Settlements Of Cyrodiil-Oranstad Township by mhahn123
Oblivion » Cities, Towns, Villages and Hamlets
Added: 23/07/2014 - 03:28AM
Updated: 21/10/2014 - 04:27PM

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Last updated at 16:27, 21 Oct 2014 Uploaded at 3:28, 23 Jul 2014

Settlements of Cyrodiil - Oranstad Township

Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that
should be dotting the landscape in every direction? Where does all the food come from to feed that

Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort
to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these
had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta
releases that the original authors simply abandoned.


This is a completed and overhauled version of the Oranstad beta release by Spectic. The mod was essentially
a shell village with basic landscaping and architecture in place. Nothing else was done at that stage.

Oranstad Township adds a fully working farming settlement just off of the Gold Road east of Skingrad. It
is nestled in amongst the towering trees due North of Grayrock Cave and due South of Gottlesfont Priory.
Landscaping features include two ponds and a running stream. There are 22 NPCs with detailed daily
schedules, including 3 town guards. They grow crops, raise cattle, and sell some of those goods.

You will see the townsfolk working the fields, socializing, and otherwise going about their busy lives.
There is a trail through the forest which leads to Gottlesfont Priory. Some of the NPCs make regular
trips with a guard escort to spend time worshipping. If you use the patch for MTC Expanded Villages,
the trail links to the village added by MTC as well.

Shops include a butcher, book store, blacksmith selling armor and weapons, an alchemy shop, and stables.
There will be a buyable home in a future update but the interior is still being worked on. For now there is
a cot in the barn which you can sleep on for free. I am also planning to add horses for sale at the stable
but haven't completely finished that part yet. Sorry to put those things off, but my work life is a little
hectic and just wanted to get this out...it's been sitting on my pc for far too long now

A marker will show up on your map so you can find the village easier, but you will have to hoof it there once
to "discover" the location. While I have made every effort to iron out glitches, missing something is
almost a given. Let me know if you find anything which may require doctoring up.


I designed this to blend in with Unique Landscapes-Ancient Redwoods and MTC Expanded Villages. With
that in mind there are 3 patch files available as a separate download. The file contains instructions
for setting proper Load Order. I have tested Oranstad with nearby locations from Reclaiming Sancre Tor
and Castle West Weald with no obvious problems.


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...should work fine in the same general position as other village mods.


Settlements of Cyrodiil Resource Pack v 1.3


spectic - for the original beta mod this is based off of
Me - for design and creation
Bethesda - for Oblivion and the CS
Nifskope and GIMP - for the tools that made this possible.
LHammonds - for the readme generator this file was based on
Tes4Edit - for cleaning the inevitible dirt which finds it's way into all mods
EldescrollsFan001 - for testing and the idea to add the Gottlesfont trail (good idea)
Vorians - for allowing me to use his patch as a starting point for one of my own


Please do not post this file on any other site without my express consent.