Oblivion

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Khornate and Qazaaq

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Qazaaq

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**** "Let the People Drink!" ****

Aqueduct/Fountain Mod


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Version: 2.6
Date: 5 Februari, 2012
Category: Quest/Landscape/New Meshes/New Textures
Author(s): Khornate and Qazaaq
Install: BAIN-ready, OMOD-ready

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Description
===========
"Let the People Drink!" breathes life into the very dry Imperial City,
it adds a multitude of fountains as well as a Great Aqueduct running
from Charcoal Cave to the city. This Aqueduct was built by none other
than Tiber Septim himself.
Discover what Bethesda's Imperial City should have been like; take a
drink from the fountains and enjoy the view from the aqueducts, this mod
is for you!

Details
=======
As well as including a great aqueduct worthy of the mighty Imperial
City, this mod also adds fountains to the Arboretum, Green Emperor Way,
Temple, Talos and Arena districts. These fountains do not simply use
existing oblivion waterfall meshes, but custom, specifically water
meshes. It also adds a quest with FULL VOICE ACTING and a secret
treasure which only those witty enough will find.

In total, this mod adds over 30 new and customised meshes and textures.
A lot of work has went into this mod and each model has been given the
same amount of attention and been finalised to a point which Qazaaq and
I thought was perfect.

Starting the mod
================
There's a quest that needs to be done to unblock the aqueduct and
activate the fountains in the Imperial City. You can start the quest by
talking to the water worker who resides near the Charcoal Cave
waterfalls (at the start of the aqueduct), or by reading one of the
poster in the Imperial City. You can find the posters in various
districts, next to the district gates similar to the Gray Fox
posters.


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Install
=======
This archive is distributed in BAIN-ready and OMOD-ready format. It
allows you to manually extract and install like most other mods but it
also allows you to use Wrye Bash and Oblivion Mod Manager to import this
archive with all the settings pre-configured.

Pick which method you are going to use for installation:

Manual Installation
- = or = -
BAIN Installation (See Wrye Bash's manual)
- = or = -
OBMM Installation (See Oblivion Mod Manager's manual)

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents of the
'00 Core' folder to your Oblivion's Data folder. You can ignore or
delete the "omod conversion data" folder.

2. Copy one of the following .esp files to your Data folder:
- 01 Plain\LetThePeopleDrink.esp
- 01 Plain Cobl\LetThePeopleDrink.esp
- 01 Fountain-only\LetThePeopleDrink.esp
- 01 Fountain-only Cobl\LetThePeopleDrink.esp

The Plain versions are the mod as intended by the authors, the
Fountain-only versions only contain the fountains in the Imperial
City, these do not contain the quest and the aqueduct. The only
change in the Cobl versions is that the fountains are marked as water
source for survival mods compatible with Common Oblivion (Cobl).

3. Generate .lod (VWD) files with TES4qLOD or TES4Edit in order to see
the aqueduct from a distance. If you skip this step the aqueduct will
only be visible from up close.

4. Start Oblivion Launcher, click Data Files, and enable the .esp file.


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Uninstall
=========
Pick which method you are going to use for uninstall based on how you
installed it:

Manual Uninstall
- = or = -
BAIN Uninstall (See Wrye Bash's manual)
- = or = -
OBMM Uninstall (See Oblivion Mod Manager's manual)

Manual Uninstall
----------------
1. Delete the following folders in your Oblivion directory:

-Data\Textures\Architecture\ImperialCity\Aqueducts+Fountains\
-Data\Meshes\Architecture\ImperialCity\Aqueducts+Fountains\
-Data\Sounds\Voices\Letthepeopledrink.esp\
-Data\Sounds\fx\Aqueducts+Fountains\
-Data\Menus\Book\Aqueducts+Fountains\
-Data\Menus50\Book\Aqueducts+Fountains\
-Data\Menus80\Book\Aqueducts+Fountains\
-Data\Menus\Icons\Aqueducts+Fountains\
-Data\Menus50\Icons\Aqueducts+Fountains\
-Data\Menus80\Icons\Aqueducts+Fountains\

3. Delete LetThePeopleDrink.esp file from the Data folder.


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Incompatibility
===============
#1. Editing of the IC and Charcoal Cave Areas:

This mod edits some areas of the IC and its surroundings, namely: the
Arboretum(middle), Talos Plaza (Where statue is), Green Emperor Way
Walkway where columns are), Arena (some areas near the back), Temple
district (grass patches near closer to White gold tower), edits some
areas to the south of the Imperial City and where the Aqueduct runs
edits some land with shading/different terrain). The last place that it
edits is near Charcoal Cave, the waterfall and surrounding area in
general. **If any mods edit these areas there will be some
incompatibilities, not game breaking, but some rocks might be floating,
or the terrain may not be where its supposed to. This can be avoided by
removing the offending mod.

Glenvar Castle
--------------
If you're using the Glenvar Castle mod you have to load Let the People
Drink! after Glenvar Castle. This will happen automatically if you're
using Glenvar Castle version 1.01 or lower. For other versions the load
order has to be changed manually in the OBMM (Oblivion Mod Manager) or
Wrye Bash. Instructions can be found in the program's documentation.

Bananasplit Better Cities
-------------------------
Better Cities includes a modified Arboretum and a Bath House in the
Market District. Compatibility with "Let the People Drink!" is
automatically taken care of.


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History
=======
Version 2.6 (by Vorians):

- Archive is now also BAIN-ready.
- All deleted references have been undeleted & disabled. This prevents
crashes caused in combination with other mods.
- Most persistent references in the IC districts are now parented to a
single persistent object to reduce save-game bloat.
- Charcoal Cave door is duplicated and disabled instead of
script-repositioned.
- Better Cities compatibility toggle tweaked.
- Some other minor edits.

Version 2.5:

- Fountain only version, with and without Cobl support.
- Automated compatibility with Better Cities.
- Integration with Better Cities Additions, Imperial City Marketplace
Additions.
- Fixed compatibility for Better Cities (removed circle of pillars).

Version 2.4:

- Giving the water worker a unique race to prevent conflicts caused by
filtering dialogue.
- A script to prevent the Charcoal cave door to be stuck at the original
position.
- Instructions for generating distant LOD files with TES4View.
- COBL aware plugin file that marks the fountains as water sources, this
includes a COBL options menu.
- Compatibility with Bananasplit Better Cities 1.9.7 and higher.

Version 2.3:

- Fixed some errors the book about the aqueduct.
- Fixed a land seam.
- Moved a few rocks on the bottom of the waterfall to prevent the player
from getting trapped.

Version 2.2:

- Fixed more clipping grass.
- Corrected Floating rock.
- Fixed the Temple Fountain water's misalignment.
- Got rid of sound of water before the quest was completed.
- Fixed a couple more floating meshes/other errors.

Version 2.1:

- Updated a few textures and meshes to blend in better.
- Fixed a few graphical bugs.
- Fixed grass clipping issues.
- Better cleaned plugin file.
- Fixed OMOD script errors.

Version 2.0:

- Redesigned Aqueduct, now boats can sail underneath.
- Revamped Normal Maps, now they look nicer.
- Moved the Waterworker's house to the left side of the waterfall to
avoid conflicts with Glenvar castle (Now fully compatible).
- Changed the tunnel leading from the endpool to the waterworker's
house.
- Fixed a few graphical issues with the Temple fountains.
- Many repositioning of meshes (floating meshes etc).
- Altered some textures to blend in better.
- Added compatibility with all the big LOD mods:

Almost Everything Visible When Distant 2.8
Tamriel Visible When Distant 0.5
Unique Landscapes Dark Forest 1.0.1
Unique Landscapes Imperial Isle 1.3

Version 1.2:

- Fixed invisible LOD meshes for some people.

Version 1.1:

- Fixed the CTDs by adding a cave instead of ladders.
- Fixed more CTDs.
- Fixed the trapdoor animation.
- Raised the Arboretum fountain basin a little, to avoid trapped NPCs.
- Fixed the collision mesh for the Temple fountains; removed the yellow box.
- Fixed the aqueduct water sounds, the volume depends on the distance now.

Version 1.0:

- Initial Release.


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Contact
=======
Feel free to send me or Qazaaq an email here if you have any questions
and/or issues (replace % with gmail.com):

loldonut@%
qazaaq@%

You can also contact either me or my partners on the
Elder Scrolls Forums, our user names are as follows:

- Khornate
- Qazaaq
- Zanos


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Credits
=======
--The Core Team:

- Khornate (Me)
- Qazaaq

--The Rest of the Team:

- Zanos - Ideas, Dialogue writing and Book Writing
- Arbiter of Change - Voice Acting

--Special Thanks to:

- Earendur Surion for the initial idea and supporting our progress.
- Ghogiel for helping Qazaaq with some object collision issues.
- Hypno for some CS help.
- ElminsterEU for his awesome tool TES4View and for his help with
analyzing the pathgrid and landscape conflicts with Glenvar Castle.
- how? for pointing out the errors in the aqueduct book.
- Ismelda Lasombra and Vorians for their help with solving the
compatibility issues with Bananasplit Better Cities.

- Bethesda for creating Oblivion.
- TESNexus.net for its resources for authors and players.
- lhammonds for the Readme Generator this file was based on.
- The Nifskope team for making alot of this possible.
- The authors of various tutorials on the CS Wiki that were read
during the creation of this mod.
- TeamGecko for creating such an amazing tool.

(Forgive me if I forgot someone or something)


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Tools Used
==========
TES Construction Set

Readme Generator

Photoshop

GIMP

3ds Max

Blender

Oblivion Mod Manager

NifSkope + NIF plugins for 3ds Max and Blender

NetImmerse Block Editor (NIMBLE)
pmm.planetoblivion.de/Portal/index.php?option=com_content&task=view&id=268
DDS Converter

BSA Commander

TES4Gecko

TES4Edit



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Licensing/Legal
===============
You must contact myself or Qazaaq and obtain permission from either of
us before re-packaging any part of this mod. If neither of us respond
within 4 weeks, feel free to do whatever you like with this mod.


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