The Ayleid Steps

As long as anyone can remember, hundreds of ancient Ayleid stones sit in Cyrodill's wilderness and in Ayleid structures such as ruins and we...

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As long as anyone can remember, hundreds of ancient Ayleid stones sit in Cyrodill's wilderness and in Ayleid structures such as ruins and wells. What almost nobody knows however, is what these so-called Steps are supposed to do. Doing the intro Quest, you find out that this network of stones is in fact a teleporting system. Each time you want to teleport, you have to energize the Step with a Welkynd stone. You can teleport directly into Ayleid ruins, to Ayleid wells, and to lots of locations that the Ayleids once considered important. But you have to prepare yourself: many Steps are defective and will refuse to work, or beam you to random locations. You can land in someone's basement, in government buildings, in caves in the middle of a bunch of goblins, and in very remote and unusual places. Or you can discover sunken ruins, hitherto unknown to man, where lots of treasure and enemies await you. There's a new home to be found, too - it's not pretty, but it has a bedroll, a private Stepstone (no doors) and many safe containers (and a waste bin).

This mod adds many circular/cilindrical stones to the landscape and to many indoor cells, but chances are you can play a long time before encountering some. Many are well hidden, or partly buried or overgrown. To start the intro quest you have to try to activate one Stepstone, and read a book on the topic. All mages guilds (except Bruma) and the Mystic Archives have a copy. However, you can't continue before you start the Mages Guild quest in Vahtacen, where you have to do some guesswork with a pillar. During the quest you have to visit a rather hairy location, so OOO-players can hardly do this before level 12-18. There are no Quest markers in your compass - you have to examine, read and think a bit, and search a lot. When you can actually use the Steps, the quest is not over before you find a certain location mentioned in the clues. But after that, you can imagine your own neverending quest: try to map the Network, search for those VERY hard to find lost ruins, and of course hunt for Welkynd stones. The mod should be lore- and immersiveness-friendly. There's no new spoken dialogue, no uber-items, no fancy textures. Just many stones, 3 books, a letter and a few new interior locations.

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THE AYLEID STEPS

...now you know what those Welkynd stones are for!

Quest & fun mod v 1.0


As long as anyone can remember, hundreds of ancient Ayleid stones sit in Cyrodill's wilderness and in Ayleid structures such as ruins and wells. What almost nobody knows however, is what these so-called Steps are supposed to do. Doing the intro Quest, you find out that this network of stones is in fact a teleporting system. Each time you want to teleport, you have to energize the Step with a Welkynd stone.
You can teleport directly into Ayleid ruins, to Ayleid wells, and to lots of locations that the Ayleids once considered important. But you have to prepare yourself: many Steps are defective and will refuse to work, or beam you to random locations. You can land in someone's basement, in government buildings, in caves in the middle of a bunch of goblins, and in very remote and unusual places. Or you can discover sunken ruins, hitherto unknown to man, where lots of treasure and enemies await you. There's a new home to be found, too - it's not pretty, but it has a bedroll, a private Stepstone (no doors) and many safe containers (and a waste bin).

This mod adds many circular/cilindrical stones to the landscape and to many indoor cells, but chances are you can play a long time before encountering some. Many are well hidden, or partly buried or overgrown. 
To start the intro quest you have to try to activate one Stepstone, and read a book on the topic. All mages guilds (except Bruma) and the Mystic Archives have a copy. However, you can't continue before you start the Mages Guild quest in Vahtacen, where you have to do some guesswork with a pillar. During the quest you have to visit a rather hairy location, so OOO-players can hardly do this before level 12-18.
There are no Quest markers in your compass - you have to examine, read and think a bit, and search a lot. 
When you can actually use the Steps, the quest is not over before you find a certain location mentioned in the clues. But after that, you can imagine your own neverending quest: try to map the Network, search for those VERY hard to find lost ruins, and of course hunt for Welkynd stones. 
The mod should be lore- and immersiveness-friendly. There's no new spoken dialogue, no uber-items, no fancy textures. Just many stones, 3 books, a letter and a few new interior locations. 

INSTALLATION:
--------------------
Backup your savegames before trying them with the mod. As you should do with any mod. Not that this one is in any way dangerous, though. Just in case something goes wrong.
Unzip everything to your OblivionData folder, say Yes to overwrite files & merge folders requests. (Or unzip the archive in a folder of your choice, and move the folders & files to your OblivionData directory). Start the game launcher and activate the The Ayleid Steps.esp. It should run with any existing savegame.

UPGRADING FROM 0.9:
Same procedure. Be sure to replace the old .esp file. If you return to the Activator room (but why should you?), the door and the activator therein may be displaced. They still work though. 

DE-INSTALLATION:
----------------------
Start the game launcher, untick The Ayleid Steps.esp. 
Load a savegame, save as new savegame, exit the game.
Then delete these folders or files: 
	DataThe Ayleid Steps.esp. 
	DataThe Ayleid Steps Readme.txt 
	DataMeshesSSotA and its contents, 
	DataTexturesSSotA and its contents,
	DataSoundfxSSotA and its contents,
	DataTexturesMenusSSotA.... (there's a Quest Icon there somewhere, forgot it's name)
(SSotA means 'StepStones of the Ayleids', wich was the working title for the mod.)

REQUIREMENTS:
-------------------
Vanilla Oblivion with the latest official patch 1.2.416.

COMPATIBILITY & ISSUES:
-------------------------------
The mod is BUILT with only Vanilla Oblivion and aforementioned official patch. It is PLAYTESTED with UOP, OOO, MMM, the UL mods and many smaller mods activated, and so far no conflicts were found. However, in general, chances are that this mod will conflict with other plugins that:
- alter the vanilla landscape (Unique Landscapes, house and village mods, City redressing mods)
- alter vanilla interiors, change architectural layout, move furniture, etc.
- alter availability and/or prices of Welkyndstones. (To be sure, load after those mods).
If you teleport somewhere and become stuck in a wall or a rock, you know there's a mod conflict. If you don't see a Stepstone where there should be one, maybe another mod has buried it. As a consequence you can't use it. This doesn't have to be a problem; there are so many stones in the game that you can easily do without some.
Although I tried to avoid putting stones in cells that are modified by UL mods (because I love them), I cannot guarantee there are no conflicts. Not to mention their future releases. 
The Mod is tested with the Valeria Caresse companion; there were no issues so far. Every companion that can teleport to the player should work. 
With a heavily modded and thus unstable game, you may experience more CTD's. The frequent transitions can fill your system memory in no time. In that case, try adding the excellent Streamline mod.

CHANGELOG 0.9 -> 1.0
--------------------------------------------
* Many Stepstones added.
* Four (remains of) lost Ayleid ruins now accessible.
* Reworked Activator switch room. 
* Reworked the Bridge Hideout. No changes to existing containers, so all your loot should still be there.
* Reworked the Bridge Depot room.
* Made Bridge Depot Room accessible.
* Slight changes in book and diaries texts.
* Stepstones can now fail to work. The 'unreliable' Steps have a 10% failing chance, the good ones 2%. This is still subject to change.
* Most magic merchants sell a few welkynds now.
* Upped the value in gold of Welkynds (5-10 times more expensive).

FUTURE PLANS & POSSIBILITIES:
----------------------------------------
- To add more Stepstones.
- To add more 'lost' sites.
- Maybe build a follow-up quest ... the intro quest is a bit vague about certain 'facts'... there's more in this story than meets the eye. I wish I knew what, though. :-)

I'd like to receive any constructive criticism, error and glitch reports and any other feedback. Is the quest too difficult or too easy? Any clashes with other mods? Also, if you think up cool locations for Stepstones, let me know. As English is not my native language, PLEASE point out errors and peculiarities in book texts, quest journal updates and the like.  
Thank you, and happy Stepping :-). 

LEGAL
-------
You can freely incorporate this mod or any part of this mod into your own work; then please give me credit for making it. You may not alter the mod itself and then sell or release it. This mod is never to be used in any mod compilation without written permission. If this mod breaks your game or your computer, I'll gladly pay you back what you paid me for this mod.

Ervvin

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Ervvin


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Registered 1st April 2008

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