Netruk44/uesp-wiki-content huggingface dataset:
Tes4Mod:Legends - Order of the Baleful Eye

Legends: Order of the Baleful Eye



Description
An ancient and reclusive sect of Necromancers returns to Cyrodiil after you uncover a special artefact created by their wanted traitor... Join one of two new opposing factions and earn unique upgradable homes, items, and companions with special commands. Rise in your new ranks through currently 3 of 4 branching Episodes with tons of story, dialogue, background, and special bonuses...


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Notes
One vanilla dungeon in particular is repeatedly used so there may be some minor conflicts/overlapping with mods like OOO, but nothing simple console commands shouldn't be able to fix. If you find anything particularly troublesome let me know.
The main artefact requires the use of the original game bone pieces. If you use a mod that alters these pieces you might have to use Wyrebash to remedy.
The slave chains clip on the HGEC body a little more than expected although it's not hugely noticable. I think that's because those clothes were made for Exnem's original body mod and bits were slimmer. If you know of an update for the slave chains please let me know.
Any mod that adds entrances in the IC Talos District SW corner may overlap with my entrance (my entrance is enabled from the start of this mod, but you won't be able to get too far inside until Episode 3).
Tes4Mod:Legends of Zefaro

Legends of Zefaro



Description
You've heard rumors of a spiritual hunter with ancient ties, skilled in stalking and the bow. Unlock various secrets and functions as you progress through the story and quests. Earn new faction ranks from the story's humble origins. Advance through dungeon-crawls and cross-country excursions to ultimately face a magical dungeon of trials and free an ancient ancestral tomb from tyranny. All this and more...


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Tes4Mod:Lost Sword of the Ayleids

An-Arane Cey: Lost Sword of the Ayleids



Description
Lost Sword of the Ayleids is a treasure hunt mod. There are no map markers. You will have to rely on your own ingenuity and knowledge of Cyrodiil's landscape to find each location. The clues, in combination with the journal hints, should give you ample information to point you in the right direction.

The reward is a custom made sword that has a recharge ability along with other useful enchantments.

We haven't timed the quest, but it should take you awhile to do it as there are a number of dungeons you have to raid in order to do the quest. From feedback, it will take upwards of 4 hours to do, but that's if you already have a good knowledge of Tamriel...

Lost Sword is designed to begin once you've had a good night's sleep. Find a bed and get horizontal for at least eight hours. The quest will begin with a short video clip.


Patches/Addons
A patch for UL Arrius Creek is available here.


Notes
Tes4Mod:Lynge's Gnoll Mountain

Lynge's Gnoll Mountain



Description
For many years people have dissapeared while travelling through the Jerall Mountains. A tale speaks of a stirring cold and a huge shadow moving slowly in the distant... 

Go to the city of Bruma - get a hot bath, pack up your supplies and get a good nights sleep - visit the chapel to pray and get your blessing. When you feel ready travel east by the road heading away from civilization and let the Jerall Mountains embrace you and discover there what the winter has to offer... 

It is suggested that only people with more than 15 levels of experience in the wilderness seek adventures in this region. The weather conditions can be extremely harsh... 

Do not underestimate the forces of nature... 


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Tes4Mod:Lynge's Stories From the Sea

Lynge's Stories From the Sea



Description
This mod adds adventures related to the sea to the game. 

It's the biggest mod I've created so far and I've spent a lot of time making each new location unique. I've also done a lot of pathing and lightmapping to make it all feel very lifelike. 

The reason I won't be describing all details of the mod here (like which quest rewards you'll get and so on) is that it would ruin the gaming experience for you. Do you remember how exciting Oblivion was when you'd just bought it and you didn't have a clue where you were going?! But I can tell you that I've tried not make every quest end with a huge amount of gold or an overpowered 
weapon. 

My quests won't show up in your quest list. This is mainly because quest scripting is a long and very difficult process and also because I like it better without boxes popping up every sec. Along the way there wil be a little guidance though and this will 
happen through message boxes but I've tried to keep this at a minimum. 

Some of the locations can be a little hard on your performance, especially if you're already pushing your computer to the limit. This is because some of the locations use a lot of different lightsources and fx to get the right look and feeling - but I wouldn't like change that.

Hope you'll enjoy the mod and have a nice gaming experience! 

Now go teach those sea monsters a lesson. :)


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Tes4Mod:Mages Guild Quests

Mages Guild Quests



Description
This mod adds additional Mages Guild Quests. This version contains 43 quests. 

There are seven quest-givers:

(1) Livia Agripina at the Arcane University Arch-Mage's Lobby. She has 25 repeatable alchemical ingredient collection quests issued in random order.

(2) Orynthale at the Bravil Mages Guild hall. He has eight repeatable quests where you attack and clean out eight Necromancer lairs. 

(3) Vilwen at the Skingrad Mages Guild. She has a quest where you work to help her collect Mages Guild Dues from various mages who have fallen behind.

(4) Talimsha at the Cheydinhal Mages Guild. She has an alchemy puzzle quest.

(5) S'drassa, at the Leyawiin Mages Guild, the same one who has the vanilla Oblivion "Tears of the Savior" quest, has another quest for a different kind of crystal he wants to add to his collection.

(6) Ogmar Evil Eye at the Chorrol Mages Guild hall. He has six repeatable quests where you attack and clear out six Necromancer lairs.

(7) Garothmuk gro-Khagdum at the Cheydinhal Mages Guild. He has a huge collecter's quest where the objects you seek are scattered all over Cyrodiil.

Non-quest extras:

A companion who you can recruit at the Anvil Mages Guild. She has 3000 health points, has wait, follow, and dismiss options, teleports to catch up and therefore won't get lost in Oblivion gates, has custom silent dialog, and is set up so that you can access her inventory and add or remove things. This functionality does not require CM Partners or other mods.


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Tes4Mod:Mansion - Das Herrenhaus

Mansion - Das Herrenhaus (Mansion - The Mansion)



Description
This plugin gives the player an adventure in which he sets out to search for the "Master of Darkness", who has a dungeon deep beneath a mysterious mansion on a small island. A main quest and some small side quests, as well as some puzzles and artifacts (gem-transformer, or teleport amulet) are also included.


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Tes4Mod:Mariel's Treasure Hunt

Mariel's Treasure Hunt



Description
This mod puts a little treasure hunt in the game. You follow Mariel's steps and find a treasure You need to pay close attention to the clues in the books and you need a little bit of knowledge about the game. 

The treasure hunt starts in the cabin of the pirate ship in Waterfront. The first book is in the Captain's treasure chest near his bed.


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Tes4Mod:Marodan Osdakal

Marodan Osdakal


Description
Marodan Osdakal includes a complete new city, including residents, daily routines, dialogue topics and conversation options, and comes with about 30 new quests with 9 1/2 hours of play, in and around the city of Marodan Osdakal, as well as a new armor set by Whelp, sound files for more than a dozen new characters, and additional content, which revives the game world of Oblivion.

In order to get to the city, go to Chorrol and find a beggar in front of Arborwatch, the house for sale.


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Tes4Mod:Mighty Umbra

Mighty Umbra



Description
Umbra the Sword is among the mightiest weapons to have ever been forged in Tamriel. Created by an ancient witch who was executed for bringing a weapon of such unadulterated evil into the world, it exists for one thing and one thing only: to slay all things that come in its path and consume their souls. Men and mer, kings and paupers, heroes and villains and even daedra have all bled for Umbra, their Animi devoured by the ever-hungry blade.

A weapon with a mind of its own, Umbra passed from one warrior to another through the ages, imbuing its wielders with great power and slowly but surely, eroding their minds as they killed again and again to feed souls to the vile spirit within. Some turned into mindless automatons that brought forth death and destruction until their bodies failed and they could carry Umbra no more; others sought death willingly, disenchanted with the sword's power and exhausted by the neverending slaughter that the weapon's spirit drove them to commit. It is said that a recent wielder of Umbra, a great and mighty Orc, eventually fled to the wastes of Morrowind where he found peace at last at the hands of the Nerevarine himself. What happened afterwards is a mystery; it is only known that Azura's Chosen did not keep the treacherous blade, and it eventually resurfaced in Cyrodiil.

Umbra the Sword, or more precisely the spirit within, is beholden to the Daedra Prince Clavicus Vile somehow, and the double-dealing Daedra covets the weapon - most likely for its ability to trap and consume souls. One who chooses to deal with Clavicus Vile would be wise to honor the bargain - or throw all caution to the wind in a brazen attempt to harness the might of Umbra for himself...


Patches/Addons
Includes a version that's compatible with OOO/FCOM/OMOBS.


Notes
Tes4Mod:Miscellaneous Quest Collection

Miscellaneous Quest Collection



Description
Adds one new quest to each city (except the Imperial City), along with a dungeon and a small player house.


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Notes
Tes4Mod:Mod Calculations

Mod Rating System

"Size" is based on the total amount of content the mod adds. Quest mods are weighted most heavily toward quests (obviously), but other features do count too. The formula is thus: ((Time) + (Quests * 0.75) + (Side Quests * 0.5 ) + (Extras * 0.3)) / 2. 

"Time" is the average time a player would take to complete it (minimum 1); quests that have a range (4-6 hours, e.g.) use the average number. Note that most mods have an "estimated" playing time, noted as, for example, "6-7 (?)". If anyone has actually played a mod and can give hard numbers, I'll update the entry.

"Quests" is number of quests in the main storyline, if it has one.

"Side Quests" is, obviously, all miscellaneous quests, optional or not.

"Extras" covers all the miscellany: NPCs, (playable) weapons/armor/spells, dungeons, houses, towns/cities, and landmasses. Each one is rated separately:
NPCs: 1/5. Named NPCs only.
Weapons, armor, spells, potions, books/notes: 1/10. (Books/notes are averaged together, so they balance out regardless of size.)
Dungeons: 1 each, regardless of size (if there are only a few really huge dungeons, they'll get a larger rating, but otherwise I figure they average out).
Houses: 1 for a small house, 2 for a medium/large house, 3 for a manor, 4 for a castle.
Towns: 2 for a settlement (Pell's Gate, Blankenmarch), 5 for a town (Bleaker's Way), 10 for a city.
Landmass: 20 for something the size of the Shivering Isles; other landmasses are based on this figure.

Once all the factors have been calculated, the mod is assigned a category based on the following table:



The reason for all the math is simple: It's easier to assign mods to categories. Rather than having to eyeball them and say "Well, this looks like a large quest mod", I can rate them all equally and assign them (more or less) correctly.
 
Mod Calculations
Tes4Mod:Mystery of Mausoleum

Mystery of Mausoleum



Description
"Mystery of Mausoleum" is an adventure mod. To start the adventure, find a female beggar in the waterfront.


Patches/Addons
 

Notes
Many objects and cell names in the English translation are still in Chinese.
Tes4Mod:Myths and Legends

Myths and Legends: Weapons



Description

Myths and Legends: Weapons adds 14 unique artifacts to the game; each weapon has a story that goes with it. These stories have clues which you must decipher and follow in order to find and own these weapons.

This MOD is designed with the high-level player in mind. Searching for and finding these weapons at a lower level will be impossible for some. Also, you may find the weapons to be too powerful if your character is at a low level, ruining the game experience.

The difficulty in finding the weapons ranges from Moderate to Insane. This IS intentional, the locations and directions have been tested and the difficulty you will face in finding them is what we intended.

There are 7 books in total, they can be found at the following locations:

Myths and Legends: Volume 1 --- Mach-Na's Books, Cheydinhal 
Myths and Legends: Volume 2 --- First Edition, Imperial City Market District 
Myths and Legends: Volume 3 --- Lelles' Quality Merchandise, Anvil Bayside 
Myths and Legends: Volume 4 --- Southern Books, Leyawiin 
Myths and Legends: Volume 5 --- Novaroma, Bruma 
Myths and Legends: Volume 6 --- Renoit's Books, Chorrol 
Myths and Legends: Special Edition --- The Fair Deal, Bravil 


Patches/Addons
A patch for UL Eastern Peaks is available here.


Notes
Minor conflict with TimeKeeper: Due to the placement of the time, this mod will cause some speech to not function. We have added a pop-up box as an alternative so that those running this mod do not miss out on the information given.
Minor conflict with overhaul mods/OMOBS: These weapons may become underpowered or overpowered compared to similar weapons in the mod. The difference is minimal, but noticeable. Because these weapons are unique, they will not be modified by balance mods, and therefore may become too powerful, or too weak when used with a balance mod loaded.
Every effort has been made to fix the problem of Luciendar falling from its place into the grass. Unfortunately we cannot find a foolproof way to fix this without changing its placement, ruining the experience. If you find the location where Luciendar is supposed to be, but the sword is not there, check the grass in the immediate area.
BOSS says that this mod "May cause NPCs to generate the message 'The ghosts mouth moves but you cannot hear what he says.'" This is likely due to an incorrect condition for an NPC's dialogue.
Tes4Mod:NNW and Lady Rowena's Ayleid Ruins Expanded

NNW and Lady Rowena's Ayleid Ruins Expanded



Description
A very long time ago, an artifact filled with stored knowledge was hidden by the Ayleids in an unspecified Ayleid ruin, together with lots of gold, welkynd stones and other useful things. Approximately 80 years ago, an Imperial Army troop stumbled across a strange artifact in a ruin of completely strange architectural style - partly Ayleid, partly completely unique. Since they didn't know anything about it, they simply let it disappear into the Emperor's vault... 

The Mages Guild implies this in the Black Horse Courier, but when they asked the Council to "borrow" it, they were turned away. At the time, this article was published, there was a nosy mage in the Guild named Carahil. She had built an ally in Hannibal Traven so when he became Archmage, she could get him to pursue investigations to get information about things to which she didn't have access.

But all attempts to find out something about the secret have been fruitless. With Traven's death, Carahil has lost her opportunity to get any information about the artifacts... At the same time, another Member of the Guld employs investigations about it. However, this has inadvertently his documents in the guild about it... But the attemps of both sides to get more hints about the secret are been fruitless. 

Our paper chase sends you on a hunt for a special type of Ayleid artifact. This is, as might be expected, well-concealed. Maybe you can find what they have not?

Search in the Anvil Mages Guild for the newspaper article and in the Skingrad Guild for the forgotten document.


Patches/Addons
A patch for UL Jerall Glacier is available here.


Notes
Tes4Mod:Nagainata

Nagainata



Description
Follow the enigmatic clues to a scavenger hunt through all the cities of Cyrodiil and find the forgotten Ayleid ruin Nagainata. Imagine the cruel siblings and defeat both the wicked witch fire Ralinea and her brother, the Ice Warrior Rondor. Shows that you are the hero that the Empire needs in these dark hours!

This small modification includes a retextured weapon and clothing set (a total of 2 robes and 2 weapons) primarily for magicians as well as a small, new dungeon to make the whole thing a little more interesting. The first indication of the scavenger hunt to target which will guide you through all the cities of Cyrodiil, is found in Sinkhole Cave on a dead Nord warrior.


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Tes4Mod:Nanaelas' Heartbreak

Nanaelas' Hearbreak



Description
Promises unfulfilled, a great love forsaken, an eternity of regrets. Two hearts once united torn asunder by a fatal error. Reunite them and reap the rewards.

This mod adds a bit of a back story to the mysterious necromancer at the end of Vilverin. Star-crossed lovers and liches are always interesting fodder, especially together. As a reward, the successful adventurer receives items especially helpful to those afflicted with stunted magicka. Alternate uses for quest rewards are also available.

It adds two new enchanted rings, two new enemies, a mini-quest, one new letter and a modified one. Read everything you see in Vilverin for clues.


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Tes4Mod:Netherworld

Netherworld



Description
One Quest is the recovery of a cursed Cuirass inside the Well of Akatosh, in Anvil (Near Benirus Manor). You must speak with Martin's Friend, a priest at the Chapel of Dibella in Anvil City, to acquire the key. The well contains some undead and a Necromancer. The priest will purge the Cuirass of its curse and give it back to you. 

Another Quest involves the recovery of an Amulet of Mara, which is being held by the Mythic Dawn Grandmaster in the Daedric Netherworld. You must go to the Imperial Palace and speak to Martin's Daedra Master first, outside Martin's Reserved Palace door. He will give you the key to the Cave. The cave is the entrance to the Daedric Netherworld, Aset Duat. This vile place is filled with undead. Go to the first Citadel, the Citadel Perseus. Inside is the Mythic Dawn Grandmaster, holding the Amulet. You can talk to him a bit, or just kill him and take the amulet. Then travel back to IC Palace and claim your reward. 

The third Quest leads you back to the citadel (previously locked door in Citadel Perseus) to acquire the Amduat, a magical book. Martin's Daedric Cult will supply the key. The Amduat will grant a teleport spell for travel to Martin's Paradise. You will give the Amduat to the Ascended Martin and he will give you a teleport spell to return home, plus information relating to the other quest(in case you did this one first).


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Tes4Mod:Oblivion Adventurers Guild

Oblivion Adventurers Guild



Description
If you like to be part of legal guilds and travel a lot then this is the guild for you. With 42 new quests. There are 7 guildhalls in all of Cyrodiil: Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, & Skingrad. There are 5 quests in each city, and after you do all of those, there are 5 more quests in Skingrad. And it comes with 2 miscellaneous quests. 

To join the guild, talk to a guild leader in a guildhall. The best time to see them is from 1pm to 6pm. The guild's questline is about you stopping the Khoshiers, who are the guild's enemies, from finding the Ayleid Ruin of Tymestonel which is a ruin that has a time portal that you can go to any other part of time. It is something you must find and stop the Khoshiers from geting their hands on and you will face challenges and go on quests just to get piece by piece to finding Tymstonel.


Patches/Addons
A patch for Gold Horse Courier Service is available here.


Notes
Tes4Mod:Oblivion Collectible Cards

Oblivion Collectible Cards



Description
Do you like collecting? If so, this mod may be the right one for you. It adds collectible cards that are hidden all over Cyrodiil - 300 cards in the current version. There are six categories of cards - NPCs, Creatures, Daedra, Weapons & Armor, Buildings and Plants. 

The Septim coins in the upper right corner of each card define how rare a card actually is - 1 coin for common cards, 2 coins for the uncommon ones, and 3 coins mark rare cards. There are also very rare cards with a special glossy surface that are very hard to find.

You will mostly be finding cards as part of the random loot in chests. Bandits, marauders and goblins carry some from time to time, most general goods merchants will offer a few pieces when you visit them, and there is also a slight chance that a card will appear in fleshy pods found in the Realm of Oblivion. However, the rarest cards are not generated randomly and can only be found in Cyrodiil wilderness.

With OCC, you will have an opportunity to join a new guild - the Collectors of Cyrodiil. The guild is led by an old Bosmer named Orenthil, who has recently moved to Chorrol. Look him up there if you're interested in joining the guild, and he'll be more than happy to answer any questions about collecting you might have.

The quests are mostly focused on dialogue rather than combat, each with more than one path to completion. All important NPCs added by the mod are fully voiced, which results in over 500 lines of new dialogue (30 minutes of speech)!


Patches/Addons
A patch for Better Cities is included in the Better Cities archive.
Patches for UL Ancient Yews, Cheydinhal Falls, and Snowdale are available here.


Notes
OCC conflicts with Cheydinhal Petshop, as it adds a new building in the same place.
Tes4Mod:Oblivion Easter Eggs

Oblivion Easter Eggs



Description
Oblivion Easter Eggs adds random chests around the world. I always wanted Oblivion to have easter eggs or hidden items, so I wanted to make a mod that just adds things to find. There are 25 chests. You will find 1-5 chests in every city except Kvatch and the Imperial City (there is one in the Market District but no other district). The chests all have a note that says the number of the easter egg (to keep track) and a point in a random skill. (Every chest is outside of the building in the cities.)


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Tes4Mod:Oblivion Necromancy

Oblivion Necromancy



Description
This mod extends the Benirus Manor (Where Spirits Have Lease) quest, and makes the Tome of Unlife useful. The Tome of Unlife is now a Summoning altar, much like the one added by frostcrag spire, only you can pick it up and move it when you don't have any minions summoned. It can Summon the following undead familiars (one at a time); Ghosts, Skeletons, Zombies, Flesh Atronachs, Shambles, and Skeleton Soldiers, and also teaches the player how to turn dogs and wolves into skinned hounds, and unicorns into undead unicorns. Includes a collection quest to become a lich (involving a possession of one of your minions), as well as a means of curing oneself of lichdom.

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