About this mod
On an original idea by Forgrum. Improved by Lord Yig. A 9-slot Mark/Recall artifactual book for your amusement and adventuring convenience. # Installation # Just copy the .esp file to your \"C:\\Program Files\\Bethesda Softworks\\Oblivion\\Data\" folder (or equivalent) then check the box in the Data Files option of the game
- Permissions and credits
Improved by Lord Yig.
A 9-slot Mark/Recall artifactual book for your amusement and adventuring convenience.
#Installation#
Just copy the .esp file to your "C:\Program Files\Bethesda Softworks\Oblivion\Data" folder (or equivalent)
then check the box in the Data Files option of the game launch menu.
If you already have a previous version of the mod installed, you should clear it out of your saved game's memory before installing this new version.
Uncheck the previous mod version box in the Data Files launch menu option.
Then load your last savegame.
A message box, with the following text, will appear warning you that your game relies on items which are no longer available :
"This savegame relies on content that is no longuer present. Some items could no longuer be available. Continue Loading ?"
Click Yes to load anyway.
Resave your game. Quit the game. Then install the new esp file.
You're ready to go, but you'll have to go take the book once again...
The whole system has changed so it is better to start with a savegame fresh of any reference to the previous version of the mod.
#The Travelogue#
The book will appear on the ledge outside the sewer door where your new character first went outdoors.
You can use quick travel to go there and pick it up.
If you don't want to go there, you can also use the console: enter the command "player.additem 1000CED 1" and it should be added to your inventory. The ID number seems to have a base address related to the number of mods which are loaded, so if you have more than one mod checked, you might have to use ID number 2000CED, 3000CED, etc.
Feel free to reuse or improve as you like.
#History#
March 22 2006: V 1.0
Original release.
March 23 2006: V 1.1
Fixed problems with teleport markers not always working or not being replaced properly when reset.
March 26 2006: V 1.11
Just updated this readme file to include the warning about outdoor marks.
May 2 2006 : V 2.0
A whole new script system, working with 11 scripts.
Markers are usable everywhere or nearly so, indoors, outdoors, in cities, in oblivion, etc. In nearly any cell or worldspace.
The only cells/worldspace that are not currently taken in account by the script system are :
- The DreamWorld Worldspace of a quest in Bravil because the player actually loose temporarily all his equipement and items during the quest. Therefore the use of the book is impossible while in this worldspace.
- The Cells and Worldspace of test, named testxxx or similar. They are not used in game as far as i know.
- The Worldspaces where there is nothing in the TESC and therefore are not used and where you can't go while in game.
All Markers are saved with the savegame data (by globals or with interior cell data) and are re-usable after having closed the game and/or reload a savegame.
Updated the readme.