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Cities, Towns & Villages

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

36 files

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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.

    427 downloads

    0 comments

    Updated

  10. 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.

    2062 downloads

    0 comments

    Updated

  11. 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

    2099 downloads

    0 comments

    Updated


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