Settlements Of Cyrodiil-Regional Farms and Inns
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Version1.1
About this mod
A plugin file which replaces many of the bland vanilla farmhouses with re-textured versions.
- Requirements
- Permissions and credits
- Donations
The current files (and all future updates) can be found Here.
Settlements Of Cyrodiil-Regional Farms and Inns
Did it ever bother you that no matter where you go in Cyrodiil all the farm houses look exactly the
same? All built with the same type of stone and wood, all the same color and same design. Same
problem with all the lower class slum homes and all the Inns.
While inside the city walls we find architecture that is unique to each individual region. Each city
has it's own unique wood, stone, glass windows, even color theme. This mod was my attempt to
implement some diversity in architecture for the poor working class slobs in the game.
Details
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Regional Farms and Inns replaces many of the bland vanilla Farmhouses and Inn buildings with
re-textured versions that use regional materials. No new towns or locations have been added with
this plugin, it strictly addresses vanilla locations. Re-textures were done with vanilla textures,
some textures were tweaked slightly to get the desired look, but everything started life as standard
game issue.
Now a Farmhouse or Inn near Cheydinhal will be built with glass, stone, and wood native to that
region. I have also done stables, sheepfolds, and wells where they already existed. Wells have had a
water plane added to them for a little touch of realism. You may also there are now doors, shutters,
and thatchroofs that (hopefully) fit the look for each area of the land.
Chorrol thatchroofs are a dull bluish grey, Cheydinhal is a rich medium yellow, Skingrad a darker
brown, Bravil and Leyawiin a faded greenish grey, while anything near the IC retains the vanilla
colors. The Grey Mare, Inn of Ill Omen, and Roxey Inn have been given unique looks that I thought
fit their names, and/or locations. I was very careful to replace doors using the proper method so all
vanilla quests should still work just as they were intended to. I have tested them and encountered no
problems.
All new structures already have visible when distant meshes. These are already included as part of the
Resource Pack you are required to download. All you need to do is run a program such as Tes4LODGen
to make the new architecture appear in the distance in your game.
Locations (most of them)
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Applewatch
Black Wateside Stable
Border Watch
Drunken Dragon Inn
Five Riders Stable
Grateful Pass Stable
Harluns Watch
Honditars House
Inn Of Ill Omen
Lord Rugdumphs Estate
Odiil Farm
Roxey Inn
Shardrock
The Grey Mare
Weatherleah
Weynon Priory Lodge and Stable
Requirements
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Oblivion patched to 1.2.0416
Settlements of Cyrodiil Resource Pack v1.3
Install
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1. Extract to your Oblivion Data directory either manually or using the mod manager of your choice.
2. Set load order.
3. Play and enjoy!
Load Order
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Suggest using BOSS to set load order. All of these files are already recognized.
Specific Load Order instructions are included with each read-me file as well.
Compatibility
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May conflict with other mods and patches which also edit vanilla farmhouse and
lower class architecture. Tested and works fine with all of the most popular mods
I could think of.
Patch files are available as a separate download for Better Cities and Weynon Priory
Alive.
Translations
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Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can
be found here.
Credits
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Bethesda - for Oblivion and the CS
Nifskope and Gimp - for the tools that made this possible.
Tes4Edit - for cleaning the inevitable dirt from my mods
LHammonds - for the readme generator this file was based on
Drahenne - for Weynon Priory Alive
Ismelda and Vorians - for Better Cities
Me - for design and creation of this mod
Legal Stuff
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Please do not upload these files to any other sites without my express consent.