Oblivion

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Repentia

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Repentiasanguin

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About this mod

At the heart of every traditional town and city of the middle ages is a coast or a river. It\'s a place of trade and commerce. Cities start with the docks and grow into the mainalnd where grand palaces and structures get erected. So why doesn\'t the waterfront do the same? Well...now it does!

Permissions and credits
NEWS: A 7z version has been added for faster download. It's exactly the same as the .zip version (v1).

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Description:

At the heart of every traditional town and city of the middle ages is a coast or a river. It's a place of trade and commerce, a place where people produce ships for easy and fast travel of goods and valuables. As cities grow...so do the docks and shipyards, to be truthful, cities grow out of trading ports and into the mainland. So ever wondered why the Waterfront doesn't do the same? Well...now it does!

This is an attempt to present the Waterfront as having true importance within the city. It was neglected and bare...with only 2 ships! 2 ships...thats it...just TWO!

Of course this is still a work in progress, so many things will still be updated/changed in time (and depending on what comments I will receive).

v1 is available now.
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Details: v 1.0

1. Removed some of the ships from BETA version.
2. Added ships from mr_siikas meshes.
3. Interiors have been edited for many of the ships, but some are still incomplete and some are only copies of others (this will be further rectified/changed in later versions).
4. Edited Cell Pathgrids to make NPCs less likely to fall off edges and walk into walls. Also removed some unnecessary Pathgrids.
5. Added NPCs to the Dark Brotherhood's Prison area of the ships.
6. 2 ships added to outisde of Leyawwin and Anvil (DB).
7. Tested compatability with a greater number of mods such as Cats & Rats.
8. Added further clutter to some areas in the waterfront.

Details: BETA

This mod adds items, clutter and other things all from the existing oblivion directory and resources, so it doesn't require any other user-made mods to run.

The Waterfront now has a large docking extension with hundreds of crates, barrels and other clutter that you would expect lying around in docks. This is a trading port, so an excess amount of boxes and trade items are always lying around, awaiting their time to be delivered to shops and people.

I have added 20...yes 20 ships. This increases the number of ships in the waterfront ten times the original. This totals to an overall of 22 ships alltogether.

All ships, apart from one, have interiors which will be individualised and customised in later versions to create an individual feel for each ship. Row boats and docks especially for the rowboats have also been added to create a more diverse and aesthetically pleasing theme.

An improvised and humanmade staircase has also been added to the Ayleid Waterfront Crescent structure, so now you can climb on top of it and walk around to see the new sights.

Customised and adjusted pathgrids have also been made, so that NPCs are less likely to run into walls and such, but the game is NOT perfect.

Chests and beds have also been added to create a livedin feel to the place. No structire has been made to look out of place. I wanted to create a feel that the ancient structures are almost being overrun by the parasitic peasants that are forced to live there.

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Compatability:

Definately compatible with Let the People Drink, Alive Waters, Cats and Rats and so far also works with Extended Cities too. Unsure about unique landscapes, but i remember where the unique landscapes changed aspects and i dont think that this should interfere with them, but that is NOT 100 percent.

It's obvious to say, but any other Waterfront overhaul will probably interfere and be incompatible with this mod.

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Installation:

Just extract the .esp file into your Bethesda Softworks\Oblivion\Data folder.

Also copy the four RESOURCEmr_siikas folders into your Bethesda Softworks\Oblivion\Data\Meshes folder.

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Warnings:

Lower End PCs are likely to suffer slowdown due to the large increase in items and objects within the Waterfront.

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Problems:(potential)

The only problem that may arise is the yellow-box problem where the meshes/textures have not been assigned to certain objects (hence big yellow boxes will appear in-game). If this happens then please post a comment and I will keep trying to get rid of the problem.

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SPOILER:

If you wish to access the DB ships, the key for the Teleport Pads and the doors is in a place called the White Room OR in the place where the Night Mother resides under the statue in Bravil. The White room can be found in Tertius Faronius's House's Basement in The Elven Gardens District.

They Key for the White Room can be found on a dead body in the Waterfront District near the Gravestones.

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Thanks to:

Bethesda,
Mr_siikas (for his new ship meshes) which allowed the waterfront to become far more diverse than before. FULL credit goes to his meshes and textures which are just excellent.

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What to expect in v 1.1/2 :

1. 100% finished interiors.
2. A VWD version where ships can be seen from far away.
3. NPC additions to the Ship Interiors.
4. A Lite version (less ships etc), both with and without VWD.
5. A small quest involving the White Room.