Oblivion

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Myrystyr

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Myrystyr

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Mod Name: Falcar's Room Becomes Safe Storage

Series: Home Away From Home
Number: 3

Author: Myrystyr
Date: 30/07/2019
Categories: Player Home

Requirements: None
Recommended: Elys Universal Silent Voice or Dialogue Idles

DESCRIPTION

Hello, and welcome to your new home away from home. This mod is fairly simple, and deals with a location we all know rather well.

After Falcar's attempt to drown you, there's nothing stopping you from moving into his room. Although it does bother me that the only safe storage in the Cheydinhal branch of the Mages Guild is a torn sack. This mod fixes that.

Once you have completed the Recommendation quest in Cheydinhal, speak again to Deetsan and she should have a new greeting. You will then see a new topic, asking about Falcar's room. If you want to move in and have safe storage, all you have to do is ask.

As with my Erthor Gives You Bleak Flats Cave mod, a quest will then update with the following script results:
- Disable all containers in Falcar's room, including the one you found disturbing evidence in (so don't put anything in them)
- Enable new non-respawning and physically identical containers in exactly the same places and positions

I've elected not to include a Complete or StopQuest command, as having an active log entry will help remind you that the room is yours. After all, there isn't a key to the room. Well, the Mages Guild key unlocked the basement . . . you know what I mean.

The quest only has two stages, 0 and 10, and could easily be expanded upon if so desired.


CONTENTS

This mod contains the following esp:

FalcarsRoomBecomesSafeStorage - works as outlined above. This is playable immediately - repeat, immediately!


Tools used: Construction Set, File Explorer, Notepad, 7-Zip.

INSTALLATION

1 - Extract to a temporary location
2 - Copy the esp to use as desired
3 - Tick the esp in Oblivion Launcher to use in game

UNINSTALL

1 - Untick the esp
2 - Delete the esp


CREDIT

Modding by Myrystyr
Inspired in part by The Imperial Real Estate by lametrie
https://www.nexusmods.com/oblivion/mods/48292


PERMISSION

This mod is otherwise free to use, distribute, and adapt without permission. The only additional conditions I make are:

* Please do not distribute any part of this mod for commercial purposes.
* Please give courtesy notification of any use of this mod in another project.
* Please give credit to myself, as Myrystyr, and any others mentioned in the original ReadMe as appropriate.
* Please include a link in your readme and description to this mod.

CONTACT

You can contact me by commenting on this mod's webpage, or any of my uploaded mods. I can also be reached by Private Message on the Nexus.

Please inform me as soon as possible of any problems you may encounter while using this mod. Feedback and constructive criticism are welcome, as are suggestions for future mods. Complaints and lack of civility are a waste of time.

CONFLICTS/ISSUES

This mod was used alongside around 100 other mods, including several of those I have made and uploaded to NexusMods.

Known Issues: None. The new containers have no ownership, but as nobody else in the guildhall goes downstairs that shouldn't be a problem. Unless of course you have mods installed which add NPCs to the guild. In which case, closing the door should provide some privacy. Or you can always save up and buy the house across from the guild . . .

Skimpiness Factor: No, it's the Skingrad branch of the Mages Guild who are getting in and out of each others beds all night long.

Playtest Report: One of my Demoness Revisited - https://www.nexusmods.com/oblivion/mods/49389 - characters needed an Ease Burden spell to get out of the Mages Guild Well. Then, when Nitocris Mournfrost talked to Deetsan about Falcar's room, she got a quest update and the drawers she'd searched earlier had different contents. Seems like quite a nice place to stay.

My current roster of playtest characters are mostly low-level. Your gaming experience may differ if you favour higher-level characters.

I am reasonably certain that any persistent problems I encounter are due to general instability, resulting from using over 100 mods and/or using some mods that delete a lot of references, run a lot of scripts, or add a lot of ai packages. Sometimes when it starts to rain it doesn't actually rain, I only hear the rain. Sometimes I even still hear rain when I click exit game. Then I realise it's raining for real outside, and can't tell whether it was raining in the game or not - I mean, the sky was dark, it should have been raining . . .

IN CLOSING

This mod was created using the latest version of the Construction Set, and playtested with The Elder Scrolls IV Oblivion 5th Anniversary Edition. Although Shivering Isles and Knights Of The Nine were installed at the time, they are not necessary for use of this mod. No utility, e.g. OBSE, was installed or used. Screenshots may include elements of other mods.

This ReadMe is a balance of clarity and brevity, and is is assumed that the end user of this mod has read the ReadMe and understands that any issues that may arise during modded play are beyond the mod author's control.

These mods are my way of sharing some of the fun I have playing Oblivion. If you like my mods, please give a thumbs up so others can know they are appreciated; and, feel free to recommend them to others. Thank you for reading, and enjoy your gaming.


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