80x7x4 Bitmap (serves as a full-screen template) that contains all 7 BetaBrite colors as needed to design your own custom graphics. If you don't know what this is for, you probably don't need it :)|
|Preface: Most of the mods below were released under the pseudonym "The Munchkin Lord". We can neither confirm nor deny the validity of your suspicions. Thanks for playing :)|
|Allows you to make Radscorpions (normal and small), Brahmin, Rats, and/or Giant Ants (normal and tough) worth 1000, 5000, or 10000 experience points. This mod was designed to let high level characters escape the monotony of wandering the wastes for XP. Of course, it can also be used for cheating :) Updated for the game's 10th Anniversary with Giant Ants.|
|This text details how to get on the elevator in the Toxic Caves (by repairing its generator, picking its lock, avoiding death after stepping off of it, and making it back out alive) early in the game, which is possible before doing pretty much anything else. This will give you a good advantage in equipment and no cheating is involved. Updated for the game's 10th Anniversary with three Proof of Concept savegames, new information in an Appendix, and new observations on the process.|
|This map shows where (marked in red) you can find Special Encounters near the start of the Single Player Campaign. The actual order of the Encounters will be random, but the squares that you find them in are static, hence this map is possible.|
|Provides scripts, a conversation, and an item (Miscellaneous -> Other -> Eye of Remote Viewing) to allow players to control their camera viewing height, anywhere from ground level to 50 meters in the air.|
|These batch files will change your Neverwinter Nights installation to be recognized by the game and its Toolset as having different expansion packs installed. This is mostly useful for the Toolset, so that you can decide what flag it sets in your modules. Upon saving a module, the Toolset sets the module to require certain expansion packs to be played. With the batch files, you can change to and from any configuration possible, including no expansion packs, both, or either. You must do this before you start the Toolset. Note: Using these batch files will not unlock anything on a normal NWN installation, nor will they allow you to flag a module as SoU or HoU if you don't actually have either of them installed. The game relies on 2 files for each expansion pack that are only installed with the expansions, not with the original NWN.|
|15 (7 upgradeable) new long range blasters for your destructive pleasure. There are 3 new basic range categories: long range pistol (32m), long range repeater (36m), long range rifle (40m), and 8 new types of gun, some requiring extra feats (beyond the normal weapon usage prerequisites) to use: Long Range Heavy Blaster, Long Range Blaster Rifle, Long Range Disruptor Pistol, Long Range Disruptor Rifle, Long Range Heavy Repeating Disruptor Rifle, Long Range Stun Pistol, Long Range Ion Blaster, Long Range Ion Rifle.|
|This modification will allow you to create counterfeit credits and pazaak cards using chemicals at any lab station. Look under the 'Grenades' section. The type of cards and the 'chemical to credit ratio' depend on your security skill.|
|This modification will allow you unlimited grenades, rockets, and droid special weapons.|
|This modification will allow you to create Wrist Mounted Rocket Launchers, though equipping them on any character but Mira will also require equipping a control module, which are available in droid and meatbag varieties. All 3 new objects are created at a Workbench, under 'Other'.|
|Traverse the Planes and uncover an ancient druidic cult to find their artifacts, including the Longbow of the Elements: an upgradeable bow with several types of unlimited ammunition. The arrows that it produces and fires, you guessed it, do elemental damage. Note: This is a rather long, involved quest and requires both the Tribunal and Bloodmoon expansions.|
|This mod allows you to modify your 'Adoring Fan', who is a traveling companion available after you become Grand Champion of the Imperial City Arena. The modification is accomplished by finding three items that you can use from your Inventory or from Hotkeys (much better and less messy than through dialogue, since you can change things at times when you aren't able to talk to your companion directly and there are no audio/time hiccups to be had during conversation). Some of the things you can change are: Aggression, Confidence, Responsibility, reaction to Friendly Fire, Sneaking behavior, Class, make him Essential (can only be knocked unconscious instead of killed), Resurrect him if he does die, make him Teleport to you if he falls behind or gets lost (or cannot reach you because of another mod using non-standard transportation methods), and last but not least: edit his Inventory (which was really what this mod was originally intended to do).|
|This mod changes the 'Old Nag' Horse (requires official mod DLC1), when outfitted with Elven armor, into an Albino Unicorn. This Unicorn is white with red eyes, of course, but also has several other distinguishing differences from your average horse. It has the standard Unicorn abilities (Immunity to Disease, Paralysis, Poison and Normal Weapons; 50% magick resist and 20% damage reflect), regenerates Health at a rate of one point per second, and has the ability to cast three ranged spells: Fire, Frost, and Shock damage; though they are rather weak (only 10 points of damage). Its maximum health is equal to the Armored Bay Horse (500), Attack is equal to the Black Horse (15), and Combat skill is equal to the White Horse (50). Its Speed is about 50% faster than any other horse (33 x 1.5 = 49.5, 50) and its Fatigue is doubled (100). The Albino Unicorn also cannot be killed (only knocked unconscious).|
|Extended death scenes: 24 hours real-time (30 days game-time) before forced reload after death. Up to 100x 3rd Person/Vanity view distance; mouse wheel speed increased 10x (theoretically) to compensate.|
|Makes torches more efficient; they burn forever and shed white light to double their normal range. This mod is not compatible with my more famous 'Wieldable Torches' mod (listed below), so only use one or the other. There is a plug-in available for Wieldable Torches that does the same thing as this one, however this mod is much more efficient with processor time if you only want brighter and infinite-time torches.|
|All of your enchanted items will recharge (via Varla Stone) every time you draw a weapon. This function can be enabled, disabled, or disabled permanently (for uninstallation) by use of an item (Broken Varla Stone) in-game. The item is added to Inventory automatically after this mod is installed, and after you've left the character creation dungeon.|
|Removes the LAME 'Loading Area...' message from the game.|
|Makes Arena corpses, weapons, and armor lootable. Also give you a 'Scavenger' Skill that increases by 1 for each arena item looted (with the exception of arrows and potions) and every 10 points of which you earn grants your character a +1 bonus to Luck (to a maximum of +10).|
|Allows more magic effects for Spellmaking and Enchantment that are locked away by default. Find a chest of tomes behind the Arcane University to get started.|
|Gather turds (ingredients) from creatures to create potent poisons. Good clean fun for the whole damned family! Haha. There are 18 turd-dropping creatures and it's up to you to find them (take a closer look at the screenshot if you want a partial list to get you started). Ingredient effects are similar to facilitate usefulness but can vary based upon size (bigger creatures drop heavier turds, imagine that :), and Master Alchemists will now be able to make poisons worthy of their titles.|
|Drop the Portable Arena and activate it to spawn enemies. Spawns are selected through a menu interface (see screenshots). The item is added to Inventory automatically after this mod is installed, and after you've left the character creation dungeon.|
|Adds an item that allows you to play Oblivion in real-time, where one second of real-time equals one second of game-time, and switch back to default, where one second of real-time equals 30 seconds of game-time. The item is added to Inventory automatically after this mod is installed. This one is a bit different than the usual free items, it will be added upon loading any saved game as well as immediately upon the start of a new game so you can play in real-time from the beginning if you so desire.|
|Allows Shady Sam (around the Imperial City's wall behind the stables) to buy stolen goods and gives him 50,000 Gold to trade with. Wasn't very shady before, was he? Well, I guess he was at least standing in the shade, heh heh.|
Allows 6 standard summoned creatures at once (summoned individually using standard spells or summoned en-mass with new Mass Summoning spells) and up to 6 more (for a total of 12 under your command at any given time) using custom Mass Summoning spells available at Edgar's Discount Spells in the Imperial City. The custom Mass Summoning spells (prefixed '(Mass+)' in-game) can summon both standard creatures and previously unsummonable types of creatures, or even a mixture of the two, though only one Mass+ spell can be active at any given time. On the other hand, you can have as many standard spells and standard creature Mass Summoning spells (prefixed '(Mass)' in- game) active as the new limit of 6 will allow. The prefixes let you know which spells can be cast without canceling each other out. All summons created by the (Mass+) spells can be dispelled immediately by casting the '(Mass+) Kill 'Em All!' spell.|
So, as an example: you could have 3 different Atronachs and 3 different Undead creatures summoned by either standard or (Mass) spells, and then cast a (Mass+) spell to add 6 Imps to your entourage. Upon casting another (Mass+) spell, if the Imps are still alive, they would all be dispelled to make way for the new creatures. The same would be true for a standard or (Mass) spell; if you cast another one of them, since the limit of 6 has been reached, one or more of the standard creatures would be dispelled. The creature(s) selected for dispelling seems to be randomly chosen by the game engine for the standard and (Mass) spells.
Standard creatures available to be summoned with the (Mass) spells are: Dremora, Dremora Lord, Flame Atronach, Frost Atronach, Ghost, Lich, Skeleton, Skeleton Champion, Skeleton Guardian, Skeleton Hero, Storm Atronach, Xivilai, Zombie.
Standard creatures available to be summoned with the (Mass+) spells are: Clannfear, Daedroth, Ghost, Skeleton, Skeleton Hero, Faded Wraith, Gloom Wraith, Zombie, Headless Zombie.
Non-standard creatures available to be summoned with the (Mass+) spells are: Black Bear, Brown Bear, Boar, Dog, Goblin (in pairs of melee and ranged), Goblin Warlord, Goblin Shaman, Horse (miniatures of all 5 wild types and a rideable miniature Unicorn), Imp, Minotaur, Mountain Lion, Mud Crab, Ogre, Rat, Sheep, Spiderling, Spriggan, Troll, Timber Wolf, Will-o-the-Wisp.
You can also bind 4 different leveled Familiars (Rat, Wolf, Imp, or Will-o- the-Wisp) permanently to your character, though doing so will cost 5 precious points of Endurance (for each one bound) along with a pile of Gold. To learn how this system works, cast any one of the Binding spells in-game. It will then be explained, at which point you will also be given the requirements and a choice before you actually go through with the Binding. They can be dismissed at will and, if killed, can be summoned again as a Greater Power (once per day, and without costing Magicka, Endurance, or Gold).
All in all, there are 48 new spells: 26 (Mass+), 6 (Mass), 4 Call Familiar, 10 Bound Item combos (bonus :), 1 Dispel all (Mass+), and 1 fortification spell (included as a hint on how to cast the spells you can't afford by default).
This mod adds a small and accessible portable home to the game that may be obtained by completing a short quest (startable upon loading any saved game, see readme). Features of the two-story cylindrical home include:|
- Quest(s) and story-line(s) within, and to obtain, the house.
- House entrance (floating box :) is deployable anywhere and fast-travelable with map marker that is also active when the box is in a container. Can be used as a Mark/Recall device.
- Working light switches for all rooms in the house (living room, bedroom, storage room, second floor, separate-area side room)
- Labelled item containers: Weapons, Armor, Miscellany, Ingredients, Potions, Poisons, Scrolls, Clothing, and Jewelry.
- Working 'Trash Can' to dispose of unwanted items permanently.
- Quest to unlock additional separate side room (also cylindrical) with space to place mannequins, furniture, or anything else from other mods.
- Standard altars (Spellmaking and Enchanting) and a set of Master Alchemical Apparatus (optional use, of course), couple display cases, bed, shelves, benches, chairs, candle-lit table, free space on second floor.
- An 'Entertainment Center' with a multi-colored light show and original music (courtesy of oblyvaeon) spun by an Impish DJ :)
- A virtual art gallery (paintings) throughout the house (see readme credits).
- Comic relief including spoof(s) on Morrowind and several other games, stories, and legends.
|The Quiet version of The Box contains no music, making it more accessible for low bandwidth dial-up downloads. It was not tested as extensively but only a small portion of one script was changed, so it should function just as well.|
|Removes restriction on the number of times per Level you can train Skills (up to 100 anyway :).|
|This mod will enable your character to wield torches as weapons (and switch back to normal use again). No purchase necessary. When used as weapons they are useful for shedding light, but have the added bonus of being able to set your opponents on fire, giving new meaning to the phrase, 'Go to (heck yes)!' There is also a 'plug-in' system available that can add new features such as brighter light, more fire or weapon damage, giving wieldable torches to enemies, or adding the features of a mod called 'Drop Lit Torches in Combat'.|
Note: You ONLY need this if you are using the ESM version (i.e. using the plug-in system) and the graphics are screwed up in-game (i.e. the torch appears as a large exclaimation point when you wield it, see screenshot). This seems to occur only on some systems and may not affect you.|
Makes the Master file (ESM) version of Wieldable Torches compatible with Oblivion v184.108.40.2066. It seems that the new version of Oblivion doesn't like the BSA in combination with the Master file (ESM). So much for simplicity... This patch is just the contents of the unpacked BSA. To install, unpack the archive to your Oblivion\Data directory, maintaining directory structure.
|This package is not intended as a 'balanced play' modification. It does fix some issues, though it also opens up more opportunities/options, changes some things in your favor, and makes available some very powerful hex-edited characters. Note: This mod was created and tested with the ToEE official Patch v1.0 and has been reported NOT to work with patch 2. There is no update currently available.|