About This File
Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that
should be dotting the landscape in every direction? Where does all the food come from to feed that
Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort
to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these
had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta
releases that the original authors simply abandoned.
Clearwater Farms adds a small group of farmsteads in the Great Forest just off of the Orange
Road. Follow the road east from Chorrol. A marker will show up on your map, but you will need
to hoof it there once to "discover" the location.
Clearwater is a complete remake of my very first creation. It was initially a single, simple
farmhouse created using vanilla resources. In it's present form, Clearwater is a complete
settlement with five farmhouses. It has retextured structures which use primarily vanilla
Chorrol textures. Because I like settlements to have a regional theme.
Aside from that, nothing over the top here, just a simple collection of farmsteads beside a
clear woodland pond. You will find various crops, a first ever small ironwood nut orchard,
some livestock, and a few fish in the pond. There is a vendor stand where passerby can purchase
the goods which are raised here.
The farmhouse interiors are a little spartan. But what else would you expect for poor homesteads?
This was simply intended to add some population to an otherwise empty spot in the game. The
farmers are friendly and one has a bedroll in the sheepfold, which you can use for free if you
get caught out after dark. Just be warned that everything is owned. Hard working folk don't like
While I have made every effort to iron out glitches, missing something in a first release is almost
a given. Let me know if you find anything which may require doctoring up.
On the Orange Road East of Chorrol
Oblivion patched to 1.2.0416
Shivering Isles (for the Broom Sweeping animation)
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice
2. Set load order.
3. Play and enjoy!
Suggest using BOSS to set load order. All of these files are already recognized.
Specific load order instructions are included with each read-me file as well.
May conflict with other mods and patches which edit the same game cells. Tested and has
no conflicts with Castle Domrose, Dark Brotherhood Chronicles, and Reclaiming Sancre Tor.
A reported conflict with Runestone Village has been resolved via internal edits in that mod.
Get the latest version of either Runestone Village or Runestone Village 2 to ensure compatibility.
A patch for Unique Landscapes-Lush Woodlands v2.0 is included as an optional download.
A patch for The Ayleid Steps can be found here.
Patches for HESU Koyo Town can be found here.
Patches for The Orange Maple Inn can be found here.
Sita has provided a translation on the French mod site Confrerie Des Traducteurs.fr which can be
Bethesda - for Oblivion and the CS
Nifskope and GIMP - for the tools that made this possible.
Tes4Edit - for cleaning the inevitible dirt which finds it's way into all mods
LHammonds - for the readme generator this file was based on
Me - for design and creation
Please do not upload these files to any other sites without my express consent.