[RELz] Feldscar

Post » Sun May 29, 2011 12:17 am

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.

Download @ http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=244
Download @ http://www.moddb.com/mods/feldscar/downloads/feldscar
Download @ http://www.tesnexus.com/downloads/file.php?id=30000

http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=2566
http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=3170
http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=3172
http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=3171

Installation

Copy the ESP and BSA into your Data folder.

If you have RAEVWD or some other mod which provides LOD, run TES4LODGen to update it to include Feldscar's buildings.

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.

Uninstallation

To uninstall, just remove the ESP and BSA from your Data folder. Rebuild your Bashed Patch afterward if you use one, just in case.

If you generated LOD, rerun TES4LODGen to remove the changes to the area.

Compatibility

There are a few bits of other mods nearby to the southwest of the village but nothing appears to cause any conflicts with it at this time.

Licensing and Legal

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from myself (Arthmoor).

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate the English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

Credits

MEO - http://www.tesnexus.com/downloads/file.php?id=20641 used for the watchtower on the edge of the village.
Alasdair - http://www.tesnexus.com/downloads/file.php?id=26192.
Insanity Sorrow - Names for some of the NPCs were generated by his random name generator tool. Find it on TES Alliance.
DarkRider - The sign for Stronmund's Tannery.
Kevin King - The http://www.kingthingsfonts.co.uk/fonts/fonts.htm font used for the Black Rock Inn sign and the Feldscar road signs.
themythofstrider - Nordic bearskin armor. If this attribution is not correct, please contact me so I can update it!
Dwip - For being able to unravel the rat's nest of dialogue I managed to coax the CS into making and then helping me fix it.
Also for general pre-release testing, and his handy road sign tutorial, and for, well, a lot of help and other stuff.
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat May 28, 2011 9:46 am

New village - we do share a like for village mods.

but above Frostcrag? Man that valley is so jammed full of things.

I think most people think nothing is up there, but in my game it is crowded. Can think of about 8 mods I have installed that places things up there.

Will download when available test in the next day or two - let you know.

thanks
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Sat May 28, 2011 1:46 pm

Eh, well, check it out and let me know. I only saw a couple of things right nearby but they didn't interfere with it. Being as close to the game border as the two village cells are there may not be anything there to worry about.
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Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sat May 28, 2011 12:12 pm

Looks realy nice. A great place to rest while in those wild parts of the world. I should also get some fur armour so I won't freeze to death. :P

Thanks for sharing and keep up the good work!



Cheers,
Pushkatu!
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Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Sat May 28, 2011 6:32 pm

This indeed looks lovely :)
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Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Sat May 28, 2011 6:08 pm

Brilliant work as always Arthmoor! Downloaded and added. I do love your villages. :foodndrink:
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Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sat May 28, 2011 4:29 pm

Nice work on the village. I wasn't aware of that Nordic Tomb resource. Cool!
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Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Sat May 28, 2011 4:11 pm

Personally, I don't care if it does get crowded. I love that area up there. Solstheim was my favorite area in Morrowind and the Bruma region is my favorite area in Oblivion. This is an immediate download for me. Thank you very much, Arthmoor.
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Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Sat May 28, 2011 12:06 pm

Downloading, thank you Arthmoor :foodndrink:
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Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Sat May 28, 2011 7:26 pm

Screenshots look great, will DL tomorrow when I get back home
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Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Sat May 28, 2011 11:58 pm

It looks nice, thanks Arthmoor!
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Anthony Santillan
 
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Post » Sat May 28, 2011 7:36 pm

Instant DL!
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Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Sat May 28, 2011 10:11 pm

Yummy! :liplick: First Faregyl, then Vergayun, and now Feldscar.

Thanks, Arthmoor.
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e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Sun May 29, 2011 12:36 am

Downloaded, thanks very much. I can't wait to stumble upon it ingame :)
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lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Sat May 28, 2011 3:56 pm

Woo another village from Arthmoor!! I have yet to play your other ones, but I'm looking forward to exploring them and this new one in my next playthough. These types of mods are my favorite :)
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Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Sat May 28, 2011 12:35 pm

Gah. Sure seems to be a shortage of decent easy maintenance sites to upload mods to lately. Soon as that ModDB.com link gets approved that should be enough. Megaupload will probably flake and eat it at some point.

Good to see everyone seems to be enjoying the mod so far :)
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Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sun May 29, 2011 12:17 am

I probably asked you this before, but is there any possibility that you can combine all your villages onto one mod?
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Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Sat May 28, 2011 7:35 pm

At the moment, not safely, no. I'd need to restructure the formIDs in order to allow that to be done and not have something get scrambled by Gecko in the process. Any such merger will need to wait until I'm done with the upgrade to Faregyl as well.
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Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Sat May 28, 2011 1:43 pm

No conflcits up there and the placement is good.

The watchtower though is kinda blind on most sides - would seem better placed higher up the hill.

Kinda reminded me of http://www.tesnexus.com/downloads/file.php?id=21061 which I've checked all the placements in game and again no conflicts so 'm gonna later it and merge it into a larger mod.

Didn't play through though ... died after that ore deposit shocked me half way cross the valley.

thanks for this one - do another one before merging though!
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Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Sat May 28, 2011 10:13 am

Uh.
Spoiler
The shock trap killed you??? That should not have happened. It only drains fatigue. I can't fathom a way for it to have thrown you across the valley either.


The watchtower ended up mostly for show when the NPC I wanted stationed there kept blinking in and out and wouldn't stay put. It was only ever meant to look like they kept watch toward the road.

And never fear, I've got at least a couple more locations scouted. Unlikely to be quite as ambitious as what I did here though. Probably won't get any serious work done on a new village until the Faregyl upgrade is done.
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Maddy Paul
 
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Joined: Wed Feb 14, 2007 4:20 pm

Post » Sat May 28, 2011 6:56 pm

Spoiler
Well my character was a flying demon (Ismelda) with a flying script and so that probably is what contributed to the long distance fling ... than and being totally fatigued was attacked and killed.


Have you seen this village mod: http://www.tesnexus.com/downloads/file.php?id=27351
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Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Sat May 28, 2011 3:18 pm

Spoiler
Well my character was a flying demon (Ismelda) with a flying script and so that probably is what contributed to the long distance fling ... than and being totally fatigued was attacked and killed.


Spoiler
That would certainly change things a bit, but not much I can really do about that. That said, play through, that trap is a story element, and I shall say no more :)


Have you seen this village mod: http://www.tesnexus.com/downloads/file.php?id=27351


I have, but haven't actually been to visit it yet.
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sat May 28, 2011 1:41 pm

Looks nice, I'll have to have a look at your other villages as well!

Do the NPCs in the village have new dialogue?
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k a t e
 
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Joined: Fri Jan 19, 2007 9:00 am

Post » Sat May 28, 2011 7:17 pm

Yes, they have new dialogue.
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NO suckers In Here
 
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Post » Sat May 28, 2011 2:59 pm

awesome stuff as always :)
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Sun of Sammy
 
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