Cuo chorrol

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Author: giskard
Thread(s): http://www.theengineeringguild.co.uk/showthread.php?292-CUO-Chorrol
Version: 1.6
Last Updated: May 19 2010
Requires: Oblivion 1.2.416, CURP V2.2, Shivering Isles
Download(s): The Guild (http://www.theengineeringguild.co.uk/downloads.php?do=file&id=16)


[edit] Introduction

This is the Cyrodiil Upgrade Overhauls version of a city revamp and should be considered a stand alone addition to the Cyrodiil Upgrade Overhaul and the other mods in the Cyrodiil Upgrade Series. CUO Chorrol tackles the difficult job of upgrading a city knowing it is a mine field of compatibility issues, so I could really use your feedback on how well this works or not.


[edit] About CUO Chorrol

Are you sick of reading various Guides and wondering how they relate to the city your in, with so many features missing they often are no link with the city they are written about. And the cities them selves are so generic, the often use the same wall textures and the same stone textures. It becomes a seen one generic city, seen them all feel with only the unique houses in each city making them feel different at all.

I remember thinking for many years that the chapels should be made from local stone and so should the garden walls and I remember wondering how retexturing them would enhance the city even if nothing else was done.

Well CUO Chorrol does that and more. Not only does it retexture key features of Chorrol so they use Chorrol stone and thus make Chorrol look and feel more like Chorrol should feel. But there is a ton of new Ambient Audio to back that up too, bringing the city to life in a very natural way. Brand new quests you get involved in some aspects of Chorrol life.

The industries the Guild to Chorrol says should exist have also been recreated, NPCs made and given jobs to do. You can not only see these as you walk around Chorrol but you can explore some of their locations too. Chorrol is the Mining and Sheep farming community it was always supposed to be at long last.

And the NPCs mentioned in the Guide that never do what they say they do in the Guide, for example the Countess is supposed to be a religious type of character but she never attends church. In fact 95% of the Guide to Chorrol talks about features you cannot even see the city in the unmodded game.

But now CUO fixes all that, not only will the Countess go to church on sunday, but so will all the other NPCs that are supposed to be religious. And the ones that should not, will not.

Combined with the retextures, the ambient audio and new industries and other features, Chorrol finally looks, sounds and feels the Chorrol described in the Guide to Chorrol.


[edit] Compatibility

This mod is not compatible with other City Overhaul mods 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. The exception is Kvatch Aftermath that is a totally different city and the changes it makes to other cities minimal, so an effort to remain compatible with that has been made here.

The design of this city mod accepts compatibility issues will arise from upgrading a city and so makes a delibrate 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 areas used by this mod include the green areas that are usually not used and the backs of some houses. Any mod that also edits those areas is not likely to be compatible with this mod.

Some NPC Packages have been edited too to make them more lore friendly.

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 chorrols 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. External Mod Support

I have moved the following items in to the CURP Controller so they can be used by TEG team members in their mods. Please understand that these sort of changes are a big deal and a lot of work. So do not ask for these on a whim, make sure you really want them first and I'll see what I can do.


[edit] Chorrol Mining Company External Mod Support.

Key = CUOChorrolMiningCompanyKey02 Key to the chorrol mining bosses house and a good key to use for chorrol mining company property added in other mods.

Faction = CUOChorrolMiningCompany02 This is the CURP Chorrol mining company faction

NPC = CUOChorrolMiningBoss2 This is Charlie "GoldNudget" Lowry, the chorrol mining company boss NPC to which new quests should be added.

Hammerfel Trading Company External Mod support

Key = cuohammerfelltradingcokey

Faction = CUOHammerfellTradingCo02

NPC = CUOHammerfelltradingcoBoss01Female NPC = CUOHammerfelltradingcoBoss01Male Usage of these features.

To use the above you must obey the following rules or what ever you make will be incompatible with the CUO series.

Rule 1: Never Edit any of the above directly. Rule 2: Never Edit any of the above directly. Rule 3: Never Edit any of the above directly.

I felt that rule was so important that I would mention it 3 times.

Instead use scripts to add and remove things from those NPCs, all 3 are marked essential so anything added via a script will stay on them. The best way to use these features is to add the factions to your own NPCs and give them the key so they can access company property. The best way to use them in quests is to use the GETISID command to assign lines to these NPCs without editing them. That way, your quests appear on these boss characters just like mine do and appear to work seemlessly with CUO Chorrol.

Ask me on my forums if you need help with this.

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