Oblivion

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Aisynia

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Aisynia

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About this mod

This completely refurbishes the Abandoned House in Cheydinhal, taking away all the boards, landscaping the exterior, completely redecorating the interior, and making it compatible with AWLS!

Requirements
Permissions and credits
Cheydinhal Abandoned House Reborn V1.3

UPDATE 12/18/2009 - Better Cities Compatibility. See version history below, AND ***Install instruction***.

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General Information

This mod completely refurbishes the Abandoned House in Cheydinhal, and it is now known as the Clearwater Estate. All of the boards have been removed. The fence has not only been repaired, but the entire yard is now enclosed. I've done a good deal of landscaping here. There are now some shrubs dotting the yard here and there, but that is only the beginning.

The front yard features two gardens full of pretty flowers and grasses. There are magical stones sunk into the soil of the gardens that light up at night with a soft, orange hue, illuminating them.

The back yard is now home to a striking pond with a small set of waterfalls. Butterflies are fond of the lotuses and water hyacinth that grow in it. There are magical stones embedded in the rock around the waterfalls and the pond, which give off a soft, sky blue glow during the night hours.

For those who use the Animated Window Lighting System (http://www.tesnexus.com/downloads/file.php?id=19628), there is a mesh included (detailed in the installation section below) that has AWLS enabled.

The interior has been completely refurbished. EVERYTHING has been removed and replaced (see the Warning below). There are now a good number of storage items and display cases. Five Large Display Cases, six Medium Display Cases and eight Small Display Cases. EVERYTHING in here is set to be player owned, and non-respawning, so you shouldn't need to worry about losing items by storing them here.

In 1.2, I modified the pillows in front of the fireplace. In the original version, I wanted a couch or sofa of some kind, but there was obviously no room, so I added a bunch of pillows to lounge around with in front of the fireplace. I always thought it would be nice to be able to sleep there, and now you can! The center pillow is now "Comfy Pillow" which can be used for sleeping. I don't know how this will interact with "See You Sleep", as it activates another bed remotely, so be forewarned.

As of version 1.2, I have now completely rebuilt the basement. I modified the mesh used as the freaky Necro door under Benirus Manor to seal the hole leading down to the Dark Brotherhood Sanctuary door. The glowy glyphs are gone, so it blends in with the wall perfectly. There is a strange candle nearby that opens it, and I have included help text if you click on the wall itself.

The first section of the basement is now a study and library area. Straight ahead is the false wall mentioned above, but going to the right leads through a winding corridor and down several sets of stairs to a new bathing and showering area. This is all fluff, but it was fun.

I also did an update the three gates that lead into the yard. I use crowded cities, other people likely do as well.. I got very annoyed at watching people walk through my yard. No, only Dark Brotherhood members and the Player Character can open the gates, and they automatically close after 15 seconds. "Get off my lawn" indeed! There is a bug with this, but it's easily fixed via player action. Check the bugs section below.

It is NOT necessary to buy this house, as it is set to being owned by the player by default now, along with everything inside. However, for those amongst us who are roleplayers (like myself), a deed is available from Borba gra-Uzgash. Story-wise, she was sold the property for a low sum by a shadowy figure. She decided to flip it! She had it fixed up, and is now selling it for profit. Upon opening the Deed for the first time, the key will "fall out of it" and be put in your inventory. That said, the lock has only had the key added to it as a possible means of entry, and the door's previous lock difficulty level (Easy) has not been touched. In other words, Key and Deed are NOT REQUIRED, but for those who wanna roleplay it, go and pick it up from her.

UPDATE Regarding the Key to the house for Verison 1.2 follows:

Now, when going inside the house, you will find the key on the counter directly to your right. I made it big, so it's tough to miss. The key is now required for part of this mod, so if you chose not to buy the house yourself, there it is. I put the key there because I added a back door that leads to the pond, and this door requires the key. Because of the configuration of the house, the back door is in the basement, directly opposite the door leading into the rest of the house. I had to add two new meshes (retextured) specifically to accommodate this, matching the wooden finish on the door and its frame to the rest of the dark wood used in Cheydinhal construction.

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WARNINGS & CONFLICTS

EVERYTHING in the interior (both the House AND the Basement***) has been removed and replaced. If you are currently storing anything inside, get it out of there BEFORE you install this mod!!

ALSO, it goes without saying that this will most certainly conflict with any other mod that changes this house or its associated land. You will need to deactivate any other Abandoned House mod before activating this one!

Conflicts in a very distinct way with Better Cities. I have created a compatibility ESP, so if you use Better cities, grab that, and follow the install instructions below. The version history explains exactly what was done for the BC compatibility.

***(This does not include anything specific to the Dark Brotherhood quests, so don't worry).

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Bugs and Feedback

Two known bugs.

First, if you have already been inside the house before installing this mod, sometimes, you may still see some of the old junk (like broken barrels) laying around. This doesn't happen on new characters, and it only happened to me once, on one character (and I loaded her later, and it was gone). Probably extremely rare, I don't know what caused it. If this happens to you, simply open the console (tilde key), click on the stray clutter, type "disable" (without the quotes), and hit enter.

Second bug, this is minor, and should only apply to people who are upgrading from a previous version. The new script on the three gates leading into your yard makes it so that they only open for the Player Character and Dark Brotherhood members, and then automatically closes them after 15 seconds. That's fine, except that the script cannot detect whether the gate is opened or closed, only that it is activated. Given this, if you load the mod while the gates are open, and then close them, they will open back up after 15 seconds. Simply activate the gate again before the timer is up, and the timer will be reset, i.e., close it, and then open it again. That will fix it right up. Of course if you walk through and close it manually, it will open up again. Sorry, I know it's odd, but just let the gates close themselves :p

Also, I'm running on empty, so if I missed putting a Mesh or a Texture into the .rar file (you'll know!), tell me, so I can go "Oh crap, I'm stupid!" and update the file :P

If you find any other bugs, please tell me! :)

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Version History

1.0 Release!

1.1 Moved a misaligned fence, not sure how I missed that.

1.2 MAJOR update, mod is likely final now. Added a back door, this includes a two new meshes to accommodate the two new textures that were necessary. Added a "Comfy Pillow" in front of the fireplace you can use to sleep on. Added a key inside the house itself. Completely rebuilt the basement. Altered the way the gates outside work, but there is an easily avoidable bug associated with this. Read the bugs section above to avoid it.

1.3 Removed erroneous ESM dependency. Also changed the music type in the basement to match the upstairs.

1.3b "Better Cities Compatibility". There is now an optional file available for download for those using Better Cities. It requires the BetterCitiesFull.esp, and should be loaded after it. Some minor changes were made to accommodate the altered area, most of which should be invisible to the average user. for the record however, path grids in and around the yard, and next door, were altered, as they went through fences and buildings. Tears in the landscape caused by the incompatibility were fixed. I removed one of the gates leading to a neighboring house, as in Better cities, that leads directly into that house's wall. Also moved a tree, and deleted a street light in the yard that had no good place to be moved to. Removed a bunch of duplicate fencing from the BC side of things, shoddy, broken fences that intersected the new fences, and even the house at one point. Had to patch up neighboring fence as a result. That should be about it. Remember, make sure to load this mod after the BC files. If you see any problems, please tell me :)

1.3c Another Better cities update. I fixed a tear in the landscape I didn't see before. This time, I checked around the whole of Cheydinhal (as unnecessary as that should be). There should be no further issues :)

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CREDITS

First of all, special thanks for to Ismelda, XMarksTheSpot and Brumbek for creating AWLS (http://www.tesnexus.com/downloads/file.php?id=19628).

THANKS ESPECIALLY go to Ismelda, who PERSONALLY helped me get the mesh working with AWLS. She is pure awesome!

Credits also go to Xiamara, who created the Pillow Mesh Set Modder's Resource (http://www.tesnexus.com/downloads/file.php?id=8922) I used inside the house! They are really very cool!

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Installation

Copy the file "AbandonedHouse.esp" to your Oblivion\Data folder, along with the contained folders Messhes and Textures. If it asks you to overwrite, say yes.

There is an optional folder in here, AWLS. This contains another version of the Meshes folder, but this one contains the version of the house which is enabled to use the Animated Window Lighting System. If you use AWLS, you will want to use this mesh :) If you don't.. why!? :p

After you're done with that, when you open the Oblivion launch screen, instead of hitting play, click on "data", scroll down to find "AbandonedHouse.esp" and check it. Once you've done that, you can play as normal.

If you are using Better Cities, then download the optional ABHouseBC.rar. There is a single ESP file in there. Copy the file into the Oblivion\Data folder, like above, and activate it.

**DO NOT run both ESPs. AbandonedHouse.esp and AbandonedHouseBC.esp are mutually exclusive. It's one or the other** :)

If you have Oblivion Mod Manager, well, you know what to do already I imagine :)