Let the People Drink!

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Authors: Qazaaq and Khornate
Thread(s): Bethesda Forums, GamingSource
Version: 2.5
Last Updated: 05/08/2008
Download(s): Planet Elder Scrolls, TES NexusElricm

[edit] Description

"Let the People Drink" breathes life into the very dry Imperial City, it adds a multitude of fountains as well as a Great Aqueduct running from Charcoal Cave to the city. This Aqueduct was built by none other than Tiber Septim himself. Discover what Bethesda's Imperial City should have been like; take a drink from the fountains and enjoy the view from the aqueducts, this mod is for you!

[edit] Details

As well as including a great aqueduct worthy of the mighty Imperial City, this mod also adds fountains to the Arboretum, Green Emperor Way, Temple, Talos and Arena districts. These fountains do not simply use existing oblivion waterfall meshes, but custom, specifically water meshes. It also adds a quest with FULL VOICE ACTING and a secret treasure which only those witty enough will find.

In total, this mod adds over 30 new and customised meshes and textures. A lot of work has went into this mod and each model has been given the same amount of attention and been finalised to a point which Qazaaq and I thought was perfect.

[edit] starting the quest

There's a quest that needs to be done to unblock the aqueduct and activate the fountains in the Imperial City. You can start the quest by talking to the water worker who resides near the Charcoal Cave waterfalls (at the start of the aqueduct), or by reading one of the poster in the Imperial City. You can find the posters in various districts, next to the district gates like the Gray Fox posters.

[edit] known bugs

Charcoal Cave door Because this mod moves the Charcoal cave entrance, to ensure compatibility with Glenvar Castle, it can happen that the Charcoal cave door is stuck at it's original position. This option can also be accessed from the COBL options menu.

There's a script to fix this, that can be activated by typing the following in the console:

set AqueductQuest.Charcoal to 1

However, the script will be activated automatically when the mod is first loaded.

[edit] history

Version 2.5: - Fountain only version, with and without Cobl support. - Automated compatibility with Better Cities. - Fixed compatibility for Better Cities (removed circle of pillars). - Fixed the name of the voices folder.

Version 2.4:

- Giving the water worker a unique race to prevent conflicts caused by filtering dialogue. - A script to prevent the Charcoal cave door to be stuck at the original position. - Instructions for generating distant LOD files with TES4View. - COBL aware plugin file that marks the fountains as water sources, this includes a COBL options menu. - Compatibility with Bananasplit Better Cities 1.9.7 and higher.

Version 2.3:

- Fixed some errors the book about the aqueduct. - Fixed a land seam. - Moved a few rocks on the bottom of the waterfall to prevent the player from getting trapped.

Version 2.2:

- Fixed more clipping grass. - Corrected Floating rock. - Fixed the Temple Fountain water�s misalignment. - Got rid of sound of water before the quest was completed. - Fixed a couple more floating meshes/other errors.

Version 2.1:

- Updated a few textures and meshes to blend in better. - Fixed a few graphical bugs. - Fixed grass clipping issues. - Better cleaned plugin file. - Fixed OMOD script errors.

Version 2.0:

- Redesigned Aqueduct, now boats can sail underneath. - Revamped Normal Maps, now they look nicer. - Moved the Waterworker's house to the left side of the waterfall to avoid conflicts with glenvar castle (Now fully compatible). - Changed the tunnel leading from the endpool to the waterworker's house. - Fixed a few graphical issues with the Temple fountains. - Many repositioning of meshes (floating meshes etc). - Altered some textures to blend in better. - Added compatibility with all the big LOD mods:

Almost Everything Visible When Distant 2.8 Tamriel Visible When Distant 0.5 Unique Landscapes Dark Forest 1.0.1 Unique Landscapes Imperial Isle 1.3

Version 1.2:

- Fixed invisible LOD meshes for some people.

Version 1.1:

- Fixed the CTDs by adding a cave instead of ladders. - Fixed more CTDs. - Fixed the trapdoor animation. - Raised the Arboretum fountain basin a little, to avoid trapped NPCs. - Fixed the collision mesh for the Temple fountains; removed the yellow box. - Fixed the aqueduct water sounds, the volume depends on the distance now.

Version 1.0:

- Initial Release.

[edit] Gallery

Aqueduct


Aqueduct (Far)


Fountains


Waterworks


Water Worker/Charcoal Cave Area

[edit] Install

This archive is distributed in what lhammonds calls OMOD-Ready format. It allows you to manually extract and install like most other mods but it Also allows you to use Oblivion Mod Manager and import this archive with all the settings pre-configured for an OMOD file.

Pick which method you are going to use for installation: Manual Installation or OBMM Installation.

[edit] Manual Install

  1. Extract this archive to any folder and then copy the 'Meshes', 'Textures' and 'LetthePeopleDrink.esp' to your Oblivion's Data folder. You can ignore

or delete the "omod conversion data" folder.

  1. Start Oblivion Launcher, click Data Files, and enable the .esp file.

[edit] OBMM Install

Create the OMOD (Do this section only once)

  1. Copy archive to (install folder)Oblivionobmmomod
  2. Start Oblivion Mod Manager.
  3. Click the Create button.
  4. Click the Add Archive button, find and select the archive, then click Yes.
  5. Click the Create omod button, then click OK when it finishes.

[edit] Install the mod using OBMM

  1. Start Oblivion Mod Manager.
  2. Double-click the name of the mod in the right-hand side of the OBMM screen. (icon should turn blue)


[edit] Attention!

Because this mod adds new LOD (used for the Aqueducts), it’s recommended and in some cases necessary to generate new distant LOD files for Tamriel if other mods you have installed alter/add LOD (mods like 'Tamriel Viewed When Distant'). If you do not have any mods that do this, it is safe to ignore, otherwise there’s a change the distant LOD files of the other mods will NOT show.

To check if you have mods that alter distant LOD installed, navigate to your OblivionData folder. If there's no DistantLOD folder you don't have to worry about this, install and enjoy. If you do have one, go inside and look for Tamriel_8_3.lod, Tamriel_8_4.lod and Tamriel_7_4.lod till Tamriel_7_11.lod. If those files are already in there, you should generate new distant LOD files, look in the readme for detailed instructions.

[edit] Incompatibility

  1. Editing of the IC and Charcoal Cave Areas:

This mod edits some areas of the IC and its surroundings, namely: the Arboretum(middle), Talos Plaza (Where statue is), Green Emperor Way (Walkway-where columns are), Arena (some areas near the back), Temple district (grass patches near closer to White gold tower), edits some areas to the south of the Imperial City and where the Aqueduct runs (edits some land with shading/different terrain). The last place that it edits is near Charcoal Cave, the waterfall and surrounding area in general. **If any mods edit these areas there will be some incompatibilities, not game breaking, but some rocks might be floating, or the terrain may not be where its supposed to. This can be avoided by removing the offending mod.


  1. Other mods that alter the LOD files:

For mods that alter the LOD, this mod will overwrite their generated LOD files, so you must follow the instructions above for both this and the other LOD altering mod to function properly together.

[edit] Contact

Feel free to send me or Qazaaq an email here if you have any questions and/or issues:

  • loldonut@gmail.com
  • qazaaq@gmail.com

You can also contact either me or my partners on the Elder Scrolls Forums, our user names are as follows:

  • Khornate (Me)
  • Qazaaq
  • Zanos

[edit] Credits

  • The Core Team:
    • Khornate (Me)
    • Qazaaq
  • The Rest of the Team:
    • Zanos - Ideas, Dialogue writing and Book Writing
    • Arbiter of Change - Voice Acting
  • Special Thanks to:
    • Earendur Surion - The initial idea and supporting our progress
    • Ghogiel - For helping Qazaaq with some issues
    • Hypno - Some CS help
    • Bethesda for creating Oblivion.
    • TES Nexus.net for its resources for authors and players.
    • lhammonds for the Readme Generator this file was based on.
    • The Nifskope team for making alot of this possible
    • The Authors of various tutorials that were read during the creation of this mod

Forgive me if I forgot someone or something.

[edit] Licensing/Legal

You must contact myself or Qazaaq and obtain permission from either of us before re-packaging any part of this mod. If neither of us respond within 4 weeks, feel free to do whatever you like with this mod.

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