File Size: 16.80 MB (17616077 bytes)
File Type: Mods (browse all)
File Name: armorylab.zip
Downloads: 552 total
File Description
This mod adds a complex where you can repair or change your armor.
File Instructions
----------------------------------
Mod: ArmoryLab.esm
Version: 3.1 (Modularized)
Date: 6/18/06
Author: Tom Supergan
email: gamer[at]tom.supergan.com
----------------------------------
Description:
This mod adds six rooms any player can access. There are two main sections--the
armory and the laboratory.
The armory is for repairing, storing, and displaying armor and weapons.
The laboratory is very useful for alchemy and enchanting. The ingredient sorter
can remove all ingredients from your inventory and store them into the
appropriate jars. When making potions, the sorter can remove all ingredients,
or only those with a specific effect, based on your alchemy skill level. A set
of master apparatuses on the lab table stay in place while you use them, so
there is no need to pick them up and put them back down. Potions can be stored
in separate containers based on attribute or school of magic.
For enchanting, spellmaking and enchanting altars are available if you are a
member of the Mages Guild.
For those who want to plant their own gardens, plenty of planter space is
available in the arboretum (may be quite useful for vampires). Make sure
"gardening.esp" is enabled.
With all the display cases and containers, this mod definitely helps the
organizing perfectionist.
To access ArmoryLab, just use the portal next to the front door of any buyable
house. No key or anything else is required--available for use by any player.
* * *
IF YOU HAD USED ARMORYLAB V1 or V2, TAKE EVERYTHING OUT OF ARMORYLAB THAT YOU
STORED THERE BEFORE INSTALLING V3 OR IT WILL BE LOST. ALSO UNCHECK THE EARLIER
VERSION OF ARMORYLAB.ESP BEFORE USING V3. LIKEWISE, IF YOU SELECT OR UNSELECT
VARIOUS ARMORYLAB MODULES, MAKE SURE YOU CLEAN OUT AFFECTED ROOMS FIRST SO YOU
DON'T LOSE ANYTHING.
* * *
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Installation:
Extract the contents of the .zip file into your Oblivion/Data folder.
Enable "ArmoryLab.esm" (master) and "ArmoryLab-portals.esp" (plugin) in
Oblivion's Data Files menu selection. These are the minimal requirements to
access the ArmoryLab.
Optional mods:
- ArmoryLab-manikins.esp: Add pre-placed, immobile manikins on top of
pedestals. This also adds Reznod's placable manikins to furniture shop
vendors, since Reznod_Mannequin.esp was merged into this mod. If you were
running with Reznod_Mannequin.esp and want to switch to ArmoryLab-manikins.esp,
make sure to remove all inventory from your manikins first, and be prepared to
repurchase them again and replace the ones you want after switching to
ArmoryLab-manikins.esp, and vice versa. Running with both those mods at the
same time may result in conflicts.
- ArmoryLab-cloth-displays.esp: Adds cloth shelves to every display case in the
Armor and Weapon Display rooms.
- ArmoryLab-enter-lab2.esp: Portal into lab2 instead of armory--load AFTER
ArmoryLab.esp. Convenient for players that use the lab more often than the
armory.
- ArmoryLab-greenhouse.esp: Modder's resource for using the CS to add plants to
planters
- gardening.esp: Surfing Ape's gardening mod lets you plant flora anywhere.
Enable the mod so you can plant, grow, and harvest alchemical plants in the
Arboretum.
----------------------------------
Support:
Report bugs in TES Mods forum, topic [RELz] ArmoryLab (Modularized)
----------------------------------
ChangeLog:
V 3.1 6/18/06
- Fixed missing interior in Cheydinhal Fighters Guild
- Adjusted fog color, brightness and clipping distance in each room
- Made each room owned by Player with Public music
V 3.0.2 6/9/06
- Added optional ArmoryLab-cloth-displays.esp module that adds shelves to every
display case.
V 3.0.1 6/7/06
- Changed the date of ArmoryLab.esm to 4/4/06 so it loads before
Easy_Companion_Share.esm to avoid a conflict that causes the arboretum to
disappear.
V 3.0 6/4/06
- Modularized to make it user customizable, and so future updates may not
require removal of all player items before updating
- Took Nirnroot out of sorter script
- Modules:
REQUIRED:
. ArmoryLab.esm: Patchable master (REQUIRED)
. ArmoryLab-portals.esp: Entry into ArmoryLab (REQUIRED)
OPTIONAL:
. ArmoryLab-manikins.esp: Pre-placed, immobile manikins on top of pedestals
. ArmoryLab-greenhouse.esp: Modder's resource for using the CS to add plants
to planters
. ArmoryLab-enter-lab2.esp: Teleport into lab2 instead of armory
. gardening.esp: Surfing Ape's mod for planting alchemical flora--use in the
Arboretum room to fill the planters with plants you can harvest
V 2.0 5/25/06
- Separated into six rooms in their own cells
- Removed lights to improve framerate
- Changed alchemy sorter and jars
- Added an indoor greenhouse
- Fixed master scripts being recompiled
- Moved portal in Imperial City to correct house
V 1.0 4/30/06
- First release
----------------------------------
Credits:
- Display Rooms:
House Display Rooms 1.3
by Bipi101
- Alchemy sorter:
Frostcrag Revamped [WIP]
by Kyne
- Alchemy jars with picture labels:
INGREDIENT JARS v1.1
By Dark Jester
- Alchemy apparatuses:
Oblivion Static Alchemy Mod v 1.0
by Shawn Dworshak a.k.a. Academician Nwahs shawn4tw@gmail.com
- gardening.esp:
Complete Gardening V1.42
by Surfing Ape
--------
Tools (couldn't have made it without them):
- Wrye Bash 0.18
by Wrye
- TES4 Plugin Utility V8.1
by ScripterRon
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