
Name: (DC) Guards of Cyrodiil
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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.
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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=21722This 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=22595If 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.
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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.
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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.
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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.
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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.htmlhttp://www.tesnexus.com/downloads/file.php?id=2097These tools do not require a rocket scientist!
However keep close to the readme files included in
each mod package.
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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!