Oblivion

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Fearabbit

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Fearabbit

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About this mod

Allows you to become the owner of any interior cell in the game. You want to live in that cave, ruined fort or home of a now-deceased NPC? Just claim it!

Permissions and credits
Mirrors
IMPORTANT FOR PEOPLE WHO CAN'T FIND THE DOWNLOAD OR THINK THE FILE IS MISSING:
It's in the "Mirrors" section. That's all.



CLAIM THAT INTERIOR! (requires OBSE 0017 or higher)
===================

by Fearabbit

Version 1.0


1. INSTALLATION

Simply put the plugin file in your Oblivion/Data folder and activate it. The next time you play the game, you'll be given the spell (and a small informative note about it).


2. DESCRIPTION

This mod makes it possible to become the (more or less) rightful owner of any interior cell in Oblivion. It adds the lesser power "Claim this Interior" to the player's spellbook. If you successfully cast it (conditions for success see readme or ingame note), you will become the owner of the cell you are currently in and of all containers, items etc. inside it.
The spell also disables anything that would usually respawn in that cell (except some leveled items that are overall worthless enough to be allowed to respawn). This means that once you've cleared out a dungeon and then claimed it with this spell, there will never be any enemies inside it anymore, allowing you to use it as a home without such annoyances.

Possible uses for this:

- Some quests involve killing NPCs. Sometimes, these NPCs have homes which will then be abandoned. You may like those homes and would like to live there, but you can't, because you can't sleep in a bed that is owned by someone else (even if he's dead already), and the items you pick up will count as stolen. With Claim That Interior, all you have to do is cast the spell in each cell that belongs to the house, and you're the owner of it all.
(Examples for such quests that yield very nice homes: Glarthir quest, Thoronir quest. Enough said.)

- While adventuring, you might stumble across a dungeon that you really like. Maybe you play a necromancer and have just cleared out a nice necromancer lair, or, like other mages in the game, you want to live in one of the ruined forts all over Cyrodiil. Now all you need to do is cast the spell inside the dungeon (and kill the enemies, of course), and the dungeon is yours.

Be careful however: If the cells are currently owned by someone who is NOT dead (some cells are also owned by factions instead of NPCs), then these former owners will be very angry!



WARNING:
As of now, there's no way to undo the spell! Use it only if you're sure that you want to own the interior in question (and consider not using the spell in that one favorite dungeon for hack'n'slashing of yours, because after casting the spell there will be not much going on inside).



3. CONDITIONS AND PENALTIES FOR CASTING THE SPELL

There are certain conditions for successfully casting the spell. If you fail to fulfill all conditions, then the spell won't work, and furthermore, some conditions will trigger a negative result for you (going from a crime bounty for trying to "steal" an interior from a good NPC or a good faction to getting attacked by the former owners).
The conditions are:

1. You have to be in an interior - you can't claim exterior cells.
2. You have to have entered the cell through a usual teleport door (i.e. no magical transport as with Mark & Recall spells or via using the console).
3. You must not be fighting while casting the spell, and there must not be any human enemies left alive in the cell (creatures are fine, though you'll want to get rid of them eventually, I guess)
4. You must not own the interior already (d'uh)
5. If the cell is currently owned by a "good" faction or NPC, then there mustn't be any "honest citizens" left alive in the cell. (Otherwise you'll get a bounty)

Former owners will hate you for claiming the interior, and possibly attack you (especially if the cell is owned by "evil" factions such as the Dark Brotherhood). If you claim an interior of a faction you belong to, then you'll be cast out (so trying to claim a Mages Guild interior might not be a good idea, even if you killed everyone inside it or if it was empty when you cast the spell).


4. WARNING FOR PEOPLE WHO USE FOLLOWER/COMPANION MODS

Just to be on the safe side, you should leave your companions outside of the cell when you cast the spell. The spell can't detect whether a creature or NPC is a follower of you, which might lead to unwanted effects; for instance, they might be set to not respawn anymore if they did before (if they're NPCs, they'd have to be dead for that to happen though, so creatures are more endangered of this). If they for some reason have a high responsibility (which usually shouldn't be the case with companions, but you never know), then they might also give you a bounty for trying to claim an already owned interior.

These should be minor issues, but I thought I should mention them.


CREDITS

Thanks to the people of the official Construction Set forums for helping me to get some parts of the script working or explaining to me the limitations of the CS
Thanks to the team of theelderscrolls.info for uploading the mod and for some general advice


If you want to give some feedback or if you find any bugs or some stupid behavior, you're free to contact me. My name on the official forums is Fearabbit, on German forums it's Schattenläufer.