CUO Chorrol
Written by The Guild Master   
Friday, 15 January 2010 18:59

CUO Chorrol for the Elder Scrolls Oblivion V1.3

By Giskard

Required = 1.2 Patch for Oblivion
Required = The Shivering Isles (may work with out it, untested)
Required = Cyrodiil Upgrade Resource Pack v1.6 or newer & CURP Controller.

Link to CURP

Download available from the Download Area on the forum.

 

Introduction

This is the Cyrodiil Upgrade Overhauls version of a city revamp and should be considered a stand alone addition to the Cyrodiil Upgrade Overhaul and the other mods in the Cyrodiil Upgrade Series. CUO Chorrol tackles the difficult job of upgrading a city knowing it is a mine field of compatibility issues, so I could really use your feedback on how well this works or not.

About CUO Chorrol

Are you sick of reading various Guides and wondering how they relate to the city your in, with so many features missing they often are no link with the city they are writen about. And the cities them selves are so generic, the often use the same wall textures and the same stone textures. It becomes a seen one generic city, seen them all feel with only the unique houses in each city making them feel different at all.

I remember thinking for many years that the chapels should be made from local stone and so should the garden walls and I remember wondering how retexturing them would enhance the city even if nothing else was done.

Well CUO Chorrol does that and more. Not only does it retexture key features of Chorrol so they use Chorrol stone and thus make Chorrol look and feel more like Chorrol should feel. But there is a ton of new Ambient Audio to back that up too, bringing the city to life in a very natural way. Brand new quests you get involved in some aspects of Chorrol life.

The industries the Guild to Chorrol says should exist have also been recreated, NPCs made and given jobs to do. You can not only see these as you walk around Chorrol but you can explore some of their locations too. Chorrol is the Mining and Sheep farming community it was always supposed to be at long last.

And the NPCs mentioned in the Guide that never do what they say they do in the Guide, for example the Countess is supposed to be a religious type of character but she never attends church. In fact 95% of the Guide to Chorrol talks about features you cannot even see the city in the unmodded game.

But now CUO fixes all that, not only will the Countess go to church on sunday, but so will all the other NPCs that are supposed to be religious. And the ones that should not, will not.

Combined with the retextures, the ambient audio and new industries and other features, Chorrol finally looks, sounds and feels the Chorrol described in the Guilde to Chorrol. 

Installation:

Just point the exe at your Oblivion Folder (NOT THE OBLIVION DATA FOLDER) and click next to automatically install all the files in the correct place. If you're updating, say yes to any requests to overwrite files.

Remember you also need to have the Cyrodiil Upgrade Resource Pack v1.4.7 or newer installed and the Shivering Isles for this mod to work.

Compatibility

This mod is not compatible with other City Overhaul mods and never will be because it is not possible for 2 mods to edit the same things in the city and still work together safely. The exception is Kvatch Aftermath that is a totally different city and the changes it makes to other cities minimal, so an effort to remain compatible with that has been made here.

The design of this city mod accepts compatibility issues will arise from upgrading a city and so makes a delibrate choice to not edit the existing streets too much. This means the streets and all the houses along them have not been moved. So other mods can safely assume the streets will be almost exactly as they where in the default game.

The walls along the streets have been replaced by newly textured walls and so cannot be moved or removed by other mods. I realise this may cause some problems if a mod requires a wall be removed to grant access to something.

The areas used by this mod include the green areas that are usually not used and the backs of some houses. Any mod that also edits those areas is not likely to be compatible with this mod.

Some NPC Packages have been edited too to make them more lore friendly.

Also this mod needs complete control over a cities Path Grid and so should always be run last in your load order or after any other mod that you know edits chorrols streets in some way. This is important because it effects which mods controls where the NPCs can walk. Given the scope of changes made by this mod, CUO Chorrol needs to be one saying where the NPCs can walk. Minor path finding problems may arise from other mods editing the path grid for their own mods to work, but that should be worst of it.

The nature of the mod means problems will rise but the method used to revamp the city should mean those problems do not come up very often.

Change Log

Version 1.1

Misc fixes to static objects around chorrol that where out of alignment or floating.
Added a joinable Chorrol Mining Company.
Set up support for promotion through the company ranks.
Added the first Chorrol Mining company jobs.
Made some adjustments to support a chorrol shop mod for Bearmother.

This means the Chorrol Mining company will become a major feature of Chorrol in future versions and will become part of what makes chorrol unique when I get around to making other city overhauls.

Version 1.2

Stopped OOO and similar older overhaul designs from screwing up the Gold and Silver Nugget quests when they change the silver and gold nugget leveled lists. Now CUO Chorrol uses its own custom lists that are exactly the same as the default lists in order to prevent those mods causing any problems here. New "Friggin Goblins" quest available from the Chorrol Mining Company. New "Highway Robbery" quest available from the Chorrol Mining Company.

Version 1.3

Fixes the script entry and allowed the Goblin shaman quest to start before you accepted the quest from the mine manager. If you have seen this quest appear and did not start it. You need to reset the mod by running the game once with the mod disabled and saving your game. Next time you start the mod will begin again from the start and fix this issue. Sorry about this, its entirely my own fault. 

Last Updated on Sunday, 21 February 2010 16:21
 

This is the end...my friend.

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