usually be able to see far enough to notice the bald mountains, and with Streamline or another fog manipulation mod, you can have the view distance matched and never even notice. The location of the screenshot is on top of White Gold Tower, directly over the center of the Imperial City. This is an ideal location for VWD testing because there is next to nothing in the near view other than the tower mesh itself. Clear weather was chosen through the console to eliminate skew from All Natural's excellent weather graphics. So what you see is 98% VWD and 2% whatever else. VRAM use may look high, but keep in mind that's including the hi-res tree pack. Typical VRAM usage is much lower. There are also extra VWD objects present due to the addition of several other mods with buildings and such, Verona Bay is visible in the shot in the middle right for instance, as ar farmhouses for UL Imperial Isle, Weye's additions from AFK_Weye, and a large fort off to the left. What I can't account for is why the 18 shot is using more VRAM than the 25 shot, that result was consistent through several tests. Typical game setups will not see as much of a performance hit as mine is taking, unless of course they're as heavily modded as mine. I think on more normalized systems that aren't as completely bogged down by massive amounts of enhancers will do quite a bit better with this VWD package. Requirements TES4LODGen - needed to generate the distant view information. Installation The archive is provied as a BAIN package, which makes for relatively easy installation without the hassles associated with supporting OMODs. Manual installation should be fairly straightforward as each folder is named according to what it contains, but read on for the details anyway, ok? 00 Core - This folder contains meshes that the game normally ships with but have been optimized. The Imperial City and castle walls surrounding other cities. It also contains additional meshes for Cloud Ruler Temple, Frostcrag Spire, Battlehorn Castle, and IC sewer exit tunnels. Also included in this folder are all of the reduced size vanilla textures, which are shared among the other categories and are thus required. If only the core files are used, VWD performance should improve slightly over vanilla. 01 City Plugins - The ESPs used to provide VWD for buildings in the Imperial City and the outlying cities. Both of these are entirely optional. 02 City Architecture - Just what it sounds like. The buildings used primarily within the cities. These are also used in the wilderness by village and town mods, but in vanilla this doesn't happen much. This folder can impose a significant frame rate hit, so if you're on a lower end PC, you may wish to leave these out. 03 Imperial City Architecture - Additional meshes for the Imperial City. Most of this material is not used outside of the IC. The contents of this folder can impose a stiff performance penalty when looking toward the IC. 04 Wilderness Architecture - Contains buildings normally found outside the major cities. Farmhouses, the lower class buildings, priories, docks, and wayshrines. Lower class buildings are also used in Chorrol, but for the most part only show up out in the countryside and on the IC Waterfront. 05 Ayleid Ruins - Contains just what it says, the meshes used for Ayleid ruins. 06 Imperial Forts - Contains just what it says, meshes used for ruins of Imperial forts. 07 Large Rocks - Contains meshes used for the 2080 sized rocks, and all of the large rocks on the Gold Coast around Anvil. 08 Ships - Contains meshes used for ships as well as shipwrecks. 09 Statues - Contains meshes used for various statues of the Nine Divines and Daedric deities. 10 Higher Detail Castles - Meshes for city walls and castle keeps which have higher poly counts than the default Bethesda models. These are visually more accurate and fit the pieces they're meant to support, rather than just being overly generic ultra-low poly blobs. This will have a slight impact on overall performance due to more polygons and more textures being loaded, but they are visually superior. 11 Higher Detail IC Bridges - Meshes for the Imperial City bridges that are seen around the Imperial island. These have a higher polygon count than the models Bethesda used but are visually more accurate. This will have a very slight additional impact on performance but is well worth it for the visual improvement. If you want it all, just enable all of the package options and you're off and running. No DistandLOD folder is provided. In order to actually see the results of what you just did, you need to download TES4LODGen and run it. It's a wicked simple utility that processes VWD information based on _far.nif files provided and will tailor itself to whatever mods you have installed. If you're still using OBMM for whatever reason, TheNiceOne has created an OMOD installer script for RAEVWD. Uninstallation Manually remove the files you installed, or uninstall it through BAIN. Options The 2 ESPs included with the package provide additional placement of VWD information. Each one is entirely optional and can be left out to help improve performance. RAEVWD Cities.esp covers all cities except Kvatch and the Imperial City. It places buildings and trees in their proper locations behind the city walls. This ESP is 100% module compatible with Open Cities (Classic or Reborn). It should not be used in combination with Better Cities (which now includes Open Better Cities) or you will end up with VWD duplication which will severely harm game performance when viewing a city from the distance. RAEVWD Imperial City.esp places buildings and trees behind the walls of the Imperial City. It is fully compatible with Open Cities (Classic or Reborn). It is not compatible with Better Cities. Using it with Better Cities installed will result in a severe drop in game performance when the IC is in view. Cathedrals have not been placed where missing since the Unofficial Oblivion Patch and some other mods address this. If you're not using the UOP, uh.... why not? The cloister in Anvil as well as Benirus Manor have also been left out since the UOP deals with these as well. The UOP places the full detail mesh, so don't worry Dealing With FPS Drain If after installing this you find that FPS is still suffering, you can try the following: 1. uGridDistantCount in the Oblivion.ini file is set to 25 by default. Lowering this to 20 or even 15 will provide a dramatic improvement. 2. Use Oblivion Stutter Remover. It will help reduce the impact of loading the extra resources as you change cells. 3. Install and configure Streamline to manage fog distance. Or if you use All Natural (1.1 and up) set it's fog management to reduce the visible distance. 4. If you run Better Cities, try dropping the Imperial City VWD optional package they provide and re-run TES4LODGen. 5. If you're using any of the optional ESPs from RAEVWD, deactivate them and re-run TES4LODGen. The extra city architecture, especially at the Imperial City, can be harsh. 6. If you used the higher detail city walls and/or IC bridges, drop those. 7. If you used the ships and shipwrecks, drop those. 8. If none of that is enough, you may need to leave out all or part of the architecture folder entirely. Unfortunately if none of that works, this mod may simply be too much for your PC to handle at all. It may be time to consider some hardware upgrades. For RAEVWD, the most effective hardware upgrade will be a new CPU. Compatibility The only thing this will conflict with is another VWD mod that affects the same files this one includes. Otherwise there's no issue. Known Issues Sometimes when viewing the world at odd or extreme angles, the VWD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another VWD mesh that has specular properties enabled on it. Another known cause are VWD meshes with vertex color properties. Since all of the meshes supplied by RAEVWD have been cleaned of these problems, look to VWD meshes provided by other mods and contact their authors for assistance in getting those fixed as they know their meshes best. Not all causes of this problem have been identified yet, so there may not be anything to fix. Sometimes you will see red, blue, or green reflections in the water where VWD should reflect instead. Possible causes for this are VWD meshes with collision data still attached, BSX flags still attached, or parallax flags which are still set. Since all of the RAEVWD meshes have had these properties removed, another mod which supplies VWD objects is likely to blame. It is also possible that some textures with RAEVWD could be causing this, so if you can identify which reflections are causing this, we can attempt to track down a way to fix it. Occasionally only part of a mesh will go black. If this happens, that part of the mesh is missing a texture assignment. If this happens with an RAEVWD mesh, please report it in the official thread. If it happens with a VWD mesh provided by another mod, you'll need to take that up with its author. When used with bloom lighting, the VWD objects may always show up as black. Provided you are *SURE* the lowres directory is in the right place in your textures directory, the only fix for this is to switch to a different lighting method. I'm not sure if normal lighting works, but switching to HDR will resolve this issue. There is no known way to fix this otherwise. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. -
Version 1.0
217 downloads
Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both distant visible all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all at a distance. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that. Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the VWD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera. -
Version 1.0.1
1001 downloads
During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work. As a complement to this mod, get MCR's excellent "Oblivion Gates" (https://www.nexusmods.com/skyrim/mods/22369) which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too. -
Version 1.0.0
170 downloads
I'm kind of surprised that this hasn't been done before (or if it has, I haven't been able to find it). For those who don't know, at the end of the Thieves Guild questline, when you are given the Gray Cowl, minus its curse, and become the new Gray Fox, there was supposed to be one more dialogue topic beyond what we see in the game: "But I don't want the curse!". This would prompt the former Gray Fox to explain how the mask works now that the curse is broken. However, this topic never appears, because the dialogue immediately preceding it is flagged to end the conversation. I don't see any reason for this topic not to be accessible, and can only assume it was a mistake, so I made this little plugin to move the end of the conversation to the explanation of the Cowl's new effects. I recommend allowing this to be merged into the Bashed Patch, as it changes only two records. -
Version 2.2
68 downloads
Required These mods are required to play Daedric Museum of Artifacts. Oblivion Script Extender (OBSE) OBSE -Elys- Universal Silent Voice Optional Some content is only accessible when the following DLC expansions have been installed. Knights of the Nine Mehrunes' Razor Shivering Isles Description This adds a museum to safely store & display all of the Daedric artifacts you've acquired throughout the game. The museum is south of Bruma along the Orange Road. Additionally, each Daedric Lord's statue doubles as a teleporter to that Lord's shrine in Cyrodiil. Some of the statues have additional locations. Sheogorath's statue, for example, acts as an alternative gateway to the Shivering Isles after you complete the Shivering Isles main quest. The museum also contains other Daedra related exhibits for the player to view. Museum Rooms Lobby Serves as a gateway to the rest of the museum Museum of Artifacts Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to teleport the player to the Daedric shrine or related location Shivering Isles: Pedestals for Sheogorath artifacts from the Shivering Isles Mehrunes' Razor: Pedestal for Mehrunes' Razor Museum of Lords Mannequin displays of the live Daedric Lords featured throughout the game Shivering Isles: Sheogroath & Jyggalag displays Museum of Daedra Mannequin displays of the live Daedra featured throughout the game Shivering Isles: Displays of Daedra from the Shivering Isles Knights of the Nine: Auroran display Museum of Relics Preset displays of miscellaneous Daedric items seen and acquired throughout the game Shivering Isles: Displays of Golden Saint, Dark Seducer, and Order equipment Mirrors Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance Versions for Other The Elder Scrolls Games The Elder Scrolls V: Skyrim -
Version 1.5
108 downloads
Description Adds a museum east of Falkreath near the Skyrim-Cyrodiil border gate dedicated to the Daedra. Inside, you'll find a safe place to store and display your accumulated Daedric artifacts. There are also other Daedric-related displays and Daedric items to purchase. NOTE - NPCs are unvoiced. All subtitles will need to be enabled. Museum Rooms Lobby Serves as a gateway to the rest of the museum Museum of Artifacts Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to give you unique blessings NPC that gives you hints as to where Daedric quests may be started Museum of Lords Mannequin displays of the live Daedric Lords featured throughout the game Museum of Daedra Mannequin displays of the live Daedra featured throughout the game Atronach Forge with already available Sigil Stone. NPC trainer/vendor that specializes in Conjuration and sells Daedria conjuration spell tomes, scrolls, and staves. Also sells special Atronach Forge Recipe book containing all 34 recipes in the game. Museum of Relics Preset displays of miscellaneous Daedric items seen and acquired throughout the game NPC vendor that sells Daedric clothing NPC smith trainer/vendor that sells Daedric weapons & armor Crafting & enchanting center Library Contains all of Skyrim's Daedra-related books Book shelves are safe for storage and an ideal place for players to place their own books in an organized manner Mirrors AFK Mods Bethesda NET (PC) Bethesda NET (Xbox One) Mod DB Nexus Mods Versions for Other The Elder Scrolls Games The Elder Scrolls IV: Oblivion The Elder Scrolls V: Skyrim -
Version 1.5
160 downloads
Description Adds a museum east of Falkreath near the Skyrim-Cyrodiil border gate dedicated to the Daedra. Inside, you'll find a safe place to store and display your accumulated Daedric artifacts. There are also other Daedric-related displays and Daedric items to purchase. NOTE - NPCs are unvoiced. All subtitles will need to be enabled. Museum Rooms Lobby Serves as a gateway to the rest of the museum Museum of Artifacts Display/storage area for all unique Daedric artifacts Daedric shrines that can be activated to give you unique blessings NPC that gives you hints as to where Daedric quests may be started Museum of Lords Mannequin displays of the live Daedric Lords featured throughout the game Museum of Daedra Mannequin displays of the live Daedra featured throughout the game Atronach Forge with already available Sigil Stone. NPC trainer/vendor that specializes in Conjuration and sells Daedria conjuration spell tomes, scrolls, and staves. Also sells special Atronach Forge Recipe book containing all 34 recipes in the game. Museum of Relics Preset displays of miscellaneous Daedric items seen and acquired throughout the game NPC vendor that sells Daedric clothing NPC smith trainer/vendor that sells Daedric weapons & armor Crafting & enchanting center Library Contains all of Skyrim's Daedra-related books Book shelves are safe for storage and an ideal place for players to place their own books in an organized manner Mirrors AFK Mods Assimilation Lab Dark Creations Mod DB Nexus Mods Steam TES Alliance Versions for Other The Elder Scrolls Games The Elder Scrolls IV: Oblivion The Elder Scrolls V: Skyrim - Special Edition -
I've got this strange issue with LOD flickering to bright colors sometimes, does anyone know the cause/solution to fix this, or is it just a bug with OR?
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Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both visible in LOD all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all in LOD. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that. Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the LOD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera. My Patreon Page: https://www.patreon.com/arthmoor Downloads AFK Mods TES Alliance How To Use This Resource Copy the two mesh files into a folder of your choice under Data\Meshes. The specifics don't matter. Create a static in the CS using LODWaterPlane.nif. For best results, drag the mesh into the render window and use its upper right corner to place it as precisely as you can on the NE corner of the cell you want. Use the INNER border of the editor marker, not the outer. Do not rotate the piece. It helps if you turn on cell borders while editing, that way you can zoom in close on the border for an exact fit. It should be placed exactly at the Z coordinate of your cell's water level. To string multiple pieces together for larger bodies of water spanning several cells, simply add or subtract 4096 to the X or Y coordinates of the object. That will cause the piece to center into the next cell over. For this to be visible in-game, you will either need to generate LOD files for your mod, or instruct your users to download and run TES4LODGen (recommended). See the screenshots on the Nexus download page for visual aids. The type and coloring of the water will be dependent on whatever water mods the user has installed and what type of water is present in the cell. So it should adapt itself to things like green slimy water vs clear blue water. It is also for this reason that you should avoid overlapping a water plane past a cell boundary. Performance In Game In game performance impact from this should be negligible. I've used it in a fairly large area already an noticed absolutely no change in frame rates. The _far.nif is two triangles, so it's as low as the poly count can possibly get. There is no need to optimize it. I have not noticed any visual anomalies due to leaving the alpha channel in place on the LOD nif. I am fairly certain that is required or the water will not be transparent. How It Works This method works by essentially tricking the game into switching the _far.nif in for the editor object. The editor object and the _far.nif both came from the same source object. The nif was initially blown up to the exact size of one cell in the CS, then split into two parts. An LOD _far.nif file does not have to have the same contents as its close-up counterpart. TES4LODGen does not care, and the CS won't know the difference either. Credits Da Mage and Throttlekitty for the original Real Water Mesh resource. The original water plane resource is quite awesome in and of itself, check it out. You may have use for it too. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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During the time of the Oblivion Crisis, it was said that Skyrim was hit especially hard by the Daedric invasion. Yet, a mere 200 years later there isn't a single sign of this event ever having happened anywhere. Such a monumental event in history would surely have left its mark, especially in the cities. When Martin Septim made the ultimate sacrifice to seal the barriers to Oblivion forever, this did not remove the structural components that would be left behind by suddenly having the dimensional gateway closed down without warning. While logic may suggest that the citizens of Skyrim would have done all they could to be rid of these menaces, I don't believe this would have been a top priority. Some might even have left them standing as a reminder of what almost was. This mod's purpose is simple and to the point. Each of the 5 major hold capitols has an Oblivion Gate either inside or near it. They are merely for decoration and will not be made functional in any way. They're simply there to add back the missing atmosphere that Bethesda left out. An homage to Oblivion (the game) if you will. It also serves as a token bit of my Open Cities mod that at least I can still enjoy even if Patch 1.9 has denied me my major work. As a complement to this mod, get MCR's excellent Oblivion Gates which places several gates using the same resources all over Skyrim and parts of the Dawnguard DLC too. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Oblivion Gates in Cities.esp and Oblivion Gates in Cities.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Simply delete the Oblivion Gates in Cities.esp and Oblivion Gates in Cities.bsa files from your Data folder. This mod includes no scripts and edits no vanilla objects so it should leave behind little to no footprint. Load Order LOOT should be used for optimal placement. Compatibility The gates are in relatively out of the way spots in each city so there should be little chance for conflicts. No navmeshes have been edited, and there are no issues with NPCs getting stuck on them. Credits Hannaise - Oblivion Gates in Skyrim Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.