Jannifer's Showcase
Moderator: Lead Developers
Jannifer's Showcase
I'm posting my proposed edit for the book A Fetcher's Guide to Ancestral Tombs with apologies to Arslan. The URL for the original text is [url]http://www.tamriel-rebuilt.org/index.php?p=lore/books§ion=135737[/url] .
My proposed rewrite is available as a .doc file, and I've also included the corrected text below. My edits are in bold.
A Fetcher's Guide to Ancestral Tombs
Unknown
Should you have curiously glanced at the contents of this book in the hopes you will be instructed on how to spot the richest family tombs in Morrowind -- those belonging to the patriots and nobles of this great nation or resting places simply overflowing with valuables -- then you will not be disappointed, you disgusting n'wah. Be you an ignorant Empire-supporting outlander or a morally revolting Telvanni asset, you will at some point feel the overwhelming need to enter the sacred halls of our ancestors and desecrate them with your filthy being and your greedy selfish hearts. If it's stealing the tiniest family heirloom or breaking the seal of their burial altars and removing their corpses for necromantic purposes that attracts you, then you should receive all the help in that course you are due.
An ancestral tomb has but one use and that is, of course, to provide anyone with enough grotesque callousness a means by which to line their pockets with the worldly goods of the deceased. They are also the places where the ashes of decent, upstanding Dunmer are housed, but that is a trifling matter of absolutely no consequence. You might be unfortunate enough to mar your boots (a blot on the face of perfection) with the cremated remains, so you should take all precautions. While quite similar to the ash blown about in Vvardenfell's ash storms, the ash of our ancestors is quite distinct. Such ash is especially hard to remove from clothing and armor, so one should seek the aid of Tribunal Temple officials -- because they frequent ash pits, they have seen the need for a concoction to remove the ash. Simply present yourself to the nearest Temple authority, inform them of your need, and they are sure to get you sorted out.
Ancestral tombs are guarded by spirits bound to protect our ancestors, but their effectiveness in keeping out the unwelcome extends only so far, and apparently not to the extent of keeping you careless fools at bay so as to deter you from disturbing their peaceful resting. However, it is not simply any weapon that you should use; it seems that every form of undead can only be harmed by weapons below a certain standard of quality, a weapon not enchanted or made of a cruder material than silver. To you who show so much interest in this book, though, I would not suggest you go up against one of the spirit guardians without a range of spells or a finer weapon. The reasoning for this is simple enough to understand -- the guardians of our tombs have a certain magical aspect to them, and so ignore or absorb equipment that is also magical. It is only when faced with blades unlike their substance, such as unremarkable iron, that they falter.
When stealing from the dead, only the most rudimentary thieving skills are required. Many of our finer tombs bear locks, so the intelligent pilferer of goods will bring along a set of lock picks. However, one need not bother with probes; ancestral tombs are often visited by properly reverent Dunmer, and none of us want to risk accidental injury by triggering a trap long forgotten. Why, you could break doors down with impunity in any Dunmeri ancestral tomb! You need not even worry about guardian spirits following through open doorways, as they are bound to the room they patrol. A Stupidius Outlanderius, Imperial barbarian, before entering a tomb once asked himself, "Would the Dunmer approve of this?". Oh Stupidius, please do go ahead! After all, when have the disrespectful n'wah elite like you ever cared about the approval of the Dunmer people? Yes, quite right -- never. Go ahead and shatter the urns containing the last remains of our honored forefathers. Be our guest in poaching the physical belongings of this plane our ancestors cared about most. As long as Imperial "law" sanctions such a travesty, you'll be able to bag the belongings of the deceased without anyone’s having a single doubt about your sterling character. This is only one reason among many why we native Dunmer are so thankful for the presence of Urine-el Septim's honorable Legions here in Morrowind.
You might ask how it is that the Legions can ignore such a thing when Dunmer society so clearly deems it wrong. While true that our backward society would indeed frown upon such a thing, the just cause of the looter is illegally protected. Although law exists in accordance with the treaty signed by the simple barbarous man they've later revered as a god, blessedly crooked Imperial officials have long ignored the rights afforded our dead, which is all very much to your liking and profit. I implore you, take advantage.
In conclusion, merry adventuring, scum!
Respectfully submitted,
Jannifer
My proposed rewrite is available as a .doc file, and I've also included the corrected text below. My edits are in bold.
A Fetcher's Guide to Ancestral Tombs
Unknown
Should you have curiously glanced at the contents of this book in the hopes you will be instructed on how to spot the richest family tombs in Morrowind -- those belonging to the patriots and nobles of this great nation or resting places simply overflowing with valuables -- then you will not be disappointed, you disgusting n'wah. Be you an ignorant Empire-supporting outlander or a morally revolting Telvanni asset, you will at some point feel the overwhelming need to enter the sacred halls of our ancestors and desecrate them with your filthy being and your greedy selfish hearts. If it's stealing the tiniest family heirloom or breaking the seal of their burial altars and removing their corpses for necromantic purposes that attracts you, then you should receive all the help in that course you are due.
An ancestral tomb has but one use and that is, of course, to provide anyone with enough grotesque callousness a means by which to line their pockets with the worldly goods of the deceased. They are also the places where the ashes of decent, upstanding Dunmer are housed, but that is a trifling matter of absolutely no consequence. You might be unfortunate enough to mar your boots (a blot on the face of perfection) with the cremated remains, so you should take all precautions. While quite similar to the ash blown about in Vvardenfell's ash storms, the ash of our ancestors is quite distinct. Such ash is especially hard to remove from clothing and armor, so one should seek the aid of Tribunal Temple officials -- because they frequent ash pits, they have seen the need for a concoction to remove the ash. Simply present yourself to the nearest Temple authority, inform them of your need, and they are sure to get you sorted out.
Ancestral tombs are guarded by spirits bound to protect our ancestors, but their effectiveness in keeping out the unwelcome extends only so far, and apparently not to the extent of keeping you careless fools at bay so as to deter you from disturbing their peaceful resting. However, it is not simply any weapon that you should use; it seems that every form of undead can only be harmed by weapons below a certain standard of quality, a weapon not enchanted or made of a cruder material than silver. To you who show so much interest in this book, though, I would not suggest you go up against one of the spirit guardians without a range of spells or a finer weapon. The reasoning for this is simple enough to understand -- the guardians of our tombs have a certain magical aspect to them, and so ignore or absorb equipment that is also magical. It is only when faced with blades unlike their substance, such as unremarkable iron, that they falter.
When stealing from the dead, only the most rudimentary thieving skills are required. Many of our finer tombs bear locks, so the intelligent pilferer of goods will bring along a set of lock picks. However, one need not bother with probes; ancestral tombs are often visited by properly reverent Dunmer, and none of us want to risk accidental injury by triggering a trap long forgotten. Why, you could break doors down with impunity in any Dunmeri ancestral tomb! You need not even worry about guardian spirits following through open doorways, as they are bound to the room they patrol. A Stupidius Outlanderius, Imperial barbarian, before entering a tomb once asked himself, "Would the Dunmer approve of this?". Oh Stupidius, please do go ahead! After all, when have the disrespectful n'wah elite like you ever cared about the approval of the Dunmer people? Yes, quite right -- never. Go ahead and shatter the urns containing the last remains of our honored forefathers. Be our guest in poaching the physical belongings of this plane our ancestors cared about most. As long as Imperial "law" sanctions such a travesty, you'll be able to bag the belongings of the deceased without anyone’s having a single doubt about your sterling character. This is only one reason among many why we native Dunmer are so thankful for the presence of Urine-el Septim's honorable Legions here in Morrowind.
You might ask how it is that the Legions can ignore such a thing when Dunmer society so clearly deems it wrong. While true that our backward society would indeed frown upon such a thing, the just cause of the looter is illegally protected. Although law exists in accordance with the treaty signed by the simple barbarous man they've later revered as a god, blessedly crooked Imperial officials have long ignored the rights afforded our dead, which is all very much to your liking and profit. I implore you, take advantage.
In conclusion, merry adventuring, scum!
Respectfully submitted,
Jannifer
- Attachments
-
- Edited Fetcher's Guide to Ancestral Tombs.doc
- (29 KiB) Downloaded 79 times
Last edited by Jannifer on Fri Sep 08, 2006 6:58 pm, edited 1 time in total.
Welcome to the forums!
Nice work Jann, I read the original text along side your edited version and agree with all changes you made, save one, which was "anyone’s having" which I thought should be "anyone having", apart from that, good job.
If you edit all books as meticulously as you've done here, you'd be a great addition to the lit forums!
Nice work Jann, I read the original text along side your edited version and agree with all changes you made, save one, which was "anyone’s having" which I thought should be "anyone having", apart from that, good job.
If you edit all books as meticulously as you've done here, you'd be a great addition to the lit forums!
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
-
- Developer Emeritus
- Posts: 1330
- Joined: Tue Mar 29, 2005 9:21 pm
- Location: Wastelands of Canada.
While I think more editors is a great idea, we do have a moratorium in place on the Morrowind books. [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=15796[/url]
'What if man is not really a scoundrel - man in general, I mean, the whole race of mankind - then all the rest is prejudice, simply artificial terrors and there are no barriers and it's all as it should be.'
I think Jann merely used this book to display her editing skills, and how some of our texts in BoT are in need of cleaning up (although I don't know if this one is in there).
Jann's ability to edit books would serve the lit forum rather well in my opinion, for all the new books that are going into OoT for Oblivion.
Jann's ability to edit books would serve the lit forum rather well in my opinion, for all the new books that are going into OoT for Oblivion.
An Edit of "Music in Redguard Society, Vol I"
Most of my changes are quite small--a spelling correction here, a puncuation change there--although I did reparagraph the text.
I went back and tweaked the text just a little by adding more quotation marks in the quote paragraph where the writer is speaking to Master Rinso.
Music in Redguard Society, Vol I
A true scholar cannot depend entirely on written accounts. To learn about the music of Hammerfell I felt it necessary to travel to that sun beaten land myself. I set sail from Anvil on an autumn day and crossed the border into the land of the Redguards. Hammerfell, despite some peculiar traditions, retains little of the strange culture of their ancestral homeland. Their cosmopolitan regions, in particular, are so civilized I could forget I wasn’t in the heart of Cyrodiil, were it not for the heat. The Yokudan culture has been diluted with the influence of the feral orcs who once inhabited the land, the influence of Highrock and Skyrim to the north, the Nedic people who came before, and the guiding light of Imperial enlightenment.
Rihad was a city of stunning beauty. The venerable buildings were queer, but fascinating, and the palaces and gardens that dot the city are as lavish as the Elven gardens of the imperial city. I was privileged to gain audience with the Lady of Rihad who allowed me to attend a performance of the city’s military band. The music was very stirring to hear. The band played national tunes of a grand nature as well as the city’s own royal anthem. At this, the lady and her other guests were visibly moved and began their ovation before the final chord had died. This music was not altogether foreign to my ears. I could hear quite clearly that this was indeed the very music that the envoys had recounted so many years ago. The music out in the city proved similarly familiar to my ears. In fact, the music most commonly heard in the streets and taverns was actually ours. The popular tunes, it seemed, were seen as exotic by the commoners. It is a truly interesting situation; they are as fascinated by our music as we are by theirs. My stay in Rihad was enjoyable, but not particularly useful to my study. The people of Rihad see their folk music as dated and uncultured, so they import foreign music from all over Tamriel. I left the city after only a few days sojourn.
I had planned to travel to the town of Stonemoor. Unfortunately, I became lost in the mountains for three days before emerging, lost and terribly hungry. I was fortunate to encounter a pilgrim who escorted me to the nearby town where I was able to regain my health. The town, I discovered, was Riverpoint. Riverpoint is a quaint, but prosperous, community in the heart of the Hammerfell Valley. Here, the rivers create a good climate for the farms that serve as the chief food source for the province. Though I had not meant to travel there, I found that the rural area was actually filled with music. The town market is a great centre for social activity. Here merchants ply their wares, and farmers trade their crops. These markets also draw a flock of entertainers. Amidst the acrobats and thespians are the bards. These wandering singers are an important part of the society. While Redguards have had a written language since they came from Yokuda, oral tradition is still an important part of their education. The traveling poets of Hammerfell roam the countryside, singing epic lays of Hammerfell history and the deeds of the great Ra Gada heroes of old.
As I left the town I found that music was important in the outlying farmland as well. While laboring in the fields, groups of farmers coordinate their work through the singing of strongly rhythmic songs. These songs deal with simple topics--country life, folk tales, and love stories. The tunes were the strangest I had heard yet. The men sang in a high wailing style, and I found that they valued men with the highest and strongest voices, deeming them the fairest. It isn’t hard to imagine that these songs have a history rooted in Yokuda. Yokudan society was highly agrarian, and the god of crops and fertility held a high position in the pantheon. Since they found Hammerfell to have a similar climate, they brought their farming techniques with them. Presumably, this included their unique genre of song. I continued to travel westward through the valley. The native folk were extremely hospitable. Many families were willing to house me in exchange for nothing but news about the world’s goings-on.
As I traveled, the land became gradually drier until I finally reached the city of Gilane on the outskirts of the great desert. Gilane had a vibrant musical community. The city showed many of the same musical trends as Rihad. However, foreign music was less prominent than the native styles. I was pleased to discover a large conservatory there as well. While visiting the conservatory, I was able to speak with the master of the school, Master Rinso. Our conversation was most enlightening and confirmed many of my assumptions. He explained that there are four kinds of Yokudan music in modern day Hammerfell:
<indent quote>
First, there is what we call "work music." Work music is the music used to coordinate laborers and make their work less stressful. This includes the songs of farmers and the drumming by shipbuilders. Next, we have "mountain music." This is a genre used to communicate over long distances. Goatherds are known to use their pipes to send messages to their neighbors. Then, there is the "music of the bards." They sing long poems whose chief purpose is to educate our young. Finally, there is "dune dweller music." The dune dwellers practice an almost pure Yokudan style of music. There are few teachers in the world who have mastered this style, and only a small audience appreciates it.
So, my purpose from there was clear. I was to travel into that sea of sand known as the Alik'r desert. I was to travel into one of the most perilous places in Tamriel. At great risk to myself, I would seek out the savage dune dwellers and hope I could gain their trust. This journey I undertook in the name of knowledge.
I went back and tweaked the text just a little by adding more quotation marks in the quote paragraph where the writer is speaking to Master Rinso.
Music in Redguard Society, Vol I
A true scholar cannot depend entirely on written accounts. To learn about the music of Hammerfell I felt it necessary to travel to that sun beaten land myself. I set sail from Anvil on an autumn day and crossed the border into the land of the Redguards. Hammerfell, despite some peculiar traditions, retains little of the strange culture of their ancestral homeland. Their cosmopolitan regions, in particular, are so civilized I could forget I wasn’t in the heart of Cyrodiil, were it not for the heat. The Yokudan culture has been diluted with the influence of the feral orcs who once inhabited the land, the influence of Highrock and Skyrim to the north, the Nedic people who came before, and the guiding light of Imperial enlightenment.
Rihad was a city of stunning beauty. The venerable buildings were queer, but fascinating, and the palaces and gardens that dot the city are as lavish as the Elven gardens of the imperial city. I was privileged to gain audience with the Lady of Rihad who allowed me to attend a performance of the city’s military band. The music was very stirring to hear. The band played national tunes of a grand nature as well as the city’s own royal anthem. At this, the lady and her other guests were visibly moved and began their ovation before the final chord had died. This music was not altogether foreign to my ears. I could hear quite clearly that this was indeed the very music that the envoys had recounted so many years ago. The music out in the city proved similarly familiar to my ears. In fact, the music most commonly heard in the streets and taverns was actually ours. The popular tunes, it seemed, were seen as exotic by the commoners. It is a truly interesting situation; they are as fascinated by our music as we are by theirs. My stay in Rihad was enjoyable, but not particularly useful to my study. The people of Rihad see their folk music as dated and uncultured, so they import foreign music from all over Tamriel. I left the city after only a few days sojourn.
I had planned to travel to the town of Stonemoor. Unfortunately, I became lost in the mountains for three days before emerging, lost and terribly hungry. I was fortunate to encounter a pilgrim who escorted me to the nearby town where I was able to regain my health. The town, I discovered, was Riverpoint. Riverpoint is a quaint, but prosperous, community in the heart of the Hammerfell Valley. Here, the rivers create a good climate for the farms that serve as the chief food source for the province. Though I had not meant to travel there, I found that the rural area was actually filled with music. The town market is a great centre for social activity. Here merchants ply their wares, and farmers trade their crops. These markets also draw a flock of entertainers. Amidst the acrobats and thespians are the bards. These wandering singers are an important part of the society. While Redguards have had a written language since they came from Yokuda, oral tradition is still an important part of their education. The traveling poets of Hammerfell roam the countryside, singing epic lays of Hammerfell history and the deeds of the great Ra Gada heroes of old.
As I left the town I found that music was important in the outlying farmland as well. While laboring in the fields, groups of farmers coordinate their work through the singing of strongly rhythmic songs. These songs deal with simple topics--country life, folk tales, and love stories. The tunes were the strangest I had heard yet. The men sang in a high wailing style, and I found that they valued men with the highest and strongest voices, deeming them the fairest. It isn’t hard to imagine that these songs have a history rooted in Yokuda. Yokudan society was highly agrarian, and the god of crops and fertility held a high position in the pantheon. Since they found Hammerfell to have a similar climate, they brought their farming techniques with them. Presumably, this included their unique genre of song. I continued to travel westward through the valley. The native folk were extremely hospitable. Many families were willing to house me in exchange for nothing but news about the world’s goings-on.
As I traveled, the land became gradually drier until I finally reached the city of Gilane on the outskirts of the great desert. Gilane had a vibrant musical community. The city showed many of the same musical trends as Rihad. However, foreign music was less prominent than the native styles. I was pleased to discover a large conservatory there as well. While visiting the conservatory, I was able to speak with the master of the school, Master Rinso. Our conversation was most enlightening and confirmed many of my assumptions. He explained that there are four kinds of Yokudan music in modern day Hammerfell:
<indent quote>
First, there is what we call "work music." Work music is the music used to coordinate laborers and make their work less stressful. This includes the songs of farmers and the drumming by shipbuilders. Next, we have "mountain music." This is a genre used to communicate over long distances. Goatherds are known to use their pipes to send messages to their neighbors. Then, there is the "music of the bards." They sing long poems whose chief purpose is to educate our young. Finally, there is "dune dweller music." The dune dwellers practice an almost pure Yokudan style of music. There are few teachers in the world who have mastered this style, and only a small audience appreciates it.
So, my purpose from there was clear. I was to travel into that sea of sand known as the Alik'r desert. I was to travel into one of the most perilous places in Tamriel. At great risk to myself, I would seek out the savage dune dwellers and hope I could gain their trust. This journey I undertook in the name of knowledge.
Last edited by Jannifer on Wed Aug 23, 2006 1:31 pm, edited 1 time in total.
Not bad, not badi't all.
I'd help with that actually. Just get Xui to hit me with that bigass book whip of his and give me something to do.Are you willing to go through BoT and help pound it into shape?
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
I know, it makes me sad too. See? ->I don't think you have a degree in English, Nanu.
[/sortaspam]
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Welcome (officially) to TR, Jannifer! Hope your stay here is a long one
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Needing Help with BoT
I would be more than happy to help with the Books of Tamriel project. I find myself needing something new and different to do right now. Depending on the length of the book, I could probably do about 10 per day, if life doesn't interfere. I just need to know how you want me to handle getting the edited text to you.
Please be aware that I don't have a machine which will allow me to run Oblivion, so I can't do anything that might require that CS.
Other than that, my skills are at your service.
Jannifer
Please be aware that I don't have a machine which will allow me to run Oblivion, so I can't do anything that might require that CS.
Other than that, my skills are at your service.
Jannifer
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."
I did indeed. This was simply the first book I pulled off the website, after the spell books.Orix wrote:I think Jann merely used this book to display her editing skills, and how some of our texts in BoT are in need of cleaning up (although I don't know if this one is in there).
And yes, I'd be happy to help in whatever way is possible for me.Orix wrote: Jann's ability to edit books would serve the lit forum rather well in my opinion, for all the new books that are going into OoT for Oblivion.
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."
Morden, I would be happy to help with that project. I just need to know how you want me to handle the edited text.Morden wrote:Are you willing to go through BoT and help pound it into shape? If you are, I'd be glad to have you on the team. The Isle of Stirk mod is going to need BoT detailing in upcoming versions.
BTW, I've been saving texts as .rtf format, NOT .doc. If I should save them as plain text so they can be copied and pasted into BookGen or an HTML editor, just let me know.
Jannifer
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."
Alessia Ottus's Guide to Stirk
Sload, here's the edit you requested. Feel free to accept my rewording, or not. I'm a bit iffy on the two paragraphs I combined, but I'm sure you can rework the new one a bit so that it better suits you.
Alessia Ottus's Guide to Stirk
written by Alessia Ottus
May the Nine have mercy on you and your kin.
Viewed from a distance, Stirk appears to be a dull island of no value. This is partly true, as the isle has not served a real purpose since the early days of the Empire. There are a few people on the island who actively contribute to the defense of the Nine and the Imperial way. They are, for the most part, of decent descent, having in them the blood of many who fought the wicked Elves during the Tiber War.
Only one ship in Cyrodiil will take you to the island. A dirty, boastful, (and more often than not) drunken Redguard named Jafan sails a ship he overconfidently calls "The Magnificent" between the decedent port of Anvil and the charming docks at Stirk. His ship is anything but magnificent and most certainly hosts a number of vicious rats. Also, try to avoid his wife, Aria. While he will tell the most remarkable tales about the woman's origin, it is rumored that the blood of nearly every race of man and elf runs through her veins. After enduring this two-hour journey, you will arrive in Stirk and be happy to flee The Magnificient. Your first sight may be the Basilla Lighthouse, designed by the brilliant architect Sostratus Basilla, who also designed much of the architecture in once-beautiful Anvil. His descendents still operate the lighthouse, though good old Iallus Basilla has not been seen in many years. (Rumor has it that his daughter Julia is immodest and far too restless.)
After departing the docks, you will come upon the beautiful Fort Stirk, built under the authority of His Honorable Armondian Stirk I, Servitor of the Red Dragon, and for whom the island is named. The fort is built into the southern hills of the island, and near it lies a small garden panted around a statue of Armondian. This fort, once used to protect our Empire and the ideals of the Nine, has now fallen into disuse and is barely inhabited. Captain Cassius Stirk III is, by all accounts, a greedy businessman who has neglected his duties and has yet to return from Daggerfall, where he traveled to on business many months ago. In his stead, his brother, Interim Captain Cartello Stirk, has put enormous effort into reviving the fort, but it is of no use. The few still in his service (lessened still by the call for troops to return to Cyrodiil) show no motivation.
Roughly in the center of the island lies the small community of Stirk. It is filled with people of noble blood. The largest manor belongs to the Stirk family themselves, though most of them are lazy and uninterested in their service to the Nine. (Morihatha Stirk is rumored to have consorted with riffraff.) While many of them pray at the nearby chapel, run by the kind Father Ambrogio, they do not hold any particular Imperial values. The Amatiuses are all painters with no common sense. Two sons of the ancient Eulius family, Amarius and Alenius, run a book shop out of their home. This is a suitable employment, but Amarius has had the audacity to brag of having "adventures," looting ancient ruins and things of that sort.
Also on the island is the prosperous Polle Gold Mine. Owned, founded, and operated by Therander Polle, a Breton in service to Zenithar, it has turned quite a profit in recent years. Mr. Polle has hired poor vagabonds with no futures and given them good work in the mine. He feeds them, shelters them, and turns them into a productive part of Imperial society. Though I doubt they offer any thanks to their employer, this is far better than for them to be littering the streets of the island.
Glory to the Nine and the Empire!
Alessia Ottus's Guide to Stirk
written by Alessia Ottus
May the Nine have mercy on you and your kin.
Viewed from a distance, Stirk appears to be a dull island of no value. This is partly true, as the isle has not served a real purpose since the early days of the Empire. There are a few people on the island who actively contribute to the defense of the Nine and the Imperial way. They are, for the most part, of decent descent, having in them the blood of many who fought the wicked Elves during the Tiber War.
Only one ship in Cyrodiil will take you to the island. A dirty, boastful, (and more often than not) drunken Redguard named Jafan sails a ship he overconfidently calls "The Magnificent" between the decedent port of Anvil and the charming docks at Stirk. His ship is anything but magnificent and most certainly hosts a number of vicious rats. Also, try to avoid his wife, Aria. While he will tell the most remarkable tales about the woman's origin, it is rumored that the blood of nearly every race of man and elf runs through her veins. After enduring this two-hour journey, you will arrive in Stirk and be happy to flee The Magnificient. Your first sight may be the Basilla Lighthouse, designed by the brilliant architect Sostratus Basilla, who also designed much of the architecture in once-beautiful Anvil. His descendents still operate the lighthouse, though good old Iallus Basilla has not been seen in many years. (Rumor has it that his daughter Julia is immodest and far too restless.)
After departing the docks, you will come upon the beautiful Fort Stirk, built under the authority of His Honorable Armondian Stirk I, Servitor of the Red Dragon, and for whom the island is named. The fort is built into the southern hills of the island, and near it lies a small garden panted around a statue of Armondian. This fort, once used to protect our Empire and the ideals of the Nine, has now fallen into disuse and is barely inhabited. Captain Cassius Stirk III is, by all accounts, a greedy businessman who has neglected his duties and has yet to return from Daggerfall, where he traveled to on business many months ago. In his stead, his brother, Interim Captain Cartello Stirk, has put enormous effort into reviving the fort, but it is of no use. The few still in his service (lessened still by the call for troops to return to Cyrodiil) show no motivation.
Roughly in the center of the island lies the small community of Stirk. It is filled with people of noble blood. The largest manor belongs to the Stirk family themselves, though most of them are lazy and uninterested in their service to the Nine. (Morihatha Stirk is rumored to have consorted with riffraff.) While many of them pray at the nearby chapel, run by the kind Father Ambrogio, they do not hold any particular Imperial values. The Amatiuses are all painters with no common sense. Two sons of the ancient Eulius family, Amarius and Alenius, run a book shop out of their home. This is a suitable employment, but Amarius has had the audacity to brag of having "adventures," looting ancient ruins and things of that sort.
Also on the island is the prosperous Polle Gold Mine. Owned, founded, and operated by Therander Polle, a Breton in service to Zenithar, it has turned quite a profit in recent years. Mr. Polle has hired poor vagabonds with no futures and given them good work in the mine. He feeds them, shelters them, and turns them into a productive part of Imperial society. Though I doubt they offer any thanks to their employer, this is far better than for them to be littering the streets of the island.
Glory to the Nine and the Empire!
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."
Thank you for the promotion.Morden wrote:Promoted to TR Modder. We could really use your help with BoT if you're still up for it. Feel free to spam up the new forums available to you.
Xui and Haplo are currently in charge of the Literature department. They should be able to answer your questions about the current state of BoT.
Okay, I'm adding another goodie to my showcase here. I have a tiny house that I built which is currently located just outside Seyda Need (Cell -2, -8 ). Go out of town as if you were going to the siltstrider, but bear left instead of turning right. It's just ahead of you, on the next little knoll.
Repectfully submitted,
Jannifer
ORIGINAL HOUSE FILE DELETED -- SEE NEWEST VERSION BELOW.
Last edited by Jannifer on Thu Aug 31, 2006 6:20 pm, edited 1 time in total.
-
- Developer Emeritus
- Posts: 1330
- Joined: Tue Mar 29, 2005 9:21 pm
- Location: Wastelands of Canada.
The Cell:
"TR_ingred_darkmeat" and "TR_misc_com_silverware_dish_02" float and bleed.
"misc_de_foldedcloth00" floats.
"crate_02_empty" floats and bleeds.
A few inappropriate items, but nothing that can't be fixed with ease. Excellent cell for the first time using the CS! Well deatiled, but very, very dirty. Since there are lots of things that don't float or bleed, I assume you know how to use the "f" key in TES3CS. [url=http://www.tamriel-rebuilt.org/?p=modding_data/tutorials§ion=38054]Here[/url] is a link to the TESAME tutorial. Good work and well done!
"TR_ingred_darkmeat" and "TR_misc_com_silverware_dish_02" float and bleed.
"misc_de_foldedcloth00" floats.
"crate_02_empty" floats and bleeds.
A few inappropriate items, but nothing that can't be fixed with ease. Excellent cell for the first time using the CS! Well deatiled, but very, very dirty. Since there are lots of things that don't float or bleed, I assume you know how to use the "f" key in TES3CS. [url=http://www.tamriel-rebuilt.org/?p=modding_data/tutorials§ion=38054]Here[/url] is a link to the TESAME tutorial. Good work and well done!
-light_Jann_de_lantern_06 floats above the books.
-I notice that you've renamed every item in the cell with your ID. Unique IDs are only need for items which have their stats/contents changed. If they are just dropped into your cell without being changed they can be referenced perfectly from the original object.
-Fireplace in the basement is without a chimney
-Bookshelf in the basement could use more clutter. Right now it is completely empty.
-misc_jan_de_drum_01 floats above floor
-misc_jan_de_drum_02 bleeds into floor
-lighting values are too bright. When in doubt you can check a comparable house in Sedya Neen. Keeping lighting value consistent within a region is encouraged.
Seyda Neen average:
Ambient: 75, 60, 60
Sunlight: 80, 60 ,20
Good work on the interior Your attention to detail shows. You carefully placed almost all of the items, there a just a few bleeders and floaters that got through.
You might even be able to add more clutter, especially around the bed..such as books, loose clothing, and random personal objects. Everything is ordered very nicely, however people are messy creatures. If you can add that extra bit of life, to make it look like sombody lives there, then it'll be complete
-I notice that you've renamed every item in the cell with your ID. Unique IDs are only need for items which have their stats/contents changed. If they are just dropped into your cell without being changed they can be referenced perfectly from the original object.
-Fireplace in the basement is without a chimney
-Bookshelf in the basement could use more clutter. Right now it is completely empty.
-misc_jan_de_drum_01 floats above floor
-misc_jan_de_drum_02 bleeds into floor
-lighting values are too bright. When in doubt you can check a comparable house in Sedya Neen. Keeping lighting value consistent within a region is encouraged.
Seyda Neen average:
Ambient: 75, 60, 60
Sunlight: 80, 60 ,20
Good work on the interior Your attention to detail shows. You carefully placed almost all of the items, there a just a few bleeders and floaters that got through.
You might even be able to add more clutter, especially around the bed..such as books, loose clothing, and random personal objects. Everything is ordered very nicely, however people are messy creatures. If you can add that extra bit of life, to make it look like sombody lives there, then it'll be complete
The exterior cell which is included in this mod is supposed to be there, as I modified -2, -8 to add my house to the landscape outside Seyda Neen. The mod was cleaned using TESAME. I must admit that I rename items out of reflex, as I vaguely remember seeing that advice somewhere in one of the several beginner's tutorials/manuals I've skimmed through. In future, however, I'll be more conservative and hope I don't modify something then forget to rename it.Xui'al wrote:The Cell:
"TR_ingred_darkmeat" and "TR_misc_com_silverware_dish_02" float and bleed.
I have fixed the floaters and rechecked for bleeding.
Xui'al wrote: Well detailed, but very, very dirty.
I did add some clutter to the interior (Morden, did you check the bowl in the front room? I'm rather proud of that.), but since this is a basic housing mod, not an interior built for a particular character, I left shelves and such empty so that the character could store his/her own personal effects in these places. Now, were I building this house for an alchemist, say, then I would have included storage jars for ingredients, better equipment, books on alchemy and herbalism in the bookcase, and scattered some loose ingredients across the surfaces of the work tables in the cellar. If this house were for a Nord warrior, I might have installed a full forge in the cellar as well as the repair equipment I put in the chest on the work tables. There would have been bits of armor lying on the work table, perhaps even a broken blade ready to be mended. I would have also added a weaspons rack and used more animal skin rugs in place of the woven ones currently in place. There is a lot of customization possible if I know the character who'll be living in a particular interior.
Thank you both, Xui and Morden, for looking at my showcase.
Revised file is available below.
Respectfully submitted,
Jannifer
ORIGINAL HOUSE FILE DELETED -- SEE NEWEST VERSION BELOW.
Last edited by Jannifer on Thu Aug 31, 2006 6:21 pm, edited 1 time in total.
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
Tesame
You're suppost to erase everything, but the cells you meant to edit, the objects you created and TES3.
The interior: (I didn't review the exterior at all, so...)
-apparatus_m_alembic_01 is floating. Needs a little rotating and then putting it on the table with our friendly F button.
-apparatus_m_calcinator_01 is floating. The fix for it is the same as the one above.
-apparatus_m_mortar_01 is bleeding to the table. Lift it out, rotate it and drop it.
-bk_Jann_ConsolationsOfPrayer bleeds into bk_Jann_wordsclanmother.
-com_Jann_basket_01 is bleeding a little.
-com_Jann_closet_01 is floating a little.
- misc_de_bowl_orange_green_01 (X40987.258 Y4180.523 Z15389.716) is floating and full of floating stuff.
-Furn_Com_Planter (X41121.293 Y4119.140 Z15372.151) is floating.
-furn_de_cushion_round_02 is not touching the ground. It's touching another cushion, but it looks abnormal like that.
-A telvanni fireplace (furn_t_fireplace_01)? Here? In Seyda Neen?
-The wooden pillars(in_c_pillar_wood) are kinda strangely placed. That goes for all of them.
-usually people don't make flowers like you did. They use the containers which contain those ingredients and of course look like them, not the ingredients themselves.
-Jan_chest_small_02_misc is bleeding to the thing it's on...(In situations like this I wish I could speak english a litle better.)
-Jann_furn_com_rm_winerack is flaoting a little.
-Jann_misc_de_pitcher_01 floats a little.
-Jann_misc_de_pot_blue_02 is floating.
-Jann_TR_act_De_Bed_12 is bleeding to the wall.
-Jann_TR_furn_Basin_01 is floating a little.
-Jann_TR_misc_toyguar should be sleeping on it's side not standing so freakishly.
-light_com_sconce_02_128 are floating. They should be attached to a wall not float next to it.
-light_Jann_com_sconce_02_128 is inside the wall with the part which should be attached to the wall.
-light_Jann_de_lantern_06 (X41537.008 Y4261.297 Z15404.198) is floating.
-misc_de_bowl_orange_green_01 (X41847.543 Y4872.463 Z15160.126) is floating.
-All the bottles in Jann_furn_com_rm_winerack come out on the other side of the winerack.
-TR_furn_De_Rm_Desk01 is floating a little.
-TR_ingred_amber is in a very wierd position.
-TR_ingred_darkmeat's are floating above the thing they're on.
-TR_ingred_jet is in a very weird position.
-TR_Ingred_Turquoise is in a weird positon
-TR_misc_dice would look better at the size of 0.5 (Not an error though.)
-TR_misc_pan_02 Is in a freaky position.
-The tiles aren't gridsnapped.
- No Northmarker.
I generally liked it
You're suppost to erase everything, but the cells you meant to edit, the objects you created and TES3.
The interior: (I didn't review the exterior at all, so...)
-apparatus_m_alembic_01 is floating. Needs a little rotating and then putting it on the table with our friendly F button.
-apparatus_m_calcinator_01 is floating. The fix for it is the same as the one above.
-apparatus_m_mortar_01 is bleeding to the table. Lift it out, rotate it and drop it.
-bk_Jann_ConsolationsOfPrayer bleeds into bk_Jann_wordsclanmother.
-com_Jann_basket_01 is bleeding a little.
-com_Jann_closet_01 is floating a little.
- misc_de_bowl_orange_green_01 (X40987.258 Y4180.523 Z15389.716) is floating and full of floating stuff.
-Furn_Com_Planter (X41121.293 Y4119.140 Z15372.151) is floating.
-furn_de_cushion_round_02 is not touching the ground. It's touching another cushion, but it looks abnormal like that.
-A telvanni fireplace (furn_t_fireplace_01)? Here? In Seyda Neen?
-The wooden pillars(in_c_pillar_wood) are kinda strangely placed. That goes for all of them.
-usually people don't make flowers like you did. They use the containers which contain those ingredients and of course look like them, not the ingredients themselves.
-Jan_chest_small_02_misc is bleeding to the thing it's on...(In situations like this I wish I could speak english a litle better.)
-Jann_furn_com_rm_winerack is flaoting a little.
-Jann_misc_de_pitcher_01 floats a little.
-Jann_misc_de_pot_blue_02 is floating.
-Jann_TR_act_De_Bed_12 is bleeding to the wall.
-Jann_TR_furn_Basin_01 is floating a little.
-Jann_TR_misc_toyguar should be sleeping on it's side not standing so freakishly.
-light_com_sconce_02_128 are floating. They should be attached to a wall not float next to it.
-light_Jann_com_sconce_02_128 is inside the wall with the part which should be attached to the wall.
-light_Jann_de_lantern_06 (X41537.008 Y4261.297 Z15404.198) is floating.
-misc_de_bowl_orange_green_01 (X41847.543 Y4872.463 Z15160.126) is floating.
-All the bottles in Jann_furn_com_rm_winerack come out on the other side of the winerack.
-TR_furn_De_Rm_Desk01 is floating a little.
-TR_ingred_amber is in a very wierd position.
-TR_ingred_darkmeat's are floating above the thing they're on.
-TR_ingred_jet is in a very weird position.
-TR_Ingred_Turquoise is in a weird positon
-TR_misc_dice would look better at the size of 0.5 (Not an error though.)
-TR_misc_pan_02 Is in a freaky position.
-The tiles aren't gridsnapped.
- No Northmarker.
I generally liked it
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Okay, I have gone through Andres' very long list of Things That Need To Be Fixed and have fixed all of them. The alchemical ingredients which are "...in a very wierd position" are lying on top of the desk. Their positions are necessary so that they show properly. The dark meat has been deleted. It was just too much of a pain. Maybe I should have had a platter of Nordic mutton or something. The bedroom tiles have been grid-snapped yet again. If they don't work this time, I'm moving every stick of furniture out of the house and redoing every tile in the place. I put a Nordic fireplace in the basement and have retouched several other things. There is no north marker because this house doesn't actually have a place in the world, yet. I put it in a cell near Seyda Neen just for the convenience of being able to reach it with a new character straight off the boat. Once it's fixed and ready for a real place, I'll add the appropriate north marker. I could not remove all the dependencies except MW because I have used things from the other files which I have not renamed, most notably several things from the TR files. Should I release this mod to the world at large, all TR dependencies will be removed and those items replaced. I have not used anything from any other modder's work, other than the Tamriel Rebuilt items.
Now, I'm only going to say the following two things one more time:
1. This mod has been run through TESAME at least six or seven times.
2. The Bitter Coast cell that is part of the mod is supposed to be there.
*stepping down off her soap box*
Respectfully submitted,
Jannifer
P.S. Thanks to PoHa for helping me with the final cleaning of this mod. It should be up to snuff now, except for all the stuff I renamed which I didn't have to rename but renamed because I thought I had to rename it. *sigh*
Now, I'm only going to say the following two things one more time:
1. This mod has been run through TESAME at least six or seven times.
2. The Bitter Coast cell that is part of the mod is supposed to be there.
*stepping down off her soap box*
Respectfully submitted,
Jannifer
P.S. Thanks to PoHa for helping me with the final cleaning of this mod. It should be up to snuff now, except for all the stuff I renamed which I didn't have to rename but renamed because I thought I had to rename it. *sigh*
- Attachments
-
- TR Jann's Simple Three-Room Home -- Clean.esp
- (37.8 KiB) Downloaded 64 times
Okay, here's a new interior I'm working on. It is still a WIP, so be gentle. *grin* I've run it through TESAME, so it should be clean. Nothing has been renamed that didn't need to be renamed. However, please note a couple of things. First, some items are at odd little angles so that they show properly in the world, i.e. the chair in the captain's quarters, the hack-lo pipes, certain books. Secondly, I know that some items bleed slightly into others, and where I can fix the bleeding, I've done so. The map tapestry in the captain's quarters has brackets which are bleeding slightly into the wall, but this is unavoidable due to the way the wall curves in Telvanni structures.
Also, I might have too much in the way of treasure, clothing, weapons, etc. I imagine this tower as belonging to a wealthy Telvanni mage with guards and service people who are well-paid.
One more note: I haven't written the text for the Captain's daybook in her quarters, so the book is blank atm.
Thanks for looking this thing over. I like constructive criticism.
Addenda -- I've gotten a little farther along. There's just one room that needs to be finished, then I need to run this thing through TESAME again. Also, I haven't done the Captain or the Wizard NPCs.
Respectfully submitted,
Jannifer
Also, I might have too much in the way of treasure, clothing, weapons, etc. I imagine this tower as belonging to a wealthy Telvanni mage with guards and service people who are well-paid.
One more note: I haven't written the text for the Captain's daybook in her quarters, so the book is blank atm.
Thanks for looking this thing over. I like constructive criticism.
Addenda -- I've gotten a little farther along. There's just one room that needs to be finished, then I need to run this thing through TESAME again. Also, I haven't done the Captain or the Wizard NPCs.
Respectfully submitted,
Jannifer
- Attachments
-
- Copy of Jann's Telvanni Tower 4.esp
- (41.42 KiB) Downloaded 63 times
-
- Member
- Posts: 65
- Joined: Sat Aug 19, 2006 5:51 am
- Location: Weye, Cyrodiil
Re: Alessia Ottus's Guide to Stirk
Comma splice errors.Jannifer wrote:Sload, here's the edit you requested. Feel free to accept my rewording, or not. I'm a bit iffy on the two paragraphs I combined, but I'm sure you can rework the new one a bit so that it better suits you.
Alessia Ottus's Guide to Stirk
written by Alessia Ottus
May the Nine have mercy on you and your kin.
Viewed from a distance, Stirk appears to be a dull island of no value. This is partly true, as the isle has not served a real purpose since the early days of the Empire. There are a few people on the island who actively contribute to the defense of the Nine and the Imperial way. They are, for the most part, of decent descent, having in them the blood of many who fought the wicked Elves during the Tiber War.
Only one ship in Cyrodiil will take you to the island. A dirty, boastful, (and more often than not) drunken Redguard named Jafan sails a ship he overconfidently calls "The Magnificent" between the decedent port of Anvil and the charming docks at Stirk. His ship is anything but magnificent and most certainly hosts a number of vicious rats. Also, try to avoid his wife, Aria. While he will tell the most remarkable tales about the woman's origin, it is rumored that the blood of nearly every race of man and elf runs through her veins. After enduring this two-hour journey, you will arrive in Stirk and be happy to flee The Magnificient. Your first sight may be the Basilla Lighthouse, designed by the brilliant architect Sostratus Basilla, who also designed much of the architecture in once-beautiful Anvil. His descendents still operate the lighthouse, though good old Iallus Basilla has not been seen in many years. (Rumor has it that his daughter Julia is immodest and far too restless.)
After departing the docks, you will come upon the beautiful Fort Stirk, built under the authority of His Honorable Armondian Stirk I, Servitor of the Red Dragon, and for whom the island is named. The fort is built into the southern hills of the island, and near it lies a small garden panted around a statue of Armondian. This fort, once used to protect our Empire and the ideals of the Nine, has now fallen into disuse and is barely inhabited. Captain Cassius Stirk III is, by all accounts, a greedy businessman who has neglected his duties and has yet to return from Daggerfall, where he traveled to on business many months ago. In his stead, his brother, Interim Captain Cartello Stirk, has put enormous effort into reviving the fort, but it is of no use. The few still in his service (lessened still by the call for troops to return to Cyrodiil) show no motivation.
Roughly in the center of the island lies the small community of Stirk. It is filled with people of noble blood. The largest manor belongs to the Stirk family themselves, though most of them are lazy and uninterested in their service to the Nine. (Morihatha Stirk is rumored to have consorted with riffraff.) While many of them pray at the nearby chapel, run by the kind Father Ambrogio, they do not hold any particular Imperial values. The Amatiuses are all painters with no common sense. Two sons of the ancient Eulius family, Amarius and Alenius, run a book shop out of their home. This is a suitable employment, but Amarius has had the audacity to brag of having "adventures," looting ancient ruins and things of that sort.
Also on the island is the prosperous Polle Gold Mine. Owned, founded, and operated by Therander Polle, a Breton in service to Zenithar, it has turned quite a profit in recent years. Mr. Polle has hired poor vagabonds with no futures and given them good work in the mine. He feeds them, shelters them, and turns them into a productive part of Imperial society. Though I doubt they offer any thanks to their employer, this is far better than for them to be littering the streets of the island.
Glory to the Nine and the Empire!
Rid the commas.
Dark Horse,
It would help if you would be more specific about where you think there are comma splices. I assure you that I know what I'm doing. I have a BS in English, and I taught high school English for 14 years. I know what a comma splice is, and I know how to get rid of them. Perhaps some of the sentences you see as having comma splices are actually using subordinate clauses as introductory elements. Or, perhaps you are concerned about using only commas to join a series of short independent clauses, which is acceptable use as long as the clauses are short. In any case, if you have a better edit, I'd like to see it.
Respectfully submitted,
Jannifer
It would help if you would be more specific about where you think there are comma splices. I assure you that I know what I'm doing. I have a BS in English, and I taught high school English for 14 years. I know what a comma splice is, and I know how to get rid of them. Perhaps some of the sentences you see as having comma splices are actually using subordinate clauses as introductory elements. Or, perhaps you are concerned about using only commas to join a series of short independent clauses, which is acceptable use as long as the clauses are short. In any case, if you have a better edit, I'd like to see it.
Respectfully submitted,
Jannifer
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."
You might have a look at [url=http://forum.gamingsource.net/index.php?showtopic=26437]this thread[/url] for something called Oldblivion. I haven't used it myself, so I can't say anything about whether it works or not, but it might be worth a try.Jannifer wrote:...
Please be aware that I don't have a machine which will allow me to run Oblivion, so I can't do anything that might require that CS.
Other than that, my skills are at your service.
Jannifer
As there's no link in the thread, [url=http://www.oldblivion.com]here's the homepage[/url]. Apparently, it isn't bugfree yet.
Abamul,
Thank you for the suggestion. I have indeed tried Oldblivion. It's a hack that allows Oblivion to run on older graphics cards. My problem is that my laptop, which had an ATI Mobility Radeon card, doesn't have the necessary 3D rendering capability. Also, the processor isn't as fast as Bethesda recommends, even on their minimum requirements. So, I'll just have to wait until I can afford a new computer.
Jannifer
Thank you for the suggestion. I have indeed tried Oldblivion. It's a hack that allows Oblivion to run on older graphics cards. My problem is that my laptop, which had an ATI Mobility Radeon card, doesn't have the necessary 3D rendering capability. Also, the processor isn't as fast as Bethesda recommends, even on their minimum requirements. So, I'll just have to wait until I can afford a new computer.
Jannifer
"Most of our fears are tissue-paper thin, and a single bold step would carry us clear through them."