The Sentient Weapon

(Note from bloodreaver: This mod is so funny, download now!)

A wandering weaponsmith gives you an offer- he'll make you a sentient weapon...

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File Description

(Note from bloodreaver: This mod is so funny, download now!)

A wandering weaponsmith gives you an offer- he'll make you a sentient weapon if you can just get him all the materials. It promises to be powerful, but also potentially comical as the weapon will audibly comment on your adventures as you go.

You will get to choose between three different personalities:

Fred the Coward, who is an eternal pessimist. Sample: http://www.clock.org/~psarris/levels/fred.mp3 Atkivir the Murderer, who delights in misery and killing. Sample: http://www.clock.org/~psarris/levels/atkivir.mp3 Samson the (wanna be) Hero, who's just a regular guy and isn't terribly special. Sample: http://www.clock.org/~psarris/levels/samson.mp3

Each personality also has mildly different combat abilities, but this is especially true if you make a critical hit (which are fairly rare). A critical hit from Fred might make the enemy run away, one from Atkivir deals heavy damage, and one from Samson cripples their combat abilities.

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Readme
The Sentient Weapon
a mod for The Elder Scrolls IV: Oblivion

by NarkyBark, aka Damon Psarris (narkymods@gmail.com)
other mods include Dread Knights for Morrowind, and Theurgist for Morrowind

Big thanks to the TES:CS forums crew for not only teaching me a new trick or two, but to remind me of old ones (details list!)


**************************************************************
INSTALLING THE PLUGIN
**************************************************************
Inside the Oblivion folder,

SentientWeapon.esp goes into the main Data folder.

There are three additional folders for Sound, Meshes and Textures.  If you do not have these folders already, place them in your Data folder.
If you do already have them, take the files from the compressed archive and place them inside the respective folders EXACTLY as they are from the compressed archive.  For example, the Meshes for this mod must be placed in a hierarchy as follows:
Oblivion/Data/Meshes/Weapons/sentnt/  and inside that go the four new .nif files.

Place everything exactly like it is in the archived file, assuming the Data folder is the base directory.  The easiest thing to do would be to just copy subfolders where needed- for the above example if you have Oblivion/Data/Meshes/Weapons folders already, just copy the sentnt folder into the Weapons folder.  DO NOT RENAME ANY FILES OR ANY FOLDERS.

Once installed, select the plugin in your Data Files menu in the game.


**************************************************************
DESCRIPTION
**************************************************************

A wandering weaponsmith gives you an offer- he'll make you a sentient weapon if you can just get him all the materials.  It promises to be powerful, but also potentially comical as the weapon will audibly comment on your adventures as you go.

You will get to choose between three different personalities:

Fred the Coward, who is an eternal pessimist.  Sample: http://www.clock.org/~psarris/levels/fred.mp3
Atkivir the Murderer, who delights in misery and killing.  Sample: http://www.clock.org/~psarris/levels/atkivir.mp3
Samson the (wanna be) Hero, who's just a regular guy and isn't terribly special. Sample: http://www.clock.org/~psarris/levels/samson.mp3

Each personality also has mildly different combat abilities, but this is especially true if you make a critical hit (which are fairly rare).  A critical hit from Fred might make the enemy run away, one from Atkivir deals heavy damage, and one from Samson cripples their combat abilities.

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SPOILERS - WHERE TO START
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---------------------------The aforementioned weaponsmith likes to wander the main road from Bravil to Leyawiin...



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OTHER STUFF
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1.  I made a conscious decision not to use quest markers in most of this quest, especially since a lot of the tasks are "find" tasks and having markers would ruin the fun!  You will get one for the questgiver, and at another stage where I thought it would be too frustrating to find things.

2.  If there's a lot of interest, I can expand the voice sets for the weapons.  I'm leaving it where it is for now because I need to see how people's machines handle it.  I downsampled as much as I could without killing too much quality.

3.  During the quest you may notice some NPC's do not have a voice to go along with their text.  This is because they are part of the main Oblivion world, and I figured it would be best just to keep them silent instead of me trying to match the original actor's voice.  Silent is better than jarringly different.

4.  Feedback is always good!  Do you think the weapons are too powerful, or too weak?  Too chatty, or too silent?  Quest too easy or too hard?  Send me a note.  narkymods@gmail.com


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VOICE ACTORS
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At the time of the initial release, it's scarily all me (narkybark).  I'm pretty satisfied with most of the voices except for perhaps Samson, I couldn't capture the booming sound that I wanted and so it seems a little flat.  If there's someone who would like to redo him, feel free to ask me, I'll repackage it for a later release!  You can do your own lines as well.  It's a lot of work putting one of these together!


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VERSION HISTORY
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Version 1.0, released April 17, 2006.  No known bugs at this time.

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NarkyBark


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Registered 19th April 2006

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