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 Dragon Captions Guards of Cyrodiil 
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Kinsman
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Post Dragon Captions Guards of Cyrodiil
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Name: (DC) Guards of Cyrodiil

==============================================~.().=~

Description:

Guards of Cyrodiil is a mod build mainly around the
lore of the return of the Swamp Moth Legion from the
Blackmarsh province.

They build a special camp and are posted at several
parts of Cyrodiil. You might encounter them in your
travels or play the quest which is activated by
reading the Captain's Journal in their main encampment.

After an attack of Vampires on the main camp, three
legionnaires have mysteriously disappeared. This
quest is fully voice-acted and will take you across
Cyrodiil on several missions.

Guards of Cyrodiil was meant to interact with
Fort Akatosh and The Elder Council. It's optional,
not a requirement.

=========================================~.O.~======~

Installation:

This mod is based on free resources included in the
CURP or what now is the DC CUORP. So you really have
to download these!

New (DC)CUORP files are located at:

http://www.tesnexus.com/downloads/file.php?id=21722

This might seem like an enormous download at first,
but you can also play all old mods made by Giskard
this way and the new improved Elder Council and
Fort Akatosh. The new packages also includes fixes
for the old files. It is also a free resource pack.
So if you ever plan to make your own mods, this can
be very useful.

Take care in downloading everything including the
new .esm file otherwise your game might not load at
all or show missing models/textures.

(DC) Fort Akatosh:

http://www.tesnexus.com/downloads/file.php?id=21856

(DC) The Elder Council:

http://www.tesnexus.com/downloads/file.php?id=22595

If you decide to use extra functionality of the above mods,
put The Elder Council first in your load order followed by
Fort Akatosh and last this mod.

=============================================~..~===~
Version History:

1.1 fixes a possible game-breaking bug, when the first
guard involved in the quest doesn't show up.
1.11 removed dependacy on fort akatosh.esm, forgot to
clean the master dependancy
1.12 fixes multiple terrain issues around Leyawiin, the
camp there has been moved, landscape reset to
vanilla and also cleaned with Tes4edit.
1.13 fixes a bug when a dialogue topic doesn't show
up after killing one of the major vampires.
1.20 multiple little tweaks and various important
fixes, refer to the GoCChangelog.txt for a
complete list.

=============================================-~oo~-=~
Incompatibilities:

Although your game will run fine, you might encounter
strange seams in the ground. Please follow the Load
Order instructions.

The Dc CUORP is the base for this mod. So this mod
will show new custom animations, creatures, armour and
weapons for example.

Please do read the current requirements for the
DC CUORP.

===============================================~-;i-~
Load Order:

For users of Open Better Cities, New Roads & Bridges
Revised, The Elder Council and Fort Akatosh.

(Regions Revived - Lake Rumare)
The Elder Council
Guards of Cyrodiil
New Roads & Bridges Revised
Fort Akatosh
Fort Akatosh compatibility patch for Roads & Bridges
Open Better Cities

Followed by any other mod which alters the landscape,
for example Unique Landscapes.

============================================---()=-~
Installation:

After downloading the complete (DC)CUORP:

Unpack to \Oblivion\..

After downloading the GoCResources and GoCEsp:

Unpack to \oblivion\DATA\..

Apply the correct load order using WryeBash/OBMM

http://wrye.ufrealms.net/Wrye%20Bash.html

http://www.tesnexus.com/downloads/file.php?id=2097

These tools do not require a rocket scientist!
However keep close to the readme files included in
each mod package.

===============================================88)-~
Credits:

A special thank you goes to Onra, Misnomer, Euther,
Lalwende, Pickers101 for support or voice-acting
while i was making this mod.

Giskard for the Elder Council and his idea for what
now is called the DC CUORP. Also i would like to
thank the people who made their resources.

Bethesda Softworks for making The Elder Scrolls:IV

Elminster, TeamGecko and people i forgot to
mention.

Have fun!


Last edited by firespark on Wed Mar 04, 2009 2:57 pm, edited 7 times in total.



Mon Feb 23, 2009 7:35 pm
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Kinsman
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Post Re: Dragon Captions Guards of Cyrodiil
It's open for download at the nexus

http://www.tesnexus.com/downloads/file.php?id=22741

About tes4edit. There are a few entries in this mod, which should be reported as quite possibly a small cause for conflict. However if you decide to clean this mod yourself. Don't go crazy in the tool's window.

There is a double door system for instance. If you remove this entry completely, the quest will not even work properly anymore! There's a few of these entries around.


Last edited by firespark on Sun Mar 01, 2009 11:24 am, edited 1 time in total.



Mon Feb 23, 2009 7:45 pm
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Post Re: Dragon Captions Guards of Cyrodiil
Glad to see you made it over! I will give this mod a look when/if I find my oblivion CD

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Mon Feb 23, 2009 7:46 pm
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Post Re: Dragon Captions Guards of Cyrodiil
Thanks Firespark, will fetch it shortly and give it a spin! :mrgreen:

Otellino, just for temporary use, don't you have an image of some kind, so that you can at least work with it?


Mon Feb 23, 2009 10:45 pm
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Kinsman
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Post Re: Dragon Captions Guards of Cyrodiil
I hope you like the mod, also i would like to thank everyone who helped me while making it. Voice-acting really is awesome i think. Onra's help was great as well.


Tue Feb 24, 2009 2:56 pm
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Post Re: Dragon Captions Guards of Cyrodiil
The mod looks wonderful firespark great job!

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Tue Feb 24, 2009 9:43 pm
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Post Re: Dragon Captions Guards of Cyrodiil
This is a great mod from what I've seen so far, but i'm having a rather strange problem. i'm not getting any voice acting even though the sound files are where they're supposed to be.

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Wed Feb 25, 2009 4:00 am
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Post Re: Dragon Captions Guards of Cyrodiil
Yes this isn't strange, that's me packaging the whole thing in quite a hurry and doing the directory structure in the wrong way.

currently the package has the directory sound .. inside is another directory sound.. so if you move the second sound directory into the /data directory, you'll have proper voice-acting .. i can slap myself for this..

i've also re-uploaded a proper voice-acted resource pack with the working voice directory..


Wed Feb 25, 2009 10:10 am
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Post Re: Dragon Captions Guards of Cyrodiil
We'll try to fix that next version ;) thanks!

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Wed Feb 25, 2009 2:25 pm
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Post Re: Dragon Captions Guards of Cyrodiil
updated to 1.1

possible bug where the dead guard in the first quest doesn't show up. It's not entirely clear to me what causes this. I'm guessing a Unique Landscape mod, so i relocated the corpse.

-- Added a seperate esp to Nexus which should solve issues with
Open Better Cities near Leyawiin. Load Open Better Cities before
GuardsofCyrodiil.esp and place the GOCOpenBetterCitiesfix.esp after
this.

The fix will update quite alot of things, like guards not being on top of the walls, a floating boat next to a house, vertices not close to each other, seams in terrain, water which shouldn't be there, a marker nearly underground and some other minor things.

-- Added a fix for New Roads and Bridges Revised, which should solve an issue near a bridge close to Amelion's Bridge. Terrain Gap.


Wed Feb 25, 2009 6:54 pm
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