Orphan Attachments 07/31/2018I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
CPR - Cray's Personal Rebalances
A Reward Balance Overhaul
CPR is exactly what the name suggests: A general adjustment of reward balance to suit the authorâ€™s standards. Originally starting as a simple editing of Mehrunesâ€™ Razor and the three versions of its enchantment, its scope soon spiraled out to encompass most unique items, leveled equipment and artifacts, with an additional stop by the Orrery DLCâ€™s major powers. What you see here is the product of the ensuing design document and TES4Edit/Construction Set binge. Crayâ€™s Personal Rebalances is intentionally formatted as a grab bag of plugins to maximize modularity. Users are encouraged to pick and choose individual files according to their preferences, or simply use the merged plugins if they like everything listed.
The full changelog and readme listing all edits is available both in the download and in online format.
Core Oblivion Plugins
Leveled Items: CPR strives to ensure that all tiers of leveled items are viable equipment regardless of what level one receives them at. Enchantment uses are generally increased, and notably underpowered enchantments are buffed.
Daedric Artifacts: The rewards for Daedric quests have their existing enchantment effects buffed, in line with their legendary status. Exceptions are the Cuirass of the Saviour's Hide, which now additionally grants a lesser power while worn, and Volendrung, which has had its enchantment replaced entirely in accordance with the Skyrim version â€” You will still knock enemies down with Absorb Fatigue, but you will need to land several strikes.
Unique Items: Although given a lesser standard of power than Daedric ones, other unique artifacts were similarly given a sweep of their own. Particular attention was paid to the merchant items unlocked at Journeyman level in Mercantile: Several of them are hardly viable, one is a gag item at best, and the concept of strong items with drawbacks was not executed remarkably well. Disadvantages were reduced and at times removed, several items have been reworked, all with viability and being worth the coin in mind.
Imperial Dragon Armor: Not much of a questline end reward, now is it? Stats have been increased to match Glass/Daedric, with custom enchantments.
Brusef Amelion's Gear: The light ceremonial armor isn't valuable enough to possibly cover Biene's debt..Until you install the corresponding CPR plugin, that is, giving it the stats of Elven armor and giving the sword a new enchantment.
Mages' Guild Finale Robes: The unique robes featured at the finale of the MG questline are unenchanted, and Mannimarco doesn't carry his own hood. CPR MG Finale Robes.esp addresses this by giving Mannimarco his hood back and enchanting both his outfit and the Arch-Mage's robe and hood. Each hood additionally grants a lesser power matching its original user.
Mehrunes' Razor: Keeping to the razor itself, this plugin reduces its reach to .6 to bring it in line with all other daggers, then slightly increasing the damage to make it the best of them for sneak attacks. The Disintegrate Armor magnitude is multiplied by its duration, which is then reduced to 1 in order to deliver all of the damage in one hit. If you are using a mod that enables greater sneak attacks from daggers, such as Maskar's Oblivion Overhaul, this makes Mehrunes' Razor a must for any assassin.
Frostcrag: A more modest plugin, this simply makes the Pentamagic Loop worth taking out of the solitary tower while Daedric Lava Whiskey becomes a particularly potent potable that a cornered adventurer could drink to get out of a sticky situation.
Vile Lair: CPR Rebalances the Crimson Scar items so that they remain viable, but don't swiftly outclass the Blade of Woe. The Crimson Eviscerator loses its damage enchantment, but gains a minor Absorb Health effect to make a flurry of slashes with the charge-hungry weapon a good way to win a battle of attrition.
Fighter's Stronghold: This plugin buffs the Dragon Breath powers and slightly buffs Lord Kain's shield, while making the wine cellar much more of a treat: Each special wine is now a significantly more potent potion with additional sale value.
Thieves Den: The merchandise sold by the unlockable merchants isn't too bad, but the potions and some of the arrows do need some work. Nightmask is given Chameleon, while the Magnification potions have Night Eye added, with some duration boosts. Tracer and Blindness arrows are also significantly buffed.
Orrery: All of the greater powers have been renamed and reworked entirely. They are no longer plain +20/-20 attribute modifiers - Each of them is unique and very powerful. Bothiel will probably be quite giddy.
Knights of the Nine: The equipment in this DLC is actually remarkably good, but there were unfortunately some holes. Umaril's Sword enchantments have been buffed, while charges have been buffed. The Crusader's weapons have had their enchantment costs reduced and matched to have the same amount of uses, while the Turn Undead effect on the mace has been replaced with Damage Fatigue.
Shivering Isles: This applies the same standard as the core Oblivion plugins to most SI leveled or unique items, while adding enchantments to the reward Dark Seducer and Golden Saint armors, as well as the Sword of Jyggalag.
CPR Dremora Weapons.esp buffs Dremora weapons, base and enchanted, above nuisance status, making them more viable as threats and personal equipment alike so that it's worth bringing one back from the Deadlands for more than vendor trash.
CPR Dremora Armor.esp makes Dremora Armor playable, assigning the heavy armor and robes the stats of the various tiers of armor in Tamriel and retexturing it with ~Satu~'s Ash themed texture.
CPR Dremora Markynaz.esp gives the Dremora rank of the same name a unique tier of armor inbetween Ebony and Daedric, while modifying two out of the three greatsword-wielding melee Dremora Markynaz to instead carry an enchanted one handed weapon (One a Blade, one a Blunt) and the CPR-added Dremora Markynaz Shield, with a 25% chance of carrying one of ten enchanted versions. Dremora Markynaz armor and shields use ~Satu~'s Black retexture.
Daedric Armor Retexture by trollf: Trollf released a pair of Daedric Armor retextures as a modder's resource on the nexus. This optional download includes the first for the benefit of players who may find the vanilla Daedric armor look lackluster after adding the new appearance of Dremora armor.
Mod creator: Cray (KlausWulfenbach in the Nexus)
Dremora Armor: ~Satu~, who granted permission to use the Ash and Black daedric armor textures in CPR.
Optional Daedric Armor: Daedric Armor Retexture 1, modding resource by Trollf.
Testing and general feedback: Crimson Arcana.
Balance feedback: SilvasRuin
Special thanks to AndalayBay for the warm welcome into modding.
By ArthmoorThis mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides.
At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess.
A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest.
Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism.
Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC.
Fast Travel can now be optionally disabled as well through an ini file.
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!
My Patreon Page: https://www.patreon.com/arthmoor
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.
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.
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.
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.
Stroti - Ravenhorst manor resources used for Geldall Septim's Manor. (https://www.nexusmods.com/oblivion/mods/37253)
This mod is not made, guaranteed, or supported by 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.
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.
By ArthmoorAn overhaul catering to roleplayers. Now also including the Shivering Isles!
Get ready for a jolt to the system. Although only vanilla (default) resources were used, T.I.E. is a tiny overhaul that carries major impact on the way Oblivion is played. The gameplay is much tougher on hack and slash players while favoring stealth gamers in general - although with the release of 1.26 onwards, both Mages and Fighters can survive well in TIE too. How does TIE favor stealth gameplay? By having NPCs and creatures deal out far more damage, by raising sneak attack perks, and having real consequences for engaging in melee combat unprepared (for starters). High level loot and armor and weapons are also much rarer, far more TNRish NPCs now populate Cyrodiil (800 in this release), diseases are easier to catch, etc. You will also find most mid to high level shops (as well as many Imperial city homes) guarded by hired guards, so no more thieving to your heart's content and filling your loot bag. Now you have to actually WORK to be a good thief. You'll also come across secret entrances to all cities and castles. Some are underground, some require swimming, climbing, or jumping - or a combination of all three. You will see thieves making grabs for loot (and getting chased), deadly assassins, tomb raiders and morally ambiguous scavengers in wilderness areas as well as underneath the Imperial City sewer system - which is now interconnected via trapdoors, and grates.
So have fun in the new Tamriel, but beware. More danger than you can conceive of lurks both on the surface and below. Only the prudent and vigilant will survive and thrive. Garrett would be proud.
* TIE no longer caters exclusively to the stealth type gamer. Previous versions of TIE used to be tailor made for Thief types (RIP Looking Glass Studios), but Mages can now enjoy a greater thief-like environment blended in with the arcane. Fighters will also find their path in TIE - especially with the prolific use of shields and certain potions available from merchants and bartenders.
* TIE features ONLY vanilla content. That means no resources found outside the Construction Set made their way into here. Custom scripts are fine as long as they're small, but visually speaking, everything you see and witness inside TIE comes directly from the game. This of course has a direct effect on the download size. As it currently stands, with more than 800 added TNR NPCs, and with a file size of just 5 megabytes, T.I.E. is a far smaller download than most other overhauls out there (with the exception of Adventurers).
If you are using Better Cities 5.4.1 or higher, download "TIE For BC 541.7z". Version 5.4 and up of BC include the Blood & Mud mod and has a new wall configuration in Bruma as well.
If you are sticking with a version of Better Cities which DOES NOT incorporate the Blood & Mud mod, download the file simply called "TIE.7z" instead.
By AndalayBayOblivion XP Translations
for version 4.4.5
Translations currently available:
Italian by FatalIllusion Japanese by nkyhiro French by Sita. Updated by Gameruper. Sita also translated the new initialization line. Simplified Chinese by dantebelmondo German by Klaus. Vikke translated the new initialization line. Russian by Chai Pei Hungarian by Morghean Polish by clockworkcity. Updated by sabbath91, who also translated the new initialization line.
Note that the new initialization line was translated by me using an online translator for Japanese, Chinese and Hungarian. If someone would like to supply a proper translation, I will happily take it and replace the translation.
By AndalayBayOblivion XP Third Party Mod Patches
for Version 4.2.3+
Here are the patches currently available:
A Brotherhood Renewed
AFK Weye (patch written by dwip)
Kvatch Rebuilt 1.1 (works with 2.x, no longer needed in 3.x)
By AndalayBayOblivion XP Update
Oblivion XP Update is a full update to SirFrederik's Oblivion XP mod. It has several bug fixes and script optimizations that utilize the new features and functions available in the newer versions of Oblivion Script Extender. This version offers significant performance improvements over the previous versions.
This is a complete self-contained package. It does not require the original Oblivion XP - everything is included in this update. This is being released as an upgrade to the original Oblivion XP mod because the changes are quite extensive and with most of the scripts being completely rewritten.
Existing users will be able to install this update and continue with your current games. You should not lose the progress you have made. You will need to follow the upgrade instructions in the readme file because the location and contents of the ini file have been changed.
For those unfamiliar with Oblivion XP, it is a levelling system replacement. The Oblivion levelling system is based on skill use to improve the skills themselves and their associated attributes. However, for many players this has turned out to be a tedious exercise that forced them to use skills that did not fit their roleplaying experience in order to improve certain attributes. It also required a certain degree of "micromanagement" if you wished to get the maximum attribute bonuses when you increased in level.
Oblivion XP aims to change all that. It brings the experience point reward system to Oblivion. You gain experience points for performing a variety of actions, including completing quests, killing monsters, picking locks or discovering new locations. When you accumulate enough experience points, you will gain a new level. Upon gaining the new level, you spend points to increase your attributes and skills. You no longer improve your skills by using them. You earn experience points by action and spend an allotted number of points on skills and attributes to improve them, anyway you wish, when you level-up.
SirFrederik is the original author of this mod. He devised the mathematical formulae that control the number of points you need to level and the number of experience points you receive for various actions. The system he designed is complete and operates as a balanced and comprehensive unit. I will not be altering any of this underlying logic. He also made Oblivion XP extremely customizable through settings in the ini file so that this system would work with a variety of playing styles.
Oblivion XP 4.2.0+ requires OBSE 21 Beta 3 or above. shadeMe has added a custom event handler that allows major performance improvements over the previous versions. It also requires MenuQue version 15 or newer.
See the readme file (Oblivion XP Readme.pdf) in the download for the installation instructions, a full description of all the changes and other important notes.
Oblivion Script Extender (OBSE) v21 or higher - http://obse.silverlock.org/
MenuQue version 15 or higher - http://www.nexusmods.com/oblivion/mods/32200/?
Friends of Oblivion XP
Friends of Obivion XP is a prestigious group of mods in which the mod authors have taken the time to build Oblivion XP support into their mod!
When you complete quests in these mods, you will be awarded experience points. Oblivion XP only has a small amount of work to do to process these points, so performance is greatly improved. Also, this code is only run for mods that you actually have loaded and if the mod author changes the mod, you will get those changes as soon as you download the new version of the mod!
Kragenir's Death Quest
The Ayleid Steps
AFK Weye (external patch written by dwip)
Cliffs of Anvil (part of Unique Landscapes)
The Eastern Peaks (part of Unique Landscapes)
Dark Brotherhood Chronicles: Awakening
The Black Marshes
Kvatch Rebuilt 3.x
Sneaking Detection Recalibrated
Tales of Cyrodiil
Third Party Mod Support
As of version 4.2.3, all quests will be rewarded a base number of points. When SirFrederik released Oblivion XP, he included support for 21 mods. These mods are still explicitly supported and will continue to generate a customized number of points upon completion of the quests.
Here is the list of mods that have support built into Oblivion XP:
Arrows of the Ayleid King v1.8
Blood & Mud
C&C - The Blackwood Company v1.0.2
Daggerfall Memories - The Liberation of Cybiades v2.1
Gates to Aesgaard Ep. 1 v1.1
Glenvar Castle v2.10
Heart of the Dead v5.3
Integration – TSL
JQ Assassin Quest v1.0
Midas Magic v0.990
Oscuro's Oblivion Overhaul v1.34
Ruined Tail's Tale v3.0.1
Servant of the Dawn SI v2.25
Tamriel Rebuilt – Stirk v1.2
Tears of the Fiend v1.2.2
The Dungeons of Ivellon v1.8
The Lost Spires v14
Verona House – Bloodlines SI v1.2
I will list the patches currently available in this section. As of version 4.2.3, these are now optional, but if you have room in your load order, I recommend you use them. The point rewards are customized for each quest, whereas the base point reward will be much smaller.
A Brotherhood Renewed
AFK Weye (patch written by dwip)
Kvatch Rebuilt 1.1 (works with 2.x, no longer needed in 3.x)
Download patches here.
As of version 4.1.9, translating Oblivion XP is as simple as translating the ObXP_strings.xml file. See the readme for full details.
Just download the translation package and copy the ObXP_strings.xml file to your Data\Menus\Strings directory.
Italian by FatalIllusion Japanese by nkyhiro French by Sita. Updated by Gameruper. Sita also translated the new initialization line. Simplified Chinese by dantebelmondo German by Klaus. Vikke translated the new initialization line. Russian by Chai Pei Hungarian by Morghean Polish by clockworkcity. Updated by sabbath91, who also translated the new initialization line. Download translations here.
Configuring Oblivion XP and Other Tips
See the Oblivion XP Configuration Samples thread for tips on customizing your levelling rate. Several common questions are answered in the FAQ thread.
Please contact me in the release thread on The Assimilation Lab or in the comments thread on Nexus.
Please see the Oblivion XP Readme.pdf file for the complete change log.
I wouldn't be able to do this alone! Thanks to:
Bethesda for creating Oblivion. SirFrederik for creating Oblivion XP. Tejon for some hints and a sample script to fix the summoned creature bug. Javert93 for his help in analyzing, testing and fixing the miscellaneous stats bug. Kyoma for his help in fixing the miscellaneous stats bug. Also for his help with the menus. Kyoma completely overhauled the menus for version 4.2.3. I really can’t thank you enough, dude. TheNiceOne for his help in demystifying Oblivion XML and the Darnified UI. Phitt for his suggestions on the new skill cost progression. Also for his help in testing. Amadaun, Klaus, samuro_, Tatts4Life, FatalIllusion, Trademark, Ysne58, Blandings and numerous others for their help in testing. shadeMe for adding the quest completion event handler to OBSE. Also for the Construction Set Extender which makes creating mods so much easier. saebel for awarding assassination XP in SDR and for his help in sorting out the poison script. forli for the progress bar update fix. Milotek for helping to sort out the poison kill script. forli, Leonardo, Milotek, PuzzleFord, lefenger and Wolfheart for their help in testing 4.3.x. Haikem for the Nexus Mod Manager installation script. DavidJCobb for his help in making Oblivion XP compatible with Northern UI. LHammonds for the Readme Generator that the readme file was based on.
Contact me and obtain my permission before re-packaging any part of this mod. This file may not be uploaded to other sites without my permission. If I do not respond within 4 weeks, feel free to do whatever you like with this mod.
I can be contacted here on The Assimilation Lab, Bethesda Softworks Forums or on the Nexus Forums.
SirFrederik's original license terms: Please do not use any part of this mod without asking for permission first – contact me on BGsForums or send an e-mail to *email address removed* . If I haven't responded within 4 weeks, you may assume I agree to your request.