Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT!
Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it!
I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations.
This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....
Addendum for 2.x:
If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it.
Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil.
A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome.
Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned.
Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.
My Patreon Page: https://www.patreon.com/arthmoor
Has built-in support for Oblivion XP.
Compatibility
Roads of Cyrodiil: Simply make sure Faregyl.esp loads after Roads of Cyrodiil.esp and there should be no issues.
Jannix Quinn's Return of Dagoth Ur: Make sure Faregyl.esp loads after JQ's file. The overturned cart at the start of the quest will be sitting in Laura Roslin's field, but there should be no other issues. Unless of course Roslin is killed, then the gods may weep.
The mod tweaks the Imperial Legion faction relationships. In order to remain fully compatible with other mods doing the same thing, you'll need to use Wrye Bash to import relations into your Bashed Patch. This requires Wrye Bash 226 or greater. Faregyl.esp has already been pre-tagged for this.
3 vanilla NPCs in the Faregyl Inn have been added to the new faction. There is a very minor compatibility issue with TIE, but nothing else. The Khajiits Abhuki and Sjirra will be missing the night-eye effect added by TIE.
The Faregyl region has been expanded to encompass the entirety of the new village. Any other mod which also alters this region will need to be loaded prior to Faregyl.esp. I am unaware of anything right now that does.
Files in "textures\MEO\clutter\Ayleid\" will overlap with COBL. This is normal and expected due to the inclusion of MEO's Ayleid Clutter. Choice is yours as to which one you want to take priority in BAIN/OBMM.
Known Issues
There may be a minor performance hit while in the village. Due to the number of NPCs, livestock creatures, and plants in the area, you may notice a drop in FPS. Some efforts have been made to mitigate this but it cannot be entirely eliminated. Users of midrange or higher machines should not notice this.
Credits
Mr. Siika: For the use of his farm animals to make this all worthwhile. They add that touch of realism sadly missing from Oblivion. (https://www.nexusmods.com/oblivion/mods/14265)
Hellbourne: Store counters, weapon rack, and nifty Cyrodiil wall map in the smithy. Also for the shop sign outside.
Qarl's Webs. (https://www.nexusmods.com/oblivion/mods/8254)
Malo, elveon, and Alien Slof: Spiders down in the mine. (https://www.nexusmods.com/oblivion/mods/18709)
TheMagician: The chicken coops that house the chickens and rabbits. (https://www.nexusmods.com/oblivion/mods/29014)
css0101: Elven furniture. (https://www.nexusmods.com/oblivion/mods/27797)
MEO: Ayleid Clutter (https://www.nexusmods.com/oblivion/mods/20644)
TalkieToaster: Playable/NPC Goblins (https://www.nexusmods.com/oblivion/mods/31822)
Dwip: Custom mesh and texture work, plus UV mapping help on a house mesh. The usual playtesting and constructive criticism.
Hanaisse: Custom mesh work, playtesting, and constructive criticism.
Water brazier nif shader portion is derived from Real Water Mesh by Da Mage and throttlekitty. (https://www.nexusmods.com/oblivion/mods/18905/)
Disclaimer
This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
Instructions
System Requirements
Official Oblivion Patch 1.2.0416. This should not be an issue for any version purchased on Steam or GoG since they come with that patch preapplied.
OBSE Version 0019b or greater.
No silent voice files have been included. If you wish to be able to read the dialogue this mod has, you'll need to install Elys' Silent Voice (https://www.nexusmods.com/oblivion/mods/16622). It's an OBSE plugin that provides silent dialogue and approximated lip sync movement. You're using OBSE anyway, and that plugin is one of the most useful things ever made.
Installation
Unpack everything into your Oblivion\Data directory.
It is highly recommended that you use Wrye Bash to manage the installation as my more recent work now shares common resource files.
Overwrites for manual installs won't hurt anything, but deleting things might if you're using any of my other stuff that needs the resources too.
If you want the new buildings to show up with your LOD, run TES4LODGen. The appropriate _far.nif files have been included.
Uninstallation
Remove the files associated with the mod - nearly all of them should be stored in Data\Meshes\Arthmoor and Data\Textures\Arthmoor.
This is where BAIN shines, it knows when you have stuff using the same resources and won't delete them until the last mod using them is gone.
Requirements
Faregyl Village
Faregyl Village 2.0.13
Faregyl+Anequina Patch
Faregyl+Anequina Patch 2.0