Oblivion

File information

Last updated

Original upload

Created by

Uglulyx

Uploaded by

yutgurt

Virus scan

Safe to use

Tags for this mod

About this mod

This mod seeks to improve Chorrol by adding detail that I felt were missing. Including a small park and better castle courtyard.

Permissions and credits
Intro
=============================================================
I always felt that there were some things missing in the vanilla cities. While I am aware of Bananasplit's Better Cities I found them too performance hungry. And sure they cities looked quite realistic but they didn't look visually appealing to me.

So I decided that I would make this mod to make the cities prettier. I didn't want to make the cities look unnatural to the game but I still wanted to improve on them. As a result I decided to focus on adding small details that breathe a new life into the city while still retaining most of it's original appearance.

Chorrol
============================================================

I thought I'd start with Chorrol mainly because it is my favourite city. Of course just because it was my favourite doesn't mean it can't be improved.

The most obvious improvement is the addition of a small park as soon as you enter the main gate. The park is quite simple. A large oak tree makes the center piece and a path goes around this. There is also a small statue and a bench. I also added a path through to the lower class housing area.

One other improvement is the castle courtyard. Instead of an ugly well and some boxes there are a couple trees and some vines. Overall the courtyard looks much better than before but still looks as if it was there to begin with. I threw in a chair and a bench as well (The countess has to sit somewhere now that it's nicer out there).

Behind the castle I added a small area with an armoury/training area/storage area. There's one new npc there who watches over the crate and serves as the armourer.

Other changes include:
--------------------------
- added some vines to several buildings
- put some more banners and bushes around the guilds
- added a pathway to the cemetery
- added a new beggar who hangs around the park
- added some small amounts of clutter to the back alleys
- no changes made to vanilla npcs
- framerate should remain relatively unchanged
- this mod works great with Unique Castles. (http://www.tesnexus.com/downloads/file.php?id=22446)

Compatibility/Issues:
------------------------
This mod will most likely conflict with other mods that improve Chorrol. Mods like Bananasplit's Better Cities (Chorrol) WILL cause conflicts.

This mod will not work with open cities. However it would be quite easy for someone else to make this into an open city if they see fit.

I've also found that Harvest Containers seems to cause some minor irregularities with some containers. Most won't be visible at all but the new beggars food bag will disappear when you open it. This is most likely because it is (technically) inside a wall mesh.

Skingrad:
============================================================

I found Skingrad was already done fairly well but I decided to build upon it further. There aren't many major changes though.

Changes Made:
-------------------
-builds on Martinb's wonderful Open Road Skingrad mod. http://www.tesnexus.com/downloads/file.php?id=9392
-adds more vines around the city including on the bridges.
-adds some torches to the bridge which will hopefully make tham more safe at night.
-decorates the cemetery a bit more
-fills in some empty yards which I found very disturbing
-adds some more dangerous feeling stuff to the back alleys, including one mugger.
- this mod works great with Unique Castles. (http://www.tesnexus.com/downloads/file.php?id=22446)

Compatibility/Issues:
------------------------
This mod will most likely conflict with other mods that improve Skingrad. Mods like Bananasplit's Better Cities (Skingrad) WILL cause conflicts.

This mod will not work with open cities. However it would be quite easy for someone else to make this into an open city if they see fit.


Anvil:
============================================================
I decided Anvil would be the best candidate for the next segment because it is one of the most bland towns in the game to me.

Changes Made:
-------------------
-Filled in several empty corners which I thought would look nicer with some plants.
-Made small additions to the chapel plaza.
-Made small changes to the garden beside the chapel where there's the god statue.
-Added some flora to the backyard of Benirus Manor.
-Changed the area around the mermaid statue, there is now a stone walkway rather than a dock which made no since in such a small pond.
-Added two ships to the Anvil harbour. One at a brand new dock and one at the vanilla docks. Both with a small crew and basic AI routines.

Compatibility/Issues:
------------------------
**I've kept the harbour as a separate plugin to avoid conflicts**

The harbour plugin is compatible with Unique landscapes: Lost Coast
This mod will most likely conflict with other mods that improve Anvil. Mods like Bananasplit's Better Cities (Anvil) WILL cause conflicts.

This mod will not work with open cities. However it would be quite easy for someone else to make this into an open city if they see fit.

Credits:
------------------------
-Mr_Siika for the elven ship and flags.
-Timalk-ae for the invisible furniture resource.
-Wikinger9048 for the Brigandine Cuirass.
-I unable to find the original author of the elven face mask. I just had that mesh sitting in my folders. None of the masks model or textures are my doing and all credit goes to the original creator.


Other Cities:
============================================================

I hope to improve the look of all the cities in the game. (excluding IC) So If you have suggestions for a city I haven't listed yet go ahead and make it. Any little bit helps.

Installation:
============================================================

This mod is a standalone .esp file and requires no non-vanilla meshes or textures. Simply put in your data folder and activate with the mod manager of choice.


If you find any issues please send me a PM