Oblivion

About this mod

This mod will overhaul your Battlehorn and give you more options for play-style and functionality, while removing certain undesirable aspects from Vanilla, namely taxidermy. Included also is an expansive underground dungeon home for dark characters of any wealth.

Requirements
Permissions and credits
Changelogs
Worked into the foundation of the ailing Castle above is the remains of a vast underground dungeon, now all but dark, damp and slowly crumbling as any use of it's facilities has been forgotten. It's unknown exactly what was once sealed down there, but from the frequent heavy oak doors and metal bars it can only be assumed it was something very dangerous, or very valuable. For a time the Lord Jaren made use of the facilities to store his family's wealth, but as time wore on and the full breadth of Castle Maintenance costs ate away at their savings, the doors were sealed to the empty vaults. Since that time, the darkest depths of Castle Battlehorn had remained forgotten, unspoken of, and utterly uninhabited.

But then you came along.

On your travels you assist in destroying the sieging marauder force, but apparently too late to save the late Lord Kelvyn, who by chance just so happened to entitle you the sole successor of his entire estate. Battlehorn Castle has many secrets, and one deep one.

Welcome Home

Description:

This is my first mod so any feedback is greatly appreciated.

Now with a "Juicer" so you can make bottles of blood from mort flesh, human skin, and human hearts. :D

This mod makes many edits to the base battlehorn, and if you still wanted to play as a fighter character with this installed it is still possible, as the only major edits to the original features is a total removal of the taxidermist and a couple odd fighters guild banners and such. The additions and removals are listed below:

Edits to Existing Battlehorn:

- Rona Benanirius, your servant, patrols the Great Hall instead of your quarters

- Nothing Taxidermy related, everything from boar heads to trophy mounts scrapped

- Alchemy Garden in former Taxidermist's Quarters (included in purchase of the Great Hall)

- Throne, Banners, Pillars, Carpets and Display Cases added to Great Hall

- Removed Planters in the East Wing, Great Hall, and Lord's Manor

- Master Bedroom Modifications, see images

- Hearths of Battlehorn now in the Lord's Manor, Barracks, and Servant's Quarters

- Fully enterable and surmountable towers (all 6)

- Access to the central roof

- New Portcullis without buggy fog effect, along with an additional Gate Mechanism atop the Gate House

- Small Extension to Wine Cellar

- Free Lower Class underground Storage/Sleeping in the Secondary Repository

- Trap Door entrance to Secondary Repository Lower Class area through Great Hall secret passage

- And of course, everything is slightly darker :p



Once you purchase the "Battlehorn Underground" (xx024f53) Receipt for $16 000 from Nilphalus you will receive: 


- Virtual Underground Manor in place of rubble, directly opposite the entrance from the Wine Cellar

- Majestic Foyer with respawning prisoners that have harvestable flesh, skin and hearts (I recommend a Vampire Overhaul as they don't sleep)

- The Juicer, a way to turn mort flesh, human hearts, and human skin into Human Blood bottles

- Main home in a separate cell to the foyer for those wary of Oblivion's AI

- Welkynd Lighting, Plenty of Displays, Dining Room, Office, Sitting area, Storage and securely lockable Sleeping Area

- A ladder leading up to the rear of the castle, with a FT marker

- Two secret entrances elsewhere in the castle

- Blue fire lighting on braziers

- All storage is safe storage



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

Installation:

As for pretty much any mod, especially with older games like this, DON'T USE NMM. It is ideal to start this with a clean save that's never rendered the castle before, also, due to the nature of how this mod replaces the data of the DLC, you have to manually replace the file in /Data folder. Follow the steps below:

1. Download manually
2. Backup your DLCBattlehorn.esp in Oblivion/Data and move it elsewhere
3. Extract the contents of the download into Oblivion/Data
4. Activate the mod in your favourite mod manager (Usually under a Plugins tab)


Uninstallation:

1. Delete the Mod's DLCBattlehorn.esp and then replace it with your backed up one that you have because you're smart
2. Activate the Original DLC in your favourite mod manager (Usually under a Plugins tab)


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



Compatibilities/Incompatilities:

- The Unofficial DLC Patch (Battlehorn Specifcally)

  If you find yourself coming back here and finding out that you had that installed and now you're thinking your messed up, follow these instructions:

  1. Remove the Unofficial DLC Patch for Battlehorn .esp
  2. Head in game and open the console, enter player.additem xx024f53 1 (xx being your load order/mod index number, found in your mod manager)
  3. Optional: "pay" for it by typing player.removeitem 0000000f 16000

- Most likely anything else that modifies Battlehorn, but nothing else that I know of

Known Bugs:

- 70% of the time Knights spawn in the courtyard on startup, and 30% somewhere near Pell's Gate for some reason. Just wait a few hours and the npc      will come up.

Future Plans:

- Kvatch's Castle Portcullis in place of current Porcullis