I'm using Arthmoor's Roads of Cyrodil mod. Among other things, this mod extends the road that originally terminated at Faregyl Inn to meet the road to Skingrad. Unfortunately, your mod has the farmer planting his crops in the middle of this new road. It's admittedly a very minor incongruity and doesn't in any affect either mod's playability but would it be possible to move his crops about a road's width south of their current location. If it's too much of a PITA I will understand. Thanks anyway, nice mod.
I will check it out. I've found Roads of Cyrodil version 1.0 is there a newer version?
EDIT: I've fixed it for you. New version is up.
Version 2.3 Moved the 2 patches of crops to make the mod compatible with Arthmoor's Roads of Cyrodiil mod. Both containers in the tiny hut are now set to not respawn so the hut can be used as a player home.
Added farmer and miller Branund Tynit who works and relaxes around the mill and Inn. Moved 1 nearby spawn point further away which often spawns a monster which wreaks havoc on the farm animals and people. Packed the files into a BSA archive to reduce file conflicts with other mods which uses the same resources.
The village needed a little more life so I added the farmer Cosas Greger. He works his small farm and chat with the people of the inn. Upgraded the cart to a better one. Thanks momo for the resource. Fixed the path grid so people and animals don't walk into buildings. Remember to load this mod after MTCExpandedVillages if you use it.
Love these type of mods myself, that add flavour and details
One minor question, though... I didn't see it mentioned in the description, so just to be sure... it's compatible with Arthmoor's Faregyl Village? There's a patch for MTC EV and Faregyl Village and I'm using it ofc, but I'm not sure if that would be enough if I add your mod!
Ah gotcha! Oh well bummer, it's gonna have to wait until my next run then! So I'll keep it in my "to check" folder for when I redo my mod list again, when my vacations come
I already played Faregyl Village quests in full, so I can skip it next time when I decide which mods to keep and which one to remove!
Thanks!
If I may suggest, perhaps you could add a note about the incompatibility in the description, maybe? So you don't have to answer questions in here, as I'm sure it'll come up again in the future!
I realized that the chest in the tiny hut was set to respawn so I had to fix it. While doing that I found some more stuff to add to the area since I still felt that there weren't enough buildings. I've added a farm building a windmill and some animals.
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One thing that would feel appropriate is a big strong farm dog, especially since there's a few threatening spawn points nearby.
Good idea. If I update the mod in the future I'll consider it.
I've found Roads of Cyrodil version 1.0 is there a newer version?
EDIT: I've fixed it for you. New version is up.
Version 2.3
Moved the 2 patches of crops to make the mod compatible with Arthmoor's Roads of Cyrodiil mod.
Both containers in the tiny hut are now set to not respawn so the hut can be used as a player home.
Enjoy!
Added farmer and miller Branund Tynit who works and relaxes around the mill and Inn.
Moved 1 nearby spawn point further away which often spawns a monster which wreaks havoc on the farm animals and people.
Packed the files into a BSA archive to reduce file conflicts with other mods which uses the same resources.
Enjoy!
The village needed a little more life so I added the farmer Cosas Greger. He works his small farm and chat with the people of the inn.
Upgraded the cart to a better one. Thanks momo for the resource.
Fixed the path grid so people and animals don't walk into buildings. Remember to load this mod after MTCExpandedVillages if you use it.
Enjoy!
One minor question, though... I didn't see it mentioned in the description, so just to be sure... it's compatible with Arthmoor's Faregyl Village? There's a patch for MTC EV and Faregyl Village and I'm using it ofc, but I'm not sure if that would be enough if I add your mod!
I already played Faregyl Village quests in full, so I can skip it next time when I decide which mods to keep and which one to remove!
Thanks!
If I may suggest, perhaps you could add a note about the incompatibility in the description, maybe? So you don't have to answer questions in here, as I'm sure it'll come up again in the future!
Best wishes!
I will add a bit on compatibility in the description. Thanks.
You're welcome.
I realized that the chest in the tiny hut was set to respawn so I had to fix it. While doing that I found some more stuff to add to the area since I still felt that there weren't enough buildings. I've added a farm building a windmill and some animals.
Enjoy!
I hope people will enjoy the little added atmosphere to the area.