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Cities, Towns & Villages

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

36 files

  1. 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

    2083 downloads

    10 comments

    Updated

  2. 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.

    787 downloads

    0 comments

    Submitted

  3. 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.

    2283 downloads

    3 comments

    Updated

  4. 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!

    1721 downloads

    2 comments

    Updated

  5. 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.

    2809 downloads

    0 comments

    Updated

  6. Pelinal Abbey

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

    226 downloads

    0 comments

    Updated

  7. 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.

    4783 downloads

    5 comments

    Updated

  8. 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. 

    1325 downloads

    1 comment

    Updated

  9. 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.

    837 downloads

    0 comments

    Updated

  10. 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.

    698 downloads

    5 comments

    Updated

  11. 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.

    962 downloads

    0 comments

    Updated

  12. 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.

    849 downloads

    0 comments

    Updated

  13. 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.

    1107 downloads

    10 comments

    Updated

  14. 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.

    1015 downloads

    1 comment

    Updated

  15. Suliin Village

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


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


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


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


    Requirements
    Oblivion patched to 1.2.0416


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


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


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

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


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


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


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

    245 downloads

    2 comments

    Updated

  16. Mages Cross

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


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


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


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


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

    2. Set load order...and play. 


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


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


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

    185 downloads

    4 comments

    Updated

  17. Runestone Village

    Runestone Village
                                     by Antiscamp 
     

    Runestone Village adds a small village along the Orange Road near Underpall Cave. It is
    described by the original author as "A nice player home, with a quaint village built around it".
    The town has several homes, a player home, Inn, NPCs including a smith and guards. 
    Access to the house is gained by obtaining the key to it. The included original read-me gives
    clues about that. There is storage space and the house is decorated. You can rest at the inn
    and the armorer repairs weapons. 
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


     Details
    This update performs a number of fixes. To eliminate conflicts with nearby mods, a few of
    the cell edits were trimmed out, and the trail leading into the village was relocated slightly
    East. This eliminated conflicts with Koyo Town and a number of the UL related compatibility
    patches. The village exterior was cleaned up. All floating objects have been grounded, buried
    objects were either raised or removed. Fences & walls were adjusted in places, ground level
    adjusted to meet steps leading into homes. Landscape textures edited so the tall grass isn't
    obscuring everything. And path grids have been optimized. 


    Compatibility
    I engineered this to work around several popular mods which add locations nearby. As a result the
    mod has no conflicts with the following bordering mods:
    1. UL Stendaar Valley 
    2. UL Lush Woodlands
    3. Hesu Koyo Town
    4. Hesu The Great Forest Gorge
    A compatibility patch for Hoarfrost Castle is available as a separate download.
    A conflict with the Unhealthy Competition mod is on my To-Do List. 


    Requirements
    Oblivion patched to 1.2.0416


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


    Load Order
    Suggest using BOSS to set load order. These files are already recognized.
    Specific load order instructions are included in the read-me file.


    Credits
    Bethesda          - for Oblivion and the CS
    LHammonds    - for the read-me generator this file was based on
    Tes4Edit           - for cleaning the dirt which finds it's way into all mods
    Antiscamp        - for the original Runestone Village and permission to use it


    Legal Stuff
    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original read-me, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given.
    This updated file can be used the same way so long as you credit me for my work. That said, there
    are still plans in place for further improvements.

    63 downloads

    0 comments

    Updated

  18. Runestone Village II

    Runestone Village II
                                     by Antiscamp 
     

    Runestone Village II is an expanded version of the original mod which has more architecture
    and NPCs. Including a small fort with larger compliment of guards. It also features random
    goblin attacks. It is located in the same place off of the Orange road. The town has more
    homes, still a player home, chapel, Inn, NPCs including a smith. 
    Access to the house is gained by obtaining the key to it. The included original read-me gives
    clues about that. There is storage space and the house is decorated. You can rest at the inn
    and the armorer repairs weapons. 
    Antiscamp left open permissions on all four mod villages. So long as credits were given.
    I went the extra step of making personal contact and made a friend in the process. The
    author was kind enough to give me editing access for the Nexus mods. I've tended to
    them ever since.
    Many changes were made to this plugin. Some for compatibility reasons, some improved
    the look and feel of the place. Some corrected bugs in the mod. It was not my intention to
    rebuild this village from the ground up, I liked it pretty much the way it was. So it still looks
    for the most part as it always did. Hopefully my efforts make this a more user friendly place
    to visit in your game. Enjoy!


     Details
    This update performs a number of fixes. To eliminate conflicts with nearby mods, a few of
    the cell edits were trimmed out, and the trail leading into the village was relocated slightly
    East. This eliminated conflicts with Koyo Town and a number of the UL related compatibility
    patches. A Ranger camp West of the village was moved to eliminate a conflict with Clearwater
    Farms. The village exterior was cleaned up. All floating objects have been grounded, buried
    objects were either raised or removed. Fences & walls were adjusted in places, ground level
    adjusted to meet steps leading into homes. Landscape textures edited so the tall grass isn't
    obscuring everything. And path grids have been optimized. 


    Compatibility
    I engineered this to work around several popular mods which add locations nearby. As a result the
    mod has no conflicts with the following bordering mods:
    1. UL Stendarr Valley 
    2. UL Lush Woodlands
    3. HESU Koyo Town
    4. HESU The Great Forest Gorge
    5. Settlements of Cyrodiil - Clearwater Farms
    A compatibility patch for Hoarfrost Castle is available as a separate download.
    A conflict with the Unhealthy Competition mod is on my To-Do List. 


    Requirements
    Oblivion patched to 1.2.0416


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


    Load Order
    Suggest using BOSS to set load order. These files are already recognized.
    Specific load order instructions are included in the read-me file.


    Credits
    Bethesda          - for Oblivion and the CS
    LHammonds    - for the read-me generator this file was based on
    Tes4Edit           - for cleaning the dirt from my mods
    Antiscamp        - for the original Runestone Village II and permission to use it


    Legal Stuff
    I have left a copy of the original mod file on the Nexus page under "Old Versions". Per Antiscamp's
    original read-me, that copy is free for anyone to use in any way they see fit, so long as proper credits
    are given.
    This updated file can be used the same way so long as you credit me for my work. That said, there
    are still plans in place for further improvements.

    186 downloads

    0 comments

    Updated

  19. Lilyvale Town

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

    Details

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

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

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

    Location

    Just West of Chorrol

    Requirements

    Oblivion patched to 1.2.0416
    Shivering Isles


    Install

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


    Load Order

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

    Compatibility

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

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


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


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


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


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


    Credits

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


    Legal Stuff

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

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

    232 downloads

    3 comments

    Updated

  20. Shadier Sam

    Makes Shady Sam even shadier.... He now sells various poisons, black soul gems, human body parts, and bones (but only if you have a mod that increases the cost of bones -- otherwise they are worth 0 gold, and so he doesn't sell them). Many of his items are from levelled lists, so you never know what he's going to have this time around.

    106 downloads

    0 comments

    Submitted

  21. Anvil Castle Far_Nif for Better Cities

    Requires: Better Cities 5.3 or later
    TES4LODGen
    About:
    This is the "far" nif for new keep mesh I created for Anvil Castle as seen in Better Cities. A friend requested this, and it's been on my lengthy "to do" list for a while, so here it is. With this mesh installed the main keep will no longer "pop out" when you get a certain distance away, instead you will see this "far" nif in place of the high-detail mesh.
    Installation:
    Unzip into your Oblivion install directory and run TES4LODGen, without that program you will see no change in game.
    Tools used:
    Blender
    Nifskope
    Credits:
    Bethesda for creating Oblivion
    The NifTools team for creating Nifskope
    Everybody who's worked on Blender and the Nif scripts.
    Vorians and Ismelda for allowing me to make additions to Better Cities, and for appreciating my work.
    Everybody at AFK Mods for their time and support, both technical and personal - hopefully you know who you are.
    License:
    This nif was created as a patch for Better Cities, do not upload it anywhere else, in any form, without my express permission.
    Bugs: Possibly - I am uploading after 3am. If you mfind one message me at Oblivion Nexus or AFK Mods, or the official Bethesda Forum and I WILL get back to you.

    186 downloads

    0 comments

    Submitted

  22. Water's Edge Reborn

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

    193 downloads

    2 comments

    Updated

  23. Bravil Waterfront

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

    157 downloads

    3 comments

    Submitted

  24. Chorrol Lower Class Houses

    Description
    ===========
    This mod replaces the generic lower class housing in Chorrol with something more in keeping with the general feel of the town.
    Details
    =======
    In Oblivion the “lower class†buildings are generic across the whole province of Cyrodil. There are unique ones for most of the cities, but not the Imperial City or Chorrol. I think the vanilla buildings fit pretty well with the Imperial Isle, but they look out of kilter in Chorrol.
    This mod is an attempt to create something more in keeping with the northern town. The textures are vanilla, drawn from the “Chorrol†and “Farmhouse†sub-sets. The meshes themselves are modified from the vanilla ones, changes have been made to the way faces are grouped for texture assignment, the shape of the wood framing, and new fireplaces have been created from scratch. Overall, I have used plaster instead of wood planking, and tried to create a slightly more regular appearance, as well as to add a few original touches. The end result is still quite rough and ready, but more substantial and, I think, in keeping with the feeling of the town.
    Install
    =======
    Manual:
    1. Extract the files to a temporary location.
    2. Copy files in “00 Core†folder to your Oblivion Data folder.
    3. Select ONE esp in one of the “01†folders appropriate to your install and copy that into your Oblivion Data folder.
    4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the esp you selected
    BAIN:

    1. Drop the archive into your BAIN folder, start BASH and install go to the “installers†tab.
    2. Select the “00 Core†package.
    3. Select the “01†package appropriate to your install “01 Vanilla†for an unmodified install, or the “01 Better Cities†or “01 Open Cities Classic†for those installs.
    4. Run Bain installation Uninstall
    =========
    Manual:
    1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
    2. Delete the esp's and the folder "LowerClassSS" in Oblivion/data/meshes/Chorrol
    BAIN:
    Simply uninstall from BASH via the "Installers" tab.
    Incompatibility
    ===============
    This mod is incompatible with any mod which edits the lower class house meshes in Chorrol, including the stables and Honditar’s house just outside the walls.
    Known Issues or Bugs
    ====================
    None known.
    Contact
    =======
    You can find me on the official Elder Scrolls forums and TESNexus as "Sigurd Stormhand"
    Credits
    =======
    A Thank you to the following:
    To Bethesda for creating Oblivion.
    To TESNexus.com for the a one-stop-shop resource for authors and players.
    To LHammonds for the Readme Generator this file was based on.
    To ShadeMe for the CS Extender
    A very Special thank you to everyone at AFKmods for a completely unmerited level of patience and support.
    Tools Used
    ==========
    NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
    TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
    TES4Files - http://www.tesnexus.com/downloads/file.php?id=8489
    TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
    TES Construction Set Extender - http://tes.nexusmods.com/downloads/file.php?id=36370
    Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp
    Wrye Bash - http://wrye.ufrealms.net/Wrye%20Bash.html
    Blender – www.blender.org
    Licensing/Legal
    ===============
    This mod is not to be altered or uploaded anywhere without my prior permission. You are free to use the custom meshes created for this mod, provided proper credit is given.

    256 downloads

    0 comments

    Updated

  25. 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.

    511 downloads

    2 comments

    Submitted


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