[RELz] Silvercliff - Treasure of Balemero

Post » Wed Mar 30, 2011 3:58 am

Silvercliff - Treasure of Balemero
Latest Version is 1.0.4 (as of May 27, 2011)

Download @ TESNexus: http://www.tesnexus.com/downloads/file.php?id=29420



Description
===================
For more than a hundred years, the monument of Balemero has stood strong in the mountains on the east border of Cyrodiil. But it has also held a dark secret; under its holy structure lies an Undercroft where a treasure more valuable than gold lies. Many brave adventurers have attempted to slay the massive monster that guards it, but none have prevailed. Will you rise to the challenge? Will you claim the treasure that so many have failed to?
This mod adds a new village in the mountain ranges, eight new unique NPCs who live in Silvercliff, the town built around Balemero, a new trainer and several vendors, as well as a new Inn in town. The main quest features 3+ hours of solid gameplay, new monsters and new places, and a brand new sword and two sets of armor that are well worth playing for. Just keep this in mind: Choose wisely; for when you make your final choice, it cannot be changed.

Location
===================
The quest will be started on game load (if you are higher than level 5), and an initial quest marker will be placed in Silvercliff, the quest's start point.

Details
===================
Quest Markers:
If you truly want to enable all quest markers (or are stuck in the quest and need a hint), open the console and type: set SCShowQM to 1
To disable the markers, open the console and type: set SCShowQM to 0

Requirements
===================
Oblivion Patch 1.2.0.214
OBSE version 0018b2 or higher (0020 preferred) from http://obse.silverlock.org/
Elys' Universal Silent Voice: http://www.tesnexus.com/downloads/file.php?id=16622 (Not *required*, per se, but it will make the dialog MUCH better.)
It will save you some time if you can read Daedric, however it is not required.
Logic and puzzle-solving ability are probably a good idea, but again, not required.

Install
===================
1. Back up your saves -- this is just a golden rule! Better safe than sorry.
2. Copy the *.esp and *.bsa files to your Oblivion Data folder.
3. Enable the mods using Wrye Bash or OBMM (recommended!) or the Oblivion Launcher.
4. Play Oblivion using OBSE.

Uninstall
===================
Make sure you have saved outside of a quest-related area. The Market of the Imperial City is a good place.

Delete the *.esp and *.bsa files associated with this mod.

Upgrade
===================
If upgrading from a previous version, just overwrite the *.bsa and *.esp files with the upgraded versions. A fresh save should not be required, as this would reset quest progress.

Incompatibility
===================
This mod will most likely not conflict with any mod out there. However, if you are extremely paranoid about conflicts, read below... however, it contains spoilers that could ruin the authenticity of the quest for you, so do so at your own risk.

WARNING: SPOILERS HERE!
Spoiler
If you are running a mod that modifies the EMAHAROM, OSAN TROF, EBMURT or TNEMESAB LETOH MITPES REBIT (read those backwards...) interiors, they will conflict with this mod.


Known Issues or Bugs
===================
None yet!

Contact
===================
http://www.gamesas.com/bgsforums/ as Stewie12
http://tesnexus.com/ as _Stewie_ (not recommended as I don't check this often)

Credits
===================
Oblivion by Bethesda <3
www.TESNexus.com <3
Readme Generator by LHammonds
Chose for most of the names and a few ideas
Fireglow Sword by Dall: http://tesnexus.com/downloads/file.php?id=14916
Armory of the Divine Guardian by pale_rider: http://tesnexus.com/downloads/file.php?id=16943
Crypt Set by Barabus and Razorwing: http://tesnexus.com/downloads/file.php?id=10430
Old Skool Dungeon Tileset by Phitt: http://www.tesnexus.com/downloads/file.php?id=23633
Nordic Tomb Tileset by Alasdair: http://www.tesnexus.com/downloads/file.php?id=26192
Sun/Rain Shades Resource by EbeneezerSquid: http://www.tesnexus.com/downloads/file.php?id=23362
Golems Galore by demonizzer: http://tesnexus.com/downloads/file.php?id=4305
Marble Pedestal by jcd13: http://tesnexus.com/downloads/file.php?id=15038
Ayleid Clutter Resource by Meo: http://www.tesnexus.com/downloads/file.php?id=20644
Book Resource by Dragonblade86: http://tesnexus.com/downloads/file.php?id=20051

Tools Used
===================
The Elder Scrolls Construction Set - http://static.gamesas.com/utilities/tes_construction_set_1.2.404.exe
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
WinRAR - http://www.rarlab.com/download.htm
Oblivion Mod Manager (OBMM) - http://timeslip.chorrol.com/obmm_download.html
Name Generator - http://nine.frenchboys.net/

Licensing/Legal
===================
Please do NOT redistribute or modify the ESP file! Most other resources can be found in the Credits section above. Please credit the respective owners of resources that you use.



Download @ TESNexus: http://www.tesnexus.com/downloads/file.php?id=29420
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Wed Mar 30, 2011 6:51 am

Congratulations on your Relz! I assume this is the fix/update of the beta we tested so long ago? That was a fun test! :D
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Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Wed Mar 30, 2011 2:08 am

Yes, indeed it is! It's been sitting collecting dust for almost a year now... so I finally hauled it out, fixed a bunch of weird bugs with cell detection, and put it out there before Skyrim is released. :) Hope you enjoy the 1.0 release!
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james kite
 
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Post » Wed Mar 30, 2011 10:10 am

Just a little poke to give the Sunday crowd a chance to see this as well.
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Abel Vazquez
 
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Joined: Tue Aug 14, 2007 12:25 am

Post » Wed Mar 30, 2011 9:33 am

I'm gonna pull this down right now, then! Thanks, Stewie!

I recommend this to anyone looking for a fun way to spend this overcast afternoon. ^_^
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Vicki Blondie
 
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Post » Wed Mar 30, 2011 3:58 am

yay! THIS one was the one I was looking for!

I had this questmod installed and loved it, but my computer blew up before I could finish it. Now it's time for payback! (and with a new version ^^).
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Quick draw II
 
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Joined: Thu Nov 08, 2007 4:11 pm

Post » Wed Mar 30, 2011 5:23 am

I had this questmod installed and loved it, but my computer blew up before I could finish it. Now it's time for payback! (and with a new version ^^).

Most excellent plan; the end is the best part! Make sure you save before you claim the armor, so you can try them both before you decide which to keep. ;)
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evelina c
 
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Post » Wed Mar 30, 2011 12:47 am

I will give this one a try. If Khett recommends it, it must be pretty good.
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stephanie eastwood
 
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Post » Wed Mar 30, 2011 2:08 am

I can't resist trying a quest mod, so I'll give this one a shot. It seems to be just fine for an evening stroll in Cyrodiil.
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Adam Baumgartner
 
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Post » Wed Mar 30, 2011 1:05 pm

hmm...I'm having an issue here...weOCPS always prevents a crash when I approach the cells surrounding Silvercliff. The closest mod that I have to that area is UL: Entius Gorge. I leave the weOCPS log here (tried 4 times, here showing the log of the last 2 tries):

Mon May 02 20:55:02 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa8b3ec ecx=e576678e edx=09002448 esi=00000000 edi=1aa3db04 esp=0018f6f8 ebp=1aa8b3ecMon May 02 20:55:06 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa98b4c ecx=e576678e edx=09002448 esi=00000000 edi=1aa3da7c esp=0018f6f8 ebp=1aa98b4cMon May 02 20:55:14 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa98b4c ecx=e576678e edx=09002448 esi=00000000 edi=1aa3da7c esp=0018f6f8 ebp=1aa98b4cMon May 02 20:55:14 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa8b3ec ecx=e576678e edx=09002448 esi=00000000 edi=1aa3db04 esp=0018f6f8 ebp=1aa8b3ecMon May 02 20:58:27 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa8b3ec ecx=ece4cd08 edx=09002448 esi=00000000 edi=1aa3db04 esp=0018f6f8 ebp=1aa8b3ecMon May 02 20:58:31 2011	OCPS build 2009-03-28 prevented crash at offset 0x000b29ce (eip: 0x004b29ce, sub_4B2980).	Invalid object pointer: 0x00000000 (vtbl: 0xffffffff)!					eax=00000000 ebx=1aa98b4c ecx=ece4cd08 edx=09002448 esi=00000000 edi=1aa3da7c esp=0018f6f8 ebp=1aa98b4c


While I can continue playing, I normally don't save and inmediately close the game if weOCPS gives the alarm (to prevent possible long-term savegame corruption). So basically I can't go to the village :(
User avatar
Javaun Thompson
 
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Post » Wed Mar 30, 2011 12:17 pm

Odd... I don't think I've ever come across that (and I use weOCPS 3-28 as well). I will look into it and ask some other modders, though.

PS: Try disabling the UL mod(s) and see if that helps. Also, can I see your load order? (In private or here is fine.)
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Chelsea Head
 
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Post » Wed Mar 30, 2011 3:22 am

Odd... I don't think I've ever come across that (and I use weOCPS 3-28 as well). I will look into it and ask some other modders, though.

PS: Try disabling the UL mod(s) and see if that helps. Also, can I see your load order? (In private or here is fine.)


Here:

Oblivion.esmAll Natural Base.esmCobl Main.esmTamRes.esmBetter Cities Resources.esmHorseCombatMaster.esmScreenEffects.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espTamRes.espAll Natural.espAll Natural - SI.espPowerAttack Voicemod - The Shivering Isles.espAll Natural - Real Lights.espWindowLightingSystem.espBook Jackets Oblivion.espdiversegrasses.espImprovedSigns.espVA_BetterGold.espEnhanced Economy.espDarNifiedUI Config Addon.espDropLitTorchOBSE.espMyPersonalArmy.espOblivion Graphics Extender Support.espSpell Delete.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espBook Jackets DLC.espMaleBodyReplacerV4.espjavrmb.espKohdiScimitar.espPureSteelBlade.espROADMasterOutift.espRTFemaleReplacerV12.espShdw_Armor Set_Sotonhorian.espSlof's Boners! v5.espVA_GlamdringSword.espCobl Glue.espCobl Si.espCobl Tweaks.espBladeOfTheHaunted.espDarknessHollows.espEM_RedRoseManor.espGuardians of the Nine - Akatosh Chantry.espSilvercliff.espSunderedKeep.espTalosBridgeGateHouse.espApachii_Heroes_Store.espFort Weye.espGuardsofCyrodiilRedux.espElsweyrAnequina.espElsweyrAnequinaFemaleBody.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espAnequina-Fallenleaf-Patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espTalosGatehouse + ULImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulSkingradOutskirts.espxulSnowdale.espApachiiHeroesStore-Snowdale patch.espxulCliffsOfAnvil.espImpeREAL Empire - Unique Forts.espCastle_Seaview.espCastleSeaview+LostCoast Patch.espCastle Wolfspike2.espFort Akatosh Redux.espReal Lava 1.3.espHUD Status Bars.espDecoratorAssistant with OBSE v1.1.espImproved Fires and Flames - Increased Sound.espQuest Item Tag Remover.espScriptIcon_Replacer.espEnhanced Vegetation [125%].espCayoArtaria.espLevel Based Health.espClaimThatInterior.espMidasSpells.espFearsomeMagicka.espSpells Be Effective.espEnchantmentRestore.espMounted_Spellcasting_Deadly_Reflex_Compatible.espS.P.A.M. 100+.espSP1stPLegs.esp1em_Vilja.espCompanionMaster.espBetter Cities Full.espBetter Cities - VWD of the IC.espBetter Imperial City.espBetter Cities - All Natural.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Cities - Unique Landscape Imperial Isle.espBetter Cities - No LEYAWIIN Flooding.espDeadlyReflex 6 - Combat Moves.espCobl Silent Equip Misc.espBashed Patch, 0.esp


Load order is BOSS'ed.
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Avril Churchill
 
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Post » Wed Mar 30, 2011 3:01 pm

Hi Stewie,

SilverCliff conflicts with Integration - The Stranded Light: there is a Telvanni Tower right in Town, "in the middle of" the house you get the quest from. I mean it's tough luck, considering where your village is, what were the chances of having a Telvanni tower right in the middle of this house :P

It also seems to conflict with OOO, since
Spoiler
in Fort Naso, a vampire lair modified by OOO (from an NPC and chest location standpoint), I did not find the battlemage that has the book, not even her corpse

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matt white
 
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Joined: Fri Jul 27, 2007 2:43 pm

Post » Wed Mar 30, 2011 12:50 am

Here:

...


Load order is BOSS'ed.

Did you try with the UL mods disabled? I haven't scrutinized the order yet but at first glance that appears to be the only thing that would conflict.

Hi Stewie,

SilverCliff conflicts with Integration - The Stranded Light: there is a Telvanni Tower right in Town, "in the middle of" the house you get the quest from. I mean it's tough luck, considering where your village is, what were the chances of having a Telvanni tower right in the middle of this house :P

It also seems to conflict with OOO, since
Spoiler
in Fort Naso, a vampire lair modified by OOO (from an NPC and chest location standpoint), I did not find the battlemage that has the book, not even her corpse


You're sure?
Spoiler
Try enabling the quest markers (using "set SCShowQM to 1" in the console) to see if there is a marker at all. If so, follow it, and see if there is a chest. If there's no chest or no marker, then I'll have to make an OOO-compatible patch.


As for 'Integration - The Stranded Light', I'll have to just add a compatibility warning, and possibly a patch where I move the house. By "the house you get the quest from," I assume you mean Trinyir's? (A screenshot would be a great help.)
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 6:09 am

Did you try with the UL mods disabled? I haven't scrutinized the order yet but at first glance that appears to be the only thing that would conflict.


That'll have to wait a bit....I'm doing a no-return quest though 15 straight-up dungeons (Darkness Hollows questline), I can't go back to Cyrodiil, and I don't have savegames outside the nightmare. Roleplaying rocks :)
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NO suckers In Here
 
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Post » Wed Mar 30, 2011 1:17 am

You're sure?
Spoiler
Try enabling the quest markers (using "set SCShowQM to 1" in the console) to see if there is a marker at all. If so, follow it, and see if there is a chest. If there's no chest or no marker, then I'll have to make an OOO-compatible patch.


As for 'Integration - The Stranded Light', I'll have to just add a compatibility warning, and possibly a patch where I move the house. By "the house you get the quest from," I assume you mean Trinyir's? (A screenshot would be a great help.)

I'll try the console command and let you know for OOO.

And yes, I meant Trinyir's house. The Telvanni Tower is literaly growing through the house. I'll make a screenshot next time I'm playing the game so you can get a better look.
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Claudia Cook
 
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Post » Wed Mar 30, 2011 2:52 pm

That'll have to wait a bit....I'm doing a no-return quest though 15 straight-up dungeons (Darkness Hollows questline), I can't go back to Cyrodiil, and I don't have savegames outside the nightmare. Roleplaying rocks :)

Haha! One of the best reasons to play this game, for sure!

I'll try the console command and let you know for OOO.

And yes, I meant Trinyir's house. The Telvanni Tower is literaly growing through the house. I'll make a screenshot next time I'm playing the game so you can get a better look.

Perfect. Thanks so much!
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Facebook me
 
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Post » Wed Mar 30, 2011 12:34 am

Haha! One of the best reasons to play this game, for sure!


Perfect. Thanks so much!

You are an evil man. I wasn't expecting
Spoiler
a hanging skeleton, which happened to be there all along, for Kyrla's remain


So that settles the OOO issue. I'll make some screenshots when I go back to SilverCliff.

EDIT: Here are some screenshots that will hopefully help you.

http://img849.imageshack.us/i/localmapintegration.jpg/

http://img820.imageshack.us/i/localmaptrinyir.jpg/

http://img88.imageshack.us/i/wideangle.jpg/

http://img849.imageshack.us/g/localmapintegration.jpg/
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Jack Bryan
 
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Post » Wed Mar 30, 2011 3:40 am

You are an evil man. I wasn't expecting
Spoiler
a hanging skeleton, which happened to be there all along, for Kyrla's remain

>=) Muahahaha. Glad you were able to find it.

Here are some screenshots that will hopefully help you.

http://img849.imageshack.us/i/localmapintegration.jpg/

http://img820.imageshack.us/i/localmaptrinyir.jpg/

http://img88.imageshack.us/i/wideangle.jpg/

http://img849.imageshack.us/g/localmapintegration.jpg/

Those help! Thank you very much!
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Sophh
 
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Post » Wed Mar 30, 2011 11:10 am

When I've got this mod active, I get two messages (alternating) spamming my console every couple seconds: scmq gm and scmq gmf. What do these mean and why are they there?
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Emerald Dreams
 
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Post » Wed Mar 30, 2011 1:43 am

I'd like to try this, being always interested in new places, items, and choices, but there is that conflict with Integration. As soon as that's ironed out, I'll be glad to do so.
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 12:16 pm

@WalkerInShadows:
Those are definitely debug messages that I was certain I had removed. I have found the culprits and will remove them in a patch. Thanks for finding that!

@Everyone:
Tomorrow I'm going to update the files on TESNexus so that they are in core files/ESP files, and when I do that the new download will be made available as well as the Telvanni Tower patch.

EDIT: The patch will not actually be separate after all. The house will simply be moved in the 1.0.1 patch.
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Kat Stewart
 
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Post » Wed Mar 30, 2011 4:50 am

Is the reported terrain/building conflict with Integration fixed at this time? I didn't see any mention of it in your latest comments on TES Nexus.
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james tait
 
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Post » Wed Mar 30, 2011 4:22 pm

I hate to admit needing a clue this early in the game, but I can't find a walkthrough or hints so...

I can't figure out how to get at the undead head torturer (I'm assuming he has the key I need to proceed.)
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Alkira rose Nankivell
 
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Post » Wed Mar 30, 2011 8:52 am

Is the reported terrain/building conflict with Integration fixed at this time? I didn't see any mention of it in your latest comments on TES Nexus.

Sorry, not yet. I've been meaning to upload it, but TESNexus is currently down. Assuming it's up before I head off to work, it should be up in the next two hours.

I hate to admit needing a clue this early in the game, but I can't find a walkthrough or hints so...

I can't figure out how to get at the undead head torturer (I'm assuming he has the key I need to proceed.)

Type into the console: "set SCShowQM to 1" to get a quest marker hint. When you no longer need a hint, type "set SCShowQM to 0".
EDIT: Wait, do you mean in the very first dungeon? He should just be
Spoiler
among the undeads. He looks the same, except he has a different weapon.


Hopefully I'll get time to type up a walkthrough this week.
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Tyrel
 
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