

The Big

These are my main mods, listed here for easy referal but they have their own thread. The ones that made me famous (or infamous to some).

- http://tesnexus.com/downloads/file.php?id=12049 http://www.gamesas.com/bgsforums/index.php?showtopic=931763 Version 3.0.1 Basic
My very first real mod, it introduced me into the world of scripting (which I haven't left since). What it does is add sorting to your spells based on a number of factors, spell school, mastery level and/or highest magic effect. Result is a nice sorted spell list with similar spells grouped together, making it easier to find the ones you need.
It all happens ingame making it compatible with any mod that may alter spells and mod that adds new spells altogether. There are multiple sorting styles available for you to choose.
Now with complete renaming option for spells and scripted effects! - http://tesnexus.com/downloads/file.php?id=15294 http://www.gamesas.com/bgsforums/index.php?showtopic=922284 Version 3.2.1
With this mod you can type stuff ingame and review it later on. As of version 3 there are two sides to this mod. For future references I'll be using two terms to describe those two sides. First we have the 'menu journal', it's the part that was previously the only option. The series of messageboxes to display and type things. Secondly there are now what I call 'journal books', custom books you've created with this mod that you can write in and review later on. You can have as many journal books as you'd like and each has it's own seperate text. - Shivering Creature Companion (reverted to WIPz)
This is what I call my pet project (no pun intended). It is something I've been working on for a long time and I'll continue to work on it even longer. It's main features are/will be the ability to have one of several creatures from the Shivering Isles as a pet. You can feed him, they will level up and a simple disposition system to show their loyalty towards you. Each one will have a unique ability, something that makes them special.
As stated above I've reverted it back to WIPz status. The latest version that was available (v1.3.3) had a number of bugs and because I'm working on a complete re-write it would be tendious to support an outdated version. - http://www.tesnexus.com/downloads/file.php?id=26220 http://www.gamesas.com/bgsforums/index.php?showtopic=1022954 Version 0.7.1b
Tired of having to open up the ap each time you want to know where you are in a cave or where that cave is located? Well, not any more for this mod gives you a MiniMap, like in Morrowind. The layout is fully configurable to suite your taste. Do you want it in the upper right corner? No problem. Do you want it to be as big as half the screen? Once again, No problem. Now consists of two parts: a Local MiniMap and a World MiniMap. For more details check its own thread.
Misc Mods
Smaller mods that I made and released without a seperate release thread.
- http://tesnexus.com/downloads/file.php?id=23690 Version 2.0
Allows you to enter and exit Oblivion realms simply by walking through the gate. You can still activate it like normal aswell. All vanilla gates that you can walk through are affected and mod-added gates that use a vanilla object as base should also be affected. - http://www.tesnexus.com/downloads/file.php?id=22163 Version 2.1.0
Several additions to the DarNifiedUI (or DarkUI'd DarN) and thus it is required. The following components are available and can be used seperately from eachother:
- Sneak Icon Limiter. This puts a cap on the transparency of your sneak icon, making it harder (or even impossible) to see if you are detected or not. Exact value can ofcourse be configured
- Map Additions. Gives you the ability to create new mapmarker filters to be used in combination with http://www.gamesas.com/bgsforums/index.php?showtopic=1029156. Also allows you to quickly see the names of all the mapmarkers with a simple toggle switch. Useful for when you are looking for a particular fort and you don't want to hover over each one by hand. - http://www.tesnexus.com/downloads/file.php?id=28432 Version 1.0
This mod expands the world map to cover the entire provice of Elsweyr. The original texture was provided by Yian, I merely resized it to ensure the scale of the worldmap stays the same. It is different from "Colored Map for Elsweyr 1.1" because the scale of the map remains the same. The worldmap texture was not created by me but by yian, I only resized it to vanilla scale. You still get to see the southern part of Elsweyr.
For now it only includes a "Colored Map" style, I tried locating more retextures for Elsweyr (like in the "Elven Map Redux" style) but I couldn't find one which also included the southern parts of Elsweyr. If you know of a map that has the whole province of Elsweyr on it or you are willing to make something like that you are welcome to contact me so it may be included in this mod (or not ofcourse). - http://www.tesnexus.com/downloads/file.php?id=28511 Version 1.1
This mod allows you to refine the various qualities of Amber and Madness Ore into higher quality material. The minimum amount required for refinement is three, the maximum is eight. The chance of succesfully refining the ore depends on your armorer skill and the total amount used. Luck plays a small factor aswell. Upon failure you have a small chance to retrieve half of what you put in, otherwise you loose it all. Thus it pays to use more than three pieces to increase the chance of success. - http://tesnexus.com/downloads/file.php?id=23405 Version 1.0
Inspired to mmmpld's Look at Shrine, this mod makes the player look at any of the Daedra shrines when they speak to you. Unfortunately Look at Shrine conflicts with mods like OOO that alter the same scripts. So I made this mod, the result is the same as in Look at Shrine but the mechanics behind it are very different. My mod does not alter any existing script thus making it compatible with any mod that does. - http://tesnexus.com/downloads/file.php?id=23901 Version 1.0
Sets the harvest chance for all flora to 100%. Does this ingame and making it compatible with any mod that does alter flora. Future plans are to add a 'dynamic' option, where the harvest chance depends on your alchemy. Will still be possible to configure minimum and maximum values. Another thing to add is different harvest chances between seasons, but this will need alot of investigating to determine good values for all the different kinds of flora. Other than that it is relatively easy to add so if anybody is willing to make a list of the base harvest chance of the flora for each season I will gladly put it to use. - http://www.tesnexus.com/downloads/file.php?id=24465 Version 1.1
I love the alchemy sorter that is included in Cobl and I was disappointed with the existing portable alchemy sorters so I began making this mod. It adds a misc item called "Alchemy Pocket" that you can drop which functions exactly the same as Cobl's built in alchemy sorter. That's because it IS Cobl's alchemy sorter. Result is a portable Cobl alchemy sorter.
But it's not an unbalancing mod where you can just dump everything inside it without a weight penalty. The weight of the Alchemy Pocket is equal to the combined weight of the alchemy items within it. You can also configure the divisor for the weight calculation, by default it will use your mystisicm to determine but you can make it a static number aswell. Another thing, any item you place inside the Alchemy Pocket that isn't an alchemy item (ingredient, potion, scroll) will have it's weight multiplied by 10. So don't try to use it as a storage container for all your things.
New in version 1.1. No need to buy the Alchemy Pocket, it will be added to your inventory when the mod starts. - http://www.tesnexus.com/downloads/file.php?id=24751 Version 2.0
A nifty mod for those that don't like how the Skeleton Key ruins the lockpicking experience with its unbreakability or the large security bonus it provides. This mod gives you several options to change how the Skeleton Key works and what sort of bonus it might give you. - http://tesnexus.com/downloads/file.php?id=23404 http://www.gamesas.com/bgsforums/index.php?showtopic=890173&hl=qzilla Version 1.0
Originally made by qzilla, updated by me. QZ Easy Menus currently has three main features:- Menu Exit - Two keys (the ExitKey and the AltExitKey) that let you exit almost any menu with the press of a button. Can be a mouse button or a normal key. Generally it chooses back or cancel but in some cases it prefers done or ok (such as the haggle/quantity prompts). In messageboxes it will attempt to choose smart, for Yes/No messageboxes it will choose Yes (even if it's a No/Yes). For other messageboxes with two or three choices it will select either "Continue", "Done" or "Ok". All should be language independant. For mod-generated messageboxes it will only work if there is but one button or "bOnlyConfirm" is set to 0.
- Easy Choices - This part lets you choose a button in messageboxes or select a topic by the press of a button. Each It's pretty simple, 1 means the first button or topic, 2 means the second button or topic etc. The 0 is treated as 10. Obviously you can only select up to the tenth button (which is the max anyways) and tenth topic (it's rare to have that many topics). Works with the normal number keys and the NumPad keys.
- Journal Quick-Keys - Several keys you can use to quickly access the various parts of the Journal Mode. Things like stats, skills, worldmap, localmap, spells, active effects and much more. Works from outside and inside those menus so you can go from, for example, your spells page directly to your skills page. Regardless of which page of the stats menu was visible when you last viewed it. A full list can be found in the ini. If you'd like more then let me know so I can add them.
- Menu Exit - Two keys (the ExitKey and the AltExitKey) that let you exit almost any menu with the press of a button. Can be a mouse button or a normal key. Generally it chooses back or cancel but in some cases it prefers done or ok (such as the haggle/quantity prompts). In messageboxes it will attempt to choose smart, for Yes/No messageboxes it will choose Yes (even if it's a No/Yes). For other messageboxes with two or three choices it will select either "Continue", "Done" or "Ok". All should be language independant. For mod-generated messageboxes it will only work if there is but one button or "bOnlyConfirm" is set to 0.
Outdated/Discontinued Mods
Mods I made that I either no longer support or that the development is stopped. Listed here for archieve purposes as I recommend they aren't used.
- http://tesnexus.com/downloads/file.php?id=19356
This mod was something I made really quick after getting annoyed by the fact shopkeepers don't care if you walk on their counter and knock all the things off. So I made this mod to attempt to fix it. Reason for being discontinued is that the implementation is rather hacky and needs to be improved/rewritten, but I simply don't have the time or motivation to do it. - http://tesnexus.com/downloads/file.php?id=20188
Adds the option to view all your diseases and abilities with their formIDs and source mod. Makes it easier to remove them in the console from your character should you ever need to (cause then you know the exact formID). Reason for being outdated is that a mod called RefScope can do the same and alot more. - http://tesnexus.com/downloads/file.php?id=22781
A project that served as a learning curve to Oblivion's XML system, it adds a Thermometer HUD element modders can use to display temperature-like values. Although the idea was reasonable because it depends on other mods the practical use is very low. Reason for being discontinued is that there isn't enough interest (both on my end aswell as other mods). - Geomancy Grinder OBSE
Discontinued and merged/replaced with a new project for which I am supplying the scripting side.