[RELz] A Brotherhood Renewed

Post » Wed Apr 27, 2011 3:57 pm

A Brotherhood Renewed

Downloads: http://www.tesnexus.com/downloads/file.php?id=31773 http://tesalliance.org/forums/index.php?/files/file/422-a-brotherhood-renewed/

"The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."

You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.

This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.

You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line and visit the Night Mother statue in Bravil at least once, the events will begin. You will be approached by a courier to start things off.

Installation

Copy the ESP file, the meshes, textures, sound, and video folders to your Data folder.
If asked to overwrite, do so, as many of my mods share resource files and will overlap safely. Just keep note if this should happen.

Use of BAIN is strongly recommended as it keeps track of resource overlaps better.

Uninstallation

Manually remove the files installed. You will probably have to refer to the archive for that.
Bear in mind that this mod may share resources installed by some of my other mods. Try not to delete stuff my other mods need :)

If you used BAIN, just uninstall from the BAIN installers tab. It will keep track of what needs to stay behind.

Compatibility

There should be very few if any compatibility issues with the sanctuary locations except in cases where other mods might have edited the areas they connect to.

Should be fully compatible with mods that alter the Cheydinhal Sanctuary - provided they do not remove Arquen from the game.

No edits to any of the cities or outdoor worldspaces have been made.

Must load after OOO to prevent conflict with one quest.

Vaults of Cyrodiil: (works, but patch not practical, reason in spoiler)
Spoiler
During the Chorrol quest, you get sent to the inaccessible part of Crumbling Mine. VoC places one of its treasure rooms there while deleting the floor parts needed for cleansing the Chorrol Sanctuary. Therefore the back door into Crumbling Mine drops the player into the void.

You will need to go in through the normal entry to Crumbling Mine, make your way to the ruined wall, and VoC will offer to let you squeeze through to the other side. The vial containing the blood will be accessible this way.

Or you can use the console TCL command to turn off collision before going through the back door, then just cheat-float to the treasure pile.


Licensing and Legal

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me. If after 60 days contact cannot be established or you have not received a response, ownership of this mod reverts to the community at TES Alliance.

There is an official release thread at the Bethesda forum, which is the best option for making contact, as I regularly monitor all of my threads for responses. Use the search function, as threads there do close and new ones will replace them. I can be reached via PM at the official Bethesda Softworks forum, the forum at TES Nexus, and the forum at TES Alliance under the username "Arthmoor". I can also be reached via my blog through the contact form there. You must make a good faith effort, both publicly and privately, to establish contact before assuming this mod is no longer being maintained by me.

Credits

Cliffworms: Anvil Sanctuary.
The-Manta: Bruma Sanctuary, Leyawiin Sanctuary, texturing work for the red welkynd stones.
Dwip: Chorrol Sanctuary. Dialogue topics so DB members actually feel like DB members. DB follower handling. Red welkynd stone icon. Many repeated test runs to weed out bugs.
StarX: Variations of the Black Hand banners found in defiled sanctuaries.
throttlekitty and Da Mage: Water plane resource used in the Leyawiin Sanctuary.
Alasdair - Nordic tomb tileset.
ForestDillinger - 3 second silent video plus audio effect.
WhoGuru - Ayleid cage mesh with animated door.
Hanaisse - Help with testing.
The TESA Beta Testers Guild - For helping to weed out some of the more inconspicuous bugs and offering some suggestions that were incorporated.
User avatar
Sun of Sammy
 
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Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Apr 27, 2011 6:46 pm

Wohoo it's a release! :celebration:

Thanks for doing this. The Dark Brotherhood needed quests to restore the other lost sanctuaries of Cyrodiil.
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FoReVeR_Me_N
 
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Post » Thu Apr 28, 2011 1:38 am

Excellent. I look forward to playing through this one once I finally get my character through the DB questline. :D
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gary lee
 
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Post » Thu Apr 28, 2011 1:32 am

Thanks. Is that the mod rumoured for years that is to revive DB? I have heard of this 2 years ago but thought it was abandoned.
Definitely worth trying especially coming from you.
Thanks
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james reed
 
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Post » Thu Apr 28, 2011 8:36 am

Schwaaaaaa? Where did this come from?

*Ashamed*
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Pixie
 
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Post » Wed Apr 27, 2011 7:10 pm

Finally, a decent DB ending...INSTANT DOWNLOAD...
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Matt Terry
 
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Post » Thu Apr 28, 2011 8:40 am

Sweet! Another DB mod for my mercenary/assassin! I'm trying out Khettienna's Better DB Sanctuary, and I highly recommend Vicente Valtieri Imperial Voice (gives him an Imperial-sounding voice instead of Breton).

Thanks. Is that the mod rumoured for years that is to revive DB? I have heard of this 2 years ago but thought it was abandoned.
Definitely worth trying especially coming from you.
Thanks

I think you're thinking of another one, whose name I can't recall (DB Continued?). That one has a whole team working on it, but they've been quiet for awhile now.
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Kelli Wolfe
 
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Post » Thu Apr 28, 2011 4:48 am

At long last, it's out. Bua. Buahahahaha. BUAHAHAHAHAHA.
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Yung Prince
 
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Post » Wed Apr 27, 2011 9:41 pm

Thanks. Is that the mod rumoured for years that is to revive DB? I have heard of this 2 years ago but thought it was abandoned.


Nope. This isn't the long rumored DB mod. In fact, this was barely rumored at all, at least here.

Schwaaaaaa? Where did this come from?

*Ashamed*


From the dark corners of our minds, of course. See? Isn't it nice when some of us don't make a regular thing out of WiP threads? People can still be surprised :)
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Eileen Müller
 
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Post » Thu Apr 28, 2011 9:38 am

Something seems wrong with the Leyawiin sanctuary quest.

Spoiler
I've gathered every heart possible for the shrine, yet it still says that Sithis requires more hearts and I've received no new journal entry. Because of this, I'm unable to get past the barrier to kill the traitor. Out of memory, I have the heart from the Dunmer behind the bed in the left room with the barrier, the heart from the person who used to be sleeping and is now dead near the entry, the heart from the other person near the entry, and the heart from the khajiit in the room opposite to the barrier. A total of four. Is there a heart I'm missing, or is this a bug?

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joannARRGH
 
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Post » Thu Apr 28, 2011 4:45 am

Something seems wrong with the Leyawiin sanctuary quest.

Spoiler
I've gathered every heart possible for the shrine, yet it still says that Sithis requires more hearts and I've received no new journal entry. Because of this, I'm unable to get past the barrier to kill the traitor. Out of memory, I have the heart from the Dunmer behind the bed in the left room with the barrier, the heart from the person who used to be sleeping and is now dead near the entry, the heart from the other person near the entry, and the heart from the khajiit in the room opposite to the barrier. A total of four. Is there a heart I'm missing, or is this a bug?


Pretty sure you're missing one.

check:
Spoiler
Beside beds
behind chests
The roof for one of hem (think you already got that one though)


By the way, any updates done since the last beta version?
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saxon
 
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Post » Thu Apr 28, 2011 5:27 am

Something seems wrong with the Leyawiin sanctuary quest.


You missed one.

Spoiler
Check the chandelier as you enter from the basemant.


Yes, there were some last minute additions since the last beta. Anyone who was in on the beta should get the release copy and install it clean.
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Grace Francis
 
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Post » Thu Apr 28, 2011 9:07 am

Nope. This isn't the long rumored DB mod. In fact, this was barely rumored at all, at least here.

From the dark corners of our minds, of course. See? Isn't it nice when some of us don't make a regular thing out of WiP threads? People can still be surprised :)

I'm surprised! And it's pleasant. Thanks.

gothemasticator
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Claire Lynham
 
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Post » Thu Apr 28, 2011 4:49 am

Heh, this came out of nowhere! :bonk:
I was going to play a Paladin or Knight in my upcoming game, but now I'm not so sure any longer, since my second choice was to play an assassin.

There are some conflicts with Choices&Consequences.
Both mods add a sanctuary in Bruma, both accessed from the Bruma Caverns.
Both edit the DarkSancTalk dialogues, the DB Goodbye dialogues and the DB Hello Dialogues.
C&C also adds new quests fror the dark Brotherhood, but I'm not sure how they will interfere with each other. And since I've never played the DB I'd rather not look too closely...

Also, many mods, including this, edit the SEAnims [IDLE:000131A0].
Is there any way to overcome these conflicts? For example by cloning SEAnims and use a new, different FORM ID?
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Melissa De Thomasis
 
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Post » Thu Apr 28, 2011 6:35 am

Arthmoor, you are AMAZING :D
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Kim Kay
 
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Post » Thu Apr 28, 2011 3:31 am

Assuming with C&C you mean this: http://www.tesnexus.com/downloads/file.php?id=14560

I find no evidence that the mod is touching anything at all to do with the Dark Brotherhood. The documentation claims it does, but the ESP say no, not even a single cell overlap between us. So either this isn't the right C&C mod, or something is afoot.

The SEAnims edit is safe to ignore. Testing between myself, Dwip, and one other person has already proven the game treats idle animations in the same way as dialogue and merges them together. TES4Edit isn't aware of this and lists it as a false conflict.
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Eileen Collinson
 
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Post » Thu Apr 28, 2011 9:39 am

Ah, excellent, I've been wanting something like this. Thanks Arthmoor!
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Jennifer Munroe
 
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Post » Wed Apr 27, 2011 9:23 pm

Oehhh, this looks very interesting. :)
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Anna S
 
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Post » Wed Apr 27, 2011 9:36 pm

Well WOW .. just wow. I'm all over this and it came at an EXCELLENT time. You have some of that mystical ESP, Arthmoor? ;)
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Stacey Mason
 
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Post » Wed Apr 27, 2011 11:11 pm

Happy Hour ......... :celebration:
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Camden Unglesbee
 
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Post » Wed Apr 27, 2011 11:37 pm

Oh this is just marvellous. Just the thing that was missing. Thanks Arthmoor, you have a skill in finding little niches and lovingly applying polish.

Lol just realised this thread is a collection of budding sociopaths, all the worlds intelligence agencies will be taking notes about participants. Shadow hide you
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Stephanie Valentine
 
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Post » Thu Apr 28, 2011 4:32 am

Assuming with C&C you mean this: http://www.tesnexus.com/downloads/file.php?id=14560

I find no evidence that the mod is touching anything at all to do with the Dark Brotherhood. The documentation claims it does, but the ESP say no, not even a single cell overlap between us. So either this isn't the right C&C mod, or something is afoot.


Forgot to mention I'm using the older version. Didn't know the DB stuff had been deleted in the new version, but since it is I guess the conflict is mostly academic.


The SEAnims edit is safe to ignore. Testing between myself, Dwip, and one other person has already proven the game treats idle animations in the same way as dialogue and merges them together. TES4Edit isn't aware of this and lists it as a false conflict.


Thanks, that's a relief to know. :)
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Cesar Gomez
 
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Post » Thu Apr 28, 2011 11:26 am

:drool:

....OH GOD i'm sorry, did i just drool all over the thread? This is awesome! :woot:
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Racheal Robertson
 
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Post » Thu Apr 28, 2011 9:22 am

Hey! It's released! Woohoo! Congratz on release, Arthmoor! :clap:
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Amy Gibson
 
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Post » Thu Apr 28, 2011 12:09 pm

What can i say? after years... YEARS of waiting for a good continuation of the DB plotline, i now have your mod!! only just started on it, but it's all put together very nicely and im looooving it!! actually went back to one of my old savegames to play my old Listener :)

Thanks for this well needed mod!
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Alister Scott
 
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