Oblivion
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The Elder Scrolls IV: OBLIVION

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Time Enough At Last
A Main Quest Enhancement Mod
...because when the end of the world comes you need some time to read

v 1.0
==============================

By dreamed1
8/19/2016

1. Overview
2. Requirements
3. Installing the plug-in
4. Changes
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer

10. Detailed Changes with Spoilers

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1. OVERVIEW
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Adds breaks to the main quest line so you can do other things instead of rushing from one quest straight into the next.

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2. REQUIREMENTS
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Unofficial Oblivion Patch
OBSE

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3. INSTALLING THE PLUGIN
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Extract the archive to your data folder, activate it, and play.
Archive consists of an esp, a bsa and an ini file.
You may configure values in the ini file. Be sure the ini file is located in Data\ini\.

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4. CHANGES
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This mod adds several breaks in the main quest line so that you can do other things instead of just rushing from one quest into the next. The nature of the changes mean spoilers are unavoidable in the details so I have put the detailed changes into a separate section at the bottom of the readme. Broadly speaking however, it adds 7 breaks during the quest line. These can be individually set to any length you desire via the ini file. By default the breaks are all set to 7 days from the end of one questpoint to the beginning of the next. This will make the main quest take about 2 months in-game, depending on how much your character attends to it. Values can be set to any length desired, although values of 0 are not recommended.

Additionally, random oblivion gate handling (number and chance to open) is set by a separate section in the ini file. Note that the changes are only handled at discreet points in the questline.

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5. SAVE GAMES
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This mod should be used for new characters, or at least characters who have not yet completed the Finding the Heir quest.
If you choose to use this mod on a character who is further along in the questline you do so at your own risk.

Unlike some other Bethesda games, most Oblivion mods are safe to remove at any point. Due to the nature of the changes this mod makes however, it should not be removed from a save game. If you have started the Defense of Bruma quest it should be ok, but do so at your own risk. It is recommended to make a save before installing so you can revert if needed.

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6. CONFLICTS / KNOWN ERRORS
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This will conflict with any mod that changes the middle stages of the main quest line. Fortunately there aren't too many such mods.

Since the Unofficial Oblivion Patch includes many fixes, this mod is dependent on the UOP.

Mods that change how random Oblivion gates are handled should not be used. Changes can be set via the included ini file instead.

Any other conflicts should be handled by loading this mod after other mods.

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7. CREDITS / PERMISSIONS RECEIVED
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Credit to the great Oblivion modding community for inspiration, utilities, tutorials, etc.
Quarn, Kivan, Arthmoor, PrinceShroob and everyone who contributed to the UOP fixes.

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8. CONTACT AND INFORMATION
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Contact me by PM at Bethsoft Forums/Bethesda.net or at the Nexus.

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9. LEGAL STUFF/ DISCLAIMER
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You may do whatever you want with this mod.

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10. DETAILS -- ***SPOILERS***
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I assume that most people who are finding this mod will have played the main quest already or at least have some idea about it, especially after 10 years. Nevertheless, this section contains mild spoilers. Continue at your own risk.
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There are seven break points added to the main quest.

The first comes after arriving at Cloud Ruler Temple for the first time, ostensibly to allow the Blades time to gather intelligence about the Mythic Dawn. After the set amount of time Jauffre will direct you to seek out Baurus in the Imperial City.

The remaining delays come after delivering the Mysterium Xarxes to Martin, to allow him time to decode this very difficult and obscure daedric text. Notably the game includes a ton of dialog alluding to the difficulties of decoding the text and asking for more time. But due to the hurried way that the quest is implemented much of that dialog is rarely if ever heard in a vanilla game. Hopefully you get a chance to enjoy more of Sean Bean's fine voice acting.

As with the vanilla game, the questline can be advanced by talking to Martin. Generally asking him about his "Progress" or "What else can I do to help?" will suffice. He will occasionally direct you to talk to Jauffre. Once the Defense of Bruma quest is started, there are no additional breaks or changes added.

Regarding random Oblivion gates, in the vanilla game values are set at 2 points in the main quest line: upon arrival at Weynon Priory, and after the Dagon Shrine quest. Because of the delays in the questline I added a third point at the beginning of the Bruma Gate quest. So there are Low, Mid & High settings in the ini file which correspond to the increasing escalation of the Oblivion crisis. Using the vanilla values supplied will keep the chances exactly as in a vanilla game. But due to a longer timeframe, I recommend keeping the Low and Mid values below vanilla. It is also possible to disable random gates completely or open all gates at the beginning of the crisis if that is what you want.