Oblivion
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kuertee

Uploaded by

kuertee

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About this mod

Rocks, Ayleid ruins and Fort ruins are sittable. Just go up to one and press the Sit key. The Sit key is the Activate key, by default. But it can be changed in the INI file.

Permissions and credits
Name: Sittable rocks
Version: 0.55
Date: 17 January 2012
Category: Gameplay Effects and Changes
Requirements:
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=21966

Changes since last update (0.54)
================================
0.55, 17 January 2012:
Compatibility: Removed the mod's reliance on Oblivion.esm.
Tweak: Moved the INI to the INI folder.
Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details.
Rewritten for ease of scanning. (And to get this ready for Skyrim users.)

Gameplay changes
================
In the wilderness, rocks are sittable.
Very few rocks in dungeons are sittable. This is because most rocks in dungeons are actually part of the dungeon wall mesh.

Compatibility
=============
The ESP has no master ESM. This mod should be compatible with any TES4-based games. E.g. Nehrim.
The mod adds its own custom meshes so this should be compatible with other mods that adds or changes rocks.

Details
=======
Configure this mod with its INI file in (game folder)\Data\Ini\.
A custom sittable rock mesh is created in front of the player when the Activate key is pressed on a normal rock.
When a new rock is activated elsewhere, the sittable rock is moved to it.

Rocks that are sittable:
1. are not activatable
2. have "rock" in their model path

Ayleid ruins that are sittable:
1. are not activatable
2. have "exterior" in their model path AND one of these words as well: "block", "brick", "broken" or "statuebase"
3. have "interior" in their model path AND one of these words as well: "brick", "rubble", or "colbroken"
4. have "columnbroken" in their model path.

Fort ruins that are sittable:
1. are not activatable
2. have "rubble" or "ruinswall" in their model path
3. have "castlecolm" in their model path AND laid down on the ground

Logs that are sittable:
1. have "landscape" AND "log" in their model path

Low walls that are sittable:
1. have "stonewall" in their model path
2. have "farmhouseconstruction01" or "farmhouseconstruction02" in their model path

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.
Manual: Replace the old files and folders with the new files and folders from the ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. OBMM is recommended.

History
=======
0.54, 7 March 2009:
Additional seats can be created for your companions.
Set this number in the INI file.
0.53, 2 March 2009:
More sittable objects: against stone walls.
I held off on this idea as long as possible. But there are too many walls that look like they can be sat on.
Distinguishing between high and low walls would have made the code hacky.
So when a high wall is activated, the player is assumed to have found a nook to sit on so that their backs are to the wall.
On lower walls, it will look as if the player is sitting on it.
0.52, 15 February 2009:
More sittable objects: logs, broken columns, wall ruins.
Tweak: Increased the length of the rocks vertically.
It shouldn't look as pointy towards their bases as previous versions.
0.51, 24 January 2009:
More sittable objects: Ayleid and fort ruins.
Bug-fix: will not let you sit on rocks underwater.
0.50, 15 January 2009 - Initial release.

Contact
=======
kuertee in the Bethesda forums: http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee (author)

Tools Used
==========
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.