[RELz] Vergayun

Post » Sat May 28, 2011 12:44 pm

Vergayun

http://www.tesnexus.com/downloads/file.php?id=26643
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=112
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5826

Translated Versions:
http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/vergayun.php - Version 1.0.3

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!

Installation

Copy the ESP and BSA files to your Data folder, then activate. That's it.

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

Uninstallation

Delete Vergayun.esp and Vergayun.bsa. Easy, no?

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

Compatibility

This mod is a tight squeeze in between the river and UL:Dark Forest, but should pose no problems.

If you are running New Roads & Bridges Revised, load this mod after it. The combination of the two will provide a short trail up to the main road, and the view of the Great Niben Bridge will complement the village nicely.

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 English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

Credits

Mr Silka for his cog ship.
Mikal33 for providing the mudcrab stew and clam chowder meshes, textures, and inventory icons. Also for the inn's sign.
Pacific Morrowind for providing the slaughterfish surprise mesh and texture.
All you other modders out there who left this nice cool spot alone for me :)
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Sat May 28, 2011 1:21 pm

Thank you for this. It will be going into my load order this evening.
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Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sat May 28, 2011 5:24 pm

Good to see that you are still cranking out the odd mod here and here, Arthmoor. Well done. :tops:
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Portions
 
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Post » Sat May 28, 2011 6:17 pm

Amazing Arthmoor. Great Work. Very good, enjoying it so far!
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candice keenan
 
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Post » Sat May 28, 2011 4:01 pm

*prod* for the Sunday afternoon bunch.
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Caroline flitcroft
 
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Joined: Sat Nov 25, 2006 7:05 am

Post » Sat May 28, 2011 11:23 pm

oooh nice, I saw this the other day but overlooked it, but after seeing who made it, I shall install right away!

/edit -- is that tooth-in-the-sea that I err...http://www.tesnexus.com/downloads/images/26643-1-1250844646.jpghere?
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BrEezy Baby
 
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Post » Sat May 28, 2011 11:32 pm

*prod* for the Sunday afternoon bunch.


Heh. Well, you got my attention. I'll give the mod a spin.
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Hope Greenhaw
 
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Joined: Fri Aug 17, 2007 8:44 pm

Post » Sat May 28, 2011 10:31 am

/edit -- is that tooth-in-the-sea that I err...http://www.tesnexus.com/downloads/images/26643-1-1250844646.jpghere?


Heh, no, that's not Tooth-in-the-sea. That's just one of the locals out doing his daily routine :)
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neen
 
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Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat May 28, 2011 6:53 pm

I know this place :o; A pack of mud crabs molested me thoroughly at those docks once. Any chance they're still around ?

In any case, keep up the bad work :thumbsup:
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Stephanie Valentine
 
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Post » Sat May 28, 2011 11:30 pm

Fraid not, they got made into stew :)
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Allison C
 
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Post » Sat May 28, 2011 3:58 pm

My character "happened to be in the neighbourhood", so she stopped by and except for a dead lion on the quay she liked what she saw. The inn especially was a nice and cosy place and Pees-on-Leaf was an interesting character.
Does the mod remove the nearby spawn point, from which I've seen both wolves, boars and a lion appear? If not the villagers could be in truble, I think, although they did appearently handle that lion.
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Curveballs On Phoenix
 
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Post » Sat May 28, 2011 10:16 pm

"I'd better cut down on the ale. I'm starting to miss things, I am."

Rushes off to download.
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Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Sat May 28, 2011 5:41 pm

My character "happened to be in the neighbourhood", so she stopped by and except for a dead lion on the quay she liked what she saw. The inn especially was a nice and cosy place and Pees-on-Leaf was an interesting character.
Does the mod remove the nearby spawn point, from which I've seen both wolves, boars and a lion appear? If not the villagers could be in truble, I think, although they did appearently handle that lion.


The spawn point closest to the village was deleted, but there's others that may be close enough to attract attention. The next closest one is up at the fort and I'd much rather leave that in place.
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Blackdrak
 
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Post » Sat May 28, 2011 8:27 pm

Version 1.0.1

* Minor typos fixed.
* Public music was not assigned to The Scaly Clam.
* Ambient cell lighting normalized away from the reddish tinge.
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Bigze Stacks
 
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Post » Sat May 28, 2011 8:13 pm

Thanks.

I downloaded the former version but haven't got around to install it yet. I will do so before I start to actually play Oblivion again (not only do modding), as I really liked Faregyl. :)
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Da Missz
 
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Post » Sat May 28, 2011 10:47 pm

I'm finding a giant land tear right behind the inn.

I did a form ID search on the Inn and got the cell number then loaded all mods in tes4edit and found only three mods that affect that cell: Alive waters, MIS, and UOP. Disabling all those and the tear was still there.

I then started to disable mods that affect that area the Patch for New roads and bridges and Mannimarco/Fort Akatosh ... no.

Then Dark Forest UL and yes the tear dissapeared.

Checked BOSS load order and it has this before the Dark Forest UL - am I the only one getting this?

will test with this loaded after the UL next.
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roxxii lenaghan
 
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Post » Sat May 28, 2011 5:06 pm

Make sure you're running the most recent UL Dark Forest update. Some of the cleanup on it may have resolved that prior to my having built in the area.
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Taylor Bakos
 
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Joined: Mon Jan 15, 2007 12:05 am

Post » Sat May 28, 2011 12:41 pm

Sure enough I had version 1.02 of Dark Forest not version 1.03 - huh, and I thought I was up to speed on those.
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Robert Bindley
 
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Post » Sat May 28, 2011 8:08 pm

Nudge to keep this alive.
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Steven Hardman
 
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Post » Sat May 28, 2011 11:00 pm

Version 1.0.3

* Updated Dean's grave again with a better tombstone.
* Script when activating Dean's tombstone should only add the dialogue topic once instead of every time.
* BSA file was dropped as there is not enough content to justify one. File paths have also been rearranged.

Version 1.0.2

* Updated Dean's grave with a new mesh to mark it on the ground.
* Public music had not been assigned to the outdoor region.
* Village dialogue script was set to add the Vergayun topic over and over again.

Yeah. Apparently when I did the 1.0.2 update I only bothered to upload it to my own homepage. Oops :)

Also, for those who upgrade without reading readmes (shame on you!) BAIN is recommended for managing this. My other mods are all going to start using some resources out of the same file paths. I got tired of trying to remember where all the little bits and goodies I hack up ran off to.
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Taylor Thompson
 
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Post » Sat May 28, 2011 1:30 pm

Downloaded. Thanks, man.

gothemasticator
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ZANEY82
 
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Post » Sat May 28, 2011 11:37 pm

That's one of the pro's of being away for a while.
Gems like this turn up all worked out, without warning and in all splendor, how lovely a job:).
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Big Homie
 
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Post » Sun May 29, 2011 12:35 am

Sita has provided a http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/vergayun.php translation of the mod.
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Alex Vincent
 
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Post » Sun May 29, 2011 1:32 am

These guys are feeling lonely over here!
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Etta Hargrave
 
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Post » Sat May 28, 2011 11:33 am

Version 1.0.4

* The Scaly Clam now has 3 new paintings instead of generic vanilla paintings.
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Juan Suarez
 
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