Oblivion

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Created by

Zenman

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zenman53186

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About this mod

Solace Revisited readme v2.0b; updated by Zenman original mod Mealmoran Purpose ------- This mod is an updated version of Mealmoran\'s \"Solace\", the tree-city mod. Mealmoran created an incredibly imaginative city in the sky by using combination of vanilla and modified Bethesda models and a lot of work. The 17000+ downloads from TesS

Permissions and credits
Solace Revisited readme v2.0b; updated by Zenman
original mod Mealmoran

Purpose
-------
This mod is an updated version of Mealmoran's "Solace", the tree-city mod. Mealmoran created an incredibly imaginative city in the sky by using combination of vanilla and modified Bethesda models and a lot of work. The 17000+ downloads from TesSource indicates its popularity.

Unfortunately, it had a number of problems. The readme was nearly useless, but comments on the download page refer to "some quests"and a new player home. Yet many of the characters did not have any topics at all, and there was no way to start (or identify how to start) the quests. In addition, the city itself had a few architectural problems.

This mod fixes the most significant problems with the Solace mod. The quests have been repaired, architectural errors fixed, and everyone can talk.

Mealmoran's original mod can be found here:
http://www.tessource.net/files/file.php?id=4581

Mealmoran's original readme is included in the zip.

DISCLAIMER
==========
Given the number of changes I've made to this mod, and the fact that I did not originally write it, CONSIDER THIS VERSION A BETA! USE AT YOUR OWN RISK! Having said that, I don't see any way it can cause problems with your game, but it may still have bugs in it.

However, if you do find a bug, let me know, and I'll see about fixing it.

Details on Changes
------------------
For those of you who are curious what was wrong, and what was changed, here is the list.

1. Most of the text responses given by NPC's were over the 150 character limit allowed by the CS. This may have been causing the problems that most people were seeing. I reduced all responses over 150 to under 150. This required losing some of the details of the story that Mealmoran was telling, but all key details remain.

2. Many of the NPC's simply did not have any text responses at all. I added rumors to all of them, and gave them a "Solace" specific reply.

3. The quests had some logic problems. I did not change the structure of the quests at all, but did add some logic to avoid certain conditions, and fixed a couple logic problems.

4. After playing through the quests a few times, I ended up tweaking the characteristics of the NPC's to better balance the quest results.

5. I removed some architecture pieces that were unfinished from the original mod. I had a choice of finishing them instead of removing them, but decided against it. I also shifted some structures around a bit.

Hints on Playing
----------------
NOTE THE NEXT LINES CONTAIN SPOILERS; IF YOU DO NOT LIKE SPOILERS, SKIP THIS SECTION
1. There are two quests, the Adda quest and the Goblin quest.
2. The Adda quest must be finished before you can finish the Goblin quest.
3. Talk to Harlen or Adda to get started.

Installation
-------------
1. Use a zip-compatible extractor program to extract the contents of the zip into your ..\Oblivion\Data directory. Ensure you have "use subfolders" enabled.

Known Problems
--------------
1. The 500 ft tall trees will sway back and fourth on a windy day; this isn't surprising as this is pretty typical for trees. However, the city that is so well attached to the trees doesn't move at all. This can be a bit confusing when you first see it. Personally, I mark it up to that advanced elven magic.

2. There are some visual strangeness in parts of the city; small, floating pieces of architecture, places where you are blocked when there is nothing in front of you. This is a result of the hodge-podge way it was constructed out of bits and pieces of other models, and really cannot be fixed without serious rebuilding. In my opinion, they should remain because it gives the city character...:-)

3. THERE ARE NO SOUNDS. Nobody recorded voices for this mod. Although the NPC's speak, it is in text-on-the-screen only.

4. Augusta Calidia in Imperial City Talos District was modified as part of this mod. Other mods that modify that NPC may conflict.

Many thanks to
--------------
Bethesda (obviously)
NES Construction Set WIKI

All feedback is welcome.

Version History
---------------
2.0b - Made a few minor tweaks; only useful for purists
2.0a - Fixed esp issue; replaced old version with correct version (SORRY!)
2.0 - First release of updated version