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<title>Elric Melnibone and the Elder Scrolls Web Portal</title>
<pubDate>Tue, 15 Dec 2009 10:26:36 -0600</pubDate>
<link>http://www.elricm.com/nuke/html/</link>
<description>Elric Melnibone and the Elder Scrolls Web Portal</description>
<language>en-us</language>
<image>
 <title>Elric Melnibone and the Elder Scrolls Web Portal</title>
 <url>http://www.elricm.com/nuke/html/images/elricm_banner.gif</url>
 <link>http://www.elricm.com/nuke/html/</link>
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<webMaster>Elric_Melnibon&#101;&#064;&#101;lricm.com</webMaster>
<item>
<title>Vampirates Vs. Wereninjas</title>
<link>http://www.elricm.com/nuke/html/Article94.html</link>
<description>http://www.flickr.com/photos/4527609&#049;&#064;&#078;06/?saved=1

screenshots of what I've got so far.</description>
<pubDate>Tue, 15 Dec 2009 10:26:36 -0600</pubDate>
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<item>
<title>Death Knight</title>
<link>http://www.elricm.com/nuke/html/Article92.html</link>
<description>This is a basic mod of enhanced armor andweapons you start out as  LEVEL 55 with enhanced adamitium armor anda enhanced ebony scimitar and your a imperial knight ranked as a paladin so once your out of the boat and you choose your race your still level 55 but once you choose your classand birth sign you become level 1 but you still havethe enhanced armor and weapon and your still a imperial knight ranked as paladin exept level 1 so enjoy and have fun and if your the evil type who likes to kill everyone then kill everyone in seyda neen or whatever place your at then go intyo the console and type in pcclearexpelled&quot;imperial knights&quot; and press enter </description>
<pubDate>Mon, 13 Apr 2009 21:43:24 -0500</pubDate>
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<item>
<title>Achadian Mod</title>
<link>http://www.elricm.com/nuke/html/Article91.html</link>
<description>Its a mod based of of egyption mythology of a great race of highly trained assasins there are newweapons creatures armor class and race 
the new weapon is 
Achadian scimi which is based off the ebony scimitar
the newarmor is achadian armor 
which is based off of multiple armor meshes 
creatures are achadian killer and achadian destroyer 
class is achadian
race is achadianbased off of redguard meshes so not much is required exept 
you need bloodmoon and tribunal
</description>
<pubDate>Mon, 13 Apr 2009 00:15:36 -0500</pubDate>
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<item>
<title>Hammer Of Thor</title>
<link>http://www.elricm.com/nuke/html/Article90.html</link>
<description>This Is A Mod Based Off Of Viking Mythology Thor Was Once A Normal Northman Till He Had The Gift Of The Godz Bestowed Upon Him In The Form Of A Great Hammer But Thor Didnt Start Out As The Son Of Odin He Was On A quest To Get To The End Of the world with a crew of 20 Northmen His Brother Was The King But They Ran Upon What They Thought Was The End Of The world But it turned out to be pure chaos and many of the northmen died Thor 2 northmen and one northmen women was left alive But The stories goes on as They fought many great beast and thor had a vision a vision of a great warrior That Great Warrior Was Him The Visions showed him The way To The hammer of the gods but it was guarded by a great beast and the great beast had guards for himself 
In this mod you get to face the guardians of the hammer and you can face the great beast which in viking mythology was loci the god of trickery loci had pets and the pets had the ability to shapeshift in to the form of a great wolf who walks like a human what we call today werewolves so in this mod there is a few things
1. new armor
2.new weapons
3.new creatures
4.new race 
5.new class 

the new armor is thors armor based of of nordic chain armor
the new weapons are 
1.thors hammer which is based off of the steel warhammer
2.thosrs blade which is a long blade based off of nordic silver long sword
3.thors blade short  whis is a short blade based off of nordic silver shortsword
the new creatures are 
1.Loci which is based off of the grey wolf 
2.and guardian of the hammer which is based off of the wing twilight
new race is northman based off of the nord
new class which is just thor 
Requierments for mod is bloodmooon
what i think looks good ut is not required is
betterheads and better bodies 
If you have any questions email me&#032;&#064;&#013;
gothic_fallenangel_66&#054;&#064;&#104;otmail.com

hope you enjoy this mod thank you</description>
<pubDate>Sun, 12 Apr 2009 09:23:04 -0500</pubDate>
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<title>Jasmine 2.0a - Newly Updated!</title>
<link>http://www.elricm.com/nuke/html/Article89.html</link>
<description>This recently updated mod adds a female Redguard named Jasmine who will join you in your adventures provided you do her a favor first. Most of her dialogue is written to revolve around the Main Quest (MQ), so those not doing it will miss out on quite a bit of the mod. She does have her own backstory and a quest that you'll be able to partcipate in should you keep her around. (And why wouldn't you?)
Download
</description>
<pubDate>Sat,  7 Mar 2009 18:38:32 -0600</pubDate>
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<item>
<title>The search for icy death</title>
<link>http://www.elricm.com/nuke/html/Article88.html</link>
<description>Introducing a new plugin with races creatures armor and weaponsThe new races are 1. Kain from Legacy of Kain2. Raziel of KainThe new creatures are1. Soul Hunter 2. Soul Stealer3. Soul ReaperNew Armor1. Kains Armor2. Raziels ArmorWeapons1. Soul Reaver2. Icy DeathEverything is in Balmora armor and soul reaver in Balmora pawnshopsoul crew in Balmora templeicy death in Balmora templeenjoy!</description>
<pubDate>Fri,  6 Mar 2009 08:40:34 -0600</pubDate>
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<item>
<title>superior spells v1.0</title>
<link>http://www.elricm.com/nuke/html/Article87.html</link>
<description>basic tes3 construction mod created 6 new spells that i hope everyone likes spells are 
1. superior summon
2.god's wrath
3.telekenetic bound
4.the eight gifts from god
5.the eight wonders from the god's
6.ninth gate
hope everyone will check it out thanks</description>
<pubDate>Tue,  3 Mar 2009 15:56:24 -0600</pubDate>
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<title>Roger's Little Candle Shop</title>
<link>http://www.elricm.com/nuke/html/Article86.html</link>
<description>You'll find a map to it's location in Arrille's Tradehouse
on the counter. Keep the map if you want. This is just a (very)
random add-on that I created to publically release/demo my new
and improved candles, because orange/red and the occasional 
blue light is getting boring. This adds five colors, plus 
some expensive but cool black ones.

The shop is owned by Roger Merrywinter, known to all as Roger the Candlemaker. He is a keen salesman, but also studies hard to hopefully achieve everlasting candles. So far his current works will last approximately four times as long as standard candles, showing at least some improvement.</description>
<pubDate>Thu,  1 Jan 2009 16:05:32 -0600</pubDate>
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<title>Empty Shack</title>
<link>http://www.elricm.com/nuke/html/Article85.html</link>
<description>.:Empty Shack V1:.

This mod simply empties a non-essential NPC's shack in Seyda Neen. It is the one closest to the lighthouse behind Arille's tradehouse, and is named Empty Shack.
The pink candles are weightless and valueless, hence the 5000 of them in the barrel to the left of the door. Apart from that barrel it has nothing but a bedroll and a table.

I only put the candles there because all other normal lights in-game are orange (fire) or the occasional red or blue lantern.

In a future mod I plan to turn this shack into a little candle shop with more 'interesting' colors of candle, since the original textures are in different colors.</description>
<pubDate>Wed, 31 Dec 2008 18:53:07 -0600</pubDate>
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<title>Just Another Weather Mod</title>
<link>http://www.elricm.com/nuke/html/Article84.html</link>
<description>The Atmospheromancer's Spellbook
If/When it is approved by an admin and uploaded it will be in the miscellaneous section.

This mod is for those who want to control (most of) the weather.
It adds simple spells to the game, so you can bring fog, thunderstorms, or blight storms. There are seven spells, for the seven default weather types, and it only applies to the default weather regions, minus Red Mountain. Red Mountain cannot be controlled due to Dagoth Ur's malevolent presence. This is probably not a very useful mod in the long run, unless using feather for 1 point, for 1 second is useful to you. Why it isn't THAT useful? Well, what role does weather play in the game anyway?</description>
<pubDate>Thu, 20 Nov 2008 12:27:00 -0600</pubDate>
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<title>jaxawiers imperial armor fix</title>
<link>http://www.elricm.com/nuke/html/Article83.html</link>
<description>If you ever have been knight of the garland or knight of the imperial dragon you know what this is about,have to choose beetwen low health and armor rating with that cuirass you get as member of the order of ebonhearth,or get pestered with &quot;where is your uniform&quot; from officers in the legion just because you will use decent armor.

And if you got to be thoose knights your probably are high level so that decent armor are daedric,ebony,glass with much more AR and health but useless as imperial armor so you get pestered...

This one fix that so the AR and health are around ebony,also added some missing imperial armor as such.
Intented for higher level players.</description>
<pubDate>Fri,  6 Jun 2008 09:07:01 -0500</pubDate>
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<title>jaxawiers blue iron texturepack</title>
<link>http://www.elricm.com/nuke/html/Article82.html</link>
<description>Jaxawiers blue iron texturepack are just that,changes Morrowind(mw) dull grey Iron armor to something more appealing.
Perhaps not entirely &quot;lore correct&quot; but not to much over the top either.
It suits my personal taste, if someone else also thinks it´s cool,fine :-).

Labelled &quot;modders resource&quot; and that is the intention,can be used as an replacer but that changes all iron armor in MW unadjusted so maybe som work in tescs is needed.
It comes as separate packs(7z) icons,meshes,textures part 1-4 and pic and readme.
This is a low resolution version and DXT1 ARGB (1 bit Alpha) are used.
(could add an esp if demanded but didn´t think that was proper in this WIP-stage)

-jaxawier-</description>
<pubDate>Thu,  5 Jun 2008 09:25:00 -0500</pubDate>
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<title>How a Library came to Morrowind</title>
<link>http://www.elricm.com/nuke/html/Article81.html</link>
<description>One year ago, I hadn't though of playing Morrowind again for years. Eight months ago, I'd never modded anything more complicated than a change in lighting for a house. But then...

Well I'm sure I don't have to tell anyone here how intoxicating Vvardenfell and its long history of incredible mods can be. In my case, it spilled over to my regular gaming forums so that Morrowind threads were created left and right, leading to more people (re)discovering the game. In time newcomers showed an interest and started asking questions about the basic mechanics of the game we've long taken for granted: &quot;What's enchanting?&quot;, &quot;Why do I care about major skills?&quot;, etc... complaining about the lack of ingame help for those things.

And so I started to write a few tutorial books. People liked them. So I put them on lecterns, and put a little house around them while I was at it. But then the house looked empty and so I added a little furniture, and more books, and a NPC to make the place lively. And then gave those guys a little dialogue too. And then...

Needless to say, five versions and more than six months later, the Morrowind Public Library now boasts about 300 unique books from stock Morrowind but also other talented writers, my initial contribution now appearing almost as a footnote. It has also grown in other ways, adding new NPCs and creatures, learning about scripting and quests and journal entries, borrowing new meshes and textures from a variety of people and editing my own, and all those fancy things one can learn to do with the Construction Set. It is now, I believe, well worth of the pride I put in the result. But I'll have to let you all be the judges of that. :)

In any event, it's been a really fun ride!

If you pass through Pelagiad, come to the Library! The door is always open. Pick a book, have a seat and order a cup of tea... Who knows what you will discover today!</description>
<pubDate>Tue,  3 Jun 2008 18:23:52 -0500</pubDate>
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<title>Alchemy adjuster</title>
<link>http://www.elricm.com/nuke/html/Article80.html</link>
<description>Well,as somewhat &quot;experienced&quot; mw-player and a sucker for alchemy,there was always an area I thought missed something.And when both expansion-packs had adjustments for ingridients,I made one for MW.Feeled that the apparatus could do with a tiny upgrade too,and when my gamestyle made use of commercial potions as backup/partners I made thoose I use most lighter too.
It means that ebony now weights 2kg instead of 10,bonemeal 0,1.
As I use restore health,fatique,magicka,spell absorption and reflection and standard cure-potions thoose are much lighter now,standard cure poison weights in at 0,5 now.
But most of all as I carry huge amounts of ingridients with me all the time beacause timing for leveling up in alchemy(intelligence) I usually made insane numbers of potions at the same time,so there is the need :-D </description>
<pubDate>Fri, 30 May 2008 18:52:16 -0500</pubDate>
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<title>Revolutionary mod for Live Plant life and interaction</title>
<link>http://www.elricm.com/nuke/html/Article78.html</link>
<description>        Alright, first of all.... what dos this mod do. I prefer games to be as realistic and in depth as possible, which to my standards as a programmer, were not met in Oblivion(Though the game is still awesome!). One such way was farming. So I Made a seed version of every plant (except a couple like rice because they glitch, dunno why.) and added them as items to the game. You can find them or purchase them and then just equip the seed in the inventory and it will plant at your feet. 

	The planting of flora has most likely been done before so I went a little bit farther, noticing the permanent plant life in the game I tried to make it more versatile. So after two days of nothing but dead ends and infernal glitches I Successfully added programming to all plants to grow in size over time, die of old age, and produce offspring nearby itself. 
	
As amazing as this is, it has proven to glitch randomly after resting or entering a new area. I don't know what causes this glitch so in case this became a pain I split the plug-in into two. The first is called Erick's planting mod, the other is titled Erick's planting and growing mod. Also if you have the auto save feature on, it seems to make the save before the glitch so, in worse case scenario you just end up restarting oblivion and go back to playing. Just so you know.
	
Hope you enjoy, and send suggestions, I like to make improvements.

Search under the author name: Barbaric_Erick</description>
<pubDate>Mon,  3 Mar 2008 07:19:00 -0600</pubDate>
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<item>
<title>elricm.com is on del.icio.us  -- Join us!</title>
<link>http://www.elricm.com/nuke/html/Article77.html</link>
<description>What do we think is cool and where do we go when we're not playing Morrowind or Oblivion? Add us to your del.icio.us network and find out!

</description>
<pubDate>Sat, 22 Sep 2007 12:23:16 -0500</pubDate>
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<item>
<title>Princess Stomper Mods at elricm.com</title>
<link>http://www.elricm.com/nuke/html/Article76.html</link>
<description>We are pleased to welcome that lovable bunny Princess Stomper to the elricm.com family. Please visit the princess at her new website: Princess Stomper's Mods

http://princess.elricm.net</description>
<pubDate>Sun,  4 Feb 2007 17:48:09 -0600</pubDate>
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<title>Please note if you are having problems downloading files!</title>
<link>http://www.elricm.com/nuke/html/Article74.html</link>
<description>If you  are having problems downloading files lately and it used to work before, please do read this.

The problem is almost certainly because you are either running a personal firewall like Zone Alarm or some kind of download manager and that utility is blanking out the referral information that your browser would normally send. This will not work at  elricm.com. We only allow (authorize) download links that originate from one of the subdomains of  elricm.com. If your firewall hides this, the download link will fail and you will be redirected to the error page that you probably keep seeing.  Try turning off your firewall to see if that is the cause. If you are using a download manager, make sure that it sends the correct referral information.

But remember, if the referrer information is BLANK, you will not be able to download files from this site.</description>
<pubDate>Sat, 20 Jan 2007 23:06:49 -0600</pubDate>
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<title>Morrowind Xbox Compatibility Pack - Fixing the Xbox Map Files and More</title>
<link>http://www.elricm.com/nuke/html/Article72.html</link>
<description>Lesaras has just released a package of documents and files intended to smooth the transisition between PC and Xbox Morrowind Mods.  It includes the first tutorial on how to add Map Files for custom or modified cells on the Xbox.  It also includes documents with other tips for the transisition, such as &quot;Tricking the ESMs&quot; to make editing out the Bloodmoon and Tribunal dependencies before sending to the Xbox a thing of the past.</description>
<pubDate>Sat, 11 Nov 2006 09:19:25 -0600</pubDate>
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<title>Oscuro's Overhaul 1.3 for Oblivion is here!</title>
<link>http://www.elricm.com/nuke/html/Article70.html</link>
<description>Looking for Oscuro's Oblivion Overhaul 1.3? You can find that very popular mod right here:

Oscuro's Oblivion Overhaul 1.3

Oscuro's Oblivion Overhaul is an ambitious project that seeks to redefine many of the gameplay and content aspects of the original Elder Scrolls IV: Oblivion. Due to the magnitude of this work, a lot of smaller user-made modifications may not be a 100% compatible with it. Two versions of Oscuro's Oblivion Overhaul--a &quot;Full&quot; and a &quot;Lite&quot; are included.  The latter .esp file does not include a substantial number of modifications that appear in the former. This allows the user more freedom to customize their ES IV: Oblivion experience. Even so, not all user-made modifications will be compatible.

The goal of this mod is to increase the overall challenge of the game, to increase the chances of the unexpected to happen, to reduce the flaws that hurt the &quot;realism-factor&quot; of the &quot;leveled&quot; system, to tweak item rarity and presence in the world, to add some new content and, lastly, to change some of the variables of the game system to balance its gameplay.

Enjoy!</description>
<pubDate>Sat,  2 Sep 2006 09:14:40 -0500</pubDate>
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<title>New! Real-time virus scanning for file uploads</title>
<link>http://www.elricm.com/nuke/html/Article69.html</link>
<description>While we always scanned files periodically that have been uploaded to elricm.com, there has always been the possibility that an infected file could be uploaded and go undetected for several days. Well now we are pleased to announce that elricm.com now supports real-time virus scanning of files that are submitted to our downloads database. Each time a mod is uploaded using our Add Download utility, the file is immediately scanned for viruses by the tool before it is published. If a virus is present, then the user is notified and the file is moved into quarantine. Our virus signatures are updated nightly, the entire downloads repository is scanned each week. </description>
<pubDate>Fri, 30 Jun 2006 21:26:08 -0500</pubDate>
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<item>
<title>Use of Download Managers at elricm.com</title>
<link>http://www.elricm.com/nuke/html/Article68.html</link>
<description>For those on dial-up connections using a download manager (DM) please note the following. There are some download managers that will not work at elricm.com, particularly the one called “Free Download Manager” from www.freedownloadmanager.org. Among some useful features like the ability to resume downloads when connections are lost, download managers also claim to supposedly speed up downloads by opening up multiple connections. Hoping against hope, the idea is if one connection is good, then 5, 8, 10 or even 20 simultaneous connections must be terrific. Never mind that  the modem user is limited to the dial-up connection speed anyway, still I suppose there’s a certain amount of feel good to it all. Ok, so rather than argue the considerate allocation of web server child threads to a single user with a download manager let me explain why some will work and some won’t. </description>
<pubDate>Sun, 25 Jun 2006 13:23:37 -0500</pubDate>
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<title>TES Construction Set (Oblivion) is here!</title>
<link>http://www.elricm.com/nuke/html/Article67.html</link>
<description>All righty! We have the CS For Oblivion right here at ElricM.com

Download your copy of the TES Construction Set for Oblivion </description>
<pubDate>Tue, 21 Mar 2006 23:01:06 -0600</pubDate>
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<title>Host Your Oblivion Mods Here!</title>
<link>http://www.elricm.com/nuke/html/Article66.html</link>
<description>ElricM is open for your Oblivion mods!  If you're familiar with adding mods for Morrowind, then this will be a cinch.  Just choose the proper Oblivion Mod from the category list when uploading.  

If you're not familiar with our database, you must be a registered user to add a mod.  When you've registered and logged in, you'll see the Add Download link in the Main Menu on the left.  Click that link and follow the instructions.  Please note that if your mod is not submitted in a compressed format and/or does not include a readme, it will not be accepted.</description>
<pubDate>Mon, 20 Mar 2006 22:00:11 -0600</pubDate>
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<title>Oblivion Construction Set Released!</title>
<link>http://www.elricm.com/nuke/html/Article65.html</link>
<description>The Oblivion Construction Set (much to modders' delight) has been released and is available for download on the Elder Scrolls downloads page.  While you're visiting the official site, don't forget to make your way over to the Construction Set Wiki. The development team has provided an amazing, updateable resource for modders.  Thank you Bethesda!!</description>
<pubDate>Mon, 20 Mar 2006 18:37:45 -0600</pubDate>
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