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Cities, Towns & Villages

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

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  1. 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.

    13449 downloads

    12 comments

    Updated

  2. 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.

    4868 downloads

    5 comments

    Updated

  3. 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.

    3638 downloads

    16 comments

    Updated

  4. 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.

    2872 downloads

    0 comments

    Updated

  5. 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.

    2344 downloads

    3 comments

    Updated

  6. Reedstand

    Argonians in the swamp. Who would have thought?
    Reedstand is a small Argonian settlement in Blackwood just to the north of Reedstand Cave. It isn't much, but the locals have been here for what seems like an eternity, and have come to like their isolated little portion of the swamp. There is, however, trouble brewing. An eccentric wizard has caused corruption of the local plant life and landscape. The people have tolerated this so far, but they are growing impatient.
    This is yet another village mod stuffed into a small gap that doesn't appear to have been used yet. For those who say Cyrodiil is too overcrowded, be more creative, or I'll end up filling in all the spaces

    2149 downloads

    0 comments

    Updated

  7. 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

    2136 downloads

    10 comments

    Updated

  8. Molapi

    Molapi is a small village built on the island just north of the city of Leyawiin. There you will find a small group of Argonians and Khajiit who are making the best of poor living conditions and oppression from the nearby city. Tensions are high, and there is an uneasy peace which is not being helped by the city watchman assigned to patrol the area.
    The name Molapi was actually plucked from an unofficial map of the area that had been created by a community member, which listed the Niben River as the River Molapi - supposedly deriving from old Elsweyr maps. As seen here: http://www.imperial-...oyb_elsweyr.jpg
    There is a quest included, which will only trigger some time after you've spoken to the village residents. Just visit once in awhile and it will start, unless the local city watch guard has been killed before the timer runs out. Be careful with your decisions during the quest - it has multiple outcomes and not all of them may be considered favorable to you.

    2111 downloads

    0 comments

    Updated

  9. 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

  10. 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.

    1957 downloads

    9 comments

    Updated

  11. 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?

    1837 downloads

    2 comments

    Updated

  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.

    1783 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!

    1775 downloads

    2 comments

    Updated

  14. 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. 

    1352 downloads

    1 comment

    Updated

  15. 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.

    1127 downloads

    10 comments

    Updated

  16. 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

  17. Settlements Of Cyrodiil - Silverfish Falls

    Settlements of Cyrodiil
                                       Silverfish Falls
     
    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 unfinished
    beta releases that the original authors simply abandoned.


    Details

    Silverfish Falls adds a fully functioning settlement on the way to Morrowind, near the headwaters of
    the Silverfish River. It was originally created by Poolacemail, titled Lakeview Village, and was situated
    at the pond near the Ayleid Ruins of Mackamentain. It unfortunately occupied exactly the same real
    estate as Shezrie's Lakewood Village, and also suffered mod conflicts with Unique Landscapes Aspen
    Wood. This meant the only realistic fix was moving everything.
    So the settlement was completely relocated and given an extensive makeover. Mod conflicts have been
    greatly reduced and patches are available for the only conflicts I am aware of. Additional resources are
    added to flesh it out a little more. The architecture is a unique combination of Cheydinhal and common
    farmhouse. The occupants have full ai packages and can be seen performing various tasks throughout
    the day. They raise several different types of crops and tend a small herd of swine. There is at least one
    adventurer who travels afield to hunt deer.
    My focus has been to give the appearance of a working settlement that lives off of what it produces.
    Local vendors sell what they raise and provide several services to travelers. You will find a Blacksmith,
    an Inn, and a General Store. The Smith carries the unique weapons & armor featured in the mod: Knightly
    Armory by Phitt and Ghogiel. While these may not fit with the vanilla style 100%, they were included as part
    of the original design. So I kept it all. There is a Room to rent at the Inn for a fair price. The Lord of Silverfish
    Manor graciously allows members of the Fighter's Guild to sleep for free in the basement. There is a free
    bed there for you, provided you are at least Journeyman level. Some NPC's also serve as trainers.
    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 settlement can be found on the Unnamed, Unmarked Road that leads east
    towards Morrowind from the Yellow Road. I have added in signposts to aid in finding your way. The
    settlement can be found at the waterfall pond located south of Ondo Ayleid Ruins and North of Lost
    Boy Caverns. There is a map marker, but you will have to hoof it there at least once to "discover" the
    settlement.


    Requirements

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


    Install

    1. Extract to 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.  
    Compatibility patches are available as a separate download for Griffon Fortress, UL Silverfish River
    Valley, and Integration: The Stranded Light. 


    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 read-me generator this file was based on
    Poolacemail                - for the original Lakeview Village and allowing me to revive it
    Phitt and Ghogiel        - for the resources from "Knightly Armory"
    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 consent.

    978 downloads

    0 comments

    Updated

  18. Settlements Of Cyrodiil - Clearwater Farms

    Settlements of Cyrodiil 
                                    Clearwater Farms
     
    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 those questions. 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

    Clearwater is a complete remake of my very first creation. It was initially a simple farmhouse
    created using vanilla resources. In it's present form, Clearwater is a complete settlement with
    five farmhouses. It has retextured structures which use primarily vanilla Chorrol textures. I like
    settlements to have a regional theme.
    Clearwater Farms adds a small group of farmsteads in the Great Forest just off of the Orange
    Road. Follow the road east from Chorrol. A marker will show up on your map, but you will need
    to hoof it there once to "discover" the location.
    Nothing over the top here, just a simple collection of farmsteads beside a clear woodland pond.
    You will find various crops, a first ever small ironwood nut orchard, some livestock, and a few fish
    in the pond. There is a vendor stand where passerby can purchase the goods which are raised.
    The farmhouse interiors are a little spartan, what else would you expect for poor homesteads?
    This was simply intended to add some population to an otherwise empty spot in the game. The
    farmers are friendly and one has a bedroll in the sheepfold, which you can use for free if you
    get caught out after dark. 
    While I have made every effort to iron out glitches, missing something is almost a given. Let
    me know if you find anything.


    Location

    On the Orange Road East of Chorrol.


    Requirements

    Oblivion Patched to 1.2.0416
    Settlements Of Cyrodiil Resource Pack v1.3
    Shivering Isles (for the Broom Sweeping animation)


    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.   
    A patch for Unique Landscapes Lush Woodlands is provided as a separate download.  
    A patch for The Ayleid Steps can be found here.
    A patch for HESU Koyo Town 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 dirt from mods
    LHammonds               - for the read-me generator this file was based on
    Me                               - for design and creation of Clearwater Farms


    Legal Stuff

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

    866 downloads

    0 comments

    Updated

  19. 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.

    856 downloads

    2 comments

    Updated

  20. 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

    0 comments

    Updated

  21. AFK_Weye

    A complete readme and more can be found at Oblivion Nexus
    New, player ownable and upgradable house in Weye, with the possibility for outdoor gardens, trainers, guards, and more
    New stores in Weye, including a bow shop and general merchant, with the possibility for even more via quests
    More than 25 new NPCs - grow Weye from a sleepy hamlet to a bustling suburb through your actions
    Thousands of lines of partially voiced dialogue
    18 new quests both in and around Weye and spanning the face of Cyrodiil, including 5 in the main quest line
    Save damsels in distress, reuinite lost lovers, and right ancient wrongs - or take their treasures for yourself
    Enemies and treasures both new and old, from daedra lords to master swordsmen, from amulets to deadly new weapons
    A bard who will tell tales of your adventures to one and all
    A dungeon unlike any you have seen before

    New for 2.0:
    Well over a hundred major and minor bug fixes since 1.21
    Many cosmetic changes to Weye and its manor, including several completely new meshes and many more retexures
    New and rearranged furnishings in the manor, including the choice between a cozy sitting area and display cases, a new guest room for companions, and a revamped alchemy area
    Fireplaces and lighting in the manor that can be turned on and off manually, or automatically by the maid. You can pick and choose room by room
    Better equipment for some NPCs, including custom armor retextures and a few other surprises. New equipment in Weye shops
    Fallout 3 style companion management for Weye guards and companions, with equipment sharing, multiple AIs, and variable follow distances
    Several new quests, including A Wolf In the Fold, Shiny Things, With A Hungry Heart, Elemental Arrows, Goods For Thalonias, and more
    Heavily reworked older quests, including new paths to completion for Death and Taxes and All That Glitters, changes to Property Rights, better wrapup after When You Wish Upon A Star, and a proper ending to Zombies In the Mist
    Much, much more

    COBL Support for 2.0:
    This is very much a beta feature, and I welcome feedback from COBL users.
    Outdoor wells now give water
    Luggage support in the manor entry
    Larder and home plate in the manor dining room
    Water barrel in the manor kitchen
    Alchemy sorter, grinder, and static alchemy equipment in the manor alchemy room

    AFK_Weye completely revitalizes the village of Weye outside the Imperial City, adding new buildings, new NPCs, and a Cyrodiil-spanning questline that faces you off against enemies new and old.
    At the start of the mod, there are two new merchants in town. Thalonias is a wealthy traveling Breton for those players who like to recieve a reasonable price for their items. Lucius Decimus owns a bow shop, selling bows and enchanted arrows. In addition, there are several more new NPCs living in four other new houses in town. Through quests, you can attract even more NPCs to town, some of whom offer their own services and quests.
    Over the course of the quests, the possibility opens up for a player-owned house, and the main questline explores the house, its inhabitants, and lets you grow and breathe new life into both manor and town. In addition, there are several other quests, revolving around Weye and its inhabitants.
    Most Weye NPCs are quest related in some way - talking to people and paying attention to them and their actions can open up more options or entirely new quests.
    Much attention has been paid to creating believable NPCs - Most are at least as interesting as vanilla NPCs, and they will react to your adventures and to other people in town, tell you about their lives, and more.

    795 downloads

    0 comments

    Submitted

  22. 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

  23. 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

  24. 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

  25. Elsweyr's City of Rimmen

    ELSWEYR'S CITY OF RIMMEN by Iliana, Mr Siika & Auryga
    A playable border city in the Tamriel worldspace.
    Version May 2019 (Originally included in the March 2014 version of the Elsweyr Anequina mod)
    WARNING: Do not install this mod together with the Elsweyr Anequina mod. The city of Rimmen is already included in that mod.
    ===================================================
    The city of Rimmen is an Elsweyr border town located in the hills north-west of Leyawiin.
    I sliced this city out of my larger Elsweyr Anequina mod for those who want a small preview of the Elsweyr mod or just a city to visit and use as a base half way between Bravil and Leyawiin.
    The town is fully functional with NPCs, building interiors, merchants, trainers, city guards, prison and a buyable player home. The land around the town is landscaped with a couple of farms, waterfalls, and roads down to the Nibenay Valley and the nearby village of Border Watch.
    ===================================================
    1. Description
    2. Requirements
    3. Installation
    4. Troubleshooting
    5. Acknowledgements
    6. Permissions
    ===================================================
    ================
    1. DESCRIPTION
    ================
    IMPORTANT, PLEASE READ THIS!
    1. Do not install this mod with Elsweyr Anequina. The city of Rimmen is already part of the Elsweyr mod and you can't install two copies of the exact same city!
    If you later wish to install Elsweyr Anequina, uninstall Rimmen first.
    2. 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.
    FILES
    00 Rimmen
    This is the main file which contains everything you need.
    01 Optional - Rimmen-Blackwood Jungle Patch
    A small patch for Betty's Blackwood Jungle mod's Blackwood Palm Trees add-on (https://www.nexusmods.com/oblivion/mods/47043) (Aug 2019).
    Two options:-
    a) Rimmen-BlackwoodPalmTrees Patch.esp -- for the BlackwoodPalmTrees.esp. Rearranges the palm trees placed in the region around the city of Rimmen.
    b) Rimmen-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 Rimmen 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.

    ================
    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. Extract the files to your Oblivion/Data/ folder. There are only two required files - Rimmen.esp and Rimmen.bsa -, so the mod is very simply to install and uninstall!
    The Rimmen - Voices.bsa is optional and slows down the unvoiced, NPC dialogue.
    The DistantLOD files are also optional and simply align the distant view trees visible about the city with the actual trees.
    2. Check the file Rimmen.esp in your mod lists.
    3. 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."
    4. (Optional) If you wish to see the city in the distant view 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.
    5. (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. Game Crashes
    Make sure you have Bethesda's latest Official Patch installed.
    Also make sure that the Rimmen.bsa file, which contains all of the required meshes and textures, has been placed in your game's Data/ folder.
    ================
    5. ACKNOWLEDGEMENTS
    ================
    A special thanks to Mr Siika who created a large number of custom models for this mod including city architecture and slarjei bird creature,
    and to Auryga who created the palace and temple buildings, garden walls, bridges and ideas for the canal system.
    ARCHITECTURE
    Mr Siika (Rimmen upper and lower district buildings, city walls, marketplace stalls, Minotaur village)
    Auryga (Rimmen fortress and palace buildings, temple building, garden walls, bridges, terrace retaining walls)
    DarknessEternal (Upper class doors)
    LANDSCAPE & FLORA
    Koniption (Catnip plant)
    KHAJIIT & OTHER RACES
    AlienSlof (Khajiit retextures)
    Luchaire (Ohmes-raht Khajiit "Tabaxi")
    Veld (Khajiit black)
    SniperDaria (Tattooed Ohmes)
    ARMOR
    Trollf (Desert armor retextures - chain, leather, mithril)
    Ghogiel (Bonemold armor)
    Frankpants (Lamellar armor)
    Corthian (Scale armor)
    Uglulyx (Retextures of lamellar armor)
    WEAPONS
    Trollf (Peasant weapons)
    Exanimis (Tribal weapons)
    Waalx (Khajiit blades)
    Koniption (Meat cleaver)
    CLOTHES
    Trolff (Misc robes & clothing)
    KrimsynKane & Kikaimegami (Scarves)
    Nessa (Upper05 clothing retextures)
    CLUTTER
    Mr Siika (Market produce and meats and fish, spinning wheel, tapestry frame, clothes line, animal skulls)
    Koniption (Ingredients)
    Senten (Road signs)
    McMuffin (Skooma pipe)
    DavidWhitefang (Foods)
    Phaedra (Vomit & urine puddles)
    Chigga (Brazier)
    Lazarus (Tall baskets)
    Xiamara & Lazarus (Cushions)
    Lutur (Dried corn)
    Washington (Morrowind beverages)
    AndalayBay (Generic signs)
    DominickCryomonde (Khajiit skulls)
    CREATURES
    Mr Siika (Slarjei bird, minotaur cow, minotaur bull, minotaur chief)
    Corepc (Fat bellied minotaurs)
    Francesco (Cats)

    ================
    6. PERMISSIONS
    ================
    Please do not upload this mod to other sites. The only valid one is my upload on the AFK Mods website.

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