[REL] Dark BrotherHood Cemetery

Post » Sat Feb 19, 2011 4:55 am

Name: Dark BrotherHood Cemetery
Version: 1.0 Initial Release
Date: 5/26/2010
Category: Dungeons and Locations
Requirements: Oblivion Patch 1.2.0.416, Shivering Isles, Vile Lair
Author(s): Storm Raven Library Productions
Source: http://www.tesnexus.com/downloads/file.php?id=31962

Description
===========
This mod: started off as a gift honoring the members of the "Dark Brotherhood of Sithis" and it is from them that most of the creative ideas contained here came from. We are just the ones that put it together, the inspiration and creativeness of their members past and present are most significant to what you see here today.

- - - - - - - - - - - - - - - - - - - - - - - - - - -

Following the unveiling of our history in A Touch of Immortality - Epitaphs of Cyrodiil, other formerly unknown and undiscovered areas started to make their presence known. It appears that more than the epitaphs were hidden from us.

Location
========
Northeast of Cheydinhal and due west of Ft Farragut. You cannot miss it, if you don't see it it is not active.

Details
=======

Some notes on the Dark Brotherhood Cemetery
Researched by Alani Hasthil Valtieri
Compiled by Amarie Fionelle

As part of my personal interest in Brotherhood history, I thought it would be interesting to investigate the background of this complex. Until now, I knew little beyond the fact that it was constructed in 2E 897, and that the funds were provided by an unnamed benefactor.

However, as a result of Alani's extensive research, I am now confident that the benefactor was none other than the Emperor Tiber Septim. The initial clue was indeed, the simple fact of the construction date, which falls in the last year of the second empire. This suggested to me a strong link between the timing of the donation and the change of rulership.

A review of the records of Brotherhood contracts in the years preceding the construction proved highly informative. For example, the assassination of Emperor Cuhlecain in 2E 854. Historians argue over whether Tiber Septim was an intended target of this assassination. Septim was supposedly attacked at the same time, left with his throat cut, and yet miraculously surviving.

However, with the knowledge that the inhuming of Cuhlecain was a Brotherhood contract, it is clear that these historians are incorrect. For we all know that no Brother or Sister would fail so abominably in the completion of their contract. Clearly Cuhlecain's death made way for the rise of Septim to the crown, and I can therefore only conclude that the story was intended to deflect any suspicion from falling upon Tiber Septim.

There are numerous other examples of contracts that served to strengthen Tiber Septim's position. These include the death of Prince A'tor of Hammerfell in 2E 862 at the hands of the Dunmer assassin, Dram, and the elimination of various antagonistic faction leaders in Cyrodiil, High Rock, Skyrim and Morrowind.

A clear pattern emerges, demonstrating extensive Brotherhood involvement in opening the path for Tiber Septim to ascend to the throne. It is also clear that few individuals at that time would have held sufficient wealth to donate the funds necessary for such a magnificent shrine. While I have no concrete proof, these facts lead me to conclude that it is almost certain that Tiber Septim was our benefactor.

There is also no doubt that the construction was significantly aided by the Mage's Guild. The magical protections upon the Sanctuary are formidable indeed. The entry door is immune to magical or physical intervention, and can only be opened with the proper key. Should an infiltrator somehow get through the door, intricate spells woven throughout the complex allow the Crimson Blade wielders to instantly detect the intruder's false nature - no matter how clever any disguise or magical cloaking. And finally, the very walls themselves are magical. From the outside they appear solid, and are indeed impenetrable. But, as all can see from our glorious cemetery, those walls are sheer illusion. Those brothers and sisters who have given their lives in service of the Brotherhood, repose in a place of beauty and majesty, overlooking some of the most beautiful scenery in Cyrodiil.

More recently, further support from both the Septim line and the mages guild came at the time of the masking of epitaphs throughout Cyrodiil. At that time, the mages guild was funded by the emperor to research a spell to hide all gravestone epitaphs - hence protecting the deceased from the rising necromancers. Little known to most, the spell was extended to include the complete shrouding of this complex. As yet we have not found records explaining why this was considered necessary. But it seems likely that the Brotherhood - with its long-standing enmity towards necromancy - was thought to be a particular target.

When the decision was made to once again reveal Cyrodiil's epitaphs, the Black Hand agreed to the removal of the shrouding spell. Now this most magnificent monument to the Brotherhood is once again visible and accessible to all members.

=======

Playing the mod

You must be a member of the Dark Brotherhood, you can enter through the sanctuary. At the door you will see a chest, it contains an amulet. Equip it to set a faction. At the exterior entrance there is a similar chest and amulet.

Cheating your way in is not a good option, the faction check is a reqirement.

=======
Install
=======
1. Extract the files to your data folder.

2. Place the OMOD version in your OBMM\Mods folder

Uninstall
=========
1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod. (file list in separate document)
3. Using OBMM, delete the OMOD.



Upgrade
=======
The original file contains all required files. The only thing that will be updated will be the ESP, nothing else will change unless that is an unexpected and unknown problem.

When a new esp file is published, just overwrite the old one.


Incompatibility
===============
This mod was made with Oblivion (latest patch) and is compatible with them. No other guarantees are offered.

If this mod conflicts with another, choose one or the other. It should not conflict as I did my best to make all items unique to the mod and only edited one area after careful research. Small additions to the Cheydinhal Sanctuary should have no adverse effects on the game.

Known Issues or Bugs
====================
None so far. You may have a few instances of FPS loss, but I have done my best to keep these at a minimum.


Not a bug or a conflict, but some information for those who use the OMOD version, I did not rename or change the mesh/texture/icon from Nico's Gift. So if you are using a texture replacer or an update version, do not allow it to overwrite your new ones. It
will display what you are currently using instead of the originals that I have used.

Thanks again Nico



History
=======
Version 1.0 - Initial release

Contact
=======

Examples:
You can find me on the official Elder Scrolls forums as 'Buddah'
You can find me on TESNexus as 'Buddah'

Credits
=======
Credits and Thanks

For assets used in the creations of this work:

Bethesda
Nicoroshi & Hobbs - Weapons and Scripting
Meo - tombstones/archetecture/garden items/book blocks/other items
Khugan & JDFan - coffin
Edocsil - Serpent Dagger
Flo27 - Blood Script
Aisis - Furniture
Zimnel - Furniture Textures
Xiamara - Soffa and Chairs
Kendo2 - Armor Retexture
Eggyslav - coffin lid

Now meet the team, current and past members.

Storm Raven
CathyM
Woogie Monster
Alani
Shivani
Bben
Raqel
Buddah

All team members, for the ideas and support in bringing this to fruition.

If I missed someone, you have my sincere aplogies, it was not intentional.

Tools Used
==========
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============

You must contact me [buddah] and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, Contact another member of the team for assistance.




Link: http://www.tesnexus.com/downloads/file.php?id=31962

Screenshots on the file page, where it started.....play the mod to see where it went.
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Fri Feb 18, 2011 11:48 pm

Is this 100% kosher with UL Skingrad Outskirts?
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat Feb 19, 2011 5:04 am

Is this 100% kosher with UL Skingrad Outskirts?


Haven't a clue, never used that mod. So give it a try and let us know.

Buddah
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Sat Feb 19, 2011 11:52 am

I tried the mod and I noted that you must go NE of Cheydinhall instead of Skingrad.
There is some conflict with water added by UL Cheydinhall Falls north of the city.
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat Feb 19, 2011 3:01 am

So much for proof reading, thanks correction has been made.

Buddah
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sat Feb 19, 2011 2:59 am

Well there are many new screeshots from those that have played the mod., I take terrible ones. So have a look, you might like what you see.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Sat Feb 19, 2011 11:15 am

Interesting... very interesting. Must give this a try.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sat Feb 19, 2011 2:17 am

I put up a sleazy trailer of this on youtube, a better one is being made....in case you are interested.

http://www.youtube.com/watch?v=arAHklHuxL8
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Sat Feb 19, 2011 8:56 am

That is a pretty awesome structure. Your first two screenshots certainly don't do it justice. :D

I'd love to see more of this in Cyrodiil - crypts, catacombs, mausolea. And not only from the Dark Brotherhood, but from other prominent factions as well (Blades, Legion, Mages Guild, all the counts and noble people come to mind). There was such a nice cult around all that in Morrowind.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Sat Feb 19, 2011 5:38 am

The reason we limited the initial screenshots is that it is a visual impact. Best seen in game for the experience. Users have been sending me great screenshots that I have added to the slide show at the nexus. I really svck at taking ss and videos....I am not visually oriented, but that is a long story. I don't want to spoil the experience, but there are many features and balanced items for use in the complex. One hidden god weapon for a friend, but nothing else is over the top. Say hello to Samantha, she has a cold one for you, or if you are undead....blood that will satisfy your needs.


We are looking into adding one for each faction, but that takes a lot of time to create a workable lore tie in and a suitable theme and setting. Looking at the Blades next and putting it over the border to eliminate any conflicts.

Everyone seems to want screenshots, I consider them spoilers....but here you go, this is some of what you will see inside:

http://tesnexus.com/downloads/images/thumbs/31962-1-1275169503.jpg

http://tesnexus.com/downloads/images/thumbs/31962-1-1275169422.jpg

http://tesnexus.com/downloads/images/thumbs/31962-1-1275169356.jpg

http://tesnexus.com/downloads/images/thumbs/31962-1-1275169318.jpg

http://tesnexus.com/downloads/images/thumbs/31962-5-1275166375.jpg

http://tesnexus.com/downloads/images/thumbs/31962-4-1275166374.jpg

http://tesnexus.com/downloads/images/thumbs/31962-2-1275111600.jpg

http://tesnexus.com/downloads/images/thumbs/31962-1-1275111599.jpg

These are from those who took a leap of faith, they did not seem to be disappointed in their decision.
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sat Feb 19, 2011 8:34 am

I tried the mod and I noted that you must go NE of Cheydinhall instead of Skingrad.
There is some conflict with water added by UL Cheydinhall Falls north of the city.

Buddah...can you work it out with UL, so a patch can be made?
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat Feb 19, 2011 8:51 am

Sorry for the feeble attempt earlier, here is a good one:

http://www.youtube.com/watch?v=a3w5BWFyiF4
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Sat Feb 19, 2011 5:59 am

So this is what you were talking about my friend.
Looks like I have to add another mod to my game.
Awesome to see you creating along side all of your other talents.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Sat Feb 19, 2011 7:47 am

Description changed and a new readme uploaded.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm


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