Oblivion
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AndySykes659

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andysykes659

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About this mod

A small quest, intended as a back-story for a much larger mod to follow, modding Fort Irony. The map location remains the same, it\'s only the internals I\'ve changed.

Permissions and credits
For TES4: Oblivion
By

AndySykes659
[email protected]

12 June 2009

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Table of Contents
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I. Summary
II. Description
III. Comments/Changes
IV. Installation
V. Known Issues/Solutions
VI. Plans/Future Updates

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I. Summary
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This mod alters Fort Irony from a goblin lair into a small base for Skooma Smugglers, complete with an area where the smugglers refine Moon Sugar into skooma.

This is my first mod, so any feedback and bug reports would be very welcome.

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II. Description
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The quest can be received from Count Bravil, or you can simply head on over to Fort Irony to plunder the skooma smugglers. The Fort has suffered a recent cave-in and so isn’t as large as the original Goblin Lair and should prove to be a fairly easy challenge. It’s not a big mod as I want to use this as a back-story for a larger mod to follow...

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Version 0.8
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+ BETA release

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IV. Installation
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Extract the archive into your Oblivion main directory; the files should all go into the right places but if not, copy the esp file into the data folder in your Oblivion folder and the icon into Data/Textures/Menus/Icons then activate the mod in the launcher, with OBMM, etc.

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V. Known Issues/Fixes
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+ This will conflict with any mod that alters Fort Irony interior or Regulus Terentius’s dialogue, but other than that it shouldn't affect any other user mods.
+ The Moon Sugar texture is just a placeholder at the moment, using the Bonedust texture, as I don't know how to edit texture files yet. If anyone has a better texture for the Moon Sugar, send it over and I’ll incorporate it.
+ The quest suggests the player returns to Regulus after a couple of days for a second quest. This is, again, a placeholder and nothing will happen if you do return.
+ The two refiners in the skooma lair will not necessarily attack the PC (this is intentional, as they are more concerned with refining the moon sugar than killing you... Maybe they're sampling too much of their own product?) but, on opening dialogue with them, they will demand money. This is probably because I based the levelled creatures on the Bandit template, but I haven't got round to sorting it out yet. I've had enough of editing dialogue for a while... Poxy GREETING bug...
+ There is no voice or lip sync for the extra lines of dialogue I have given the count.

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VI. Plans/Future Updates
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+ V1.0 will be the full release, hopefully after feedback and hints on clearing the last of the points above and sorting out conflicts.
+ I am planning to create a player-controlled fortress on the external Fort Irony site, where the player can align with either Bravil or the skooma smugglers. This will affect the style of the fort, the attackers and the progression of the quest. Any feedback on realistic ideas or suggestions is welcome.
+ I am toying with the idea of making the fort able to evolve into a town, complete with trading caravans/smugglers the player can dispatch to other cities, quests to recover resources to arm the defenders and trade, merchants the player ‘owns’ to sell his booty, etc.

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Thanks to:
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Bethesda Game Studios for Oblivion and the editor!
The Elder Scrolls Construction Set Wiki, without which I wouldn’t have got anywhere...