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Sheogoraths Accords of Madness V1 By Giskard Website = http://www.theengineeringguild.co.uk/ Requires = Elder Scrolls 4: Oblivion 1.2 Requires = Shivering Isles 1.2 Download Available from the Download area on the forum for all registered members. Introduction This mod is under heavy developement so the features listed in this readme are intended features and may not exist yet, where as others will be finished features. It will give you idea of where this mod is heading. Nor is this mod designed with compatibility mind. Nobody plans their mods better than me and nobody else seems to feel bound by the restrictions compatibility places upon them more than I do. So this is my Mod OFF, in this mod, I am not going to be bound my those things, nobody else cares what they edit usually, but they are free to moan at me when I do care. So this time I am NOT going to try and be compatible, I an going to edit anything I please and enjoy my self. So when people ask "is it compatible with" and they are talking about another shivering isles mod, the answer is probably not. About Sheogoraths Accords of Madness (SAM) One of the more frustrating things about the Shivering Isles once the main quest ends is most of the locations in it have served their purpose and are no longer of interest. A handful of side quests remain and most of those are pretty dull. You are a god of realm that is rather boring after you finish the plot. So I thought what the hell, lets allow the player to really rule this place and be a god. As with Kvatch Aftermath when you got to be Count, this aims to be Lordly, giving you the power to decide things in a mad god kind of way. Since you are supposed to be a mad god too, some of those powers will be GODLY powers but they will only work inside the Shivering isles for ballancing reasons with the rest of the game. Recruiting new followers to your side, increasing your powers as a result, building things that allow you to gather magicka on an industrial scale and build huge devices to do things that no small enchantment could ever do will be features of this mod. Dagon used similar things to open up the oblivion gates. Time for you to do something just as impressive in your own realm. This mod also overhauls the Shivering Isle in an all in one kind of way. The Overhaul element works like CUO in that it unlevels everything and uses its own creatures. But it edits most of the spawn points too and the original guards so its no where near as compatible as CUO was. By default Shivering Isles is kind of rushed, beth really made a nice world but it is clear most of it was auto generated and not really well planned. You can see this when you see Scalons which are water creature high in the mountains. Or Gnarls a wilderness creature in or near the water. So I went though all the spawn points 1 at a time and moved or replaced them so wilderness creatures spawn in wilderness locations, water creatures spawn in water locations and then added special PATH spawns so I can adjust the difficulty of things that spawn on the paths. Unlike Cyrodiil, Beth never bothered with that sort of detail for the shivering isles so one of the things I am doing is correcting that mistake. Unfortunately the Shivering Isles does not have the same number of creature choices as Cyrodiil and it would be a breach of the game lore to add creatures that did not fit in a mad gods realm. But I will be looking at creating ZONES of activity and adding variety that way. For example, the area around Vitharn might become an undead area later just to spice things up a bit :) You will find everything has its place now and you will see water creatures near water ALL the time now and not in some mountain range. Also you will see a greater number of creatures around too, especially at higher levels. And all those creatures are Unleveled like CUO so you may run in to a level 1 or a level 40 creature. So be careful. The guards were also overhauled, all guards are level 20 now and the officers level 40. I edited the original "none quest" guards so the default guards get an upgrade but left the quest guards alone so not to interfer with the ballance of main quest. All the upgraded guards have lootable armour now, the armour is middle of the range so if you want the best version of that armour, you must now do the quest as a high level character and get it as a reward. I felt offering the middle of range armour as loot made the reward armour you get at higher levels more special.
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