[REL] Shezrie's Towns

Post » Tue May 03, 2011 5:31 am

http://www.tesnexus.com/downloads/file.php?id=35908

Dec 25th - I have uploaded a new ESP as promised. There are only two changes to this ESP:

1) The spider that was causing crashes in the Egyptian secret area has been removed. Hopefully this will resolve the last of the crashes there.

2) The ESP has been renamed to 'ShezriesTownsMaster.esp' to ensure compatibity with the patches created by other people.

Replace the ESP in the Main File download with this new ESP.

Please do not post spoilers.

People keep asking me what exactly isn't lore in the mod so I thought I had better elaborate. All of the towns exteriors are completely lore friendly. What isn't lore friendly is in interior cells and is....

*The Gallery interior as a whole, in particuar the Egyptian Exhibit.
*The secret Asylum area does not follow lore having electric lights.
*The gramaphone.
*Many player buyable homes have working toilets, sinks, light switches, even plumbing.

THIS FILE HAS BEEN CLEANED WITH tes4eDIT.

In this mod there are five towns....

LAKEWOOD VILLAGE
================

Previously released in Shezrie's Villages. 10 building town near Mackamentain. There is an inn, a general store and two buyable player houses. There are some asthetic changes to this town including vertex shading, a new balcony, new signs.You can now rent a room at the inn.

RAVENVIEW VILLAGE
=================

Previously released in Shezrie's Villages. Some small fixes and asthetic changes including vertex shading and new signs. This town has 14 buildings with an inn, a general store and two towns. There are two player houses, one buyable and one obtained through quest.

WOODLAND VILLAGE
================

Previously released in Shezrie's Villages. Some small fixes. This town has 27 buildings with an inn, a clothes store, an armor store, a bakery, a town hall and a buyable player home. One quest and other areas to explore.

Haven Bay
=========

This small town is located in Valenwood, it contains a shop, an inn, street merchants and a very unique buyable player home.

PELL'S GATE
===========

This is the largest town in this mod and has the most to do and see. This is a town created for thieves with enterable windows, hidden safes, stealable paintings, openable chests, dark alleys. You will have to search carefully though as Pell's Gate residents hide their valuables
carefully.
In the town there is...

A Town Hall
A Gallery
4 buyable player homes (3 apartments and a town house)
A clothing Store
An Armor Store
A Book Store
A General Store
Alchemy Shop
A Fence
Street merchants that close up at night.
A posh Hotel
Two further inns
A completely new custom creature
New dialog for almost every NPC
Lots of new meshes.
Houses with exterior views.
Named streets.
Music in taverns.
Much to explore and uncover.
Every NPC house in Pell's Gate is decorated uniquely.
Six quests.

Some Important Info
===================

You MUST be out of the Gallery by 7 pm, as the receptionist and the curator will tell you. After the theft security was heightened and the guards will attack on sight and not stop to ask why you are there.

You cannot access the security room in the Gallery during the Quest to Find the Septim Crown. This is to prevent you from robbing the Gallery while you work there.

You cannot access the security room during the day until 7 pm. This is to ensure you have to do your robbing the hard way.

Quest to find the Septim Crown
==============================

This quest takes place within the Gallery. The septims crown has been stolen and you have a chance to help find it. To start this quest you need to read the latest newsletter about the theft. This can be found in the newspaper holder right outside the General Store. Once you have read that you can go to the Gallery and speak to the Curator, she will be in the main Atrium in the afternoons. She needs to like and trust you before she will offer you a position on the Gallery staff, as her secretary. Once you have the job she will give you a key and you can access the staff areas of the Gallery,including your own office. On the desk of your office you will find further instructions and also instructions on where to find a complete ingame
walkthrough if you are having trouble. PLEASE NOTE, this quest has no journal updates. This is a 'whodunnit' quest to find the thief.

Suggestion - When you get a new note in your office pigeonhole, remove it. Otherwise it can get confusing as the notes build up.

Quest to Rob the Gallery
========================

PLEASE NOTE, you cannot start this quest unless you have completed the previous quest, 'Quest to Find the Septim Crown'. You found the crown and saw the goodies in the Gallery and would like some of those for yourself. Go to the Cloak n' Dagger Tavern and speak to Gramak, the barman. Follow the dialog and after go speak to that grey hooded man sitting in the corner beckoning you over. He has a proposition for you.

NOTE - You need a very high sneak skill to do this quest.


Hints
=====

There is so much in this mod that even I have forgotten. Search everything very carefully or you will miss things. Activate everything.

*SAVE OFTEN! You can die in some unconventional ways in this mod.
*Toilets are flushable and sinks useable.
*Check the news bill boards outside the General Store often. When the news changes check the news stand and grab the newest Black Horse Courier.
*If you buy a house with curtains, there is a pull rope to one side to open and close them.
*The windows in Seaview House are openable.
*Very rarely in the houses with exterior views, it may be snowing. Just leave and then reenter the cell.
*All front doors on the player's houses are lockable and unlockable.
*Examine paintings very carefully.
*NPCs hide their money as safely as they can, be on the look out for purses of money hidden in houses.
*In the Egyptian Display in the Gallery, be sure to read the book in the display case as it contains answers to some important questions.
*At the end of an 'important event' characters dialog can change to reflect it.
*Be sure to read books as there are quite a few.
*There is some three way dialog.
*The ELm Street Apartment is bigger the you think. Take a very close look around it.
*Some windows can be entered.

REQUIREMENTS
============

This mod requires OBSE and ELy's Silent Dialog
Shivering Isles is NOT required

CONFLICTS
=========

There are compatibility patches for....

*The Lost Spires

http://www.tesnexus.com/downloads/file.php?id=34010

*Unique Landscapes for Aspen Wood & Cloudtop Mountains

http://www.tesnexus.com/downloads/file.php?id=13834

*Patch for Shezries Towns and Guards of Cyrodiil

http://www.tesnexus.com/downloads/file.php?id=35979

*Patch for compatibility with 'See You Sleep' mod

http://www.tesnexus.com/downloads/file.php?id=36212


INSTALLATION
============

If you have Shezrie's Villages installed, you need to remove it before using this mod.
You need the main file AND the sound files. I had to split the file up as it is too large.

At this time the files are not in packaged in a BSA. This is because it is easier for me to upload, change, fix etc

A never fail method I now use is:
Download to Desktop. Now unzip to Desktop (Download ZipGenius for free off the net if you don't
have a program to unzip)
Open My Computer/Local Disk (C:)/ Program Files/Bethesda Softworks/Oblivion
Then click once on Data Files to highlight it
Minimize size of screen to allow you to see the extracted files on Desktop
Drag each extracted file (ESP, Meshes, Textures, Sound) and "Drop" onto "DataFiles"
A message will come up for each one, just click "yes to all"
Start up Oblivion
Go into Data Files
Click the box to the side of "Shezries Towns" to activate this
And off you go.

Personal Thanks
===============

In addition to the credits this is a list of people I would like to personally thank and credit for other mods that inspired and provided me with many resources.

I would like to thank Jbvw for all the amazing resources in his house mod. I really went to town with all of the new animations, meshes and textures.

Arthmoor, for fixing the Dervera Romalen dialog.

Displaynameisalreadyinuse for fixing Shezrie's Villages.

Kalikut, without your resources I would never have had my favorite feature in this mod.

MightyJoeYoung, for all his resources.

To all the amazing people on the Oblivion's Real Estate forums. You are all amazing and I feel honored to know you all and privileged to enjoy your company.

To Emma for teaching me about dialog.

Tantrivaylia, for showing me how dialog can make such a difference and inspiring me to finally learn about dialog.

To all the amazing people that fulfilled my endless requests for resources on the Official Forums and helped me solve many problems...Phitt, Vacuity, Washington, JDFan, Ghastley,

To Ruikuli who made some really brilliant secret resources.

Meo, I would have been stuck at the first gate without your resources.

Ghastley, for the custom creature that will shock the heck out of people. Hehe!

Again to Phitt, who secretly created some resources.
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Sxc-Mary
 
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Post » Mon May 02, 2011 9:13 pm

Oooh, I love towns. Can't wait to download!
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cheryl wright
 
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Post » Tue May 03, 2011 12:12 am

Put in the download link. :)
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Kevan Olson
 
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Post » Tue May 03, 2011 3:32 am

Congratulations on the release, downloading now! :foodndrink: :celebration:
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Code Affinity
 
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Post » Tue May 03, 2011 4:38 am

What wonderful news! I am downloading this as I type. Thank you, Shezrie! :D
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Nathan Maughan
 
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Post » Tue May 03, 2011 9:13 am

Congrats to this most anticipated release :)
I'm looking forward to download it. Thank you, Shezrie! :)
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rebecca moody
 
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Post » Mon May 02, 2011 10:01 pm

Thanks everyone! :)

I forgot to mention, the files are not in BSA format at this point, this is because it is easier for me track, update, fix etc. However I don't think it is a problem as people can use Mod Remover to remove it if they choose.
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Laura Shipley
 
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Post » Tue May 03, 2011 10:05 am

Like I said...TOTAL PARTY ATMOSPHERE!!!!!

EDIT...do you have a link to the 4shared section?
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Bigze Stacks
 
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Post » Tue May 03, 2011 9:29 am

Added link for 4Shared file. I need to sort out the upload problem with TesNexus so both files can be there.
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Damned_Queen
 
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Post » Tue May 03, 2011 1:57 am

Congrats on the release! :foodndrink:

Isn't there a potential conflict with OOO/FCOM (It adds a big spawn point in front of the fort across from Pell's gate)? I mean, a lot of NPCs will get killed sooner or later with FCOM/OOO in there.

How about conflicts with Unique Landscapes?


Also, why is this not lore-friendly? Some examples would be good to know... :)
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Tom
 
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Post » Tue May 03, 2011 1:33 am

Congrats on the release! :foodndrink:

Isn't there a potential conflict with OOO/FCOM (It adds a big spawn point in front of the fort across from Pell's gate)? I mean, a lot of NPCs will get killed sooner or later with FCOM/OOO in there.

How about conflicts with Unique Landscapes?


Also, why is this not lore-friendly? Some examples would be good to know... :)


Thanks!

I don't know about ooo and FCOm as I don't use them. But I did forget that Ravenview Village conflicts with one UL. There was a patch made by the UL team, hopefully they will be able to update it.

It is not lore friendly because of the flushable loos, usable sinks, lights that can be turned on and off. Also there is the Egyptian Exhibit in the Gallery, pretty sure there was no Egyptian race in Tamrial. :laugh: Also there are two large secret areas or quests, shoot I forgot to mention the two other quests! :facepalm: There are actually six quests, two main, two large and two small.

:facepalm: Forgot to mention some of the dialog is different depending on your faction, so if you come across a vampire and you are one your experience will be totally different.
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Chloe Yarnall
 
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Post » Tue Mar 29, 2011 9:20 pm

Now it is TOTAL PARTY ATMOSPHERE even for non-deaf players!
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Rex Help
 
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Post » Wed Mar 30, 2011 3:23 am

Congratulations! :)
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naomi
 
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Post » Wed Mar 30, 2011 8:45 am

Congrats on the release Shezrie!! Can't wait to check out the towns, especially Pell's Gate and all the new stuff for my thief to steal. Awesome work and thank you for sharing. :foodndrink:
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Lalla Vu
 
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Post » Wed Mar 30, 2011 10:49 am

Any instructions on replacing Shezrie's Villages with Shezrie's Towns will be appreciated, although I'll probably run a fresh character for this.
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Captian Caveman
 
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Post » Tue Mar 29, 2011 10:40 pm

Any instructions on replacing Shezrie's Villages with Shezrie's Towns will be appreciated, although I'll probably run a fresh character for this.


Unfortunately you will need to remove anything you added to Shezrie's Villages ingame and delete the ESP. Shezrie's Villages was merged with the other two towns so I 'imagine' it would be safe to use your current character, but you will loose anything you added ingame to Shezrie's Villages. You don't need to delete the meshes/textures as they will simply be overwritten and remain the same.
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james reed
 
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Post » Wed Mar 30, 2011 3:01 am

I know that bug reports are probably the last thing you want directly after release, but I guess that's the way it goes if you release a mod of that size :P:

1. The guards in the gallery attack me on sight. I did nothing special, didn't even touch any of the displayed objects or things like that. I currently have no bounty either. And they don't even ask me about paying a fine/going to jail, they just want to kill me!

2. The collision of the tileset used in the gallery is faulty. Havoked items fall through it (dead people, items etc).

3. The tablecloths in the shopping village of the gallery are missing their texture.

4. Some parts of the gallery (like the creature display IIRC) are marked as off-limits so I have to trespass while looking at the exhibits. EDIT: Maybe that is why the guards attacked me? Not sure.

Unfortunately there is also the already mentioned pretty large conflict with Lost Spires. Will have to disable that for the time being.

But other than that I really like what I've seen so far, the narrow alleys, the details etc and I can't wait to play the quests you've been working on.
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Marta Wolko
 
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Post » Tue Mar 29, 2011 8:16 pm


1. The guards in the gallery attack me on sight. I did nothing special, didn't even touch any of the displayed objects or things like that. I currently have no bounty either. And they don't even ask me about paying a fine/going to jail, they just want to kill me!


They are supposed to. The receptionist and the Curator warn you that you have to be out of the Gallery by 7pm. This was necessary because of the Robbing the Gallery quest where the guards must attack you on sight otherwise you can just walk in and steal the goods and they wouldn't act until you have actually stolen something. This was a tricky situation to get around. The Gallery had to be accessible to the public by day and off limits at night.

2. The collision of the tileset used in the gallery is faulty. Havoked items fall through it (dead people, items etc).


That set was a resource, I will let the author know.

3. The tablecloths in the shopping village of the gallery are missing their texture.


Hmmm, that is odd I will check into it.

4. Some parts of the gallery (like the creature display IIRC) are marked as off-limits so I have to trespass while looking at the exhibits. EDIT: Maybe that is why the guards attacked me? Not sure.


Thanks for letting me know, I will look into that.

Unfortunately there is also the already mentioned pretty large conflict with Lost Spires. Will have to disable that for the time being.


Yes, I knew that from the start. I tried to move the town but there was no where suitable. I am looking into a patch.

But other than that I really like what I've seen so far, the narrow alleys, the details etc and I can't wait to play the quests you've been working on.


Thanks! And thanks for the bug report. :)
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Loane
 
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Post » Wed Mar 30, 2011 9:09 am

They are supposed to. The receptionist and the Curator warn you that you have to be out of the Gallery by 7pm. This was necessary because of the Robbing the Gallery quest where the guards must attack you on sight otherwise you can just walk in and steal the goods and they wouldn't act until you have actually stolen something. This was a tricky situation to get around. The Gallery had to be accessible to the public by day and off limits at night.


Seems like I went in shortly before 7pm then. But I think the guards should approach you and tell you that you have to leave before they attack you. Not everyone talks to the receptionist before entering the gallery and many people will go into the gallery in the afternoon only to get killed after staying there for too long. If you think that the guard talk is too much AI package trouble then you could simply do it like it is done if you are thrown out of a guild. If the player is inside the gallery at 7pm he is thrown out via moveto with a messagebox telling him 'The gallery closes at 7pm'. If he enters the gallery after 7pm you can be sure that he picked a lock to enter it and thus has no good intentions = guards attack him.
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Tamika Jett
 
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Post » Tue Mar 29, 2011 9:23 pm

Seems like I went in shortly before 7pm then. But I think the guards should approach you and tell you that you have to leave before they attack you. Not everyone talks to the receptionist before entering the gallery and many people will go into the gallery in the afternoon only to get killed after staying there for too long. If you think that the guard talk is too much AI package trouble then you could simply do it like it is done if you are thrown out of a guild. If the player is inside the gallery at 7pm he is thrown out via moveto with a messagebox telling him 'The gallery closes at 7pm'. If he enters the gallery after 7pm you can be sure that he picked a lock to enter it and thus has no good intentions = guards attack him.


Sounds good, but it unfortunately would create a problem with the Robbing Quest where you enter the Gallery during the day and wait until nightfall. Hmm, I know I need to put regular guards in during the day before the 'pirate' guards come on at night, (they are not actual guards as I had trouble regular guards.) Perhaps I could do the dialog for the daytime guards and get them to shift you out at 6.30pm.

Or perhaps a simple messagebox script that activates everyday at 6.30pm in all Gallery cells, warning you to leave. 'The Gallery will be closed in half an hour.' That might be easier to implement. Then if you are doing the Robbing the Gallery Quest you get the warning but are not evicted.

I do see your point and would really like to get a better system for the gallery closing. I know I kept checking my time when I was there and felt rushed.
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 8:23 am

I may have to stop playing World of Warcraft.
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Jerry Jr. Ortiz
 
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Post » Tue Mar 29, 2011 9:51 pm

I may have to stop playing World of Warcraft.


Wow! No pun intended. :laugh:

I uploaded a whole new bunch of interesting pictures at Nexus. I will admit I am very secretive about my mods, I don't like to reveal to much but people are asking for shots so there they are.
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Carolyne Bolt
 
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Post » Tue Mar 29, 2011 8:33 pm

A strange occurence...I went into the bookstore right near the entrance to town. I was checking all the shelves, and the shelf one the wall right next to the fireplace has books on it, but when I clicked it, it did not show anything.

EDIT....also, the bookshelf along the wall at the base of the steps heading upstairs appears to have books on it, but when you click on it, nothing happens at all.

EDIT 2...I noticed all the bookshlves that have books have all the same books on them. Is there a way you can vary them? For instance, take some off some shelves, or perhaps find some new books, perhaps from mods, to add on?

EDIT 3...I would so love to steal those God statues from the home of Linius Dren...maybe a future quest can be made? Perhaps someone else would buy them? Maybe he/she would tell you and you would go back and snag them!

EDIT 4...Mayor should say "It is not the easiest of jobs". You have the words in the wrong place.

EDIT 5...Is it possible to put hang ropes onto the execution thing?

EDIT 6...OMG...I just LOVE the Roaming Spirit Inn music! Roaming Spirit is my favorite place I have found, so far...lots to go!

EDIT 7...I like the [censored] upstairs...so realistic...could she be the only one in Cyrodiil? No wonder so much business!

EDIT 8...When I try to open the barrels to the right of Dollabella's front door, I always get stuck there.

EDIT 9...So I tried sitting down on the bench next to the barrels...I did successfully, but when I tried to stand up, I was stuck inside the building!

EDIT 10...I thoroughly enjoyed the LUCKY SAM shack!

EDIT 11...Is the Gramaphone in Pell's Gate Hotel supposed to be playing anything? I don't hear anything.

EDIT 12...That Asylum was wicked! Finding it by accident was so cool! When you sleep on the moldy bed, that would be cool if you could add a couple of different little movies for "dreams" that you have while sleeping in the bed. Make them really creepy.

EDIT 13...So I got down to the lower level of the Asylum...that is so creepy down there! Maybe you could add some low-volume creepy music playing in the background. But as I opened a cell, a green creature appeared, and I killed it with my bow...but then there was a CTD. I had saved it just as I enteredd that level, and so every time I tried to load it...CTD.

You did such a great job on this...sorry for being so picky! After playing Oblivion since the day it came out...I have to say...this is the greatest mod EVER!

I hope you can get that asylum fixed up...it is SO COOL!
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Mashystar
 
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Post » Wed Mar 30, 2011 10:11 am

I'm so happy. I've been waiting for this since you first announced it.

Congratulations on the release, and thank you for this wonderful gift.
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Amanda Leis
 
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Post » Wed Mar 30, 2011 2:48 am

Maybe you could fix the gallery problem by implementing having the player character kicked out at 7 like when you're kicked out of a guild, but only if they are detected when 7 o' clock hits? If that's possible, then you could still avoid getting evicted by being sneaky. A warning message at 6:30 ish would be a nice realistic touch too.

Is it possible to change ownership of the cell by game time or fake it by using factions? Add player to "museum tourist" faction during opening hours and remove him/her from it after closing time? Then you could use normal guards who would be civil in the day but arrest you on sight at night.
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Lyd
 
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