Oblivion

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Lena Wolf

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LenaWolfBravil

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About this mod

New adventures and mysteries for Elsweyr Anequina: Dune, Orcrest and Corinthe.

Requirements
Permissions and credits
Changelogs
This mod will grow as time goes on, it is an add-on for Elsweyr Anequina.

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Update version 3.1 - Dune dungeons stability fix

Some people have experienced crashes when trying to go through some of the doors in the dungeons under Dune. This is a very rare problem, and if you don't experience it, you don't need this fix. If you are just starting with this mod or if you have issues, download the replacer ESP and use it instead of the one from the main archive.

IMPORTANT: Follow this procedure to get the fix. If you've already been to any of the dungeons under Dune, you need to follow this procedure to reset the dungeons, otherwise the fix in the new ESP is ignored as the data is read from your save files. Exit the dungeons completely, switch the ESP and wait 4 in-game days before re-entering any of the Dune dungeons so that they reset. Just waiting should be sufficient, but it's better to actually go away and do other stuff in the meantime. This should ensure that when you re-enter the dungeons, they start afresh and the changes in the new ESP are loaded.
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Lena Wolf is travelling with her friend Hauk, and as such she is finding it very disappointing that caravanserai would only rent you a single bed (who takes the floor tonight?). She complains to the owners and they usually add an extra bed into the room, at no extra cost.

In each city she visits, she finds mysteries. Why is this building locked up or that area abandoned? Who is this strange character sneaking about? What's behind the door that leads nowhere? She is curious, pokes her nose everywhere, and Hauk has his hands full saving her hide all the time. This mod presents you with the changes making it easier to travel with a companion, and offers you a few mysteries to delve into along the way.

NOTE: you will find prayer pads at various shrines, you recognise them by their subscript - "Say your prayers". Activating a pad like that starts a praying animation on the player. Activate the pad again to stop it. But note that the animation does not start immediately - I cannot help it! Give it 10 seconds, and it will start. You have to activate one of those pads again to make it stop!

Volume 1: Dune.

The first mystery is that of the abandoned Mages Guild. Why is it locked? Who's got the key? What happened? As a Warlock of the Mages Guild, Lena naturally wants to know. She asks about town... Well. See for yourself.

The second large addition - although not necessarily a mystery - is Dune catacombs. The first space is a typical sewer with three exits into town, some facilities inside and several access points to the actual catacomb dungeons. The dungeons are made up of 47 cells divided into several sections. Each section is in turn made up of 9-11 dynamically linked dungeon cells. Some sections are also linked to each other here and there to add to the confusion and fun. These dungeons will never be the same each time you enter, and some doors may even get reassigned dynamically... trust nothing. To avoid suicidal reloads, each dungeon cell has a fixed exit back to the sewers. All you have to do is find it...

To entice you to visit the sewers, there's a series of mostly fetch quests (20 in total) of which 10 are repeatable (keep looking for that wine! or daedra hearts! or whatever!). Among the non-repeatable jobs there are some that are not just fetch quests (you'll see). The jobs appear in a random sequence, so there's no way of telling when you'll get what. Just go to the local skooma den Under the Influence and look around.

Volume 2: Orcrest

Agorak's gambling den is now open for business! Come in for a game of dice, win big, lose big, lose everything... Perhaps you should have prayed to the Lucky Lady first, then.

Rumour has it that there's an old Dark Brotherhood crypt somewhere under the city, but can you find it? Which creed do you follow?

At this point there's just the crypt, there's nothing going on there, yet. Well, there's a certain shrine, but nothing else. To be continued and expanded later.

Volume 3: Corinthe

Where does the wealth of the Corinthe Mages Guild come from? It can't be from their less than average services, surely... Why don't you ask the Arch Mage?

Walk the streets of Corinthe, spend some time at the market, and who knows - someone might ask you for a favour.

And then there's one other thing... Whether this will come to pass, depends on your choices in other quests.

Other changes
Spoiler:  
Show

*** Riverhold ***
    - Added an extra bed to the Mages Guild so it now sleeps two, and updated the schedules of the resident mages so that they would sleep in their own beds rather than in those meant for the visitors.
    - Modified bridge ends so that the elephants would no longer get a bar through their skulls (see screenshot).

*** Dune ***
    - Updated path grids for better navigation. Moved a few baskets and crates out of the way.
    - Added two runs of the rooftops in the lower town. The ladders are also accesible to followers and other NPCs.
    - Put up shop signs.
    - Filled in the Mages Guild (it was unfinished). Added stuff... You'll see.
    - Added an extra bed to the rental hut of the caravanserai in Dune, and updated the publican's script so that you now get two beds for the price of one. Well, you still just get the same hut, but it's got two beds in it owned by the PlayerFaction, so also suitable for followers.
    - Fixed internal doors in Cherim Hall and Bahmarra's Blades.

*** Orcrest ***
    - The Broken Jaw Inn in Orcrest now sleeps two.
    - Dinh'cara's House now has a door. :) And a filled in interior.

*** Corinthe ***
    - The caravanserai now sleeps two.
    - Put up shop signs everywhere.
    - Added rooftop access in the Market District, also suitable for followers and other NPCs.
    - Added a bath house to the Market District (filled in an unused building). These baths do not require you to wash, it's just for fun. Feel free to remain dirty.
    - Filled in another unused house - the new NPC is participating in one of the new quests.
    - Filled in the second warehouse and used it in a quest. But it's just a warehouse, feel free to plunder.
    - Added a few things to the official House for Sale. You still can't buy it though.
    - Added a new fiction book to Jobasha's in Corinthe and the First Edition in the Imperial City.
    - Made some other changes that I won't reveal as it would be a major spoiler.

*** Elsewhere ***
    - Fixed some doors throughout Elsweyr that weren't working for me, notably window doors and ladders.
    - Fixed some bugs (see change log).
    - Updated path grids around Fort Seaplace so that NPCs would not walk into rocks.


Installation

Unpack the main archive in your Oblivion/Data directory. It contains two files: the ESP and the BSA. Also download and unpack the voice files - that's another BSA. Load somewhere after Elsweyr Anequina.

Requirements and compatibility

Besides the Shivering Isles and Vile Lair DLC and OBSE, this mod requires only Elsweyr Anequina. If you also have Elsweyr Pelletine, please use the patch provided. This mod is compatible with Elsweyr City Extension (Corinthe) and the Dune Alchemist (note: Dune Alchemist requires also Elsweyr Pelletine), no patches are required there.

Load order when using only Elsweyr Anequina:
  • Elsweyr Anequina
  • Elsweyr Mysteries

Load order when using both Elsweyr Anequina and Elsweyr Pelletine:
  • Elsweyr Anequina
  • Elsweyr Pelletine
  • Elsweyr Mysteries
  • Pelletine-Mysteries patch

Acknowledgements

Corinthe bath house is made with the free resources by Stroti.

What's in the future?

I have ideas for Orcrest and Dune and I am still exploring other parts of Elsweyr. You can follow the development on the Wolf Mods thread on Chorrol.com.