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IMPERIAL MANOR - Museum Storage & Supply House (v0.9.2)
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7/14/15
by wizardmirth
(http://www.nexusmods.com/games/users/402275/?tb=mods&pUp=1)



~~~~~~~~~~~~~~
THE STORY
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"On the north side of City Isle, along the road, sits a dusty old Manor House that once served as a thriving Museum Storage and Supply business. Simply known by the locals as 'Imperial Manor,' for decades it sat heavily guarded and undisturbed. Then one day, in a great uproar, the owner took all his precious artifacts, armors and mannequins, and left with the majority of his staff...

No one knows why the owner abandoned his proud estate so suddenly and without word, but bandits from Sinkhole Cave have been spotted snooping about the outside premises in pairs and trios. The Imperial Watch want nothing to do with it and usually steer clear of the area. And the Office of Imperial Commerce refuses to comment on the situation, though there might be some rumor...

If you're in the underground circles, the local thieves won't touch the place, saying even were it not for the bandits, there probably wouldn't be anything left worth filching, saying that old Ebnius Scranificus was as materialistic as he was merciless against thieves. Once, a desperate thief tried to steal a few pieces of silverware. When captured by the guards the owner had one of the thief's hands broken and then threw him out onto the road on his rump. And so was the legacy of Ebnius Scranificus."




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(v0.9.2) MAIN UPDATES
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-Bandit siege quest with multiple strategies and staff loot/disable bodies option
-Staff (All) command functions (ex: call a meeting from any one staffer)
-Various room deco & lighting overhauls/rebalancing
-(you can now only get the Loft & Well keys by beating certain quest stages)
-(TRACK mod to be notifed for further pending updates)
-(see change log for more)

~Upgrades~
You should be able to safely upgrade an existing save, but make a new save first. Speak to the guard about "bandits" again and that should open up the {quest} topic. If you already got the Well and Loft keys then you will win them again at different stages in the quest through dialogue with certain staff members. Some rooms have upgraded decor but no containers were changed, so anything you might have stowed should be safe.




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ABOUT
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Imperial Manor is an extensive companion-friendly player home. It provides a compelling and realistic setting to display and store your items and mannequins while providing room and board for up to ten companions by default. You can also unlock extra rooms to decorate yourself using mods like "Imperial Furniture Renovated" (conveniently located right down the north bank). Timed inside and outside window lights and light-beams enhance the experience whether you're using the "All Natural" version or not. Wake and slumber as your new home lives and breathes with the outside weather and day/night cycle.

Four House Staff members are also on hand eating, sleeping, bathing, and performing their various functions throughout the day. Use each of their three different clothing containers to control what they wear for different tasks. Start the optional quest to unlock their special 'staff meeting' functions.


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Features
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*Overall*
-strategic introductory quest for higher access (optional)
-backstory/dialogue regarding the Manor (talk to the staff)
-day/night scheduled flames and window lights (torches and candles)

*Inside*
-12-cell home based on the Blackwood Company building set
-includes two basement areas, two tower sections, and a Green House
-scripted window lights with sun & moon beams for day/night effects
-outside views for "All Natural" users + heavy and light rain types
-5 available bedrooms with double beds for up to 10 companions
-includes a Bath House and a large basement common area for all your companions to eat, train, and mingle
-ample variety of realistic storage, displays, and mannequin stands with rooms to expand on
-some areas have been left bare for you to decorate with "Imperial Furniture" or any mod you like
-all fully path-gridded areas

*Staff*
-4 NPC merchant-type house staff with complete daily and some random packages
-sleep, swim, and daily wear containers for 4 staff members (2 male, and 2 female) -- personally outfit your own House Staff
-linked staff command functions unlocked
-schedule item enables map markers only when carried

*Outside*
-compelling exterior premises with a landing pad for flying mounts (or whatever you want)
-some light % chance spawns around outside nearby (vanilla)
-1 new Imperial Watchman on patrol around City Isle (quest-related, optional)


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Requires
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-OBSE 21b4 or higher (http://obse.silverlock.org/)
-Universal Silent Voice (http://www.nexusmods.com/oblivion/mods/16622/?)


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Recommends
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-All Natural (http://www.nexusmods.com/oblivion/mods/18305/?)
-Unique Landscapes - Imperial Isle (http://www.nexusmods.com/oblivion/mods/9531/?)
-MMM (with Crafting) - (http://www.nexusmods.com/oblivion/mods/17784/?)
-Imperial Furniture Renovated (http://www.nexusmods.com/oblivion/mods/33996/?)
-Talk With Your Hands (http://www.nexusmods.com/oblivion/mods/14669/?)
-See You Sleep (http://www.nexusmods.com/oblivion/mods/16005/?)
-any "Mannequin" mods
-Shivering Isles (if only to see the maid sweeping)


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Installs
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OBMM-ready, otherwise extract and drop into your Oblivion Data folder and check the .esp.




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ACCESS
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Go to the north side of IC Isle during the day, near Sinkhole Cave. Befriend the guard outside during the day and keep talking with him until he lets you "Stay". Just wait around a bit if he's not there.

To start the quest, speak to the maid to unlock the "Bandits" topic and then go back to the guard and speak to him about it. Then start looking for the "{quest}" topics.

(Additional and more detailed info can be found in the file archive complete readme and the readme tab on the mod page.)










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ADDITIONAL INFOS...
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BASIC HINTS
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You have to initiate this quest yourself to earn the higher functions and rooms, or you could ignore it and use the base version of the manor. Talk to the guard about "{Quest} Bandits" to get the clock running. Talk thoroughly with the staff to learn as much as you can and try checking back with them again at different intervals to see what may be new.

Things will not unfurl immediately so you should either take your own action or just go about your normal day and night until you spot the next clue. You can game-wait it out or just go pursure another quest and come back here to regroup your efforts and talk to the staff again.

Once the Imperial Manor quest log is started, you should grab their schedule from the table in the "Storage" area. Holding this item gives you a map marker for each staffer (just make sure that the quest is also active in your journal).

There are different possible outcomes here, so make a few different new saves along the way in case you want to go back and try and affect a different outcome. More detailed SPOILER HINTS are at the bottom if you need more.




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Containers
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All containers are safe, aside from these:

--Respawning Containers Found in "Museum Storage"--
-Field Gear
-Metalware
-Tools Crate
-Medicine Cabinet
-Ale Keg
-*Rations
-*Drinks
-*Pumpkin Wheat Keg
(* may be found elsewhere)


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Bugs
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-The original game models don't always make sense if you're looking for everything to match up perfectly. Outside/inside windows don't always go together and some cell to cell transitions might seem improbable if you're strictly looking for it. I have tried to compensate for this as much as possible just keep in mind that some doors might have an unseen "transition" passageway that automatically takes you to the next point (e.g. north tower to outside landing pad.) Also some outside window placements might be more representative than literal in their placement.

-In case you see an NPC out of the right current dress cycle, or naked outside of the bath or out of their beds, then there is a button fix located in the female staff's bedroom. If you see a problem not listed in the menu options for the button then let me know.


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General
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There is no ownership set on objects or containers so any of your companions will be able to freely take any items, like food for an eat package.

You can also dress the staff (2 male and 2 female) for every daily occassion, just put whatever you want them to wear for whatever activity box you want: daily, sleep, and swim. Only the guard wears armor though when making his rounds, otherwise you will only see armor and weapons on the other three if they get into battle. They also don't trade while they eat, sleep, or bathe.


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All Natural vs. No Weather Versions
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In the "All Natural" version, all interiors with windows behave like All Natural interiors. Outside trees, rocks, and viewable building sections have also been copied exactly as they are outside and put into these cells so you can see all the surrounding objects. If you don't use All Natural then you should use the "No Weather" version of this mod.

~Lighting~

Many of the lights will enable/disable depending on the time of day. So during the day you will see unlit candles but at night the same candle will have both flame and light. I also haven't scripted the light-beams to conform to the weather so you will still see beams during the day if it is rainy and overcast. This might get updated in the future but for now I don't think it's that distracting and still lends itself to the "old and dusty" feel of the Manor. This goes for both versions of the mod.

At night and during dark overcast days the Manor cells with windows should have a dark castle feel to it as far as the lighting goes, at least in the All Natural version. I may add another level of lighting at some point. For now, if you want more lighting you will have to use "Imperial Furniture" or some such mod that gives you place-able lights.









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CHANGELOG
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v0.9.2

-added to staff names to show their function (e.g. "Maid Thilandril")
-added some real-sized manor rats (harmless) for detail/immersion (Service Quarter, Well area, and Loft Storage)
-added flexible-strategy bandit quest as per new bandit clan
-added linked "Meeting" function and sub-commands for staff
-created "Correct Container Confusion" button in female staff bedroom to auto-fix two possible cross-container bugs in-game
-auto-cleaned with TES4Gecko
-deleted many "default" misc items from various areas to better add to "abandoned house" feel
-updated 2nd and 3rd floor bedrooms balance: decoration, lighting, pathgrids
-various cosmetic fixes outside and in
-various lighting updates/rebalancing


v0.9.1

-created 2 new cells (Loft) with windows and 1 dungeon cell (Well)
-masked most outside objects in cells with windows for local map clarity
-fixed some missing rain boxes; all windows have either heavy or light rain depending on the type outside
-resized/added to the outside ivy patches to look fuller
-new resource objects packed with this mod are located in the lush corner of the well
-created "No Weather" (non-All Natural) version of this for windowed cells


v0.9
-all cells with windows now operate on and require "All Natural"
-all cells with windows have approximate views of outside objects like trees and building
-rebalanced all indoor lighting to match new cell conditions
-all exterior tower windows and some main building windows have a scripted window light that enables them all at night (interior cells each already have one)
-added other various cosmetic fixes and decorations inside and out
-added water and collision to Green House

-added Imperial Legion rider patrol to City Isle Road (non-stop, respawns)
-added some vanilla LL spawns to the road, some of which are only chance-spawns (25-75%)

v0.8
-original version






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CREDITS & THANKS
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-Bethesda Softworks and TES Nexus
-Umpa for the shower idle
-All Natural Team and all Resource Authors they use and build on
-kaizit & Puff for their resources
-Sylar0712 for Candle Holders Resource (statics)
-ReteroX for Leyawiin window resource











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SPOILER HINTS
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Once you start the quest you can:

1. Pay the money. (full unlock, 0 fame)
2. Go to the caves and kill the leader. (full unlock, +1 fame)
3. Wait for the attack and defend the manor.* (half unlock, +1 fame)
4. Wait for the attack, defend the manor, then go and kill the leader.* (full unlock, +2 fame)


* When defending the manor you can get the staff to help you or ask them to get out of the way. Just be careful if asking them to follow you because any of them can be killed and most are not the strongest fighters. Of course use whatever companions you want.


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Maulvin the Watchman
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After talking to the maid about "Tactics" and getting the schedule, you can also go and ask the mod's Imperial Watchman for help, but only once the bandits have started to attack. Take the schedule and make sure the quest is active to get the map marker. (And you can conveniently drop the staff schedule somewhere so it's not as confusing.)

This guard is leveled +10 and quite a boost to your brawn if you need it, just don't let him get overwhelmed as he too can be killed. He will also then have a couple of new topics, one of which suggests that a vanilla NPC may know something about what happened to the former owner -- don't follow up on this one yet as it's not connected to the next possible quest as of yet. Story-wise that's about as far as it goes in this version (0.9.2).


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Combo 4. & Looting
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For the full unlock, don't pay the money and wait for the attack on the manor. Kill all the bandits inside within 1 or 2 different rooms if possible and then ask the staff to loot and remove the bodies for you per room. You can try a scattered battle outside and inside multiple rooms, but you'll have to remember where all the bodies are, 12 in all from the siege. The staff can only loot in whatever cell they are in, or within 3000 of their current location.

You don't have to strictly loot the bodies in this way using the staff, but it's recommended this way to get rid of any bandit bodies in or around the property, get all their loot in one place, and then to be able to purge your save from them by later entering the "Well" area.

You can also do this with any Stranglers in the caves (loot and delete the bodies), but NOT the regular bandits. There are a total of 5 "Stranglers" across the 2 different cave zones, making the total gang 17 strong. If you check the loot container, you will be able to see how many human hearts are in there, one for each strangler. [These are really just for counting purposes, so feel free to discard them into a respawning container. If you see 12 in there then you got all the besieging bandits. Count for another 4 human (+1 daedra heart for the leader) and you'll have all the cave ones.]

So if you see 16 human hearts and 1 daedra heart in the container then get the key to the "Well" from the Groundskeeper. Enter the Well to purge all the bodies from your savegame, though you can do this any time a Strangler is looted and not only once you get all of them.