The Nexus for Oblivion
This mod is intended for those players who prefer to walk and explore the land instead of using fast travel, but still would like to have some means of traveling faster between the towns you have already visited.
The mod adds a Nexus Stone in each of the eight major cities.
After you have activated a Nexus Stone in any of the cities, you can t
uploaded 18:51, 31 Mar 2006 234 13 37kb Felkroth
Fathis Fix for Oblivion
FATHIS FIX 1.1
Thanks to the creator of the "Fathis Ules Comes Home" mod for inspiration for this mod.
This mod fixes a number of bugs left in the Fathis Ules NPC/Thieves Guild Fence.
-Fathis now properly sleeps in his own house, not the house of a nearby orc.
-Fathis no longer gets "stuck" in Chorrol after the completion of the Weatherle
uploaded 18:24, 31 Mar 2006 3,004 191 4kb Kwaichang
Faster Arrows for Oblivion
I loved the concept of the Marksman Velocity mod, but I thought it would be better (and would make more sense) if all the arrows went the same speed. So I made this real fast. Comes in 125%, 150%, 175%, 200%, 225%, and 250% speed varieties. Remember, only enable one of them. Works with mods that increase bow/arrow damage, and the like.
uploaded 17:21, 31 Mar 2006 29,738 1,203 2kb daeger
Sneak Master Perk Replacement for Oblivion
Er, alright. This was fairly simple to do. I felt like the mod 'Deadlier Sneak Attacks' went a little overboard just because the Master perk didn't work correctly, supposedly. This simply makes the Sneak master perk into x4/x8 damage. Enjoy.
uploaded 17:17, 31 Mar 2006 370 27 2kb daeger
Ziggys Spellcraft and Enchant Items Anywhere for Oblivion
Ziggy's Spellcraft and Enchant anywhere!
This mod adds two spells which will be added to your repertoire on first load (new and existing characters).
One spell lets you craft Spells anywhere, and the other one lets you enchant items anywhere. You can not enchant items while you are in combat, and both of them cost 50 magicka per cast.
uploaded 16:57, 31 Mar 2006 872 37 1kb Ziggarius
Skill based harvest for Oblivion
Your chance of successfully harvesting an ingredient is now based on your character's alchemy skill.
Minor update, 1.2 script attached to Harrada and Spidal Stick
The difficulty depends of the type of the plant. Strawberries are easier to harvest than Harrada for example.
After a harvest attempt, the plant disappears.
uploaded 14:55, 31 Mar 2006 363 23 14kb vae
Oblivion mod manager for Oblivion
This is a utility for managing plugins, and also for packing them for distribution. It can be used either as an enhanced version of the oblivion launcher's data files selector, or as a more advanced mod manager when mods are specially packed into omod files.
uploaded 13:37, 31 Mar 2006 1,878,323 35,469 1,630kb Timeslip
Monsters NOLVL V2 for Oblivion
Do you think Oblivion has Slow Battles, Slow Monsters or even NOT enough Monsters ?...
Then give this a go and enjoy DEATH as it was meant to be...
Tons of Battles and Mosnters...
Warning...DONT go into some caves or tombs...There is tons of monsters everywhere...
Sad to say you need to start a New Game I think...
Just Download the Skip
uploaded 12:53, 31 Mar 2006 399 13 5kb NecroViolator
Quad Damage For Archers for Oblivion
Quad Damage For Archers - The a la carte update
by Eric Grosser
I made bows and arrows more deadly. Getting hit by an arrow should be more than a slight irritation!
Choose double, triple or mighty Quad Damage multiplier by selecting the appropriate .esp file.
Fine tune with Oblivion's difficulty slider.
Choose the 'fast' vers
uploaded 11:02, 31 Mar 2006 1,864 49 28kb erichexagon
Respawn Timer Change for Oblivion
Respawn Timer Change for TES IV: Oblivion
by Teh Noob (noobalicious@Gmail.com)
To modify the respawn timer on interior cells such as dungeons, ruins, and caves.
Why Two Files?:
Respawn Timer Change v1.esp changes the timer to 999999 game hours, effectively instituting a "no respawn".
uploaded 9:16, 31 Mar 2006 2,295 56 2kb supernoob
BetterBoundBalanced for Oblivion
2:30AM EST 3/31/06
By Fiontar McEoghan
This mod increases the duration of bound items by a factor of x4 to x8, depending on the spell. I found using bound item spells completely worthless at the default parameters. To offset the boost and supply some balance, the bound items will drain your
uploaded 8:43, 31 Mar 2006 244 9 2kb FiontarTES