Version | 1.0.1.9 |
---|---|
Size [KiB] | 2504 |
SHA256 | 9c01f253b8890a457b8c95c10b17a5debe4aab76caa5a6dbcba5246936c6f8e3 |
Download | http://k003.kiwi6.com/hotlink/owffad81at/ma_ayleid_ruin.7z |
Short and descriptive. For those who have no time
or need to look trough many mods at once (as I once
did, read
Background
for further information).
Ceyatatarfor the X-Coordinate and
Fanacaseculfor the Y-Coordinate. A Map marker is included. (Roughly west of the IC, look for an Ayleid ruin)
Data
folder and your Oblivion
Data
folder and activate the
mod in the menu before playing the game.
The long story that led me to building this mod the way it is.
There are several reasons why I decided to design an own house mod. I first noticed that in the game there is no house outside the cities that you can safely use. This lead me to looking for a good mod to provide a house outside the cities as I did not like the idea of being cut off my storage when followed by the guards.
I went on looking on the internet for house mods. There were really tons of mods that all contained bigger or smaller houses. I noticed three rough categories:
bigmod very much as they tend to crash quite often. Also these mods slowed down my framerate a lot and therefore most of them were useless for me.
My Cavemod and the
Silent Stones Camp.
Silent Stones Camplooked pretty cool but all these plants in there reduced my framerate below 20 fps.
All of these had in common that they were all very bright. As I mainly play in the evening this is really disturbing, although most of the houses to buy in game are also a bit too bright in my opinion. The other thing was that many of the mods dropped my framerate below anything that was playable. I therefore also did not include food lying on the table in my own mod.
Having looked trough and thought about all of the
interesting house mods that I found on the internet
for several hours I found several interesting options
that were all OK but not perfect. If you are interested,
these were
Mangan House
(too bright, I
did not like to have teleporters),
Silent Stones Camp
(framerate
too low),
My Cave
(too bright, too poor),
Sunset Manor
(I believe this
mod crashed my game... I am not quite sure but a
crashing game is absolutely a no-go when it comes
to item storage),
Island Spire
(low framerate).
As you see, all of these were somehow not suitable.
As I read many
This is my first mod.
sentences
on the website I downloaded the houses from I thought
that the level editor (actually called Construction
Set) could not be too hard to learn and use. This
was actually true and I finally arranged myself with
the Construction Set and started to work on a test
mod. As I noticed that it was quite easy to create
an own house I just thought about creating an own
house as all of the mods I found so far were compromises.
The decision to create an Ayleid ruin was made very quickly as I always liked these ruins from the first time I saw them in game. I liked their dark but non-poor style and the crystals that light the way. You will certainly notice this when playing the mod as every light used in the whole mod comes from a crystal.
You will also certainly find it a bit strange to
have a Dremora in an Ayleid Ruin. This has it's own
story: Before I created this mod I played the
Dremora Companion
mod that I
liked very much. But unfortunately the mod made my
game crash on every save when I had finished the
second quest. I had a hard time to recover my savegame
data and finally had to disable the mod. But I always
missed that Dremora companion (as I also like Dremora).
The
Better Adoring Fan
mod seemed
to be an unsatisfying solution for a companion (I
know that there are other companion mods outside
there but I did not yet try them out as I feared
it would crash again).
When I tested the
My Cave
mod I noticed that there
was a merchant inclusive. I also really liked that
idea and therefore combined the Dremora-Idea with
the Merchant-Idea – the
story
for my mod was invented.
Unlike the
My Cave
Cave Merchant
my Dremora Merchant
does not sell every item (it always took several
seconds to load the list when I tested the
My Cave
mod), but items that
commonly needed to be replaced – like soul gems and
arrows.
This mod always had a place that was not quite finished: The basement. The basement was one big room with a throne on stairs that were built of some bricks that could be found in the construction set but not seemed quite well as they had spaces and the stairs they built could not be walked on but needed to be jumped in order to reach the throne. I could not find out how to solve this for a very long time (the problem survived eight small bugfix releases after all). Then I reviewed the basement and decided to give it another try. I almost rebuilt it from scratch and only copied some small parts like the crystal-lamps or the three smaller tables that are placed to build a big table.
After figuring out the solution to the
stairs-problem
I thought about
adding another room for the
Staff of the Everscamp
that
can be easily used for training. I called the room
that was newly attached to the basement with 1.0.0.7
Training Room
. Be aware of the
bugs related to the Staff of the Everscamp, see
http://www.uesp.net/wiki/Oblivion:Staff_of_the_Everscamp#Bugs
for details.
By adding a blocked way in the basement (you will immediately notice it if you enter) a place to put extensions planned for version 1.0.1.0 was made. But do not expect 1.0.1.0 to come soon – there are currently many other projects in the queue. This is just to tell you why this annoying T-Connector has been added.
I am aware that the changes with 1.0.0.7 take this
mod more into the first section of
big houses
that I mentioned
in
Background
but as this mod neither
introduces annoying guards nor makes it required
to pass that big room I thought it was OK to add
such a big hall.
There is one change with 1.0.0.7 that is not related
to the basement: The bedroom is now lit by
Great Welkynd
instead of
Varla
stones that in my opinion
looked much better. This was not done before as I
always had trouble with a
Great Welkynd Stone
being a
quest object. Duplicating the object solved it.
With 1.0.0.7 the screenshots were completely changed: They are still form third person perspective but do not show my character anymore and the number of screenshots included with the mod-archive file was reduced to two in order to decrease filesize. The screenshots are now available in PNG format and no longer stored as TGA in order to (1) reduce filesize and (2) make them fully Windows-compatible.
Apart from the two cases listed above, everything should still be backwards- compatible to every previous version released.
You might have noticed – as already announced in
the
Changes with Version 1.0.0.7
– that with 1.0.0.7 the basement was still not complete.
There was that strange T-way which led you into a
dead end if you went straight on. I actually made
that dead end for a very specific extension I had
in mid since 1.0.0.0: I wanted to add a trap or some
sort of prison to get rid of NPCs or creatures that
followed me into the ruin. As I had no idea how to
do it, I delayed that idea until 1.0.0.7 where I
already wanted to include it, but as 1.0.0.7 took
me very long I did not have the motivation to figure
out how to do that second part and therefore blocked
the way by a dead end and left the idea to be built
later, which I now have done.
While building the trap/prison I found my framerate
sinking and therefore detached the basement's main
room from the entrance and the trap. This is also
the source of a possible savegame-invalidation. Read
the
INCOMPATIBILITY:
paragraph for
further info on this issue.
While I originally planned to make this 1.0.1.0 I found out – after four hours of adding traps to the new room – that my framerate was low. I was just doing the same mistake many of the mods I tested before creating 0.9.0.0 did. As I noticed that framerate issue I tested which traps still could be used while not dropping the framerate too much. My original plan/version included two "cells" for the prison, which you can still see: One is completely covered with spikes and therefore rather a deadly trap than a "cell" and one is completely empty. That empty cell was completely covered with dart-throwers linked to a button which could be used to activate them. But unfortunately these dart-throwers were – even while they were inactive – great framedroppers and I therefore needed to remove them.
I could not make this 1.0.1.0 anymore as I already had differences to my original thought that were now even much bigger: My original plan was to have one cell with dart throwers and another with red welkynd stones, which unfortunately are only able to shoot at the player and therefore do not qualify for a NPC trap. What I have now is better than before but far away from what I wanted to archive. I will probably think about it again and change that prison part in the future to find a way towards a good solution that could probably include a smaller cell being covered with darts and a bigger one (but still smaller than now) being covered with spikes or something similar to that. This would allow a better framerate than my previous attempt while still keeping the functionality.
1.0.0.9 also introduces small bugfixes: The north markers in the basement were incorrect. I noticed this when I split the basement's main room into two cells. And I edited the book to fit the basement changes.
With 1.0.0.9 I (again) got the idea of probably choosing another terrain cell for placing the mod. This was not yet implemented, the terrain cell remains the same for 1.0.0.9, but I request your feedback. Would you probably think of another outside cell being better suited for this mod. If yes – which? Leave your answer either on PlanetElderscrolls or write a short e-mail.
Changelogentry as there was a very small incompatible change that came with 1.0.0.8 and also applies for updating to 1.0.0.9 when you skip 1.0.0.8.
1.0.1.0 is not a major change, but 1.0.1.0 was chosen because it finally has all the features I wanted 1.0.1.0 to have.
The
cell
with spikes was removed
in favour of a layer of ice that makes the ruin even
colder. Actually that ice-layers were not planned
but I noticed that the construction set did not easily
allow me to make the design I actually wanted and
therefore made the best of the limitation. In the
end it turned out to slow the framerate but I found
it still acceptable.
The second gate in the basement's NPC/creature prison no longer leads to the spikes (as they were removed) but now ends in a small room that is covered by dart-throwers and no longer reduces my framerate at all. This is the main source of incompatibility: By removing a part of the basement, everything you dropped (or imprisoned) there will certainly be lost or cause bugs. I therefore recommend to clear the changed parts before upgrading.
Apart from that, a friend of mine recommended me to include some plants in the mod in order to make it look more friendly because he thought it was too cold and unfriendly for somebody to live in. In order to keep the cold atmosphere (which this mod is intended to produce) I just added a few plants, that is to say four. These are one of the sources of incompatibility: If you dropped an item at a place that is now occupied by a plant, you might no longer be able to fetch it.
prisonwas changed: Some parts were removed, others added. If you dropped anything there or had NPCs or creatures there, remove them and your items before upgrading. (See above for the exact changes if it affects you.)
As he found the ruin too uncomfortable to live in,
a friend of mine suggested to add books and plants.
The plants were already added with 1.0.1.0 although
the symmetry was destroyed (1.0.1.3 corrects this
by adding another plant) but I had not yet found
out how to correctly add the books as I thought that
the Ayleid-shelf would not work with the Ma_Sys.ma
Ayleid Ruin as not everything
Ayleid
is compatible with every
other
Ayleid
thing in the Construction
Set. But then I recently saw it working ingame in
an Oblivion Ayleid Ruin I thought it must be possible
which turned out to be correct.
I have chosen the teaching books, because these not only decorate the ruin but also add a nice feature, which is also interesting if someone decides to disable the mod: The skills gained from the books will persist then. You might consider having that many teaching-books in one building as cheating, if that is the case just do not read them (or not all of them – as you wish). If you are seriously annoyed you might also consider to comment on PlanetElderscrolls or write an e-mail although I will probably not change this because it was quite exhausting to place all these books correctly.
Apart from the books I have, as already mentioned above, added another mana blossom in the living room for the plants to be placed symmetrically. Therefore you now gain access to another rare plant to provide resources for your alchemy.
A change that you will ideally not notice but that
I also consider as important to be mentioned is the
correction of several small errors that could have
caused bugs in connection with other mods. I removed
every change I did not want with
TES4Edit
– a nice program to
correct accidental mod mistakes you otherwise would
not notice. Therefore 1.0.1.3 has the smallest mod
file since 1.0.0.8 even though many items (i.e. the
books, plants, etc.) were added.
You might wonder why some of the containers in the bedroom are gone. Do not worry, they were just also placed on a shelf in the bedroom near their old location. I originally planned to to this with many of the other containers as well, but it turned out that there were simply too many to do this while still having a nice design, which is why I dropped that idea.
Changes with Version 1.0.0.7for details.
Spellmakingand
Enchantmentfacility as it can be found in the mages guild.
Changes with Version 1.0.0.9A basic NPC/creature prison.
Changes with Version 1.0.1.0A NPC/creature trap.
Changes with Version 1.0.1.3A nice collection of useful books.
You will notice that this mod does not use a single script, nor a quest. This has been done on purpose as I think that scripts and quests are the main reasons for game crashes and I really do not want this mod to crash.
With 1.0.0.9 and newer versions this is not completely true anymore: In order to handle the two gates in the basement, the mod now uses some switch-scripts. But these are default-scripts – they are shipped with the game and used in the original Oblivion Ayleid ruins. I therefore do not expect them to cause any trouble.
I believe that this mod can be used with many different
types of characters but it certainly is especially
well-suited for darker characters as it has a good
position to easily flee to and not being found. I
tried to make the story gender-independent meaning
that you will commonly read
he/she
or
his/her
(see the
Features
section for further
information). It especially also works well with
Ayleid Armor and other mods and might provide a good
scene to take screenshots of your character as the
crystal outside shines very brightly.
Since 1.0.1.3 the mod might be seen as better-suited for mages as it now features a lot of books fitting the stereotypical mage. But you might as well find this a prejudice – why should a warrior not also want to read?
If you face problems with an update from 1.0.0.6
or lower, read the
Changes with Version 1.0.0.7
section before. If you are updating from a newer
version to the current version, read all of the
Changes with version …
sections
or at least the changelog before you update to make
sure, nothing is lost.
Recently a friend of mine found out that on Windows
7 updating the file in
C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data
does not necessarily mean that the mod is updated
correctly. You might notice this when new features
simply do not appear in game or something that was
stated to have been changed or removed remains the
same as before. In such cases, please update the
file located in the following directory (where
USERNAME
is your Windows login)
C:\Users\USERNAME\AppData\Local\VirtualStore\Program Files (x86)\ Bethesda Softworks\Oblivion\Data
This mod should never invalidate your savegame (read
the
Background
section for more
information on this) when used properly. I have tested
it very well and you therefore should not experience
problems. If it does invalidate your savegame (one
can never know for sure if even if everything was
tested) – immediately send me an e-mail for me to
warn everyone not to use this anymore until it is
fixed. Despite that, be careful when updating to
a version that is known to have incompatible changes
(or updating to a version that is more than one step
above your version and there have been incompatible
changes in one of the versions you are going to skip).
For making it easy to find out about incompatible
changes there is a section called
Changelog
. Look at all
WARNING:
tags that appear after
your version and check the
Changes with …
sections if necessary.
They always contain a list of incompatible changes
in the end.
There can be trouble if another mod modifies the same cell. Therefore this mod only modifies the cell at (-6|12).
This mod was tested on a
Debian/GNU Linux Squeeze 6.0
system with the newest version of
wine
installed and worked smoothly without
problems. As this is for a game it should also work
on every OS that runs Oblivion. It was verified that
this mod also works well with
Microsoft Windows 7
and
Debian/GNU Linux Wheezy 7.0
.
It was never tested if this mod actually requires
Shivering Isles. If you use it without the expansion
and do not encounter problems, I would be happy if
you wrote a comment on PlanetElderscrolls (see the
Changelog
section below) or
wrote an e-mail to clarify this for me.
If you happen to find a bug, please report it on
either PlanetElderScrolls or via e-mail to
Ma_Sys.ma@web.de
.
Thu May 3 16:29:25 CEST 2012
Tue May 8 12:56:03 CEST 2012
Sun May 27 00:58:02 CEST 2012
Fri Jun 1 21:45:58 CEST 2012
Mon Jun 11 20:00:42 CEST 2012
\r\n
instead of Linux
\n
. As Oblivion is a Windows-Game
this was desirable.
Tue Jun 12 22:43:05 CEST 2012
Thu Jun 28 23:57:22 CEST 2012
Cellarwith
Basement. Could not fix some bug that sometimes blocks the entrance door (if this has not yet happened to you it will not, do not panic!).
Sat Jun 30 02:29:34 CEST 2012
Mon Jul 9 01:44:12 CEST 2012
Changes with Version 1.0.0.7to check whether this affects you or not.
Mon Jul 9 23:26:10 CEST 2012
Wed Aug 8 00:57:21 CEST 2012
Changes with Version 1.0.0.9to check whether this affects you or not. Unlike with 1.0.0.7 it will very likely not affect you.
Wed Nov 7 21:20:51 CET 2012
Changes with Version 1.0.1.0for further information.
Sat Nov 10 01:22:52 CET 2012
Sun Nov 11 22:31:32 CET 2012
Bugs and Updating) for the solution.
Sun Nov 18 17:09:25 CET 2012
Cleanedthe mod file and thereby reduced bug potential. Added a lot of books and shelves in order to make the ruin seem more lively. WARNING: Incompatible change for those who dropped items near the walls as the shelves probably block access to them now. Also check
Changes with Version 1.0.1.3for further details.
Tue May 28 20:21:21 CEST 2013
Kvatchpike. Sorry for the framerate decrease.
Thu May 30 01:20:28 CEST 2013
Tue Jul 30 02:29:18 CEST 2013
prison. NPCs should no longer prefer to go to the ice instead of following the player.
Mon Aug 11 00:06:49 CEST 2014
.esp
file was not changed but
the whole readme was reviewed in order to
be compatible with the new Ma_Sys.ma Website.
ANNOUNCEMENT: PlanetElderscrolls is down
which means that this mod will not be available
via PlanetEdlerscrolls anymore.
Tue Dec 29 16:45:39 CET 2015
Sun Nov 20 23:36:32 CET 2016
The
ruin main room / bedroom.
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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 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 <http://www.gnu.org/licenses/>.
This file was written to have a line break at least every 80 characters in order to be readable on 80x24 terminals (still a common size for terminal windows).
If you decide to distribute this mod I would really like you to include this file as well if it is possible (e.g. when creating an own mods archive with your favorite mods).
Version | Aestimated Time/hours |
---|---|
0.9.0.0 | 23 |
1.0.0.7 | 4.5 |
1.0.0.9 | 6 |
1.0.1.0 | 4 |
1.0.1.3 | 3.5 |
1.0.1.4 | 1 |
1.0.1.7 | 2 |
I was unable to place metadata into the mod file as this always made the Construction Set crash and leave me with a zero-byte mod file meaning all of my recent progress was gone. I was lucky to have the autosave function enabled that allowed me to recover. Be warned to backup before using the Construction Set!
This mod does not use any ambient light in order to create the most realistic scene that is possible. But you therefore might experience some smaller parts of the ruin being completely dark.
This mod is completely designed in English although the author is actually not a native-English speaker/writer. Therefore there might be several (I hope smaller) issues with language. If you want to correct these, just send me a short correction via e-mail or list my mistakes.