Oblivion

File information

Last updated

Original upload

Created by

Antiscamp

Uploaded by

Antiscamp

Virus scan

Safe to use

About this mod

Mage's Cross is a small village with a player home west of Anvil.

Permissions and credits
Welcome to Mages Cross by Antiscamp.


This mod adds a picturesque village located west of Anvil. It is situated on a hilltop that
overlooks Strid River, nestled in between Gweden Farm and Troll Candle Camp. Antiscamp
left all four of his village mods open for public use and was kind enough to give me direct
editing access for this one. I have made many changes to the file for the 1.1 update. Some
of these changes were for compatibility reasons, some just because they made a nice
difference in how things look. It was not my intention to rebuild this village from the
ground up, I liked it pretty much the way it was so it still looks for the most part as it
always did. Hopefully my efforts make this a more user friendly place to visit in your
game. Enjoy!

mhahn123 



Original Description:

Your Aunt has passed away and left you her old house as an inheritance. She thinks you
should have it, since you spent your childhood summers in the village of Mage's Cross.
The village is located in the lush grasslands east of Anvil and it will be added to your map.
Your Aunt's house is located beside the Chapel. Go to the Chapel and take the house key
from the altar.

There is nothing inbalancing with this mod and I tried to keep it as lore-friendly as possible.
There are no quests and there are no new armours and weapons. This is just a player home
with a picturesque village built around it. There is a trader and a smith in the village, who
do business during the days, and several other NPC's as well, including a garrison of guards.
The townsfolk gather at the Black Cat Inn during the evenings. There is also some minor
dialogue.


New Details:

First and foremost, Mages Cross has been moved about two game cells from it's original
location.This was done due to a serious conflict with Oscuro's Oblivion Overhaul (OOO)
which placed an Ayleid Ruin in the exact same spot. The entire village was also spun 180%
so that the main road leading into the village passes through the town hall. I swapped
positions for two of the homes as well to open up the town center a bit, giving the town
interior a slightly roomier feel. Reworked all path grids from scratch to ensure folks go
where they should and nobody bumps into solid objects.

Other changes include borrowing some landscaping from Roads of Cyrodiil. The new trail
which passes in front of the town is courtesy of ROC. The entire town is now closed in
except for the main entry. This was done to ensure no creatures added by OOO will wander
into town. Certain areas inside were walled in and gated to create small garden areas, so
now the people grow something to eat. Moved the farmers x marker so he now works in
his garden. 

Added a camp fire for the poor beggar. This was actually in the original mod...but was left 
hidden under the terrain, Antiscamp probably meant to add this in and forgot it was there
during the initial mod build. Replaced most of the bushes surrounding the Mage stone with
flowers instead, opens it up and makes it more visible. Removed a number of the trees in
and around the town, this was one of the complaints from the comments section and I tended
to agree there were too many. 

Added a water static for the town well to give a bit of realism, and a tree bench for the town
center. Added road signs at two locations. Changed north markers for all interior spaces to
reflect the new orientation of the building exteriors. Last but not least everything was cleaned
thoroughly with TES4Edit to remove the wild edits which were in the original version, reducing
file size and ensuring minimal conflicts.  


Compatibility

I designed this to work around several large and popular mods which add locations nearby. So 
the new location was not chosen at random, a good deal of research went into it. As a result,
Mages Cross has no conflicts that I know of. The relocation assures it will not conflict with:

A. Oscuros Oblivion Overhaul (OOO) which adds three locations east of Anvil. 
B. Reclaiming Sancre Tor which adds a town on the river and edits Gweden Farm.
C. Unique Landscapes-Cliffs of Anvil which makes edits on the nearby river as well
D. Roads of Cyrodiil which adds a new road running right past the town location. I merged that
    new road into Mages Cross. Compatibility with ROC is guaranteed so long as you observe
    proper load order as described below.

A compatibility patch is available as an optional file which makes Mages Cross compatible with
Highwood.



Requirements

Shivering Isles (Not sure why but it was listed in the original readme)


Install

1. Extract the file to a temporary location such as desktop
2. Place the .esp into your Oblivion Data directory either manually or using the mod manager of your choice.  
3. Set load order...and play. 


Load Order

I strongly suggest using the load order position as set by BOSS. This will ensure you get the conflict free mod
that I designed. Load order for Mages Cross if used with any of the mods mentioned above:

Oscuro's_Oblivion_Overhaul.esp
ReclaimSancreTor.esp
Roads of Cyrodiil.esp
MagesCross.esp
xulCliffsOfAnvil.esp


Credits

Bethesda   - for Oblivion and the CS
LHammonds          - for the readme generator this file was based on
Tes4Edit   - for cleaning the inevitible dirt which finds it's way into all mods
Antiscamp   - for the original Mages Cross and permission to use it
Arthmoor   - for use of ROC landscaping which saved me a ton of headaches
Stroti           - for the Tree Bench resource
Texian   - for the static water mesh


Licensing/Legal

I have left a copy of the original mod file under "Old Versions". Per Antiscamps original readme, this is free for
anyone to use in any way they see fit, so long as proper credits are given.

This updated file can be used the same way so long as you credit me for my work.