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The Elder Scrolls IV: Oblivion Downloads > Modifications > House Mods:
Centurion´s Castle Dunkerlore
Filename: castle_dunkerlore.rar


Size:
Developer:
Downloads:
Date Added:
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7.4 MB
Centurion
4864
08-24-2006
Modifications > House Mods


Average User Rating: 8.7
Number of Votes: 34
Related Files:
Latest 5 Modifications > House Mods:
- The Castle of Repressed Insanity (1.0)
- Kitten's Begginner House (0.9)
- Halcyon Island (1.0)
- Star Ship Orion (1.0)
- Ancient Cave (0.5)

5 Other Files by Centurion:
- Castle Highrock (1.0)
- Centurion´s Castle Dunkerlore (1.1)
- Centurion´s Castle Veyond
- Centurion´s Castle Domrose (1.2v)
- Centurion´s Castle Domrose (v1.1)

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Centurion´s Castle Dunkerlore - File Description  


Description:
This plugin adds a Castle on itīs own island located in the "Topal Bay" ment as a playerīs home. It can be obtained by the player by a short quest.

  • Features:
    - New Island located in the Topal Bay including all needed "DistantLOD" informations and updated worldmap.
    - Full furnished Castle for the player containing:
    1), alchemist, merchant, prist and smith offering their services from 08.00 AM to 06.00 PM (as soon as the player owns the castle)
    2), "Teleport Home" spell (you can learn the spell by reading a scroll which can be found inside the third floor(Lord Quarters) of the mainkeep)
    3), ingridient sorter inside the first floor of the mainkeep
    4), hidden treasury (wonīt be visible at your in-game-map!)
    5), hidden secret passage to Fort "Old Dunkerlore" (wonīt be visible at your in-game-map!)

    - ship docked at Castle Dunkerlore (of course also "owned" by the player together with the castle)
    - small village "Dunkerlore Mining"
    - Mine
    - Fort "Old Dunkerlore"
    - quest to obtain the castle (using "silent" mp3-files, ment no new spoken dialogues)(the quest will start automatically, the player will be contacted by a man)



  • Centurion´s Castle Dunkerlore - Screenshots  
    Screenshots:
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    Centurion´s Castle Dunkerlore - File Download Options  

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    Centurion´s Castle Dunkerlore - Readme  
    Readme File:
    Centurion´s Castle Dunkerlore
    ******************************

    A plugin for "The Elder Scrolls IV, Oblivion"
    Created with US-version 1.0.228

    This plugin adds a Castle on it´s own island located in the "Topal Bay" ment as a player´s home.
    It can be obtained by the player by a short quest.

    Features:
    *********
    -New Island located in the Topal Bay including all needed "DistantLOD" informations and updated worldmap
    -Full furnished Castle for the player containing:
    +alchemist, merchant, prist and smith offering their services from 08.00 AM to 06.00 PM (as soon as the player owns the castle)
    +"Teleport Home" spell (you can learn the spell by reading a scroll which can be found inside the third floor(Lord Quarters) of the mainkeep)
    +ingridient sorter inside the first floor of the mainkeep (which will collect all your ingredients out of your inventory as soon as you activate the crystall standing in front of the "Dunkerlore Ingredient Cupboard")
    +hidden treasury (won´t be visible at your in-game-map!)
    +hidden secret passage to Fort "Old Dunkerlore" (won´t be visible at your in-game-map!)
    (btw. all your loot will be save inside any container of Castle Dunkerlore (although they may contain some clutter) besides the ones named "Castle Dunkerlore Servant Food Cupboard" ("Castle Dunkerlore Servant Food Cupboard" are the only respawning container (needed to avoid strang behavior of the NPCs as soon as they may run out of food) which can also be recognized by their shown "foreign" ownership)
    -ship docked at Castle Dunkerlore (of course also "owned" by the player together with the castle)
    -small village "Dunkerlore Mining"
    -Mine
    -Fort "Old Dunkerlore"
    -quest to obtain the castle (using "silent" mp3-files, ment no new spoken dialogues)(the quest will start automatically, the player will be contacted by a man)

    Installation:
    *************
    -Unzip "Castle_Dunkerlore_V1.rar" anywhere you wish,
    -copy all unzipped files out of "Castle_Dunkerlore_V1.rar" ("Castle_Dunkerlore_V1.esp plus all directories!) into your "Oblivion\Data\" directory.
    -When you run Oblivion, click on Data Files, then check off "Castle_Dunkerlore_V1.esp" and run the game.

    Deinstallation:
    ***************
    First step:
    When you run Oblivion, click on Data Files, then uncheck "Castle_Dunkerlore_V1.esp"

    Second step:
    Due the LOD-files and the updated worldmap you must also delet following files in following directories (or the distant Land will stay visible in the game and the worldmap will show "Dunkerlore Island" although there isn´t anymore an island):

    Directory: "...Oblivion\Data\DistantLOD\"
    Files:
    "Tamriel_25_-45.lod", "Tamriel_25_-46.lod", "Tamriel_25_-47.lod", "Tamriel_25_-48.lod",
    "Tamriel_26_-45.lod", "Tamriel_26_-46.lod", "Tamriel_26_-47.lod", "Tamriel_26_-48.lod",
    "Tamriel_27_-45.lod", "Tamriel_27_-46.lod", "Tamriel_27_-47.lod", "Tamriel_27_-48.lod",
    "Tamriel_28_-45.lod", "Tamriel_28_-46.lod", "Tamriel_28_-47.lod", "Tamriel_25_-48.lod",
    "Tamriel_29_-46.lod",

    Directory: "...Oblivion\Data\Meshes\Landscape\LOD\"
    File: "60.00.-64.32.NIF"

    Directory: "...Oblivion\Data\Textures\landscapelod\generated\"
    File: "60.00.-64.32.dds"

    Directory: "...Oblivion\Data\Textures\menus\map\world\"
    File: "cyrodiil_resized.dds"

    Directory: "...Oblivion\Data\Textures\menus50\map\world\"
    File: "cyrodiil_resized.dds"

    Directory: "...Oblivion\Data\Textures\menus80\map\world\"
    File: "cyrodiil_resized.dds"


    Credits:
    ********
    I added a directory to the files called "Readmes_of_used_mods_in_Castle_Dunkerlore" which contains all readmes of the used models/mods in Castle_Dunkerlore_V1. If you wish to use some of the models in your own plug-in you should have a look into it. In no special order I used the work of the following authors in Castle Dunkerlore:

    PS33:
    -scripts for the teleportation spell and the ingredient sorter

    -Zarkis-:
    -silent mp3-files

    Wormheart:
    -Working Gates

    XIFR:
    -PLAIN SURCOATS (the black ones only, used as guard-armor in Castle Dunkerlore with permission by XIFR)


    If you find any bugs or having problems with this plugin "pm" me at the elderscrolls-forum or send me an e-mail (UdoSpringalla@AOL.com) so that I can try to fix them.


    Centurion´s Castle Dunkerlore - 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: 23 | Last comment: 09-01-2007 at 04:34

     #1 - 08-24-2006 at 18:14
    TaintedGlory
    Joined: July 27th, 2005
    Posts: 36
    Looks very nice

     #2 - 08-24-2006 at 19:36
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    does it conflict with kumico manor or topal island?

     #3 - 08-24-2006 at 19:37
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    oh, and that is a bad name

     #4 - 08-24-2006 at 20:17
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    you know wht? despite the name and the fact that the ground around kumiko manor has dissapeared, i still give this my mod of the year award. i rate it a 9.4 out of 10.


    WELL DONE MATE! CHEERS! Two Thumbs Up!Beer! Beer!Two Thumbs Up!

     #5 - 08-25-2006 at 00:26
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    oh, but it gets rid of all of the ground arround kumico manor. can you change that? at all?

     #6 - @ skunky99999 - 08-25-2006 at 01:36
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    First:
    Thank you for your compliments!

    Second:
    I just downloaded Topal Island and Kumico Manor and had a look at them.
    The good news are that Castle Dunkerlore is full compatible with Topal Island and the bad news are that my plugin wonīt be compatible with Kumico Manor.
    There canīt be done anything to solve that problem (both plugins are using parts of the same landmass) but trying to merge them (using TES4 Plugin Utility) and then repairing the landmass. Sorry for that.

     #7 - 08-25-2006 at 02:21
    karpentor
    Joined: July 22nd, 2006
    Posts: 34
    Well this one looks a lot better then Kumiko actually...and since I've encoutered some crashing issues when I select the Kumiko mod...I know what home will be mine from now on. The screenshots are amazing, this could be the best home built in oblivion that Ive seen until now. I get the urge to start playing this mod and to really find out if thats the case...looks great, as always I will rate after playing this mod.

     #8 - 08-25-2006 at 06:24
    lansti
    Joined: December 22nd, 2005
    Posts: 46
    This looks awesome, but i think i'm starting to have quite too many castles...

     #9 - 08-25-2006 at 09:40
    Lord_Kosmos
    From:
    Joined: October 22nd, 2003
    Posts: 36
    Wow yust wow. Your private homes (this one and the one you made before) fit my taste perfectly (except that i changed all servants and soldiers to Humans). This is from now on my new ingame Home 8).

    But like #8 already pointed out, I have to stop colecting all those castles *g*.

    Cherio and Keep it up !

    Lordy

     #10 - 08-25-2006 at 10:20
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    i have arborwatch, rosethorn hall, goblinwatch keep, castle domrose, castle dunkerlore, i did have kumiko manor, i have hidden, and topal island. dont worry, the more homes you have, the richer you feel. it makes you feel a bit cluttered, but stil, i have more stuff than the *former* emperor

     #11 - Very good - 08-25-2006 at 14:47
    TechWing
    Joined: July 4th, 2006
    Posts: 41
    I must admite I wanted to have one of my "toons" to own a castle.Rock

    But! I say for an update on this honestlly make it where we have to earn the funture OR buy it. I dont care just aslong as it makes me do more than a small quest for a house.Roll Eyes (sarcastic)

     #12 - 08-25-2006 at 21:09
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    hey, centurion. i have an idea for a house. you are easily the best architectural modder that i know of. it is time for you to make a town. a castle which you can become the count of. it would be a great way to make winning the mq alot more rewarding. the niben basin is empty on the east side.

    Beer! Beer!Hmmm Donut!Beer! Beer!

     #13 - 08-25-2006 at 21:09
    skunky99999
    Joined: August 18th, 2006
    Posts: 138
    they wouldnt let me post more than three smileys, so here are three more Pimp!Pimp!Pimp!

     #14 - 08-26-2006 at 11:16
    joelh
    From:
    Joined: May 20th, 2006
    Posts: 11
    When i have done the first mission in the mine and exit the mine the game crashes.Does anybody know whats wrong ?

     #15 - 08-26-2006 at 18:13
    mstm
    Joined: August 18th, 2006
    Posts: 325
    I dunno if this is mentioned alrdy but where do u get the quest? or have i put the files in wrong?

     #16 - @ joelh - CTD while leaving the mine - 08-27-2006 at 03:31
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    Currently I donīt know the reason for it. During all my extended tests I never had seen a CTD.
    I did send you an e-mail explaining how we can try to find that problem.

     #17 - @ mstm - starting the quest - 08-27-2006 at 03:34
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    The quest will start automatically! You will be contacted by a man (sooner or later).

     #18 - @ skunky99999 - 08-27-2006 at 03:37
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    Thankīs for your proposals for a futur plugin.!

     #19 - 08-27-2006 at 08:27
    mstm
    Joined: August 18th, 2006
    Posts: 325
    I already have a mod that needs a texture and meshes folder. How can i use them both? do i have to rename them or something?

     #20 - @ mstm - installation of meshes and textures- - 08-27-2006 at 08:58
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    You donīt need to rename anything!

    Due the different IDīs of every file (although using the same directory) there wonīt be a conflict.

    Just install Castle Dunkerlore like described in the readme-file and all should be fine!

     #21 - 08-27-2006 at 10:31
    mstm
    Joined: August 18th, 2006
    Posts: 325
    i get ya thnx m8. Gee i wish i werent so dumb. It all works now but the maps gone all blury but it doesn't bother me that much.

     #22 - Concerning CTDs while running Castle Dunkerlore - 08-29-2006 at 08:14
    CenturionUS
    From:
    Joined: January 17th, 2006
    Posts: 17
    @ all who may encounter CTDs while running Castle Dunkerlore:
    Castle Dunkerlore was created with US-version 1.1.511 (yes, I know, wrong statemant in the readme, sorry for that), ment a patched version of Oblivion is needed to run this plugin without problems!

     #23 - 09-01-2007 at 04:34
    Badhaggis
    From:
    Joined: August 2nd, 2007
    Posts: 61
    plz make a dark fort with assasns and thevies in a town around it near skingard plz cool modRockRockRock:



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