File information

Last updated

Original upload

Created by

Tamriel Rebuilt Team

Uploaded by


Virus scan

Safe to use



View as plain text


The Elder Scrolls IV
Tamriel Rebuilt presents: Stirk v 1.3 FINAL!


** Set Word Wrap for ease of reading

1. Description
2. Installation
3. Playing the Plug-in
4. Reason for this Plug-in
5. History
6. Known Bugs/Incompatibility
7. Credits
8. Contact
9. Spoilers


1. Description


Stirk is an idyllic isle located west of Anvil. The isle is currently home to a resort town for Cyrodiil's wealthy and an imperial fort that once protected Cyrodiil from the Aldmeri Dominion. Beneath this island's pleasant fašade loom ancient secrets waiting to be discovered...


2. Installing the Plug-in


To install the plug-in:

-Decompress all the files into the "Oblivion\Data" directory

-If you have installed Hammerfell: The Eastern Grasslands, *DO NOT* instal the TR_OoT_Main.esm that comes with Stirk.

If you use a mod that replaces the worldmap, Stirk's map will overwrite it.
Outlined below are the steps necesary to prevent this from happening.
NOTE: you WILL NOT be able to see Stirk on a regular worldmap.

1. Extract the files to a temporary location.
2. go to Textures/Menus/Wap/World/ and delete TR_StirkWorldMap.dds. do the same for the Menus50 and Menus80 folders.
3a. Go to your regular Oblivion folder and find Data\Textures\Menus\Wap\World. This directory should contain your custom world map, most likely named cyrodiil_resized.dds. Rightclick it and select 'Copy'. Rightclick somewhere else in this folder and select 'paste', this will bring up a file called 'Copy of cyrodiil_resized.dds'. change its name to TR_StirkWorldMap.dds.
3b. Repeat step 3 for the Menus50 and Menus80 folders.
4. Copy Stirk files to (install folder)\Oblivion\Data\
5. Open up Stirk in the Construction Set, set as Active File.
6. In the menu, go to World > World Space and select Tamriel from the list
7. Change the Usable Dimentions to 2055 and 1830. Change NW X to -59, NW Y to 47, SE X to 59, and SE Y to -58.
8. Save, plug, and play.


3. Playing the Plug-in


From the Oblivion Launcher, select Data Files and check the box next to the "Stirk.esp" file.

Now you can visit the Isle of Stirk! There is a fast travel marker of the island on your map already, so you can reach it easily. Alternative ways of reaching the island are by boat from Anvil or by swimming.

The island is full of quests, this plugin contains 7 miscellaneous quests, and one central questline centered around the gold mine in the island. By playing that questline, you can shift the power balance of Stirk and make a lasting impact on it. All quests are thoroughly tested and should not contain any errors. If you do find an error, please report them to us at our forums: http://www.tamriel-rebuilt.org/forum/.


4. Reason for this Plug-in


This plug-in was designed as a test case for the province of Hammerfell. By making this plug-in we could learn and perfect all aspects of oblivion modding. As a result, the island of Stirk is now a high-quality mod in it's own right, with many things to discover and to do.


5. History

V1.3 - Fixed errors reported in previous versions, including:
-Anvil pathgrid (Jaffan no longer gets lost)
-Land tear at 65,-3
-Grass bleeding through the chapel
-Owner-less shacks
-The "I HAVE NO GREETING" bug (hopefully, *fingers crossed*)
-Ownership of Polle's house
-Jean's AI at the end of Ballad
-Various bleeders, floaters, and gramatical issues

v1.2 - Fixed main quest error, improved compatibility
-Magnificent moved to a different pier in Anvil to prevent conflicts with Better Cities
-Scripting on A Little Help From My Friends improved, quest items will no longer be lost. Use console to recover missing items.

v1.1 - Fixed errors reported in 1.0, including:
-missing textures
-rapier not working (combination of missing files and incorrect CS work)
-fixed readme (east/west confusion)
-incorrect silent voices path, should now work.
-edited faulty dialog reference

v1.0 -Misc quests have been perfected
-Main storyline is added and after a lot of playtesting and fixing.
-Stirk rapier is added
-A lot of world errors have been fixed
-The miners now have a special mining AI

v0.9 -misc quests have been completed
-load screens were added
-map marker has been set as active for play testing purposes

v0.86 +Fixed the map, sorry about that kids.
+I think I've fixed the Painters' quest. The error was really stupid of me.
+I moved the door to the goblin cave, I don't know what N's problem was, but I hope I've fixed it.
+I made it so Jean gets the key to the upstairs during the quest, so hopefull he'll be able to go up instead of just standing there. I've just realized while writing this that it either won't work or there's a much easier way to handle this.

V0.85 # The addition of 5 new quests
# Added LOD versions of the buildings, Stirk won't be a barren green blob from the distance now.
# Added a goblin cave to the north side of the island. This is important to a quest, though, so I suggest you not go there until you're told.
# Added loads of other stuff and fixed loads of errors that I just can't remember. We didn't keep careful records for the whole 3 months since the last update, sorry.

V0.78 # Added the lighthouse light
# Added the AI for Julia Basilla to light and douse the lighthouse light
# Fixed some more AI issues
# Fixed some path grid errors
# Changed the script on Julia Basilla
# Got rid of some grass that was bleeding into buildings
# Added two new NPCs, a miner named M'Hiiko, and a beggar named Alden the Wanderer. M'Hiiko hangs out in the shack instead of mining, which will be explained in a quest.

v0.76 # A lot of "AI" errors were fixed, including NPCs not opening doors (because they didn't have a key) and guards initiating dialogue when the player had committed a crime, yet said nothing thereof
# Some interior lighting was tweaked
# A large number of floaters/bleeders were resolved
# Some Pathgrids were fixed/made more complex
# Three new interiors were created, to resolve a mesh error
# A lot of other misc things were also fixed, but would likely have gone unnoticed unless one was told of them, or looking for them

-Initial release


6. Known bugs/Incompatibility

This mod moves borders to encompass Stirk, so problems sometimes arise if you use a mod that removes borders or if you have removed the border by hand. This incompatibility usually causes you to get the "You can not go this way turn back" message when ever you try to go outside. The easiest way to get rid of this is to go to your oblivion.ini (My Documents/Games/Oblivion) file and set bBorderRegionsEnabled to the opposite of what it is now (either 0 or 1).

This mod places a boat in the Anvil harbor, so may conflict with anything that also edits it. The Bjornheim mod is a known conflict. Better Cities should not conflict as of version 1.2. The available compatibility patch should handle any conflicts.

This mod edits the cells (-70, -2): (-66, -7) and may conflict with anything that also edits these cells.

A full list of possible issues can be found at our wiki: http://uesp.net/wiki/Tes4Mod:Stirk


7. Credits


Lady Nerevar

Lady Nerevar
Nanu Ra

-Quests and Dialogue

-Playtesting/Quality Assurance
Lady Nerevar
Thrignar Fraxix

-New Meshes
Lady Nerevar


Thanks to Bethesda Softworks for creating Oblivion and the Construction Set, as well as the wonderful people behind NifSkope, Blender, Maya, 3D Studio Max, Photoshop, TES4Edit, and TES4Gecko for providing us with the tools that make modding possible.

Thanks to everyone who tested this mod, commented in our numerous threads, participated in discussion, or just believed in us.

Special thanks to Arthmoor for the compatibility patch and to Vorians (Display Name Is Already In Use) for helping to fix an annoying and persistant bug.

Special thanks to the TES Alliance's Beta Tester's Guild, and especially Ysne58, for testing the mod for v1.3 release.

Please contact us (Tamriel Rebuilt) if you would like to modify or re-package this mod. The simplest way to do this is to post a thread at our forums: http://www.tamriel-rebuilt.org/forum/.


8. Contact


You can contact us in our forum: http://www.tamriel-rebuilt.org/forum/

The current care-taker of Stirk is Lady Nerevar, she can be contacted at the official forums, TES Nexus, or via email (ladynerevar at gmail)


9. Help & Walkthrough

To start the Miner's side of the main quest, go to Drunk Tom Albin, and talk to him about "Stirk," then "Miners," and then "Sad Miner." Complete The Abandoned Miner in addition to three other miscellaneous quests and rest for a while. Tom will approach you near the town's center.

To start Polle's side of the main quest, first complete three miscellaneous quests on Stirk, EXCEPT the The Abandoned Miner. Wait one hour in the centre of Stirk and Therander Polle should approach you. This starts the main questline.

You can find walkthroughs, maps, and other information at our EUSP page: http://uesp.net/wiki/Tes4Mod:Stirk