Oblivion

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David Brasher

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David Brasher

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63 comments

  1. geocalyx
    geocalyx
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    Edit: I had an issue with this conflicting with Stirk and Valenwood. Disabling the Anvil Harbor fix fixed it for some reason.

    Erasing complains, they are no longer valid. TR Stirk is coincidentally gone after installing this, no idea why, but looks like this mod had nothing to do with it.
  2. songlife
    songlife
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    This was good, as usual; it has hordes of conjurers & tough daedric monsters. But it takes up 3 active slots with the UL patch and the HESU Valenwood Mines patch, which is 2 slots too many for a relatively small mod like this with little replay value.
  3. Primalsplit
    Primalsplit
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    Contains dirty edits: 0 ITM, 753 UDR records.

    Should they be cleaned or are they necessary for the mod to function?
    1. KenEpee
      KenEpee
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      Greetings Primalsplit

      I have just recently found David Brasher's "Daedric Shrine Ruins" mod, and found that your post in its forum was the last posting. And it went unanswered. FYI, David Brasher has left Elder Scroll playing and modding several years ago. He mentioned it, if i am not mistaken, in his explanation for another mod of his, namely "Dwemer Ruins". So most probably that's why your post went unanswered.

      But still, i'm very interested in his "Daedric Shrine Ruins" mod. So could you please kindly explain, did you really clean it yourself after that? Using TES4Edit perhaps, or other programs? If yes, then what was the result? Were you able to play that mod smoothly, without bugs, glitches, ctd?

      Thank you very much
    2. CarlosS4444
      CarlosS4444
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      Until Primalsplit would be able to answer I'll just say that I used the mod for years without problems. 0 ITM, 753 UDR records just means that there are edits that should be disabled instead of deleted, IIRC it's nothing major, the worst it may cause is to hang the game on exit - that's why you use TES4Edit cleaning procedure to prevent that.
  4. sundelinotto
    sundelinotto
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    Hello! Sorry if someone has been asking this before. But does this mod work well with Unique Landscapes? (The mod)
    1. CarlosS4444
      CarlosS4444
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      I think so, but remember to install patches from here. If you use UL compilation though you would have to look for patches for that.
  5. maczopikczo
    maczopikczo
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    Thanks for the new UL patch
    Does it mean perhaps you're back to modding after a break?
    1. mhahn123
      mhahn123
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      Probably not Mac. The patch was revised by another community member (skeletonking). David uploaded here for everyone to use.
    2. maczopikczo
      maczopikczo
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      Oh, that's a pity. Every mod by David Brasher was something to look for and to look up to
      Thanks to skeletonking, though, for the patch. I did have this compatibility problem - I'll definitely use it when I'm back from N.
  6. WSChase
    WSChase
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    I changed all the Dremora to female and frenzied, will there be any more ruins added?

    I still think having Dark Seducers and Golden Saints fighting over atleast the Sheogorath shrine would be interesting to watch.
  7. David Brasher
    David Brasher
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    @ maczopikczo
    There have not been any other recent reports of CTDs. Be sure that the meshes and textures from this mod are completely and properly installed because it could be a missing-mesh-caused CTD. Likewise, be sure that the UL meshes and textures are properly installed.

    You are not supposed to modclean patches. Patches are sometimes dirty for a reason, and cleaning them can break them.

    Be sure that you are running Shivering Isles.

    There may be a correlation between a weak or overloaded computer and the CTDs. Be sure that you are using a powerful computer, don't have too many mods running, and don't have a lot of background processes running.

    @ DenebR
    Why no more dead end hallways? Lots of dungeons in vanilla Oblivion use them.

    Dark Seducers do not fit in with Morrowind lore, and are not included in this mod.

    You must complete the quest to get rid of the Buoyant Armiger.

    What is "stopping responds?" Oh. I bet you are trying to say "stopping respawns." The vanilla Oblivion standard is to have dungeons respawn so that players can play them again and again. So the dungeons in this mod are set to respawn.

    Here is a mod that includes some other, and in some cases larger, daedric shrine ruins: Sheogorad Update
    1. DRAGONLINEAGE
      DRAGONLINEAGE
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      Hello, David, your mod is great and the ruins are very well worked, they are as the ones founded in Morrowind but with minor changes of course, i have to ask you, why dont you make daedric ruins in the planes of oblivion, i think its a good idea to increase the immersion in Oblivion, or if they are not daedric ruins, maybe daedric strongholds? probably that will break the lore in elder scrolls but i have seen some cases when even the game itself breaks the lore, same with Skyrim and Morrowind
  8. raatorotta
    raatorotta
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    I just started playing Oblivion again after long break from Elders scrolls games, and these mods make me want to now play Morrowind too

    Awesome mods, this and the dwemer ruins one. Endorsing once possible.
  9. sylar0712
    sylar0712
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    Hey, is it safe to use the stand alone ones?
    I've been looking for this information (Except if I misunderstood something).
    Thanks
  10. kvzolar
    kvzolar
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    A minor note if you are playing the Ship Wrecks mod at the same time as this one, the ruins located by Anvil covers a shipwreck. You will need to use the console and tcl to access the shipwreck.