Zs Skeleton Horse by Always Z
Oblivion » Models And Textures
Added: 19/01/2007 - 11:47PM
Updated: 07/01/2008 - 11:32PM

149 Endorsements

1.2 Latest version

5,460 Unique D/Ls

5,142 Total D/Ls

43,025 Total Views

Uploaded by Zman


Last updated at 23:32, 7 Jan 2008 Uploaded at 23:47, 19 Jan 2007

On the very border of the black marsh, an old man has taken up residence in an abandoned priory. He has a skeletal horse outside. Is it possible he is willing to give it away? Or maybe he could summon another one?

This mod add's a completely voice acted quest to the game which ends with the player getting a skeletal horse.

This is also a modder's resource to be used as you see fit. I would simply like to be acknowledged for making the original mesh.

There is a seperate folder in the file entitled resources, you'll find everything needed for the horse in there.

This file requires the borders be disabled as the priory is barely outside the borders. You can do that by change bBorderRegionEnable from 1 to 0 in your ini.
There is also a mod here on tessource that will do it for you.

1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
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.

Listed below are the folders associated with this mod, simply delete them to remove the mod from your computer.

Oblivion\Data\Meshes\Creatures\Horse\ZGTBridle01.nif, ZGTBridle02,nif ZGTSaddle01.nif, ZGTSkellieBody01.nif
Oblivion\Data\Sound\Voice\Z's Skeleton Horse.esp\
Oblivion\Data\Textures\Clutter\ZGTamuletblack.dds, ZGTamuletblack_n.dds, ZGTredgem.dds, ZGTredgem_n.dds
Oblivion\Data\Textures\Creatures\Zskeletal Horse\
Oblivion\Data\Textures\Menus80\Icons\clutter\ZGTamuletshard01.dds, ZGTamuletshard02.dds, ZGTamuletshard03.dds, ZGTgem.dds, ZGTblackamulet.dds
Oblivion\Data\Textures\Menus50\Icons\clutter\ZGTamuletshard01.dds, ZGTamuletshard02.dds, ZGTamuletshard03.dds, ZGTgem.dds, ZGTblackamulet.dds
Oblivion\Data\Textures\Menus\Icons\clutter\ZGTamuletshard01.dds, ZGTamuletshard02.dds, ZGTamuletshard03.dds, ZGTgem.dds, ZGTblackamulet.dds

There are no known incompatibility issues.

It is completely compatible with OOO.

The only possible compatibility issues this mod may have are any mods that change two wilderness cells, one near Cheydinal, and one at the very edge's of the games borders.

The Uniquelandscape mods have two areas that affect cells very near to the ones I've altered, but as far as I can tell they do not cross. I do not have either of these UL mod's to test to make sure.

Known Issues or Bugs
No known issues or bugs

V1.0: Release
---I would like to add a unique armor in a future release, but with school going on full steam right now. I can't gaurantee it will ever be added.

You can find me on the official Elder Scrolls forums as 'Always Z'
---The official forums are going to be your best bet for reaching me.
You can find me on TESSource.net as 'Zman'

Thanks to Bethesda for creating Oblivion and the Construction Set.
Thanks to lhammonds for the file this readme is based on.

Tools Used
TES Construction Set - http://www.theelderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Photoshop - http://www.adobe.com/products/photoshop/
3D Studio Max - http://www.autodesk.com/3dsmax
NIFSkope - http://www.niftools.org
DDS Converter - http://eliteforce2.filefront.com/file/DDS_Converter;29412

You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.