First of all, I have never actually posted in a forum of any kind so please bear with me and feel free to let me know if something's wrong. ;)
So what is this? Let me get one thing straight first - this is NOT a real complex project. It is a few more or less standalone plugins sharing one simple goal - making Cyrodiil in TESV:Skyrim as enjoyable as possible and as soon as possible. I had two free weeks so I took the time to try out what the CK is capable of and to learn how to work with it. (Ages have come and gone since my simple mods for Morrowind). This is NOT Skyblivion although I will do my best to make my files usable for the actual Skyblivion project. (If the files are considered worthy of course). And to be honest, I am more interested in visiting Cyrodiil during the 4E instead of time-traveling back to the end of 3E. Eventually, I would like to be able to visit the mages from the Synod and the College of Whispers, visit the Emperor in White-Gold Tower before he is killed by a nameless DB assassin, kill some of the omnipresent Thalmor agents - that sort of stuff. :D Do not expect any quests, though. All this is meant to be just about the atmosphere and wandering. That's why I call this "Cyrodiil (4E) 201". (I know there are teams out there working on that kind of projects but I am too impatient to wait for years until they are finished. :D )
Be warned that I made these plugins to suit my personal taste, I originally didn't even consider sharing them but I have come to realize that some people might in fact appreciate them and they work just fine in my opinion unless you expect too much. :D
To make any C201 files to work properly, I will assume you have followed Shadows amazing "the most epic installation guide of all time" :D - http://morroblivion.com/forums/conversion-to-skyrim/conversion-to-skyrim/2621
MODEL REPLACERS
C201-MeshReplacerV10 - https://docs.google.com/file/d/0B8ouX5WZ7I2obHI5SHVtNTFUY3c/edit
This package tries to replace the missing and crash-causing meshes with appropriate substitutes. It is far from perfect but most of the furniture now does work. Some of it better, some of it worse. :D IMPORTANT INSTALL NOTES: There are 3 txt files included within the package: Conflicts-Meshes.txt, Conflicts-Textures.txt and Meshes-Troublemakers.txt. The first two files are lists of conflicts between Skyrim and Oblivion files - one for meshes (only contains conflicts with the currently available converted Oblivion meshes), one for textures. As far as this mod is concerned, it is best if you just delete the listed items before copying the folders to your Skyrim\Data directory. (This actally fixes the nirnroot crash since nirnoot is one of the conflicting meshes. After deleting the Oblivion version, the game will simply automatically use the Skyrim mesh.) The third txt file is a list of all meshes I know that cause crashes. (All of them should be fixed by this mod.) If you discover more, let me know and I will add the to the list. The package also includes some meshes:
- renamed Oblivion farmhouse meshes (filepaths changed in the ESP) so that they don't conflict with Skyrim meshes anymore;
- "Meshes\Clutter\Sack01.nif" which is just renamed "Meshes\Dungeons\Misc\DUNSack01.NIF", it that works as a perfect substitute for the originally missing Sack01.nif;
- "Meshes\Clutter\Middleclass\middlebarreltopped01.nif" and ""Meshes\Clutter\Middleclass\middlebarreltopped01.nif"" are actually renamed "Meshes\Clutter\Middleclass\middlebarreltopped03.nif", they are meant to REPLACE the original crash-causing meshes. If (for some reason) you want to keep the original files then just don't overwrite them and istead use "Obliviskyrim - Crash Fixes" provided by Shadow in his installation guide.
C201-Armor
Lite Version - https://docs.google.com/file/d/0B8ouX5WZ7I2oY1RvaV9pOXFHUDQ/edit
Skyrim Version - https://docs.google.com/file/d/0B8ouX5WZ7I2oUHJ6S0ZIUFVfQ1k/edit
These ESPs will replace most of the basic Oblivion armor with the closest Skyrim counterparts (Skyrim Version) or with whatever armor you like (Lite Version - advanced users only). This is what I have done: for each basic piece of a set of armor I created a dummy versions which I then used as templates. E.G.: I took "DeadricBoots" in the CK, duplicated it and created an object called "201DaedricBoots". Then I assigned this dummy object as a template for all daedric boots - even unique and enchanted and so on (they all use the same model after all). After doing that for the rest of daedric armor, I saved the plugin as C201-Armor-Daedric LITE.esp. Then I loaded the file together with Skyrim.esm and assigned vanilla Skyrim daedric armor pieces as templates to my 201 dummy objects. This gives you C201-Armor-Daedric SK.esp - a file that replaces ALL versions of Oblivion daedric armor with Skyrim counterparts. (Greaves are replaced with shields.) So if you want to replace the Oblivion daedric armor with Dragonbone armor, for example, or perhaps with an armor from a mod, just take my LITE version, load it in the CK, filter for 201 to find my template dummy objects and just give them whatever template you like. Save the plugin and enjoy! ;) (If you feel this too complicated for you just grab the Skyrim version and you are done with it.) :D
C201-Weapons - https://docs.google.com/file/d/0B8ouX5WZ7I2oWFExSmZXdUl6SjA/edit
I screw this one up. I should have done it in a way similar to my Armor replacer (which I created afterwards). There are no dummy templates here, no easy customization. The only pros I can think of is that it is just one ESP instead of several. I will redo this at some time but for now I think this actually works just fine.
LANDSCAPE
C201-BorderSkyrim.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2obWxTcnJhRU8xekk/edit
This file changes the landscape to the north of Dragonclaw Rock in Cyrodiil in order to make the gate to Skyrim accessible.
C201-BorderGate2.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oLW5Od3pNSkF0VGc/edit
The name says it all. This adds a working gate that enables you to travel between Skyrim and Cyrodiil.
C201-PalePassMapMarker - https://docs.google.com/file/d/0B8ouX5WZ7I2oM2VUVVJDdm9sN1U/edit
Use this marker if you want to get to the gate quickly! :D
C201-Landscape.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oZWVONzdoNHhObTQ/edit
This assigns appropriate materials to the landscape textures (you hear your footsteps) and replaces Oblivion grass with Skyrim grass (it looks soooo much better with grass! :D ).
C201-Trees.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2ob2ZtVERZbldPZE0/edit
Replaces some of the meshes given to trees by the converter to provide greater variability. (It is good to NOT have just one kind of tree inCyrodiil! :D )
C201-MapMarkers.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oNDlZWHNHZHBDYmM/edit
Adds some map markers to Cyrodiil - most importantly major cities.
C201-DoorLinks-NavMesh.esm - https://docs.google.com/file/d/0B8ouX5WZ7I2oRWIxd0pTRGNuVzg/edit
Sorry if the file name is too promising. :D Currently, this file connects all city gates with the outside world, makes all castles accessible and fixes ALL the door links in the Imperial City! As for NavMesh... Well, I navmeshed the Talos Plaza and a little space in front of the IC Main Gate. It is a really primitive and buggy navmesh but it is the best I could do. :D
C201-Navmesh TBM V1.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oeTJwNTVnd0ZxcDg/edit
A hotfix that adds NavMesh to the road between Bruma and the border. Again buggy as hell. :D
ACTORS
C201-Guards V0.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2od3JZX1hNbGhtU3M/edit
Adds working guards to Bruma and IC. If you want to brawl with them go to Talos Plaza (it has NavMesh). :D
C201-RaceHorse.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oXzhJbF9GMkM0aG8/edit
Turns Oblivion horses into Skyrim horse. Stealing one of them from a stabble makes traveling in Cyrodiil a bit faster of course. :D
C201-Race-Beasts V1.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oTzQyTjJNamVBWEE/edit
This file adds some wildlife to Cyrodiil. It replaces Oblivion beasts with appropriate (or leftover :D) Skyrim beasts. Not that they are very lively without a navmeshed world. :D Must be used with the following plugin.
C201-LeveledList-Actor V1.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oTnVjSkt2a3ZyY3c/edit
Fixes the spawn points to actually spawn the proper actors.
MISCELLANEOUS
C201-CyrodiilConfiguration.esp - https://docs.google.com/file/d/0B8ouX5WZ7I2oWmhpc19lV2RVOWM/edit
Renames generic cells from Wilderness to Cyrodiil and adds simple background music. For some reason, this must be loaded last in your load order to actually work. (Or maybe at least after all other C201 files, haven't really looked into it as it's not worth the effort.) :D

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