Oblivion

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Temius Castle

(Oblivion Plugin)

Version 8.0 (FINAL)

By CryptsOfTheDead
[email protected]

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REQUIREMENTS FOR THE MOD:

Only Oblivion. I made it without the expansions.

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CHANGE LOG:

Changes in 3.0:

Added a Guard Tower on the East side of the castle, with a guard who will stay there 24/7, patrol and other duties. I made the top of the tower accessible to walk
around on, but also included collision boxes so the guard and npcs cannot fall off. A few spots you could probably bypass the collision and jump though.

All Guards and other NPCs have been given a restore health spell. Although they are essential, the ones that patrol outside will run into nasty creatures now and then,
especially at higher levels, and this will help them recover their HP faster.

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Changes in 4.0

Thanks to the heads up from Archtypal, I never set a faction for the castle NPCs, something I was going to do. So, it has been done in this final release. Thanks again Archtypal.

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Changes in 5.0

1. One of the guards, Larisa Havius was set to "charactergenclass" instead of "guard," so that has been fixed.
2. The hunter's AI has been tweaked to hunt less and be less aggressive. I noticed she was too frequently hitting Imperial Guards with stray arrows and was afraid she might
kill innocent npc's. Furthermore, she will not hunt if it's raining.

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Changes in 6.0

1. Fixed the IC banners in the Great Hall above the entrance which were not centered properly.
2. Fixed some floating objects in the Great Hall.
3. Added Display cases to the Great Hall, Library, Dinning Hall, and Private Chambers.
4. Added two more chairs to the Great Hall near the Private Chambers entrance.

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Changes in 7.0

1. Fixed some floating objects in kitchen area.
2. rearranged a chair in the Private Chambers.

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Changes in 8.0

1. As a suggestion, I gave the guards and other NPCS a makeover, so they don't look so similar to each other.
2. Fixed some floating and sunken objects in the Dining Hall.
3. Raised the trapdoor on the outside Guard Tower for easier access.
4. Lowered the trapdoor in the Wine Cellar for easier access.

NOTE: The trapdoors leading out of the Wine Cellar and going back into the Guard Tower from outside seem to be hard
for some to access. If you are having trouble accessing the doors, go into 1st person view and step back a little
while running your cursor over the door. You will find your way.


DESCRIPTION:

After making "Aria Keep" some years back for Morrowind, I wanted to build something for Oblivion for my character to stay. I'm not too fond of the vanilla houses to be honest. However, the house in Anvil is pretty neat, and the Skingrad place is nice, but I wanted a castle. Heh. Don't we all? :)

Temius Castle is on the Waterfront, just outside the Imperial City on the Eastern Shores of Lake Rumare. The Castle is probably only half the size of "Aria Keep" but has many places to enjoy and explore. The Castle is also very Imperial, with lots of IC banners hanging around. Any who, the castle consists of:

1. Guards Barracks.
2. Chapel Undercroft, with storage area.
3. Private Chambers w/quest quarters. (Added another bed for 2 more quests)
4. Servants Quarters.
5. Library/Alchemy Room (now also has a small alchemy work station)
7. Dungeon.
8. Dining Hall.
9. Great Hall.
10. Wine Cellar.

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There are 9 NPCs with full scheduals if my mind serves me, and all are Imperial, minus the prisoner, which is none other than a Dark Elf. lol.

2 Servants. One of them will hunt deer for food.

5 Guards. One of them is a jailor in the Dungeon, one will patrol outside, one will patrol the barracks and one will patrol the Private Chambers. One in the guard tower outside.

1 Prisoner in the dungeon, (Rena Dren lol had to use that last name) locked up for life. You can read more about her from a log book. Try and talk to her. lol.

1 Priest, which stays mostly in the chapel. The chapel can be accessed behind the castle. It also serves as a small storage area and has an altar for healing.
Also, ALL the NPCs are Female. Why? I dunno. I'm a guy, but I'm playing a female character right now, and decided to make an all female staff. I did the same with "Aria Keep" but there were several males in that one.

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NOTE about NPC scheduals. Remember that sometimes AI packages will not kick in right away. It can take 24 hours or more. So, don't be discouraged if some of them are standing around like statues. lol. ;-)

By the way... the prisoner's cell door is locked and only the jailor has the key.
Also, I set all the NPCs to Essential. So, they cannot be killed. Many also share a water breathing spell just incase they fall into Lake Rumare. lol.

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The deed to the Castle can be bought from Jensine of "Jensine's "Good as New" Merchadise" in the market district. Asking price is set at $50,000, but if you get Jensine's disposition up and or have a good mercantile skill, you should be able to get it much cheaper.

You do not need to start a new game to play this mod, but if you do, as soon as you exit the sewers, you will notice a Black Horse Broadsheet on the ground which will give you a lot of info on the Castle Sale. If you want to see the broadsheet in an exisiting game, it will still be sitting on the ground where new players exit the sewers.

As soon as you purchase the deed from Jensine, you will receive the deed and the castle front door key. You will also get a journal update about your new investment. Without the key, only the chapel undercroft can be accessed, unless you cheat of course, but now now, that's no fun. You gotta work for it. *Smiles*

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Installation: There's only the ESP. No other models were used in the mod, so, just drop the ESP into your Oblivion data folder, check the box on the ESP on game start up and your set to go. If you decide you no longer want to use it, just delete the ESP, make a clean save, and reload your game. Easy as pie.

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Conflicts: This mod will will clash with any mod that alters the same land on the shores near Lake Rumare. See Screen Shot of location.

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NOTE ABOUT UPDATING FROM A PREVIOUS VERSION:

Make sure none of your precious items are stored in any of the containers or laying around as this could cause them to disappear.

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USAGE: You may alter the mod for personal use in any way you wish, but please do not use it in any other mod, or upload it to websites with out consulting with me first. I'm very easy to contact.

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Credits and Thanks:

Emma and Grumpy: The ones that got me interested in modding, and taught me quite a lot to boot.

Archtypal, for reminding me about adding a faction for the castle NPCs.

Bethesda: For one of the best games on the planet. Can't wait for Skyrim. Yay! :)

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CryptsOfTheDead
[email protected]