Oblivion

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PhoenixTril

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PhoenixTril

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Ayleid Sanctum Home Mod - Release 1.2 By Phoenix T\'ril May 22, 2006 Scope ---------- Affects 1 Ayleid Ruin Interior cell. Adds two new Interior cells. Adds several scripts related to player teleportation. Adds a number of container objects, and several other objects. Adds a spell. Description ---------- This map creates a large p

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Mirrors
Ayleid Sanctum Home Mod - Release 1.2
By Phoenix T'ril
May 22, 2006

Scope
----------
Affects 1 Ayleid Ruin Interior cell.
Adds two new Interior cells.
Adds several scripts related to player teleportation.
Adds a number of container objects, and several other objects.
Adds a spell.

Description
----------
This map creates a large player-owned house, unlinked to Tamriel. It is accessed via teleportation spell, given to the player.
The spell can be learned from an Ayleid tome, found in the Ayleid Ruin Narfinsel, southeast of Chorrol. There is no quest associated with this ruin, intended to be something you stumble across as you explore, but it's fairly easy to find; the ruin isn't that big, and the screenshots included will guide you to the right place.

The book will give the PC a spell, which they can then use to teleport back and forth from the sanctum home at will. There is no external-site teleportation, no dimensional doors, no required inventory items. Simply a novice-level mysticism spell.

Features of the structure:
* A large, well-lit main hall with four subsidiary rooms, including one quasi-exterior cell, all in the Ayleid style.
* Plenty of display cases, but not obtrusively placed ones.
* Almost universally labelled display cases.
* A functional Ayleid Well.
* A seperate gallery room for displaying items and with space for armor mannequins (I reccommend Reznod's Mannequins, but I have not included them.)
* An extensive living quarters, fully furnished with a small kitchen, desk and workspace, and bed.
* An extensive Arcanum, featuring a garden with a selection of plants from Tamriel, labelled storage closet for Soulgems, as well as storage cases.
* There is NO alchemy sorter; that is a project far beyond my scripting capability, and I thought it needlessly complex.
* An armory, with labelled closet-storage for weapons both ranged and melee, and armor, as well as a *respawning* repair-hammer chest, and a training area.
* An exterior cell with weather & water by LSTR, from his Sargasso mod, the original inspiration for all of this. Used with permission, this exterior has a cot, a place to watch to world go by, as well as a rather pretty waterfall.
* Plus a slew of other things which I'm sure you'll find nifty on your own.
* A button that, when pressed, takes you back exactly where you were. No external transportation (fast travel, etc.) is possible.
* The spell will not work in certian mission-critical areas of the game, but not all.

Stuff folks wanted but I couldn't / didn't want to do
----------
* A grotto - Looked lousy, with the rocks, no matter what I did. Hope some pearl clams suffice, Tysonz123. -_-
* Rearranging the chests to different layouts - not only is it time consuming to do this, but it also requires a few more shelves than I have available in the closets. I worked those out as the most efficient way of doing things. (DAVIDINTEL)
* Alchemy sorter - I don't care for them, as nice as they are for some. I prefer to dump and then get them from one chest. It's a lot of scripting to gut and reverse engineer, and a lot of containers, even if I borrow from someone else's. (Colibri)
* NPCs - Dialogue, scripting, pathing, and as Fable2 put it, "There appear to be enough "manor" and "castle" style buildings in the ever-popular Bloated Style, that have NPCs who do all sorts of things that save your character from moving." I would like to keep this mod clean, and alone.
* More candles and lighting - Real lights brought the framerate to a crawl, on my machine, and I wanted to keep this mod accessible. Fake lights looked...fake. (Fable2)

Known Bug
---------
In some cases, unexpected behaviour occurs in the exterior cell, specifically with the rock textures, causing them to be pitch black. This was traced to a bad ArchiveInvalidation backslash by DWS on TES Forums.

|" from DWS' post, May 14 2006, 09:09 AM
|
| Found it, it was a wrong directed backslash in archiveinvalidation.txt from Jarrod's replacer:
|
| textureslandscapes [not good]
|
| textures/landscapes [better]
|
|"

Compatability
----------
Companion mods don't seem to work. I've kept alterations to game cells and kept all my scripts named seperate, interference should be at a minimum, affecting only one non-quest related Ayleid ruin. It should be compatible with the majority of mods.

Installation & Use
----------
Install to your Oblivion/Data folder.
Explore the Ayleid ruin Narfinsel, southeast of Chorrol. Within, you'll find the tome. Read it, learn the spell, use the spell whenever you like.
IF YOU ARE UPGRADING FROM A PREVIOUS VERSION - Remove ALL of your belongings from the cells, before doing so, otherwise it'll wipe the chests.

Credits & Props
----------
All You Kids - out there on the forums and elsewhere, who've downloaded and supported this mod. Thank you!
fable2 - for ideas, feedback, and bug reports. Thanks, Fable!
LSTR - For the Sargossa Pocket mod, the inspiration for this mod and the basis for the exterior cell, including his weather and water scripts.
Timboe of http://www.timboesoblivion.co.uk/ - For the Mark and Recall script, which became the basis of the Teleport to Ayleid Sanctum spell in this mod. I even found a bug while I was reverse-engineering the script, and sent him along an update.
Skullguise - For all those pockets which came before.

Permission & Contact
----------
Please feel free to use elements of my mod in yours, as you see fit. Just please contact [email protected] ; I'd like to know what you're working on!
For all other inquiries, please direct your mail to the above address. Thank you.