Oblivion

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Ruze84

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Ruze

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About this mod

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The Elder Scrolls IV
Oblivion
ICTalosPlazaHome v1.5

By: Ruze84

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I. About
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A house mod designed to look and feel exactly like Bethesda's packaged homes.

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Permissions and credits
As you guys have probably noticed, I got out of modding a long time ago. I enjoyed the little I did, and I'm glad so many of you enjoyed what I made. Thank you for the responses!

As for the mod itself: if anyone feels like updating this to modern standards (i.e. cross-mod support with other favored mods, etc), you should feel free. I'm happy as a lark to see that people are STILL accessing this file as of May 2013!

And if you haven't noticed, those of you who have grown into Skyrim: options and choices for building your house. Sound anything like Hearthfire to you? I'm almost certain I wasn't the first to do it, but it definitely gives me a little tickle seeing how things evolve!

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The Elder Scrolls IV
Oblivion
ICTalosPlazaHome v1.5

By: Ruze84

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I. About
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A house mod designed to look and feel exactly like Bethesda's packaged homes.

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II. INSTALLING THE PLUGIN
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1) Place the *.esp file into your "Oblivion/Data" folder. If asks to overwrite, choose "Yes".

2) Place the 'meshes' and 'textures' folders within the same "Oblivion/Data" folder.

2) When launching the game, make sure to select the 'ICTalosPlazaHome.esp' data file in the 'Data' option menu.

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III. Mod Description
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This mod places a home in the Imperial City, Talos Plaza district, for the player to buy and use. It is near the West Gate, so very centrally located, towards the Elven Gardens district, along the outer wall.

It's bought from the Office of Imperial Commerce in the Market District, in the exact same method that the waterfront home is done. The house will cost the player 7500 initially, and comes sparsely furnished. It includes three floors: an upstairs, used as a bedroom and containing many possibilities for bookshelves and displays; a main floor, with a dining table and several storage containers; and a basement, with training dummies, a few containers, and a companion bedroom section.

Two types of simple companions can be purchased to live in your home and work for you. The servant, Brigga, does all the tasks that the servant in Rosenthal will do, and can be useful in roleplay or for her amazing pies. The guards, Trenton and Durog, will stand posted outside your front door, are are really only for show. Both stay in the spare bedrooms in the basement, and the guards will even train on the practice dummies also located there. They eat, sleep and even relax some.

After the initial purchase, players will also be able to do larger changes to their home. They will have the option to expand their basement in size and furnish it to their preference, as well as excavate another level of their home.

The basement expansion can be done clean, with no furnishings, to be decorated by the player (preferred for those who use their own furnishing mods). It can also be expanded to include three extra cabinets of storage drawers and chests (more than enough to include everything, I think). Or, it can be made into a mages sanctum, with it's own ingredient sorter. Each expansion also includes the option of buying a black-market enchantment and spellmaking altars.

The crypt excavation is designed to support 'darker' characters. Vampire players can purchase the excavation, leave the crypt as is (spooky lighting, etc), and purchase a 'prisoner' to feed upon. Necromancer types can setup a lair, including several respawning caskets and the ability to purchase an Black Soul Gem altar. And Dark Brotherhood members can donate this new section to the brotherhood in order to turn it into a santuary (includes a working brotherhood vendor).

There are still several 'secrets' that I will leave it up for you to discover. However, suffice it to say that the basement expansion has a few interesting trinkits. Spoiler information is available in a second readme.

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IV. What makes this mod different?
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Essentially, this is meant to be a 'super' house mod.

It includes: a standard three story house located in an easy to reach area of Imperial City; a basement with training dummies and spare bedrooms for companions; a true Necromancer's lair; a vampires lair; options for spellmaking and enchanting altars; options for potion sorters; a dark brotherhood sanctuary, complete with vendor; a complete, player owned ship; a massive display complex; alterior traveling options.

What doesn't it have? And a garden. And a straightforward quest.

Everything is written in-role, to keep it unified. And the biggest item for new characters will be the options. Other than that, though, I think you'll enjoy it.

This mod is also designed to be semi-compatable with other mods, like companion, working lights and such. If you have your own guards from another mod, simply don't buy the guard reciepts. Same for the maid. If you want your own lighting/furniture/etc, pick and choose what you want to use. It's really up to you.

And also included are many easter eggs and designs. The ship is one. The 'Paths' are another. Have fun with this mod.

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V. Major and Minor Changes
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1) New scrolls, items, furniture, etc., were created to fulfill any changes I needed to make in AI and whatnot. These are deviants from default design, but will not be noticable to the player.

2) Ten new interior cells were added, all linking in some way to each other, or to the outside cell changes.

3) Major changes to exterior cell 'ICTalosPlazaDistrict01'. This is where the home front was added.

4) Minor changes to 'ICStables00' exterior cell. A small well was added behind the moss covered rocks, activated with the 'Sanctuary' excavation.

5) Minor changes to 'ImperialSewerSystemTalosPlaza.' Entry-way ladders were added to one dead-end zone, linking and activated with one of the excavation options.

6) Minor changes to interior cell 'ICMarketDistrictThreeBrothersTradeGoods.' Five new chests were added for Sergius to sell from (not visible).

7) Major changes to the dialogue of Sergius Verus and Vinicia Melissaeia. No topic removal, but added house topics.

8) Minor changes to the sky above Imperial City. Should not conflict with Knights of the Nine.

9) Major changes to Abeccean Sea, off the coast of Anvil. Added a ship.

10) Minor changes to Anvil Harbor. Added a rowboat tied to the docks.

11) Eleven new NPCS: two guards, one servant maid (interactable), one murderer for DB leaders (interactable), one DB vendor (interactable), one prisoner as vampire cattle (semi-interactable), and five ghost pirates.

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V. WARNING
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1) SHIP CONTAINERS RESPAWN!!! Exceptions are all containers in the Captains Cabin except the Treasure Chest.

2) ICTalosPlazaDistrict01: If another building is placed in this spot, this mod will have issues. "Imperial Champion House in Talos Plaza," created by Sorrentino Alessio, is the only mod I know for a fact that conflicts.

3) 'ICStables00' altered, with a well added behind the stables themselves. Not visible unless 'Sanctuary' excavation is activated. No expected issues, as I've yet to encounter a modder using this area (besides Xzio), but it is possible.

4) Abeccean Sea off the coast of Anvil. Simply added a ship, but you never know.

5) SERVANT'S FOOD BARREL RESPAWNS!!! It's prevents them from going after your ingredients.

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VI. Version History
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1.0 Initial design (not released), November 27, 2006

1.1 Intended release, December 2, 2006. No release due to system failure.

1.2 Another intended release, December 27, 2006, but decided to add museum and ships instead.

1.3 Initial release, December 29, 2006.

1.4 Second release, December 29, 2006. Fixed several small issues, inlcluding: the proper statue and script for the Night Mother; added quest icons for the house furnishings quests; quest map marker updated to point you to the proper house; and upstairs bookshelves adjusted so 'flash' effect doesn't occur.

1.5 Third release, December 30, 2006. Added new NPC's Trenton, Brigga and Durog. Fixed AI packages for all NPC's (finally figured out how they work). Fixed collision cells in the Lower Road display area. Fixed small collision in upstairs display cases. Fixed furnishing script so that players can still expand basement and crypt even if they've bought all the regular furnishings. Resized two pedestals in lower road's main room. Added 'For Sale' sign outside of home, which disappears when you first enter the door. Adjusted lighting in Necromancer's Lair so that it's slightly easier on the eyes. Swapped three chairs on main floor with one's that work.

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VII. Contact Info
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Please email all questions and comments to [email protected]

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VIII. Credit
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1) For the mod that spawned the house itself, Your Imperial City House Mod, created by Pigface/Stryker.

2) For the miniture ship idea, Cyrodiil Transporation Network, created by Elessar_VPR. I absolutely had to use it.

3) For the concept behind the 'High Road' (you'll know it if you find it), first goes to Bethesda and the Knight of the Nine expansion, and second goes to Dimensional Pocket (with Hub) by Symbiode and Skullguise. I didn't intend to use their concept from the start, but after I had it in place I realized that it was drawn from their great mod.

4) For the idea behind the 'Low Road,' Your Personal Museum, by PaintMaster. Never actually downloaded the file, but I kept seeing the screenshots every time I opened TESSource.

5) For the potion sorter script (and in a wierd way, almost every other script I use, because after looking at his I finally understood some of the things I wanted to do), Dunkerlor's Castle by Centurion, who in turn used it off of PS33.

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IX. Agreement
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By downloading and installing this plug-in you agree to the following terms and conditions:
1) You will not use this mod for financial gain.
2) You will not claim the work in this mod is yours.
3) This mod may be uploaded to any mod site, under the single condition that access to the mod is free.
4) Use this mod as you will, but if you re-release any content, please give credit to the original authors.