Cuo bravil

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Author: giskard
Thread(s): http://www.theengineeringguild.co.uk/showthread.php?289-CUO-Bravil
Version: 1.2
Last Updated: July 30, 2010
Requires: Oblivion 1.2.416, CURP V2.5, Shivering Isles
Download(s): The Guild (http://www.theengineeringguild.co.uk/downloads.php?do=file&id=14)


[edit] Dedicated too

Dedicated to the memory of Ronnie James Dio, one of my favourite heavy metal singers who died during the production of this mod. It is also a hats off Tribute to Ryan's excellent Blood and Mud Mod. Probably the best Bravil mod made so far.

[edit] About CUO Bravil

CUO Bravil is the 3rd instalment of the CUO Cities series, a series that tries to upgrade cities so they match the Guide written about them. In CUO Bravil I have attempted to make the city feel seedier and dark so it feels like a criminal under class runs the place.

The mod completely retextures the interior of Bravil giving it a darker, more moldy feeling.

It also builds a brand new slum area along the mostly unused river where the new NPCs and Gangs can be found. This area was chose for the built of the changes because its less likely to cause compatibility issues.

The river is mangy swamp full of dead bodies, rats, crates and all sorts of nasty things. Along the river are gangs who make their living extorting money from those who do business long the river. Residents of the river area tend to be dark and seedy types too, preferring to live amongst the scum where their actions will go unnoticed.

The Count of Bravil never one to miss an opportunity has set up his own Custom Office to make sure he gets his cut of any money to be had along the river. Businesses like Bravil Import and Export must walk the fine line between the gangs and the count just to survive.

Bravil is a nasty, seedy city where the criminal under class rule and the Count takes his cut.

Welcome to CUO Bravil

[edit] Compatibility

This mod is not compatible with other City Overhaul mods that edit Bravil and never will be because it is not possible for 2 mods to edit the same things in the city and still work together safely. I realise somebody will try and force this to work with other city mods no matter what I so. But understand I have said it is dangerous, so if you try it and have problems. Return to the person that said it was safe with your problems, do not come to me.

The design of this city mod accepts compatibility issues will arise from upgrading a city and so makes a deliberate choice to not edit the existing streets too much. This means the streets and all the houses along them have not been moved. So other mods can safely assume the streets will be almost exactly as they where in the default game.

The walls along the streets have been replaced by newly textured walls and so cannot be moved or removed by other mods. I realise this may cause some problems if a mod requires a wall be removed to grant access to something.

The primary areas used by this mod is the River area which was basically one big cliff face.

Also this mod needs complete control over a cities Path Grid and so should always be run last in your load order or after any other mod that you know edits Bravils streets in some way. This is important because it effects which mods controls where the NPCs can walk. Given the scope of changes made by this mod, CUO Chorrol needs to be one saying where the NPCs can walk. Minor path finding problems may arise from other mods editing the path grid for their own mods to work, but that should be worst of it.

The nature of the mod means problems will rise but the method used to revamp the city should mean those problems do not come up very often.

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