About this mod
Don't want to help Jauffre and want to blaze your own trail? this is for you!
- Permissions and credits
- Donations
This mod aims to progress the quest in the background as you just play your character. I wanted to play an evil character that doesn't care about the main quest, but wanted to simulate other heroes doing the quest and closing the gates while I do my things! It's a work in progress, and I'll update this mod as I progress my own char.
v2.10: Battle of Bruma done! You can go there as a tourist and watch the battle :D Come back after the quest timer has progressed and the destroyed siege engine will be there! There is a free Sigil Stone on the ground (the main hero was too encumbered...).
Kept the 1.2 version if you just want to have the first stage of Oblivion crisis on. Jauffre will stay in Weynon Priori and Martin in Kvatch, and the main quest is still doable later.
Important: if updating from v2.3 you may need to run a batch file, see install for details.
CHANGELOG
V2.10:
- cleanup
- Burd set to non essential
- great sigil stone at CRT
v2.9:
- shitshow working with gates
- battle of bruma done. had to set a switch whether player is hter or not
- modified MQ13OblivionGate4Script, MQ13OblivionGate1Script, MQ13OblivionGate2Script, MQ13OblivionGate3Script
- modified MQ13Script, removed Martin Death Script that nukes your game! So that you can watch the battle and still walk away.
- need to fix Wayward knight quest
V2.8:
- Battle of bruma raging on! You can go observe as a tourist :)
- The great gate will open and you can't go through it. Added an IF for "you are not the Kvatch hero" in case hero is doing the main quest. Modified MQ13OblivionGate4Script
- Martin set to essential again just in case
- added if for martin auto death clause in case hero is doing the main quest. Modified MQ13 script
- Baurus set to non essential
V2.7:
- city gates done.
- Changed "arrived to Cloud Ruler Temple" to "arrived at Cloud Ruler Temple", mod is now playable...
- modified MQ11OblivionGateScript
- Allies massing in Bruma, including Viera Lerus. Had to complete MQ11 27 to enable her AI.
- Martin et al. massed at BoB site.
V2.6:
- fixed update with batch file, run:
bat Data\ADLMQBv23Update.bat
to upgrade from 2.3 to 2.x
Will change stage to 19 and reset timer.
- changed quest stage numbers, stage 18 is dead space
- unticked allow repeated stages
V2.5:
- Bruma gate done
- changed MQ10OblivionGateScript
- changed Burd MQ10 Ambush line so that dont accidentally advacen the quest
- v2.3 does not progress the MQ anymore, cant refresh stage 18. setstage adlmainquestbackground 19 works. Allow repeated stages did not work
V2.4:
- done all the way to MQ10
- can talk to Burd and initiation the Bruma gate mission, fixing
INITIATING AND CHANGING THE TIMER
Meeting Jauffre and delivering the amulet will open a new dialog option:
"Find yourself another hero"
Clicking this starts the "Short Change Hero" questline, which progresses every 7 days. Oh yeah, and Jauffre will dis you, with voiceline :D
You can change how fast or slow the main quest progresses with this command:
setstage ADLMainQuestBackground.ADLMQProgressInterval to XX
where XX is the number of in-game days before the main quest progresses to the next stage. If you set it to 1, it will progress every 24 hrs. I haven't tried to set it to 0, I suggest you DON'T try...
MAIN QUEST PROGRESSION
The current progression is:
Stage 11: Initiate quest.
Stage 12: Oblivion crisis starts, gates open as if you'd brought Martin back to the priori.
Stage 13: Kvatch gate closed. Martin walks to Kvatch refugee camp.
Stage 14: Martin and Jauffre head to Cloud Ruler Temple. Prior Maborel dead and Mystic Dawn cultist bodies still at Weynon Priori.
Stage 15: Martin and Jauffre "arrive" at Cloud Ruler temple. They might already be there, but this trigger changes Jauffre into his armor and allow both to roam, sleep, and eat. Note that this will stop you from joining the Blades (might change in a future update, but that makes little sense in this mod).
Stage 17: Martin has the Mysterium Xarxes, it will be on his table if you visit him and he reads his books. The Oblivion crisis escalates and the city gates open.
Stage 19: Martin has obtained a Daedric artifact. Adds Bruma plans to his study area.
Stage 20: Martin has the Armor of Tiber Septim. The Bruma gate opens. The Bruma guard and Burd are stationed in front of it. you can talk to Burd but he wont say much.
Stage 21: The Bruma gate has been closed.
Stage 22: The city gates have been closed. Allied troops are massing in Bruma. Allied troops camping in Bruma if you want to pay them a visit. Might need to give them an hour or two to get there (especially Viera Lerus trecking all the way from Bravil).
Stage 23: Martin has the great Welkynd Stone and means business. Welkynd stone visible at CRT and Martin in his battle armor.
Stage 24: The battle of Bruma is raging. Allies and Martin at the battle site, great gate opens. You can be present at the battle or absent. You cannot go through the gate. Martin is essential and moving away should not nuke your game (but do loads of saves before just in case).
Stage 25: The battle of Bruma is won. The destroyed siege engine and great gate will be there if you visit. There is a free Sigil Stone on the ground (the main hero was too encumbered to pick it up...). Martin has the great sigil stone on display at CRT.
OBLIVION GATES
Gates will start opening at stage 12 (7 days after initiating the quest with Jauffre by default). Each gate has a 10% chance to close each time you load in its vicinity, to simulate other adventurers attempting to loot and close the gates.
If the rates at which the gates are closing is too high or too low for your liking, change it with this:
set ADLMainQuestBackground.ADLGateDestroyedChance to XX
where XX is the chance a gate will close out of 100. Must be an integer (Short variable type). If you set this to 0 then gates won't close on their own. You can also increase the rate if you like. Setting it to a 100 will automatically close gates as you discover them. Not very realistic, but it's there :)
The Kvatch gate will close at stage 13. The Bruma gate will close at stage 21. city gates will close at stage 22. The Bruma great gate will close at stage 25.
WHY ARE YOUR VARIABLES SO F#*$%)( LONG?
Compatibility issues. If I call my timer "Timer", chances are it's going to clash with something else...
INSTALL
Copy the Sound folder to your Oblivion\Data folder and merge.
Drop the .esp file in your Data Files folder, and select it in the launcher.
If updating from v2.3 AND IF you are on stage 18 of ADLMainQuestBackground, you will need to run a batch file to restart the quest chain. Batch file is in the zip file, drop it into the Data folder, load your game, and run this console command:
bat Data\ADLMQBv23Update.bat
This will set the quest to the next stage and reset the timer.
KNOWN ISSUES
- There might be some quest journal entries that pop up as if you'd completed the quest ex: Savilius Matius will ask for help as normal at the end of the Kvatch gate mission. I also haven't taken into account every permutations so some people might talk to you as if you're the hero of Kvatch. Avoid talking to main quest NPCs if this annoys you.
- The quest line should essentially pause at stage 26, but if you see a journal entry saying "The main quest has been completed" then somehow my mod has progressed to stage 100 and the quest is flagged as complete. Shouldn't happen though.
- I don't know if setting the timer to 0 breaks the mod or the fabric of the universe... I suggest you don't try.
- quest chain can be stuck if updating from v2.3, see above for fix.
- Working with Gates during and after the battle of Bruma was an absolute sh*tshow. I think I managed to nail it down but maybe save a fair few times before that section. just in case.
COMPATIBILITY
- Compatible with Alternate Start - Arrive By Ship, and any alternate starts that still give you the amulet. You need it to trigger the conversation with Jauffre.
- Heavily modifies the main quests and dialogues associated with those, trying to follow the main quest with this mod enabled is NOT advised.
- Modifies the random Oblivion Gates scripts, the city gate scripts, and the great gate scripts. Any mods altering those may not be compatible.