Regional Farm Fences by mhahn123
Oblivion » Modders Resources & Tutorials
Added: 05/11/2013 - 05:25AM
Updated: 03/02/2015 - 10:07PM

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Last updated at 22:07, 3 Feb 2015 Uploaded at 5:25, 5 Nov 2013

              Regional Farm Fences
                      A Modder Resource Package

My personal take on how the farm fence pieces would look using regional vanilla wood textures. While
working on various settlement projects I ended up creating quite a few farm related pieces that were
retextured with regional stone and wood. I thought for others who wish to create unique mods, or
enhance existing mods, these pieces may prove useful.


It always bothered me that vanilla Oblivion used a lot of the same resources for every region of the game.
The common wooden farm fence is a perfect example of this. One can find the exact same style of fence in
almost every settlement throughout the game world, with the exception of Bravil which does have it's own
unique type of fence.

So when I began working on Settlements of Cyrodiil I wanted each region to have architecture which reflected
the materials unique to that part of the world. Included here is a complete set of farm fence pieces for
every main city region of the game. With the exception of Kvatch which is burnt to a crisp so didn't need
farm fences anyway. The Imperial City and nearby areas can use standard vanilla farm fences. Even though
Bravil already has a unique type of fence, I went ahead and made farm fence for it anyway.

Each set is created using regional vanilla wood textures. I did tweak some of the wood textures in order
to make them work properly on the fence pieces, but they are still all based 100% off of stock vanilla
wood textures.


There are folders for each of the 7 city areas...Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Leyawiin, and
Skingrad. All folders will contain 1 each of the following meshes:


Bruma has two color schemes since it has two colors of vanilla wood post. I intend to use both styles in my mods
and thought others may also want the ability to choose.


These are meshes and textures only. You will need to create new items in the CS in 
order to use these resources. It is assumed the end user already knows how to do that. 
For those new to modding the basic steps are as follows:

1.Drop the contents into your Oblivion Data Folder, or integrate into your mod files via 
   a mod manager

2. Open up the construction set and create new items using the meshes supplied in this 

3. Example - Load CS. Find fencelent01 in the statics section. Double click to open the 
    dialogue box. Click on the button with the .nif name and point it to one of the new 
    meshes from this package. Rename and click OK. You will be asked if you want to 
    create a new object.....say YES. DO NOT save changes to vanilla objects unless you 
    purposely want to change every instance of that object in your game.

4. Place the new items wherever you want them. 

5. Save your new plugin file.


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
me                           - for textures, and the time it took to assemble all this stuff

Legal Stuff

These materials are being distributed as a free to use Modder Resource package. Use 
in your own projects requires no additional permissions. I do ask that you mention me
in your credits as a small courtesy. If you would like to send me a pm so I can check
out your mod, that would be nice also...but is entirely optional.