[RELz] A Brotherhood Renewed, Thread #2

Post » Wed Mar 30, 2011 12:55 am

A Brotherhood Renewed

Downloads: http://www.tesnexus.com/downloads/file.php?id=31773 http://tesalliance.org/forums/index.php?/files/file/422-a-brotherhood-renewed/
http://www.gamesas.com/index.php?showtopic=1093250

"The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."

You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.

This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.

You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line and visit the Night Mother statue in Bravil at least once, the events will begin. You will be approached by a courier to start things off.

Installation

Copy the ESP file, the meshes, textures, sound, and video folders to your Data folder.
If asked to overwrite, do so, as many of my mods share resource files and will overlap safely. Just keep note if this should happen.

Use of BAIN is strongly recommended as it keeps track of resource overlaps better.

Uninstallation

Manually remove the files installed. You will probably have to refer to the archive for that.
Bear in mind that this mod may share resources installed by some of my other mods. Try not to delete stuff my other mods need :)

If you used BAIN, just uninstall from the BAIN installers tab. It will keep track of what needs to stay behind.

Compatibility

There should be very few if any compatibility issues with the sanctuary locations except in cases where other mods might have edited the areas they connect to.

Should be fully compatible with mods that alter the Cheydinhal Sanctuary - provided they do not remove Arquen from the game.

No edits to any of the cities or outdoor worldspaces have been made.

Must load after OOO to prevent conflict with one quest.

Vaults of Cyrodiil: (works, but patch not practical, reason in spoiler)
Spoiler
During the Chorrol quest, you get sent to the inaccessible part of Crumbling Mine. VoC places one of its treasure rooms there while deleting the floor parts needed for cleansing the Chorrol Sanctuary. Therefore the back door into Crumbling Mine drops the player into the void.

You will need to go in through the normal entry to Crumbling Mine, make your way to the ruined wall, and VoC will offer to let you squeeze through to the other side. The vial containing the blood will be accessible this way.

Or you can use the console TCL command to turn off collision before going through the back door, then just cheat-float to the treasure pile.


Licensing and Legal

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me. If after 60 days contact cannot be established or you have not received a response, ownership of this mod reverts to the community at TES Alliance.

There is an official release thread at the Bethesda forum, which is the best option for making contact, as I regularly monitor all of my threads for responses. Use the search function, as threads there do close and new ones will replace them. I can be reached via PM at the official Bethesda Softworks forum, the forum at TES Nexus, and the forum at TES Alliance under the username "Arthmoor". I can also be reached via my blog through the contact form there. You must make a good faith effort, both publicly and privately, to establish contact before assuming this mod is no longer being maintained by me.

Credits

Cliffworms: Anvil Sanctuary.
The-Manta: Bruma Sanctuary, Leyawiin Sanctuary, texturing work for the red welkynd stones.
Dwip: Chorrol Sanctuary. Dialogue topics so DB members actually feel like DB members. DB follower handling. Red welkynd stone icon. Many repeated test runs to weed out bugs.
StarX: Variations of the Black Hand banners found in defiled sanctuaries.
throttlekitty and Da Mage: Water plane resource used in the Leyawiin Sanctuary.
Alasdair - Nordic tomb tileset.
ForestDillinger - 3 second silent video plus audio effect.
WhoGuru - Ayleid cage mesh with animated door.
Hanaisse - Help with testing.
The TESA Beta Testers Guild - For helping to weed out some of the more inconspicuous bugs and offering some suggestions that were incorporated.
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Wed Mar 30, 2011 4:09 am

Not saying you should change the tags on the FCOM files. I'm just questioning why they think the files need to be so forceful about AI pack changes like that.


I've asked in the FCOM thread about why FCOM_Convergence.esp has the ForceAdd tag.
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Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Wed Mar 30, 2011 1:52 pm

Does this work with OCC and OCR ? It says it edits no world spaces but OCC and OCR are large edits in themselves so I wanted to make sure it all works as intended or if theres a patch avail if needed.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Wed Mar 30, 2011 8:43 am

Yes - same author of all three mods and he is a go to guy when it comes to compatibility.
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Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am


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