Oblivion

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cd470 and martinb

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Vorians

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81 comments

  1. songlife
    songlife
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    I noticed these npcs were a little unusual; casting a mass frenzy spell didn't have much of an effect on them. They just stood around, sometimes in combat stance briefly, but wouldn't fight each other. I discovered they're all in a VIL faction, which was evidently responsible for this behavior. These villages are independent, so there's no need for them all to be in the same faction, as far as I know. I removed every npc in every village from that faction, then they behaved normally again. Just a heads-up for anyone who also noticed these npcs aren't functioning properly in combat.
    1. Vorians
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      I don't understand, almost all NPCs are in factions? It's one way to handle group ownership of things, and to discourage fighting between NPCs who aren't meant to fight each other.
  2. ddmodNXS
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    Really lovely, especially Storlien; Cyrodiil is really in need of fishing villages to flesh out its waterways.

    I feel Fort Turjak perhaps needs a watchtower or something uphill of the town walls. Feels desperately vulnerable at present. Coincidentally my first visit had a pack of wolves run right through the town.
  3. songlife
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    All the buildings in Storlien are up in the air or otherwise messed up. The only thing in the area near it is UL's Rockslide Cove. Don't know if that's what is causing the problem, but it's apparently a UL conflict. Using BOSS load order for these mods. I see a note on the UL patch compilation page for a not-yet-looked-into compatibility issue, "Villages v1.1 - Corbolo River", but I don't know if whatever that conflict is is the specific problem I'm encountering.

    EDIT: Problem solved by loading Villages below UL, but above Villages' Cheydinhal patch. So the BOSS order is wrong, but with no one to update it anymore, I guess it'll stay incorrect.
    1. Vorians
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      The Villages/UL Cheydinhall Falls patch was designed with load order placing Villages before UL, so I'd suggest you have another mod conflicting.
    2. songlife
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      Putting the mod directly above the UL esp, and the patch directly below it, village is completely messed up with stuff floating in the air; it definitely can't go anywhere above UL in my setup. Putting the mod directly below UL fixes the village, but the underwater around it is messed up, with many floating boulders and land/sea collisions. It's incomprehensible to me how this could possibly work with UL based on how I tested it, with it *directly* above or below the UL esp and getting those results. At least I can get it to work though, by placing it below UL and not going underwater around the area. It's not a big deal; just one of those annoying things I can't figure out that doesn't make much of a difference in game as long as the village itself is playable.
    3. Vorians
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      I have just checked in the CSE and can confirm that BOSS is sorting these correctly. Villages should load before UL, then the patch - with the expected load order, everything looks perfect.

      Either you have a third mod overlapping the location, or you are not using the correct patch.
      The patch is named either "ULS Villages-CheydinhalFalls patch.esp" or "ULM Villages-CheydinhalFalls patch.esp" depending upon whether you are using the separate UL Cheydinhal ESP or the merged UL ESP.

      It should be noted that the nearest water to the village Beram (which is the village patched) is some distance away, and the village is quite high up on a hill so the water is also a long way down - there is no underwater area and no sea nearby, just a stream. So the other possibility is that you aren't actually anywhere near the patched location at all.
    4. songlife
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      Thanks for checking on that. Good to know it works as it should, which means for sure some other mod or patch is messing up the area. I have the correct patch; I only use the ones for merged UL. Now that I know the patch has no effect on the troubled area, I don't have to keep shuffling that around in the order to test, since it's irrelevant to the problem. Bizarre how I can't place the mod above UL w/o it messing up Storlien village, and putting it below UL fixes it but wrecks the underwater in the surrounding sea. I'll figure it out sometime soon, and post what the conflicting mod turns out to be so others will be aware.
    5. songlife
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      I thought "Better Forts" was a likely candidate, since it places a large dock with several guards right across the water from Storlien. Other than UL, that's the only other mod I can find in this area that could conflict. It's somewhat of a troublemaking mod, since UL patches were made for the singular versions but were not transferred over for the merged version. It has no patches for anything, and it needs them, at least for UL.

      But that was not the problem, as it turns out. Removing it and placing Villages above UL still ruins Storlein. Giving up on this issue for now.
    6. Vorians
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      Ah, I had not noticed that you'd named the village as Storlien in your original post, only that you spoke of Cheydinhal. Storlein is not near Cheydinhal, it is in the same location as UL Corbolo River, so you are experiencing the same conflict you previously mentioned, for which no patch exists.
  4. Dispensation
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    TES4Edit reports the following errors in this mod, are they problematic?:

    [00:00] Start: Checking for Errors
    [00:00] Checking for Errors in [01] Villages1.1.esp
    [00:01] VILWizardMortarAndPestle "A Wizard's Mortar and Pestle" [QUST:0100B1A8]
    [00:01] QUST \ Targets \ Target \ QSTA - Target \ Target -> Target is not persistent
    [00:01] VILPotionsForSick "Potions for Sick" [QUST:0100C84D]
    [00:01] QUST \ Targets \ Target \ QSTA - Target \ Target -> Target is not persistent
    [00:01] Done: Checking for Errors, Processed Records: 2859, Errors found: 2, Elapsed Time: 00:01
    1. Vorians
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      Shouldn't be a problem since the object targeted (it's the same in both quests) exists and is always enabled, so I'd expect the game engine to find it anyway.

      I'll release a fix when I have some time. Thanks for letting me know.
    2. Vorians
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      This is now fixed in v1.1e, along with new AI-generated voicing for all dialogue.
    3. Dispensation
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      Thanks for the update, does the Oblivion XP support also include Ultimate Leveling XP mode support?
    4. Vorians
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      I have no idea what that is so couldn't say. If it is a version of Oblivion XP and the ESP is named Oblivion XP.esp then I would assume yes, but otherwise no.
    5. Dispensation
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      Ultimate Leveling by Maskar.
  5. anonimousone
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    Hello,
    apologize for asking, but is this the villages mod by Dragon Captions?

    1. Vorians
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      No, but it is the mod you think was by Dragon Captions. This mod was by cd470 and martinb, which I cleaned and fixed, releasing on this page here. Dragon Captions then intended to release an updated version with added content, so I added their name to the mod page, however Dragon Captions never got around to doing anything with the mod, so I removed their name from the mod page. It remains the creation of cd470 and martinb.
    2. anonimousone
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      Damn, you still remember our exchange from years ago? Thanks a lot for help!
  6. marob307
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    Hi vorian.
    I know you don't want more update this mod., but may I ? I just want disable some vanilla spawn points too close of the villages.

    Also, could i make a small ooo integration patch, mainly for the guards ?
    1. Vorians
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      You may create compatibility/integration patches, and you may create patches which alter the content of this mod.

      You may also create your own mod based on Villages, as the original authors gave permission to do so.
    2. marob307
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      i saw that, thank you! I will probably ma version of the mod probably.
  7. Kirya
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    One of the villages conflicts with Lebinor, being located in the same place, which would logically make them incompatible...

    ...but I just ended up loving the resulting hodgepodge of the city so much that I decided to let it slide. Had to release an elven farmer from the Lion Cage and also disable some fences which were now blocking the Imperial Legionnaires' routes, and voila! It's great!
  8. antisteam
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    I am getting error message in TES4Edit about this file "Volume of file has been altered externally and is no longer valid" . I did a Google search about this but found no answers. Does anybody have any suggestions as to how to fix this.
    1. Vorians
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      Re-extract the ESP from the downloaded archive and overwrite the version in your Data folder, sounds like you've corrupted the ESP somehow.
    2. antisteam
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      Okay I will try that.
    3. antisteam
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      Cheers - It worked. I have no idea how it got corrupted in the first place. I did choose to reinstall through the Add Folder option in MM this time though and not the Add Archive option.
    4. InAComaDial999
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      It's because the esp has two periods in it (Villages1.1.esp). I had a similar problem when I turned this into an OMOD.
  9. marob307
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    I compatibility issue with OOO spawn points. ( lot of creatures from the cave attack the fort)
    1. Vorians
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      I don't provide compatibility patches for Villages, so you'll need to either fix it yourself, stop using one or other mod, or live with it, unfortunately.
    2. marob307
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      I can try to fix by myself, but do you have a link to a relevant tutorial?

      I have tesedit4 and the creation kit.

      I will try to make some npcs essentials or edit the spawn points.
    3. maczopikczo
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    4. marob307
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      thank
    5. marob307
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      I investigate about spawn points

      The problematic spawnpoints are from vanilla in majority.


      If you want to update someday, i recommand to edit spawnpoints. Problematic at hight level.



    6. RavenMind
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      @maczopikczo: Thank you for the links!!
      @Vorians: Thank you for cleaning up this mod & making the UL compat patch!
  10. Sergio1992
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    Hey Vorians,
    I've got a question: is this mod compatible with Arthmoor's villages?
    1. Vorians
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      I have no clue where any of Arthmoor's Villages are (except Frostcrag and Sutch Village, those are obvious) so I cannot say. One of the images provided here shows the locations of this mod's villages, so take a look-see. Then post back and tell me!
    2. Sergio1992
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      Sorry for the late answer, I checked and I come back with good news. They are fully compatible

      Good day, Mr. Vorians
    3. hellbert
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      Yup. no issues in my games. And it looks like no issues with Reclaiming Sancre Tor as well.
    4. marob307
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      but an issue with ooo or ooo creatur addon. spawn point too close of fort tudjak.