Oblivion

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MortVent

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mortvent

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About this mod

This module adds a small one room shack to the Imperial City Waterfront set near the graveyard area, set away from the rest of the shacks. I currently know of no modules that conflict with this one. There are some terrain changes done to accommodate the house at the chosen location. I designed this home mainly with stealth oriented charact

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This module adds a small one room shack to the Imperial City Waterfront set near the graveyard area, set away from the rest of the shacks.

I currently know of no modules that conflict with this one. There are some terrain changes done to accommodate the house at the chosen location.

I designed this home mainly with stealth oriented characters in mind, but reasonably useful for any character concept as it stands.

Features:
*Automatically added map marker allowing fast travel to the house.
*Simple and organized house interior with space divided up with cloth partitions into a bed, training and living/work area (I tried to avoid making it cluttered or too cramped)
*Almost all containers are set not to re-spawn (making them safe for storage), with the exception being the food cabinet (see companion friendly notes)
*Companion friendly design: Includes a re-spawning food cabinet to allow companions to find food without needing to go into wander mode if told to wait/use the house, NPC path markers placed so they appear and walk around the interior properly.
* Practice Lock Boxes in the training area for practicing lock picking, each has a set difficulty (Very Easy, Easy, Average, Hard, Very Hard) so you can move up in difficulty as one becomes too easy or too slow on skill ups.
* Pet wolf named Shadow, as a sparing partner and for ambiance. He is set to essential so he never permanently dies; he also levels up with you, and is useful for practicing skills. (Combat and magic, as well as sneak. Scripting prevents him from killing you, stopping combat when you hit 15% or less health.)
*Full set of small novice alchemy gear on work area table. [Highly recommend one of the alchemy modules that allow you to use them without having to pick them up]
*Book of training spells. Spells are semi-useful but mainly intended as training aids.
* Some reasonable starting gear in the training area chest and placed in the room: leather armor (Helm, Boots, Greaves, Cuirass, Gloves, Shield), iron weapons (Short Sword, Bow, 120 Arrows, Mace), dark clothing (Black Robe[includes gloves and boots] & Hood), potions (4 weak healing, 4 weak sorcery), tools (8 lock picks, 4 repair hammers, 12 torches), poison ingredients (6 Stinkhorn Caps, 6 Whisp Stalk Caps; used for damage health poisons)
* Basement section added with entrance on exterior of shack:
- Warrior's Crate with iron armor (Helm, Boots, Greaves, Cuirass, Gloves, Shield) and weapons (Battle Axe, War Axe, Warhammer, Long Sword, Claymore, 120 arrows)
- Crate with more repair hammers (12) with one sitting on top of it
- 3 respawning mushroom terrarium (6 Stinkhorn Caps, 6 Whisp Stalk Caps; used for damage health poisons)
- Several new crates, chests, etc for storage. (all but the terrariums are non-respawning and therefore safe for storage)

Thanks to all those that helped me from the various forums I frequent with the scripts and what not :
Scruggsywuggsy the Ferret (Official ES Forums)
The Funky One (AGM Forums)

INSTALLATION:

Copy the .ESP file to your Oblivion data folder, activate it in the launcher and you are done