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!
By AndalayBayThis is my BAIN package with a wizard script for DarNified UI. You can install manually or use the wizard. See the DarNified BAIN readme file in the package (Core/Docs) for details. The readme has the links for Trollf's loading screens. The loading screens themselves are not included in the package.
By AndalayBayThis is my BAIN package with a wizard script for DarkUI'd DarN. You can install manually or use the wizard. See the readme file in the package for details.
In Memoriam v1.0 [BETA/WIPz]
28 Nov 2017
"His soul swooned softly as he heard the snow falling faintly through the universe and faintly falling, like the descent of their last end, upon all the living and the dead."
- James Joyce, The Dead.
[This is a brief and provisional readme for TAL. Even the title of this mod may change soon enough.]
This mod places dynamically updated memorials to the dead in all the cities, and two of the guilds. The memorial texts are updated around midnight on a daily basis and will display the date of death, provided the NPC died after the mod was installed - otherwise the death is registered as unknown. Oh, and if you do not see any memorials, that's because no-one's died yet in your game. Heh, just wait...
Oblivion v184.108.40.2066 (I strongly suggest you install the Unofficial Oblivion Patch too, though. I checked this against it.)
OBSE v21 (What I used. I won't guarantee results with any earlier version.)
I recommend using BAIN, for which this archive is suitable. If you choose to do it manually, though, simply unpack all the files in the archive to your game data folder and activate the .esp. Load order should not be critical, this should work anywhere - I tested it before and after Better Cities.
Obvious with BAIN. But again, if you are doing this manually, simply delete from \Data the files:
In Memoriam v1.0.esp
\Docs\In Memoriam v1.0 - Readme.txt
This being mostly scripted, it should enjoy a high degree of compatibility. No base NPC records were harmed in its making. But it does place memorials in all the cities, the Arcane University and Kvatch encampment. However, I have placed them both with a view to vanilla and Better Cities, not forgetting the pathgridding, of course. It does mean that you might think a couple of them are in odd places, of course. Most are by the chapels, but I don't think the others should be too hard to locate. And the IC one is located there for a good reason (check round Talos Plaza).
But - of course there may be clashes with other mods that alter these locations, I cannot speak for Open Cities Reborn, for example. If I'm told about them, I'm sure they can be easily patched.
TESCS (with CSE)
meo3000 for the open book resource.
Bethesda, for the game and CS (though big thanks to ShadeMe too, for extending the latter).
Use of resources
I retextured one of MEO's open books (https://www.nexusmods.com/oblivion/mods/20643/) for the memorial, so due credit should be given to them if you use it, which you are welcome to do.
For more information, please re-read this document.
By AndalayBayOblivion Mod Maker Manual
Look what I found! I've been going through my old files as I return to playing and modding and found this little gem. The author says it can be freely distributed so I thought I'd post it here.
What is it?
It's an updated version of the Morrowind Mod Maker Manual, which is the first manual we had that explained how to make mods for The Elder Scrolls. All this information can now be found on the CS Wiki, but when the wiki was moved the last time, all the images were lost, so many of the tutorials are too hard to follow. This has some of the same tutorials, but it's written in a way that doesn't need images, or it has images in the one or two cases that needed them.
In addition to modding stuff, it also has a list of console commands and a section on installing and playing mods. Caution: I wouldn't count on any of the web links working. The author even spelled the address for the CS Wiki incorrectly.
The manual is a PDF and has a table of contents with working links to the pages in the document. It also has bookmarks with working links, so it's really easy to navigate.
Table of Contents
Table of Contents
Abbreviations and Definitions
Chapter 1 - TESCS â€“ What is it?
Chapter 2 - Installing/Playing Mods
Chapter 3 - Toolbar Description
Chapter 4 - Windows
Chapter 5 - Saving and Testing Your Mod
Chapter 6 - Utilities
Chapter 7 - Tutorials
Chapter 8 â€“ Tweaking Oblivion
Appendix A - References
Appendix B - Tables
Appendix C - Websites
Appendix D - Meshes and Textures
Appendix E - Contacting
By avalon2260Ultimate Teleport Spell (UTS)
OBSE v20+ Main Site Nexus
AvalonCore 20151231+ TAL Nexus
ConfigReader 20160524+ TAL Nexus
The Ultimate Teleport Spell?
This provides a number of teleport spells which can be configured to the
user's liking. It really began as an experiment in reading config files
(handled by ConfigReader, which was written for, and in conjunction with,
UTS). Currently, the teleport locations are statically defined (but can be
changed while the game is running by re-loading the config file). I plan to
add a mark and recall version, if I ever get around to it.
- Unlike most other teleport spells, teleport locations are not hard-coded
into the mod, but read from config files (uses a custom syntax), so you can
teleport pretty much anywhere in any mod by adding some appropriate entries to
the config file(s).
- It is entirely scripted and independent of Oblivion.esm, so should work with
total conversions etc. too (untested). One spell to rule them all! Just create
new config files.
- It supports an unlimited number of locations via an arbitrarily deep menu
- Each menu can have any number of entries; if there are more than 9 entries,
then the menu will use multiple pages (this could get a bit unwieldy though if
you overdo it.
- There are 6 built-in spells, though only the first one is used by the
default config. Define menus for the others if you like. They are all
functionally equivalent, so the main point of extra spells is to reduce menu
depth. The spells are actually defined in a2core.esm, but they don't do
anything without UTS.
- You can also create more spells (as many as you want) in a 3rd party mod and
define menus for them. The optional extra spells esp adds an additional 20
- You can teleport to/through a door (if it's locked, you need the key), to
any actor/reference, or to any arbitrary cell location (x,y,z coordinates).
- The example config file has ~200-300 location entries. Shops, Inns, cities,
vanilla houses, DLC houses, Daedric shrines, guild buildings, several mod
locations, master trainers, etc. Add whatever you want. Remove whatever you
You can specify conditions in order for a menu or location to be enabled. The
current syntax supports several concurrent conditions:
- map marker (visible/found).
- quest (stage done, or 'completed').
- faction (player is a member of, or minimum faction rank).
- true test (run via RunScriptLine, must evaluate to non-zero).
- false test (run via RunScriptLine, must evaluate to zero).
All tests must pass for the menu/location to be accessible. This means that if
any conditions for a top level menu are not met, the spell will fail
RunScriptLine tests must evaluate to a numeric value (short). You can specify
a reference to run the true/false tests on. You can also substitute an
arbitrary reference into the string (see the config file doc for details).
The new (2016-05-22) lcond feature allows an entry/menu to have any number of
conditions (previously only one of each type was possible).
Most locations in the example config have various requirements (e.g. for
player houses, naturally you need to buy the house before you can teleport
there, and so on).
Copy the esp to the Data directory and the config files to Data/ConScribe Logs/Per-Mod.
Put it anywhere, load order is irrelevant.
If using the extra spells esp, this can load before or after UTS, it doesn't matter.
See doc/uts_config_file.txt for details on configuration and the config file
The scripts in this mod are in the Public Domain. Whatever.
By avalon2260Loot Bags
OBSE v20+ Main Site Nexus
AvalonCore 20151231+ TAL Nexus
ConfigReader 20160524+ TAL Nexus
Recommended: Enhanced Hotkeys
There should be no need to clean-save (unless you are upgrading from prior to
In the package, I have moved the ini file to the ./Ini directory to avoid
inadvertently overwriting an installed ini file. If you are installing for the
first time, you will need to copy this to Data/ini. If upgrading,
./Ini/update.ini contains the new additions, just insert/paste this into your
If upgrading from an older version, you need to clean-save the scripts esp as
some quest variables have moved around. I have renamed some variables in the
Config quest for consistency (lowercase and underscores). Thus, you will need
to update your ini file.
I have also moved the hotkey token to the esp, so you will get a new one. The
old one (in the esm) should remove itself when the scripts esp is clean-saved
(give it a second or so before re-saving).
Added ability to add/remove items to Ignored Items chest via the hotkey menu.
This does not apply to `Special' items. While you can remove an item that was
added via the config file, it will obviously be added back again on next
save/load unless you also delete / comment out the item in the config file.
`Special' items can no longer be added to the Equipment list (they are never
stored anyway, currently).
Added toggle_eq and toggle_ignored hotkeys for the hotkey menu. These are
shortcuts to toggle add/remove for the Equipment list and Ignored Item menu
entries (defaults are Forward and Back).
Added some notes to Intro book about `dump container' feature. Forgot this
Loot Bags is a bag mod like the venerable Bag of Holding, the crusty Automagic
Tired of storing/retrieving items one at a time? Loot Bags has auto-storage
bags that can auto-store all item types. There is a different bag for each
type, and in some cases for sub-types (e.g. there are different bags for
light/heavy armour, each weapon type, etc).
There are several types of bag, the most interesting are the "autobags" which
have the auto-storage ability. Additionally there are "single" bags and
"multi" bags. There are also "sorters", which are not bags (and don't really
sort anything!), which activate auto-insert/remove on multiple bags (or other
sorters) at once. (I still don't have a mesh for the sorters, currently they
just use the bag mesh.) There are currently about 50 different autobags, and
around 80 bags and sorters altogether.
See the PDF manual or the in-game help books for more details.
Review the ini before starting, there are several settings and hotkeys you may
want to configure.
Quick Start Notes
To pickup a bag, activate it while holding grab.
Auto-store only happens in game mode. In menu mode, bags are added to a
list and processed (in the selected order) once you return to game mode.
There are in-game help books. Shift-Click the Cancel button on any bag to
read them. The first time you do this, it will automatically open the Intro
book. After that, it will show a menu to choose the book you want.
Shift-Click an option (for bags that have them) to see a brief description.
Use the hotkey (default Grab) to configure equipment etc. The hotkey only
works in menu mode. The hotkey token handles several hotkeys, see the ini file
for configuration. Read the hotkey book in-game for more details.
The bags are fully operational in game mode. If you haven't already,
install Enhanced Hotkeys so that you can hotkey a bunch of bags/sorters.
Seriously. Do it now! This is how I mostly use the bags these days.
The bags can be purchased normally from most merchants. You may wish to
install the vendor chests esp, to guarantee that there will be a few bags
available for sale.
The bags can optionally be found in random loot if populating levelled
lists, either with the build-in initialization (see the ini file) or a
levelled lists esp.
There is nowhere to obtain all of the bags at once (other than the test
chest). You will have to shop around (as do I, dear PlayerRef, as do I).
You can put autobags in the Storter bags and the Sorters can still
auto-insert/remove them. (That's what they're for.)
The bags now have optional weighting to make them less uber (i.e. the
weight of the bag will be set to the total weight of the contents. This is off
by default, enable it in the ini file).
As usual, copy (or symlink) the contents of Data to your Oblivion Data
directory. Make sure the config files are installed to the ConScribe log
directory. Also copy the optional esps if you want them.
Review the ini and uncomment any settings you want (particularly the hotkeys)
before starting. There are also a few config files installed to the ConScribe
If installing with Wrye Bash, note that Grogrokl reported that Bash did not
install the config files to the ConScribe log directory, so double-check that
these are installed. You may need to enable the 'Has Extra Directories'
option. I do not use mod managers so don't know any more than that.
See the README in the package for further details.
The Bag mesh is Bethesda's (Sack01.nif).
My scripts are in the Public Domain and can be freely used for any
You can do whatever with the rest of the mod.
FOMO Moments as you may have guessed is in fact a Posing mod that allows access to a host of interesting poses all in one neat package with just one esp!
The mod also tidies up the mess of having so many pose mods with an in game manager that allows you to only have the the pose mods you want for each specific character. FOMO Moments also cleans up the scripts of all added pose mods and updates to the conventions of the current OBSE.
Furthermore if you want to know at a quick glance what each pose will look like without having to manually try each out, you can visit the Beyond The Pages bookstore in the East Docks District where you can purchase (Or take for free) copies of various posing Guide Books (Or you can have them added to your inventory via the FOMO Moments Menu Marble, however this does not add all purchasable guide books, only those that contain poses included in FOMO Moments).
All of the below pose mods are included in FOMO Moments:
Actors In Charge
Actors In Emotion
Actors In Maddness
Goma Pose 01 - 17
OSR Poses 01 - 03
CTAddPose Gaff 01 - 02
Halo Pin Ups 01 - 03
Sexy Witch Poses
NaRae Pose 01 - 02
CTAddPose Le 01 - 02
A Total of around 3000 poses to pick your favourites from!
- FOMO Main
- Coronerras Maximum Compatibility Skeletons
This mod is compatible with everything!
- Download FOMO Moments archive
- If you are using Wyre Bash throw the Archive into the Installers Folder (Generally...\Oblivion\Oblivion Mods\Bash Installers) and install it.
If you are installing manually (Boo~), just extract the Archive as you normally would to your data folder.
- Activate FOMO Moments - A Pose Mod.esp.
- Run BOSS to fix your load order
And... you're done ^^!
This mod contains assets and the loving works of many modders other than myself along side my own works, so I can not grant anyone permission to take parts of this mod for their own mods. However if you are interested in any assets you can refer to the Credits section to see if you can track down the creators of specific content.
While I will naturally keep and eye out for comments on these mods, if I don't respond for some time first try posting in the FOMO Main General Discussion thread, if that fails try sending me a private message here at The Assimilation Lab.
0.1: Applying Shadiers
0.5: 0.5 Shades of Sam
0.9: Slimmer, Shadier
1.0: Shady Enough
This simple mod aims to make Shady Sam a plausible fence for freelance thieves that doesnâ€™t trump Thieves Guild ones. This is accomplished via the following changes:
Firstly, setting the NPCâ€™s Responsibility to 0. This allows the merchant to buy stolen goods and gives the highest possible positive modifier to disposition from player character Infamy. As Shady Sam cannot be persuaded, this makes it so that getting good deals from him requires being notoriously shady or a frequent enough customer. Were Sam to be given a normal routine, this change would also make him readily steal anything to fulfill his needs.
Secondly, increasing his amount of gold to 600. This is the same as Ongar the World-Weary, the first fence that Thieves Guild members can access. Both are thus just as convenient in terms of raw gold, but Ongarâ€™s disposition is much simpler to influence.
Thirdly, setting his Buy/Sell options to check every box but â€˜Spellsâ€™. Heâ€™ll buy just about anything you steal, not just random silverware â€” But donâ€™t expect him to have much gold without buying some of his wares first.
You need something... special?
Shadier Sam improves the eponymous NPCâ€™s stock with a focus on poisons and thematically appropriate items without Thieves Guild overlap. The following changes were made to his vendor chest:
Damage attribute potions removed.
Added 5 (weak) Damage Health poisons.
Added 5 (weak) Damage Fatigue poisons.
Added 5 Damage Magicka poisons.
Added one of each (Strong) Damage Health and Damage Fatigue poison.
Added one of each Cure Disease, Cure Poison, Cure Paralysis and (weak) chameleon potions.
Added a small variety of alcohol.
Added a selection of robes and hoods. To allow Sam to sell the black robes and hood, these have their gold value set to 1.
Added Moonshade, a unique alcohol item of questionable legitimacy. Whenever Shady Sam restocks, you can buy one bottle. Its effects are Chameleon 15, Resist Normal Weapons 15, and Drain Intelligence 10, all over 60 seconds. The base value is set to 50 rather than the autocalculated cost, to be more affordable while still balanced by stock.
Shadier than Thou
Now, there is always the possibility that you might be shadier than shady. Or at least shadier than Shady Sam. If you are disinclined to buy from him, his entire stock is moved to his body upon death. Youâ€™ll find that he is not quite as unprotected as he used to be:
Sam now carries a partial leather outfit composed of boots, greaves, Hide Bracers (Standard Leather Bracers with a Petty tier Shield enchantment), and the Smugglerâ€™s Garb, a leather cuirass with a Common soul gem tier Feather enchantment.
His Blade skill has been raised from 6 to 25.
In addition to his leveled shortsword, Sam now carries a leveled dagger, a bit of stock he usually keeps away for himself. Disarming the lad wonâ€™t completely doom him now.
His spell list now includes the standard Spark spell.
Installation Instructions: This file contains a single .esp and the Readme. Simply drop it in your Data folder and enable it through your launcher, or place it in the installer folder of your choice of mod manager.
Permissions: You may non-commercially modify and/or redistribute this file as you please, so long as you clearly credit the original author. More personally, I'd appreciate a heads up if you upload my content elsewhere to check the place out myself.
Compatibility: No major incompatibilities are expected, but you may have to load Shadier Sam.esp after any mods that modify all/most vendor chests, and of course Shady Sam himself. A script is attached to Sam with an OnDeath condition to transfer the contents of his vendor chest to his body â€” Heavily modded installations may experience a delay before the transfer. Bear this in mind if looting the NPC immediately after death.
By SchtearnCOBL 1.74 Wizard Fixes.
The current install is here and another thread here. Please contribute.
Choose from the automated installer, or the manual install archive. The manual install requires 7-zip to extract the archive.
Fixing a crash with the User List when a file doesn't exist on disk
Fixing the newlines in BOSS generated files
Fixing an issue with Unicode path names
The Plugin Submitter is operational again
Fixing a crash with the User List under certain conditions
Updated the translation files
Updated the installation script to support both 64-bit and 32-bit executables
BOSS now builds on *nix platforms
Removed some Boost library dependencies
The default for an addition to the user list is now "After" instead of "Before"
Code style changes
This is also the last release specifically for XP. Future releases may or may not work.
By mhahn123BOSS for Oblivion
Setting the correct load order for your mods is a crucial step to enjoying a stable
modded game. Better Oblivion Sorting Software...aka BOSS, is designed to assist
mod users in avoiding mod conflicts, by providing automated load order sorting
that's simple to use and fully customizable. While sorting, BOSS checks for load
order errors and notifies you of any issues that it detects.
BOSS also provides thousands of plugin specific messages. Including usage
notes, Bash Tag suggestions, requirements, incompatibilities, bug warnings, and
installation mistake notices. It supports the sorting of plugins ghosted by the
Wrye Bash utility, and has been translated into multiple languages.
BOSS utilizes a Masterlist text file to sort plugins into the correct order. Although
it recognizes tens of thousands of plugins, new mods are constantly being created
and released every day. This means the Masterlist requires frequent updates. We
depend on mod user submissions in order to keep pace with the mod community.
This page is simply a portal from which to download the Masterlist text file, in
the event you are unable to do so via the BOSS GUI. If your GUI is functioning,
and updating properly through an internet connection, you already have the
most up to date Masterlist.
In order for the Masterlist to be of any use, you will need to have the latest version
of BOSS which can be found here. Older versions of BOSS still function, but won't
be able to update via the GUI. Versions prior to 2.3.0 may not properly read the
Masterlist due to formatting changes.
Downloading the Masterlist
Find the most recent Masterlist in the files section. Once you've downloaded and
unzipped the file, you just need to install the Masterlist into the Oblivion folder
located inside BOSS on your PC.
Copy/Paste the Masterlist into the Oblivion folder. Make sure the "Sort Plugins" box
is checked on the GUI and run BOSS.
Submitting Unrecognized Plugins
If you wish to submit an unrecognized mod plugin, please do so either through
your BOSS GUI, or by posting on the main BOSS page over at Oblivion Nexus.
Apologies, It's just more convenient for me to only have to track two sites.
Full credit for BOSS goes to the original development team. I take no credit for anything
other than typing a bunch of mod names into a list that was already very well developed.
I was given permission from Wrinklyninja to host this page here. Please do not upload to
any other sites without getting permissions first.
By mhahn123Ever get tired of seeing the same old ships everywhere you go in the game? Did you find it
odd that all of them were built with the same wood, using the same colors, and none were
really unique? I did too, and so decided to do something about it.
The purpose of this mod was too bring a little color and diversity into the ships of Cyrodiil.
While there are other ship mods which add new models and more ships, they still use plain old
vanilla textures. There are some very good texture replacers out there, such as Qarls Texture
Pack and Grumblepunks Shipyard. The limitation is that you end up with a lot of nice looking
ships that still all use the same textures.
So I've tried to give each of the named vanilla ships a look which suits a) their name, b) their
role in the game, c) the description given by npcs in the game. They are each very unique, and
share not a single texture among them.
This mod revamps the boring, washed out vanilla ships into something more fitting for their
respective roles in the game. Each of the ships has been fully retextured from stem to stern,
exterior and interior (although I have only done the main deck interiors). Mid and Lower decks
are currently a WIP at the moment, they will be finished at some point. Compatibility with
AWLS is also a WIP.
This plugin has been tested with the quests in various stages of completion. All of the quests
still work exactly as they were intended to. There is only one note of caution to pass on.
If you install this after you have entered either Serpents Wake or Clarabella the doors will
once gain be locked. This shouldn't really be a problem. You get a key for Serpents Wake at
the start of the quest. You should already have some lockpicking skill before attempting to
enter Clarabella since the door is set at the highest lock level by default. At worst you may
need a few more lockpicks to get back inside.
I hope you will have as much fun using this as I had creating it!
1. Imperial City Waterfront: Marie Elena is now the "damn fine ship" that First Mate Malvulis
brags about. She is dressed in richly colored hardwoods with engraved mahogany trim work.
2. Anvil Docks: The Sea Tub Clarabella is dirty and downtrodden. Her soiled decks, cracked wood,
and peeling paint are almost as foul as the odor of sheep dung coming from within.
3. Anvil Docks: The Serpents Wake sports rich oak siding, beechwood timbers, and engraved ashwood
4. Imperial City Waterfront: The Bloated Float is indeed the finest Floating Hotel in all of Cyrodiil.
She sports a vivid display of browns and green.
5. Panther River: The long lost wreck Emma May is decayed and verging on collapse. Risking a look
inside is not for the faint of heart.
Oblivion patched to 1.2.0416
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set load order.
3. Play and enjoy!
There is an optional VWD folder available as a separate download. This is for the people who want
to see the new ships in the distance and to have them reflected in the water. Install the meshes
and textures from the "Optional VWD" folder into Oblivion/Data/Meshes and Oblivion/Data/Textures.
Then run Tes4LODGen to generate the distant view in game.
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 alter/relocate the named vanilla ships. Tested and
works fine with Better Cities. A compatibility patch is available as a separate download for Open
This mod CAN be used alongside ship texture replacers such as Grumblepunks with no ill effects. All
of my meshes and textures are unique so texture replacers WILL NOT override anything in this package.
Bethesda - for Oblivion and the CS
Nifskope and Gimp - for the tools that made this possible
Tes4Edit - for cleaning the inevitable dirt from my mods
LHammonds - for the read-me Generator this file was based on
Bond123 - for the "Bonds skyship" which inspired me to start down this path
Vorians - for the help with sorting out my door issues
Grumblepunk - for allowing use of the Moretta textures
Deathless Aphrodite - for allowing use of the Cybiades textures
Arthmoor - for use of his far nifs and the tutorial which taught me to make my own
SkandarGraun - for the "Nolda Renovated" mod which inspired the Bloated Float design.
Nephenee13 - for being so darn quick to respond when I needed asistance
Please do not upload these files to any other sites without my express consent. With the exception
of two, all of the textures used herein are my personal work, and they represent a significant
investment of my personal time. If you wish to use any of them, you need to ask first. If you wish
to use the borrowed textures contained in this package, you will need to contact the authors listed
above for their permission.
AB's Menu Tester
A modder's utility to display custom fonts and the use of menu functions. A tool for learning how to work with Oblivion's menus.
I created this little utility when I needed to create some new fonts for Oblivion XP. I wanted to compare my generated fonts and see how they would look in the game. I also used this mod to play around with MenuQue's menu event handlers. I thought people might find this handy, so I packaged it up and have decided to release it.
This little mod has a menu that can be customized to display various fonts. It also has a couple of menu event handlers defined that can be customized to respond to various menus and the actions performed with those menus. Currently the handlers will respond when the vanilla message menu is opened and clicked on. I'm using GetMessageBoxType to determine which message box is open.
The enclosed readme has some instructions and you'll find further notes in the scripts.
By AndalayBayFrom the readme:
This utility will generate fonts suitable for use in Oblivion using installed Windows fonts.
Author: Theo Habit (Tazpn314)
Note: I did not create this utility. I have uploaded it here because version 1.13 was only available on Planet Elder Scrolls, which no longer exists.
HUD Status Bars Enhanced
Maintained by: Forli
- TheNiceOne for creating this mod great mod
- saebel, QQuix, migck, AndalayBay, deaths_soul, Leonardo for their help!
- Kyoma for MenuQue
- ShadeMe for CSE
- The OBSE team for OBSE
- Bethesda Softworks for Oblivion
- All people who want to contribute to the QuestHUD project!
Hi everyone! Do you use HUD Status Bars by TheNiceOne?
Well, it's a great mod and it offers many possibilities to customize your HUD.
Now TheNiceOne is not modding anymore, so I asked him to keep working on this mod, which has an huge, but still hidden power. He approved.
This mod is an addon: this means that you need to download the original mod, install it, then install this one.
I'm working hard to improve this mod and I can already offer you many new/improved features:
- Manipulate bars at runtime. Create/change/destroy a bar from scripts! Ok, more useful for modders than for players.
- Support ini from specific mods. You won't need to alter HUD Status Bars.ini anymore if you install UV3, DR6 or similar. Just put their in in the HSBE folder, and you're fine.
- Support ini for specific quests. This is a project called "QuestHUD", which you'll find more info in the official threads and in the user guide.
- New values for the bar position: HUDbars2, HUDnoticeLeft, HUDnoticeBelow, ...
- New values to display the text: HUDtxtTime2, HUDtxtTime3, HUDtxtPercent1, HUDtxtValueOfMax2, ...
- New fields: hud_fade_in and hud_fade_out. Now bars can slowly fade in/out instead of instantly appearing/disappearing!
- New fields: hud_popup_in, hud_popup_out, hud_popup_dirin, hud_popup_dirout. Now bars can appear from outside the screen like popups!
- New field: hud_blink! Now bars can blink, either with or without fade!
- Quick functions: perfect for inexpert players but also great for performance!
You'll find more information in the "User guide", in the Doc folders
- OSBE v21
- MenuQue v16b
- HUD Status Bars v5.3.2
The package comes with a replacement esp. You need to install the original HUD Status Bars v5.3.2, then install this package which will replace the original esp.
A clean save is recommended: if you already use the original mod or any beta release of this one, delete the old "HUD Status Bars.esp", load and save the game, then install this update.
Why? Because the mod has been completely rebuilt from scratch and many variables/names changed in the process. A direct update could cause serious problems.
A clean save ensure the old data will be cleaned and won't conflict with the new data.
Just disable the esp(s) and remove the files from the Oblivion\Data folder (but you can ignore them: they won't cause troubles if left alone).
If you wan to revert, you will need to completely reinstall the original HUD Status Bars v5.3.2
Ini compatibility from HUD Status Bars
Fully compatibility with pre v6.0 ini. This means that you can keep your ini!
All previous rules still apply, but new settings/customizations are now available for you!
I suggest you read the manual, because few features are deprecated and you should update them.
The debug feature works, but it apply to all bars instead of just the one you want, thanks to the command SetDebugMode which seems to work on his own...
Few bugs may exist, because the mod has been rebuilt from scratch, but for now I have not found any.
Tell me about every bug you found. I'll fix them as fast as I can.
The mod is not mine.
TheNiceOne is the author and owner. I'm simply maintaining and updating it with his permission.
Should TNO come back to mod one day, he will be fully legitimized to take HSB back and kick me out of the window!
Any question about permission should be asked to TNO, not me.
All permissions rules from the original mod apply to this addon as well.
By VacuityWelcome to Cobl (Common Oblivion)! If you downloaded Cobl for itself, then you'll find that it significantly enriches the world of Oblivion: new races, new books, new ingredients, new foods, etc. There are no quests, but you'll find the world a better and more interesting place in many small and large ways.
If on the other hand, you downloaded Cobl because some other mod required you do to so, then... You'll still find the world a more interesting place! But you'll also get the benefit of having multiple mods work better together, and be richer, more powerful mods in themselves.