Castle West Weald II

Post » Wed Dec 14, 2011 10:39 am

CASTLE WEST WEALD II (v1.0)

Modification for The Elder Scrolls IV: Oblivion
Created by Trollf, April 2010 - November 2011


DOWNLOAD & PICTURES
http://tesnexus.com/downloads/file.php?id=40876 (download it from Maidenhead, UK server if others don't work, the file needs some time to propagate between all of these)

sample movie of some technology used ;] - http://www.youtube.com/watch?v=-ixRVuDmkLQ


DESCRIPTION
-------------------------------------------
This plugin adds a new castle which is located near The Gold Road,
somewhere in the middle between Lake Rumare and Skingrad.

This is neither evil nor good castle. It has just neutral, nature based feeling.

Here are some of its features:

- 40 new and unique interior locations
- night/day light cycle
- improved lights system (strong sources of lights outside windows, ambient lights inside - as in real life)
- true dynamic switchable lights in Lord's chamber and Main Hall (with fade in/fade out brightness)
- few interiors with skylights (moons and sun possible to observe)
- some havoked tapestries and lights
- many unique sculptures and gardens
- hidden locations and secrets
- dozens of safe containers to store the loot
- three very detailed rooms (Lord's Chamber, Laboratory, and Armory) as a main prize for finishing the quest.

And I do not want to provide any other more detailed descriptions of things inside all of interiors,
as I want it to be somehow like a surprise for those who are curious enough to download the mod
and discover the stuff for themselves.
Well, I think that some visual impressions are guaranteed
(even for those who have seen the previous version - as this was rather more like a demo in comparison to this one!).



REQUIREMENTS
-------------------------------------------
This mod requires TES IV: Oblivion game patched to the latest official version (1.2.0416).
If you don't have latest version of this game, you can download required patches from official TES page.



INSTALLATION
-------------------------------------------
# copy all three CastleWestWeald files (with bsa, esm, and esp extensions) from this archive to "Oblivion\Data" folder,
# in Oblivion Launcher choose "Data Files" from menu and mark checkboxes close to both CastleWestWeald esm and esp files,
# run the game and load your any save.



UPGRADE
-------------------------------------------
If you happen to have the previous version of this mod, called Castle West Weald ORE version (v0.8),
then know this that there's no any way of upgrade.
As this version, Castle West Weald II (v1.0) is completely incompatible with previous one.
That's because of shear amounts of changes, improvements, and modifications done.

In such a case, the only way is to:
# delete all files of the previous version
# then load your any save without it
# then move your character to one of the vanilla interiors (eg. any Mage or Fighters guild)
# and save the game there in a different save slot
# finally do things covered by the Installation section here in this readme



PLAYING
-------------------------------------------
After you load any of your saves you should see two new icons on the map
somewhere in the middle on The Gold Road from Imperial City to Skingrad.

Should you visit the castle for the first time, all of its locations will be either unaccessible or almost empty,
so to start the quest related to castle, go and speak with steward - Cidius Horatius,
who usually is in Castle's Bureau, which is accessible through the Main and Great Halls inside of the castle.


CHEATS
-------------------------------------------
If you really do not have time (or do not want) to follow castle's quest just type in console:
startquest trfcaTest
Everything will be enabled and you will have unrestricted access to most of the places.



REMOVAL
-------------------------------------------
# delete the same files you copied previously during the installation proccess.



KNOWN ISSUES / COMPATIBILITY
-------------------------------------------
This mod may be incompatible with other mods that change this particular area otherwise all should be fine.

There may be some performace issues on olders systems,
as this mods features some very detailed locations full of various objects.
Alas there's no any way to improve performance without sacrificing all the visuals and vistas present in this mod.



CREDITS
-------------------------------------------
# Bethesda for such moddable game.
# SaidenStorm for various animation hints in the past and sample file I could inspect
and which helped me to create true dynamic lights for this mod.



DISCLAIMER
-------------------------------------------
You may use all meshes and textures from this mod for all of your Oblivion's projects.
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Wed Dec 14, 2011 6:32 pm

The candles was really cool. Downloading now. Thanks for sharing. :celebration:
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Wed Dec 14, 2011 5:40 am

congratulations am downloading now
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Wed Dec 14, 2011 1:12 pm

It's here! :bowdown: :ahhh: I've been anxiously waiting for this for months, and now it's here!

Now we just need to get it added to the BOSS list, so I know where to put the esm. :tongue: I've tentatively placed it between Better Cities Resources.esm and NNWAEMaster.esm... hopefully that'll work.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Wed Dec 14, 2011 11:16 am

I too have been awaiting the final version of this one.

Thanx mucho, Trollf. :thumbsup:
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Wed Dec 14, 2011 11:03 am

It does get a little crowded when I run RST and this mod at the same time. Linden Priory from RST is immediately south of the Hunter's Inn from your mod. This is not a conflict though. They are just close to each other.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Wed Dec 14, 2011 5:41 pm

I was wrong, there is an actual conflict. This mod places a boulder on part of the Linden Priory grounds and buries part of them when your mod is loaded after RST.

When it loads before RST, there are at least 2 and possibly more land tears. I kept falling through them so I'm not sure there are more.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Wed Dec 14, 2011 7:14 am

Speaking of land tears, there's one in the courtyard, right near the steward's house. I didn't have it the first time around (with CWW 0.8), so I don't know what would be causing it this time.

And the steward has no topics besides Rumors - I can't talk to him about buying the castle or starting any quests. (Edit: Oh wait... he has to be IN the castle for you to talk to him about buying it, doesn't he?)
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Wed Dec 14, 2011 4:36 am

I was wrong, there is an actual conflict. This mod places a boulder on part of the Linden Priory grounds and buries part of them when your mod is loaded after RST.

That's because those people from priory stole the last sheep the castle had and ate it. Castle's mage threw that stone at them as a revenge!

Anyway if that's only one boulder then it's easily fixable even without any patches - you only need to turn the console, click on that boulder and type:
disable
then press enter.



Speaking of land tears, there's one in the courtyard, right near the steward's house. I didn't have it the first time around (with CWW 0.8), so I don't know what would be causing it this time.

There aren't any land tears on my side, but I run no any other mods at all. Try to move either this plugin to be the first on the list, or last and see whether there will be any difference...

(Edit: Oh wait... he has to be IN the castle for you to talk to him about buying it, doesn't he?)

Correct. And in fact he will have anything to say only in the Bureau.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Wed Dec 14, 2011 12:26 pm

Congratulations on releasing this Trollf! I know how hard you worked on it, and I know it will be amazing. :foodndrink:
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Wed Dec 14, 2011 4:33 pm

That's because those people from priory stole the last sheep the castle had and ate it. Castle's mage threw that stone at them as a revenge!

Anyway if that's only one boulder then it's easily fixable even without any patches - you only need to turn the console, click on that boulder and type:
disable
then press enter.



Thanks for that info Trollf. Bad, bad warrior monks stealing sheep like that.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Wed Dec 14, 2011 5:37 pm

Thanks for that info Trollf. Bad, bad warrior monks stealing sheep like that.


That worked perfectly once I got the correct load order for it to work.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Wed Dec 14, 2011 3:10 pm

There aren't any land tears on my side, but I run no any other mods at all. Try to move either this plugin to be the first on the list, or last and see whether there will be any difference...

I figured it out - I loaded everything up in TES4Edit and looked for conflicts. Turns out it's the NRB4+Castle West Weald patch - should've figured, since there's a master now, so the patch wouldn't be valid anymore. Guess I'll have to ask Arthmoor if he can make a new one.

Correct. And in fact he will have anything to say only in the Bureau.

Cool, thanks. :)
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Wed Dec 14, 2011 6:20 am

I've gotten all the upgrades, but I don't own the castle yet. This place is amazing, and well worth the tons of gold I poured into it. I did find a few small issues, though...

Cireus (I think that's her name - the lady in Services) has lots of armor on display, but she only buys/sells weapons? Also, she once said, "A little food and drink will do you some good." :unsure:

It's raining through the roof in the Great Hall. I think you noted that somewhere... you might want to check out Reneer's Rain Mod and see if you can apply the scripts to that room.


I can't wait until I get enough gold to own it, but that's going to take awhile - I beggared myself with the final renovations. Time for more dungeon looting! :chaos:
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am


Return to IV - Oblivion