A few screenshots would help spark interest
Took a few, might post them on the tesnexus file.
EDIT: posted 4.
Now that I've played it I have a few specific suggestions.
1: Consolidate the spells into 1
When cast on a target it will give you these options:
Imprison
Move to torture holding
Move to arena holding
move to general holding
teleport self to Xils
Make NPC essential? (Or perhaps give them an ability that fortifies health 1000 and restores health 100... Torturing is pretty boring when they die in 5 seconds.)
2: Label things and make it more organized. for instance, where exactly are cells 1-9?... They seem very spread out and such. Also the holding cell, teleported someone there and could never find them or where the holding was... perhaps she walked off, she wasn't exactly a standard NPC.
3: More on the "organized" front. I see you copied the Xaselm ruin for most of it, and that's fine and all, but that layout is very unorganized, and not very usable for the player. There's lot's of useless rooms, and such. Perhaps keep the whole SI Xaselm feel, but reorganize the areas so they layout is more like the prisons in the Cyrodiil towns, or just look up prison layouts/blueprints online.
4:As you probably noticed in number 1 I didn't list the torture, and general options (Torture options, and cells 1-9). I'm thinking you could handle this one of four ways.
1: force the prisoners to follow you through dialogue and place them there yourself. (for NPCs with custom greetings that don't give you a chance to talk to them you'd need to give prisoners their own greeting to overwrite that one)
2: Have a tablet near the holding cells give options of what you want to do and then it teleports the NPCs there (problem with this is you can't specify which NPC)
3: Have two tablets near the holding cells one that gives a spell that you can use like the current unconsolidated spells, and one that removes the spell when you're done
4: LAME's method. Lame has a landmark teleport spell. First you select in what compass direction the landmark is, and after you select that you automatically cast a spell which then brings up options for that directions. For instance: Cast spell, North, auto casts the second spell, options for landmarks in the north.
Two bugs to fix:1: Some corpses and failed experiments from the Xaselm ruinhttp://img.photobucket.com/albums/v189/phoenix7/Oblivion/standcorpse.jpg after hitting them they fall over like the corpse they are.
2: The area of Xaselm where you see the Dunmer torturing people... your http://img.photobucket.com/albums/v189/phoenix7/Oblivion/Shaftsgothroughwalls.jpg