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Arthmoor

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Files posted by Arthmoor

  1. Open Cities Classic

    Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.
    The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.
    Highly recommended complimentary mod: Animated Window Lighting System and Chimneys - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    271 downloads

    0 comments

    Updated

  2. Point The Way

    Ever travel the roads and wonder how it is people find their way? Have you noticed that the roads in many places simply don't have signs that tell you where you can go while traveling them? If you were a foreign visitor to Skyrim, you've got no hope of being able to travel the intricate road network without stopping to read your map every so often, even when you're at a major intersection. Worry no more! While you weren't looking, The Empire sent out its trusty civil engineers (surely Skyrim has some) and they set about marking the roads to better assist travelers in finding their way.
    This mod's aim is fairly simple. Road signs have been placed at several major intersections that were either lacking signs, or didn't have enough signs to indicate the full extent of where you could travel on a road. In some cases, the smaller towns and villages aren't even mentioned - despite Bethesda having created signs for them! Others that were pointed the wrong way or had the wrong city being represented have been fixed as well.

    77 downloads

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  3. Bring Out Your Dead

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead.
    Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it.
    NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest.

    362 downloads

    0 comments

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  4. Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time.
    Patches In The Patch Archive
    CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace.
    Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces.
    Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.

    5724 downloads

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  5. Dragon Bridge

    A small village expansion for Dragon Bridge.
    Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home!
    Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area.

    65 downloads

    0 comments

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  6. Karthwasten

    A simple village expansion for Karthwasten.
    Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach!
    * Each NPC now has their own home.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees, that account for the changes.

    65 downloads

    0 comments

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  7. Ivarstead

    A simple village expansion for Ivarstead.
    Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy.
    * Temba Wide-Arm will offer to share her house if married to you.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.
    * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish.

    66 downloads

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  8. Darkwater Crossing

    A simple village expansion for Darkwater Crossing.
    If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accommodations for the 4 NPCs who had no place to call home.
    * Sondas Drenim will offer to share his house if married to you.
    * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades.
    * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests.
    * LOD has been generated for the area, including trees that account for the changes.

    66 downloads

    0 comments

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  9. Storefront

    Congratulations on your recent marriage! Your spouse has a plan though. They would like to keep from going mentally insane from boredom while you're gone for weeks on end adventuring in strange lands. So they've informed you they'll be setting up a shop to keep busy while you're away. Except for one small detail. They want to do so from your shared abode. Does this really make sense? Should your spouse be putting the family home at risk in such a manner? No! They certainly should not. Every major city where you can buy a house has a market area that should have enough space to accommodate a small trading stall to serve this purpose. The only difference is that your spouse will not offer to buy, sell, or let you invest when they are not at the stand.
    So this mod will do exactly that. Now your spouse will operate a store from the market area in the city you are currently living in. Your spouse will man this stall during the normal daylight hours, then return home at night. You can come and collect your profits at any time just like normal. Yes, even though it's a bit daft, this will work for the Hearthfire houses as well since Bethesda made no provisions for turning off the shop functions when living in a Hearthfire home. If you have Thirteen Oranges' Laintar Dale and/or Oakwood installed, the market stand will be set up next to one of these locations instead since the two villages are close enough to be within walking distance of the houses in The Pale and Falkreath.
    As an added bonus, the shop will relocate with you if you move to a new city and there will be a chest at the stall that you can add items to in order to have them "sold" to the general public. The chest will be emptied out each day to simulate having sold the goods, and a varied amount of gold will be added to the standard marriage profits you can collect from your spouse. This provides not only a cool way to make some extra cash, but also to trim down your junk inventory in a somewhat more realistic way.
    If you choose to move into your spouse's original house (wherever that may be) then they will not operate a stand even if it's in one of the supported locations. Bethesda's spouse setup does not support this and I do not have any intention on editing the marriage quest to change this. Your spouse will almost certainly have an AI routine to follow when living in their house anyway. You will not have access to the chest to deposit your unwanted junk in while you are choosing to live in their home.
    Assuming certain conditions are met in mod added homes, this could also provide a means for allowing the spouse to run a shop from a mod added house.

    53 downloads

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  10. Unofficial Skyrim Legendary Edition Patch

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.
    Warning: Only use the Unofficial Skyrim Legendary Edition Patch with the latest release version of Skyrim patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates.
    See the full changelog for details.

    19433 downloads

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  11. Open Cities Reborn

    Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. Where none was provided or where it was not practical to follow, creative license was used instead. City walls in several cities have been modified to suit the location. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. This has the added bonus that each city is now more visible as you approach. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes.
    To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way.
    The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. Although there is room in the concept art for some somewhat radical adjustments to be made. That may or may not come at a later time.
    To get the most out of these changes, it is highly recommended to download Animated Window Lighting System and Chimneys. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.
    To go with that, and provide LOD for all the new goodies, I also recommend: Really AEVWD. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

    296 downloads

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  12. 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

    252 downloads

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  13. Urasek

    A mining support town situated alongside Fort Urasek.
    Ever wonder where all the mithril for all those pieces of mithril armor come from? Unless we're to believe it appears by magic, someone has to spend the time digging holes in the ground to bring it up to the surface and turn it in to useful ore, which is then sold to blacksmiths to make armor. The town of Urasek attempts to answer this in some small way by representing the last known operational mine in Cyrodiil where mithril ore is brought up. The town consists of an inn, blacksmith who sells ore and finished pieces, and the arrogant Altmer land baron who runs things.
    I've checked lore sources and found next to nothing detailing how and where mithril ore is mined. Nothing says that Cyrodiil ever had any, nor do any sources mention exactly where the stuff comes from. So I felt this would remedy the situation without going too overboard.

    362 downloads

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  14. Vergayun

    It's the small fishing village with the funny name!
    As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.
    Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.
    The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!

    293 downloads

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  15. Septim Texture Replacer

    A user on the Nexus Forums pointed out a minor issue with the image on the gold coins used throughout the game. Most imperial dynasties made sure the current emperor's image was on the face of their coins and since the Empire in TES V is really not much different from a Roman dynasty, he wondered why they had not used Titus Mede's face. His thread can be found here: https://forums.nexusmods.com/index.php?/topic/7650528-a-matter-that-was-never-adressed-tiber-septim-on-imperial-coins/
    I made an inquiry about how easy this would be to address and the results are in - Titus Mede is now on the front of the Imperial currency. His image is based on his NPC record in the game data.
    Unfortunately because the term "septims" is heavily used in a lot of spoke dialogue, this only replaces the texture on the coins but doesn't stop the people from continuing to call them Septims. Somehow this actually seems appropriate given the political climate in Skyrim in 4E 201.
    My Patreon Page: https://www.patreon.com/arthmoor

    1 download

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  16. Sane Fusion Cores

    Tired of your fusion cores running out like bad batteries? Yeah, so was I. Now they deplete in a more sane manner.
     
    Running while in power armor no longer consumes energy from the cell.
    Anything which consumes Action Points (VATS, sprinting, etc) consumes half the energy it used to.
     
    Yes, you might say it's a cheat mod, but I got tired of them running down so fast and not being able to find very many.

    195 downloads

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  17. Really AEVWD: SI Edition

    A modest approach to distant viewable objects, aka VWD. Lord Sheogorath will be pleased. Or throw pie at you. Depends on his mood.
    This package performs a similar service for the Shivering Isles as the regular RAEVWD. The main difference is that all of the VWD objects are additions to the process. SI only included a very limited number of distant objects. The city walls around Bliss, Crucible and The Fringe, and the New Sheoth palace. Anyone who has played through SI knows though that there are a lot of large ruins, settlements, and mushroom trees all over the landscape. Not one of these has a distant object provided by Bethesda. So you run into a great deal of "pop-in" as the closeup versions load. So with that in mind I spent a few days generating low-poly meshes out of the missing pieces.
    All of the meshes have been hand checked and had the following done:
    Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with an VWD object.
    Animation controllers removed. It is impossible to animate an VWD object, so this data is bloat.
    Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation.
    All NiStringsExtraData blocks removed. These are nearly always associated with collision.
    All BSX Flags removed. These are nearly always used for collision and animation.
    All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue.
    All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage.
    All parallax flags turned off. The distances involved make this useless anyway.
    All meshes have been assigned lowres textures instead of hires ones.
    Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result.
    All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects.
    Optimization using PyFFI after the above has been done.

    In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects.
    The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.
    Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is. And the only one covering Shivering Isles at all.

    463 downloads

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  18. Really AEVWD

    A modest approach to distant viewable objects, aka VWD.
    You're all familiar with the various VWD packages, right? Some provide more than others. Some are geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached.
    In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources:
    AEVWD Large: Enhanced lowres textures.
    UOMP: Battlehorn Castle (requires the official DLC to be activated).
    Oblivion: City wall meshes only.
    Brumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes.
    Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible.
    The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.
    All of the meshes have been checked and had the following done:
    Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with a VWD object.
    Animation controllers removed. It is impossible to animate a VWD object, so this data is bloat.
    Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation.
    All NiStringsExtraData blocks removed. These are nearly always associated with collision.
    All BSX Flags removed. These are nearly always used for collision and animation.
    All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue.
    All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage.
    All parallax flags turned off. The distances involved make this useless anyway.
    All meshes have been assigned lowres textures instead of hires ones.
    Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result.
    All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects.
    Optimization using PyFFI after the above has been done.

    In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects.
    The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.
    Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is.

    1076 downloads

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  19. Wasteland Travel Caravans

    This mod adds a network of travel caravans to the wasteland to connect the major settlements. The normal fast travel system is still available, however this mod caters to those who prefer to make their trips between major areas slightly more immersive. Travel service is relatively cheap, and the caravans are well protected. Each operator is in or near the main area of the settlement they serve and has one pack brahmin and one normal brahmin. So they should be easy enough to find.
    The system behaves more or less the same way the Stilt Sriders in Morrowind did. You pay the operator and they take you to the destination you specify. No operator serves all destinations, so you will need to know which stops you need to make in between on the way to where you're going. Time will pass as though you used fast travel and should be fairly close to the actual game time fast travel would have used up.

    17 downloads

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  20. Arthmoor's Morrowind Merchants

    Arthmoor's Morrowind Merchants

    A simple, yet surprisingly useful little mod. Adds 3 merchants to the game. One in Balmora, one in Solstheim at Fort Frostmoth, and one in Mournhold. The Frostmoth merchant will move to Raven Rock when it's built. Each one has approximately 50,000 gold on hand in order to be able to buy whatever wonderful loot you may have. This mod was born of the frustration at never being able to sell anything to merchants in the game because none of them ever had any money.
    My Patreon Page: https://www.patreon.com/arthmoor
    Requirements
    Morrowind with last official game patch.
    Requires both Tribunal and Bloodmoon to be installed and configured correctly.
    Installation
    Copy the ESP to your Morrowind Data folder.
    Activate in the game launcher.
    Uninstallation
    Remove the ESP from your Data folder.
    Compatibility
    As I never had a ton of Morrowind mods, I can't say for sure what sort of compatibility issues might be raised by this. The mod has worked fine in a recent run through Morrowind that had a decent sized load order, including some city mods.
    If you find any issues with it that need addressing, let me know, but I can't guarantee a fast response.
    Cleaned with TES Tool.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    186 downloads

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  21. Ashlander Transports

    Ashlander Transports

    Good or bad, like it or hate it, Morrowind did not include a fast travel system. In its place was a much more realistic network of travel services. Silt Striders in the major Dunmer cities. Guild guides at each of the Mages Guild facilities, that sort of thing. One area of the game which was lacking though was the Ashlander camps. This mod aimed to solve that problem by creating a network of transport services between the Ashlander camps and some of the outlying villages, thus completing the travel web around Morrowind. It certainly made dealing with the later portions of the game a bit less tedious, and I don't think it's out of the question for the Ashlanders to have contact enough with each other to warrant this.
    My Patreon Page: https://www.patreon.com/arthmoor
    Requirements
    Morrowind with last official game patch.
    Requires Tribunal expansion to be installed and configured properly.
    Installation
    Copy the ESP to your Morrowind Data folder.
    Activate in the game launcher or your favorite mod management tool.
    Uninstallation
    Remove the ESP from your Data folder.
    Compatibility
    As I never had a ton of Morrowind mods, I can't say for sure what sort of compatibility issues might be raised by this. The mod has worked fine in a recent run through Morrowind that had a decent sized load order, including some city mods.
    If you find any issues with it that need addressing, let me know, but I can't guarantee a fast response.
    Cleaned with TES Tool.
    Disclaimer
    This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

    152 downloads

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  22. Faregyl Village

    Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
    Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
    I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
    This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
    Addendum for 2.x:
    If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it.
    Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil.
    A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome.
    Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned.
    Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.

    340 downloads

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  23. Cell Sized LOD Water Plane

    Bodies of water. They're everywhere in the game. The most obvious of which are Lake Rumare and the Niben Bay. They're both distant visible all the time. But what about your big lake in the hills? Or the lake outside of Cheydinhal? Or any other body of water which is raised above sea level? No, those are not visible at all at a distance. There is apparently a limitation in the game engine which will simply not display it regardless of the water height assigned to the cells. This resource is meant to aid you in changing that.
    Provided in this package are two simple nif files. LODWaterPlane.nif is simply a large square editor object that you use within the CS to add to a cell where you have water. LODWaterPlane_far.nif is the VWD version of the same, which is a basic two triangle water plane with the Lava material added so that the game will treat it as water. It has all of the reflective properties expected, and even displays water ripples when passing over it with the free camera.

    160 downloads

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  24. 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.

    226 downloads

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  25. A Brotherhood Renewed

    "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province."
    You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood.
    This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done.
    You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line, visit the Night Mother statue in Bravil (and returned to Arquen with the info) at least once. You will be approached by a courier after 7 days to start things off. Though be patient, he needs to find you somewhere public.

    324 downloads

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