Faregyl Village
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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 legionaires who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about....

Anyway, hopefully this will add some atmosphere to your game the way I'm looking to spice mine up with. If not, oh well. At least I got what I wanted from it :)

Installation
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Unpack everything into your Oblivion\Data directory. You should have two files. The ESP and the BSA.

If you want the new buildings to show up with your LOD, run TES4LODGen. Optimized LOD files have already been provided in the BSA.

Uninstallation
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Delete Faregyl.esp and Faregyl.bsa in the Data folder. That's it.

Compatibility
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New Roads & Bridges 4: Simply make sure Faregyl.esp loads after road+bridges.esp and there should be no issues.

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 is a relatively recent Wrye Bash feature, so be sure you have the latest. As of this writing, that would be version 226. 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.

Known Issues
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The extra worldspace in the ESP is intentional. It's not accessible normally right now, but may be made so if some reasonable way can be found to adjust the weather setup to make the mine actually dark without turning off daylight in the outdoor part. It was a lot of work to put together and I'd rather not lose it all if I can help it.

Slower machines may have FPS hits and bogged down AI while in the village. There's a lot of animals and plants hanging around. You've been warned. If it bogs, there's not much that can be done about it.

Licensing & Legal
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Redistribution of this mod is prohibited without express permission. Please don't upload it to any sites without asking me first.

See something you think is cool? Feel free to use it. Not that I've added much in the way of original resources, but if something I've done with this mod gives you an idea, run with it.

Credits
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Mr. Silka: For the use of his farm animals to make this all worthwhile. They add that touch of realism sadly missing from Oblivion.

Hellbourne for the store counters, weapon rack, and nifty Cyrodiil wall map in the smithy's shop.

Malo, elveon, and Alien Slof for the uh... surprise... in the mine. Hopefully having to give credit doesn't give it all away :)

Version History
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Version 1.0.4
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* Grounded several floating objects between Baltar's house and the mine.
* Moved some monkshood plants that were stuck in rocks away from them.
* Added some extra chairs and a barstool to the Faregyl Inn since most of my NPCs eat there in the evening and the place is too full to sit!

Version 1.0.3
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* Moved a light in The Rusted Nail to provide better lighting on the wall map.
* Updated AI on the smithy to make him offer services behind the counter. His package radius was too wide, often leaving him upstairs.

Version 1.0.2
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* Gave the bottom level of the mine a more appropriate name befitting its nature.

Version 1.0.1
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* Forgot to set door ownership on the new homes. Oops. The AI didn't seem to mind when testing, but sure enough, showed up after release.

Version 1.0
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* Initial public release.