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Cities, Towns & Villages

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

36 files

  1. 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.

    187 downloads

    0 comments

    Submitted

  2. Water's Edge Reborn

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

    194 downloads

    2 comments

    Updated

  3. Bravil Waterfront

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

    159 downloads

    3 comments

    Submitted

  4. 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.

    257 downloads

    0 comments

    Updated

  5. Diverse Guards

    One of the things that I liked about OOO was that it made some of the city guards female. This makes the cities feel much more balanced somehow, improving immersiveness. Having played OOO for a bit I decided that it wasn't the game I wanted to play, but I found I having seen female guards in the cities, their absence in the vanilla game annoyed me. So, I decided to create a mod to put them back in.
    I decided to go a bit beyond that, though. While it actually strikes me a sort-of-reasonable that all the guards and legionaries in Cyrodiil would be of the Imperial race, I think it much more likely there may be sprinkling of some of the other races in the ranks.
    The end result is this mod. It changes approximately a third of the various city guards - and most of the roaming legionaries on the road - according to three "levels" of user-selectable diversity:
    * Imperial - Some guards are changed to be female, but they are all still Imperials.
    * Human - As well as being female, some of the guards become Redguard or Nord, and there are a few male Redguard or Nord guards too.
    * All Races - In addition to the above there is a single instance of each of the remaining races. I've tried to put them where I think it would be sensible to expect them.
    Version 2.0 of this mod adds two additional features. Firstly, you can now vary the degree of diversity above on a city-by-city basis - for example, if you want Skingrad to contain only Imperial guards while everywhere else retains their complement of all the races, you now can. Secondly, there is now support for Open Cities Classic and Open Cities Reborn. Version 2.1 fixes some dialogue-related issues, and also provides a compatability patch for Reneer's Guard Overhaul. Version 2.2 contains some more dialogue fixes, improves compatability with KotN and obsoletes the specialised support for modular OCC and OCR.
    See the ReadMe file in the download for installation instructions.

    520 downloads

    2 comments

    Submitted

  6. Elsweyr Anequina

    ELSWEYR THE DESERTS OF ANEQUINA by Iliana
    An across-the-border expansion.
    Version March 2014
    ===================================================
    High beyond the hills of the Niben lies the great desert plateau of central Elsweyr. From sandy desert wastes to rocky, red badlands, from grassy savannah to jungle coast, the lands of Anequina beckon.
    This new region, spanning the section of Elsweyr between Skingrad and Leyawiin, includes four new landscapes (desert to jungle), five new towns, several villages, Khajiit sub-races, a couple dozen quests, four player homes and a monster-filled wilderness to explore.
    The deserts and badlands of Anequina are hidden behind high hill ranges so are not readily visible from Cyrodiil despite their close proximity.
    When you first install the mod an Elsweyr Anequina book will be added to your inventory which provides a quick overview of all the settlements, as well as the location of quest givers, inns, merchants and trainers. Copies of this book can also be found sitting in the middle of the Elsweyr border bridges near Riverhold and Rimmen.
    I hope you have lots of fun exploring these new lands!
    ===================================================
    1. Description
    2. Requirements
    3. Installation
    4. Troubleshooting
    5. Acknowledgements
    6. Permissions
    7. Translations
    ===================================================
    ================
    1. DESCRIPTION
    ================
    IMPORTANT, PLEASE READ THIS!
    1. You must have your in-game borders disabled or you won't be able to reach the new region. See the installation instructions to learn how.
    2. This version of the mod is not compatible with the Unofficial Elsweyr Anequina Patch (the contents of that patch were reviewed and incorporated). So do not later install that patch.
    3. If you have the 2010 version of this mod installed and the Unofficial Elsweyr Anequina Patch please follow the installation instructions or your game will become unstable (both of these need to be uninstalled and a clean save made before installing this version of the mod).
    4. This mod is fully playable but not 100% complete. (E.g. Some buildings in the cities are closed off and few other minor locations.)
     
    FEATURES
    * Twenty-four new mini-quests and three small joinable guilds.
    * The cities of Corinthe, Riverhold, Orcrest, Dune and Rimmen.
    * Four new landscapes: Savannah, Sand Desert, Rocky Badlands, Coastal Jungle and also a small coral reef.
    * The villages of Alabaster & Duncori Walk.
    * The waystops of King's Walk and Darkarn Place.
    * The imperial forts of Seaplace and Riverkeep.
    * More than 400 new NPCs including custom desert bandits and Khajiit tribesmen.
    * Buyable elephant mount from the King's Walk caravanserai (on the road between Riverhold & Orcrest).
    * Buyable houses in Riverhold, Orcrest, Dune, and Rimmen.
    * A few caves and three hostile tribal villages.
    * Custom monster-spawns and new creatures in the wilderness.
    * A new road from Skingrad to Leyawiin, and from Faregyl Inn south.
    * New plants, ingredients, armor, weapons, and other items.
    * New Khajiit NPC sub-races (based on lore).
     
    FILES
    00 ElsweyrAnequina
    Version Mar 2014. This is the only file required. The bsa files were repackaged in Jun 2019.
    01 Elsweyr Anequina Official Patch
    A few fixes and tweaks (Jun-Jul 2019). Tweaks incl. access to the Corinthe Temple district and Chasemoor tribal village (in a hidden valley west of Rimmen). Fixes incl. the Alabaster village walls, conditions of the rent-a-room dialogue, Rimmen buy a house quest, and the wandering Rimmen guard.
    02 Elsweyr Anequina LandscapeLOD Quick Fix
    A quick download to restore the shape and texture of the distant landscape if it becomes broken after installing other mods.
    (Note: This will only work for Elsweyr Anequina as a standalone mod. The ElsweyrAnequina-ValenwoodImproved patch and TWMP mods use a different sets of files.)
    03 Optional - No Spiders Patch
    Removes spiders from the random spawns.
    04 Optional - Pruned Gardens Patch
    Resets the city gardens to the default if you have a mod which increases the size of the plants (Jun 2019).
    05 Optional - Elsweyr City Extension Patch
    A basic patch for the city of Corinthe to make the Elsweyr City Extension V1.1 mod by Pieto (https://www.nexusmods.com/oblivion/mods/42349) compatible with the March 2014 version of Elsweyr Anequina (Jul 2019).
    06 Optional - Elsweyr Anequina-Blackwood Jungle Patch
    A few small patches for Betty's Blackwood Jungle mod and her Blackwood Palm Trees add-on (https://www.nexusmods.com/oblivion/mods/47043) (Aug 2019).
    Includes:
    a) Elsweyr-BlackwoodJungle Patch.esp - for the BlackwoodJungle.esp. Prevents random palm shrubs from  popping up in the middle of the city of Rimmen's marketplace and streets. (Also works with Betty's other jungle mods.)
    b) Elsweyr-BlackwoodPalmTrees Patch.esp -- for the BlackwoodPalmTrees.esp. Rearranges the palm trees placed in the region around the city of Rimmen.
    c) Elsweyr-BlackwoodPalmTrees-HESU Patch.esp -- for the BlackwoodPalmTrees.esp and the HESU PoisonSwamp.esp. This is a super-patch which makes Betty's Blackwood Palms work with both the Elsweyr Anequina and HESU's Poison Swamp mods (https://www.nexusmods.com/oblivion/mods/46090). The patch also accommodates two other smaller mods, Mudwater and Bravil Sea Domes, though neither of those  are required. I created this patch for my own game as I have all of these mods installed.
    07 Optional - ElsweyrAnequina Road Records Patch (Experimental)
    This very, very small patch (it contains just one record!) should allow NPCs to travel correctly along the Elsweyr roads instead of cutting across the countryside.
    However, what this patch does is regenerate the road records for the Tamriel worldspace so it contains the road records for the whole of Cyrodiil and Elsweyr. Only one mod can alter this record so it is almost never used. But as this is a separate patch you can try it out (place it at the very end of your load order) and if you don't like it just uncheck it.
    In theory, some vanilla NPCs like Maiq the Liar might cut across the province as the Elsweyr road network provides a shortcut from Leyawiin to Skingrad. Traveling Elsweyr NPCs like the pack-elephant merchants and patrolling imperial legionnaires should also stick to the roads (Aug 2019).
    08 Screenshots
    09 Elsweyr Anequina Alt - Valenwood Improved Patch
    An alternate version of the ElsweyrAnequina.esp with a patch for Valenwood Improved.

    10 Elsweyr's City of Rimmen
    The city of Rimmen from Elsweyr Anequina as a standalone mod (Jun 2019).
     
    ================
    2. REQUIREMENTS
    ================
    A. The in-game borders must be disabled. See installation instructions below.
    B. The latest official Oblivion patch is needed to run this mod.

    ================
    3. INSTALLATION
    ================
    1. If you have the 2010 version of ElsweyrAnequina installed and the Unofficial Elsweyr Anequina Patch please uninstall both, make a clean save (in an interior cell in Cyrodiil), delete the folders Meshes/Anequina/ and Textures/Anequina/ from your directory, and then reinstall.
    2. Extract the files from the downloads to your Oblivion/Data/ folder. Answer "yes" when it prompts you to overwrite.
    3. Check the file ElsweyrAnequina.esp in your mod lists.
    4. The in-game borders MUST be disabled. This can be done either by--
    A. By switching the "bBorderRegionsEnabled=1" to "0" in your Oblivion game ini file. You can find this ini in your folder My Documents/My Games/Oblivion. The setting can be found near the top of the ini file under the heading [General].
    B. Or by installing a border removal mod, e.g. "Borderless Cyrodiil."
    5a. (Optional) If you wish to see the cities and Elsweyr trees in the distant view load this mod 10th in your load order (9th after Oblivion.esm), OR
    5b. (Optional) Run TES4LODGen after installing this mod. Distant view for new types of architecture is dependent on load order, so you need to generate these yourself. If you ever change your load order run it again as the records are load order dependent.
    TES4LODGen is very simple to use! Just double click on the file exe from the download.
    6. (Optional) If you wish to create a character using any of the new races download the Custom Race Fix mod, which tweaks some of the vanilla quests to allow for new races.

    ================
    4. TROUBLESHOOTING
    ================
    1. "You can't go this way, please turn back" message means the borders haven't been disabled yet. See the installation instructions. Its just a matter of changing a single digit in a text file.
    2. Some things are pink and/or there are giant exclamation marks. The ElsweyrAnequina - Meshes.bsa and ElsweyrAnequina - Textures.bsa files must be placed in your Data/ folder.
    3. Game Crashes
    Make sure you have Bethesda's latest Official Patch installed.
    Also make sure that all the download files have been placed in your game's Data/ folder.
    4. Distant landscape loses its textures or a giant gap appears in the mountain. This mod comes with a new set of distant landscape files for the Elsweyr region. But sometimes other mods will overwrite these and the new distant landscape in the area with vanish.
    If it becomes broken download and install the small "02 ElsweyrAnequina LandscapeLOD Quick Fix" file.
    5. Replacement mesh/texture files don't work.
    Make sure that loose files override the ones in the Elsweyr bsa archives. To do this open Oblivion Mod Manager, click on the "Utilities" button, select "Archive invalidation" from the drop-down menu, and click "Update now".
    6. Cannot exit a building in Corinthe.
    AWLS (Animated Windows Lighting System) contains a number of faulty replacement Elsweyr building meshes which prevent you from exiting some buildings as the invisible havoc field blocks the door. To fix this just delete the faulty meshes in the folder Meshes/Anequina/Architecture/Corinthe/. The original mesh files are all stored in the Elsweyr bsa's so it safe to delete these loose files.
    7. The walls of Alabaster flicker.
    This has been fixed in the Elsweyr patch. It was caused by the UOP (Unofficial Oblivion Patch) which replaced some of the default Ayleid meshes. My patch contains copies of the original Ayleid meshes and reapplies them to Alabaster (with no affect on any other locations in-game).
    8. Rain in the desert.
    This is caused by some weather mods.
    9. Riverhold and Rimmen buried in foliage.
    There are mods which increase the size of the game's shrubs. The Pruned Gardens Patch in the downloads should fix this. It resets the shrubs in the gardens of several Elsweyr cities to the default without affecting the plants in the rest of the game.

    ================
    5. ACKNOWLEDGEMENTS
    ================
    A special thanks to Mr Siika who created a large number of custom models for this mod including architecture tilesets for the city of Dune (and it's overall layout), much of Orcrest and Rimmen, the desert fortress, the King's Walk caravanserai, the noria, the slarjei bird and the the (unused) ziggurat temple.
    And Auryga who created the fortress, palace, temple, garden and retaining walls of the city of Rimmen.
    And also LogicDragon (author of the Unofficial Elsweyr Patch) for creating many mesh and texture fixes and suggested esp fixes which have mostly been incorporated into this update.
    ARCHITECTURE
    Mr Siika (Dune city architecture, Rimmen city architecture & marketplace stalls, some Orcrest city architecture (palace, arena & walls), King's Walk caravanserai, desert fortresses, Minotaur village, ziggurat temple)
    DarknessEternal (Corinthe city architecture, some Orcrest city architecture (township houses))
    TheKarithian (some Orcrest city architecture (oasis buildings), Two Moon temple)
    Auryga (Rimmen fortress, palace and temple buildings, bridges, garden and terrace retaining walls)
    IronicEcho (Tents)
    SevenRavens (Tribal huts)
    Siegfried (Obelisks)
    LANDSCAPE & FLORA
    Addiktive (Desert textures)
    Koniption (Tropical trees, plants, corals, ingredients)
    Texian (Water rapids & coastal waves)
    Siegfried (Palmetto trees)
    Momo (Flowering cacti)
    DeathlessAphrodite (Plain cacti & baobab trees)
    Senten (Barrel cactus)
    DarkRider (Sandstorms)
    Mr Siika (Animated seagulls & vultures)
    Arthmoor (WaterLOD)
    Sachiel (Rock formations)
    Phitt (Animated fish)
    Mr Siika (Animated seahorse)
    KHAJIIT & OTHER RACES
    AlienSlof (Khajiit retextures)
    Luchaire (Ohmes-raht Khajiit "Tabaxi")
    Veld (Khajiit black)
    Corthian (Tsaesci)
    SniperDaria (Tattooed Ohmes)
    ARMOR
    Trollf (Desert armor retextures (chain, leather, mithril, pit, chain, elven, daedric), Daedric collar & skirt)
    Ghogiel (Bonemold armor)
    Koniption (Maomer armor)
    Frank (Tribal shields)
    Frankpants (Lamellar armor)
    Uglulyx (Retextures of lamellar & pit armor, hide cuirasses)
    Ayhan (Ottoman & archer helms)
    AlienSlof's Orc (Tribal fur armor)
    Exanimis (Elephant shield)
    Corthian (Scale armor)
    WEAPONS
    Trollf (Peasant weapons)
    Exanimis (Tribal weapons)
    Waalx (Khajiit blades)
    Hel Borne (Broad spear, trident)
    Koniption (Meat cleaver)
    CLOTHES
    Trolff (Misc robes & clothing)
    KrimsynKane & Kikaimegami (Scarves)
    Waalx (Fat clothes)
    Pale Rider (Straw hat)
    Nessa (Upper05 clothing retextures)
    CLUTTER
    Mr Siika (Market produce and meats and fish, spinning wheel, tapestry frame, clothes line)
    Koniption (Ingredients, canoes, nets, & misc clutter)
    Hel Borne (Orc skulls)
    Senten (Road/Shop signs & tree fix)
    Lazarus (Tall baskets)
    Meo3000 (Moon globes, open books)
    McMuffin (Skooma pipe)
    Der Kriger (Mounted heads)
    DavidWhitefang (Foods)
    Phaedra (Vomit & urine puddles)
    Khugan (Gold & silver bars)
    LiquidGraph (Arabian lamp, talon, giant rib, geode)
    Trolff (Portable lamps & candles)
    MrMuh & RPG-BlackDragon (Havoked crates, barrels, sacks)
    Mr Siika (Animal skull)
    Chigga (Brazier)
    DominickCryomonde (Khajiit skulls)
    Prometheus (Lacquered table & stool)
    Xiamara & Lazarus (Cushions)
    Lutur (Dried corn)
    Washington (Morrowind beverages)
    Darkness Eternal (Urns)
    Phitt (Old iron chest)
    Critterman (Icons (barrel, crate, chest)
    AndalayBay (Generic signs)
    CREATURES
    Prometheus & Xilver (Lizard, glyptodon, addax, monkey-apeman, sandcrawler)
    Mr Siika (Camel, slarjei bird, minotaur ox, minotaur cow, minotaur bull, minotaur chief)
    Mr Siika, Divine Avenger & Yarharhar (Elephants, elephant mount)
    Mr Siika, Corepc & Jdfan (Durzogs)
    Corepc (Red & black boars, fat bellied minotaurs)
    Cryonaut, Xmarksthespot & Grimdeath (Pahmer & crocodilion)
    CGChaos & Infiniti (Sea lamia, spore cat, marine abominations)
    Francesco (Goats, cats)
    InsanitySorrow (Brown troll)
    Cryonaut (Red wolf)
    Cyronaut, Malo, Elveon & AlienSlof (Spiders)
    AlienSlof (Tiger)
    Skingrad24 (Zebra)
    Argentsol (Skavens "desert rat goblins")
    DeathlessAphrodite (Red sand crabs)
    Sjors Boomschors & Toru Miyazawa (Sharks, variety of fish)
    Hel Borne (Orc zombies)
    b3w4r3 (White deer)
    BOOKS
    Raggidman ("Hunting Hunted Hunters")
    LOADSCREENS
    DavidWolf (Custom loadscreens)
    Watadarkstar (Custom loadscreens)
    MISC ADJUSTMENTS & OPTIMISATIONS
    LogicDragon (Various mesh and texture fixes)
    PacificMorrowind (Various mesh customisations and adjustments)
    The AWLS team (Illuminated windows)
    Arthmoor (Optimised meshes)
    And Bethesda of course for providing us with this wonderful open ended game in the first place!

    ================
    6. PERMISSIONS
    ================
    Please do not upload this mod (or any of the supplemental files) to other sites. The only valid ones are my upload on the AFK Mods website and the original upload on Nexus (https://www.nexusmods.com/oblivion/mods/25023).
     
    ================
    8. TRANSLATIONS
    ================
    The French translation of the mod is available here: http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/lieux/elsweyr__le_desert_danequina
    There is also a German translation of the 2010 version of mod available at pagan-tes-mods.com.

    13409 downloads

    12 comments

    Updated

  7. 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.

    432 downloads

    0 comments

    Updated

  8. Iliana's Imperial City Mods

    ILIANA'S IMPERIAL CITY MODS
    This is a collection of small mods which I made for own game. I'll add some more later.
    1. Imperial City East Bridge -- a second matching bridge for the Imperial city with a gate to the Arena district. Enhanced  version includes Imperial watch guards, lamps, signpost.
    2. My Talos Plaza House -- buy Agarmir's house after completing the "Unfriendly Competition" quest (player version has safe storage, etc.).
    3. My Talos Plaza Manor - buy Imbel Manor (Jakben Imbel's house) after completing the "Boots of Springheel Jak" quest (player version has safe storage, etc.). Better Beds version has two bedrooms and a master bed.
    4. My Country Cabin - buy Roland Jenseric's cabin after successfully completing "The Order of the Virtuous Blood" quest (player version has safe storage, etc.).
    5. Imperial City Boulevards -- tree-lined streets in the Market, Elven and Talos Plaza districts (modular).
    6. Dark Brotherhood Requiem -- an alternate ending to the Dark Brotherhood questline, destroying the order once and for all.

    =====================================================================================================================================
    IMPERIAL CITY EAST BRIDGE by Iliana
    This small mod adds a second, eastern bridge to the Imperial City with a gate to the Arena district.
    The bridge is placed to keep the Imperial City perfectly symetrical. It has the same height (z-axis), north-south position (y-axis) and distance from the city wall (x-axis) as the Talos Bridge on the opposite side of the city. East Bridge has three spans instead of two, however, as Lake Rumare is wider here because of the protruding Arcane University and Prison districts.
    The landscape is carefully molded and painted to accommodate the bridge with roads extending to the Arena district gate and the vanilla road to Cheydinhal. I've only edited a single row of cells to minimize conflicts and have included a simple Unique Landscapes patch.
    BASIC & ENHANCED VERSIONS
    The Basic version includes the bridge, the Arena district gate and the short connecting roads.
    The Enhanced version adds four Imperial watch soldiers (two day and two night) and a pair of city lamps to the Arena district gate and cities-signpost at the mainland end of the bridge.
    INSTALLATION
    Place the IC EastBridge.esp file, and DistantLOD/ and Meshes/ folders in your data folder and activate.
    UNINSTALL
    To uninstall this mod:
    1. Uncheck or delete the esp;
    2. Delete the following six distant object view files from your Data folder: Data/DistantLOD/Tamriel_9_15.lod, Tamriel_10_15.lod, Tamriel_11_15.lod, Tamriel_12_15.lod, Tamriel_13_15.lod, Tamriel_14_15.lod
    3. Delete the following distant land view file: Data/Meshes/Landscape/LOD/60.00.00.32.NIF.
    UL IMPERIAL ISLE PATCH
    A small patch for the Unique Landscapes Imperial Isle mod is included in the download. It grounds a couple of floating rocks and trees.
    The load order for the patch is:
    1. xulImperialIsle.esp
    2. IC EastBridge.esp
    3. ICEastBridge-ULImperialIsle Patch.esp
     
    =====================================================================================================================================
    MY TALOS PLAZA HOUSE by Iliana
    This small mod allows you to purchase Agarmir's House in the Talos Plaza district of the Imperial City after the completion of the "Unfriendly Competition" quest (the vanilla one to do with Thoronir and the Copious Coinpurse).
    The house is vacant after the completion of that quest so it was ideal for conversion into a player home. The fact that it is located right next to the main gate of the city is certainly a plus!
    To purchase the house complete the quest and then speak to Vinicia Melissaeia at the Office of Imperial Commerce in the Market District. She will have a new topic "Buy Agarmir's House" which initiates a "buy-a-house" quest. It costs 30,000 gp which is the same as the Cheydinhal player home with all the upgrades. This felt like a fair in-game price for the property.
    The player home is a copy of Agarmir's House (rather than the original vanilla house cells) and all the containers are safe storage. The interior is otherwise identical to the vanilla Agarmir's House.
    INSTALLATION
    Just place the IC AgarmirsHouse.esp in your data folder and activate.
     
    =====================================================================================================================================
    MY TALOS PLAZA MANOR (IMBEL MANOR) by Iliana
    This small mod allows you to purchase Imbel Manor (Jakben Imbel's House) in the Talos Plaza District of the Imperial City after completing the "Boots of Springheel Jak" quest.
    The manor is usually vacant (not counting the butler) after the completion of that quest, so it was ideal for conversion into a player home. This mod assumes the PC killed Jakben, Earl of Imbel, which is the usual outcome.
    To purchase the house complete the quest and then speak with Vinicia Melissaeia at the Office of Imperial Commerce in the Market District. She will have a new topic "Buy Imbel Manor" which initiates a "buy-a-house" quest. It costs 100,000 gp which is double the price of the Skingrad player home with the upgrades. This felt like a fair in-game price as it is one of the largest properties in the Imperial City. It is intended for high-level characters who will be flush with gold selling mounds of daedric and glass loot!
    The player home is a copy of Jakben Imbel's House (rather than the original vanilla house cells) and all the containers are safe storage. The interior is otherwise identical to the vanilla manor with five areas: the ground floor, upper private quarters, cupola, basement and crypt.
    BASIC & BETTER BEDS VERSIONS
    The Better Beds version replaced the single-bed in the master bedroom with a double-bed and adds a single bed to the adjacent room (as a guest room for companions and the like).
    The two files are otherwise identical. You can replace one with the other and won't lose ownership of the property or any items stored in the containers.
    INSTALLATION
    Just place the IC ImbelManor.esp in your data folder and activate.
     
    =====================================================================================================================================
    MY COUNTRY CABIN by Iliana
    This small mod allows you to purchase Roland Jeneric's Cabin east of the Imperial City after the successful completion of "The Order of the Virtuous Blood" quest.
    The cabin is vacant after the completion of that quest so it was ideal for conversion into a player home.
    To purchase the house complete the quest and then speak to Roland Jenseric (assuming he is still alive!). He can usually be found in the basement of Seridur's House in the Temple district of the Imperial City.
    He will have a new topic "Buy Roland's Cabin" which initiates a "buy-a-house" quest. It costs 2,500 gp which is cheaper than the Imperial City Waterfront player home with all the upgrades. This felt like a fair in-game price for the property as it is outside the city and Roland owes you a favour.
    The player home is a copy of Roland Jenseric's cabin (rather than the original vanilla house cell) and all the containers are safe storage. The interior is otherwise identical to the vanilla cabin.
    This mod works nicely with Unique Landscapes Rolling Hills which turns the surrounding area into a farming community making the cabin a nice rustic retreat.
    The exterior region surrounding the cabin is still named "Roland Jenseric's Cabin". Changing the name of one of the game's base region settings causes some other unexpected changes, so I left it alone. The map marker, however, is renamed "My Country Cabin" when you buy the property.
    INSTALLATION
    Just place the IC RolandsHouse.esp in your data folder and activate.
     
    =====================================================================================================================================
    IMPERIAL CITY BOULEVARDS by Iliana
    This small mod transforms some of the bare streets of the Elven Gardens, Market and Talos Plaza districts of the Imperial City into tree-line boulevards.
    I liked the clean, elegant look of the Imperial City but still found it a bit too bare and created this mod to augment it for my game. It adds rows of trees in small raised gardens on some of the sidewalks. The tree trunks, leaves and dappled shadows add some colour and make the districts feel a little busier.
    The amount of trees added varies a bit by location:
    - The Elven Gardens district has well-canopied streets for a green suburban feel.
    - The Market district has a row of trees along the main road and trees alongside the inner district walls.
    - Talos Plaza has the fewest trees of the three which are placed along the outer ring road. The central plaza and main roads remain clear of trees to keep the district's wide, open plaza feel.
    INSTALLATION
    You have several options for installing this mod:
    1. Choose either a combined esp for all three districts (Elven, Market and Talos) or separate esp's for the individual districts. The latter is more modular and better if you want to mix and match.
    2. After you install an esp (or three) you can change the appearance of the districts at any time just by dropping any of the alternate esps into your data folder and overwriting the current one. For example, you can change the colour of the maple trees from green to red in one or more districts on a whim just by dropping in a different file.
    FILES
    Combined Districts
    1. Three Districts Combined (IC Boulevards.esp)
    Modular Districts
    1. Elven Gardens District (IC Boulevards - Elven.esp)
    2. Market District (IC Boulevards - Market.esp)
    3. Talos Plaza District (IC Boulevards - Talos.esp)
    Variations of Each Esp
    1. Summer Shade (Maple Trees)
    2. Burgundy Royal (Japanese Maple Trees)
    3. Candy Stripe (Maple & Japanese Maple Trees)
    4+ I will add some more varieties eventually.
    There are no support files. It is just an esp or three.
    COMPATABILITY
    This is intended as a simple augment to the vanilla Imperial City. I assume people won't use it in combination with major city overhaul mods as that would probably be overkill! However, if you do wish to attempt to combine them, load this one before the city overhaul so the path gridding for the overhaul takes precedence. NPC's rarely collided with the trees before I changed the path-gridding, so it's less important for this mod.
    There shouldn't be too many conflicts with smaller mods which add buildings and the like to the districts of the Imperial City as this mod simply adds trees in planters on the sidewalks.
    Worst case you will have a tree in the way. In this case making your own ad-hoc "patch" is probably the best solution. Just open up the console in game (the ` button) while facing a problem tree, click on the tree and type "disable", and do the same with the two pieces forming its planter. Before attempting this save your game! You might try to click on a tree but miss and accidentally delete a whole building or the city wall!
    This variant esps of this mod are all the same in terms of form ID's and item placements. So a patch made for one variant should work with any of the others.
     
    =====================================================================================================================================
    DARK BROTHERHOOD REQUIEM by Iliana
    This small mod adds an alternate ending to the Dark Brotherhood questline, allowing you to ultimately betray and destroy the Order.
    When the quest "Whispers of Death" begins, slay Arquen, the last of the Dark Brotherhood Speakers, in the Cheydinhal sanctuary. This will end the "Whispers of Death" quest, destroy the order, and reverse the +10 Infamy bonus you gained from becoming Listener.
    Arquen is the final head of the Hydra. Kill her and the body will die. No one else, except for you, knows the truth about the Night Mother and her death combined with your neglect will sever the link.

    What this mod actually does is add an extra stage to the "Whispers of Death" DB quest. It is activated and the quest closed when you assassinate Arquen.
    Arquen is essential in the vanilla game. This mod makes her non-essential in one of two ways:
    1. If you have not yet initiated the "Whispers of Death" quest she will become non-essential when it activates if you have this mod installed.
    2. If you have already activated that quest, speak to her about "Sithis" in the dialogue options and that will make her non-essential.
    After that, just kill her! Be warned, she puts up quite a fight! The curses she spits out are Bethesda's work!
    You can also slay the Dark Brotherhood Murderers if there are any wandering around the sanctuary. Each kill counts as a murder though.
    Finally, to wrap up the tale, you will receive the note "A Dark Requiem", an accounting of all those you have slain in the name of the Brotherhood. In my game, I dropped it in the local chapel as an anonymous confession of the final Listener of the Dark Brotherhood.
    INSTALLATION
    Place the DB Requiem.esp file in your data folder and activate.
     
    =====================================================================================================================================
    PERMISSIONS
    Please don't upload these mods to other sites. The only valid one is my upload on the AFK Mods website.

    665 downloads

    1 comment

    Updated

  9. Feldscar

    A small Nordic village in the lower Jerall Mountains, north of the Frostcrag area. Black Rock Inn serves as the primary means of local support, while trade in hides and leather goods made in the local shop serve as their ties to the rest of Cyrodiil. They live a reasonably isolated life but welcome visitors from far away places. Some well known people have passed through on their way through the back country, as Feldscar is one of the few places to escape the biting cold of the mountains.

    1770 downloads

    3 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.

    2099 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

    2135 downloads

    0 comments

    Updated


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