OBLIVION
Blackscar Citadel by ub3rman123
Oblivion » Castles, Palaces, Mansions and Estates
Added: 16/02/2010 - 11:36PM
Updated: 26/06/2011 - 12:12PM

15 Endorsements

1.4 Latest version

2,497 Unique D/Ls

3,461 Total D/Ls

26,016 Total Views

Uploaded by ub3rman123

Description

Last updated at 12:12, 26 Jun 2011 Uploaded at 23:36, 16 Feb 2010

Requirements: Shivering Isles, COBL
Author: Ub3rman123

Notice: This mod is no longer supported by me because I'm tired of trying to fix it. Consider it abandonware and do with it as you please, provided your reuse does not violate the terms of the modders' resource authors, and gives me credit for the original mod.





Description
===========
This mod adds the ancient bastion of evil Blackscar Citadel to the game. It is a very large castle, with many features and secrets. A short quest begins on loading the game involving wresting control of the citadel from the current owner.


Location
========
The castle is located in between the Cerbele River, the Silverfish River, and the yellow road. The quest starting location is detailed by the log entry.


Features:
=======
- 22 NPC's with unique dialogue, history, and appearance
- 13 guardsmen with unique names and characteristics (sharpshooters and blackguard) with full schedules
- A brief quest involving the castle
- 44 highly detailed, well lit cells, with a small dungeon and residential area
- A full botany with almost all of the flora of Tamriel
- A personal servant able to give you food and drink
- NPC's capable of training, selling you spells, and buying items
- A library filled with books
- A few rooms with windows you can see 'through'! Refer to the screenies for them
- A trophy hall with pedestals for placement of mannequins, and display cases
- A scripted arena where you can summon monsters from across Cyrodiil to fight
- A small pool with benches, a waterfall, and dressing room
- A dining hall with mugs allowing you to take beverages
- Massive amounts of storage space with no respawning containers added anywhere by the mod. Seriously. Except for maybe the COBL grinder.
- An enchanting and spellmaking altar to fit your needs.
- Aforementioned gem grinder
- Alchemical sorter
- A functioning torture chamber allowing you to teleport in NPC's of your choosing, thanks to Colin M.
- A training arena that can summon in a multitude of monsters of your choosing
- Many more! Really!

I highly recommend getting the Asmodeus the Dremora mod. Seriously. Get it, or the dremora here will just look nasty. Unless you like their current claymation appearance.


Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Oblivion\Data\
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).


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


Incompatibility
===============
Probably anything that alters the area the mod is in.

Known Issues or Bugs
====================
The scripting I intended for the training realm (connected to the training room) is not working and not present, so you can think of the realm as a pretty piece of scenery until I ever figure it out. (Don't hold your breath)

Also, in the bottom of the mausoleum is a button. If you value your sanity, do not bother with that button or the puzzle that follows it. It is not worth it. If you really need to go through there, just use tcl or something. Heck, I can't find the sequence to use the button anymore, and I made it.

This is my first full mod, finally complete after a year, and I'm still learning some of the stuff, so some things (NPC's AI) may be a tad buggy. If you find anything that can be fixed, send me a message or leave it in the comments, and I'll see what I can do to fix it.

This mod is highly detailed, and may cause lag in lower-end computers, especially on the exterior.

History
=======
1.0: Release
1.1: Fixed some bugs in the torture chamber
1.2: Fixed the texturing problems. Yay!
1.3: Now with more COBL-y goodness. Added spellmaking altars and ingredient sorters, and grinders. And a pile of COBL books.
1.4: Chaky02 has fixed a large number of bugs within the mod. Thanks!


Contact
=======
Send me (Ub3rman123)a private message at TESNexus. You could try mailing me at Ub3rman123@hotmail.com, but I'm unlikely to find it.


Credits
=======
All the people on the forums who so patiently helped me before I knew what 'snap to grid' was a year and half ago, this is what that aid made. Much appreciated.
Mr_Siika: The dwarven, cathedral, and castle tilesets, the siege weapons, ship captain's cabin interior and crane, the crater, dwemer cannons
Colin M.: The torture chamber scripting, used with permission
Xiamara: Pillows
Dmitri Mazieres: The sharpshooter's armor and scimitar(Hashshashin Armor, used with permission
Nicoroshi: Dreadweave Axe, Dreadweave Arrows, Blakeley's Lachrymal Bow, Charon's Call (Weaponry used by the guards, used with permission
Pale_Rider: Armory of the Berserker (Blackguard's armor)
the_devils_avarcardo: Scythe Mod
Phitt: Fishtanks
WhoGuru: Lava falls resource
Garak: Booksets resource
MEO: Globes and open books resource, bank bars, spiral staircase
Texian: Static water meshes
WillieSea: Glass pane, training room scripts
Barabus: Crypt tileset
Chaky02: Fixed many bugs
My brother: Forced to beta test this
My apologies if I missed anyone here.



Tools Used
==========
BSA Commander - http://www.tesnexus.com/downloads/file.php?id=3311
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
GIMP - http://www.tesnexus.com/downloads/file.php?id=14920
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp


Licensing/Legal
===============
Everything in the credits except for those 'used with permission' are modder's resources. The freefloating meshes in the Salamaar folder are probably just my simple retextures, and can be used. Some credit is appreciated, but I probably wouldn't hunt you down and attack you if you forget. And if something flips out in my mod for any reason (power surge to ferret apocalypse), it's not my fault.




Spoilers
========
In the readme