[RELZ] Companion Vilja ver 2

Post » Sat Sep 18, 2010 3:46 am

The ?? were just my Confisuon, I'm not sure what happened, (I'll have to play a bit later,) pretty sure she's got them all back and can pass the door without a problem now...
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Josh Sabatini
 
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Post » Sat Sep 18, 2010 5:09 am

This is just incredible. I have always loved your Morrowind mods and felt that White Wolf of Lokken set a new (and extremely high) bar for companion mods that made me come back to it again and again.
And here you are setting new and incredibly high standards again!

Amazing stuff, well done! I'm downloading this right away.



Thank you so much for your very kind words :).

Now, in the ver 2 of White Wolf of Lokken, CDCooley helped me both with troubleshooting and with improving of some of the scripts. And in Vilja ver 2 we are working together again - he is the brain behind the new scripting reworks.

I do hope that you will find Vilja's company amusing and enjoyable! And if you listen very carefully to her background story, you might find a little trace of Lokken hidden somewhere...
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John Moore
 
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Post » Sat Sep 18, 2010 3:17 am

Some good news: Xtudo has completed his Noise reduction files for Vilja ver 2. :)

Those of you who for instance play with a headset on and without ingame music might have experienced some background sound with my original voice files. If so, Xtudo's noise reduction files might be the perfect solution. You can grab them http://www.tesnexus.com/downloads/file.php?id=28977

Thank you Xtudo for putting so much time and effort into this! :)
Considering the amount of voice files involved, you must have spent a LOT of time on this.
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Bethany Watkin
 
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Post » Sat Sep 18, 2010 3:51 am

Allright, I've got an update on the Bruma Gate crash, I started taking away her Enchabted items, and the crash cleared, But it wasn't one of the Rings or the Amulet, turned out to be (from FormIDFinder) T Lesser Diadem of Protection(26002FBC) from mod 26:KDCircletsOOOOptimized - NPC Equip.esp I tried with at least 3 other Diadems and no problem, just that one on particular,,, :icecream:
Anytime I give her that item, it crashes on the Gate transition, I doubt it's just Bruma, and will update this post when I find out...

*I still crash if Vilja has that headband at the IC gates, but if I give it to Sonia, then there's no problem (I'm not too sure Vilja's gonna understand that) :cold:
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Adrian Powers
 
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Post » Sat Sep 18, 2010 4:12 am

Allright, I've got an update on the Bruma Gate crash, I started taking away her Enchabted items, and the crash cleared, But it wasn't one of the Rings or the Amulet, turned out to be (from FormIDFinder) T Lesser Diadem of Protection(26002FBC) from mod 26:KDCircletsOOOOptimized - NPC Equip.esp I tried with at least 3 other Diadems and no problem, just that one on particular,,, :icecream:
Anytime I give her that item, it crashes on the Gate transition, I doubt it's just Bruma, and will update this post when I find out...

*I still crash if Vilja has that headband at the IC gates, but if I give it to Sonia, then there's no problem (I'm not too sure Vilja's gonna understand that) :cold:

Does it make a difference if Vilja is wearing armor or wearing normal clothes? I don't see anything in that script that should be causing a crash but trying to change an NPCs inventory just as it's changing cells or just after being reenabled could be a problem after what I found in the Actors Can Miss Now scripts.
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Amiee Kent
 
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Post » Sat Sep 18, 2010 10:12 am

Does it make a difference if Vilja is wearing armor or wearing normal clothes? I don't see anything in that script that should be causing a crash but trying to change an NPCs inventory just as it's changing cells or just after being reenabled could be a problem after what I found in the Actors Can Miss Now scripts.


No, it doesn't appear to, she did have robes on, I had her equip her armor, and it still crashes, but it only appears to be that one circlet, and I gave it to Sonia and it's fine. Pretty sure it a 4%sheild enchantment...
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Lynette Wilson
 
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Post » Sat Sep 18, 2010 2:26 am

FWIW, I will confirm the crashing on occasion, when summoning the horse. Usually on reload it works just fine... until the next time. :shrug: And I don't run any of Duke Patrick's mods either.

Had an interesting thing happen in Wawnet Inn last night... I told Vilja to relax, and then I bought a room and went to sleep. When I got up in the morning, I searched inside and out, and she wasn't anywhere to be seen! Finally, when I went back into the Inn, I heard her saying something (and the patter of her footsteps). Turned out that she apparently got tired after all and decided to go to sleep--in a locked room---and then couldn't get back out. I had to break in to free her. :angel: The things I do for that girl!


Played half the day with Vilja, and the horse summoning worked beautifully... so I guess it was just a bad day for Oblivion that day. And the more I play it, the more I love this mod--Vilja is giving my lazy Champion something to do, and the two of them together are a lot of laughs. :clap: Seriously, I really hope you make more...

BTW, I tried sleeping again at the Wawnet, thinking that now since that room door is unlocked and open, at least Vilja wouldn't have to break in to use it. This time, in the morning, I found the little brat locked herself in the other room! :rofl: Whatever was wrong with that one, I surely do not know... it'll be interesting to see what happens next time. :hehe:
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Flash
 
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Post » Sat Sep 18, 2010 3:24 am

No, it doesn't appear to, she did have robes on, I had her equip her armor, and it still crashes, but it only appears to be that one circlet, and I gave it to Sonia and it's fine. Pretty sure it a 4%sheild enchantment...



This might (most likely) be one of my not-very-clever replies, but Sonia has one of Ren's hairs, right? Whereas Vilja has one of Oblivion's original hairs with adjustable length... (I *know* that was probably just silly, but it was the only difference related to heads hairs circlets and wigs that I could come to think of...)


(...and I would love to hear you explain to Vilja why you have taken her circlet and given it to Sonia! Alas, there is not dialog for such events...) ;)
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suzan
 
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Post » Sat Sep 18, 2010 10:34 am

Played half the day with Vilja, and the horse summoning worked beautifully... so I guess it was just a bad day for Oblivion that day.


Good! :)


And the more I play it, the more I love this mod--Vilja is giving my lazy Champion something to do, and the two of them together are a lot of laughs. :clap:


Great! :)

Seriously, I really hope you make more...


I'd really like to... We'll see... as I'm sure you understand, making a mod like vilja takes a *lot* of time, so it's not something that will happen soon (and besides, there are so many more things to add to Vilja before she is 'finished')

BTW, I tried sleeping again at the Wawnet, thinking that now since that room door is unlocked and open, at least Vilja wouldn't have to break in to use it. This time, in the morning, I found the little brat locked herself in the other room! :rofl: Whatever was wrong with that one, I surely do not know... it'll be interesting to see what happens next time. :hehe:


Hilarious!! :D
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Anthony Santillan
 
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Post » Sat Sep 18, 2010 12:50 pm

:P sorry for double post (TesA and here)
but would making Vilja a Vampire break anything?
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Floor Punch
 
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Post » Sat Sep 18, 2010 7:35 am

One thing that I have noticed that is a slight annoyance, is that Vilja does not seem to be completely in tune with Personality Idles. It looks as if she sometimes goes into idle mode while riding her horse... which, if you're not familiar with the mod, looks a little strange. Getting her to dismount, draw and resheath her weapon, and then remount the horse clears the odd-looking stance (her feet stick out the belly of the horse) for a while. With the PI mod, the player has the same problem, in that they can't mount the horse while in an idle pose without messing up the riding anim and looking funky. But npc and player anims are independent of each other... Anyway, might be something CdCooley wants to look at, depending on how many people still use that mod--I do, and I like it a lot.
So, like I said, more of an annoyance than a real problem... I can't say I noticed it happening with the previous version.
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Johanna Van Drunick
 
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Post » Sat Sep 18, 2010 5:17 pm

Emma,you mentioned you wasn't sure if Vilja should be aware if you become Vampire, (I'm not sure I've ever played this game without becomeing Vampirized)
:P sorry for double post (TesA and here)
but would making Vilja a Vampire break anything?


might be nice to have an Option to Vampirize her as well... :hubbahubba:

*I tried giving the 4%shield Circlet to CM_Partner "Randi" and I can still pass through the gates, not sure that Verifies anything though. KD_Circlets is Known to have bugs, I thought I had the appropriate patch, but it just came up in the FCOM thread this morning...
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Syaza Ramali
 
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Post » Sat Sep 18, 2010 6:00 am

Right...


I've got some good news!


NOW UPGRADED TO VER 2.1!
========================

With ver 2.1 the infamous problem with companions vanishing from Oblivion planes and later returning with reset inventories should be *almost* gone.
There are however two important exceptions: during The CHEYDINHAL gate quest and the final Great Gate at BRUME it is still possible for her to vanish. So during these visits to Oblivion areas, make sure that you send her out of the area before you complete your mission!
Read the readme for more information.
You still need to download ver 2.0 for voicefiles, meshes and textures!


More information about the news in ver 2.1:

- New scripting will take care of the well-known Oblivion issue with companions 'vanishing' from Oblivion planes and then showing up again in the same state and with the same equipment as when you first started the mod. With Vilja ver 2.1, this should no longer happen. There are however two important exceptions: during The Cheydinhal gate quest and the final Great Gate at Bruma it is still possible for her to vanish. So during these visits to Oblivion areas, make sure that you send her out of the area before you complete your mission!

- If Vilja's quest isn't yet started (i.e. she has not yet become your companion), she will now be disabled during the Bloated Float quest. She will also keep quiet during all important stages of the Benirus Manor quest in Anvil.

- A fix has been added to prevent players from by accident converting Vilja to a traditional henchman if using the Companion Share and Recruit add-on for Fighters Guild and Mages Guild mercenaries. If you have ever experienced a crash when talking to her when she is sitting, this should now be fully prevented.

- Vilja's horse Bruse has been changed so that he should ignore friendly hits (and not occasionally report them to the Mages or Fighters Guild).

- An additional copy of "Tamriel Flora Illustrated" has been added to prevent problems for those who might be buying and mislaying it before Vilja asks for it.

- Vilja's stats has been slightly adjusted and an additional waterbreathing/restore fatigue-ability has been added. This mostly to cater for players who are running realism mods that might make companions exhausted after running at lower levels.
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rae.x
 
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Post » Sat Sep 18, 2010 12:40 pm

XengYou and Brozly... I don't *think* that turning Vilja into a vampire would break anything. But she has an unique race, I'm not sure what face she would show up with if turned into a vampire.

I never play as a vampire, myself, and have not been deliberately catering for vampire players when working on Vilja. It might be that CDCooley has more insight here.

To be honest, I don't even know what mods there are for converting companions to vampires in Oblivion.

If you do this, make sure you make a safety copy of your saved game first, and, pretty please, write back in this thread and let us know how it worked :).
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Charlotte Henderson
 
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Post » Sat Sep 18, 2010 6:08 pm

Hi Emma, thank you and cdCooley for the update. One question - What part of the update has been changed, is it just the esp?

The reason I ask is because I downloaded XTudos sounds, unpacked the vilja bsa and repacked it after overwriting all the sound files, before bundling the whole thing up as a BAIN again. To upgrade to this version would just upgrading the esp in my BAIN to the new esp be sufficient?.
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Samantha Jane Adams
 
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Post » Sat Sep 18, 2010 11:26 am

Hi Emma, thank you and cdCooley for the update. One question - What part of the update has been changed, is it just the esp?

The reason I ask is because I downloaded XTudos sounds, unpacked the vilja bsa and repacked it after overwriting all the sound files, before bundling the whole thing up as a BAIN again. To upgrade to this version would just upgrading the esp in my BAIN to the new esp be sufficient?.



It is solely the esp-file that has been upgraded - nothing else has changed.
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The Time Car
 
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Post » Sat Sep 18, 2010 6:40 am

Thank you Emma for the update of the 2.1 version. :clap: :bowdown:
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Roberto Gaeta
 
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Post » Sat Sep 18, 2010 9:33 am

It is solely the esp-file that has been upgraded - nothing else has changed.


Brilliant, nice easy upgrade. I am taking vilja on a tour through the shivering isles at the moment to see if anything breaks. No problems so far, although I am avoiding summoning or horses until spooky updates actors can miss now, after that I will be testing everything. Everyone here noticing a lot of improvement since version 1, and Vilja is a necessity (necessary because if I take it out of the game now for upgrading, my two daughters are making sure Vilja gets plugged in again :obliviongate: :laugh: )

Edit: :facepalm: I should have downloaded first - The answer to my question is in the download :)
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rae.x
 
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Post » Sat Sep 18, 2010 5:29 pm


More information about the news in ver 2.1:

- New scripting will take care of the well-known Oblivion issue with companions 'vanishing' from Oblivion planes and then showing up again in the same state and with the same equipment as when you first started the mod. With Vilja ver 2.1, this should no longer happen. There are however two important exceptions: during The Cheydinhal gate quest and the final Great Gate at Bruma it is still possible for her to vanish. So during these visits to Oblivion areas, make sure that you send her out of the area before you complete your mission!



If I am not mistaken it was CDCooley who helped Sulteric with his Viconia update, if he used the same tricks to make her work for Vilja the Oblivion Gate issue is gone even with the great Gate in Bruma. With my game at least!

BTW, I like the interaction between Vilja and other companions but I am now considering removing them all this girl needs too much attention to focus on more than one companion. Besides that Vilja is by far the most entertaining companion MOD I ever used, as I said before SHE is the only companion I will need.
Thank you and CDCooley for making my game that much more enjoyable.

Crash
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Cat Haines
 
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Post » Sat Sep 18, 2010 7:31 pm

If I am not mistaken it was CDCooley who helped Sulteric with his Viconia update, if he used the same tricks to make her work for Vilja the Oblivion Gate issue is gone even with the great Gate in Bruma. With my game at least.

It wasn't me. I didn't know Viconia had a fix. If I'm using the same trick it's purely by coincidence.

I had found two different mods that tried to modify the scripts that give the random sigil stones, but that's not a reasonable solution because it can only work for one companion at a time. The latest version of Arren has a complicated process that I don't fully understand. My solution was to watch for a change in player fame while in an area with the special sigil stone weather. It was only after I had sent the changes to Emma that I realized that there are two special gates that don't update the player's fame there. Fixing them will require extra scripting and I didn't want to hold up version 2.1 any longer while I work out reliable checks for those two cases.
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Jessica Raven
 
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Post » Sat Sep 18, 2010 1:04 pm

Thank you Emma for the update of the 2.1 version. :clap: :bowdown:


Thank you, Leonardo, but, to be honest... CDCooley is the one who has spent time on this update. I'm trying to figure out what my contribution might have been, but I think it boils down to uploading the new esp and writing here. The new version is script changes, and I have hardly been doing anything useful with it (apart from some testing).


Brilliant, nice easy upgrade. I am taking vilja on a tour through the shivering isles at the moment to see if anything breaks. No problems so far, although I am avoiding summoning or horses until spooky updates actors can miss now, after that I will be testing everything. Everyone here noticing a lot of improvement since version 1, and Vilja is a necessity (necessary because if I take it out of the game now for upgrading, my two daughters are making sure Vilja gets plugged in again :obliviongate: :laugh: )

Edit: :facepalm: I should have downloaded first - The answer to my question is in the download :)



Good that you see the improvements! :) And glad that your daughters won't allow you to uninstall her (in particular I'm glad that she is a companion that is suitable for both male and female, both young and older players)
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Samantha Jane Adams
 
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Post » Sat Sep 18, 2010 8:29 pm

Thank you, Leonardo, but, to be honest... CDCooley is the one who has spent time on this update. I'm trying to figure out what my contribution might have been, but I think it boils down to uploading the new esp and writing here. The new version is script changes, and I have hardly been doing anything useful with it (apart from some testing).

Thanks to remind me of CDCooley's efforts of the scripting improvement of your *Vilja* if you know what I mean. ;)

Anyway both of you have my thanks for that new released version update. :D
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MR.BIGG
 
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Post » Sat Sep 18, 2010 5:54 am

If I am not mistaken it was CDCooley who helped Sulteric with his Viconia update, if he used the same tricks to make her work for Vilja the Oblivion Gate issue is gone even with the great Gate in Bruma. With my game at least!


No... we (i.e. CDCooley) have added new scripting. In Viconia, the original Oblivion scripts have been changed. So with Vilja you still have to be careful with the gates mentioned above - but on the other hand, the system is compatible with usage of other mods, so you don't have to put Vilja last in the mod list.

BTW, I like the interaction between Vilja and other companions but I am now considering removing them all this girl needs too much attention to focus on more than one companion. Besides that Vilja is by far the most entertaining companion MOD I ever used, as I said before SHE is the only companion I will need.
Thank you and CDCooley for making my game that much more enjoyable.

Crash


So our modest little nord girl is in fact high maintenance :D. Well, as long as you enjoy it, it's fine (you don't *have* to go shopping with her each time she suggests it - then you'll go nuts ;)). Hope you will continue to enjoy her company as much as you do today!

Oops... just noticed that CdCooley already replied :blush:
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Rusty Billiot
 
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Post » Sat Sep 18, 2010 8:20 am

I'm hopeing it's not just Me, but I've got another Weird on... :whistling:

When MY charcter equips (From FormIDFinder) "Base Necklace of Seawalking(00098443) from mod 00:Oblivion.esm Enchantment: 0000C05F from mod :Oblivion.esm Mesh: Meshes\Clothes\Amulet\AmuletBronze_gnd.NIF Icon: Textures\Menus\Icons\Clothes\Amulet\AmuletBronze.dds" Vilja starts a nonending reserection spell :unsure: ( raises her arm, and I get a reverberating nonstop soundeffect and her arm never drops) I can still talk to her, but...
I've currently got some script errors with All Natural, but I can't imagine how That could be a factor, upgarded to 2.1, and added the Xtudio files, no differance... :blush:
(I'm starting to feel a bit Guilty for haveing all these problems now...)

*I've uninstalled AllNatural, tried taking Vilja's inventory, upto Take All, no change, when I equip the amulet, she begins her spell, she'll stop long enough to talk normaly to me, but continue her spell after, when I Unequip said amulet, she drops her arm... :wacko:

LO
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  VASE - core.esm07  CyrodiilUpgradeResourcePack.esm08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Better Cities Resources.esm0C  CM Partners.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.7]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  FranOBSEConfig.esp  [Version 0.5]1A  Ayleid Loot EXtension.esp1B  Ayleid Loot EXtension - 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Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderhardcoe.esp  [Version 0.9.9]30  FCOM_RealSwords.esp  [Version 0.9.9]31  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]32  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]38  MMM - Playable Undead Armors.esp++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp39  Akaviri Imports.esp3A  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3B  LostSwordOfTheAylied.esp3C  LostSwordOfTheAylied - Claymore Add-On.esp3D  LostSwordOfTheAylied - OBSE Add-On.esp3E  The Ayleid Steps.esp  [Version 3.3.2]3F  VHBloodlines 1.2.esp  [Version 1.4]40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp42  The Lost Spires.esp43  Mighty Umbra.esp44  Ungarion1TheWelkyndSword.esp  [Version 1.4]45  Blood&Mud.esp46  Lost Paladins of the Divines.esp47  The Mystery of the Dulan cult.esp48  MannimarcoComplete.esp49  MannimarcoRevisited.esp4A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]4B  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]4C  FCOM_DulanCult.esp  [Version 0.9.9]4D  Gah Falquan Umarile.esp4E  mythsandlegends.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]50  CUO_Dwemer.esp51  CUO_FightersGuildContracts_SAFE.esp52  EVE_ShiveringIslesEasterEggs.esp53  P1DkeyChain.esp  [Version 5.00]**  Salmo the Baker, Cobl.esp  [Version 3.08]54  RefScope.esp  [Version 2.0.2]55  SupremeMagicka.esp  [Version 0.90]56  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  Francesco's Slower skills x1.5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]57  IDKRRR_C_race.esp58  CM Partners.esp59  CM Partners NPC.esp5A  1em_Vilja.esp5B  Sonia.esp5C  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]5D  Better Cities - Full City Defences.esp5E  Better Cities Full.esp5F  Better Cities Full - B&M Edition.esp60  Better Cities - VHBloodlines.esp61  Better Cities - VWD of the IC.esp62  Better Imperial City.esp63  Better Cities - COBL.esp  [Version 2]++  Francesco's day lenght rescale 1-16.esp64  Get Wet - just droplets.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]65  Cobl Silent Equip Misc.esp  [Version 01]66  Bashed Patch, 1Twany.esp67  FormID Finder4.esp68  kuerteeActorDetails.esp69  Oblivion Graphics Extender Support.esp  [Version 0.2]6A  Streamline 3.1.esp

User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Sat Sep 18, 2010 8:31 am

Can you change Vilja's Race ?? (I saw Argonian Vilja on pictures, and i want a Khajiit)
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

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