	
Name: Clamshell Cottage 
Version: 1.0 
Date: 7/30/2009 
Category: Buildings, player owned home 
Requirements: Oblivion Patch 1.2.0.214 
Author(s): Korana 
 
Description 
=========== 
"Do you dream of sitting on a dock, watching the sunset?  Do you wish you could feel the water tickle  
between your toes?  Elsynia at Leyawiin's Best Goods and Guarantees has the home for you!"
 
So reads the advertisement you pick up.  You may purchase a functioning fishing cottage, located due 
north of Leyawiin on a small peninsula.  The home is located literally on the water, and was designed  
as an entry for the Oblivion Real Estate Water Homes Competition. 
 
Playing The Mod 
======== 
The advertisement will be added to your inventory when the mod is first loaded and a very short quest 
pointing you in the right direction will start. 
 
You may purchase the house for 8000 septims.  However, the price changes according to your character's 
mercantile skill, etc. 
 
Features  
============== 
 
1) You may fish for slaughterfish by activating a pulley system for a fishing net on the back deck. 
The fishing net is random, so you have a chance of catching a fish and a chance of catching nothing.   
You might catch a fish 50 times in a row...or not catch a fish 50 times in a row!  If successful, you 
receive a slaughterfish as an ingredient. 
 
2) You may catch mudcrabs in a crab trap, located in the water off the dock in the front of the house. 
The crab trap is random, like the fishing nets.  If successful, you receive a mud crab as an ingredient. 
 
3) You may use the "Crab Mashing Mallet" to crack open the mud crabs to receive 4 pieces of crab meat. 
The mallet is located on the table in the kitchen. 
 
4) You may use the "Skinning Knife" to clean and skin the slaughterfish.  You will receive slaughterfish  
scales, as well as a fresh fish fillet ingredient.  The knife is located on the table in the kitchen. 
 
5) You may use the "Cooking pot" in the fireplace to boil fish chowder, and actually see the chowder while 
it is boiling.  When finished, you receive a few bowls of fish chowder. 
 
6) You may use the "Mixing Bowl", located on the table in the kitchen, to mix together a very simple bread. 
You may then see it placed on the hearth for baking. 
 
7) The kitchen also features an ale keg, which you may use to fill pewter tankards with ale.  A few tankards 
are included with the house, but you may also buy the special tankards from Elysnia.  (Note, she will also  
sell a few other things you may need for your evening meal at the cottage.) 
 
8) All that fishing can leave one rather rank, so there is a wash tub which Elysnia had installed in the home. 
The washtub may be used once daily. 
 
9) The lights change from night to day. 
 
10) An alchemy chest is on the dresser in the bedroom.  This chest is animated, and will open upon activation 
to reveal alchemy equipment and a sack to store ingredients in.  Very handy for making water breathing potions! 
To close the alchemy chest, activate it again in sneak mode. 
 
11) The alchemy equipment inside the alchemy chest is static, meaning you may activate it and open up the 
alchemy menu...all without opening up your inventory or making a mess of the contents of the alchemy box! 
 
12) Companion friendly.  (See "Compatibility" section please) 
 
13) Tons of hidden storage  (And it's all safe to use!) 
 
 
This mod has been cleaned with Tes4edit  
 
Install 
======= 
1. Extract this archive to your Oblivion directory, or extract to a temporary directory and manually copy 
over files if you prefer. 
2. Start Oblivion Launcher (Or Mod Manager if preferred), click 'Data Files', place a checkmark beside 
   Clamshell_Cottage.esp 
 
Uninstall 
========= 
1. Start Oblivion Launcher, click Data Files, uncheck the Mithris_HGEC.esp  
2. Delete the following files associated with the mod. 
   *meshes\NKIV 
   *textures\NKIV 
   *textures\menus\icons\NKIV 
3. Delete Clamshell_Cottage.esp 
 
 
Compatibility Notes 
=================== 
 
I have not modified any creature markers, with a previous release I learned that some people seem 
to think I should have.  I will never do so, as it can cause conflicts with other mods extremely  
easily.  Because of this, you may have a mud crab walking along the front dock, or a random fish or 
two out of water on the back deck.  I recommend use of the CS, console, or a non aggressive creature 
mod if this bothers you.  I however, will not knowingly release a mod that causes conflicts. 
 
A great deal of care has been taken to find a spot that does not conflict with Unique Landscapes. 
 
Special care has been taken to allow this mod to be companion friendly, and was tested thoroughly 
with CM companions.  However, you do need to be aware of a few things if you use companions: 
 
Special consideration for companion seating has been arranged by giving certain furniture 
persistent references.  This assures that when you sit, your companion rests someplace within 
the cell which makes sense, instead of running off or standing about.  However, there are 
some exceptions which you may or may not experience.  If you sit and your companion does  
nothing...you are in the chair they prefer.  Moving to another chair should result in your companion  
sitting.  With the exception of the exterior cells.  On occasion, they may choose the bed instead of
a chair, but otherwise they will not sleep when told.  

Companions behave rather oddly in exterior cells when it comes to seating.  It appears they will
seek out a chair even if it's several cells away.  Because of this, I had to make a choice as to
which deck the companion would sit on- front, or back?  Sadly, neither wasn't a working choice
as they would wander off in an odd run to find someplace to sit.  So, I decided upon the front deck.
You and your companion may sit at the front table together.  This said, DO NOT...I repeat DO NOT sit
on the back deck's stool with a companion in tow.  They will run off. If you forget, re-enter the 
house and they should warp to you.
 
Pathgrids have been set up and adjusted for one companion only.  Several areas are rather tight 
spaces, and even with one companion they are forced to show up a slight distance away from the  
player upon cell load.  If you are running more than 1 companion, things may get sticky! 
Pathgrids, etc have only been tested with non creature companions. 
 
I have intentionally made it so your companions can NOT follow you up the rope ladder into the storage 
loft.  It's terribly tight up there, and I discovered all kinds of collisions issues can occur with a 
companion up there.  They will simply run around lost while you are up there, so if that might bother you 
quickly tell them to stay/eat/sleep/etc while you are up there. 
 
The rope ladder on the back deck is set up using sub spaces, to allow your companion to follow you in and 
out of the water without swimming around to the front of the house.  However, it seems that 90 out of 100
times they will have problems reaching the ladder.  I've tried every pathgrid I can think of, and a bit of
research gives me the feeling that this has something to do with the way AI treats pathgrids underwater.
If they cannot go up the ladder, go up yourself and enter the house via the door.  They should have warped
to me everytime.
 
Incompatibility 
=============== 
 
None currently known :-) 
 
Please be thorough when using conflict detectors. For example, Knights of the Nine does in fact NOT conflict  
with this...however, running through certain programs may return a conflict result. As one should always do,  
please do your research and investigate thoroughly before reporting a conflict. However, if you do in fact find  
one certainly let me know as soon as possible? Thank you! 
 
Notes 
==================== 
 
- I have not made icons for lower resolutions.  With past releases, I have received no feedback about them  
besides the general comments of people not installing them and running the regular icons at low resolutions. 
 
- Due to the game engine's time scale, baking bread or chowder past PM may result in your items being "cooked"  
earlier than their allotted time. I have chosen to play this, rather than attempt to fix it. The coals are  
burning hotter since the fire has been burning all day...and your food cooks a bit quicker. 
 
-  If you run out of pewter tankards or need non cottage specific ingredients to cook or bake with, Elysnia's 
supply will respawn.  However, she is the only person to sell the tankards and deed...so if you've killed her 
you will have to use the console to obtain the key and tankards.  
 
- If you get bad FPS or your computer blows up, you are on your own. Any emails about "my FPS is poo!" will be  
quickly sent to the recycle bin. My computer is very powerful, so it is rather difficult to tell FPS differences. 
 
- If you're inside when the light changes, you might notice the lights changing in a sequence.  I haven't quite 
figured out the best way to avoid that. 
 
- Me and blender do not get along, matter of fact it's not even acting correct.  Due to this fact, some meshes 
are not perfect. 
 
History 
======= 
0.1, 7/30/2009 - Version 1 
 
Contact 
======= 
 
You can find me under "Korana" at ORE, nexus, or TESeyecandy.com 
I am not accepting emails at this time. 
 
Credits 
======= 
 
Thanks to Bethesda for the wonderful game! 
 
Thanks to the Nifskope team!  Without nifskope, I wouldn't have been able to combine Bethesda's wonderful 
meshes to create new things. 
 
Thanks to the Blender team.  
 
Thanks to Trollf for 3 stacks of books, collisions adjustments on some ingredients from Shadowcrest Vineyard, 
and previous scripting knowledge which I applied here. 
 
Thanks to Pendraia for the veggie sacks, modified by me and further by Trollf to have proper collision and to 
use the default textures. 
 
Thanks to Koniption for the boiling mesh used for the chowder, and the two fishing nets. 
 
Thanks to Shawn Dworshak for the static alchemy scripts. 
 
Thanks to Phitt for the fish animations that I applied to the mud crabs. 
 
Thanks to Ghostfig, who supplied the tankard script for another project. 
 
Thanks to Texian for the water meshes, which I modified to behave like real water. 
 
Thanks to the Harvest Containers team ( Dejunai, mmmpld, XMarksTheSpot, and PhoenixAmon) for the alchemy 
chest mesh and the original script, which I've modified. 
 
Thanks to LHammonds for the Readme Generator this file was based on. 
 
Tools Used 
========== 
7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579 
Blender - http://www.blender.org/ 
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope 
Photoshop - http://www.adobe.com/products/photoshop/ 
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536 
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp 
 
Usage 
=============== 
 
Basically everything else has been released as modders resources elsewhere or has been made by me. 
I do ask that you download the original files if it is credited in the readme, as I might have  
changed things in some way and you should definitely check the usage section on each mod before you  
pull it's files from here.   
 
Anything I have modified is not free for use, please ask for permission.
 
And always, always, give credit where credit is due and do not claim things as your own!   
 
You may not change this mod and redistribute it without my permission.  Please do not upload this mod or translate 
it without seeking permissions and providing me with links.  Even with permission granted, by re-uploading 
or translating you assume responsibility for keeping those files up to date.