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Cities, Towns & Villages

Places to go, people to see. Various cities, towns, and villages to visit.

36 files

  1. Open Cities Reborn

    Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.
    To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.
    The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.
    To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    3633 downloads

    16 comments

    Updated

  2. Elsweyr Anequina

    ELSWEYR THE DESERTS OF ANEQUINA by Iliana
    An across-the-border expansion.
    Version March 2014
    ===================================================
    High beyond the hills of the Niben lies the great desert plateau of central Elsweyr. From sandy desert wastes to rocky, red badlands, from grassy savannah to jungle coast, the lands of Anequina beckon.
    This new region, spanning the section of Elsweyr between Skingrad and Leyawiin, includes four new landscapes (desert to jungle), five new towns, several villages, Khajiit sub-races, a couple dozen quests, four player homes and a monster-filled wilderness to explore.
    The deserts and badlands of Anequina are hidden behind high hill ranges so are not readily visible from Cyrodiil despite their close proximity.
    When you first install the mod an Elsweyr Anequina book will be added to your inventory which provides a quick overview of all the settlements, as well as the location of quest givers, inns, merchants and trainers. Copies of this book can also be found sitting in the middle of the Elsweyr border bridges near Riverhold and Rimmen.
    I hope you have lots of fun exploring these new lands!
    ===================================================
    1. Description
    2. Requirements
    3. Installation
    4. Troubleshooting
    5. Acknowledgements
    6. Permissions
    7. Translations
    ===================================================
    ================
    1. DESCRIPTION
    ================
    IMPORTANT, PLEASE READ THIS!
    1. You must have your in-game borders disabled or you won't be able to reach the new region. See the installation instructions to learn how.
    2. This version of the mod is not compatible with the Unofficial Elsweyr Anequina Patch (the contents of that patch were reviewed and incorporated). So do not later install that patch.
    3. If you have the 2010 version of this mod installed and the Unofficial Elsweyr Anequina Patch please follow the installation instructions or your game will become unstable (both of these need to be uninstalled and a clean save made before installing this version of the mod).
    4. This mod is fully playable but not 100% complete. (E.g. Some buildings in the cities are closed off and few other minor locations.)
     
    FEATURES
    * Twenty-four new mini-quests and three small joinable guilds.
    * The cities of Corinthe, Riverhold, Orcrest, Dune and Rimmen.
    * Four new landscapes: Savannah, Sand Desert, Rocky Badlands, Coastal Jungle and also a small coral reef.
    * The villages of Alabaster & Duncori Walk.
    * The waystops of King's Walk and Darkarn Place.
    * The imperial forts of Seaplace and Riverkeep.
    * More than 400 new NPCs including custom desert bandits and Khajiit tribesmen.
    * Buyable elephant mount from the King's Walk caravanserai (on the road between Riverhold & Orcrest).
    * Buyable houses in Riverhold, Orcrest, Dune, and Rimmen.
    * A few caves and three hostile tribal villages.
    * Custom monster-spawns and new creatures in the wilderness.
    * A new road from Skingrad to Leyawiin, and from Faregyl Inn south.
    * New plants, ingredients, armor, weapons, and other items.
    * New Khajiit NPC sub-races (based on lore).
     
    FILES
    00 ElsweyrAnequina
    Version Mar 2014. This is the only file required. The bsa files were repackaged in Jun 2019.
    01 Elsweyr Anequina Official Patch
    A few fixes and tweaks (Jun-Jul 2019). Tweaks incl. access to the Corinthe Temple district and Chasemoor tribal village (in a hidden valley west of Rimmen). Fixes incl. the Alabaster village walls, conditions of the rent-a-room dialogue, Rimmen buy a house quest, and the wandering Rimmen guard.
    02 Elsweyr Anequina LandscapeLOD Quick Fix
    A quick download to restore the shape and texture of the distant landscape if it becomes broken after installing other mods.
    (Note: This will only work for Elsweyr Anequina as a standalone mod. The ElsweyrAnequina-ValenwoodImproved patch and TWMP mods use a different sets of files.)
    03 Optional - No Spiders Patch
    Removes spiders from the random spawns.
    04 Optional - Pruned Gardens Patch
    Resets the city gardens to the default if you have a mod which increases the size of the plants (Jun 2019).
    05 Optional - Elsweyr City Extension Patch
    A basic patch for the city of Corinthe to make the Elsweyr City Extension V1.1 mod by Pieto (https://www.nexusmods.com/oblivion/mods/42349) compatible with the March 2014 version of Elsweyr Anequina (Jul 2019).
    06 Optional - Elsweyr Anequina-Blackwood Jungle Patch
    A few small patches for Betty's Blackwood Jungle mod and her Blackwood Palm Trees add-on (https://www.nexusmods.com/oblivion/mods/47043) (Aug 2019).
    Includes:
    a) Elsweyr-BlackwoodJungle Patch.esp - for the BlackwoodJungle.esp. Prevents random palm shrubs from  popping up in the middle of the city of Rimmen's marketplace and streets. (Also works with Betty's other jungle mods.)
    b) Elsweyr-BlackwoodPalmTrees Patch.esp -- for the BlackwoodPalmTrees.esp. Rearranges the palm trees placed in the region around the city of Rimmen.
    c) Elsweyr-BlackwoodPalmTrees-HESU Patch.esp -- for the BlackwoodPalmTrees.esp and the HESU PoisonSwamp.esp. This is a super-patch which makes Betty's Blackwood Palms work with both the Elsweyr Anequina and HESU's Poison Swamp mods (https://www.nexusmods.com/oblivion/mods/46090). The patch also accommodates two other smaller mods, Mudwater and Bravil Sea Domes, though neither of those  are required. I created this patch for my own game as I have all of these mods installed.
    07 Optional - ElsweyrAnequina Road Records Patch (Experimental)
    This very, very small patch (it contains just one record!) should allow NPCs to travel correctly along the Elsweyr roads instead of cutting across the countryside.
    However, what this patch does is regenerate the road records for the Tamriel worldspace so it contains the road records for the whole of Cyrodiil and Elsweyr. Only one mod can alter this record so it is almost never used. But as this is a separate patch you can try it out (place it at the very end of your load order) and if you don't like it just uncheck it.
    In theory, some vanilla NPCs like Maiq the Liar might cut across the province as the Elsweyr road network provides a shortcut from Leyawiin to Skingrad. Traveling Elsweyr NPCs like the pack-elephant merchants and patrolling imperial legionnaires should also stick to the roads (Aug 2019).
    08 Screenshots
    09 Elsweyr Anequina Alt - Valenwood Improved Patch
    An alternate version of the ElsweyrAnequina.esp with a patch for Valenwood Improved.

    10 Elsweyr's City of Rimmen
    The city of Rimmen from Elsweyr Anequina as a standalone mod (Jun 2019).
     
    ================
    2. REQUIREMENTS
    ================
    A. The in-game borders must be disabled. See installation instructions below.
    B. The latest official Oblivion patch is needed to run this mod.

    ================
    3. INSTALLATION
    ================
    1. If you have the 2010 version of ElsweyrAnequina installed and the Unofficial Elsweyr Anequina Patch please uninstall both, make a clean save (in an interior cell in Cyrodiil), delete the folders Meshes/Anequina/ and Textures/Anequina/ from your directory, and then reinstall.
    2. Extract the files from the downloads to your Oblivion/Data/ folder. Answer "yes" when it prompts you to overwrite.
    3. Check the file ElsweyrAnequina.esp in your mod lists.
    4. The in-game borders MUST be disabled. This can be done either by--
    A. By switching the "bBorderRegionsEnabled=1" to "0" in your Oblivion game ini file. You can find this ini in your folder My Documents/My Games/Oblivion. The setting can be found near the top of the ini file under the heading [General].
    B. Or by installing a border removal mod, e.g. "Borderless Cyrodiil."
    5a. (Optional) If you wish to see the cities and Elsweyr trees in the distant view load this mod 10th in your load order (9th after Oblivion.esm), OR
    5b. (Optional) Run TES4LODGen after installing this mod. Distant view for new types of architecture is dependent on load order, so you need to generate these yourself. If you ever change your load order run it again as the records are load order dependent.
    TES4LODGen is very simple to use! Just double click on the file exe from the download.
    6. (Optional) If you wish to create a character using any of the new races download the Custom Race Fix mod, which tweaks some of the vanilla quests to allow for new races.

    ================
    4. TROUBLESHOOTING
    ================
    1. "You can't go this way, please turn back" message means the borders haven't been disabled yet. See the installation instructions. Its just a matter of changing a single digit in a text file.
    2. Some things are pink and/or there are giant exclamation marks. The ElsweyrAnequina - Meshes.bsa and ElsweyrAnequina - Textures.bsa files must be placed in your Data/ folder.
    3. Game Crashes
    Make sure you have Bethesda's latest Official Patch installed.
    Also make sure that all the download files have been placed in your game's Data/ folder.
    4. Distant landscape loses its textures or a giant gap appears in the mountain. This mod comes with a new set of distant landscape files for the Elsweyr region. But sometimes other mods will overwrite these and the new distant landscape in the area with vanish.
    If it becomes broken download and install the small "02 ElsweyrAnequina LandscapeLOD Quick Fix" file.
    5. Replacement mesh/texture files don't work.
    Make sure that loose files override the ones in the Elsweyr bsa archives. To do this open Oblivion Mod Manager, click on the "Utilities" button, select "Archive invalidation" from the drop-down menu, and click "Update now".
    6. Cannot exit a building in Corinthe.
    AWLS (Animated Windows Lighting System) contains a number of faulty replacement Elsweyr building meshes which prevent you from exiting some buildings as the invisible havoc field blocks the door. To fix this just delete the faulty meshes in the folder Meshes/Anequina/Architecture/Corinthe/. The original mesh files are all stored in the Elsweyr bsa's so it safe to delete these loose files.
    7. The walls of Alabaster flicker.
    This has been fixed in the Elsweyr patch. It was caused by the UOP (Unofficial Oblivion Patch) which replaced some of the default Ayleid meshes. My patch contains copies of the original Ayleid meshes and reapplies them to Alabaster (with no affect on any other locations in-game).
    8. Rain in the desert.
    This is caused by some weather mods.
    9. Riverhold and Rimmen buried in foliage.
    There are mods which increase the size of the game's shrubs. The Pruned Gardens Patch in the downloads should fix this. It resets the shrubs in the gardens of several Elsweyr cities to the default without affecting the plants in the rest of the game.

    ================
    5. ACKNOWLEDGEMENTS
    ================
    A special thanks to Mr Siika who created a large number of custom models for this mod including architecture tilesets for the city of Dune (and it's overall layout), much of Orcrest and Rimmen, the desert fortress, the King's Walk caravanserai, the noria, the slarjei bird and the the (unused) ziggurat temple.
    And Auryga who created the fortress, palace, temple, garden and retaining walls of the city of Rimmen.
    And also LogicDragon (author of the Unofficial Elsweyr Patch) for creating many mesh and texture fixes and suggested esp fixes which have mostly been incorporated into this update.
    ARCHITECTURE
    Mr Siika (Dune city architecture, Rimmen city architecture & marketplace stalls, some Orcrest city architecture (palace, arena & walls), King's Walk caravanserai, desert fortresses, Minotaur village, ziggurat temple)
    DarknessEternal (Corinthe city architecture, some Orcrest city architecture (township houses))
    TheKarithian (some Orcrest city architecture (oasis buildings), Two Moon temple)
    Auryga (Rimmen fortress, palace and temple buildings, bridges, garden and terrace retaining walls)
    IronicEcho (Tents)
    SevenRavens (Tribal huts)
    Siegfried (Obelisks)
    LANDSCAPE & FLORA
    Addiktive (Desert textures)
    Koniption (Tropical trees, plants, corals, ingredients)
    Texian (Water rapids & coastal waves)
    Siegfried (Palmetto trees)
    Momo (Flowering cacti)
    DeathlessAphrodite (Plain cacti & baobab trees)
    Senten (Barrel cactus)
    DarkRider (Sandstorms)
    Mr Siika (Animated seagulls & vultures)
    Arthmoor (WaterLOD)
    Sachiel (Rock formations)
    Phitt (Animated fish)
    Mr Siika (Animated seahorse)
    KHAJIIT & OTHER RACES
    AlienSlof (Khajiit retextures)
    Luchaire (Ohmes-raht Khajiit "Tabaxi")
    Veld (Khajiit black)
    Corthian (Tsaesci)
    SniperDaria (Tattooed Ohmes)
    ARMOR
    Trollf (Desert armor retextures (chain, leather, mithril, pit, chain, elven, daedric), Daedric collar & skirt)
    Ghogiel (Bonemold armor)
    Koniption (Maomer armor)
    Frank (Tribal shields)
    Frankpants (Lamellar armor)
    Uglulyx (Retextures of lamellar & pit armor, hide cuirasses)
    Ayhan (Ottoman & archer helms)
    AlienSlof's Orc (Tribal fur armor)
    Exanimis (Elephant shield)
    Corthian (Scale armor)
    WEAPONS
    Trollf (Peasant weapons)
    Exanimis (Tribal weapons)
    Waalx (Khajiit blades)
    Hel Borne (Broad spear, trident)
    Koniption (Meat cleaver)
    CLOTHES
    Trolff (Misc robes & clothing)
    KrimsynKane & Kikaimegami (Scarves)
    Waalx (Fat clothes)
    Pale Rider (Straw hat)
    Nessa (Upper05 clothing retextures)
    CLUTTER
    Mr Siika (Market produce and meats and fish, spinning wheel, tapestry frame, clothes line)
    Koniption (Ingredients, canoes, nets, & misc clutter)
    Hel Borne (Orc skulls)
    Senten (Road/Shop signs & tree fix)
    Lazarus (Tall baskets)
    Meo3000 (Moon globes, open books)
    McMuffin (Skooma pipe)
    Der Kriger (Mounted heads)
    DavidWhitefang (Foods)
    Phaedra (Vomit & urine puddles)
    Khugan (Gold & silver bars)
    LiquidGraph (Arabian lamp, talon, giant rib, geode)
    Trolff (Portable lamps & candles)
    MrMuh & RPG-BlackDragon (Havoked crates, barrels, sacks)
    Mr Siika (Animal skull)
    Chigga (Brazier)
    DominickCryomonde (Khajiit skulls)
    Prometheus (Lacquered table & stool)
    Xiamara & Lazarus (Cushions)
    Lutur (Dried corn)
    Washington (Morrowind beverages)
    Darkness Eternal (Urns)
    Phitt (Old iron chest)
    Critterman (Icons (barrel, crate, chest)
    AndalayBay (Generic signs)
    CREATURES
    Prometheus & Xilver (Lizard, glyptodon, addax, monkey-apeman, sandcrawler)
    Mr Siika (Camel, slarjei bird, minotaur ox, minotaur cow, minotaur bull, minotaur chief)
    Mr Siika, Divine Avenger & Yarharhar (Elephants, elephant mount)
    Mr Siika, Corepc & Jdfan (Durzogs)
    Corepc (Red & black boars, fat bellied minotaurs)
    Cryonaut, Xmarksthespot & Grimdeath (Pahmer & crocodilion)
    CGChaos & Infiniti (Sea lamia, spore cat, marine abominations)
    Francesco (Goats, cats)
    InsanitySorrow (Brown troll)
    Cryonaut (Red wolf)
    Cyronaut, Malo, Elveon & AlienSlof (Spiders)
    AlienSlof (Tiger)
    Skingrad24 (Zebra)
    Argentsol (Skavens "desert rat goblins")
    DeathlessAphrodite (Red sand crabs)
    Sjors Boomschors & Toru Miyazawa (Sharks, variety of fish)
    Hel Borne (Orc zombies)
    b3w4r3 (White deer)
    BOOKS
    Raggidman ("Hunting Hunted Hunters")
    LOADSCREENS
    DavidWolf (Custom loadscreens)
    Watadarkstar (Custom loadscreens)
    MISC ADJUSTMENTS & OPTIMISATIONS
    LogicDragon (Various mesh and texture fixes)
    PacificMorrowind (Various mesh customisations and adjustments)
    The AWLS team (Illuminated windows)
    Arthmoor (Optimised meshes)
    And Bethesda of course for providing us with this wonderful open ended game in the first place!

    ================
    6. PERMISSIONS
    ================
    Please do not upload this mod (or any of the supplemental files) to other sites. The only valid ones are my upload on the AFK Mods website and the original upload on Nexus (https://www.nexusmods.com/oblivion/mods/25023).
     
    ================
    8. TRANSLATIONS
    ================
    The French translation of the mod is available here: http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/lieux/elsweyr__le_desert_danequina
    There is also a German translation of the 2010 version of mod available at pagan-tes-mods.com.

    13436 downloads

    12 comments

    Updated

  3. Sutch Village

    As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.
    For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.
    This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind

    2135 downloads

    10 comments

    Updated

  4. Settlements Of Cyrodiil - Legion Outposts

    Settlements of Cyrodiil
                                 Legion Outposts


    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer that question. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were beta
    releases that the original authors simply abandoned.


    Details

    This is a merged version of Fort Nova Varos and Fort Novi Sad. It adds two fully functioning Legion
    outposts on the far southern banks of the Niben. South of Leyawiin where the Niben meets Topal
    Bay. Fort Nova Varos sits on the Western shoreline while it's sister outpost Fort Novi Sad sits on
    the eastern shoreline.
    Both of these outposts are updated versions of Poolacemail's original forts. They have been fully
    relocated and given extensive makeovers. Additional resources have been added to flesh them out a
    little more. The architecture is a unique combination of Leyawiin wood and lower class farmhouse.
    The soldiers have full ai packages and can be seen performing various tasks throughout the day,
    such as walking patrol and working in the fields. They wear custom armor which is meant to be a
    regional, Leyawiin version of Legion Armor. They raise several types of crops, tend some chickens,
    and have a pen of captured mud crabs.
    There are Inns with rentable rooms in each which have non-respawning chests, and the Innkeepers
    sell the crops which are raised. The Blacksmiths sell weapons and armors, will repair items, and are
    journeyman level trainers for armorer. There are small dock areas in each with a rowboat which will
    ferry you from one side of the river to the other. If you are a member of the Fighter's Guild there is a
    tent with free bedroll near the docks in one outpost.
    My focus has been to give the appearance of working Legion outposts that live off of what they
    produce, and protect the Southern Cyrodiil borders.


    Location

    The trails leading to the outposts can be found on the main road just outside the Leyawiin east gate
    for Novi Sad, and just outside Greyland for Nova Varos. I have added in road signs to aid in finding
    your way.


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that
    any compatibility patches provided are specifically designed to work only for that particular conflict.
    There are no guarantees they will work alongside anything else in your load order. 
    There are patches available as optional downloads for Better Cities, Open Cities Reborn, Cyrodiil
    Rebuild, Fort Akatosh Redux, Knights of The White Stallion, Kragenir's Death Quest, MTC Thieves
    Grotto, The Golden Crest, Elsweyr_Leyawiin_Topal Bay Walkabout, and Unique Landscapes
    Blackwood Forest.  
    Guards of Cyrodiil Redux was made compatible via internal edits to Legion Outposts.
    Guinefort's Roving Renrijra Krin mod contains an alternate Legion Outposts compatible version


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.

    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitible dirt which finds it's way into all mods
    LHammonds              - for the readme generator this file was based on
    Poolacemail               - for the original Forts and for allowing me to revive them
    Me                              - for putting this mod together

    Legal Stuff

    Please do not upload these files to any other sites without my consent.

    1124 downloads

    10 comments

    Updated

  5. Frostcrag Village

    High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.
    Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.

    1950 downloads

    9 comments

    Updated

  6. Settlements Of Cyrodiil Resource Pack

    Settlements Of Cyrodiil
                                   Resource Pack


    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet, where are the crops
    to feed that population? Settlements of Cyrodiil is an attempt to answer that question.   


    Details

    Settlements of Cyrodiil first began as an effort to rescue some very nice farm and village mods that
    had gone to the wayside. Victims to un-patched conflicts, or simply abandoned by the original authors.
    Over time, the project has evolved from those humble beginnings into a full scale series.
    Settlements of Cyrodiil is a series of modular releases which all utilize the same resource pack. I felt
    this was the best approach for implementing upgrades, and giving the mod users freedom of choice.
    You don't have to use all of the plugins if you don't like one or more. 
    The main focus revolves around farming settlements. There is quite a variety available, with plans 
    to add more in the future.

    **Note: This package and the mods built from it are undergoing updates at this time. They function
                 perfectly as is. And will make a nice addition to your game. But I have plans for them and 
                 new modules moving forward which require some restructuring. Look to see that soon.


    Contents
    1. A collection of folders containing meshes, sound files, and textures.
    2. An ESM Master File containing all of the above which have been pre-assembled in the Oblivion
       Construction set.
    This is NOT a mod in and of itself. It is a master resource package that numerous mods are built
    off of. There are currently 7 released mods, and more in various stages of development which all
    use the resources. All mods in the "Settlements of Cyrodiil" series require this pack to be installed.


    Install

    Extract to your Oblivion Data folder using the mod manager of your choice. Manually installing is
    discouraged as it can be difficult to remove everything later, should you choose to do so.


    Released Mods
    =============

    Regional Farms & Inns
    The goal of this mod was to overhaul the existing Farms and Inns in the game. Giving each a
    re-texture using regional vanilla materials. Producing a look which relates to the major city of
    that region.
     
    White Rose Farm
    Formerly White Rose River Farm by Poolacemail. A farming settlement which suffered from
    un-patched conflicts and was abandoned. Village has been relocated to north bank of the
    White Rose River eliminating most conflicts. 
     
    Wickmere Farm
    Also originally by Poolacemail. Also suffered from un-patched conflicts with other mods.
    A mid sized farming community located on the southeast corner of Lake Rumare. Has been
    moved just enough to eliminate conflicts. Has received many improvements.
     
    Clearwater Farms
    One of my own creations. Located on the main road due east of Chorrol. Nothing over the top,
    just a simple collection of farmsteads beside a clear woodland pond. You will find various crops,
    an ironwood nut orchard, some livestock, and fish in the nearby pond. There is a vendor stand
    where the farmers goods are sold to passerby.
     
    Silverfish Falls
    The fifth and final settlement from Poolacemail. Formerly Lakeview Village. This one used the
    same real estate as Shezrie's Lakewood Village and UL Aspen Wood. It was relocated to the
    waterfall pond at the head of Silverfish River valley. Hence the name. Features crops, livestock,
    and fish in the pond. Services include a blacksmith with custom gear for sale, and an Inn.
     
    Legion Outposts
    A pair of Legion outposts and working farms which were originally created by Poolacemail.
    The outposts have been relocated and given a new look. They are now merged into a single file.
    New locations are a little more strategic, placing the outposts on the far southern banks of the
    Niben River below Leyawiin. This location helps to guard entry to Cyodiil's southern borders.
    NPCs patrol their respective outpost areas and work the fields. Some features include custom
    armor, crops, and services for weary travelers.

    Oranstad Township
    Adds a farming village on the Gold Road road due East of Skingrad. Oranstad is a completed
    version of the beta release by Spectic. Contains farming, livestock, a blacksmith shop, etc.
    There are 22 NPCs with detailed daily schedules who socialize, work, buy and sell items, and
    some are trainers as well. They raise a variety of crops and have cattle which produce milk.


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Please see the included documents which contain a detailed list of credits. It's a bit much to post
    everything here on the description page.

     
    Legal Stuff

    This package may be considered a modder resource if, and only if, you use it as a master file
    requirement. There are many items which were donated for exclusive use. Which cost me lengthy
    periods of time acquiring permission for. I cannot in good faith pass on permission to use them.
    Please do not upload these files to other sites without my consent.

    4865 downloads

    5 comments

    Updated

  7. Settlements Of Cyrodiil - Wickmere Farm

    Settlements Of Cyrodiil
                                               Wickmere Farm
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population? Settlements of Cyrodiil is an attempt to answer that question.
    The project first began as an effort to rescue some very nice farm and village mods that had gone
    to the wayside so to speak. Some of these had fallen victim to un-patched conflicts with mods.
    Others were unfinished beta releases that the original authors simply abandoned.


    Details

    Wickmere Farm adds a fully functioning settlement just east of the Imperial City on the banks of
    Lake Rumare. It was originally created by Poolacemail, titled To Feed an Empire- Wickmere Farm,
    and occupied more or less the same real estate it currently rests in.
    Wickmere Farm in it's current form has received an extensive makeover to eliminate known mod
    conflicts. Additional resources have been added to flesh it out a little more. The occupants have
    full ai packages and can be seen performing various tasks throughout the day. They raise several
    different types of crops, sheep, and chickens and also fish the nearby lake.
    My focus has been to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or
    beds to sleep in. I may add a mat in the sheep pen.
    While I have done my best to iron out all the glitches, it seems there is always something to fix. I
    welcome all feedback and constructive criticism. Hopefully you will enjoy visiting this place as
    much as I did.


    Location

    The path leading to the village can be found on the Red Ring Road just south of the burned down
    shop "All Things Alchemical".


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. Both of these files are already recognized.
    Specific Load Order instructions are included with the read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order. 
    The only conflict I am aware of is Ryu Doppler's "Milewood" mod. An alternate Milewood compatible esp is
    provided as a separate download. Simply replace the standard .esp with this one, DO NOT USE BOTH. If
    you do not actually have Milewood installed, using the alternate version will crash the game. 


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP    - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    LHammonds              - for the readme generator this file was based on
    Poolacemail               - for the original Wickmere Farm and allowing me to revive it
    Me                              - for design and creation of the mod as it exists now


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    709 downloads

    5 comments

    Updated

  8. Mages Cross

    Mages Cross
                                            by Antiscamp
     
    Mages Cross adds a small village on the Gold Coast near Gweden Farm. Described by
    the original author as "A Player Home with a picturesque town built around it". The town
    has several NPCs including a blacksmith, trader, and garrison of guards. The NPCs all
    gather at the Inn in the evenings. They grow a small sampling of crops. And have daily
    schedules.
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


    Details
    First and foremost, Mages Cross has been moved about two game cells from it's original
    location. This was done to eliminate a serious conflict with Oscuro's Oblivion Overhaul.
    Which placed an Ayleid Ruin in the same spot. The entire village was also spun 180
    degrees, so that the road leading into the village passes through the town hall arch. I also
    swapped positions for two of the homes to gain space in the town center. Giving the town
    a slightly roomier feel.
    The entire town is now closed in except for the main entry. Certain areas inside are walled
    in and gated to create small garden areas, so now the people grow something to eat. Poor
    lil guys were hungry. Moved the farmers x marker so he now works in his garden. 
    Added a camp fire for the poor beggar. This was in the original mod...but was left hidden
    under the terrain. Replaced most of the bushes surrounding the Mage stone with flowers. 
    Making the stone more visible. Removed a number of the trees in and around the town, this
    was one of the complaints from the comments section and I agree there were too many. 
    Added a water static for the town well, and a circular tree bench for the town center. Added
    road signs at two locations. Changed north markers for all interior spaces to reflect the new
    orientation of the building exteriors. Last but not least, cleaned with TES4Edit to remove the
    wild edits which were in the original version.  


    Compatibility
    I designed this to work around several other mods which add locations nearby. The edits ensure
    it will not conflict with:
    A. Oscuros Oblivion Overhaul (OOO) which adds three locations east of Anvil. 
    B. Reclaiming Sancre Tor which adds a town on the river and edits Gweden Farm.
    C. Unique Landscapes-Cliffs of Anvil which makes edits on the nearby river as well
    D. Roads of Cyrodiil which adds a new road running right past the town location. I merged a
        portion of that new road into Mages Cross. With Arthmoor's permission. Compatibility with
        ROC is guaranteed so long as you set proper load order.
    A compatibility patch for Highwood is available as an optional download.
    A compatibilty patch for HESU Shipton is available Here


    Requirements
    Shivering Isles (Not sure on this. But it was listed in the original readme)


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.  

    2. Set load order...and play. 


    Load Order
    Suggest using BOSS to set load order. These files are already recognized. Detailed load order
    info is included in the read-me.


    Credits
    Bethesda           - for Oblivion and the CS
    LHammonds      - for the readme generator this file was based on
    Tes4Edit            - for cleaning the inevitible dirt which finds it's way into all mods
    Antiscamp         - for the original Mages Cross and permission to use it
    Arthmoor           - for use of ROC landscaping which saved me a ton of headaches
    Stroti                  - for the Tree Bench resource
    Texian                - for the static water mesh


    Legal Stuff
    I have left a copy of the original mod on the Nexus page under "Old Versions". Per Antiscamps original
    readme, that version is free for anyone to use in any way they see fit, so long as proper credits are given.
    This updated file is not. At least not while I am actively developing it. When all the wrinkles are ironed out,
    I'll revert the permissions for this version also. Thanks for your anticipated cooperation and understanding.

    190 downloads

    4 comments

    Updated

  9. Urasek

    A mining support town situated alongside Fort Urasek.
    Ever wonder where all the mithril for all those pieces of mithril armor come from? Unless we're to believe it appears by magic, someone has to spend the time digging holes in the ground to bring it up to the surface and turn it in to useful ore, which is then sold to blacksmiths to make armor. The town of Urasek attempts to answer this in some small way by representing the last known operational mine in Cyrodiil where mithril ore is brought up. The town consists of an inn, blacksmith who sells ore and finished pieces, and the arrogant Altmer land baron who runs things.
    I've checked lore sources and found next to nothing detailing how and where mithril ore is mined. Nothing says that Cyrodiil ever had any, nor do any sources mention exactly where the stuff comes from. So I felt this would remedy the situation without going too overboard.

    2338 downloads

    3 comments

    Updated

  10. Lilyvale Town

    Lilyvale Town
                               by Antiscamp
     
    This mod adds a scenic village located on the lake West of Chorrol. It is situated on a
    rise that overlooks the surrounding plains and nearby city. It features all of the things
    you would expect to find in a rural village. Homes (including a player home), an Inn,
    stables, a smith, and guards. There are also numerous AI events that take place in
    and around Lilyvale, which add a unique flair.
    The Town Guard performs different regular functions, such as a military parade on
    Sunday. A band of adventurers gather in the Town Square each day at 6 o' clock and
    go adventuring. You can join them if you wish. All in all a great place to visit.
    Unfortunately the mod never progressed past the Beta stage. Antiscamp moved on to
    other projects, leaving this one as it was. Playable but very much unfinished.  At some
    point, members of the community approached me regarding this mod. I had editor
    access to Antiscamps other villages and there were open permissions for this one also.

    Details

    I started on updates for this back in 2015,  and made great progress at first. Then some
    ugly things happened in real life. And progress slowed to a crawl as I struggled to muddle
    my way through. A good bit of time passed and Lilyvale sat on my desk top gathering dust.
    Then one day "The Romans" sent me a PM asking if I would upload an interim file with the
    work that had been completed. What you find here is the current state of things. There is
    much more to be done so please bear that in mind. I will get back to this in the near future.

    My focus in updating was twofold: 
    1. Bring it out of Beta stage. To that end the first task was grounding all of the floating or
        submerged items around the town. Next up was smoothing out the rough landscape,
        to give it a more polished look.  A number of trees were removed from the town center
        to alleviate overgrowth. Added a large waterfall in the "vale" as well as more lily flowers.
        With a name like Lilyvale one expected to see more there. Rocked in the stream to make
        it look better. Added a path to the lowerclass home in the vale. Fixed jagged landscaping
        around the horse pen. Added "Lilyvale" road signs. Plus many other things I'm forgetting.
    2. Make the town compatible as possible with other mods occupying the nearby area, and
        create patches for what couldn't be overcome otherwise. There were at least 14 known
        conflicts the last time I bothered to count. More now I think. My efforts on that were more
        successful than I hoped. 
        To make that possible, Lake Lily Inn was relocated from across the main road and moved
        towards the lake. The adventurer camp and bandit camps south of town were relocated for
        the same reasons. Several game cells worth of forest were removed as well. They were the
        source of several conflicts and really amounted to mod sprawl. Some very concise edits
        were made to landscaping and path grid placement at cell borders. The result of all this is
        built in compatibility with eight other mods, no patches required. Patches are still required
        for others.

    The main download contains two separate esp files. The standard version and optional Roads 
    of Cyrodiil compatible version. Choose one or the other. Patch file folders are labeled according
    to which of these main esps they can be used with. Read the read-me files.

    Location

    Just West of Chorrol

    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play. 


    Load Order

    Suggest using BOSS to set load order. Lilyvale and all of the patch files are already recognized.
    Specific load order instructions are included with each patch read-me file as well.

    Compatibility

    Let me start by saying that Lilyvale sits in "One of Those Spots". You know, where everybody and
    their brother built a mod. It is a scenic location. But all of those mods each step all over one another.
    Compatibility Hell 

    I tried engineering this to work around as many of those mods as I could. While that was not entirely
    possible, 8 of them are now fully compatible with Lilyvale, no patch necessary.  Unfortunately, there
    are at least that many which are not.
    Last words, there are some conflict reports which came in after I had already uploaded this. They are
    added in the To-Do List below. Some of those may be avoidable with further edits to Lilyvale itself. 
    Won't know for sure until I dig into this again.


    100% Compatible 
    .............................
    Billsburg
    DLC Battlehorn Castle
    DLC Knights of The Nine
    UL Chorrol Hinterland
    UL Chorrol Hinterland for Better Cities
    UL Colovian Highlands
    UL River Ethe
    Verona House: Bloodlines


    100% Compatible via Alternate Esp
    ..........................................................
    Roads Of Cyrodiil


    Patched Conflicts
    ..............................
    AFK Weye (path grids only)
    Battlehorn Castle Upgraded (path grids only)
    Hoarfrost Castle
    Tona's Mods Store


    Still To-Do
    ...........................
    Artifacts of The Ancestors
    Bandit Hideouts
    Battlehorn Castle Refined (perhaps not, abandoned and author says not safe to use)
    Pinewood (perhaps not, requires relocating and there are no safe spots nearby)
    The Forgotten Tower
    Villages (Fort Turjak)
    Oblivion Uncut (unverified, but adds a location at Spyrock)


    Credits

    Bethesda         - for Oblivion and the CS
    LHammonds    - for the readme generator this file was based on
    Tes4Edit          - for cleaning the dirt from my mods
    Antiscamp       - for the original Lilyvale Town and permission to use it
    Arthmoor         - for use of ROC landscaping which saved me a ton of headaches
    Edhildil            - for the DMRA Skimpy Armor (eventually to be replaced)
    Me                   - for almost two years of off and on work on this


    Legal Stuff

    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original readme, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given. 

    This updated file is not open for use at this time. I still have much to do and plans in place. Thank you
    for your patience and understanding.

    237 downloads

    3 comments

    Updated

  11. Bravil Waterfront

    This mod adds a small waterfront at the mouth of the Larsius River, complete with lighthouse, shipping and NPCs with full daily schedules, new AI packages for several existing NPCs, improvements to Bravil's canal dock, and a quest on behalf of the harbourmaster.
     
    Lighthouse
    The lighthouse is also home to the harbourmaster. The office level looks out on the boardwalk. Above the office is the dining area, and above that the bedroom. The lighthouse uses Stroti's mesh, which presented a few challenges. First of all, there are no interior cells. I've added a trigger box with a script that sets the weather to clear as you approach the front door. This keeps it from raining indoors. The interior candle lanterns are scripted to be replaced by static models between 8:00am and 6:00pm to prevent over-lighting. The animated front door is a less than perfect fit, as the doorway is a non-standard shape and my Nifskope skills are limited. However, it looks fine from the outside.
     
    Shipping
    Vessels range from small fishing boats (I've checked, these WILL fit through Bravil's waters gates!) to the Shearwater, a large cargo ship with a fully-appointed interior and a grog barrel on deck. Kurdan's boat from “Caught in the Hunt” is now a fishing boat rather than a rowboat. A second boat will appear on the beach of Fort Grief island during the quest, as Kurdan and his buddy had to get there somehow.
     
    New Characters
    There are 10 new NPCs. Most notable are:
    Gharz gro-Marag – Bravil's rather surly harbourmaster is also a potential quest-giver. He has quite the busy schedule. After breakfast he checks the lighthouse fires, then patrols the boardwalk until early afternoon, when he returns to the office and reads through the shipping manifest. He takes another turn around the dock before retiring for dinner. After checking the fires again he reads for a while, finally seeking his bed at midnight. Speak to Gharz at any time after completing “Caught in the Hunt” and he'll ask you to help him with a personal issue; he's almost out of troll fat. Why is this a problem? He'll be more forthcoming if you can raise his disposition to 70.
    Eldacar – the Altmer captain of the Shearwater. Spends much of his time on or near his ship, but he'll also visit his contacts in Bravil; Gilgondorin at Silverhome on the Water on Morndas, Nilawen at the Fair Deal on Middas, and Ardaline at the Mages Guild on Fredas. He'll also reward you for closing Bravil's Oblivion gate.
    Travis – his Redguard first mate, who'll invite you to try the grog. He and the crew spend much of their time chatting and drinking, except for Einar, who's stuck on guard duty in the cargo hold 24/7.
    Hanei – an Argonian fisherman. He has a relaxed schedule, checking his fish traps during the afternoon but not much else. Don't expect to see him or his boat on Tirdas, Turdas or Loredas, as he goes fishing in the bay.
     
    New AI Packages
    Several Bravil citizens have changes to their schedules. City-Swimmer lives up to her name by swimming in the canals every morning and afternoon. Reenum now works (theoretically at least) as a longshoreman, but will slope off to chat with Hanei given half a chance. S'krivva will visit the docks on Morndas, Middas and Fredas. After the conclusion of “Caught in the Hunt” Ursanne Loche will walk to the lighthouse every afternoon, where she'll sit gazing across the bay towards Fort Grief until 8:00pm.
    The appearance of Bravil's Oblivion gate will disrupt several schedules. Reenum will take the opportunity to avoid doing any work. Eldacar and S'krivva will cease their journeys to and from Bravil (the grieving Ursanne will continue her vigil, heedless of the danger). The Shearwater's crew will lay off the grog and instead pair up for cutlass practice from noon until 6:00pm. These changes will continue for as long as the Bravil gate remains open. Gharz will equip his armour and mace whenever he leaves the lighthouse, and will continue to do so for the duration of the Oblivion crisis.
     
    Local Materials
    The boardwalk and dock sections use meshes and textures from mhahn123's Regional Dock Pieces modder's resource for more of a Bravil look. I actually found a combination of Bravil boardwalk and Leyawiin docks worked best. These models have also been used for the docks near Fort Variela. I've included an .esp file which omits the latter change for users of Arthmoor's Vergayun mod.
     
    Other Changes
    I've improved Bravil's internal canals by removing most of the rocks and adding a second dock and cable spools. Bravil being Bravil, you'll also find some submerged detritus. Several bridge and staircase sections have been moved slightly to remedy gaps, and the vineyard cart and empty barrel at the top of the stairs have been moved to more natural angles. The waterfront also receives a paragraph in Alessia Ottus' revised Guide to Bravil.
     
    Requirements
    OBSE – Elys – Universal Silent Voice. This will ensure dialogue subtitles stay on-screen long enough to read.
     
    Compatibility
    This is a “vanilla plus” mod, and as such will clash with any mod that makes major changes to Bravil's canals. If you use any mod that replaces book jackets, you'll need to give the Guide to Bravil the correct jacket and inventory icon. Users of Stroti's “Useable Daedric Statues” mod won't be able to steal the statue of Malacath, as it uses a static model. As previously noted, an alternative .esp file is provided for compatibility with Arthmoor's Vergayun mod.
     
    Credits
    Boardwalk and dock resources by mhahn123. Ship and boat resources by mr_siika; all-in-one cog mesh adapted by mhahn123. Lighthouse, daedric statue and static scroll set by Stroti. Fishing net, fish trap and rope coil by Momo.

    160 downloads

    3 comments

    Submitted

  12. Feldscar

    A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.

    1777 downloads

    3 comments

    Updated

  13. Vergayun

    It's the small fishing village with the funny name!
    As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.
    Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.
    The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!

    1769 downloads

    2 comments

    Updated

  14. Suliin Village

    Welcome to Suliin Village
                                                Gateway to Elsweyr
     
    This is Jagnot & Sacryn's "ORE Village Challenge Entry". It adds the village of Suliin to the game.
    Located west of Bravil on the Elsweyr mountain border. This mod was hosted on the Oblivion Real
    Estate website a long time ago. The original authors gave blanket permission for use, so I did some
    fine tuning. The original authors left the modding scene long before I came along. But surprisingly
    I did receive a nice PM from Sacryn about a year after posting my revisions. Which really made the
    efforts worthwhile. 


    Details
    This mod adds a village containing 4 npc houses, a tavern/store, a chapel and a buyable house.
    Also adds a large lake across the Elsweyr borders, and a large forested area surrounding the lake.
    You will need to disable your game borders in the ini file in order to use this mod.
    Flowing from the large lake above, there are several stages of ponds and waterfalls that cascade down
    the mountainside into the river near Bravil. There is a trail leading east out of the village which connects
    to Bravil. In the opposite direction, the trail leads west up the mountain to Elsweyr. Along the trail to
    Elsweyr you will find a lookout area with seating. 
    This mod fits into the area perfectly in a vanilla game, providing excellent screen shot opportunities of
    Bravil and the surrounding areas. Among other fixes, I have added "Suliin" road signs at the main
    highway junction and near Bravil.


    Revision Info
    The original plugin was created quickly, as an entry for the site modding challenge. Something that ORE
    was well known for. This was at a time when mod cleaning was not the full fledged practice it is today.
    The result was a mod which would be considered very dirty by today's standards. This caused numerous
    problems which included blacking out the local map due to a game engine bug with edits to cell 3,3.
    I have thoroughly cleaned the plugin with TES4Edit, removing a large amount of dirty edits, and further 
    manually removed dozens of other random wild edits. That said, it was done years ago now with older
    versions of TesEdit. I do need to go back in and revisit things. So an update is likely forthcoming. 


    Location
    West of Bravil. The map markers will display on your map, but you need to hoof it there at least once in
    order to "discover" the location.


    Requirements
    Oblivion patched to 1.2.0416


    Install
    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
    2. Set load order and play.


    Load Order
    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility
    May conflict with other mods and patches which edit the same game area. 

    Compatibility patches are available as a separate download for Elsweyr: The
    Deserts of Anequina, Tales from Elsweyr Anequina, and Better Cities v6.0+.
    There are other patches which revolve around UL Bravil Barrowfields. They 
    are outdated so not included. Will update soon.


    Translations
    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
    found here.


    Credits
    Bethesda               - for Oblivion and the CS
    Tes4Edit                - for cleaning the inevitable dirt from my mods
    LHammonds         - for the read-me generator this file was based on
    Jagnot & Sacryn    - for the original creation and giving permission to use it


    Legal Stuff
    Please do not upload these files to any other sites without my express consent.

    251 downloads

    2 comments

    Updated

  15. Water's Edge Reborn

    As I'm sure you know, the penultimate Fighters Guild quest results in the slaughter of everyone in Water's Edge. Water's Edge Reborn rebuilds the hamlet.
     
    New NPCs
    Speak to Marcel Amelion after completing the Fighters Guild quest line and he'll tell you that Count Marius Caro has put out a call for new settlers. The first of these will appear a week later; Erika, a Nord healer, and her daughter Elsa. They left Skyrim because, like many Nords, they're sick of snow and fancy the warmer climes of Blackwood. They're soon followed by J'kar and Ma'jhad, Khajiit brothers from Anequina in Elsweyr. They're equally tired of sand and want to live somewhere with decent rainfall to raise their crops and sheep. They have six of the latter, plus Shavari the dog.
     
    New Dialogue
    Marcel and his new neighbours all have unique dialogue. This ranges from Marcel's satisfaction that the Blackwood Company has been decommissioned to Erika's later admission that the two of them have grown... close. How close? You'll have to wait and see!
     
    New Schedules
    All NPCs now perform scheduled tasks throughout the week. J'kar takes his flock out to graze every morning. Marcel and Ma'jhad tend their crops on weekdays, while Erika practices her alchemy. Elsa harvests clouded funnel caps near Rockmilk Cave on Tirdas and runs errands to Border Watch on Turdas. On other mornings she sweeps the floor. Marcel will visit Biene's grave every afternoon.
    On Loredas Erika reads her alchemy skill book while Elsa explores the wilderness south of Border Watch. After lunch J'kar and Ma'jhad leave Shavari to guard the house while they visit the Border Watch Inn for drinks before returning home for dinner. Marcel will begin having lunch with Erika and Elsa on Sundas, after which she'll accompany him to Biene's grave.
     
    Requirements
    Shivering Isles, for Elsa's sweeping animation.
    OBSE – Elys – Universal Silent Voice. This will ensure the subtitles stay on screen long enough to be read.

    196 downloads

    2 comments

    Updated

  16. Diverse Guards

    One of the things that I liked about OOO was that it made some of the city guards female. This makes the cities feel much more balanced somehow, improving immersiveness. Having played OOO for a bit I decided that it wasn't the game I wanted to play, but I found I having seen female guards in the cities, their absence in the vanilla game annoyed me. So, I decided to create a mod to put them back in.
    I decided to go a bit beyond that, though. While it actually strikes me a sort-of-reasonable that all the guards and legionaries in Cyrodiil would be of the Imperial race, I think it much more likely there may be sprinkling of some of the other races in the ranks.
    The end result is this mod. It changes approximately a third of the various city guards - and most of the roaming legionaries on the road - according to three "levels" of user-selectable diversity:
    * Imperial - Some guards are changed to be female, but they are all still Imperials.
    * Human - As well as being female, some of the guards become Redguard or Nord, and there are a few male Redguard or Nord guards too.
    * All Races - In addition to the above there is a single instance of each of the remaining races. I've tried to put them where I think it would be sensible to expect them.
    Version 2.0 of this mod adds two additional features. Firstly, you can now vary the degree of diversity above on a city-by-city basis - for example, if you want Skingrad to contain only Imperial guards while everywhere else retains their complement of all the races, you now can. Secondly, there is now support for Open Cities Classic and Open Cities Reborn. Version 2.1 fixes some dialogue-related issues, and also provides a compatability patch for Reneer's Guard Overhaul. Version 2.2 contains some more dialogue fixes, improves compatability with KotN and obsoletes the specialised support for modular OCC and OCR.
    See the ReadMe file in the download for installation instructions.

    520 downloads

    2 comments

    Submitted

  17. Gottshaw Village

    Sometimes it makes little sense the way there are inns scattered about in places far enough from civilization to warrant being something more. Gottshaw Village is an expansion on the Gottshaw Inn to address this problem for one such place. Now instead of just a sleepy little inn, there's a blacksmith and two homes. Gottshaw also plays host to a group of refugees from Kvatch who will decide to settle and build a home here. One of these refugees is looking for her husband. Will you help the poor dear or leave her hanging?

    1831 downloads

    2 comments

    Updated

  18. Open Cities Classic

    Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.
    The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.
    Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    854 downloads

    2 comments

    Updated

  19. Settlements Of Cyrodiil - Regional Farm & Inns

    Settlements Of Cyrodiil
                                     Regional Farms and Inns
     
    Did it ever bother you that no matter where you go in Cyrodiil all the farm houses look exactly the
    same? All built with the same type of stone and wood, all the same color and same design. Same 
    problem with all the lower class slum homes and all the Inns.
    While inside the city walls we find architecture that is unique to each individual region. Each city
    has it's own unique wood, stone, glass windows, even color theme. This mod was my attempt to
    implement some diversity in architecture for the poor working class slobs in the game.


    Details

    Regional Farms and Inns replaces many of the bland vanilla Farmhouses and Inn buildings with
    re-textured versions that use regional materials. No new towns or locations have been added with
    this plugin, it strictly addresses vanilla locations. Now a Farmhouse or Inn near Cheydinhal will be
    built with glass, stone, and wood native to that region. 
    Anything near the IC retains the vanilla colors. The Grey Mare, Inn of Ill Omen, and Roxey Inn now
    have unique looks that I thought fit their names. All new structures have vwd meshes included as
    part of the Resource Pack you are required to download. All you need to do is run a program such
    as Tes4LODGen to make the new architecture appear in the distance in your game.


    Locations 

    Applewatch
    Black Wateside Stable
    Border Watch
    Drunken Dragon Inn
    Five Riders Stable
    Grateful Pass Stable
    Harluns Watch
    Honditars House
    Inn Of Ill Omen
    Lord Rugdumphs Estate
    Odiil Farm
    Roxey Inn
    Shardrock
    The Grey Mare
    Weatherleah
    Weynon Priory Lodge and Stable


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    Extract to your Oblivion Data folder either manually or using the mod manager of your choice.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.


    Compatibility

    May conflict with other mods and patches which edit the same areas. A patch file is available for
    Better Cities. An alternate file is available for Weynon Priory Alive (and also works with the patch). 


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                     - for Oblivion and the CS
    Nifskope and Gimp      - for the tools that made this possible.
    Tes4Edit                      - for cleaning the dirt from my mods
    LHammonds                - for the readme generator this file was based on
    Me                               - for design and creation of this mod

    Legal Stuff

    Please do not upload these files to any other sites without my consent. 

    1347 downloads

    1 comment

    Updated

  20. Settlements Of Cyrodiil - Oranstad Township

    Settlements of Cyrodiil
                                Oranstad Township
     
    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where does all the food
    come from to feed that population?
    Settlements of Cyrodiil is an attempt to answer that question. The project first began as an effort
    to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of
    these had fallen victim to un-patched conflicts with larger, more popular mods. Others were beta
    releases that the original authors simply abandoned.


    Details

    This is a completed and overhauled version of the Oranstad beta release by Spectic. The mod was
    essentially a shell village with basic landscaping and architecture. Nothing else was done at that stage.
    Oranstad Township adds a fully working farming settlement just off of the Gold Road east of Skingrad.
    It is nestled in amongst the towering trees due North of Grayrock Cave and South of Gottlesfont Priory.
    Landscaping features include two ponds and a running stream. There are 22 NPCs with detailed daily
    schedules, including 3 town guards. They grow crops, raise cattle, and sell some of those goods.
    You will see the townsfolk working the fields, socializing, and otherwise going about their busy lives.
    There is a trail through the forest which leads to Gottlesfont Priory. Some of the NPCs make regular
    trips with a guard escort to spend time worshipping. If you use the patch for MTC Expanded Villages,
    the trail links to the village added by MTC as well.
    Shops include a butcher, book store, blacksmith selling armor and weapons, an alchemy shop, and stables.
    There will be a buyable home in a future update but the interior is still being worked on. For now there is
    a cot in the barn which you can sleep on for free. I am also planning to add horses for sale at the stable
    but haven't completely finished that part yet. Sorry but real life just got in the way.
    A map marker is visible from the start, but you will have to hoof it there once to "discover" the location.
    While I have made every effort to iron out glitches, missing something is almost a given. Let me know if
    you find anything.


    Location

    Just off of the Gold Road East of Skingrad. Near Grayrock Cave.


    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3


    Install

    1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice. 
    2. Set load order and play.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.
    Specific Load Order instructions are included with each read-me file as well. 


    Compatibility Disclaimer

    May conflict with other mods and patches which edit the same game area. Please understand that any
    compatibility patches provided are specifically designed to work only for that particular conflict. There are
    no guarantees they will work alongside anything else in your load order.   
    Patches are provided as a separate download for MTC Expanded Villages, UL Ancient Redwoods, and UL
    Skingrad Outskirts.
    A patch for The Ayleid Steps can be found here.
    A patch for HESU Wolfsborough can be found here.


    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
    found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.


    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    LHammonds              - for the read-me generator this file was based on
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    spectic                        - for the original beta mod this is based off of
    EldescrollsFan001     - for testing and the idea to add the Gottlesfont trail (good idea)
    Vorians                       - for allowing me to use his patch as a starting point for one of my own
    Me                              - for design and creation of Oranstad as it exists now


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    1035 downloads

    1 comment

    Updated

  21. Iliana's Imperial City Mods

    ILIANA'S IMPERIAL CITY MODS
    This is a collection of small mods which I made for own game. I'll add some more later.
    1. Imperial City East Bridge -- a second matching bridge for the Imperial city with a gate to the Arena district. Enhanced  version includes Imperial watch guards, lamps, signpost.
    2. My Talos Plaza House -- buy Agarmir's house after completing the "Unfriendly Competition" quest (player version has safe storage, etc.).
    3. My Talos Plaza Manor - buy Imbel Manor (Jakben Imbel's house) after completing the "Boots of Springheel Jak" quest (player version has safe storage, etc.). Better Beds version has two bedrooms and a master bed.
    4. My Country Cabin - buy Roland Jenseric's cabin after successfully completing "The Order of the Virtuous Blood" quest (player version has safe storage, etc.).
    5. Imperial City Boulevards -- tree-lined streets in the Market, Elven and Talos Plaza districts (modular).
    6. Dark Brotherhood Requiem -- an alternate ending to the Dark Brotherhood questline, destroying the order once and for all.

    =====================================================================================================================================
    IMPERIAL CITY EAST BRIDGE by Iliana
    This small mod adds a second, eastern bridge to the Imperial City with a gate to the Arena district.
    The bridge is placed to keep the Imperial City perfectly symetrical. It has the same height (z-axis), north-south position (y-axis) and distance from the city wall (x-axis) as the Talos Bridge on the opposite side of the city. East Bridge has three spans instead of two, however, as Lake Rumare is wider here because of the protruding Arcane University and Prison districts.
    The landscape is carefully molded and painted to accommodate the bridge with roads extending to the Arena district gate and the vanilla road to Cheydinhal. I've only edited a single row of cells to minimize conflicts and have included a simple Unique Landscapes patch.
    BASIC & ENHANCED VERSIONS
    The Basic version includes the bridge, the Arena district gate and the short connecting roads.
    The Enhanced version adds four Imperial watch soldiers (two day and two night) and a pair of city lamps to the Arena district gate and cities-signpost at the mainland end of the bridge.
    INSTALLATION
    Place the IC EastBridge.esp file, and DistantLOD/ and Meshes/ folders in your data folder and activate.
    UNINSTALL
    To uninstall this mod:
    1. Uncheck or delete the esp;
    2. Delete the following six distant object view files from your Data folder: Data/DistantLOD/Tamriel_9_15.lod, Tamriel_10_15.lod, Tamriel_11_15.lod, Tamriel_12_15.lod, Tamriel_13_15.lod, Tamriel_14_15.lod
    3. Delete the following distant land view file: Data/Meshes/Landscape/LOD/60.00.00.32.NIF.
    UL IMPERIAL ISLE PATCH
    A small patch for the Unique Landscapes Imperial Isle mod is included in the download. It grounds a couple of floating rocks and trees.
    The load order for the patch is:
    1. xulImperialIsle.esp
    2. IC EastBridge.esp
    3. ICEastBridge-ULImperialIsle Patch.esp
     
    =====================================================================================================================================
    MY TALOS PLAZA HOUSE by Iliana
    This small mod allows you to purchase Agarmir's House in the Talos Plaza district of the Imperial City after the completion of the "Unfriendly Competition" quest (the vanilla one to do with Thoronir and the Copious Coinpurse).
    The house is vacant after the completion of that quest so it was ideal for conversion into a player home. The fact that it is located right next to the main gate of the city is certainly a plus!
    To purchase the house complete the quest and then speak to Vinicia Melissaeia at the Office of Imperial Commerce in the Market District. She will have a new topic "Buy Agarmir's House" which initiates a "buy-a-house" quest. It costs 30,000 gp which is the same as the Cheydinhal player home with all the upgrades. This felt like a fair in-game price for the property.
    The player home is a copy of Agarmir's House (rather than the original vanilla house cells) and all the containers are safe storage. The interior is otherwise identical to the vanilla Agarmir's House.
    INSTALLATION
    Just place the IC AgarmirsHouse.esp in your data folder and activate.
     
    =====================================================================================================================================
    MY TALOS PLAZA MANOR (IMBEL MANOR) by Iliana
    This small mod allows you to purchase Imbel Manor (Jakben Imbel's House) in the Talos Plaza District of the Imperial City after completing the "Boots of Springheel Jak" quest.
    The manor is usually vacant (not counting the butler) after the completion of that quest, so it was ideal for conversion into a player home. This mod assumes the PC killed Jakben, Earl of Imbel, which is the usual outcome.
    To purchase the house complete the quest and then speak with Vinicia Melissaeia at the Office of Imperial Commerce in the Market District. She will have a new topic "Buy Imbel Manor" which initiates a "buy-a-house" quest. It costs 100,000 gp which is double the price of the Skingrad player home with the upgrades. This felt like a fair in-game price as it is one of the largest properties in the Imperial City. It is intended for high-level characters who will be flush with gold selling mounds of daedric and glass loot!
    The player home is a copy of Jakben Imbel's House (rather than the original vanilla house cells) and all the containers are safe storage. The interior is otherwise identical to the vanilla manor with five areas: the ground floor, upper private quarters, cupola, basement and crypt.
    BASIC & BETTER BEDS VERSIONS
    The Better Beds version replaced the single-bed in the master bedroom with a double-bed and adds a single bed to the adjacent room (as a guest room for companions and the like).
    The two files are otherwise identical. You can replace one with the other and won't lose ownership of the property or any items stored in the containers.
    INSTALLATION
    Just place the IC ImbelManor.esp in your data folder and activate.
     
    =====================================================================================================================================
    MY COUNTRY CABIN by Iliana
    This small mod allows you to purchase Roland Jeneric's Cabin east of the Imperial City after the successful completion of "The Order of the Virtuous Blood" quest.
    The cabin is vacant after the completion of that quest so it was ideal for conversion into a player home.
    To purchase the house complete the quest and then speak to Roland Jenseric (assuming he is still alive!). He can usually be found in the basement of Seridur's House in the Temple district of the Imperial City.
    He will have a new topic "Buy Roland's Cabin" which initiates a "buy-a-house" quest. It costs 2,500 gp which is cheaper than the Imperial City Waterfront player home with all the upgrades. This felt like a fair in-game price for the property as it is outside the city and Roland owes you a favour.
    The player home is a copy of Roland Jenseric's cabin (rather than the original vanilla house cell) and all the containers are safe storage. The interior is otherwise identical to the vanilla cabin.
    This mod works nicely with Unique Landscapes Rolling Hills which turns the surrounding area into a farming community making the cabin a nice rustic retreat.
    The exterior region surrounding the cabin is still named "Roland Jenseric's Cabin". Changing the name of one of the game's base region settings causes some other unexpected changes, so I left it alone. The map marker, however, is renamed "My Country Cabin" when you buy the property.
    INSTALLATION
    Just place the IC RolandsHouse.esp in your data folder and activate.
     
    =====================================================================================================================================
    IMPERIAL CITY BOULEVARDS by Iliana
    This small mod transforms some of the bare streets of the Elven Gardens, Market and Talos Plaza districts of the Imperial City into tree-line boulevards.
    I liked the clean, elegant look of the Imperial City but still found it a bit too bare and created this mod to augment it for my game. It adds rows of trees in small raised gardens on some of the sidewalks. The tree trunks, leaves and dappled shadows add some colour and make the districts feel a little busier.
    The amount of trees added varies a bit by location:
    - The Elven Gardens district has well-canopied streets for a green suburban feel.
    - The Market district has a row of trees along the main road and trees alongside the inner district walls.
    - Talos Plaza has the fewest trees of the three which are placed along the outer ring road. The central plaza and main roads remain clear of trees to keep the district's wide, open plaza feel.
    INSTALLATION
    You have several options for installing this mod:
    1. Choose either a combined esp for all three districts (Elven, Market and Talos) or separate esp's for the individual districts. The latter is more modular and better if you want to mix and match.
    2. After you install an esp (or three) you can change the appearance of the districts at any time just by dropping any of the alternate esps into your data folder and overwriting the current one. For example, you can change the colour of the maple trees from green to red in one or more districts on a whim just by dropping in a different file.
    FILES
    Combined Districts
    1. Three Districts Combined (IC Boulevards.esp)
    Modular Districts
    1. Elven Gardens District (IC Boulevards - Elven.esp)
    2. Market District (IC Boulevards - Market.esp)
    3. Talos Plaza District (IC Boulevards - Talos.esp)
    Variations of Each Esp
    1. Summer Shade (Maple Trees)
    2. Burgundy Royal (Japanese Maple Trees)
    3. Candy Stripe (Maple & Japanese Maple Trees)
    4+ I will add some more varieties eventually.
    There are no support files. It is just an esp or three.
    COMPATABILITY
    This is intended as a simple augment to the vanilla Imperial City. I assume people won't use it in combination with major city overhaul mods as that would probably be overkill! However, if you do wish to attempt to combine them, load this one before the city overhaul so the path gridding for the overhaul takes precedence. NPC's rarely collided with the trees before I changed the path-gridding, so it's less important for this mod.
    There shouldn't be too many conflicts with smaller mods which add buildings and the like to the districts of the Imperial City as this mod simply adds trees in planters on the sidewalks.
    Worst case you will have a tree in the way. In this case making your own ad-hoc "patch" is probably the best solution. Just open up the console in game (the ` button) while facing a problem tree, click on the tree and type "disable", and do the same with the two pieces forming its planter. Before attempting this save your game! You might try to click on a tree but miss and accidentally delete a whole building or the city wall!
    This variant esps of this mod are all the same in terms of form ID's and item placements. So a patch made for one variant should work with any of the others.
     
    =====================================================================================================================================
    DARK BROTHERHOOD REQUIEM by Iliana
    This small mod adds an alternate ending to the Dark Brotherhood questline, allowing you to ultimately betray and destroy the Order.
    When the quest "Whispers of Death" begins, slay Arquen, the last of the Dark Brotherhood Speakers, in the Cheydinhal sanctuary. This will end the "Whispers of Death" quest, destroy the order, and reverse the +10 Infamy bonus you gained from becoming Listener.
    Arquen is the final head of the Hydra. Kill her and the body will die. No one else, except for you, knows the truth about the Night Mother and her death combined with your neglect will sever the link.

    What this mod actually does is add an extra stage to the "Whispers of Death" DB quest. It is activated and the quest closed when you assassinate Arquen.
    Arquen is essential in the vanilla game. This mod makes her non-essential in one of two ways:
    1. If you have not yet initiated the "Whispers of Death" quest she will become non-essential when it activates if you have this mod installed.
    2. If you have already activated that quest, speak to her about "Sithis" in the dialogue options and that will make her non-essential.
    After that, just kill her! Be warned, she puts up quite a fight! The curses she spits out are Bethesda's work!
    You can also slay the Dark Brotherhood Murderers if there are any wandering around the sanctuary. Each kill counts as a murder though.
    Finally, to wrap up the tale, you will receive the note "A Dark Requiem", an accounting of all those you have slain in the name of the Brotherhood. In my game, I dropped it in the local chapel as an anonymous confession of the final Listener of the Dark Brotherhood.
    INSTALLATION
    Place the DB Requiem.esp file in your data folder and activate.
     
    =====================================================================================================================================
    PERMISSIONS
    Please don't upload these mods to other sites. The only valid one is my upload on the AFK Mods website.

    666 downloads

    1 comment

    Updated

  22. Faregyl Village

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
    Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
    I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
    This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
    Addendum for 2.x:
    If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it.
    Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil.
    A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome.
    Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned.
    Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.

    2050 downloads

    1 comment

    Updated

  23. Bruma Guild Reconstructed

    "They say time is the fire in which we burn." Dr. Tolian Soran surely must have been thinking of the Bruma Mages Guild when he said that to Captain Picard. For the guildhall burns in the eternal fire for all time. Or, at least it did!
    If you're like me, the ever-burning fires in the Bruma guild are an annoying consequence of the guild quest. I could see not doing something about rebuilding it immediately, but to just leave it sit? And with fires that never go out? That's silly. Upon teleporting in with a character who had already completed the quest line, I was reminded once more that I really REALLY wanted to do something about this. Now that I can, I have. The guildhall will undergo a staged reconstruction.
    The first two stages happen on their own, with no intervention. The fires will be put out, and the damaged rubble later cleared. The last two stages will not proceed until asked for, either by you asking Traven about it or by you ordering the reconstruction yourself once you become Arch-Mage. You can keep track of the progress by checking with Raminus Polus. He will handle getting new furnishings in and hiring new recruits. You will not be required to pay for this yourself.
    Due to technical issues involved in using the vanilla destroyed guild cell, the mod is forced to use a new cell for the rebuilding phases. All attempts to remove the noise left behind by the fires have failed. The only solution being to occupy a cell where those fires never existed OR to play a game with just this mod and Oblivion.esm loaded. Hardly ideal. Keep this in mind if you drop stuff in the burning hall, because you won't be able to retrieve it.

    2867 downloads

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  24. Pelinal Abbey

    Pelinal Abbey is an ancient Church which stits high in the Jerrel Mountains, just on the border between Cyrodil and Skyrim, the Abbey Hall sits on the edge of Everwinter Valley,
    Currently, there are some lonely NPC's, a trader, Chapel not a lot else.
    Requires UL Snowdale
    Updated to v1.1

    227 downloads

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  25. Settlements Of Cyrodiil - White Rose Farm

    Settlements Of Cyrodiil
                                              White Rose Farm

    Before industrialization the main occupation of people, for ALL civilizations, has been agriculture. 
    Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
    Cyrodiil is vast, boasting 9 fortified cities and an immense population. And yet, where are the crops
    to feed that population? Where are the farms that should dot the landscape in every direction?
    Settlements of Cyrodiil is an attempt to answer those questions. While there is a great variety of
    farming mods out there, in my opinion it's still too few, we have plenty of holes left to fill.......... 

    Details

    White Rose Farm adds a fully functioning settlement just west of the Imperial City. It was originally
    created by Poolacemail, titled White Rose River Farm, and occupied most of the small island next to
    "Old Bridge". As some of you may know this real estate was also used by two other hugely popular mods.
    The Lost Spires and Shezries Towns (Pells Gate). As a result of the unresolved conflicts this settlement
    went the way of the dinosaurs and was mostly forgotten. White Rose Farm in it's current form has been
    entirely relocated to the north bank of the White Rose River. Every brick, stone, and inhabitant. Thus
    eliminating the nasty conflicts and any need for patches.
    The settlement has received an extensive makeover being wholly re-landscaped to fit into it's new
    environment. Additional structures and npcs have been added to flesh it out a little more. The
    occupants have full ai packages and can be seen performing various tasks throughout the day. They
    raise several different types of crops, sheep, and chickens and also fish the nearby river.
    Resources have been added to give the appearance of a working farm that lives off of what it produces.
    You will find a vendor near the dock who sells some of the goods. There are no buyable homes or beds to
    sleep in...yet. I may add that in at a later date if there is enough of a demand for it.
    While I have done my best to iron out all the glitches, it seems there is always something to fix in a
    first release. I welcome all feedback and constructive criticism. Hopefully you will enjoy visiting this
    little slice of paradise as much as I enjoyed building it.

    Location

    The path leading to the village can be found just north of "Old Bridge" and just south of Vindasel.
    There is a map marker but you will have to hoof it there at least once to "discover" the farm before
    fast travel is available.

    Requirements

    Oblivion patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3

    Install

    Extract to your Oblivion Data folder either manually or using the mod manager of your choice.


    Load Order

    Suggest using BOSS to set load order. All of these files are already recognized.


    Compatibility

    May conflict with other mods and patches which edit the same game area. A compatibility patch
    is available for Knights of The Nine: Revelations.

    A patch for HESU White Rose River can be found here.

    Translations

    Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
    be found here.
    Alexxa has provided a translation on the Russion mod site TesAll.ru which can be found here.

    Credits

    Bethesda                    - for Oblivion and the CS
    Nifskope and GIMP   - for the tools that made this possible.
    Tes4Edit                     - for cleaning the inevitable dirt from my mods
    LHammonds              - for the read-me generator this file was based on
    Poolacemail               - for the original White Rose River Farm and allowing me to revive it
    Me                             - for design and creation of the mod as it now exists


    Legal Stuff

    Please do not upload these files to any other sites without my express consent.

    853 downloads

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