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File details

The Elder Scrolls IV: Oblivion Castle Dunkerlore v1.1 Mod

Download now! Download now! File size: 8.93 MB
Game: Elder Scrolls IV: Oblivion
Platform: PC
File type: Mod
Date added: Dec 07, 2006
Downloads: 4608

This mod adds a castle in an island that can be obtained by a quest.

Mod details:

Centurion´s Castle Dunkerlore V1.1

A plugin for "The Elder Scrolls IV, Oblivion"
Created with US-version 1.1.511 (latest patch for Oblivion required!)

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

-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
(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"
-Fort "Old Dunkerlore"
-quest to obtain the castle (using "silent" mp3-files, no new spoken
dialogues)(the quest will start automatically, the player will be contacted by
a man)

Changes in V1.1:
-Overworked dialogues/texts (by ElectricMessiah)
-dungeon added
-altered/improved teleportation spell and script (following proposals by PS33)
-altered the "contacting script" which starts the quest (player won´t be
contacted anymore as soon as he leaves the sewer after having started a new
game but after having delivered the "Amulet of Kings" to Jauffre)
-added all books written by Xui´al
-deleted "-50 disposition" to Dark Brotherhood members (the NPCs will now be
somewhat more friendly to members of this faction)
-assigned "merchant´s-chests" for the merchants (merchants won´t keep anymore
your sold goods for ever)
-some minor changes

-Unzip "Castle_Dunkerlore_V11.rar" anywhere you wish,
-copy all unzipped files out of "Castle_Dunkerlore_V11.rar"
("Castle_Dunkerlore_V11.esp plus all directories!) into your "Oblivion\Data\"
-When you run Oblivion, click on Data Files, then check off
"Castle_Dunkerlore_V11.esp" and run the game.

First step:
When you run Oblivion, click on Data Files, then uncheck

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

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

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

Directory: "...Oblivion\Data\Textures\landscapelod\generated\"
File: ""

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

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

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

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:

-for overworking all dialogues and texts

-scripts for the teleportation spell and the ingredient sorter

-Working Gates

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

Xui´al (for following books):

- Basic Guide to Telvanni Construction - The PSJJJJ Conspiracy - A History of
Anvil and Piracy - The Practical Defense of Morrowind -

- The Imperial Navy - The Art of War Magic Volume II - Official Mage's Guild
Coorespondence, 3E 432 - Minerals of Morrowind -

- House Hlaalu Stronghold Plans - Her Hands - A Brief History of War in
Tamriel, Volume I - An Inspection into the cost of the Akaviri Invasion -

- Part 1 of an Unnamed Story - The Master's Guide to Alchemy - Khajiit: Trophy

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


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