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The Elder Scrolls IV: Oblivion Downloads > Modifications > Huge Mods:
Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta)
Filename: otherworldfiles.zip

Date Added:
Type / Category:
63.39 MB
1.0 Beta
OBSE 1.2( or later)
Modifications > Huge Mods

Average User Rating: 8.3
Number of Votes: 7
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5 Other Files by Sheogorath:
- Otherworld Episode 1 Beta (2)
- Otherworld Episode 1: The Secret of Temair (BETA 1.0)
- Sheogorath's Bandit & Creature Pack (1.0)
- Sheogorath's Master Craft 2 (2)
- Sheogorath's Altadoon Theme Replacer (1)

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Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta) - File Description  

Adds a questline and large land based off of Celtic mythology lore and my own lore. This large land includes new creatures, new loot, new quests, and new ruins. This mod is for people who are sick of vanilla and mods that just change vanilla. Otherworld is a completely new place that you wont reconize!

Fixed version

Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta) - Screenshots  
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Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta) - File Download Options  

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Download from Worldwide Mirror by FileFront Download Otherworld Episode 1: The Secret of Temair *FIXED!

Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta) - Readme  
Readme File:
Sheogorath's "Otherworld Episode 1: The secret of Temair"

This Mod is huge mod that adds an entirely new world, AND DOES IT RIGHT!
Many names and references are based off of Celtic Mythology and this mod is incredibly lore based, and detailed in loot systems, scripting, creature generation, and effects. This is the first installment of Otherworld, there will be others wich will continue the story and adds more items, ruins, quests, and NPCs.

You are asked about a great warrior named Lugh from a druid who used to know him, and in the quest for knowledge, the druid seems fit to send you to otherworld and help a dying village from extinction of the land from a terrible and powerful being known as Samhain.

Like any other mod install to
C:/Program Files/Besthesda Softworks/Oblivion/data
Enable LegendaryWeapons.esp
Comment if you find some!

OBSE 1.2(or later) REQUIRED! That's about it.
Any mods such as Oscuro's or Martigen's will not affect this mod, creatures, or loot.
Otherworld adds a new land with new everything so any other mod should not affect it and Otherworld will not affect any other mod.
What exactly does this add?

-A large new land
-A huge amount of unique armors and weapons
-A ton of new scripted enchanments and custom effects
-A large questline
-New ruins to discover in this new land
-New creatures that are sure to excite combat
-Charms: Give bonuses just for being in your inventory but weigh 10 pounds each.
-Stones: Give scripted enchantments to any armor or weapon
-Completely randomized loot and drops
-Special Creature: These creatures have slightly better loot and have randomly generated names

Special thanks to AgonyLord52 for providing voice acting.
Special thanks for Nekronom for a providing a few meshes.

Cerberus Mods of course!

Forum: http://z3.invisionfree.com/Cerberus_Mods/index.php

Otherworld Episode 1: The Secret of Temair *FIXED (1.0 Beta) - 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: 19 | Last comment: 10-29-2008 at 10:38

 #1 - 08-17-2008 at 04:12
From: (Hasselt)
Joined: July 5th, 2007
Posts: 318
It's a BETA... I'll be waiting for the full version, otherwise i'll have played this one about 5 times before the next one comes out...

 #2 - ????? - 08-18-2008 at 06:50
From: (KragerÝ)
Joined: June 29th, 2008
Posts: 3
How do i get to this "new world"?

 #3 - seems cool - 08-18-2008 at 07:00
From: (perth)
Joined: July 11th, 2008
Posts: 145
seems fairly good,
but i might w8 for the FULL
anyway i need my other comp

 #4 - 08-19-2008 at 23:20
From: (NSW)
Joined: July 12th, 2008
Posts: 101
To get to the new world go to layawiin (I know thats not how you spell it), go to an inn and look for a Khajiit in a green robe and talk to him then complete his quests.

 #5 - How to get back? - 08-21-2008 at 06:25
From: (Arizona)
Joined: January 22nd, 2006
Posts: 8
I did the quests and got the weapons and then went to otherworld. Now, how do I get back to the "real world?" Otherwise it's a pretty cool mod.

 #6 - Finish the Quest - 08-21-2008 at 11:19
Joined: March 4th, 2007
Posts: 148
There is a portal to the City Isle in Temair, close to the end to quest, you can go to it and use it at any time.

 #7 - 08-21-2008 at 14:58
From: (Uden)
Joined: January 2nd, 2008
Posts: 83
Cool mod, but now i have the quest to go to a meeting somewhere (idk the name anymore) but i'v got the book but i cant find where it is. Ive got this quest after i attacked a summoner, which turned into some kinda deer. I hope u know what i mean. But could u help me with this?

 #8 - help - 08-23-2008 at 08:05
Joined: August 23rd, 2008
Posts: 1
hey how do i get out i cant even find the end of the quest. can some one give a better location

 #9 - Downloading - 08-23-2008 at 08:45
From: (Xania)
Joined: February 14th, 2006
Posts: 63
Hey is there another website where I can download this from? For some reason I can't download anything from Filefront...

 #10 - Thanks tommyG940 - 08-24-2008 at 05:04
Joined: March 4th, 2007
Posts: 148
I would like to thank tommyG940 for actually following instructions and posting comments on bugs or poor design.

Temair is located directly west of The Hall of the Decayed. You will have to cross 2 rivers, and go up the corner of the island.

If you really are stuck and sick of it and want to find the end of the quests, you can use this code in the console:

Player.coc LWTemair

 #11 - 08-25-2008 at 02:32
Joined: August 25th, 2007
Posts: 109
Wow seems a nice mod.If i find any bugs il come here or just mail you.So lets hope there are any big grin.But its gona be a good mod to my colection!GJ!

 #12 - 08-25-2008 at 03:35
Joined: August 25th, 2007
Posts: 109
Anyone know where i can dl the OBSE?And 1 without viruses......

 #13 - 08-26-2008 at 11:03
From: (Uden)
Joined: January 2nd, 2008
Posts: 83
Thanks Mad griffin, i have finded it now, thanks for the direction. But ive got a question, when i look on the map, there just a big black space. is there any chance that there would come a map?

Oh and btw: I really love this mod, its kinda fun with that deer helmet smilesmile

 #14 - No Map?? - 08-26-2008 at 22:22
Joined: March 4th, 2007
Posts: 148
I'm not quite sure why the map wouldn't be showing for you. Yes, a map is included in the mod. I'll look into it and see if I can't debug the problem.

And I'm very glad you like the helm. I will give you some statistics

in this mod:
9 playable unique armor peices(3helms, 1 shield, 1 greaves, 3 cuirass)

17 unique weapons(9 blades, 1 bow, 1 arrow, 5 blunt, and 1 staff)

Total: 26 playable unique weapon and armor meshes

Total of 131 overall meshes used in this mod(includes clutter, architecture, creatures, ect...)

 #15 - 08-31-2008 at 07:52
Joined: September 4th, 2006
Posts: 1
Could you host this on other sites? (Tessnexus; PlanetElderscrolls) I cant download from filefront. Thank you in advance!

 #16 - Same - 09-02-2008 at 15:59
From: (Xania)
Joined: February 14th, 2006
Posts: 63
Sadly I need to agree with haryys as I have the same problem

 #17 - Issues... With the enchantments and drops... - 09-06-2008 at 21:04
Joined: September 26th, 2007
Posts: 4
Now I like this mod really I do and i know its still a beta but after testing it (mind you im using fcom with this so it may be that things fault) I've noticed that occasionally the creatures drop alot of potions, stones, and charms (great idea with the charms BTW)
and it seems directly associated with the gold that i found ex on one satyr i found 27 +3 luck charms and 27 gold, and on another had 57 piercing stones and 57 gold.

The next problem is more of a balance issue Cold Steel has a enchantment that does 20 speed damage for 8 seconds which alone is enough to classify it a a super uber weapon but thats just a personal taste (not sure if it was intended or not but id use drain speed or 1 speed damage over 20 seconds but again thats just personal taste)

But all in all i look forward to the final version of the game

 #18 - OBSE? - 09-09-2008 at 07:24
From: (Jylland)
Joined: February 6th, 2008
Posts: 16
Can someone tell me what OBSE is and where i get it?

BTW this mod rock... i think Rock

 #19 - Thanks Savan, I'll get right on that... - 10-29-2008 at 10:38
Joined: March 4th, 2007
Posts: 148
Loot Problem
Yes, well thank you very much for pointing this out. There seems to be a large bug within my scripting, that produces the same level items multiple times. Well, I might know the cause...

here's how monsters are generated

1.The monster is created from a leveled list
2.The monster's stats are adapted to the player
3.Then in combat, it will be decided if the monster is "unique" or not.
4.It then generates magical abilities, and adds to stats
5.Then it adds an item to the monster from a "special" leveled list.
6.when it dies, it produces regular loot along with special loot.

Regular creatures skip steps 4, and 5.
What seems to be happening is that it keeps reloading "is it in combat?" and adds more items... you can blame oblivion's AI for that, and me for trusting it to do what it's supposed to...

Cold Steel
I will indeed fix it.

And the Cold Steel is indeed more powerful than intended, I meant only for it to have "Drain Speed" not Damage, that way it will slow the target...

Next release
The next release will actually be Episode 1, it will have fully functioning everything, and the creature and loot generator has been updated greately...
it generates a creature from the leveled list(lets say a zombie)
it generates Name 1 based on the creature (lets say Venomspawn)
it generates Name 2 (lets say the Quick)
it generates Color (lets say light blue)
it generates a random scale, 0.9 to 1.2(lets say 1.1 x normal)

so, now you have:
Venomspawn the Quick
Frost resistant
Speed enchantment
1.1 Scale, and gets a small stat bonus for being bigger

it has a randomization of 4 variables, which range from 1 to 10, 10 to 10, 1 to 10, and 1 to 3

so you can generate (10 x 10 x 10 x 3 =) 3000 Unique zombies with this new script update. That's all I can give you now!

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