Village Mods? Good Combinations?

Post » Fri Aug 31, 2012 4:57 am

A year or more ago, I was a pretty active Oblivion player and consumer of mods. Over the past couple weeks I've been getting active again, getting new installs, ObMM, BOSS, WryeBash, TES4Edit, OOO, and sundry mods . . .

I'm getting to the point where I'm really happy with my 'rebuilt' Oblivion install, and so far everything is working fine (though I'm still a bit baffled by what exactly WryeBash does, I did do my first Bash patch and it works so, its all good so far!). Earlier today I installed the Maskar's Primary Needs and Hygiene as well as some of the mods suggested to work well with that (Camping; Better Cities). I am, at this moment installing CraftyBits :)

My question for this thread is about (a) village mods, that is mods that add whole villages.

Related to this are: (B) mods that add player ownable houses/shops; and © mods that add NPCs.

In the past I had the "Region Revive Lake Rumare" and maybe one or two other small vilalge mods added. I absolutely loved the Region Revive, though at the time did notice some small performance issues. That was without Wrye Bash, so assuming I can effectively use that I'm guessing I should be able to run that mod fine and intend to download it pretty soon.

There was a second 'village' mod I really enjoyed that added some sort of 'brewhouse' that the player could own outside of Anvil and it seems like there were other merchants associated with that mod. The Brewhouse one was neat because, it was an inheritance so you could have a pretty cool house right from the start of a new character.

Looking at TES Nexus, there are a LOT of mods that turn up with a search on "village."

Apart from Lake Rumare and Brewhouse, would anyone suggest particular mods that add new villages?
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Jake Easom
 
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Post » Fri Aug 31, 2012 11:04 am

Can't go wrong with http://www.gamesas.com/topic/1250267-relz-arthmoors-villages-of-cyrodiil-thread-2/
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neen
 
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Post » Fri Aug 31, 2012 8:59 am

All of Arthmoor's villages, MTCExpandedVillages (there's a patch for compatility with Region Revive), Lily Vale, Charming...uhh...there's a few more, not at home so I can't check right now.

I may make a patch to make Arthmoor's Urasek compatible with Sacred Oak, haven't decided if SO is worth it yet.
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Dale Johnson
 
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Post » Fri Aug 31, 2012 5:07 am

By the way, I highly recommend http://oblivion.nexusmods.com/mods/42680, it really is just delightfully, well, charming.

There's nothing really to do there, other than grab a drink and enjoy the view of the IC, but still. Charming!
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Oyuki Manson Lavey
 
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Post » Fri Aug 31, 2012 5:18 am

Ah! Thank you much! That is exactly what I was hoping for :)
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Neil
 
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Post » Fri Aug 31, 2012 11:45 am

In addition to Arthmoor's, I also use http://oblivion.nexusmods.com/mods/35434 and http://oblivion.nexusmods.com/mods/38270.
Neph: I always thought MTCExpanded conflicted with Arthmoor's http://oblivion.nexusmods.com/mods/21562 since it says it edits Faregyl Inn. If I'm wrong, that's great since it was the only reason I haven't tried it yet.
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Emma Louise Adams
 
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Post » Fri Aug 31, 2012 1:42 pm

There is a patch to make MTCexpanded work with Arthmoor's

http://oblivion.nexusmods.com/mods/42098
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Nicole Kraus
 
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Post » Fri Aug 31, 2012 4:22 am

In addition to Arthmoor's, I also use http://oblivion.nexusmods.com/mods/35434 and http://oblivion.nexusmods.com/mods/38270.
Neph: I always thought MTCExpanded conflicted with Arthmoor's http://oblivion.nexusmods.com/mods/21562 since it says it edits Faregyl Inn. If I'm wrong, that's great since it was the only reason I haven't tried it yet.

Dreamed1 put out a http://oblivion.nexusmods.com/mods/42123 for that, I've just spent an extensive amount of time in Faregyl and can confirm it works perfectly. I didn't even realize that taht store wasn't part of Faregyl Village originally.

Ah, and Brina Cross was the other village I was thinking of. Wish I'd know about Mudwater back when Kelira was trudging through the Blackwood.
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Suzie Dalziel
 
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Post » Fri Aug 31, 2012 2:08 pm

I love villages! I guess I'm going to have to try that Charming mod. It's new and I haven't looked at it yet.

As others have said, all of Arthmoor's villages come highly recommended. In a lot of cases they're better integrated into the game than some of the vanilla villages. Sutch is my favorite: all of my characters so far have an ambition to stop adventuring someday and settle down in Oyster Bay, watch the sunset and swap stories with an old sailor. :touched: MTC Expanded Villages is a little favorite of mine, that mainly just adds to some of the existing villages, but also adds a new village up in the mountains. If you use it, you'll need the http://oblivion.nexusmods.com/mods/42123 and anything that adds to the Weye area, like http://oblivion.nexusmods.com/mods/42098. Brina Cross is outstanding. Mudwater is really, really well done and adds a nice touch to a neglected area of the map.

A couple that haven't been mentioned yet, http://oblivion.nexusmods.com/mods/4890 adds several vanilla-sized towns (which is to say, small), with a few short quests. The locations are well chosen and the towns are nice. http://tesalliance.org/forums/index.php?/files/file/594-wellspring-vale/ is pretty; too pretty for me to pass up even though it feels much more like a mod-added town than any of the others mentioned. There's also http://oblivion.nexusmods.com/mods/36389, which adds a huge, well-laid-out town along the shores of Lake Rumare. It's also a large quest mod, but I haven't run the quest yet.
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Alexx Peace
 
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