The Ayleid Steps

Discover the ancient Ayleid teleporting network of Step stones, find out how to activate it, and then use the Steps to discover a new way of...

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Discover the ancient Ayleid teleporting network of Step stones, find out how to activate it, and then use the Steps to discover a new way of traveling around Cyrodiil, and search for new unknown Ayleid sites.

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THE AYLEID STEPS

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

Quest & fun mod v 1.4.1

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. (Please refer to the paragraphs at the bottom of this file for more info on the quests.)
The mod should be lore- and immersiveness-friendly. There's no new spoken dialogue, no uber-items, no fancy textures. Just many stones, 4 books, a letter and a few new interior locations. 

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 1.4.1
--------------------------------------------
* Removed the Investigation Report from the MG messenger's inventory (Player taking this copy could break the intro quest.) 
* Fixed a script error causing Welkynd prices to drop down to 0.
* Tweaked Welkynd stone base cost.
* Enhanced the Secret Notebook with pictorial clues.

CHANGELOG version 1.4
--------------------------------------------
* Added even more missing quest icons :-(
* Fixed issues with items falling through the hideout floor.
* Disabled 1 Step to avoid conflict with the new UL-River Ethe.
* Changed teleport sound to something less annoying.  
* Welkynds in containers & shops are now generated in leveledlists.
* Market price of Welkynds rises with number of stones used.
* There are now Steps in the player-owned houses of Anvil, Bruma, Chorrol, Cheydinhal and Skingrad. All of these dump you in the pond in the IC Market district, until I find better destinations.
* Added a new quest: solve 12 riddles to find 12 of the secret dungeons.
* Slight changes in some book texts to fit in the new quest. 
* Added more 'secret' locations. There are now 17 Lost Dungeons.
* Added more StepStones. There are now 618 Steps in 416 locations.

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Ervvin


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Registered 1st April 2008

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