Oblivion

File information

Last updated

Original upload

Created by

David Brasher

Uploaded by

David Brasher

Virus scan

Safe to use

About this mod

This 17-cell dungeon seems like an ordinary animal lair until you get in a bit deeper, and tangle with a Daedra Lord. You find yourself on another plane, poorly-equipped and fighting for your life against retextured enemies.

Requirements
Permissions and credits
Mod: Halls of Fortitude Version 1.1
Game: TES IV: Oblivion
Requires:Shivering Isles
Knights of the Nine,
Author: David Brasher
Release to the Public: 3/31/11
************************************************************************
CONTENTS
************************************************************************
1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
************************************************************************
1. INFORMATION ON THE MOD
************************************************************************
You think you are just exploring a cave full of animals and mythic beasts, but things
suddenly get totally out of control. You have run afoul of a Daedric Prince and ended up on a
bizarre plane. The Halls of Fortitude are a vast 16 cell-area resembling an Ayleid ruin. You are
poorly-equipped and the retextured enemies are immune to certain attacks. You are fighting
for your life and don't care much about treasure anymore. You just want to escape from this
twisted nightmare.

This mod is rather difficult and you may wish to play it with a high-level character. Save
often. It may take you hours and hours to beat this mod depending on your luck and skill. The
mod was designed for play without companions. This was for reasons of balance and the story,
but the terrain is grid-pathed to be companion-friendly and if you are low-level, it might be good
to bring them along.

To start the mod, go to Critterden Cave west of the Imperial City, south-west of Fort
Nikel, north of Haynote Cave, and west of Fanacasecul.

Modders resource for if anyone wishes to have some retextured enemies in their mods.
See conditions in Copy Status.
************************************************************************
2. Installation
************************************************************************
Extract (decompress) the .esp file to your oblivion directory, the default is:
C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Halls of Fortitude" plugin.

Alternately, extract someplace else. Then move the esp. to Oblivion\Data\, and the
Meshes and Textures folders there also. Merge the new folder with the old. Often
you can simply drop the "Data" file into the "Oblivion" folder Make sure the files go into
the proper directories they were in when you downloaded the mod.
************************************************************************
3. Version History
************************************************************************
V 1.1 3/31/11 More mod-cleaning.
V 1.0 1/26/10 Initial Release.
************************************************************************
4. Conflicts, Known Issues, and Troubleshooting
************************************************************************
Oblivion is buggy and sometimes particular traps don't trigger, but sometimes they do.
If they never triggered I could declare them absolutely broken and fix them, but this is an
intermittant fault.

It is the same way with the fog. Sometimes the static fog objects do not render, even
though they are present. Don't ask me why.

IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD
UNPLAYABLE, PLEASE SEND ME A PERSONAL MESSAGE ON TES NEXUS
RIGHT AWAY. I WILL HOPEFULLY BE ABLE TO FIX IT AND RELEASE AN
IMPROVED VERSION OF THIS MOD.
************************************************************************
5. Copy Status and Credits
************************************************************************
Credits:
Bethesda for making the game in an open format anyone can mod.
Copy Status:
Modders resource. Evil Knight and Nightmare Warrior enemies may be used as
long as the mods they are in are structured so that the gamers must have purchased and be
running copies of Shivering Isles and Knights of the Nine while playing the mods.
If you use things from this mod. send me a personal message on TES Nexus as a courtesy.
Following those guidelines, feel free to modify this, share this, or use parts of it.
************************************************************************
************************************************************************
************************************************************************
************************************************************************