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Found 10 results

  1. Tales of Cyrodiil

    Version 1.0.1

    4 downloads

    Name: Tales of Cyrodiil Version: 1.01 Date: 2018-09-14 Category: Quests Author: Cliffworms ================= Requirements: ================= Oblivion 1.2.416 Oblivion Script Extender Homepage: http://obse.silverlock.org Elys Universal Silent Voice DarNified UI (with the option for smaller fonts) or any similar mod that reduces the fonts' size ================= Description: ================= "Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58 Tales of Cyrodiil adds 14 quests for you to embark on. These adventures are inspired by some of Daggerfall's side quests you can get from innkeepers and shopkeepers. Unlike Daggerfall, the Tales of Cyrodiil are unique and not randomly generated. Also, I've greatly expanded them by adding new outcomes, dialogues and ways to complete them. ================= Details: ================= The quest givers can be found in most of Cyrodiil's cities. One can be found in a roadside tavern. Asking about rumors in town may lead you to adventures. Want to know where to find the quest givers? Check the bottom of the document. Quests vary from the classic "fetch me this" to more complex adventures, though even the most basic have a lot of dialogue to make them interesting and have multiple ways to complete them. Impersonate a coward at a duel, lend a hand to a noble who mistakenly gifted fake gold ingots to his contacts, lift the curse from a wraith's skeletal hand, help a noblewoman in preventing her husband's ransom... or betray her and save him, and more. In addition to the quests, completing vanilla Oblivion's quests will increase or decrease your disposition towards NPCs and factions, depending on how you complete them. For example, taking care of our favorite paranoid Wood Elf in Skingrad will net you a better reputation with the town's citizens, in particular with the three people the Wood Elf targeted. On the opposite, botching a Thieves Guild job will lower your disposition with your guildmates and probably the factions linked to that quest, if any. Note that these changes are done in a separate script, meaning that no changes have been done to Oblivion's vanilla scripts, therefore making this compatible with mods that change Oblivion's quests. ================= Quest mechanics ================= - Time limit Most quests must be completed in a limited time. Some are days, others are weeks. Bandits won't hold someone hostage foverer. You'll always be informed of the time limit. Failing to complete the quest in time will result in failure. - No essential NPCs. No essential items Indeed, most of the related quests' NPCs can die and most quest items can be dropped or sold. For most quests, the death of quest NPCs will result in failure. Don't worry though. The NPCs stay inside cities so the only way they could die is if you had a hand in it. For items, you'll always be able to tell the NPC you lost the quest item, resulting again in a failure...but that could be a lie and it'd allow you to keep the items for yourself. - Skill checks in dialogue In most quests, you can bargain your reward using Mercantile. You may also be able to use Speechcraft. To identify skill checks, you will see [M] or [ S ] before your answer, for Mercantile and Speechcraft, respectively. Having Luck of 60 or more helps with skill checks. - Voiceless, choice-based dialogue Most of the quest dialogue is choice-based, allowing you to ask questions about the task, accept or refuse it and bargain your reward. Some topics are also added when, for example, you ask around for directions to one of the NPCs or a location. Finally, all the new dialogue is not voice acted. - Pre-quest, present-quest and post-quest rumors People will have rumors to say before the quest, during the quest and after the quest. They vary depending on the outcome, if you fail or succeed the quest. - On the importance of faction relations Some of the quests have optional paths if you are a specific faction member or if you have good relations with them. For example, in A Noble's Debts, being a Thieves Guild member or having good relations with them will allow you to receive a letter from the Guild to give you hints on where the lost loan is located. - No new dungeons or locations Quests NPCs are placed inside the game's cities and the quests take place inside vanilla locations only. The dungeons used for those quests are existing Oblivion dungeons that have no quest linked to them. This allows for greater compatibility, preventing conflicts with mods that add new locations or change the landscapes. - Rewards Most quests reward the player with gold, others give not too powerful magical items. All quests give a faction relation bonus/malus with the city in which the quest takes place or the factions that were implicated in the quest. For example, helping a nobleman from Cheydinhal will give you better disposition with the nobility in general and the people of Cheydinhal. On the opposite, botching a quest or betraying your quest giver if the opportunity arises will drop your disposition with the related factions. After all, the quest giver will talk about how good or bad you did his job with his friends and neighbors. - Difficulty Most quests use Oblivion's leveling system for difficulty as I believe it easier for balance. Some NPCs are fixed, though. Overhauls that changes Oblivion's default leveled lists for equipment will work with Tales of Cyrodiil. - Oblivion XP integration Users of Oblivion XP will be rewarded for completing quests, succeeding at skill checks in dialogue and will receive a small amount for failing quests. - Optional quest markers By default, quest markers for Tales of Cyrodiil's quests are disabled. Sufficient descriptions and directions are given to find a location or an NPC. If you still want to use quest markers, you will have the option on the first quest you accept. If you change your mind afterwards, open the console window and input the following command : set TOCConfig.QuestMarkers to 1 ======================== Incompatibility/Compatibility: ======================== Compatible : Better Dungeons, Snu's Dungeons, Unique Landscapes, Productive Mines Minor incompatibilities : Legion-Occupied Forts (An enemy NPC and creature are added to Fort Alessia and Fort Chalman. The worst that'll happen is that these two enemies will attack the legionnaires and those two quests' storyline won't make much sense, but you'll be able to complete them. May be incompatible with other mods that changes the layout of the following dungeons : - Belda, Broken Promises Cave, Doomed Mine, Fort Alessia, Fort Chalman, Fort Homestead, Fort Wariel, Lipsand Tarn, Nornalhorst, Shattered Scales Cave, Talwinque. ================= Known Issues: ================= None... at the moment!;) ================= History: ================= 2018-09-14 - 1.01 - Removed unused references and topics that caused errors in TES4 Edit. 2018-09-08 - 1.0 - First release ================= Contact Details: ================= You may contact me on the Nexus with my username, Cliffworms. Note that I tend to leave for some time, so I may not reply immediately. ================= Credits: ================= Thanks to InsanitySorrow for his ReadMe Generator this file is based on. Thanks to Bethesda for creating Oblivion. - Trollf for his Divine Shields resource - Bad Andy for his DIvine Armor ressource - Khugan for his Gold Bars resource - AndalayBay for the his help on making Oblivion XP work with Tales of Cyrodiil - Vortex DrAgOn and Daneel53 for the DFQRCEdt utility - The Daggerfall Dev Team - Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page - The OBSE team for passing through every barriers they see. - Elys for Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files! - ShadeMe andThe Construction Set Extender Team for bringing the CS updates we desperately needed. - Bethesda for the Oblivion CS. ================= Tools Used: ================= Insanity's ReadMe Generator Construction Set Extender TES4Edit Nifskope DFQRCEdt utility - Nifty tool to open and extrapolate dialogue data of Daggerfall's quests, which I used for inspiration. ================= Licensing/Legal: ================= You can do whatever you want with this, all I ask is that you give full credit for any work used. I would also appreciate you letting me know where the work was used. ======================== Quest list and locations ======================== =Anvil= -Two Cowards- Marcurio Orius and Gualtierus Turrianus are in conflict to gain the love of Elorya Hawkham. Gualtierus challenged Marcurio to a duel. The problem is, Marcurio is no fighter and he's seeking a sword for hire to impersonate him and win the heart of Elorya. -Defamation- Rumors are spreading about a Redguard named Iminda. Apparently, he has taken a goblin for a lover, he keeps slaves, is a pariah or even beats his spouse! Needless to say, Iminda wants to put a stop to those rumors and is looking for an investigator to find the source of those false spreadings. =Bravil= -A Mix Up- (Fame/Infamy >= 10 or Hero of Kvatch/Master of Fighters Guild/Arena Grand Champion/Mages Guild Arch-Mage required) A Khajiit has had his emerald stolen by someone... who looks like you! Could it be really you? =Cheydinhal= -Counterfeit Gold- A nobleman's friend had the brilliant idea of giving him false gold bricks as a gift. That nobleman had the even more brilliant idea of giving them away to his allies. The problem is, he has now realized they were fake and they've already been given away. Retrieve at least one of them and you will be rewarded. Retrieve them all and you'll be handsomely rewarded. -The Daedric Stone- An Altmer sorceress is searching for a daedric lodestone for her research. Her assistant, another Altmer, arrived in Cheydinhal to hire someone brave enough to recover it from Ayleid ruins filled with conjurers and daedra. The dremora guarding it may have another plan in mind...who will you trust? =Chorrol= -To Assist the Fate- Noblewoman Morgorya Coppercroft received word that her good-for-nothing, cheating husband named Theodyn Coppercroft has been captured by bandits and held for ransom. Of course, Morgorya doesn't want to ransom Theodyn but his cousin wants to. You may complete this quest in multiple ways... =Imperial City= -The Telvanni Duel- At the Foaming Flask in the Imperial City, a furious Dark Elf from Sadrith Mora is causing a bit of a ruckus. He keeps drinking and challenging the unfortunate patrons to a duel. Will you be the one to accept his challenge? -A Noble's Debts- A merchant loaned gold to a nobleman under the condition that the merchant keeps a deed to a valuable piece of property. Now, the nobleman vanished without a trace and the deed was stolen. This has hit the merchant's finances pretty hard and he seeks someone to find the deed, retrieve the loaned gold or, if all fails, find the nobleman. -The Wraith's Hand- A very anxious man is looking for a courier to deliver a skeletal relic to a priest. Rumors say this hand used to belong to a vengeful spirit who still wanders Tamriel looking for it... =Leyawiin= -The Ransom- Argonian Kal-Ma of Leyawiin is beyond herself with grief. Her husband has been captured by the Thieves Guild and those good-for-nothing outlaws are asking a ransom or they will kill their hostage. Will you use fighting, diplomacy or wits to solve the case? =Skingrad= -A Rare Book- An Argonian savant in Skingrad would like to hire an adventurer to recover the ancient tome "Vampires of the Illiac Bay" from Ayleid ruins nearby. -The Switcheroo- Browen, a down-on-her-luck traveling merchant staying at the Two Sisters Lodge in Skingrad, has been betrayed by her former business partner. Indeed, Browen was going to warn the authorities when she discovered that her partner was involved in smuggling. In fact, her partner hired a courier to deliver false accusations about Browen to Wayrest's Guild of Merchants. Browen is looking for someone to intercept the courier before he reaches Wayrest and sneak in a letter in his backpack denouncing her partner and remove the false accusations about her. Will you be quick enough? =Wilderness= -The Barbarian Duel- At the Imperial Bridge Inn, an Orc Barbarian is seeking an opponent for a duel to the death. Needless to say, nobody, even the drunk Imperial Guard who visits the inn, has accepted. -An Unexpected Journey- A Wood Elf staying at Bleaker's Way's inn is seeking an adventurer for an unknown but certainly dangerous task given by his master. The master promises 500 gold to the adventurer who will complete this mysterious task. Will you be the one?
  2. [RELz] Tales of Cyrodiil

    Tales of Cyrodiil View File Name: Tales of Cyrodiil Version: 1.01 Date: 2018-09-14 Category: Quests Author: Cliffworms ================= Requirements: ================= Oblivion 1.2.416 Oblivion Script Extender Homepage: http://obse.silverlock.org Elys Universal Silent Voice DarNified UI (with the option for smaller fonts) or any similar mod that reduces the fonts' size ================= Description: ================= "Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58 Tales of Cyrodiil adds 14 quests for you to embark on. These adventures are inspired by some of Daggerfall's side quests you can get from innkeepers and shopkeepers. Unlike Daggerfall, the Tales of Cyrodiil are unique and not randomly generated. Also, I've greatly expanded them by adding new outcomes, dialogues and ways to complete them. ================= Details: ================= The quest givers can be found in most of Cyrodiil's cities. One can be found in a roadside tavern. Asking about rumors in town may lead you to adventures. Want to know where to find the quest givers? Check the bottom of the document. Quests vary from the classic "fetch me this" to more complex adventures, though even the most basic have a lot of dialogue to make them interesting and have multiple ways to complete them. Impersonate a coward at a duel, lend a hand to a noble who mistakenly gifted fake gold ingots to his contacts, lift the curse from a wraith's skeletal hand, help a noblewoman in preventing her husband's ransom... or betray her and save him, and more. In addition to the quests, completing vanilla Oblivion's quests will increase or decrease your disposition towards NPCs and factions, depending on how you complete them. For example, taking care of our favorite paranoid Wood Elf in Skingrad will net you a better reputation with the town's citizens, in particular with the three people the Wood Elf targeted. On the opposite, botching a Thieves Guild job will lower your disposition with your guildmates and probably the factions linked to that quest, if any. Note that these changes are done in a separate script, meaning that no changes have been done to Oblivion's vanilla scripts, therefore making this compatible with mods that change Oblivion's quests. ================= Quest mechanics ================= - Time limit Most quests must be completed in a limited time. Some are days, others are weeks. Bandits won't hold someone hostage foverer. You'll always be informed of the time limit. Failing to complete the quest in time will result in failure. - No essential NPCs. No essential items Indeed, most of the related quests' NPCs can die and most quest items can be dropped or sold. For most quests, the death of quest NPCs will result in failure. Don't worry though. The NPCs stay inside cities so the only way they could die is if you had a hand in it. For items, you'll always be able to tell the NPC you lost the quest item, resulting again in a failure...but that could be a lie and it'd allow you to keep the items for yourself. - Skill checks in dialogue In most quests, you can bargain your reward using Mercantile. You may also be able to use Speechcraft. To identify skill checks, you will see [M] or [ S ] before your answer, for Mercantile and Speechcraft, respectively. Having Luck of 60 or more helps with skill checks. - Voiceless, choice-based dialogue Most of the quest dialogue is choice-based, allowing you to ask questions about the task, accept or refuse it and bargain your reward. Some topics are also added when, for example, you ask around for directions to one of the NPCs or a location. Finally, all the new dialogue is not voice acted. - Pre-quest, present-quest and post-quest rumors People will have rumors to say before the quest, during the quest and after the quest. They vary depending on the outcome, if you fail or succeed the quest. - On the importance of faction relations Some of the quests have optional paths if you are a specific faction member or if you have good relations with them. For example, in A Noble's Debts, being a Thieves Guild member or having good relations with them will allow you to receive a letter from the Guild to give you hints on where the lost loan is located. - No new dungeons or locations Quests NPCs are placed inside the game's cities and the quests take place inside vanilla locations only. The dungeons used for those quests are existing Oblivion dungeons that have no quest linked to them. This allows for greater compatibility, preventing conflicts with mods that add new locations or change the landscapes. - Rewards Most quests reward the player with gold, others give not too powerful magical items. All quests give a faction relation bonus/malus with the city in which the quest takes place or the factions that were implicated in the quest. For example, helping a nobleman from Cheydinhal will give you better disposition with the nobility in general and the people of Cheydinhal. On the opposite, botching a quest or betraying your quest giver if the opportunity arises will drop your disposition with the related factions. After all, the quest giver will talk about how good or bad you did his job with his friends and neighbors. - Difficulty Most quests use Oblivion's leveling system for difficulty as I believe it easier for balance. Some NPCs are fixed, though. Overhauls that changes Oblivion's default leveled lists for equipment will work with Tales of Cyrodiil. - Oblivion XP integration Users of Oblivion XP will be rewarded for completing quests, succeeding at skill checks in dialogue and will receive a small amount for failing quests. - Optional quest markers By default, quest markers for Tales of Cyrodiil's quests are disabled. Sufficient descriptions and directions are given to find a location or an NPC. If you still want to use quest markers, you will have the option on the first quest you accept. If you change your mind afterwards, open the console window and input the following command : set TOCConfig.QuestMarkers to 1 ======================== Incompatibility/Compatibility: ======================== Compatible : Better Dungeons, Snu's Dungeons, Unique Landscapes, Productive Mines Minor incompatibilities : Legion-Occupied Forts (An enemy NPC and creature are added to Fort Alessia and Fort Chalman. The worst that'll happen is that these two enemies will attack the legionnaires and those two quests' storyline won't make much sense, but you'll be able to complete them. May be incompatible with other mods that changes the layout of the following dungeons : - Belda, Broken Promises Cave, Doomed Mine, Fort Alessia, Fort Chalman, Fort Homestead, Fort Wariel, Lipsand Tarn, Nornalhorst, Shattered Scales Cave, Talwinque. ================= Known Issues: ================= None... at the moment!;) ================= History: ================= 2018-09-14 - 1.01 - Removed unused references and topics that caused errors in TES4 Edit. 2018-09-08 - 1.0 - First release ================= Contact Details: ================= You may contact me on the Nexus with my username, Cliffworms. Note that I tend to leave for some time, so I may not reply immediately. ================= Credits: ================= Thanks to InsanitySorrow for his ReadMe Generator this file is based on. Thanks to Bethesda for creating Oblivion. - Trollf for his Divine Shields resource - Bad Andy for his DIvine Armor ressource - Khugan for his Gold Bars resource - AndalayBay for the his help on making Oblivion XP work with Tales of Cyrodiil - Vortex DrAgOn and Daneel53 for the DFQRCEdt utility - The Daggerfall Dev Team - Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page - The OBSE team for passing through every barriers they see. - Elys for Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files! - ShadeMe andThe Construction Set Extender Team for bringing the CS updates we desperately needed. - Bethesda for the Oblivion CS. ================= Tools Used: ================= Insanity's ReadMe Generator Construction Set Extender TES4Edit Nifskope DFQRCEdt utility - Nifty tool to open and extrapolate dialogue data of Daggerfall's quests, which I used for inspiration. ================= Licensing/Legal: ================= You can do whatever you want with this, all I ask is that you give full credit for any work used. I would also appreciate you letting me know where the work was used. ======================== Quest list and locations ======================== =Anvil= -Two Cowards- Marcurio Orius and Gualtierus Turrianus are in conflict to gain the love of Elorya Hawkham. Gualtierus challenged Marcurio to a duel. The problem is, Marcurio is no fighter and he's seeking a sword for hire to impersonate him and win the heart of Elorya. -Defamation- Rumors are spreading about a Redguard named Iminda. Apparently, he has taken a goblin for a lover, he keeps slaves, is a pariah or even beats his spouse! Needless to say, Iminda wants to put a stop to those rumors and is looking for an investigator to find the source of those false spreadings. =Bravil= -A Mix Up- (Fame/Infamy >= 10 or Hero of Kvatch/Master of Fighters Guild/Arena Grand Champion/Mages Guild Arch-Mage required) A Khajiit has had his emerald stolen by someone... who looks like you! Could it be really you? =Cheydinhal= -Counterfeit Gold- A nobleman's friend had the brilliant idea of giving him false gold bricks as a gift. That nobleman had the even more brilliant idea of giving them away to his allies. The problem is, he has now realized they were fake and they've already been given away. Retrieve at least one of them and you will be rewarded. Retrieve them all and you'll be handsomely rewarded. -The Daedric Stone- An Altmer sorceress is searching for a daedric lodestone for her research. Her assistant, another Altmer, arrived in Cheydinhal to hire someone brave enough to recover it from Ayleid ruins filled with conjurers and daedra. The dremora guarding it may have another plan in mind...who will you trust? =Chorrol= -To Assist the Fate- Noblewoman Morgorya Coppercroft received word that her good-for-nothing, cheating husband named Theodyn Coppercroft has been captured by bandits and held for ransom. Of course, Morgorya doesn't want to ransom Theodyn but his cousin wants to. You may complete this quest in multiple ways... =Imperial City= -The Telvanni Duel- At the Foaming Flask in the Imperial City, a furious Dark Elf from Sadrith Mora is causing a bit of a ruckus. He keeps drinking and challenging the unfortunate patrons to a duel. Will you be the one to accept his challenge? -A Noble's Debts- A merchant loaned gold to a nobleman under the condition that the merchant keeps a deed to a valuable piece of property. Now, the nobleman vanished without a trace and the deed was stolen. This has hit the merchant's finances pretty hard and he seeks someone to find the deed, retrieve the loaned gold or, if all fails, find the nobleman. -The Wraith's Hand- A very anxious man is looking for a courier to deliver a skeletal relic to a priest. Rumors say this hand used to belong to a vengeful spirit who still wanders Tamriel looking for it... =Leyawiin= -The Ransom- Argonian Kal-Ma of Leyawiin is beyond herself with grief. Her husband has been captured by the Thieves Guild and those good-for-nothing outlaws are asking a ransom or they will kill their hostage. Will you use fighting, diplomacy or wits to solve the case? =Skingrad= -A Rare Book- An Argonian savant in Skingrad would like to hire an adventurer to recover the ancient tome "Vampires of the Illiac Bay" from Ayleid ruins nearby. -The Switcheroo- Browen, a down-on-her-luck traveling merchant staying at the Two Sisters Lodge in Skingrad, has been betrayed by her former business partner. Indeed, Browen was going to warn the authorities when she discovered that her partner was involved in smuggling. In fact, her partner hired a courier to deliver false accusations about Browen to Wayrest's Guild of Merchants. Browen is looking for someone to intercept the courier before he reaches Wayrest and sneak in a letter in his backpack denouncing her partner and remove the false accusations about her. Will you be quick enough? =Wilderness= -The Barbarian Duel- At the Imperial Bridge Inn, an Orc Barbarian is seeking an opponent for a duel to the death. Needless to say, nobody, even the drunk Imperial Guard who visits the inn, has accepted. -An Unexpected Journey- A Wood Elf staying at Bleaker's Way's inn is seeking an adventurer for an unknown but certainly dangerous task given by his master. The master promises 500 gold to the adventurer who will complete this mysterious task. Will you be the one? Submitter Cliffworms Submitted 09/13/2018 Category Quests  
  3. Mage Robes

    Version 1.30

    25 downloads

    by Melchior Dahrk  These robes were originally made for my Lyithdonea project, but I decided to release them as a standalone mod for Modathon 2018. The concept behind the mod is to provide both an immersive experience by giving a uniform to mages guild members as well as to improve gameplay by providing a useful alternative to armor for mages; such as is offered in Skyrim. Many Mages Guild members will now wear the new robes. 19 mage robe variants A robe for every magic school with Novice and Master variants Generic robes for Novice, Master, and Arch-Mage Toggle the hood on or off for every robe New quest and dungeon with unique loot to acquire the Arch-Mage's Robe Mage robes added to vanilla NPCs via script for immersion Obtain mage robes as rewards for vanilla quests and achieving rank milestones Purchase mage robes from Guild Provisioner NPC (rank/skill requirements) Maximum compatibility (no vanilla NPCs or dialogue are edited by the mod) Mage robes have magicka fortifying enchantments to provide utility for magic user gameplay Meet a quirky new companion character on your quest for the Arch-Mage's robe Add-Ons for several mods are included in the download PSDs included in separate download as a Modder's Resource To toggle your hood, drop the robe and pick it back up. A message will appear giving you the option to use/remove your hood. Robe quality: Novice Robes Fortify Maximum Magicka 0.2x Intelligence and Fortify their respective skills by 10 points, constant effect. Master Robes Fortify Maximum Macgicka 0.5x Intelligence and Fortify their respective skills by 20 points, constant effect. As stated above, the goal for this mod is to provide magic users with a viable alternative to using armor. Now instead of Armor Rating, mages can rely on enhanced magicka pools for casting. This mod stands well on its own but would pair well with a mod that rewards mages for using unarmored (see Recommendations section below). Generic robes: After you join the mages guild, talk to the Wizard of the Guildhall (who you joined with) about "member of the mages guild" to receive your generic novice robes. Once you are a wizard, you can talk to any other wizard about "member of the mages guild" again to receive your Master Robes. Purchased robes: After you become at least a Journeyman, you can talk to the new provisioner NPC in the Caldera Guild of Mages to purchase novice robes for each school. Once you are a wizard, you can purchase master robes from the provisioner. You must have a skill level of 20 in each school to purchase novice robes and 70 to purchase master robes. Quest rewards: Each of the Mages Guild questgivers will give the player a set of robes once they reach a certain level in their quests. Be sure to look for new topics to make sure you receive your robes (see spoiler section for details). This includes: Ajira (Balmora), Ranis Athrys (Balmora), Edwinna Elbert (Ald'ruhn), Skink-in-Tree's-Shade (Wolverine Hall). Finally, Trebonius has a quest for the player to recover the Arch-Mage's robe (if Trebonius is dead, talk to Flacassia Fauseius -Vivec Guild Guide- after becoming Arch-Mage).  Mage Robes - The Hostiles.ESP : if you use TrevorDemented's The Hostiles, this plugin will add the new mage robes to leveled the leveled lists used by the mod. Need to merge leveled lists. Mage Robes - Starfires NPC Additions.ESP : if you use Starfire's NPC Additions, this plugin will add the new mage robes to the leveled lists used by the mod. Need to merge leveled lists. Mage Robes - Dagon Fel Mages Guild.ESP : if you use half11's Full-fledged Dagon Fel Mages Guild, this plugin will add the new mage robes to the NPCs in the Dagon Fel Guild of Mages interior. Mage Robes - Vivec Guild of Mages Expansion.ESP : if you use Mordaxis' Vivec Guild of Mages Expansion, this plugin will add the new mage robes to the new NPCs in the Vivec Guild of Mages interior. 
  4. [RELz] Mage Robes

    Mage Robes View File by Melchior Dahrk  These robes were originally made for my Lyithdonea project, but I decided to release them as a standalone mod for Modathon 2018. The concept behind the mod is to provide both an immersive experience by giving a uniform to mages guild members as well as to improve gameplay by providing a useful alternative to armor for mages; such as is offered in Skyrim. Many Mages Guild members will now wear the new robes. 19 mage robe variants A robe for every magic school with Novice and Master variants Generic robes for Novice, Master, and Arch-Mage Toggle the hood on or off for every robe New quest and dungeon with unique loot to acquire the Arch-Mage's Robe Mage robes added to vanilla NPCs via script for immersion Obtain mage robes as rewards for vanilla quests and achieving rank milestones Purchase mage robes from Guild Provisioner NPC (rank/skill requirements) Maximum compatibility (no vanilla NPCs or dialogue are edited by the mod) Mage robes have magicka fortifying enchantments to provide utility for magic user gameplay Meet a quirky new companion character on your quest for the Arch-Mage's robe Add-Ons for several mods are included in the download PSDs included in separate download as a Modder's Resource To toggle your hood, drop the robe and pick it back up. A message will appear giving you the option to use/remove your hood. Robe quality: Novice Robes Fortify Maximum Magicka 0.2x Intelligence and Fortify their respective skills by 10 points, constant effect. Master Robes Fortify Maximum Macgicka 0.5x Intelligence and Fortify their respective skills by 20 points, constant effect. As stated above, the goal for this mod is to provide magic users with a viable alternative to using armor. Now instead of Armor Rating, mages can rely on enhanced magicka pools for casting. This mod stands well on its own but would pair well with a mod that rewards mages for using unarmored (see Recommendations section below). Generic robes: After you join the mages guild, talk to the Wizard of the Guildhall (who you joined with) about "member of the mages guild" to receive your generic novice robes. Once you are a wizard, you can talk to any other wizard about "member of the mages guild" again to receive your Master Robes. Purchased robes: After you become at least a Journeyman, you can talk to the new provisioner NPC in the Caldera Guild of Mages to purchase novice robes for each school. Once you are a wizard, you can purchase master robes from the provisioner. You must have a skill level of 20 in each school to purchase novice robes and 70 to purchase master robes. Quest rewards: Each of the Mages Guild questgivers will give the player a set of robes once they reach a certain level in their quests. Be sure to look for new topics to make sure you receive your robes (see spoiler section for details). This includes: Ajira (Balmora), Ranis Athrys (Balmora), Edwinna Elbert (Ald'ruhn), Skink-in-Tree's-Shade (Wolverine Hall). Finally, Trebonius has a quest for the player to recover the Arch-Mage's robe (if Trebonius is dead, talk to Flacassia Fauseius -Vivec Guild Guide- after becoming Arch-Mage).  Mage Robes - The Hostiles.ESP : if you use TrevorDemented's The Hostiles, this plugin will add the new mage robes to leveled the leveled lists used by the mod. Need to merge leveled lists. Mage Robes - Starfires NPC Additions.ESP : if you use Starfire's NPC Additions, this plugin will add the new mage robes to the leveled lists used by the mod. Need to merge leveled lists. Mage Robes - Dagon Fel Mages Guild.ESP : if you use half11's Full-fledged Dagon Fel Mages Guild, this plugin will add the new mage robes to the NPCs in the Dagon Fel Guild of Mages interior. Mage Robes - Vivec Guild of Mages Expansion.ESP : if you use Mordaxis' Vivec Guild of Mages Expansion, this plugin will add the new mage robes to the new NPCs in the Vivec Guild of Mages interior.  Submitter Melchior Dahrk Submitted 06/02/2018 Category Clothing, Weapons, and Armor  
  5. [WIPz] Oblivifall - Tales of Cyrodiil

    Greetings, Cliffworms here. After a long halt, an expanded family last summer and, oh my, a forum change, I have returned. My main goal is to release my unfinished projects with the few spare moments I have. Without further ado, I present you another Oblivifall chapter : Tales of Cyrodiil. What is it about? Tales of Cyrodiil will add 15 new quests to the game. These adventures are inspired by some of Daggerfall's side quests you can get from innkeepers and shopkeepers. Unlike Daggerfall, the Tales of Cyrodiil are not unique and not randomly generated. Also, I've greatly expanded them by adding new outcomes, dialogues and ways to complete them. Here is a brief description of each new quest : The Telvanni Duel At the Foaming Flask in the Imperial City, a furious Dark Elf from Sadrith Mora is causing a bit of a ruckus. He keeps drinking and challenging the unfortunate patrons to a duel. Will you be the one to accept his challenge? The Barbarian Duel At the Imperial Bridge Inn, an Orc Barbarian is seeking an opponent for a duel to the death. Needless to say, nobody, even the drunk Imperial Guard who visits the inn, has accepted. Two Cowards In Anvil, Marcurio Orius and Gualtierus Turrianus are in conflict to gain the love of Elorya Hawkham. Gualtierus challenged Marcurio to a duel (yes, dueling is getting popular). The problem is, Marcurio is no fighter and he's seeking a sword for hire to impersonate him and win the heart of Elorya. To Assist the Fate In Chorrol, noblewoman Morgorya Coppercroft received word that her good-for-nothing, cheating husband named Theodyn Coppercroft has been captured by bandits and held for ransom. Of course, Morgorya doesn't want to ransom Theodyn but his cousin wants to. She is looking to hire someone who could prevent Theodyn from being ransomed. What will you do? Kill Theodyn's cousin? Steal the ransom and keep it or free Theodyn yourself, thus betraying Morgorya? Or barge in the bandits' hideout and kill him? You decide. (My favourite quest I think) A Noble's Debts A merchant loaned gold to a nobleman under the condition that the merchant keeps a deed to a valuable piece of property. Now, the nobleman vanished without a trace and the deed was stolen. This has hit the merchant's finances pretty hard and he seeks someone to find the deed, retrieve the loaned gold or, if all fails, find the nobleman. A Rare Book An Argonian savant in Skingrad would like to hire an adventurer to recover the ancient tome "Vampires of the Illiac Bay" from Ayleid ruins nearby. Counterfeit Gold In Cheydinhal, a nobleman's friend had the brilliant idea of giving him false gold bricks as a gift. That nobleman had the even more brilliant idea of giving them away to his allies. The problem is, he has now realized they were fake and they've already been given away. Retrieve at least one of them and you will be rewarded. Retrieve them all and you'll be handsomely rewarded. A Mix Up In Bravil, a Khajiit is asking around for an individual who looks like you. Apparently, his gem has been stolen and he's looking for the culprit. Could it be really you? An Unexpected Journey A Wood Elf staying at Bleaker's Way's inn is seeking an adventurer for an unknown but certainly dangerous task given by his master. The master promises 500 gold to the adventurer who will complete this mysterious task. Will you be the one? Defamation In Anvil, rumors are spreading about a Redguard named Iminda. Apparently, he has taken a goblin for a lover, he keeps slaves, is a pariah or even beats his spouse! Needless to say, Iminda wants to put a stop to those rumors and is looking for an investigator to find the source of those false spreadings. The Ransom Argonian Kal-Ma of Leyawiin is beyond herself with grief. Her husband has been captured by the Thieves Guild and those good-for-nothing outlaws are asking a ransom or they will kill their hostage. The ransom is the only fortune the Argonian couple have. Will you ransom the husband, knowing the couple will lose their wealth? Will you persuade the kidnappers to release their hostage? Or will you just kill the thieves? The Wraith's Hand A very anxious man is looking for a courier to deliver a skeletal relic to a priest. Rumors say this hand used to belong to a vengeful spirit who still wanders Tamriel looking for it... The Switcheroo Browen, a down-on-her-luck traveling merchant staying at the Two Sisters Lodge in Skingrad, has been betrayed by her former business partner. Indeed, Browen was going to warn the authorities when she discovered that her partner was involved in smuggling. In fact, her partner hired a courier to deliver false accusations about Browen to Wayrest's Guild of Merchants. Browen is looking for someone to intercept the courier before he reaches Wayrest and sneak in a letter in his backpack denouncing her partner and remove the false accusations about her. Will you be quick enough? The Birthday Present The birthday of rat-catcher Tasius' sister is in a few days and he wants to give her a last-minute present. His job and the preparation for his sister's birthday keeping him busy, he's looking for someone to buy some red-tinted nightshade from an Argonian merchant. What appears to be a simple delivery job may turn out to be more dramatic if you dig deep enough... The Daedric Stone An Altmer sorceress is searching for a daedric lodestone for her research. Her assistant, another Altmer, arrived in Cheydinhal to hire someone brave enough to recover it from Ayleid ruins filled with conjurers and daedra. The dremora guarding it may have another plan in mind...who will you trust? Quest mechanics Time limit : Most quests must be completed in a limited time. Some are days, others are weeks. Bandits won't hold someone hostage foverer. You'll always be informed of the time limit before accepting the quest. Failing to complete the quest in time will result in failure. No Essential NPCs. No Essential Items : Indeed, all of the related quests' NPCs can die and all quest items can be dropped or sold. For most quests, the death of quest NPCs will result in failure. Don't worry though. The NPCs stay inside cities so the only way they could die is if you had a hand in it. For items, you'll always be able to tell the NPC you lost the quest item, resulting again in a failure...but that could be a lie and it'd allow you to keep the items for yourself. Voiceless, choice-based dialogue and skill checks : Most of the quest dialogue is choice-based, allowing you to ask questions about the task, accept or refuse it and bargain your reward. There are indeed skill checks when you try to negociate your reward or persuade an NPC. Having good luck allows the skills checks to be easier to pass. Some topics are also added when, for example, you ask around for directions to one of the NPCs or a location. Finally, all the new dialogue is not voice acted. The mod uses Elys Universal Silent Voice. Pre-quest, present-quest and post-quest rumors : People will have rumors to say before the quest, during the quest and after the quest. They vary depending on the outcome, if you fail or suceed the quest. On the importance of faction relations : Some of the quests have optional paths if you are a faction member or if you have good relations with them. For example, in A Noble's Debts, being a Thieves Guild member or having good relations with them will allow you to be receive a letter from the Guild to give you hints on where the lost loan is located. No new dungeons or locations : Quests NPCs are placed inside the game's cities and the quests take place inside vanilla locations only. The dungeons used for those quests are existing Oblivion dungeons that have no vanilla quest linked to them. This allows for greater compatibility, preventing conflicts with mods that add new locations or change the landscapes. Optional quest markers : By default, quest markers for Tales of Cyrodiil's quests are disabled. Sufficient descriptions and directions are given to find a location or an NPC. If you still want to use quest markers, you will need to enter a simple command in the console window. Rewards : Most quests reward the player with gold, others give not too powerful magical items. All quests give a faction relation bonus/malus with the city in which the quest takes place or the factions that were implicated in the quest. For example, helping a nobleman from Cheydinhal will give you better disposition with the Nobility in general and the people of Cheydinhal. On the opposite, botching a quest or betraying your quest giver if the opportunity arises will drop your disposition with the related factions. After all, the quest giver will talk about how good or bad you did his job with his friends and neighbors. Difficulty : Most quests use Oblivion's leveling system for difficulty as I believe it easier for balance. Some NPCs are fixed, though. State of the project All 15 quests are complete and are mostly playable. What needs to be done is pretty much testing. Since quest NPCs can be killed and quest items lost, I need to review all quests to make sure dialogue entries, outcomes and journal entries have been written in case your evil characters decide to keep the valuable items you were supposed to deliver or if they decide to mercilessly assassinate an hostage they were supposed to save. It's a project that I've been working on and off for the last years and I'm excited to finally see it so close to release. I don't have an ETA, but I hope to be able to release it soon. Now, speaking of testing, if some of you are interested in trying it, let me know and I'll send it to you. There it is then, my latest project. Questions? Comments? :)
  6. [RELz] Ancient Foes

    File Name: Ancient Foes File Submitter: Darkelfguy File Submitted: 14 Jan 2017 File Category: Quests Description Along the northern coast of the Sheogorad, a lone cottage sits isolated from the world, where time seemingly passes by unnoticed. Here lives the reclusive Odmlir Wulfharth, a warrior of the famed Nordic Wulfharth clan who resides all alone in this barren landscape, but this is no simple hermit seeking isolation. No, Odmlir's true purpose is far, far different, he searches for the relics of the past, a missing history of his family's name, but what dark secrets await him in the Sheogorad, and what will his searching awaken? Will you grant Odmlir his true desire? Or will you be the one to drive home the blade and put an end to the Wulfharth name? Well now, that's up to you, the player, to decide and find out for yourself! Ancient Foes is a classic quest and dungeon mod for you to explore and fight through, including one new modest-sized dungeon recommended for players levels 20 and above. There's a lot of background story here, and Odmlir Wulfharth is a fully fleshed out character with many secrets of his own, and in the end, your decisions will decide his fate, for good or ill. To find Odmlir's cottage, explore the coasts of the Sheogorad west, and slightly north of Dagon Fel. You'll find it almost directly north of the mushroom forest on the main island of the Sheogorad region. Remember to keep an eye out for documents that might open up additional mini-quests. *Cleaned with Morrowind Enchanted Editor* Features - One New Modest-Sized Dungeon - Two Quests - Over 8,000 words of creative writing with dialogue, flavor documents and journals for you to discover - A Potential Player-Home (if you play your cards right) - Multiple Endings - Large Fights, Recommended for Levels 20+ - Compatible with Morrowind Rebirth Video Showcase Click here to download this file
  7. Ancient Foes

    Version 1.0

    60 downloads

    Description Along the northern coast of the Sheogorad, a lone cottage sits isolated from the world, where time seemingly passes by unnoticed. Here lives the reclusive Odmlir Wulfharth, a warrior of the famed Nordic Wulfharth clan who resides all alone in this barren landscape, but this is no simple hermit seeking isolation. No, Odmlir's true purpose is far, far different, he searches for the relics of the past, a missing history of his family's name, but what dark secrets await him in the Sheogorad, and what will his searching awaken? Will you grant Odmlir his true desire? Or will you be the one to drive home the blade and put an end to the Wulfharth name? Well now, that's up to you, the player, to decide and find out for yourself! Ancient Foes is a classic quest and dungeon mod for you to explore and fight through, including one new modest-sized dungeon recommended for players levels 20 and above. There's a lot of background story here, and Odmlir Wulfharth is a fully fleshed out character with many secrets of his own, and in the end, your decisions will decide his fate, for good or ill. To find Odmlir's cottage, explore the coasts of the Sheogorad west, and slightly north of Dagon Fel. You'll find it almost directly north of the mushroom forest on the main island of the Sheogorad region. Remember to keep an eye out for documents that might open up additional mini-quests. *Cleaned with Morrowind Enchanted Editor* Features - One New Modest-Sized Dungeon - Two Quests - Over 8,000 words of creative writing with dialogue, flavor documents and journals for you to discover - A Potential Player-Home (if you play your cards right) - Multiple Endings - Large Fights, Recommended for Levels 20+ - Compatible with Morrowind Rebirth Video Showcase
  8. [RELz] Of Dungeons and Abodes

    File Name: Of Dungeons and Abodes File Submitter: Darkelfguy File Submitted: 25 Apr 2016 File Category: Dungeons & Houses Description In the sleepy town of Gnaar Mok, a young Dunmer by the name of Daviimir Velodil searches frantically for his missing uncle. Naive and scared about the dangers of the world, he worries desperately about his beloved uncle, an estranged and distant relative of the family known for his bouts of adventuring and fighting lust, even in his old age. It may already be too late, months have passed without word, and Velodil Manor lies dark among the sunken swamps of the Bitter Coast. Will you help this poor distraught fellow find out the secrets of Velodil Manor? And what will you find? A hearty hearth of warmth and comfort, or a cold lair of hostility and death? And will you help rebuild the legacy of the Velodil family name? Well now, that's up to you, the player, to decide and find out for yourself! Of Dungeons and Abodes is, essentially, a dungeon, house,and quest mod all rolled into one, with an overarching story and a number of fleshed out characters for you to meet. You'll go on a typical adventure, clearing out creatures and looting along the way, as you would do in any dungeon mod, but there's a catch here, if you're willing to do a few quests and spend a little gold, every part of this dungeon can become a part of an ever growing home to call your own. Clear out one dungeon, rebuild, and make yourself at home, only to find another dungeon waiting for you to go adventuring again, and to add to your growing base once more. You can even expand your manor in other ways, contracting out for new construction and hiring on new characters to provide additional services. Keep in mind this mod isn't designed to be finished in an hour, or even two. There's enough content here for about three~four hours of play, but it's spread out over time, so you can gradually keep finding new things to do with Velodil Manor, even months after you've moved in. But I won't spoil the whole thing here, you'll just have to see for yourself. The first part of the dungeon is geared for players at a recommended level of between level 8 and level 10. The second dungeon is a bit more difficult, and you'll need to be about level 15 to have a decent challenge. Voting now open for additional features for Velodil Manor! Go cast your votes for what you'd like to see in the next major update to Of Dungeons and Abodes! *Cleaned with Morrowind Enchanted Editor* Features Included in version 1.0 of "Of Dungeons and Abodes": 2 New Dungeons involving the secrets of Velodil Manor 4 New Quests to unlock the potential of your abode A large manor, including numerous display halls (including display mannequins), a kitchen, library, dining area, ingredient gardens, alchemy lab (with labeled ingredient jars), magic lab, master bedroom, and more that you'll have to unlock over time An expandable exterior, with new dock additions and transport services you can unlock. A teleport amulet you can get through one of the quests for convenience. 3 Fully fleshed out characters to meet Over 15,000 words of creative writing with dialogue,flavor documents, and journals for you to discover Morrowind Rebirth Compatibility High Capacity Storage Containers And Much More! The Morrowind Modder's Challenge and Release Trailer "Of Dungeons and Abodes" is the first mod in the Morrowind Modder's Challenge series. What's that, you might be wondering? The basic premise is that people can issue me a challenge to build a mod within a mere 32 days or a single month, and I'll video record the major design decisions outlining my interpretation of that challenge and the various difficulties of trying to meet the challenge within such a limited time-frame. Succeed or fail, I have to release the mod at the end of one month's time. Since this was the first go with this series, I basically issued myself a challenge and "Of Dungeons and Abodes" was the result. But now that this first mod has been released, you can issue your own challenges! Check out our thread on the Bethesda forums or the for more details. Click here to download this file
  9. Of Dungeons and Abodes

    Version 1.0

    92 downloads

    Description In the sleepy town of Gnaar Mok, a young Dunmer by the name of Daviimir Velodil searches frantically for his missing uncle. Naive and scared about the dangers of the world, he worries desperately about his beloved uncle, an estranged and distant relative of the family known for his bouts of adventuring and fighting lust, even in his old age. It may already be too late, months have passed without word, and Velodil Manor lies dark among the sunken swamps of the Bitter Coast. Will you help this poor distraught fellow find out the secrets of Velodil Manor? And what will you find? A hearty hearth of warmth and comfort, or a cold lair of hostility and death? And will you help rebuild the legacy of the Velodil family name? Well now, that's up to you, the player, to decide and find out for yourself! Of Dungeons and Abodes is, essentially, a dungeon, house,and quest mod all rolled into one, with an overarching story and a number of fleshed out characters for you to meet. You'll go on a typical adventure, clearing out creatures and looting along the way, as you would do in any dungeon mod, but there's a catch here, if you're willing to do a few quests and spend a little gold, every part of this dungeon can become a part of an ever growing home to call your own. Clear out one dungeon, rebuild, and make yourself at home, only to find another dungeon waiting for you to go adventuring again, and to add to your growing base once more. You can even expand your manor in other ways, contracting out for new construction and hiring on new characters to provide additional services. Keep in mind this mod isn't designed to be finished in an hour, or even two. There's enough content here for about three~four hours of play, but it's spread out over time, so you can gradually keep finding new things to do with Velodil Manor, even months after you've moved in. But I won't spoil the whole thing here, you'll just have to see for yourself. The first part of the dungeon is geared for players at a recommended level of between level 8 and level 10. The second dungeon is a bit more difficult, and you'll need to be about level 15 to have a decent challenge. Voting now open for additional features for Velodil Manor! Go cast your votes for what you'd like to see in the next major update to Of Dungeons and Abodes! *Cleaned with Morrowind Enchanted Editor* Features Included in version 1.0 of "Of Dungeons and Abodes": 2 New Dungeons involving the secrets of Velodil Manor 4 New Quests to unlock the potential of your abode A large manor, including numerous display halls (including display mannequins), a kitchen, library, dining area, ingredient gardens, alchemy lab (with labeled ingredient jars), magic lab, master bedroom, and more that you'll have to unlock over time An expandable exterior, with new dock additions and transport services you can unlock. A teleport amulet you can get through one of the quests for convenience. 3 Fully fleshed out characters to meet Over 15,000 words of creative writing with dialogue,flavor documents, and journals for you to discover Morrowind Rebirth Compatibility High Capacity Storage Containers And Much More! The Morrowind Modder's Challenge and Release Trailer "Of Dungeons and Abodes" is the first mod in the Morrowind Modder's Challenge series. What's that, you might be wondering? The basic premise is that people can issue me a challenge to build a mod within a mere 32 days or a single month, and I'll video record the major design decisions outlining my interpretation of that challenge and the various difficulties of trying to meet the challenge within such a limited time-frame. Succeed or fail, I have to release the mod at the end of one month's time. Since this was the first go with this series, I basically issued myself a challenge and "Of Dungeons and Abodes" was the result. But now that this first mod has been released, you can issue your own challenges! Check out our thread on the Bethesda forums or the for more details.
  10. Dark Brotherhood Chronicles: Consequences Introduction Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was. But now... Whether you've decided to restore the Dark Brotherhood or bring about its sundering, your work has only just begun. You have made your choices. Now it is time to face the Consequences. Consequences is the second instalment in the Dark Brotherhood Chronicles. It will feature two complete quest lines, along with a series of side quests for each side. Description The Dark Brotherhood Chronicles is a large quest mod that continues and expands the story of the Dark Brotherhood in Oblivion. The project was started in late 2006 or early 2007 - we're not really sure. With some early background and advice from Emil, the Bethesda employee who conceived and developed the Dark Brotherhood, the original team started writing a story that was meant to span three separate chapters, which they didn't name. Amadaun joined the team and after a couple of team changes and rewrites, we settled on the story that was released as Awakening, the first chapter. We had a rough outline for the second and third chapters, but nothing concrete. We wanted to release Awakening before Bethesda released their fifth game, Skyrim, but we failed to meet that deadline, instead releasing Awakening in late November 2011. It was well received and we earned the Nexus File of the Month award for December 2011. However Awakening has one major flaw which has frustrated many a player ever since: it ends in a cliffhanger. One person who complained about Awakening's story was a forum member named Cray. He took the time to join the community site that now hosts the Dark Brotherhood Chronicles and wrote a two-page long critique. I was impressed with what I read, despite its length, so I challenged him to put his words into action and help us with Consequences. He took up the challenge and now he, Amadaun and I have teamed up to flesh out the story for Consequences. We are also planning the story for the third chapter, which we hope to develop for Skyrim. It will be called Transgressions. Cray and Amadaun are both lore nerds and excellent writers, so our aim is to provide a rich story that does justice to both sides. If you don't know what I mean by "sides", then you will need to play through Awakening. Consequences will bring both sides together in one dramatic ending. This time the story will end... until Skyrim 200 years later. Progress The plot is settled, the NPCs are almost wholly written up, it's just time to write quests, think of rewards and get to work on the mechanical side. We are still tossing around ideas for side quests as well. Plot: 95% Quest Writing: 0% NPC Conceptualization: 90% NPC Implementation: 10% Landscaping: 0% Modelling: 0% Dungeons - Level Design: 0% Dungeons - Cluttering: 30% Buildings - Level Design: 0% Buildings - Cluttering: 0% Quest Coding: 0% Testing: 0% We may not need any new landscaping, dungeons or buildings. We have plans to repurpose some buildings from Awakening. Dungeon cluttering includes the clean-up of existing locations and quite a bit of that has been done already. We'll have a better idea of what we need once we start writing the quests. The Dark Brotherhood Chronicles is hosted here on The Assimilation Lab. You can follow our progress and check out our concept art and screenshots. Current Team Amadaun - Team Lead, Writing, Modelling, Texturing, Level Design AndalayBay - Team Lead, Scripting, Quest Building, Level Design, Sound Engineering, Site Administration Cray - Team Lead, Writing, Lore Advisor, Critic Vincent - Level Design, Modelling 'Drea - Writing, Quest ideas, Critiquing Sunseahl - Writing, Critiquing Credits I must repeat the credits from Awakening since we are building off that body of work: Bethesda for creating Oblivion shadeMe for the CSE and Conscribe scruggsywuggsy the ferret for OBSE mr_siika for the Sanctum meshes Helborne for the Chitin armour and weapons Xiamara for the chair and sofa meshes Gildur and Demonmaster for the Anima Cyrodiili tileset Meo for the ceremonial dagger mesh Ren for the blindfold mesh Phoenix Amon for some of the book covers Emillia for various meshes and textures InsanitySorrow for various meshes and textures Qarl for his spider web meshes and textures TheTalkieToaster for the Spider Draedra NPC elveon, Malo, mikal33 and AlienSlof for the spider resources LHammonds, Sita and Jerros for the Paladin armour Klaus for his UI topic fixes fg109 (RandomNoob) for his help with scripting and quest building Unofficial TESA Clutterer's Guild for various meshes PrettyMurky - XML, Scripting Rahvin - Writing theinfamouskat (thechickwhopwn3dyou) - Writing Thomas Kaira - Interiors Ysne58 - beta testing Xae (Xaeaix) - soundtrack, sound engineering Elec0 - Modelling, Beta Testing Koniption - Modelling, Texturing Lareneg - Writing, Beta Testing omeletted - Texturing, Beta Testing Silver - Modelling Siulil - Beta Testing 'Drea - Writing, Beta Testing, Voice Acting for Awakening Morrigain - Writing saebel - Critique and assistance in rewriting a couple of quests, Voice Acting for Awakening Ibsen's Ghost - Voice Acting for Awakening Mick Mize - Voice Acting for Awakening
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