Oblivion

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AVStoryteller

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  1. gothic
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    Belda Elysium is NOW Available on The NEXUS

    V1.50


    Add the 'Belda Elysium' Player Home to your Oblivion.

    Meet Raimyr, Myrisi'l, Sylvian-Lir, Chemie and Boney!

    Watch the continuing adventures of Raimyr El'Eluril and Boney in My Lets Play Series, on YouTube!
    As they Battle Evil and Eat Sweet Rolls in SKYRIM!
    https://www.youtube.com/c/AVStoryteller



    NB: Episode 1 contains a few minor spoilers if you haven't completed Belda Elsyium's Quest "Part 2: Path of Ascensyon". As I discuss the background of Raimyr.


    # Subscribe not to miss the next episode! http://bit.ly/2bxb5nG
    # Support me - Become a Patron! http://www.patreon.com/avstoryteller

    Stay Connected:
    YouTube: https://www.youtube.com/c/AVStoryteller
    My Website: https://sites.google.com/site/avstoryteller
    Facebook: https://www.facebook.com/av.storyteller
    Twitch: https://www.twitch.tv/avstoryteller
    Twitter: https://twitter.com/AVStoryteller
    Goggle+: https://plus.google.com/+AVStoryteller

    ENJOY!
    AVStoryteller
    

    
  2. gothic
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    Screenshots Wanted!
    Please post them to the Images page, Thanks!
  3. gothic
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    Gaining Access to Belda Elsyium Manor

    There is a Key on a Silver Platter, to the left of the Front Door.

    You can also speak to Myrisi'l or Sylvian-Lir to get a Key: They often wander outside, in the Grounds of the Manor.
    They Do NOT wander outside the Manor Grounds, so you do Not have to go search all over Tamriel for them.
  4. h27kim
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    This is an impressive mod.  The house is very well made, the NPCs are very carefully crafted (without fancy tools and mods, too), the quests (so far) are good.  There are a few minuses, though:  the mod changes quite a lot of cells and that's a potential minus as it can interfere with other mods or even base game (although I was pleasantly surprised to find that Ft Chalman and Belda, two locations that the mod does change quite a lot, but are also modded fair bit in my personal mods, are not much affected, thankfully!)  It's not something I want to fault anyone for, but it does get to be an issue with so many mods out there; 2) The "beginning" of the mod seems very unnatural (especially if you installed the mod after playing for a while).  So you're supposed to just come to the house and somehow make sense of the associated quests and it's a bit disorienting.  Perhaps some sort of natural "lead-in" would be handy? 

    Alas, the author does not seem to be around these days, which is unfortunate, but this is a very enjoyable and very well crafted mod.  It would be nice to see this "completely finished," but you can't have everything.  

    PS.  

    A few notes to keep in mind when using this mod:  first, the mod will 1) destroy Fort Chalman and makes it inaccessible after the related quest--the quest does not change the existing Ft Chalman interiors that much, thankfully, although it adds a lot of extensions to it.  That gets to be a bit problematic if you are using a mod that requires you to return to it later and you may want to find a way to add a bit extra so that there's an unaffected back door somewhere.  2) The mod places you in the depth of Belda (although, this dungeon is not destroyed) with no gear but a unique dagger.  If you have added more hostile to it (I'm guilty of this), you want to take some precautions.  3) It might make the thieve's guild quest harder b/c there are now extra guards in the Palace basement.  They are not conventional Palace guards, so I don't know how they'd affect your progress, though.  4) Since the quests associated with the mod are not really "finished," some quest items are set to remain in your inventory forever.  It becomes necessary to go into the CS and learn their id's so that you can remove them via console (there are a bit too many to list here and you get some choice in which ones you may wind up with so you'll never run into most of them.....).  

    PPS.  

    One interesting problem with this mod that just came up is that the way Ft Belda is destroyed blocks the path of a bunch of NPCs who travel between points north and IC (Rochelle Bantien, Algot the Northerener, the Argonian prisoner formerly held by the MD at the Lake Arrius Cavern) wind up being trapped behind the rock that's scripted to appear after Ft Belda is destroyed.  None of them is really critical (except the Argonian prisoner offering small bonus to skills if he safely arrives back at the Temple of the One, but it is a bit jarring to see half a dozen NPC's trapped behind a rock.

    (Further Edit)

    Apparently, the NPCs getting trapped around Ft Chalman was the product of me adding a "back door" (in form of a teleport pad) to IC so that I could still get into the Fort after it gets blown up.  What I thought was a bizzarre pathing actually looks brilliant once I realized how it came about!  So that was the product of my tinkering, not something off with the mod!
  5. xberwolf
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    well i have completed the quest line and i have to say i enjoyed it! looking forward to 1.60 (psst when?)
    1. gothic
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      Hi xber Wolf.

      V1.60 is not currently being worked upon.
      But you can download and play the Beta version of V1.60 that I have done from my website.
      https://sites.google.com/site/avstoryteller/Oblivion
  6. Moksha8088
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    The videos for this mod look astoundingly different than your current Raimyr and Zora series.

    BTW, can this be installed with NMM?
    1. gothic
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      Sorry for the delaied reply. will the new Nexus mod design, I not getting notified of comments like I use to and only just figured out where they are not being hiodden.
      Yes it can be installed by NMM. That will install it with FIXD lighting.If you want teh Natural Lighting instead, that changes in the hose depending on the time of day. You will also have to install optional file (allow it to overwrite the fixed lighting .esp)
  7. RavenMind
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    Hi AVStoryteller. RE: v1.60:
    unfortunately it is unlikely to be continued.
    I'm curious if you would recommend sticking with v1.50 due to the injury mentioned at your site? Are there other changes to v1.60 that in your opinion would make it worth installing instead of v1.50? Thank you again for this wonderful mod!
    1. gothic
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      Hi Ravenmind,


      V1.60 does not alter the quests in V1.50.

      Spoiler:  
      Show

      If you want to play was has been added in v1.60
      I would recommend you create a Saved Game before installing version 1.60, BECAUSE as part of the quest plot it leaves one of the main Belda Elysium NPCs severely injured, and the healing of that person is a major part of V1.60. . . BUT I have not finished writing enough of the v1.60 quest for you to actaully heal that NPC. So it will leave them in a bed ridden state.

      V1.60 will detect that you have left Anvil's dock at the end of the quests in v1.50 (Elysium: Path of Ascensyon) and IMMEDIATELY start the new quest (Holy Order of Dragon Fire), although you wont know that because you have to deal with the events at Belda Elysium then speak to Raimyr and Sylivan-Lir before the Quest journal is updated to show "Holy order of Dragon Fire".

      After leaving Anvil Docks go speak to Raimyr. You should find him either at Elysium or at the imperial Palace in the Crucible. Have fun playing v1.60 as much as you can, and when you're finished reinstall v1.50 and reload your old Saved Game.


    2. RavenMind
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      Sounds great, thank you!
  8. Sonja
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    Funny story.

    So I just succeeded in getting to the point where my character actually met Raimyr, who apparently fancies himself quite the charmer.
    After that conversation, I wanted to check whether my companion needed his gear repairing. I have Valtierro with me, and he has a romance option, which is currently at the flirtation stage. When I clicked on Val, he had something to say, so I decided to investigate. He stated, I kid you not:

    "So it's just you and me against the world. We don't need anyone else around, aye?"



    I love it when mods inadvertently sync up like that. LMAO!

    The actual quest to reach that stage was a lot of fun too... just the right amount of puzzle for a drowsy Sunday afternoon.

    EDIT

    I also seem to have encountered an issue, I'm not sure if it's serious, or not.
    I am on the clothes hunting missions... When I tried to return the bundle to Sylvian-Lir, I was able to give Theurgist Astor's regards, but that is it. There is no topic to actually return her clothing, and the quest remains active with an arrow pointing to Sylvain-Lir.
    Her sister's quest seems fine, on the other hand.
    I am not sure if this is at all related, but when I went beneath the chapel to retrieve said bundle, the door to get into that area was locked (marked in red), and I had to break in.
    I know that in Morrowind, there was a way you could add topics to NPCs in the event of situations like this. Would that be an option here, and if so, which command lines would I need?

    1. gothic
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      Hi Sonja, thanks for posting!

      Do I detect a hint of jealousy from Val?

      Not sure why you are having this issue? Looking into the clothing issue you mentionned, Thanks.

      Edit: I think the door is locked by the Knights of the Nine Quest? Not sure.
      I did not lock the door. Or make it tresspassing.

      Still checking into the dialogue thing you mentioned.
    2. Sonja
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      Thanks for the reply

      I hope Val isn't the overly jealous type..... I think my character regards him as a kind of "friends with benefits" arrangement.
      Besides.... given that Andierra ends up, in my head cannon, falling very hard for a certain main NPC, despite not knowing if her Morrowind husband (Julan mod) is still alive... Tsk.. Dunmer..
      (my Skyrim char is actually the direct descendant of that particular illustrious union...which she keeps WELL secret)

      Hmm... I had totally forgotten about KotN, but now you mention it, that makes sense.

      Thanks for looking into the dialogue, no rush obviously. If it's just a matter of Sylvian-Lir being able to change her wardrobe, I'm not at all fussed, but if it impinges on subsequent quests I'd be interested in whatever console commands might be needed, if it's not possible to work out a solution. Like I said though, no rush. You're busy creating awesome videos, and it's not as though I don't have plenty to keep me occupied.
  9. Sonja
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    Thanks for the reminder on this lovely mod over at YouTube.
    Coincidentally, inspired by Beyond Skyrim: Bruma, I've just reinstalled Oblivion, so that was great timing.
    Just a question, I'm using All Natural Weather and Lighting as well as Cyrodiil Enb, do you have any sense of how those will interact with the lighting of the house and grounds?
    1. gothic
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      I think it will look great.
      I prefer the Natural Lighting version of the BeldaElysium.esp to the fixed lighting version of the BeldaElysium.esp
      The only down side to that is because it uses the outside "Perfect Day" weather it can very rarely cause rain inside the house. LOL . But that is easily fixed by leaving and re entering the house. Or waiting a couple of hours.
      I just roleplay it that the roof needs fixing.
      This was before the time of ENB's. So lighting in Oblivion was just vanilla. And I was trying to create a much softer nicer looking version of lighting inside the house, by telling the interior rooms, they were outside areas - and to use the "Perfect Day" Weather.I suppose I was creating the first ENB lol.
    2. Sonja
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      Thanks for the fast reply
      I'll give it a go then, and once I have all the visuals I plan to use installed, I'll upload some screenshots for you.
      Usually when something strange happens in Oblivion I RP that it's just some weird magical aberration, but a leaky roof works well too *chuckles*

      It's funny, I find that in Skyrim I can get away without using an ENB. Instead I use COT, and tweak settings with Dynavision; this is even more true in SE. But, when I initially returned to Oblivion after a lengthy absence, I was delighted to see ENBs, because I find the game badly needs one. Maybe it's just me, and I'm not sure how well I'm describing this, but I feel the vanilla lighting (especially when it is overcast), has a flat, opaque quality that pushes the player out. If that makes any sense? So, I definitely understand your urge to tweak the lighting in Belda Elysium.
      Now I'm going to have to decide, assuming all goes well, if my level 1 character will move in immediately, or wait... I'm always torn on that issue. On one hand, it seems odd for such a fresh character to suddenly have such nice digs, but on the other... moving houses, just like in RL, is a giant pain, once you've accumulated a pile of junk.

      EDIT

      OK, successfully installed, and it looks awesome!
      I also really like the two sisters, my PC spent quite a lot of time chatting with them. This could be interesting... my character (as is often the case), is actually the Neravarine, and she was called to Cyrodiil by the Emperor.. It's a good thing I already (to RP appearance differences) decided she has, owing to need, changed her looks enough that most people would not recognise her. I'm not certain how all of this will play out in the quests, but I'm creative enough that I should be able to adapt if necessary.
      Thank you for this, I'm certain I will enjoy it.
    3. gothic
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      That's some Dark and Moody Screenshots you've uploaded The texture of the rocks on the floor/walls looks great.

      LOL - I just invited you on YouTube to upload some screenshots, before checking here and realizing you already did. Looks great.

      RE: Leaky Roof Vs Magical Aberration - "Just keeping things in perspective!"

      The house's background story was designed in mind with the player moving in immediately at the start of the game. The Emperor foresaw your arrival and made preparation for you. (Raimyr will explain it).

      Let me know if you have any problems with the quests or anything. (there's also a Quests_Readme in the download for most common issue like "How do I start the quests " etc.

      RE: Sisters: Thanks. Play Nice.
    4. Sonja
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      *chuckles* Be careful what you wish for, I dabble a bit in RL photography, which means I also enjoy taking screenshots. So when I noticed your request here for images, I was happy to oblige.
      I have indeed discovered that the Emperor foresaw my character's moving in, and so far that fits perfectly into her backstory.
      The sisters have very well developed personalities from what I have seen so far, and they are likable, so playing nice won't be a problem.
      I was slightly disappointed to learn they can't be potential companions, but I can also tell there are good reasons for that, and my character is quite happy with the two cats that travel with her:
      Shazzan ( http://www.nexusmods.com/oblivion/Images/161450/? )
      Tonbogiri ( http://www.nexusmods.com/oblivion/mods/45029/? )

      I haven't yet found a humanoid follower in Oblivion that fits well for my characters, so they typically go with creatures. Which is a shame, because Belda Elysium is set up beautifully for guests. However,the cats seem to really love the manor; they've settled in nicely. My character is settling in too, once she's found her bearings a bit, she'll start questing more seriously, instead of the roaming she's been indulging in. I also want to say that I really like the way you've set everything up. It is one of those rare homes that combines spaciousness, a logical layout and cosiness.
      Anyway, I'll let you know if I have any questions or issues.
      Cheers!
    5. gothic
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      OMG Super Cute cats! Especially Shazzan with his jingling Bell, and the ability to make you tiny. LOL!

      I take it you've met Chemie by now then?

      Re: Sisters. Yes they were created with the idea that I know where they are at all times, because they are heavily involved in the quests. So dragging them off to the far end of Cyrodiil as a companion would be immersion breaking for "reasons".
    6. Sonja
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      They are awesome, and they also team up really well together. Shazzan doesn't fight, but heals and buffs, while Tonbo is rather ferocious. They have been hugely helpful in a certain set of quests... *cough*
      Yes, I have met Chemie... the presence of that cat is part of why my character instantly felt at home.
      I referred to my previous character as the "Crazy Cat Lady of Cyridiil; it looks as though I'm continuing the tradition.

      That was my guess with the sisters. The thing is, even though they stay at the house, they still make a huge difference. It reminds me a little of Witcher. Geralt typically travels alone, but he has friends that he actively interacts with.
      Because of Belda's characters, and the cats, I'm not missing the Morrowind and Skyrim companions I always use nearly as much.

    7. gothic
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      Crazy Cat Lady! LOL

      Its nice to have a place to call home.

      Raimyr is very much on that. Watch that YouTube space!
  10. RavenMind
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    Wonderful mod! I too would love to see a COBLized version if you have the time. Thank you very much for all the detailed work!
    1. gothic
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      Thank you. I hope you have many hours fun with Belda Elysium.

      RE: COBL - sorry I have no current plans to COBLize it.
    2. RavenMind
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      No worries. It's wonderful the way it is! Thanks for the reply.
    3. gothic
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      Incase you don't know, you can get version 1.60 from my website. But its only 40% finished. Read through the info there before installing.

      AVStoryteller's Website
    4. RavenMind
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      Awesome, I'll check it out. Thanks!
  11. Sergio1992
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    Hello,

    1) I hope you keep expanding this mod.

    2) Was wondering what you think about this version of your mod: http://www.nexusmods.com/oblivion/mods/47612/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D47612%26preview%3D&pUp=1
    1. gothic
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      Hi Sergio,

      Long time no see.

      I hope you're having fun with Belda Elysium

      I haven't installed zymurgy65's version of the mod. But he has my permission to Add his changes. My criteria being he give me full credit for Belda Elysium and that it must require my Belda Elysium in order to play, so I feel the love too.

      I'm hoping it benefits everyone.People get another option of How they given get Belda Elysium, and different appearances of Myrisi'l and Sylivan-Lir if they wish. Warm Fuzzies alround.





  12. User_1035317
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    I have always loved this mod, and I am happy that you are still updating it! It is especially nice that you are still interested in furthering the quest; it is well thought out and intriguing, and worth finishing. The manor has so many wonderful and unique touches, and is absolutely beautiful. The sisters are too, and of course I especially enjoy Chemie.

    I know modders try and keep dependencies to a minimum (I appreciate that, very much), but I would second gamingsrc's suggestion that you consider COBLizing Belda Elysium. Not having COBL capabilities is the one thing that has kept me from making BE my DE's primary residence in Cyrodiil. I respect your decision not to incorporate COBL into your mod, though and will use it without.

    One thing I want to mention is that some mods which involve Fort Chalman might be affected by this mod - not necessarily cause bona fide conflicts, but issues could be present. For instance, Korana's outstanding Millstone Farm mod requires you to go to Fort Chalman to right a wrong involving a character located within the fort (just inside, up and to the right). Since the door is locked by BE (unpickable?), other methods must be employed to enter. Again, this is just FYI --- I have made provisions for the use of both mods in my game, as both are indispensable to me. And, it is a very minor issue.

    Oh, can the sound in the treasure room be turned down or eradicated? I am an absolute neophyte with the CS, but I imagine it would be an easy thing for me to do. Thanks.

    Thank you so much for continuing to support and develop Belda Elysium. I have always thought it deserved to be much higher on Nexus' list. Your hard work and attention to detail are evident in every aspect of this mod.

    PS LordNULL owes you an apology!
    1. gothic
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      Thanks Centime. It was an absolute pleasure to create.And every great comment like yours is a welcomed reward

      Sorry I cannot give a timescale at the moment for the changes you mentioned.
  13. gamingsrc
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    Good thing that this mod got finally uploaded in tesnexus and it sound it's the original mod author that have done this. I wasted a lot of time last year trying to find v1.5 and I was asking myself when someone would think about it in tesnexus. The mod is great. I even managed to make a delayer for it after the player rescue Martin. There is a thing in the mod that could be improved, and that's the reason I don't have it in my load list now. These various Alchemy containers in the manor work in a obsolete process, that is now improved by Cobl and alike mods sorters.
    1. gothic
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      Hello Gamingsrc,
      Yes I am the original mod author. i mod under the name AVStoryteller, (but my Nexus username : Gothic, existing long before I started modding).

      I'm not sure what you mean by obsolete alchemy containers process?