Oblivion

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Povuholo

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Povuholo

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A man named Alex appeared in Bravil, searching for help. He wants you to retrieve the Elemental Stones from the temple, and light the Elemental Lighthouses with them, so the elements in Tamriel will be balanced. But... are Alex\'s intentions really that noble? Did he really tell you everything? And who is this Wise One, who tries to prevent y

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Screenshots: http://s18.photobucket.com/albums/b120/iamerik/Mod%20screenshots/

A man named Alex appeared in Bravil, searching for help. He wants you to retrieve the Elemental Stones from the temple, and light the Elemental Lighthouses with them, so the elements in Tamriel will be balanced.

But... are Alex's intentions really that noble? Did he really tell you everything? And who is this Wise One, who tries to prevent you from lighting the lighthouses, saying you are making a mistake?

This mod focuses on the action side of Oblivion, even though I am a rpg fan. When saying action I don't mean fighting (believe me there is fighting, but that's not the main point) but traps and other things like that. Oh and if that wasn't clear yet, this is a quest mod. With quest markers, journal entries, etc.

Sorry, no voice acting. I've tried to find actors, but had no luck.
DO NOT have companions follow you while doing this quest. They WILL die or get stuck.

Also, this mod is based on the GBA game Golden Sun. There aren't many similarities, but there are a few and people who have played the two games will notice them.

V1.21
+Added A.I. packages to the npc's on the hill, to prevent them from walking away and getting you stuck.

V1.2 changes:

+Fixed the problem with the Oghma Infinium disappearing when using the end reward of this quest with the book in your inventory.
+Tweaked the Fireproof Cuirrass, it is no longer overpriced/overpowered
+Fixed another floating tree.
+Updated the readme with a "Problems?" section and more.

V1.1 changes:
+Removed the addtopic bug that appears when multiple mods add topics through greetings,
causing one of the mods not to function properly.
+Made sure the scripts don't run anymore after the quest is finished, because there is no need for them to do so.
+Made the Slaughterfish and Mudcrab in the quest stronger.
+Made the end boss slightly less strong, for lower levels.
+Changed the order the gates in the temple water challenge open.
+Fix the animations for all the levers
+Fixed two floating rocks
+Made the road to Water Lighthouse a bit less steep
+Credited someone I forgot in the readme :)


This mod should be compatible with almost anything, unless some mod places his dungeon right on top of mine. The chance that happens is very small. Would this ever happen, you can contact me.

Contact me at: Povuholo at the tessource or official ES forums. Or send a mail to [email protected] (the 00's are numbers.)