Oblivion Mod:Enhanced Daedric Invasion

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Enhanced Daedric Invasion[edit]

Mod Information
Author markb50k
Current Version 1.3
Version Date 19 Sep 2008
Links Nexus Mods
Language English
Translations Japanese: Oblivion Translations Office (v1.3)
Requirements N/A
Playing Time 8-10 hours (?)
Quests (Side Quests) 8

Description[edit]

It would seem that an invasion of the Empire by the forces of Oblivion should be a big deal. Oblivion the game does address the effect of the invasion on the people of Cyrodiil, but not enough. I want to make the invasion come alive, where even if the player doesn't decide to do the main quest exclusively they will still have to deal with it. Wouldn't the Daedra be attacking the cities? Wouldn't other heroes from the Empire be heading out to tackle the bad guys? This is what this mod addresses. It adds more Daedra vs Empire interaction by creating new spawns that force some conflict between the two sides.

Quests[edit]

The EDI questline has this structure:

Phase 1: The Captains Each city captain has his own quest that you can take on. Some of these quests are very high in difficulty and I wouldn't recommend for low-level characters. I won't give away too much of what these quests involve, but go talk to each of the EDI Captains at each city.

Difficulty of quests is in this general order (from low to high): Bruma Anvil (big jump in difficulty from here on) Leyawiin Bravil Chorrol Skingrad Cheydinhal

Some of the quests can bleed over into the others but they are all pretty straightforward.

Phase 2: The Defenders After you complete all city quests and the Oblivion invasion has begun (post Kvatch) a new phase will begin. Just talk to the EDI city captains and they will tell you what you need to do next. I don't want to give away too much of what you have to do, so I'll let you figure it out.

Other Features[edit]

I. Adds new NPC that will go out and search for Daedra at Oblivion Gates. You can find them at all cities except for IC. Each city will have a group of soldiers tasked with attacking open Oblivion Gates in the area. Do you dare head out with them and get a piece of the action?

II. Adds new spawnable Imperial Legion/allies at Oblivion Gates. Have you ever stumbled on a random Oblivion Gate and wondered to yourself "why am I the only guy who knows about this? where is the Legion when you need it?" Well know you will have a chance of some help at the gate. After all, this is an invasion of the Empire. you will be able to command these also.

- Fighters Guild. Many Fighters Guild members have volunteered to go to the Gates to protect the Empire and maybe gain a little glory. In addition to the Volunteers, you may find some more seasoned Fighters Guild Champions out there fighting the good fight. - Mages Guild. What better way to fight the invaders than with some good old fashioned magic. Volunteers from the Mages Guild have flocked to the countryside to battle the demonic hordes from Oblivion. Several high-ranking Master-Wizards are rumored to be getting their hands dirty as well. - Partisans. These are just normal citizens who have dusted off their weapons and gear from their attics, and headed out to do their part. You will find normal melee, archer, and magic trained commoners out there. - Partisan Marauders/Bandits. I guess sometimes war makes some strange bedfellows, and a interplanar invasion makes them even stranger, as groups of Marauders and Bandits have decided to temporarily put their grievances aside with each other and, well with EVERYONE, and get their thirst for blood quenched by taking on some tourists from Oblivion. Although these tourists aren't bringing cameras... - Imperial Legion. The legion is doing all it can to combat the enemy, with soldiers, archers, battlemages, and officers heading out to the battlefield. Will this be the Legion's finest hour?

A total of about 50-60 new NPCs make up these groups, so there is a good variety of folks showing up now. By and large the Legion has taken up most of the fight, so the other groups will not be as present as them, but they will be there.

- III. Spawnable Imperial Legion/allies INSIDE Oblivion Gates. When you arrive, there could be friendly forces already there. They have the same features as 'II', above, with the same restrictions.

NOTE: all appearances by friendlies in II and III above are configurable (see below)

- IV. Adds Daedra spawns to the Oblivion Gate areas. For all of the Oblivion Gates except Kvatch, as the player gets close to them, Daedra will randomly spawn at the gate. The longer you wait, the more Daedra will spawn. The chance of spawning is configurable (see below). After the gate has been destroyed, the spawns will cease. NOTE: these are IN ADDITION to the vanilla spawns that already might show up, 1 to 4 daedra (I don't touch these). Unlike the vanilla spawn lists, however, you could get some Dremora/NPC type daedra, since I have included them in my custom levelled lists. Beta v4 update: Any EDI-spawned Daedra that are created at these gates will be immediately be given an AI package to attack the nearest town OUTER gate.

NOTE: because these Daedra are 'no low level processing' creatures, the effect of giving them AI packages to attack the cities might be minimal. If there are no good guys around that attack these guys and distract them, and you don't attack them, they should proceed towards the town. In order for them to get there, you will have to follow them so the game-engine keep processing them. I only added this feature because people kept asking for it.

- V. Adds Daedra spawns in two other locations. A) just outside of cities and B.) within the walls of the cities. Whenever the player is near the outskirts of a city or within its walls (but not indoors), Daedra have random chances of showing up at the city gates. The base chance is configurable (see below). In addition, the base chance is also dependent on how many open gates are in the vicinity of the city, so it's very dynamic.

- VI. Adds in random Dremora War Parties. Their likelihood of spawning and the size of the party is configurable (see below). These guys have been set to allow low-level processing so they will move to the city no matter what you are doing, and you don't have to be near them to make them move. So you may run into them in the wilderness on the way or after they have already got to their target city. Each war party will be commanded by a Chieftain a pretty beefed up Dremora, and the party will be then made up of Dremora Soldiers, Archers, and Mages. They are not to be taken lightly. They will travel to the targeted city, either to just outside the city or inside the city, it's configurable.

- VII. Generic Battle Control. Area of effect spells are used to keep the civilians and guards from killing each other from friendly fire when the daedra attack. It's not perfect but it's as good as I can get it. If you really are scared of daedra attacking into the city, just use the config to set the "inside cities" to 0. That will prevent daedra from spawning right inside the gate, but daedra CAN still follow fleeing people into the city.

- VIII. Getting the good guys to join up with you. All allies added by EDI (and ones already in your game) will be commandable by the player when certain criteria is met.

- IX. An in-game configuration menu allows you to: - set percentage chance of Daedra being formed just outside the cities. - set percentage chance of Daedra being spawned right into the cities. - set percentage chance of Daedra being spawned AT oblivion gates. - Number of members in each War Party. - Difficult setting (Easy-Medium-Hard)

Patches/Addons[edit]

Notes[edit]