Oblivion
Mod Preview 2018 - 1

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Guinefort1

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This is my preview for my intended first release Plentiful Priories.  This is meant to fill out Cyrodiil's barren wilderness a bit more while addressing something that bugs me about the game: why are four chapels included in Oblivion, of which only two are actually relevant to the game with quests and such?

Edit: So, to be clear, this mod adds four additional priories and makes their NPCs trainers/merchants, which fleshes out the world more and makes the priory-monastic system hinted at in game feel less like an underdeveloped afterthought.

2 comments

  1. mhahn123
    mhahn123
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    Always good to see more coming out of your workshop. So what is the premise with this one if I might ask? Adding new Priories to the landscape? Adding quests to some of the existing? Whatever it is I'm sure to grab a copy.
    1. Guinefort1
      Guinefort1
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      I didn't explain the mod too well: it adds four additional priories to the game to fill out world a bit. Since I don't do quest writing, the added NPCs serve as skills trainers and merchants to give them some sort of in-game purpose.

      My major issue is that in vanilla, two are quest related, and therefore have a reason to exist. Of the remaining two, one is defiled by necromancers and the other (Gottlesfont) offers no quests or services, leaving me scratching my head as to why they were even added in the first place.