Oblivion
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Vagrant0

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Vagrant0

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About this mod

A Halloween mod I made last year (2008). Version 2 (made for 10/31/09 includes some necessary fixes and improvements from the previous version. Happy Halloween.

Permissions and credits
This is an endurance based mod, you will be facing 100 or more attackers, several at a time with little
chance to catch your breath. As such, it is suggested that your character be atleast level 15, but
probably much higher, in order to have the greatest chance in surviving. Later stages can be rather hard.

This mod is version 2.0, although I would have liked to add more challenges in this version, I did
not have enough time to get them working to satisfaction. As a consolation, I spent a bit more time
refining the overall look of the town and added some corpses and stuff to make it a bit less barren
(as requested). I also added a psudeo quest setup to provide some sense (however shallow) of
immersion and direct the player toward those things that aren't blatently obvious.

In addition to the cosmetic changes, several spawns have had their health slightly lowered, but their
movement speed increased. The walls of the town are blocked off with collision boxes to prevent you from
having an unfair advantage and to keep you within the designated area. Most rooftops however are still
fair game. Some new weapons are available after completing the main challenge. These are weapons which
use meshes originally intended for the Colored Rooms Project. The weapons are designed to be about as
good as Glass weapons, but a bit heavier. The meshes and textures used CAN NOT be used in any other work
without expressed consent by their creators. The meshes were made by Vagrant0 (blunt), and
Sickleyield (bladed).

Please do not share, alter, modify, upload, or re-release any part of this mod. The resources
used in this mod may not be used in any other work which is not related to Vagrant0's work
or the Colored Rooms Project.



There are 3 challenges in this version, in addition to the normal challenge which is enabled when the mod
is first started, 2 other challenges can be enabled once they have been unlocked. You will find these
in the chapel undercraft (crypt side) to either side of the room with the spellcrafting and enchanting
stations. The controller which is activated will determine the current challenge, if you activate the
controller for a challenge which is currently active, the previous challenge will be made active. The
controller for the initial challenge will always make the initial challenge active as a failsafe.

As challenges are completed, some additional items will be available for sale from the NPCs in the
sanctuary. This version also contains a hook for future challenges so that you will not need to start
from the beginning.

Although this mod makes use of Placeatme. It should not create any abnormal savegame bloat due to how
the sanctuary doors work. If you experience any issues related to bloat, it is suggested that you
either rest a few days or revert your "timescale" and "days till respawn" to vanilla values for a
while. Although this mod should be safe to use and keep active, problems may still occur in special
cases where timescale or days till respawn have been changed to much slower than normal values.

*NOTES*

If you had version 1.0 installed and active, you will need to disable that version completely or
use a save made before that version was active. The reason for this is due to some of the more
significant script changes in the mod and changes to objects which might not register properly
if a game is loaded with the previous version present.

There are some minor changes to the bookshop in Chorrol, they were necessary for making a link
between this mod and the rest of the world. It is suggested that you use a save somewhere outside
this shop to maximize the success of the mod. This mod was made and texted in 1.1 and may not be
fully compatable with 1.2 or 1.0.

There are two books that have been added to the game, one in the bookshop in Chorrol, and one placed
near where you enter the mod. These work as a doorway, and SHOULD NOT be taken. Improper usage of these
books may end up breaking key components of the mod.

Of the mentioned books, the one inside the sanctuary describes aspects related to the mod, and how
you can leave the mod. You do not have to read this as it speaks out of character, but you may find
it useful. I chose this way instead of a readme or description so that it can be read in game.

Companion mods likely won't work with this mod due to how the player gets moved around and how the
sanctuary doors have to work. This is intended since the idea is to have the player act the part of
one of the three remaining people alive in the town. If you can sneak your companions in, more power
to you. However this mod will not support companions, it is meant to test the player, not the player
and everyone following.

The health of spawns uses a system I call "hybrid spawning" it uses an ability to set a base health,
and autocalc for additional health. Essentially, it makes spawns have more health at lower levels, less
health at higher levels. Let me know how well this works.

This mod makes use of some vanilla leveled lists for equipment and vendor items, it does not alter
these lists in any way, if you have a mod affecting these lists, those changes will also be present
within this mod. This is technically a good thing for those who don't want to face skeletons with
daedric equipment at level 16.

*Known issues*

If you flee from battle and go into the sanctuary, then go outside again too soon, you may end up having to
deal with the spawns which were already present before being able to restart. Waiting a bit, going down
to the blacksmith to repair for instance, will rectify this issue.

The dead will be removed very quickly, this was to reduce strain on your system durring long challenges,
however looting of these is still enabled so that you can pick up arrows, or some other weapons. You just
have to be close, and fast. Dropped items will (should) also disappear. When you re-enter the sanctuary arrows sticking into walls and posts
will be removed, along with anything dropped, so make sure you don't leave anything important behind.

In the secondary challenges, your kill counter may be increased without you killing anything, this is most
noticable with the defender challenge, and was left in just to make it easier on people since you are given
gold for kills once you have made 25. The kills made by the guards in the defender challenge also count, but
so may any assults or murders on these guards.

There may be some instability noticed due to high spawn counts. It is suggested that you close out any
unnecessary programs before using this mod. Proper PC maintainance is also strongly suggested as it will
not only improve the performance in game, but can also increase the life of your computer.

Starting the "defend the town" challenge may cause a crash upon entering town. The instance of this should
be rare. Working from the autosave made from the door usually resolves this.

The Tag challenge does not work, has been commented out of most scripts, and NPCs have been made hostile.
So, just don't try to enable this challenge, it didn't work last year, and I couldn't get it to work this
year either. As fun as it would be, the game just does not seem to support the correct AI behavior for it
to work.

Any bugs which were present in Beta may still be present here. That's kinda what happens when no feedback
is given.