Oblivion

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deadoldbirdX

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Communal Graves & Freshly Dug Tombs 1.5 ***************************************** I suggest using Easier Movable Bodies mod so it is easier to grab corpses. I do use it ---------------------------------------------------------------------------------------- to test my mod. Even if you DON\'T need Movable Bodies to play this mod though. Yo

Permissions and credits
Mirrors
Communal Graves & Freshly Dug Tombs 1.5
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I suggest using Easier Movable Bodies mod so it is easier to grab corpses. I do use it
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to test my mod. Even if you DON'T need Movable Bodies to play this mod though. You can also
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use the last skeleton meshes files provided for better grabbing.Don't forget the best way to
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move a body over long distance is the fireball spell! Have fun in this really special
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roleplaying experience!
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CONTENTS
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What does it do?

It adds a communal grave to all major cities in Cyrodiil, so you can throw every npc killed there,or whatever thing or creature you think deserve it, proven they died within the main area as you still can't save something grabbed to keep it when changing interior/exterior cells.

This version adds lovely newly dug tombs within Weynon's Priory
backyard,just near the cemetary there. Its situated just outside Chorrol main gate.

-It also adds PORTABLE coffin placers so you can use them anywhere. And you can open/close them (coffin lid on,off), at will.

-Stone tombs added, and crypt tombs also... TOMBS FOR KINGS AND EMPERORS!! You can't open those ones though, so its a bit tricky but still possible to use to hide a npc under. You still can pick them up, even if stone tends to be damm heavy! Well i didn't put the REAL weight still though, player couldn't carry them.

-Sleeping Coffin added! Works real fine now, thx Tylerd!


-Tombstones added (11 flavours for now)

-Coffin apparatus to look like a grave digger, or to kill your opponents with a coffin! (still some clipping issues, but looks fun so i kept it)

-A small portable crate added too; but ***BEWARE NOT TO PICK IT UP WHEN YOUR STUFF IS IN IT!!!*** It would disappear. It's just a crate to put anywhere with your stuff in, eh! Nothing more for now.
Use at your own risk. (Well there's just THAT risk :p)




-The "high standing tombs" with portable functionnal open/close coffins:
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-8 open coffins await there, each in its separate vault. Now you can almost do all the caretaker work! Well you can put the target body in any coffin, make sure no part of it goes over the height of the coffin before you close it. Then click on the coffin base, called "coffinopened". That's it, the body is now inside a closed coffin!

If you want to open it, or take it, you can. To open just activate, same for closing. To pickup, just SNEAK AND ACTIVATE, just like for ANB wonderfull stool/bedroll placers!

But i suggest you don't break the beautifull display here, so just take some of the respawnable coffinplacers in the small crates i put around!

-Stone tomb and crypt tomb placers added: the best way around is to first put the "plate" placer on the ground, then to drag the body above. Then to activate the placer plate.
Takes some time but its worth!!


-The "rough" style of the place, earth piles and all, crates around, and vaults half finished may be found a bit unaestetic to some. Well i may implement some more activators to display really "finished" graves in the end, but the goal is reached for me as it LOOKS like
some unfinished graveyard.





Cities communal graves:
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Each city has its communal graves; imperial city is situated in waterfront cemetary area.
Bruma is just against one of the church walls, a fence with a small door, as it was really
hard to find a better place.

NOTE : I WON'T BE HELD RESPONSIBLE FOR YOU OR YOUR PET NPCS OR WHATEVER COMES WITHIN THAT
HOLE IF THEY FALL!!! PREPARE TO RELOAD A SAVE DEPENDING THE PIT DEPTH!!! (or fast travel) :P

TIP: Use FIREBALL spell if there is a long way for the bodies to finally reach the grave,
it's less a pain than dragging all along. Unless you prefer pure caretaker rolepay :p





CHANGELOG:
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Changes from 1.3:

Alot changes, and a rather complete version for some time. Removed a big damm huge rock in Chorrol communal grave,
added sleeping coffin with script, small crate placer, small crate,
tombstones, coffin apparatus. Script a bit allievated by Dradeel and TylerD


Changes from 1.2:

-Added the stone tombs and crypt tombs with their placer, fixed the coffin elevation problem.



Changes from 1.1:

-Added the pickable option to opened coffins, and put some in crates that respawn.



Changes from 1.0:

-Thanks to TylerD, unused references/items were removed, the esp is no more 2.5 megs!
Added fully functionnal coffins.


Changes from 0.9:

-Added Weynon's Priory "special" tombs


Changes from 0.8:

-Added Anvil, at last


Changes from 0.7:

-Added Imperial City Waterfront


Changes from 0.6:

-Added Bruma


Changes from 0.5:

-Added Bravil


Changes from 0.4:

-Added Leyawiin


Changes from 0.3:

-Added Chorrol


Changes from 0.2:

-Skingrad large common grave added, some bones, earth, lovely...
-NPC paths tested


Changes from 0.1:

-Fixed a hoping bug generated by the landmass change
-rearranged the walls a bit, no more see through hopefully.
-Fully tested with NPC paths one day default timescale.

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Still WIP for me, as long as i can add some funny things!


THANX
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-A HUGE THANKS TO "Aridale Noblebrook Belmont" AKA ANB; without his darn good scripting abilities there wouldn't have been this new version. Man, you saved me on this one!

-TylerD, always helping the modding community.
-Dradeel, help at scripting and more.

CONTACT:
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To contact me : The Elder Scrolls Forum.
edr54sz5e4t64etr513
or any bird name you might call me