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This mod adds a myriad of new creatures based off of those previously seen in the other Elder Scrolls games or mentioned within the lore itself. In the main version of the mod, most Daedra and regular creatures will spawn when you obtain a certain level (in the "vanilla" style). However, a few of the creatures have specially hand-crafted encounters which will take you through many unique experiences, from a long lost Dwemer ruin, through the den of a massive Frost Giant, and into the strange existence of a Were-crocodile! After weeks of toil, the mod is finally complete in its first incarnation, and we are proud to present to you a collection of creatures never before seen in TESIV: Oblivion, including the first completely custom modeled and rigged creatures to be modded into the game.
If your new to The Elder Scrolls series I encourage you to read the book series titled "The Adventurer's Guide to Tamriellic Creatures" that this mod adds as it gives a fairly good description of the creatures and tells a bit about what they are and where they come from, you may even find a few clues to the location of the more rare ones!
As a bonus to other modders, this mod is open to use as a resource pack. Many large projects have already shown interest in the mod, and I hope that our work will be put to use to create some really creative and fun mods. The resources are open to everyone and I only ask that you follow the simple conditions listed in the Conditions section below, should you plan to incorporate some or all of the creatures in your mod.
LORE CREATURE EXPANSION > Mod and Resource Pack v1.1 < Everyone that made this mod possible: Grimdeath (project head, textures, CS work) Xmarksthespot (models, rigging) Cryo_ (models) Cryonaut (models) Grimenir (scripts) Orix (sounds) Mdogger (models) B3w4r3 (scripts) Syko Fox (Writer) Update Details v1.1 Fixed so spider companions dont appear out of no where and will stay when commanded to. You MUST reset your mod if the spiders have appeared after installing this update otherwise they will not appear in their proper places in game and you run the risk of losing them. About This Mod This mod adds a myriad of new creatures based off of those previously seen in the other Elder Scrolls games or mentioned within the lore itself. In the main version of the mod, most Daedra and regular creatures will spawn when you obtain a certain level (in the "vanilla" style). However, a few of the creatures have specially hand-crafted encounters which will take you through many unique experiences, from a long lost Dwemer ruin, through the den of a massive Frost Giant, and into the strange existence of a Were-crocodile! After weeks of toil, the mod is finally complete in its first incarnation, and we are proud to present to you a collection of creatures never before seen in TESIV: Oblivion, including the first completely custom modeled and rigged creatures to be modded into the game. If your new to The Elder Scrolls series I encourage you to read the book series titled "The Adventurer's Guide to Tamriellic Creatures" that this mod adds as it gives a fairly good description of the creatures and tells a bit about what they are and where they come from, you may even find a few clues to the location of the more rare ones! As a bonus to other modders, this mod is open to use as a resource pack. Many large projects have already shown interest in the mod, and I hope that our work will be put to use to create some really creative and fun mods. The resources are open to everyone and I only ask that you follow the simple conditions listed in the Conditions section below, should you plan to incorporate some or all of the creatures in your mod. Enjoy! Werecrocodile Controls OBSE (oblivion script extender) is REQUIRED to use the werecroc!! When in Were-Crocodile form, you must have OBSE in order to control the werecroc. Werecroc NPCs do not need OBSE installed, nor does any other part of this mod and all run file without it installed. I also recommend the OBSE Loader mod to easily load the game and CS with OBSE enabled or disabled with ease. Here are links to the newest versions of each as of release time: OBSE Thread and Download: http://www.elderscrolls.com/forums/index.php?showtopic=565538&hl= OBSE Launcher: http://www.tessource.net/files/file.php?id=6696 v1.0 Controls: ** - Movement - W,A,S, and D (thanks to OBSE!) - Run - Hold Shift (thanks to OBSE!) - Double-Clicking Sneak: Includes: Wait till dawn, Berserk (auto attack), and Cancel (non-OBSE enabled yet) - Slight Spoiler - Reward Item - Equip to change form at any time and use the double-sneak press to revert to your normal form immediately, no waiting required. **I still consider the Werecroc scripts to be in BETA form, while the mod is completely playable the lack of manual attacks can be a bit frustrating. I had hoped to have every aspect done before the first release, but a few things have been pushed back to the first content update. This means the werecroc controls are NOT completed and, for right now, the only manual control is for movement. Other functions like attacking will require you to use the special buttons like berserk (aka auto-attack) until the final scripts are implemented. Grimenir (of the Polymorph mod) is hard at work building the other OBSE script functions to give YOU the control, this will be added ASAP. Conditions for Resource Pack Users If you are interested in incorporating our resources into your mod, there are a few things I ask out of respect: -You must include the list of contributing members of modders (found at the top of the page) in your mod's readme or wherever your description and credits of the mod are posted. -Please do not modify and/or cut and use anything directly out of the main .esp mod, you are welcome to look at how we built everything, but I ask that you do the work yourself. -You must use unique named directories of all the creatures you use to ensure our mods do not overwrite each other and to help avoid problems if users delete only one of the two mods. Of course you're welcome to do anything you like if it's only for your personal use. If you have a good, honest reason why you would want to use the mod that would go against any of the items on the list, please PM or email me (check the Contact section on how to reach me) and we'll see what we can work out. I'm an easy going guy, I promise! Compatibility There are TWO versions of the .esp packed with this mod. The first is my full stand alone version (lorecreatures.esp) for regular users. The second will be a special version (LCE-addon.esp) that will only add in the special encounters (werecroc, dwemer, frost giant, and more in the future) in order to make the mod compatible with OOO, Franseco's, MMM, and other level list editing mods. You simply need to toggle on the appropriate version. Why have two versions? The main version includes everything we have built for the mod implemented in the "vanilla" method of creature placement. If you are not using mods that alter leveled list for creatures, then this is the mod for you. The second version will add in only the special encounters by our team, all other creatures will need to be added to the leveled lists of the other mods by their respective author. If you are the author of a mod that heavily modifies the leveled lists of creatures, PLEASE contact us and we'll get your mod set up to include these creatures. As of release time, the following mod authors have all given confirmation on using the lore creatures in their mod, please use the lc-addon.esp version if you use OOO, Fransesco, MMM, or a mixture of them. Upcoming Additions If you can't get enough of our mod then you will be happy to learn you will have the following to look foward to very soon! -More creatures! Durzogs and Guars are at the top of the list as well as the fixed version of the nearly complete Giant Spider. Most will be imlpemented one or two at a time. -Extended OBSE controls for the werecroc to give you more manual control. -More custom sounds by Orix and possibly voice acting. -Better, more customized loot for the frost giant. (new weapon model and blue sigil stone) -More exciting and interesting interaction for the pahmar. -More, more, more! How To Install Make sure you have a .rar extracting program such as Winrar and then simply open the file, select the data file, meshes, and textures folders and then click "extract". Browse to the hard drive where Oblivion is installed and go to your Bethesda Softworks\Oblivion\Data folder and click ok. The files should be moved to their appropriate directories. Last, start oblivion and BEFORE hitting play, click the splash screen's Data Files option and turn the mod on (a very important step!). Video Cutscene: I have an optional video cutscene that has been packed as a seperate file to help reduce file size of the main mod, if you would like to use this please download it from the mirror provided on the hosting site's page in which you found this mod. Your mod does not require use of this file to work but it's strongly recommended that you try it out...it only plays once so if you dont like it simply delete the file and you will have no ill side effects. How To Uninstall I recommend keeping a copy of all mods that you download in zipped or rar format so that you may easily browse the contents that were installed in your oblivion\data directory. As with any mod, simply delete all files that were installed new with the mod. If you need further instructions, please contact me by the means listed below. Known Issues -As with all mods, cell sharing conflicts are possible, please contact me if you find a mod that conflicts in this way. -As we have been developing the LCE mod for two months, I definitely do not want to give anyone the impression that we're finished working on the mod, but there are some features that will not be usable until the first content update or later. If you do come across any strange issues you know for sure to be a problem, please PM or send me an email. Please let me know what I can do to resolve the issue wether it be a mod conflict or otherwise. -When loading the mod in the CS, you may be met with the occasional message telling you that certain nodes are not working for some of the new creatures. This is perfectly normal and has to do with the new rigging from the old skeleton for the creatures, click "yes to all" its just annoying not really a problem. -Fur clipping for Frost Giant and Pahmar. If you are aware of a way to correct this problem please contact Grimdeath, Xmarksthespot, Mdogger, or Cryo_ to help resolve this issue. The giant isnt noticable in the cave but at certain angles the pahmar shows pretty well. More Information Contact me at the official oblivion forums at www.elderscrolls.com, my name is Grimdeath, or you can email me at Gundamx9740@hotmail.com. If you have a specific question about any part of the mod, you are welcome to contact one of the other mod contributors directly. I will refer you if they would be able to answer better then I can. Again thanks to everyone that helped make this mod possible. There's plenty more to come but enjoy our progress so far! ================================================================= **SPOILERS / RESOUCE PACK SHORTCUTS** Locations and Guides The Lore Creature Expansion features several hidden items and areas, some of which may be too difficult for some people to find, so here is the spoiler section that describes how to discover all the cool stuff! -The Giant's Den is found up a large slope on a mountain in Pale Pass. If you look losely, you will see a small fire burning outside the entrance. To get to Pale Pass, you will have to start the quest given from the countess in Bruma. (console code listed below) -The Dwemer World may be reached by clicking on the hidden puzzlebox found in Umbacano Manor, the home of the Ayleid collector that can be found in the Talos Plaza District of the Imperial City. Go upstairs and examine the bottom-right of the shelf in the room and you will see the puzzlebox. Click it and you will be asked to answer 3 questions, the answers are as follows: Nerevarine, Numidium, Kagrenac. You will then be teleported to to dwemer puzzlebox world. (console code listed below) Werecroc Quest Guide: -Start the quest by talking to Hunting Tail at Hircine's Shrine, he will ask you to find the location of some hunters. -The hunters can be found by walking due north-east of Leyawiin until you hit Fort Doublecross, then turning slightly to the east and heading towards the nearby wayshrine. Nearby you will see the fire from their camp. -Kill the leader and you will receive the message about being bitten and contracting the curse. -Talk to Hunting Tail immediately to be cured before you change or wait/rest 3 days until you see Hircine in your dream. -You will be asked by Hircine to go to Fort Cuptor, which you will find on the banks of Lake Canulus, near the far right side of your in-game map. -Come to the Fort after 9pm, while in form, and you will see a special Herne being attacked by several Morphoids. Kill the morphoids and the Herne will reward you with Hircine's Blessing. -Take the Blessing to Hunting Tail and he will ask you to bring him one final item, a Jade Ring. -The jade ring may be found in Divine Elegance in the Imperial City Market District. -With all the items retrieved, talk to Hunting Tail and he will reward you with Hircine's Ring which allows you to change into a werecroc at anytime! -Wreak some havok :D LCE Summons Trainer: -Barter spells with Athragar of the Chorrol Mages guild to buy the new spells. Chorrol is the head of conjuration magic. Console Commands Lore Creature Hall: -open console -type "coc lorecreaturehall" (custom testing cell) Dwemer World Cell: -open the console -type "coc lcdwemerworld2" Giant's Den: -open console -type "coc lcgiantsden" Fort Doublecross and Fort Cuptor (nearest reference interiors for console teleporting) type "coc fortdoublecross" type "coc fortcuptor" Access all 600+ spells (useful to quickly access summon spells) type "psb" which stands for Player Spell Book
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