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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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!
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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.
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.
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.
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.
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
I'll release a fix when I have some time. Thanks for letting me know.
apologize for asking, but is this the villages mod by Dragon Captions?
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 ?
You may also create your own mod based on Villages, as the original authors gave permission to do so.
...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!
I have tesedit4 and the creation kit.
I will try to make some npcs essentials or edit the 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.
@Vorians: Thank you for cleaning up this mod & making the UL compat patch!
I've got a question: is this mod compatible with Arthmoor's villages?
Good day, Mr. Vorians