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      Orphan Attachments   07/31/2018

      I 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!

mhahn123

Project Lead
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Everything posted by mhahn123

  1. [WIP] FOMO World Map - Tamriel And Beyond

    Ahhh that explains things then. So it's just the result of finding a middle ground between the two Hammerfells. That aside it's the most comprehensive map available, which I will surely put to use. Thanks for sharing. I'll be sure to pop in on Sifonseal also and say thanks.
  2. [WIP] FOMO World Map - Tamriel And Beyond

    I was wondering the same thing? Every map I've seen, prior to this beauty, places Rhiad where Wayport is.
  3. Updated the patch for Lush Woodlands so it is now compatible with Unique Landscapes v2.0.
  4. Version

    177 downloads

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. Without a reliable source of food, no empire could fuel it's troops or civilian population for long. Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that should be dotting the landscape in every direction? Where does all the food come from to feed that population? Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta releases that the original authors simply abandoned. Details ======== Clearwater Farms adds a small group of farmsteads in the Great Forest just off of the Orange Road. Follow the road east from Chorrol. A marker will show up on your map, but you will need to hoof it there once to "discover" the location. Clearwater is a complete remake of my very first creation. It was initially a single, simple farmhouse created using vanilla resources. In it's present form, Clearwater is a complete settlement with five farmhouses. It has retextured structures which use primarily vanilla Chorrol textures. Because I like settlements to have a regional theme. Aside from that, nothing over the top here, just a simple collection of farmsteads beside a clear woodland pond. You will find various crops, a first ever small ironwood nut orchard, some livestock, and a few fish in the pond. There is a vendor stand where passerby can purchase the goods which are raised here. The farmhouse interiors are a little spartan. But what else would you expect for poor homesteads? This was simply intended to add some population to an otherwise empty spot in the game. The farmers are friendly and one has a bedroll in the sheepfold, which you can use for free if you get caught out after dark. Just be warned that everything is owned. Hard working folk don't like sticky fingers. While I have made every effort to iron out glitches, missing something in a first release is almost a given. Let me know if you find anything which may require doctoring up. Location ========== On the Orange Road East of Chorrol Requirements =============== Oblivion patched to 1.2.0416 Settlements of Cyrodiil Resource Pack v1.3 Shivering Isles (for the Broom Sweeping animation) Install ======== 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. All of these files are already recognized. Specific load order instructions are included with each read-me file as well. Compatibility =============== May conflict with other mods and patches which edit the same game cells. Tested and has no conflicts with Castle Domrose, Dark Brotherhood Chronicles, and Reclaiming Sancre Tor. A reported conflict with Runestone Village has been resolved via internal edits in that mod. Get the latest version of either Runestone Village or Runestone Village 2 to ensure compatibility. A patch for Unique Landscapes-Lush Woodlands v2.0 is included as an optional download. A patch for The Ayleid Steps can be found here. Patches for HESU Koyo Town can be found here. Patches for The Orange Maple Inn can be found here. Translations ============== Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be found here. Credits ========= Bethesda - for Oblivion and the CS Nifskope and GIMP - for the tools that made this possible. Tes4Edit - for cleaning the inevitible dirt which finds it's way into all mods LHammonds - for the readme generator this file was based on Me - for design and creation Legal Stuff ============== Please do not upload these files to any other sites without my express consent.
  5. Updated the patches in the download so they are compatible with Unique Landscapes v2.0
  6. Version

    236 downloads

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. Without a reliable source of food, no empire could fuel it's troops or civilian population for long. Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that should be dotting the landscape in every direction? Where does all the food come from to feed that population? Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta releases that the original authors simply abandoned. Details ======== This is a merged version of Fort Nova Varos and Fort Novi Sad. It adds two fully functioning Legion outposts on the far southern banks of the Niben. Just south of Leyawiin where the Niben meets Topal Bay. Fort Nova Varos sits on the Western shoreline while it's sister outpost Fort Novi Sad sits on the eastern shoreline. Both of these outposts are updated versions of Poolacemail's original forts. They have been fully relocated and given extensive makeovers. Additional resources have been added to flesh them out a little more. The architecture is a unique combination of Leyawiin wood and lower class farmhouse. The soldiers have full ai packages and can be seen performing various tasks throughout the day, such as walking patrol and working in the fields. They wear custom armor which is meant to be a regional, Leyawiin version of Legion Armor. They raise several types of crops, tend some chickens, and have a pen of captured mud crabs. There are Inns with rentable rooms in each which have non re-spawning chests, and the Innkeepers sell the crops which are raised. The Blacksmiths sell weapons and armors, will repair items, and are journeyman level trainers for armorer. There are small dock areas in each with a rowboat which will ferry you from one side of the river to the other. If you are a member of the Fighter's Guild there is a tent with free bedroll near the docks in one outpost. My focus has been to give the appearance of working Legion outposts that live off of what they produce, and protect the Southern Cyrodiil borders. Location ========== The trails leading to the outposts can be found on the main road just outside the Leyawiin east gate for Novi Sad, and just outside Greyland for Nova Varos. I have added in road signs to aid in finding your way. Requirements =============== Oblivion patched to 1.2.0416 Settlements of Cyrodiil Resource Pack v1.3 Install ======== 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. All of these files are already recognized. Specific load order instructions are included with each read-me file as well. Compatibility =============== May conflict with other mods and patches which edit the same game cells. Compatibility for Guards of Cyrodiil Redux was achieved through internal edits without the need for a patch file. However, due to my choice of locations there are a number of other mod conflicts which require patch files. There are patches available as optional downloads for Better Cities, Open Cities Reborn, Cyrodiil Rebuild, Fort Akatosh Redux, Knights of The White Stallion, Kragenir's Death Quest, MTC Thieves Grotto, The Golden Crest, Elsweyr_Leyawiin_Topal Bay Walkabout, and Unique Landscapes Blackwood Forest. There are also patches available here for Topal Island. Credits ========= 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 Poolacemail - for the original Forts and for allowing me to revive them Me - for putting this mod together Additional credits for resources used can be found in the resource pack required to run this plugin. Legal Stuff ============= Please do not upload these files to any other sites without my express consent.
  7. Updated the patches in the download so they are now compatible with Unique Landscapes v2.0.
  8. Version

    230 downloads

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. Without a reliable source of food, no empire could fuel it's troops or civilian population for long. Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that should be dotting the landscape in every direction? Where does all the food come from to feed that population? Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta releases that the original authors simply abandoned. Details ========= This is a completed and overhauled version of the Oranstad beta release by Spectic. The mod was essentially a shell village with basic landscaping and architecture in place. Nothing else was done at that stage. Oranstad Township adds a fully working farming settlement just off of the Gold Road East of Skingrad. It is nestled in amongst the towering trees due North of Grayrock Cave and due South of Gottlesfont Priory. Landscaping features include two ponds and a running stream. There are 22 NPCs with detailed daily schedules, including 3 town guards. They grow crops, raise cattle, and sell some of those goods. You will see the townsfolk working the fields, socializing, and otherwise going about their busy lives. There is a trail through the forest which leads to Gottlesfont Priory. Some of the NPCs make regular trips with a guard escort to spend time worshipping. If you use the patch for MTC Expanded Villages, the trail links to the village added by MTC as well. Shops include a butcher, book store, blacksmith selling armor and weapons, an alchemy shop, and stables. There will be a buyable home in a future update but the interior is still being worked on. For now there is a cot in the barn which you can sleep on for free. I am also planning to add horses for sale at the stable but haven't completely finished that part yet. Sorry to put those things off, but my work life is a little hectic and just wanted to get this out...it's been sitting on my pc for far too long now A marker will show up on your map so you can find the village easier, but you will need to hoof it there once to "discover" the location. While I have made every effort to iron out glitches, missing something in a first release is almost a given. Let me know if you find anything which requires doctoring up. Requirements ================ Oblivion patched to 1.2.0416 Settlements of Cyrodiil Resource Pack v1.3 Install ======== 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. All of these files are already recognized. Specific load order instructions are included with each read-me file as well. Compatibility ================ May conflict with other mods and patches which edit the same game cells. Tested and works fine with Castle West Weald and Reclaiming Sancre Tor. There are compatibility patches available as a separate download for MTC Expanded Villages, Unique Landscapes Lush Woodlands, and Unique Landscapes Skingrad Outskirts. A patch for HESU Wolf's Borough can be found here. Credits ========= 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 spectic - for the original beta mod this is based off of EldescrollsFan001 - for testing and the idea to add the Gottlesfont trail (good idea) Vorians - for allowing me to use his patch as a starting point for one of my own Me - for design and creation Legal Stuff ============== Please do not upload these files to any other sites without my express consent.
  9. Updated the patches in the download so they are now compatible with v2.0 of Unique Landscapes.
  10. Version

    264 downloads

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. Without a reliable source of food, no empire could fuel it's troops or civilian population for long. Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that should be dotting the landscape in every direction? Where does all the food come from to feed that population? Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta releases that the original authors simply abandoned. Details ========= Silverfish Falls adds a fully functioning settlement on the way to Morrowind, near the headwaters of the Silverfish River. It was originally created by Poolacemail, titled Lakeview Village, and was situated at the pond near the Ayleid Ruins of Mackamentain. It unfortunately occupied exactly the same real estate as Shezries Lakewood Village, and also suffered mod conflicts with Unique Landscapes- Aspen Wood. This meant the only realistic fix was moving everything. So the settlement was completely relocated and given an extensive makeover. Mod conflicts have been greatly reduced and patches are available as separate downloads for the only conflicts I am aware of. Additional resources have been added to flesh it out a little more. The architecture is a unique combination of Cheydinhal and common farmhouse. The occupants have full ai packages and can be seen performing various tasks throughout the day. They raise several different types of crops and tend a small herd of swine. There is at least one adventurer who travels afield to hunt deer. My focus has been to give the appearance of a working settlement that lives off of what it produces. Local vendors sell what they raise and provide several services to travellers. You will find a Blacksmith, an Inn, and a General Store. The Smith carries the unique weapons & armor featured in the mod: Knightly Armory by Phitt and Ghogiel. There is a Room to rent at the Inn for a fair price. The Lord of Silverfish Manor graciously allows members of the Fighter's Guild to sleep for free in the basement. There is a free bed there for you, provided you are at least Journeyman level. Some NPC's also serve as trainers. While I have done my best to iron out all the glitches, it seems there is always something to fix in a first release. I welcome all feedback and constructive criticism. Hopefully you will enjoy visiting this little slice of paradise as much as I enjoyed building it. Location ========== The path leading to the settlement can be found on the Unnamed, Unmarked Road that leads east towards Morrowind from the Yellow Road. I have added in signposts to aid in finding your way. The settlement itself can be found at the waterfall pond located south of Ondo Ayleid Ruins and North of Lost Boy Caverns. There is a map marker, but you will have to hoof it there at least once to "discover" the settlement. Requirements ================ Oblivion patched to 1.2.0416 Settlements of Cyrodiil Resource Pack v1.3 Install ======== 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. All of these files are already recognized. Specific load order instructions are included in the read-me files as well. Compatibility =============== May conflict with other mods and patches which edit the same game cells. Tested and works fine with Unique Landscapes-The Eastern Peaks. Compatibility patches are available as a separate download for Unique Landscapes-Silverfish River Valley and Integration: The Stranded Light. There are two versions of the Integration patches due to there being two different versions of the Integration mod. Folders are labeled accordingly in the download. Credits ========= 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 Poolacemail - for the original Lakeview Village and allowing me to revive it Phitt and Ghogiel - for the resources from "Knightly Armory" Me - for design and creation of the mod as it exists now Additional credits for resources used can be found in the resource pack required to run this plugin. Legal Stuff ============== Please do not upload these files to any other sites without my express consent.
  11. BOSS Masterlist for Oblivion

    A fresh Masterlist Update is now available for download. Been quite a long while, but I'm back to active status. Will continue posting updates as new mod submissions come in.
  12. BOSS Masterlist for Oblivion

    Version

    747 downloads

    BOSS 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. Details ============================= 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. Program Requirements ============================= 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. Example: C:/Users/*yourusername*/Desktop/Boss2.3.2/Bin/Release-64/Oblivion 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. Credits =========== 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. Legal Stuff =============== I was given permission from Wrinklyninja to host this page here. Please do not upload to any other sites without getting permissions first.
  13. [RELz] Ancient Blades Armor Set

    File Name: Ancient Blades Armor Set File Submitter: mhahn123 File Submitted: 17 Feb 2015 File Category: Clothing, Weapons, and Armor I always liked the idea of finding old armor sets tucked away in long lost dungeons. In fact it's one of the main things I love about role playing games. The exploring and finding. How depressing that Bethesda left out the rest of the set for several neat looking pieces of armor like the Ruined Akaviri Shield. This plugin adds a set of Blades armor that has been retextured to match the Ruined Akaviri Shield found inside Pale Pass Fort. This is Commander Mishaxi's personal armor and includes a standard blades style shield with the Akaviri textures. Stats have been set ever so slightly below regular Blades armor. It is OLD after all. If you want to change the stats by all means fire up the CS and go to town. Location ========== Pale Pass Fort interior, Venom of the Serpent. In a chest inside the hidden tunnel behind Commander Mishaxi. Requirements =============== Oblivion patched to 1.2.0416 Install ======== 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 ============= Should work fine when loaded in the same area as other weapon and armor mods. Not yet recognized by BOSS but will be added on my next Masterlist update. Compatibility ============== Shouldn't be any conflicts since I didn't touch any vanilla items. All of the meshes and textures I added have a unique id and the container they are found in has a unique id. The only thing that could conflict is another mod that places items in the exact same location as the chest I've placed. Haven't had any reports of anything that does. Credits ========= Bethesda - for Oblivion and the CS Nifskope and Gimp - for the tools that made this possible TES4Edit - for cleaning out the inevitable dirt from my mods LHammonds - for the read-me generator this file was based on Legal Stuff ============== The meshes and textures in this package may be considered a modder resource with no need to ask for permission. Just be sure to list me in your credits as a small courtesy. If you would like to message me about where this is being used that would be nice also, but is not a requirement. Click here to download this file
  14. Yep I DLd that yesterday and have it on the examination table. There are a number of mods out there which tinker with existing map markers, but this is one of the very few which seem to truly add new markers. Now just have to figure out how it all works.
  15. OK...I get what you're shooting for. So when you open the pop up menu for Map Marker in the CSE there would be a selection for Dwemer Ruin just as there is for Elven Ruin. And there is enough space on that menu pane to add one more selection. But I don't know of any way to access what you want to do. Nor have I ever seen a mod that does it. That of course doesn't mean it can't be done. Now you've gone and made me curious. Going to dig further into the subject.
  16. You just need a custom icon texture to override the vanilla "map_icons_all.dds" texture. The map icons are all on one combined dds file which can be found in Textures/Menus/Icons/Map.
  17. BOSS Masterlist for Oblivion

    An updated masterlist file has been added.
  18. Updated the compatibility patch for Lush Woodlands so it syncs up with UL Lush Woodlands v1.3.4.
  19. [RELz] The Hesu Mod Collection

    File Name: The Hesu Mod Collection File Submitter: mhahn123 File Submitted: 29 Apr 2015 File Category: Overhauls and New Lands 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. Details ========= 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 form. 3. HESU5 UraraMura - Adds settlements and heavy landscaping to a large area North of White Rose River and Fort Roebeck Requirements =============== Oblivion patched to 1.2.0416 Shivering Isles - All the plugins use SI content so you will need it installed. Install ======== 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. Compatibility =============== 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. Credits ========= 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. Click here to download this file
  20. [RELz] The Hesu Mod Collection

    Yes it is possible. Hesu used it quite liberally in many of the plugin interiors. For the translated and updated plugins I've removed most of these instances, except in cases where it actually fits. On a side note, I haven't transferred the updated plugins to this site just yet. For now the fully translated and updated files (complete with brand new compatibility patches) are on the Nexus page only. It was my plan to move everything over here as well once I was finished with the series. But given how long it's been taking to wrap things up, I will probably start uploading the completed files here as well so they are available to a wider audience.
  21. BOSS Masterlist for Oblivion

    Updated masterlist file is now available for download.
  22. [RELz] BOSS

    Updated masterlist file is now available for download.
  23. What are you listening to right now?

    Ahhhhh.....I miss mountains...and 80s. I grew up in Colorado and would dearly love to move back some day.
  24. What are you listening to right now?

    The day I posted that comment it was 114 farenheit outside. Average this time of year is anywhere from 106 to 112, so it's a little above the norm this year. Two years ago we had a real heat wave and were hitting 118 for about a week.
  25. [RELz] BOSS

    Just a heads up I posted a Masterlist Update as well with a number of new files, including all the recent Better Cities changes.
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