Cities, Towns & Villages
Places to go, people to see. Various cities, towns, and villages to visit.
36 files
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Settlements Of Cyrodiil - Regional Farm & Inns
By mhahn123
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.
1362 downloads
Updated
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Settlements Of Cyrodiil - Silverfish Falls
By mhahn123
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.
984 downloads
0 comments
Updated
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Settlements Of Cyrodiil - White Rose Farm
By mhahn123
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.
859 downloads
0 comments
Updated
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Settlements Of Cyrodiil - Wickmere Farm
By mhahn123
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.
716 downloads
Updated
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Settlements Of Cyrodiil Resource Pack
By mhahn123
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
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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.
4892 downloads
Updated
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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
0 comments
Submitted
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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.
257 downloads
Updated
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Sutch Village
By Arthmoor
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
2153 downloads
Updated
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Urasek
By Arthmoor
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.
2355 downloads
Updated
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Vergayun
By Arthmoor
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!
1791 downloads
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.
198 downloads
Updated