Oblivion

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Malbulga

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Malbolge

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About this mod

SummonAuroran.esp Malbolge\'s Summon Auroran spell. (Requires Bethesda\'s \"Knights of the Nine\"). 1. Description. This Mod requires KotN. It was made as a little request, and as a proof of concept that dependant .esp\'s can be made, using the method outlined on the OblivionTESCS forums (Which can be found here: http://www.elder

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SummonAuroran.esp

Malbolge's Summon Auroran spell. (Requires Bethesda's "Knights of the Nine").

1. Description.

This Mod requires KotN. It was made as a little request, and as a proof of concept that dependant .esp's can be made, using the method outlined on the OblivionTESCS forums (Which can be found here: http://www.elderscrolls.com/forums/index.php?showtopic=597381). It adds a book to "Garlas Malatar Carac Abaran" - behind the 'Throne' in the final room of this dungeon, ontop of a pedestal (that usually has 3 welkynd stones on it). Reading this book ("Umaril's Ancient Ayleid Tome") will give the player the option to add "summon Auroran" spell to their spell list. If you don't know where Garlas Malatar is and have not completed KotN, then you will come across it eventually, so you'll have to wait. Unfortunately, if (like me) you've played and completed KotN, your going to have to go back to Garlas Malatar to get the book... and unfortunately the Auroran's there will have respawned, so you'll have some fighting to do to get to it.

The spell is a conjuration spell, that costs around 175 magicka and summons a Lvl 15 Auroran.

2. Installation.

This mod requires Bethesda's "Knights of the Nine" DLC (Knights.esp). Make sure Knights.esp is installed and checked before trying to use this mod. To use, simply extract the SummonAuroran.esp to your Oblivion/data folder, and check it in Data files or in Oblivion Mod Manager. Also, make sure that SummonAuroran.esp is loading after Knights.esp (which it should due to the later time stamp). This mod adds no new dialogue, so it is safe to load it after Knights.esp and still avoid the addTopic bug. Or at least that is what I believe going on my understanding of the addTopic bug. If you would rather be safe rather than sorry, and you are still to play through the KotN quest, then don't activate this mod till after the Boots of Kynareth Quest. Loading it after that should not cause any problems.

BTW... I will not even dignify correspondence from people who do not have KotN with a response. So don't bother. Also, if I get such correspondence its going to show me that you haven't even bothered to read this readme, which is a really bad show.

3. Uninstallation.

Simply deactivate the SummonAuroran.esp if you no longer wish to use this mod, or are removing the KotN content from your load list.

4. Editing this Mod in the TESCS.

This mod will NOT be easily modified, due to the process required to produce it in the CS. Please check this thread (http://www.elderscrolls.com/forums/index.php?showtopic=597381) for information on the process to edit this .esp, or PM me on the Elder Scrolls Official forums, username: Malbulga. This is not intentional (I don't want to hide my work), but is unfortunately due to the workings of the TES4CS.

5. Disclaimer.

I accept no responsibility for adverse effects caused by this mod. Make a backup save before activating this mod, that can be reverted to in the case of disaster. I have tested this mod quite alot, and have had no problems usually associated with dependant .esp's (thanks to the technique from the TESCS forums).

6. Compatibility/Bugs/Issues.

I know of no Compatibility issues. This mod will only really be incompatible with mods that change Garlas Malatar in a major way... even then it will probably only be a minor conflict, and so not a real compatibility issue.
I know of no bugs.
If anyone finds any bugs/issues with this mod, please let me know. Either through this mods official forum thread or by pm'ing me (malbulga) in the TES forums.

7. Credits/Thanks.

Thanks to Xui'al for the initial idea for this mod, and assistance with certain aspects.
Thanks to both Wrye and Dev_Akm for their assistance and the tools required to create this mod. Couldn't have been made without WryeBash.
Thanks to ScripterRon for the Tes4 Plug in Utility, which was used for the creation of the Knights.esm, without which, this mod couldn't have been made.
Thanks to Timeslip for the TESSnip utility, which was used in the 'cleaning' of this mod before release.
Thanks to Nightmare9870, Nenina, and B3w4r3 for help with the summons AI.
Thanks to Bethesda for the game, the Construction set and the KotN DLC. This thanks is also despite their lack of support for the modding community.