[Relz] Respawning Varla & Welkynd Stones

Post » Sat Nov 28, 2009 8:38 pm

Last updated Oct. 30, 2010

http://www.tesnexus.com/downloads/file.php?id=29007
http://www.tesnexus.com/downloads/mirror.php?id=139117



Respawning Varla & Welkynd Stones v1.1


DESCRIPTION
===================================================
"Storytellers say that the Ayleids imbued their precious stones with the same magical energy fused into the matrices of every structure they built. It is said that should one of the stones be removed, it is only ever temporary; after a time, its energy disperses, only to reconstitute at its place of imbuement. Varla stones find their way home in about the time of a moon cycle; welkynd stones, however, take only half that. Of course, the residual magics of the stones that make them so valuable to mages remain in the physical embodiment of the stone for years."

It always made me sad to loot varla & welkynd stones from Ayleid ruins, because they seemed so at home there. Hence, this mod was born. All of the varla & welkynd stones inside Ayleid ruins will now effectively respawn every 28 or 14 days, respectively.

Stones outside of ruins (such as on mages guild counters, or in NPC homes) were not altered. For the sake of mod compatibility, the stones themselves were not changed either. Therefore, if you have any mods that affect how varla or welkynd stones work, they should still be compatible without a hitch. When you first load your game with the mod active, you'll be starting from scratch - all the stones will be there. When you uninstall the mod, any stones you removed prior to installing the mod will still be gone.

New in 1.1: Respawning Varla & Welkynd stones now play the same sound when picked up as their vanilla counterparts (oops!).



IF YOU'RE CURIOUS
===================================================
The stones in ruins were hand-replaced with activators that give the player a stone, disable, then re-enable themselves on a timer. Simple but tedious.



REQUIREMENTS
===================================================
  • Requires the latest official Oblivion patch.




INSTALLATION
===================================================
Spoiler
1. Extract the archive you downloaded to a temporary location.
2. Move or copy "Respawning Varla & Welkynd Stones.esp" to your ..Oblivion\Data folder.
3. Place a checkmark in the box next to "Respawning Varla & Welkynd Stones.esp" in the launcher of your choice.
4. Play!

Place this mod very early in your load order. I can't think of any potential conflicts offhand, but if one arises, you'll be best off letting other mods load after this one.

If you are having any trouble, please check http://sites.google.com/site/khettienna/mod-user-guides/how-to-install-mods before asking for help. The guide is super likely to provide the answer or solution you need.




COMPATIBILITY, BUGS & TROUBLESHOOTING
===================================================
Spoiler
There are no known bugs or conflicts at this time.

Please understand that it is impossible for any modder to test a mod's compatibility with every single modded configuration of Oblivion and every single configuration of PC hardware. If you experience any trouble with this mod, first check http://sites.google.com/site/khettienna/mod-user-guides/mod-use-troubleshooting. If the solutions there don't solve your problem, please report it by commenting on this mod at TESNexus. Please give details of your symptoms, your current setup, and any suspicions you have or patterns you've recognized. I am happy to lend a hand and eager to fix any bugs that present themselves.




LEGAL ETC.
===================================================
You are welcome to do as you like with this mod as long as you don't charge for it and you give me credit for my work.


http://www.tesnexus.com/downloads/file.php?id=29007
http://www.tesnexus.com/downloads/mirror.php?id=139117



Hope you enjoy it all. ^_^
User avatar
Gemma Flanagan
 
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Post » Sat Nov 28, 2009 8:31 pm

Wow...i feel exactly the same way when looting the stones, thx for the great mod, any advice on ordering?
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Alexandra walker
 
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Post » Sat Nov 28, 2009 7:59 am

Place this mod very early in your load order. I can't think of any potential conflicts offhand, but if one arises, you'll be best off letting other mods load after this one.

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adam holden
 
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Post » Sat Nov 28, 2009 9:38 am

Just wondering - say several welkynd stones have been knocked off of their displays in the ruin but still remain in the ruin will new ones be placed on the displays leaving 2 sets in the ruin or will the mod just leave the ones on the floor and not respawn new ones ?
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Haley Cooper
 
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Post » Sat Nov 28, 2009 10:19 am

Just wondering - say several welkynd stones have been knocked off of their displays in the ruin but still remain in the ruin will new ones be placed on the displays leaving 2 sets in the ruin or will the mod just leave the ones on the floor and not respawn new ones ?


It will just leave the ones on the floor.

The activators use the same mesh as the original stones, so even though they are activators, they still have collision & havok. You can knock them down with arrows and what not just as before - nothing new will happen until you've actually picked one up (and even then, it will be a while!). Now, if you pick one up, and it goes into your inventory, and then you toss it down on the floor - then yes, a new stone will still form at the original location. Not much I can (or maybe, know how to) do about that, I'm afraid.
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Sara Johanna Scenariste
 
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Post » Sat Nov 28, 2009 7:57 pm

Handy. DL'd.
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naomi
 
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Post » Sat Nov 28, 2009 11:27 pm

It will just leave the ones on the floor.

The activators use the same mesh as the original stones, so even though they are activators, they still have collision & havok. You can knock them down with arrows and what not just as before - nothing new will happen until you've actually picked one up (and even then, it will be a while!). Now, if you pick one up, and it goes into your inventory, and then you toss it down on the floor - then yes, a new stone will still form at the original location. Not much I can (or maybe, know how to) do about that, I'm afraid.



Sounds good - I've always hated the way the ruins started to look so empty after taking the stones so it will be nice to have them respawn after awhile !!
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kitten maciver
 
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Post » Sat Nov 28, 2009 2:01 pm

Thank you for making such usefull mod, I'm looking forward to use it with Aylied steps mod (when playing this mod
you need a lot of Welkynd stones!):)
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Emma Pennington
 
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Post » Sat Nov 28, 2009 9:53 am

Great idea. It's simple mods like these that add so much atmosphere to games.
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roxxii lenaghan
 
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Post » Sat Nov 28, 2009 8:58 pm

Makes playing atronach easier too, especially when you're burning through magicka.
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Brooke Turner
 
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Post » Sat Nov 28, 2009 3:28 pm

It always made me sad to loot varla & welkynd stones from Ayleid ruins, because they seemed so at home there.


I've also always been a bit frustrated by this so thanks for doing something about it. :)
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Hayley Bristow
 
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Post » Sat Nov 28, 2009 7:57 pm

New in 1.1: Respawning Varla & Welkynd stones now play the same sounds when picked up as their vanilla counterparts. Please update! :)
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Markie Mark
 
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Post » Sat Nov 28, 2009 7:20 pm

Thank you for making and sharing your work. Simple but yet wonderful mod! It always bothered me too! I love everything Ayleid and always retrain myself and now I can get crazy and loot it all with no remorse!
Cheers!
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gandalf
 
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Post » Sat Nov 28, 2009 11:30 pm

I'm very glad you're enjoying it! :D
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Myles
 
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Post » Sat Nov 28, 2009 5:22 pm

Well, not to brag or show off or anything, but I made something similar and not as intensive, it makes varla and welkynd and stone bricks respawn. It can be seen here: http://www.tesnexus.com/downloads/file.php?id=20922, the main purpose was to help in Midas Magic.
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ZANEY82
 
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Post » Sat Nov 28, 2009 10:47 am

Well, not to brag or show off or anything, but I made something similar and not as intensive, it makes varla and welkynd and stone bricks respawn. It can be seen here: http://www.tesnexus.com/downloads/file.php?id=20922, the main purpose was to help in Midas Magic.


Unless I'm misunderstanding, that doesn't seem to be the same thing at all. The description of your mod says that it adds welkynd and varia stones to containers . . . . but the whole purpose of Khettienna's mod is to replace the stones in their original positions so that Ayleid ruins don't look so bare and empty after looting them.
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He got the
 
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Post » Sat Nov 28, 2009 10:02 pm

However, the purpose is to add more Welkynd and Varla Stones, I think...
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Dean Ashcroft
 
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Post » Sat Nov 28, 2009 10:58 am

Actually, as said in the original post, the purpose of this mod is mostly to preserve the beautiful ambiance that varla & welkynd stones add to a ruin. That's really nothing like what your mod does, particularly when you consider that the stones in my mod take 2-4 weeks to respawn.

Thanks for promoting your mod in my mod's thread, though. Very classy.
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Jeremy Kenney
 
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Post » Sat Nov 28, 2009 12:30 pm

Wonderful mod Khettienna! Mind if I borrow your scripts for my WIP (it adds new ruins with red & purple welkynd stones)?

Edit- misspelled "Khettienna" :facepalm:
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Brooke Turner
 
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Post » Sat Nov 28, 2009 7:52 pm

Wonderful mod Khettienna! Mind if I borrow your scripts for my WIP (it adds new ruins with red & purple welkynd stones)?


By all means, have at it! :)
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Bad News Rogers
 
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Post » Sat Nov 28, 2009 5:57 pm

By all means, have at it! :)

Thanks! :D
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Colton Idonthavealastna
 
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