OBLIVION
The Woodcutters Cabin Plus COBL Version by Korana
Oblivion » Abodes - Player homes
Added: 15/12/2009 - 05:02AM
Updated: 14/12/2010 - 10:23PM

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Uploaded by Korana

Description

Last updated at 22:23, 14 Dec 2010 Uploaded at 5:02, 15 Dec 2009

Name: The Woodcutter's Cabin
Version: 1.1
Date: 12/15/2009
Category: Buildings, player owned home
Requirements: Oblivion Patch 1.2.0.214, border regions disabled
Author(s): Korana

Description
===========
You arrive in Cheydinhal and overhear a rumor that a man they call The Woodcutter has gone missing. Once you find him
you gain entry into a snowy mountain valley, where a rustic cabin awaits you! This cabin is well suited towards fighter
types, role playing nords, or anyone looking for a less feminine place for their characters to call home.

Location
========
To start the quest visit Cheydinhal. If you're already in Cheydinhal or in a house within Cheydinhal's walls you'll
over hear this rumor. A map is included to the mountain pass. Once you've found the woodcutter, you may instantly
fast travel to the pass once you've been given the location. Once through the pass, follow the path to find the cabin.

You will need Tamriel's border regions disabled to reach the mountain pass. It sits just outside the border.

Features
=======

1) The house sits inside it's very own world space for you to explore...a snowy mountain valley. (If parts looks familiar
it's because I copied Pale Pass and started from there...this mod was completed in under two weeks.)

2) You may chop wood at the chopping block if you have an iron war axe equipped.

3) You may light or un-light the fires inside the cabin if you have the wood, or a shovel to put out the fires with. If
not, you'll burn yourself. (A shovel is by the front door.)

4) You may repair your weapons at the repair anvil. When activated, a repair hammer will be added to your inventory if you
do not have one.

5) You may forge iron weapons at the forge...if you have iron ore. There is a mine located within the mountain valley where
you may collect iron ore...but you have to work for it!

6) There is a working sauna included underneath the house (great for avoiding those chilly floors!) You control it's on or
off status.

7) You may craft fur armor on an armor dummy inside the house if you have enough pelts to use. In a jam for some pelts? Try
exploring the area, you might just encounter some hunting!

8) You may fill a crude metal tankard (don't worry, there are plenty around the house!) with mead at the keg in the kitchen.
When you drink the tankard of mead, you receive an empty tankard to use again. If you've sold all your tankards or lost them,
there is a respawning case of them behind the bear skin curtain on the right side of the bed. This is the ONLY container that
respawns so do NOT store items in that crate. It is properly labelled.

9) If you have lit the fire in the kitchen, you may take a chunk of venison off the roasting meat in the fireplace.

10) A doored cabinet contains your alchemy and medicinal supplies:
Activate the bandages to have your health restored
Activate the ointment of energy to have your magicka restored
Activate the ointment of dispel to dispel unwanted magical effects
Activate the ointment of cure disease to cure yourself.

There is also a chest here designed specifically for ingredient storage.

You may also activate the mortar and pestle in the cabinet to open up a static alchemy menu, meaning you can
use it to perform alchemical experiments without needing to carry and equip alchemy equipment...just your
ingredients.

11) You may sleep in the bed, or curl up in front of the fireplace for a quick nap.
This mod has been cleaned with Tes4edit

COBL Support
===================

In the COBL version, the following features have been added and/or changed:

- The Ingredient chest in the cabinet now uses COBL sorting scripts.
Please refer to the COBL readme for more information.

- If you have previously discovered The Luggage on the Anvil dock, you will find it in the storage area on the left
hand side of the sleeping area (behind the bear skin curtain.) If not, you must first discover The Luggage first.
COBL Glue is required.

- A custom dinner plate has been added to the kitchen table in place of the metal plate. If you are not running a
COBL-aware hunger mod this will just simply appear as a named plate you cannot pick up! The dinner plate will
take food from your inventory.

- The exterior well has been changed to accomidate a COBL-aware thirst mod. If you are not using such a
mod, the well will simply appear as a named well.

- The food barrel on the right hand side of the kitchen fireplace now contains a few peices of bear meat and wolf
meat...as it just fits so well!

- Several Morrowind books have been placed inside the book stacks, and several Morrowind drinks have been added
to containers or sitting about. This is to further illustrate the fact that the mountain valley lands on the borders
between Tamriel and Morrowind.

Please read and be aware of the Common Oblivion readme and features:

http://wrye.ufrealms.net/Cobl.html

Install
=======
1. Extract this archive to your Oblivion directory, or extract to a temporary directory and manually copy
over files if you prefer.
2. Start Oblivion Launcher (Or Mod Manager if preferred), click 'Data Files', place a checkmark beside the .esp
file.

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).

2. delete the following folders:
Oblivion\Data\Meshes\nkwinter
Oblivion\Data\Textures\nkwinter
Oblivion\Data\Textures\Menus\Icons\nkwinter

3. Delete the esp


Compatibility Notes
===================


Special care has been taken to allow this mod to be companion friendly.
However, you do need to be aware of a few things if you use companions:

- Special consideration for companion seating has been arranged by giving certain furniture
persistent references. This assures that when you sit, your companion rests someplace within
the cell which makes sense, instead of running off or standing about. Your companion may choose
to sit in a chair when you do, or sometimes they may wish to curl up in front of the fireplace.
If you sit and your companion does nothing...you are in the chair they prefer. Moving to another
chair should result in your companion sitting. If you sit on the porch they may enter the house
to sit, or do nothing.

- If you give your companion a tankard of mead, or if they've searched for it and picked one up
when they drink it you will be given the empty tankard.

- Pathgrids have been set up and adjusted for one companion only. The cabin has very tight spaces!

- Ramy's Enfant companion Ramy floats while sleeping in front of the fireplace. I have tested other
full size companions using her scripts, and my assumption is that it a collision issue with her size
as all other companions have slept properly.

- Companions cannot use the loft bed. It's impossible for them to do so collision wise, so I've made
it impossible AI wise for them to realize it is there by placing it in a subspace. If you do have a
companion attempt to use it please let me know asap thank you!

- On occasion, companions may choose to stand on the fire in the sauna. It's an issue with how the game
handles following AI and there is nothing I can do about it without causing the player issues moving around
in that cell.

The bed is impossible to enter physically, but still useable by the game's mechanics. Do NOT ask for a see
you sleep compatibility patch. You will be ignored, or directed to this readme.

Incompatibility
===============

None currently known :-)


Notes
====================

-It is possible to walk to the mountain pass, but it requires some creative walking and knowledge of paths in the
area. I suggest you fast travel.

-You don't actually get to go through the pass. This is a house mod, not a dungeon crawl! You cannot fast travel
while in the valley so you do have to walk a ways along the path to reach the house. Because of this, I am not
going to make you walk through a long cave...I know you want to get home!

-No you cannot take your horse through the pass...which makes sense really.

-As mentioned, do not store things in the crate of tankards. All other containers are safe for storage.

-There may be a spot or two where the borders are out a bit further and you may have the possibility to fall down a
hill and not be able to get back up. However, I think you need to fly or turn off collision for most of these places
unless I have missed some. You have been advised! Basically, if you see a steep hill don't go down it.

-Yes, it snows through the porch. Game engine issue, and the snow serves it's purpose in that cell so snow will not
be disabled. Do not ask for it.

- I did not include 80% or 50% resolution icons. I have inquired in the past if they have been used, and it
appears no one does use them.

- If you get bad FPS or your computer blows up, you are on your own. Any emails about "my FPS is poo!" will be
quickly sent to the recycle bin and comments will grant you a response you will not enjoy.
This mod was built with my system in mind, not yours, and I didn't have to share with you...so play nice!

-The sled has the tendency to slow down FPS if you get too close to it. It's been optimized as best I could with
the tools I have available. If it is too bad for you open up the console, click on it, enter "disable", and hit
enter. No more sled!

-When you take anything out of the bucket by the door, everything else in the bucket falls to the floor. Now, I
can fix that...but the style of collision used to do this with 3rd party programs causes an FPS hit. Just take them
all, as very little or no FPS hit was reported during testing phases I'd like to keep it this way.


History
=======
1.0, 12/14/2009 - Version 1
1.1, 12/15/2009 - Version 1.1

Version 1.1: Somehow I accidently deleted the quest item box on the woodcutter, which kept him from being deleted
when the cell he is in reset. This was causing some people to have him missing in game and therefore they could
not continue the quest. Not sure how I managed that one, as I specifically remember checking it, but it's fixed
now!


Contact
=======

You can find me under "Korana" at ORE, nexus, the official forums, TesAdventures, or TESeyecandy.com

You can email me at the following address: Roxykittyd@roadrunner.com but due to recent email issues I do
not promise a response and I recommend contacting me elsewhere if you can.



Credits
=======

Thanks to Bethesda for the wonderful game!

Thanks to the Nifskope team! Without nifskope, I wouldn't have been able to combine Bethesda's wonderful
meshes to create new things.

Thanks to Hel Borne for the shelf, and the original dungeon pit resource I cut up for the sauna pit.

Thanks to Ogramirad, Yevic, and Helol for testing.

Thanks to Meo for the fireplace, and logs. Also thanks to Mikal33 for his"Improved Trees and Flora" textures
used on the logs.

Thanks to Senten for the nordic jars.

Thanks to Omegacron for the original weapon rack.

Thanks to the Skyrim for Oblivion project for the wolf hide stretcher, fur skin, and fur textures used on the bed.
http://www.tesnexus.com/downloads/file.php?id=26339

Thanks to deamon2000 & crafty bits for the roasting chunk of meat mesh. (Note, the readme is missing and I'm
not sure who did what so I thank you both!)

Thanks to Mr Siika for the bear heads, boar head, and stack of firewood.

Thanks to Robearberbil for the original pine cones that he helped me make back in the Morrowind days.

Thanks to Shawn Dworshak for the static alchemy script.

Thanks to Trolf for the wolf head, book stacks, map, and fixing up my bandages! Also for the collisions on the:
onion basket, sacks, and bundles of herbs. Also, thanks for all the previous script help in other projects!

Thanks to Ghostfig, who originally wrote the tankard scripts for another project.

Thanks to Texian for the water meshes, which I modified to behave like real water.

Thanks to Oblivimonk for the bear skin curtains

Thanks to the original creator of the sled, which was a free for use mesh.

Thanks to Pendraia for the veggie sacks, modified by me and further by Trollf to have proper collision and to
use the default textures.

Thanks to LHammonds for the Readme Generator this file was based on (because I was too lazy to format this myself
this time around.)

Tools Used
==========
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Photoshop - http://www.adobe.com/products/photoshop/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
Blender - http://www.blender.org
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Usage
===============

Anything not made by myself or changed by me is free to use as per the guidelines of the original resource or file.
However, I insist that you download the original files as texture paths or various other aspects may have changed.
I prefer you use the originals unless my edits are absolutely needed.

Under no circumstances may you use my mesh, textures, or icon directories (nk)!

If you intend to use anything modified or created by me I am going to give permission but I ask that I am contacted in some
way first so I know what it is being used for and where for possible update reasons and it's nice to know.

Credit must be given accordingly to creators or I will ask you to amend or remove your project promptly.

You may not change this mod and redistribute it without my permission. Please do not upload this mod or translate it without
seeking permissions and providing me with links. Even with permission granted, by re-uploading or translating you assume
responsibility for keeping those files up to date.