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Name: Molag's Minions
Version: 1.2
Date: May 2025
Author: Guinefort1

Description
========

Adds Daedra from ESO to the vanilla game in appropriate places

Details
=====
While it makes sense that Oblivion would spotlight Daedra that serve Mehrunes Dagon, but the total lack of any Deadra independent of Dagon leaves a bit to be desired until Shivering Isles. ESO gave us a wealth of new/returning Daedra to fill in the world, mostly associated with Molag Bal. This mod enhances the selection of vanilla enemies by adding lore-appropriate Daedra under appropriate conditions. 4 Daedra based on ESO are included: the Banekin, Cold-Flame Atronach, Iron Atronach, and Coldharbour Dremora. These are added as summonable creatures purchaseable from Mages Guild personnel at the Arcane University and Chorrol, and as enemies in conjurer dungeons.

Here's a breakdown of the stats for the new Daedra:

- Coldharbour Dremora Churl: equivalent to regular Dremora Churl
- Coldharbour Dremora Lord: equivalent to regular Dremora Kynmarcher
- Banekin: Slightly stronger than a stunted scamp, uses shock spells, mild weakness to fire, mild resistance to frost and shock
- Cold-Flame Atronach: Slightly stronger than a flame atronach, partial resistance to both frost and flame, deals dual fire and frost damage
- Iron Atronach: Slightly stronger than a frost atronach, immune to shock damage, can corrode weapons and armor, shield ability

V1.1 adds the summoning spells to Ungarion in Bravil as a quality of life change. V1.1 also expands on the Coldharbour Dremora, fleshing out their elemental resistances and weaknesses and giving them blue-colored Dremora melee weapons for better cosmetics. By request, Coldharbour Dremora armor is now playable. The trade-off is I implemented it Morrowind-style. Only one complete set exists, scattered across various conjurer dungeons, available at any level. If you want this armor, you will have to work for it (or cheat by reading the locations list).

For you dirty cheaters: Beldaburo, Belda, Fieldhouse Cave, Fort Aurus, Fort Rayles, Yellowtick Cave

Version 1.2 changes the spell distribution method to be quest/script-based to improve compatibility and fixes an error to weapons resistance in the Daedric Resilience optional files.

Requirements
==========

Oblivion Version 1.2.0416
Shivering Isles

Installation Instructions
=================

Copy contents into your Oblivion data folder.

Uninstallation Instructions
====================

Delete the plugin

Incompatibility
===========

Will be incompatible with that edit the Mages Guild personnel that sell these spells. Will be incompatible with any mods that edit the Daedra enemy lists for conjurer dungeons, including many mods by kvatchcount. All of these incompatibilities can be addressed with a Bash patch.

Change Log
=========

V1.2:
- changes spell distribution to be quest and script based for better compatibility
- corrected weapons resistance factors for Deadric Resilience optional files

V1.1:
- enchanted and unenchanted blue-hued melee weapons for Coldharbour Dremora added
- resistances and weaknesses for Banekin added to Coldharbour Dremora
- summoning spells added to Ungarion
- Coldharbour Dremora armor expanded to include a shield
- complete playable Coldharbour Dremora Armor added, single complete set spread across multiple conjurer dungeons

V1.0:
- initial release

Optional Files
===========

Optional plugins for compatibility with my mod Daedric Resilience are provided as optional, separate downloads. Choose and install only one. See the modpage Daedric Resilience for details if you don't know what Deadric Resilience does.

Known Issues
==========

Enemy conjurers cannot use these summoning spells. I suspect this is a side-effect of Oblivion's summoning being hard-coded and unalteable without OBSE, and the "summoning" effect here being accomplished by a placing-script rather than a true summoning.

The timer icon for summons will still run until depleted even if the summon has been vanquished.

The cold-fire spell for Cold-Flame Atronachs will alternate between vanilla frost or flame visual effects.

Troubleshooting
============

Feel free to come to me with questions or issues and I will help as best as I can. That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance.

Credits
=====

Thanks to:

Bethesda Softworks
TES Nexus
The Imperial Library
LHammonds - Readme Generator
UESP
GIMP
Oblivion Construction Set Wiki

A special thanks to kvatchcount, whose previous work adding Deedra to Oblivion I ripped off... I mean was inspired by.

Special thanks to Myrystyr and LeavingUndad for the improvement suggestions on using quests/scripts for spell distribution

Meshes and textures provided from:

demonizzer - Golems Galore
roblesstevena - More Creatures - Dragon Break Edition (with assets from nuska and Myst42)
Takark - Dans Mystic Imp
Oblivion Construction Set Wiki - summoning script and tutorials
David Brasher - Recolored Dresses - structure for spell-placement quest and script

Licensing
=======

I am making this mod open to revision by the public. If you have any ideas of how to expand or improve upon this mod, then go ahead. No permission needed. All I ask is that you give me proper credit. This mod and its contents may not be commercialized for any reason.