Oblivion

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Guinefort1

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Guinefort1

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About this mod

Adds Glenmoril witch settlements to the remote expanses of Cyrodiil, who will serve as trainers and merchants

Requirements
Permissions and credits
Changelogs
Welcome to the eighth installment in my Oblivion Immersion Series.  The Glenmoril witches occupy a strange place in the world of Tamriel, given that there is little lore about them, and their presence is minimal in the games.  In a world where everything from the Nightmother to the Amulet of Kings has a wealth of in-universe documentation describing its origins and significance, that there is so little about the Glenmoril witches feels downright out of place.  Not helping this fact is that their only in-game purpose is to dispense cures for things like vampirism, which makes them feel more like a thinly disguised game mechanic rather than a reclusive institution that actually inhabits the world that it occupies.  
  So enter this mod.  What Glenmoril Covens does is it adds a handful of Glenmoril witch settlements to the wilderness of Cyrodiil.  Most will be far off the beaten track and will require a lot of hiking to discover.  The witches there offer services:

•    Expert level trainers in the 6 schools of magic, plus alchemy
•    Recharging magical equipment
•    Buying and selling rare potions and ingredients
•    Selling spells

  Of special note, some of the witches will sell ingredients and spells that the vanilla game renders inaccessible due to quest line development.  For example, one spell merchant sells the Conjure Dremora Lord spell, which is only available from one vanilla merchant, who disappears from the game after a certain point in the Mages Guild quest line.  The ingredient merchants will sell ambrosia and lichor, which have only token availability in the vanilla game outside of Camoran’s Pardise in the main quest. 
  A few things to note about the witches:  First, all are programmed with their own schedules, so are only available as trainers and merchants during certain times of day.  They are also all essential, so don’t go trying to murder them.  Last, they play no part in the cure vampirism quest, which is completely unchanged. 

Click here for the French translation

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

Oblivion Version 1.2.0416

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

Copy contents into your Oblivion data folder

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

Delete the added esp and mesh and texture files

Incompatibility
============

This mod will be incompatible with mods that edit the surrounding lands where the huts have been placed.  Confirmed compatibility with the following UL mods: Blackwood Forest, The Lost Coast, Colovian Highlands, River Ethe, Cloudtop Mountains, Cheydinhal Falls, and Ancient Yews.  Not fully compatible with uL: Snowdale. 

Regular version is incompatible with The Ruins of Miscarcand mod.  This mod should be compatible with most village mods, but check for overlap just to be sure.  This mod is compatible with Mudwater v1.2 by Phitt. 

Change Log
=========

V1.1:
 - redid the interior lighting of all the huts
 - replaced exterior fires to give off light and smoke
 - incorporated lamp collision fix into main file
 - removed extraneous textures from file structure
 - added new functions to AI to make the witches more lively

V1.0:
 - original release

Optional Files
===========

An alternative version for V1.1 has been provided that moves the hut on the West Weald to make it compatible with the Ruins of Miscarcand mod.

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

Some of the AI may not immediately start up.  Waiting or reloading the cell seems to correct this.  Some of the hut interiors have an odd collision problem right in the center, creating a small, invisible obstruction to the player and NPCs.  Fortunately, it does not cause any issues besides inconvenience.  This issue was identified as a collision issue with one of the lamp meshes, and has been corrected in the Lamp Collision Fix patch.

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
======
 
Thanks to:

Bethesda Softworks
The makers of these wonderful resources
The Imperial Library
UESP
TES Nexus
LHammonds - Readme Generator
Nifskope
IkeCoast, The_Vyper, and Striker879, for helping me sort out the issues with AI and pathgridding
burningwreckage00, for correcting the lamp collision issue

Meshes and textures provided from:

stroti - Strotis Hunter Cabin, strotis Tanning Rack Resource, strotis Stilt House Resource, strotis new furniture lionfur, Strotis new lights skull candle, Stroti's Daedric Statues, and Strotis new lights Skyrim candlehorn
Phitt - Mudwater
perolozhach with washington - TWMP Pearl Islands wip, Elsweyr Anequina - Tribal Huts Replacer
Alasdair with Lady Nerevar, Greybeard, Psychotic, and Richard - Skyrim Gubbins Resources (link: http://www.nexusmods.com/oblivion/mods/26339/)
Phitt with MrSiika, Rowan, CaptainUltima, InsanitySorrow, Kzinistzerg, SpeedyB, Lady Nerevar, and Dave91 - Sheogorad - Forsaken Isles ALPHA

Licensing
=======

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 and to the creators of these resources.  This mod and its contents may not be used or distributed commercially.


Please endorse if you like this mod.