OBLIVION
ArmoryLab by Tom Supergan
Oblivion » Abodes - Player homes
Added: 30/04/2006 - 10:01PM
Updated: 21/01/2010 - 01:08PM

449 Endorsements

4.1 Latest version

32,471 Unique D/Ls

48,161 Total D/Ls

300,646 Total Views

Uploaded by tom_supergan

Description

Last updated at 13:08, 21 Jan 2010 Uploaded at 22:01, 30 Apr 2006

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Mod: ArmoryLab.esp
Version: 4.1 (or V3.5 for modular version)
Date: 12/14/07
Author: Tom Supergan
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Description:

This mod adds six rooms any player can access from each of the buyable houses. There are two main sections--the armory and the laboratory.

The armory is for repairing, storing, and displaying armor and weapons.

The laboratory is very useful for alchemy, enchanting and crafting.

The ingredient sorter can remove all ingredients from your inventory and store them into the appropriate jars. When making potions, the sorter can remove all ingredients, or only those with a specific effect, based on your alchemy skill level. A thumbprint is placed on empty jars so you'll know which ingredidants you're missing. A set of master apparatuses on the lab table stay in place while you use them, so there is no need to pick them up and put them back down. Potions can be stored in separate containers based on attribute or school of magic.

For enchanting, there are spellmaking and enchanting altars available if you are a member of the Mages Guild and have access to Arcane University. Plenty of containers (24) on the enchanting desk are all within easy reach, while sitting or standing in one place, for storing all sorts of crafting and enchanting needs.

For those who want to plant their own gardens, lots of planter space is available in the arboretum (may be quite useful for vampires for staying out of sunlight). Use an optional mod (one is even included!) that enables you to plant.

The storage room can be used as an alternate display room, library, or just a place to store your extra "junk." The bookcases can automatically stack books from your inventory. It remembers the location of the last book it placed in the case, so you can come up with clever arrangements that don't have to be top to bottom, left to right. Just stack, remove the ones to want to rearrange, then restack. Any arrangement can be achieved. To start over, clear off the shelves and select the "Record as empty" option. Then it will think that the bookcase is empty again. Be sure to save before every stacking operation, as you may get undesired results.

With all the display cases, containers and bookcases (245), this mod definitely helps the organizing perfectionist. The automatic sorters sure do help!

To access ArmoryLab, just use the portal next to the front door of any buyable house. No key or anything else is required--available for use by any player.

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FAQ/Frequently Encountered Problems:

- Arboretum: Plants grow back their ingredients like anywhere else--after three game days (default for cell resets) of never entering the room. The gardening.esp file can be used to enable in-game player gardening.

- Loot: ArmoryLab doesn't come with any armor, weapons, statues or ingredients. The "quest" is to collect and display your loot yourself. If something rattles around or flies out of a display case, the case is too small to hold that item. Put it in a larger case (there are eight sizes to choose from), or use the tables. Boots will fit on the top shelf of the four largest cases in the Armor Display room. All containers are "safe" (no respawning). Adjust item placement using the "Z" key (Grab).

- Manikins: They don't always go into the poses selected. If placed next to a path node, they may move to it.

- Automatic book stacker: Compatible with Bookplacing.esm, Book Jackets Oblivion - BP.esp, AutoBookPlacer.esp. Recommended to run all of these together. Use Bookplacing.esm to memorize and restore book locations after a satisfactory arrangement is placed.

* More FAQs are in the README of the download.

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Recent ChangeLog:

V4.1 12/14/07
- Arboretum upgraded: Added plants, windows and water, reduced fog.
- Changed activator paintings into statics (no more hand icon).
- Removed option to exit to IC house due to 1.2 patch bug.

V 4.0.1 7/15/07
- Changed lighting in lab so jars are easier to see.
- Moved potion jars so they can all be reached while seated.
- Redecorated lab.
- Added an Easter Egg.

V 4.0 7/7/07
- First release of a single ESP mod since V2.0 5/25/06.
- Created by merging modular V3.4 of the following:
* ArmoryLab.esm
* ArmoryLab-portals.esp
* ArmoryLab-manikins.esp
* ArmoryLab-cloth-displays.esp
* ArmoryLab-lighting.esp

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Complete Documentation:

For the most complete and up-to-date documentation, see the Oblivion ModWiki.