[RELz] Faregyl Village

Post » Sun May 29, 2011 1:54 am

Faregyl Village

http://www.tesnexus.com/downloads/file.php?id=21562
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5229
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=50

Translated Versions:
http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/faregyl.php - Version 1.0.10

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 legionaires who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....

Anyway, hopefully this will add some atmosphere to your game the way I'm looking to spice mine up with. If not, oh well. At least I got what I wanted from it :)

Installation

Unpack everything into your Oblivion\Data directory. You should have two files. The ESP and the BSA.

If you want the new buildings to show up with your LOD, run TES4LODGen. Optimized LOD files have already been provided in the BSA.

Uninstallation

Delete Faregyl.esp and Faregyl.bsa in the Data folder. That's it.

Compatibility

New Roads & Bridges 4: Simply make sure Faregyl.esp loads after road+bridges.esp and there should be no issues.

The mod tweaks the Imperial Legion faction relationships. In order to remain fully compatible with other mods doing the same thing, you'll need to use Wrye Bash to import relations into your Bashed Patch. This is a relatively recent Wrye Bash feature, so be sure you have the latest. As of this writing, that would be version 226. Faregyl.esp has already been pre-tagged for this.

3 vanilla NPCs in the Faregyl Inn have been added to the new faction. There is a very minor compatibility issue with TIE, but nothing else. The Khajiits Abhuki and Sjirra will be missing the night-eye effect added by TIE.

The Faregyl region has been expanded to encompass the entirety of the new village. Any other mod which also alters this region will need to be loaded prior to Faregyl.esp. I am unaware of anything right now that does.

Known Issues

The extra worldspace in the ESP is intentional. It's not accessible normally right now, but may be made so if some reasonable way can be found to adjust the weather setup to make the mine actually dark without turning off daylight in the outdoor part. It was a lot of work to put together and I'd rather not lose it all if I can help it.

Slower machines may have FPS hits and bogged down AI while in the village. There's a lot of animals and plants hanging around. You've been warned. If it bogs, there's not much that can be done about it.

The chickens, pigs, and ox are not making noise as far as I can tell. I don't know why. If anyone has any ideas, I'd love to hear them.

Licensing & Legal

Redistribution of this mod is prohibited without express permission. Please don't upload it to any sites without asking me first.

See something you think is cool? Feel free to use it. Not that I've added much in the way of original resources, but if something I've done with this mod gives you an idea, run with it.

Credits

Mr. Silka: For the use of his farm animals to make this all worthwhile. They add that touch of realism sadly missing from Oblivion.

Hellbourne for the store counters, weapon rack, and nifty Cyrodiil wall map in the smithy's shop.

Malo, elveon, and Alien Slof for the uh... surprise... in the mine. Hopefully having to give credit doesn't give it all away :)
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Emerald Dreams
 
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Post » Sat May 28, 2011 12:41 pm

and Alien Slof for the uh... surprise... in the mine. Hopefully having to give credit doesn't give it all away :)

... are we SURE this can be linked to on here?


anyway, love the idea
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Facebook me
 
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Post » Sat May 28, 2011 7:53 pm

Yes, we are quite sure it can be linked to here. There's nothing dirty about it if that's what you mean.
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le GraiN
 
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Post » Sat May 28, 2011 11:40 pm

Faregyl Village
Compatibility
The Faregyl region has been expanded to encompass the entirety of the new village. Any other mod which also alters this region will need to be loaded prior to Faregyl.esp. I am unaware of anything right now that does.


SOUNDS GREAT! Where is the link?

Maybe an issue - Elsweyr Faregyl Road

It adds a road from the Faregyl Inn to Elsweyr for Riverhold (The Town of Riverhold by Iliana , http://www.gamesas.com/bgsforums/index.php?showtopic=863968)
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Setal Vara
 
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Post » Sat May 28, 2011 7:19 pm

Well that's not quite what I meant by region, I refered to the actual CS map region, not the "in this area" region. :)

You're right though. The road will be a slight bit of a problem, which should be easily fixed with a small landscape patch. Probably should have known that considering I'm even using that mod myself :)
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Talitha Kukk
 
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Post » Sat May 28, 2011 11:07 pm

Well that's not quite what I meant by region, I refered to the actual CS map region, not the "in this area" region. :)

You're right though. The road will be a slight bit of a problem, which should be easily fixed with a small landscape patch. Probably should have known that considering I'm even using that mod myself :)


:biglaugh: Yeah...

I completely glossed over "region".
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Lauren Denman
 
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Post » Sat May 28, 2011 9:14 pm

Thank you for this. I completely agree with your reasoning. Downloading now, and (assuming my computer can handle it), it will be a permenant feature in my game.
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Kristian Perez
 
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Post » Sat May 28, 2011 4:28 pm

Downloading!
I guess asking if the mods has been TES4 cleaned and PYFFIED is a dumb question? :)
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Gemma Flanagan
 
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Post » Sat May 28, 2011 10:21 pm

Downloading!
I guess asking if the mods has been TES4 cleaned and PYFFIED is a dumb question? :)


:angel:

I guess that's what I get for being such an advocate for cleaning mods and optimizing meshes :)
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josie treuberg
 
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Post » Sat May 28, 2011 7:21 pm

THanks for sharing and the linky, will add this to the list ! ! ! ! !
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 12:32 pm

Malo, elveon, and Alien Slof for the uh... surprise... in the mine. Hopefully having to give credit doesn't give it all away



oh ho ho!

I know whats in that mine and I'm not sure I want to go down there..
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Rhi Edwards
 
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Post » Sat May 28, 2011 9:59 pm

Quick update to 1.0.1:

Apparently I forgot to set door ownership on the houses. Didn't matter to me or my playtesting friend, NPCs entered their homes just fine so I didn't think to look. But apparently it's already caused poor Sirhalassa to stand there looking all sad because he wouldn't go in. A few door ownership updates later, and I'm hoping that's fixed :)
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Pawel Platek
 
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Post » Sat May 28, 2011 12:27 pm

Thank you,

I tried to answer your question about sounds in farm animals thread by the way.

Nice to see you put them to use already, downloading will report back if I find anything wrong..

Corepc
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(G-yen)
 
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Post » Sat May 28, 2011 9:50 am

The mod tweaks the Imperial Legion faction relationships. In order to remain fully compatible with other mods doing the same thing, you'll need to use Wrye Bash to import relations into your Bashed Patch. This is a relatively recent Wrye Bash feature, so be sure you have the latest. As of this writing, that would be version 226. Faregyl.esp has already been pre-tagged for this.

3 vanilla NPCs in the Faregyl Inn have been added to the new faction. There is a very minor compatibility issue with TIE, but nothing else. The Khajiits Abhuki and Sjirra will be missing the night-eye effect added by TIE.


If you use the Factions tag too, you avoid a small incompatibilty with Better Cities for Alex Lincolia. If BC loads after he doesn't get asssigned to the new faction. If loaded after he won't wear his new BC boots and gauntlets.

Malo, elveon, and Alien Slof for the uh... surprise... in the mine. Hopefully having to give credit doesn't give it all away :)


Sounds hairy...
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Aman Bhattal
 
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Post » Sat May 28, 2011 10:58 am

Good job. I am always looking for more villages.
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Devils Cheek
 
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Post » Sat May 28, 2011 5:51 pm

Thanks for making this.

Its always the relatively small but highly detailed mods like these that I like to add to the game to make it a more "lived in" world - with farms and all. Cyrodiil's villages are woefully under-built. Realistically, there should be more farms. In a medieval-resembling society like Tamriel, one would imagine that the vast majority of the net population lives in the countryside rather than in the urban centers.

I took a brief glance at the gold-mine and it looks great too. Really professional.
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Stace
 
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Post » Sat May 28, 2011 7:19 pm

This looks great, I had a quick look around its definitly staying in my game.
Spoiler
Are you sure you don't want to go into full time dungeon making Arthmoor, this is nice and creepy.
thanks for making this Arthmoor.
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sarah taylor
 
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Post » Sat May 28, 2011 5:59 pm

Gee, I needed something to drag me from Fallout 3 for a while, this might just do that, as I love this kind of mods. Looks fantastic. Thanks.
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Tanya
 
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Post » Sun May 29, 2011 1:22 am

mm, this mod looks good, downloading now :)
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Britta Gronkowski
 
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Post » Sat May 28, 2011 11:19 pm

Patch up on Nexus for the Elswyr-Faregyl Road.
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anna ley
 
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Post » Sat May 28, 2011 2:19 pm

Lovely mod and it transform an inn into a village! I love it!
Spoiler
I agree with Katnap, its contains an awesome dungeon!
Thanks for sharing!
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Leah
 
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Post » Sun May 29, 2011 1:34 am

Awesome. It's mods like these that actually make me enjoy Oblivion. Quest mods, birthsign and race adjustments, FCOM - mods like that do some great stuff for gameplay that I couldn't live without, but without a believable world around they're useless to me.

Those houses you're using look pretty good, where are they from? They look a lot like the Imperial architecture from Morrowind. I guess they're some cleverly retextured shacks?
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Far'ed K.G.h.m
 
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Post » Sat May 28, 2011 10:57 pm

This is a really nice mod - it's one of those subtle things that adds to the world without being over the top. The mine is fun, and the, uh, surprise, at the bottom is pretty nasty (a little more than my piddly L7 could handle). Let's just say that I'll be going back in a few levels to take care of it.

The buildings look like they were built from stone looted from nearby Ayleid ruins, which is a nice touch, and very logical - that's what people in the old days would do.
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Claire Lynham
 
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Post » Sat May 28, 2011 3:59 pm

Version 1.0.3

* Moved a light in The Rusted Nail to provide better lighting on the wall map.
* Updated AI on the smithy to make him offer services behind the counter. His package radius was too wide, often leaving him upstairs.

Version 1.0.2

* Gave the bottom level of the mine a more appropriate name befitting its nature.
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Louise Lowe
 
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Post » Sat May 28, 2011 10:26 am

Version 1.0.4

* Grounded several floating objects between Baltar's house and the mine.
* Moved some monkshood plants that were stuck in rocks away from them.
* Added some extra chairs and a barstool to the Faregyl Inn since most of my NPCs eat there in the evening and the place is too full to sit!

A PES entry is also pending for this.
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Inol Wakhid
 
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