Oblivion

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Created by

Rougetet

Uploaded by

RolandRoberts

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Safe to use

About this mod

Provides a barracks area for all your companions in one of the major cities.

Permissions and credits
Changelogs
Although technically the Companion Barracks mod only requires Oblivion to be installed for its full functionality, ethically and legally you should only use the Companion Barracks mod if you have purchased a copy of Shivering Isles (but installing or loading such Shivering Isles copy is not required by the Companion Barracks mod). This is because the Companion Barracks mod uses some ai animations introduced by Shivering Isles. Therefore, only install and play the Companion Barracks Mod if you have the Oblivion GOTY or 5th Anniversary Oblivion Edition or have purchased/legally obtained the Shivering Isles expansion separately.

SIGNIFICANT MOD FEATURES:
* Provides a "living" space for all your companions when you are not using them to accompany you on your gameplay, HOWEVER, you do not need to have any companion mods loaded, or have any companions for that matter, and can just view the "real-life" animations provided by the 11 mod NPCs if you desire
* Allows you to choose from 9 cities where to place the Companion Barracks when the mod first loads; also has a DIY option that allows you to specify your own location other than the standard packaged ones (how-to covered in provided Companion Barracks Documentation archive)
* Comes pre-stocked with 11 NPCs (non-companions) that simulate real-life through their ai schedule (eat, poo, work, bathe, train, sleep, etc.). These pre-stocked mod NPCs are all flagged Essential and each have their own ai schedules. See the Companion Barracks Documentation archive provided to review the document that outlines each NPC's schedule
* Many new ai combinations and sounds that add to game immersion (i.e. snoring, kitchen sounds, different bathing animations, etc.)
* Many new and tweaked .nif models to add to game immersion (see images above for some of them)
* Many other features that need to be experienced by playing the mod ...

NOTE: The Companion Barracks mod is NOT intended to provide a living space for your PC character and do not attempt to use any of the storage containers in the mod for permanent storage. It is mainly entered through a location next to the House For Sale houses (exception: Kvatch entry location) provided by Oblivion and such House for Sale is better equipped to provide the living space for the PC - the Companion Barracks mod complements your purchased House by providing the room (e.g. 34 available companion sleeping beds not used by pre-stocked NPCs, etc.) for your companions to "live" while they are not out adventuring with your PC.

Incompatibility
===============
Because of the way this mod is set up (see in-game reset "cheat" discussion below as well as the DIY entryway option discussion in the Features section above), this mod can be used with any other mod and not have conflicts.

Since mod contains almost all objects in its own interior cell, and no vanilla Oblivion objects were changed*, conflicts are minimized. Potential conflicts can occur though for any of the entryway objects to the Companion Barracks placed in Exterior City Cells. If you find that one or more of the Companion Barracks placed City location trap doors, and/or "Weather sheds" over those Trap Doors, interferes with some other mods object placement, the easy way to correct is NOT to have that city used for placement of the Companion Barracks (you make the choice of where to have the Companion Barracks the first time the mod loads, HOWEVER, you can use a "cheat" - see provided ReadMe for how - while in-game to reset that location). Included with the Companion Barracks mod is a Companion Barracks Location Screenshots archive that provides screenshots of each of the exterior cells entry locations pinpointing exactly where the Companion Barracks mod has placed objects in those exterior cells that can help you determine any potential conflicts with other mods you may be using.

*NOTE: The only real change to vanilla Oblivion objects done by the Companion Barracks mod was to tweak the Path Grids in exterior cells used by the Companion Barracks mod that could cause Oblivion NPC's to try and walk through the Companion Barracks Sheds housing the entry Trap Doors.

Testing Hardware/Environment
============================
CPU: Intel Core2 Duo @ 2.13 GHZ (introduced 2006)
RAM: 3 GB (DDR2-800)
Video Card: ATI Radeon HD 4770 w/ 512 MB (no antialiasing, Bloom for Screen Effects)
Video Resolution: 1024 x 768
Sound: Onboard ATI High Definition Audio
Motherboard: ASUS P5B Deluxe (socket 775 - no overclocking)
Operating System: 32 bit Windows XP Home
DirectX Driver: 9.0c
Page File Size: 1075 MB
Oblivion Version: 1.2.0.416
Patches: Unofficial Oblivion Patch v3.2.0

Thank you and I hope you enjoy this mod.

Rougetet

Other mods and resources by Rougetet:

MORROWIND MODS:
Sky City – multiple quest mod – http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6365
Vivec Outdoor Mall – shopping and attraction mod – http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6091

MORROWIND RESOURCES:
Lore-Friendly Libations – adds new beverages to game – http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5852
MMGUM – landmass conflict checker – http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000
MMIL - mod users resource indicating impact/stability of many publicly released mods - http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6446