Planet Elder Scrolls link: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6150
Cyrodiil Land Strider Service 1.0 by Dung Beetle
In the land of Vvardenfell massive creatures called silt striders allowed travelers to quickly move from city to city for a fee. In Cyrodiil similar
creatures called land striders provide a similar service. Similar to their cousins, land striders are almost 40 feet tall and very docile. The are
controlled by a trained operator by levers connected to several nerve clusters in their backs. There are land striders stationed at every city in
Cyrodiil awaiting your patronage.
Included in this mod:
A brand new creature, the land strider. Although I haven't included an in-game method of obtaining it, it is a fully animated and mountable
creature. Just open the console and type:
"player.placeatme 0101A53C" for the classic look (the standard land strider with the levers)
"player.placeatme 0101A53B" for a domesitcated version (not body modifications, with just a saddle to ride in)(change the first 01 to wherever
CLSS is in your load list)
Due to the design limits of the game world I wasn't able to come up with a presentable way to make it a readily available creature. It's just
way too big and the way it interacts with the terrain and passing enemies is just not something I want this mod to be known for. But, if you want to
play it like that anyway, then those codes should get you a pretty decent ride. It has its own cry, death sound, footsteps, and all animations needed
for a mount.
At each city their are land strider ports with an operator waiting to take you to your destination. Each operator has an AI schedule:
22-6: Sleep
6-7: Eat in his tent
7-12: Man his post
12-13: Eat in his tent
13-21: Man his post
21-22: Eat in his tent
When the operators are sleeping or eating, they will not take you anywhere. They work hard all day and take breaks like everyone else. The cost
to ride is 175 gold, regardless of where you are going. Each place you go is just about the same distance so it makes sense it would be the same price.
Each town's port has its own list of places you can go. Here's the list:
Anvil: Kvatch, Skingrad, IC
Kvatch: Anvil, Skingrad, IC
Skingrad: Anvil, Kvtach, IC
IC: Chorrol, Bruma, Cheydinhal, Skingrad, Bravil
Chorrol: Bruma, IC, Skingrad
Bruma: Chorrol, IC, Cheydinhal
Cheydinhal: Bruma, IC, Bravil
Bravil: IC, Leyawiin, Cheydinhal
Leyawiin: Bravil, Cheydinhal, IC
I did have to modify the landscape and pathgrids a bit but I did it in a way that really shouldn't mess with anyone else's mods. The striders
have a script that binds them to one place. There shouldn't be any reason the strider is anywhere else but at the end of the ramp. The striders and
operators are not essential, but they are quest items, so if the die or seem to be acting strangely, open the console, click them, and type resurrect.
And I am aware of the obvious XP exploit presented by having an unmoving and unkillable creature. If you can't keep yourself from training by hitting
the land strider, enjoy your free XP. I also completely disabled fast travel and deleted the text related to it.
Requirements are the newest Oblivion patch, maybe Shovering Isles, too, but I'm not too clear on that. I've done all I could to clean my mod. If I
missed anything, if you have a suggestion, or any other comments let me know. cuddlyogre@gmail.com If you want to use something please ask me first. It
took a month of hard work to make this and I just want credit.
Original sound source credits go to roubignolle, farbin, mjudo12, at freesound.org. Textures are from CGTextures and myself. Voices for the operators
are from Bethesda. Credit for help with my creature animation issues goes to everyone at the official TESCS forum.
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Any comments or suggestions let me know!