Oblivion

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Glue

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Glue

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About this mod

Deep in the heart of Blackwood you happen upon a strange little muddy hut, apparently deserted. It seems odd but there is something about this situation which feels familiar. An uneasy stillness hangs heavily around you. You must find out why this strange little house lies aband

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Name: Slimy Mudhole
Version: 1.1
Date: 14/09/2009
Category: Buildings
Requirements: Oblivion Patch 1.2.0.214, Shivering Isles
Recommended: Oblivion Mod Manager
Author: Glue


Description
===========
Deep in the heart of Blackwood you happen upon a strange little muddy hut, apparently deserted. It seems odd but there is something about this situation which feels familiar. The air is humid and thick with the stench of vegetation and damp earth. An uneasy stillness hangs heavily around you.
You must find out why this strange little house lies abandoned and in so doing discover its ancient secrets.


Details
=======
Travel to Blackwood. Search its swampy pools to find Slimy Mudhole.
A mini quest will grant you access to your new home, new weapons, armour and a little more.

I hope this gives you a few moments of fun. It's just the house I always wanted to see someone make, so I made it and then I thought I'd share it.
It tips its hat heavily to a couple of my favourite movies. One of them at least should be pretty obvious. You will need Shivering Isles installed. I tried to avoid making it a requirement but I quickly realised it was essential.

As part of this mod I've created new icons for two weapons, one of which is a goblin staff. (They normally use the standard staff icon). I haven't applied it to all goblin staffs but it's there if you want to do it for yourself.

All containers are non-respawnable EXCEPT FOR the chest of torches and the chitin arrow quiver. Do not get this quiver and the general arrow storage quiver confused!

The exterior torches can be lit and extinguished by activating them, as can the two crystal lights inside. The cave torches can be activated like the others but will also light and blow out as you move near to them. They are 'damp' and can flare or dull as you move but you can always re-light them. Both the interior fire and outside forge can be lit and extinguished too. Watch for the chimney smoke leaving the hut when the fire inside is lit. It will stop when the fire goes out; (although your recently doused fire will still smoke a little).

Inside the living area, you'll find a version of Academician Nwahs great Static Alchemy set.
Outside, there is a repair area with items using JJMax7's static repair script. See below for details of how to use these features.

I've also included just about my favourite armour and weapon set yet made for Oblivion.(Thanks Hel Borne). It ramps up the size of my little mod but it adds depth and quality and worth it I think. I hope you like them.

For those who want a slimmed down version of Slimy Mudhole without the bonus weapons and armor set there is now Slimy Mudhole Lite. This version also loses the arrow storage quivers. Every other aspect of the lite mod is identical to the large version.

You should have more fun than headaches with Slimy Mudhole but in case you get really stuck finding something there's a detailed walkthrough at the end of the readme.


Install
=======
This archive is distributed in what LHammonds calls OMOD-Ready format.
It allows you to manually extract and install like most other mods but it also
allows you to use Oblivion Mod Manager and import this archive with all the
settings pre-configured for an OMOD file.
Pick which method you are going to use for installation:

Manual Installation
- = or = -
OBMM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder. You can ignore or delete the "omod conversion data" folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

OBMM Install
------------
Create the OMOD (Do this section only once)
1. Copy archive to (install folder)\Oblivion\obmm\omod\
2. Start Oblivion Mod Manager.
3. Click the Create button.
4. Click the Add Archive button, find and select the archive, then click Yes.
5. Click the Create omod button, then click OK when it finishes.

Install the mod using OBMM
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen.
(icon should turn blue)

Uninstall
=========
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
OBMM Uninstall

Manual Uninstall
----------------
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.



OBMM Uninstall
--------------
1. Start Oblivion Mod Manager.
2. Double-click the name of the mod in the right-hand side of the OBMM screen,
click Yes. (icon should turn green)


Incompatibility
===============
Well, hopefully not too much but obviously any mod that places a building in the same spot will be problem. At the moment I don't know of any.

mmmpld's See you Sleep mod will not work with Slimy Mudhole's bed.

If you use Natural Environments, Natural Vegetation will make some of the trees around Slimy Mudhole way too large and one especially will clip the forge area. Although I myself use NE, I don't use NV and for the reason above I don't recommend running it with Slimy Mudhole.

Slimy Mudhole makes use of files from the following mods.

Aezarka Native Tileset
Se7enraven’s Custom Huts
Pundaab Playset
Unique Weapons For Modders
More Sofas & Chairsets
Decoration Pillows
Hel Borne's Alchemy Wall Chart Modder’s Resource
Hel Borne's Morrowind Style Chitin Armor And Weapons For OB
Static Alchemy Mod
Static Repair Mod
Banner Resource
Open Books
Globes
Texians Static Water Meshes

If you have any mods which use files from these resources, when they are active with Slimy Mudhole your OBMM conflict reports will show a problem. You should not worry about these warnings since they are only informing you that two files of the same name exist. As they are the same files they will simply overwrite themselves producing no ill effects for either mod. They will not cause this mod or the other to stop working.

When uninstalling however you should be careful not to remove any files from Slimy Mudhole which are shared by other mods. Exilehunter's 'Halcyon Island' and gisjarduk's 'Elder Council' are the only two I know of right now which will definately share files with Slimy Mudhole. The shared files are the Aezarka Native Tileset/Pundaab Playset ones.

Known Issues or Bugs
====================
None that I know of...yet.

History
=======


1.0, 31/10/08 - Initial release.
1.1, 14/09/09 - Added new ingredients and food containers. Removed light globes due to collision issues. Beefed up vegetation around exterior for more natural look.

Contact
=======


You can find me on PES and the official Beth forums as '-Glue-' and at TESNexus and ORE as 'Glue'


Credits
=======
Many thanks and much respect goes to the following people. Their work gave me the building blocks for Slimy Mudhole.

Raistlin 2002, Blue Eagle & AlwaysZ for 'Aezarka Native Tileset' & 'Pundaab Playset'
SpeckledGuar for re-packaging the Aezarka models
Se7enraven for 'Se7enraven’s Custom Huts'
Reeke for 'Unique Weapons For Modders'
Zimnel(textures) & Xiamara(meshes) for 'More Sofas & Chairsets'
Disturbed for 'Decoration Pillows'
Hel Borne for 'Hel Borne’s Alchemy Wall Chart Modder’s Resource' and 'Hel Borne's Morrowind Style Chitin Armor and Weapons for OB'
Academician Nwahs for 'Static Alchemy Mod'
JJMax7 for 'Static Repair Items'
DragonBlade86 for 'Banner Resource'
Meo for 'Open Books' and 'Globes'
Phoenix Amon for the book jackets in 'Open Books'
Texian for 'Static Water Meshes'

(Apologies if I missed anyone out)

I'd also like to say a big thankyou to Acadamian Nwahs, Sca and Helzi for their support; plus all the modders too numerous to name who have enriched my Oblivion experience and whose work is both a tutorial and an inspiration.

Thanks to Bethesda for creating Oblivion. (...and Morrowind)
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
..and not least, thanks to you, for downloading my little mod.

Tools Used
==========
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Photoshop - http://www.adobe.com/products/photoshop/
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Fraps - http://www.fraps.com/download.php
7.z - http://www.7-zip.org/
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============

The meshes and textures in this mod not made by Bethesda were made by the skilled people I've mentioned above. If you want to use their work in something you release they simply ask for due credit. However, if you want to use the chitin armor and weapons you must contact Hel Borne for permission first. As for 'Slimy Mudhole' you must contact me and ask my permission before re-packaging this mod. You can find me on PES and the official Beth forums as '-Glue-' and at TESNexus and ORE as 'Glue'. If I don't respond within 2 weeks you can do as you wish.

How To Use The Static Alchemy Set
=================================

The Activator apparati act just like the Spellmaking and Enchanting altars. Simply activate them. A set of apparati depending on your alchemy skill level will be added to your inventory and you will be informed that an alchemical experiment has begun as the Alchemy window appears. Closing the alchemy window removes the apparati from the players inventory until he reactivates the static apparati.

How To Use The Static Repair Set
================================

When any of the three repair items are activated the script calculates the maximum number of hammers the player can afford. Cost is determined by mercantile skill. Then it adds this number of hammers to the players inventory. When the player finishes repairing, the script charges the player for any "special" hammers used (player owned hammers will be used first), and removes all the extra hammers from the players inventory.