------------------------ Mod: ArmoryLab.esp Version: 4.1 Date: 12/14/08 [Edited 10/2/09] Author: Tom Supergan ------------------------ For latest documentation, see http://www.oblivionmodwiki.com/index.php?title=ArmoryLab. Description: This mod adds six rooms any player can access from each of the buyable houses. There are two main sections--the armory and the laboratory. The armory is for repairing, storing, and displaying armor and weapons. The laboratory is very useful for alchemy, enchanting and crafting. The ingredient sorter can remove all ingredients from your inventory and store them into the appropriate jars. When making potions, the sorter can remove all ingredients, or only those with a specific effect, based on your alchemy skill level. A thumbprint is placed on empty jars so you'll know which ingredients you're missing. A set of master apparatuses on the lab table stay in place while you use them, so there is no need to pick them up and put them back down. Potions can be stored in separate containers based on attribute or school of magic. For enchanting, there are spellmaking and enchanting altars available if you are a member of the Mages Guild and have access to Arcane University. Plenty of containers (24) on the enchanting desk are all within easy reach, while sitting or standing in one place, for storing all sorts of crafting and enchanting needs. For those who want to plant their own gardens, lots of planter space is available in the arboretum (may be quite useful for vampires for staying out of sunlight). Make sure "gardening.esp" is enabled, or some other planting mod. The storage room can be used as an alternate display room, library, or just a place to store your extra "junk." The bookcases can automatically stack books from your inventory. It remembers the location of the last book it placed in the case, so you can come up with clever arrangements that don't have to be top to bottom, left to right. Just stack, remove the ones you want to rearrange, then restack. Any arrangement can be achieved. To start over, clear off the shelves and select the "Record as empty" option. Then it will think that the bookcase is empty again. Be sure to save before every stacking operation, as you may get undesired results. With all the display cases, containers and bookcases (245), this mod definitely helps the organizing perfectionist. The automatic sorters sure do help! To access ArmoryLab, just use the portal next to the front door of any buyable house. No key or anything else is required--available for use by any player. Updating instructions: * * * THIS ESP IS COMPLETELY INCOMPATIBLE WITH THE MODULAR VERSION OF ARMORYLAB (ArmoryLab.esm)! IF YOU ARE STARTING OVER WITH ARMORYLAB, DELETE THOSE OTHER ARMORYLAB FILES, THEN INSTALL THIS MERGED ESP. TO KEEP CHANGES SAVED FROM THE MODULAR VERSION, YOU MUST STAY WITH THE MODULAR VERSION. IF UPDATING FROM A PRIOR V4.x, THIS V4.1 JUST ADDS PLANTS TO THE ARBORETUM PLANTERS, SO THEY MAY OVERLAP WITH ANY YOU MAY HAVE PLANTED. * * * ---------------------------------- Installation: This is the standalone, merged ESP mod. Don't use this version if you want to continue with saves that have stuff in the modular ArmoryLab version. Extract the contents of the .7z zipped file into your ...\Oblivion\Data\ folder using the 7z unzipper from http://www.7-zip.org. This mod adds Reznod's placable manikins to furniture shop vendors, since Reznod_Mannequin.esp was merged into this mod. If you were running with Reznod_Mannequin.esp and want to switch to ArmoryLab.esp, make sure to remove all inventory from your manikins first, and be prepared to repurchase them again and replace the ones you want after switching to ArmoryLab.esp, and vice versa. Running with both those mods at the same time may result in conflicts. Also bundled into the download is gardening.esp and its README for use in the Arboretum room. ---------------------------------- FAQ/Frequently Encountered Problems: - SI: No Shivering Isles support (no sorting of SI books, ingredients, portals to/from SI, etc.) - Exit to Waterfront Shack: The menu option was removed due to the 1.2 patch door bug causing hangs. You can fast travel from anywhere within ArmoryLab, including standing next to the exit portal and traveling to the Waterfront Shack. - Ingredient sorter: Only does vanilla, non-quest items. [A scirpt attached to one of the blank jars will unload *all* ingredients. Someone posted it, but I lost it. It was simple.] - Arboretum: Plants grow back their ingredients like anywhere else--after three game days (default for cell resets) of never entering the room. The gardening.esp file can be used to enable in-game player gardening. - Loot: ArmoryLab doesn't come with any armor, weapons, statues or ingredients (except from in the plants in the Arboretum). The "quest" is to collect and display your loot yourself. If something rattles around or flies out of a display case, the case is too small to hold that item. Put it in a larger case (there are eight sizes to choose from), or use the tables. Boots will fit on the top shelf of the four largest cases in the Armor Display room. All containers are "safe" (no respawning). Adjust item placement using the "Z" key (Grab). - Manikins: They don't always go into the poses selected. If placed next to a path node, they may move to it. They won't display stolen items. - Automatic book stacker: Compatible with Bookplacing.esm, Book Jackets Oblivion - BP.esp, AutoBookPlacer.esp. Recommended to run all of these together. Use Bookplacing.esm to memorize and restore book locations after a satisfactory arrangement is placed. Only does vanilla books. - Cost: "ArmoryLab is too good to be obtained for free...It should have a full complement of upgrades, very difficult quest...added to an adjoining castle of equal splendor." Author's response: I want it from the moment I start playing to hold all the loot I collect while I'm building up wealth. I can't play without at least an ingredient sorter. It's an extension of the buyable houses. Don't go through any doors to adjoining rooms until you deserve their features. Make a donation of the appropriate amount in any of the chapels' containers--it'll ease your conscience. - Portals attached to xyz building: Sorry, I only did the vanilla houses, the others came later. - Glowing effect added to player after using portal (purple glow, like on an enchanted weapon): Bug happens using any mage portal, not just the ones for ArmoryLab. [Simple fix, but can't remember what it was. Console command?] ---------------------------------- Support: Specific to ArmoryLab, not general "How do I install your mod?" questions. gamer@tom.supergan.com. ---------------------------------- Redistribution: Feel free to distribute this mod on other download servers, as long as you keep it up to date. ---------------------------------- Credits: ArmoryLab took over two hundred hours to assemble from the following resources. Those resources in turn took additional hundreds of hours to create. - Armor and Weapon Display Rooms: House Display Rooms 1.3 by Bipi101 - Alchemy sorter and jar layout: Frostcrag Revamped [WIP] by Kyne - Alchemy jars with picture labels: INGREDIENT JARS v1.1 By Dark Jester - Alchemy apparatuses: Oblivion Static Alchemy Mod v 1.0 by Shawn Dworshak a.k.a. Academician Nwahs shawn4tw@gmail.com - Book sorter by Horny Quintus - Manikins by Reznod - Manikin retextures (stone) by Ceano - MarkEmptyJars by Kay - Paintings by Trollf - Tamriel globe by T_Templar - 3-D map of Cyrodiil by Vality7 - Umbecano Display Cases (fixed collision, added shelves) by Quarn - Arboretum window mesh: Xiamara, texture: Pelagius, water: Texian, resource site: MORE by Shezrie - gardening.esp: Complete Gardening V1.42 by Surfing Ape -------- Tools (couldn't have made it without them): - Wrye Bash V0.99 by Wrye - TES4Gecko V14.5 by ScripterRon & team - TES4Edit V1.2.27 by ElminsterEU - NifSkope 0.9.3 by NifScope team