Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Oscuro's Oblivion Overhaul/The Hands of Almalexia

The Hands of Almalexia are undoubtedly one of the most powerful elite groups in all of Tamriel. Their numbers are few, but few are the number that can endure the grueling and intense training required to join their ranks. While these masterful holy warriors are, like all other Ordinators, at the disposal of the entire Tribunal, they are only found in direct service to the Mother; the Master and the Mystery have other agents to secure their interests.

The Hands are culled from the most able and virtuous soldiers of Morrowind, although most are Indoril nobles who have already long proven strength of both arms and faith as Ordinators. A candidate must have great experience with a variety of different weapons and fighting styles, as well as a profound understanding of a number of schools of magicka. An ebony scimitar is the traditional weapon of Her Hands, but each Hand continually hones their skills with a multitude of armaments, as to better serve the Mother. These keepers of the peace are garbed in a suit of Her Hands armor, given by Almalexia herself to bless the wearer with a number of strengths and resistances.

The battle prowess of each individual Hand is nearly unmatched. Save for a few ancient warlocks and the Tribunal itself, the Hands of Almalexia is among the deadliest groups alive, generally unmatched in fighting and priestly prowess. While they generally perform as the personal guards of Almalexia, they are also known to carry out the goddess' will and act as enforcers.

Some years ago, six High Ordinators began to secretly question Tribunal doctrine and express heresies akin to those of the Dissident Priests. They were betrayed while attempting to enlarge their number among the lower Ordinators. Mournhold was rocked by scandal and the goddess saw that these blasphemers had to be reckoned with in public. Officially, they were to be banished from the city, they were free to go if they could pass unmolested through the west gate. The heretics, suspecting that they would have to fight their way through its small garrison, approached the west gate fully armed. After walking through streets lined by watching crowds they found the guards had been replaced by a single Hand. They charged, hoping to overwhelm through sheer numbers, and despite their own skill were swiftly cut down one after the other. The Hand, having exercised Almalexia's power, returned to the temple. The west gate was closed. The Hands continue to exercise the goddess' will, serving honorably as our guardians and keeping us safe from harm and heresy.
Tes4Mod:Oscuro's Oblivion Overhaul/The Skyrim Bandit Clans

Detailed Walkthrough
Up north of Bruma, a powerful Nord named Marlek has forged an alliance between several Skyrim bandit clans. They've moved south into Cyrodiil and are now harassing travellers and making raids into County Bruma.

There are a few ways to start this quest. The easiest is to read the notices posted in Bruma. You can also find and kill either Marlek or Vyka Herlst, the leaders; find some of the notes scattered around the bandit camps; or read a report in Cloud Ruler Temple written by one of the Blades regarding the threat. Your goal is simple: Kill Marlet and Vyka. Without them, the alliance will fall apart, and the bandit clans will retreat into Skyrim.

The clans occupy several camps in northern Cyrodiil - the Ice Dragon Clan Camp (located in the far northwest corner of Cyrodiil - this is where Marlek is); Hidden Camp (Hrun Illmouth, another clan leader, can be found here); Arctic Wolves' Clan Camp (northeast of Plundered Mine; where Vyka is found), and a small unmarked camp just west of Cloud Ruler Temple. There is no reward as such for stopping the bandit menace, but the leaders have some nice items.

Journal Entries
Tes4Mod:Oscuro's Oblivion Overhaul/Thundering Steps Cave

Exterior
The exterior is located at coordinates: Tamriel 
This location's map marker is named Thundering Steps Cave (editor name ThunderCaveMapMarker). The entrance door is NW of the marker, 100 feet away.
Tes4Mod:Oscuro's Oblivion Overhaul/Varastal

Exterior
The exterior is located at coordinates: Tamriel -7, 36
This location's map marker is named Varastal (editor name VarastalMapMarker). The entrance door is NE of the marker, 20 feet away.


Zone 1: Varastal
This ruin consists of two large rooms in an L-shape. The first room is clear of creatures, though it has several chests to loot. The second room has seven spawns, plus the Reaver.
Tes4Mod:Oscuro's Oblivion Overhaul/Vistilia

Vistilia is one of the lieutenants of the Raiders, based out of Dasek Moor.

Vistilia wears a set of levelled heavy armor and wields a levelled blade. She carries some healing potions, some food, and two repair hammers.
Tes4Mod:Oscuro's Oblivion Overhaul/Voice of Nature

Voice of Nature is the leader of the Amazons in Cyrodiil. She can be found in Charcoal Cave.

Voice of Nature wears a set of Amazon Queen's Armor, a winged helmet and winged shield, and the Heart of Fury (an enchanted jade amulet). She wields a winged hammer and a random bow, and carries an assortment of gems, jewelry, and potions.
Tes4Mod:Oscuro's Oblivion Overhaul/Vyka Herlst

Vyka Herlst is the leader of the Arctic Wolves faction of the Skyrim Bandits; she seduced Marlek to get his support to unite the clans (see the quest The Skyrim Bandit Clans).

Vyka wears a mithril cuirass, greaves, and boots, a Shield of Storms, arctic fur gauntlets,  and The Dragon's Skin, an enchanted cloak. She wields Winter's Maiden and an arctic bow and steel arrows, and carries some potions, food, and lockpicks.
Tes4Mod:Oscuro's Oblivion Overhaul/Yeleri

Exterior
The exterior is located at coordinates: Tamriel -53,0
This location's map marker is named Yeleri (editor name YeleriMapMarker). The entrance door is E of the marker, 50 feet away.


This ruin is a direct copy of Bawn; refer to the UESP page for details on layout and maps.
Tes4Mod:Oscuro's Oblivion Overhaul/Yeshani

Yeshani is one of the leaders of the Argonian Smugglers. She is based out of Gloom Way Cave.

Yeshani wears an eboron cuirass, worn mithril greaves and  gauntlets, Boots of Shock Resistance, a random defensive staff, and a black Legion cape. She wields a random blade and carries an assortment of items, including potions, gems, three lockpicks, and copies of The Seed and Hanging Gardens.

If you side with the smugglers during the Slavers and Smugglers quest, she will also offer services; she buys and sells anything except spells, has 1500 barter gold, and a Mercantile skill of 74. He's available between 7am and 7pm, every day.
Tes3Mod:The Morrowind Quest List

The Morrowind Quest List was a section of The Quest Lists Wiki hosted at The Assimilation Lab. It is intended to be a comprehensive guide to good quest mods for TES III: Morrowind. It is a community project, in the sense that all of the mods here have been recommended by members of the mod community. Good quest mods are critical to the future of Morrowind modding, because without them people quickly get bored with plundering random dungeons, no matter how great the "eye candy" is.

What makes a good quest?
A good quest must, at a bare minimum, have an in-game story, a goal, a challenge, and a conclusion. Preferably, this should involve characters that you meet and interact with (not just ones you need to kill), although this is not strictly necessary -- a quest can be communicated entirely through in-game books or notes, for example. Ideally, it should also include some lore to establish a background setting, history, etc., and make some attempt to fit into the Elder Scrolls world (or replace it) even if it doesn't adhere strictly to previous TES lore. A good quest should also, of course, include some reward, but this can mean a lot of different things given the story.

Above all, a quest should be fun, either because of the way it challenges you or because of the way it tells a story -- or, if you are really lucky, both of these elements.

Feedback
If you have questions or feedback about these mods or the list itself, please post to the talk page.

If you'd like to submit a mod to the list, then please the page on quest submission.

The Quest Lists
Massive Quests
Large Quests
Medium Quests
Small Quests
Companion Quests
Beta and WIP Quests
Tes4Mod:The Oblivion Quest List

The Oblivion Quest List was a section of The Quest Lists Wiki hosted at The Assimilation Lab. It is intended to be a comprehensive guide to good quest mods for TES IV: Oblivion. It is a community project, in the sense that all of the mods here have been recommended by members of the mod community. Good quest mods are critical to the future of Oblivion modding, because without them people quickly get bored with plundering random dungeons, no matter how great the "eye candy" is.

History of The Oblivion Quest List (TOQL)
This list was originally hosted on Knol under the acronym TOQL (The Oblivion Quest List).  However, when Knol announced they were closing down their website as of May 1st, 2012 the community decided to save, refine and expand the list in a wiki format, and moved it to UESP. Since it wasn't suited for hosting on UESP, it was moved over to Nexus Mods and then moved over here.

What makes a good quest?
A good quest must, at a bare minimum, have an in-game story, a goal, a challenge, and a conclusion. Preferably, this should involve characters that you meet and interact with (not just ones you need to kill), although this is not strictly necessary -- a quest can be communicated entirely through in-game books or notes, for example. Ideally, it should also include some lore to establish a background setting, history, etc., and make some attempt to fit into the Elder Scrolls world (or replace it) even if it doesn't adhere strictly to previous TES lore. A good quest should also, of course, include some reward, but this can mean a lot of different things given the story.

Above all, a quest should be fun, either because of the way it challenges you or because of the way it tells a story -- or, if you are really lucky, both of these elements.

Feedback
If you have questions or feedback about these mods or the list itself, you can always post to the talk page.

If you'd like to submit a mod to the list, then please the page on quest submission.

The Quest Lists
Massive Quests
Large Quests
Medium Quests
Small Quests
Companion Quests
Beta and WIP Quests
Tes5Mod:The Skyrim Quest List

The Skyrim Quest List was a section of The Quest Lists Wiki hosted at The Assimilation Lab. It is intended to be a comprehensive guide to *good* quest mods for TES V: Skyrim. It is a community project, in the sense that all of the mods here have been recommended by members of the mod community. Good quest mods are critical to the future of Skyrim modding, because without them people quickly get bored with plundering random dungeons, no matter how great the "eye candy" is.

What makes a good quest?
A good quest must, at a bare minimum, have an in-game story, a goal, a challenge, and a conclusion. Preferably, this should involve characters that you meet and interact with (not just ones you need to kill), although this is not strictly necessary -- a quest can be communicated entirely through in-game books or notes, for example. Ideally, it should also include some lore to establish a background setting, history, etc., and make some attempt to fit into the Elder Scrolls world (or replace it) even if it doesn't adhere strictly to previous TES lore. A good quest should also, of course, include some reward, but this can mean a lot of different things given the story.

Above all, a quest should be fun, either because of the way it challenges you or because of the way it tells a story -- or, if you are really lucky, both of these elements.

Feedback
If you have questions or feedback about these mods or the list itself, you can always post to the talk page.

If you'd like to submit a mod to the list, then please the page on quest submission.

The Quest Lists
Massive Quests
Large Quests
Medium Quests
Small Quests
Companion Quests
Beta and WIP Quests
Tes4Mod:A List of Playing Aides

...helpful "playing" aids...most of which require OBSE.

Kyoma's Journal Mod - get some quills keep a journal of your adventures
Quest Log Manager - gives the user a little more control over the quest log
SD Skill Diary - helps plan out a character's advancement track
Books of Console - an in-game set of books containing many of the major console commands
Display Stats - a little mod for displaying various "hidden" weapon stats
Dude Where's My Horse - a simple mod to help the player keep track of his or her horse

See Also
Programs and Utilities
A List of Troubleshooting Aides

External Links
Online Oblivion Map - UESPWiki <-- a detailed, online map of Oblivion's worldspaces
Tes4Mod:A List of Troubleshooting Aides

:Note: All of the following mods require OBSE.

  - print out a detailed report on an actor's state to the console
  - logs console output and has multiple modes by which it can keep track of the info
This utility is particularly useful for capturing debug output that runs off screen.
  - identify that yellow mesh thingy, figure out which mod owns that spell, and much more...
  - get the Ref ID and Form ID for any item you can see and even see the file path to its meshes and textures
  - for users who cannot open the console via the tilde button (OBSE not required)

See Also
A List of Playing Aides
Console
Formid
Oblivion Script Extender
Problem Indicators
Programs and Utilities
Running Oblivion
Technical Support Library
Troubleshooting
Tes4Mod:Adding Ren's Hairs to the Drow Races

Intro
This guide is an extract from a BethSoft thread where a user wanted to add Ren's hairs to the races in the Drow race mod.

Steps

Part I - making a dependent plugin
 

Part II removing the dependency
Removing the dependency means performing plugin deisolation.[

 

See Also
TES4Edit
Wrye Bash

External Links
De-Isolation Tutorial --TESCSWiki
Tes4Mod:BCF and OMOD Info Downloads

Introduction

This is just a collection of BCFs and OMOD Info. All dependencies/requirements should be linked in Types of Mods if not below.

Instructions
BCF Application Steps:
  BCFs only work for the file(s) for which they were made.  Make sure you have downloaded the right requirements.  Pay attention to version numbers.''

# Put the -BCF file in the 'Oblivion Mods\Bash Installers\BAIN Converters' folder.
# Select the original archive(s) in the Installers Tab.
# Right-click on the selection and choose 'Conversions > Apply...'

OMOD Conversion Data Addition Steps:
  Do not add files other than those mentioned as requirements or the script will likely break.''

# Create/Edit the relevant OMOD.
# Use 'Add archive' to add the OMOD Conversion Data 7-zip file.

BCFs

Active as of 7-18-17:

XJDHDRs Scripted BCFs
DarkUId Darn by Gothic251
Dragon Captions Resource Pack (DCRP) by The Dragon Captions Team
Oscuro's Oblivion Overhaul v1.34b5" by Oscuro, Dev_akm and the OOO team (v1.33 required to install v1.34b5)
Vvardenfell Imports v1.1 by Themythofstrider
Vvardenfell Imports Addon v1.1 by Themythofstrider


BAIN converters by Gabba
Realistic Physics and Force Package
Harvest Containers 0.99.14 with SI additions by Ladycat

Bain Converters by Lojack
SM_Plugin_Refurbish_1-30-11474


(Below links broken as of 7-18-17)
High Res Skin Textures for HGEC (2048x2048)-20022-BCF
BCF created by Vegtabill, updated by Dragon32
DMCStylish-16459-BCF
Slof's Oblivion Robe Trader-24320-BCF
Initial Glow-5138-BCF
Robert's Female Body Replacer v1.2-15624-BCF
Tamriel Travellers-4387-BCF
Seph's Hand-to-Hand Animation Replacer-13051-BCF
Elves of Lineage II-12424-BCF
Elven Map Redux-3002-BCF
Mart's Monster Mod v3.7b3-17784-BCF
Harvest Flora-2037-BCF
Oscuro's Oblivion Overhaul v1.33-15256-BCF
Visually Enchanted Customizer Fixed-8490-BCF
FCOM_Convergence_v0.9.9_Beta-12249-BCF.7z

~ BCF Notes ~

MMM v3.7b3 BCF - requires the 3.7b3 Public Release Archive, the 3.7b3 PyFFI-Optimised BSA and the Diverse Waterlife Update

OMOD Conversion Data

Slof's Oblivion Robe Trader (BAIN-Ready) OMOD Conversion Data
Robert's Male Body v5 Beta OMOD Files
Seph's Hand-to-Hand Animation Replacer OMOD Conversion Data
Initial Glow OMOD Conversion Data
High Rez Skin Textures for HGEC - Face Textures OMOD Conversion Data
Streamline 3.1b OMOD Conversion Data
High Rez Skin Textures for HGEC - Lattamer OMOD Conversion Data
Slof's Oblivion Robe Trader OMOD Conversion Data
Visually Enchanged Customizer Fixed OMOD Conversion Data
Robert's Female Body Replacer v1.2 OMOD Conversion Data

See Also
BAIN Conversion Files - TESNexus <-- a collection of BCFs for various mods
OBMM HowTo - Script Analyzer - LHammond's OBMM HowTo website
Search "OMOD Installer" - TESNexus <-- search for OMOD scripts
Search for "OBMM Script" - TESNexus <-- search for omod scripts
Search for "OMOD Conversion Data" - TESNexus <-- search for OMOD scripts
Search for "OMOD Info" - TESNexus <-- search for OMOD scripts
Tes4Mod:BOSS Userlist Manager

The BOSS Userlist Manager (BUM) helps you manage your mod load order for Oblivion, Nehrim, Fallout3, FalloutNV and Skyrim.  It uses BOSS Userlist rules to customise the standard BOSS Masterlist that defines the order in which mods should be loaded.

 

See Also
BOSS

External Links
BOSS@TESNexus
Tes4Mod:BSA Repacking

Facts and Reminders

BSAs cannot be larger than 2GB
Repack BSAs for with no compression. It is faster.
To be safe, keep the original BSAs backed up somewhere.
BSAs count toward the soft cap of 300-400 plugins and BSAs.
The original Meshes BSA contains files with leading spaces.
After PyFFI-optimizing the extracted meshes, repack the folder that the optimized meshes are in, directly. Do not move them; otherwise, the name will be altered.
Do not forget to copy over the rest of the original meshes BSA into the "out" folder (choosing "no to all" when prompted to overwrite) if using the "Run PyFFI" method.
There will be duplicates of the un-optimized files that had the leading spaces after the copy because the spaces are removed in the process. The "renamed" files should probably be removed.
The game will crash if the original meshes BSA is repacked without at least all of the original meshes.

Repacking Steps

# Unpack BSA: OBMM > Utilities > BSA Browser > Extract All
# Pack BSA: OBMM > Utilities > BSA Creator > Select desired files Pack BSA: TES4Files...  
:Note: TES4Files automatically corrects texture paths with the wrong slashes in the file paths. Unless you are sure that the BSAs file paths are correct, using TES4Files is safer. The original BSAs are fine, of course.

See Also
BSAs and Archive Invalidation
PyFFI
External Links
ArchiveInvalidation Destroyed - devnull.sweetdanger.net
ArchiveInvalidation Explained - devnull.sweetdanger.net
Tes4Mod:Bashed Patch

Most plugins should be checked where they appear in the various bashed patch sections. There are few exceptions, some of which are listed below. Keep in mind that BOSS is often more current than mods' documentation as far as tagging is concerned. If a discrepancy bothers you, ask about it in the BOSS thread. All plugins that will be merged (green) or only imported (purple, italicized or sometimes regular black text) should not be active during the rebuilding of the bashed patch. That ensures that the changes are imported and merged as expected.

''Reminder: If you need a new Bashed Patch, grab a copy out of the  .''

FCOM users should check the Quick Bash Check Guide for Wrye Bash in the opening post of the current FCOM thread for the latest tag recommendations. 2) Oblivion.esm should be checked wherever it appears. 3) Import Names is fairly lax, so you can opt not to choose plugins there if you wish. 4) The bashed patch only imports content if necessary. In other words, if a plugin is active and its (would be imported) changes are not overridden later in the LO, they will not be imported into the bashed patch. If the plugin is not activate during the rebuilding, the changes will be imported.

In general, you can check all plugins where they appear in the Bashed Patch rebuild dialog, unless otherwise noted by a mod's ReadMe to not check the plugin in some section.
 

Important Mod-Specific Notes

Things to not check given certain circumstances...

Import Cells
Do NOT forget!! to check All Natural's plugins here.
Import Factions
MMMforOOO, FCOM: uncheck OOO ESP and OOO ESM here
Import Relations
MMMforOOO, FCOM: uncheck OOO ESP and OOO ESM here

Bashed Patch Tweaks
These are all safe, but some may have odd results when used with certain mods. 2) Right-click on tweaks with variable settings to change the setting.
Globals
Timescale - replaces day length and (static) timescale modules
NPC Tweaker
Tweak Assorted
XXX show rings - making clothes show jewerly can cause nasty effects when using mods that add rings to create certain effects (i.e., RGO, Supreme Magicka)
Tweak Clothes
Tweak Names
Tweak Settings
Cell Respawn - replaces (cell) respawn modules
COBL Catalogs
Contents Checker
Leveled Lists - selecting automatic usually suffices
Morph Factions - see the readme
Power Exhaustion - see the readme
Race Records - order matters!
SE World Tests - stops SI inhabitants from rattling on about Cyrodiil topics while the PC is there

External Links
Questions about Importing Things in Bashed Patch - BethSoft thread <-- user played a nine-hour session without a crash
Wrye Bash - main site, outdated but still helpful, click the help icon (lower-right corner of Bash window) for the current ReadMe
Wrye Bash - TESNexus
Tes4Mod:Wrye Bash - UESP Wiki
Wrye Bash Patch Option Reference (by Warrudar)
Merge Patches - Wyre Bash ReadMe
Tes4Mod:Basic Plugin Cleaning

Plugin cleaning is a good thing to do, but don't over do it. In general, users have limited knowledge of a mod. In other words, a casual user of All Natural does not know what purpose every record in the plugin serves. Authors can have good reason for leaving in seemingly redundant records, etc.

:Note: Use the FO3Edit manual if you need help or want to learn more about using TES4Edit.

Quick Steps to Clean A Plugin
# Launch TES4Edit.exe (It has a pretty nondescript icon along the bottom of Bash's window.)
# Right-click in the first window (listing your installed plugins) and choose "unselect all"
# Check the ONE plugin you want to clean and all mods it is expected to load with (i.e., plugins it patches)
#*The plugin should be the latest loading plugin checked.
#*TES4Edit automatically loads a plugins dependencies.
# Click OK until you are looking at the main screen. (TES4Edit will start loading the plugins' resources.)
# Once it is done loading (a message will be displayed in the right pane) right-click on the plugin and choose "apply filter."
# In the apply filter menu, make sure only "conflict inherited by masters" is checked, then click apply
# Once the filter is done, right-click on the plugin and choose remove identical to master records
# Right-click on the plugin again and choose "undelete and disable references"
# Click the X button and TES4Edit will prompt you if any changes were made to the plugin. If it prompts you, make sure only the plugin you intended to change is checked and click OK.
#*TES4Edit automatically creates backups of edited plugins which can be found in the Data folder.

:Note: If you use BAIN, it may be helpful to create a new project (folder) in the Bash Installers folder to keep all of your cleaned plugins in, separate from and overriding the originals. You can go further and create subfolders (i.e., "Quests," "Tweaks," etc.) and it will still be a BAIN-ready project.

See Also
TES4Edit
Stabilization and Optimization

External Links
Fallout3 Training Manual for FO3Edit
TES4Edit Cleaning Guide - TESCSWiki
TES4Edit Cleaning Guide - Quick List of What & What Not to Clean - TESCSWiki
UOP List of Fixes - Baldurdash