Oblivion

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Trynfkwtme

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trynfkwtme

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About this mod

This is my first mod enjoy it! Requires Static Alchemy mod, you can get it here: http://www.tesnexus.com/downloads/file.php?id=2127

Permissions and credits
Name: Cheydinhal House Revamped
Version: 1.0a
Date: 05/01/2008
Category: Buildings
Author(s): Trynfktme

Description.
============

Complete re-do of the Cheydinhal buyable house, to include:

1.) House is now free, quest will start when mod is loaded for the first time, giving you ownership and the key.
2.) Some named storage throughout the house.
3.) A large cellar display and practice area.
4.) A passageway to the Dark Brotherhood and underground passage out of the city (Requires DB Well KEY!).
5.) Scroll of infinite Feather (Will add a 100 point feather to your abilities).
6.) Open Floor plan on first floor, no more wall to the right of the entrance, now a library / display area.
7.) Six platforms included for use with reznods manuquins for diplaying armor, or whatever you wish to display on them.
8.) Wall safe on first floor and more...

A complete third floor added which includes:
1.) An alchemy area with alchemy sorting and static alchemy equipment and regenerating poison dispensers.
2.) A mage room with spellmaking, enchanting altars and storage for magic related equipment.


Copy of Explanations of Borjoyzee's Spell books from his readme file.
=============

The mage room contains books that will teach you some useful spells. There are:

Teleport; Will teleport you to the mark on the floor near the book. (Don't use the spell if you are in the SI's)
Lock; Use magic to lock doors.
Drowse; Send NPCs to sleep, (Needs a bed to be nearby, preferably in the same area)
Taunt; Taunt NPCs to begin combat with you.

With the Teleport spell, don't use it if you are in the Shivering Isles. Go back through the SI portal first, then use the spell.
If you use it whilst in the Shivering Isles, most NPCs will lose their dialogue. Not my fault, like I said you need to go through
the portal first so the game loads back in the Cyrodil files.

With the Taunt spell, be careful with it. Don't use it on guards, ALL guards will attack if you do. I intended to
use it on NPCs like the ones you have to kill in the Dark Brotherhood. The Draconis family for instance, those who
wouldn't normally fight you, but they have to die ;) Then you can fight and kill them without incuring a hefty
bounty.

Requirements.
=============

Static Alchemy Mod - http://www.tesnexus.com/downloads/file.php?id=2127

Install
=======
1. Extract the files.
2. Copy files to (install folder)\Oblivion\Data\
3. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.


Incompatibility
===============

Haven't found any problems running up to 20 mods with it, but if you find any let me know.


History
=======

1.0, 05/01/2008 - Initial release.

Contact
=======

trynfkwtme on TesNexus.

Credits
=======

Thanks to Trystan for his Alchemical Ingredient Sorter Script.
Thanks to Academician Nwah for the Static Alchemy mod.
Thanks to Borjoyzee For his Original Cheydinhal House Revised mod, it was the inspiration for me to create this one. Some of the great elements of his mod are included in this one, with permission. Elements created by Borjoyzee include:
1.) Cheydinhal Transportation spell book
2.) Taunt spell book
3.) Lock spell book
4.) Drowse spell Book
5.) Poison dispensers
6.) Also I would like to give him credit for the DB Passage idea, as it was originally his creation.

Tools Used
==========
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
NifScope - http://niftools.sourceforge.net/wiki/NifSkope


Licensing/Legal
===============
You can do whatever you want with this mod, just give credit where it's due. If you wish to reuse anything in this mod that I have given someone else credit for, you must speak to them before using their property.