Oblivion

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Kyle

Uploaded by

kylekylekyle

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25 comments

  1. DEEJMASTER333
    DEEJMASTER333
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    I would recommend you add the NPC face full import tag to this plugin in Wrye Bash since it keeps replacing the facegen, eyes, and hairs changed by this mod to vanilla or incorrect facegen from other mods. 

    Edit: also needs NPC race tag, invent add and invent remove, and graphics tags. Wrye bash in undoing all the great changes this makes.
    1. Dispensation
      Dispensation
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      The mod also removes the Anvil porter's repairing ability for seemingly no reason:


      Re-add the Repair service in the AI Data of 000947AA in ImmersivePorters.esp.
    2. Woolfy123
      Woolfy123
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      Looks like this has been fixed in this mod, Collection of Cleaned - Updated - Fixed - UOP Compatible Mods, in 2023. Hope that helps!
  2. rafaelalcid
    rafaelalcid
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    Hi!
    Is this compatible with Fighters Guild and Guild Advancement??
    1. DonProtein
      DonProtein
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      They work just fine together :)
    2. rafaelalcid
      rafaelalcid
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      Thank you kind sir!
  3. chicagoasylum
    chicagoasylum
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    do i need v1 still?
    1. kylekylekyle
      kylekylekyle
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      Nope, V2 is all you need :)
    2. rafaelalcid
      rafaelalcid
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      Awesome!
      Thanks!
  4. kylekylekyle
    kylekylekyle
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    How about this for a delayed response!

    V2 is uploaded which changes the Khajiit and Argonian Porters to use the beast skeleton.
  5. larose
    larose
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    I like the diversity, good job with that! I noticed that the khajiit porter in Cheydinhal has an issue with his tail, specifically that it extends in a straight line down through the floor to a fixed point at the center of the earth. Is there a fix for that?
    1. larose
      larose
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      Thanks to TariCalaelen I fixed the messy beast tail issues and I'm endorsing the mod. Thanks again for making this, now to figure out how to get these rubes to stop following me around the building all the time like I'm a shoplifter, haha! Cheers!
  6. srnk
    srnk
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    Glad you made the mod with OCO in mind. Looking forward to trying this out!

    Is the issue @larose described fixed, by any chance?
    1. TariCalaelen
      TariCalaelen
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      I can confirm that is still in it because I'm having it. Tooks a few secs before I understand it was the khajit tail XD.

      Edit: To fix yourself, open the esp in tes4edit, found the Cheydinhal Porter and change the record on the skeleton to use. \Characters\_male\Skeleton.nif should be Characters\_male\skeletonBeast.nif.

      Don't forget to rebuild your bashed patch if you have one.
    2. larose
      larose
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      TariCalaelen: Thanks for posting that! I fixed the Argonian porter in Leyawiin and the Khajiit porter in Cheydinhal using your suggestion and everything looks great... Cheers!
  7. deleted45903107
    deleted45903107
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    I just loved the description
  8. zymurgy65
    zymurgy65
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    I'm looking forward to trying this out; might actually join the FG for a laugh (ye gods, their missions are tedious!) One slight niggle - you have the wrong skeletons for the Argonian and Khajiit. They should use the beast skeleton. Easy enough to change in the CS, I've already done it.
  9. zymurgy65
    zymurgy65
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    I seem to recall the AFK Weye expansion adds bonemold armour to Oblivion. It uses a BSA file, but it should be easy enough to unpack the meshes and textures.
  10. Kartoffels
    Kartoffels
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    Wow, this is nice. I'd always thought the porter looked a bit out of place.