[RELz] Oblivion DLC Delayers

Post » Thu Sep 01, 2016 11:10 pm

Oblivion DLC Delayers



This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.

Downloads

http://afkmods.iguanadons.net/index.php?/files/file/1821-oblivion-dlc-delayers/
http://www.nexusmods.com/oblivion/mods/47089/
http://www.darkcreations.org/files/file/1133-oblivion-dlc-delayers/
http://www.theassimilationlab.com/forums/files/file/1285-oblivion-dlc-delayers/

Installation Requirements

Official Oblivion Patch 1.2.0.416.
Shivering Isles Expansion.

Optionally requires the remainder of the official DLCs.

Installation

Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder.

When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections.
DO NOT activate the mod, let the Bashed Patch take care of it.

This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC.

Uninstallation

Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN.

Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu.

Load Order

Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches.

Compatibility

Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing.

Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed.

Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included.

Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them.

May conflict with any tavern overhauls if they have heavily rearranged furniture inside.

Known Issues

None known.

How to Trigger Each DLC

Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up.
Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own.
The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up.
Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside.
Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside.
Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky.
Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" in the basemant of Cheydinhal's Mages Guild and read it.
Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual.
Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own.

User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Thu Sep 01, 2016 1:07 pm

BTW, if anyone wondered why this came out of nowhere, I saw this thread and have been planning to hit it for some time now: http://www.gamesas.com/topic/1601292-would-anybody-be-up-to-doing-new-delayers-for-official-dlcs/:P

User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Thu Sep 01, 2016 6:58 pm

Cool!


Couldn't there be a more immersive way than finding a chest with the key near the DLC homes, though? I mean, how come has nobody found them before you ;) Maybe the chest with the key and the note could be hidden somewhere else? Specially for the Frostcragt, for the Deepscorn Hollow which is already quite hidden it makes more sense.


And maybe for the KoTN something like 30 or even 50 fame would be more appropiate (I just tweaked that for my self)

User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Thu Sep 01, 2016 11:16 am

I tried to think of something but kept coming up blank. It felt equally dumb to find something in one of the nearby cities that said "hey, you own this now, aren't you thrilled"? So I just went with leaving it in a chest in both cases. There really isn't any sensible way to deal with either of those without making them into more of a property claim kind of thing which would have required dialogue or something.

User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Thu Sep 01, 2016 8:25 pm

Version 1.0.1

Corrected an error where the Orrery bandits were not being enabled when the note for the quest was picked up.

User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am


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