**** "Let the People Drink!" **** Aqueduct/Fountain Mod ******************************************************************************* Version: 2.5 Date: 04/08/2008 Category: Quest/Landscape/New Meshes/New Textures Recommended: Oblivion Mod Manager Author(s): Khornate and Qazaaq Source: elricm.com, tesnexus.com and planetelderscrolls.gamespy.com Official Forum: http://www.bethsoft.com/bgsforums/index.php?showtopic=812063 ******************************************************************************* 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! 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. Starting the mod ================ 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. ******************************************************************************* 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 Manual Install -------------- 1. Extract this archive to any folder and then copy the 'Meshes', 'Sound', 'Textures' to your Oblivion's Data folder. You can ignore or delete the "omod conversion data" folder. 2. Copy one of the .esp files to your Data folder and rename it to 'LetThePeopleDrink.esp'. The -fountainonly .esp files only contain the fountains, the aqueduct and the quest are not included. The -Cobl .esp files include Cobl support, all fountains are marked as infinite water sources. Renaming is necessary for the voice files to work, this is not an necessary for the -fountainonly .esp files. 3. Choose one of the DistantLOD folders, the suffixes are explained below: AEVWD: Almost Everything Visible When Distant 2.8 TVWD: Tamriel Visible When Distant 0.5 ULDF: Unique Landscapes Dark Forest 1.0.1 ULII: Unique Landscapes Imperial Isle 1.3 normal: without any extra mods This is explained in more detail below. 4. Copy the folder to your Oblivion's Data folder and rename it to DistantLOD. 5. Start Oblivion Launcher, click Data Files, and enable the .esp file. OBMM Install ------------ Create the OMOD (Do this section only once) 1. Copy archive to (install folder)\Oblivion\obmm\omod\ 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. 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) 3. Follow the script's instructions. *****ATTENTION***** Because this mod adds new distant LOD meshes (used for the Aqueducts), it’s 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 chance the distant LOD files of the other mods will NOT show. Generating distant LOD files after problems occur is always possible. The OMOD script automatically checks if you have conflicting Distant LOD files installed (this is not a guarantee). To manually check if you have mods that alter distant LOD installed, navigate to your Oblivion\Data 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 one or more of those files exist, you should generate new files that include the data from this mod and the data already present, look below for instructions. (Simple definition for distant LOD: The white-gold tower shows when you are far away because it has distant LOD, the Aqueducts will also show if you set up the distant LOD files as explained above. Otherwise the aqueduct will disappear when you are a certain distance from it.) Generating new Distant LOD files ================================ You can generate distant LOD files with the Construction Set or with the program TES4View. TES4View is recommended for it's ease of use and it's less likely to crash. TES4View (recommended) ---------------------- 1. Download TES4View: http://www.tesnexus.com/downloads/file.php?id=11536 2. Extract the archive somewhere and run TES4View. 3. Don't untick anything from the list and click OK to load all your active mods. 4. Make sure none of the options are ticked and press OK again. 5. Wait for it to load. Once it's finished, click the first file and press ctrl+a to select all files. 6. With all files selected, right click any of the files and choose 'Generate Object LOD'. 7. Wait for TES4View to generate the files and close the program when it's done. You'll have a new set of distant LOD files in the Data\DistantLOD folder. TES Construction Set -------------------- 1. Download the Construction Set if you haven’t got it already: http://www.elderscrolls.com/downloads/updates_utilities.htm 2. Install the Construction Set 3. Run the Construction Set executable, once it has opened click the yellow folder icon or go to File > Data... 4. Tick the box next to 'Oblivion.esm' and also tick the box next to the esp files of the mods that add distant LOD data. There’s no harm in loading plugin files that don’t add distant LOD data, so if you are unsure which plugins to activate/check the box of, tick them all (You don’t have to set any of them as the ‘Active File’). 5. Click OK and answer YES to the question if you want to continue without an active file. 6. Be patient while it loads. Once its finished loading, go to 'World > World Testing > Update Distant LOD Data' 7. A window called 'Distant LOD Export' should open now make sure that all 3 tickboxes are ticked, and that Tamriel is highlighted in the list on the left. Then choose 'Export (This worldspace only)'. 8. Wait...this process may take quite a while depending on the speed of your computer. Please be patient as otherwise the process won’t work... This is a good time to go grab some Iced Tea out of your fridge... and go for a run around the block... 9. Once its finished, close the CS, you don’t have to save to a plugin file. ******************************************************************************* Uninstall ========= Pick which method you are going to use for uninstall based on how you installed it: Manual Uninstall - = or = - OBMM Uninstall Manual Uninstall ---------------- 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file. 2. Delete the following folders in your Oblivion directory: -Data\Textures\Architecture\ImperialCity\Aqueducts+Fountains\ -Data\Meshes\Architecture\ImperialCity\Aqueducts+Fountains\ -Data\Sounds\Voices\Letthepeopledrink.esp\ -Data\Sounds\fx\Aqueducts+Fountains\ -Data\Menus\Book\Aqueducts+Fountains\ -Data\Menus50\Book\Aqueducts+Fountains\ -Data\Menus80\Book\Aqueducts+Fountains\ -Data\Menus\Icons\Aqueducts+Fountains\ -Data\Menus50\Icons\Aqueducts+Fountains\ -Data\Menus80\Icons\Aqueducts+Fountains\ 3. Delete the .esp file from the Data folder. OBMM Uninstall -------------- 1. Start Oblivion Mod Manager. 2. Double-click the name of the mod in the right-hand side of the OBMM screen, click Yes (icon should turn green). ******************************************************************************* 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. Glenvar Castle -------------- If you're using the Glenvar Castle mod you have to load "Let the People Drink!" after Glenvar Castle. This will happen automatically if you're using Glenvar Castle 1.0 or 1.01 or the OMOD version of this mod. For other versions the load order has to be changed manually in the OBMM (Oblivion Mod Manager) or Wrye Bash. Instructions can be found in the program's readme or manual. Bananasplit Better Cities ------------------------- Better Cities includes a modified Arboretum, compatibility with "Let the People Drink!" is automatically taken care of. #2.Other mods that alter the LOD files: For mods that alter the LOD in the area around the aqueduct, this mod will overwrite their generated LOD files, so you must follow the install instructions above for both this and the other LOD altering mod to function properly together. There are different distant LOD packs included in this archive to prevent these conflicts, distant LOD files for the following mods are included: - Almost Everything Viewable When Distant 2.8 - Tamriel Viewable When Distant 0.5 - Unique Landscapes Dark Forest 1.0.1 - Unique Landscapes Imperial Isle 1.3 And all possible combinations, excluding the combinations with 'Almost Everything Viewable When Distant' and 'Tamriel Viewable When Distant'. Generating new files if you're using both mods is still possible. ******************************************************************************* 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, which is automatically activated and can be reactivated by typing the following in the console: set AqueductQuest.setup to 0 Before uninstalling you should reset the door to the original position by typing the following in the console: set AqueductQuest.setup to -1 This will reset the door's position and display a message box when succesful. Instead of running this when the mod is still active you can create a batch script in the Oblivion directory that restores the original position. Paste the following in a text file and save it as charcoal.txt in the Oblivion directory. CharcoalCaveExRef.setPos X 35456.578125 CharcoalCaveExRef.setPos Y 12857.856445 CharcoalCaveExRef.setPos Z 3830.030273 CharcoalCaveExRef.setAngle X 0.0 CharcoalCaveExRef.setAngle Y 0.0 CharcoalCaveExRef.setAngle Z 231.2117152 MessageBox "The position of the Charcoal Cave door is reset." Type the following in the console to activate the script: bat charcoal.txt That should activate the script and a message box will pop up to tell you the door's position is reset. You can remove the text file after this. ******************************************************************************* 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). 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. ******************************************************************************* Contact ======= Feel free to send me or Qazaaq an email here if you have any questions and/or issues (replace % with gmail.com): loldonut@% qazaaq@% You can also contact either me or my partners on the Elder Scrolls Forums, our user names are as follows: - Khornate (Me) - Qazaaq - Zanos ******************************************************************************* 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 for the initial idea and supporting our progress. - Ghogiel for helping Qazaaq with some object collision issues. - Hypno for some CS help. - ElminsterEU for his awesome tool TES4View and for his help with analyzing the pathgrid and landscape conflicts with Glenvar Castle. - how? for pointing out the errors in the aqueduct book. - Ismelda Lasombra and Display name is already in use for their help with solving the compatibility issues with Bananasplit Better Cities. - Bethesda for creating Oblivion. - TESNexus.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 on the CS Wiki that were read during the creation of this mod. - TeamGecko for creating such an amazing tool. (Forgive me if I forgot someone or something) ******************************************************************************* Tools Used ========== TES Construction Set http://www.theelderscrolls.com/downloads/updates_utilities.htm Readme Generator http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Photoshop http://www.adobe.com/products/photoshop/ GIMP http://www.gimp.org 3ds Max http://www.autodesk.com/3dsmax Blender http://www.blender.org Oblivion Mod Manager http://timeslip.chorrol.com/obmm.html NifSkope + NIF plugins for 3ds Max and Blender http://www.niftools.sf.net NetImmerse Block Editor (NIMBLE) pmm.planetoblivion.de/Portal/index.php?option=com_content&task=view&id=268 DDS Converter http://eliteforce2.filefront.com/file/DDS_Converter;29412 BSA Commander http://letalka.sourceforge.net/morr/index.htm TES4Gecko http://www.tessource.net/files/file.php?id=8665 TES4View http://www.tesnexus.com/downloads/file.php?id=11536 ******************************************************************************* 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. *******************************************************************************