[REL] Battlehorn Castle Expanded

Post » Wed Dec 14, 2011 1:13 pm

Greetings,

From readme:
Battlehorn Castle Expanded Version 1.02

-- Description --

Battlehorn Castle Expanded adds a number of new cells or rooms expanding the interior of the castle. All of the castle should be explorable, which includes the four towers around the castle as well as the two front towers. There is a west wing as well as an east wing and corridors which extend to the third floor. A Battlehorn knight will give you new messages for the many additional upgrades available. Battlehorn Castle should now be very companion friendly.

I wished to keep as much of the original cells as lightly altered as possible. My hope was to create the many new rooms with the same look, sound and feel of the original.

This will very likely be incompatable with any other mod that affects the DLC. Also you will want to use a character save which hasn't visited the castle. With the many changes to scripts and AI packages as well as to the quest, many of the features will likely not function from a save with the original DLC.

For anyone looking for a larger battle at the beginning of the quest, look for a small sack just outside Chorrol along the front wall, between the stable. Inside you'll find two rings. The silver ring will add two more marauders to the fight, the gold will add four.

I used de-isolation technique using TES4Gecko and Wrye Bash. I used TES4Edit for cleaning. The gold textures I used are Bethesda's silver textures. I simply color matched them in Photoshop. All voice files are Bethesda's.

Future versions should include additional animations. Please feel free to post problems or issues on the forums. I hope this mod will be as enjoyable for you as it was for me to make.


-- Changes in Version 1.02 --

Fixed many CandlestickFloor that weren't tied to the upgrades in the east wing guest rooms.
Added AI packages and scripts to the Battlehorn knights for them to "maintain" their armor.
Modified a couple of activator scripts in hopes of better function.
Corrected the decor note and receipt text which were serving as place holders.
Added SetNoRumors to the dancers in hopes of keeping them quiet while dancing.
Sorry no new animations in this release.


-- Changes in Version 1.01 --

Fixed a quest breaking bug that when starting a new game the wrong quest stage was set.


-- Requirements --

Oblivion
Fighter's Stronghold DLC (Batttlehorn Castle)


-- Installation --

Extract with your favorite archiver and drop the bsa and esp in your Oblivion/Data folder and check the DLCBattlehornCastle_Expanded.esp file on game launch.


-- Tools Used --

3d studio max 7
7-Zip File Manager
BSA Commander Version 0.98.2
Civilization IV Max Tools
KfUpdater 2.0
Motion Builder 7.5
Name Generator - Found at http://www.tamriel-rebuilt.org/?p=modding_data/ngen
NifTools
Photoshop
TES4Edit 2.5.3
TES4Gecko
The Elder Scrolls Construction Set
UltraEdit
Wrye Bash


-- Credits --

Many thanks to Showler for scripting help.
Modern Uprising Studios - For motion capture files.
Bethesda Game Studios - For such a wonderful mod-able game.
A great many thanks to all the clever tool, utility & tutorial writers.
To avoid confusion I thought I would create a REL thread and close the WIP thread. Feel free to post questions, concerns or bugs.

Download from TesNexus
http://www.tesnexus.com/downloads/file.php?id=40818

Best regards
RX31
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Wed Dec 14, 2011 4:48 pm

Greetings,

From readme:To avoid confusion I thought I would create a REL thread and close the WIP thread. Feel free to post questions, concerns or bugs.

Download from TesNexus
http://www.tesnexus.com/downloads/file.php?id=40818

Best regards
RX31


I assume this is incompatible with the unofficial DLC patch?
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Wed Dec 14, 2011 1:56 am

I assume this is incompatible with the unofficial DLC patch?

Hello,

I didn't use the unofficial DLC patch while making this mod and can't say whether or not it is compatible. I did notice a few issues and corrected those. XiaoTheOwl on TesNexus board stated using Battlehorn Unofficial Patch and Artificerens Battlehorn Coblized as well as a previous save that had finised the original quest, reported that Battlehorn Castle Expanded functions just fine aside from a couple of doors not working. I tried a previous save with just Battlehorn Castle, completed the quest and then added Battlehorn Castle Expanded. Everything appears to work just fine. I couldn't find the doors that weren't working. So, if you wish, you're welcome to playtest and report your findings. I'll gladly work on correcting issues if I can.

Best regards,
RX31
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hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am


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