Oblivion

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Vic10us

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travis.anders

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HAND OF DAWN v1.0 - First Public Release by Vic10us +-----------------------------------------------------------------+ |Included Files: | | - Hand of Dawn.esp - The original form of the mod. | | - Hand of Dawn - ONE.esp - ONE Edition (see details below)| | - Hand of Dawn Readme.txt

Permissions and credits
HAND OF DAWN v1.0 - First Public Release

by Vic10us

+-----------------------------------------------------------------+
|Included Files: |
|- Hand of Dawn.esp - The original form of the mod. |
|- Hand of Dawn - ONE.esp - ONE Edition (see details below)|
|- Hand of Dawn Readme.txt - This file|
|- DawnsVamp.jpg - Screenshot showing the "You have been|
| given Dawn's Vampirism" message box. |
+-----------------------------------------------------------------+

Quick Important Notes:
[ .esp File Differences ]
Hand of Dawn.esp is the original form of the mod. All powers and
abilities are included in their unmodified form. The mod has been
preserved as it was intended to be.

Hand of Dawn - ONE.esp is the Optional Night Eye Edition. Rather
than continuous Night Eye as included in the original form of the
mod, this .esp file contains Night Eye as an optional spell at no
magicka cost.

[ Equipping Rings ]
When equipping either of the two rings in your inventory, the
only change you will notice immediately is a message stating that
"[RING NAME] was unequipped on you." Once this has occurred, exit
your inventory and give the game a few moments to catch the
scripts up. You will know when the scripts have caught up and the
effects have kicked in because you will be presented with a dialog box.

[Map Markers]
Rather than leading the player directly to the chests containing
the next book, the map markers that appear on your map point only
to the map markers for the location containing the chest. This
means that the marker for the second book will not be in the chest
inside Crowhaven, it will point only to Crowhaven. Once you find the
location of the next book, it's up to you to explore the area and
find the chest yourself.

[Earlier Versions]
Because I deemed earlier versions far too empowering, I decreased
the powers of effects greatly to prevent this from really being
declared a "cheat mod" although once you get to the end of the trail
the powers you have access to are still far more powerful than usual.
For anyone who would like to acquire a specific, possibly earlier
version of this mod, I have the following versions available (Please
see changelog in section 10 for full details on each version.):
* Hand of Dawn v0.2.0
* Hand of Dawn v0.2.1
* Hand of Dawn v0.2.51
* Hand of Dawn v1.0

CONTENTS:
1. Introduction
2. Description & History
3. Installing & Requirements
4. Playing
5. Save Games
6. Conflicts/Known Errors
7. Credits
8. Contact Information
9. Legal/Disclaimer
10. Changelog & Future Changes
11. Quick Guide

===================
= 1. Introduction =
===================

This project was my first real attempt to create a TES mod. Any other
modding done beforehand was a simple barrel full of gold or a super
powerful weapon sitting where I could easily locate it. Little cheat
mods for myself, basically. The original intention with Hand of Dawn was
to create a fairly long, fairly in-depth mod that would reward the player
with an incredible modified form of Vampirism that could be given and
removed at will. The only way the player would be able to get to the
final reward was going to be following clues written in books that s/he
found in his/her journey across Cyrodiil. Then I realized what are the
odds that players will even find any of these, much less the first one?
And even if that were to happen, would they be able to follow the clues
hidden in the books? Because they weren't going to be as obvious as the
"hidden" message in the Mythic Dawn books. They were going to require
some real, in-depth consideration. Finally, I watered down the initial
concept, allowing journal updates and map markers rather than frustrating
any players who may not pick up on the clues right away, if at all.

Right now, Hand of Dawn has been worked on over and over again. There
has been one other tester other than myself, so if you encounter any
issues while playing, please do not hesitate to send me an email telling
me just where you were at in the quest, what you were doing, and any other
mods you may be running, so that I may attempt to check for compatibility.

Thanks for trying this mod, and remember, feedback is most appreciated!

============================
= 2. Description & History =
============================

Hand of Dawn is a mod for players who enjoy Vampirism but get easily
annoyed with having to deal with the effects of not feeding every 24 hours
to keep the NPCs happy with you at the cost of greater powers and abilities.

To begin the quest, go to First Edition in Imperial City, Market District.
There, slightly to your left, on the floor, is a chest. If your character
is at least level 6, you will be able to open the chest. Inside is a book.
Take the book, and the quest begins. The reward at the end? Two enchanted
rings. "Bloodlust" which grants the power of a modified form of Vampirism
called Dawn's Vampirism, and "Bloodquench" (I know, not the greatest name
in the world. This one may be renamed at some point.) which removes the
Vampirism.

By retrieving books, notes, etc. within the storyline of the quest, players
will receive journal updates pointing them to the next location. (The books
are, as of this release, purely there for material purposes. You can read
them, but don't expect them to stay the same after the next release of the
Hand of Dawn mod.) These books and notes relate the tale of a mage who began
trying to study Vampirism in order to create a controlled form of it, due
to the great increases in a person's physical and magickal states, and
eventually reveal the final results.

NOTE:
This mod was created to work with characters who do not want to lose the
in-game Vampirism, but want to experience a modified, controlled form of
it. This will not cure you of Vampirism by equipping the ring to gain
Dawn's Vampirism and then equipping the ring to remove it.

The ring equipping works like this:
2.1. Non-Vampiric characters equipping Bloodlust will be presented with a
message box telling them that their bodies have been changed with
the disease.
2.2. Non-Vampiric character equipping Bloodquench will be presented with
a message box telling them that their natural form has returned.
2.3. Vampiric characters equipping Bloodlust will be presented with a
message box telling them that their Vampirism has gone into a state
of temporary hibernation while Dawn's Vampirism takes hold of their
bodies.
2.4. Vampiric characters equipping Bloodquench will be presented with a
message box telling them that their previous twisted form has
returned as Dawn's Vampirism withdraws into them, awaiting the
next awakening (or somesuch).

================================
= 3. Installing & Requirements =
================================

3.1 CHOOSING WHICH FILE TO USE:
Depending on which .esp file you choose, very little is changed.
* By choosing "Hand of Dawn.esp" you are presented with the standard form
of the mod as it was meant to be played.
* By choosing "Hand of Dawn - ONE.esp" you will be playing "Hand of Dawn -
Optional Night Eye" Edition. This form of the mod includes a Night Eye
spell at no magicka cost to make up for the continuous Night Eye included
as part of Dawn's Vampirism in the standard form of the mod.

3.1.1 INSTALLING:
* Depending on which form of the mod you have chosen to play (see above
notes), copy either the "Hand of Dawn.esp" or "Hand of Dawn - ONE.esp"
file to your Oblivion/Data directory.
* On the launcher, click "Data Files"
* Tick the box next to your chosen file.
* Play!

3.2 REQUIREMENTS:
* The Elder Scrolls IV: Oblivion
* I am unsure if it is required, but as I created and edited the mod with
it installed, I highly suggest applying the v1.1 Beta patch. (As of this
writing, I don't know if there is a newer patch available, please check
the official site to find out.)

==============
= 4. Playing =
==============

To begin the quest, you must have a character at least level 6. Head into
First Edition in Imperial City, Market District. On the floor slightly to
the left is a chest. Take the book inside. Follow the journal updates.

=================
= 5. Save Games =
=================

This mod should not invalidate your old save games. As a precaution, always
back up all your data before playing with a new mod.

=============================
= 6. Conflicts/Known Errors =
=============================

As of this release, I cannot name any mods that Hand of Dawn conflicts with.
The initial build (v0.1) conflicted with the Saddle Bags mod because during
scripting, I accidentally clicked the Recompile All button in TESCS and was
unaware of doing this. The next build, v0.2 was a completely remade mod. Only
the scripts stayed the same (copy/paste, copy/paste).

Should you receive any errors or find any conflicting mods, please send me
the information that I may update this section. Thanks.

==============
= 7. Credits =
==============

Hand of Dawn & Hand of Dawn ONE Edition
Scripting: Vic10us
Books written by: Vic10us
Testing: Vic10us
Thardus

==========================
= 8. Contact Information =
==========================

Vic10us (aka Travis Anders) can be contacted via the following:
email1: [email protected]
email2: [email protected]
MSN Msgr: [email protected]
Y! Msgr: travis.anders
AIM: Un4Givn4Ever

=======================
= 9. Legal/Disclaimer =
=======================

I am not Bethesda. I do not own The Elder Scrolls, Oblivion, Morrowind,
Daggerfall, Arena, or any other Elder Scrolls-related properties. Only
the content created within this mod ("Hand of Dawn") was done by me. I
have not, am not, and will not be selling this mod for monetary gain.
This was created solely out of love for the Elder Scrolls series.

==================================
= 10. Changelog & Future Changes =
==================================

PUBLIC RELEASES:
v1.0 - Major Pre-Relase Overhaul
README File Rewritten

Massive changes to prevent this from being an uber mod:
Details listed below are grouped with their respective
controlling spells added to the player:

Dawn's Vampirism - Skills & Attributes:
Resist Disease reduced from 100% to 60%
Resist Normal Weapons reduced from 15% to 10%
Resist Paralysis reduced from 100% to 75%
Sun Damage reduced from 12 to 8
Vampirism remained 90%
Weakness to fire remained 100%
Weakness to Poison increased from 10% to 15%
Drain Personality reduced from 25 to 20
Drain Luck remained 20
Drain Blade remained 10
Fortify Strength reduced from 20 to 10 points
Fortify Willpower reduced from 20 to 5 points
Fortify Speed reduced from 25 to 15 points
Fortify Athletics reduced from 20 to 10 points
Fortify Destruction removed
Fortify Hand-To-Hand reduced from 20 to 5
Fortify Illusion reduced from 25 to 15
Fortify Mysticism reduced from 20 to 10
Fortify Sneak reduced from 30 to 15

ADDED SPELL: Crack of Dawn - Spell:
Open 36 pts on Target

Embrace of Dawn - Greater Power:
Chameleon reduced from 100% to 50%
Chameleon duration reduced from 120 seconds to 90 seconds
Resist Normal Weapons reduced from 100% to 60%
Resist Normal Weapons duration reduced from 120 seconds to 90 seconds
Weakness to Magicka increased from 75% to 85%
Weakness to Magicka duration decreased from 120 seconds to 90 seconds
Silence (Self) duration decreased from 120 seconds to 90 seconds
Drain Fatigue (Self) remained 20 pts
Drain Fatigue (Self) duration increased from 10 seconds to 20 seconds

Dawn's Reign - Lesser Power:
Demoralize remained 25 points
Demoralize duration reduced from 60 seconds to 45 seconds
Silence area reduced from 40 ft. to 20 ft.
Silence duration reduced from 60 seconds to 45 seconds

Breath of Twilight - Lesser Power:
ADDED: Drain Acrobatics 2 pts. for 120 seconds
Water Breathing duration reduced from 120 seconds to 45 seconds

Dawn's Seduction - Lesser Power:
Charm reduced from 65 pts to 30 pts
Charm duration increased from 10 to 15 seconds

Twilight Sight - Lesser Power (ONE Edition ONLY):
Night Eye duration reduced from 45 to 30 seconds

Removed redundant level check upon acquiring the first book.
Fixed "quest started" check in first book's script.
Removed redundant variable change in first book's script.

Replaced quest-stopping script for the final book.

Minor notation changes in script called when equipping either
of the two rings. (Does not affect gameplay, only reflects
comments within the scripts.)

Repatched quest continuation glitch addressed in v0.2.4

Rewrote five of the seven books/notes that are part of the quest.

PRIVATE (TESTER) RELEASES:
v0.2.51 - Spell Matching Fix & Minor Changes
After the Night Eye Split, I changed Embrace of
Dawn to a Greater Power, to compensate for its
great advantages, but forgot to change it in the
Hand of Dawn - ONE.esp file. That has been
fixed.

Changed values of rings to 0, so player cannot
sell them, can only give them away and can never
reclaim them.

Moved the chest in Welke to a spot further inside
to reflect quest progress vs. dungeon depth.

v0.2.5 - Night Eye Split
Judging, based on a comment by a friend, that
some players like the ability to turn off Night
Eye, I have split "Hand of Dawn.esp" into
2 different files:
- Hand of Dawn.esp
- Hand of Dawn - ONE.esp

^ Hand of Dawn.esp includes continuous Night
Eye while the player is gifted with Dawn's
Vampirism.
^ Hand of Dawn - ONE.esp includes optional
Night Eye (ONE) as a spell added by Dawn's
Vampirism, rather than the continuous effect
originally given in the initial design.

v0.2.4 - Quest Continuation Fix
Fixed item adding glitch (my fault) that
prevented the player from obtaining the
first key after acquiring the first book,
which prevented any progress at all
through the quest.

Fixed quest marker error that did not reveal
next quest location after acquiring fourth
book in quest.

v0.2.3 - CTD Fix & Minor Adjustments
Fixed script for first book that crashed the game
when book was equipped on player; set the First
Edition chest to only be opened by players at or
above level 20.

Made minor spelling adjustment in one of the notes
from "terriified" to "terrified."

v0.2.2 - Level Adjustment
Changed quest, allowing it to be started only
if player was level 20 or greater, to balance
out power of Dawn's Vampirism.

+ Changes this encompassed:
- Some script updates for the first book in
the quest to check player level.
- Some rewriting of journal entries to reflect
the level-checking changes.
- Added Vampiric Touch Greater Power

Removed Vampirism's age offset that forces
character to look 20 years older.

v0.2.1 - Slight Adjustment
Changed quest script "AAHODRingsQ" to be
called only if the player equipped one of the
two rings received at the end of the
quest.

v0.2.0 - Complete Rebuild
During modifications in v0.1, there was
an accidental click on the "Recompile
All" scripting button which forced Hand
of Dawn v0.1 to override every script in
the game. This caused conflicts with
almost all the mods I was using, as well
as the Saddle Bags mod.
The mod was rebuilt using the same scripts
and books from v0.1, but entirely new chests,
keys, etc. had to be created for v0.2

v0.1 - Initial Build

--------------------------
- Planned Future Changes -
--------------------------

Aside from any literature-related ideas, the following ideas are
just that at the moment, ideas. Should anyone even download this
mod and like what it contains and have any suggestions, feel free
to send them to me and I will incorporate what I like & can.

* All literary material (books/notes/etc) to be rewritten.
* More balancing to stat boosts/drains.
* Regenerate health by feeding.
* Really-high-magicka-cost invisibility & full resistance to
everything spell?
* Depending on how long you have Dawn's Vampirism without removing
it, you gain stronger bonuses? (As with the standard in-game
Vampirism)

========================================
= 11. Quick Reference for Hand of Dawn =
========================================

About Dawn’s Vampirism
Dawn’s Vampirism is a much more powerful, much more dangerous, controllable form of Vampirism that is available to the player at the end of the quest. It enhances the advantages of Vampirism, as well as the disadvantages. Dawn's Vampirism is a gift that you have access to once you have found the book "Hand of Dawn." It is granted by equipping a ring called Bloodlust, and can easily be removed by equipping a ring called Bloodquench.

11.1. Dawn’s Vampirism Details

Dawn’s Vampirism:
EffectMagnitude
Night Eye*-
Resist Disease60%
Resist Normal Weapons10%
Resist Paralysis75%
Sun Damage8
Vampirism90%
Weakness to Fire100%
Weakness to Poison15%

Embrace of Dawn – Greater Power
EffectMagnitude
Chameleon50% for 90 Seconds
Resist Normal Weapons60% for 90 Seconds
Weakness to Magic85% for 90 Seconds
Silence on Self90 Seconds
Drain Fatigue on Self20 for 10 Seconds

Dawn’s Reign – Lesser Power - Magicka Cost: 40
EffectMagnitude
Demoralize25 pts. for 45 seconds
Silence20 ft. for 45 seconds

Breath of Twilight - Lesser Power - Magicka Cost: 65
EffectMagnitude
Water Breathing45 Seconds

Dawn’s Seduction – Lesser Power - Magicka Cost: 35
EffectMagnitude
Charm30 points for 15 seconds

Dawn’s Vampire Skill & Attribute Bonuses
EffectMagnitude
Fortify Strength10
Fortify Willpower5
Fortify Speed15
Fortify Athletics10
Fortify Hand To Hand5
Fortify Illusion15
Fortify Mysticism10
Fortify Sneak15

* = If playing with the ONE Edition .esp rather than the standard
Hand of Dawn.esp, the continuous Night Eye will not be available.
Instead, the following spell will be available:

Twilight Sight - Lesser Power - No Magicka Cost
EffectMagnitude
Night Eye30 Seconds