Oblivion

About this mod

This mod adds: V: 1.8 A new hideouts for the Dark Brotherhood located in the Imperial City Arboretum, Anvil cemetary, Bravil cemetary, house in Bruma with a vast Basement and a Listener\'s Chamber that has to be teleported to. All have fences available at different ranks and NPC\'s. Two new quests with more to come as well as more hideouts.

Permissions and credits
Mirrors
MOD: Dark Brotherhood Imperial City Hideout, Anvil Base, Bravil Cave, Bruma
Basement and Listener's Chamber
Version: 1.8
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Introduction
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This mod adds:
A new hideout for the Dark Brotherhood located in the Imperial City
Arboretum with six "members" that wander it and two fences, but the door
to them is locked to anyone under the rank of Assassin.

The "members" are only able to wander the rooms and talk about rumors,
and are all marked as essential so you cant kill them. If any of them seem to
look familiar, they are copy/pasted of current members, but with their facial
structers, age, complexion, hair, and eyes changed, as well as any scripts
removed.

The fences sell various items as any average merchant would, as well as
a few poisoned apples and a bit more arrows than other merchants
would. One of the merchants can also repair and recharge, something
thats always handy to have. Both fences are unable to leave their room
and the other "members" are unable to enter it.

The Listener's Chamber is a seperate hidden area that has to be teleported
to from either the pad (donated by a murderous mage) in the new IC
hideout, Anvil Base, or the pad placed in the Cheydinhal Sanctuary. All three
of the pads are marked as locked with needing a key untill you become a
Listener. The Chamber contains a room with the teleporting pads, a large room
containing some useful, as well as normal, items, and a personal fence with
more gold to barter with than the two in the IC Hideout combined, but dont
worry about finding him throughout the whole place, he cant go further than
the large rug that he is standing on. And there is another large room containing
many display cases to store your treasures and a throne to sit on and admire
them. If you're the vampire type, there is even a chest with plenty of Human
Blood that are set to respawn if taken, but act no different than normal. The
Chest, Drawers, and Desk are all marked as player owned and are safe to store
anything in.

The Listener's Fence clears bounties at half the price, an advantage that you
would think a master assassin would have by this time.

A Base located in the cemetary in Anvil, with a fence that is a vampire! .. but
don't worry, she doesn't bite. Unless you want her to ....
More "members" that like the Hideout, wander around and talk about rumars.
All of them are marked as essential as well, so you cant take their weapons or
kill them for fun. As same with the Hideout, the merchant can not leave her
room and the other members can not enter, and her door is also locked untill
you reach the rank of Slayer. Within her room, you will find many potions of
Human Blood and a few Human Hearts. There is a secret door that is locked with
a difficulty of very hard located under a rug that goes to a secret room showing
just where all those came from .... as well as a surprise, a Live Victim. Don't
worry about dieing, it's a level one bandit that has no weapons, armor, or items
other than pants, and is set to respawn. Nidali Virith has to keep her supply up
somehow ... and you will also find her coffin, containing just a few items. Unlike
the Fences in the Hideout, this Fence does not repair or recharge your items, or
sell Poisoned Apples and Lockpicks, but does sell various items.

A Cave located in the cemetery in Bravil. Like the other locations, there are two
fences, but they are quite poor compared to any of the others. More "members"
that are still only "eye-candy" with the exception of one that talks about his
mage brother that donated the portals that allow the listener to get to his
chambers and to the other locations. He also gives a "go kill" quest to kill a
vampire that has been feeding on your fellow brothers and sisters for a small
reward of 300 gold. There are even a few dogs that roams small areas around
within the cave. Unlike the other locations, there are no doors and the fences
are available to any rank of the Dark Brotherhood.

A House with a vast Basement located in Bruma. Again, like the other locations
there are three fences and more "members", one being a vampire and no, he
won't bite. Two fences have doors that are locked with needing a key untill
the rank of Executioner. The two that are locked away only buy/sell weapons
or armor, the third fence, or barkeep, will buy/sell potions. The "members" are
again just "eye-candy" and for the time being no quests. And of course, it has
been linked with the Listen'ers chamber.

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Location Hints
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IC Hideout : Look near all the wells, if you see a skull on one of them, you
should be able to see it near some rocks under a bush. If for some reason you
dont, the skull if facing the direction of it.

Anvil Base : Look in the only cemetery in Anvil, next to the castle gate, near
the church. Its under a small bush near the wall.

Bravil Cave : Look on the outside of the fence in the cemetery in the back of the
church. It can be hard to see the door depending on your grass, so look for the
bones and the large rock that is to the right of it.

Bruma Basement : Look for the house named "Abandoned House" near the wall
of the church, next to Ongar's House, then look for a trap door inside, can't miss
it.

Listener's Chamber : Become the Listener and teleport to it.

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Compatability
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I use 55-65 different mods/retextures and havn't seen any clashing with any
of them, but if something does, please let me know and ill see what I can do.

Please report any other glitch, bug, or anything just a bit off as well.

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Version History
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1.8 : New House/Basement located in Bruma with three fences and more
"members" as always, one also being a vampire, no this one doesn't bite and
won't. Expanded the Listener's Chamber teleport room some to fit in more pads as
they come. All locations have been made somewhat darker. No new quests are
lore added just yet, but there will be soon.

1.5 : New Cave located in Bravil with two more fences, more "members" as well
as a few dogs. Added a quest to the vampire in the Anvil Base to give the same
offer that Vincente Valtieri gives for after the purification if you did not become
a vampire already. "Go kill" quest added to a mage "member" in the Cave.
Some lore to the mage that donated the portals to the Dark Brotherhood.

1.2 : New Base located in Anvil with a few more "members" and a Vampire
Fence. Secret room filled with dead victims and one live one that respawns. New
pad in Listener's Chamber connecting it to and from the new Base, which is
locked like the others. Chest, and Drawers named to show they are secure, and
Desk has been made secure and named.

1.01 : Names have been given to NPC's. False refrences have been removed.
Now shows myself as owner and short summary on data files (Thank you
Sativarg for help with last two). Fences in Hideout now wander from one end
of their room to the other. Listener's Fence can remove bounties at half the
price. Removed selling spells on fences, and switched repair to the now named
Jo'Rak.

1.0 : First version release, no dialogues other than rumors on actors. Minimal
AI on all actors.

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Future Wishes to add
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As my skills progress, I hope to add more dialogues, quests, more hideouts/
sanctuaries/bases throughout oblivion, as well as more pads connecting
each of them to the Listener's Chamber, and improved AI's on NPC's.

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Bugs
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Known bugs:
Each location shows you to be in Cheydinhal on the map while inside.

The new "dark gift offer" does not always register that you are inside the Base,
just step out of the Base into Anvil, then go back in and sleep again, and
try sleeping for more than one hour. It should then give you the disease.

Dialogues go by a tad fast. I'm sorry, I'm still learning, just know that none of it
is very important and anything needed is placed in the quest log.

Quests are roughly put together, but do work.

The Purification quest from Lucien is a bit bugged, it doesn't register that the members are dead to finish it. Just turn the mod off, then back on after the mission and you'll be fine.

Please report anything else to me and I'll see what I can do about it.

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Credits
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Myself for the work.
TES for the awsome game
Wiki for the construction set tutorial

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Installation
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Place the .esp into your Oblivion Data folder

Default path:C:/Program Files/Bethesda Softworks/Oblivion/Data

Be sure to have it checked under Data Files before playing the game.

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Legal Junk
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This mod is free to use as anyone wishes, just please send me a message, or
email, and give me credit.