The Elder Scrolls IV : Oblivion
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Ring des Schfers DV DV
bersetzung von Apexmuffin:
Shepherds Ring by Vagrant0
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Diese Mod fgt den Ring des Schfers dem Spiel hinzu... damit seit ihr in der lage zwei Feuerschafe...
JA SCHAFE!!!! Permanent zu beschwren. Diese Folgen dir wohin du willst solange du den ring trgst,
verschwinden wenn du ihn ablegst und kommen wieder wenn du ihn anlegst u.s.w. Du kannst die Schafe
verzaubern und sie verfgen ber nen passiven und aggressiven Modus (aktiviert durch an"spacen" ^^)
Sie sind nicht sehr stark aber hbsch anzusehn und ne gute ablenkung fr deine Feinde ^^

Finden kann man den Ring in einer Schssel am Sheogorath Schrein sdlich von Bravil

Ich selbst habe lediglich die Namen und Scripte bersetzt.

INSTALLATION: Englische Version wird NICHT bentigt!! 

Um das Plugin zu installieren, extrahiere die Daten in irgendein temporres Verzeichnis deiner Wahl.
Danach musst du die Dateien aus dem dorthin extrahierten Ordner in dein Data Verzeichnis deines Oblivionordners kopieren.
Den Ordner in deinem temporren Verzeichnis kannst du nun wieder lschen.
Um den Mod zu nutzen, starte Oblivion, gehe auf Spieldateien und aktiviere dort die "Hammer aus Bogardan DV.esp".



Viel Spass damit!!!

Apexmuffin

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Original Readme:
This mod adds a bowl of paper near Sheogorah's shrine (south of Bravil). Inside the bowl, under some
paper is a ring. 

When worn, the ring summons a pair of Fire Sheep which follow you around. When taken off, they die
and go poof. If the ring is still on when they die, they will respawn endlessly. If the sheep are clicked,
it will change them from passive mode (not attacking things they hate, but still fighting back if hit) to
aggressive mode (attacking things they hate), and back again. 

They aren't very strong, but make for a nice distraction. 

You can get the ring from under the paper, it just takes a little creativity. 

The active effect in the corner is to let you know that it is working. 

Update to ver 0.6
Tweaked animations to allow for spells to be used by sheep. They can now breathe balls of fire to engulf 
enemies, or you. These spells are using the same reference as flame atronachs, so those with various spell
tweaks will be see them applied to the sheep as well. 

Improved the health of sheep slightly, and tuned down some of the other stats that seemed too high.
I didn't want the health too high since they can now potentially kill a low level player who feels like 
smacking them around.

The sheep will now be a minimum of level 3, maximum of level 30, 3 less than player.

Added a Stunted Magicka effect to the shepherd effect. This was to add some penalty for having an
endless supply of fire breathing sheep. 

Known bugs/workarounds

Should you end up with more than 2 sheep, when you only want 2 sheep, just remove the ring, let 
the corpses vanish, then reequip the ring to reset the whole system. At current, the ring has no 
enchantment, so you "should" be able to add your own effect to the ring without breaking anything.

In testing, the sheep didn't like following through load doors too much. It is suggested that you 
refrain from using them in areas with alot of area changes as unequipping and reequipping might lead
to some doubling up. 

Sheep can't swim. I tried playing around using swimming animations of other animals, while bear and dog
looked the best, both caused errors if you happen to load a cell with a sheep on it. I decided not to
enable swimming simply so you don't need to go clicking through 40+ error dialogs per sheep. Maybe when
I figure out how to reassign or remove bone assignments in .kf files something can be done about this.
But I wouldn't hold your breath. For now you'll just have to remove the ring to kill off any sheep 
trapped in the water. 


Notes:
This mod was made mostly to provide an example of how to use faction ranks to control things such
as the amount of times an action is done. 

It was also made on request of something similar to the everscamp staff for people to train with. 

I don't have any scripting notations in this version of the mod simply because havn't gotten around to
it. Nonetheless, you are free to alter and abuse the mod as you see fit, provided that you don't go
releasing it. Having a different toggle effect is supported as is anywhere between 1-20 sheep following 
you around. I went with the current settings since they seemed to be the most useful. 

Still no notations within scripts. Might get around to that in next version.