OBLIVION
Dremora Companion by b3w4r3
Oblivion » Quests And Adventures
Added: 17/09/2006 - 11:04PM
Updated: 13/07/2012 - 11:07PM

273 Endorsements

1.1 Latest version

13,897 Unique D/Ls

20,962 Total D/Ls

139,534 Total Views

Uploaded by b3w4r3

Description

Last updated at 23:07, 13 Jul 2012 Uploaded at 23:04, 17 Sep 2006

2/15/11

Added retextures of the Daedric Light Armors created by Alienslof. She also created new meshes for the armors designed for people using Robert's male and female body types. You can grab the meshes at her site here...

http://www.slofshive.co.uk/index.php?page=modarticle&modarticle/id=5yczvnh7mux

Some new voices added once again. Tyana Rie redid all the Dagon stuff, and completed the previously missing quest. Also now the widow Karolack is fully voiced thanks to greenwarden. See the readme for a full list of changes and credits.


Below is a small video showing some parts of the mod. The video was made by ReapingDave (AKA Aventhorn). Thanks Dave :thumbsup:


Dremora Companion Version 1.1 Final

August 10 2008, I uploaded a small patch 1.1 to correct an issue with the dungeon in the third quest. Players shouldn't fall into the lava now. Also added voice for Snowflake recorded by Darkdiva, and changed Amoz's script so he doesn't warp anymore when equipping items.

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Description:
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This mod adds a Dremora Companion and player owned Daedric home. In fact it adds a whole new Oblivion style world space that the player can possess.

Features:

The companion functions are controlled with a ring that is added to the players inventory on completion of the first quest. Clicking on the ring in inventory will bring up a command menu. Simply choose the command you want the companion to preform. There is also a stats scroll that will allow you to view the companions stats. Click the stats scroll, to view Amoz's stats at any time.

Amoz (as we like to call the companion) can also summon two Nightmare horses for himself and the player to ride. Having Amoz cast the spell when the horses are near will result in them being un summoned. If the player has completed the player home part of the mod the Nightmare horses will be moved to a spot just outside the main tower when un summoned.

There is also a Summon Amozabael spell which can summon/un-summon Amoz at anytime after he becomes the player's companion. When un summoned, and if the player home quest is complete, he will be moved to the home where he will execute packages to make him seem Right at home.

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New Features
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There is only one command ring now, with a three page menu of selections. A sit command has been added, but is only reliable in cells without a bed. If you already have the mod installed, and have the three rings, two will be removed on starting this new version, and a scroll to view Amoz's stats will be added to your inventory. Both the new ring selections, and the scroll now work in menu mode, so no need to close the menu to get them to activate.

The Executioner's spells have been removed in favor of one spell with a selection menu. Make sure if you are installing and have previously gotten the hood, that you are not wearing it when you start this new version, or you will be stuck with the old spells indef1nately.

Dremora statues have been added that are placed by finding the stone blocks in the Halls of Conquest, Citadel Master Bedroom, and Citadel Bedrooms. Activate the block to place a statue, then when the statue stops moving completely, activate the statue to get a list of options. You can equip them with armor/clothing, and weapons, or pose them in a few select positions.

More loading screens have been added also upping the total to just over 20. They should play for every cell in the Deadlands and Dagon's temple, as well as the Widow Karolack's home.

Voiced dialogue has been added for Amozabael, Kear, and Xazos. Maybe more to come in the future, but getting decent voice actors with the propper equipment is very difficult. Unfortunately we haven't been able to contact Tyana Rie who did the incredible voice files for Dagon, so the new quest featuring him is just silent mp3s :(

There is also one new quest, but it's not really a quest exactaly. Don't read if you don't like -Spoilers!!!- Once the Infiltration quest is completed, after the Temple entrance has been destroyed you will notice some prisoners picking away at the rock in one section of the Red Welkynd Cave. If you talk to one of the Mythic Dawn Protectors there they will tell you what's going on. Upon returning to the cave (after leaving far enough that the loading screen plays when you enter), you will notice that the prisoners have made progress, and a new secret entrance to the temple is almost complete. Again you have to leave far enough away (go do another quest of something) before returning to find that the new entrance is complete, and you now have an alternate entrance to the temple, since the main one was destroyed.

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Quests:
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There are eight quests:

The first quest is called "A Tale of Betrayal" and sees the player seeking out a mysterious old woman to get answers to questions regarding terrible dreams of suffering and torture. After collecting a few items for her, she opens a portal to Dagon's deadlands where the player rescues his new companion Amoz.

The second quest appropriately called "The Problem With Kear" pits the player against Kear. Summoned by Lord Dagon the player makes his way to the temple, and eventually ends up back in the Deadlands to confront Kear. After completing this quest the player is rewarded with his own little slice of Oblivion to rule over.

The third quest titled "A little help please?" starts with the player investigating a disturbance in part of his newly acquired real estate. Agreeing to help a wayward Mythic Dawn agent rewards the player with a spell making orb that can be used in the Daedric home. It also leads to the start of the next quest.

The fourth quest titled "Inquiry and Consequence" see the player unraveling a mystery. He discovers that not only was the Spellmaking Orb stolen, but the Enchanting Orb was as well. After some questioning the player finds out that one very disturbed guard has set his sights on winning the affection of "Snowflake", a guard stationed in the main tower. The player also learns that this disturbed guard wants to rule this Deadlands plane for himself, and the island is only big enough for one ruler. Someone will have to die.

The fifth quest titled "Service for the Master" brings a Daedric black smith who will set up shop on the island. After he settles in he will offer you a quest.

The sixth quest titled "Infiltration" sees the Deadlands being attacked by knights trying to bring down the Gate to Dagon's temple. It's your job to eliminate the threat.

The seventh quest titled "A Stab in the Back" has the player traveling back to the Deadlands where they rescued Amoz. This time the objective is a little different though.

The eighth quest titled "Widow Karolack's Gift" Is given to the player by the Widow Karolack, and involves finding items that she will use to conjure a powerful staff for the player.

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Special Features:
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Amoz now has his horns still when wearing the Executioner's hood.

Daedric Light Armor and Daedric Claymore: On completion of the quest "Service for the Master" the player is rewarded with some very unique Daedric light armor and Daedric Claymore red in color. Additionally the purple version can be purchased from Xazos the black smith after the quest is completed. (Black and Blue colors will be available from the Smith also)

Daedric Crescent: A true Daedric Crescent blade is the reward for completing the quest "A Stab in the Back". The blade has the same enchantment basically as the morrowind version with paralyze on strike, and high damage.

Staff of Daedra: This staff features a Sigil stone held by a skeletal hand, and has a command Daedra enchantment on it. It's a reward for completing the quest "Widow Karolack's Gift".

Mehrunes Razor: Basically the same as the one from the Vile Lair plugin. Has disintegrate armor on strike and chance of delivering a fatal blow based on the players luck level. The weapon comes in the form of a summon spell which can only be used once per day for 120 seconds. After completing the quest "A Little Help Please" a crystal ball will be placed on the altar in Dagon's Temple. Activating the ball will grant you the spell if Dagon thinks you worthy enough, otherwise he may take out his anger on you.

Mehrunes War Axe: This weapon is modeled after Mehrunes Dagon's axe used in the game, and features very heavy fire damage, and disintegrate armor on strike, along with a very powerful knock back effect that can send victims flying. The weapon comes in the form of a summon spell which can only be used once per day for 60 seconds due to its sheer power. After completing the quest "A Little Help Please" a crystal ball will be placed on the altar in Dagon's Temple. Activating the ball will grant you the spell if Dagon thinks you worthy enough, otherwise he may take out his anger on you. You will be offered Mehrunes Razor Summon spell before getting the War axe spell.

Create Red Welkynd Stones: Now you can create your own Red Welkynd Stones in the Red Welkynd Cave. Red Welkynd Stones restore health to 100%. To create one use the Executioner's Hood spell to command NPCs to lie on the altars. Then place a regular Welkynd Stone in the holder, and cast a fire damage spell at the activator in the ceiling directly overhead. The life force will be sucked out of the NPCs and transferred to the stone making it a Red Welkynd Stone (only non-essential actors will work as victims have to be killed in the process).

Command Your Captives:, or bring them back from Tamriel using the Executioners spell follow selection. You can take captives to the maze, and command them to enter it to be slaughtered by your Deadra, take them to the Halls of torment to be gassed or skewered in the spike trap, lead them to the Sacrifice Room to fight summonable Daedra for your amusement, take them to The Circle of Fire and Pain to be dipped into the lava, electrocuted, or burned to death, or lastly lead them to the Lava Dunking Tower in the maze to put a quick end to their lives.

Daedric arrow forging: Making your own Daedric arrows in the Deadlands is entirely possible. The Island is a good source of raw ebony, as there are ebony veins scattered all over. Activating a vein will reward the player with a 1lb piece of raw ebony if the player is lucky enough. The higher your luck attribute, the greater the chance of retrieving raw ebony from the rocks. After some pieces have been harvested they can be taken to the arrow forging altar on the north side of the island. Place the raw ebony inside, and when the red oblivion light beam is visible overhead, cast a fire damage spell at the altar. After a few seconds the raw ebony will be refined into Daedric arrows for the player to collect. There is a book in the master bedroom describing the process in more detail.

Daedric arrow enchanting: It is also possible to enchant Daedric arrows in the deadlands. On the south side of the island is another area with ruins. A Daedric chest can be found near a circle of stone blocks. Daedric arrows placed inside the chest will be enchanted with, fire damage, shock damage, frost damage, soul trap, or silence, depending on which spell the player targets the chest with when the red oblivion light beam is visible overhead. Again there is a book in the master bedroom describing the process.

Executioner's Hood: This hood can be found in the master bedroom, with a little searching, along with a book describing it's use. It basically gives the player a spell that can manipulate the prisoners in the North, and South Pass Caves. Actually the spell can be used on anyone that is at least five levels below the player.

Daedric Alchemist: Located in the Alchemy room is a Dremora Alchemist. Once the player has taken possession of the tower, he will give special potions to the player, one every four days. These aren't your ordinary Oblivion potions, so it takes time for him to make them.

Daedric Ingredient and Potion Shelves: Also located in the Alchemy room are two shelves that will automatically remove the appropriate items from the player, and add them to the shelf for storage. Only potions and ingredients that come standard in the game, or are from this mod are supported.

Amozabael's Memoirs: This book can be found in Amoz's bedroom once the player has taken possession of the home. It tells the story leading up to the start of this mod. It should answer any questions you have about how this all got started.

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How do I start the quests? ***SPOILERS***
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1. A Tale of Betrayal - The first three times you sleep after installing the mod you will receive message boxes about unsettling dreams. After the third dream the quest starts.

2. The Problem With Kear - Starts seven days after the first quest "A Tale of Betrayal" has been completed. A Dremora messenger will approach you, and tell you where to go...

3. A little help please? - This quest requires that you have completed quest #1 and #2. Then simply find the Dremora Guard Epzaos, and talk to him. He can be found outside the main tower between 2pm and 10pm.

4. Inquiry and Consequence - Starts again by finding and talking to the Dremora Epzaos after completing quest #3.

5. Service for the Master - This quest starts after the player has completed quest #1 and #2. When the player sits in the throne in the main tower, Epzaos will come up and talk to the player, setting the quest in motion. If the player is below level 20 this quest will not start. You must be level 20 or above, then sit in the throne.

6. Infiltration - Starts if the player has completed quest #3 and uses the beds in the Master bedroom of the main tower to sleep. There is a random chance that the quest will start, so sleeping more than once may be necessary.

7. A Stab in the Back - Starts seven days after the player completes quest #6. Again a Dremora messenger will find you, and tell you where to go...

8. Widow Karolack's Gift - This quest can be done anytime after the first two quests have been completed. Just go to the Widows house and talk to her.

9. This is repeated from above... There is also one new quest, but it's not really a quest exactaly. Don't read if you don't like -Spoilers!!!- Once the Infiltration quest is completed, after the Temple entrance has been destroyed you will notice some prisoners picking away at the rock in one section of the Red Welkynd Cave. If you talk to one of the Mythic Dawn Protectors there they will tell you what's going on. Upon returning to the cave (after leaving far enough that the loading screen plays when you enter), you will notice that the prisoners have made progress, and a new secret entrance to the temple is almost complete. Again you have to leave far enough away (go do another quest of something) before returning to find that the new entrance is complete, and you now have an alternate entrance to the temple, since the main one was destroyed.

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Known Issues:
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Some people are reporting a problem with the Widow not summoning the portal in the first quest. This is most likely a mod conflict related issue which I have not been able to confirm yet. If you experience this issue you can do one of two things to fix it.

1. Disable other mods until you find out which causes the problem.

2. Open the console and click the widow (so her ID shows at the top of the screen) and type kill. Close the console and let her fall, then re-open it and type resurrect. That should cause her to immediately open the portal. If you get a crash you can try using "resurrect 1".

When visiting an Oblivion world space it is best dismiss Amoz before taking the Sigil Stone. Do this by using the Summon Amozabael spell, and he will disappear. Sometimes if he is not dismissed all his items will be removed, and his original armor and weapons will be restored.

The same goes for his summonable chest. Never leave it in an Oblivion world space. It is best to always use the Summon Chest option in Amoz's command menu to dismiss the chest after you are done with it. Otherwise all your items may be lost when the Oblivion world space resets.

The statues/mannequins can behave strangely at times. It may be necessary to cycle through some of the commands like "Weapon Drawn" more than once for the pose to work.

The "sit" command for the command ring is only reliable if there is not a bed in the cell you are telling him to sit in. If there is a bed Amoz may choose to sleep. Using the "Eat" command is the only way to get him to sit if there is a bed in the cell (provided he can find, or already has a food or drink item).

Sometimes after equipping the Executioner's Hood Amoz will fall out of fighting behavior, and become passive. If this happens equipping the hood then un equipping it should return him to normal combat readiness. If Amoz is wearing the hood, and is in the Deadlands home world, he will not fight. This is intended, and makes it so that the player and Amoz can supervise the creatures in the maze without getting into combat. Handy for watching prisoners fight the Daedra up close.

Send bug reports to mmandes@tampabay.rr.com

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Installation:
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Extract the Data folder to the Oblivion directory. Answer yes when asked to overwrite.

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Note:
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To activate the Mod start Oblivion and select "Data Files". Find the DremoraCompanion.esm and the DremoraCompanion.esp in the list and click them to add a check mark in the box. Then click "Ok" followed by "Play" in the main launch window.