Oblivion

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Galejro

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Galejro

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About this mod

Valenwood province is state open for buisness. New cities, new areas, tons of items and alot more, fable II/III like climate. But this is just the beginning.

Permissions and credits
I present to you my second and i think last mod I will ever do since Skyrim is coming to town in 11.11.2011.

Beta Update 2:

- City of Toscanvald is now open for decent exploration, though only has 2 interior houses so far, big lacks in the castle.
- The modified Landscape stretches now as far as to Toscanvald.
- There is a new region which i will attempt to morph into a castlevania experience quest

Beta Update 1:

- Land stretches almost to toscanvald.
- There is a new pathway for getting from valenberg close to toscanvald.
- The guards are more difficult to attack and i fixed a series of stealing problems in valenberg.
- I added some NPC's to the Folvark so it isn't so desolate anymore.


"Valenwood Unleashed" is a large mod that i've been working on since "Vampire society".

This is but a taste of what is to come as it is just a pre-beta version, marely a presentation. What is most important is that this mod's future relies also on YOU! I need you to notice any problems and bugs or incompatibilities. I need you to give me ideas for quests, clothing, architecture etc. I suck at quest making but I'll do my best.

What it does:

-Allows to move throuought The Valenwood Province in oblivion (or at least the part that is visable on the map, there may be some problems or bugs included).
-Adds a massive city comparibly 25% the size of Imperial City with vendors, buyable houses and some quests which are openers for the main quest, it has 2 varieties good or bad (I want to create a plot similar to "american dream"- from rags to ritches). (don't get dicoureged by the 25% it probably 200% more dense and compressed that IC)
-Adds alot of static objects as well as inventory that fits the 17-18th century times, yes, this mod sets the player into valenwood as an area entering industrial revolution.
-Adds some forested area surrounding the city, a farming community and two other cities. these are barely darfts and are not completed so dont expect much there.
-Adds a monastery of fire mages from gothic with almost identical quests and place, npc layout(yes I'm a gothic 2 nostalgic nerd, i cant help it:P). There are some quests involved but only up to reaching the first circle and there are no spells exept like 2. This is so far the only extra faction and guild you can join.
-You can use guns: pistols and muskets (There is alot to do in this manner like wether the guns should be realistically single, max 3 shot per reload or be able to shoot endlessly till the charge runs out, I choose realism over practicality. There are no gun using animations due to a certain animation conflict between pistols and muskets as well as for the fact that the bethestian staff animations are fluent and reliable).
-There are creatures and enamies and they like to be in packs in the mod but they are not respawnable. So once you manage to survive a battle you don't have to fear that you will have to repeat it again (as I said I'm a gothic 2 realism nerd).

I have a full soundtrack for this mod but It's music from movies and games so tell me if it is actually legal on tesnexus. I can always update the readme or description with a full list of titles for download.
Try to explore, there are several locations in the mod which are not shown on the map, but have discoverable map markers, some map markers are for testing and mod creation only, something like "stolica", "granica" these are borders for me to see on the map where can I build but you can go there.

What are the requirments:

-Oblivion v1.2 + Shivering Isles expansion pack
-This mod requires some hardcore hardware, I was making it on gtx460 so I dont really feel a thing, but most people may not have that nice equipment. If you have similar stuff don't worry and if you run on something weaker than you may try but don't expect perfect gameplay. I'd say that If you can run Oblivion with distant LOD, hight textures, bloom lightning and 2 sample anti alising you should be just fine.

What are the possible bugs and problems:

-Many, but there are some that are a real b...ch like the LOD land covering some part of the dock area even if one stands next to it. So far the only fix is to turn off Distant landscape.
-There may also be an fps problem as you load the game and when u are in the city it lags right the sh...t out of you. Possible fix is that you reduce the graphics and when you turn on the game allow the bethesta intro to load fully. I don't know why it happens but if you do that the oblivion menu screen shows immedietly and doesn't load, therefore the fps magically increases when you play.
-There might be a problem with moving around using fast travelling as I had to change some region bordering to allow the player to enter. And there are some places in the new area where you can't go because there is an invisable barrier ordering you too turn back. Fix - go around, and if you can't go around further.
-There is a chance that a character from oblivion magically appears in the monastery among the sheeps, where he should be somwhere completly else, I don't know how to fix it but I'm trying.
-You may notice a fact that in some houses you can't get upstairs, That is not a bug, I intended it that to reduce any pointless exploration and waste of time on futile attempts in finding any interesting items. but this is not a general rule, there might be houses where you can actually do that.

What do I plan for the future:

-Most importantly to expand the mod add several cities villages and generally make the valenwood scrap of oblivion map interesting and fully explorable. Don't tell me stuff like that there is a mod that expands the map, true there are such things but behind the mountains of valenwood there is basically nothing there, First to finish the bethestiam made landscape than I'll think about expansion.
-Add alot of quests wherever it is possible, make quest locations and NPC's or creatures that are agressive, which leads to...
-Adding a lot of agressive creatures that DO NOT RESPAWN like a b...ch, it is going to be like gothic, some places will be filled with beasts that are difficult some places will be filled with trash mobs. U clear 1 place its done and many places will be accesable only to high lvl player.
-Expand the main story quest of the mod greatly, adding many turns and paths to take that will completly change the mod experience.
-Possibly adding some factions and new guilds.
-There is like a bajillion buildings in valenberg city that have no interiors and my plan is to fill them all.
-If anyone has contact with Lera or he himself reads this, I need permission to use his resources from "lera's clothes for men" mod.

I plan alot more and i am working on it all the time, so there will be alot of changes. This time I do not interfere with the game and expansion pack at all so there are no changes to races looks etc. It should be compatible with everything, especially my previous mod. Thought that I can't assure it since this is a test version.

I really hope to release the full version by the time Skyrim gets released and people will ingnore right the sh... out of oblivion.

Credits (so far):
-Adonnay
-Aisis
-El Di4blo
-Xiamara
-Meister von Cyrodiil
-Strotis
-WillieSea
-David Whitefang
-KafeiDotour
-Aridale Noblebrook Belmont
-Meos
-Moi
-McMutton
-Mr Siika
-pale rider
-Phobos Gekko
-Room207
-TM
-Kendo2
-modman
-Ratchild
-mkat101
-fizu
-exilehunter
-Tyranoth
-throttlekitty

(if you notice mods that you worked on and don't see your nick, pm me and I'll add you)
(I try to avoid any licensing or permission problems, If you see anything for which you don't give your consent, PM me I'll think something out).