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mhahn123

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Files posted by mhahn123

  1. Settlements of Cyrodiil-Clearwater Farms

     
    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.

    187 downloads

    2 comments

    Updated

  2. Settlements of Cyrodiil-Legion Outposts

    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.

    248 downloads

    1 comment

    Updated

  3. Settlements of Cyrodiil-Oranstad Township

    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.

    243 downloads

    1 comment

    Updated

  4. Settlements of Cyrodiil-Silverfish Falls

    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.

    278 downloads

    1 comment

    Updated

  5. Settlements of Cyrodiil-Regional Farms and Inns

    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
    =========
     
    Did it ever bother you that no matter where you go in Cyrodiil all the farm houses look exactly the
    same? All built with the same type of stone and wood, all the same color and same design. The lower
    class homes and Inns as well. While inside the city walls we find architecture that is unique to
    each individual region. This mod was my attempt to implement some diversity in architecture for the
    poor working class slobs in the game.
     
    Regional Farms and Inns replaces many of the bland vanilla Farmhouses and Inns with re-textured versions
    that use regional materials. No new towns or locations have been added with this plugin, it strictly
    addresses vanilla locations. This helps to tie the look of vanilla locations in with the regional themed
    look found inside the cities they are nearest to. And ties in with the look of all the other Settlements
    of Cyrodiil mods. Re-textures were done with 100% vanilla textures, some were tweaked slightly to get the
    right look, but everything started life as standard game issue.
     
    Now a Farmhouse or Inn near Cheydinhal will be built with glass, stone, and wood native to that region.
    I have also done stables, sheepfolds, and wells where they already existed. Wells have had water added
    to them for a little touch of realism. You may also notice that most farmhouses now have doors, shutters,
    and thatch roofs that (hopefully) fit the look for that area of the land. Chorrol thatchroofs are a dull
    bluish grey, Cheydinhal is a rich medium yellow, Skingrad a darker brown, Bravil and Leyawiin a faded
    greenish grey, while anything near the IC retains the vanilla colors.
     
    The Grey Mare, Inn of Ill Omen, and Roxey Inn have been given unique looks that I thought fit their names,
    and/or locations. I was very careful to replace doors using the proper method so all vanilla quests should
    still work just as they were intended to. I have tested them and encountered no problems.
     
    All new structures already have visible when distant meshes. These are included as part of the resource
    pack you are required to download. All you need to do is run a program such as Tes4LODGen to make the new
    architecture appear in the distance in your game.
     
     
    Locations (most of them)
    =============================
     
    Applewatch
    Black Waterside Stable
    Border Watch
    Drunken Dragon Inn
    Five Riders Stable
    Grateful Pass Stable
    Harluns watch
    Honditars House
    Inn of Ill Omen
    Lord Rugdumphs Estate
    Odiil Farm
    Roxey Inn
    Shardrock
    The Grey Mare
    Wetherleah
    Weynon Priory Lodge and Stable
     
     
    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 also edit vanilla farmhouses and lower class architecture.
    Tested and works fine with all of the most popular mods I could think of. An alternate file is available
    as a separate download which makes Regional Farms compatible with Drahenne's Weynon Priory Alive mod.
     
    There is also a patch available as a separate download for Better Cities v6.0 or higher. No other conflicts
    have been reported at this time. Please leave a comment to let me know if you find any others that need to
    be patched.
     
     
    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
    Drahenne - for Weynon Priory Alive
    Ismelda and Vorians - for Better Cities
    Me - for design and creation of this mod
     
     
    Legal Stuff
    ==============
     
    Please do not upload these files to any other sites without my express consent.

    463 downloads

    0 comments

    Updated

  6. BOSS Masterlist for Oblivion

              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.

    801 downloads

    3 comments

    Updated

  7. 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.
     
    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.

    363 downloads

    Updated

  8. The Little Sparrow Inn

    Adds a small Inn located along the Orange Road East of Chorrol near
    Underpall Cave.
     
     
     
    V1.1 Update:
    ============
     
    Updated the compatibility patches to be in sync with the recent UL
    Lush Woodlands 1.3.4 update.
     
    Details:
    =========
     
    The Little Sparrow Inn was a Planet Elder Scrolls exclusive mod. I never
    found it hosted anywhere else. Just a simple Farmhouse style Inn with
    stable and room for rent right on the edge of The Orange Road. Nothing
    out of the ordinary. I liked it because the location was just far enough
    apart from the other Inn mod I used to be a good rest stop while walking
    along the Orange Road.
     
    The download was very plain and gave just a plain esp plugin, not even
    packaged in a folder. No read me file, no author info, nothing. Planet Elder
    Scrolls is now gone so there is no way to track down who the author was. I
    have had queries posted for months now on Bethesda Forums and Nexus
    Forums in the Mod Detectives threads with no positive leads. Apparently
    nobody else knows who the author was either.
     
    Andalay Bay has graciously consented to host the mod here on TAL as a
    means of preserving it for posterity. I have made no changes to the file other
    than a good TES4Edit cleaning, creating a read-me, and packaging it up.
     
     
    Compatibility
    ==============
     
    Has known conflicts with Hoarfrost Castle and Unique Landscapes-Lush Woodlands.
    Compatibility patches for both of those conflicts are provided in the optional
    "Patches" download.
     
     
    Install
    ========
     
    1. Extract the file to a temporary location such as desktop
     
    2. Place one .esp into your Oblivion Data directory either manually or
    using the mod manager of your choice.
     
    3. Set load order...and play.
     
     
    Load Order
    ============
     
    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific load order instructions are also with the read-me file for each download.
     
     
    Credits
    ========
     
    Bethesda - for Oblivion and the CS
    LHammonds - for the readme generator this file was based on
    Tes4Edit - for cleaning the dirt from the orignal files
    ???????? - for creating this mod. Hope to find you eventually
     
     
    Licensing/Legal
    ================
     
    Please do not post this file on any other sites. It is only being posted here
    on The Assimilation Lab to keep it from disappearing altogether. There is no
    known way to contact the original author and so no way of knowing if it is ok
    to upload anywhere else. Every reasonable effort was made to find and contact
    the original author before uploading the files here.

    301 downloads

    0 comments

    Updated

  9. The Orange Maple Inn

    Adds a small Inn located along the Orange Road East of Chorrol.
     
     
    V1.1 Update:
    ============
    Updated the compatibility patches to be in sync with the recent UL
    Lush Woodlands 1.3.4 update.
     
    Details:
    ========
     
    The Orange Maple Inn was an ORE Inn Challenge entry mod. It was always
    one of my favorite Inn mods due to some unique features. The windows
    on the exterior light up at night and when it rains. This was a unique
    feature at the time because AWLS wasn't around yet. Also the interior
    windows provide a faked view of the outside world. This is the only mod
    I know of which provided such a thing before the advent of the Immersive
    Interiors mod.
     
    The link for this file was hosted on the ORE website for a very long time.
    However, it was a 4-Shared file link which went dead at some point even
    before the ORE site went off line. The original read-me file did not contain
    any contact info for the author, nor even the author name. I was only able to
    discover the author name by looking at files on the Wayback Machine where the
    dead file link for this mod still exists.
     
    Andalay Bay has graciously consented to host the mod here on TAL as a means
    of preserving it for posterity. I have made no changes to the files other
    than a good TES4Edit cleaning.
     
     
    From The Original Read-Me
    ==========================
     
    Orange Maple Inn is found in the Great Forest along the Orange road. The Inn
    is visited by people throughout the week, one of them also has a repetitive
    quest for you.
     
    You are able to rent room 3, it'll cost you 20 gold. It is fully owned by the
    player until the rental period is over. The containers in the Player room do
    NOT respawn and you will be able to get your belongings back from the Innkeeper
    when the rental period has ended by talking to him and selecting the special
    topic ''My belongings'' and you will be able to retrieve your belongings that
    you've left in the room.
     
    The windows outside illuminate at night and when it rains and the lighting inside
    adjusts during the day. You can see the outside world through all of the windows
    in the interior. The scenery is fake so there is no severe frame rate drop.
     
    The map marker is available from the beginning!
     
    (The COBL version adds the Luggage to your room)
     
     
    Compatibility
    ==============
     
    Has known conflicts with Unique Landscapes-Lush Woodlands and Settlements of
    Cyrodiil-Clearwater Farms. Compatibility patches for both of those conflicts
    are provided in the optional "Patches" download.
     
     
    Install
    ========
     
    1. Extract the file to a temporary location such as desktop
     
    2. Place one .esp into your Oblivion Data directory either manually or
    using the mod manager of your choice. Choose either standard esp or
    the COBL version. DO NOT use both of them.
     
    3. Set load order...and play.
     
     
    Load Order
    ============
     
    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific load order instructions are also with the read-me file for each download.
     
     
    Credits
    ========
     
    Bethesda - for Oblivion and the CS
    LHammonds - for the readme generator this file was based on
    Tes4Edit - for cleaning the dirt from the orignal files
    Meo - for the open book resource
    MR_siika - for some of the window textures
    Nollemanter - for creating this mod
    Argoniano, Zimnel and Kalikut - for the tablecloth resource
     
     
    Legal Stuff
    ===========
     
    Please do not post this file on any other sites. It is only being posted here
    on The Assimilation Lab to keep it from disappearing altogether. There is no
    known way to contact the original author and so no way of knowing if it is ok
    to upload anywhere else. Every reasonable effort was made to find and contact
    the original author before uploading the files here.

    381 downloads

    6 comments

    Updated

  10. Improved Middle and Upper Class Architecture

    Provides several mesh fixes for the vanilla Middle and Upper class
    architecture
     
     
    Details
    =========
     
    When I began working on Settlements of Cyrodiil, I wanted each region
    to have architecture which used the materials unique to that part of
    the game world. Once work began, I quickly discovered that the vanilla
    houses are riddled with flaws. In order to do much of anything with the
    vanilla homes and make them look halfway decent, I first needed to fix
    them.
     
    This pack contains all of the middleclass and upperclass meshes that I
    have made fixes for so far. My original intention was to provide meshes
    which are visually correct for anyone wanting to do re-texturing work on
    these models. However, they can be used as vanilla replacers as well.
     
    I am still working on a few more so there will most likely be things added
    in a later update.
     
     
    What has been fixed??
    ===========================
     
    Minor things really that most folks probably haven't even noticed. Most
    of it is Cheydinhal architecture and has to do with either correcting uv
    maps or plugging holes in the houses. Almost all of them had misaligned
    LOD doors causing large gaps around the doors. Which won't matter anyway
    once you place a real door in front of it in game, But it bugged me so I
    fixed them. Use the following list along with the included screen shots
    to reference all fixes.
     
     
    CheydinhalHouseMiddle01:
     
    1. Closed a gap on the left side of the LOD door.
     
    2. Adjusted UV maps for one stone panel on lower right side of home.
     
     
    CheydinhalHouseMiddle04:
     
    1. Adjusted uv maps for stone panel to left of door steps which was much
    larger than everything else on the house. The Cheydinhal textures are
    good for masking problems like this so it's difficult to see. But once you
    assign a new texture onto the building it stands out.
     
     
    CheydinhalHouseMiddle06:
     
    1. Closed a gap around the LOD door.
     
    2. Filled in a missing wood frame piece under the upper left side eaves.
     
    3. Adjusted uv maps on two stone panels on the left side of house.
     
     
    CheydinhalHouseUpper02:
     
    1. Closed a very large gap around the upper balcony LOD door
     
    2. Filled a small wood frame gap on the lower LOD door.
     
    3. There were 12 railing posts which were left as individual pieces. These
    have now been merged into the wood framwework.
     
    4. Adjusted UV maps for upper and mid wood frame pieces which had wood grain
    texture running the wrong direction.
     
     
    CheydinhalHouseUpper03:
     
    1. Fixed wood on door frame which had incorrect plaster texture and fixed uv maps
    for same as they were never set and were stretching textures out of whack.
     
    2. Closed a small gap above the door.
     
    3. Closed a gap in wood frame to the left of the door.
     
    4. Closed two gaps in the wood framing for the roof tower.
     
    5. Fixed a wood frame piece on right end of house which was incorrectly tied to
    stonewall texture.
     
    6. Added wood framing along both sides of fireplace because it just looks better.
     
    7. Adjusted uv maps for wood frame pieces which had texture going wrong direction.
     
     
    CheydinhalFightersGuild:
     
    1. Closed a large gap around the lower LOD door.
     
    2. Once again fixed uv maps for several wood frame pieces which had the wood
    grain texture running the wrong direction.
     
     
    CheydinhalMagesGuild:
     
    1. Closed a gap around the LOD door.
     
    2. Filled several wood frame gaps on the roof tower
     
    3. Yet again adjusted uv maps on several wood frame pieces to make the wood
    grain line up properly.
     
     
    ChorrolHouseMiddle07:
     
    1. Adjusted uv maps for the small dormer roof. Shingle texture was all botched.
     
     
    Contents
    ===========
     
    Meshes folder contains 1 each of the following:
     
    CheydinhalFightersGuild01
    CheydinhalHouseMiddle01
    CheydinhalHousemiddle04
    CheydinhalHouseMiddle06
    CheydinhalHouseUpper02
    CheydinhalHouseUpper03
    CheydinhalMagesGuild01
    ChorrolHouseMiddle07
     
     
     
    There are no textures included since everything uses vanilla textures.
     
     
    Install
    ========
     
    These are resources only with no .esp included. You can drop these in as vanilla
    replacers. If you are using the Unofficial Oblivion Patch be sure to have these
    meshes overwrite the UOP meshes which do not contain my fixes.
     
    Alternately these can be retextured and used to create new items in the CS. It is
    assumed the end user already knows how to do that. For those new to modding the
    basic steps are as follows:
     
    1. Drop the contents into your Oblivion Data Folder, or integrate into your mod
    files using the mod manager of your choice.
     
    2. Open up the construction set and create new items using the meshes supplied
    in this package.
     
    3. Example - Load CS. Find HouseLower01 in the static section. Double click to
    open the dialogue box. Click on the button with the .nif name and point it to
    one of the new meshes from this package. Rename and click ok. You will be asked
    if you want to create a new object.....say YES. DO NOT save changes to vanilla
    objects unless you purposely want to change every instance of that object in
    your game.
     
    4. Place the new items wherever you want them.
     
    5. Save your new plugin file.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    Blender & Nifskope - for the tools that made this possible.
    LHammonds - for the readme generator this file was based on
    me - for the time it took to assemble all this stuff
     
     
    Legal Stuff
    ==============
     
    These materials are being distributed as a free to use modder resource package.
    Use in your own projects requires no additional permissions. I do ask that you
    mention me in your credits as a small courtesy.

    147 downloads

    0 comments

    Submitted

  11. Mages Cross

    This mod adds a picturesque village located just West of Anvil. It is situated on a hilltop overlooking
    the small island in Strid River, nestled in between Gweden Farm and Troll Candle Camp. Antiscamp
    designed and built the original mod, and was kind enough to give me editing access to all four of his
    village mods. There have been many changes made for this 1.1 update.
     
    Some changes were for compatibility reasons, some just because they made a nice difference in how
    things look. It was not my intention to rebuild this village from the ground up. I liked it pretty much the
    way it was, so it still looks for the most part as it always did. Hopefully my efforts have made this a
    more user friendly place to visit in your game.
     
     
    Original Description
     
    Your aunt has passed away and left you her old house as an inheritance. She thinks you should have it,
    since you spent your childhood summers in the village of Mage's Cross. The village is located in the lush
    grasslands East of Anvil and it will be added to your map. Your Aunt's house is located beside the Chapel.
    Simply go to the Chapel and take the house key from the altar.
     
    Nothing unbalancing is included with this mod, I did my best to keep it as lore-friendly as possible. There
    are no quests at the moment, nor are there any new armors or weapons. This is just a player home with
    a picturesque village built around it. There is a trader and a smith in the village who do business during
    daylight hours. There are several other NPCs as well, including a garrison of guards. The townsfolk gather
    at the Black Cat Inn during the evening hours. There is also some minor dialogue included.
     
     
    New Details
     
    First and foremost, Mages Cross has been moved about two game cells from it's original location. This was
    done to avoid a serious conflict with Oscuro's Oblivion Overhaul (OOO), which placed an Ayleid Ruin on the
    exact same real estate. The entire village was rotated 180 degrees so that the main trail leading in could be
    routed through the passage way under the Town Hall building. I swapped positions for two of the homes as
    well in order to open up the town center a bit more, giving the town interior a slightly roomier feel. Re-worked
    all path grids from scratch to ensure folks go where they should and nobody bumps into anything.
     
    Other changes include borrowing some landscaping from Roads of Cyrodiil. The new Road which passes in
    front of the town is courtesy of ROC. The entire town has been walled in except for the main entry making it,
    in theory at least, a bit more secure. Some internal portions have been walled off and gated to create small
    garden areas. So the inhabitants now grow some food to eat. Relocated the farmers x marker so he actually
    works in the garden.
     
    A camp fire setting, which was mistakenly left buried in the original mod, has been raised to ground level. So
    the poor beggar now has a fire next to his bedroll. Replaced most of the bushes surrounding the central Mage
    Stone with flowers instead, making it much more visible and uncluttered. Removed a number of trees in and
    around the town, this was one of the complaints from the comments section, and I tend to agree there were
    just a bit too many.
     
    Added a water static to the town well to give a bit of realism, and a tree bench to the town center. Added road
    signs at two locations. Changed north markers for all interior spaces to reflect the new orientation of the building
    exteriors. Last but not least the file was cleaned with Tes4Edit. I further manually removed the wild edits that
    were present in the original mod to ensure there were no unwanted conflicts.
     
     
    Compatibility
     
    I designed this to work around several largely popular mods which add locations nearby. The new location was
    not chosen at random, a good deal of testing went into it. As a result, Mage's Cross has no conflicts that I know
    of. The relocation assures it will not conflict with:
     
    1. Oscuro's Oblivion Overhaul which adds three locations East of Anvil.
    2. Reclaiming Sancre Tor which adds a town on the river and makes edits to Gweden Farm
    3. Unique Landscapes-Cliffs of Anvil which makes edits on the nearby river as well
    4. Roads of Cyrodiil. ROC is partially merged in, so compatibility is guaranteed if you follow proper load order
     
     
    Requirements
     
    Shivering Isles (Not sure why, but it was listed in the original read-me)
     
     
    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. This file is already recognized. Manual load order if
    using any of the mods mentioned above:
     
    Oscuro's_Oblivion_Overhaul.esp
    ReclaimSancreTor.esp
    Roads of Cyrodiil.esp
    MagesCross.esp
    xulCliffsOfAnvil.esp
     
     
    Credits
     
    Bethesda - for Oblivion and the CS
    Tes4Edit - for cleaning the inevitable dirt from my mods
    LHammonds - for the read-me generator this file was based on
    Antiscamp - for the original Mage's Cross and allowing me to alter it
    Arthmoor - for allowing use of ROC landscaping, which saved me a ton of headaches
    Stroti - for the Tree Bench resource
    Texian - for the static water mesh
     
     
    Legal Stuff
     
    Per Antiscamp's original read-me this is open for anyone to use as they see fit, so long as proper credits
    are given. That would include adding my name to the list of credits above.
     
    A word of caution if you do plan to edit this file. The changes I made maintain a delicate balance with the
    nearby mods mentioned above. Any landscape or path grid edits outside of the cells I have already edited,
    will cause conflicts with the other mods mentioned above. I suggest keeping any further changes inside the
    town borders.

    216 downloads

    0 comments

    Updated

  12. The One Stop Patch Shop

    Welcome to The One Stop Patch Shop!
    The first place to look for all your compatibility patch needs.
     
     
     
    This page sprung to life from the seed of an idea planted by Maczopiczo, a
    member of the Nexus modding community. Mac had commented on a few
    of my compatibility patches and made reference to my "One Stop Patch Shop".
    I really thought the title had a certain ring to it, so decided to create a page
    dedicated to Oblivion Mod Patches. The original OSPS page is located on
    Oblivion Nexus and most of the mods addressed by these patches can be
    found there as well.
     
    The One Stop Patch Shop serves as a central hub for compatibility patches.
    Making it much easier for folks to find whatever mod patches they are in
    search of. Here you will find files uploaded for all of the one off patches
    I have personally created. All of my patches that have multiple variations
    are linked on this page.
     
    The main purpose here is to provide an extensive list of links to patch files
    created by other members of the modding community. I take absolutely no
    credit for anyone else' work, and do not host the files unless the author has
    given an ok to do so. This is meant as a simplified way to find that one patch
    you need without spending an hour of your precious gaming time searching
    for it.
     
    I think it would be great to see this continue to expand, and become genuinely
    useful for everyone. If you know of mod patches that are not currently linked
    here, please leave a comment. If you have created patch files that you would
    like to host here I will happily add them in, just send me a PM so we can work
    it out.
     
     
    Patch Requests
     
    A few members of the community have approached me and volunteered services.
    If you would like to have a compatibility patch created, leave a simple post
    here in the comments. Or leave a detailed comment on KadVenku's forum thread.
    Your request will be reviewed and added to the list. We believe in reaching out to
    mod authors before beginning work, so please be patient. When a team member
    claims a request it will be displayed under their name. Once a patch has been
    completed it will either be uploaded or linked to here depending on the author's
    individual preference.
     
     
    Active Modders
     
    KadVenku
    Slangens
    dreamed1
    ElderscrollsFan001
    mhahn123
     
     
    Current Unclaimed Requests
     
    1. Trails of Cyrodiil Merged + Roads of Cyrodiil
    2. OCO2 + Slof's Oblivion Better Beasts
    3. OCO2 + Bearded NPC's (+ Slof's Oblivion Better Beasts)
    4. Slof's Robe Trader + Mage Equipment 2.1
    5. Jojjos Dread Knight and Morrigan Armor - BAB versions
    6. Cyrodiil Rebuild II + Roads of cyrodiil
    7. Enhanced Economy + Several Mods
    8. OCO2 + Knights of The Nine: Revelations
    9. Knights of The Nine: Revelations + HGEC Body (EBE Lightguts)
    10. Mighty Umbra + Several Body Types
     
     
    Work In Progress Requests
     
    1. Talos Bridge Gatehouse + Imperial City Suburbs [KadVenku]
    2. Dragon Captions Pride of Wolf's Gate + Kvatch Rebuilt [KadVenku]
    3. Lilyvale Town + A ton of other mods [mhahn123]
     
     
    Links to Oblivion and DLC Patches
     
    Official Oblivion 1.2.416 Patch: Most mods require your game to be up to date
    with this patch and will not function properly without this.
     
    All The Patches-All Languages: Provides translated versions of the official
    1.2.416 patch in numerous languages, for those who use an alternate language
    version of Oblivion.
     
    (UOP) Unofficial Oblivion Patch: A huge collection of bug fixes not covered by
    the official Bethesda patches.
     
    (USIP) Unofficial Shivering Isles Patch: Same thing as above but designed for
    those who have the official addon Shivering Isles.
     
    (UOMP) Unofficial Official Mods Patch: Bug fixes for all of the other official
    Bethesda DLCs.
     
     
    Links to Modding Community Patches
     
    AFK Weye-MTC-Region Revive Patches: A trio of patches which all allow simultaneous
    use of AFK Weye, MTC Expanded Villages, and Region Revive Lake Rumare. These
    patches also build in compatibility for mods such as Akaviri Imports, House of
    Healing, Oblivion Farmers Market, Ruined Tails Tale, Clocks of cyrodiil, and
    Colourwheels Sexy Oblivion Overhaul.
     
    Alternate Start Town Lindum Patches: A total of seven patches which make Antiscamp's
    new town compatible with various combinations of Blood Raven, UL Chorrol Hinterlands,
    and UL Lush Woodlands.
     
    Arrows of the Ayleid King Patch: Fixes incorrect texture paths for some of the
    creatures found in this mod.
     
    Arthmoor's Mod Patches: A collection of compatibility patches for mods such as
    ImpeREAL Forts, JDNT Brina Cross, Frostcrag Spire, Ruined Tails Tale, Shezries
    Towns, The Lost Spires, and Wellspring Vale.
     
    Artifacts-Shezries Towns Patch: Relocates the Collectors Guild building to
    eliminate conflicts with Shezries Pells Gate town.
     
    Ayleid Steps-All Natural Real Lights Patch: Darkens the interior cells by 10% to
    work better with All Naturals lighting system.
     
    Battlehorn Castle Upgraded Patches: A set of five patches that make Battlehorn
    Upgraded compatible with AFK Weye, Tonas Mod Store, UL Chorrol Hinterlands, and
    Verona House Bloodlines.
     
    Better Cities Imperial Isle Compatibility Patches: A set of patches that makes
    the Better Cities Imperial Isle plugin compatible with several mod combinations.
     
    Beyond Cyrodiil-Valenwood Heightmap Patch: Fixes landscape issues around the
    West valen Inn added by Beyond Cyrodiil Camps.
     
    Black cat Jewelry Store-Skingrad Outskirts Patches: Relocates the Black Cat store
    building so it no longer conflicts with a farm added by UL Skingrad Outskirts. Also
    contains several alternate versions that work with Better Cities and associated BC
    patches.
     
    Brina Cross Consolidated Patches: A pair of patch files that fix conflicts
    between Brina Cross Village, JDNT Brina Cross, and ImpeREAL Forts.
     
    Calair Castle-Fort Akatosh Redux Patch: Landscape fix that allows these two mods
    to work side by side.
     
    Cardac Patch Collection: A set of seven patch files which repair conflicts caused
    when using various combinations of Cardac, Shexries Towns, Unique Landscapes-
    Aspen Wood, and Unique Landscapes-Silverfish River Valley.
     
    Chocolate Elves-Race Balancing Project Patch: Adds the endurance and magicka
    abilities from RBP to the Chocolate Elves.
     
    Cute Elves Race Mystical Unicorn Blue Door Patch: Fixes a bug which breaks all
    of the vanilla blue magical portals and messes up the Peryite Daedric Artifact
    Quest.
     
    Dark Brotherhood Cemetery-Cheydinhal Falls Patch: A small patch file which repairs
    a land height conflict and makes a few other minor adjustments.
     
    Eastbrink Town Patches: A trio of patches which allow Eastbrink Town to work
    with Bravil Sea Domes, ImpeREAL Forts, and UL Silverfish River Valley.
     
    Elsweyr Anequina-Morrowind Drinks COBL Patch: Re-works Elsweyrs pricing system
    for Morrowind Drinks to match COBL's system.
     
    Elsweyr Anequina-Roberts Bodies Patch: Adds support for Roberts Male and Female
    bodies to the Elsweyr races.
     
    Eyren's Vampire Hunter Armor for BAB Body: Simple mesh replacer to ensure compatibility
    when using BAB
     
    Frostcrag Reborn-Frostcrag Village Patch: This is a patch for the original version
    (Not De-Isolated version) of Frostcrag Reborn and Frostcrag Village
     
    Glenvar Castle Bath Patches: Allows the Glenvar Castle private bath to be fully
    compatible with A Bloody Mess and Bathing Mod.
     
    Glenvar Castle Teleport Patch: Allows you to learn a teleportation spell so you
    can teleport back to the castle from any location.
     
    Heart of the Dead-Race Balancing Project Patch: Corrects some texture conflicts
    between these two mods
     
    Hentai Mania 2-UL Aspen Wood Patch: Fixes some sort of conflict between these two
    mods. No read-me included and not much info available on the description page.
     
    Hoarfrost Castle-Runestone Village Patches: A pair of patches which make either
    Runestone Village or Runestone Village 2 work alongside Hoarfrost Castle.
     
    Knights of The Nine-Francesco's Overhaul Patch: Extends the effect of the Boots of The
    Crusader, an important artifact from the KOTN quest line, to the creatures from Fran's
    Overhaul.
     
    Kragenirs Death Quest-Reclaiming Sancre Tor Patches: A pair of patches that
    re-locate a campsite on the little island in Strid River so it isn't buried
    under a large house. contains an alternate version which also is compatible with
    UL Cliffs of Anvil.
     
    Midland-Vergayun Patches: A collection of patches that allow Midland and Vergayun
    to co-exist and also become compatible with other mods such as Fort Akatosh Redux
    and Roads of Cyrodiil.
     
    MTC-Colourwheels Sexy Overhaul Patch: Allows Colourwheels shop in Weye to work with
    the changes MTC Expanded villages makes in Weye.
     
    MTC-Faregyl Patch: Re-locates one shop from MTC Expanded Villages so it fits in
    with Arthmoors Faregyl Village mod.
     
    MTC-Lost Spires Patch: Re-locates structures in the Pells Gate area so these two
    mods can be used together.
     
    MTC-Region Revive Patch: Re-locates structures in the village of Weye so these
    two mods can work together.
     
    MTC-Shezries Towns Patch: Re-locates structures in the Pells Gate area so these
    two mods can be used together.
     
    MTC-Weye Patch: A patch file which disables much of MTC's Weye related content so
    it will work alongside other Weye mods.
     
    Oblivion Collectible Cards-Cyrodiil Rebuild Patch: Re-locates one house so that
    these two mods can be used together.
     
    Oblivion WarCry New Dimension Patches: A collection of four patches that make
    various internal adjustments to this mod.
     
    Odd Jobs-Open Cities Reborn Patch: Re-locates all of the job posting papers from
    the Odd Jobs mod so that they work with Open Cities Reborn.
     
    Open Cities Patches: A large collection of patches that help to make many different
    mods compatible with either Open Cities Classic or Open Cities Reborn.
     
    Region Revive Lake Rumare Grammar Patch: Corrects numerous dialogue errors within
    the Region Revive mod.
     
    Ruined Tails Tale unofficial Patch: A bug fix file
     
    See You Sleep Patch Compilation: A collection of patches which make beds added by
    other mods compatible with See You Sleep.
     
    Servant of The Dawn-Midas Magic Patch: Re-locates the Pit Entrance from SOTD so it
    no longer overlaps with the Beholden Shrine from Midas Magic.
     
    Snowy Road to Bruma Patch Collection: A set of patch files which make Snowy Road to
    Bruma compatible with DLC Frostcrag Spire, Feldscar, Frostcrag Village, MTC Expanded
    Villages (Rimehold), UL Snowdale, and UL Jerall Glacier. These do not cover every
    possible combination but more combo patches are still in the works.
     
    Sutch Reborn Patches: A set of four patches that make Dragon Captions Sutch Reborn
    compatible with OOO, Verona House Bloodlines, and Pale Riders Paladin Equipment.
     
    Talos Bridge Gatehouse Patches: A pair of patches to ensure compatibility with
    UL Imperial Isle and Region Revive Lake Rumare.
     
    The Jerall Mountain Compendium Patch: Allows simultaneous use of a number of mods
    which effect the Jerall Mountain region.
     
    The Lost Spires-Order of Nibenay Patch: Fixes landscape tears near the Archeology
    Guild building when using these two mods together.
     
    The Order of The Dragon Patch Series: A series of several patch files which address
    compatibility for Order of The Dragon with various combinations of Better cities
    Imperial City, Fort Akatosh Redux, The Necromancer, Fall of The Ayleids, and UL
    Jerall Glacier.
     
    Theryon Unofficial Patch: A collection of bug fixes for the Theryon mod.
     
    Topal Island Patches: A trio of patch files which repair conflicts between Topal Island,
    Better cities, and Settlements of cyrodiil-Legion Outposts.
     
    Trails of Cyrodiil Patch Collection: Contains three complete sets of patches (30 in all)
    which address conflicts between different versions of Trails of Cyrodiil and various
    Unique Landscapes mods.
     
    UL Imperial Isle-Blade of the Haunted-Adense Patch: Performs a number of fixes in order
    to make all three of these mods play nicely together.
     
    Unique Landscapes Compatibility Patches: A very extensive page which contains or
    has links to every available patch ever made for Unique Landscapes mods.
     
    Verona House Bloodlines-Waterfront Market Patch: Re-locates the Hunter Shack
    that Verona places in the IC waterfront so it no longer conflicts with Nernie's
    Waterfront Market mod.
     
    Vorians Compatibility Patches: A set of patches unrelated to Unique Landscapes.
    Includes patches for Brew House, Castle Seaview, Hoarfrost castle, Kvatch Aftermath,
    Nibenay castle, OOO, The Necromancer, and Stirk.
     
    WAC-Elsweyr Anequina Patch: Adds Walx Animals & Creatures into the Elsweyr Anequina
    levelled lists.
     
     
    Files Available on This Page
     
    Castle Almgard-Cyrodiil Rebuild Patch: Repairs landscaping and path grids
    across a number of game cells that are disrupted when using these two mods
    together. Also relocates the Fin Gleam helmet and associated clutter due to
    Castle Almgard's landscape changes burying things.
     
    Castle Domrose-RST Patch: This is a path grid only repair file which rebuilds
    the path grids for exterior of Castle Domrose due to Reclaiming Sancre Tor
    overwriting them. Also relocates two rocks if memory serves, that slightly
    obstructed the entrance.
     
    Castle Highrock-Fighter's Guild Quests Patch: Small file which repairs land
    tears at two cell borders near Castle Highrock.
     
    Castle Knightstone-Tales from Elsweyr Patch: Repairs some large landscape
    tears and rebuilds path grids around the Castle Knightstone vicinity and a guard
    camp placed by TFE.
     
    Castle of Night Replacer and Patch: Includes a cleaned and mostly bug fixed
    replacer esp for CON and a patch file based off of the replacer esp. Patch makes
    CON compatible with both Midas Magic and Werewolves: Legends of the North.
     
    Castle West Weald-RST Patch: Re-routes the trail leading to the castle around
    Lindon Priory which is added by Reclaiming Sancre Tor. Also performs a number
    of other cosmetic fixes.
     
    Dibella Temple-UL Aspen Wood Patch: Rebuilds the trail leading to the temple
    which gets overwritten by Aspen Woods landscape changes.
     
    Drelco Manor-Lost Spires Patch: Untangles a mess of buildings and repairs
    numerous landscape conflicts around the Archeology Guild building so these
    mods can be used together.
     
    FB Dark Crusader-Unique Landscapes Patch: Fixes landscape issues around
    the Crusader Headquarters when using Ancient Yews, Arrius Creek, and the
    AY/AC linking patch.
     
    Griffon Fortress-Eastern Peaks Patch: Fixes massive landscape issues around
    the base of the castle. Relocates lots and lots....and lots of stuff that was buried
    way under the castle.
     
    Hentai Mania 2-Lost Coast Patch: Raises a portal which was buried by UL Lost
    Coast landscape changes. Sews up some rips at the cell borders.
     
    KOTN-Cyrodiil Rebuild Patch: Cyrodiil Rebuild replaces the Chorrol chapel exterior
    and interior, leaving the Crusader relics out of reach. This file relocates the Crusader
    Gauntlets and associated clutter so the player can access them.
     
    Nagaia Molag-Sutch Village Patch: Fixes landscape conflicts around an Ayleid Ruin
    which is placed on the hillside just above Oyster Bay.
     
    Oblivion Jobs-Arrius Creek Patch: Relocates a cave entrance which was left floating
    above the creek near Walker Camp.
     
    Pinevale-Stahlrim Village Patch: Fixes massive landscape conflicts and integrates
    these two villages.
     
    Reclaiming Sancre Tor-Academy Oblivion Magic Patch: Fixes a buried bandit camp
    just off the eastern portion of Red Ring Road, near the burned down "All Things
    Alchemical". Sews up some cell border rips and fixes path grids as well.
     
    ROC-Cyrodiil Rebuild Patch: Rebuilds a section of Roads of Cyrodiil's trail near the
    Skingrad outskirts which was overwritten by Cyrodiil Rebuild's new settlement.
     
    Sacred Oak Settlement-Urasek Patch: Untangles and slightly separates these two
    village mods which both used the same real estate beside Fort Urasek.
     
    Shetcombe Farm-Integration The Stranded Light Patch: Slightly relocates some
    overlapping homes and performs various minor fixes. Includes two patch files, one
    for each version of Integration. Be sure to read and use the correct version.
     
    Sutch Unification Patch: Integrates Arthmoor's Sutch Village with Silent Resident's
    ImpeREAL City of Sutch. Completely relocates one farm and performs a number of
    other minor fixes.
     
    Vaults of Cyrodiil-Open Cities Reborn Patch: Relocates the exterior entrance for
    the Leyawiin vault which was buried under a hillside.
     
    Verwen-FBDC-UL Patch: Allows simultaneous use of Verwen Brewery, FBDC Dark
    Crusader, UL Ancient Yews, UL Arrius Creek, and the AY/AC linking patch.
     
    Credits
     
    Given the nature of what this mod page is all about, a credits list would take up
    a great deal of space. Please look to the read-me files that are provided with
    the patches you download for credits. And be sure to give endorsements on the
    original authors mod pages for any mods you use. A lot of free time went into
    making each of them, endorsements and positive remarks are the only return
    modders receive for all the hard work.
     
     
    Legal Stuff
     
    I can only speak for my own work which is uploaded here. Please do not redistribute
    any of my files without prior consent. For permissions on anything else you will need
    to contact the respective authors.

    1,686 downloads

    0 comments

    Updated

  13. Suliin Village

    This is Jagnot & Sacryn's ORE Village Challenge Entry. It adds the village of Suliin
    to the game world. Located west of Bravil on the Elsweyr mountain border. This mod
    was hosted on the ORE website for a very long time. The original authors gave blanket
    permission for use, so I did some fine tuning and bug fixing. This version has been very
    thoroughly cleaned with TES4Edit (see details below).
     
    Now that the ORE website is gone this may be one of the only copies still available for use.
    I am uploading it here on TAL as a means to help preserve the mod for posterity. You can
    also find it on Oblivion Nexus.
     
     
    Details
    ========
     
    This mod adds a village containing 4 npc houses, a tavern/store, a chapel, and a house
    the player can buy. Also adds a large lake across the Elsweyr borders, and a large
    forested area surrounding the lake. You will need to disable your game borders in the
    ini file or via a border removal mod in order to use this.
     
    Flowing from the large lake above, there are several stages of ponds and waterfalls that
    cascade down the mountainside into the river near Bravil. There is a trail leading East
    out of the village which connects to Bravil. In the opposite direction, the trail leads
    West up the mountain to Elsweyr. Along the trail you will find a lookout area with seats
    for four.
     
    This mod fits perfectly in a vanilla game, providing excellent screen shot opportunities
    of Bravil and the surrounding areas. Among many other fixes, I have added "Suliin" road
    signs at the main highway and village trail junction, and again near the Bravil Stables.
    Included as optional downloads there are four compatibility patch files that cover various
    combinations of Suliin, Elsweyr: The Deserts of Anequina, Tales from Elsweyr Anequina,
    and Unique Landscapes-Bravil Barrowfields. This allows players to use Suliin alongside
    other popular mods that edit the same areas.
     
    ONLY USE one patch file at a time. Choose only the patch that corresponds to the mods you
    have loaded. Do not use any of these in conjunction with the patches made by Vorians or
    David Brasher. They edit some of the same things and will cause glitches when used together.
     
    Read-me files and load order instructions are included with each of the individual patch
    downloads. I have play tested each of these files extensively. However, given the very
    large areas involved here and the sheer number of objects added, I may have missed
    something. If you find any mistakes, please leave a constructive comment and I will address
    it.
     
     
    Revision Info
    ===============
     
    The original plugin was either created with an early version of the construction set, made
    before the importance of mod cleaning was really understood, or simply rushed into existence
    and not properly cleaned after creation. Not sure which, but the result was a dirty mod which
    edited random cells half the world away from the mod location. This caused numerous problems
    which included blacking out the local map due to a game bug with cell 3,3.
     
    I have cleaned the plugin with TES4Edit's automated process removing a very large amount of
    dirty edits, and further manually removed dozens of other random wild edits. File size has been
    pared down to about 2/3 the size of the original mod. Before cleaning there were edits to over
    180 game cells. The actual physical foot print now covers a total of 68 game cells (still a large
    mod by any standards), most of which is taken up by the lake, forest, and waterfalls added by the
    mod. The village itself is really not too big compared to other village mods.
     
     
    Location
    ==========
     
    West of Bravil. The map markers will display on your map, but you will need to hoof it there at
    least once in order to "discover" the location.
     
     
    Potential Requirements
    =========================
     
    Elsweyr: The Deserts of Anequina
    Tales from Elsweyr Anequina
    Unique Landscapes-Bravil Barrowfields
     
     
    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 patches
    are available as a separate download for Elsweyr: The Deserts of Anequina, Tales from Elsweyr
    Anequina, and Unique Landscapes-Bravil Barrowfields.
     
     
    Credits
    =========
     
    Bethesda - for creating Oblivion.
    Tes4Edit - for cleaning the inevitable dirt from my mods
    LHammonds - for the read-me generator this file was based on
    Jagnot & Sacryn - for the original creation and giving permission to use it
     
     
    Legal Stuff
    =============
     
    The original authors left Suliin open for editing, so long as credits are given. Along those lines feel
    free to do whatever you like with it. The patch files, however, are my own work. Please do not post
    them to any other sites without my consent.

    572 downloads

    0 comments

    Updated

  14. Settlements of Cyrodiil-Wickmere Farm

    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
    ========
     
    Wickmere Farm adds a fully functioning settlement just east of the Imperial City on the banks of
    Lake Rumare. It was originally created by Poolacemail, titled To Feed an Empire- Wickmere Farm, and
    occupied more or less the same real estate it currently rests in.
     
    Wickmere Farm in it's current form has received an extensive makeover to eliminate known mod
    conflicts. Additional resources have been added to flesh it out a little more. The occupants have
    full ai packages and can be seen performing various tasks throughout the day. They raise several
    different types of crops, sheep, and chickens and also fish the nearby lake.
     
    My focus has been to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or beds
    to sleep in...yet. I may add that in at a later date if there is enough of a demand for it.
     
    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 village can be found on the Red Ring Road just south of the burned down
    shop "All Things Alchemical".
     
     
    Requirements
    ===============
     
    Oblivion patched to 1.2.0416
    Settlements of Cyrodiil Resource Pack v1.3
    RD Milewood (Only if using the alternate version of Wickmere Farm)
     
     
    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. Both 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 A Charming Town, Reclaiming Sancre Tor (Bandit Camp), Region Revive Lake Rumare, and the
    unfinished mod Settlement of Tanis. Pre-engineered to work alongside Settlements of Cyrodiil-
    Fisherman's Point....once I complete and release that WIP.
     
    The only conflict I have been made aware of is Ryu Doppler"s "Milewood" mod. An alternate
    Milewood compatible .esp has been provided as an optional download. Simply use that one in
    place of the main download esp. DO NOT USE BOTH. Use the alternate file only if you have
    Milewood installed. If you stop using Milewood, switch back to the main download file. The
    two ARE NOT interchangeable.
     
     
    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 creation and allowing me to revive it
    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.

    231 downloads

    0 comments

    Updated

  15. Settlements of Cyrodiil-White Rose Farm

    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
    ========
     
    White Rose Farm adds a fully functioning settlement just west of the Imperial City. It was originally
    created by Poolacemail, titled White Rose River Farm, and occupied most of the small island next to
    "Old Bridge". As some of you may know this real estate was also used by two other hugely popular mods.
     
    The Lost Spires and Shezries Towns (Pells Gate). As a result of the unresolved conflicts this settlement
    went the way of the dinosaurs and was mostly forgotten. White Rose Farm in it's current form has been
    entirely relocated to the north bank of the White Rose River. Every brick, stone, and inhabitant. Thus
    eliminating the nasty conflicts and any need for patches.
     
    The settlement has received an extensive makeover being wholly re-landscaped to fit into it's new
    environment. Additional structures and npcs have been added to flesh it out a little more. The
    occupants have full ai packages and can be seen performing various tasks throughout the day. They
    raise several different types of crops, sheep, and chickens and also fish the nearby river.
     
    Resources have been added to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or beds to
    sleep in...yet. I may add that in at a later date if there is enough of a demand for it.
     
    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 village can be found just north of "Old Bridge" and just south of Vindasel.
     
     
    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 The Lost Spires, MTC Expanded Villages, and Shezries Towns (Pells Gate). Just be sure to
    Place White Rose below Shezries if you set load order manually.
     
    A compatibility patch is available as a separate download for Knights of The Nine: Revelations.
     
     
    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 creation and allowing me to revive it
    Me - for design and creation of the mod as it now exists
     
    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.

    250 downloads

    0 comments

    Submitted

  16. Regional Stonewall Pieces

    My personal take on how the stonewall pieces would look using regional vanilla stone
    textures. While working on various settlement projects I ended up creating quite a few
    farm related pieces that were re-textured with regional stone and wood. I thought for
    others who wish to create unique mods, or enhance existing mods, these pieces may prove
    useful.
     
     
    Details
    ========
     
    It always bothered me that vanilla Oblivion used a lot of the same resources for every
    region of the game. The stonewall architecture is a prime example of this. One can find
    the exact same style of stonewall in almost every farm and interior of every city, even
    though each city interior has it's own unique stone and wood materials. The exceptions to
    this are Bravil and Kvatch which have their own unique textures in the game files.
     
    So when I began working on Settlements of Cyrodiil I wanted each region to have architecture
    which reflected the materials unique to that part of the world. Included here is a mostly
    complete set of stonewall pieces for each of the other 6 areas in the game. The sets contain
    every piece that I have personally had occasion to use in a mod. I don't think there is much
    that was left out.
     
    Each set is created using regional vanilla stone and wood textures. I did tweak most of the
    stone textures to make them work properly on the stonewall pieces, but they are still all
    based 100% off of stock vanilla stone textures. Everything is still not as perfect as I would
    like so this may get one more update at some time in the future.
     
     
    Contents
    ==========
     
    There are folders for each of the previously unrepresented areas...Anvil, Bruma, Cheydinhal,
    Chorrol, Leyawiin, and Skingrad. I didn't do anything for the IC region...figured that was a
    good region for the stock vanilla stuff. Most folders will contain 1 each of the following
    meshes:
     
    stonestairsmid01
    stonestairsnarrow01
    stonewall01
    stonewallbend01
    stonewallbend01rm
    stonewallbend02lrm
    stonewallbend02m
    stonewallbend02r
    stonewallbrokenl01
    stonewallbrokenr01
    stonewallcurve01
    stonewallcurve01m
    stonewallcurve02
    stonewallcurve02m
    stonewallcurve03
    stonewallcurve03m
    stonewallgate01
    stonewallgate02
    stonewallgatedoor01
    stonewallhalfl01
    stonewallhalfr01
    stonewallpost01
    stonewallquarterl01
    stonewallquarterr01
    stonewallramp01
    stonewallramp01curveb
    stonewallramp01curvebt
    stonewallramp01curvet
    stonewallramp01m
    stonewallramp02
    stonewallramp02curveb
    stonewallramp02curvebt
    stonewallramp02curvet
    stonewallramp02m
    stonewallwell01
     
     
    Some regions have alternate textures. Anvil has standard and lower class, Bruma has plain
    or snow, Cheydinhal has plain or mossy, Skingrad has standard or lower class. I used the
    vanilla stonewall gate door for Bruma and Chorrol since it looks just fine with those stone
    materials. Anvil, Cheydinhal, and Skingrad have a new stonewall gate that matches their wood
    textures. Leyawiin has two since I just couldn't decide which I liked better.
     
     
    Install
    ========
     
    These are meshes and textures only. You will need to create new items in the Construction Set
    in order to use these resources. It is assumed the end user already knows how to do that. For
    those new to modding, there is a basic step by step included in the read-me file.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    Nifskope and GIMP - for the tools that made this possible.
    LHammonds - for the readme generator this file was based on
    me - for textures, and the time it took to assemble all this stuff
     
     
    Legal Stuff
    ==============
     
    These materials are being distributed as a free to use modders resource package. Use in your own
    projects requires no additional permissions. I do ask that you mention me in your credits as a
    small courtesy.

    96 downloads

    0 comments

    Updated

  17. My Island Palace

    Before you ask...yes that is the actual name.
     
    This mod was originally created by ChaCha144 and was an exclusive on Planet Elder Scrolls.
    I was introduced to the mod when a patch request was posted on my forum thread. The mod
    author was no longer playing and gave permission to do whatever, so long as credits were
    given and a copy of the original read-me was included in the package. All I've done is
    give the plugin a good Tes4Edit cleaning and create a few compatibility patches. I take no
    other credits for any of the work put into this mod. Can't offer much support, but if you
    find anything wrong I will try to find time to look at it.
     
    Since the PES site is no longer online, I am uploading here on TAL as means of preserving
    this mod for the community.
     
     
    Details
    =========
     
    My Island Palace adds an Ayleid Style home on a new island just off the west coast
    of Anvil. There is an IC styled bridge and roadway that leads to the island. Once
    you have completed the main quest and become Champion of Cyrodiil, you receive
    ownership of the Palace and can move in. You will also receive a tour guide document
    in your inventory that will explain many of the functions.
     
    The island exterior contains a stable area, farming area that contains many Shivering
    Isles crops, Ayleid Palace which features "clean" textures, an outdoor pool, and a
    lighthouse. There are guards stationed at the bridge entrance and palace entrance.
     
    The palace interior has many features including storage, display room, library,
    kitchen, smithy, enchanting stations, an altar which allows you to change the weather,
    etc. There is plenty of space inside and multiple rooms to explore. You will find new
    weapons and armors as well.
     
     
    Location
    ==========
     
    Just off the west coast of Anvil in the Bay. There is a map marker.
     
     
    Requirements
    ===============
     
    Oblivion patched to 1.2.0416
    Shivering Isles
     
     
    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 area of the game. There
    are compatibility patches available as separate downloads for Better Cities, Open
    Cities Reborn, UL Beaches of Cyrodiil-Lost Coast, and some combinations of these.
     
    No other conflicts have been reported at this time. No promises but if you find a
    mod conflict, leave a comment on the mod page so I can look into it.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    LHammonds - for the readme generator this file was based on
    Tes4Edit - for cleaning the inevitible dirt which finds it's way into all mods
    ChaCha144 - for the original mod and permission for me to mess with it
    MadCat221 & RDjeke - for the Ayleid Weapons(not including bows and arrows)
    Nicoroshi - for the Ayleid Bows and Arrows
    Ionis - for the Mithril Weaponry
    WarKirby - for the Weather Changer Altar
     
     
    Legal Stuff
    ==============
     
    Please do not upload these files to any other sites without my consent. You will need to
    attempt to contact the people listed in the credits section if you wish to use anything
    from this mod. Sorry but the original mod author is no longer around and I cannot "pass on"
    permissions to you.

    294 downloads

    0 comments

    Updated

  18. Regional Farm Fences

    My personal take on how the farm fence pieces would look using regional vanilla wood
    textures. While working on various settlement projects I ended up creating quite a few
    farm related pieces that were re-textured with regional stone and wood. I thought for
    others who wish to create unique mods, or enhance existing mods, these pieces may prove
    useful.
     
    The screen shots were done via nifskope so may not be the best for judging quality. Trust
    me when I say they look exactly like any other wood meshes using vanilla textures.
     
     
    Details
    =========
     
    It always bothered me that vanilla Oblivion used a lot of the same resources for every
    region of the game. The common wooden farm fence is a perfect example of this. One can
    find the exact same style of fence in almost every settlement throughout the game world,
    with the exception of Bravil which does have it's own unique type of fence.
     
    So when I began working on Settlements of Cyrodiil I wanted each region to have architecture
    which reflected the materials unique to that part of the world. Included here is a complete
    set of farm fence pieces for every main city region of the game. With the exception of
    Kvatch which is burnt to a crisp so didn't need farm fences anyway. The Imperial City and
    nearby areas can use standard vanilla farm fences. Even though Bravil already has a unique
    type of fence, I went ahead and made farm fence for it anyway.
     
    Each set is created using regional vanilla wood textures. I did tweak some of the wood
    textures in order to make them work properly on the fence pieces, but they are still all
    based 100% off of stock vanilla wood textures.
     
     
    Contents
    ==========
     
    There are folders for each of the 7 city areas...Anvil, Bravil, Bruma, Cheydinhal, Chorrol,
    Leyawiin, and Skingrad. All folders will contain 1 each of the following meshes:
     
    2wayfence
    brokenfence
    cornerfencefull
    cornerfencesmall
    cornerslopea
    cornerslopeb
    fencegateanimation
    fencegateframenopost
    fencelent01
    fencelentri01
    fencelenttrislope32
    fencelenttrislope64
    fencelenttrislope96
    fencepost2way
    fenceposttri2way
    fenceposttri3way
    fenceposttri4way
    fenceposttricorner
    fenceposttriend
    gatehousingfence
    slopeafence
    slopebfence
     
    Bruma has two color schemes since it has two colors of vanilla wood post. I intend to use
    both styles in my mods and thought others may also want the ability to choose.
     
     
    Install
    ========
     
    These are meshes and textures only. You will need to create new items in the Construction Set
    in order to use these resources. It is assumed the end user already knows how to do that. For
    those new to modding, there is a basic step by step included in the read-me file.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    Nifskope and GIMP - for the tools that made this possible.
    LHammonds - for the readme generator this file was based on
    me - for textures, and the time it took to assemble all this stuff
     
     
    Legal Stuff
    ==============
     
    These materials are being distributed as a free to use modder resource package. Use in your
    own projects requires no additional permissions. I do ask that you mention me in your credits
    as a small courtesy.

    97 downloads

    0 comments

    Submitted

  19. Regional Boardwalk & Dock Pieces

    My personal take on how the waterfront dock pieces would look if built with regional
    materials. While working on a shipping mod project I ended up creating quite a few
    waterfront related pieces which included boardwalks and docks re-textured with vanilla
    regional stone and wood. I thought for others who wish to create waterfront mods, or
    enhance existing waterfront mods, these pieces may prove useful.
     
     
    Details
    ========
     
    It always bothered me that vanilla Oblivion re-used many of the same basic resources for
    every area of the game. One of my priorities in personal use mods has been the revamping
    of various pieces with regional textures. So when I began working on the ships I quickly
    found myself (quite unintentionally) working on dock pieces as well. The generic Anvil
    dock pieces worked fine in the Gold Coast. But I wanted the other regions to have pieces
    which reflected the materials they had on hand.
     
    Included here is a full set of boardwalk and dock pieces for each of the other 3 waterfront
    areas in the game. Each set is made using regional vanilla stone and wood textures. I did
    tweak a few textures to make them work properly on the boardwalk pieces, and in the case of
    IC boardwalks had to adjust UV maps slightly to make the cobblestone tile properly. But they
    are still, with one exception, all vanilla textures. So Bravil docks for example use Bravil
    stone and wood.
     
     
    Contents
    ==========
     
    There are folders for each of the waterfront areas...Bravil, Imperial City, and Leyawiin. Each
    folder will contain 1 each of the following meshes:
     
    Boardwalk01
    BoardwalkChunk01
    BoardwalkComplete01
    BoardwalkCorner01
    BoardwalkEnd02
    BoardwalkStair01
    BoardwalkStair02
    Dock01
    Dock02
    DockComplete01
    DockEnd01
    DockLamp01
    DockStart01
     
     
    Install
    ========
     
    These are meshes and textures only. You will need to create new items in the Construction Set
    in order to use these resources. It is assumed the end user already knows how to do that. For
    those new to modding, there is a basic step by step included in the read-me file.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    Nifskope and GIMP - for the tools that made this possible.
    LHammonds - for the read-me generator this file was based on
    me - for textures, and the time it took to assemble all this stuff
     
     
    Legal Stuff
    ==============
     
    These materials are being distributed as a free to use modders resource package. Use in your own
    projects requires no permissions. I do ask that you mention me in your credits as a small courtesy.

    91 downloads

    0 comments

    Submitted

  20. Improved Waterfront Ships

    Ever 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.
     
     
    Details
    ========
     
    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!
     
     
    Locations
    ===========
     
    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
    trim work.
     
    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.
     
     
    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!
     
    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.
     
     
    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 alter/relocate the named vanilla ships. Tested and
    works fine with Better Cities. A compatibility patch is available as a separate download for Open
    Cities Reborn
     
    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.
     
     
    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
    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
     
     
    Legal Stuff
    =============
     
    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.

    358 downloads

    2 comments

    Updated

  21. Armors of Cyrodiil For Dummies - Town Guard Edition

    While working on various personal projects I have often used community resources,
    and when the need arose, created a few resources as well. Recently I found myself
    in need of some armor stand dummies and went to the most obvious resource: "Meos
    Armors of Cyrodiil For Dummies".
     
    Unfortunately Meos package included everything but the Town Guard armor dummies
    that I needed. And after an exhausting search, I was unable to find them anywhere else.
    So with some help from another community member, Nakakita, we set about solving that
    little problem.
     
    The end result is a complete set of armor stand dummies containing all vanilla Town
    Guard varieties, both male and female. We thought for other modders this may prove
    to be useful, so are releasing as a Modder Resource Package. It is intended to act as
    an extension for Meo's excellent "Armors of Cyrodiil For Dummies". The armor stands
    use strictly vanilla content, so no custom textures included.
     
     
    Install
    ========
     
    This is a resource only package. You will need to drop the meshes into your Oblivion
    Data folder, and then create the items in the CS before being able to use them.
     
     
    Requirements
    ===============
     
    A little hands on experience with the Construction Set and some imagination.
     
     
    Credits
    =========
     
    Meo - for the Chainmail Dummy Iused to build these off of
    nakakita - for setting up a female version and fixing Cheydinhal
    mhahn123 (me) - for this resource pack
     
     
    Legal Stuff
    =============
     
    This is a free to use Modder Resource. The only requirements are giving credit to
    those listed above in your description and read-me file.

    93 downloads

    0 comments

    Updated

  22. Ancient Blades Armor Set

    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.

    163 downloads

    0 comments

    Updated

  23. Imperial Plate Armor Redux

    This mod adds one very nice looking suit of armor and a matching sword to your
    game. Armor and sword stats are slightly better than the Ebony armor & longsword
    stats.
     
    This was one of my favorite armor retexes back when I played the game a lot. It
    just had an issue with the texture paths which I had to fix before I could even
    use it. After reading the comments I saw quite a few others had the same issue.
     
    Sintaker gave blanket permission to do whatever with the mod so I fixed the glitches,
    added some custom icons, did some very light modifying and uploaded for all to enjoy.
    I take no additional credit for any of this. Everything is pretty much just as Sintaker
    designed it.
     
     
    Location
    ==========
     
    Can be purchased at the Fire and Steel in Chorrol.
     
     
    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
    =============
     
    Suggest using BOSS to set load order. This file is already recognized. Should work
    fine when loaded in the same area as other weapon and armor mods.
     
     
    Compatibility
    ===============
     
    No issues that I'm aware of.
     
     
    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
    sintaker & Vagabond Angel - for the original product
     
     
    Legal Stuff
    =============
     
    Per the original read me file you can do whatever you want with this. Just credit
    Sintaker and Vagabond Angel for the original works, and me for the icons if you
    use them.

    119 downloads

    0 comments

    Updated

  24. Knights of The Thorn Armor Set

    One of the more enjoyable things about playing Oblivion are the various factions
    throughout the game world. I really enjoy the quests associated with them and
    the level of immersion they bring to the game. The big let down comes when you
    see the uniforms and equipment...or lack thereof. Especially true with this faction
    which has no uniform whatsoever, and a shield with what looks like pencil sketched
    swords for an emblem.
     
    So I decided to try my hand at making some minor improvements. The shield has been
    re-textured with a proper Knights of The Thorn emblem which closely matches the
    tapestry found inside the Thorn Lodge building. There are also matching cuirass,
    gauntlets, greaves, and a cape. All items have new custom icons as well. I didn't
    do a helmet since none of the members wear a helmet by default...and the boots...well
    there isn't much you can do to improve the ugly steel boots.
     
    Stats are within a few points of standard steel equipment...nothing extraordinary.
     
     
    Details
    ========
     
    Non Playable versions of the armors are Worn and used by Knights of The Thorn members,
    and will be seen on the dead Knights lying around inside the Cheydinhal Oblivion Gate.
    Sorry folks...no easy to get, dead body harvested, armor sets to be found here. If you
    want playable versions of the armor you will have to sign on for the quest and receive
    it as a reward.
     
    There is a scripted chest inside the Thorn Lodge containing a full set of armor and
    shield. You will not be able to open the chest until you have become an Honorary Knight
    AFTER completing the quest and speaking with Farwil. So it would behoove you to keep him
    amongst the living.
     
    Two plugins are provided. One for Shivering Isles and one for plain vanilla Oblivion.
    The Shivering Isles version applies the new Thorn Shield model to the quest reward you
    receive in SI. ONLY use one plugin or the other, not both.
     
     
    Location
    ==========
     
    Knights of The Thorn Lodge. Just West of Cheydinhal.
     
     
    Requirements
    ===============
     
    Oblivion patched to 1.2.0416
    Shivering Isles only if you are using the DLC specific plugin
     
     
    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. This file is already recognized. Should work
    fine when loaded in the same area as other weapon and armor mods.
     
     
    Compatibility
    ===============
     
    I don't know of any other mods that touch this faction. Nothing turned up when I
    was searching, so it should be compatible with most everything.
     
     
    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
    Hemingwey - for the cape model and textures
    Wickinger - for the gauntlets I used as a base
    rainrtw - for the female steel cuirass and male steel with symmetrical pauldrons
     
     
    Legal Stuff
    ==============
     
    With the exception of the cape, all of the meshes and textures in this package may
    be considered a modder resource. Simply add me and the authors listed above into your
    credits as a small courtesy. If you want to use the cape you will need to contact
    Hemingway and ask for permissions.

    144 downloads

    0 comments

    Updated

  25. Improved Lower Class Architecture

    Improved Lower Class Architecture
     
     
     
    Provides several mesh fixes for the vanilla Lower Class architecture.
     
     
    Details
    =========
     
    When I began working on Settlements of Cyrodiil, I wanted each region
    to have architecture which used the materials unique to that part of
    the game world. Once work began, I quickly discovered that the vanilla
    houses are riddled with flaws. In order to re-texture these homes and
    make them look like halfway decent, I first needed to fix them.
     
    This pack contains all of the Lowerclass meshes that I have made fixes
    for.These are not intended as replacers for the vanilla homes. Although
    they could be used that way. My intention was to provide meshes which
    are visually correct and much more user friendly for anyone wanting to
    do custom re-texturing on these models.
     
     
    What has been fixed??
    ===========================
     
    Minor things really that most folks probably haven't even noticed. Use
    the following list and the included screen shots to reference all fixes.
     
    HouseLower01:
     
    1. Panel below the entry door was linked to the wood post frame when it
    should have used a stone texture. Now linked to the lower wall panels
    and uses correct texture.
     
    2. Wood frame on the left side of the house had two pieces that were
    linked to the stone panels and used the stone texture. In the same
    area another wall panel was linked to the wood post texture. All are
    now fixed.
     
    3. The cellar door was linked to four wall panels and they used a common
    texture. Meaning there was no way to do a nice looking re-texture of
    this house model. Cellar door and wall panels are now separate.
     
     
    HouseLower02:
     
    1. Same problem as listed above with the wall panel below the entry door.
    Now linked to lower panels and uses correct texture.
     
    2. At the end of the house there is a stonewall panel which was linked to
    the wood post and it's texture. Just above that there was a wood post
    piece which was linked to to the stonewall panels and it's texture. So
    they were each using just the opposite textures from what they should
    have had. Fixed both.
     
    3. On the back side of the house, the wood beam just under the roof eaves
    was linked to the stone panels and it's texture. This piece ran the full
    length of the house. Is now linked to the wood frame and uses the correct
    texture.
     
    4. The scrap wood panels on the roof were connected to four wall panels and
    shared a common texture. Making it nearly impossible to do a good looking
    retexture of this house model. Roof panels and wall panels have now been
    separated.
     
    5. Interior for this model had one ceiling beam which was linked to the wall
    panel and shared that texture when it should have obviously been wood. Is
    now fixed.
     
     
    HouseLower03:
     
    1. Missing a wood post piece in the center of the upper window frame. Has
    been added in and merged with the rest of the house framing.
     
    2. Cellar door was linked to the porch and 5 wall panels. All of course
    shared a common texture. Once again making it nearly impossible to do a
    nice retexture of this model. All have been separated into their
    respective material groups.
     
    3. Vanilla model had no support structure underneath the porch roof. Not
    strictly speaking a design flaw, but not very realistic either. I've
    added some small wood frame pieces under the porch roof and some wood
    slats on both of the smaller roof tops. All are merged into the wood
    framing.
     
    4. Interior for this model was also missing the wood post in the center of
    the upper window frame. Added and merged into wood framing.
     
     
    Contents
    ==========
     
    Meshes folder contains 1 each of the following:
     
     
    HouseLower01Alt
    HouseLower01NCD (No Cellar Door)
    HouseLower02Alt
    HouseLower02AltInt
    HouseLower03Alt
    HouseLower03AltInt
    HouseLower03NCD (No Cellar Door)
    HouseLowerCellarDoor
     
     
    There are no textures included since everything uses vanilla textures. The
    "NCD" house models are alternate versions which have no cellar door attached.
    The separate cellar door which is included forthese models can be used as a
    working load door in the CS if you want to build basements for these homes.
     
     
    Install
    ========
     
    These are resources only. You will need to create new items in the CS in order
    to use these reources. It is assumed the end user already knows how to do that.
    For those new to modding the basic steps are as follows:
     
    1. Drop the contents into your Oblivion Data Folder, or integrate into your mod
    files using the mod manager of your choice.
     
    2. Open up the construction set and create new items using the meshes supplied
    in this package.
     
    3. Example - Load CS. Find HouseLower01 in the static section. Double click to
    open the dialogue box. Click on the button with the .nif name and point it to
    one of the new meshes from this package. Rename and click ok. You will be asked
    if you want to create a new object.....say YES. DO NOT save changes to vanilla
    objects unless you purposely want to change every instance of that object in
    your game.
     
    4. Place the new items wherever you want them.
     
    5. Save your new plugin file.
     
     
    Credits
    =========
     
    Bethesda - for Oblivion and the CS
    Blender & Nifskope - for the tools that made this possible.
    LHammonds - for the readme generator this file was based on
    me - for the time it took to assemble all this stuff
     
     
    Legal Stuff
    ===============
     
    These materials are being distributed as a free to use modder resource package.
    Use in your own projects requires no additional permissions. I do ask that you
    mention me in your credits as a small courtesy.

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