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    •  File Size: 2743026

    •  Version: 2.6
    •  Author: SilentResident

Welcome to the ImpeREAL City - Unique Districts!

Please post your ideas of how to improve and revamp even more the Capital of Cyrodiil! You have your chance to get your ideas applied with the coming version 2.5! You are very welcomed! Have fun!

This Download includes:
ImpeREAL City - Unique Districts All The Districts
ImpeREAL City - Unique Districts All The Districts one merged esp
ImpeREAL City - Unique Districts Lightless version for low end computers
ImpeREAL City - Unique Districts All The Districts Optional files and mods

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Do not feel any hesitance to post any of your ideas/comments/feedbacks of how can we improve the Imperial City, so to make the capital even more better and beautiful! Any ideas of yours are HIGHLY WELCOMED!!! :D

Feel free to upload any pictures of the ImpeREAL City, if you like to share with us, so we can enjoy them!!! :D

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AUTHOR'S PERSONAL NOTE: Please, seeing the images of the mod is not enough... Reading the ReadMe (or this Info Page) or playing the mod with your eyes, and feeling the experience, helps you a lot to understand clearly what the mod does offers you.

My priority is to make happy all of you, the people and the players, with their in-game capital city.

If you are happy with this mod, then i am happy too and this is enough for me!

If you like the mod, I like it too!
If you don't like it, I don't like it too!

Just I am trying my best so to provide you with a mod that is compatible with almost all the mods for the game TES: Oblivion, that gives a living breath to the Imperial City, Capital of the Imperial Empire, that rules all the provinces of the Tamriel, the vast continent of planet Nirn.

So we can tell that decorating the Imperial City, does allows us to prove the denizens of the Empire right that their Capital City is really glorious as they said. Nothing more.

A friend wrote in his comment:
"I am proud to be an Imperial Citizen"

Its a decorative mod, may it hit your FPS in some PCs, but yet, was requested by most players so to improve the city's aesthetics and politic importance as it was in the Elder Scrolls lore.

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"MOD INFO" SECTION
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Makes each district of the Imperial City to be more unique from other districts and decorated. Its ONLY a decorative mod that makes the Capital of the Imperial Empire to respect to her former glory! See pictures!
The mod is DECORATIVE ONLY, it does not adds any new items or NPCs, no new meshes or graphics, no tweaks on scripts, music, and its compatible with the 99,8% of the whole Oblivion community's 5.000 mods!!!

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"PICTURES OF THE MOD" SECTION
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* If you like the pictures I uploaded for ImpeREAL City - Unique Districts mod, and you want to have the same atmosphere, realism and aesthetics, as is showed in those pictures, for the most glorious capital of the Elder Scrolls, the Imperial City, then scroll down to the section "AESTHETICS" and keep reading!!!

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"INSTALLATION / UNINSTALL" SECTION
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Just place the .esp file to Oblivion/Data and enable it!

If you want to uninstall it, just delete the .esp file!

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"COMPATIBILITY" SECTION
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100% COMPATIBLE WITH...
(This mod is really compatible with most of the mods for TES: Oblivion. With clear words, its compatible with the 99,8% of the whole Oblivion community's 5.000 mods. Because of its limited -decorative- nature.)

-100% compatible with any game version
-100% compatible with Shivering Isles Expansion Pack
-100% compatible with any Official Patches by Bethesda
-100% compatible with any Unofficial Patches
-100% compatible with all the official DLCs & the Knights of the Nine
-100% compatible with ALL of the 2.683 Mods I have installed to my computer.
-100% compatible with all of the Unique Landscapes mod set
-100% compatible with ANY mod for Arcane University, like Midas Magic, Origins of the Mages Guild.
-100% compatible with any mods that adds new guilds.
-100% compatible with Open Cities, Regal Imperial City, etc.
-100% compatible with ALL the NPC mods that adds any new NPCs to the city, like City Life, Extended Imperial City, Realistic NPCs, More NPCs, and also is fully compatible with any mod that edits any of the existing Bethesda's NPCs.
-100% compatible with The Elder Council mod.
-100% compatible with Thieves Arsenal, Thievery in Imperial City, Dark Brotherhood's Heartguarters, IC Library, and nearly all of the mods that alter/modify in any way the Imperial City.
-100% compatible with any re-texturing mod like Qarl's Texture Packs, Regal Imperial City, Darker Imperial City.
-100% compatible with any overhauls like Francescos's mods, Martigen's mods, OOO's mods, and more, of course!
-100% decorative only, so it does not adds any new items or new NPCs, or new meshes or graphics, no tweaks or new scripts, no new music, and the mod is created by using Vanilla game's files, so, it is fully compatible with any re-texturing mods like Qarl's texture mods and Regal Imperial City mod, etc.
-100% compatible with Let The People Drink mod (Just download the LTPD version of ImpeREAL City - Unique Districts mod and use this instead of the normal ImpeREAL City - Unique Districts mod for the 3 districts where Let The People Drink adds fountains: Talos Plaza, Arena, Arboretum.) Its really available in the "Files" download page.
-100% compatible with Better Cities mod (I have joined the Better Cities Developing Team recently, I am member of the Better Cities Team, and I gave permission to my teammates to include any parts of the "ImpeREAL City - Unique Districts" mod they may want, to the "Better Cities" mod. But, any players who want play BOTH the 2 mods: "ImpeREAL City - Unique Districts" + "Better Cities" WITHOUT any conflicts - just visit this site and download our Better Cities Mod. It includes the ImpeREAL City mod of course. - Credits to Better Cities Developing
Team.) Better Cities Mod (with ImpeREAL City included)

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"INCOMPATIBILITY" SECTION
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The mod has been downloaded more than 28.600 times both in TES Nexus and GameSpy sites, and the players found 2 mods that have compatibility issues with the ImpeREAL City mod. Those are:

-40% compatible (Partial compatibility) with Lynges Thieves Highway mod.
-90% compatible (Nearly full compatibility) with Arcane University 300 mod.

*Read below for more details about the 2 above mods*

="Lynges Thieves Highway"=:
Well, I cannot imagine that there is a cool mod that makes roofs reachable like the "Lynges Thieves Highway". There is no way for me to fix this, but I *give permission* to the Author of "Lynges Thieves Highway" or any other players who have permissions, to create a mod/ release a version which allows us to enjoy the 2 cool mods together! :)
NOTE: the following Districts of the ImpeREAL City mod are fully working with "Lynges Thieves Highway" mod: Green Emperor Way, Arena, Arboretum, The Arcane Univesity.

="Arcane University 300"=:
I am sure that at least the "The Arcane University District" of the ImpeREAL City mod (only this district) is probably NOT compatible with the "Arcane University 300" mod, for obvious reasons. But its 100% compatible with the rest of the other 9 districts of the ImpeREAL City mod.

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"FOR THOSE WHO USE HARVEST FLORA & CONTAINERS MODS" SECTION
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If the ImpeREAL City is instelled on games that have ALREADY installed the Harvest Flora / Harvest Containers mods, maybe you will notice some crates/flowers to be semi-sunked within the ground level or floating on air.

This happens not only with the ImpeREAL City mod, but also with the 95% of ALL the 5.000 Mods that moves the flowers / crates or deletes them from the game, while the Harvest mods are installed.

How to fix it: is VERY EASY and VERY SIMPLE! Follow the steps below:
-Just play the game,

-save your game,
-close/exit the game,
-deactivate/uncheck the Harvest Flora or/and Containers Mod,
-play your game without it,
-save game,
-exit game,
-install now the ImpeREAL City Mod,
-also activate/enable the Harvest mods, and then,
-go enjoy your game!!! :D

WHY THIS HAPPENS: This happens as the Harvest mod does saves in mod's memory the current positions of the flora & crates in the map, EVEN if you install a new mod that moves the floras/containers, or disables or deletes them.
So the moved-deleted items always re-appear again in their old positions prior to the move. The disabling and then re-enabling of the Harvest mod, simply, refreshes the Harvest mod's memory about those flora/containers to their new positions/locations! Very simple.

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"WHICH FILES TO DOWNLOAD OF THE 8 IN THE LIST?" SECTION
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If you don't know, just download the first file (top one, that is marked as MAIN FILE in its description. This is enough! All the other files are just offered options. For more informations, each file has description in the "Files" download Page. The other options, for example, offers you to enjoy the mod in a simple 1 .esp for all the districts (merged), instead of 10 .esps. This prevents from counting against the Bethesda's limit of 255 .esps allowed to load to the game.

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"OLD SAVES OR NEW GAME?" SECTION
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Do not worry! Your saves are SAFE!
Game will not be affected at all!!!
Also you can stay in Imperial City, save, close game, install the mod, enter game, and find yourself in the updated city without a need to leave/re-enter the city for the updates to take place!!!

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"GOAL" SECTION
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COMPATIBILITY: What a powerful English word!
As I created this mod with the goal of "FULL COMPATIBILITY" in my PRIORITY, any modifications I did, are carefully-placed, avoiding specific places of the city's districts that other mods are modifying...

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"AESTHETICS" SECTION
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AESTHETICS: What a beautiful ancient Greek word!
FOR THOSE WHO LIKE THE PICTURES I CAPTURED FOR MY MOD:
If you really want to have the SAME "look" for your Imperial City, as I did in my game (and is reflected in the pictures), then you have just to install the following mods I list below, that alter Capital City and make it more beautiful: (Use the "ImpeREAL City - Unique Districts" Mod, BOTH with the following mods - ALL THE FOLLOWING MODS ARE 100% COMPATIBLE WITH MY MOD):
EDIT: I added the links to their download pages. Credits to their authors, not to me.

-Darker Regal Imperial City (Info: Re-textures Imperial City, changes the color of the house roofs so to be RED, the stone & marble textures are more whitened and clean and the statues have golden shiny colors, etc, giving to the glorious Capital of the Tamrielic Empire a completely new look.)

http://modsreloaded.com/darker-regal-ic

Red Roofs & Golden Statues - Normal (this version is not recommended for low-end PCs)
Red Roofs & Golden Statues - Lite (This version is same as above but sacrifices the texture quality for better performance - recommended for med and low-end PCs.)

-Texian's Window Lighting System (Info: Adds lighting to all the windows of the houses & shops, cathedrals & stables.) Click Here

-Illumination Within Revived (Info: Adds lighting to the windows of specific houses & shops, cathedrals & stables. It features variety of lighting colors on the windows, not only yellow color.) Click Here

-Animated Window Lighting System (info: A good alternative to those mods listed above, and good to try. It adds lighting to the windows of the houses, shops and cathedrals, etc. It also offers options.) Click Here

-Natural Environments (Info: Makes the trees more foliage and realistic, skies are better and more clear, water is more beautiful.) Click Here

-City Lights - Imperial City (Info: Adds some street lightings to main public spots of the Imperial City's districts that are not lighted with my mod) Click Here

-Apartments for NPCs to live and sleep, in various Districts.. (Adds some Apartments to specific areas of the city's District, making them more living.)
No specific link or specific mod - just Search the Oblivion Mod sites for mods that add apartment buildings. For example search using keys like "Apartment" so to get some nice mods.

NOTE: If you look for support for any of the mods above (in the AESTHETIC SECTION's list of recommended mods) or just any other mods, you have to ask their Authors, NOT me. I can't give support as I am not the Author of any other mods except ImpeREAL City - Unique Districts, and, thus, I will not offer any help for any issues you may have with those other mods.
I don't give any support for other mods, even if I suggest some of them.

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"STATUS" SECTION
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District's development Process in Percent %
Talos Plaza District.........................100% Complete - RELEASED
Elven Gardens District...................100% Complete - RELEASED
Green Emperor Way District.........100% Complete - RELEASED
Market District..................................100% Complete - RELEASED
Prison District..................................100% Complete - RELEASED
Arena District...................................100% Complete - RELEASED
Arboretum District...........................100% Complete - RELEASED
Temple District................................100% Complete - RELEASED
Waterfront District...........................100% Complete - RELEASED
The Arcane University....................100% Complete - RELEASED

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"NEWS RECORD" SECTION
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FRIDAY 17 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.3!

FRIDAY 10 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.2!

TUESDAY 7 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.0!

FRIDAY 3 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 1.5!
-Major changes to the Temple District!
-More changes to The Arcane University!
-Few fixes to the Green Emperor Way!

WEDNESDAY 17 SEPTEMBER 2008 has the following news:
-The Arcane University v 1.2 RELEASED! (FIRST RELEASE)

TUESDAY 16 SEPTEMBER 2008 has the following news:
-Waterfront v 1.2 RELEASED! (FIRST RELEASE)

SUNDAY 14 SEPTEMBER 2008 has the following news:
-Arena v 1.2 RELEASED! (FIRST RELEASE)
-Temple District v 1.2 RELEASED! (FIRST RELEASE)

FRIDAY 12 SEPTEMBER 2008 has the following news:
-ImpeREAL City - Unique Districts mod is now VERSION 1.2!
-Prison v 1.2 RELEASED! (FIRST RELEASE)
-Arboretum v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Market v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Green Emperor Way v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Elven Gardens v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Talos Plaza v 1.2 RELEASED! (VERSION 1.1 -> 1.2)

TUESDAY 9 SEPTEMBER 2008 has the following news:
-ImpeREAL City - Unique Districts mod is now VERSION 1.1!
-Arboretum v 1.1 RELEASED! (FIRST RELEASE)
-Market v 1.1 RELEASED! (VERSION 0.5 -> 1.1)
-Green Emperor Way v 1.1 RELEASED! (VERSION 1.0 -> 1.1)
-Elven Gardens v 1.1 RELEASED! (VERSION 1.0 -> 1.1)
-Talos Plaza v 1.1 RELEASED! (VERSION 1.0 -> 1.1)

-WARNING: IF AN UPDATE OR A NEW VERSION IS RELEASED, IS RECOMMENDED TO SCROLL DOWN TO THE "UPDATES" SECTION.

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"DETAILS" SECTION
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So, what i did: just added trees in the green grass fields within the City Walls, removed some of the sickly dirt rocks that not match realistically with the city's beautiful green grass & fallen tree leaf paints. Also, was hard for me to decide if I should add even more of those street lights & torches than I did in all the districts. Because, as like in most areas of Imperial City, I should keep most of the areas dark as in vanilla game so to keep the default game's balance for stealth-based characters (Thieves, Assassins, etc), because the 1/3 of the game's whole mechanism is the Stealthing (the other 2/3 are Magic and Combat).

Talos Plaza.esp changes the Talos Plaza District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Removed many dirt rocks and replaced them with beautiful flower bushes.
-Added more lights in the Talos Plaza, (as this district acts as the city's main entrance/exit to Cyrodiil, so all the city visitors and travelers of Cyrodiil are welcomed with better street lighting) They are light on during day as well. This district is the exit of the city, so if during the day, any fogs appear or storms hit the district, the main street will be well-lighted.
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added torches to the Guard Towers' entrance doors.

-More of those Empire's Royal Flags added to the district as the district connects directly the Imperial Palace (Palace's entrance faces the Talos Plaza) with the city's main gates that are in Talos Plaza, too.
-Limited the mushrooms. We are in the greatest city of the whole world, so, no mushrooms, a symbol of dirtiness are allowed to grow in open areas of the districts.
-The extra street lighting is carefully added and limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-4 Benches added in the Circle of Dragon Statue.
-The 4 central statue lights are permanently lighted on, during day. This increases realism as Talos Plaza is the "first district" all the guests and the travellers see when they visit the capital city. This also increases FPS rate in the game.
-Added some chairs and tables for the people to sit and drink. As this district is named "plaza"...

Elven Gardens.esp changes the Elven Gardens District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-More trees and bushes (The vanilla game Elven Gardens District does not reminds me of any gardens at all. And that the Elves are known as very naturalistic humanoids and they love Mother Nature, i fixed the District and now its the name says: Elven GARDENS with more trees & bushes)..
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added torches to the Guard Towers' entrance doors.
-Added some Lights on the center of the district.
-Limited the mushrooms. We are in the greatest city in the whole world, so, no mushrooms, a symbol of dirtiness are allowed to grow in open areas of the districts
-The extra street lighting is carefully added and limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-Giant mushrooms and other exotic flora as they found in elven forests, added to the district's gardens.
-Stone pathways added to the district's gardens that match with elven culture.
-Some Oak trees have been replaced with elven Pine Trees, that as they found in elven forests.

Green Emperor Way.esp changes the Green Emperor Way District:
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-Reduced the graveyard that surrounded the Palace by 25% and the remaining 75% of the gravestones left untouched, especially in the following points: around the Palace road to the Temple District for obvious reasons of realism (Churches always had a Graveyard nearby)
-Added trees with white flowers on them that gives a "royal" atmosphere to the palace gardens.
-All the Palace street edges are now beautifully decorated with flowers. (We are in palace, don't forget it.)
-Easter Egg: Nearly anywhere in the gardens you can find 9 ElderBushes as a honor to the Nines and the Elder Scrolls
-The Palace street to Talos Plaza district has 3 more Torches lighting the way as its the street where the palace doors face and plus, its the road to the main gates of Imperial City that exits to Cyrodiil.
-The extra street lighting is carefully added and is limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-Added lights & flower pots in the base of the Imperial Palace.
-5 Benches added in the Royal Gardens
-Added more flags in The road to Talos Plaza.
-In one of those Palace Garden quarters added the 2 statues of Empress Alessia and The Dragonfires.
-In one of those Palace Garden quarters added the family tombs of Emperor Uriel Septim.
-The statues of Alessia, of the Dragonfires and the Emperor's family tombs have now descriptions and you can see who is each statue or who is buried in each tomb.

Market.esp changes the Market District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Added 4 ONLY trees. Weird that the whole Market District has no trees at all - only 4 trees as we don't want the market district to look like forest or like Elven Gardens.
-Added small Flower Pots.
-Added 3 Tables with 4 chairs each one in front of The Feed Bag Tavern.
-Added some Crates and food Barrels in various market streets.
-Added lights in many parts of the district. The economic center of the Capital of the Imperial Empire of Tamriel to be covered in darkness? Not a good idea... It also does not unbalances the game against stealthing characters as the shop doors are still out of the guard's sight during the night.
-Added torches to the Guard Towers' entrance doors.
-Cleaned the district of some rocks & mushrooms but not all, as markets are not famous areas for being so clean.
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added 2-3 benches for the NPCs and the player to sit.
-Added more supplies, crates, barrels, goods, and some trading cargo.

Prison.esp changes the Prison District:
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-Cleaned the district of all the rocks. We are in prisons so no rocks are allowed here, as in real life's prison gardens.
-Added 2 trees, smaller than the walls, enough, so no one can climb them if he tries to... escape, if he can climp them! hahahaha!!
-Prison District has 2 wells, and this is not really needed. So I corrected it, and replaced the 1 well of the 2, with the statue of the Formerly Imprisoned Imperial Man.
-Added 4 new Banners near the door to Prison's central building.
-Added 2 new lights above the door to Prison's central building.
-Added some grass fields spots near the main gates to Prison District. Just free grass in empty areas.
-Added training facility in the backyard of Prison District, with dummies, armor dolls for the guards to keep training - can the whole city be the empire's capital without at least a training facility to train the empire's army?

Arena.esp changes the Arena District:
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-Added a full and complete Arena Stadium. Before, there was no arena behind the walls...
-Added 2 Fire columns that light near the Arena Stadium's entrance.
-Cleaned the district of 75% of the total rocks. We are in Arena, so no rocks are allowed here, as the Arena is not... district builted on Grand Canyon(!).
-Added wooden street lights on Arena Stadium's walls, that match very beautifully with the wooden walls of Arena Stadium.
-Replaced some of the beautiful trees the Arena District has, with some more dirtier trees that match realistically with the dirt grass and looking of the district.
-The 2 Candles in the Column Arch (the thing that looks like Parthenon) gave no light to the surrounding area. This bug is fixed now and candles lights the area at night.

-Added torches to the Guard Towers' entrance doors.
-Removed the Imperial Female statue (I moved Female Statue to Market District as women likes shopping) and replaced it with a beautiful melee fighting statue of the Warrior (We are in Arena, so this statue symbolizes better the battles).

Arboretum.esp changes the Arboretum District:
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-Cleaned the 75% of the rock meshes. So many rocks here!
-Added more trees in "nuked" areas.
-Added beautiful yellow and red Flax flowers in the sides of the roads. WARNING: Those flowers can be used as materials in Alchemy but I added so many of them in the District and you should level your alchemy extremely easily with harvesting the whole district. So I fixed the issue: The flowers belong to the Imperial City Faction: You CAN harvest them but with a COST in reputation with Imperial City Faction (How much the people of Imperial City like you.) So.. if you destroy their public gardens, they will not be very happy, right?
-Added some benches in various areas of the Arboretum - ignoring the adding of the benches in central area as the NPCs have extended path-grids here.
-Added lights to the Guard Towers and Doorsteps to their doors.
-The statues of the Nine Divines have now descriptions and you can see who is each statue.

The Arcane University.esp changes the The Arcane University:
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-Cleaned nearly all the rocks from most of the University's exteriors.
-Added colorful flowers to all the areas of the University.
-The Wells are now better and looking more cool.
-More towers added to the Arcane University
-Column Archs added for more realism and for class supports
-More trees added, especially beautiful red Japanese Maples.
-More colorful magic lights added to public area (not the member area) of Arcane University.
-More beautiful flying fairies around the university! This makes the atmosphere magical...
-Added Mana Blooms as the mages have abilities to summon creatures - and so, flora - from other planes via the Conjuration Magic to their realms. The word Mana is the primary symbol of magic, so those flowers are symbolic.
-Added more student's benches and professor's lecterns for more "educational" realism in the University.
-Added buildings to the Guard Tower's entrance door.
-The District Gates that exits to the wilderness are more beautiful now.

Temple.esp changes the Temple District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Cleaned the most common areas of the dirty rocks, the rocks are now limited to backyards and back streets.
-Added 6 Streetlights to the whole District (central areas).
-Temple of the One is now lighted with Divine lights. Temple of the One is Tamriel's holliest place (the most holy), where the Emperor lights the Dragonfires. So why the one of the most important monuments in the mortal planet Nirn where Elder Scrolls take place, to be not divinely-lighted in a beautiful way with anti-oblivion colors (blue)?
-Added more flora and beautiful red trees to the small gardens of the district.
-Added torches to the Guard Towers' entrance doors.

Waterfront.esp changes the Waterfront District:
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-Wooden Docks near the Stone Lighthouse are replaced with Stone Docks as they match more realistically with the nearby stone buildings and the lighthouse. The Capital of the whole Empire to have small wooden docks? I don't think so.
-The road to Temple District is clean of rocks, added 2 stone fences, added more flora in shrub pots and the area looks more civilized now.
-The bridge that connects Waterfront Lighthouse with the Waterfront Island is now upgraded to a bigger Arch Bridge where you can swim beneath it and go to other side directly without a need of doing big circles.
-The new stone docks that replaced wooden docks have now 2 lights
-The Island area, outside walls is now more "wild" with more flora and more rocks.
-The stone fences now are linked correctly with the stone walls.
-The slum and beggar residential area is now decorated with more dirt and trash things, including broken crates, barrels, etc.
-The coast/shoreline of the waterfront isle, especially near the slum residential place has now some off-shored boats.
-In the shore near to the slum residential place, 2 Wooden Docks added. The wooden docks are very old, and also maybe are damaged and collapsing by the ages, as the docks are forgotten by the city government and the nobles. Some poor altruist fishermen tried some repairs on them...
-Stone road added which links the Waterfront Lighthouse with the Gates to Temple District.
-Added some boats to the new stone docks.
-Added robes that keeps the ships from getting away because of sea waves or wind.
-Lights added to the whole dock area. Can the Capital of Cyrodiil and of the whole Tamriel to not light her docks at night?
-Added some abandoned houses and a burned house in the southern part of the district, outside the walls. They not have interiors, as the ImpeREAL City mod is exterior decorative - only mod. But feel free to add your self interiors with a mod as plugin to the ImpeREAL City mod.

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"BUILDINGS VISIBLE FROM DISTANCE" SECTION
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I uploaded a file named "ImpeREAL City Unique Districts - The Arcane University Towers Visible From Outside.esp" that allows you to see the very tall towers of the Arcane University while you are in the wilderness of Cyrodiil (outside, around the Arcane University's walls). This file is really available for download in the "Files" downloading page... NOTE: this is not a LOD mod. That means the file is for allowing the buildings to be visible up to the maximum non-LOD distance. If you need LOD Mod, then you have to use a LOD generator mod.

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"PERFORMANCE & FPS" SECTION
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I uploaded a file named "ImpeREAL City Unique Districts - Lightless Version.esp" that allows you to enjoy the mod without major hits in FPS especially on low-end computers that can't handle all those lighting effects in their memory. Recommended for players with poor PC machines.
This file is really available for download in the "Files" downloading page...

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"UPDATES" SECTION
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HOW TO UPDATE THE MOD:

IF YOU DOWNLOADED VERSION 0.2 OF THE MOD:
Go to your game's /Data folder, find and delete ImpeREAL City - Unique Districts.esp.
Then place to that folder the district .esp files that are now seperated per district, and not united as it was in version 0.2 and also the name of those .esp have been changed to the name of the district that modifies.

IF YOU DOWNLOADED VERSION 1.0 OR HIGHER OF THE MOD:
Just replace the old district .esps with the updated ones! Their file names are not changed so you will be asked by the computer if you want to replace them. press "YES" to all.

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"LOAD ORDER" SECTION
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For those who care with Load Order priorities of the mods, I should tell you its not necessary that way but ImpeREAL City .esps should be loaded with the same load order priority as with the other decorative-like mods. (Not in the very-end or in very-start of Load Order List)

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"REASONS" SECTION
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REASONS I DECIDED TO CREATE THIS MOD:
I love Imperial City and i was unhappy no one tried to modify all the City Districts at the same time.
Also some unrealistic things that occur in game like:
The WHOLE Imperial City contains only 1-Story houses/buildings while other but smaller cities like Leyawiin have 2-story buildings!!!)

Also, Bethesda created Oblivion and gave it as a base for the players to create their own mods. I did the same: created ImpeREAL City - Unique Districts as a base for the players to create their future apartment/house mods. I did that as MANY players reported, sadly, that Bethesda left Imperial City to the players without an way for them to add new interior apartment levels / or space for new houses & rooms.
Now you can, using my mod and let your house-less NPCs live in those extra 2-story buildings the ImpeREAL City - Unique Districts features and offers to you!

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"FEEDBACK & RATING" SECTION
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DO YOU WANT SOMETHING? SEND A FEEDBACK
If you are looking for a "lite" version of my mod, especially after experiencing some performance hits, just post a request to the Comments page and I will read them!

Please, do not feel hesitance to post a commend if you like/dislike the city. Only with your comments I can hear you and analyze your ideas, recommendations, suggestions, reports, and more...

I'm not feeling as a modder myself, who creates mods, but I am feeling as someone who tries to fulfill needs of the players for a more detailed game. I'm feeling as a missing "bridge" between the single Oblivion gamers (you) and their dreams/wise-lists for more realistic cities via modding...
This mod is a creation, not only of my ideas, but it contains ideas by so many other players (credits to them too) who send messages with their ideas for a better city and just I tried my best apply all the possible of them on the mod.

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"CREDITS" SECTION
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-Feel free to use my mod as a base for your mods but send credits to me / or and this page!
-Credit for some of the ideas/features of ImpeREAL City - Unique Districts goes to the community for of their ideas / help on all the ImpeREAL City Districts (see comments in the mod's Comment page / forums, please).
-Credits to the friends and beta-testers for their ideas, for their help, for their beta-testings and for the compatibility patches of the mod with other mods.

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YOU STILL HERE? GO DOWNLOAD IT AND HAVE FUN!
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Have fun! Regards, Silent Resident.

(The "ImpeREAL City - Unique Districts" is SilentResident's first mod for Oblivion, even if he plays the TES: Oblivion 2 years now!!!)

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"IS THE README FILE UPDATED?" SECTION
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The ImpeREAL City Mod may is still in development. Probably new updates are coming and the ReadMe file is being updated too. You can find the most recent news at the

Impereal City

Item Image

 Downloads offline


Welcome to the ImpeREAL City - Unique Districts!

Please post your ideas of how to improve and revamp even more the Capital of Cyrodiil! You have your chance to get your ideas applied with the coming version 2.5! You are very welcomed! Have fun!

This Download includes:
ImpeREAL City - Unique Districts All The Districts
ImpeREAL City - Unique Districts All The Districts one merged esp
ImpeREAL City - Unique Districts Lightless version for low end computers
ImpeREAL City - Unique Districts All The Districts Optional files and mods

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Do not feel any hesitance to post any of your ideas/comments/feedbacks of how can we improve the Imperial City, so to make the capital even more better and beautiful! Any ideas of yours are HIGHLY WELCOMED!!! :D

Feel free to upload any pictures of the ImpeREAL City, if you like to share with us, so we can enjoy them!!! :D

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AUTHOR'S PERSONAL NOTE: Please, seeing the images of the mod is not enough... Reading the ReadMe (or this Info Page) or playing the mod with your eyes, and feeling the experience, helps you a lot to understand clearly what the mod does offers you.

My priority is to make happy all of you, the people and the players, with their in-game capital city.

If you are happy with this mod, then i am happy too and this is enough for me!

If you like the mod, I like it too!
If you don't like it, I don't like it too!

Just I am trying my best so to provide you with a mod that is compatible with almost all the mods for the game TES: Oblivion, that gives a living breath to the Imperial City, Capital of the Imperial Empire, that rules all the provinces of the Tamriel, the vast continent of planet Nirn.

So we can tell that decorating the Imperial City, does allows us to prove the denizens of the Empire right that their Capital City is really glorious as they said. Nothing more.

A friend wrote in his comment:
"I am proud to be an Imperial Citizen"

Its a decorative mod, may it hit your FPS in some PCs, but yet, was requested by most players so to improve the city's aesthetics and politic importance as it was in the Elder Scrolls lore.

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"MOD INFO" SECTION
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Makes each district of the Imperial City to be more unique from other districts and decorated. Its ONLY a decorative mod that makes the Capital of the Imperial Empire to respect to her former glory! See pictures!
The mod is DECORATIVE ONLY, it does not adds any new items or NPCs, no new meshes or graphics, no tweaks on scripts, music, and its compatible with the 99,8% of the whole Oblivion community's 5.000 mods!!!

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"PICTURES OF THE MOD" SECTION
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* If you like the pictures I uploaded for ImpeREAL City - Unique Districts mod, and you want to have the same atmosphere, realism and aesthetics, as is showed in those pictures, for the most glorious capital of the Elder Scrolls, the Imperial City, then scroll down to the section "AESTHETICS" and keep reading!!!

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"INSTALLATION / UNINSTALL" SECTION
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Just place the .esp file to Oblivion/Data and enable it!

If you want to uninstall it, just delete the .esp file!

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"COMPATIBILITY" SECTION
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100% COMPATIBLE WITH...
(This mod is really compatible with most of the mods for TES: Oblivion. With clear words, its compatible with the 99,8% of the whole Oblivion community's 5.000 mods. Because of its limited -decorative- nature.)

-100% compatible with any game version
-100% compatible with Shivering Isles Expansion Pack
-100% compatible with any Official Patches by Bethesda
-100% compatible with any Unofficial Patches
-100% compatible with all the official DLCs & the Knights of the Nine
-100% compatible with ALL of the 2.683 Mods I have installed to my computer.
-100% compatible with all of the Unique Landscapes mod set
-100% compatible with ANY mod for Arcane University, like Midas Magic, Origins of the Mages Guild.
-100% compatible with any mods that adds new guilds.
-100% compatible with Open Cities, Regal Imperial City, etc.
-100% compatible with ALL the NPC mods that adds any new NPCs to the city, like City Life, Extended Imperial City, Realistic NPCs, More NPCs, and also is fully compatible with any mod that edits any of the existing Bethesda's NPCs.
-100% compatible with The Elder Council mod.
-100% compatible with Thieves Arsenal, Thievery in Imperial City, Dark Brotherhood's Heartguarters, IC Library, and nearly all of the mods that alter/modify in any way the Imperial City.
-100% compatible with any re-texturing mod like Qarl's Texture Packs, Regal Imperial City, Darker Imperial City.
-100% compatible with any overhauls like Francescos's mods, Martigen's mods, OOO's mods, and more, of course!
-100% decorative only, so it does not adds any new items or new NPCs, or new meshes or graphics, no tweaks or new scripts, no new music, and the mod is created by using Vanilla game's files, so, it is fully compatible with any re-texturing mods like Qarl's texture mods and Regal Imperial City mod, etc.
-100% compatible with Let The People Drink mod (Just download the LTPD version of ImpeREAL City - Unique Districts mod and use this instead of the normal ImpeREAL City - Unique Districts mod for the 3 districts where Let The People Drink adds fountains: Talos Plaza, Arena, Arboretum.) Its really available in the "Files" download page.
-100% compatible with Better Cities mod (I have joined the Better Cities Developing Team recently, I am member of the Better Cities Team, and I gave permission to my teammates to include any parts of the "ImpeREAL City - Unique Districts" mod they may want, to the "Better Cities" mod. But, any players who want play BOTH the 2 mods: "ImpeREAL City - Unique Districts" + "Better Cities" WITHOUT any conflicts - just visit this site and download our Better Cities Mod. It includes the ImpeREAL City mod of course. - Credits to Better Cities Developing
Team.) Better Cities Mod (with ImpeREAL City included)

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"INCOMPATIBILITY" SECTION
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The mod has been downloaded more than 28.600 times both in TES Nexus and GameSpy sites, and the players found 2 mods that have compatibility issues with the ImpeREAL City mod. Those are:

-40% compatible (Partial compatibility) with Lynges Thieves Highway mod.
-90% compatible (Nearly full compatibility) with Arcane University 300 mod.

*Read below for more details about the 2 above mods*

="Lynges Thieves Highway"=:
Well, I cannot imagine that there is a cool mod that makes roofs reachable like the "Lynges Thieves Highway". There is no way for me to fix this, but I *give permission* to the Author of "Lynges Thieves Highway" or any other players who have permissions, to create a mod/ release a version which allows us to enjoy the 2 cool mods together! :)
NOTE: the following Districts of the ImpeREAL City mod are fully working with "Lynges Thieves Highway" mod: Green Emperor Way, Arena, Arboretum, The Arcane Univesity.

="Arcane University 300"=:
I am sure that at least the "The Arcane University District" of the ImpeREAL City mod (only this district) is probably NOT compatible with the "Arcane University 300" mod, for obvious reasons. But its 100% compatible with the rest of the other 9 districts of the ImpeREAL City mod.

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"FOR THOSE WHO USE HARVEST FLORA & CONTAINERS MODS" SECTION
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If the ImpeREAL City is instelled on games that have ALREADY installed the Harvest Flora / Harvest Containers mods, maybe you will notice some crates/flowers to be semi-sunked within the ground level or floating on air.

This happens not only with the ImpeREAL City mod, but also with the 95% of ALL the 5.000 Mods that moves the flowers / crates or deletes them from the game, while the Harvest mods are installed.

How to fix it: is VERY EASY and VERY SIMPLE! Follow the steps below:
-Just play the game,

-save your game,
-close/exit the game,
-deactivate/uncheck the Harvest Flora or/and Containers Mod,
-play your game without it,
-save game,
-exit game,
-install now the ImpeREAL City Mod,
-also activate/enable the Harvest mods, and then,
-go enjoy your game!!! :D

WHY THIS HAPPENS: This happens as the Harvest mod does saves in mod's memory the current positions of the flora & crates in the map, EVEN if you install a new mod that moves the floras/containers, or disables or deletes them.
So the moved-deleted items always re-appear again in their old positions prior to the move. The disabling and then re-enabling of the Harvest mod, simply, refreshes the Harvest mod's memory about those flora/containers to their new positions/locations! Very simple.

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"WHICH FILES TO DOWNLOAD OF THE 8 IN THE LIST?" SECTION
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If you don't know, just download the first file (top one, that is marked as MAIN FILE in its description. This is enough! All the other files are just offered options. For more informations, each file has description in the "Files" download Page. The other options, for example, offers you to enjoy the mod in a simple 1 .esp for all the districts (merged), instead of 10 .esps. This prevents from counting against the Bethesda's limit of 255 .esps allowed to load to the game.

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"OLD SAVES OR NEW GAME?" SECTION
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Do not worry! Your saves are SAFE!
Game will not be affected at all!!!
Also you can stay in Imperial City, save, close game, install the mod, enter game, and find yourself in the updated city without a need to leave/re-enter the city for the updates to take place!!!

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"GOAL" SECTION
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COMPATIBILITY: What a powerful English word!
As I created this mod with the goal of "FULL COMPATIBILITY" in my PRIORITY, any modifications I did, are carefully-placed, avoiding specific places of the city's districts that other mods are modifying...

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"AESTHETICS" SECTION
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AESTHETICS: What a beautiful ancient Greek word!
FOR THOSE WHO LIKE THE PICTURES I CAPTURED FOR MY MOD:
If you really want to have the SAME "look" for your Imperial City, as I did in my game (and is reflected in the pictures), then you have just to install the following mods I list below, that alter Capital City and make it more beautiful: (Use the "ImpeREAL City - Unique Districts" Mod, BOTH with the following mods - ALL THE FOLLOWING MODS ARE 100% COMPATIBLE WITH MY MOD):
EDIT: I added the links to their download pages. Credits to their authors, not to me.

-Darker Regal Imperial City (Info: Re-textures Imperial City, changes the color of the house roofs so to be RED, the stone & marble textures are more whitened and clean and the statues have golden shiny colors, etc, giving to the glorious Capital of the Tamrielic Empire a completely new look.)

http://modsreloaded.com/darker-regal-ic

Red Roofs & Golden Statues - Normal (this version is not recommended for low-end PCs)
Red Roofs & Golden Statues - Lite (This version is same as above but sacrifices the texture quality for better performance - recommended for med and low-end PCs.)

-Texian's Window Lighting System (Info: Adds lighting to all the windows of the houses & shops, cathedrals & stables.) Click Here

-Illumination Within Revived (Info: Adds lighting to the windows of specific houses & shops, cathedrals & stables. It features variety of lighting colors on the windows, not only yellow color.) Click Here

-Animated Window Lighting System (info: A good alternative to those mods listed above, and good to try. It adds lighting to the windows of the houses, shops and cathedrals, etc. It also offers options.) Click Here

-Natural Environments (Info: Makes the trees more foliage and realistic, skies are better and more clear, water is more beautiful.) Click Here

-City Lights - Imperial City (Info: Adds some street lightings to main public spots of the Imperial City's districts that are not lighted with my mod) Click Here

-Apartments for NPCs to live and sleep, in various Districts.. (Adds some Apartments to specific areas of the city's District, making them more living.)
No specific link or specific mod - just Search the Oblivion Mod sites for mods that add apartment buildings. For example search using keys like "Apartment" so to get some nice mods.

NOTE: If you look for support for any of the mods above (in the AESTHETIC SECTION's list of recommended mods) or just any other mods, you have to ask their Authors, NOT me. I can't give support as I am not the Author of any other mods except ImpeREAL City - Unique Districts, and, thus, I will not offer any help for any issues you may have with those other mods.
I don't give any support for other mods, even if I suggest some of them.

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"STATUS" SECTION
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District's development Process in Percent %
Talos Plaza District.........................100% Complete - RELEASED
Elven Gardens District...................100% Complete - RELEASED
Green Emperor Way District.........100% Complete - RELEASED
Market District..................................100% Complete - RELEASED
Prison District..................................100% Complete - RELEASED
Arena District...................................100% Complete - RELEASED
Arboretum District...........................100% Complete - RELEASED
Temple District................................100% Complete - RELEASED
Waterfront District...........................100% Complete - RELEASED
The Arcane University....................100% Complete - RELEASED

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"NEWS RECORD" SECTION
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FRIDAY 17 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.3!

FRIDAY 10 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.2!

TUESDAY 7 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 2.0!

FRIDAY 3 OCTOMBER 2008 has the following news:
-The whole mod "ImpeREAL City - Unique Districts" is now VERSION 1.5!
-Major changes to the Temple District!
-More changes to The Arcane University!
-Few fixes to the Green Emperor Way!

WEDNESDAY 17 SEPTEMBER 2008 has the following news:
-The Arcane University v 1.2 RELEASED! (FIRST RELEASE)

TUESDAY 16 SEPTEMBER 2008 has the following news:
-Waterfront v 1.2 RELEASED! (FIRST RELEASE)

SUNDAY 14 SEPTEMBER 2008 has the following news:
-Arena v 1.2 RELEASED! (FIRST RELEASE)
-Temple District v 1.2 RELEASED! (FIRST RELEASE)

FRIDAY 12 SEPTEMBER 2008 has the following news:
-ImpeREAL City - Unique Districts mod is now VERSION 1.2!
-Prison v 1.2 RELEASED! (FIRST RELEASE)
-Arboretum v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Market v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Green Emperor Way v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Elven Gardens v 1.2 RELEASED! (VERSION 1.1 -> 1.2)
-Talos Plaza v 1.2 RELEASED! (VERSION 1.1 -> 1.2)

TUESDAY 9 SEPTEMBER 2008 has the following news:
-ImpeREAL City - Unique Districts mod is now VERSION 1.1!
-Arboretum v 1.1 RELEASED! (FIRST RELEASE)
-Market v 1.1 RELEASED! (VERSION 0.5 -> 1.1)
-Green Emperor Way v 1.1 RELEASED! (VERSION 1.0 -> 1.1)
-Elven Gardens v 1.1 RELEASED! (VERSION 1.0 -> 1.1)
-Talos Plaza v 1.1 RELEASED! (VERSION 1.0 -> 1.1)

-WARNING: IF AN UPDATE OR A NEW VERSION IS RELEASED, IS RECOMMENDED TO SCROLL DOWN TO THE "UPDATES" SECTION.

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"DETAILS" SECTION
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So, what i did: just added trees in the green grass fields within the City Walls, removed some of the sickly dirt rocks that not match realistically with the city's beautiful green grass & fallen tree leaf paints. Also, was hard for me to decide if I should add even more of those street lights & torches than I did in all the districts. Because, as like in most areas of Imperial City, I should keep most of the areas dark as in vanilla game so to keep the default game's balance for stealth-based characters (Thieves, Assassins, etc), because the 1/3 of the game's whole mechanism is the Stealthing (the other 2/3 are Magic and Combat).

Talos Plaza.esp changes the Talos Plaza District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Removed many dirt rocks and replaced them with beautiful flower bushes.
-Added more lights in the Talos Plaza, (as this district acts as the city's main entrance/exit to Cyrodiil, so all the city visitors and travelers of Cyrodiil are welcomed with better street lighting) They are light on during day as well. This district is the exit of the city, so if during the day, any fogs appear or storms hit the district, the main street will be well-lighted.
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added torches to the Guard Towers' entrance doors.

-More of those Empire's Royal Flags added to the district as the district connects directly the Imperial Palace (Palace's entrance faces the Talos Plaza) with the city's main gates that are in Talos Plaza, too.
-Limited the mushrooms. We are in the greatest city of the whole world, so, no mushrooms, a symbol of dirtiness are allowed to grow in open areas of the districts.
-The extra street lighting is carefully added and limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-4 Benches added in the Circle of Dragon Statue.
-The 4 central statue lights are permanently lighted on, during day. This increases realism as Talos Plaza is the "first district" all the guests and the travellers see when they visit the capital city. This also increases FPS rate in the game.
-Added some chairs and tables for the people to sit and drink. As this district is named "plaza"...

Elven Gardens.esp changes the Elven Gardens District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-More trees and bushes (The vanilla game Elven Gardens District does not reminds me of any gardens at all. And that the Elves are known as very naturalistic humanoids and they love Mother Nature, i fixed the District and now its the name says: Elven GARDENS with more trees & bushes)..
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added torches to the Guard Towers' entrance doors.
-Added some Lights on the center of the district.
-Limited the mushrooms. We are in the greatest city in the whole world, so, no mushrooms, a symbol of dirtiness are allowed to grow in open areas of the districts
-The extra street lighting is carefully added and limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-Giant mushrooms and other exotic flora as they found in elven forests, added to the district's gardens.
-Stone pathways added to the district's gardens that match with elven culture.
-Some Oak trees have been replaced with elven Pine Trees, that as they found in elven forests.

Green Emperor Way.esp changes the Green Emperor Way District:
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-Reduced the graveyard that surrounded the Palace by 25% and the remaining 75% of the gravestones left untouched, especially in the following points: around the Palace road to the Temple District for obvious reasons of realism (Churches always had a Graveyard nearby)
-Added trees with white flowers on them that gives a "royal" atmosphere to the palace gardens.
-All the Palace street edges are now beautifully decorated with flowers. (We are in palace, don't forget it.)
-Easter Egg: Nearly anywhere in the gardens you can find 9 ElderBushes as a honor to the Nines and the Elder Scrolls
-The Palace street to Talos Plaza district has 3 more Torches lighting the way as its the street where the palace doors face and plus, its the road to the main gates of Imperial City that exits to Cyrodiil.
-The extra street lighting is carefully added and is limited in central areas, so to not cause troubles to any stealth-based characters, while Stealth is the 1/3 of the game's mechanism (the other 2/3 are combat and magic).
-Added lights & flower pots in the base of the Imperial Palace.
-5 Benches added in the Royal Gardens
-Added more flags in The road to Talos Plaza.
-In one of those Palace Garden quarters added the 2 statues of Empress Alessia and The Dragonfires.
-In one of those Palace Garden quarters added the family tombs of Emperor Uriel Septim.
-The statues of Alessia, of the Dragonfires and the Emperor's family tombs have now descriptions and you can see who is each statue or who is buried in each tomb.

Market.esp changes the Market District:
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-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Added 4 ONLY trees. Weird that the whole Market District has no trees at all - only 4 trees as we don't want the market district to look like forest or like Elven Gardens.
-Added small Flower Pots.
-Added 3 Tables with 4 chairs each one in front of The Feed Bag Tavern.
-Added some Crates and food Barrels in various market streets.
-Added lights in many parts of the district. The economic center of the Capital of the Imperial Empire of Tamriel to be covered in darkness? Not a good idea... It also does not unbalances the game against stealthing characters as the shop doors are still out of the guard's sight during the night.
-Added torches to the Guard Towers' entrance doors.
-Cleaned the district of some rocks & mushrooms but not all, as markets are not famous areas for being so clean.
-Stone Fences are now linked correctly to the nearby buildings (See related picture for Stone Fences).
-All the Building Doors have now doorsteps.
-Added 2-3 benches for the NPCs and the player to sit.
-Added more supplies, crates, barrels, goods, and some trading cargo.

Prison.esp changes the Prison District:
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-Cleaned the district of all the rocks. We are in prisons so no rocks are allowed here, as in real life's prison gardens.
-Added 2 trees, smaller than the walls, enough, so no one can climb them if he tries to... escape, if he can climp them! hahahaha!!
-Prison District has 2 wells, and this is not really needed. So I corrected it, and replaced the 1 well of the 2, with the statue of the Formerly Imprisoned Imperial Man.
-Added 4 new Banners near the door to Prison's central building.
-Added 2 new lights above the door to Prison's central building.
-Added some grass fields spots near the main gates to Prison District. Just free grass in empty areas.
-Added training facility in the backyard of Prison District, with dummies, armor dolls for the guards to keep training - can the whole city be the empire's capital without at least a training facility to train the empire's army?

Arena.esp changes the Arena District:
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-Added a full and complete Arena Stadium. Before, there was no arena behind the walls...
-Added 2 Fire columns that light near the Arena Stadium's entrance.
-Cleaned the district of 75% of the total rocks. We are in Arena, so no rocks are allowed here, as the Arena is not... district builted on Grand Canyon(!).
-Added wooden street lights on Arena Stadium's walls, that match very beautifully with the wooden walls of Arena Stadium.
-Replaced some of the beautiful trees the Arena District has, with some more dirtier trees that match realistically with the dirt grass and looking of the district.
-The 2 Candles in the Column Arch (the thing that looks like Parthenon) gave no light to the surrounding area. This bug is fixed now and candles lights the area at night.

-Added torches to the Guard Towers' entrance doors.
-Removed the Imperial Female statue (I moved Female Statue to Market District as women likes shopping) and replaced it with a beautiful melee fighting statue of the Warrior (We are in Arena, so this statue symbolizes better the battles).

Arboretum.esp changes the Arboretum District:
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-Cleaned the 75% of the rock meshes. So many rocks here!
-Added more trees in "nuked" areas.
-Added beautiful yellow and red Flax flowers in the sides of the roads. WARNING: Those flowers can be used as materials in Alchemy but I added so many of them in the District and you should level your alchemy extremely easily with harvesting the whole district. So I fixed the issue: The flowers belong to the Imperial City Faction: You CAN harvest them but with a COST in reputation with Imperial City Faction (How much the people of Imperial City like you.) So.. if you destroy their public gardens, they will not be very happy, right?
-Added some benches in various areas of the Arboretum - ignoring the adding of the benches in central area as the NPCs have extended path-grids here.
-Added lights to the Guard Towers and Doorsteps to their doors.
-The statues of the Nine Divines have now descriptions and you can see who is each statue.

The Arcane University.esp changes the The Arcane University:
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-Cleaned nearly all the rocks from most of the University's exteriors.
-Added colorful flowers to all the areas of the University.
-The Wells are now better and looking more cool.
-More towers added to the Arcane University
-Column Archs added for more realism and for class supports
-More trees added, especially beautiful red Japanese Maples.
-More colorful magic lights added to public area (not the member area) of Arcane University.
-More beautiful flying fairies around the university! This makes the atmosphere magical...
-Added Mana Blooms as the mages have abilities to summon creatures - and so, flora - from other planes via the Conjuration Magic to their realms. The word Mana is the primary symbol of magic, so those flowers are symbolic.
-Added more student's benches and professor's lecterns for more "educational" realism in the University.
-Added buildings to the Guard Tower's entrance door.
-The District Gates that exits to the wilderness are more beautiful now.

Temple.esp changes the Temple District:
-------------------------------------------------
-The whole district had only 1-story buildings and apartments. Now its corrected and some of them are now 2-story apartments for more realism.
-Cleaned the most common areas of the dirty rocks, the rocks are now limited to backyards and back streets.
-Added 6 Streetlights to the whole District (central areas).
-Temple of the One is now lighted with Divine lights. Temple of the One is Tamriel's holliest place (the most holy), where the Emperor lights the Dragonfires. So why the one of the most important monuments in the mortal planet Nirn where Elder Scrolls take place, to be not divinely-lighted in a beautiful way with anti-oblivion colors (blue)?
-Added more flora and beautiful red trees to the small gardens of the district.
-Added torches to the Guard Towers' entrance doors.

Waterfront.esp changes the Waterfront District:
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-Wooden Docks near the Stone Lighthouse are replaced with Stone Docks as they match more realistically with the nearby stone buildings and the lighthouse. The Capital of the whole Empire to have small wooden docks? I don't think so.
-The road to Temple District is clean of rocks, added 2 stone fences, added more flora in shrub pots and the area looks more civilized now.
-The bridge that connects Waterfront Lighthouse with the Waterfront Island is now upgraded to a bigger Arch Bridge where you can swim beneath it and go to other side directly without a need of doing big circles.
-The new stone docks that replaced wooden docks have now 2 lights
-The Island area, outside walls is now more "wild" with more flora and more rocks.
-The stone fences now are linked correctly with the stone walls.
-The slum and beggar residential area is now decorated with more dirt and trash things, including broken crates, barrels, etc.
-The coast/shoreline of the waterfront isle, especially near the slum residential place has now some off-shored boats.
-In the shore near to the slum residential place, 2 Wooden Docks added. The wooden docks are very old, and also maybe are damaged and collapsing by the ages, as the docks are forgotten by the city government and the nobles. Some poor altruist fishermen tried some repairs on them...
-Stone road added which links the Waterfront Lighthouse with the Gates to Temple District.
-Added some boats to the new stone docks.
-Added robes that keeps the ships from getting away because of sea waves or wind.
-Lights added to the whole dock area. Can the Capital of Cyrodiil and of the whole Tamriel to not light her docks at night?
-Added some abandoned houses and a burned house in the southern part of the district, outside the walls. They not have interiors, as the ImpeREAL City mod is exterior decorative - only mod. But feel free to add your self interiors with a mod as plugin to the ImpeREAL City mod.

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"BUILDINGS VISIBLE FROM DISTANCE" SECTION
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I uploaded a file named "ImpeREAL City Unique Districts - The Arcane University Towers Visible From Outside.esp" that allows you to see the very tall towers of the Arcane University while you are in the wilderness of Cyrodiil (outside, around the Arcane University's walls). This file is really available for download in the "Files" downloading page... NOTE: this is not a LOD mod. That means the file is for allowing the buildings to be visible up to the maximum non-LOD distance. If you need LOD Mod, then you have to use a LOD generator mod.

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"PERFORMANCE & FPS" SECTION
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I uploaded a file named "ImpeREAL City Unique Districts - Lightless Version.esp" that allows you to enjoy the mod without major hits in FPS especially on low-end computers that can't handle all those lighting effects in their memory. Recommended for players with poor PC machines.
This file is really available for download in the "Files" downloading page...

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"UPDATES" SECTION
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HOW TO UPDATE THE MOD:

IF YOU DOWNLOADED VERSION 0.2 OF THE MOD:
Go to your game's /Data folder, find and delete ImpeREAL City - Unique Districts.esp.
Then place to that folder the district .esp files that are now seperated per district, and not united as it was in version 0.2 and also the name of those .esp have been changed to the name of the district that modifies.

IF YOU DOWNLOADED VERSION 1.0 OR HIGHER OF THE MOD:
Just replace the old district .esps with the updated ones! Their file names are not changed so you will be asked by the computer if you want to replace them. press "YES" to all.

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"LOAD ORDER" SECTION
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For those who care with Load Order priorities of the mods, I should tell you its not necessary that way but ImpeREAL City .esps should be loaded with the same load order priority as with the other decorative-like mods. (Not in the very-end or in very-start of Load Order List)

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"REASONS" SECTION
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REASONS I DECIDED TO CREATE THIS MOD:
I love Imperial City and i was unhappy no one tried to modify all the City Districts at the same time.
Also some unrealistic things that occur in game like:
The WHOLE Imperial City contains only 1-Story houses/buildings while other but smaller cities like Leyawiin have 2-story buildings!!!)

Also, Bethesda created Oblivion and gave it as a base for the players to create their own mods. I did the same: created ImpeREAL City - Unique Districts as a base for the players to create their future apartment/house mods. I did that as MANY players reported, sadly, that Bethesda left Imperial City to the players without an way for them to add new interior apartment levels / or space for new houses & rooms.
Now you can, using my mod and let your house-less NPCs live in those extra 2-story buildings the ImpeREAL City - Unique Districts features and offers to you!

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"FEEDBACK & RATING" SECTION
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DO YOU WANT SOMETHING? SEND A FEEDBACK
If you are looking for a "lite" version of my mod, especially after experiencing some performance hits, just post a request to the Comments page and I will read them!

Please, do not feel hesitance to post a commend if you like/dislike the city. Only with your comments I can hear you and analyze your ideas, recommendations, suggestions, reports, and more...

I'm not feeling as a modder myself, who creates mods, but I am feeling as someone who tries to fulfill needs of the players for a more detailed game. I'm feeling as a missing "bridge" between the single Oblivion gamers (you) and their dreams/wise-lists for more realistic cities via modding...
This mod is a creation, not only of my ideas, but it contains ideas by so many other players (credits to them too) who send messages with their ideas for a better city and just I tried my best apply all the possible of them on the mod.

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"CREDITS" SECTION
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-Feel free to use my mod as a base for your mods but send credits to me / or and this page!
-Credit for some of the ideas/features of ImpeREAL City - Unique Districts goes to the community for of their ideas / help on all the ImpeREAL City Districts (see comments in the mod's Comment page / forums, please).
-Credits to the friends and beta-testers for their ideas, for their help, for their beta-testings and for the compatibility patches of the mod with other mods.

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YOU STILL HERE? GO DOWNLOAD IT AND HAVE FUN!
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Have fun! Regards, Silent Resident.

(The "ImpeREAL City - Unique Districts" is SilentResident's first mod for Oblivion, even if he plays the TES: Oblivion 2 years now!!!)

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"IS THE README FILE UPDATED?" SECTION
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The ImpeREAL City Mod may is still in development. Probably new updates are coming and the ReadMe file is being updated too. You can find the most recent news at the


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