Oblivion

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Grumph8

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Grumph8

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About this mod

Adds a quest to build a farm and docks near Castle Sea View with 10 NPCs (after the player being the owner of castle sea view). The production ( vegetables, meat and fish ) is collected, stocked and sold at Anvil once per week by the NPCs. The player has a steady revenue, the laborers are payed a salary and taxes are payed to Anvil.

Permissions and credits
Translations
  • German
DESCRIPTION:

Adds a quest to build a farm and docks near Castle Sea View with 10 NPCs (after the player being the owner of castle sea view). The production ( vegetables, meat and fish ) is collected, stocked and sold at Anvil once per week by the NPCs. The player has a steady revenue, the laborers are payed a weekly salary and a percentage of the revenues is payed as taxes to Anvil city. Includes a sailing boat.

- progressive construction of the settlement with working NPCs [about 2 weeks game time]

- Real time production, distribution and selling ( Script + AI ) includes:

. fishing ( with rowing and fishing animations )
. hunting ( deers + Boars + crabs )
. butchery ( lambs + cow + pig )
. vegetable harvesting
. central stock of production + Food Stock redistribution trough the several houses to be eaten by the NPCs
. selling the goods every Turdas at Anvil
. the workers are payed salaries (3 farmers, 1 hunter, 1 fisherman, 1 worker, 1 administrator, 1 Merchant, 2 guards) [however have no use for it]
. tool and weapon prices are accounted as expenses
. paying taxes in Anvil
. the remaining of the revenue reverts to the player
. animals and plants at the farm and near the farm contain more than 1 food item (except for carrot and radish plants)
. have been added 'fine food' items more expensive and with better spell properties than the usual food with a random probability of appearing in fish, animals and plants
. there are optional production and revenue weekly reports
. access to the NPCs, cargo donkey and horse inventory [Run + Activate]

- sail boat with:

. teleport to Anvil, IC, Leyawiin, Bravil and CSV ( run + activate )
. controllable like a horse with 3 speeds ( normal, run/always run, always run + run )
. colision + shore land + crash detection
. when crashed or lost can be recall to the pier by talking to the farm administrator
. when reaching the map border either at Anvil or Leyawiin teleports the boat to the other border

- most quests have several alternative choices with optional (sub)quests

- adds underwater pathgrid in cells adjacent to shore and herring shoal at the fishing grounds, fisherman pier and Anvil Dock

- added path to Anvil


OPTIONAL INSTALL:

- Road Records

- Underwater path-grid with Alive Waters Patch


REQUIREMENTS:

- OBSE (http://obse.silverlock.org/)

- OBSE -Elys- Universal Silent Voice

- Castle Sea View Mod - Mr Siika, Centurion & Rung


INSTALLATION (Standard):

- extract and copy the content of 'Data\' to the Oblivion installation directory 'Oblivion\Data\'

- check the esp file "CSV_Farms.esp" and load after Castle Sea View mod

- quest starts when player is near the castle and already owns it

(for road layouts read OPTIONAL INSTALL; for Alive Waters, Open Cities and Better Cities Patches read COMPATIBILITY; and for load order read LOAD ORDER)

(for the German translation by Merkur67 go to Castle Sea View Farms - German

CREDITS:

- Castle Sea View (Mr Siika, Centurion & Rung)
- Siikas Farm Animal (Mr Siika)
- Siikas sailing boat (Mr Siika)
- Siikas better ports - seagulls (Mr Siika)
- Alive Waters (Windsurfer)
- Jason Pirate Ship (Jason)
- Partners (Cutthroat)
- Goma Pose (Goma)
- TES4LODGen
- TES4qlod
- TES4Gecko
- Bethesda

[ - found out CLS Sailboats (CLShade) after finishing the boat script, did not use any of its scripting, only a couple of code lines for collision from Jason's Mod ]


RECOMMENDED MODS:

- Better Water

- Alive Waters [with patch]

- low poly grass


COMPATIBILITY:


ALIVE WATERS

. due to the fish script using 'SetAllReachable' the NPCs ignore pathgrid getting stuck all around (also at Castle Sea View)
. to solve this problem adds a underwater pathgrid on the Abecean Sea
. changes script not to use the function 'SetAllReachable' at the Gold Coast (it is no longer required due to the presence of the pathgrid)
. removes fish from the cells of Castle Sea View
. Adds fish near the farms and at Anvil Docks

. INSTALLATION:

- copy 'UnderWaterPathGrid_Anvil.esp' to 'Oblivion\Data' directory AND
- copy 'AliveWaters.esp' to 'Oblivion\Data' overwriting the existing file OR apply patch 'AliveWaters.esu' to 'AliveWaters.esp' using TES4Gecko
- use the following loading order: 'UnderWaterPathGrid_Anvil.esp', 'AliveWaters.esp','Castle_Sea_View.esp', 'CSV_Farms.esp'
- for Open Cities and Better Cities compatibility load the esp 'UnderWaterPathGrid_Anvil.esp' before the esp's files of these mods


OPEN CITIES and BETTER CITIES (v1.1):

choose one of the following esp's, extract and copy to 'Oblivion\Data' directory, check it and load after CSV_Farms and both Open Cities and Better Cities esp's:

Open Cities (or only Anvil Open City): 'CSV_Farms_Open_Cities.esp'

Better Cities (or only Anvil Bay Expation): 'CSV_Farms_Better_Cities.esp'

Better Open Cities (or only Anvil Better Cities or Open Cities + Anvil Bay Expansion): 'CSV_Farms_Open_Better_Cities.esp' (it is required to load this esp manually in addition to the menu options of the Better Cities Mod)

[changes from previous version: no road-records included; corrected some broken path-grid points; for BBC+OC deleted path-grid points over rocks and the gallows; for OC deleted path-grid for Anvil Bay Expantion, sorry was using
an outdated patched version that included also this mod]


LOD
- it may conflit with LOD mods (not tested). If LOD is not appearing copy the lines in 'CSV_Farms_ArchiveInvalidation.txt' to 'ArchiveInvalidation.txt' in Oblivion installation directory 'Oblivion\' (if the file does not exist create it or just copy and rename 'CSV_Farms_ArchiveInvalidation.txt' to 'ArchiveInvalidation.txt')


- in case of problems in other areas of the game or severe frame rate drop replace esp for standard game settings: copy 'CSV_Farms.esp' to 'Oblivion\Data' overwriting the existing file or apply patch 'CSV_Farms.esu' to 'CSV_Farms.esp' using TES4Gecko

CSV_FF

- compatible

UNIQUE LANDSCAPES:

- incompatible


OPTIONAL INSTALL


ROAD RECORDS:

installs the road records in Tamriel for the Castle Sea View Farms mod.

INSTALLATION:

extract and copy ONE of the 'Road_Record' esp's to Oblivion installation directory, check it and load AFTER CSV_Farms.esp and AFTER the esp's of the mod's you want to ensure compatibility with. Choose the road record esp according to the following criteria of compatibility with the installed mods

Open Cities (OC)
Better Cities or only Anvil Bay Expansion (BBC)
New Roads and Bridges (RB)

Vanillha:

- 'CSV_Farms_Road_Vanilla.esp'

OC:

- 'CSVF_Road_Record_OC.esp'

OC + BBC:

- 'CSVF_Road_Record_BBC+OC.esp'

OC + RB:

- 'CSVF_Road_Record_OC+RB.esp'

BBC:

- 'CSVF_Road_Record_BBC.esp'

RB:

- 'CSVF_Road_Record_RB.esp'

BBC + OC + RB:

- 'CSVF_Road_Record_BBC+OC+RB.esp'

NOTE ON ROAD RECORDS:

The road records are required everywhere in Cyrodiil to optimize the path-finding AI of NPCs. You can try to directly observe the paths of NPCs with and without road records. Without road records they will very often choose non-preferred path-grid points (basically will get out of the paths at every curve and path corner).

Due to the huge number of possible combinations of loaded mods for each player, if none of the above combinations is suitable for you, I suggest that you rebuild your own road record:

1. open the 'TES Construction Set'
2. Load ALL the mods you are playing with (and require a road record), without choosing an active mod
3. go to the menu 'World -> World Spaces', choose the world space 'Tamriel' in the left panel
4. press the button 'Generate Roads for WorldSpace' and wait until a pop-up window tells you it is done (it should take less than a minute, sometimes it jams, if this happens force a close of the editor and return to step 1)
5. close the 'World Space' window and save your new mod giving it any name you wish (e.g. 'My_Road_Record.esp')
6. check this new esp loading it as the last mod in your mod list

7. depending on your mod list it may require cleaning, this can be done with Tes4Gecko, load twice the road record mod in the compare plugins option and erase everything except the road record and the parent world space entries


KNOWN BUGS:

- the crew members of the ships in the Anvil Bay Expansion tend to drawn themselfs to reach the underwater path-grid.

- with better cities mod the farmers may get stucked in a rock by the wall, they will be reseted by the end of the day.

- when the boat crashes inside a big rock the player gets stucked inside the rock. The solution is to fast travel to a nearby location.


LOAD ORDER:

....

UnderWaterPathGrid_Anvil.esp
AliveWaters.esp

....

Castle_Sea_View.esp
CSV_Farms.esp

.....

Open cities esp's

.....

Better cities esp's

.....

CSV_Farms_Better_Cities.esp

OR

CSV_Farms_Open_Cities.esp

OR

CSV_Farms_Open_Better_Cities.esp

......

CSV_Farms_Road_Vanilla.esp
OR
CSVF_Road_Record_OC.esp
OR
CSVF_Road_Record_OC+RB.esp
OR
CSVF_Road_Record_BBC.esp
OR
CSVF_Road_Record_BBC+OC.esp
OR
CSVF_Road_Record_BBC+RB.esp
OR
CSVF_Road_Record_BBC+OC+RB.esp
OR
CSVF_Road_Record_RB.esp


DISCLAIMER:

free to use as long as compatibility with this mod is maintained and it is credited. However I am not giving permission to merge this mod with any other mod, neither to change the location of the mod.

In case someone wants to complete/up-date the underwater pathgrid please leave it in an independent esp so that it can be used in distinct mods. Also note that changing the pathgrid in cells adjacent to the shore will be overwritten by other mod's that change the pathgrid in the shore cells and are loaded after this esp.


Contact: [email protected]