Name: SOC-Regional Farms and Inns Version: V 1.1 Date: 08/25/2013 Category: Requirements: Oblivion Patch 1.2.0.214, Settlements of Cyrodiil Resource Pack Author: mhahn123 Update from 1.0 ================ One simple little fix for my epic mistake with the two covered wells outside of Skingrad. Don't know how it happened but the water statics were in place and the wells were not there. Description =========== Did it ever bother you that no matter where you go in Cyrodiil all the farm houses look exactly the same? Same with all the lower class homes and all the Inns (well most anyway). While inside the city walls we find architecture that is unique to each individual region. This mod was my attempt to implement some diversity in architecture for the poor working class slobs in the game. Details ======== Regional Farms and Inns replaces many of the bland vanilla Farmhouses and Inn buildings with re-textured versions that use regional materials. Retextures were done with 100% vanilla textures, some textures were tweaked slightly to get the desired look, but everything started life as standard game issue. Now a Farmhouse or Inn near Cheydinhal will be built with glass, stone, and wood native to that region. I have also done stables, sheepfolds, and wells where they already existed. Wells have also had water added to them for a little touch of realism. You will also notice that most farmhouses now have doors, shutters, and thatchroofs that (hopefully) fit the look for that area of the land. Chorrol thatchroofs are a dull bluish grey, Cheydinhal is a rich medium yellow, Skingrad a darker brown, Bravil and Leyawiin a faded greenish grey, while anything near the IC retains the vanilla colors. The Grey Mare, Inn of Ill Omen, and Roxey Inn have been given unique looks that I thought fit their names, and/or locations. I was very careful to replace doors using the proper method so all vanilla quests should still work just as they were intended to. I have tested most of them with no problems. Compatibility ============== No landscaping or pathgrid changes have been made whatsoever. Only the structures themselves have been replaced, but still remain in the exact locations they were originally in. I haven't added anything new at all. I purposely avoided some popular spots such as Weye, Brina Cross, Pells Gate, etc just to avoid conflicts. So only mods which physically move the existing structures or replace them entirely as I have done should conflict. Better Cities is one that I am already aware of and a patch is already under way. Please let me know of any others that come to light. 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. Credits ======= Bethesda - for Oblivion and the CS Nifskope and Gimp developers - for the tools that made this possible. LHammonds - for the readme generator Licensing/Legal =============== Please do not upload this file to any other sites without my express consent.