These mods are required to play Daedric Museum of Artifacts.
Oblivion Script Extender (OBSE)
OBSE -Elys- Universal Silent Voice
Some content is only accessible when the following DLC expansions have been installed.
Knights of the Nine
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.
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
Versions for Other The Elder Scrolls Games
The Elder Scrolls V: Skyrim
By mhahn123Before you ask...yes that is the actual name.
This mod was originally created by ChaCha144 and was an exclusive on Planet Elder Scrolls.
I was introduced to the mod when a patch request was posted on my forum thread. The mod
author was no longer playing and gave permission to do whatever, so long as credits were
given and a copy of the original read-me was included in the package. All I've done is
give the plugin a good Tes4Edit cleaning and create a few compatibility patches. I take no
other credits for any of the work put into this mod. Can't offer much support, but if you
find anything wrong I will try to find time to look at it.
Since the PES site is no longer online, I am uploading here on TAL as means of preserving
this mod for the community.
My Island Palace adds an Ayleid Style home on a new island just off the west coast
of Anvil. There is an IC styled bridge and roadway that leads to the island. Once
you have completed the main quest and become Champion of Cyrodiil, you receive
ownership of the Palace and can move in. You will also receive a tour guide document
in your inventory that will explain many of the functions.
The island exterior contains a stable area, farming area that contains many Shivering
Isles crops, Ayleid Palace which features "clean" textures, an outdoor pool, and a
lighthouse. There are guards stationed at the bridge entrance and palace entrance.
The palace interior has many features including storage, display room, library,
kitchen, smithy, enchanting stations, an altar which allows you to change the weather,
etc. There is plenty of space inside and multiple rooms to explore. You will find new
weapons and armors as well.
Just off the west coast of Anvil in the Bay. There is a map marker.
Oblivion patched to 1.2.0416
1. Extract to your Oblivion Data folder either manually or using the mod manager of
2. Set load order.
3. Play and enjoy!
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.
May conflict with other mods and patches which edit the same area of the game. There
are compatibility patches available as separate downloads for Better Cities, Open
Cities Reborn, UL Beaches of Cyrodiil-Lost Coast, and some combinations of these.
No other conflicts have been reported at this time. No promises but if you find a
mod conflict, leave a comment on the mod page so I can look into it.
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
ChaCha144 - for the original mod and permission for me to mess with it
MadCat221 & RDjeke - for the Ayleid Weapons(not including bows and arrows)
Nicoroshi - for the Ayleid Bows and Arrows
Ionis - for the Mithril Weaponry
WarKirby - for the Weather Changer Altar
Please do not upload these files to any other sites without my consent. You will need to
attempt to contact the people listed in the credits section if you wish to use anything
from this mod. Sorry but the original mod author is no longer around and I cannot "pass on"
permissions to you.
This mod is a patch between Oblivion War Cry New Dimension and both Better Dungeons and WalkerInShadowsÂ´s updated and fixed version of Snus Dungeons, so users of OWCND can enjoy that magnificent mods while playing with this overhaul, getting that way three mods to enhance and expand OblivionÂ´s dungeons, a truly Triple Dungeomania.
As OWCND changes vanilla dungeons cells and also add new cells to them, changes made by this patch are mostly related to fix object placement like statics, containers, flora, etc and also fixing some tilesetÂ´s textures that didnÂ´t match with Snus textures. Some minor pathgriding, ilumination, and spawn placement has been also touched, as same as some other things.
Oblivion & Shivering Isles updated.
Oblivion War Cry New Dimension (English version can be downloaded from here after installing main mod).
Snus Dungeons (
part 1 and part 2)
1 - Make sure to have installed OWCND.
2 - Make sure to have installed Better Dungeons.
3 - Make sure to have installed Snus Dungeons.
4 - Download this mod and drop it into the Oblivion\Data folder as any other mod.
5 - Load order should be the following:
Snus Dungeons - BD patch.esp
OWC - SeaWorld.esp
OWC - Mannequin.esp
OWC - New Dimension.esp
Acechadoras Triple Dungeomania.esp
Conflicts, bugs and issues:
Please, if you find any problem using this mod, let me know so I can try to take a look at it.
Credits and Final Notes:
This mod would never be possible without all the previous work made by WalkerInShadows and Kobal to make Snus Dungeons compatible with Better Dungeons.
Of course, thank you very much to the following people for making their magnificent mods:
Eddy Kaschinsky for OWCND.
Snus for Snus Dungeons.
Scot for Better Dungeons.
And of course thank you to all the supporters who made possible those mods to exist.
Please if you like these mods remember to endorse them.