Jump to content

DSoS

Unofficial Patch Project
  • Content count

    331
  • Joined

  • Last visited

Files posted by DSoS

  1. Sensible Barbell Scrap Lead Quantity

    I found it odd that a 160 pound barbell only gave 40 units of lead, so I made the barbell weights have sensible quantity of lead . Each barbell now has an equal amount of lead based on its weight. So a 20 pound barbell has 20 lead, 160 pound barbell has 160 lead.
    I've also added on 2 steel for the handbar that holds the weights.

    3 downloads

    0 comments

    Submitted

  2. Ruins of Malamath

    Name: Ruins of Malamath
    Version: 2.0
    Build Start Date: 11/18/2009
    Beta Test Release Date: 11/20/2010
    Final Version Release Date: 02/03/2011
    Category: Dungeons
    Author: DSoS
    =================
    Requirements:
    =================
    Oblivion 1.2.416
    MMM, OOO, etc is recommended (But not required), vanilla is fine, but you may not run into alot of enemies.
    =================
    Description:
    =================
    Malamath was long lost, but recently discovered. The adventurers that discovered the Ayleid ruins were never seen again. Many say its pure evil inside that cold stone door. Could the be right? Have you got what it takes to adventure inside? Try your luck, and watch your step!!!
    =================
    Details:
    =================
    Location is South of Timber Scar Hollow
    Level 15 or higher recommended.
    Beware of your step!
    =================
    Installation
    =================
    1. Extract this archive to the Data folder. No overwriting should be needed!
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).
    3. Save
    4. PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.
    =================
    Un-Installation:
    =================
    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod. (Usually under the folder name of "DSoS")
    =================
    Upgrade:
    =================
    If you have had the previous version installed, you MUST UNINSTALL IT.
    Delete the malamath.esp
    Delete the following folders:
    \meshes\Dsos\Malamath
    \sound\fx\Dsos\Malamath
    \textures\Dsos\malamath
    \textures\menus\icons\Dsos\Malamath
    I believe that is all of the folders that were included with the first version. Make sure to do a search for "*malamath" (without the quotes) (the star helps sometimes to find things especially with Windows 7)
    After all files are gone, just place the new plugin file and the bsa into the data folder. Go in and check it, wait for 3-14 days for respawn and find the location and start exploring.
    Save
    PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry.
    =================
    Incompatibility:
    =================
    None Known
    =================
    Known Issues:
    =================
    A few icons look odd... I can not figure them out, tried several times to fix them.
    Modifies Timberscar Hollow exterior cell a bit... this is intended for landscaping!! NOT A ISSUE!!!
    =================
    History:
    =================
    Sept 06, 2008 - Initial Upload to TESAlliance.org
    Beta Test Release Date: 11/20/2010
    Final Version (hopefully) Release Date: 02/03/2011
    =================
    Contact:
    =================
    DSoS at TESNExus and TesAlliance.org
    =================
    Credits:
    =================
    Thanks to Nottlong, Khettienna and Ysne58 for Beta testing this massive mod and dealing with my oddness of redoing a few things without warning.
    Thanks to Meo for Ayeid Clutter 2.0 (Thanks to Myrilath for the Ayleid clutter original idea.)
    Thanks to Ceano for a few basic textures for Ayleid clutter 2.0.
    DaMage for Garden Pots, Custom modifications of many items.
    Insanity Sorrow for creating the icons for the weapons and armor.
    Tarnsman for the Ayleid Coin Add-On
    Ayleid Tile-set Expanded by The Vyper
    Kevin MacLeod for his Fabulous Music and sounds used. (incompetech.com)
    css aka css0101 for his Ancient Elven Furniture
    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this is based on.
    ***And the other people that I may have left out here.***
    =================
    Tools Used:
    =================
    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    TES4Edit
    Photoshop
    GIMP
    NifSkope
    TES4Gecko
    TES4Files
    =================
    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.
    ========================================================================================================================
    I updated Malamath for the following reasons:
    *Created a BSA for malamath. (Included with the 1.5.0b (this version your testing)
    *Light sources and lights don't match up at some areas.
    *Disabled some exterior items, until triggered by player in Dead Mans Caves.
    *All custom items *should* have icons new, weapons, armor, clutter (plates, bowls, etc.)
    I think that is all that I fixed that needed to be fixed.
    oh btw, I would suggest being atleast level 15+.
    I know that some areas will most likely cause lag, but it shouldn't lag for too long. I've had reports from the first release about little lag but wasn't a big issue.
    ------
    Have at it and let me know what you find or don't find.
    Thank you

    126 downloads

    0 comments

    Updated

  3. Companions Home of the Water

    Name: Character Home on the Water (CHotW
    Version: 1.0
    Date: 9/13/2010
    Category: Houses
    Author: DSoS
    =================
    Requirements:
    =================
    Oblivion 1.2.416
    Shivering Isles
    =================
    Description:
    =================
    Adds a large house outside of Imperial City. Includes a non-journal quest to obtain the house and other special extras.
    =================
    Details:
    =================
    Multi story house, several basements. Lots of safe storage. Horse stables. Should be companion friendly.
    If you can't find out how to own the house, in the basement with all the storage containers follow the path from the stairs to the back corner and look down you'll notice something there.
    =================
    Installation
    =================
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data
    folder.
    2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).
    =================
    Un-Installation:
    =================
    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the files/folders associated with the mod.
    =================
    Upgrade:
    =================
    None
    =================
    Incompatibility:
    =================
    None Known
    =================
    Known Issues:
    =================
    Basement door animation is awkard. Activate the hidden switch a second time AFTER the wall stops moving.
    =================
    History:
    =================
    9/13/2010 - None
    =================
    Contact:
    =================
    DSoS @ TESAlliance.org or TESNexus
    =================
    Credits:
    =================
    DaMage for help with hidden basement door animation, and other nif fixes.
    Arion for locating the issue with multiple keys each time a certain book and paper is read. (fixed with v1.1)
    Thanks to Bethesda for creating Oblivion.
    Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
    =================
    Tools Used:
    =================
    Insanity's ReadMe Generator
    Elderscrolls Construction Set
    TES4Edit
    Photoshop
    GIMP
    NifSkope
    TES4Gecko
    TES4Files
    =================
    Licensing/Legal:
    =================
    You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod.

    122 downloads

    0 comments

    Submitted

  4. Fort Nocturna Suppressio

    Name: Fort Nocturna Suppressio
    Version: 1.1 RC
    Date: 3/16/2012
    Category: Dungeons
    Author: DSoS @TES Alliance and TES Nexus
    =================
    Requirements:
    =================
    Oblivion 1.2.416
    DLC - Shivering Isles
    Oblivion Script Extender
    Homepage: http://obse.silverlock.org
    OBSE Version 0018
    =================
    Details:
    =================
    FNS was a key defensive outpost during the Ayleid vs Alessia war. After Alessia won and drove the Ayleids out of Cyrodill, the fort was abandoned to feel the wrath of weather and the spirits that lay within. There have been myths and legends rumored around Nirn and especially in Cryodiil about the fort. Some say that the men and women who served there died and still haunt the halls and the lands. Others say it was taken over by a Daedric entity.
    Many people have made the month long journey to the large island, to seek its riches, none have returned. All have perished either on the sea or in the ruins. But these are only legends, myths and rumors.
    What really lurks in the halls of this mysterious fort built hundreds of years ago?
    ***To get to the island, you will need to get your health to 20% or less then you'll be teleported. Remove any item that increases your health or health regen.***
    ***Its also came to my attention that some people are having issues finding their way. There is a key on a skeleton in a house around "Officers Retreat" the place has a burned down house, a tavern and 3 houses. Once you have that key, you will need to find your way to the opposite end of the island to the thick forest of redwoods. There is a Water Well there that is locked, use the key to unlock it and continue your journey.***
    ***The "Jump of Faith" does nothing special, just a fun jump with a long fall without getting killed. it was going to be part of the mod, but was removed due to time constraints. Sorry about that!***
    ----
    ***In "The Hills" there is a cave entrance with an animated door that opens, but does not teleport you to an interior cell. ------> I will get this fixed. it was going to be an exit for a cave system. There is a cave entrance at this Giant water fall, just North of the Miners Town.***
    Floating trees in Forest of Dreams, will most likely not be fixed, as there are too many of them to go one-by-one. I've spent 6+ hours over a couple of weeks looking for them in the CS.
    =================
    Installation:
    =================
    ===============
    Update:
    ===============
    1. Create a clean save first. Unload DSoSFortNocturnaSuppressio from your load list, load up Oblivion and make a new save inside any interior thats not in this mod. Close and proceed to Step 2.
    2. Remove ALL old files, should be the plugin and a BSA. They should be named "DSoSFortNocturnaSuppressio.bsa" and "DSoSFortNocturnaSuppressio.esp" Delete those!
    3. Place the NEW versions files into the Data Folder. They are named "DSoSFortNocturnaSuppressio.bsa" and "DSoSFortNocturnaSuppressio.esp"
    4. Load the new version into your load list with whatever program you use to do so. Then start playing.
    ===============
    Manual Install
    ===============
    1. Extract this archive to any folder and then copy the contents to Oblivion's Data folder.
    2. Start Oblivion Launcher, click Data Files, and enable the Fort Nocturna Suppressio.esp file(s).
    ===============
    OBMM Install
    ===============
    Installing the Mod
    1. Extract the archive to any other folder.
    2. Copy the extracted archive to [install Path]\Oblivion\OBMM\Mods\
    3. Start Oblivion Mod Manager
    4. Click the Create button
    5. Click the Add Archive button, navigate to the archive and select it, then click the Yes button.
    6. Click the Create OMOD button, wait until it finishes, then click the Ok button
    Activating the Mod
    1. Start Oblivion Mod Manager
    2. Double-click the name of the mod in the right-hand side of the OBMM screen, once installed the mod icon will turn blue
    ===============
    BAIN Install
    ===============
    1. Copy the entire archive into your Oblivion Mods\Bash Installers folder.
    2. In Wrye Bash Installers tab, highlight the new archive.
    3. Check any sub-folders, ESP/ESM's as required.
    4. Right click the archive name and Install.
    5. In Wrye Bash Mods tab, check the ESP/ESM's and rebuild Bashed patch. (Also recommeneded to run BOSS first).
    =================
    Un-Installation:
    =================
    ===============
    Manual Un-Install
    ===============
    1. Start Oblivion Launcher, click Data Files, and enable the Fort Nocturna Suppressio.esp file(s).
    2. Delete the files/folders associated with the mod.
    =================
    Incompatibility:
    =================
    No incompatibilities known.
    if any is found please contact me so I can it fixed ASAP!
    =================
    Known Issues:
    =================
    *Please note that even though Fort Nocturna Suppressio has been fully beta-tested that there may still be bugs in the mod. If you find any issue please, please let me know through PM (DSoS @ TESAlliance and @TESNexus (same username).
    *I'm 10,000% sure that you WILL find floating trees, especially in the "Forest of Dreams" I've done my best to fix the ones that I've seen while playing/testing but remember there are atleast 1000+ trees in those few cells.
    *If your computer is lagging more than normal in any interior, I would suggest NOT activating ANY of the TOMBS inside the "Crypts" at the Miner's settlement (I have a beastly computer, and activating a tomb once knocks my FPS down by 50%, activating it again multiple times i've got it down to 1 (one) FPS). Activating ANY tombs (with the exception of the one inside the locked door!) will enable a horde of Zombie's and skeletons (vanilla game). Activating them a second time will cause 3 more zombies to be placed at you. This area WILL eat up your FPS if the Tombs are activated.
    *There are a few items/npc's/etc that are NOT in the mod yet, they will be added in at a later date. (One NPC might not make it in, depends on if I can get the Race mod imported correctly with my mod!)

    103 downloads

    0 comments

    Submitted

Support us on Patreon!

×