Oblivion

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callistofalling

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callistofalling

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About this mod

Adds the new town of Whispersins to the Shivering Isles. Includes 4 quests, unique varied interiors, useful merchants, new NPCs, and unique dialogue for all of them.

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1.2 update: fixed an unintended sequence break and a creature bug, and corrected a few quest-related oversights (like cells being left "public" after they didn't need to be anymore). Nudged around and added some new items/decor and pathfinding and whatnot in some cells. I tried my best to fix the pathfinding in the narrower sections of the caverns to make it easier for NPCs to travel through it... but Whispersins is inherently difficult to navigate because of its design, so it still isn't perfect, lol. Fixed Sevame Seloth's front door, which I somehow never noticed was not even close to being in the doorframe, omg. I changed the name of the statue that the NPC Cilia Casca sells from "Elven Bust" to "Cilia Casca's Statue" because I wanted to give it a more unique name so that you'd know what mod specifically the item came from i.e. from Whispersins!

Edited some lines of dialogue, fixed some floating decor, added more to various faction relations, and changes a few things about appearance and AI packages of some existing NPCs. Another "behind-the-scenes" addition was spells - specifically, levelled class spells, because somehow I'd never added that many to many NPCs! Also, Kitza-Voh of Deadly Delicacies will now sell some spells.

Made some changes and additions to the dialogue and journal entries in the quest "Sunhold Saboteur" in order to make the fail conditions clearer, and fixed some issues with it as well.

Added more "situation specific" dialogue, like if the player is Sheogorath, as well as a lot more dialogue and player interactions in general. 3 new NPCs have been added, along with corresponding houses, dialogue, and daily schedules of course, and I made a few changes to existing NPCs' daily schedules to better integrate the new content. One of these new NPCs, Odoura, is a special vendor located in the newly added Post Office - she will sell some pretty good items (soul gems, ingredients, apparatuses, things like that), but only rarely will they appear in her inventory. Her vendor chest uses various loot-related levelled lists as opposed to a custom levelled list so that even mod-added items might pop up in her vendor inventory. Also added a couple of custom Whispersins-related loading screens!

The biggest thing is that there's a new quest added! It's called "The Chill of the Hunt". You can read the ReadMe for more information, or go play it yourself of course, lol.


Original description: SI Whispersins (which I will refer to as SEWS for short) adds the new town of Whispersins to the Shivering Isles, just west of Brellach and north of Cann. It's a deceptively big town! There is a (comparatively) small exterior area built into the hill, but the majority of the town is located in the caverns. There's the Main Caverns, where you can find the Town Hall and Whispersins' mayor, many of the merchants, and some of the wealthier citizens. Then there's the Lower Caverns, with the Indoors Market and the Whispersins' Library, as well as many of the middle class citizens' houses and the Boarding House. Lastly, there's the Deep Caverns, with the town's baliwog herd and some of the newer, more lower class citizens' houses.

There's a bit more to the Whispersins caverns beyond that, but there's been some issues down in the deepest parts of the caverns, and the citizens of Whispersins could use your help...!

This mod is pretty big. Whispersins has more NPCs in it than vanilla New Sheoth, to my knowledge. Why did I make the town so big? Well, I wanted to! This mod was half me having some fun, and half me learning the CS. There's an in-universe explanation as to how a town could grow so big without the Golden Saints and the rest of the citizens of Mania realizing, and you can find out that reason for yourself if you do some reading!

All of the NPCs have their own personalities. They've got unique greetings and will tell you something about Whispersins if you ask. The topics are in the style of "Realistic Player Dialogue Overhaul" (for example, the topic isn't just "Whispersins" it's "Tell me about Whispersins") but that mod is not necessary to run this. There won't be any "haha crazy people funni/scary" dialogue here, I know that sort of stuff is just so eyeroll-inducing. A lot of their dialogue is little in-jokes and lore references to other TES games!

There are currently 4 quests you can do. Read the ReadMe file included with the download for a more thorough walkthrough. All I'll list here is how to start each quest:

An Incident in Whispersins: speak with Juna Laetha

Sunhold Saboteur: speak with Queyarril

Best Alchemist in Town: speak with Fihorah

The Chill of the Hunt: read the wanted poster in the Whispersins Town Hall


INSTALLATION: This is just an .esp with no custom resources, simply install the same way you install any other .esp :)

Don't run multiple versions at the same time! If you have an earlier release of this mod and wish to upgrade to this new 1.2 release, then do just as you would for other .esp's:

1: Go into a cell that IS NOT affected by SEWS and save your game there.
2: Uninstall the original SEWS .esp however you installed it in the first place.
3: Install the new SEWS .esp the same way you install any other .esp :)


COMPATIBILITY: There aren't any issues that I know of! If you use an overhaul mod that adjusts the leveled lists of enemies, it should extend to the non-unique enemies in this mod as well.

A certain location will look different depending on what types of flora mods you have installed, and may become more or less difficult to navigate depending on your load order. If it becomes downright impossible to navigate in your load order, please let me know so I can see if I can do something about it! My personal game uses largely a mix of Improved Trees and Flora 1 & 2 and Oblivion 2020 Retexture Project, and I do not use Enhanced Vegetation or Natural Vegetation, so that is what it was designed around.

Whispersins is compatible with the other mods that I've made :)

if you are using OCOv2, there is a patch for it on this page here!


KNOWN BUGS/ISSUES/WARNINGS: You'll want to read the included ReadMe for a more detailed version of the warnings. I'll try to avoid spoilers for the version of this description here on the NexusMods page, but some of the issues involve a spoiler location.

Due to how Whispersins is designed, the local map looks pretty silly since you can see the houses beyond the walls of the caverns.

There are areas where lag happens. The worst offenders (at least in my experience) are the Main Caverns near the Town Hall, the Indoors Market, and the main interior of the [spoiler location].

Between the Towers of the [spoiler location], on top of the main building itself, there's some problems with collision. While testing, I had my weapon fall through the floor, as well as the ragdolls of enemies a few times. I think the collision on top of that static object is just not 100% perfect? Not really much I can do about that - I added collision boxes to try and prevent clipping, but it still happened occasionally. If it happens to you, use the TCL console command. And if you're willing, leave a comment here on NexusMods with where the item/ragdoll went through so I can get a better idea of where the problematic areas are :)

The NPCs Lohueeja and Baihawan can't reach their houses. I'm not sure what exactly is wrong with the pathfinding that prevents them from doing so, but just use the wait function and they'll get to where they're going.

You can sequence break the main quest of SI by fast travelling to Whispersins before defeating the Gatekeeper. This will be fixed in the next release! For now, all I can do is recommend you to not do that, lol. This ought to be fixed in version 1.2!


REQUIRED/RECOMMENDED MODS AND TOOLS: Shivering Isles, of course!

"Dialogue Tweaks Fixes and Restoration" is required to avoid a serious bug with the non-Golden Saint guards that occurs when the guards try to arrest you. Buggy behavior has been addressed in the 1.1 version of Whispersins, and thus this mod is no longer a requirement.

"OBSE -Elys- Universal Silent Voice" and therefore a compatible version of "Oblivion Script Extender - OBSE". Whispersins does not have any voice acting but does have a lot of dialogue, so if you want to see what everyone is saying, you're going to want to have USV or something similar! But, if you just want a town to run around in and don't intend to read any dialogue or do any quests, then this is technically not necessary and the mod will work just fine.


CREDITS and LEGAL:

Bethesda for creating the game and the CS, and for allowing us fans to create and share mods for their wonderful games! I am not affiliated with Bethesda in any way and am making no money off of this mod. Same thing applies to this mod (and its recommended mods) as applies to any other mod - that I am not responsible for your computer or your save file so install responsibly!

The TES4EDIT team - this mod was cleaned with TES4QuickAutoClean 4.0.3!

NexusMods users Dispensation, TheRomans, and chambcra for help with bugs!