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The Town of Bartholm (4.0v)
Filename: bartholm40_screens.zip

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Modifications > Huge Mods

Average User Rating: 8.9
Number of Votes: 33
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5 Other Files by J.Sera.:
- The Town of Bartholm (6.0)
- The Town of Bartholm (5.0v)
- The Town of Bartholm (3.4v)
- The Town of Bartholm (2.1v)
- The Town of Bartholm (1.2v)

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The Town of Bartholm (4.0v) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

This is a great mod, the previous version stood out among the rest by far. And now I'm very excited, because this update makes it even better!
The Town of Bartholm adds a small town (small isn't really the right word though). This town is a living and breathing space, hand crafted to be what Oblivion's town's were not. It contains so much to do, so many characters. There's Over 150 NPC's over 25 buildings (arena included) over 1100 voice files (that in itself is amazing) and 19 new quests for intrepid adventurers to sink their teeth into! The town has everything for everyone, if you think of it, it has it.
If you don't download this mod you are missing out on the modding opportunity of a lifetime. I'm begging you to download this mod stick out tongue

Please download and enjoy!


p.s. read the readme for more indepth info

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

The Town of Bartholm (4.0v) - Screenshots  
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The Town of Bartholm (4.0v) - Readme  
Readme File:

The Town of Bartholm 4.0


Ruled by Count Serverus Victrix, Bartholm is a small town consisting of a Castle, Arena, Inn, General Store, Chapel, Stables, Mages' Guild & 8 houses.

Protected by the Bartholm Foreign Legion, the village of Slartholm is situated on the Isle of Slart. Slartholm consists of an Inn, General Store, Blacksmith, Barracks, Alchemist Tent & 3 houses.

The Narcissa's Captain Blackdog McGee offers passage from Bartholm to the Isle of Slart and back.

You can:
-Uncover a plot against the Count for Primo Victrix. (Bartholm)
-Igor offers Dark Brotherhood member's a contract. (Bartholm)
-Join the Bartholm Foreign Legion & defend the village of Slarthom from a Moarmer attack (Slartholm)
-Fight in the Arena and become Bartholm's Grand Champ (Bartholm)
-Fight in daily free for all matches and defend your title once a week as Bartholm's Grand Champ. (Bartholm)
-Take official paperwork to the Governor of Slartholm for Count Victrix (Bartholm)
-Take random Dark Brotherhood contracts on citizens all over Cyrodiil. (Bartholm)
-Collect books for Bartholm & Slartholm's literate citizens. (3 in Bartholm / 2 in Slartholm)
-Assist Eranyon with Bartholm's ghost citizenry. (Bartholm)
-Help Grok gro-Hammer solve Bartholm's skooma problem. (Bartholm)
-Hunt escaped prisoners for Grok gro-Hammer. (Bartholm)
-Go hunting with Filthy Fargus in Bartholm. (Bartholm)
-Go hunting with Filthy Fahad in Slartholm. (Slartholm)
-Deliver meat for Fargus & Fahad. (Bartholm / Slartholm)
-Find a bottle of Rockville Rum for Loranil. (Bartholm)
-Resolve Ayne Drehl's unwanted house guest issue. (Bartholm)
-Rent a room at the Lodge or the Raw Bar. (Bartholm / Slartholm)
-Purchase a horse from Ra'jahd at Bartholm Stables (Bartholm / *Horse Armour not supported)
-Purchase a house in town from the Count and furnish it. (Bartholm / *Reset house cell in v4.0. Remove any items in a previously owned version's house before enabling the mod)
-Cause havok around town and get arrested or killed by the guards.
-Take "the Narcissa" from the Bartholm Docks to the Isle of Slart.

The town contains:
150+ NPC's
25+ Buildings
1100+ voice files
19 quests


To install the mod, simply extract the contents to your Oblivion\Data directory.

The next time you start Oblivion, select the "bartholm.esp". The town of Bartholm is located to the south east of Bravil across the river. (It is on the world map for fast travel)


To uninstall the mod,

-Start Oblivion and unselect the "bartholm.esp"
-Delete "bartholm.esp", "bartholm.bsa" & "bartholm_readme.txt" files from Oblivion\Data directory.


I would like to thank Bethsoft for such a wonderful world.

I would like to give props to everyone on the Elderscrolls Forums and everyone that contributed to the Wiki. Without your help, this mod would still be a long time coming.

I would also like to thank everyone that I forced to record conversations and all of the people who helped me playtest

Leah Sera, Mike Rielly, Luel, Paul Bono, Patrick Hunt, Daniel Hunt, Nikki Hunt, M. Sera, Brian Whitman, & Christopher Siess.

A special thanks to LaughingMan008 & The Last Ayleid for hard work playtesting and helping research.

A special thanks to The Oblivion Beta Testing Guild for beta testing and providing feedback.

Thank you, you are all great!


Version Changes
-Update esp file. Removing extra items causing conflicts with several mods.
-Removed horse purchase quest to prevent conflicts with Horse Armor mods.
-Modified several npc faces
-Resolved Cheydinhal House Purchase Quest issue. (It works again. I had inadvertantly removed the door.)
-Moved several bushes near the chapel. (They were cutting thru the walls)
-Filthy Fargus now sells Meat during the day
-Anton Chance is now the town fence and lives across from the Manor
-Updated Monkshood placement in town
-Updated Zorba's Goods, Bartholm Chapel, Mages Guild, Bartholm Great hall, Stables, Jones Lodge, Interior cells
-Added signs for Zorbas, Jones Lodge, & Bartholm Stables
-Added Shield and Cuiras texs and meshes with Bartholm colors and logo
-Added Banners & rugs with Bartholm colors and logo
-Loranil now gives the Rockville Rum quest
-Grok gro-Hammer now gives the Skooma Scheme quest
-Added bartholm icon to all bartholm quests
-Added flowers and barrels and various clutter to the town for a more lived in look.
-Igor now offers Dark Brotherhood members the Victrix Retirement Plan quest.
-Customized all Necromancer NPC's to make them all look different from one another.
-Edited all wavs to clean them and even the volume
-Primo's quest now offers a levelled enchanted shield as a reward.
-Added Eranyon (Weapon recharge) and Serena (Alchemy Vendor) to the Bartholm Mages'Guild and modified the ai in the guild to allow for Mages' guild members to feel at home.
-Fixed bug that had Narcissa attacking the player in the Victrix Retirement Plan quest.
-Added Bartholm Arena (fighting), Grand Champion (fighting) & Spectator (betting) questlines.
-Free for All, Spectator, & Grand Champion Challenge quests use levelled lists for a more random experience. (repeatable)
-Added Sewers and Filthy Fargus' hunting quest. (repeatable)
-Added Crypt and Eranyon's Bartholm Ghost story quest.
-Added Crime quest resolving potential conflicts with other mods.
-Edited Bed Rental quest (removed unclean dialogue)
3.1 & 3.2
-Removed LOD data from the bartholm.esp to prevent conflicts w other mods.
-Removed Chorral Arena, Cheydinhal World, & Cheydinahal House for Sale cells to prevent mod conflicts
-Moved Trapdoor in Slarti's Workshop from floor to ceiling for realism
-Removed ArenaSpectatorScript to prevent conflicts
-Removed Slarti's satchel (oops that 50k was just for testing)
-Added the Isle of Slart and ferry service from Bartholm
-Added the following quests
-Defend the Village of Slarthom from a Moarmer attack
-Take random Dark Brotherhood contracts on citizens all over Cyrodiil
-Collect books for Bartholm's literate citizens
-Go hunting with Filthy Fahad
-Deliver meat for Fargus & Fahad
-Take "the Narcissa" to the Isle of Slart
-Updated the House for Sale quest in Bartholm adding items and refurnishing the house. (I apologize, but this will reset items for those who owned previous versions of the house.Remove your items before enabling the mod and then replace them)
-Readded the purchase a horse quest from Ra'jahd at Bartholm Stables. (In an effort to avoid conflict with other horse mods, I have separated this quest from the default horse quest.)
-Updated the Victrix Retirement plan (Igor should no longer mention the Dark Brotherhood until members have completed the 2nd quest in the DB series)
-Updated the Bartholm Arena Grand Champion quest (Added custom Bartholm Arena champ gear -- Removed all references to the IC Arena voice. This should stop an error where the Grand Champ match wouldn't start)
-Added Isle of Slart world map
-Added 3 more books, people, and dialogues for the Bartholm Book Lovers quest
-Disabled Slartholm Siege level list references once siege completes
-Edited Isle of Slart terrain and static items
-Added Bartholm Bounty Hunter quest (Grok gro-Hammer offers this quest only after you have helped him complete the Skooma Scheme)
-Locked Bartholm Chapel Crypt (you get the key in the Bartholm Ghost story)
-Locked the Slartholm gates (Prevent the player from going to the Maormer battlefield too soon)
-Added code to prevent Bartholm Legionnaires from following the player off of the Isle of Slart
-Edited Bounty hunter quest. It now resets after 7 days (I had it set to 1 day for testing)
-Edited Isle of Slart terrain, textures, shading & static object placement to make it more realistic.
-Updated Maormer base
-Added LOD Houses to Bartholm Tamriel exterior
-Tweaked Maormer soldiers (made them slightly stronger in attempt to better balance the legionnaires v maormer)
-Added more ambient sounds (birds, crickets, ocean) to the Isle of Slart
-Locked Arena ticket master chest (It was too easy to pinch)
-Locked Bartholm Castle display cases (Too easy to sneak off with loot)
-Updated Bartholm Rent a Room quest. (Resolved script issues due to cell and npc name change)
-Removed Bartholm Legionnaires eat, sleep, practice package (first group only to test if packages are causing bare fist fighting)
-Fixed a tex issue in Bartholm (ground near Filthy Fargus' crib)
-Updated pathgrid on Isle of Slart
-Added levelled armor sets to Maormer soldiers (all soldiers wear similiar looking armor - (lvl 1-5 6-9 10-14 & 15+)
-Added signs to Slartholm (blacksmith, general store, pub)
-Added maormer wizards to maormer troops & levelled lists
-Added Maormer topic to Fahad, Major, Legionnaires, & Barkeep (To flush out the maormer storyline a bit more)
-Updated spell list for Orgnum Thras
-Added levelled Medallion of Honor as quest reward for completing the Siege of Slartholm
-Created Maormer shield texture (based on ebony shield)
-Added Rent a Room quest to the Raw Bar in Slartholm
-Fixed Eranyon's rumor (Wrong voice)
-Fixed "foreign" spelling error
-Updated boat quest (It should now take 30 secs of real time to arrive once you go below deck)
-Updated Isle of Slart terrain, tex, shading, & static objects
-Updated Ghost buddy faction (Set bartholm faction, so guards shouldn't attack him now.)
-Updated Ghost buddy script (He will now appear 2 hours daily when the ring is equipped. If the ring is already equipped he will appear anytime after midnight the next day. When waiting or sleeping with the ring equipped he will appear anytime after midnight as soon as the player finishes waiting/sleeping)
-Added Ghost buddy follow, stay, & instructions dialogues and packages
-Created generic combat, rumor, conversation dialogues (French, Spanish, Indian, Aarnold, Patrick, & Orc Matron)
-Added Breton & Imperial Legionnaires (generic arnold & spanish)
-Added/updated combat, conversation, rumor & crime dialogues for Fahad, Major, Legionnaires, & Ra'jhad
-Updated Orgnum Thras dialogues (combat & conversation)
-Added 2gp charge for boat trip to and from the Isle of Slart
-Update Boat trip quest scripts (can now sleep or wait 60 secs to arrive)
-Added SlartholmGuard combat style for the Legionnaires
-Tweaked Legionnaire levels to balance them vs the Maormer
-Updated Anton Chance in Bartholm (added generic french, Rockvill Rum, & Thieves Guild dialogues)
-Updated Monk in Bartholm (Changed name and added generic french dialogues)
-Fixed references to Friday & Saturday in Skooma Scheme & Rockville Rum quests
-Updated Bartholm Guards (updated/added conversation, crime, combat, rumors & directions dialogues)
-Removed Summoning spells from Maormer Wizards (too many ai)
-Added Slartholm Minutemen (2 pairs of archers guard slartholm's gate in 12 hour shifts)
-Added Bartholm Legionnaire levelled armor (Level 3, 6, 10, 15 to equalize vs the Maormer)
-Update Legionnaire packages (Re-Added blade training & sleep packages)
-Edited sound levels and noise for all dialogues (rerecorded when neccesary and possible)
-Added Potions Vendor & Recharge to Slartholm
-Updated Count Serverus Victrix (added generic arnold dialogues)
-Removed the Wardrobe World (It wasn't polished enough to leave in and its main purpose was quick teleports for testing)
-Edited Bartholm Arena faction (Changed name to "Bartholm Arena" to differentiate it from the vanilla Arena)
-Updated Dark Sister in the Victrix Family Troubles (To avoid guild trouble, she will now recognize fellow DBs and give them an item instead of attacking)
-Updated Arvas, Igor & Eranyon in Bartholm's mages' guild (They now recognize guildmates and have appropriate hellos)
-Tweaked Isle of Slart textures & objects
-Updated levelled Maormer (higher chance of fewer spawning to avoid too many ai)
-Added code to Maormer to attack player if detected, not in combat, and within 1000 units of the player
-Updated Loranil in Bartholm Manor (Removed no low level check. He should now show up in the Bartholm Arena as a spectator)
-Added Bartholm Foreign Legion & Minutemen signs to Slartholm
-Moved exit ladder in Bartholm Chapel Crypt (Bounding box issue resolved)
-Updated North markers for all interior cells. (They should now accurately reflect the compass direction.)
-Updated dialogue text for Legionaires Foreign Legion topic (Corrected text)
-Add random deer & bandit spawn on far side of Isle of Slart after siege
-Added "The Bartholm Courier" quest for Count Victrix in Bartholm
-Added legion is recruiting rumors for Frieda Jones, Count Victrix, & Filthy Fargus in Bartholm (To lead the player to the Isle of Slart)
-Updated Bartholm stables (added more black horses since they are bartholm style)
-Updated landscape, tex, lod & lod tex on the Isle of Slart
-Updated Meat Delivery quest (fixed compass marker targets so they will work when repeating quest)
-Updated Boat Quest (now charging 10gp per trip)
-Added daggers to Maormer wizards
-Resolved locked door issue in Slartholm Raw Bar bed rent quest (edited NPCs lock packages)
-Updated Siege of Slartholm reward amulet (adds levelled health buff)
-Updated Fargus' dialogue, lip files & text (A few were out of synch or not verbatim & 1 needed its conditions adjusted)
-Updated Captain' Ready to take the boat to Bartholm line (it still said 10gp)
-Updated Meat Delivery quest to fail questline if Fargus or Fahad die before recieving a package
-Updated Skooma Scheme (Changed quest text to make it more clear there are 2 potential endings) / Added 1 more skooma dialogue for Grok gro-Hammer (He now tells you have failed him if you chose the alternate ending) / Edited jail packages (inmates should no longer stand in the hallway)
-Updated Victrix Family Troubles quest (Added yes / no option for taking the quest. This should prevent DB members wanting to do the Retirement variant of the quest from automatically starting this questline)
-Updated tamriel pathgrid at Bartholm town gate (to prevent companions from getting caught inside)
-Updated Isle of Slart pathgrid (removed a few choke points to prevent npcs from getting stuck)
-Updated interior of Narcissa's Upper Deck (Added more light for the Captain)
-Updated Rat quest (Changed 1 last instance of Monday to Morndas)
-Updated Victrix Retirement plan (Narcissa's last dialogue will no longer repeat if you speak with her again. / The last note given to the player tells them to expect further contracts at the drop location / Final stage hints at further contracts from the drop rock)
-Removed loot bag (It was for testing purposes)

The Town of Bartholm (4.0v) - 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: 43 | Last comment: 01-11-2008 at 21:15

 #1 - 07-12-2007 at 02:25
From: (villneuve sur lot)
Joined: March 11th, 2007
Posts: 158
have you considered teaming up with the creator of the city of sunev?

 #2 - 07-12-2007 at 03:25
From: (Bolsward)
Joined: May 5th, 2006
Posts: 147
My best mod is never Released on Filefront.
But it is on Plantelderscrolls.

Here a link:

 #3 - 07-12-2007 at 07:08
Joined: August 22nd, 2006
Posts: 54
For some reason when i save in the town, my saved game currupts, but if i save outside its fine confused

 #4 - 07-12-2007 at 07:13
Joined: February 11th, 2004
Posts: 23
Thanks for posting the mod and the praise! I've had a blast making this mod and I love that so many people have enjoyed playing it.


 #5 - rats - 07-12-2007 at 12:36
Joined: April 16th, 2007
Posts: 476
I would definately dl this but I have dialup and it takes about five days... Cry

As soon as I can... I'll try to dl this. Keep up the good work Rock

 #6 - 07-12-2007 at 13:38
From: (Wakefield)
Joined: June 17th, 2005
Posts: 226
Wow...my hat is off to you. This is indeed an amazing mod. A couple of the voices sounded a bit weird, but meh.

 #7 - 07-13-2007 at 06:40
Joined: February 11th, 2004
Posts: 23
I'll have to check out Sunev. It looks really nice. I must admit I spend more time modding than playing. wink

I suspect a mod conflict some where. Have you tried backing up your saves, and disabling the other mods to see if you still have an issue? You are welcome to send me a save game outside of Bartholm and I'll look into it.

Thanks for all the support! I really appreciate it.


 #8 - Swords - 07-17-2007 at 03:28
Joined: February 27th, 2005
Posts: 228
In the screens ive noticed that the guard use glass weapon. I suggest changing them to silver since they wont be able to kill ghosts this way.

annyway i'm downloading this mod right now and i hope it will be as good as everybody says.

 #9 - Can't beat the siege of slartholm - 07-19-2007 at 13:55
Joined: December 15th, 2004
Posts: 38
Objective is: Major gro-hammer has ordered me to defeat meomer troop guarding the gate... which gate? Does it mean the wood door to the isle slart gate tunnel?
I've had a couple of fights close to that door and no more adversiers have arrived for me to beat down.

 #10 - 07-20-2007 at 07:59
Joined: February 11th, 2004
Posts: 23
My guess is you are looking at screens of the Bartholm Foreign Legionnaires. They actually start with steel weaps, but can loot bodies. The Bartholm guards have steel swords. (Which I believe is what all the town guards have) I'll have to think about changing to silver. I appreciate the input.

Yes you have the right gate in mind. One of the Maormer at the gate should be the Gate Captain. When he is killed it should set the next stage telling you to report back to Major gro-Hammer. If reporting back to the Major isn't an option, you can type this into the console
SetStage BHSSiege 120

You are welcome to send me a save game and I'll test it here.

Hope this helps,

ps. Thanks for all the great feedback and praise!

 #11 - Nice - 07-20-2007 at 08:28
Joined: February 27th, 2005
Posts: 228
Ok, i have downloaded this and i have to say. it's realy great. all the voices. this mod just feels complete. very nice job.

ooh and about the swords.
All guards in oblivion use Silver weapons. because of the ghosts i mentioned before. although in game the bartholm guards already use silver i believe.

 #12 - Thanks a bunch jsera - 07-20-2007 at 11:22
Joined: December 15th, 2004
Posts: 38
that helped. Unfortunaly after I "cleaned" the place the next objective didn't tick off either. I suppose a lot has to do with the many mods I have installed. I'll list them, might be useful information for you.
1. ooo
2. Plasmasaber 1.2
3. Btmod 2.02
4. Ultimate Assassin bow
5. Black Robe of invisibility
6. Better warter
7. Unlimited amulets/rings
8. Shivering Isles

Hmm, on a closer inspection it seems I had some mods active even though they might've not been fully installed... so don't take this mod information 100%
Thanks for fine missions smile

 #13 - 07-21-2007 at 06:05
Joined: July 21st, 2007
Posts: 6

 #14 - 07-26-2007 at 02:54
From: (Bolsward)
Joined: May 5th, 2006
Posts: 147
Shivering Isle IS A MOD THAT YOU CAN"T TRHOW AWAY IT IS HOLY!!!!!!!!!!!!!!!

 #15 - 07-26-2007 at 02:54
From: (Bolsward)
Joined: May 5th, 2006
Posts: 147
srry i mean THROW!

 #16 - 07-30-2007 at 00:38
Joined: October 22nd, 2005
Posts: 105
"would you like to buy some hot-dog"? stick out tongue

 #17 - 08-01-2007 at 04:58
Joined: October 25th, 2004
Posts: 190
Just a quick question, does it work with OOO?

 #18 - 08-03-2007 at 12:08
From: (New York)
Joined: June 12th, 2007
Posts: 39
I liked the terraced gardens in the middle of the city.

Kudos on the custom voices.

 #19 - 08-04-2007 at 05:52
Joined: February 11th, 2004
Posts: 23
Thanks, I'm glad you are enjoying it.!

It should work just fine with OOO. Let me know if you run into any problems.


 #20 - 08-11-2007 at 08:56
From: (Trondheim)
Joined: May 15th, 2007
Posts: 12
This mod is Great!!

I just got some problems..
I hate to have quests that never goes away in my quest log and there are some here:
*Meat delivery
*Courier work
*dog/rat hunting
*Bounty hunting
*the boat trip

and I got the stable master arrested in that quest and now I cant deliver his book (beggar's prince or something)... where the hell is he now?!?

 #21 - 08-15-2007 at 00:15
From: (Hasselt)
Joined: July 5th, 2007
Posts: 318
Great mod, one of the best I've played already. But could u make filthy fahad maybe an NPC that can't be killed. Cuz I was hunting wolves and my sword didn't exactly hit that wolve...

 #22 - 08-17-2007 at 23:45
From: (menlo park)
Joined: August 25th, 2006
Posts: 103
hey just wondering if there is a buyable house in bartholm

 #23 - SWEET - 08-18-2007 at 07:10
Joined: July 19th, 2007
Posts: 83
Sounds great, I'll try it soon big grin

 #24 - MMM - 08-18-2007 at 07:11
Joined: July 19th, 2007
Posts: 83
Sorry for the double post but will it work with MMM

 #25 - 08-19-2007 at 08:33
Joined: February 11th, 2004
Posts: 23
Yeah, I'll probably fix those quests so that they remove from the logs once you have completed them once.

And I'll think about how to handle turning in the book once Ra'jhad gets arrested.

I'll have to think about that one. A big part of the quest is supposed to be the protection of Fahad. But, I'm not trying to make it impossible to do either.

There is a buyable house in Bartholm. Talk to the Count in Bartholm Castle.

I should work fine with MMM. Let me know if you have any problems.

Thank you for all of you praise and feedback!


 #26 - Count Death - 08-20-2007 at 10:17
Joined: August 20th, 2007
Posts: 1
Nice work mate Rock

However, i have just entered the castle to witness the count being murdered by his guards, this is the first time i have entered the castle and i extremely doubt that it is supposed to happen big grin

Otherwise, great work, i love the voice acting!

 #27 - where is it lol - 08-24-2007 at 10:22
Joined: August 24th, 2007
Posts: 1
i downloaded this mod and started to play when i realized i didnt kno where the town is. i dont see it on my map and the readme doesnt sayconfused

 #28 - 08-25-2007 at 05:40
Joined: February 11th, 2004
Posts: 23
Doh! Yup thats not supposed to happen. I'll have to look into that.

Bartholm is east of Bravil across the river and slightly south


 #29 - awsome - 08-29-2007 at 14:09
Joined: June 11th, 2007
Posts: 11
this mod rocks how long did it take you to make this?

 #30 - Game crashes - 09-01-2007 at 07:28
Joined: September 1st, 2007
Posts: 1
I have the same problem as sgtdude. When I save my game inside Bartholm, the game crashes and the coresponding file is corrupted. It works fine outside of Bartholm. Any relief?

 #31 - 09-02-2007 at 05:42
Joined: February 11th, 2004
Posts: 23
Johnny Crash,
Not relief so far.You are welcome to send me a copy of a save game and your mod list. Perhaps I can figure out why its crashing.


 #32 - My experience with this mod so far - 09-03-2007 at 06:27
Joined: September 3rd, 2007
Posts: 1
1. Excellent. Am enjoying this mod a lot. The voice acting is quite good.
2. How do you complete the quest for the Tamriel books. I've delivered them all but still shows as active.
3. Floating trees. I've seen them too but turned off distant trees in options and that is solved. However, I do notice that parts of the game take time in painting mountainside and as a result you see through to the beach. Not that big a deal really but thought you might like to know. I'm playing this game on an ATI 9500 Pro which is very low end for this game and as a result I need to run it at medium quality.
4. Siege of Slartholm. I seem to have played this out of sequence and as a result cannot progress. I'm at the point where I've waited for the legionnaire reinforcements, which have arrived, but nothing has happened in the way of a battle or anything that allows me to get the key through the first mountain passage.


 #33 - Slartholm? - 09-15-2007 at 16:15
From: (monterey, CA)
Joined: September 15th, 2007
Posts: 1
I'm sorry if this sounds kind of clueless, but where is Slartholm?

 #34 - 09-16-2007 at 04:41
Joined: February 11th, 2004
Posts: 23
There is a boat outside of the city of Bartholm that travels between the Isle of Slart and Bartholm. You find Slartholm on the Isle of Slart.


 #35 - 09-17-2007 at 11:03
From: (wolverhampton)
Joined: March 5th, 2007
Posts: 11
when i try to play it works fine but sometimes when i try to save or go in a house or even sail to the other island it just turns off my game all together.

please help , i love this mod.

 #36 - 09-17-2007 at 16:23
Joined: February 11th, 2004
Posts: 23
You are welcome to send me a save game and I'll try to replicate the error on my system. I'm working on an update now.

 #37 - 09-17-2007 at 17:12
Joined: September 14th, 2005
Posts: 5
i have a problem when i sail to the other island it works fine until i try to leave the boat and then it turns off the game saying it stopped working

 #38 - a possible fix - 09-25-2007 at 09:47
Joined: August 2nd, 2007
Posts: 61
ok this happend to me bartolm worked ok exept the save game thing and every time you go to slartholm it turned off and save game was curropted


i got the game patched up and it workes fine so try patching the game

 #39 - trying to get this to work - 10-17-2007 at 15:52
Joined: October 17th, 2007
Posts: 1
i have downloaded this mod and extracted it to my Oblivion folder...but when i open the game and go to the data file it is not there. What am i doing wrong?

 #40 - 10-20-2007 at 15:32
Joined: October 11th, 2007
Posts: 18
nice, im a big rper in oblivion and i just may have found somewhere to connect kumiko, sunev and this all together thank ya big grin -Friendly neighborhood nerd Tranq

 #41 - ARENA - 10-22-2007 at 10:07
Joined: October 22nd, 2007
Posts: 5
where is the arena? i cant find it mad
and i cant save within the town
i love the skooma mission
the voices could do with a bit of tweaking but a great job in creating this.

PS sorry if this sounds a bit negative but its just meant to point out bad point so you can improve it. on most fronts you did an outstanding job! Two Thumbs Up!

 #42 - sorry - 10-22-2007 at 12:24
Joined: October 22nd, 2007
Posts: 5
found arena now but saving is a serious problem

 #43 - boring - 01-11-2008 at 21:15
Joined: November 22nd, 2003
Posts: 62
I found these quests borring and the voices to be annoying. I know you spent a lot of work on the voices, but they sound like someone just used a crappy microphone to record them. I would suggest a good mic and maybe even some editing using a program like Audacity to add compression and what not.

The whole idea is great and I like the town. I think the voices not sinking with the words just really were awful.

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