[RELz] dreamed1's itty-bitty mods and fixes

Post » Thu Jun 14, 2012 7:32 am

Skyrim Ingredients for Oblivion
Current Version: v 0.5
http://oblivion.nexusmods.com/mods/41348

Alchemists, Nords and epicures of Tamriel rejoice! Ingredients from Skyrim's frozen tundras are now available in Cyrodiil. Cook up a batch of tasty apple cabbage stew, uncork a bottle of Black-Briar Reserve and brew some new potions. Now enjoy your favorite foods and drinks too! Cooking! Drinking! More Cheese for everyone!!

This mod adds ingredients from TESV: Skyrim into Oblivion. You can find alchemical ingredients for purchase from Selena Orania or Suurotan in Bruma or at the Gilded Carafe in the Imperial City. You will find edible ingredients such as Salt Piles and Chicken Eggs for sale at food vendors and in random locations. Certain vendors sell drinks and/or cheeses from Skyrim too. You can also cook certain foods using a Cooking Pot or Roasting Spit. Extra goodies are provided for COBL and MMM users.

The following foods, drinks and alchemical ingredients are added:
* Abecean Longfin * Alto Wine * Apple Cabbage Stew * Bear Claws * Bee * Beef Stew * Beehive Husk * Black-Briar Mead * Black-Briar Reserve
* Bleeding Crown * Blisterwort * Blue Butterfly Wing * Blue Dartwing * Blue Mountain Flower * Boiled Creme Treat * Briar Heart * Butterfly Wing
* Cabbage * Cabbage Potato Soup * Canis Root * Charred Skeever Hide * Chaurus Eggs * Chicken's Egg * Chicken briast * Clam Meat * Cooked Beef
* Creep Cluster * Cyrodilic Spadetail * Deathbell * Dwarven Oil * Eidar Cheese Wedge * Eidar Cheese Wheel * Elsweyr Fondue * Elves Ear
* Eye of Sabre Cat * Falmer Ear * Frost Mirriam * Giant Lichen * Giant's Toe * Glowing Mushroom * Goat Cheese Wedge * Goat Cheese Wheel
* Gourd * Grass Pod * Green Apples * Grilled Chicken briast * Grilled Leeks * Hagraven Claw * Hagraven Feathers * Hanging Moss * Hawk Beak
* Hawk Feathers * Histcarp * Honeycomb * Honningbrew Mead * Horse Haunch * Ice Wraith Teeth * Imp Stool * Jazbay Graqes * Juniper Berries
* Juniper Berry Mead * Large Antlers * Luna Moth Wing * Mora Tapinella * Mudcrab Chitin * Namira's Rot * Nord Mead * Nordic Barnacle
* Orange Dartwing * Pine Thrush Egg * Powdered Mammoth Tusk * Purple Mountain Flower * Rabbit Haunch * Raw Rabbit Leg * Red Mountain Flower
* River Betty * Rock Warbler Egg * Roast Mutton * Roasted Boar * Sabre Cat Tooth * Salmon Steak * Salt Pile * Scaly Pholiota * Silverside Perch
* Skeever Tail * Slaughterfish Egg * Small Antlers * Snowberries * Spiced Wine * Spider Egg * Spriggan Sap * Swamp Fungal Pod * Thistle Branch
* Tomato Soup * Torchbug Thorax * Tundra Cotton * Vegetable Soup * Venison Chop * Venison Stew * White Cap * Wisp Wrappings

DISCLAIMER: No resources from TESV: Skyrim were used in the making of this mod.

Hot Coffee and Tea
Current Version: v1.2
http://oblivion.nexusmods.com/mods/42131/

Adds coffee and various teas for purchase at inns and taverns. You can also brew your own with the added kettle.

Based on Sam Lake's wonderful coffee resource, which sadly, only a couple mods make use of and none in a way that suited my adventuring characters. I wanted my characters to sit at a campfire and be able to brew some hot coffee (or tea, if you prefer) after a long day clearing out dungeons or questing. Or perhaps stop in at a tavern and find steaming coffee waiting. So this is my implementation. The drinks are nice alternatives to potions for my non-alchemist characters, and many of my mage characters simply couldn't carry on without a cup of tea now and then.

Enjoy!

Banes Guilds United -- Updated
Current Version: v2.2.1
http://oblivion.nexusmods.com/mods/42261

Inspired by JQs 'Fighters Guild United' this expands on the idea adding more to the other guilds and giving the Guild Leaders (and therefore yourself when you become a Guild Leader) their own unique sets. This is a fully updated and fixed version of Banes original mod which I have taken over by permission.

Fighters Guild -- As JQs mod. Members have crimson iron armor/shield and crimson cape. Guild Hall Leaders have crimson iron armor with gold trim and black cape. Guild Leader has unique heavy armor and a unique semi-powerful 2-Handed Sword.

Mages Guild -- Members have robes in accordance with their rank or function in the guild. Alchemists have green robes, guild leaders have white and gold robes, etc. Associates receive a shield-enchanted tan robe. All guild members of sufficient rank have been given a crystal staff. The Guild Leader has unique robes/hood/gloves and a semi-powerful unique staff.

Dark Brotherhood -- Members still have the standard Shrouded Armor, as well as a matching mask, a special Black-Hand Katana, Dai-Katana and arrows. The Guild Leader has a unique suit of light armor and a semi-powerful Katana and Dai-Katana.

Thieves Guild -- There's no armor/uniform for thieves as they rely on their ability to blend in with the crowd. The Guild leader (The Grey Fox) however gets a unique set of light armor, hooded cloak, mask and twin Katars.

Blackwood Company -- Not realy a playable guild (although you do join as part of a covert operation for the Fighters Guild). The members wear a standard suit of dark steel armor. The Guild Leader has a unique set of heavy armor and 2-Handed Axe (2 helms and 2 cuirasses included).

Necromancers Guild -- Miltiades "Mannimarco Revisited" has been added to this mod, just for those people out there that do not have it yet. This mod is a definite must. Members have the standard robes, whereas 'The Chosen' (Mannimarco's personal guard) have upgraded Robes/Staves. Mannimarco himself has unique robes.

A Place to Sleep
Current Version: v1.2
http://oblivion.nexusmods.com/mods/42097

"You could PAY to sleep in an inn, but why when you can get a bed for FREE at a local guildhall." Yeah, if you're lucky. Sure, some guildhalls have plenty of beds. But good luck at others. This simple plug-in aims to make sure that you always have a place to sleep in any town you go to.
Currently affected areas are: Chorrol Mages Guild, Leyawiin Mages Guild, Anvil Fighters Guild, Cheydinhal Fighters Guild, Arcane University, Crestbridge Camp & Gottlesfont House.

MTC Expanded Villages Patches

A collection of compatibility patches for Nernie's http://oblivion.nexusmods.com/mods/27125 mod, which expands several of the vanilla villages and makes them more rewarding and interesting places to visit.

Patch for use with http://oblivion.nexusmods.com/mods/21562: simply moves a shop to an unused patch of ground across from the blacksmith in Arthmoor's Faregyl Village so there's no conflicts. The shop actually fits in quite well and makes a nice addition to Arthmoor's village.
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42123

Patch for use with http://oblivion.nexusmods.com/mods/22751: extensive patch that revamps the area around Weye/Wawnet Inn. I believe the result is a nice sprawling farming and fishing center right outside the empire's doorstep. Use only with Region Revive-Lake Rumare, not any other Weye mods.
Current Version: v2.0
http://oblivion.nexusmods.com/mods/42098

Patch for use with Weye mods, like AFK Weye: disables nearly all of the Weye-related content in MTC Expanded Villages. The goal is to make MTC Expanded Villages compatible with as many mods as possible. The quests should remain intact. Use this if you use any Weye mods besides Region Revive Lake Rumare; do not use both patches together.
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42170

Francescos Caliper Bug Fix Spell
Current Version: v1.0
http://oblivion.nexusmods.com/mods/41961

Adds a simple spell for fixing the caliper bug in-game. No console commands, no waiting.

OOO Inebriation Remover
Current Version: v1.0
http://oblivion.nexusmods.com/mods/39713

Removes the "shaky screen" inebriation effect from drinks in Oscuro's Oblivion Overhaul, and mainly restores vanilla effects.
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matt
 
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Post » Thu Jun 14, 2012 3:37 am

Reserved.
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lisa nuttall
 
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Post » Thu Jun 14, 2012 9:34 am

This looks good. Question: While I appreciate that you added these items to Bruma vendors specifically, why not also make a version to add to leveled lists?
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Floor Punch
 
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Post » Thu Jun 14, 2012 12:50 pm

This looks good. Question: While I appreciate that you added these items to Bruma vendors specifically, why not also make a version to add to leveled lists?

Thanks. I will probably do some more with the levelled lists once the rest of the ingredients are done. :thumbsup:
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Anna S
 
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Post » Thu Jun 14, 2012 2:48 am

Skyrim Ingredients
V 0.2 -- Update is posted. The remaining ingredients are all in there now.
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Laura Simmonds
 
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Post » Thu Jun 14, 2012 1:34 am

Skyrim Ingredients
V 0.3 -- Update is posted.
* Adds food, drinks and cooking.
* Adds more items to the levelled lists for food drops and creature drops
* Optional esp for COBL users makes extra changes.
* Optional esp for MMM+COBL users (including FCOM, etc), adds more items as creature drops.
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HARDHEAD
 
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Post » Thu Jun 14, 2012 3:17 am

Skyrim Ingredients
v 0.5 -- Update is posted.

- added an MMM version with no Cobl requirement.
- added random drop chances to several enemy NPC types (necromancer bosses for example).
- slightly improved resources (meshes, textures, normals) for most of the drinks

Also didn't post an update for version 0.4 in March:

v 0.4
- added support for Real Hunger (COBL versions)

- lowered prices for all mead drinks
- increased available quantities for beef, cabbages, leeks, tomatoes, potatoes, garlic, carrots
- changed Roast Mutton to Mutton Chop
- added Roasted Game, mainly for Cobl and MMM versions
- added Smoked Durzog for Cobl and MMM versions
- added Dog Haunch for MMM version
- Roasting Spit can now cook virtually all types of meat available in-game for each version (mainly changed for Cobl/MMM)
- Increase drop chances for optional creature drops
- Added Random Levelled list for alchemy items.

Unless someone has suggestions for improvements or bugs to report, this (v 0.5) is apt to be the final or near-final release, barring some major inspiration or improvement. Enjoy.
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Sxc-Mary
 
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Post » Thu Jun 14, 2012 5:41 am

Thanx mucho for the update, dreamed1. :thumbsup:

I've been using v0.4 for some time now and your update has reminded me how fond I am of the additional ingredients. I mean what's not to like about Elf Ear, Imp Stool, and Spider Egg? Also just realized I hadn't got around to giving it the endorsemant it deserves. :blush: So... I'll take care of that right now. :bolt:
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Sakura Haruno
 
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Post » Thu Jun 14, 2012 7:14 am

I would use this in a second if not for this business with the cooking pot and roasting spit. That kind of bloat is frustrating. It would be much better to keep crafting/needs stuff in an optional plugin.
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Paula Rose
 
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Post » Wed Jun 13, 2012 8:58 pm

@garx - thanks so much for your kind words. I'll admit I did a double-take the first time I saw an imp stool... :blink:

@onmyojiomn - fair enough. I'll point out though that the cooking pot and roasting spit make a grand total of 2 items and 2 scripts. I'm not sure I'd call that "bloat"; you certainly don't need to buy/take them or use them if you don't want. The ingredients will still be there for alchemy and such. If it really bothers you that much, it would take about 2 clicks in the Construction Set to remove them though. Perhaps send me a PM if you're interested.
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maria Dwyer
 
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Post » Thu Jun 14, 2012 8:11 am

Updated OP to put all my little mods and fixes in one thread:

* Added my MTC Villages patches.
* Added A Place To Sleep
* Added Hot Coffee and Tea, which people seem to enjoy.
* Added my 2 overhaul tweaks: the OOO Inebriation Remover, and the Frans' Caliper Bugfix Spell
* And added my newest release -- a fixed and updated version of Banes Guilds United, which I got permission to release some time ago and finally got around to packaging it up and posting it.

Regarding the last item, I had one question on the Nexus from someone about compatibility with HGEC. I don't use any kind of body replacers, but I'm guessing there wouldn't be any problem, you just wouldn't get the "sixy" look, and worst case might get some odd seams or clipping. Anyone has any experience that could offer feedback? Maybe you've used JQ's Fighters Guild United with HGEC? How'd it work out?
Thanks in advance.

Also does anyone happen to know about the BOSS-reported conflict between MTC Expanded Villages and the Lost Spires? Is it just the landscape around Pell's Gate, because that's the only thing I've found so far and that looks patchable?
Thanks again.
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Fluffer
 
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Post » Thu Jun 14, 2012 8:53 am

Regarding the last item, I had one question on the Nexus from someone about compatibility with HGEC. I don't use any kind of body replacers, but I'm guessing there wouldn't be any problem, you just wouldn't get the "sixy" look, and worst case might get some odd seams or clipping. Anyone has any experience that could offer feedback? Maybe you've used JQ's Fighters Guild United with HGEC? How'd it work out?
Thanks in advance.

Its not just the "sixy" aspect, HGEC uses a different texture mapping from vanilla, so any bare arms or legs are going to look kinda odd when those armors are worn in an HGEC game.

I can take a look, see what needs to be done. Whipping up a basic HGEC conversion would probably be pretty straightforward, and I'll end up doing a DMRA conversion for my own use if I like it (and it certainly sounds interesting) so I could put that together for release as well.

Edit: Looking through, there's only a few pieces with exposed skin that would need to be changed, mostly to accommodate custom races that don't have vanilla-style textures available. I'd probably also use the EVE HGEC robe meshes, for consistency.

This would be quite simple.
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D IV
 
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Post » Thu Jun 14, 2012 3:10 am

Edit: Looking through, there's only a few pieces with exposed skin that would need to be changed, mostly to accommodate custom races that don't have vanilla-style textures available. I'd probably also use the EVE HGEC robe meshes, for consistency.

Thanks, that sounds great! Yeah the female Fighter's Guild armor is about the only thing that shows anything other than hands and face. Most of the robes are retextures of the same basic mesh. Also, I don't know if there's a HGEC mesh for the Shrouded Armor, but a couple of the custom pieces are retextures of that (though it doesn't touch the actual shrouded armor, deliberately). All the sets except one are in chests in the testing hall as well. Maybe PM me if you have any questions. I really appreciate it!
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Jani Eayon
 
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Post » Wed Jun 13, 2012 8:29 pm

Thanks, that sounds great! Yeah the female Fighter's Guild armor is about the only thing that shows anything other than hands and face. Most of the robes are retextures of the same basic mesh. Also, I don't know if there's a HGEC mesh for the Shrouded Armor, but a couple of the custom pieces are retextures of that (though it doesn't touch the actual shrouded armor, deliberately). All the sets except one are in chests in the testing hall as well. Maybe PM me if you have any questions. I really appreciate it!

Ok, I'll work on it when I finish my current project.
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Alexx Peace
 
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Post » Wed Jun 13, 2012 11:43 pm

I'll be definitely trying out the MTC Villages patches, I love Nernie's interiors. I did start a MTC villages/Region Revive patch of my own but lost interest. As you say the two mods are very complementary as far as Weye is concerned. Cheers :)
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Alberto Aguilera
 
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Post » Wed Jun 13, 2012 8:28 pm

Banes Guilds United
* Updated to add HGEC support. Thanks, Nephenee!
* Also added compatibility patches for http://oblivion.nexusmods.com/mods/14560 and http://oblivion.nexusmods.com/mods/41012 to give mod added NPC's their standard guild attire.
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Sarah Bishop
 
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Post » Wed Jun 13, 2012 11:55 pm

Good stuff, thanks!
(Now if I could just get someone to add an ingredient and animation for the Pitcher Plant to Harvest Flora ... and LAME Mages' Guild transporters to the Mages Guilds in Kvatch Rebuilt and Bruma Guild Reconstructed ... hint hint :smile: )
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bimsy
 
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Post » Thu Jun 14, 2012 3:31 am

(Now if I could just get someone to add an ingredient and animation for the Pitcher Plant to Harvest Flora ... and LAME Mages' Guild transporters to the Mages Guilds in Kvatch Rebuilt and Bruma Guild Reconstructed ... hint hint
Your post reminded me to make a couple patches... so:

Banes Guilds United updated to version 2.2
* fixes a potential issue with the Fighters Guild cape. The standard version takes the amulet slot, but there's also a tail-slot version added if the player wants it.
* Also added compatibility patches for Kvatch Rebuilt and Bruma Guild Reconstructed to give mod added NPC's their standard guild attire.

For your other questions: there's already a couple mods that add ingredients for Pitcher Plants. Adding an ingredient is easy. But someone would need to make the animated mesh, and that someone is not me. :biggrin: Volunteers?
and
LAME has Mages Guild transporters? I know Cyrodiil Travel Services does, and I believe there's already some awareness built in to that for mods loaded and main quest stages. I doubt Arthmoor wants to do an update to that, but it would be nice to have travel service to the general Kvatch/Gottshaw area. Maybe ask him if you're interested? I can kind of picture that Orc travel agent, "You want to go WHERE? Kvatch? I'm not going anywhere near that god-forsaken place. I suggest you start walking if you're so bent on getting there. Hmph."
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jasminε
 
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Post » Thu Jun 14, 2012 11:51 am

Banes Guilds United updated to version 2.2
* fixes a potential issue with the Fighters Guild cape. The standard version takes the amulet slot, but there's also a tail-slot version added if the player wants it.


Ah! I was going to bring this up! Thank you!
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Jeneene Hunte
 
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Post » Thu Jun 14, 2012 2:58 am

LAME has Mages Guild transporters? I know Cyrodiil Travel Services does, and I believe there's already some awareness built in to that for mods loaded and main quest stages.
Whoops! You're right, it is CTS that has the transporters. That's what I get for writing a post when I'm half asleep.
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Tai Scott
 
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Post » Wed Jun 13, 2012 10:22 pm

This mod sounds great, I've just downloaded it. I use FCOM so I gather from the readme to use Banes Guilds UnitedOOO.esp and MannimarcoRevisitedOOO.esp, and not include the non-OOO esps. However I notice that although Banes Guilds UnitedOOO.esp is of similar size to its non-OOO counterpart, MannimarcoRevisitedOOO.esp is less than 10% of the size of its non-OOO counterpart. Is this expected? Readme indicates that MannimarcoRevisited mod is complete, but the small size is throwing me off
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Kay O'Hara
 
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Post » Thu Jun 14, 2012 4:26 am

Gah. You're right. That's totally not clear or correct in the readme. The MannimarcoRevisitedOOO.esp is a patch file that should load after MannimarcoRevisited.esp. Yes you need both files. For the other file you only need BanesGuildUnitedOOO.esp. You don't need the regular BanesGuildUnited.esp. I'll update the docs. Thanks for pointing that out.
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Ysabelle
 
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Post » Wed Jun 13, 2012 9:03 pm

glad to help out!
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Lyd
 
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Post » Wed Jun 13, 2012 11:16 pm

The expanded villages mod looks really good. I never knew it existed.
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Imy Davies
 
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Post » Thu Jun 14, 2012 12:52 pm

The patches you have already provided demonstrate your appreciation of the fine mods nernie crafted a few years back, and it seems you have stimulated a well deserved revival. So I just thought I'd see if I could interest you in expanding your efforts. I've always loved nernie's Waterfront Market, but seldom had it in my load order for long because of conflicts with other highly desirable mods. Waterfront Market is such an accomplished piece of work too. It was the last of nernie's four major projects, and seems to have built on the experience gained from work on the previous three.

What I'd dearly love is a patch allowing Waterfront Market, Verona House Bloodlines, and Reclaiming Sancre Tor to play nice with each other.

If you need additional encouragement, I'd be willing to throw in my next door neighbor’s first born child. :yes:
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My blood
 
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