Oblivion

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GPortner

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GPortner

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About this mod

Adds a small cave north of Fort Cedrian.

Permissions and credits
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Readme for GPPaleGoblins by GPortner
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1. Introduction
2. Installation
3. Version History
4. Etc.

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Introduction
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GPPaleGoblins (GPPG) is a mod for Oblivion which adds a new cave
north of Fort Cedrian. It's a simple Dungeon populated mostly with
goblins. But these Pale Goblins are a little different from (and
more difficult than) other goblins you'll find in Cyrodiil.

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Installation
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Simply extract the files to your Oblivion\Data\ directory.

If everything went correctly, you should not be asked to
overwrite any files (unless updating from an earlier version).

Then activate the plug-in through Oblivion's built in launcher,
or the mod manager of your choice.

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Version History
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*v1.5*

>Removed the custom AI packages. They weren't working the way
I'd like them to, and I feel they were detracting from the
intended mood of the cave, in general. The packages had some of
the goblins go back and forth from wandering about in the cave
and wandering about just outside the cave entrance. Now, all
the goblins remain inside the cave, where they should have been
left to begin with.

>Changed one of the scripts. Like the AI packages, it wasn't
working. The script was intended to add specific pieces of
equipment to the Goblin Warlord based upon what equipment he
recieved from his leveled items. That part of the script has
been removed, and the Warlord's equipment has been standardized.

>Removed a number of superfluous light sources.

>Removed a number of spells and abilities from the Goblins' spell
lists. This change will make them easier. A level 1 character should
now be able to tackle the cave, but it should still prove a challenge
for characters of any level.

>Replaced most of the Goblin spawns with leveled lists.

*v1.4*

>Made some minor corrections to the script.

*v1.3*

>All the treasure (and I do mean ALL of it) now respawns.

*v1.2*

>Added a third cell to the cave and placed more treasure.

>Reduced the number of enemies in the first two cells.

>Made some minor corrections to the script.

*v1.1*

>Reoriented the cave interiors, to coordinate with the orientation
of the entrance.

*v1.0*

>Adds a new cave entrance and map marker to Wilderness (26, 5)

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Etc.
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Not much to say about this mod; it's mostly just my own little
experiment with Pathing, AI Packages, and Scripting. I actually
really enjoyed making this, and I learned quite a bit in the
process too.

-GPortner