[RELz] Well Diver 1.21

Post » Tue Sep 07, 2010 2:09 am

Since I won't be likely updating this file anymore, I thought it would fitting to give it a release thread here on bethforums.

The Well Diver 1.21
============


..I have left the overworld behind for good. The taste of raw fish is the taste of home..


1.Requirements
2.Installation
3. What does it do and where to begin?
4.Compatability
5. Credits



1. Requirements: Latest Oblivion patch + The Shivering Isles plugin
2. Extract\copy the files into your Oblivion\Data directory (default:C:\Program Files\Bethesda Softworks\Oblivion\Data)
check the WellDiver.esp in the oblivion launcher (or whatever custom launcher you might be using)
3. This plugin adds seven (since version 1.2) multileveled dungeons with some custom creatures.
To find out where this dungeons are situated, go to City-Swimmer's house in Bravil and read the book "The Well Diver".
This Mod aims to be lore-friendly, so you won't run into any green bearded dwarves or earthly divinities.
4. This mod doesn't alter any landscapes (except replacing static wells with accessible ones) so it should be compatible with almost any other mod.

5. Credits for resources:
MrSiika - Rock and Cave meshes, Durzogs, Bats
Meo - Settlement resources, basemant set
elveon, Malo, mikal3, AlienSlof - Tarantula
Cryonaut (model edit / rigging), Xmarksthespot (UVmapping), Grimeath (texture) - Big Spider
Da Mage - Mine Rails
Xiamara - Sofas and pillows
Phitt - Old School Dungeon Set, Loreless creature pack
Najaknevrec and Gizmodian - Underdark Robes
Usher - Daedric Ruins
Demonizzer - Masks
Kafei - Circlets
Nicoroshi - Talon of Akatosh (Chrysamere Mesh)
Alasdair - Nordic Tombs
Ancestral Ghost - Skeleton helmets
Darkness Eternal - Canopies
Andragorn - adventurer's cuirass (SHDW retextured)
Darkninja - Skull candle
Dianne - Skull pile

My deepest apologies if anyone who deserves credit is not mentioned here. This mod would be nothing without the hard work of some very talented modellers.

This mod is to be freely translated to other languages and it can be implement into other mods as long as they are properly credited.

_____


DOWNLOAD/IMAGES
http://tesnexus.com/downloads/file.php?id=30271
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Jason Wolf
 
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Post » Mon Sep 06, 2010 7:18 pm

Thank you very much!!

Sound really great and the pictures are looking very impressive.

What about the conflict with the ayleid steps? Is it solved in 1.2.1?
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Tiff Clark
 
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Post » Mon Sep 06, 2010 3:16 pm

Mod looks great and I'd love to play it, but I'm wondering how you handle high level equipment. On one of the screenshots I can see Chrysamere, which seems to have stats better than Daedric. I would hate if my level 9 character could simply sneak around a few enemies and grab it. Would completely ruin the balance of the game for me. Did you make sure that only level 30+ characters can get weapons/armors like that?
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Steph
 
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Post » Mon Sep 06, 2010 3:31 pm

One of my mods opens the well at the Old All Things Alchemical on the Red Ring Road. Can you confirm that this isn't one you've used, so there shouldn't be a conflict? (And hopefully won't in future!)
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dell
 
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Post » Mon Sep 06, 2010 1:13 pm

One of my mods opens the well at the Old All Things Alchemical on the Red Ring Road. Can you confirm that this isn't one you've used, so there shouldn't be a conflict? (And hopefully won't in future!)

There should not be any conflicts with that particular well.
Mod looks great and I'd love to play it, but I'm wondering how you handle high level equipment. On one of the screenshots I can see Chrysamere, which seems to have stats better than Daedric. I would hate if my level 9 character could simply sneak around a few enemies and grab it. Would completely ruin the balance of the game for me. Did you make sure that only level 30+ characters can get weapons/armors like that?

Good point. I'll have to re-check that one. I'll report the results as soon as possible. EDIT: I tested the with my Level 7 character and I did not make it past the monsters, then again I'm using a hackn'slash barbarian. I'm not saying it is impossible for a low level character, but if don't know beforehand what you are looking for getting alive to the sword will be difficult. The sword is actually the only high-level item provided by the mod. But since lowering the stats is a quickie, I might do a quick update for that.
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Anthony Rand
 
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Post » Tue Sep 07, 2010 2:33 am

INSTADL
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Josh Trembly
 
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Post » Mon Sep 06, 2010 3:28 pm

Good point. I'll have to re-check that one. I'll report the results as soon as possible. EDIT: I tested the with my Level 7 character and I did not make it past the monsters, then again I'm using a hackn'slash barbarian. I'm not saying it is impossible for a low level character, but if don't know beforehand what you are looking for getting alive to the sword will be difficult. The sword is actually the only high-level item provided by the mod. But since lowering the stats is a quickie, I might do a quick update for that.


If it's just one weapon with stats like these then it won't be a problem for me. I'll exchange the weapon or alter its stats. I just feared that my character would find super powerful equipment around every corner (had to uninstall an otherwise good mod just a few days ago because of this).

EDIT: Noticed one conflict with Ayleid Steps - the well near Gottshaw Inn is used by Ayleid steps already (at first I wondered why it was only a tiny room with a few dead skeletons inside, then I checked with Refscope and found out it was added by Ayleid Steps). Not sure what it's for though. Also noticed that none of the dungeon interiors make use of the fog distance/clip distance settings. This can cause unnecessary performance problems and it can also cause the Nvidia blackscreen bug for people with Nvidia cards.
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Makenna Nomad
 
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Post » Mon Sep 06, 2010 2:54 pm

Noticed one conflict with Ayleid Steps - the well near Gottshaw Inn is used by Ayleid steps already (at first I wondered why it was only a tiny room with a few dead skeletons inside, then I checked with Refscope and found out it was added by Ayleid Steps). Not sure what it's for though. Also noticed that none of the dungeon interiors make use of the fog distance/clip distance settings. This can cause unnecessary performance problems and it can also cause the Nvidia blackscreen bug for people with Nvidia cards.


Thanks Phitt! I did a quick fix for the Ayleid steps by moving my well to the other side of the Gottshaw building, hopefully that will work (I don't have Ayleid steps on my computer so I can't be sure). I also tweaked the fog settings, I wasn't aware of the problems conerning the Nvidia cards since I had one on my older computer and did not have problems.
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Saul C
 
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