
It's the small fishing village with the funny name!
As I was poking around in the CS, scouting locations for something to fill a hole, I took notice of a dock next to Fort Variela. I wondered if perhaps it was the footprint of something Bethesda simply left out. So I went looking for lore maps to see if anything at all was indicated there. One such map exists, and was marked with the word "Vergayun" right about where the dock is. As it turns out, an old discussion in the lore forum had taken notice of this before and concluded the name was actually added by an overzealous fan of Redguard when they extended the map for it to cover part of Cyrodiil. Well, lore correct or not, the name stuck.
Imagine my surprise when checking my load order also turned up nothing touching the two cells I wanted to use. With a name, and the site being clear, the fishing village of Vergayun is born. It consists of an inn, a farmhouse, 2 small houses on the shore, and a larger building which is being used as a warehouse. The dock area has also been cleaned up a bit to remove the broken junk that was laying around.
The inhabitants earn their living by fishing for slaughterfish, trapping mudcrabs, and harvesting clams. These are then turned into a delicious clam chowder, mudcrab stew, and slaughterfish surprise. Nobody is really sure exactly what the surprise is, and the innkeeper isn't talking!
Compatibility
This mod is a tight squeeze in between the river and UL:Dark Forest, but should pose no problems.
If you are running New Roads & Bridges Revised, load this mod after it. The combination of the two will provide a short trail up to the main road, and the view of the Great Niben Bridge will complement the village nicely.
The Midland Village mod placed a village on the exact same location as Vergayun. They are incompatible with each other and no patch will be created to resolve this.
Known Issues
The added Oblivion gate quest may not produce the proper gate. I have tried numerous ways to assure in testing that people will see the gate I intend to provide but it has proven to be impossible to force it to cooperate in a 100% reliable way. If you encounter issues with entering the Vergayun gate, feel free to report the circumstances, but keep in mind a fix may not be possible. This will only be an issue if you're already into the main quest far enough to have random gates opening and have visited the one immediately north of Fort Variela before.
Credits
Mr Siika for his cog ship.
Mikal33 for providing the mudcrab stew and clam chowder meshes, textures, and inventory icons. Also for the inn's sign.
Pacific Morrowind for providing the slaughterfish surprise mesh and texture.
All you other modders out there who left this nice cool spot alone for me :)
Kevin King - The King Things Petrock font used for the road sign. (https://www.kingthingsfonts.co.uk/fonts/fonts.htm)
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
Installation Requirements
Official Oblivion patch version 1.2.406.
OBSE 0020 or greater. (https://obse.silverlock.org/)
Strongly recommended for dialogue: Elys Silent Voice 0.93 (https://www.nexusmods.com/oblivion/mods/16622)
Installation
Copy the ESP, meshes, and textures to your Data folder. BAIN installation is recommended highly.
If you have RAEVWD or some other mod which provides LOD, run TES4LODGen to update it to include Vergayun's buildings.
Uninstallation
Delete Vergayun.esp and the associated files, being careful not to remove things needed by any of my other mods you may be using.
If you generated LOD, rerun TES4LODGen to remove the changes to the area.
Requirements
Vergayun
Vergayun 2.0.3