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seanms1991

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44 comments

  1. Scrubington
    Scrubington
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    I don't know if it's gonna break anything but the DLC quests aren't starting when I use this. They all popped up in the journal on my 1st character upon exiting the sewer.
  2. OmenCorsair
    OmenCorsair
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    can you add the alchemical ingredients you would normally get from the tutorial dungeon? 
    the rat meats, the fungus etc
    1. seanms1991
      seanms1991
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      I guess part of the problem is I usually ignore those. I'll have to do a survey of what you can pick up in there and see what would be fair to add. But good idea, thanks :)
    2. OmenCorsair
      OmenCorsair
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      yeah its very nice because you can craft 4 potions of poison right from the start which help in some cases
  3. slappybags
    slappybags
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    No blunt weapon option in the chest?
    1. seanms1991
      seanms1991
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      There wasn't any maces in the intro though there were "clubs" so I'll look into making a more balanced starter weapon selection.
    2. seanms1991
      seanms1991
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      Alright, added a Steel Mace. I think that now covers pretty much everything as far as items that are found in the intro.

      I'll take the time to note the reason why I added steel weapons instead of iron or rusty. In the intro you can find a Steel Shortsword but the bow and daggers you find are either rusty or iron. For blunt weapons you only had some clubs. So I figured it'd be ok to even things out a bit but I really should have added the Steel Mace earlier, thanks for making me think more on it :)
    3. irudium
      irudium
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      I have tombstone skip, but no chest on docks.
    4. seanms1991
      seanms1991
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      Do you have the latest version? Do you have any other mods installed?
    5. slappybags
      slappybags
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      There is an iron warhammer in the tutorial near the chest with the average lock level and the iron shield, would be good to have a two handed blunt option as well, thanks for the update though.
  4. kelkelekel
    kelkelekel
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    Using this with  Echoes of Oblivion - A True RPG , tomb works fine but there is no chest on the docks. Any ideas?
  5. Guitarsolo
    Guitarsolo
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    this was the kind of mod i first ever downloaded for classic oblivion, and skyrim too...its a must have especially if youre not done adding mods to your games.
  6. jolebo01
    jolebo01
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    Awesome mod, thanks <3
  7. Frib
    Frib
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    Edit: This is apparently vanilla behaviour and not caused by this mod.

    Original post:

    I'd like to report some strange behaviour but I don't know if it is because of this mod or something else. But this is the only mod I have that affects the main quest (as far as I'm aware) so my gut tells me this one is involved and I'd like to leave a comment just in case anyone else experiences the same thing.

    When I started a new game, created the character, and got transported out of the sewers, I made a save. I died immediately and reloaded that save. But then I noticed an oblivion portal had spawned on the mainland behind vilverin, including a scamp and the ability to enter it. However, on reloading that save later a few times, there was no portal.

    So again, I don't know if it's because of this mod, but random gates would normally start to spawn after certain progress was made in the main quest. Which would explain why it's not consistent. I don't know if this gets triggered somehow by this mod or if it's just another janky bethesda bug :D
    1. chimpoforevah
      chimpoforevah
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      Not sure about the instant death, but the portals are open from the start in the Remaster.
    2. Maureeseeo
      Maureeseeo
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      TIL about the portals being open from the start. So the game doesn't wait until after you've brought Martin to Weynon Priory?
    3. Frib
      Frib
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      the instant death was my fault lol, but I figured it might've been relevant for reproducing the issue.

      I was unaware that the portals can spawn immediately now. That means this mod isn't responsible for that so my post can be ignored :D
    4. RevelentDark
      RevelentDark
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      Yeah the portals being opened at the start occurs sometimes even without any mods at all. I'm pretty sure its a bug though because simply reloading a save or entering another area makes them disappear.
    5. WastelandWynne
      WastelandWynne
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      Confirm, this happens in vanilla, since the remaster launch and random portals can continue to spawn until you bring the Amulet of Kings to Weynon Priory, at which point, they *should* pause (for me that seem to have, but idk for absolute certain due to randomness) until you go to kvatch.

      I use 
      This mod to configure random gate spawn chance
      and This mod to close random gates if one happens to spawn somehow
      alongside Alt start for full Oblivion gate control. :)
  8. AlexTheHound
    AlexTheHound
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    If i don't pick a starting class, does that mean i can play the game without any Major skills and it would essentially be like Skyrim's leveling system?
    1. seanms1991
      seanms1991
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      I just tested it and yeah, you can start the game without picking a birthsign or a class so it shows that you have neither in your character details and you have no major skills. I didn't think about how that worked honestly but I guess it's alright to leave it as-is in case someone wants to do this as a form of challenge run.

      I'd add a dialog box with a warning if someone tries to start right away without picking a birthsign and class, but because I don't know how to add new text strings to the engine because of how Oblivion Remastered handles things now, I think I'll leave it. Maybe in the future it can be updated. 
  9. Markazorax
    Markazorax
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    Is this any different than simply loading a save just before exiting the sewer?
    1. seanms1991
      seanms1991
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      Not really truthfully, this is an alternative to that. 
    2. pikkuhippi
      pikkuhippi
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      I would say its actually different, because the save files appear to have a unique ID associated with them, so if you load back to a save before exiting sewers after already playing character named Clive for 50 hours. Then name this new character Sylvana, Clive's and Sylvana's save files will be categorized together in the load game list which is kinda annoying.

      Using this mod I think prevents that and you can get all your characters save files listed nicely in separate name category on the load game list if that makes sense.

      I thought this was a bug using the sewer interaction to change your name after, but using showracemenu triggers same effect. Also manipulating the save file folder or renaming the save files doesn't seem to help so this mod is very welcome thanks !
    3. Markazorax
      Markazorax
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      Ahh, gotcha, I didn't know that. Yeah this is a much more preferable alternative, in that case.
  10. unfundedstaurn
    unfundedstaurn
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    not working for me
    1. seanms1991
      seanms1991
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      Did you follow the manual install instructions and put it in the right place?
    2. unfundedstaurn
      unfundedstaurn
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      I think i did
    3. seanms1991
      seanms1991
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      Manual installation

      • Download zip file
      • Extract SSS.esp to either
      • Default Steam - C:\Program Files (x86)\Steam\steamapps\common\Oblivion Remastered\OblivionRemastered\Content\Dev\ObvData\Data
      • Default Game Pass - C:\XboxGames\The Elder Scrolls IV- Oblivion Remastered\Content\Dev\ObvData\Data
      • In that folder open Plugins.txt and add SSS.esp to the end and save
      • You're good to go!