Oblivion

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David Brasher

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David Brasher

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About this mod

This mod generates random floor-plans for five vanilla Oblivion conjurer fort ruins so that they are different each time a new character explores them.

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Permissions and credits
Mod: Random Floorplan Conjurer Fort Ruins 1_0
Game: TES IV: Oblivion
Requires: Shivering Isles
Author: David Brasher
Release Date: 3/18/11
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CONTENTS
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1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
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1. INFORMATION ON THE MOD
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This mod generates random floor-plans for five vanilla Oblivion conjurer fort ruins
so that they are different each time a new character explores them.

Seven vanilla Oblivion conjurer fort ruins were used in making the mod. The cells
were cut up into smaller pieces, the doors were changed, hallways were changed as needed, all
the enemies were changed, and other edits were made. The random doors that were used act like
those you find in Oblivion plane caves and Oblivion plane towers.

So what happens is that when you activate a door, the computer randomly chooses another
cell from a list to connect the door to in that particular savegame. The door will connect to a
different cell if you activate it with a different character.

So with 25 small cells to choose from and 5 cells per dungeon, there are about 3000
possible floor plans for each dungeon. The game engine rotates through the cells in the list, so
you will not see the same cell twice in the same dungeon, or even twice if you explore all five of
the dungeons. If you explore all of them, you will see all 25 cells.

One complaint I have had in vanilla Oblivion is that there are so few faces for the
conjurers, that you may see the same face over and over in the same dungeon. You might even fight
twins or triplets in a particular battle. So I have tripled the number of possible faces adding
additional conjurers with custom form IDs to custom leveled lists, to avoid conflicting with other
mods. Conjurers can now be of any vanilla Oblivion playable race, not just High Elves and Bretons,
although those two races with the aptitude and inclination for conjuration still predominate.

I have also thought the loot conjurers carried was boring and repetitive. So with the
custom conjurers in this mod, there is a wide variety of mage loot that is carried.

To randomize things more, the spawn points have been changed from being one 100% spawn
point to four 25% spawn points. This results in a very high delta (extreme volatility and drastic
variation.) You might find a cell without any enemies in it. You also might find a cell with
12 enemies in it and need to run away, because a vanilla Oblivion cell of this size would only
have 2-4 enemies. This setup also has the salubrious effect of having spawns occur behind you.
You fight your way to the end of the dungeon and kill everything in your path. But as you go to
leave the dungeon, you may discover that it is not really cleared out and there are a few more
enemies there who are out to get revenge for what you did to their brethren and sisters.

Shadowbanish Wine: You find the same amount of it when playing this mod as you would
when exploring the five vanilla Oblivion dungeons that this mod edits.

Although I cut up and edited seven conjurer dungeons to make the interiors, I ended up
only using five of the dungeons in-game. This is because Fort Caractacus has a cool floor-plan I
didn't want to change, and Fort Sejanus used a different style of door than all the others.

Where to go to play the five dungeons edited by the mod:

Fort Aurus - North-east of Bravil. North-west of Cadlew Priory.

Fort Blackboot - West of Bravil. South of the White Rose River.

Fort Entius - East/North-east of Bravil on the Silverfish River.

Fort Rayles - North-west of Chorrol

Fort Robeck - South/south-west of the Imperial City on the White Rose River

Future of the mod: This is basically a demonstration project of what could be done. It
is a rather small mod. I am uncertain about how it will be received and whether or not there is
any demand for this sort of thing. If it does turn out to be a successful idea, then more cells
could be added for increased randomness, and it could perhaps be extended to some other dungeons.
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2. Installation
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Extract (decompress) the .esp file to your Oblivion directory, the default is:
C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Random Floorplan Conjurer Fort Ruins" plugin.

Alternately, extract someplace else. Then move the esp. to Oblivion\Data.
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3. Version History
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V 1.0 3/18/11Initial Release
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4. Conflicts, Known Issues, and Troubleshooting
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Due to how the Oblivion game engine works, you may not be able to deactivate this mod,
make a clean save, reactivate this mod, and have it work again in a particular savegame. The five
dungeon entrance doors could be corrupted such that they didn't lead anywhere. In that situation,
you could however, keep the mod deactivated so that the doors would revert to vanilla Oblivion.

This mod conflicts with mods that edit the interiors of the five conjurer dungeons
edited by this dungeon. I do not know of any vanilla Oblivion quests that take place in these
five dungeons that could be spoiled by this mod. Shadowbanish wine is still found in this mod,
so it does not conflict with that side-quest.

The name of all the cells in the dungeons is "Fort Ruin" This is because of the way
the mod randomizes the floor-plans. This is a product of how the Oblivion game engine is set up.
It is good because it makes it easier to get lost.

The name of all the random doors is "Door" with no destination specified until you
activate it and roll the virtual dice. Then it becomes "Door to Fort Ruins." This is another
product of how the Oblivion game engine is set up.

The maps may not always be properly oriented to north because of the different
directions the doors leading into the five dungeons face. The maps of all 25 random interior
cells are oriented the same way and are consistent with each other even if they are not consistent
with some of the exterior entrance doors.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined so that the bug can hopefully be fixed.
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5. Copy Status and Credits
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Credits:
Myuym for mod concept.
Bethesda for making the game in an open format anyone can mod.

Copy Status:
Public Domain with proper attribution and courtesy notification. Feel free to modify this,
share this, or use it in whole or in part in another mod.
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