Oblivion

About this mod

A full overhaul of the Shivering Isles in OOO style. (Does NOT require OOO to work.)

Requirements
Permissions and credits
Changelogs
==============================
OOO Shivering Isles
by ZuTheSkunk, Kobal, Zamir, and others
==============================

You may know that OOO always has been incomplete: The SI expansion has never been included and no other comparable overhaul of it exists, except for the half-finished one by ZuTheSkunk. It has been abandoned by the author and looked like a nice foundation to built on, so I took it over with the intention of turning it into an overhaul that will complement OOO as well as possible.
 
That means the Isles have now proper expansion character. You better get out of your apprenticeship before you attempt to set a foot there, and to actually finish the main questline, that is probably not enough. Come well prepared and bring enough survivability to deal with the forces of madness.

The mod changes just about everything in the Isles, so I won't mention every single detail, but see below for the list of the most notable changes.

Please note that you can use this mod WITHOUT having OOO installed, since it's not actually required.


Here is an overview of my most important additions:
 
- Completely remade balance and leveling system of items, creatures and NPCs;

- Greatly increased encounter variance with new creatures who may also fight each other, stronger enemies may spawn at lower level and vice versa;

- Many new items, including random and hand placed uniques;

- Weapons have OMOBS stats;

- Rank specific equipment for Zealots and Heretics;

- Merged all necessary fixes by migck (only the eye fix is still separately included);

- All amber and madness weapons, magical or not, will do 30% extra damage vs ordered enemies, but they get healed by their own weapons;

- Removed automatic popup of the quest;

- Included Harvest Containers SI;

 
Then there are of course Zu's original features:
 
* Amber and Madness sets were expanded and fixed; mostly for weaponry, which is now complete and doesn't lack any weapon type found in the sets from vanilla Oblivion.

* As above, the weaponry of Golden Saints and Dark Seducers was expanded too.

* You can now turn Vitharn Keep into your personal estate, and get your own smith in there to forge weapons and armor from Obelisk Shards, found on e.g. bodies of the Knights of Order.

* All clothing and armors that were present in vanilla SI but were unavailable (either from the beginning or as a result of your choices) can be now obtained as you make your progress through SI's main questline. You can find them in Sheogorath's Palace, among other trophies from your journey.

* Aureals and Mazkens have a much better appearance now (no more ugly faces) and their disposition towards you will be updating properly as you make your progress through SI's main questline.

* After completing the main quest, you will be able to summon portals to take you from and into Shivering Isles (based on Wrye Shivering).

* All areas that were inaccessible during the main quest will become available and free to explore once you complete it. This includes also Pinnacle Rock and Brellach (the strongholds of Aureal and Mazken).

* Your luck affects your chance to find crafting ingredients.
 

Requirements

The mod does not technically require OOO, it is just designed in a similar way. Only OBSE is required.
 

Incompatibilities

Incompatibilities with other mods that change original SI content are very likely. That includes other FCOM parts. Best stick to OOO and possibly my add-ons and/or Maskar's, and maybe some house/graphic mods.

Shivering Isles Root System is compatible if loaded before this mod. SI part of Supreme Magicka can be left out, it conflicts somewhat and does nothing substantial otherwise. Really Textured Normal Maps has some incompatible files (currently known: golden saint helmet).

The mod changes the SI races, thus if you run the game in another language, characters of these races will be mute, unless you edit the mod yourself and change the name of the races back to your own language.


Installation

Put the bsa, the esp and anything you want from the optional changes into your data folder. The archive is ready for Wrye Bash.

The archery patch is designed to go with the one I provided for my equipment add-on or FCOM archery and should be tagged with stats and no merge in Wrye Bash. I forgot to do that myself.

The eye fix is only necessary if you get any issues with NPC eyes in your game.

If you have already started your game, update the NPC levels with Wrye Bash.
 

For uninstallation follow the steps Zu provided:
 
 First and foremost, DO NOT REMOVE THE MOD'S FILES YET. My mod messes a bit with some objects from vanilla SI, so before you can remove the files, you must do something in-game in order to prevent odd errors from occurring.
1. Load your save.

2. If you're standing in Xedilian, Brellach, Pinnacle Rock or Vitharn, go somewhere else. If you wish to be certain about standing someplace safe, it's best to go to Cyrodiil.

3. Once you're away from those places, type in the console "setstage ZUSEUninstall 1". Wait for a few seconds and do what the pop-up message tells you to do.

4. Once you've done it, save the game.

5. Now you can safely remove the mod's files. If you're using meshes for Exnem's female body, then don't forget about removing the "AmberMadness" folder in "Data/Meshes/ZU" as well.
 
 
Load order:

I would put it after OOO and my other add-ons, SM plugin refurbish should also be loaded earlier.



== Zamir's Mods ==

Balanced Magic
Creature Addons For OOO
Duke Patrick's Combat Archery Patch
Equipment Addon For OOO
OOO Extended
Secret City Entrances
Unleveled Quest Rewards
Vanilla Combat Enhanced




== ZuTheSkunk's Mods ==

Overhauls & Player Home Mods:


Map-Related Mods:


Race & Creature-Related Mods:


Weapon & Armor-Related Mods:


Quality-of-Life Mods & Tweak Mods:


Joke Mods: