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The Elder Scrolls IV: Oblivion Downloads > Modifications > Huge Mods:
City of Olvusulthia (3.0)
Filename: city_of_olvusulthia.zip

Date Added:
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39.64 MB
Shivering Isles
Modifications > Huge Mods

Average User Rating: 8.9
Number of Votes: 15
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City of Olvusulthia (3.0) - File Description  

Olvusulthia is a city somewhere below the ground. It can simulate day and night and weather, but has no sun. It broke away from its colonizing country a decade earlier and now is self-sufficient. The Olvusulthians hate the city guards of Cyrodill and the nobility, but if you’re a Blade, don’t worry… they don’t hate them.

Still, there may be an even darker threat right at their doorstep.

Search in the mountains southeast of Cheydinhal. There, you’ll find the entrance to Olvusulthia beneath a ruined fort. Don’t look too far for the key to enter. When you see the two guards in Dwarven Armor, you know you’ve found the right place. Go further south, however, and you might find these red beings. This also changes sightly certain quests (making characters unessential after quests if they’re not used again and making objects standard, not quest essential like the Ring of the Vipereye).

City of Olvusulthia (3.0) - Screenshots  
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City of Olvusulthia (3.0) - File Download Options  

Primary Download Locations:
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Download from Worldwide Mirror by FileFront Download City of Olvusulthia!

City of Olvusulthia (3.0) - Readme  
Readme File:
This mod was formed with the Shivering Isles installed. You need it to run this well.

Before installing this, know that there’s a custom race in this mod. To play as them, you’ll need to download KyneTarse’s Custom Race Mod so you can play as the custom race.

Please ask before distributing any of this in other mods and make mention of me. My email address is:


But it might take some time for me to answer, just so you know beforehand.

Extract the esp. file, meshes, and textures to the data file. You can find the data file in…

Your computer drive (C, D, etc.) – Program files – Bethesda Softworks – Oblivion – data.

(Screenshots included in the file if they don’t show up on the website itself.)

Additions from version 1:

-Incomplete, but new Rustic Town, foundation up for Industry Town, and Ou’zixu walls under construction.

-Can pay gold when committing crimes at all times, even if it exceeds 5,000, as long as you have enough. (Both Oblivion and Shivering Isles).

-Most items in Olvusulthia now have an owner, meaning you have to steal them.

-Added several merchants in the Rustic-Town Marketplace.

-Swamp District now separate from Disco Beach.

-More npcs

-Most npcs in Olvusulthia should now be non-essential

Additions from version 2:

-Most Oblivion and SI NPCs respawnable (Except for those that die in quests) So you don't lose your favorite merchant, so an NPC you like doesn't stay dead, so mass murderers don't live in cities filled with only guards... guards respawn... why not everyone else?

-Fixed a couple NPC faces

-Continued expansion of Olvusulthia

-Expansion of underground tunnels

-LOLs (Cheydinhal Fighter’s Guild an example)

-Completed Rustic Town

-Added a fence in Rustic Town

-More Merchants

-Incomplete hidden ruin in the West Weald, east of the Priory of the Nine. (You do not need Knight of the Nine!)

-Added two hairstyles (Thanks to Throttlekitty and Ren!)

-No more gates – easier movement between districts

-First LOD attempt (I know it sucks, but it’s a start).

-Additions to path-finding in Olvusulthia

-Playable Knights of Order Armor (Find it in the basement of an Olvusulthia house).

-And other things

Thanks again to Throttlekitty and Ren and anyone who helped them.

City of Olvusulthia (3.0) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 11 | Last comment: 08-08-2009 at 16:12

 #1 - 06-18-2008 at 12:23
Joined: August 25th, 2007
Posts: 109
OK if this is what they description says.Then i can just say gooooooood!Oh 1 question!Does it need shivering isles or knight of the nine?

 #2 - 06-18-2008 at 14:01
From: (North East)
Joined: April 10th, 2008
Posts: 44
You don't need Knights of the Nine, it says in the read me if you had bothered to read it (it's kind of in the name, you know, READ me)

 #3 - LOD - 06-18-2008 at 15:04
Joined: April 20th, 2008
Posts: 14
Sorry - the LOD wasn't included in this package. You can download it from here if you'd like, but know it's still experimental and I mostly released it for advice on better making LOD.


 #4 - hmm - 06-25-2008 at 20:41
From: (Why Do you Care!!!)
Joined: January 22nd, 2007
Posts: 155
i'm disappointed. the mod looks so awesome, yet i get stuck with the purple texture of doom all over the place... again.... any suggestions? but please don't suggest reinstall the mod, i've done that five times. i know i did it right by now

judging just by screens, though, 10/10 for sure.

 #5 - 08-10-2008 at 01:56
From: (Hamilton)
Joined: August 8th, 2008
Posts: 15
I think this mod looks really cool but i hate those stupid ompa lompas you should of made them evil like black or somthin but never the less 10/10

 #6 - nice hair :rock: - 09-07-2008 at 20:16
From: (Idaho)
Joined: September 4th, 2008
Posts: 6
LOL nice hair for the orc...awesome...i haven't tried it yet but still Rock Rock

 #7 - sigh - 12-29-2008 at 17:09
Joined: December 29th, 2008
Posts: 2
i also have the purple texture of doom issue <.< but not nearly as bad only on a few things...my issue is that whenever i try to talk to someone they all say "I HAVE NO GREETING" and some of the npcs have...odd things after their names not sure if its supposed to be like this but idts...they have like "AA" or KU after the names

 #8 - little yellow boxes - 06-09-2009 at 14:35
Joined: June 9th, 2009
Posts: 1
how do I get rid of the little yellow boxes? they are keeping me from playing this download and others.

 #9 - 06-29-2009 at 12:52
Joined: July 1st, 2007
Posts: 35
OH! you mean the ones with the blue "!" in them? try reinstalling those mods and renaming the textures, meshes, etc. to have a 1 on the end. i.e., "meshes" --> "meshes1" or something
whats the armor in pic #7?

 #10 - 07-18-2009 at 20:17
Joined: April 20th, 2008
Posts: 14
I haven't been here for more than a year to provide support... :

If you want support for this file, follow me here:


 #11 - armor - 08-08-2009 at 16:12
Joined: August 2nd, 2009
Posts: 6
The armor is "Knights of orders" arom from si
i would download but i dont think my machine can handle it frown

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