Oblivion

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PrinceShroob

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PrinceShroob

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About this mod

Start the game without being a prisoner; choose your starting equipment and location and, possibly, pursue the main quest by getting arrested.

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DESCRIPTION:

The player begins the game on board a ship rather than starting in the Imperial Prison. You can choose from a variety of starting options which will affect what equipment you start with (choosing a wealthier background will give you better starting equipment and therefore make the start of the game easier; to start with no equipment or spells, choose the "beggar" option), and then choose a city in which to dock -- Anvil, Bravil, the Imperial City, or Leyawiin. You can also choose to start the game as a vampire.

To start the main quest, simply get arrested in the Imperial City and choose to go to jail (as long as "Scheduled for Execution" is not currently active). The Emperor and his entourage will find you in your cell and you will go through the usual tutorial dungeon; the enemies are now leveled and the special "tutorial" versions of items have been replaced with the real deal. Please note that the goblins will probably be rather difficult for a character who relies heavily on equipment – it may be preferable to simply pick the lock and follow the Blades and the Emperor as soon as you first part.

References to the player’s imprisonment and the Emperor’s death will be blocked until the main quest begins. The Dragonfires burn in the Temple of the One, the Emperor attends court every day in the Elder Council Chambers, Jauffre lives peacefully at Weynon Priory, and Slythe Seringi wanders around his farm, terrified of the Sunken One’s imminent wrath. Kvatch has no Oblivion gate before the Crisis starts, though you cannot enter the city (and if you have Kvatch Rebuilt, the city’s walls will be intact).

Please note that you may not receive Master Restoration training nor complete “The Sunken One” before the main quest begins (you also may not start "The Sunken One" if Slythe Seringi was killed before the main quest began).

REQUIREMENTS:

A working copy of The Elder Scrolls IV: Oblivion, and the Oblivion Script Extender.

INSTALLATION:

Place the contents of the .7z file in your "Data" folder, which is usually located under Bethesda Softworks/Oblivion.

The ReadMe document is not required for the mod to run -- you may keep it or discard it.

UNINSTALLATION:

It is highly recommended that you complete the tutorial dungeon sequence and deliver the Amulet of Kings to Jauffre. Then you may delete the included .esp and .bsa file.

UPDATING:

Replace all older files with newer versions. If in doubt, replace all mod files with the contents of the latest uploaded archive.

No in-game configuration is necessary.

BUGS:

As of yet, none.

COMPATIBILITY:

This should be compatible with practically any mod -- that isn’t another alternate start mod, of course.

If you have any of Bethesda’s official plugins, their popups will appear once you exit the starting area.

ADD-ONS:

The Knights of the Nine compatibility file prevents the Prophet from referring to the events of the main quest in his sermons before they occur.