Oblivion

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Youpime

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Youpime

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About this mod

The model of the ordered Fringe applied to the rest of the Shivering Isles.

Requirements
Permissions and credits
Restored Order V1.0, mod for TES IV Shivering Isles, readme

Description :

Something i made a long time ago but only recently took time to finish, this mod basically allows the greymarch/madness cycle to be ended years before the game's storyline begins, and the latest ruler of the Isles not to last. The atmosphere the mod attempts to create is that of a sterile and depopulated land, in accordance with the forces of order's supposed aim demonstrated (ordered Fringe) during the original game. Unlike the latter which was logically designed with the player's entertainment in mind, this modification makes the Isles into a bland and uninteresting realm.

Few quests from the original game remain, though there is room for new, possibly interesting ones. I just have no idea what they could be about, so suggestions are welcome.

THE "DISTANT TREES" GRAPHICS SLIDER MUST BE SET TO MAXIMUM to prevent ugly leaves sprites.

Major changes :

Cosmetic :

-The water, ground, plants, buildings and landscape have been remodeled/retextured to fit the ambience set by the original ordered Fringe, that is lacking in color and covered with ash. Obvious religious symbols such as shrines to Sheogorath or the Sacellum have been either destroyed, emptied, or converted to other uses.
-There are now four weather types : dull gray overcast, duller gray overcast with fog, thunderstorm, and ash storm.
-Order crystals are present everywhere, and all obelisks are active.
-There no longer is a clear boundary between the northern and southern parts of the Isles, apart from the obvious moutain range.

Loot and level scaling :

Loot has been dramatically reduced, nearly eliminated in fact, in exteriors, dungeons, and root tunnels alike. What sense does it make to crack a tree stump open and find a sparkling new sword laying in it ? Amber and madness ore are also now very rare.
On the other hand, enemy and friendly NPCs and creatures no longer adapt to the player's level until level 8-10, remain slightly overpowered after that, and become closer and closer to pushovers after level 17-20. Except within Vitharn, loot and equipment are no longer leveled at all and blocked at level 14-20 quality instead. So in general, low level characters will find that steering clear of danger is their only option, medium levels will be able to beat most dungeons with varying challenge, and high levels will sweep the floor with enemies.
-Everyone and everything that isn't immortal respawns.

Gameplay/actors :

-With their cleansing obsession fulfilled, the forces of order are no longer hostile. That doesn't mean they are friendly either, the knights' dialogue remains short and thoughtless, and they are quick to anger. Priests are no longer needed and thus much more rarely encountered. Obelisks are naturally active but do not endlessly spawn knights.
-Most plant and animal species can no longer be found, and factions directly related to Sheogorath such as zealots and heretics no longer exist. What remains is mainly dead trees, bushes, and generic daedra.
-Grummites have expanded out of their lairs and can now be found nearly anywhere and in greater numbers than before.
-The humanoid population has been greatly reduced, with most settlements destroyed. A few people still inhabit New Sheoth which is for the most part deserted. NPCs have been given new dialogue and schedules when necessary to fit the context. All NPCs directly related to Sheogorath have been killed off.
-Saints and seducers can still be found but are now largely restricted to the areas around their respective forts.
-Road and wilderness patrols have been increased.
-Ruins and root tunnels are now either Grummite lairs or sparsely populated with wild creatures and undead, along with the occasional raiding knights/adventurers. All interiors are also much darker and less visually appealing.

Places of interest :

-Cylarne : now capital city, fittingly enlarged. Nearly exclusively populated by forces of order.
-New Sheoth : whatever remaining commercial services are available there.
-Knifepoint Hollow (moved to Milchar's location) : much enlarged inside and out, finally looking like Oblivion's largest library.
-Xeddefen and the Fringe : base of the knights of order.
-Brellach, Pinnacle Rock and their respective peninsulas : both are now visitable, sneaking past the guards is recommended when they run out of patience.
-Ebrocca, Vitharn and Milchar (moved to Knifepoint Hollow's location) : originally well designed dungeons, mostly untouched and now always playable. Milchar contains two well protected surprises.
-Blackroot Lair, Fetid Grove, and Knotbone : Grummite "cities".
-Dunroot Burrow and Swampgas Hole : preserved root dungeons (they just look cool).

Incompatibilities :

-Any mod directly modifiying anything within the Shivering Isles, especially weather, leveled lists, and/or NPC dialogue.
-The KOTN plugin causes some incongruous dialogue.
-The unofficial Shivering Isles patch causes some map markers to move or appear twice.

Bugs and limitations :

-If the weather is changed via mod or console, LOD trees still won't spawn. This is a game limitation, as the LOD models always have leaves.
-Altered/new NPC dialogue isn't voiced.

Credits :

Mr. Siika for the awesome port meshes
J3X for the atronach of order
jackmix for a texture
Bethesda for the game and the CS.

Licensing/Legal :

Modify and redistribute at will. The author cannot be held responsible for any damage blah blah...

Contact : no copyrighted stuff in this one.