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1st September 2008 re-Uploaded Jan 2017
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Belda Elysium Manor House
version 1.5
By: AVStoryteller

Feedback / Contact me: [email protected]
**********************************************************************************
#### REQUIRES OBLIVION PATCH v1.2 ####
#### Does NOT Require Shivering Isle ####




INDEX


0. Gaining Access to Belda Elysium Manor
1. Introduction
2. Installation & Upgrade / Uninstall Instructions
3. Summary and Features
4. Version History
5. Technical
6. Credits
7. Lights, Elysium, Action!


**********************************************************************************
0. Gaining Access to Belda Elysium Manor
**********************************************************************************
There is a Key on a Silver Platter, to the left of the Front Door.

You can also speak to Myrisi'l or Sylvian-Lir to get a Key: They often wander outside, in the Grounds of the Manor.
They Do NOT wander outside the Manor Grounds, so you do Not have to go search all over Tamriel for them.


**********************************************************************************
1. Introduction
**********************************************************************************

This mod add a 3 level manor house, with a basement, balconies, stables and
landscaped grounds next to the Belda Ayleid ruins in the Heartlands region
of Tamriel.
It also includes two servants, a pet cat and Boney, the Alchemy-Sorter skull, (see below for full details) and several Quests.


ALL containers are safe to store personal items, they do not respawn.

V1.5 Continues the Quest 'Shadows Over Elsyium' that was started in v1.4. This second installment is called: 'Path of Ascensyon'. In addition to this main quests are two sub-quest that are introduced as the player progresses. These sub-quests are related specifically to the Sisters/Servants, Myrisi'l and Sylvian-Lir, and once completed will allow the player to dedicate what outfits each sister will wear. The Romance between the player and the sisters are also continued throughout v1.5


V1.4 Also Includes a Quest: 'Shadows Over Elysium', the Player can undertake.
The Quest directly relates to the house and all who live there, but is Not a Quest
to get the house. That is given freely to he player and explained why in the
Dialogue & Scrolls about the manor.

ALL containers are safe to store personal items, they do not respawn.

(See 4. Version History, to quickly see what has been added to version 1.4)


To find the House:

(view the map screenshot included with the Belda Elysium.esp file) If you
have already found the Ayleid Ruin "BELDA" (north east of the Imperial City)
then simply Fast Travel there, you can't miss the Manor House.

Otherwise: Starting from the sewer exit you started the game at, Cross the
water in front of you (north east) that leads to the Ayleid ruin "Vilverin",
Keep Vilverin on your right and the shore line on your left and head about
30 meters past it to the Imperial "Rod Ring Road". Here you should see a
set on white marble stone steps heading up a steep hillside. Follow this
path East up the hill and it will lead you directly to Belda Elysium.

*** I am happy for others to include Belda Elysium (or parts of it) in their
own Mods but I would greatly appreciate full Credits for my Work. An email
about what you are working on would be nice too, but not mandatory.***


**********************************************************************************
2. Installation / Uninstall Instructions
**********************************************************************************


NOTE: You can chose between the New 'Natural Lighting', or the Traditional 'Fixed Lighting' method.
### ONLY ACTIVATE ONE ESP FILE!!! ###


~~~ Installation when you do not have a pervious version installed:

i) Unzip the Belda Elysium.rar into your Oblivion/Data folder.
(e.g. C:\Program Files\Bethesda Softworks\Oblivion\Data ).

ii) Go into your Data folder and find two folders called, (inside each you will find a file called BeldaElysium.esp):
- BeldaElysium_Fixed-Lighting Enable ONE only
- BeldaElysium_Natural-Lighting Enable ONE only


iii) Remove your choice of BeldaElysium.esp file from -ONE- of its unzipped folder and place it in the C:\Program Files\Bethesda Softworks\Oblivion\Data folder.

iv) Enable your choice of "Belda Elysium.esp" in Oblivion's Data Files menu selection.



~~~ Upgrading from a pervious version:

i) A WORD OF CAUTION:- Items will -normally- be safe inside the house with this update method, but you may want to err on the side of caution and remove all personal belongings from Belda Elysium (inc. stables); otherwise they maybe overwritten and lost.

ii) Move to another area well out of sight of BeldaElysium and the
hillside-path up to it, ideally an interior cell, and SAVE your game.

iii) Unzip the Belda Elysium.rar into your Oblivion/Data folder.
(e.g. C:\Program Files\Bethesda Softworks\Oblivion\Data ).

iv) Go into your Data folder and find two folders called, (inside each you will find a file called BeldaElysium.esp):
- BeldaElysium_Fixed-Lighting Enable ONE only
- BeldaElysium_Natural-Lighting Enable ONE only

v) Remove your choice of BeldaElysium.esp file from its unzipped folder and place it in the C:\Program Files\Bethesda Softworks\Oblivion\Data folder.

vi) Enable your choice of "Belda Elysium.esp" in Oblivion's Data Files menu selection.


####

EXAMPLE: for the meshes:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\architecture\MMWindowLights

EXAMPLE: for the textures:\Program Files\Bethesda Softworks\Oblivion\Data\Textures\architecture\WindowLights

EXAMPLE: for sounds :\Program Files\Bethesda Software\Oblivion\Data\Sound\fx\BeldaElysium\

EXAMPLE: for voice :\Program Files\Bethesda Software\Oblivion\Data\Sound\Voice\BeldaElysium

(see Technical for more details)
####



~~~ Uninstall:

Simply delete the Belda Elysium.esp file from your Data Folder. Delete the BeldaElysium Folder in FX and Voice.

If you are using ILLUMINATION WITHIN (OR WITHOUT) Do NOT DELETE THE
TEXTURES/MESHES AS THEY ARE REQUIRED FOR THAT MOD ALSO.

If you are using OBLIVION CATS v0.2b By Tegeal Do NOT DELETE THE
TEXTURES/MESHES AS THEY ARE REQUIRED FOR THAT MOD ALSO.



This file contains:

- Belda Elysium.esp x2 (Fixed and Natural lighting options).
- BeldaElysium_Vx.x_ReadMe.txt
- BeldaElysium_vx.x_Quests.txt
- Screenshots


- House Meshes:
Data\Meshes\architecture\MMWindowLights
chorrol01CT.nif / chorrol02.nif
chorrol04CT.nif / chorrol05.nif
chorrol07.nif / chorrol08.nif
mageguildwindow01.nif

- House Textures:
Data\Textures\architecture\WindowLights
MMglasswindow10.dds / MMglasswindow10_n.dds
MMglasswindow10CT.dds / MMglasswindow10CT_n.dds
MMglasswindow10CTINV.dds / MMglasswindow10CTINV_n.dds
MMmageguildwindow01.dds / MMmageguildwindow01_n.dds
MMmageguildwindow02.dds / MMmageguildwindow02_n.dds
MMmageguildwindow03.dds / MMmageguildwindow03_n.dds

- Cat Meshes:
Data\Meshes\Creatures\mountainlion
Blackcat.nif / blackcathead.nif
blackcatpaw_l.nif / blackcatpaw_r.nif

- Cat Textures
Data\Textures\Creatures\Mountain Lion
blackcat.dds / backcat_n.dds

- Cat Sounds
Data\sound\fx\BeldaElysium
angry4.wav / cat13.wav
moan2.wav / scrm2.wav

- Blank Dialogue Audio Files
Data\sound\voice
lots and lots of audio files

- Scarlet and Silver Bone Robes Meshes
Data\clothes\meshes\KDRobes
FSilverthorn.nif / Fvermgaunt.nif
Fvermillion.nif / MSilverthorn.nif
Mvermgaunt.nif / MVermillion.nif
silverthorn_gnd.nif / silverthornhood.egm
Silverthornhood.nif / silverthornhood_gnd.nif
vermgaunt_gnd.nif / vermillion_gnd.nif
vermillionhood.egm / vermillionhood.nif
vermillionhood_gnd.nif

- Scarlet and Silver Bone Robes Textures
Data\clothes\Textures\KDRobes
silverthorn.dds / silverthorn_n.dds
vermgaunt.dds / vermgaunt_n.dds
vermillion.dds / vermillion_n.dds

- Imperial Symbol Quest Icon
Data\Textures\menus\icons\BeldaElysium
BeldaEQuestIcon.dds

- Armour Meshes:
Data\meshes\armour\shadowlord
*10 files*

Data/meshes/armour/shadowlordRed
*10 files*

- BeldaElysiumSky Meshes:
Data\meshes\BeldaElysiumSky\stars.nif


- BeldaElysiumSky Textures
Data\Textures\BeldaElysiumSky\
sun.dds / sunglare.dds

- menu Textures
Data\Textures\menus\icons\armor\Ordinator
cuirass.dds / greaves.dss
guanlet.dss / helmet.dss


- menu Meshes:
Data\meshes\icons\armor\Shadowlord
*5 files*

Data\meshes\icons\armor\ShadowlordRed
*4 files*

- Armour Textures:
Data\textures\armour\shadowlord
*25 files*
Data\textures\armour\shadowlord\f
*10 files*

Data\textures\armour\shadowlordRed
*25 files*




**********************************************************************************
3. Summary and Features
**********************************************************************************
(See Also: "4. Version History" and "5. Technical" Sections)

### QUESTS ###


Please see the seperate read me file (BeldaElysium-x.x_Quests.txt) for details about how to start the Quest and also a full Walk-Through.


v1.5+ Main Quest continues: 'Path of Ascensyon'
Romance Quests continue.
NB: the romance quests are hidden and does not appear on the Quest Journal.

v1.4+ Main Quest: 'Shadow Over Elysium'
Myrisi'l Romance (inc. mini-quests)
Sylvian-Lir Romance (inc. mini-quests)
NB: the romance quests are hidden and does not appear on the Quest Journal.




### OUTSIDE ###

- "Illumination Within" Window Lights: (Does NOT require the official
'Illumination Within' plug-in MOD to work). Placed on each window of Belda
Elysium.

"This lights up the house windows in the evening and during dark stormy
weather; and turns them off again in the morning. The "glow" of the windows
are new meshes (and Lights) overlaid on top of the original window pane, and
scripts control when they turn on/off. Night-time with this mod running
makes for a totally different gameplay experience."

- Large Ayleid Water Fountain; lit up by four Aylied Crystal Lights.
The player can turn on and off the water and lights at will.
- Archery Targets in backgarden. Also used by Servant Myrisi'l.
- A dirt path winds its way up the hillside to the Manor House, from the
Imperial road opposite the prison sewer exit. (game start: across the river
infront of the Ayleid ruins)
- Beautifully designed walled Garden and Grounds built into the side of the
Belda Ayleid Ruins.
- Separate walled-in stables
- Top Floor Balcony over looking Lake Rumare and the Imperial City
- Rear Ground Level Balcony viewing the eastern valley and waterfalls below.
- Small fruit & vegetable garden at back of the house.





### INSIDE ###


New to v1.4: Natural Lighting: The ambient lighting in the above ground room
slowly change as the sun rises and sets. The basement has fixed ambient lighting.
(Players can choose to install Fixed Lighting esp-version if they prefer).

I wanted to concentrate on lighting to improve the atmosphere of each area.
The Main Rooms are brightly lit, whereas the Bedroom and Basement are
suitably darker. I wanted to make the Main rooms bright and airy; to
welcome you home, whereas for the bedroom I created dimmer lights getting
you in the mood to retire to bed.

I have spent a large amount of time to ensure that you do NOT need
to carry a torch around your own house. I felt that many buildings in
Oblivion were lit too darkly. There's creating atmosphere, and then there's
realism. You should not have to carry a torch into the shop/tavern to see
the proprietor clearly!

There are "In-character" Scrolls about the house that walks the character
through the importance contents of each room.




* SERVANTS AND PETS FEATURES:-

There are two Servants, experienced adventurers, that have volunteered to act as tutors/advisers/servants for the player. They are Dunmer Sisters, named Myrisi'l and Sylvian-Lir. This is all explained in their dialogue and "El'Eluril 2nd letter" which you'll find on the cabinet in the MainRooms - Lower. They can be found wandering inside & outside Elysium. A pet black cat "Chemie", belonging to Myrisi'l can also be found wandering the bedroom and alchemy room upstairs. You will not get all their dialogue at the start, some require time and others charm.


New to V1.4. Introduced Affection/Respect Tokens that the player can earn via their actons and dialogue options, from the Sister and Boney, respectively. Without which, gifts and/or further romance dialogue options will not come availble to the player, (this will be expanding further in the next update).

~ Myrisi'l: Battle-Mage, will act as Elysium's Guard. She will ensure that the house in protected during the day and patrols the grounds at night. She will also Recharge Magical items and Tutor the player in Illusionary Magicka.

~ Sylvian-Lir: Cleric of Azura. She takes responsibility for the daily running of the house, gardening, cooking and maintaining the stables. She can tutor you in Restoration Magicka and repair any damage weapons and armour.

### NB. New to V1.40+: Due to the importance of the Sisters in the Quest I have released (and further quests I plan to release later), I have made the Sister 'Essential' so they cannot die. Once the Quest arch has been completed then I will revert them to the normal death procedure below ####

### NB. V1.50: the sister continue to remain 'Essential' during v1.50 ####

Normal Death Procedure: Once both servants are NOT Essential, meaning they CAN die and they have take sufficient damage they will fall into a critically injured state. However, they can also be revived from this critial injured state. To do so the player must use a Full GRAND soul Gem. By releasing the power of the gem they will be resurrected. The player can of course choose NOT to resurrect them. Should the worse happen and the player is unable (or unwilling) to resurrect them, their bodies will be buried at the back of the BELDA ruin. A crypt and head stone will be erected to mark their final resting place. Any belongings on the deceased will be transferred automatically to the player. The remaining servant will react to her sisters death! Her disposition towards the player will be severely reduced: you are the Hero after all and are expected to stop this sort of thing from happening. However, there are other ways the player can make amends.


~ Chemie. A black tabby cat. More than a mere pet. Actually a magical entity, owned & created by Myrisi'l. Simply stroking Chemie can bring the player goodluck (Fortify Luck +5/300seconds); Should Chemie be injured, she can be healed my feeding her crab-meat: Chemie will show her appreciation of this treat by temporarily improving the person Magicka (Fortify Magicka 50/300seconds). Finally should Chemie be killed she can be brought back to life! A player must have on his possession a PETTY SOUL GEM filled with a PETTY Soul, (anything else is unsuitable for the ritual and cannot be used. e.g. You CANNOT use a Common Soul Gem filled with a PETTY soul).

New to V1.5:
'Chemie' now has a cat-bed on all three levels of the main house. And the player can also instruct Chemie which floor he/she wants Chemie to prowl on.




- 3 levels above Ground and two Basements.

* ABOVE GROUND MAIN FEATURES:-

- Main Room - Lower:
~ Complete library set of Morrowind Books
~ Stages to display mannequins
- Main Room - Central:
~ Lounge / dinning area
~ Large selection of Display cases
~ separate smaller display room, business bureau and drinks counter.
~ Complete library set on non Quest Oblivion books, (including Skill
Books)

- Bedroom(Top floor):
~ Four-poster Canopy bed
~ Four wardrobes, separating clothing into Business; Robes;
Spring/Summer; Autumn/Winter
~ En-suite bathroom
~ Double doors to South-West facing Balcony.

- Bathroom (Top Floor):
~ Usable bath: players can sit in the bath for a good long soak, and gain
the following Temporary benefits: Fortifies +10 Personality (cleansed),
Restores +50 Health (cleans Wounds), Fortifies +50 Fatigue
(relaxed/refreshed). To use it, click on the wooden triangle at the head of
the bath to get it. Soak as long as you want then press Activate anywhere to
bring up the pop up box (Bathe / Cancel),after selecting your option, press
activate anywhere again to get out.
~ Perfume and Cologne bottles, that can be used by the player: correctly
using the right smellies adds a Temporary bonus of +10 Speechcraft & +10
Mercantile. Using the wrong smelly for your gender gives a Temporary drain
-10 Personality.

- Alchemy Room (Top Floor):
~ Alchemy Sorter script attached to "Boney", (skull on counter top)
~ Neat and compact set of Alchemy Containers packed into two Wall-Shelves
set into the wall.
~ Book: "The Alchemists Reference". Complete listing of ingredients
locations and potion combinations. Can be added to the players inventory.
~ Book: "Alchemical Experimentation by Seryne Relas", A heavy tome that when activated will Temporarily increase the Plays Alchemy Skill by +10.
Must be used within the Alchemy room.

- Top Floor Balcony:
~ Fantastic view of the Heartlands and the Imperial City.



*BASEMENT MAIN FEATURES:-

* The Hall and each room has Ceiling Lights made from Welkynd Stone
Clusters, which the player can turn on/off at will.

- Hall:
~ Interior WaterFountains in the hallway which the player can turn off and
on at will.

- Magus Room:
~ Spell Making and Enchanting Equipment (Crystal-Balls instead of the
usual Altars).

- Servant's Quarters:
~ Middle class furnished quarters.

- Kitchen:
~ Amply supplied Fruit & Vegetable Barrels, Wine rack and Cold Meat
Storage. Resupplies can be taken from the Back-Garden

[b]SECOND BASEMENT AREA FEATURES:-[/b]
The Hall and each room has ceiling Lights made from Welkynd Stone clusters, which the player can turn on/off at will.

- Hall:
~ Interior Statue water fountain in the hallway which the player can turn off and on at will.
- Guest Quarters:
~ High Class Furniture and new Glass Cabinets to store personal items.

- Guest Bathroom:
~ Large Spacious bathroom, and a little extra for the artistic types.

- Vault:
~ Plenty of shelves and cabinets to display your most valuable items. Securely held behind an enchanted lockable gate.

- War Room:
~ A room dedicated to the planning of your war-effort against the hordes of Oblivion.




**********************************************************************************
4. Version History
**********************************************************************************

1.5

~ Continuation of Main Quest:- 'Path of Ascensyon'. 2nd in the Series. An epic quest which furthers the battles between the Saviour of Tamriel and the Necromantic forces of The Great Mistress Hhloran.
The Saviour of Tamriel must track down the location of Tel Onyx, to stop further innocent bloodshed, and put an end to the necromantic threat posed by The Great Mistress Hhloran.
So new Dialogue, enemies, rewards etc etc

~ Chemie (cat), Cat-Bed added to all levels of main house. Player can dictate which level Chemie will prowl.

~ A set of Soul-Gems shelves were added to the Main Basement - Magus Room.

~ Sylvian-Li and Myrisi'l Romance Quest continued. New Quests added for each of them, and once completed will allow the player to dedicate what outfits each sister will wear. The Romance between the player and the sisters are also continued throughout v1.5

~ Chief Custodian El'ELuril added as part of Elysium Quest: Path of Ascensyon. This starts the beginings of a romance for Female Player Characters.


1.4

~ Added Quest: Shadows Over Elysium. The First of a series. So new Dialogue, enemies, rewards etc etc

~ Lots of polish to existing content.

~ Added Natural Lighting, in all above-ground rooms. (Player can pick between fixed or natural light .esp)

~ Dimmed the ambient light in the basement areas. Now the fixed lights have a more noticable effect when turned on.

~ Add 2nd basement Area. Four new rooms - Guest Suite, Bathroom, War Room and Vault.

~ Added Script to Armour/Swords in display cabinets; so they will no longer fall down.

~ New Ownership of house recorded

~ Locakable Magus and Vault Doors added.

~ Add Blank Audio files to Dialogue. 7 seconds to read text now.

~ MainRoom-Lower: Candle Lamp added to desk

~ Seperate Catsounds into their own BeldaElysium Folder.

~ Add an extra seat to Bath; and improved bath script.

~ Added Deers and Wild Horses outside Elysium grounds.

~ Affection/Respect Tokens the player can earn from the Sisters and Boney respectively.

~ Until the Player has completed the Quest arch the Sister have been made Essential, i.e. 'unkillable'.



1.31 A quick update to fix some spelling errors that had got into v1.3

Adjusted Boney's Script to ignore certain types of vampire dust when sorting. There are three types, and one type is a Quest object.
(Check 5. Technical for slight spoiler details).



1.3
Many brand new features to this version, and much much more tweaking/polish.

~ Added two "experienced adventurers" to act as servants, all part of house story". (Myrisi'l and Sylvian-Lir: Sisters).
They have plenty of Dialogue, the beginnings of a romance element, (more in version 1.4) and a packed work routine each to carry out during the day/night.

The reasons the Servants were not made "Essential", that is "Unkillable", is to allow players to dispose of them, should the player REALLY NOT Want Servants in their houses. However, for those players who did want servants I also wanted them to have the ability to resurrect their servants should they die accidentally. Hence, I introduced the Soul Gem method.

~ Added "Chemie", Alchemy black cat. Who can bring you luck, fortify your Magicka, and is plain comforting to have around.

~ "Communicate with Boney" CrystalBall added to MainRooms - Lower

~ Add dialogue/back story to Alchemy sorter "Boney" scripts, both up and down stairs.

~ New Wall-Cabinet add to MainRooms - Lower. Including named Ayleid Casks Individually named to store arrows; also spare general purpose casks and two separately operated green spotlights.

~ Garden Fountain; with fountain lights and water-flow which can be activated by the PC

~ Separated MainRooms - Lower&Central rooms. Now they have separate LOADING screen. This was a really tough decision to make: especially after I had spent hours and hours getting them to look right joined together in the first place, (I really liked it how it made the house few very spacey), But with the rooms full of Player clutter it was causing some slow-down. So it was decided separate them.

~ Archery Targets added to 'Backgarden' - in Belda grounds. (also used by Servant Myrisi'l)

~ Added Large "clutter chest" inside front door.

~ Added banners/paintings and other decorations to all floors.

~ Replaced some statues in house to add more variety.

~ Removed Mermaid statue from basement fountain.

~ Creeping-Ivy decoration on outside house-walls improved.

~ Tweaked outside and inside path-finding.

~ Renamed 'Top' to 'Central' scroll.

~ Reduced number of Display cases in Drinks room and in MainRooms - Central.

~ Redesigned the Flower arrangement box in the front garden. (Balancing Lag&Design).

~ Tweaked lights in Magus room (off centered).

~ Tweak fire flames in kitchen Stove (more variety of flames sizes).

~ Added new flower pots around the house.

~ General polish of existing content.

~ Added new items to servants room. Giving it more a lived-in feeling.


1.2 The main purpose of this update is to improve stability and help out
those who have been experiencing difficulties. There has been some minor
decor/furniture changes, nothing overly extravagant.

~ Thoroughly cleaned the mod of any unintentional references that had
crept in. This greatly increases stability and reduces any possible
conflicts with other Mods.
~ Included in zip file all Meshes and Textures required for Glowing
Windows at Night. (see: Technical)
~ More spellchecking
~ Added some new plants, candle-lights, seats and banners to the rooms.
~ Reduced the amount of display cases on the desk in the drinks room.
~ Replaced some of the Daedric statues to give more variety.
~ Changed the bathroom chair to a stool. To help player avoid clicking on
it while in the bath (and in the middle of the bath script).
~ A few other miscellaneous changes.


1.1 ~ Added "In Character Scrolls" to each room.
~ Minor tweaks, spellchecking.


1.0 ~ Initial Release




**********************************************************************************
5. Technical
**********************************************************************************
NOTE: This section does contain some spoilers.




v1.4 Natural Lighting and Fixed Lighting choice.

Why give you the choice? Cos I'm really nice like that.
But also because Natural Lighting uses the weather system from Oblivion and if you use another 3rd party MOD which alters the Weather/Environment you MAY see some amusing effects inside the manor. For example you might come home to find its raining or snowing in the bedroom. However, this is purely cosmetic if it does happen and should not have any other bad effect on the game.

RESTING/WAITING or Exiting and reenterign the room should stop this strangeness.


v1.31
Tweaked Boneys and Crystal-Ball Sorting scripts so they no-longer sort a specific vampire dust: "MS40 Vampire Dusk" a.k.a. "Ashes of Hindaril", which is required for a Quest.

Everything else was correcting spelling errors.


New to v1.3


### Chemie Cat textures/meshes/Sound FX ###
(see v1.2 for house window meshes)

The Textures / Meshes new to this update are for the Alchemy Cat "Chemie" .
They are direct copies taken from the Mod: OBLIVION CATS v0.2b By Tegeal (see credits).


#### Servants Leveling ###

Both servants Do Not Level.
They start off at a power level roughly 25-35 and will stay like that for the entire game. So to begin with they will be much more powerful than the Player. They are suppose to be mentors/advisers afterall. Then eventually the Player will surpass them in skill.



#### BASIC Servants Dialogue ###


* Blank Audio file have been added that will stop the text dialogue skipping too fast to read comfortably. Now you will have 7 seconds to read the text. You can of course click through the dialogue if it is going too slow.

Dialogue Conditions:-

*
* Servants Services: Disposition =>30
* About Your Sister: Disposition =>55
* Friendship: Redwort Flowers or Strawberries: Ingredients => 12
Disposition =>20
* Silver Ring / Book: You must have the RING or the BOOK to get the Dialogue option: plus:
Disposition =>75
Quest MQ03 =>50
(Main Quest, At this stage or later:- I found Martin among the survivors of Kvatch. He was surprised to learn that Emperor Uriel Septim was his father, but has agreed to return to Weynon Priory with me to speak to Jauffre.)
If you have the RING / BOOK and a great disposition BUT not completed atleast this part of the main quest; the Companion will tell you its "too soon".

* About Yourself: Disposition =>50
* Birthplace: Disposition =>55
* Early Years: Disposition =>60
* Career: Disposition =>65
* Life and Love: Disposition =>70
* The Future: Disposition =>50
* Morrowind Mission: Disposition =>40

* Companion's Gift to PC: Disposition =>75
Quest MQ05 =>36
(Main Quest, At this stage or later:- Baurus has learned that the enemy is a secret cult of Mehrunes Dagon worshippers known as the Mythic Dawn. He will continue to track down agents in the Imperial City. I should talk to Tar-Meena at the Arcane University, an expert in daedric cults. She may be able to tell me more about how to find the Mythic Dawn.)
The whole purpose of these Quest-Stage settings is to give pacing to the 'friendship/romance': so the player cannot get all the dialogue option all at one time. Simply to try to make it more realistic.


* Sister Critically Injured & Sister Dead:

If the companion has 'died' (critically wounded), but has not been buried (which the player has to chose Dialogue option: NO -Ashes to Ashes) then it will run the critically injured Dialogue.
Upon the sister being buried the Player received a "Death Token" which is a quest item WHICH SHOULD NOT BE REMOVED: It tells the Mod that the Companion is Dead & Buried (permanently) and will run the "Sister is Dead dialogue options".
This "Death Token" is a QUEST ITEM so cannot be removed from the players inventory 'normally', (There are some mod tools which do allow this).

The alive sister also gets a "Death Token" added to her inventory. This is checked for by one of her packages to tell her that her sister is dead and buried and she should pray at her gravestone sometime during the day. SO DONT PICKPOCKET IT FROM HER. It wont hurt the game, just not allow her to grieve.


* Damage Kvatch Armour:

Player must have the armour in his inventory (located in servants wardrobe)
Disposition =>30
StageQuest =>45
(Main Quest, At this stage or later:- I have found Martin among the survivors inside the Chapel of Akatosh. He was surprised to learn that Emperor Uriel Septim was his father, but he will not leave until the way is safe for everyone to escape.)

Again this is for TIMING PURPOSES: This proves that the Player has seen Akatosh's Chapel which Sylvian-Lir referred to as being destroyed.





###########

Version 1.2

* The Textures and meshes included in this file are for the Glowing windows
on the outside of the Manor House. They are direct copies taken from the
original creators of Illumination Within (see credits). IF YOU ALREADY HAVE
ILLUMINATION WITHIN (OR WITHOUT) V1.0 BY SLAP (and ModMan) INSTALLED THERE
IS NO NEED TO INSTALL THESES MESHES/TEXTURES, AS THEY WILL ALREADY EXISTING
IN THE CORRECT FOLDERS.

* If you have not already, it is recommended that you update to Oblivion
Patch 1.1, if you are experiencing problems. Some players have claimed that
this stopped problems they were having.

* There are no known conflicts with this Mod. The Mod does not effect any
quest items or there locations.

* For best results use HDR lighting.

* I tried to keep the objects in the house that give bonuses at a low level.
Something which is helpful, but not over powering.




**********************************************************************************
6. CREDITS
**********************************************************************************
Boney Sez: "I heartily recommend these products or services".


Belda Elysium would not be the same were it not for the hard work of the following mod makers.


---------------------------------------

The excellent outside window lighting from:

The Elder Scrolls IV Oblivion "Illumination Within" | V1.0
By: Slap & ModMan

---------------------------------------

My Alchemy Sorter script was based on the one from:

Mod: ArmoryLab.esp
Version: 1.0
Author: Tom Superga

---------------------------------------

An excellent reference guide, very very helpful:

The Alchemists Reference
Author: JSLSlim

----------------------------------------

A great modder's resource.
The superb Books from TES Morrowind was put together by:

Author: MrDarkSim

------------------------------------------

The marvellous cat meshes/textures are from:

OBLIVION CATS v0.2b
By Tegeal

These cats are adorably. Without which Chemie would not be possible.
-------------------------------------------

The gorgeous Scarlet and Silver Robes are from:

Vermillion and Silverthorn Robes v 1
by KafeiDotour

------------------------------------------

Big thanks to Smoke for his scripting suggestions to keep those pesky Armour and Weapon Display Cabinets in place and tidy.

-------------------------------------------

The cool Dragon Coin Quest Icon was used from:

Va_BetterGold (his full mod adds better, shinier gold coins to the game)
by Chris (VagabondAngel)

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The amazing Shadowlord Armour meshes/textures:

By: Cryo - For the original Oblivion Indoril Armour.
By: Aorawn - For the new textures.

Huge thanks. Great for the Ascensyon look.

-------------------------------------------


BeldaElysium has been developed for over two years now, and it is getting increasingly difficult to keep track of all the credits. I do make every effort to contact everyone I have borrowed from for permission, when it is not freely given in their work's Read_Me. However, If you see any items/scripts/icons/textures/whatever featured and you are not credited here, please email me and I will gladly add you to the credits.


**********************************************************************************
7. Lights, Elysium, Action!
**********************************************************************************
NOTE: This section was added with v1.3, BEFORE Natural-Lighting was an esp option in v1.4. As such you may not fine it neccessary.


Playing Belda Elysium with shades on? Bright and airy rooms too much for your Dark Brotherhood/Vampire? Fear not: You too can live in perpetual Darkness.

AVStoryteller will show you how.

NOTE: Make sure you have NO objects of values inside Belda Elysium as the changes you make, �may� delete them. I�m not 100% sure, but why take the risk?

Make a Saved game with your Character OUTSIDE THE MANOR.

First load up the TES Construction Set, (what do you mean you do not have it foolish mortal? Download it immediate, lest face my wrath: www.elderscrolls.com)

Ahem...

New V1.3 (v1.31) is split into 3 separate Interiors and 1 exterior.
But it is the interiors we�re interested in are we not?

Start TES Construction set.
Click the folder symbol (top left) to open all mods you have installed.
Click in the boxes : Oblivion.esm (master file0 and in Belda Elysium.esp. while BE is selected click on the button �SET AS ACTIVE FILE� to make Belda Elysium the active file. This means that whenever you click the save button you are only affect the Belda Elysium mod. (For the love of god man , don�t set Oblivion.esm as the Active file as you�ll save over the main game with your alteration!!)

Right for those still with me and not scared off by that, click OK and it will load up all the many files in oblivion and in Belda Elysium, BE for short.

It will show the window called CELL VIEW, OBJECT WINDOWS, and grey RENDER WINDOWS (where you will eventually see stuff).

Concentrate on the CELL VIEW window, it should say INTERIORS in the drop down box, if it does not then please select it. At the top of the list will �Abandoned Mine�. Scroll down the list until you reach : �BeldaHome00BorromFloor�, �BeldaHome00BottomMiddleFloor�, �BeldaHome01MiddleFloor�, and �BeldaHom02TopFloor� and �BeldaHome03BasementFG�.

These are the 4 levels of the Manor. You can Ignore: �BeldaHome00BottomMiddleFloor�, that was used in v1.2 when both MainRooms floors were still connected together.

Double click on �BeldaHome00BorromFloor� , you will see a status bar at the bottom loading up some 300+ objects. The RENDER WINDOW will still be grey as it is not centred on any objects, so the CELL VIEW list to the right headed EditorID it will say at the top 1BeldaElysiumUCChair01F, (I individually name EVERYTHING to make bug testing easier), double click it and it will center you on the familiar business desk in the MainRoom -Lowers.

You can use the Mouse Button to scroll in and out. Press and hold the middle-button to move your view left or right. To spin your press and hold the SHIFT key while moving the mouse...If you have No object in the RENDER VIEW window selected this will rotate the camera around itself...IF you have an object selected this will rotate the camera around the object. Play about a bit.


NOTE: Remember CTRL-Z is your friend, if you move anything you did not mean too, using Undo. (Or if you�re completely lost, close down TES Construction set and when it prompts you to Save, say NO, and any alterations you made will vanish).


Changing the brightness:

This simple. Look at the CELL VIEW window again, choose �BeldaHOME00BottmFloor�, right click this and select EDIT.
It will bring up a window called CELL, and �BeldaHOME00BottmFloor� will already be selected. You will see three tabs : Common data, Lighting, and Interior data. Click on �Lighting�.

Concentrate on the AMBIENT lighting. It is presently showings three values for R(ed), G(reen) and B(lue).
The colours go from 0 to 255.
From here on its personal taste. If you want to make it half as bright, for example, set these three values to 100. The RENDER WINDOW will give you a close, but not exact impression of what the new brightness of the room will look like. Its a case of trial and error. You will have to save the changes, close TES Construction set, load Oblivion, load your saved game, move your character to enter the house, and look around to see if you like it. This Process may take several (thousand) attempts before you are perfectly happy with the results...Welcome to my world.

Any way, So you�ve changed the values to 100, then click OK on the CELL Window. Then click the SAVE ICON (its the disk symbol) button in the top left hand corner of the program. Congratulations , you have changed the lighting in that room.

Moving on, you want to load up the next floor in the manor from the CELL VIEW window, in this case it would be (skipping old BeldaHome01BottomMiddleFloor) �BeldaHome01MiddleFloor�. Double click on it. You will see the load counter on the lower status bar again. Once it has finished you need to centre the window again so double- click on any item in the EditorID on the right , i.e. the top item is �1BeldaElysiumDrinkWine6TamikaBest�.
Same as before, right click the floor name in the CELL VIEW window and select EDIT. Then click on the Lighting Tab, and make the changes to Ambient that you want.

NOTE: Save often, as TES Construction Set can crash on occasion, (usually after you have put blood, sweat and tears into your lovely creation and haven�t saved in ages...not that I�m bitter).


Moving on swiftly.
You have made the changes to all 4 floors. SAVE.
Then go to FILE > Exit.

Now to check if it looks the way you want it to. So load up your saved game in Oblivion and enter the house and see how it looks.

Repeat as necessary inorder to get it just right.

Congratulations your a now a modder!!!


Don�t panic!

Any queries email me: [email protected]