[Rel] Shivering Isles Alternative Start

Post » Thu Sep 01, 2016 10:54 pm

*********************************************************************


Shivering Isles Alternative Start v1.0 BETA

Author: tegeus-Cromis

01 Sep 2016


*********************************************************************



DOWNLOAD: http://www.nexusmods.com/oblivion/mods/47209/


NOTE: I have flagged this as beta, though I have a bit more confidence in it than that. Nonetheless, I do think it needs more testing.


IN BRIEF

--------

This alternative start mod allows you to begin the game in the Shivering Isles. As such, it is necessarily a *double* alternative start, as both the SI and OB main quests have had to be refactored. The basic methodology is largely inspired by Arthmoor's Alternative Beginnings, in which you can build a character quickly and choose from a range of additional starting options for them. I hope that it may be self-explanatory, but if not, I will be happy to expand the documentation. You will find more information in the spoilers.


Oh, just one thing. The mod takes the same stance as the vanilla game but reverses it. After three days, Haskill should appear and ask you to meet him, which kicks off the Oblivion MQ. Now this glitched on me once, so just in case he doesn't appear - belt and braces and all that - you can also start the OB MQ any time by talking to Sheogorath and then Haskill in New Sheoth. If your style of play means you hate being railroaded into quest sequences though, it's best to wait for Haskill, avoids Sheogorath making ominous references to your intestines for one thing (though you might welcome the chance to revisit Xedilian, in fact). The Oblivion MQ is treated as merely a side project, so that's even easier to avoid doing - I may even down-stress it further.


More Information...




Spoiler

REQUIREMENTS

------------

Naturally, the Shivering Isles DLC. And I have tested it with the SI Unofficial Patch in place. While it should work without this, I really think you should have the patch installed anyway, so I suppose you may consider this a requirement too.


OBSE v13+


INSTALLATION

------------

I recommend using BAIN, for which this archive is suitable. If you choose to do it manually, though, simply unpack all the files in the archive to your game data folder. I cannot speak for any other installation method, though I have left it open for you to try NMM; it might work.


LOAD ORDER

----------

This should be pretty close to the end of your load order, most definitely after any other Shivering Isles mods. Taking a cue from BOSS, this places Arthmoor's alt-start a long way after Unique Landscapes - while below it in my load order I find mostly just magic overhauls and Better Cities. So if you don't have the latter running, you could likely place it right at the end.


UNINSTALLATION

--------------

Obvious with BAIN. Otherwise, to manually uninstall, simply delete the following from your Oblivion data folder:


ShiveringIslesStart.esp

\Meshes\TC06SIStart

\Textures\TC06SIStart

\Textures\Menus\Icons\TC06SIStart

\Sound\Voice\ShiveringIslesStart.esp

\Docs\Shivering Isles Start README.txt


As to when it is safe to uninstall this mod so as to clear an esp slot, I have not tested this as of this version. But you should certainly wait until the MQ Deliver The Amulet and the SI Baiting The Trap quests are complete. You might miss out on a final conversation or two with Haskill, although these are unnecessary and just fill out the plot. Oh, and be sure to collect any assets you have left in containers supplied by this mod first.


COMPATIBILITY

-------------

Incompatible with any other Alternative Start mod, obviously. The mod also alters a number of SI locations and may place your character in several other SI spots, so there may be clashes with other SI mods. If these are brought to my attention, it should be an easy matter for me to fix them. Except in the case of the area round the Door to Tamriel, where this may not be possible. Any mod that alters Xedilian may clash, too.


Also compatible with Shivering Isles Travellers.


In the Tamriel worldspace, there are some small alterations around Sheogorath's Shrine. I have tested this with Better Daedric Shrines, so no problem there. But again, if any other mods clash here, it should be a trivial matter for me to fix the problem.






FURTHER THOUGHTS, KNOWN ISSUES ETC

----------------------------------




Spoiler


First of all, this mod has been sitting on my hard drive for about a year and a half at around 90% completeness (typical for an IT project). It got bogged down in entangled main quests which I have now separated out more cleanly. I'm now releasing this beta because I've been staring at it so hard I doubt I can see the wood for the trees any more, so constructive criticism would be welcome.


I wanted to do this because I thought it would be good if the SI were not merely an afterthought that one gets to after about level 10 or later and, also, to be able to see the world through the Shivering Isles end of the telescope. I'm a little concerned, though, that the SI might be a bit harsh for a Level 1 character. But so far the only impossible baddies I've seen have been a few added by FCOM, solved by running away.


There are still a number of issues to be solved that I know of, though I do not think, well I hope not, that any of them are gamebreakers. In no particular order:


Map Markers: As this is a Beta, I have set the critical ones to allow fast travel from the start to save my time and that of others who may want to look at this quickly.


Voicing: I've fixed most of this but it always gives me a headache. Haskill's double is missing a couple of vanilla lines that could be voiced, along with S'Fara and Belmayne Dreleth. I hope to do something with those two later since they are on the outside now. Perhaps I'll save poor Dreleth's life. I think I could have a lot of fun editing up new voice files for Haskill too, but I'm just not in the mood right now.


My container icons, I find at the last minute, seem to have rotted away, they're not meant to be mono. I'll fix this before the next update. Weird tho.


The Haskill who appears at the Tamriel gate is actually a double (one way I separated the quests). But of course, once you gain the Summon Haskill spell, you can enjoy the spectacle of two Haskills in one place, as long as you haven't had the final conversation with Haskill at the gate. But I'm sure no-one will do this ;)


You may return from the shrine to talk with Haskill, though this is not necessary. That conversation, in turn, is superseded by another when you deliver the amulet, which ends the Deliver The Amulet quest. A small extra quest still runs until the last conversation ends, so for full closure you need to go and have a quick final chat with Haskill after which his double is pensioned off and normal reality is (mostly) restored.


The Gatekeeper. Well, it is plainly evident that you, with the help of your companions have killed the Gatekeeper before your ordeal at Xedilian. Hence most of the conversational responses at Passwall are still valid, though I have not checked them all. But perhaps your character should reflect on this, even in their confused state. In any case, although it is now mostly redundant, a residual Through the Fringe quest does run up until you complete your first interview with Sheogorath. By the way, Jayred and, more importantly, Relmyna Verenim, will travel through the Gates OK.


Ah, the Blessings of Mania and Dementia do not seem to appear in my spell list. But I think this is due to a certain other mod. I should be able to test this on a near-vanilla set up soon, which may help.


Jygallag's attack on the Fringe. This may be a small issue if you have the Passwall shack, which you will currently not be able to get to until the attack is defeated. I may likely fix this soon.


A problem arises if you complete the SI MQ before starting on the OB MQ (which would be rather good, and entirely in the spirit of this mod). Since you are now Sheogorath, sort of, Haskill should address you differently. And it should be you who opens the gate. Bear with me, I'll get my head around it later.


Some plot inconsistencies:


(I am not much bothered by any inconsistencies in all those documents, that's largely what they're all about.)


Minor: Where have the takings and confiscated weapons come from if the door has not yet been opened? Maybe the Passwall people have been up there for a bit of shopping. Suppose I could disable it all until the next time you return from Tamriel.


Also: What drew you and your companions to Xedilian when the Resonator of Judgment was not working? I have addressed this, but you will have to talk to Kiliban at Xedilian to sort of 'resolve' it.


On that note, you may access the original starting room if you return to Xedilian. The bed is quite ordinary now, so you can sleep there and use the chest for storage if you like. If you have the appropriate conversation with Kiliban, the doors to the fast teleport are permanently disabled, so you may get there quickly from the entrance to the outside entrance of Xedilian. (Incidentally, the door connects because I originally intended for you to be able to walk out of Xedilian on completing character creation but no way that would work, so adopted Arthmoor's sleeping solution instead.)


Haskill double's final disappearance is rather abrupt, will add fx later.


Oh, and finally, the character's equipment loadout (depends almost entirely on the social class answers) is a little samey. I'll have to think about livening it up - probably make it depend on all the answers you supplied.



User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Return to IV - Oblivion