Runestone Village 2
Welcome to Runestone Village 2 by Antiscamp.
Antiscamp left all four of his village mods open for public use and was kind enough to
give me direct editing access for this one. I have made many changes to the file for the
1.1 update. Most of these changes were for compatibility reasons, some just because
they made a nice difference in how things look. It was not my intention to rebuild this
village from the ground up, I liked it pretty much the way it was so it still looks for the
most part as it always did. Hopefully my efforts make this a more user friendly place to
visit in your game. Enjoy!
mhahn123
Original Description:
Thirty years ago I settled in the remotest area of Cyrodiil I could find. I settled in the
area of an old Nord rune stone, erected ages ago by some unknown artist. I thought I
had finally found the isolation and loneliness I sought, there in the middle of nowhere.
I was wrong. In the past few years more people have found their way to my paradise of
isolation and a village has grown up around that rune stone.
They have even built a pub, and some weeks ago, the Imperial Watch sent a soldier to
uphold the law in the area. This was for me just too much and signals the beginning of
civilization. That is not exactly what I am seeking. So I will now leave Runestone Village,
as it has come to be known, and travel further north. Perhaps I shall settle in a cave in the
mountains. I will continue my search for hermitage, as this place has become intolerable.
I leave the house I have lived in for thirty years. I leave it to you, and hope you will have
some use for it. The key can be found where I often hid it, in the hiding place behind that
blasted rune stone.
Your friend,
Wolfgang the Hermit
Details:
Runestone Village 2 is a mod that adds a player house in the game world, with a small village
built around it. It can be found along the Orange Road near Underpall Cave. Runestone Village
is to be seen as such. A nice little player home, with a village added around it just as a bit of a
bonus. It is slightly larger than the original village, and has more NPCs, but is otherwise very
similar.
Access to the house is gained by obtaining the key to it. There is storage space and decorations
in the house. The village is populated by a number of NPC's. You can rest at the inn and there is
an armorer who repairs weapons. Runestone Village 2 does require Shivering Isles.
This update performs a number of fixes. To eliminate conflicts with nearby mods, unnecessary
cell edits were trimmed out, and the trail leading into the village was relocated slightly East.
A ranger camp West of the village was relocated slightly to avoid two nearby mods as well. The
village exterior was cleaned up. All floating objects have been grounded, buried objects were
either raised or removed. Fences and walls were adjusted in some places, ground level adjusted
to meet steps leading into homes. Landscape textures were fixed up so tall grass isn't obscuring
everything. And path grids have been optimized.
If you would like a slightly smaller village, try the original Runestone Village.
Compatibility
I designed this to work around several popular mods which add locations nearby. A good deal of
research went into the edits which were made. As a result Runestone Village has no conflicts with
the following:
- UL Stendaar Valley which edits cells due North of the village
- UL Lush Woodlands which edits cells due South of the village
- Hesu Koyo Town which edits cells West and Southwest of the village
- Hesu The Great Forest Gorge which edits cells very near South and East
- Settlements of Cyrodiil-Clearwater Farms which is several cells West
A compatibility patch to remedy the conflict with Hoarfrost Castle is available here as a separate
download.
Requirements
Oblivion patched to 1.2.0416
Shivering Isles (Not sure why, but it's listed in the original read-me)
Install
-
Extract the file to a temporary location such as desktop
-
Place the .esp into your Oblivion Data directory either manually or using the mod manager of your
choice. -
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 Runestone Village and other mods which live nearby:
HoarfrostCastle.esp
ClearwaterFarms.esp
runestone.esp
HoarfrostCastle-RunestoneVillage Patch.esp
HESU GreatForestGorge.esp
HESU KoyoTown.esp
xulStendarrValley.esp
xulLushWoodlands.esp
Credits
Bethesda - for Oblivion and the CS
LHammonds - for the read-me generator this file was based on
Tes4Edit - for cleaning the dirt which finds it's way into all mods
Antiscamp - for the original Runestone Village 2 and permission to use it
Legal Stuff
I have left a copy of the original mod file under "Old Versions". Per Antiscamp's original read-me,
this is free for anyone to use in any way they see fit, so long as proper credits are given and all
original files are included in the download.
This updated file can be used the same way so long as you credit me for my work.