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 w...

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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.

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THE AYLEID STEPS
...now you know what those Welkynd stones are for!

Quest & fun mod v 1.2

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. 

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. 

CHANGELOG version 1.2
--------------------------------------------
* Corrected a few typo's in book and quest texts.
* Further hideout pimping with bookshelves.
* Moved 1 Stepstone to stay out of the way of a landscaping mod.
* Fixed clipping issues in the lost ruins.
* Improved look & feel of most ruins.
* Improved stability by forcing a cellbuffers cleanup after each teleport.
* Corrected scripts so that Stepstones no longer fail to fail :-)
* Teleporting now has a visual (magical) effect on player.
* Added 4 more lost/hidden/sunken ruins. There are now 8 additional dungeons.
* Added the missing quest icon.
* Tweaked amount of Welkynds that merchants have and their prices.
* Put locks on most of the containers in the lost dungeons.
* Extended the intro quest so that non-Mages Guild members can access the Network too (See the spoilers section below).
* A lot of Step stones added. There are now 543 Steps in 386 locations.

FUTURE PLANS & POSSIBILITIES:
----------------------------------------
- Add more Stepstones.
- 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 :-). 

THANKS 
---------
to PresetM, for producing and maintaining a German translation of this mod, and for his ideas, suggestions and playtesting.

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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