The Elder Scrolls IV: Oblivion Meadow Hall v1.0 Mod

File uploaded by VGPRObot on February 7, 2007 at 09:01 AM

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File Size: 1.80 MB (1887437 bytes)

File Type: Mods  (browse all)

File Name: ADWMeadowHallv11.zip

Downloads: 555 total

File Description

This mod adds a new house to the island south of the Imperial City's Waterfront District, as well as a cave and boss associated with quests for the house.

File Instructions

Meadow Hall Readme v1.0

1. Installation
2. What This Mod Does
3. Uninstalling
4. Copyright
5. Contacts and Credits
6. Technical Information (Spoilers here)

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1. INSTALLATION

Unzip .esp file to your ...OblivionData folder.

In the "Data Files" menu from the Launcher, tick the box next to
ADWMeadowHall.

If you want to access the house without doing the mission use the
ADWMeadowHallCheat.esp instead, but you won't get as good rewards.

Play the game.

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2. WHAT THIS MOD DOES

- Adds a new house to the game on the island directly South of the Imperial
City - Waterfront District, visible from Pell's Gate.
- Adds a new cave to provide the setting for the introductory quest linked to
the house.
- A Boss must be defeated to gain access to the more powerful rewards of the
house that can only be defeated once the player reaches a certain level.

This is my first mod for Oblivion, indeed, any game, so if there are any bugs
in it please let me know and I will try and iron them out, this is only the
first release and if any improvements can be made, I will include them in
future versions. Having said that, I have played through it myself and
encountered no problems with the technicality of it, and I can't really see any
problems occuring with it other than that of compatability. If there are any
conflicts with origional Oblivion quests etc... I won't know about them as I
don't have the time to play through Oblivion again right now. Hopefully it is
in a safe place that won't conflict with anything, but if someone would verify
this with me it would be greatly appriciated.

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3. UNINSTALLING

To uninstall, simply delete the .esp.

Important, remember, make sure when you save you are not within the house or
any of the cave sections when you disable the .esp or you will be erased from
existance :p

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4. COPYRIGHT

I would like to think that nobody would be petty enough to copy a mod for a
game, and I can't imagine why someone would want to rips off this fairly simple
mod, but here we go:

You may distribute this .zip file as long as it is un-edited, and the Readme is
included (also un-edited). Do not try to claim this is your own work, and if for
some reason you want to include it in your own mod, please ask my permission
first (I will no doubt say "yes", but I want to know about it.)

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5. CONTACTS AND CREDITS

Don't want to blow my own trumpet, but I am so far the sole creator of this mod
(other than Bethesda for the origional game of course, and the Construction
Set), however, if anyone would like to "officialy" test this mod out for
compatability etc... I will include them here in future releases.

Author - Andy Walters AKA. AndyPandyW
Email - andywalters [at] hotmail [dot] com



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6. TECHNICAL INFORMATION

- Adds 3 new cave cells accessed via a trapdoor in Pell's Gate, and via the
basement of the house this mod is all about.
- Adds a large Lvl. 16 Ogre.
- New Adamantium Armor and Weapon set based on the Blackwood armor set, the
Umbra sword, and the Molag Bal mace, with stats similar to Ebony Armor and
Daedric weapons only with higher "endurance". (the items are all un-enchanted)
- The house includes 2 cells: the house, and the basement.
- Several external cells are lightly edited around Pell's Gate and Old Bridge
cells.
- The house it'self is based on the Riverview house in cheydenhal.
- The exterior of the house includes a decorated balcony, and a very nice
garden. (Warning, the Garden has quite allot of plants and may run a little bit
slow on lower end computers, but it shouldn't present any serious problems).
- Due to my lack of knowledge in the area of scripts, there is no "official"
quest to this mod, it is "freeform" shall we say, with the storyline driven by
notes and hints.

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