Oblivion

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Suckitude

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suckitude

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About this mod

An overhaul of the greatest house mod ever, Vaernlor Manor. It adds new meshes and textures, a huge outdoors area, an enormous alchemy garden, lockable doors, scripts, bug fixes, and so much more!

Permissions and credits
Mirrors
Vaernlor Manor Improved

Author: Suckitude (Nycimus on YouTube)

Requirements: None (you MUST MUST MUST uninstall Vaernlor Manor in just the right way, see below in the Install section)



This is my attempt to revitalize Vaernlor Manor, my favorite mod fo all time. It is so well made, with so many custom textures,
it is crazy. It is simply gorgeous, and jbvw, if you are reading this, I am truly honored. This mod began with "some little things
to make it look even more awesome" but then it slowly became a whole overhaul project. I completely rextured, resculpted, and remodeled
the outside, added more lights, added scripts, added keys, moved stuff around, retextured objects, and added a few personal eyecandy
objects, just for my personal taste. Here is what I did in detail.


I started with the outside, I flattened and molded a hill for the manor to rest on, without disturbing it's current location.

- I retextured the property with stone and stone fences, going along with jbvw's default textures to keep the feel of it
- I cleared the area of trees and made a large patio/walkaround area
- I added picnic tables and chairs, along with animated butterflies and dragonflies outside
- I placed in mr_siika's ballistas and ballista arrows for defence decoration
- I moved the stables and gazebo to fit accordingly
- I added A LOT more of jbvw's plants
- I created an entire alchemy garden (there is a lab inside by default, but no garden...) The garden has every plant/ingredient in the
game, including Shivering Isles plants/ingredients, oblivion plants/ingredients and jbvw's plants/ingredients. It also includes a
respawning nirnroot (the nirnroot's script was edited by me)
-I added an eroded underpassage (see below, in the Where To Find The Key section) for an evil lair or something. It is also part of
getting ownership of the house.
- In general in looks much more beautiful and majestic, and of higher order than it did.

I then moved on to the inside, which is 99% perfect IMO.

- I fixed the havoc on some items to prevent them from spazzing out
- I fixed the names of generic items to have capital letters (not complete yet, only some are done)
- I moved some furniture around, just a tiny bit
- I added a portal system connecting the alchemy/necro tower to the garden outside, featuring Theryon's gorgeous portal system
- I added some animated butterflies to the balconies for eyecandy purposes
- The inside changes were very minor, don't expect to see much in there.

I then added a major detail, the lockable doors.

- I put the key to the house in a small unjournaled quest. Read below to find it.
- Using a very complex script, the doors are now lockable and unlockable
- Clicking the door once while it is locked will open the door, and you will enter (if you have the key)
- Clicking it while it is unlocked will lock it (if you have the key)
- Clicking it with no key opens it if it is unlocked, and displayed a message if it it locked
- It cannot be glitched or cheated open in any way, due to it being locked with the default locking system and it's script as well
- This script is placed on the front door leading to the main room, the back door leading to the dining room, and the portal leading
to the library/tower
- The balcony doors do not have this script, for roleplaying purposes (Thievery yay yay yay)


In all, I think this overhaul made the house 200 billion percent better, and it just makes it perfect, my permanent home.

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INSTALL:

- Deactivate the original Vaernlor Manor if you have it, and start the game, and then save your game (So the game forgets the old
Vaernlor Manor)
- Remember to get your stuff out of the old manor first!
- Drag everything into the Oblivion/Data folder, replacing Vaernlor Manor.esp and Vaernlor Manor.bsa
- THIS MOD IS NOT COMPATIBLE WITH SEE YOU SLEEP PATCH... YET
- Activate Vaernlor Manor.esp
- Your done!
- This mod may conflict with Bravil Barrowfields, but I don't think it does
- Back up the old Vaernlor Manor.esp in case you don't like the improved version (why?)
- DO NOT change the name of the esp, as with ANY mod with a BSA file
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WHERE TO FIND THE KEY:

-Read the note on the front doorstep
-Find the eroded cavern in the area described in the note (you can use your local map)
-Go inside and find Captain Vaernlor, a former imperial legion captain who owns the house
-He will obviously attack you, go ahead and kill him
-Take his stuff, along with the Underpassage Key
-Find the locked door in the lower area of the underpassage
-Unlock it, go inside, unlock the captain's coffin, and take the contents inside, including the actual Vaernlor Manor Key
-The manor, and the underpassage (if you want), are now yours for the taking
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This is the actual readme from jbvw's Vaernlor Manor:



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To install the mod:

Put both of the files (.BSA and .ESP) in the Oblivion/Data folder.

Open the Oblivion Launcher, click on "Data Files",
click in the box next to "Vaernlor Manor.esp"
to enable it, click "OK", and finally click
"Play" to load the game.

The house is located along 'The Green Road', just north of Bravil.
There is also a map marker marking the location.

You are welcome to use anything in this mod; in one of your other
houses, in your own mod or wherever.

Just don't claim anything as your own. :-)

To use items in the mod, unpack the 'All New House' BSA file,
using an unpack utility; the same way you would
unpack the Oblivion BSA file.

(the 'BSAUnpack' utility is an easy one to use)

The CS wiki has more info on how to unpack BSA files, etc.


Hope you enjoy the mod!

jbvw

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I hope you enjoy it as much as I enjoyed making it!

Suckitude (AKA Nycimus on YouTube)