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Chorrol.com _ Oblivion Mods _ Gweden Brothel

Posted by: ghastley Mar 2 2012, 11:29 PM

I'm starting a thread in this section so I can move discussion of the development out of the Fiction thread.

The Red Dragon Club arc of quests is getting another one added, related to the attempt on the life of the Mane. The player manages to head off one assassin, but there may be others (which means I can use the same idea multiple times!) The Bosmer woman (archer) that was recruited to do the job is persuaded to join the staff of the Club instead. I just have to fix a few bugs in the AI packages for her Khajiit handler and then I may put up another file at the Nexus, and let a few more folks try it.

http://ghastley.org/Oblivion/images/poster01.jpg

Posted by: Acadian Mar 3 2012, 01:43 AM

And the Gweden saga continues into brothelesque proportions! Now we have the Red Dragon house of delights as well – with its own quests. Sounds like great fun! smile.gif

Recruiting the Bosmer assassin to work in the brothel gives credence to the old saying, 'Keep your friends close and your enemies closer.' wink.gif

The Arena poster really fits with Freija’s story! goodjob.gif

Posted by: ghastley Mar 10 2012, 03:52 PM

Next quest in the pipeline is going to involve the Orc - Sugar gra-Mazog - coming to the city on temporary assignment to "entertain" the Orcish Ambassador. Gortwog is pressing the Elder Council for recognition of Nova Orsinium as a full province, but Uriel Septim VII had been stalling, not wanting to offend the other rulers in High Rock.
The Red Dragon Club wants to be prepared with an Orc on the staff.

I'm still trying to come up with a part for the player in this, that's more than just a messenger. One option is an escort job, as the Ambassador has to come into Cyrodiil at a port like Anvil or Leyawiin. Since Orsinium has no direct border with Cyrodiil, that lets me rule out a land route which would require passage through another province.

There are a few other, not necessarily incompatible options. One is for the Ambassador to be female, and a Breton. Orsinium has an alliance with Wayrest (Queen Elysana) and Gortwog is as devious as they come. A staged kidnapping of the Ambassador might be designed to embarass the Elder Council into an appeasing gesture. Player would thwart this either by preventing the "capture" or by staging a rescue afterward.

The kidnapped person could also be someone other than the Ambassador, such as his "wife" - i.e. not his real spouse, but acting the part. Sugar gets more of a part in this scenario, as she's the one who notices the Ambassador's not as worried about it as he should be.

End result should be status quo. No change for Orsinium, Abassador returns with nothing.


Posted by: Acadian Mar 11 2012, 01:39 AM

Sorry can't be of any real help here. You nailed the two prime candidates: An escort or rescue mission for the Hero. smile.gif

Posted by: ghastley Mar 11 2012, 10:20 PM

I couldn't decide between escort or rescue, so of course it became both. Details http://ghastley.org/oblivion/docs/Orcish_Ambassador.html.

This ends up with the fake wife as a recruit for the club, which gives me a reasonably full staff. Now I can fill in between these quests with a few more pretenders to the throne.

And the latest cut is now up at http://tes.nexusmods.com/downloads/file.php?id=26346, so it can get a workout.

Posted by: ghastley May 15 2012, 01:00 AM

It occurred to me that the possible heirs to the Empire wouldn't conveniently all be in Cyrodiil, so I had Taminwe visit Senchal while the player investigated Leyawiin. I couldn't have her do all the junket trips, so I wrote a piece of the story for the Fan Fiction section that has my reporter going over the border into Skyrim to investigate a potential claimant. Since the location of Falkreath is so close to the border that the land (and trees etc.) already exist on the Oblivion map, I decided to make it playable and build a town there. It means that you have to turn borders off to play there, but it doesn't have to be a required quest in the series, any more than you need to add the SI parts.

http://ghastley.org/Oblivion/images/FalkreathMap.jpg

There are four homes, a smithy, a tavern, a chapel and a guard tower. Although the story crosses over with my Mountain Riders, I don't want to make the mods depend on each other, so there's a bear trainer living in Falkreath as a reference to the other mod, but no shared characters. Jokull in the other mod talked of going back to Falkreath after delivering Claudia's bear, but he won't be there. He's a merchant, so he travels a lot.

http://ghastley.org/Oblivion/images/MeijaScreenie.jpg

The City guards were going to be Nords, but I discovered that all the dialog for city guards (including "criminal scum" references) was restricted to Imperials, so they got changed. I used the Falkreath insignia from UESP Skyrim to overlay the Leyawiin Stallion and produce a uniform for them. There's a single-cell jail in case you need it.

http://ghastley.org/Oblivion/images/FalkreathGuard_lg.jpg

As well as the two characters of the story, I needed a few more residents, so there are about a dozen NPC's, all of which needed dialog, AI packages, etc. I'm still working on the script for the quest, which has a few thorny problems where I'm trying to do something new.

There's more I could add, but I'll save the rest until you've read about it from the reporter's perspective, and I can explain what changes between the fiction and the playable.

Edit: I decided to make this a bridge mod, using the other two as masters. It was just getting too difficult to avoid using the NPC's etc. from Gweden and the Bear Riders. So Jokull may show up later, and other characters like Gudrun and Taminwe can play a part in the quests.

Posted by: Acadian Jun 3 2012, 12:03 AM

Sorry I somehow missed your latest update adding Falkreath right over the border. What a fabulous idea! goodjob.gif

I love the guard uniform. If I understand correctly, you are saying the small Falkreath mod is not going to be a standalone? We’re not looking to run a brothel and Buffy’s not busty enough to ride bears, but I do like the idea of a conveniently reachable Skyrim town. Regardless, I love that you are branching out cross-border. smile.gif

Posted by: mALX Jul 25 2012, 06:26 AM

I missed this somehow! You do such an intricate job with your mods, no stone is left unturned! You must be very detail oriented! This mod sounds like a ton of fun !!

Posted by: ghastley Jul 27 2012, 07:04 PM

@Acadian: Yes, it needs the assets from the other mods, so can't be a stand-alone. If I'd thought about it early enough, I could have built a Falkreath.esm that just adds the town, but I didn't.

----

Latest quest in planning:

In Skyrim (which I don't have, but the UESP Wiki does!) there's a book by Lathenil of Sunhold - Rising Threat - that deals with the Thalmor's early days. In it, there's this

I would follow after Rynandor and help him restore his reputation and status. We would then return to best the Thalmor at their own game and win back the mores and morals of the Altmer! The rest of my cabal would stay on Summerset Isle and win the trust of the Thalmor on whatever level best suited each of them, sending clandestine missives to me when possible.

After weeks of painstaking investigations and exorbitant bribes, I was able to learn that Rynandor was placed on a ship to Anvil. I booked my own passage to Anvil. My search almost ended there, for Rynandor had never arrived in Anvil Harbor. My instinct that Rynandor met a duplicitous end was confirmed when I sought out several of the deckhands who were reported to be aboard Rynandor's vessel. All died under mysterious and violent circumstances.

The first of many attempts on my life occurred soon after. Needless to say, I survived, but my grand plan to stymie the Thalmor fell apart without an esteemed leader to rally behind. I went into hiding, waiting anxiously for word of the Thalmor's activities back on Summerset Isle.


The timing is just after the Oblivion crisis ends, so Lathenil would arrive in Anvil a few weeks or months after. I plan to have the Champion go down to Anvil to meet Lathenil, and get involved in thwarting the attempt to kill him. Currently thinking that it will be a hired assassin, using chameleon and a poisoned dagger. Lathenil will see him (ring of detect life) and shoot first. I want to have him arrested, but I haven't worked out how to do that yet.

Posted by: mALX Jul 28 2012, 08:15 AM

This sounds really interesting! What will the Player have to do? I like the sound of this one!

Posted by: Acadian Jul 29 2012, 12:08 AM

mALX is right, that sounds like an interesting quest for the Champion. Good luck bringing it to life!

Posted by: ghastley Aug 2 2012, 07:39 PM

@mALX: So far, the player just goes to Anvil and talks with Lathenil. I have the Altmer walking up and asking him if he's seen Rynandor, and accusing the Thalmor of being behind Rynandor's disappearance. The conversation ends when Lathenil spots the assassin and hurls a fireball at him. I was then going to script a guard coming over and arresting Lathenil, and the player would visit him in prison.

However, I can't (yet) stop the guards from killing Lathenil! The "Special combat" flag in the faction that he and the assassin are in (and the player temporarily, in case he gets friendly fire) doesn't appear to stop the guards interfering, the way it does in the Dark Brotherhood quests with J'Ghasta or Ungolim fighting the player in the streets of Bruma or Bravil.

If I get past this problem, then the player will have to survive a few attacks by assassins himself over the next few days. He'll report back about the infighting in the Summerset Isle, but without knowing who are the "bad guys" - just that Lathenil's group are not on the same side as the Thalmor. I may even plant a suspicion that Lathenil is involved in the Enilwen/Mane incident, or the trouble in Valenwood.

Posted by: mALX Aug 2 2012, 07:46 PM

QUOTE(ghastley @ Aug 2 2012, 02:39 PM) *

@mALX: So far, the player just goes to Anvil and talks with Lathenil. I have the Altmer walking up and asking him if he's seen Rynandor, and accusing the Thalmor of being behind Rynandor's disappearance. The conversation ends when Lathenil spots the assassin and hurls a fireball at him. I was then going to script a guard coming over and arresting Lathenil, and the player would visit him in prison.

However, I can't (yet) stop the guards from killing Lathenil! The "Special combat" flag in the faction that he and the assassin are in (and the player temporarily, in case he gets friendly fire) doesn't appear to stop the guards interfering, the way it does in the Dark Brotherhood quests with J'Ghasta or Ungolim fighting the player in the streets of Bruma or Bravil.

If I get past this problem, then the player will have to survive a few attacks by assassins himself over the next few days. He'll report back about the infighting in the Summerset Isle, but without knowing who are the "bad guys" - just that Lathenil's group are not on the same side as the Thalmor. I may even plant a suspicion that Lathenil is involved in the Enilwen/Mane incident, or the trouble in Valenwood.



Can you make him essential till a certain stage of the quest? This sounds like a great quest !!

Posted by: ghastley Aug 2 2012, 08:41 PM

If he's essential, he still gets into a fight with the guard, which I want to prevent.

I haven't decided where Lathenil should "go into hiding" as he writes in http://www.uesp.net/wiki/Skyrim:Rising_Threat III "I went into hiding, waiting anxiously for word of the Thalmor's activities back on Summerset Isle." One possibility is Gweden Farm! Especially if I have Silanu help him work on his anger management.

His narrative indicates that he survived longer than Ocato, and only got to meet him just before he was assassinated in 4E10 if his "decade of machinations" is an accurate figure. That should make him a useful character for other quests, if I can think of them.

Posted by: mALX Aug 2 2012, 09:23 PM

QUOTE(ghastley @ Aug 2 2012, 03:41 PM) *

If he's essential, he still gets into a fight with the guard, which I want to prevent.

I haven't decided where Lathenil should "go into hiding" as he writes in http://www.uesp.net/wiki/Skyrim:Rising_Threat III "I went into hiding, waiting anxiously for word of the Thalmor's activities back on Summerset Isle." One possibility is Gweden Farm! Especially if I have Silanu help him work on his anger management.

His narrative indicates that he survived longer than Ocato, and only got to meet him just before he was assassinated in 4E10 if his "decade of machinations" is an accurate figure. That should make him a useful character for other quests, if I can think of them.


Will that conflict with your ridable bears mod? (Since Ocato is very active in that one).

Raising the guards disposition toward Lathenil if the player attacks him won't work, they will kill the player.

Posted by: ghastley Aug 3 2012, 12:22 AM

QUOTE(mALX @ Aug 2 2012, 04:23 PM) *

Will that conflict with your ridable bears mod? (Since Ocato is very active in that one).

No, the report to Ocato, via the Red Dragon Club, will be that Lathenil is a bit crazy and probably to be avoided at present. It will take a lot of additional evidence against the Thalmor before he gets Ocato's ear. That's one reason for the assassins taking an interest in the player - to make association with Lathenil dangerous.

I just moved the action from outside on the docks to inside the Count's Arms, and no guards burst in to make a nuisance of themselves! biggrin.gif Now I need to bring in a guard that will arrest him, rather than attack, and I can get on with the rest of the quest.

Posted by: mALX Aug 3 2012, 12:28 AM

WOO HOO !!! Congrats on figuring that out, I was sure stumped, lol. This quest sounds really fun !!

Posted by: ghastley Aug 5 2012, 01:04 AM

Nothing is ever simple in mod-making. kvleft.gif

Once I got the fight to happen without interruption, I discovered that nine times out of ten, they'd end up running up the stairs at the back of the bar, as Lathenil's AI made him retreat to cast spells. Then when the guard came in to arrest him, he couldn't find him at the top of the stairs! He'd get stuck in the corner at the bottom, trying to walk through the wall. sad.gif

Fixed that by changing Lathenil's combat preferences. Now the fight happens in the middle of the room, and Lathenil's where the guard can reach him. smile.gif

Then the guard would just run up to him and say "Hello", instead of "Stop criminal scum!" - several iterations of script and AI changes before that was fixed.

And having arrested Lathenil, he has to escort him off to the jail. The guard decided that the straight-line path was quickest, so he led Lathenil onto the deck of the Clarabel, and stopped at the rail, staring across at the Castle. I abandoned the full escort, and just disabled the player controls until they left the Count's Arms, and moved them directly to jail (do not pass Go, do not collect...) before giving the player control back to go visit him in his cell.

Then it took forever to get the Assassins that attack the player to reach him without getting into fights with patrols or citizens on the way. Since I have no control over where the player chooses to go, the assassins have to find him, so I couldn't just place them somewhere harmless. And then they just said "Hello", like the guard. Different fix this time, because I needed them to start a fight.

Nearly there, just a few more tests needed, for fast travel and detours. If the assassins get stuck somewhere, the quest won't end, so I have to detect that and move them...

Posted by: mALX Aug 5 2012, 01:31 AM

QUOTE(ghastley @ Aug 4 2012, 08:04 PM) *

Nothing is ever simple in mod-making. kvleft.gif

Once I got the fight to happen without interruption, I discovered that nine times out of ten, they'd end up running up the stairs at the back of the bar, as Lathenil's AI made him retreat to cast spells. Then when the guard came in to arrest him, he couldn't find him at the top of the stairs! He'd get stuck in the corner at the bottom, trying to walk through the wall. sad.gif

Fixed that by changing Lathenil's combat preferences. Now the fight happens in the middle of the room, and Lathenil's where the guard can reach him. smile.gif

Then the guard would just run up to him and say "Hello", instead of "Stop criminal scum!" - several iterations of script and AI changes before that was fixed.

And having arrested Lathenil, he has to escort him off to the jail. The guard decided that the straight-line path was quickest, so he led Lathenil onto the deck of the Clarabel, and stopped at the rail, staring across at the Castle. I abandoned the full escort, and just disabled the player controls until they left the Count's Arms, and moved them directly to jail (do not pass Go, do not collect...) before giving the player control back to go visit him in his cell.

Then it took forever to get the Assassins that attack the player to reach him without getting into fights with patrols or citizens on the way. Since I have no control over where the player chooses to go, the assassins have to find him, so I couldn't just place them somewhere harmless. And then they just said "Hello", like the guard. Different fix this time, because I needed them to start a fight.

Nearly there, just a few more tests needed, for fast travel and detours. If the assassins get stuck somewhere, the quest won't end, so I have to detect that and move them...


How did they do it with the Bleak Mine guards? Or Sithis's ghost/the Miscarand Lich? Those three follow the player anywhere he goes and attack him. So does that Khajiit from the Collector questline if you don't pay him his share. (Oh! And Audens)


Posted by: ghastley Aug 5 2012, 02:19 AM

I don't think any of those (except the Wrath of Sithis) affect the progress of the quests. I may have to take the same approach and detach the assassin's deaths into a separate quest.

The Wrath of Sithis is a special case here, because it is the entire re-instatement quest, and nothing else depends on it.


Posted by: mALX Aug 5 2012, 02:31 AM

QUOTE(ghastley @ Aug 4 2012, 09:19 PM) *

I don't think any of those (except the Wrath of Sithis) affect the progress of the quests. I may have to take the same approach and detach the assassin's deaths into a separate quest.

The Wrath of Sithis is a special case here, because it is the entire re-instatement quest, and nothing else depends on it.



I'm totally clueless on making mods, the only way I was able to make anything work in the few mods I've made was by studying how Bethesda or another modder did things, lol. When it comes to trouble-shooting I draw a blank.

Posted by: ghastley Aug 7 2012, 02:20 AM

Now my problem is what happens next?

Ocato has to become Potentate soon, and Black Marsh and Elsweyr secede from the Empire. I'm considering linking these events, and assuming that the provinces would consider the lack of an Emperor as a reason to nullify their treaties. It's not clear from the known timeline whether the assassination of the Mane followed, or led to, the Elsweyr secession, but that's soon too.

Only the Elder Council's decision to elevate Ocato actually takes place in Cyrodiil, and that leaves me with the conundrum of how to build quests that relate the rest.

Another issue I'm thinking about is the possibility of the player being Master of the Fighter's Guild and thus responsible for the destruction of the Hist tree in Leyawiin. If it had any contact with its peers in Black Marsh, they may be angry with, or grateful to, the player for the outcome of that quest. It could provide a hook for the quest concerning the secession of Black Marsh, if the Hist decide that the player is the one they can deal through, or if they decide to use the abduction of the tree as their excuse for ending the treaty. None of which gives me anything for the player to do except go to Leyawiin and talk to an Argonian.

Posted by: ghastley Sep 7 2012, 04:59 PM

I'm thinking of changing the recipe for the cure for Itchy Pox. If you're not a Fighters Guild member, you can't http://ghastley.org/Oblivion/Docs/Juliana_the_Breton.html until about level 18, when you start to find Land Dreugh. I'm thinking of changing that ingredient to Imp Gall or Ectoplasm - i.e. you still need to go kill something to get it, but it will be available at lower levels. I'd prefer not to use Troll Fat, because it's already associated with Viranus Donton.

The issues are that Imps start to fall off the leveled lists pretty soon, so you get the opposite problem for high-level characters. But Ectoplasm reacts with Ogre's teeth in regular Alchemy to give Shock Damage, so I'm currently thinking Imp Gall, because there's always Robbers Glen Cave.

Anyone have opinions?

Posted by: mALX Sep 7 2012, 05:26 PM

QUOTE(ghastley @ Sep 7 2012, 11:59 AM) *

I'm thinking of changing the recipe for the cure for Itchy Pox. If you're not a Fighters Guild member, you can't http://ghastley.org/Oblivion/Docs/Juliana_the_Breton.html until about level 18, when you start to find Land Dreugh. I'm thinking of changing that ingredient to Imp Gall or Ectoplasm - i.e. you still need to go kill something to get it, but it will be available at lower levels. I'd prefer not to use Troll Fat, because it's already associated with Viranus Donton.

The issues are that Imps start to fall off the leveled lists pretty soon, so you get the opposite problem for high-level characters. But Ectoplasm reacts with Ogre's teeth in regular Alchemy to give Shock Damage, so I'm currently thinking Imp Gall, because there's always Robbers Glen Cave.

Anyone have opinions?


BWAAAHAAA! I love Juliana's quest, maybe the disease she gave Viranus (which just happened to be itchy viralanus pox) is what turned him to Eduard.

I failed alchemy, so will leave suggestions for others more...qualified? Lol

Posted by: Acadian Sep 8 2012, 12:21 AM

I do think that avoiding the land dreugh higher level requirement may be a good idea.

Imps remain findable at higher levels - just more rarely, as you say. Buffy's at permalevel 19 and still finds plenty of imps in the forests. And you're right - Robbers Glenn Cave is a guarantee. Also, a minimum of four imps will always spawn in Sideways Cave, regardless of level. One can also buy imp gall from alchemists. Anyone wise enough to install mods should be able to work with those options. Just make a note perhaps in your walkthrough about some imp gall sources.

Posted by: ghastley Sep 9 2012, 07:34 PM

Version 1.1 just packaged up and uploaded to the http://oblivion.nexusmods.com/mods/26346 so the "wiki" on my web site is temporarily in sync.

I'm trying to finish off the D&D mod now, although that one really needs to have voice acting for the sisters before it's released. (I'm planning to introduce them to the reporter soon, but don't anybody warn him they're coming!)

Posted by: ghastley Dec 4 2012, 10:24 PM

Now that Gweden Brothel and the Rumple Mod have joined at Falkreath, I'm (intermittently) working on more 4th Era stories related to the slow rise of the Thalmor. I don't see anyone playing for ten years of game time, so it won't reach the assassination of Ocato, or the sack of Nova Orsinium, but the events that led up to them are fair game. The FF already has Uzgash - Gortwog's daughter - taking refuge from the possibility of assassins by faking her death and moving to Cyrodiil. That needs to become a quest in the mod, probably without a bridge accident, and there's most likely fuel for more involving her six siblings. The eldest son will be named Nagorm after his grandfather but I haven't any ideas yet for the others.

I'm also thinking that http://ghastley.org/Oblivion/images/ObMarghak.jpg - Uzgash's mother - may follow her daughter to Cyrodiil for safety as the situation in Orsinium starts to get perilous. She's head of the Guild of Prostitutes in Orsinium, so that gives her an excuse to visit the Red Dragon Club on business. My current ideas are that Ocato is covertly supporting Gortwog, while not wanting to take sides in any disputes among the petty kingdoms of High Rock and Hammerfell. That will account for the Legion rescuing refugees when Orsinium is sacked and leading them to Skyrim. The co-operation has already brought the http://http://ghastley.org/Oblivion/Docs/Septim_Helm.html back to the White Gold Tower, and that sort of quest could done again. I.e. Orcs find clues to something, player fetches it.

I invented Marghak for a Daggerfall mod, but haven't really given her a backstory. I'm thinking that she was an orphan, raised by a coven of High Rock witches, who then became a prostitute somewhere in the area that Gortwog won in his duel with Lord Bowyn.

At least one of Gortwog's children should have gone to the Summerset Isle, and may become a victim if the Thalmor find out who he/she is. No ideas on how to bring the news to the Imperial City. I already had another brother return from Black Marsh when that province seceded. The attempt to kill him was part of the reason Uzgash was sent to Falkreath to hide.

Meanwhile I'm playing in Elsweyr and Valenwood, looking for ideas just over the borders. I may even set a quest or two in those provinces, for those who have those mods.

Posted by: ghastley Apr 16 2013, 12:35 AM

Well I added Marghak as the quest-giver for the "http://ghastley.org/Oblivion/Docs/Being_Green.html" quest, and she'll most likely give you the Dibella cult one as well (just like outlined here). I added the Morgiah/Rinnala escort quest, but I'm still working on the introduction of Rinnala to Khajiit differences. It happens at a different campsite, where a larger tent that I can close is available. That way she gets some privacy for her surprise.

Other quests in the pipeline involve the http://ghastley.org/Oblivion/Docs/Exterminate.html, and a visit by Medora Direnni to Cyrodiil to look for Miranu. She's heard about her novel alchemical methods, and wants to know more.

The Red Dragon Club has been extended, so that Uzgash (and Enilwen) get http://ghastley.org/Oblivion/Docs/RedDragonDancers.jpg.

Posted by: mALX Apr 16 2013, 12:58 AM

QUOTE(ghastley @ Apr 15 2013, 07:35 PM) *

Well I added Marghak as the quest-giver for the "Fetch Uzgash from Falkreath" quest, and she'll most likely give you the Dibella cult one as well (just like outlined here). I added the Morgiah/Rinnala escort quest, but I'm still working on the introduction of Rinnala to Khajiit differences. It happens at a different campsite, where a larger tent that I can close is available. That way she gets some privacy for her surprise.

Other quests in the pipeline involve the http://ghastley.org/Oblivion/Docs/Exterminate.html, and a visit by Medora Direnni to Cyrodiil to look for Miranu. She's heard about her novel alchemical methods, and wants to know more.

The Red Dragon Club has been extended, so that Uzgash (and Enilwen) get http://ghastley.org/oblivion/docs/RedDragonDancers.jpg.



Will Khajiit barbs be in the mod? ROFL !!! *mALX makes note to get mod* You really should provide a link to that chapter, so well worth reading!

Posted by: ghastley Apr 16 2013, 07:42 PM

QUOTE(mALX @ Apr 15 2013, 07:58 PM) *

Will Khajiit barbs be in the mod? ROFL !!! *mALX makes note to get mod* You really should provide a link to that chapter, so well worth reading!

Unfortunately, the Morrowind/Oblivion copies of 'The Real Barenziah - vol 2' (was part 4 in Daggerfall) have that part censored out. I'll have to create an uncensored copy and put it in a chest in one of the tents.

Posted by: mALX Apr 16 2013, 07:53 PM

QUOTE(ghastley @ Apr 16 2013, 02:42 PM) *

QUOTE(mALX @ Apr 15 2013, 07:58 PM) *

Will Khajiit barbs be in the mod? ROFL !!! *mALX makes note to get mod* You really should provide a link to that chapter, so well worth reading!

Unfortunately, the Morrowind/Oblivion copies of 'The Real Barenziah - vol 2' (was part 4 in Daggerfall) have that part censored out. I'll have to create an uncensored copy and put it in a chest in one of the tents.



ROFL !! I'll bet they do have it censored, lol. I read it at the Imperial Library.



Posted by: ghastley Aug 16 2013, 04:05 AM

If anyone has been waiting, I just posted the 1.4 version of Gweden to the nexus, and 1.0 of the Rumple Mod. They've been complete (apart from the usual cleanup work) for a long time, and I'd neglected to upload.

I suspect both are now essentially done, and anything new will go into the Evergloam mod.

Much of the newer stuff is not dependent on SI, except for Medora's quest, where you have to go there.

Posted by: mALX Aug 22 2013, 10:00 AM



I am def interested, also in your Falkreath mod - is it on Nexus? (their downloaders are faster) If not, is it on the mod section of Chorrol?

Acadian has been having a ball with it, and I always wanted to walk to Falkreath from Cyrodiil! Now if I can just manage to get some time to play again! Urk!




Posted by: ghastley Aug 22 2013, 01:49 PM

The Standalone https://www.nexusmods.com/oblivion/mods/42765 mod that Acadian is using only has the town (needs borders turned off) and a single quest. One or two of the NPC's are missing, as they use content from one of the mods below.

The http://www.nexusmods.com/oblivion/mods/42765 mod includes an expanded role for the town if you also install http://www.nexusmods.com/oblivion/mods/26343 to add the bear riders. That's basically where those two overlap, with Uzgash being added there. It has an expanded version of the standalone quest, so there's nothing you need from that download if you have the other two.

Each of the latter two mods has a base plugin, and an extra one for SI, so there's content in each for those who don't have the expansion. The SI parts add quests in the Isles, so it's fairly obvious in the walk-through what's dependent on it. The crossover part is included in the Gweden download.

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