The Lost Spires[RELz] #13

Post » Sat Jul 17, 2010 6:39 am

This is not my mod, I'm just creating the new thread. The full version can be found on his mainsite.

Previous thread → http://www.gamesas.com/index.php?/topic/969837-the-lost-spires-relz-12/

http://www.lostspires.com
-a narrative Oblivion adventure-
Author: liquidgraph


Battles for Tamriel were fought and won long before the time of man.
...so too was sown the seed to its demise.


Uncover the mysteries of ancient Tamriel as only one can, through the Archeology Guild. Scale the guild's ranks and explore new, exotic locales to unravel a plot of sinister deceit, betrayal, and doom.
  • Single climactic story arc supported with 10 immersive dungeons
  • New Archeology Guild, filled with collectible display items
  • Two new cave retextures
  • Over a dozen retextured creatures
  • 100+ new custom meshes
  • Several new boss creatures
  • Epic battles!
  • Powerful new lore-soaked loot
  • Functional Beartrap!
  • Deep NPCs
  • Must-have modder's resource
  • Over 15 hours of new gameplay
Official website: http://www.lostspires.com


--> http://www.lostspires.com/gallery/index.htm <--

Details:

What better way to explore ancient lore than through an Archeology Guild! That's right, a fully functional Archeology Guild is now stationed in Cyrodiil. The Archeology Guild is a hub for systematic ruin exploration -- and you can bet there are plenty of new ruins to explore. When you first join up with the Archeology Guild, you'll find everyone hard at work excavating an entirely original ruin: the Spire. I want to be careful what I reveal at this point because the entire mod revolves around discovering the sinister nature of these Spires and the Warlock beings who inhabited them. I will say this, however: Spires predate Ayleid ruins, and Warlocks are now extinct. Why? That's for you to discover. Oh, and did I mention that there are powerful new artifacts to discover along the way? That's right, Warlock artifacts await the resourceful archeologist. You can find powerful loot either through exploration, or by advancing through the Archeology Guild's ranks. You'll be doing both!

Follow the 15+ hour quest to unravel a cataclysmic plot that will surely leave you shocked. Interact with up to 7 Archeology Guild members who will have you piece together the mystery of the Lost Spires one clue at a time. Your journey will span 10 unique dungeons, from Spire ruins, to caves, to lost grottos, to a massive Ayleid Labyrinth, and beyond. Every dungeon has been painstakingly designed with the story in mind. The Lost Spires features many high-quality custom retextures, over 100 unique meshes, 40+ pages of dialogue, and of course, epic loot.

This has been an ambitious project, 8 solid months in the making. Please enjoy: http://www.lostspires.com/pages/downloads.htm


Compatibility:

1. Incompatibility: Unique Landscapes: Everglades (first spire) ------ solution: "player.coc warlockruin01"
2. Incompatibility: Unique Landscapes: Dark Forest (excavation site) ----- solution: "player.coc digsitetent01"
3. Incompatibility: Open Cities -------- solution: the OC patch addresses Dakkon's house in Cheydinhal, the book store in Bravil, and the burnt out store in Leyawiin. Just be sure you're using the most recent versions of OC and the OC+LS patch.
4. Incompatibility: Misc. Mods altering Cheydinhal (Dakkon's house) ----- solution: "player.coc cheydinhaldakkonshouse"
5. Crashes upon loading Lost Spire cells ------ solution: tinker with mod loading order.
  • Avoid #1 & #2 by downloading http://www.tesnexus.com/downloads/file.php?id=13824 and http://www.tesnexus.com/downloads/file.php?id=13834, thereby making UL completely compatible with Lost Spires.
  • Many incompatibility issues can be bypassed with console commands listed above. Or, of course, by unloading the mod in question temporarily, to gain access to the required area.
  • Lost Spires is compatible with major overhaul mods like: OOO, MMM, and FCOM.
Hints:

1. See the http://www.lostspires.com/pages/faqs.htm.
2. If you're not sure how the Malevalent Zinj works, see: Azier700's http://www.youtube.com/watch?v=u4h-Ik3pVUc!

Comments:

1. Feel free to report bugs, but at this point I'm not actively issuing patches.
2. Please post constructive criticism.
3. Please enclose plot spoilers in the appropriate spoiler tags.


Links:

http://www.lostspires.com
http://www.tesnexus.com/downloads/file.php?id=12997
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3295

Please rate LS at http://www.tesnexus.com/downloads/file.php?id=12997 & http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3295

Have a question? Take a look at the http://www.lostspires.com/pages/faqs.htm. Chances are the answer is here.



User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Sat Jul 17, 2010 10:38 am

Thanks for starting the new thread!

Since somewhere in the neighborhood of 5 people, including myself, saw my previous post (which closed out thread #12), here it is again to kick off thread #13:




As others have said here, fantastic mod! Easily the best user-created mod I've ever tried for Oblivion, and that's saying a lot since I've also tried other fantastic mods like MMM, Ruined Tail's Tale, Kvatch Rebuilt, etc.

I know this mod's probably not being worked on anymore, but I have to admit to being disappointed in one little detail:
Spoiler
After the final boss is defeated, I think it would make sense for the "lost" daedric status to be reinhabited, seeing as how you end up freeing the daedra that used to be worshipped at that statue. This could even spawn a new quest for an Artifact never before seen in Elder Scrolls.

User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am


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