Archive for August 17, 2010
This post is about the Orrery DLC for Oblivion.
Similar to the horse armour, you will receive a note after installing this plug-in. It’s from Bothiel at the Arcane University. She asks for help in recovering some Dwemer artifacts that were stolen by bandits. She needs these to repair the Imperial Orrery, an ancient Dwarven machine. Your quest is to go to a couple of bandit camps, kill the bandits and take the artifacts. Go to Bothiel to get a levelled amount of gold. After 24 hours the Orrery will be fixed, and you can visit it to get a Greater Power. These powers are based on the cycle of the moons, so return every now and then to see if you can get a better one. Watch out for the lag, though!
The bandit camps are all in the vanilla game, so if you’ve already found them then tracking down the bandits will be simple. But you probably won’t have, as they’re out in – very literally – the middle of nowhere. At the beginning of the quest you only know of one location – Camp Ales. Once you find and kill the ‘bandit carrier’ there (who is well equipped with enchanted gear and higher levels), you will find the first Dwemer artifact and a note which conveniently lists the locations of the rest of the parts. These camps all contain another bandit carrier.
All the Dwemer artifacts use the Dwarven Shield icon, and since they’re quest items you can’t drop them to look at them. At first I was disappointed at the lack of new textures, but then when I gained access to the repaired Orrery I was amazed. It looks awesome. Sadly, this comes at a price. The lag inside is terrible. It’s worth it to have a look at the shiny robot stuff, but after that I don’t go in there except when I have to. You can also have a good look at the parts you helped recover. One thing which annoys me about the plug-in is that during another quest which involved Bothiel she mentions that the Orrery is ‘in a state of disrepair’. This is in the original game, but it doesn’t make any sense once the Orrery is fixed. >.>
The Greater Powers you get aren’t that bad. Greater Powers are spells that you can use once a day, with no magicka cost. To get one from the Orrery you must activate the panel at the top of the stairs. You get a different Power depending on the cycle of the two moons, Masser and Secunda. (Another annoying error – the panel moons don’t match the real ones.) All the powers drain one attribute while boosting another, for 60 seconds. I personally never use them, but I suppose they could come in handy. You can only have one Power from the Orrery at a time.
Screenshots (click to enlarge):
The Imperial Orrery.
The Dwemer artifacts you need to retrieve.
The Orrery Console, which gives you the Greater Powers.
The next few posts will be about the 9 official plug-ins released for Oblivion. These plug-ins can be bought off Bethesda’s online store (or Xbox Live for 360 players). PS3 players cannot get any other plug-ins other than Knights of the Nine, which is included in the PS3 version. All plug-ins (excluding Battlehorn Castle) were also released for PC in a retail box version. The first post is about the Horse Armour Pack.
This was the first DLC released for Oblivion. Upon loading the game, a note from Snak gra-Bura of the Chestnut Handy Stables appears in your inventory. If you present the note to her, she will armour your horse for free. There are two types of armour available – Elven and Steel. They offer an equal amount of protection, so it really only depends on looks. If you don’t have a horse or don’t want it armoured, you can get an “old nag” for free, armoured in steel. It’s the worst horse in the game though – even with armour it’s still weaker than the weakest breed. But if you want all the horses, you might as well add it to your collection.
From now on you can get any horse you legally own armoured for 500 coins. But I highly recommend not armouring Shadowmere – she will lose her essential status and instead of returning to Fort Farragut she will stand around indefinitely. Besides, she won’t recieve any bonus from armour. All the armour does is increase a horses health, but Shadowmere’s is already maxed. Also, you can’t armour the unicorn.
Be careful when deactivating this plug-in, as any horse you have armoured will be removed from the game, with no way to get them back (other than console commands). The plug-in also adds a bugged chest to the Cursed Mine, an old mine near Skingrad. Inside is a book entitled ‘Horse Armor Plans’. It has no icon and inside it simply says ‘I am a set of plans. Bring me to the Chestnut Handy Stables.‘ The book is a quest item and cannot be removed from your inventory, so it’s not a good idea to pick it up. Best thing to do is leave the chest alone (or disable it).
Screenshots (click to enlarge):
Two white horses modelling the new armour.
Sorry for the short post, but there’s not much else to write about this mod. The next post will be about the Orrery plug-in.
In other news: As you can see, I’ve figured out how to take screenshots in Oblivion (just had to edit the ‘.ini’ file) so I’ll probably be updating my first Oblivion post with some pictures soon.