Oblivion

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David Brasher

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David Brasher

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About this mod

Sixteen Nord tombs in Skyrim for you to explore and loot.

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Permissions and credits
Mod: Skyrim Nord Tombs 1_2
Game: TES IV: Oblivion
Requires: Shivering Isles
Author: David Brasher
Release Date: 4/28/11
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CONTENTS
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1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
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1. INFORMATION ON THE MOD
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This mod adds 16 Nord tombs in Skyrim for you to explore and loot. Borders are automatically
disabled, so you can head north and cross the border into Skyrim and start exploring right away. The
tombs are spread all along the southern part of Skyrim from the Hammerfell border to the Morrowind
border. Each one has a map marker that will appear when you get close.

The tombs are made with a new tileset that looks quite different from the others in Oblivion.
The roughly-built Nord burial chambers are dark, cold, and spooky. The tombs are very close copies of
Bloodmoon tombs so the creatures, traps, locks, treasure, and clutter are distributed accordingly.

Bloodmoon was designed for experienced, high-level characters. Some of the leveled lists were
designed with level 40-60 Morrowind players in mind. So you probably better bring a really high-level
character with some good equipment and spells when you are ready to play the mod.

Most of the Bloodmoon tombs are rather small as dungeons go, but they can be quite tough.
The doors and chests all tend to have rather tough locks on them. Many doors and chests are also
trapped. The creatures are quite tough compared to the average Oblivion creature. Some of them
regenerate, and some of them are immune to certain attacks. There are werewolves lurking in some of the
tombs. If you are accustomed to using ranged attacks, the close quarters of the tombs may make it difficult
for you to use your regular tactics.

One of the dungeons, "Tombs of Skaelskor" is a regular-sized one-cell cave dungeon made mostly in
the boulderwork style where hundreds of boulders are used to make a cave rather than just using standard
architectural tiles. This location is where most of the werewolves in the mod can be found.

There is a great deal of treasure in these tombs. Nords like to be buried with their wealth
when they die. So if you can get past the locks, the boss-level creatures, and the traps, you could take
home a lot of loot.
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2. Installation
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Extract (decompress) the .esp, meshes, textures, and sound file to your Oblivion directory,
the default is:
C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Skyrim Nord Tombs" plugin.

Alternately, extract someplace else. Then move the .esp, meshes, textures, and sound files
to Oblivion\Data.
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3. Version History
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V 1.2 4/28/11Compatibility work with the German mod "Der Orden des Drachen" at
http://www.worldofelderscrolls.de/?go=dlfile&fileid=218
V 1.1 4/26/11UL-Snowdale compatibility work.
V 1.0 4/16/11Initial Release
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4. Conflicts, Known Issues, and Troubleshooting
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If the game crashes or won't even start, check to see that you have Shivering Isles installed.

The area edited by this mod is to the north of that edited by Unique Landscapes - Snowdale.
This mod does not conflict with Beyond Cyrodiil Camps or Edgar's Little Secret. I have not been able
to test it with the mod "Skyrim Improved" because it is too large to be downloaded with my Internet
connection.

One of the tombs was moved to make the mod compatible with the German mod "Der Orden des Drachen"
at http://www.worldofelderscrolls.de/?go=dlfile&fileid=218 which places a large castle in Skyrim.

This mod follows the play balance used by Bloodmoon, which was designed for high-level
Morrowind characters of perhaps level 40-60. So it could be quite a challenge for you unless you have
a high-level character who is well-equipped.

The Bloodmoon tombs have been copied quite precisely, so if you think the levels are too
small, think the monsters, traps, and locks are too tough, or think the levels all look the same
or give you too much treasure, then blame Bethesda, not me, because I just copied how Bloodmoon was.

Things from other games remade in Oblivion usually do not come out quite perfect, so if you
are an avid Bloodmoon fan, you are likely to encounter differences between the tombs in this mod and the
tombs in that Morrowind expansion.

If you upgrade from version 1_0 to 1_1 then there can be a door leading nowhere hanging out
in space. This is how persistent references work with savegames in the Oblivion game engine. Just use
the console code "disable" to get rid of the door. You will never see this door in new games or games
that were not active with both mod versions.

This mod is rather large and hard to adequately play-test. More testing is needed.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined so that the bug can hopefully be fixed.
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5. Copy Status and Credits
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Credits:
Alasdair for "Nordic Tomb Tileset" http://www.tesnexus.com/downloads/file.php?id=26192
StannieDum for werewolves from "Lycanthrope - The Werewolves of Cyrodiil"
http://www.tesnexus.com/downloads/file.php?id=23599
jcarl904 for werewolf models used in Lycanthrope.
Bethesda for Morrowind and Bloodmoon.
Bethesda for making Oblivion in an open format anyone can mod.

Copy Status:
The portion of the mod made by David Brasher is public domain with proper attribution and
courtesy notification. Feel free to modify that portion, share it, or use it in whole or in part in
another mod.

The resources that were used belong to the authors of them and may be used with proper
attribution and notification.
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