Oblivion

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Guinefort1

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Guinefort1

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About this mod

Adds random spawn points of Mythic Dawn agents outside of main quest-related events

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Changelogs
Welcome to the forty-fifth installment to my Oblivion Immersion Series.  The Mythic Dawn cult is a recurring antagonistic force in Oblivion.  They assassinate Emperor Patrick Stewart and post sleeper agents in the towns to attack the player once a certain point in the main quest is reached.  The sleeper agent part is one of the things about the Mythic Dawn that Oblivion did well - regular old townsfolk, who blend in completely, those you would never suspect of being enemy spies, until they turn on you out of the blue.  Great idea there.  The problem is that once you have killed all of the named Mythic Dawn confederates, the Mythic Dawn cult loses almost all presence in the story until you go to Paradise, and the sense of danger, that servants of the enemy could be anywhere or anyone, is lost. 

This mod does two things to address this.  First, random-chance spawn points for Mythic Dawn sleeper agents have been added to every city and roadside inn.  These agents, called "Strange Traveler" operate the same as the name sleeper agents of the vanilla game, attacking on site after you have retrieved the Mysterium Xarxes, but ignoring you before that.  Because the agents added by this mod share the same behavior routines as their vanilla counterparts, they will no longer be hostile once the main quest is completed (and removing the usefulness of this mod upon completion). 

The spawn points for cities and inn interiors operate on random chance, with the spawn rate balanced to make the chance of an encounter balanced - common enough to be a cause for concern, but not so common as to be a nuisance.  You don't have to worry about an eternally increasing number of enemy agents within the cities - enemy spawns don't work like that in Oblivion.  Cities will have two spawn points at 10% each, for a total of a 20% chance per fresh visit.  The Imperial City, being much larger, has many more spawn points (4-5 per district) at a much lower 2% chance per point (making an 8-10% encounter-rate per district, which seems like it's very low, but it adds up).  Roadside inns have a 25% chance of spawning a Mythic Dawn agent, because if you play Oblivion anything like I do, you only really visit the rural inns for the quests and then rarely if ever return to them, hence the need for a higher encounter rate. 

The other thing this mod does is add the chance of Mythic Dawn agents to spawn at Oblivion Gates and at inside Kvatch.  It makes sense that these apocalypse cult members would be accompanying the Daedra as they invade Cyrodiil.  Not to mention that in-game dialogue from repentant member Eldamil states that Mythic Dawn agents were at Kvatch, but the player never sees them. So no more surprisingly lazy cult members here; they go war-criming right alongside their Daedra pals.

Version 1.1 rearranges the spawn points so that the agents no longer spawn within the player's line of sight when entering a city gate and for proper compatibility with Better Cities, plus a few imperial city overhauls (see compatibility section for details).   

Requirements
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Oblivion Version 1.2.0416

Installation Instructions
===================

Copy contents into your Oblivion data folder.  

Uninstallation Instructions
=====================

Delete the esp

Incompatibility
============

Will be incompatible with mods that edit the leveled lists for Daedra in Kvatch or Oblivion Gate exteriors.  The original version is incompatible with Open Cities.  V1.1 is redesigned for compatibility with Better Cities, Acros' Cyrodiil Rebuild mods, ImpeREAL City - Unique Districts, and RedBag's Imperial City - 2020 Edition.  Not compatible with the New City series from FurryVolka and Seryj2.   

Change Log
=========

- V1.1:
 - spawn points in cities rearranged to keep them out of the player's line of sight when entering the gates
 - spawn points in cities rearranged for compatibility with Better Cities

- V1.0
 - initial release

Known Issues
===========

This mod can create issues if you are running any mods that add more generic NPCs to cities, Crowded Cities being the example I tested it against.  What happens is that multi-man brawls can break out when the Mythic Dawn agent turns hostile, attacks the player, NPCs rally to your aid, and then someone hits a guard by accident, and then you end up with a full-blown riot and lots of dead citizens.  It's fun, I promise.

Despite the spawn rate being low, the bodies of agents have a habit of piling up if you travel to and from the same city too much to let it refresh.  Staying away for three days is all you need to get the bodies to despawn.     

Troubleshooting
=============

Feel free to come to me with questions or issues and I will help as best as I can.  That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance.

Credits
======
 
Thanks to:

Bethesda Softworks
TES Nexus
LHammonds - Readme Generator
The Unofficial Elder Scrolls Pages (UESP)

Licensing
========

I am making this mod open to revision by the public.  If you have any ideas of how to expand or improve upon this mod, then go ahead.  No permission needed.  All I ask is that you give me proper credit.  This mod and its contents may not be commercialized for any reason.