Adonnay's Elven Weaponry | Readme file | 13.08.2007

Welcome to 'Adonnays Elven Weaponry'!

Category: | Weapons Mod
Game: | Oblivion
Version: | 3.71
Status: | Final
Type: | plugin + resources
Link: | Adonnay's Armoury

Remark:

If you are upgrading from a version older than 3.0, especially if you are upgrading from the Elven Sabres or Elven Longblades mods:
Due to the combination of both mods some of the IDs have been changed, so I strongly recommend that you disable any version older than 3.0 (i.e. Elven Sabres and Elven Longblades mods) and remove all traces of them (load the latest savegame with both mods disabled and save again) before you move on and activate this one.
If you are upgrading from one of the old partial mods (Elven Sabres or Longblades) you will lose all the weapons you have bought already but I'm afraid there is no other way to ensure everything's going to work properly. I recommend only installing this mod when you're about to start new or if you don't mind to lose all the gear from my old mods.
If you are upgrading from 3.0+ you can simply overwrite the files and should experience no problems. The vendor will however only have the new items (if any, see 'new in this version') after his first restock (usually within 3-4 ingame days).

Index

- Introduction
- What this mod does
- What's new in this version
- Where can I find those weapons
- Weaponlist
- Installation
- Deinstallation
- Version History
- Known Issues
- Credits
- Contact

Introduction:

My 'Elven Sabres' mod is actually done. I've just picked up the suggestion of someone on the TESSource site to combine both my mods into one and while doing so fixing a small bug with the ebony short sabre using the wrong skin. When I planned this mod I wanted to do quests for the various special blades... but I couldn't find anyone doing them for me and I didn't have the time to do them myself.
This version (3.0+) introduces some of the known blades to the vendor (Longblades) and adds a bunch of completely new ones as well (Warblades, Scimitars and Courtblades).
The Long- and Warblades are geard towards high level players only. The first ones, still unenchanted, are available at level 25+ and range up to level 35+. The enchanted ones start at level 30+ with the last one available (Royal) at level 40+. . Check the weaponlist for more details.

What this mod does:

This mod adds a whole lot of elven, sabre like weapons in two different ways. One is a vendor in a small cottage west of Cheydinhal, north of the barren cave. The other - for the elven Longblades, unique, ornamented long warsabres - are lost and buried within four ayleid ruins yet untouched by plundering tomb raiders.
Offhand Weapons:
The mod does also enable the player to wield knives and short sabres in the offhand (dual wield). They are however - as in all 'dual wield' mods not fully functional and work just as a light shield. You can not buy offhand weapons directly, instead you have to buy a regular knive or short sabre and swap it to the offhand using the automatically granted spell 'Swap Active Weapon'. The spell also switches the regular one-handed sabre to a two-handed version, so you may use whatever style you like. In addition I have also added an automatic equip/unequip script that works only with the offhand wieldable weapons in this mod though. See known Issues for some things you should know about those scripts and their side effects.
Magical Damage Scripts:
There are several unique weapons (Bladeweaver, Hithlain, Ithildin, Gwilith) that have very powerful scripted enchantment. They will not run out of charges and do various things that might not be obvious. All mentionned weapons have a certain chance to deal extra damage on every hit as well as critical hits, dealing even more damage. Each of the weapon also has a 'favorite' enemy. If you score a critical hit against a favorite enemy, the target will die instantly (Bladeweaver: Daedra/Evil, Gwilith: Daedra/Evil, Ithildin: Undead, Hithlain: Daedra). You can tweak this behaviour through the new (v3.71+) ingame menu. The menu can be brought up by typing "startquest AEWMenu" into the console (note: you have to close the console and sometimes even wait a few seconds before the menu comes up)

What's new in this version:

3.71:
- Added an ingame menu that lets you customize the following values: Amount of extra damage, chance of extra and critical hits, possibility of instant kills (Bladeweaver/Gwilith/Hithlain/Ithildin). The menu is brought up by typing "startquest AEWMenu" into the console
3.70:
- Bows now come either enchanted or unenchanted as well. They use the same simple (i.e. critical hits, but no instant kill) damage enchantments as the blades.
- The longblades that can be found in the various ruins are now unique. They are recognizable by the 'fine' prefix and as the prefix says they are a bit more durable, a bit faster and deal slightly more damage than their more crude counterparts. They are not enchanted however because I think most people still like to enchant them themselves.
- The Ceremonial Bows are now only called Lonbows due to name length reasons ;).
3.65:
- Added a few textures for the (low level) scimitars, or more precisely for their scabbards. In the previous version they all shared one texture, namely the black one.
- Fixed an issue with the Ranger Warblade pointing to the wrong .nif file (thanks to Cru for reporting this!)
3.62:
- Fixed a bug in the scripts where the Courtblades would not be removed from the players inventory correctly when using the swap spell, thanks to pharzuph from the official forums!
- Refined the arrows slightly. They should now be more glossy and the arrowhead has been revamped and got a better texture with a small engraving. I hope you like it.
3.60 beta:
- Added a new weaponset, the Courtblades. Just like the regular sabre they are swappable between 1-handed and 2-handed use.

Where can I find those weapons:

Elven Sabres:
The Elven sabres (including knives, scimitars, short and long sabres, enchanted and unenchanted) can all be bought in the cottage west of Cheydinhal, north of the barren cave (see map).
Unique Elven Sabres:
There are two unique Elven Sabres to be found (Hithlain and Ithildin). You should stumble across both when you follow the questline of Umbacano. This quest will lead you into two ruins that you can only access when you have the right key. If you have completed those quests before you added my mod the doors should still be open. Be warned, the swords are well defended.
Longblades/Warblades:
The Long- and Warblades can now also be bought at the above mentioned cottage (exception see under 'Unique Longblades'). They also come in two versions, enchanted and unenchanted. There are some replicas lying around for you to check out their looks in the fighters guild in Chorrol, on the guildmasters desk.
Unique Longblades:
There are five unique Longblades to be found in various places:

- The Bladeweaver - The Bladeweaver is the most potent of those Longblades and it is the only one that can be bought at the cottage for quite a price!
- The Fine Warden Longblade - found in Lipsand Tarn (Spoiler: Location).
- The Fine Ranger Longblade - found in Morahame (Spoiler: Location).
- The Fine Guardian Longblade - found in Niryastare (Spoiler: Location).
- The Fine Royal Longblade - found in Sedor (Spoiler: Location).

Unique Warblades:
The only Warblade found yet, Gwilith, was found by Aradiel himself. Since he has completed his studies he might sell it... though it will have its price, just like the Bladeweaver it is one of the most powerful weapons to be found.

Weaponlist:

Elven sabres:

- 1x Elven Knife mesh with 6 skins
  - class: Dagger
  - switchable between off- and mainhand
  - buyable at the cottage, starting at level 1
- 1x Short Sabre mesh with 6 skins
  - class: Shortsword
  - switchable between off- and mainhand
  - buyable at the cottage, starting at level 1
- 1x Regular Sabre mesh with 6 skins
  - class: Longsword
  - switchable between 1-handed and 2-handed version
  - buyable at the cottage, starting at level 1
- 1x Scimitar mesh with 6 skins
  - class: Longsword
  - switchable between 1-handed and 2-handed version
  - buyable at the cottage, starting at level 1
- 1x Courtblade mesh with 6 skins
  - class: Bastard Sword
  - switchable between 1-handed and 2-handed version
  - buyable at the cottage, starting at level 1
- 1x Long Sabre mesh with 8 skins
  - class: Greatsword
  - only 2-handed - buyable at the cottage
  - 2 Unique Sabres (Hithlain and Ithildin) can only be found

Long-/Warblades:

- 1x Longblade mesh with 6 skins
  - class: Greatsword
  - buyable at the cottage, starting at level 25 (exception: 'Bladeweaver' + 4x 'fine' Longblades)
  - 4x buried within Ayleid ruins
  - some replicas at the fighters guild in Chorrol

- 1x Warblade mesh with 6 skins
  - class: Bastard Sword
  - buyable at the cottage, starting at level 25 (exception: 'Gwilith')
  - switchable between 1-handed and 2-handed version

- 1x Scimitar mesh with 6 skins
  - class: Longsword
  - buyable at the cottage, starting at level 25
  - switchable between off- and mainhand

Bows and Quivers:

- 1x Reskinned Bethesda Longbow mesh with 6 skins
  - class: Longbow
  - buyable at the cottage
- 1x Ceremonial Longbow mesh with 6 skins
  - class: Longbow
  - buyable at the cottage
- 1x Warbow mesh with 6 skins
  - class: Longbow
  - buyable at the cottage
- 1x Simple Shortbow mesh with 2 skins
  - class: Shortbow
  - buyable at the cottage
- 1x Simple Quiver mesh with 6 skins
  - class: Ammunition
  - buyable at the cottage

Misc Items:

- 1x Reskin of a Bethesda coat
  - class: Leather Armor (Cuirass)
  - can be found in the cottage (on the cupboard)
- 1x Reskin of some Bethesda gloves
  - class: Leather Armor (Gloves)
  - can be found in the cottage (on the cupboard)

Required levels per material:
Does not apply to the Long- and Warblades, those have unique stats and level requirements
Ayleid Sabres and Bows:

Name: | Normal: | Enchanted: | Type of Enchantment:
Royal | 25+ | 30+ | Extra Damage (~25%) + Critical Hit (~7%)
Ebony | 20+ | 25+ | Extra Damage (~23%) + Critical Hit (~6%)
Cloud | 15+ | 20+ | Extra Damage (~21%) + Critical Hit (~5%)
Brightwood | 10+ | 15+ | Extra Damage (~19%) + Critical Hit (~4%)
White Leather | 5+ | 10+ | Extra Damage (~17%) + Critical Hit (~3%)
Elm wood | 1+ | 5+ | Extra Damage (~15%) + Critical Hit (~2%)

Ayleid Long-/Warblades & Scimitars:

Name: | Normal: | Enchanted: | Type of Enchantment:
Royal | 35+ | 40+ | Extra Damage (~35%/up to 53dmg) + Critical Hit (~8%, slays Daedra and Evil)
Blademaster | 33+ | 38+ | Extra Damage (~33%/up to 47dmg) + Critical Hit (~7%, slays Daedra and Evil)
Bladeweaver | 31+ | 36+ | Extra Damage (~31%/up to 42dmg) + Critical Hit (~6%, slays Daedra and Evil)
Ranger | 29+ | 34+ | Extra Damage (~29%/up to 38dmg) + Critical Hit (~5%, slays Daedra and Evil)
Guardian | 27+ | 32+ | Extra Damage (~27%/up to 34dmg) + Critical Hit (~4%, slays Daedra and Evil)
Warden | 25+ | 30+ | Extra Damage (~25%/up to 32dmg) + Critical Hit (~3%, slays Daedra and Evil)

Installation:

- Extract the contents of this archive to your Oblivion\Data.
- Enable the 'Adonnays Elven Weaponry' module in your Oblivion launcher using the "Data Files" option.

Deinstallation:

- Disable and Delete the 'Adonnays Elven Weaponry.esp' file in the Oblivion/Data directory
- Delete the complete folder 'Adonnay' found in
  /Data/meshes/weapons
  /Data/textures/weapons
  /Data/textures/menus/icons/weapons
- Delete the complete subfolder 'rangerarmor' found in
  /Data/meshes/armor
  /Data/textures/armor
  /Data/textures/menus/icons/armor

Version history:

3.52 beta:
- Completed the swap and auto-equip scripts. All weapons (enchanted and unenchanted) supposed to be swappable (see Weaponlist) should be swappable now.
- The vendor should now sell all weapons. The high-level weapons (see Weaponlist) are supposed to be rare, don't come complaining that you don't find your desired weapon at the vendor ;) If you can't wait, go into the toolset and edit the leveled lists accordingly, it is no witchcraft and can be done by almost anyone.
3.51 beta:
- Removed all scripts accidentaly marked as changed and therefore included in the mod - Tweaked a few more swap scripts (Warblades and high level scimitars should now all be swappable) - Regular Sabres (knives, short and regular sabres as well as normal scimitars are not swappable yet) 3.5 beta:
- Redid the stats on all weapons! - Made high-level Long- and Warblades as well as scimitars available for purchase at the cottage. They are very expensive, very rare and need a high level (25+, see weaponlist)!
- Added new scimitars (high-level gear, level 25+, switchable to the offhand for dual wield)
- Removed some skins and added a new one (darkwood+ivory and blue+ivory removed and green+geensish silver added) for all Longblades, Warblades and Scimitars
- Added scabbards to the Warblades
3.12 beta:
- Added a scripted enchantment to all weapons. They are enchantments similar to the one of the bladeweaver (a chance for extra damage and a chance for critical hits) but of course much weaker.
The enchanted weapons don't replace the existing ones in case someone wants to apply his own enchantments.
3.1 beta:
- Added the Bladeweaver again!
- Added a unique Warblade (Gwilith) to the vendor. It is very expensive, can only be bought once and has the same enchantment as the Bladeweaver (yet). It can be swapped from one-handed to two-handed and back.
- Added a set of scimitars to he vendor's list (also known as Hobbs' Assassin Blade). It has no enchantment though and has the same stats as the regular sabre. It can also be swapped from one-handed use to two-handed and vice versa.
3.0:
- Combined the 'Elven Sabres' (2.72) and 'Elven Longblades' (0.7) mods into one - this one, Adonnay's Armoury
- Removed the Bladeweaver from the shelf, I hope that will solve the issue with the weapon beeing marked as stolen once it's beeing dropped
- Fixed the ebony short sabre, it used the wrong mesh in the latest Elven Sabres version
v2.72:
- Modified the magical effect scripts to not effect essential NPCs or the Player's horse
- Slightly scaled down the newly added bows
v2.71:
- Modified the magical effects (Hithlain, Ithildin and the Bladeweaver) to not affect essential NPCs. This is to prevent those NPCs from getting permanently affected by the extra damage dealt sometimes. You will certainly like this when you tend to hit your pet or any vital Quest NPCs.
2.70:
- tweaked some textures and added 3 more color schemes to complete the sets (redwood/tree, cloud and white)
- tweaked the leveled lists for the vendor
- Reduced the filesize by using 7zip and removing some unnecessary textures (knives were the only sabres that had a seperate blade texture apart from the longblades)

Known Issues:

- The auto equip/unequip script sometimes seems to hang: unequip and reequip the offhand weapon once and it should work normally again.
- Once you enchant a weapon you can not switch it from or to the offhand anymore so chose the hand you want to wield that weapon in before you enchant the weapon.
- The auto equip/unequp script does not work anymore once you enchanted a weapon.

Credits:

- VagabondAngel: He helped me out when I was still fresh and showed me a few tricks, thanks!
- Behippo: He was so kind and made a few scripts (weapon swap i.e.) for me. I refined them in some areas but most of the work was done by him!
- Windy & Throttlekitty: Those two were the pioneers in getting animated bows into the game. We owe them!
- The betatesters: Soor, tomjolly, chaoswynd... they all helped me finding and squashing bugs.
- The nifskope team of course, Bethesda and all people giving feedback at the official Elder Scrolls Forums

Contact:

I would apreciate it if you would ask me for my permission if you want to use my work (or parts of it) but I won't sue you if you don't.
I hope that you will remember to give me some credits though ;)
If you have trouble installing the or running the mod, or if you want to discuss, suggest or criticize I welcome you to my new site at:

## Adonnay's Armoury

(c) copyright by Adonnay