Oblivion

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Created by

Andrew Clements and Nancy Krantz

Uploaded by

AndrewClements

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About this mod

NEHRIM MOD - Andrew\'s Terminus System A fast travel alternative for Nehrim.

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Nehrim Mod...Andrew's Terminus System
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UPDATES
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To update just overwrite your existing "AndrewsTerminus.esp" with the newer updated version.

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DESCRIPTION
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First of all, this mod is only for Nehrim. It will NOT work at all with Oblivion...not even if you modify the master file (since it alters the landscape of Nehrim).

This mod for Nehrim addresses the issue of fast travelling in an interactive way. Anyone can use the quick and dirty method of simply enabling fast travelling in whatever worldspace they want. It takes a total of around 30 seconds in the Construction Set.

However, Nehrim was created with fast travelling disabled and it seems a shame to "dirty" it by so crude a method.

But, as anyone who has played Nehrim knows, if you are out of teleport stones and need to travel, it can be a long boring run or ride from place to place....especially if you have been over the same road over and over.

So we have created an alternative....Andrew's Terminus System. (Yes it was named after me...I am egotistical sometimes...well actually my girlfriend has this thing about naming everything after me.)

This mod will appeal to the explorer types heavily, but it should be fun for any fan of Nehrim. The exploring aspect tries to cover some territory not readily travelled during normal gameplay.

Portals are scattered about the realms (near major cities mostly). Once these portals are enabled, the player can use them to fast travel to another portal of their choice via the terminus system. It works like a teleporting subway system.

Now the clincher is that the player must enable each portal before he can use it. This means the player must seek out each portal (by going there the hard way) and place a power crystal in it for it to work. The player must follow various clues to find the power crystals and the locations of the portals. This part will appeal to reader types also, since certain books and notes must be read to gather clues. It's best to read anything you happen upon in this mod.

Once a portal is "powered", the player can use it indefinitely (unless of course the player decides for some reason to remove the power crystal from the portal) This in effect enables fast travel for certain strategic locations without ruining the game. There are more than enough power crystals available to power all the portals, but there may be instances where the player wishes to use a specific portal right way. The player can remove the power crystal from a powered portal and put it in another desired portal if necessary.

There is some lore and backstory to explain the portals and Andrew (My girlfriend wrote the mushy stuff, not me). It's not necessary to the operation of the mod, but we included it for immersion.

Also this mod does not utilise any new NPCs or creatures. This is NOT a fighting mod...there are enough of those already. This mod does not have any quests that appear in your journal either. But, in a sense, this entire mod could be considered a quest. It's just not the standard type of quest most players are familiar with. This is not an easy mod. You must think and remember things. There are no coloured map markers to guide you (although the landmarks you discover will display a marker on your map once you visit them). You must use your own deduction at times to figure out where to go or what to look for. Nehrim is not an easy game like Oblivion is...so we decided not to hold the player's hand too much with this mod either. There is a cheat map included with the mod that tells u where everything can be found and how to operate things. But I don't think you will need it.

There are a couple of nice perks with this mod.

The most notable is a player house (Andrew's House). It's a really nice cozy place at a fantastic location. It has a secure player chest* available, just like the major towns do, to help the player out some. There is a counter area to display your most notable items, some display shelves for more of them, and some non-respawning containers for your stuff that you might want separate from your secure chest. And since I was hungry when we were working on the interior cell for this house...the kitchen is DEFINITELY well supplied.

There are a couple of other perks you will probably discover on your own also. I won't totally spoil things by telling everything, but one perk is a small notice placed near the entrance of the Erothin Theatre. This has a script attached which resets the theatre cell so you can enjoy the German band over and over again without waiting for the cell to reset normally.

***SEMI SPOILER***
There are two new landmarks the player can travel to. One is the highest point in Nehrim with an observation deck that gives a nice view when the weather permits. The other is a distinctive lighthouse in the far north on the "Bone Coast".

The player can find some tidbits of treasure here and there which should make all the travelling worth while.

[*Note about the player chest: We used the script suggested and provided by SureAI.]


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REQUIREMENTS
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This mod is simply a .esp file. So easy to install. Therefore I'm not going to bother to make a OMOD file for it. Just drag and drop it into your nehrim/data folder. Enable it in the normal fashion in the Nehrim launcher.

The border regions entry in your oblivion.ini file must be disabled (set to 0). NOTE: On both of my installs of Nehrim, it created two identical "bBorderRegionsEnabled=1" entries in the oblivion.ini file. I changed them both to "bBorderRegionsEnabled=0" and have had no problems.

This mod should be compatible with any other mods that do not alter the Nehrim Worldspace landscape in the areas of the portals. The portals are small structures and they are located away from any major activity or construction. If you have a mod that places structures or alters the landscape at the top of the highest peak in Nehrim (near the Dwarven Docks), it WILL NOT be compatible with this mod.

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BUGS
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The random clues subtitle dialogue takes multiple left clicks to get the NPC to shut up if you have already encountered the message and don't want to read it again. This is because they are actually saying the same thing three or four times. Rather than create a silent MP3 file to make the subtitles remain long enough to read, we had the NPC repeat. Adding the MP3 file would have meant additional files besides the .esp file.

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CREDITS
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Made by Andrew Clements and Nancy Krantz
Thanks to Bethesda and SureAI (for obvious reasons)
Thanks to Travis M. in Victoria for assistance with the lighthouse area construction.

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USAGE and PERMISSIONS
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Anyone and everyone is totally and completely welcome to use this mod however they would like. No permissions or credits are required.

If someone discovers an error or implements an improvement, I would sincerely appreciate it if they would contact me with the correction or improvement to further my knowledge. [email protected]