[Relz] A Better Benirus Manor

Post » Tue Mar 08, 2011 9:17 pm

Last updated Jan. 25, 2010

http://www.tesnexus.com/downloads/file.php?id=18054
http://www.tesnexus.com/downloads/mirror.php?id=139428
http://www.tesnexus.com/downloads/mirror.php?id=139201



Better Benirus Manor v4.71


DESCRIPTION
===================================================
Better Benirus Manor is much brighter and more polished than the default, but not as busy or overpowered as some other alternatives. In my opinion, this has produced far better results than major overhauls. My mod features automatic lighting, clean and light decor, and many enhancements you may toggle via in-game switches in the basemant to your liking. I have also added fun stuff to the secret lair, including an alchemy lab & training area - but access to the lair is optional, in case you'd like to just forget the whole thing. The post-quest exterior of the house features a well, small vineyard, and tasteful decor & vegetation. If you have Cobl, you will also find all the Cobl basics!

You can safely install this mod regardless of if you have completed the quest or not. In fact, I overhauled the pre-quest state of the house as well, so it's probably even better to install it before you've done the quest. =)

I made a fully voice-acted house servant! You can download her separately http://www.tesnexus.com/downloads/file.php?id=23146.


TOGGLE SWITCH OPTIONS
  • Doors - I have the interior doors off by default; enable them if you like.
  • Window Flowers - I added flowers around some windows inside the house; disable them if you like.
  • Books - I added a gorgeous library to the basemant, but you might prefer empty shelves.
  • Windows - Board the windows if you need extra privacy or darkness.
  • Portal Cover - I have the lair portal covered by default for those who want to forget the whole thing.
  • Automatic Lights - Daylight from 7 a.m. - 7 p.m, Candlelight 7 p.m.-7 a.m.
  • Lights - If you disable automatic lighting, a normal light switch will appear in the foyer.
  • Phoebe - If you're allergic to cats, you can send her to play outside.
  • Call Butler - the butler will come, tidy up any messes you've made, put fresh food on the table, and hang around until dismissed.
  • Enchanting & Spellmaking - Not a switch, rather activate the Altar of Altars in the lair to enable these.
  • Braziers - you can turn the lair braziers on or off.
  • Flame Colors - The brazier flames are an evil violet/green by default, but you can switch to normal flames.
  • Ed - Dismiss or recall Ed if he's in your way with the switch in the lair.
  • Lair Age/Dirt - For the neat freak in all of us, the cobwebs and bones have been cleaned up - but you may prefer the aged & dirty look.
  • Master Bed - I made a custom Benirus-logo'd master bed, but you may prefer the default bed.
  • Basemant Lights - You may manually toggle on or off extra bright lights in the basemant.


All meshes have been pyffi'd for best performance, and all plugins have been cleaned with TES4Edit for best compatibility.



REQUIREMENTS
===================================================
  • Requires the latest official Oblivion patch (1.2.0.416).
  • For the best experience, you should also have Cobl and the Shivering Isles expansion; however, neither is required.




NEW THIS VERSION (4.71)
===================================================
  • Fixed a suspicious rug
  • Tweaked the All Natural version of the house interior mesh
  • Merged the 4.7 update into the main download
  • Updated the BAIN




INSTALLATION
===================================================
Spoiler
Please fully uninstall any old versions before installing this version.

If you were using a version older than v4.7, you will also need to make a clean save. That means move your stuff and your character out of the manor and basemant, de-activate any Benirus-related mods, and then load up the game again and make a new save. Then install this mod.

Extract the archive you downloaded to a temporary location.

1. From the first folder's subfolders, choose ONE of the "Better Benirus Manor.esp" plugins based on whether or not you have Cobl and/or Shivering Isles, and whether you want the "Complete" version of the mod that alters the inside and outside of the house, or the "Interior Only" version of the mod that only alters the inside of the house. These subfolders are labeled to be self-explanatory. Move or copy your chosen plugin to your ..Oblivion\Data folder.

2. From the second folder, move or copy "Better Benirus Manor.bsa" to your ..Oblivion\Data folder.

3. From the third folder and its sub-folders, move or copy only the plugins you need based on what mods you already have. Do not use these files if you don't have the original mods they support, or your game will crash.

4. Place a checkmark in the box next to "Better Benirus Manor.esp" in the launcher of your choice, as well as any of the optional plugins you want to use.

5. Play!

LOAD ORDER:
1. All Natural.esm & related plugins, P1DseeYouSleep.esp, Benirus Lair.esp
2. Better Benirus Manor.esp
3. All mods affecting the city and surrounding areas (such as Open Cities or Better Cities plugins), and any of the plugins from the "Optional Files" folder
This worked for me. Your mileage may vary.

If you are having any trouble, please check http://sites.google.com/site/khettienna/mod-user-guides/how-to-install-mods before asking for help. The guide is super likely to provide the answer or solution you need.

***Toggle back on the interior doors and the default bed using their respective toggle switches before uninstalling, or you won't have any doors or a bed!***

***If you are using Vypress's Benirus Lair, please know that the plugin contains a few deleted references, which may cause crashing when used with other mods (luckily, not Better Benirus Manor). You may want to clean the plugin with TES4Edit or use Wrye Bash's "Undelete Refs" function on it to correct this.***




COMPATIBILITY, BUGS, & TROUBLESHOOTING
===================================================
Spoiler
There are no known bugs at this time.

This mod is not compatible with other Benirus Manor overhauls. This mod may be compatible with mods that only make small changes to the manor, you will just have to test and see. I don't mind making compatibility patches in those cases if needed and viable (and time permitting), just send me a PM or leave a comment including a link to the conflicting mod's download page if you have a request.

Mods that alter Benirus Manor will probably cause lighting conflicts unless you either load Better Benirus Manor after these mods or use a Bashed Patch. Bash tag C.LIGHT has been added for you.

Most Better Cities users have reported success with all versions of Better Benirus Manor, but I personally prefer the Interior Only version with Better Cities.

All variations of the mod are innately compatible with Open Cities.

Main Breaker Switch - Often, the placement of objects, or if they are displayed at all, gets stored in your saved game - so you might not see everything as a modder meant in existing interiors like player homes. The breaker switch will effectively reset the house how I meant it to be. Items stored in containers are safe, but you probably don't want to have items out and about when you do this, as they might fall through the floor with nothing under them. If you still see objects out of place after using the main breaker switch, try making a new clean save and re-installing the mod. This is a result of a "feature" of the game engine and the way it stores data. While I have done my best to work around it, I cannot guarantee perfection in this regard, as it is very largely out of modder control.

If you uninstall this mod (not that you would or should!) and the original house looks odd or is missing things (not that it would or should!), you can use the console to basically accomplish the same thing and reset the house back to its 100% normal state:

Start by opening the console with the tilde (`) key.
Type "prid [ID]", where [ID] is the corresponding code below:
-Main house haunted anchor is 1D419. Disable to hide haunted objects, enable to show them.
-Main house non-haunted anchor is 1EEC8. Disable to hide non-haunted objects, enable to show them.
And press enter. You should see the ID at the top of your screen.
Now type "disable", press enter, type "enable", and press enter again. If that didn't get the desired effect, do it again in the reverse order, and/or to the other object.

You may also want to use the following console commands while standing outside of the house:
"resetinterior AnvilBenirusManorHaunted"
"resetinterior AnvilBenirusManorBasemant"
That should put any stray clutter back in its default location.

Please understand that it is impossible for any modder to test a mod's compatibility with every single modded configuration of Oblivion and every single configuration of PC hardware. If you experience any trouble with this mod, first check this http://sites.google.com/site/khettienna/mod-user-guides/mod-use-troubleshooting. If the solutions there don't solve your problem, please report it by commenting on this mod at TESNexus. Please give details of your symptoms, your current setup, and any suspicions you have or patterns you've recognized. I am happy to lend a hand and eager to fix any bugs that present themselves.




CREDITS
===================================================
Great Big Massive Thanks to/for:
  • HS for the fantastic housecat resources
  • Arthmoor for working with me on making BBM and OC compatible
  • Qarl for allowing me to package his normalmaps in this mod for my custom textures
  • Brumbek & the All Natural Team for allowing me to edit and distribute All Natural's house interior mesh for full All Natural support
  • Everyone who's given me ideas, support, and tutoring since I first started this mod two years ago
  • Crashpilot - wherever you are, I miss you


If I used your resource and didn't credit you, please notify me immediately so I can fix it!



LEGAL ETC.
===================================================
Please do not re-host or re-post this mod in any form without asking first.

You are welcome to translate this mod into other languages and upload it elsewhere, as long as you give me credit for my work, you don't charge for it, you keep the uploaded translation updated to the current English version, and you provide a link to this mod's download page at TESNexus. I would also like to be notified, so I can provide a link to your translation.

You are welcome to use any resources/scripts I created for this mod as long as you give me credit for my work and you don't charge for it. If you use a resource originally created by another modder, you must follow their wishes for use & distribution.


http://www.tesnexus.com/downloads/file.php?id=18054
http://www.tesnexus.com/downloads/mirror.php?id=139428
http://www.tesnexus.com/downloads/mirror.php?id=139201



Hope you enjoy it all. ^_^
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Wed Mar 09, 2011 5:58 am

Just when I thought I had everything I could possibly want in Oblivion along comes this, thank you and can't wait to try it out.
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Tue Mar 08, 2011 9:49 pm

Just when I thought I had everything I could possibly want in Oblivion along comes this, thank you and can't wait to try it out.


Well, you are very welcome. Although, I must say that part of the fun of mod-making and mod-using is that you always find more stuff to want in your game! :)
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Wed Mar 09, 2011 11:54 am

...
There are no known bugs at this time.

...once spoken, the charm is broken...
One of the coolest things I did (in my opinion) was to add a Main Breaker Switch. Mods for vanilla houses always seem to have this issue where some things show up in the wrong place or not at all, due to the way saved games cache parent/child object data. The main breaker switch lets the player disable nearly everything in the house at once and then re-enable it without having to use the console, which almost 100% of the time fixes the issue. I recommend some form of this to anyone modding vanilla houses. Feel free to ninja my scripts. FYI, this whole process was riddled with bugs and annoyances, and I kind of hate myself for picking the hardest of all the vanilla houses to start with as my Modding 102 self-lesson.

I like scripts that are works of art. Ones where you can see the layering of idea over trial over idea over trial...

Although I live in a customized house that has taken me about 2 years to make, I might download this just to look at your scripts.
THANKS! in no particular order:
...
Wrye for not biting my fingers off & generally being a pleasant and helpful monkey

Lucky you! I'm down to typeing with my nose.

Thank the gods Wrye doesnt bite off noses (I'll leave it to your imagination to figure out which appendage that would leave me to type with...).

p.s.
Wha happened to the cat?!!
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Wed Mar 09, 2011 12:17 pm

...once spoken, the charm is broken...


This is why I use the phrase "known bugs"! I try not to jinx myself.

Although I live in a customized house that has taken me about 2 years to make, I might download this just to look at your scripts.


Well, the scripts themselves aren't exciting or innovative. I mean, a few months ago I didn't know what a "float" was. Just don't laugh at me, that's all I ask.

Lucky you! I'm down to typeing with my nose.


You didn't offer him a banana before speaking.

Wha happened to the cat?!!


I was just having a girly moment. It has passed, and now my avatar is something trendy and profound so I will be taken more seriously in the community. B)

Edit: I take it back, you can laugh at me. It's good to be useful.
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Wed Mar 09, 2011 4:41 am

This is why I use the phrase "known bugs"! I try not to jinx myself.


But apparently I fail! So 4.1 is out with a few bug tiny bug fixes. Use the download links in the OP. :)
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Mar 09, 2011 3:10 am

[previous changelog stuff went here, it's gone now, nobody cares!]
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Tue Mar 08, 2011 8:49 pm

I've had this since 2.1 and I have to admit, I've been through a few Benirus Manor plugins, but this is hands down my favorite! I'd say the first thing that made it a keeper was moving that damned table away from the door. I don't know how many times I tripped over that damned thing. It was so nice wandering through there after I completed the quest. It's refreshing and tastefully done, keeping well within the set style but adding enough to it that it's not just pleasant, it's beautiful. I'll be installing 4.1 after I go to bed. I cannot *wait* to play this new version. And that is saying something because I am currently enmeshed with fallout 3 and have been for two weeks or so now, with no thought to Oblivion, but this has me wanting to go back! Kudos to you. :trophy:
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Tue Mar 08, 2011 11:40 pm

[more changlog fodder here - when do we get the rights to delete our own posts?]
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Wed Mar 09, 2011 12:48 am

I've had this since 2.1 and I have to admit, I've been through a few Benirus Manor plugins, but this is hands down my favorite! I'd say the first thing that made it a keeper was moving that damned table away from the door. I don't know how many times I tripped over that damned thing. It was so nice wandering through there after I completed the quest. It's refreshing and tastefully done, keeping well within the set style but adding enough to it that it's not just pleasant, it's beautiful. I'll be installing 4.1 after I go to bed. I cannot *wait* to play this new version. And that is saying something because I am currently enmeshed with fallout 3 and have been for two weeks or so now, with no thought to Oblivion, but this has me wanting to go back! Kudos to you. :trophy:


Ohh, thank you! Yeah, I don't know who thought it was okay to put a table just inside of a front door, but they will get a thorough talking-to should I ever find out. ;)
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Tue Mar 08, 2011 9:36 pm

[old changelog fodder went here]
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Wed Mar 09, 2011 12:28 pm

Updated again! This is not only my favorite "vanilla" house mod, it's one of my favorite house mods, flat out.


Great work, Khettienna. ^_^
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Wed Mar 09, 2011 9:28 am

Wow ... this looks really good. Was my favorite Vanilla house but it was always so dang dark! This looks fantastic. I'll give it a whirl for my girl that walks the darkside.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Wed Mar 09, 2011 10:59 am

Updated again! This is not only my favorite "vanilla" house mod, it's one of my favorite house mods, flat out.


Great work, Khettienna. ^_^


Thank you, my lady, your encouragement is always warming.

Wow ... this looks really good. Was my favorite Vanilla house but it was always so dang dark! This looks fantastic. I'll give it a whirl for my girl that walks the darkside.


I do hope you enjoy it! :mohawk:
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Tue Mar 08, 2011 9:45 pm

Looks good, I'm looking forward to loading it. I had been getting tired of that wall being broken down after I had "fixed up" the place.
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Wed Mar 09, 2011 8:51 am

Looks great, but I noticed there are two floating candleholders (they have no collision) right on the room with the library. Also, I can't find the new toggle switches to switch flames in the lair braziers and the look of the lair.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Wed Mar 09, 2011 8:19 am

looks good :) i demand Naugahyde furniture! [jk]
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Wed Mar 09, 2011 1:54 am

Oh hey, I didn't even think to keep checking for more replies here. Still getting used to the "public relations" aspect of modding, I suppose!

@ Telstar: Hope you enjoy it!

@ XtremeRampage: The candleholders are relics of the vanilla house, I believe; flip the main breaker switch each way, and that should fix it. The lair switches were moved to the wall, left of the ingredient storage shelves; ironically, this was meant to make them easier to find. So much for that, I suppose! :D

@ Charles Crowe: And I demand a pony! NOWNOWNOW! Okay but really, if I find good custom stuff that fits well, I'm all for it.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Wed Mar 09, 2011 3:38 am

Nice. I've loved this mod since its early releases, (re) download and update! :foodndrink:
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Wed Mar 09, 2011 2:37 am

I'm having an issue with this mod, whenever I enter the house, all sorts of clutter appears in the place of everything this mod places. Just stuff like pewter silverware and assorted urns, as well as the old crates and barrels appearing where the bookshelves are. I tried BOSS-ing my load order, but that didn't do anything. Help?
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Tue Mar 08, 2011 8:14 pm

And here I thought I already knew which house I wanted my character to live in, now that choice has become harder. This looks nice, Benirus Manor already offers more for your money than most standard Oblivion houses, but from the screenshots, it looks like it will really be a manor worthy of its name now.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Wed Mar 09, 2011 6:52 am

@ Fearnoman: This could be a few things, but the root cause is that the positions of those objects have been stored in your saved game, a lovely "feature" of Oblivion. First, make a clean save without any mods enabled that largely alter the house. Check your mod list while you do this to be sure you don't have one of my old versions or something still floating about. If you have other mods that alter the manor, but they aren't house overhauls or anything like mine, then just scoot mine after those in your load order - in my mod, I've moved all those vanilla items out of sight, and another mod may have altered them differently. If you've done all that or decided that's not an issue, use the main breaker switch in the basemant - that will force the game to reconsider where those objects all ought to go and put them in their rightful places. If you haven't got a mod conflict, that should fix you up. And if you still have troubles, PM me your load order and I'll take a gander. :)

@ Selbeth: Regardless of what house you pick for your character's "true home", I think you'll find this at least makes the quest worth doing and the house worth exploring, and then some. Hope you enjoy it!
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Tue Mar 08, 2011 10:35 pm

[old changelog nonsense was here]
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Wed Mar 09, 2011 10:28 am

WOOOOHOOOO! 6000 downloads! I'm all warm & fuzzy now!
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Wed Mar 09, 2011 6:33 am

Well it will be 6001 as soon as I get back from Iraq and find the time to start a new game with this mod added in!

Cheers and Thank You
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Next

Return to IV - Oblivion