Updates AV Storyteller's Belda Elysium v.1.5 mod, with new Morrowind book jackets, many typographical corrections, and quest-related access to the manor. Includes compatibility patches for "Let There Be Darkness" and "Legion-occupied Forts".
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File credits
A huge thank-you to AV Storyteller/Gothic for resurrecting an old favourite, and for letting me mess around with it. Morrowind book jackets created using Lady Nerevar's modders' resource. Glove icons from “Mannimarco Revisited” used with Miltiades' permission. Modified “Legion-occupied Forts” files used with Guinefort1's permission.
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Changelogs
Version 1.6.9
v.1.0 – Original mod.
v.1.1 – Corrected several typos missed the first time around, and edited some dialogue to ensure the longer subtitles would fit on-screen. Removed double spacing between sentences in journal entries and dialogue.
v.1.2 – Brought three NPCs into line with the UOP and made minor corrections to several container names.
v.1.3 – Re-armed all Telvanni with Elven weapons. Used TES4Edit to fix conflicts with the UOP in MQ05 Stage 20. Corrected a few more world object names. Deleted a static barrel that was overlapping a broken crate in Fort Chalman. Added a folder with optional .esp files for “Let There Be Darkness” users.
v.1.4 – Gave Sylvian-Lir's bow the same statistics as Myrisi'l's weapon, and increased their weight to that of standard silver bows. Deleted the half-buried crate next to the stable and distributed its contents between the smaller crate and the empty barrel near the hay bales. Made more amendments to dialogue, journal entries, and topic text. Corrected the death scripts for Myrisi'l and Sylvian-Lir (they previously used a line from Chemie's death script), and ensured that the player receives the same +30 disposition bonus for saving the lives of both sisters. Added replacement .esp files for all versions of “Legion-occupied Forts”.
v.1.5 – Revised MQ05 to give access to the manor slightly earlier than before. Deleted two spare keys (the player will still have two full sets). Made several more changes to dialogue and journal entries. Added a new dialogue topic for Sylvian-Lir regarding Azura's Star, and corrected her 'Ascensyon Initiate' dialogue. Tidied up two of Boney's scripts, and incorporated UOP text changes into a number of Morrowind books. Set the alchemy lab waste materials cask to respawn, and made some revisions to the Alchemist's Reference.
Gave all Telvanni middle-class or upper-class shoes, and reduced the amount of gold they carry. Upgraded their arrows to Elven quality, and gave the High Magus' mace a more powerful enchantment. Modified the abilities and resistances of Flame Sentries and Void Spectres. Replaced the Guardian Spectre on board the 'Spirit of Tel Fyr' with a Skeleton Enforcer. Reduced the number of arrows carried by quest-specific skeleton archers. Increased the Fortify Health effect and value of Corille Sisters Champagne.
Deleted Hemis Jecks and assigned his dialogue to Newheim the Portly. Largely abandoned the cosmetic changes to Raimyr El'Eluril. Gave several characters a wider range of facial expressions. Made the crew of the 'Spirit of Tel Fyr' exclusively Dunmer (Captain Ferium is identified as such by Krognak gro-Brok). Ensured Emelia Duronia takes the copy of 'Vampires of Vvardenfell' from the player in return for Myrisi'l's belongings. Added new interior screenshots.
v.1.5.1 – Gave both Myrisi'l and Sylvian-Lir additional dialogue topics, allowing them to refer the player to the Master trainers in Illusion and Restoration.
v.1.5.2 – Added alternative .esp files which reverse my cosmetic changes to Myrisi'l and Sylvian-Lir. Added several new screenshots.
v.1.5.3 – Moved the Telvanni chestnut mare from the Elven Gardens District to the Chestnut Handy Stables (she will no longer be disabled at the end of EQ01). Replaced an exterior screenshot. Reorganised the .esp files in a hopefully less confusing way.
v.1.5.4 – Added a short quest to find the manor, plus a map marker to allow fast travel to the stables. Moved Belda's map marker slightly to minimise overlap. Repositioned the broom and bronze-rimmed barrel in the stables. Finished reorganisation of the .esp files.
v.1.5.5 – Eliminated changes to MQ05 using TES4Edit. Made several revisions to ReadMe file.
v.1.5.6 – Replaced most items in the North Basement display cases with static models.
v.1.6 – Replaced the shovels in the manor stables with static models. Added a quest update, triggered by finding the Telvanni chestnut mare, and modified her AI packages. Amended the update for EQ01 Stage 30, and set Stage 50 to trigger closer to the manor. Revised several NPCs' inventories. Edited Ley Marillin's dialogue. Made minor changes to several interior cells. Fixed the two Flame Sentries who were constantly trying to walk through walls. Reduced the value of a few items, and added inventory icons for the Sorcerers' gloves.
Added a script to the fake Custodian Guards, and another to ensure EQ02 Stage 110 triggers. Set several other quest updates to trigger slightly later. Modifed the version of Myrisi'l encountered in the Trial of Wisdom. Amended some Ascensyon Trials dialogue, and added two conversations with Boney. Reinstated the Guardian Spectre aboard the 'Spirit of Tel Fyr'.
v.1.6.1 – Moved the set of books on the Vault shelves to the upstairs drinks room/office. Modified a previously unused script to change Boney's dialogue during the Trial by Fire. Set Stage 180 to trigger slightly later. Changed El-Eluril's final greeting, and made his dialogue more linear. Tidied up Captain Ferium's script. Forced the date to advance during the Ascensyon Trials and the voyage of the 'Storm Crow'.
v.1.6.2 – Fixed the “Dressed to the Nines” quest so the Player no longer has to break into the Chapel Hall, and ensured Sylvian-Lir's belongings will not be flagged as stolen. Deleted Boney's dialogue, as the Player may not be carrying the Crucible Stone at this point. Brought all interior cells into line with the UOP. Deleted three holly bushes and the empty easel from the manor's grounds.
v.1.6.3 – Corrected the assassin's journal on the 'Spirit of Tel Fyr' so that it refers to a Guardian Spectre rather than a Skeleton Enforcer. Slightly altered Myrisi'l's appearance. Gave each .esp file the correct version number, and updated several screenshots.
v.1.6.4 – Removed low-level processing from several NPCs. Gave High Magus Indalen scarlet evocation robes, since he is a Mage rather than a Necromancer. Ensured all Ayleid casks had the correct open/close sounds, and added three casks to the Vault. Replaced the Mythic Dawn banners in the Alchemy Lab with upper-class tapestries. Removed essential status from Emelia Duronia, and from Tux Solis and G'Xagyg once EQ02 is completed. Gave the latter pair new AI packages. Gave Sylvian-Lir Dunmer fire resistance. Made some minor changes to dialogue. Updated several screenshots.
v.1.6.5 – Added three new display cases to the manor's middle floor, and replaced one of the existing cases with a larger version. All display cases now have a scale of 1.1, reduced from 1.2 to avoid crowding in the corners and eliminate the overhang of the two central units.
v.1.6.6 – Cleaned all main .esp files with TES4Edit. Removed 29 “Identical to Master” records. Undeleted and disabled 66 references. Added a new screenshot.
v.1.6.7 – Fixed the scripts for the Ascensyon Trials so that the player is initially provided with a white monk robe. Deleted an unnecessary “Cancel” option from a conversation with Raimyr El'Eluril. Reinstated a line of Boney's dialogue in the “Dressed to the Nines” side quest. Corrected a typo in one of Boney's scripts, and another in Myrisi'l's dialogue. Set the Crucible Stone to lose its quest item tag once “The Path of Ascensyon” is completed. Reduced Emelia Duronia's maximum Mysticism training level to 70. Utilised the existing Master training referral dialogue to give Emelia, Myrisi'l and Sylvian-Lir sound files. Disabled the place holder for the unfinished quest EQ03.
v.1.6.7a – Amended the ReadMe file and made OBSE – Elys – Universal Silent Voice a requirement.
v.1.6.8 – Rearranged the files and folders in a BAIN-friendly format.
v.1.6.9 – Modified the .7z file format to make it more compatible with Wrye Bash.
BELDA ELYSIUM REVISITED – A mod by zymurgy65 ==========================================
This is essentially AV Storyteller's Belda Elysium v.1.5 mod, with a number of new features added by me. It replaces only the original .esp file and the Morrowind book jackets, so to use it you must download the full mod (available at www.nexusmods.com/oblivion/mods/47300).
This mod is largely the result of my Obsessive-Compulsive Disorder. It all started when I noticed the tinder box/candle snuffer on the ground floor didn't work. Once I got that particular bee in my bonnet, I decided to give Belda Elysium a bit of a makeover. Many of the more recent changes are a result of exhaustive play testing. Please note, some of these changes may not appear until you start a new campaign.
Above all, remember this is an .esp REPLACER – don't use the original file too, or strange things will happen!
BASIC CHANGES =============== Access to the manor is now quest-dependent. Rather than having the front door key literally handed to you on a silver platter, you must first escort Martin to Cloud Ruler Temple. Jauffre's invitation to join the Blades will trigger a short quest to find the manor; you'll receive a letter from Raimyr El'Eluril, a map marker, and a key to the manor. Reaching Cloud Ruler Temple provides a natural pause in the Main Quest, so this seemed the logical place to do it.
Myrisi'l and Sylvian-Lir have also been disabled until this point, so you won't be able to cadge a spare set of keys from the latter. Of course, you could just unlock the front door using the console, but if you're going to cheat to that extent this mod probably isn't for you. The canvas on the easel at the rear of the manor won't appear until Myrisi'l is enabled, and will disappear should she die.
You must activate this mod BEFORE Jauffre invites you to join the Blades, or you won't receive the items mentioned above. Worse still, Myrisi'l and Sylvian-Lir will never appear, breaking the Elysium quest line and denying you both their services and the pleasure of their company.
Why go to all this trouble? Firstly, the manor has been made ready for the 'Saviour of Tamriel', so it seems only fair for the player to go out and do a bit of saving first. Secondly, I use PrinceShroob's Main Quest Delayer, and making access dependent on having reached a certain stage in the Main Quest avoids having conversations about the Emperor's death when you know full well he's still alive.
There is now a map marker allowing fast travel directly to the stables, and the shovels in the rack have been replaced with static models to keep them from being displaced by your sudden arrival. Inside the manor, the tinder box/candle snuffer on the desk has the correct script and works properly. The arrows on the cabinet near the front door have been removed, and the Ayleid chests used as arrow containers are explicitly labelled as such.
The Morrowind books now have jackets largely derived from Lady Nerevar's modder's resource, and there is much more variance in their value. Any Skill Book titles among them now function as such, as well as having the correct Oblivion jackets and icons (except for two that are part of a matched set). Since a number of these books are smaller than before they may be floating a little way above the shelves at first, which is easily fixed using the Z key.
The candles on the War Room desk are now unlit when you first enter the manor, and the spare keys in the basement have been deleted. Most items in the Vault and War Room display cases have been replaced with static models, so it's now safe to save the game while in the North Basement. Soul gems, potions, and arrows have been left alone. Several Ayleid casks have been added to the Vault, and the set of books on the Vault shelves has been relocated to the upstairs drinks room-cum-office. All Ayleid containers now have the correct open/close sounds.
Myrisi'l and Sylvian-Lir have been given rather different appearances. I know that beauty is in the eye of the beholder, but I think you'll like my changes. If not, there are now alternative .esp files which restore their original appearances.
Sylvian-Lir has been given an additional conversation topic, which will appear when the player has completed the quest for Azura's Star. Her 'Ascensyon Initiate' dialogue has been linked to her own Respect tokens, rather than Myrisi'l's. In addition, both sisters (and Emelia Duronia) are now able to refer the player to the relevant Master trainers.
All quest updates, subtitles, and documents associated with the Belda Elysium quests have been checked for spelling, punctuation, spacing, and general fluency. English spellings have been left intact, as I'm English myself. Should you find any errors that I missed, please let me know so that I can go and bang my head against a wall. Seriously, this was by far the most labour-intensive part of the mod, and I came close to giving up on more than one occasion.
SPOILER ALERT! (If you don't want to see these, scroll down to the next section.) ============== The Telvanni chestnut mare has been disabled until the player begins EQ01, “Shadows Over Elysium”. She has also been moved from the Elven Gardens District to the Chestnut Handy Stables, and will trigger a new quest update should you find her before visiting the King and Queen Tavern. She's no longer player-owned, but this is easily changed using the CS if you want a superior chestnut horse free of charge.
Flame Sentries' resistances have been modified slightly, as they previously had both frost resistance and weakness to frost, which largely cancelled each other out. The unique wraiths added by this mod have been made tougher, having the same Health as their generic equivalents. Void Spectres have the resistances of Storm Atronachs rather than Frost Atronachs, losing their weakness to fire and gaining 100% resistance to shock. They will also drop Void Salts instead of Frost Salts. The Guardian Spectre aboard the 'Spirit of Tel Fyr' will no longer drown, has been armed with an elven shortsword, and will not waste magicka attempting to cast ranged spells.
The Telvanni necromancers have been re-armed exclusively with Elven weapons – bearing in mind House Telvanni's isolationism and sense of racial superiority, this makes sense. They have also been given middle-class footwear, with upper-class shoes for the leaders. The amount of gold carried by individuals has been reduced, along with the value of their robes. The Sorcerers' gloves have inventory icons taken from Miltiades' “Mannimarco Revisited” mod.
A script attached to the fake Custodian Guards relabels them Great Mistress' Infiltrators when they attack the player. Another script ensures EQ02 Stage 110 triggers correctly. The Stage 130 update appears after entering the Sanctum, rather than before. The sleeping version of Myrisi'l encountered in the Trial of Wisdom is now actually alive, with a script attached to prevent her being woken. The “Leap of Faith” quest update is triggered by reading the Ascensyon History, rather than just being near it, and the Stage 180 update by leaving Belda, rather than nearing the exit.
El'Eluril now remains bareheaded during the Ascensyon Trials, as there was no reason for him to wear his helmet in Crucible and I found talking to that blank face mask rather annoying. He will, however, equip the helmet should you attack him. I've also used TES4Edit to give a wider range of facial expressions to both El'Eluril and the Necromancer Magus during the initial Trials, as well as Tux Solis on board the 'Storm Crow'
Hemis Jecks has been deleted, since Anvil already has a harbourmaster in the substantial form of Newheim the Portly. The player will now be directed to question Newheim, who remains essential until you have spoken to him about the 'Spirit of Tel Fyr'. During the Trials and sea voyage, the date will advance to match dialogue and journal entries. Both Tux Solis and G'Xagyg will lose their essential tags once EQ02 is completed, and will return to the Count's Arms to do some serious drinking instead of standing around on the quayside indefinitely.
The “Dressed to the Nines” side quest has been fixed so that the Player no longer has to commit burglary and theft to recover Sylvian-Lir's belongings, and Emelia Duronia is no longer tagged as essential.
Please note, soul gems used to restore the lives of Chemie or the sisters must be PRE-FILLED; a soul gem you filled yourself won't work, since it still uses the ID Ref of an empty gem.
REQUIREMENTS ============== Belda Elysium v.1.5. OBSE – Elys – Universal Silent Voice. This will ensure dialogue subtitles stay on-screen long enough to read.
INSTALLATION ============== Unpack and copy the Meshes/Textures folders and the .esp file of your choice to your Oblivion directory, then check the .esp in OBMM. There are two .esp files included; the default file uses the original Illumination Within lighting for the manor's exterior, while that in the AWLS folder is for use with the Animated Window Lighting System. Both files are based on the fixed interior lighting version of the original mod.
This mod features several new 'dungeon' cells, and an optional folder contains alternative .esp files for those who use LprMan's “Let There Be Darkness” mod, with ambient lighting and fog in the new cells reduced to zero.
KNOWN ISSUES ============== Any mod that alters Fort Chalman (e.g. Guinefort1's “Legion-occupied Forts”), the area around Belda, or the basement of the Imperial Palace is likely to cause conflicts, though tests have shown Marob 307's “Palace Improvement” mod is compatible. I've included replacement .esp files for Guinefort1's mod, deleting its changes to Fort Chalman. To use these you must download the full mod (available at www.nexusmods.com/oblivion/mods/47572).
CREDITS/PERMISSIONS ==================== Morrowind book jackets created using Lady Nerevar's modders' resource. Glove icons from “Mannimarco Revisited” used with Miltiades' permission. Modified “Legion-occupied Forts” files used with Guinefort1's permission. Thanks to Ilde for suggesting how to avoid a clash with dreamed1's “Time Enough at Last” mod. A huge thank-you to AV Storyteller/Gothic for resurrecting an old favourite, and for letting me mess around with it.
SCREENSHOTS ============== The exterior view demonstrates the Animated Window Lighting System. The Ayleid chests use BastetGoauld's meshes and textures (available at www.nexusmods.com/oblivion/mods/46929). I can't recommend these highly enough, as they are works of real beauty.
AND FINALLY... ============== If you like this mod, check out my others on the Nexus:
A Dog for Bhisha (www.nexusmods.com/oblivion/mods/49951) Alternative Dancer Races (www.nexusmods.com/oblivion/mods/47863) Battlemages Revised (www.nexusmods.com/oblivion/mods/48755) Better Traps (www.nexusmods.com/oblivion/mods/47713) Creature Fix Compendium (www.nexusmods.com/oblivion/mods/50100) Devastation of Kvatch Redux (www.nexusmods.com/oblivion/mods/48554) Goblin Fix (www.nexusmods.com/oblivion/mods/48184) Niben Bay Camp (www.nexusmods.com/oblivion/mods/50087) No Anachronistic Main Quest Comments (www.nexusmods.com/oblivion/mods/48728) NPC Overhaul (www.nexusmods.com/oblivion/mods/47607) Savage Creatures Fix (www.nexusmods.com/oblivion/mods/50092) Skeleton Fix (www.nexusmods.com/oblivion/mods/47614) Vanilla Staff Replacer (www.nexusmods.com/oblivion/mods/48152) Waters Edge Reborn (www.nexusmods.com/oblivion/mods/50236)
If you have any comments or suggestions, feel free to contact me via the Nexus.