Oblivion

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chuck21 - IAMTHEEMPEROR - Arthmoor

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cthulhu314

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Release History:
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v1.0: Initial public release.
v1.0.1: Attempts to resolve bandits being overly aggressive and attacking each other.
v1.0.2:
- Further AI overhauls on the bandits to prevent other mods from usurping their packages and attacking each other.
- Corrected dialogue errors on Gaius Cestus after the quest is completed.
- Gave Magenlorn eat and sleep packages and some extra clutter for his "studies".
v1.1:
- Turned the non-journal quest into a journaled quest due to the number of lost souls trying to solve it.
- Fixed VWD textures to remove unneeded alpha channels.
- Cleaned up all stray grass that was interfering with the many additions the mod makes.
- A small number of Ayleid structural additions (not many) added from IAMTHEEMPEROR'S version.
- Visual improvements to Suicide Falls, as well as the two falls in the middle of the east fork.
- The bandits have been given rumor topics relating to them, rather than trying to wedge new rumors into Cyrodiil that they don't care about.
- The bandits should now be hostile to the player as expected.

DON'T IGNORE THIS: When upgrading from a previous 1.0.x version to version 1.1 or above, a CLEAN SAVE is required in order to resolve leftover issues with the bandits and the dam quest.

v1.1.1:
- Clarified things a bit with the notes on the two bandit scouts in the first stage of the dam quest.
- Adjusted some dialogue to make it more clear where Canaumba runs off to.
- Gaius Cestus' hand will no longer remain permanelty stuck in your inventory once the quest is over.
- Meshes have all been reprocessed with PyFFI 2.1.10.
- Icons for small and medium texture sizes have been added.
- Fixed a bug in Seliavrelleis Anyammissel that caused the stairs to become inaccesible if the player left and returned after the cell reset.
- Fixed the dam control switch so that it will actually toggle the state of the river flow.
- Generated a high resolution LOD mesh to replace the previous one which was inadequate to render the ravine.

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Contact
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Unique Landscapes project: http://www.bethsoft.com/bgsforums/index.php?showforum=25 (search there for "Unique landscapes")
Author: Send a PM to Arthmoor on the Bethesda forum.

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Description
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Brena River Ravine stretches from BoC:Lost Coast to the headwaters of both forks of the Brena River. At the river's fork, the area is divided by a system of ancient Ayleid dams which serve to create 3 distinct regions in the area.

The north fork of the river stretches back into a thick forest lined with many rocks, trees, and old Ayleid fortifications. One dam here creates a reservoir of deep water. A group of bandits has made the area its home and headquarters of their operations.

The east fork is marked by a pair of large and ancient Ayleid dams, the purpose of which has been lost to the ages. The twin dams stand as a testament to the engineering skills of the Ayleids. The waters here are very deep and the ravine is lined by massive cliffs. A giant waterfall marks the headwaters of the east fork, rising thousands of feet up the wall to a small lake in the Colovian Highlands.

Below the dams the Brena River's waters are shallow. It lazily winds through the Colovian Highlands on its way to the Abecean Sea. Here, amongst the greenery lie the humble old remains of a once great Ayleid city, interspersed with clusters of rocks and flowers.

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Prerequisites
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Oblivion with the official patch version 1.2.406 is required.

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Installation
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Unpack the archive to the \Oblivion\Data folder. If asked to overwrite any files, say yes.

It contains the following directories:
* Meshes
* Sound
* Textures
together with the "xulBrenaRiverRavine.esp" and this readme.

Start the Oblivion launcher, select "Data Files" and activate the .esp.
It is recommended to use either Wrye Bash or OBMM to set load order.

If using Wrye Bash, this mod should already be BAIN friendly. Everything should be considered a Core package.

NOTE: This mod is primarily beyond the game's normal borders. In order to enjoy it fully you will need to edit your Oblivion.ini file.
By default, this file is found in My Documents\My Games\Oblivion\Oblivion.ini
Open that file, find bBorderRegionsEnabled and make sure the value is set to 0.
Use of border removal ESPs is not recommended due to the potnetial for compatibility issues, but they too should work as long as they disable the entire game border.

VWD: In order to get full value out of the vwd provided by this mod, use of TES4LODGen is required. Search for this on Nexus, it's a simple and easy one-click vwd generator.

When upgrading from a previous 1.0.x version to version 1.1 or above, a CLEAN SAVE is required in order to resolve leftover issues with the bandits and the dam quest.

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Deinstallation
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Open the archive again and delete all files within the ?\Oblivion\Data folder which are contained in the archive.

LOD: If you used TES4LODGen to update your vwd data as recommended, you have to re-run it after you removed the .esp to correct your vwd data.

===============
Acknowledgments
===============

chuck21 and IAMTHEEMPEROR - Previous work done on the mod in general. I don't know who did what parts.
Mr. Siika - Cliffs used to line the ravine and the rabbits in Lyeseli.
Da Mage and Throttlekitty - Water plane mesh. The altered version used for LOD is also derived from this.
Texian - Animated river meshes.

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License Information
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Redistribution of this mod is prohibited without express permission. Please don't upload it to any sites without asking me or the UL Council first.

If there is a resource in this mod you wish to use, use is granted with proper credit. Please contact Arthmoor with any specific questions.