Cities, Towns & Villages
Places to go, people to see. Various cities, towns, and villages to visit.
36 files
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Suliin Village
By mhahn123
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.
259 downloads
Updated
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Chorrol Lower Class Houses
By Sigurð Stormhand
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.
258 downloads
0 comments
Updated
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Lilyvale Town
By mhahn123
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.
246 downloads
Updated
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Pelinal Abbey
By Sigurð Stormhand
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
229 downloads
0 comments
Updated
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Water's Edge Reborn
By Andrew Shaughnessy
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.
201 downloads
Updated
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Runestone Village II
By mhahn123
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.
196 downloads
0 comments
Updated
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Mages Cross
By mhahn123
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.
195 downloads
Updated
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Anvil Castle Far_Nif for Better Cities
By Sigurð Stormhand
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.
189 downloads
0 comments
Submitted
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Bravil Waterfront
By Andrew Shaughnessy
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.
163 downloads
Submitted
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Shadier Sam
By glittergear
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.
107 downloads
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Submitted
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Runestone Village
By mhahn123
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.
72 downloads
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Updated