Oblivion

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Created by

Frankie_mac

Uploaded by

frankie_mac

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About this mod

This mod adds a new land, several new quests and several new weapons (custom meshes and textures).

Permissions and credits
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Elder Scrolls IV: Oblivion
The Contented Prisoner
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Author: Frankie_Mac
Version: V2.0


Requirements:
Requires OBSE
Requires Official Oblivion Patch 1.2.0416
Recommended: Exnem Female Body Replacer
(mod will work fine without it, but one NPC will look odd)
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Description:
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This mod adds:
A new village in a new world
5 new quests (including some very unique difficulties to overcome)
5 unique weapons with built-in animations (custom meshes and textures)
1 unique shield
1 unique "outfit" (not dependant on any body mods)
A unique style of architecture
13 new NPC's to interact with
dozens of new meshes and textures
unique scripted enchantments for the new items
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Details:
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This mod will start automatically when your character is in a town but not indoors. If you use the open cities mod you may have to start it from the console "SetStage TED001 10".
Each of the weapons have unique (scripted) enchantments but none of them use "enchantment points" or soul gems.The weapons will use your character's magicka but will also provide you a spell to toggle their enchantments on or off so you don't have to waste magicka dispatching lesser vermin. You'll know the enchantment is "on" because the enchanted versions of the weapons employ a various built-in animations. (I know I should post video but my current graphics card is barely up to running the game; taking decent video is a bit beyond my reach right now).
I have worked very hard to make this mod appropriate for any level of character and have tested it with characters of several different levels. If you feel that this mod is too difficult or too easy please let me know in the comments section. In addition, the containers the weapons are found in will determine your character's level and provide the appropriate level of weapon to keep the game balanced. The weapons themselves will "level-up" with you in five stages as you reach levels 5, 10, 15, and finally capping out when you reach level 20.
PLEASE NOTE: I don't like quest pop-ups and excessive journal entries so this mod contains very few pop-ups/journal entries. Because of this, if you talk to someone you will need to actually pay attention to what they are saying. There will be no quest arrow to point you to your next destination and no journal entry to remind you what they said.
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Compatibility Issues:
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I have tested this mod with over seventy other mods and I have not found any compatibility problems. If you do, please let me know so I can fix them.
Notes on companions: Please leave your companions behind for these quests as there are several places where their presence may adversely affect my scripting. Also, if you give one of the enchanted weapons to your companion, it will still use your character's magicka (not their's). Just be sure to give them the non-enchanted version if you want them to use these weapons.

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Installation:
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Copy the files into your Oblivion\Data directory.
Activate "The Contented Prisoner V 2.esp" file from Data Files in the Oblivion Launcher.

Note: if you used version 1, please deactivate it and make a "clean" save before activating this version. (and my apologies, but you will need to complete the early stages of the quest over again. V2 diverges from V1 some 20-30 minutes in)
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Version History:
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1.0
- Initial Release:
2.0
- Improved weapons (reworked many of the meshes)
- Added "Staff of Gaia"
- added new quests

NOTE: if you downloaded V2 before 1/1/09 please download the new esp (also called V2) and replace the existing esp. Your "Staff of Gaia" will now work as I intended and I have also fixed a intermittant bug in one of the quests. Sorry for the trouble. (If you are downloading this for the first time, the main file contains the fixed esp, so that is all you need.)
Also: Someone has informed me of a problem with a silence effect not being removed when it was supposed to. I have been unable to duplicate this bug and so I don't know what is causing it. It is unlikely to affect you, but if it does I have provided an additional esp that adds an altar outside fieldhouse cave (you'll know where that is if you've completed the quest). Activate this altar and the silence effect will be removed.

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Credits:
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All of the content in this mod is either my own work or from vanilla Oblivion with the following exceptions: The "dead vision" is achieved by use of the "Switch Night Eye Shaders" mod by Scanti and the shaders written by Timeslip. My swap script is essentially a re-write of a script by Addonay (of classic and elven weapon fame). Both the idea and script to level the weapons was borrowed from Namegduf Live's excellent "Quest Award Leveling" mod. Although I didn't use any work from this mod, "Moving Paintings" by Kevin provided the inspiration to use a flip controller for the textures on the weapons. My most sincere thanks to each of these very talented modders.

Thanks to: (in no particular order)

Bethesda, for making this game and for providing us with the CS
The OBSE authors, for giving us so many much-needed script functions
The NIFSkope Team, for giving us the tools to get our ideas into the game
Lord Gannondorf, for his mod makers manual
LHammonds, for posting advice just about everywhere as well as posting links to some invaluable tools I didn't even know existed.
Addonay In addition to his excellent scripting examples, I learned tons from studying the models and textures in his classic weapons mod
Throttlekitty For some great tutorials
Sickleyield also, for some really useful tutorials
And to all the people who have posted tutorials and suggestions without which I wouldn't have been able to make this mod.

I used Blender, NIFTools plugins, GIMP2, dds plugins, NIFskope, Oblivion Script Extender, TESGecko, BSAcommander, TES4Files, and TES4CS. Many thanks to the providers of these fantastic (and free) tools.

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License:
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You may use any of my work in your own mod if you so desire no need to ask my permission. Credit for my work would sure be nice, though.

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Contact:
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As I said, there is no need to ask my permission to use this work, but if you wish to contact me, send me a PM at TESNexus or leave a comment in the comments section.