The Elder Council -Temple of the One V1.5 (Cyrodiil Upgrade)

Requires = The Elder Scrolls IV: Oblivion.
Requires = OBLIVION PATCH v1.2

Creator's = giskard
Website = http://www.theengineeringguild.co.uk

See the website above for Download links, screenshots, movies, disclaimer, license etc.

[url=http://www.theengineeringguild.co.uk/]My Website[/url]

[url=http://www.theengineeringguild.co.uk/forum2/]Forums[/url]

Support and Flaming

Sorry but due to the shear about abuse and general bitching helping or supporting players earns me. I no longer help anybody outside of my private forums.

Installation

Just extract the zip in to your oblivion folder (NOT THE OBLIVION DATA FOLDER). This mod makes use of the Modmakers resource pack or MRC for short that I started compiling for my The Necromancer MOD. So if you have other mods of mine installed or mods that use the MRC then you may be asked to over write them during the installation. These files should all be the same so it should be safe to say yes.

Uninstalling

To uninstall this mod correctly, go and talk to Mr Fix It in the Restored Temple of the One Basement. Run the uninstall quest then check your logs for information about what to do next. If the restored temple has not yet appeared in your game, you do not need to run this quest and can simply disable the mod as normal

About TEC - Temple of the One.

This mod should be considered an optional part of the Elder Council Mod but will work perfectly ok on its own. The mod restores the Temple of the one after the main plot ends and adds a little background story and a new order of monks that travel around Cyrodiil taking the word of Akatosh with them and healing the faithful in Martin Septims name. They are based at the restored Temple of the one and there is always one of these new Monks in the new Temple.

The quest starts and ends automatically a few weeks after the main quest ends and provides useful background stories for quests I plan to add to the Elder Council mod later on.

This mod fully supports the Kvatch Aftermath Necromancer Guild Crypt features and the infamy support is designed to be ballanced against the Elder Councils Legion Corruption feature added in 1.1 of Tec. Between the two mods, you could play a corrupt legioneer now.

Compatibility.

This mod represent's a difficult work around for a heavily edited plot area used in the main quest and is 10 times more likely to conflict with mods because fixing up ruined buildings in the Oblivion is a very popular past time for mod makers. So I have separated this from the main Elder Council Mod to give the players a choice in Temple Restoration mods. Had I built this in to the Elder Council mod, any player that wanted the Palace revamp would have been forced to use my temple upgrade as well and that is not what the Cyrodiil Upgrade is about. Its all about choice and this is part of the choice I offer players.

Change log

Version 1.1
The Altar in the restored Temple one reduces the players infamy by 1 point each time the player prays there.

Version 1.2
Renamed the amin folder to Anim so the preying idle anims worked without my other mods being installed.

Version 1.4
Added Euthers Lipsync files directly to the mod

Version 1.5

Fixed some Black Horse Courier news typos.
Retextured the TEC Teleporter in The temple of the one and TEC it self.

Modders Resource Pack (MRC)

You will notice several files install in to a folder called MRCompilation, these are all modders resources either made by my or others. The necromancer also uses this folder but its meshes are placed in different locations so they appear correctly in the CS. However these files are modders resources and if you use them and keep the file structure, do not edit the files you find here. My mods use them and so will yours. So make your own versions of meshes and textures if you need to edit them, put your versions in the MRCompilation folder and you will have contributed to the resource pack idea I have started. When others see that folder they will know its safe to use those files them selves and they too will eventually contribute.

Often mods using these files will over write exiting files in the MRCompilation but as long as no mod maker edits existing files, all mods that need them should work. Thats the idea anyway. And theres not a single BSA or ESM in sight. :D

All you have to do is add them to the editor, the meshes and textures are already setup to work the moment you add the parts you need. Then distribute the parts you use with your own mod and everybody is happy. The credits for the parts used in this mod that where not made by me are below. Everything else is my work or I have forgotten to credit somebody in which case let me know so I can give that person the proper credit.

Credits.

Euther for the lipsync files, thanks mate :)

Giskard