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.
A Tip For You
Current Version: v1.1
http://oblivion.nexusmods.com/mods/42769/
Lets you offer a tip to any npc. So go ahead and tip those poor stablehands who take care of your horse and rake dung all day, okay?
Banes Guilds United -- Updated
Current Version: v2.6
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.
Fame Based Daedric Quest Requirements
Current Version: v1.1
http://oblivion.nexusmods.com/mods/42614/
Replaces the level requirements for Daedric Quests with one based on total fame & infamy.
Guild Advancement
Current Version: v1.6
http://oblivion.nexusmods.com/mods/42870/
Complete more quests and improve your skills in order to advance through the ranks of Cyrodiil’s Guilds. Never again shall a novice spellcaster become Arch-mage of Cyrodiil.
Hot Coffee and Tea
Current Version: v1.3
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!
Mages Guild Sells Its Services
Current Version: v1.0
http://oblivion.nexusmods.com/mods/43293
The Mages Guild will now sell its unique spellmaking and enchanting services to anyone...for a fee.
Useful for those not in the guild, those who haven't gained access to the Arcane University, or those who just don't want to trek back to the Imperial City to make a spell.
Respawning Clams
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42367
Err. Yeah. Clams respawn. That's all. I'm only uploading this because I spent 10 minutes on Nexus, Google, TESSearch, etc, assuming someone had already made it. So in the hopes that one day it saves someone from 10 minutes wasted looking through links that aren't what they're after, here it is. You could have made it yourself in the time it took to read this.
Skyrim Ingredients for Oblivion
Current Version: v 0.7
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.
Your Mother Was a Hamster
Aka, the Taunt Mod
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42960
Taunt and provoke NPC's.
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: v1.1
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: v2.1
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
Patch for use with http://www.lostspires.com/: just patches the landscape around Pell's Gate, fixes floating buildings and tears, and unburies the riverside house.
Current Version: v1.1
http://oblivion.nexusmods.com/mods/42430/
Verona House Waterfront Patch
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42429/
Patch for http://oblivion.nexusmods.com/mods/36389 and Nernie's http://oblivion.nexusmods.com/mods/22834. Verona House drops a hunter's shack right on top of the marketplace. This patch just moves the shack to a different part of the waterfront. There's two versions, a regular, and one that requires http://oblivion.nexusmods.com/mods/19589. The ImpeREAL version moves the shack to one of ImpeREAL's existing, unused buildings and is bash mergeable.
ImpeREAL Dragon House
Current Version: v1.0
http://oblivion.nexusmods.com/mods/42368
Patch that adds the very nice, very simple, http://oblivion.nexusmods.com/mods/14645 mod to Silent Resident's http://oblivion.nexusmods.com/mods/19589. ImpeREAL City's extra doors seem tailor made for mods like Dragon House so it seemed a natural fit.
Francescos Caliper Bug Fix Spell
Current Version: v1.1
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.