[RELz] Arthmoor's Villages of Cyrodiil - Thread 2

Post » Wed Dec 14, 2011 5:18 pm

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, Frostcrag Village, Reedstand, Urasek and Sutch Village.
Works in progress: None

http://www.gamesas.com/index.php?showtopic=1178889

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 http://download.fliggerty.com/download--403
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 http://download.fliggerty.com/download--411
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 http://download.fliggerty.com/download--404
Downloads for Molapi: http://www.tesnexus.com/downloads/file.php?id=33462 http://tesalliance.org/forums/index.php?/files/file/567-molapi/ http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/villes_et_villages/molapi.php http://download.fliggerty.com/download--406
Downloads for Frostcrag Village: http://www.tesnexus.com/downloads/file.php?id=37655 http://tesalliance.org/forums/index.php?/files/file/828-frostcrag-village/ http://download.fliggerty.com/download--405
Downloads for Reedstand: http://www.tesnexus.com/downloads/file.php?id=40343 http://tesalliance.org/forums/index.php?/files/file/1019-reedstand/ http://download.fliggerty.com/download-122-469
Downloads for Urasek: http://www.tesnexus.com/downloads/file.php?id=40762 http://tesalliance.org/forums/index.php?/files/file/1038-urasek/ http://download.fliggerty.com/download-16-569
Downloads for Sutch Village: http://www.tesnexus.com/downloads/file.php?id=40882 http://tesalliance.org/forums/index.php?/files/file/1046-sutch-village/ http://download.fliggerty.com/download-16-578

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.

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 :)

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.

Sutch Village

As many are aware, Bethesda once had plans to include the city of Sutch in the game. The E3 demos contained passing hints to its existence, the map loop in the game's intro had it marked NW of Kvatch, in the CS you can make out the land depression they prepared for it along with several cells tagged as being part of it, and it even has its own Oblivion gate.

For reasons unknown, it was cut from the game at the last minute and a ruined Fort Sutch plus the Oblivion gate is all that remains. As a result of this, several people have attempted reconstructions of the city. Plenty of projects have been abandoned, while others left their work for someone else to pick up.

This village mod is our take on restoring Sutch to the game. Based on extremely sketchy lore found in scattered places on the web, we arrived at the conclusion that the city itself has been destroyed and only a ruin is left behind. Rather than attempt to rebuild a large city over the top of a ruin, this mod takes the position that settlers have only recently come back to the area in an attempt to start over. There is a village northwest of Fort Sutch, containing a manor house along with some housing, an inn, some supporting farms, a vineyard, and an ebony mine. Yes, the only one known to still be functioning in Cyrodiil. The stuff can't only be available in Morrowind :)

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, Molapi, and Urasek 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 compatibility with UL:Snowdale. The patch is available here: http://www.tesnexus.com/downloads/file.php?id=13834

Vergayun is incompatible with the Midland Village 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. It is however compatible with http://www.tesnexus.com/downloads/file.php?id=40752 with the use of the patch included with that.
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ONLY ME!!!!
 
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Post » Wed Dec 14, 2011 7:29 am

....The stuff can't only be available in Morrowind :)


Uh, from my understanding, it actually is.
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Ross
 
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Post » Wed Dec 14, 2011 4:35 pm

Thanks again Arthmoor. Those villages really do add to the experience in Oblivion.

And thanks to both you and Hana for Sutch.
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Jack Moves
 
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Post » Wed Dec 14, 2011 10:51 am

The lore does not actually say that it's only available in Morrowind. Just that it's more plentiful there. Leads to the implication that it existed or exists elsewhere too.
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Blessed DIVA
 
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Post » Wed Dec 14, 2011 10:51 am

The lore does not actually say that it's only available in Morrowind. Just that it's more plentiful there. Leads to the implication that it existed or exists elsewhere too.

Perhaps, though remember that Ebony is actually the dried blood of Lorkhan, which came from his heart.
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Toby Green
 
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Post » Wed Dec 14, 2011 9:57 pm

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. It is however compatible with http://www.tesnexus.com/downloads/file.php?id=40752 with the use of the patch included with that.



What about http://www.tesnexus.com/downloads/file.php?id=38447

Does this work as well, with your mod ?
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Lauren Dale
 
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Post » Wed Dec 14, 2011 10:40 am

That seems highly unlikely given it's mean to do the same thing as AliTheLord's patch. Though it should be fine if you're not going to upgrade Reborn.
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noa zarfati
 
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Post » Wed Dec 14, 2011 7:48 pm

What about http://www.tesnexus.com/downloads/file.php?id=38447

Does this work as well, with your mod ?


I think it does work, but there's little reason to use Frostcrag Reborn over De-Isolated (apart from when I don't PyFFI the meshes properly and people get CTDs), as my version works with the UOMP, and is hopefully more compatible all round.
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Amie Mccubbing
 
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Post » Wed Dec 14, 2011 9:17 pm

That seems highly unlikely given it's mean to do the same thing as AliTheLord's patch. Though it should be fine if you're not going to upgrade Reborn.



I think it does work, but there's little reason to use Frostcrag Reborn over De-Isolated (apart from when I don't PyFFI the meshes properly and people get CTDs), as my version works with the UOMP, and is hopefully more compatible all round.



Then AliTheLord's version it shall be :celebration:

Thank you Gentlemen
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Laura Richards
 
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Post » Wed Dec 14, 2011 8:07 am

Sutch looks good. I just stopped by from Anvil, and I like how you've already integrated with Cyrodiil Travel Services. Better yet, i saw NPCs from Tamriel Travelers and Phitt's NPCs as well. Sometimes I forget what is mod added, and what is Vanilla. And that is the best compliment to you awesome modders!

PS: Only nitpick - the silver star inn has a map of Anvil on the second storey of the inn. That map has a name "Firefly's Captain", and the year 4Exxx. As the current time period is 3E433, it is just "anachronous".
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Marcus Jordan
 
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Post » Wed Dec 14, 2011 7:23 pm

Well technically once the game ends that would be an entirely valid date since the 4th era has begun. 4E001 or whatever. Although yes, that map is probably supposed to have been there since before that. I'll check it. Though if it's part of the resource we're not going to change it.
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Amy Smith
 
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Post » Wed Dec 14, 2011 10:23 pm

Arthmoor, found a minor bug - In Sutch you have some http://www.bild.me/bild.php?file=4324702Untitled.jpg
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Nadia Nad
 
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Post » Wed Dec 14, 2011 5:32 pm

Hopefully Hana can chime in on that one. I have not the first clue how to go about fixing that.
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helliehexx
 
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Post » Wed Dec 14, 2011 7:28 pm

I would imagine that it is the windows that have been set upside down, which would have been unnoticeable if not for the curtains being used for that particular window set by AWLS.
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George PUluse
 
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Post » Wed Dec 14, 2011 1:41 pm

Yep, I have mentioned it over on TESA too, included the info that I am using AWLS.

Theres another minor bug with the sign outside the Razors Edge, if an NPC walks under it normally a sign swings back and forth after being disturbed .. The one outside Razors Edge gets stuck at an angle
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Arnold Wet
 
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Post » Wed Dec 14, 2011 3:21 pm

:)

Thanks, alt3rn1ty, I actually knew about the curtains, I use the same red curtains from AWLS. :teehee: There is an update coming as there are other windows in other buildings to fix as well due to All Natural, as soon as Arthmoor and I get together to collaborate. That's entirely my fault for using the wrong base meshes.

The sign, I'm not sure what's going on there. It's the same vanilla mesh that's used for the Inn sign. :shrug: Perhaps I'll just move it up higher.

You also mentioned in your comments at TESA that Dwip was a wolf? LOL. He's a german shepherd dog and I love him to death .... if he doesn't look like that to you, something is wrong. ;)
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meghan lock
 
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Post » Wed Dec 14, 2011 8:33 am

You also mentioned in your comments at TESA that Dwip was a wolf? LOL. He's a german shepherd dog and I love him to death .... if he doesn't look like that to you, something is wrong. ;)

I couldn't decide between big dog like a German Shepheard or re-coloured Wolf. :blush:

He has a protégée not quite so big (in the words of my youngest "heees adooorable!"), and I am recognising a lot of familiar names, there's a Lady wandering around with a red background shield looking ready for trouble too. Also enjoying the work that has gone into the dialogue of the characters, one in particular I know is from Arthmoor, rumours of this particular old characters demise have been greatly exaggerated throughout Cyrodiil :)
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R.I.p MOmmy
 
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Post » Wed Dec 14, 2011 12:23 pm

I couldn't decide between big dog like a German Shepheard or re-coloured Wolf. :blush:

He has a protégée not quite so big (in the words of my youngest "heees adooorable!"), and I am recognising a lot of familiar names, there's a Lady wandering around with a red background shield looking ready for trouble too. Also enjoying the work that has gone into the dialogue of the characters, one in particular I know is from Arthmoor, rumours of this particular old characters demise have been greatly exaggerated throughout Cyrodiil :)


That is part of what makes the addition of these villages so nice.
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Carolyne Bolt
 
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Post » Wed Dec 14, 2011 4:03 pm

Sutch Village Version 1.0.1

* The mesh for the Silver Star Inn had incorrect AWLS compatibility data.
* The mesh for the Damned Wolf also had incorrect AWLS compatibility data.
* The mesh for the Silver Star Manor had upside down windows.
* The _far.nif for the manor needed a refresh once the windows on the manor mesh were fixed.
* A floating tree was spotted along the canyon road to the coast.
* An AI oddity with the Old Pirate caused him to wander into the water where he didn't belong.
* The Damned Wolf's voyage did not unlink the path grids, which would cause lots of residents to decide to go for a swim.
* The Kynareth shrine could not target the player with the spell.
* The Kynareth priestess was not able to sell spells.
* Bed use was not being set up properly when paying for the room at either inn.
* The Razor's Edge sign was too close to the building and was causing it to get jammed at an angle.
* Removed unnecessary alpha information from a few textures.
* Dates on the two clutter maps have been corrected to reflect 3rd era instead of 4th.
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Marine Arrègle
 
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Post » Wed Dec 14, 2011 11:17 am

Thanks for the updates Arthmoor.

Found a few minor items of note for Sutch Village v.1:
There are 2 people in the Silver Star Manor that act as merchants. They have nothing to sell, but a lot of money to buy. Another orc female I met outside had this same issue. Intentional?

The Argonian mayor had something to sell thankfully. Not sure why, but I was expecting the mayor's name to be "A'rth Moor"...;)

Also, I spoke to a few NPCs, but none had any quests for me? No missing guards, no beast/elf racial tension, no pesky goblins, and no prior vendetta? I decided to go dungeon diving in the mine some other day. I've been spoilt by your other villages - Tell me there is a quest!
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Beast Attire
 
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Post » Wed Dec 14, 2011 7:18 pm

There are 2 people in the Silver Star Manor that act as merchants. They have nothing to sell, but a lot of money to buy. Another orc female I met outside had this same issue. Intentional?

Yes, the servants in the manor sell things, but only after you own the manor. :P
Um, there are no orc females in Sutch (that I recall, I could be lying), so I have no idea who you mean. A name would help, or use Refscope on her.

The Argonian mayor had something to sell thankfully. Not sure why, but I was expecting the mayor's name to be "A'rth Moor"...;)

The mayor is the Innkeeper, so yes, he has things to sell. Speak to him to start the quests.
Little known fact;
Spoiler
Go down to the bay and visit the pirates. One is named Samson, Arthmoor's alter ego, and, oh yeah, there's a pirate Hana too. Just a couple of little inside easter eggs for his last village. ;)


Also, I spoke to a few NPCs, but none had any quests for me? No missing guards, no beast/elf racial tension, no pesky goblins, and no prior vendetta? I decided to go dungeon diving in the mine some other day. I've been spoilt by your other villages - Tell me there is a quest!

Yes, speak to the mayor. :)
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Gavin Roberts
 
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Post » Wed Dec 14, 2011 6:26 am

I was in Urasek earlier today and I must say even the villager wasn't fully voiced I could actually understand what they were saying by reading their lips sync, so a good job there with the Ely's silent sound voices mod (if that was used in all Cyrodill villages). :thumbsup:
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Lauren Graves
 
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Post » Wed Dec 14, 2011 7:54 am

There is one female orc at the stables, but that's it.

Urasek has Gecko generated sound files because one of the conversation scenes required the presence of real files instead of relying on Elys' plugin. So Gecko is to thank for having done such a good job on making it lip readable :)
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james kite
 
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Post » Wed Dec 14, 2011 10:08 pm

Oh, HER. The lovely Gorga. (I did say I could be lying, lol).
Well, she's not of merchant class, so not sure why you'd see her as set up to sell anything. The horses are intentionally not for sale. :shrug:
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Janette Segura
 
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Post » Wed Dec 14, 2011 7:13 am

With Urasek installed, it seems the goblins from the fort are not outside with an FCOM install when I went by it twice. Does the mod alter something with the spawns there or do I have a game issue I am not aware of? All other games, there have always been goblins around.
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X(S.a.R.a.H)X
 
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