Oblivion

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callistofalling

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callistofalling

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About this mod

Adds an "outskirts" area outside both gates of New Sheoth. Includes new NPCs, shops, flora and decor, and stretches as far as the graveyard outside Crucible and the walkway outside Bliss.

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1.4.1 Update: whoops, quick update where I repackaged it to be hopefully be compatible with mod managers better, thanks to nexusmods user Dispensation for catching that error!

1.4 Update: added custom signs! Specifically, there are 10 new signs, one for each shop :) I also did a couple miscellaneous fixes and changes here and there, nothing important. Pretty small update, but now that I know a bit more about retexturing, it's finally time to go back and add custom signs! They're all Imperial City-styled because that's just the resources I have handy.

previous updates:
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1.3 Update: Fleshed out the farm area and pathfinding outside Crucible... yet again! Hopefully this is the last time! This is a small update done almost entirely because I finally had an idea for that spot near the Crucible bridge. But I also did a few other things as well. I added one new NPC and house for said NPC. The merchant Ceryolante is now a trainer in Marksman. There are now a couple of lines of silent dialogue added to some of the merchants! Nothing big yet, they'll just introduce their shops with a lore joke or two. I also fixed and adjusted some minor things like cell names, music types, and pieces of decor here and there. I also adjusted some minor things with the NPCs like hair color, schedule, and stats and so on. 

1.2 Update: Fleshed out the farm area and pathfinding outside Crucible... again! Added several new NPCs and buildings, 2 of which are shops. Added new flora and statics and such, primarily around the various ponds. The idea was to make a small baliwog "herd" in the pond outside of Crucible, so several non-hostile baliwogs were added. There is a "smith" of sorts in the Bliss area now, with a fairly tall dock - simply activate the ladder like a normal door to get out of the water! Also fixed some bugs here and there and changed some item ownership where it needed to be changed.

1.1 Update: There aren't any major changes, just a bunch of small ones, so you won't miss out too terribly if you choose not to update. This update mainly exists so that hopefully users with OOO will have less dead NPCs, haha! This update deletes one of the enemy spawn points outside of Bliss and adds patrolling guards to both sides of the town. The guards are copies of the vanilla wilderness guards, just with different schedules, so they should be plenty strong. I also fleshed out the farm area and pathfinding outside Crucible a bit. I changed a few cell names and door ownership that slipped my notice the first time. I adjusted the stats of some NPCs to make them more resilient. I added a few pieces of static decor and flora in some places. And I grounded a lot of floating objects - I was doing a lot of havok testing at one point and evidently forgot undo the testing before the original release, so now many of the objects in question should be back down to their proper surfaces!


ORIGINAL DESCRIPTION: The areas outside of the New Sheoth gates are very pretty, but very empty. Unless you're intentionally avoiding fast travel, there's hardly any reason to step foot outside the gates - all that's out there is an unfriendly guard and the occasional enemy or two! SI New Sheoth Outskirts (which I will shorten to SINSO for convenience) aims to fix that by adding new NPCs, new shops, new buildings, new flora, and new decor outside both of the gates of New Sheoth to make them places worth traveling through.

Outside of BLISS, you'll find a handful of small shops (one of which is a fence) living alongside some fishers - those smoked baliwog legs have to come from somewhere! The area itself is quite small, as Bliss itself is also quite small, but some new flora and such was added all the way down the walkway to make up for it. Outside of CRUCIBLE, you'll find a handful of small shops built into the side of the hill. Crucible is quite bigger, and so there was more room for the new area along with some new visual elements - you'll now find a waterfall leading out from the city (all the water on the ground in there has to go SOMEWHERE) and a few spots for farmers to work to supply the dueling alchemy stores. At the GRAVEYARD, a gravetender's house has been added - but moreover, there will now be some new decor that spawns in with certain gravestones!


INSTALLATION: This is a mod with simple custom resources, you can install it any way way you install any other mod, including manually :) make sure the Data folder is copied and pasted into your Data folder, allow the .esp to overwrite if you are upgrading, and ensure the .esp is checked in your mod manager or launcher!


Don't run both versions at the same time! If you have a different release of this mod and wish to upgrade to this new 1.4 release, then do just as you would do for other .esp's:
  • Go into a cell that IS NOT affected by SINSO and save your game there.
  • Uninstall the original SINSO .esp however you installed it in the first place.
  • Install the new SINSO the same way you install any other mod :)


COMPATIBILITY: SINSO will conflict with any mod that adds in content to the same cells, of course. Notably, SINSO will probably or definitely conflict with the following mods:

  • New Sheoth Manor by Stapleninja and CrackerJackD
  • Open Cities - New Sheoth
  • Integration: the Stranded Light by bg2408. This one is notable - several buildings are placed more or less on top of each other on the Bliss side of the city, so I wouldn't recommend trying to use them together at this point. I plan on making a patch for this issue someday, however I do not know how soon that will be so feel free to make your own in the interim if you have the know-how and willingness to do so :)

However, I can confirm this mod DOES NOT conflict with the mod Rooftop Rewards by Chaos_ian7 despite editing the same cell because I intentionally left the spot in question alone.


KNOWN BUGS/ISSUES: It's technically not a bug, but sometimes, an enemy near the gates will wander too close to the settlement and attack some of the NPCs. To mitigate this, I both moved the enemy spawn points in question farther away and added both a Dark Seducer and a Golden Saint guard near where the conflicts generally occur. The updates hopefully address this issue.

Also, not a "bug" per se because the mod will still run just fine, but some of the replica weapons/armor might appear as their vanilla versions if you are using a replacer with an .esp. Some of the replicas are from vanilla while others were added manually by me, and I simply don't know how to make them work 100% of the time with a replacer .esp. (shrug)


REQUIRED/RECOMMENDED MODS:

Since there are now unvoiced lines of dialogue, I would recommend using "OBSE -Elys- Universal Silent Voice" and of course a compatible version of "Oblivion Script Extender - OBSE". However, like I said, the lines of dialogue are just for fun and not necessary for the mod to function. So if you're entirely uninterested in the new dialogue, then the mod will run just fine without USV!


CREDITS and LEGAL:

Bethesda for creating the game and the CS, and for allowing us fans to create and share mods for their wonderful games! I am not affiliated with Bethesda in any way and am making no money off of this mod. Same thing applies to this mod as applies to any other mod - that I am not responsible for your computer or your save file so install responsibly!

The TES4EDIT team - this mod was cleaned with TES4QuickAutoClean 4.0.3!

The idea of using the ruins doorway piece to create a makeshift sewer entrance comes from the fantastic mod Koyo Town by the Japanese modder HESU! So I'd like to give credit to HESU for such creative ways to use vanilla assets as well as thanks to mhahn123 for translating HESU's mods into English :)

nexusmods user InsanitySorrow for the mod "Mesh Improvement Project", which is where I got the mesh, texture, and normal map for the new signs from! per the original mod page, the things included in the mod may be used so long as credit is given! I did change the name of the files so that they wouldn't overwrite anyone's existing files by accident.

nexusmods user ebeneezersquid for the mod "Blank Shop Sign", which I used as the base for the new signs! there wasn't a ReadMe included in the download, however other resources/mods uploaded by ebeneezersquid that I looked at said they may be used so long as credit is given, therefore it seems safe to assume the "Blank Shop Sign" resource falls under that same usage!

Big thanks to nexusmods user isjoke for helping out with troubleshooting! :)