About this mod
This is the sixth beta release (it can be considered a final but I want to leave it open to adjustments, etc.) of my mod, The Island of Saldaea. This adds two islands south of Leyawiin that contain a town of six buildings, two towers, a wreaked ship with an interior, a lighthouse, a cavern system, a stables, and an Ayleid ruin with two levels.
- Permissions and credits
- Mirrors
Conflicts:
None known so far (email me with them if there are any, I will try to fix them.)
Required Mods:
None
Installation:
To install, simply extract the one .esp into your Oblivion Data folder. Then check the box on your Oblivion launcher next to Saldaea. Then play!
I don't believe there is any problems if you are upgrading, but my advice is to teleport to a safe area before installing and remove anything in the player house. I tested upgrading it and no things that I placed in the house went away and I still was able to use the same key, which was still in my inventory. If you have any problems, you may be experiencing mod conflicts that I have nothing to do with. If you have a problem, it is not my fault because I have had several people test it and there have been no problems.
How to Get There:
To get to the island initially, you must use the teleport marker in Chorrol to get to the Temple of Leya (Indicted on your world map as a mountain image. Teleport there and then go to the portal in the temple. You can't use your horse on the island so there is a horse there. When you get there you explore the town and wait for the message (at the bottom) to say that you have found Saldaea. After that you can either use the normal map teleporting or you can go though the Temple of Leya.
How to Get a House for You:
Search the gardens next to the houses for a letter on a bench. Follow the directions.
How to Get the Treasure:
I don't want to completely spoil it but you will want to find a handwritten note (a small, white, square item) aboard the wreaked ship. Follow the directions.
Notes:
This release is to determine how well my mod works and to improve upon it before releasing the final mod.
Contact:
If you would like to receive update notices or want to suggest something (I added the treasure finding mission, the new house key mission, the caves, and the guards change of armor for a person who suggested these ideas) I love to heard your ideas. Please PM or email me at [email protected].
My website (not completed) will be running soon at Link
If you have any problems, email me with a list of your mods and a description, I will try to help.
Thanks for downloading and taking a look at my mod!
© Sam Wallingford Productions
Change log
11/23/07 0.9 Beta release: Initial Submission
11/28/07 0.91 Beta release: Second release with bug fixes, an Ayleid ruin interior, two NPC merchants, a dog, two horses, two towers with great views, an NPC, a unique teleportation system, and more landscaping (not fully completed).
12/06/07 0.92 Beta release: Third release with more landscaping, a wreaked ship to explore, a lighthouse, many more NPC's, guards, a house for you, more tweaks and bugfixes, and a second island.
12/12/07 0.93 Beta release: Fourth release with more town stuff like walls, gardens, and a training area, new loading screens, a cavern area, a treasure to be had, a new, more immersive “quest” for the house key, new armor and more guards, new naming, and more work on exterior landscaping.
12/31/07 0.94 Beta release: Fifth release with bugfixes, more landscaping, more town work, a second Ayleid ruin level, outside texture cleanup for a better framerate, cleaned lighting in the houses for an improved framerate, more interior work, more NPC's in houses, sound throughout the island, more creatures, added gardens and landscaping in town, and a better home interior.
1/12/08 0.95 Beta release: Sixth release with more sounds, more texture and lighting cleanup for improved frame rate, a few new interiors, some interior work, some work on the player house, NPC work, a few eye candy things, and more appropriately leveled creatures.