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 2.0, august 2008

INTRODUCTION:
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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. (Please refer to the paragraphs at the bottom of this file for more info on the quests.)
The mod aims to 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. 

REQUIREMENTS:
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Vanilla Oblivion with the latest official patch 1.2.416.
OBSE version 14a or newer, for conflict-free usage with BC- and UL-mods. Get the latest version here: http://obse.silverlock.org/. 

COMPATIBILITY & ISSUES:
-------------------------------
UNIQUE LANDSCAPES & BETTER CITIES:
Running under OBSE, the mod detects wich (if any) Unique-Landscape-mods or Better Cities mods are activated, and adjusts certain Stepstone positions accordingly. It does this once after each savegame loading (and at the start of a new game). Note that this will ONLY work if you have not altered the original .esp filenames! If the mod cannot find a plugin, the Steps in the area will be reset to their default position. So no more displacements after you change your plugin load order. And how Oblivion stores the Steps positions in its savegames is of no importance at all, since the adjusting is repeated with every game loading.
This version of the mod is playable without OBSE (not thoroughly tested though), but several Steps in the UL/BC areas will then be dislocated or even unusable, and several Lost Dungeons unreachable, should you have those mods loaded. The two quests can still be completed however.

OTHER PLUGINS:
The mod is built with only Vanilla Oblivion, aforementioned official patch, and OBSE 14a. It is playtested with UOP, OOO, MMM, the UL and BC mods and many smaller mods activated, and so far no severe conflicts were found. 
This mod may conflict with other plugins that:
- alter the vanilla landscape (House and village mods for example)
- alter vanilla interiors, change architectural layout, move furniture, etc.
- alter availability and/or prices of Welkyndstones. (To be sure, load after such 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, an other mod may have buried it. As a consequence you can't use it. This is not necessarily a problem - there are so many Steps in the world that you can easily do without some.
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 2.0
---------------------------------------------
* Tweaked lighting in all Lost Dungeons.
* Tweaked loot lists for all Lost Dungeons containers.
* Set appropriate music type in all Lost Dungeons.
* Put a copy of The Ayleid Steps book in the Foaming Flask inn (Talos Plaza), for anyone who does not want to join the Mages Guild.
* Fixed non-critical bug causing MG messenger body to be deleted on cell reset.
* Replaced a texture for better in-game visibility of the 'Loose Panel' quest item.
* Entering a Lost dungeon via a Step now adds a Mapmarker for that Step.
* Built-in compatibility with Unique Landscapes mods. 
* Built-in compatibility with Better Cities mods. 
* The mod is now OBSE dependent if it is to be used with UL/BC mods. (OBSE 14a or newer).
* Added a second Spoilers Readme file to the mod package containing all solutions and walkthroughs.
* Added more 'secret' locations. There are now 27 Lost Dungeons totalling 56 levels.
* Added more Steps. There are now 689 Steps in 552 locations.

THANKS:
-----------
* to the OBSE programmers for their nifty script extender.
* to several people in the Bethsoft and TesNexus forum threads or sending e-mails, for suggestions that helped improve the mod.
* to PresetM, for producing and maintaining a German translation of this mod, and for his ideas, suggestions and playtesting.

LEGAL:
--------
You can incorporate this mod or part of this mod into your own work; then please give me credit for making it. You may not alter the mod itself in any way and then sell or release it without my permission. This mod is never to be used in any mod compilation without permission. It is freeware, i.e. not to be sold by anyone.

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Ervvin


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Registered 1st April 2008

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