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About this mod

Revised version of Bloodhonor\'s Woodland Rangers mod. Now compatible with Unique Landscapes.

Permissions and credits
Name: Woodland Rangers Revised
Version: 1.5.3
Date: 11/7/2010
Category: Quests and Adventures
Requirements: Oblivion Patch
Author(s): Shadowfen and BloodHonor
Source: http://www.tesnexus.com/downloads/file.php?id=8440

Thanks to Bloodhonor for granting permission for anyone to pick up and modify this mod. I had worked on the mod for myself to fix some nagging problems and when I saw in the forum that others were having the same difficulities, I decided to package up and share my modified version.

Join the Woodland Rangers in Tamriel. They are a faction dedicated to policing and preserving the wilderness and exploring the deep depths of Tamriel.

Marked on your map the Ranger Enclave west of Cheydinhal, it is right below Barren Cave. Just explore, it is literally right next to the road.. Rangers have other enclaves, but you will visit them throughout the questline.

You must find the Ranger Enclave on the road to Cheydinhal in order to start the Ranger Quests. (It is still pre-marked on your map.)

Now Compatible with Unique Landscapes!

You will protect Tamriel's forest and it's citizens from many different threats that somehow connect with each other.

This mod adds 2 new armors, a new sword, and unique creatures to the game. The Rangers have their own Quest line and are a joinable faction. There are 7 Quests total right now.

(This mod can be very challenging for low-level players.)

As always, create savegames before installing this mod. Although I expect everything to work properly, anything could happen and I am not responsible when it does...

While this mod is tested compatible with Unique Landscapes, it does not require Unique Landscapes.

Recommended Mods
* OBSE -Elys- Universal Silent Voice- http://www.tesnexus.com/downloads/file.php?id=16622
* Adonnays Elven Weaponry - http://www.tesnexus.com/downloads/file.php?id=4804

1. Extract the files to a temporary location.
2. From the "00 - Core" directory copy the following files to (install folder)\Oblivion\Data\

Woodland Rangers.esp
Woodland Rangers.bsa

3. Optional step: If you do not have Elys Unversal Voice mod installed (highly recommended), you will also want to copy the

Woodland Rangers - SilentVoices.bsa

file from the "10 - SilentVoices - optional" directory to (install folder)\Oblivion\Data as well so that you will get a chance to read the dialog and stories for this mod.
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

Oblivion\Data\Woodland Rangers.esp
Oblivion\Data\Woodland Rangers.bsa
Oblivion\Data\Woodland Rangers - SilentVoices.bsa

If you are upgrading to this mod from:

* the original Woodland Rangers mod, and
o You are in the middle of any of the Woodland Ranger quests - You will need create a save game which does not include the old Woodland Rangers mod (essentially starting over), and then install this revised Woodland Rangers mod.
o You have characters which have finished all the quests and/or characters which have never started the Woodland Ranger quests, then simply install this revised Woodland Ranger mod on top of the original mod. Your character which already has armor or weapons from the orignal mod 'should' still have them after the revised mod is installed.

* Older versions of Woodland Rangers Revised
o simply install this version of Woodland Rangers Revised on top of the currently installed version.

* older version of MTCThievesGrotto - This mod had a bug wherein it replaces one of the vanilla TurnWheels in the sewers below Amantius Allectus' house with two non-working versions so that a grate you need to go through for the final quest will not open. (You might be able to find the door you need from another sewer entrance.)
o New This no longer seems to be an issue with MTCThievesGrotto version 4.1

Known Issues or Bugs
* none known at this time

History - (Change descriptions contain spoilers)
1.5.3 - Bugfix release
Released by Shadowfen - 07 Nov 2010

* Removed landscape errors which made LandMagic fail to work with Woodland Rangers
* Removed invalid reference in Dialog
* Removed water level specifications which left the player swimming through the air in some places.

Released by Shadowfen - 08 Aug 2010

* Minor land and placement modifications to make Woodland Rangers Revised compatible with Unique Landscapes.
* Changed the way that the quest starts to avoid the "out-of-the-sewer quest spam". Now, you start the quest when you find the Ranger Enclave on the road to Cheydinhal.

Released by Shadowfen - 01 May 2010
This is a bug fix release to clean up issues that have been brought to my attention by Sylar0712 and Octavius243.

* The Necromancer Master in Malicui's agression has been raised so that he will attack.
* The Dark Brotherhood Assassin's aggression has been raised.
* Fixed an error in the script on the Marauder's notes and journals that prevented them from being opened after their quest.
* Put the Marauder Raiders in the same faction as the other Marauders so that they would quit killing each other.
* Fixed the end of the Corrupt Business quest so that the player is promoted to the rank of Ranger.
* Fixed the floating objects near Anvil.
* Fixed the identically named rangers stationed near Chorrol (and Bravil it turns out) so that there are two different rangers there instead of clones.
* Fixed the ranger's greetings so that they don't say "Hail, fellow Ranger" unless the player has joined the Rangers.
* Made general fixes on the Ranger Stories dialog conditions.
* Made some minor illumination changes to the mod-specific interiors.

Released by Shadowfen

* Formerly missing meshes included. Created a .bsa file for the meshes to simplify installation/uninstallation.
* Woodland Rangers - SilentVoices.bsa included for those who do not use OBSE -Elys- Universal Silent Voice mod.
* The Rangers now all have names (except for the dead ones).
* The final Boss is killable once you receive that quest.
* The final dungeon has been fixed so that you can get out of areas that you leap down into.
* Spelling and grammar fixes have been made.
* The beginning cave and troll cave are not accessible or findable until you get those respective quests.
* The Dark Brotherhood Assassin does not appear until it is his turn to act. Also, you don't get the chance to kill him before he does his job.
* Lara has AI now so she does more than just stand around Phintas' shop all the time. (This also gets her out of the way occasionally if you need to burglarize Phintas' shop for any reason.)
* The Captain actually cares if his friend dies.
* Some lighting was added to the main Ranger enclave.
* The Ogre now does not appear until you get the quest to kill him because prior to that he is both essential and in the way to the ranger you have to talk to to get that quest.
* Moved the entrance of Malicui away from the main path so that you are not as likely to stumble across it before it is time.

1.0 Final Beta
Released by Bloodhonor

You can find me on TESNexus as 'Shadowfen'

Thanks to

* Sylar0712
* Octavius243
* Megatarius

for their detailed notes on bugs still remaining in the mod to be fixed.

Special thanks to

* StarWarriorRie for playtesting for me.
* Bloodhonor for originally creating the WoodlandRangers mod
* Somebody who made Caps & Cloaks Mod
* Stalking Woodsman for his Woodland armor
* Klarre for his ForestHeart armor
* Adonnay for his Ranger Warblade sword
* Saiden Storm for his Dire Troll resource

Thanks to Bethesda for creating Oblivion.

Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.

Thanks to Jeremy Ruston who created the Tiddlywiki that this readme utilizes.

Thanks to Wrye for the license text that I have chosen to adapt.

• You are free to redistribute this work in unmodified form.

• You are free to translate this work into another language and redistribute it in otherwise unmodified form.

• You are free to modify and re-distribute this work, so long as you:
1) give the author(s) credit proportional to their contribution to the final work,
2) distribute the final work under the same terms,
3) modify the name or version sufficiently to distinguish the new work from the old, and
4) make artistic resources included with the final work available under the same terms as below.

• Artistic resources (meshes, textures, sounds, etc.) included with this work may be included in unmodified form with modified versions of this work, so long as their authors are given credit proportional to their contribution to the final work. Note that artistic resources may not be modified, or extracted from this work, unless permission is given elsewhere.