Oblivion

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Guinefort1

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Guinefort1

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About this mod

Adds Knights of the Lamp to the Mages Guild and Arcane University facilities

Permissions and credits
Welcome to the fifth installment of my Oblivion Immersion Series.  For those who don't know what the Order of the Lamp is... boy have you come to the wrong place.  Just kidding.  The Order of the Lamp is a group meant to guard the Mages Guild and its affiliated institutions.  It's mentioned in the lore and a few in-game texts, but does not actually appear in Oblivion.  Now it does.  This mod adds a pair of Knights of the Lamp to each of the Mages Guild Halls and the Arcane University.  While this started out as just a quick lore mod, it quickly evolved into an excuse to teach myself how to program A.I. 

Given that this is my first attempt at programming A.I. for NPCs, their schedules are of course quite simple.  They really don't do anything besides eat, sleep, and stand guard at their posts.  Oh, and they spout the usual inanities about Mud Crabs (horrible creatures) and the usual cluster of Mages Guild rumors, like how Mannimarco is totally going to kill them all.  Their schedules have been programmed so that a Knight of the Lamp is always on watch duty - since they are supposed to guard the place after all - and to minimize potential schedule conflict with other pre-existing Guild NPCs.   These knights have also been added to the Mages Guild faction, so I do not suggest attacking them, as that should get you expelled.

*Mages Guild Quest Spoiler Alert*

Dead Knights of the Lamp have been added to the Bruma Guild hall after it gets obliterated.  Because it would be weird if they didn't show up among the slain.

Requirements
============

Oblivion Version 1.2.0416

Installation Instructions
======================

Copy contents into your Oblivion data folder

Uninstallation Instructions
========================

Delete the esp file

Incompatability
===============

Will in all likelihood be incompatible with mods that overhaul the interior of the Mages Guild halls or the Arcane University or add NPCs to those areas.  While it it does not technically conflict with Bruma Mages Guild Restored, the Knights of the Lamp will not return if you use that mod, so the restored guild hall will be suspiciously guard-free. 

Known Issues
============

None at the moment

Troubleshooting
===============

Feel free to come to me with questions or issues and I will help as best as I can.  That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance.

Things I Will Not Do
=================

I do not take requests.  Sorry, I don't.  I am a casual modder who does not have the
time or skill for additional projects.  I do not want to generate
disappointment by promising something that I may fail to deliver.

I don't make resources; I only use them.

Credits and Thanks
==================

Thanks to:

Bethesda Softworks
The Imperial Library
TES Nexus
LHammonds - Readme Generator
  
Licensing and Legal
===================

I am making this mod open to revision by the public.  If you have any ideas of how to expand or improve upon this mod, then go ahead.  No permission needed.  All I ask is that you give credit to me. This mod and its contents may not be distributed commercially.


Please endorse if you like this mod.