Oblivion

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Created by

David Brasher

Uploaded by

David Brasher

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About this mod

This mod adds an eight-cell cave full of outlaws that have been ravaging the countryside.

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Mod: Rascal's Rest Cave 1_0
Game: TES IV: Oblivion
Author: David Brasher
Date: 1/8/12
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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 an eight-cell cave full of outlaws that have been ravaging the countryside.

The cave is located east of Skingrad, south-east of Greenmead Cave, and west of Fort Roebeck.
You will see the location marker on your compass bar when you get close. The cave entrance is a black
tunnel mouth rather than the usual wooden door. You might overlook it if you don't know what you are
looking for.

The cells are all pathgridded so that the dungeon will be companion-friendly and the enemies will
use proper pathfinding during combat.

Some of the enemies are not leveled, and could be too tough for low-level characters to defeat.

It may take a fairly long time to explore all eight cells, so you will want to be well-stocked
on supplies before going to the dungeon, although it is possible to leave and come back with more supplies.

Most of the enemies come from 50% chance or 25% chance spawnpoints. This means that there can
be a drastic variation in number of enemies present each time someone plays the mod. A particular chamber
in the cave could have no enemies, or could have a crowd of them that you would be hard-pressed to defeat.
The 25% chance spawn points make it so that the second time you enter a cell you have cleared, there will
likely be a few more enemies there. On average, there will be more enemies than in a vanilla Oblivion
cave dungeon.

The enemies and containers respawn so the dungeon is replayable.

The number of treasure chests is lower than you would find in a vanilla Oblivion dungeon. The
chests that are present, have tougher locks than you might expect, and contain worthwhile treasure rather
than clutter with no value. Sometimes it is annoying opening chest after chest after chest in a dungeon.
When they are that common, it is not special and exciting to find one of them.

SPOILERS: One of the cells can only be reached by opening a locked door that requires a key. Look
for the key in plain sight on a table. It is in a room with a muddy floor and a torch. It is in a nook at
the north edge of the map. You might not see the nook unless you are looking for it, because of some rocks
that block your line of sight. You have to walk around the rocks to see the table.

Don't fall into the deep crevice. You will die.

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2. Installation
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Extract (decompress) the .esp and meshes to your Oblivion directory.
The default is: C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Rascals Rest Cave.esp" plugin.

Alternately, extract someplace else. Then move the .esp and meshes to Oblivion\Data.
If asked if it is okay to merge folders, say yes. Mark the box next to the plugin.
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3. Version History
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V 1.0 1/8/12Initial release.
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4. Conflicts, Known Issues, and Troubleshooting
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This mod was designed to be compatible with the UL mods.

So far there has not been enough play-testing done on this mod.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined and can hopefully be fixed.
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5. Copy Status and Credits
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Credits:Bethesda for making Oblivion in an open format anyone can mod.

Copy Status: Feel free to use things from this mod as long as you list me in your credits and notify me
on TES Nexus as a courtesy.
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