athenas_aberwiin_manor(34) Language: English Athena's Aberwiin Manor

----------------------------------------------------------------------[ Meta ]--

name		athenas_aberwiin_manor
section		34
description Athena's Aberwiin Manor
tags		oblivion mods house
encoding	utf8
compliance	public
lang		en
attachments	MaAthenasAberwiinManorHowToEnter.png
download	main
ddescr Athena's Aberwiin Manor
dsize		49556
dchcksm		345c53f2164ee10e764a81b408110d5d4107878265d07969dfa37663d4c6a426
copyright	Copyright (c) 2015
		For further info send an e-mail to
		This mod is based on Colin M's ``Aberiin Manor'' version 2.07

-----------------------------------------------------[ Questions and Answers ]--

    A large house based on Aberwiin Manor.
    Refer to ``Credits'' for information about the original author.
    North West near the Imperial City.
    Marked as ``Aberwiin Manor'' just like the original.
How to install a mod?
    Merge the contents of the `Data` folder and your Oblivion `Data` folder and
    activate the mod in the menu before playing the game.
    This mod conflicts with the original ``Aberwiin Manor''
    because it uses the same place.
    This version needs at least version 1.1.511 of Oblivion (like the original
    mod) and the Shivering Isles expansion. If the Shivering Isles expansion
    requirement is a problem for you, drop me an e-mail and I will try my best
    to create a version which works without.
Nothing works?
    Refer to section ``Getting started''

{\img{MaAthenasAberwiinManorLocation.png}{Aberwiin Manor Location}}

-------------------------------------------------------------------[ Credits ]--

This mod is a changed copy of Colin M's ``Aberwiin Manor'' version 2.07.
Thus, most of the work has been done by him. The original mod can be found at

Colin M has permitted me to copy and change his mod and release the result under
GPL -- many thanks again!

The readme-file for the original mod is provided in the `res` folder.

----------------------------------------------------[ Background Information ]--

When I created my first house mod, the `` Ayleid Ruin'', the intention
was to provide a nice and uncommon but highly practical house mod which should
contain everything you expect by some means quickly accessible.

When I played the game for the third time (third character), I still used
the `` Ayleid Ruin'' at the beginnging. After a while I thought it
might be nice to check out the state of art house mods again and find some
alternatives so that each of my characters could get their own residence. Thus,
I decided to go with my own mod for the first character and looked for house
mods for my other two characters.

Aberwiin Manor turned out to be one of the best house mods available, because it
was large (which wanted this time) but still small enough to reach all parts in
sensible time. Compared to my own mod, there were some minor issues, which I
wanted to correct, before I would start to use it: I wanted to optimize the
lighting, remove some parts I would not use and add a trader to sell superflous
items at good prices. Finally, I also wanted to cluster some storage at a single
place in order not to scatter my items all over the place.

The result is ``Athena's Aberwiin Manor'' -- a customized (and from my point of
view: improved) version of the original mod.

---------------------------------------------------------------------[ Files ]--

    Mod files.
    This file. It might be adivsable to keep this for reference.
    A copy of the GNU General Public License Version 3, see ``Redistribution''.
    Some screenshots to give you an overview over the place.
    Used to generate archives ready for upload. You do not need this.
    README-File for the mod this is based on.
    README-File for a mod incorporated into the original ``Aberwiin Manor'' and
    thus also part of this mod.

---------------------------------------------------------------[ Screenshots ]--

{\img{MaAthenasAberwiinManorOutside.png}{A view from outside}}

{\img{MaAthenasAberwiinManorSubterran.png}{Underground complex: Dark Temple}}

{\img{MaAthenasAberwiinManorTopFloorDiff.png}{Top Floor of the manor: On the
left, you can see the original mod and on the right this version.}}

-----------------------------------------------------------------[ Changelog ]-- `Sun May 17 21:09:39 CEST 2015`
    First version to be mentioned. `Wed May 20 22:36:55 CEST 2015`
    Tweaks for the release at Nexusmods. `Sat May 23 17:21:08 CEST 2015`
    Failed to fix crash at using ring multiple times.
    It seems this is a problem which is likely to occur only at my installation. `Mon Oct 26 21:00:14 CET 2015`
    A first attempt to create a full grid for all cells provided by this

-----------------------------------------------------------[ Getting started ]--

The following is a summary of steps you have to perform to be able to get into
all areas of the house. For information on additional features such as the
``Mark Victim'' and ``Take Victim'' spells, please refer to the orignal readme
attached in `res/aberwiin_readme.txt`. You may of course also try them out
without further reading as their names are pretty self-explainatory.

{\img{MaAthenasAberwiinManorHowToEnter.png}{Pressure plate, tricky to locate}}

How to get in
 01. Go to the map marker
 02. Break into the front door
 03. Turn left or right and go to the basement
 04. Go down to the large free space
 05. You will see a row of candles lighting the wall
 06. Check the column of the candle which is exactly right of the middle
 07. You should see ``Pressure Plate'' displayed on the screen
     It is normal that you do not see any plate, just blindly move your
     cursor till you find the spot. It should be below the candle of the
     right column from the middle
 08. Activate the ``Pressure Plate''
 09. The floor should slide back.
 10. Now break into the door at the end of the stairs.
 11. You enter a dungeon-like area
 12. Follow the way till you see lava in front of you
 13. Turn right and go up till you can view the stone dragon
 14. There should be a small table with alchemistic appartus
 15. On the table there are a key and a ring. Take both
 16. You can now use the teleport field before the table to go to the top floor
     and back.
 17. You now ``own'' the house.

------------------------------------------------------------------[ Features ]--

Short summary of features
 * A large house including garden and an own merchant.
 * Means of always getting back to the house (``Ring of Aberwiin'')
 * Spellmaker and enchanter like in the Mages Guild.
 * Underground complex ``Dark Temple'' with lava and dungeon facilities.
 * Scripted spells to allow the player to make use of the dungeon.
 * Static Alchemy set
 * Fast travel from all house cells
 * Many plants you can harvest for alchemy

   This mod is heavily utilizing resources and can thus cause lag (similar to
   the original, probably even worse because I have added some lights).
   It lags on my system as well. If it annoys you, you can either go with a
   more lightweight housemod, reduce details very much or go with a newer
   graphics card (sometimes a driver upgrade is enough :) )

-------------------------------------------[ Changes to the original Version ]--

Short summary of changes
 * All containers found in the house and basement are now safe for storage
 * Added Ayleid Crystals in the first floor
 * Added some containers (and removed some!)
 * Added a Zombie-Trader with some nice goods and enough money
 * Removed all ambient light (makes the light look more realistic)
 * Removed just about all showcases
 * Removed a lot of unncessary references (my version is smaller)

   As part of a design decision, this mod is not compatible with the original
   version. You can neither run both at a time, nor upgrade from a normal
   ``Aberwiin Manor'' to this mod without losing items. If this is not
   satisfactory to you, check section ``How to transition (NOT RECOMMENDED)''.
   Using both mods with the same savegame at the same time is not possible
   without editing the mod files to place the house at another location!

------------------------------------------------------------[ Redistribution ]--

I have decided to release this mod under GPL. Although it is designed to be used
for programs, it may also be used for other work -- quoting from the GPL: ``"The
Program" refers to any copyrightable work licensed under this License.''

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.
    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    GNU General Public License for more details.
    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <>.

---------------------------------------[ How to transition (NOT RECOMMENDED) ]--

    You are highly discouraged to do this! It is not safe!

This mod is basically a changed copy of ``Aberwiin Manor''. Thus, it can be seen
as a ``new version'' of the original mod and thus there are means of switching
between the one and the other.

Generally, it is not an issue to disable the one and enable the other (whichever
direction) and thus reset all house contents to the clean state supplied by the

However, if you want to switch between the two versions and keep, e.g. your
stored items, it becomes a lot more difficult. First: If you want to attempt
doing this, you need to make sure, the game thinks of the change as being a
version change only. Thus, you will need to rename the
`MaAthenasAberwiinManor.esp` (and `MaAthenasAberwiinManor.bsa`) to
`Aberwiin Manor.esp` (and `Aberwiin Manor.bsa`) _before_ installing the new
version. Or if you want to switch from this mod to the original version, you
will have to rename the original version to `MaAthenasAberwiinManor.esp` (also
before installing it). Having renamed the files in the way described here, you
need to overwrite the previously used ``version'' with the version you want to
use (which you have renamed to the same filename). Make sure that you do not
start the game while doing the transition and that you do not change anything
in the mod settings in the game menu! No message should appear when loading a
savegame after such a transition. If it tells you something has changed
regarding mods, it is likely you did something wrong.

Performing a transition as described in the previous paragraph is problematic
in various ways: You need to make sure, that the change does not destroy any
items you have stored in containers only available in one of the versions and
you need to make sure, you (and items you have placed) are not standing anywhere
where the new version fills the space differently (Consider your character
standing in a corner where my mod has added a barrel -- this could lead to
serious issues!).

As already mentioned, this mod was not designed to stay backwards-compatible to
the original mod and it introduces new containers which are not available in the
original version.

To help you transition (if needed, and _only_ if needed!), this is a list of
containers which should work using either of the versions:

 * The long row of chests in the dark temple area
 * The chests on the first floor (2x4 on both sides to be exact)
 * The jewlery box in the teleporter room

The following containers are definitely not safe for such a transition

 * All containers in the bedroom
 * All containers in the basement (not the dark temple area)
 * Most containers in the teleporter room

The general plan for transitioning is to move all items to containers listed as
being available in both versions. Also, if you attempt such a transition, it is
wise to save outside the manor before you transition so as to avoid finding your
character stuck in a structure only available in the version you want to
transition to.

--------------------------------------------------------------[ Known Issues ]--

 * Teleporting from Shivering Isles cells is currently not supported.
   _TODO_ Set variables just like the exit door would do.

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