[RELz] Arthmoor's Villages of Cyrodiil

Post » Wed Mar 30, 2011 10:53 am

Arthmoor's Villages of Cyrodiil

Cyrodiil is a fairly expansive province, and is said to have a number of small villages and towns. Unfortunately what we actually got failed to live up to the descriptions. This is my collection of mods which aims to correct this problem by building several villages scattered throughout Cyrodiil in various pockets of unused space. Each one has its own unique set of inhabitants and its own special charm. Some have quests, others may not. Wherever possible, all of my villages mods will attempt to fit in with their surroundings and blend into the lore of the areas they're in. There's even some story elements which cross over between villages, though there are no direct quests that span more than one village. Hopefully there will be a little something for everyone to enjoy while filling in those empty roads of Cyrodiil with some life.

Current released villages: Faregyl Village, Vergayun, Feldscar, Molapi, and Frostcrag Village
Works in progress: Reedstand, Urasek, Sutch Village

Downloads for Faregyl Village: http://www.tesnexus.com/downloads/file.php?id=21562 http://tesalliance.org/forums/index.php?/files/file/50-faregyl-village/ http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5229 http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/faregyl.php
Downloads for Vergayun: http://www.tesnexus.com/downloads/file.php?id=26643 http://tesalliance.org/forums/index.php?/files/file/112-vergayun/ http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5826 http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/vergayun.php
Downloads for Feldscar: http://tesalliance.org/forums/index.php?/files/file/244-feldscar/ http://www.tesnexus.com/downloads/file.php?id=30000 http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/villes_et_villages/feldscar.php
Downloads for Molapi: http://www.tesnexus.com/downloads/file.php?id=33462 http://tesalliance.org/forums/index.php?/files/file/567-molapi/
Downloads for Frostcrag Village: http://www.tesnexus.com/downloads/file.php?id=37655 http://tesalliance.org/forums/index.php?/files/file/828-frostcrag-village/

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....

Requires http://obse.silverlock.org/ or higher.
Has built-in support for Oblivion XP.

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!

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.

NOTE: In order to access some parts of this mod's content, you must disable your border regions. The best and most compatible way to do so is to open your Oblivion.ini file, usually found in My Documents\My Games\Oblivion, find the line in there called bBorderRegionsEnabled and change the value following it from a 1 to a 0. You may have already had to do this for another mod. It is strongly NOT recommended to use so-called border disabling ESP mods because they cause compatibility problems. Wrye Bash also has an ini tweaks menu which handles changing the correct value.

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. http://www.imperial-library.info/content/elsweyr-map-0: You'll have to enlarge the view to see it.

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.

Frostcrag Village

High in the Jerall Mountains lies the impressive Frostcrag Spire. A magical wonder which you have apparently inherited from a long lost relative. As you arrive to claim your inheritance, you soon discover that there is a small village at the foot of the Spire which your unknown benefactor has failed to mention at all.

Frostcrag Village is a small Nordic settlement that sits in the shadow of Frostcrag Spire and serves as the homes for those who became the Spire's caretakers. It is a fairly simple place, with a tavern and homes for the residents to live in. Yet despite its simplicity, there are things to do here, so talk to the folks. Especially the tavern keeper, who as usual has loose lips about any and all who live there.

Requires the official Frostcrag Spire DLC.
Requires http://obse.silverlock.org/ or higher.
Has built-in support for Oblivion XP.

Install Instructions

Each village mod is BAIN friendly, and therefore they all share common installation procedure. It is highly recommended that BAIN be used to manage the installation and removal of all of my village mods as I have a common resources pool that I draw from when creating them. Utilities such as OBMM are not capable of properly managing these kinds of overlaps. For this reason, OBMM is *NOT* recommended and I will not provide support for OMOD packaging with these mods.

BAIN installation is a simple matter of putting each mod into your "Bash Installers" folder, normally found in Bethesda Softworks\Oblivion Mods. Once there, just right click on each and select install. BAIN will manage the rest and keep track of any resource conflicts.

If you prefer manual installation, you can simply unpack each archive directly into your Data folder. I've taken steps to ensure resources used with these villages are stored in a logical folder structure, for example:

Data\Meshes\Arthmoor\Feldscar would contain all of the meshes for Feldscar. Similar structure exists in the Textures folder as well.

Do be aware that doing manual installs will likely prompt for overwrite permission, you should allow this, and you need to be double careful about removing any shared files that other mods might still need.

Compatibility Information

As many are aware, I make great effort to maintain compatibility with as many mods as possible, but issues will still come up from time to time. Some can be solved by load order, others cannot. All known issues will be listed here. If you know of something that hasn't been covered, please report it with as much detail as possible.

Faregyl, Vergayun, and Molapi must all load after New Roads & Bridges in order to maintain compatibility with that mod. As a bonus, NRB4 will also activate extra road signs for those mods which have them.

Faregyl requires a patch for compatibility with Elsweyr Anequina, which is available on Faregyl's download page.

Feldscar requires a patch for comatibility with UL:Snowdale. The patch is available here: http://www.tesnexus.com/downloads/file.php?id=13834

Vergayun is incompatible with the new Midland mod. Both villages occupy the same space. This will not be patched. You will need to choose one or the other.

Frostcrag Village is compatible as-is with UL:Snowdale. It is not however compatible with Frostcrag Reborn and no patch is planned to address this.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Wed Mar 30, 2011 3:31 pm

Er. They're not set to any special priority or anything. The game apparently just likes to shove them out. I'll make sure the rumor isn't spoken by Lucien though, or anyone else in the DB for that matter since they probably wouldn't care.


Yeah, that would be good - thanks :D You wouldn't believe how persistent the rumours are though. They even interrupt the Mages Guild guys from complaining about the state of affairs! Which isn't a bad thing... But man, your rumours must be persistent to distract them :lol:
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Wed Mar 30, 2011 5:25 am

I guess that's proof enough that the game loads ESP dialogue ahead of the main stuff since that's the only reason I can figure for it assuming priority so often. The priority level is the same as other similar things.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Wed Mar 30, 2011 2:58 am

I guess that's proof enough that the game loads ESP dialogue ahead of the main stuff since that's the only reason I can figure for it assuming priority so often. The priority level is the same as other similar things.


Except when you need them to pop up for certain quests... It knows and prioritizes them accordingly :lol:
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Wed Mar 30, 2011 5:34 am

I guess that's proof enough that the game loads ESP dialogue ahead of the main stuff since that's the only reason I can figure for it assuming priority so often. The priority level is the same as other similar things.


Not according to Elminster. He says that it loads the dialogue in the manner listed in that PM I sent you about a week ago:
[09:47] it works like this:
[09:48] the engine loads all the INFO records for a specific DIAL, starting at module 0 (oblivion.esm) and working its way through all modules
[09:48] (that means that it DOES first load records which are later overridden!)
[09:48] for each info record it loads it does the following:
[09:50] no pnam at all, add at the end
[09:50] PNAM = NULL, move to the top of the list
[09:51] PNAM = anything else, search for that "anything else" in the list of already loaded records
[09:51] if found, insert right after
[09:51] if not, add at the end
[09:51] if INFO record was already loaded from an earlier module and is overridden in a module that loads later
[09:52] then it is moved from whatever position it was to whatever position the PNAM in the overridding record says

Based on this, your rumours ARE being placed at the top of the list, because 1027E4C has PNAM NULL, so it goes to the top above the vanilla rumours. Then 1027E3D has PNAM 1027E4C, and each following rumour uses the previous record for its PNAM.
If 1027E4C receives a PNAM from your own ESP, this will place it after the vanilla rumours instead of before.
So if the game treats rumours nearer the top of the list as higher priority then this will prevent yours from always being viewed first. But I don't actually know whether the game does treat rumours at the top with higher priority, or whether it truly is completely random like one would expect it to be.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Wed Mar 30, 2011 2:16 am

Same difference really. The ESP dialogue almost never starts with a PNAM other than NULL. I suppose if I wanted to force the issue I could edit the rumor at the top of my list to contain a PNAM from the last vanilla rumor, but that seems potentially dangerous to me.

I've seen my rumor displayed very quickly which suggests to me that it's being boosted in priority. Same thing is true of the ones from Brotherhood Renewed. They all show up more frequently than one might expect.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Wed Mar 30, 2011 7:08 am

Arth, Sutch village won't overlap Silent Resident's Sutch mod... will it?

=}
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Mar 30, 2011 9:15 am

Even if it does not, I believe Arthmoor is not intending for the two mods to be used together.

However, the city SilentResident is constructing is rather small, so I admit it will be nice to have this and Sutch city combined; it will give Sutch a nice outer district.

Still, compatibility with ImpeREAL Sutch isn't very high on the priorities list at this point, IIRC.
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Wed Mar 30, 2011 5:59 am

Arth, Sutch village won't overlap Silent Resident's Sutch mod... will it?


They overlap by quite a bit. His version may be small but it's still big enough to wipe out our two southern farms. Plus even if they were technically compatible they won't fit together as far as backstory.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Wed Mar 30, 2011 3:04 am

I think I'm liking the idea of Sutch being a village instead of some cloistered town (as weasel lore to explain absence on maps).

It is not on the map because it is shy of a town.

Still I'd like to see some Lovecraftian secrets and reason for avoiding outsider type story - like Biulding is/was making.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Wed Mar 30, 2011 2:35 pm

I don't see the point of even considering any of the various Sutch mod running together (unless part of a set obviously.) Each is a re-imaging of the same thing.

I too like the idea of Sutch being a village mod instead of a town. Although one thought that immediately came to mind when Arthmoor announced this was that it would be kind of cool if the town looked like it was built upon/around the few remains of an old town (a few broken walls hinting at a walled city etc.) Just a wild notion though. ;)
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Wed Mar 30, 2011 12:55 pm

Any known problems with the Faregyl quests? Spoiler'd:
Spoiler

I did the first mine quest, rescued the two trapped NPCs, and after a while I got a messenger saying something bad is happening back at the village. Went back with the messenger, and found the goblins. I talked to the shaman, went and got the staff, and brought it back. The shaman then has me follow her into the Ayleid Ruin portion of the mine, where she goes to a patch of dirt in the main room. There, she just stands around doing nothing. I talk to her, and she says I'm impatient, that we still have a ways to go. Is she supposed to be doing something?

User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Wed Mar 30, 2011 12:08 pm

Any known problems with the Faregyl quests? Spoiler'd:
Spoiler

I did the first mine quest, rescued the two trapped NPCs, and after a while I got a messenger saying something bad is happening back at the village. Went back with the messenger, and found the goblins. I talked to the shaman, went and got the staff, and brought it back. The shaman then has me follow her into the Ayleid Ruin portion of the mine, where she goes to a patch of dirt in the main room. There, she just stands around doing nothing. I talk to her, and she says I'm impatient, that we still have a ways to go. Is she supposed to be doing something?


She's supposed to be
Spoiler
heading towards one of the Ayleid doors. I had to do a console cheat to get her to where she needed to be
.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Wed Mar 30, 2011 1:17 am

Any known problems with the Faregyl quests? Spoiler'd:
Spoiler

I did the first mine quest, rescued the two trapped NPCs, and after a while I got a messenger saying something bad is happening back at the village. Went back with the messenger, and found the goblins. I talked to the shaman, went and got the staff, and brought it back. The shaman then has me follow her into the Ayleid Ruin portion of the mine, where she goes to a patch of dirt in the main room. There, she just stands around doing nothing. I talk to her, and she says I'm impatient, that we still have a ways to go. Is she supposed to be doing something?




She's supposed to be
Spoiler
heading towards one of the Ayleid doors. I had to do a console cheat to get her to where she needed to be
.


In both cases, make sure you've
Spoiler

killed all the tarantulas in the lower parts of the mine. In particular, there's one guy right in front of the door to the closed off part of the ayleid ruin. You have to go past the blade trap to get at him. She says she won't continue until all the "eight-legged ones" are gone. You will get a journal update once you've killed all the spiders and she will continue through mine and ruins once you have.

User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Wed Mar 30, 2011 11:06 am

In both cases, make sure you've
Spoiler

killed all the tarantulas in the lower parts of the mine. In particular, there's one guy right in front of the door to the closed off part of the ayleid ruin. You have to go past the blade trap to get at him. She says she won't continue until all the "eight-legged ones" are gone. You will get a journal update once you've killed all the spiders and she will continue through mine and ruins once you have.


I always do that while doing the rescue.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Wed Mar 30, 2011 1:59 pm

Ok, well that's what I thought too, but I found one more.
Spoiler
I think Arthmoor lists the number in the walkthrough, so make sure you have that many silks.

User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Wed Mar 30, 2011 7:20 am

Ok, well that's what I thought too, but I found one more.
Spoiler
I think Arthmoor lists the number in the walkthrough, so make sure you have that many silks.


The point of the matter though, is that
Spoiler
the shaman does not mention needing to kill any more spiders; even if there are more spiders that have been missed, they're not being talked about
.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed Mar 30, 2011 1:32 pm

The point of the matter though, is that
Spoiler
the shaman does not mention needing to kill any more spiders; even if there are more spiders that have been missed, they're not being talked about
.


She definitely does when she first stops above the hole leading to the lower level. Now I guess Arthmoor could change it so she keeps repeating herself...
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Wed Mar 30, 2011 1:20 pm

She definitely does when she first stops above the hole leading to the lower level. Now I guess Arthmoor could change it so she keeps repeating herself...

Not for me she didn't.
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Wed Mar 30, 2011 12:27 pm

@Sslaxx; That was a known bug during the early versions of Faregyl 2.0 that should have been fixed, so two things; do you have the latest v2.0.1 and do you have the required OBSE v19b or higher?
User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Wed Mar 30, 2011 8:16 am

@Sslaxx; That was a known bug during the early versions of Faregyl 2.0 that should have been fixed, so two things; do you have the latest v2.0.1 and do you have the required OBSE v19b or higher?

2.0.1 (downloaded it from TESNexus the other day) and OBSE 0020.
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Mar 30, 2011 6:32 am

Then the only suggestion I can make is to go back to a save prior to giving the Shaman the staff and go through it again to see if it's consistent. Arthmoor will want to know this.
When this part of the quest works, it's pretty amazing. :)
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed Mar 30, 2011 4:38 am

I'll double check it but it sounds like her AI isn't kicking in to the next step.

Spoiler
If you killed all the spiders before doing this, she won't mention them and is supposed to continue down the hole to the second level, then keep walking to the 3rd all the way to the Ayleid doors and beyond.


So if she's not doing that, I need to know exactly where she's stopping.
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Wed Mar 30, 2011 8:18 am

So if she's not doing that, I need to know exactly where she's stopping.

Spoiler
For me, in the Great Welkynd Stone chamber room, there's a patch of dirt on the floor in the corner where she goes and just stands there. If I talk to her, she says I'm impatient, and takes a few steps, but never leaves the area of the dirt patch. The first time I tried this part of the quest, Silor went up to the room where he was initially trapped, and closed the gate. I couldn't get it to open again. I went back to an earlier save, got the staff again, and went back down into the ruins with the goblins, and the shaman would again go to the same dirt patch. This time, though, Silor also went to the dirt patch, and just kept walking back and forth over it.

If I use MoveTo on the console to move the shaman away from the dirt patch, she just walks right back to it. However, if I go up to the locked door she needs to open and move her there, she opens it and the quest continues on properly.


The mod is version 2.0.1, and I'm using OBSE 0020.

EDIT: Maybe pertinent info:
Spoiler
Both Bites-Her-Tongue and Silor survived, as well as all the villagers. Jorack, however, died on the way to getting the staff before getting the the IC. The first attempt I paid the 5,000 for the staff, and the second attempt I intimidated her for it.


Also, something else... are the Jumbo Potato plants added by this mod? I was able to pick some Jumbo Potatos from them, and it shows they have alchemy effects, but it won't let me select them when making potions.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Wed Mar 30, 2011 2:56 pm

Oh boy. That bug again? I even trigger zoned that so it wouldn't happen again.

You do have one rather strange thing going on though.
Spoiler
Silor should not still be following you around at this point. Once rescued, he and Bites should part ways with you and go about their thing in the village.

Did you by chance have version 1.x of the mod installed before and not do a clean save update to version 2?

Yes, the potato garden is part of this mod but those are the vanilla versions of the jumbo potatoes. Nothing special there.
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Next

Return to IV - Oblivion