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The Elder Scrolls IV: Oblivion Downloads > Modifications > Gameplay Tweaks:
Cellars of Cyrodiil (0.5)
Filename: cellars_of_cyrodiil_0.5.rar

Date Added:
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2.84 MB
Latest Oblivion patch
Modifications > Gameplay Tweaks

Average User Rating: 8.5
Number of Votes: 6
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Cellars of Cyrodiil (0.5) - File Description  

Cellars of Cyrodiil gives a small but handy upgrade to various houses. It adds cellar doors like the one in a certain quest. This mod is meant for players who's characters prefer darker paths such as thievery or murdering, allowing you to enter a home through the basement rather than the front door. This may be version 0.5, but there should be no bugs, and is considered version 0.5 due to the fact there are so few cellar entrances, a grand total of eight. FlyingPieOfDeath is prepared to listen to any suggestions for homes to give cellar entrances, but know before suggesting that he is not creating basements for the houses, simply adding the entrances.

Cellars of Cyrodiil (0.5) - Screenshots  
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Cellars of Cyrodiil (0.5) - File Download Options  

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Cellars of Cyrodiil (0.5) - Readme  
Readme File:
=-- Cellars of Oblivion--=
By Oblivion@DEEP Modding Crew

--What is this?--
Cellars of Oblivion (COO) is a fairly unambitious modification seeking to add Cellar doors such as [MINOR SPOILER ALERT] the cellar door in the third Dark Brotherhood quest[/END SPOILER]. We found that it was strange that that one house get the only cellar door to the outside. For the various thieves and assassins, this mod should be a nice addition to your mod list, and compliments mods such as Vaults of Cyrodiil and and mod that gives upper class houseeholds higher grade loot and lower class houses lower grade loot. Cellars of Oblivion does NOT add any new basements to the game world, only entrances where deemed appropriate. It is intended to add a small bit of immersion into the game.

COO does not do anything with the apparent cellar doors on the lower class building meshs, we are under the assumption that they are simply minor storage shacks, and not cellars themselves, despite the similarity between the doors. If we do more work on adding cellars rather than just modifying existing ones, we may add cellars to some of the lower class buildings.

--What doesn't this mod do?--
This mod does not make new NPCs, Now cells, or anything else, really. It only does what is stated in the above section.

The same as any mod. extract 'COO Chorrol 0.2.esp' to the Data folder in the directory of your oblivion instalation, usually 'C:/Program Files/Bethesda Softworks/Oblivion/Data'

--Bug List--
None as of yet. If any are found, email flyingpieofdeath@gmail.com and the bug will be fixed before next release.

--Comments, Questions, & Concerns--
As above, any comments, questions, or concerns should go to the same email, flyingpieofdeath@gmail.com. In addition, if you have any ideas for us to improve this modification, please send them to us, and we will consider them carefully. the main modder of the group can be found on the official forums by the name 'flyingPieOfDeath', and on TESNexus as FPOD.

--Version history--
v0.1 One cellar door added, Jirolin Doran.
v0.2 In-house testing for bugs; second cellar door added, Rimalus Bruiant
v0.3 Primary release for Open testing
v0.4 Added Nord Winds, Borba's Goods and Stores, and Magrum-gra Orum's Cellars
v0.5 Began work on Skingrad -Toutious Sextius, Lazare Mivan; asked for suggestions on the official forums

--Houses Modified--
Jirolin Doran's house; Chorrol
Rimalus Bruiant's house; Chorrol
Nord Winds; Bruma
Borbas Goods and Stores; Cheydinhal
Magrum-gra Orum's House; Cheydinhal
Toutius Sextius' house; Skingrad
Lazare Milvan's house; Skingrad
Summitmist Manor; skingrad; Suggested by VorynDagoth

--Legal jargon--
The holder of the files included in the zip folder 'CellarsOfCyrodiil.rar'
shall not redistribute, copy, or alter the contents in any way without
permission from the creators, Oblivion@DEEP, unless for their own private use.

Head Modder: FlyingPieOfDeath
In-House Play testers: Ultraman and 56kNinja
And Bethesda for creating such a wonderful game, and a free construction set for us all to sculpt our own little worlds

--Closing comments--
We at Oblivion@DEEP hope this mod adds to your gaming experience at least a slight bit. We like to focus on lore-friendliness and immersion, so if you ever find something that shouldn't be in one of our mods, please let us know. =)
Happy Gaming!

Cellars of Cyrodiil (0.5) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 12 | Last comment: 06-07-2008 at 06:38

 #1 - First comment. - 04-14-2008 at 17:37
From: (Ontario)
Joined: February 12th, 2008
Posts: 17
First of all very nce, simple, effective and attractive mod. makes the orld more intricate wihtout risking anything to the characters modesty.
Second. does any of the trap doors leed inot a house you can purchase? if not, plese add this feature to version 1.0.
looking forward to having a backdoor into the cellor of my own,and neighbours cellars. smile

 #2 - 04-14-2008 at 22:37
From: (Launceston,Tasmania,Australia.)
Joined: August 1st, 2007
Posts: 154
Maybe you should add this to every DB Quest that involves Murdering someone in a house?
Fantastic Work Btw.

 #3 - 04-14-2008 at 22:49
From: (Melbourne)
Joined: April 6th, 2008
Posts: 302
Great idea, and great mod.

 #4 - 04-15-2008 at 18:03
Joined: July 14th, 2007
Posts: 8
I haven't the time to check right now, but if any of the buyable homes have basements already, I'll be sure to add the doors. thanks for the suggestion =D

I plan on doing that once I review the Dark Brotherhood quests. I've already added them to a certain manor in skingrad. Thanks for the suggestion =D

Thanks =D

 #5 - cool - 04-16-2008 at 07:50
From: (westergate)
Joined: March 23rd, 2008
Posts: 2
looks good but in v1 it would be great if you could add a door to as many houses in the game as you could so you could pick any house you want to murder, steal or vampire bite Rock

 #6 - 04-18-2008 at 12:20
Joined: January 9th, 2008
Posts: 6
Very nice. It's subtle, doesn't disrupt the balance of the game, and adds some useful places for those of us who value discretion.

Very very well done for something so humble. Good work.

 #7 - Good mod - 05-04-2008 at 00:28
Joined: November 25th, 2006
Posts: 6
Great mod for a thief.

 #8 - 05-12-2008 at 22:49
Joined: March 5th, 2008
Posts: 148
Well you're lucky, its been featured for months as a "file of the week".

 #9 - 05-17-2008 at 03:14
Joined: July 14th, 2007
Posts: 8
Woah o_o I need to check the front page more often. I've put this mod on a temporary hiatus until Late-July. Graduation is coming up and I've been cutting it real close, lately. After that I'll be going on an out-of-the-country homestay trip. Thanks for all comments =D

 #10 - 05-19-2008 at 15:41
Joined: February 5th, 2008
Posts: 69
HAPY GRADUATION MAN !!!!!!!!!!!!!smileBeer! Beer!Puke!

 #11 - 05-28-2008 at 15:00
Joined: July 14th, 2007
Posts: 8
Eep, I told a lie. I found some time to work on this and released an update.

 #12 - 06-07-2008 at 06:38
Joined: August 25th, 2007
Posts: 109
Thats a nice idea for those who want to play as wampiers,thiefs,murderes.So hope u make few morestick out tongue.GL!

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