Name: Mages Cross Village Version: 1.1 Date: 08/18/2014 Category: Farms, Settlements, Villages Original Author: Antiscamp Updated by: mhahn123 Original Description: ====================== Your Aunt has passed away and left you her old house as an inheritance. She thinks you should have it, since you spent your childhood summers in the village of Mage's Cross. The village is located in the lush grasslands east of Anvil and it will be added to your map. Your Aunt's house is located beside the Chapel. Go to the Chapel and take the house key from the altar. There is nothing inbalancing with this mod and I tried to keep it as lore-friendly as possible. There are no quests and there are no new armours and weapons. This is just a player home with a picturesque village built around it. There is a trader and a smith in the village, who do business during the days, and several other NPC's as well, including a garrison of guards. The townsfolk gather at the Black Cat Inn during the evenings. There is also some minor dialogue. New Details: ============ First and foremost, Mages Cross has been moved about two game cells from it's original location. This was done due to a serious conflict with Oscuros Oblivion Overhaul (OOO) which placed an Ayleid Ruin in the exact same spot. The entire village was also spun 180% so that the main road leading into the village passes through the town hall. I swapped positions for two of the homes as well to open up the town center a bit, giving the town interior a slightly roomier feel. Reworked all path grids from scratch to ensure folks go where they should and nobody bumps into solid objects. Other changes include borrowing some landscaping from Roads of Cyrodiil. The new trail which passes in front of the town is courtesy of ROC. The entire town is now closed in except for the main entry. This was done to ensure no creatures added by OOO will wander into town. Certain areas inside were walled in and gated to create small garden areas, so now the people grow something to eat. Moved the farmers x marker so he now works in his garden. Added a camp fire for the poor beggar. This was actually in the original mod...but was left hidden under the terrain...Antiscamp probably meant to add this in and forgot it was there. Replaced most of the bushes surrounding the Mage stone with flowers instead, opens it up and makes it more visible. Removed a number of the trees in and around the town, this was one of the complaints from the comments section and I tended to agree there were too many. Added a water static for the town well to give a bit of realism, and a tree bench for the town center. Added road signs at two locations. Changed north markers for all interior spaces to reflect the new orientation of the building exteriors. Last but not least everything was cleaned thoroughly with TES4Edit to remove the wild edits which were in the original version, reducing file size and ensuring minimal conflicts. Compatibility ============== I designed this to work around several large and popular mods which add locations nearby. So the new location was not chosen at random, a good deal of research went into it. As a result Mages Cross has no conflicts that I know of. The relocation assures it will not conflict with: A. Oscuros Oblivion Overhaul (OOO) which adds three locations east of Anvil. B. Reclaiming Sancre Tor which adds a town on the river and edits Gweden Farm. C. Unique Landscapes-Cliffs of Anvil which makes edits on the nearby river as well D. Roads of Cyrodiil which adds a new road running right past the town location. I merged this new trail into Mages Cross. Compatibility with ROC is guaranteed so long as you observe proper load order as described below. Requirements ============ Shivering Isles (Not sure why but it was listed in the original readme) Install ======== 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...and play. Load Order =========== I strongly suggest using the load order position as set by BOSS. This will ensure you get the conflict free mod that I designed. Load order for Mages Cross if used with any of the mods mentioned above: Oscuro's_Oblivion_Overhaul.esp ReclaimSancreTor.esp Roads of Cyrodiil.esp MagesCross.esp xulCliffsOfAnvil.esp Credits ======== Bethesda - for Oblivion and the CS LHammonds - for the readme generator this file was based on Tes4Edit - for cleaning the inevitible dirt which finds it's way into all mods Antiscamp - for the original Mages Cross and permission to use it Arthmoor - for use of ROC landscaping which saved me a ton of headaches Stroti - for the Tree Bench resource Texian - for the static water mesh Licensing/Legal ================ I have left a copy of the original mod file under "Old Versions". Per Antiscamp's original readme, this is free for anyone to use in any way they see fit, so long as proper credits are given. This updated file can be used the same way with one restriction and a word of caution. If you make changes to the v1.1 file and want to publish them, you must upload here on Oblivion Nexus and send me a PM. A word of caution that the changes I made maintain a delicate balance with nearby mods. Any landscaping or path grid edits outside of the cells I have already edited will be a source of mod conflicts for anyone using any of the four mods mentioned above. I suggest keeping any further changes within the town borders.