COlored Rooms Readme Evaluation Verion 1.0 ======================================================================== This archive contains files for the colored rooms mod for Oblivion. The files and resources contained within the archive have been created by members of the team unless other credits are given. It is our wish that you do not alter, distribute, or re-use these files for anything without first asking for and obtaining permission. If the resource came from someone else, you will still need to get their permission to use it. This is done to prevent theft of the mod, or anything contained within the mod. We have worked hard on this, and would prefer not to have our work stolen. If you cannot understand this, Do not extract and use our mod. ========================================================================= This mod is an ongoing project, as such content contained within the mod may not function as well as you would like. This means that if the mod causes any unwanted effects on your computer, your game, or you life, it is not our fault. By downloading and using this mod you accept any and all responsibility for damages resulting from that use. You are encouraged to make sure that you have a few good saves before using this mod, and should do your best to maintain your own computer. ======================================================================== If you wish to find updates on the project, or offer your feedback, please visit our website at: http://thecoloredroomsproject.googlepages.com/TheColoredRooms.html Or our forums at: http://z2.invisionfree.com/DarkGenesis/index.php?act=idx Credits for this version: Vagrant0 - Team leader Sypron - Lead Artistic Director - retired Iambatossai - Website Manager retired mesher - retired Zynoq - Interior Designer Septim741 - World Builder (retired)* Chris 07 - Assistant Builder (Hiatus) Sickle Yield - Secondary modeler/texturer - retired Exanimis - World Builder - Hiatus 123testing - Assistant Builder (quit) AzirAphale001 - Interior Designer -quit Demonman562 - Interior Designer and texture assistant -quit D.J.Besugo - Dungeon Coordinator - quit tungol - Assistant Builder and Tester (retired) XanAlderon - Dungeon coordinator - quit zeralesaar - World Builder - quit SCH - Hiatus Ranokoa - World Builder VicICE - Questmaster Tweeb22 - World Builder QQuix - Pre-Alpha Tester Elraine - Pre-Alpha Tester and Promotional Assistant Shrine Script provided by nosisab of TESNexus Ability hour counter script provided by Reepimeister of TESNexus A more detailed and up to date list of team members and contributions can be found on the website. *World builder also includes construction and finishing of interior spaces as well as coordinating with other team members. Additional Resource Credits: - Hel Bornes Wand Foci Resource http://www.tesnexus.com/downloads/file.php?id=15274 Edited versions used for special lights - Malo and elveon's Spider resource http://www.tesnexus.com/downloads/file.php?id=18709 Created new spider textures and models - some Painting images provided by: Tigerlilly of TesNexus Demonman562 of TesNexus Mod tool credits: This mod would not be possible without the assistance of the following tools; TES Construction Set - Bethsoft TES4Gecko - dev_akm et. al. Other thanks: Thanks to a number of people at the Bethsoft forums for assisting with some script problems that came up while creating this mod. *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* KNOWN ISSUES, NOTES AND THINGS STILL NOT DONE *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* 1) Shrine scripts are still not completed or refined. While most of the basic functionallity is there, and the shrine will exchange black shards for Affinity, Blessings still remain unfinished, so are currently free. The shrine in the Golden Plains does nothing at this time. 2) The Golden Plains are still under construction. There are now roads through the southern and eastern parts of the room, but most of these do not lead anywhere yet. The roads still need some touching up in parts. All good things in time. 3) Some of the caves are still not finished/completed. They should be by next version. 4) There are 2 complete quests set in Rhym. Some of them may require a few days, or the right amount of monitary persuasion before they can go particularly far. More quests will be added later. 5).The Necromancers inside the suspended cage will occasionally fall out of the cage to their death. This is intentional, but let me know if you find yourself with an empty cage too often. 6) Arie village, the Inn north of eastport, the ships in eastport, and a few caves have no interiors yet. If you find any other doors that don't lead anywhere, and aren't already mentioned please report them. 7) This Update changes the way that the player gains entry to the COlored rooms, by requirng that an item be used near one of the doom stones located around Tamriel in order for the portal to open, as opposed to being a spell that can be cast from anywhere.* 8) Any fines from Tamriel will remain in Tamriel. Any fines in the Colored Rooms will remain in the colored rooms. This is how things are supposed to be. If you have fines within the realm, you will need to pay off your fines at the shrine located in the SW corner of Rhym. To get shards, talk to the alchemist. Let me know if the exchange rates for Items > shards > Bounty are fair or not. 9) Jumping into the Pit will kill you. This is intentional. 10) The horse scripting is still being worked on. It should however be less prone to having the horse run off when you don't want them to. 11) Many locations have been marked in the Golden plains, most of these do not have anything at them. This is to serve mostly as an indicator to what places on the worldspace will likely be worked on next. Eastport interiors will also be worked on and finished as time allows. 12) In testing this version, some instability was noted, and may still exist. If you find a repeatable crash please let me know. 13) There may still be unresolved issues with marking a horse, bringing a horse to the Golden plains, and then bringing the horse back to tamriel. 14) The effects for the the local gate in the Black Pit do not initialize right away due to how they are setup on the .nif file. This will be looked into later if needed. You can still activate the portal without the visual effect present. Just touch the base. 15) The LOD mesh does not hide properly under water. This is an issue which is created by the processes used to create the LOD meshes. As no other method of creating these meshes exists at this time, this issue may never be solved fully. The meshes can be altered manually, vertex by vertex, but this process is incredibly time consuming, so should only be practical on a finished LOD mesh. 16) The ruins in Rhen Myr have been disabled in this version. *If you have a mod which changes the location of doomstones, you will need to go to where those doomstones were, not where they currently are. The position that the land marks are in VGXDSMarkers.esp is within the valid range. The scripts only check for x and y position, so change in height should not matter.