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      Wikis Moving   10/08/2020

      Enodoc from the UESP has stepped up and will host our wikis in their wiki farm. I just finished uploading the backups to the UESP server. The wikis that are moving are: Better Cities Morrowind Modding Wiki TESCOSI OOO Oblivion Quest Mods Ordendesdrachen The last three are wikis that WalkerInShadows created. I never finished getting them set up on TAL, so they'll finally be available again once the UESP guys finish getting things set up.

Overhauls and New Lands

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9 files

  1. TWMP Valenwood Regrown BETA

    Tamriel Heightmaps
    Tamriel Landscapes - Valenwood_Elsweyr
    Valenwood Improved
    Elsweyr Anequina
    Valenwood Islands
    OBSE -Elys- Universal Silent Voice
    Install Tamriel Heightmaps, including Tamriel.esp
    Install Tamriel Landscapes - Valenwood_Elsweyr, including TWMP_Valenwood_Elsweyr.esp
    Install Valenwood Improved, disincluding ValenwoodImproved.esp
    Install Elsweyr Anequina, including ElsweyrAnequina.esp
    Install Valenwood Islands, and either include Valenwood Islands.esp or disinclude Valenwood Islands.esp but unpack its .bsa file into loose files in your Data folder
    Install TWMP_ValenwoodRegrown, and overwrite any files you're prompted about: I corrected the UV Map on several models
    Load Order:
    I suggest having them somewhere in the upper-middle of your Load Order, or wherever BOSS positions them, but in this sequence:
    Valenwood Islands.esp's position doesn't matter to my knowledge, and ElsweyrPelletine.esp can go before or after TWMP_ValenwoodRegrown. I haven't found any land tears between the two mods, yet.
    Change Log:

    Corrected some terrain, added streets and pathgridding to Falinesti Harbor
    Added a basic quest to Falinesti Harbor: check the northmost warehouse, but not while there's a guard around!
    Added a Hydra to the mod, but currently it isn't implemented into the game



  2. Dwemer Art: Desert Alik'r

    This is a translation of the brilliant Dwemer Art: Desert Alik'r mod by Usher7r and his team, which brings to Oblivion the Alik'r Desert of Hammerfell in all its glory. Due to Usher7r's abrupt disappearance (from which I hope he'll return soon!), there's a few unaddressed glitches (such as scorpion/snake venom causing messages to stop appearing on the top left if you or any Actors in the cell have it), which I attempted to rectify by adding a dialogue to give poisoned actors an antidote if you have it in your inventory. With that indirectly remedied, I can personally say -- as I played through both of its main quests and visited almost every dungeon -- that the mod is quite stable, although expect a bit of lag in Alik'ra due to its sprawling size. This .esp obviously won't work without downloading the original mod from:
    Accessing the mod's contents currently requires being Arch-Mage of Cyrodiil to initiate the series of events that will lead you there, but it's possible to access the worldspace via cow on the console, and you'll be able to play everything but the quests that directly reference you as Arch-Mage...probably. There's bound to be some incomplete/crude translations of dialogue left that I missed, so please report such instances to me and I'll try to fix them in my next update. Certain books -- specifically ones from Skyrim -- are intentionally untranslated because I either lack the books, or it's a foreign "fan fiction" that's too in-depth for my to translate.
    I have an HGEC/RM patch for the mod's clothing and armor available, as well as an OCO2 patch for its races, if people are interested in it. If someone requests either I'll upload them, but it's a bit more complicated than just uploading an .esp.
    I claim no credit for this mod beyond the 100+ man hours put into translating it to English. Please refer to the link above for full credits.



  3. Hammerfell: Shadows of the Alik'r

    All the Glorious Background
    Hammerfell is a continuation of Hammerfell: The Eastern Grasslands. The Team Goal is to recreate the province of Hammerfell, The idea is to recreate everything as lore friendly as Possible and Maintain a Friendly Balanced World.  The Cities and Towns are very different from Cyrodiil even the Terrain and Creatures that live in this Region of Tamerial; for the DaggerfallTeam to achieve such goals, We have to Create New Unique Models and Textures, That Represent those found in TES Chapter II Daggerfall and TESA Redguard.

    Please Remove the Previous Version of Hammerfell with TES4Files
    1. Extract the Archive to a "Temporary Location"
    2. Copy the files to "install folder" \Oblivion\Data\
    3. Start the Oblivion Launcher, Select "Data Files" and place a check mark beside Hammerfell.esm & HammerfellBorders.esp

    To Enter Hammerfell without Hammerfell Borders.esp, Open the console and type "cow Hammerfell 12 4"

    Please Use TES4Files, as it guarantees a Clean installation of Hammerfell

    Morroblivion v0.64
    Hammerfell - The Fix

    Known Issues or Bugs
    MUST Load Harmmerfall.esm after Oblivion.esm

    Licensing and Legal Information
    Due to Certain User-Made Assets being Converted, Other Permission may be needed
    You may NOT Redistribute, Modify or use parts of this mod without (DaggerfallTeam and/or Lady Nerever) Explicit Permission.

    A shout out to all the Mod Authors who made this Province Come Alive

    Models & Textures
    Adanorcil - Aewen - Aiwyn the Breton - Aro101
    Balthazar - Ciin - Doxas - Eraser - Eyeball88 - Fairwater
    Fishcake - FLESH - Jelle - Joopson - Lady Nerevar
    Morden - Mr.Siika - NexUmMonastica - Noirgrim - PoHa! - Syscrusher

    Exteriors & Interiors
    Adanorcil - Ayedail - Billay - CleverClothe - FLESH
    Lady Nerevar - JonarusDrakus - Nemon
    PoHa - ShadowBeast - Tyrion - Rockwell - Vegor - Nex

    Heightmap & Region Generation

    Noirgrim - Lady Nerevar

    Michael Kirkbride (MK) - Defining Hammerfell and continual support of the lore community
    Display Name is Already in Use (Vorians) - Assistance and comments
    Sload - Contributions to lore and firm guidance of the project
    Lutemoth - Establishing Hammerfell's visual style
    Noirgrim - Giving TRs start
    Sifonseal - Giving Daggerfall Dev the Guidance



  4. Elsweyr Pelletine

    Elsweyr Pelletine is a project which aims to complete the province of Elsweyr, as depicted by Iliana in her Anequina mod, one piece at a time.

    The easiest way to experience the content is to fast travel to Corinthe or somewhere further south and walk along the road which goes towards Senchal. Alternatively, you can swim all the way from southern Cyrodiil to Senchal if you're athletic enough.

    If you already discovered Senchal, you can fast-travel there and use the road towards Torval.

    The current version includes:
    -The city of Senchal.
    -The city of Torval, except the Mane's Palace and the Halls of Colossus outside.
    -The full road between Corinthe and Senchal.
    -The full road between Corinthe/Senchal and Torval. -The full road between Torval and Dune.
    -A couple of settlements and several interesting locations on the roads.

    1. Copy files to (install folder)\Oblivion\Data\
    2. Start Oblivion Launcher, click 'Data Files', place a checkmark beside ElsweyrPelletine.esp

    1. Start Oblivion Launcher, click Data Files, uncheck ElsweyrPelletine.esp
    2. Delete ElsweyrPelletine.esp and ElsweyrPelletine.bsa

    Elsweyr Anequina - https://www.afkmods.com/index.php?/files/file/2170-elsweyr-anequina/
    TWMP - http://www.nexusmods.com/oblivion/mods/27235/?
    TWMP Valenwood Elsweyr (esp, lod resources and resouces - make sure you download all 3!) - http://www.nexusmods.com/oblivion/mods/38792/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodfiles%2F%3Fid%3D38792&pUp=1

    Not compatible with TWMP Valenwood Improved, due to the requirement of TWMP Valenwood Elsweyr.

    Known Issues or Bugs
    Some of the hostile skooma addicts can become unresponsive for some reason, while running away.


    1.0, 22/12/2016 - Initial release.

    1.1, 29/05/2017 - Content and bug update.

    Bug fixes:
    -Every Khajiit which is not an Ohmes-related race, has a beast skeleton.
    -Removed some floating rocks from the Senchal cliffs.
    -One of the Senchal slaves had the wrong aggression settings.
    -Fixed a bleeding Senchal city wall and removed a duplicate tower.
    -Fixed you not being able to buy the Senchal house.
    -The NPCs in the Upper District should now be able to go home.
    New content:
    -Dune's previously abandoned Mages Guild is now accessible and some detail was added to the interior, for a future possible quest to recruit new members for that guild.
    -Senchal's upper palace and its two towers are finished.
    -The village of Chasegrove, which has Torval architecture. Includes a new player house.
    -A few smaller places for you to explore.
    -Made one of the Senchal merchants a fence.
    -A new book detailing the Pelletine settlements, in a similar way to how Iliana does for Elsweyr Anequina.

    1.2, 25/03/2018 - Content and bug update.

    Bug fixes:
    -Fixed you not being able to open the Senchal upper district gates after purchasing the property there.
    -Fixed a slightly floating building in the Senchal slums.
    New content:

    -The city of Torval, excluding the Mane's Palace.
    -The village of Darvulk Haven.
    -The full road between Corinthe/Senchal and Torval.
    -Three new player homes - one in Torval, another in Darvulk Haven and the other one in Senchal (a starter home).
    -The entire peninsula itself is fully populated by locations - except that the Halls of the Colossus have no interiors yet.
    -The merchants in Senchal should lock up now.
    -The Senchal Palace has a harem now, but at the moment, it's mainly for show.
    -A newly expanded coral reef west of Senchal which transitions into Torval's sea.
    -Tropical water for a good chunk of the peninsula.


    You can find me on the official Elder Scrolls forums as 'Envy123'
    You can find me on TESNexus as 'EnvyDeveloper'

    Thanks to Bethesda for creating Oblivion.
    Thanks to Iliana for creating the Elsweyr Anequina mod.
    Thanks to Onra for the heightmap and landscape generation.
    Thanks to thekarithian for the cliffs.
    Thanks to Barabus for the cooking range.
    Thanks to Mr Siika for the ships.
    Thanks to AlAnonim for the lower class Senchal architecture as well as the stable.
    Thanks to Stroti for the rest of the Senchal assets, new furniture, as well as the retextured shipwreck.
    Thanks to Aisis for the upper blue bed and pillows in Torval's upper houses.
    Thanks to the Valenwood Islands team for the Bosmer houses and clutter in Torval.
    Thanks to Betty for the butterflies and the Ha Long Bay rocks.
    Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
    Thanks to LHammonds for the Readme Generator this file was based on.
    Thanks to God for creating us all.

    You must contact me and obtain my permission before re-packaging any part of
    this mod. If I do not respond within 2 weeks, feel free to do whatever you
    like with this mod.  



  5. Elsweyr Anequina Integration Patch TCv1.0

    Elsweyr Anequina - Integration The Stranded Light Patch TCv1.0
    author: tegeus-Cromis
    tweaked by avalon2260
    Elsweyr Anequina
    Integration: The Stranded Light
    Integration requires:
    Race Balancing Project 10.52
    Less Annoying Magic Experience 1.7
    This is a modification of tegeus-Cromis's Elsweyr Anequina Integration patch,
    adjusted for the non-Integrated version of Integration.
    If you're using IntegrationIntegrated, you'll need tegeus's original patch,
    which can be found on TheAssimilationLab and NexusMods.
    There is also an existing patch for the non-Integrated version by Haldar.
    tegeus-Cromis made this patch for Integration Integrated. Since there are,
    naturally, some landscaping differences between this and Haldar's patch, I
    decided to frob it to work with the non-Integrated version as an alternative
    to Haldar's version. You may want to look at both to see which you prefer.
    I've made a few screenshots for comparison.
    As far as changes go, I merely changed the filename in the master list to the
    non-Integrated version; since all the affected FormIDs are the same in both
    versions of Integration, that's all that needed to be done.
    This should install with Wrye Bash (I do not use it to install mods so I
    cannot test that) or you can install manually.
    Load somewhere after Integration. Thus:
    See tegeus's README below for further install notes.
    Existing game? Saved Refs? Fix.
    This patch moves Smiling Camp a small distance to the West. When adding this
    to an existing game (with Integration already loaded) there are several
    references which may not be moved with the rest of the camp. For some reason,
    these are being saved in the save game (at least for me), thus a mod cannot
    change their position. In particular, this applies to Karrizy's bed-roll (the
    only physical object affected), which remains in its original position and
    thus outside her tent (you can see this in screenshots 5 and 6). A couple of
    markers, including the camp marker, are also affected. This is presumably
    caused by these objects being referenced in Karrizy's and Shivaya's AI
    packages, which is causing their state to be saved, although it could just be
    some weirdness with my install.
    This is not an issue if you are starting a new game or loading Integration for
    the first time. (Nor is it an issue with Haldar's patch as that doesn't move
    the camp.)
    If you find that this applies to your game, I wrote a quick script to fix it,
    the esp is in the package (eaipfix.esp). Load this anywhere (since it's only
    temporary, just load it last), and wait for the message stating that the
    positions have been fixed. You can then save the game and remove the fix esp.
    Alternatively, you can simply move the references in question manually via the
    console (see the fix script for the FormIDs and coordinates, or use TES4Edit).
    There are a couple of quirks to note if the Smiling Camp cell is loaded when
    the fix quest runs. Therefore, it is best to be elsewhere when loading this
    fix esp.
    If Karrizy is in bed, then she won't be moved, so she'll continue sleeping on
    the ground. Wake her up, and she'll find her bed.
    The bed-roll may no longer highlight when the crosshairs are over it. In this
    case, just disable and enable it with the console or leave the area (enter one
    of the farmhouses or Rimmen) and come back. You can't sleep in it anyway so it
    shouldn't matter. I didn't bother dealing with this as scripts need to wait a
    frame between the disable and enable and that is not worth the hassle for this
    single-use triviality.

    tegeus-Cromis did all the work here, I merely modified the master list with
    TES4Edit and verified that it works in-game.
    This obviously wouldn't exist without the amazing work of Iliana and bg2408.
    See tegeus's README below for additional information.
    tegeus-Cromis's README



  6. The Hesu Mod Collection

    The Hesu mods initially came to my attention via screenshots posted
    on Oblivion Nexus. The mods were located on a Japanese website, with
    very little descriptive information included, and were mostly unheard of
    in the English speaking mod community. Translated text reveals that
    the author gave permission to enhance and redistribute so long as the
    proper credits are given.
    I am uploading here so that the English modding community can enjoy
    these wonderful creations as well. At the moment only the original
    Hesu plugins are included. I've given them a good cleaning with
    Tes4Edit and made very minor adjustments.
    Update Announcement
    It's been a while since I have checked in here at TAL..much to my regret.
    Real Life work as always just seems to hinder all the fun stuff , and I'm
    just not able to keep up with all the files I have posted on multiple sites.
    Even though free time is in short supply, a lot of progress has been made
    with this series.
    At the moment I have completed translation, bug fixes, and compatibility
    patches for 11 of the 15 HESU mods. Unfortunately, the files have not been
    uploaded here yet. They can be found on the Nexus page only for now. It is
    my plan to finish work on the entire series and then upload the files here.
    The Hesu Mod Collection includes 15 amazing plugins which are primarily
    landscape mods. There are also a number of author created compatibility
    patches. Each of the mods in this collection overhauls, and indeed truly
    transforms a specific region of the game. In my humble opinion some of
    these are easily on par with what you might expect to see in a Unique
    Landscapes mod.
    What makes them truly outstanding is the use of strictly vanilla Oblivion
    and Shivering Isles material. The creative ways in which the vanilla
    items have been used is masterful. Please read the brief description for
    each plugin to get an idea of what they do.
    What's Included??
    There are four main folders, each containing from 3 to 6 plugins. Here is
    the lineup as they were originally packaged:
    Pack 1 - Contains three plugins:
    1. HESU5 AppleOnsen ( Apple Hot Springs) - Makes extensive landscaping
    changes directly north and east of Bleakers way. Contains exterior hot springs
    with streams and waterfalls running down into Bleakers Way. Also some SI
    structures which serve as bath houses.
    2. HESU5 JigokuDani (doesn't translate well but Hell Lands or some such) -
    Transforms a large area West and Northwest from Hermaeus Mora shrine. Turning
    the snowy mountain terrain into a series of sulfurous pools with liberal use
    of SI flora, fauna, architecture. Several large structures in the area.
    3. HESU5 PoisonNuma (Poison Swamp) - Landscaping overhauls for a large portion
    of the Blackwood area East of Leyawiin and North of Fort Blueblood. Also makes
    extensive use of SI flora and fauna.
    Pack 2 - Contains four plugins:
    1. HESU4 SkyrimSinden (Skyrim Temple) - Adds SI structures in the mountains due
    North from Sedor Ayleid Ruins, which spread to the East and West along the ridge.
    Minimal landscaping which is kept to the immediate vicinity of the structures.
    The larger part of this plugin is interior cells which have a ruins type theme.
    2. HESU5 EudaBear - Adds landscaping and quite a bit of building which starts
    near Bruma Oblivion Gate and spreads East all the way to the Frostcrag area.
    There is a hotsprings near the top with a bear swimming in it, which may explain
    the title.
    3. HESU5 SmokeTown - Adds landscaping and SI structures starting from Lake
    Arrius and spreading all the way to Azura's Shrine area. Lots of little gulleys
    in the terrain filled with mist, hence the "smoke town" title.
    4. HESU5 ValenwoodMine - As the name would imply this adds landscaping and
    structures starting due Southeast of Kvatch Mesa near Mortal Camp and spreading
    all the way to the Strid River cliffs on the Valenwood side. Which is where the
    mine is located.
    Pack 3 - Contains five plugins and one patch file:
    1. HESU4 GaraGara (Doesn't translate) - Massive landscaping and lots of new
    structures starting from near Fort Empire on the Red Ring Road. Spreads uphill
    to Piukanda and outlaw Endres Cave.
    2. HESU4 NomutonMura (doesn't translate well...something Village) - Overhauls
    a portion of the area between Anvil and Kvatch.
    3. HESU5 DiveRock - Just what the name suggests. Adds a stream, landscaping,
    and settlements starting near Walker Camp and spreading uphill all the way to
    the Dive Rock area.
    4. HESU5 IsobeGyason (??Seaside Village??)...what can I say, Google translate
    is terrible - This adds landscape and settlements which start just East of Anvil Castle
    and wraps around the coastline well up into Strid River.
    5. HESU5 KoyoTown - Adds significant development and landscaping which starts
    near Fort Coldcorn and spreads uphill all the way to Moranda.
    6. HESU6 Patch Nomuton Isobe - As the name would suggest, this is a patch file
    for two of the plugins which overlap (NomutonMura and IsobeGyason). Fixes a
    small tear at one cell border and repairs path grids. Plugins need to be loaded
    in that order for the patch to work properly.
    Pack 4 - Contains three plugins:
    1. HESU5 GFBedTown - Adds a small town along with a good deal of landscaping and
    other structures along the Gold Road. Situated between Grayrock Cave and
    Ceyatatar Ayleid Ruin.
    2. HESU5 GreenRoad - Just as the name suggests makes heavy landscaping changes
    along the Green Road near Charcoal Cave. Also is a complete overhaul for most of
    the White Rose River. Unfortunately that includes cell 3'3 which causes glitches
    in-game. I am working on a number of fixes for this particular plugin and will
    upload as soon as possible. This is still very much worth exploring in it's current
    3. HESU5 UraraMura - Adds settlements and heavy landscaping to a large area North
    of White Rose River and Fort Roebeck
    Oblivion patched to 1.2.0416
    Shivering Isles - All the plugins use SI content so you will need it installed.
    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!
    Load Order
    Suggest using BOSS to set load order. It knows where to place them all. If setting
    load order manually they should be placed just above the Unique Landscapes mods.
    There are a number of un-patched conflicts at this time, depending on which of these
    plugins you choose to use. Potential conflicts exist with The Lost Spires, Castle
    West Weald, Reclaiming Sancre Tor, SOC White Rose Farm, UL Cliffs Of Anvil, DLC
    Frostcrag, Frostcrag Reborn.... just to name a few. The list is rather extensive.
    With that said, please don't let potential conflicts stop you from checking these
    out. Conflicts can and will be resolved in due time.
    Bethesda - for creating Oblivion.
    LHammonds - for the Readme Generator this file was based on.
    HESU - for doing a fantastic job creating the original mods
    me - for general cleaning, patching, and packaging everything up.
    Legal Stuff
    The original author listed these as free to edit and redisribute with proper credits. With
    that in mind feel free to use these as you wish, just be sure to list me in the credits as
    well since I have done some work on all of these.



  7. Elsweyr Anequina Integration Patch

    Patch for Elsweyr Anequina and Integration: The Stranded Light.
    Author: Haldar
    Fixes land tear and floating objects near Rimmen.



  8. Valenwood Islands patch

    The patch for Valenwood Islands. Needs the main file to work.



  9. Valenwood Islands

    This was part of Beyond Cyrodiil: Valenwood. While the work on the mainland has fallen apart, there has been a lot of progress with the isles. The project fell apart because of lack of scripters back in 2007, now the mod has found a new scripter, me. I have done a lot of changes to the original Main Quest document, far too numerous to fully mention them. While the mod is still focusing on pirates and shipwrecks, the culture of the Bosmer is fully fleshed out by complex dialogue trees with the villagers and to a lesser extent, books. The Main Quest is morally grey - it does not depict either side to be just good or bad. Both your comrades and the villagers have conflicting interests - it is up to you to decide their fate.
    All of the major characters have their own dialogue trees, so you can have a say on what is going on in the isles and find out more about who
    you are dealing with. Even the minor characters have their own trees, though far less complex.
    There is now choice and consequence (C&C). All paths will open some doors and close others, so not everything in the isles can be seen
    with one character. In fact, the mod needs several playthroughs in order to experience every single thing in the isles. There is also a faction
    reputation system - your actions will be recognised by the factions, for better or for worse.
    Treasure exists in old battered treasure chests, which require a certain key to open. This unmarked quest requires vigilance and the
    willingness to look at every nook and cranny.
    Starting the Mod
    Go to Anvil's The Counts Arms and approach or be approached by the town crier, who will start the main quest by giving you a flier.
    While you go through the mod, please keep an eye on the faction reputation at all times. Your reputation can be found under Factions (the same place where you can normally view your faction ranks). It determines what paths you can and cannot follow.
    And please be careful when dealing with NPCs. This is not Cyrodiil where your actions can be forgiven by a slap on the wrist.
    Q: I ticked off (insert faction name here)and now they won't speak to me!
    A: Well, if you tick someone off, no wonder. If due to your actions, you are unable to finish the main quest, I'd suggest to investigate the isles. Things you can do:
    -Pickpocket Boldur for his journal.
    -Investigate the abandoned house near Uldib's house.
    -Speak to the people in the Water Drake Tavern.
    Then, you will be able to activate the back path and proceed normally.
    Q: I failed a quest!
    A: Perfectly normal. You can't finish all of the quests in one playthrough, without heavy cheating. This mod requires you to play it a few times, in order for you to see everything.
    If a side quest failed, that means you have bad reputation with the villagers.
    No incompatibilities known. Compatible with TWMP Valenwood Elsweyr as the isles are in a separate worldspace. Also compatible with UL Cliffs of Anvil and Snowdale with the included patches.
    Please let me know if a mod is incompatible with Valenwood Islands and I will do my best to resolve it.
    Known Issues or Bugs
    -When you enter the small isle, the local map bug will kick in. As far as I've seen, this bug only happens in the small isle and nowhere else in the worldspace.
    This was part of Beyond Cyrodiil: Valenwood. While the work on the mainland has fallen apart, there has been a lot of progress with the isles. The project fell apart because of lack of scripters back in 2007, now the mod has found a new scripter, me.
    1.0, 11/09/2014 - Initial release.
    You can find me on the official Elder Scrolls forums as 'Envy123'
    You can find me on TESNexus as 'EnvyDeveloper'
    Thanks to Bethesda for creating Oblivion.
    Thanks to Windsurfer, morcroft and the rest of the Valenwood Islands original team for creating the great worldspace where the story could be told.
    Thanks to Deeza for the original Main Quest document and lore advice.
    Thanks to AndalayBay for the world map and helping me to resolve scripting issues.
    Thanks to zilav for helping me with the LOD.
    Thanks to TAL for hosting the project.
    Thanks to LHammonds for the Readme Generator this file was based on.
    Thanks to God for creating us all.
    Tools Used
    Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
    TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
    Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
    You must contact me and obtain my permission before re-packaging any part of
    this mod. If I'm unreachable within 2 weeks, then contact Deeza or AndalayBay.
    If they do not respond within 2 weeks, feel free to do whatever you
    like with this mod.



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