Oblivion

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HurrlingMercator

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HurrlingMercator

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  1. HurrlingMercator
    HurrlingMercator
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  2. Elvathelion
    Elvathelion
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    This mod is just an absolute must have - it completes the Imperial City and fills a whole left by the game designers. I use this in conjunction with another great mod AFK Weye (no patch needed). 
    1. AllisterHenderson
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      Nice, yes you won't need a patch between AFK Weye + Talo Bridge Gatehouse. But if you are using Unique Landscapes (Imperial Isle) and/or Region Revive: Lake Rumare you will need a patch from Talos Bridge Gatehouse Patches . I am hoping this patch will also work with mhahn123's patches that fix conflicts between AFK Weye + MTC Expanded Villages + Region Revive: Lake Rumare + House of Healing at Weye found here: AFK Weye-MTC-Region Revive Patches. I am also using The Lost Spires + Ruined Tails Tale + RTT Weye Relocation Patch + HESU White-Rose-River which ALL effect this area and have various patches between them.... so hopefully I can get it all to work together :)

      Also if you are using AFK Weye, don't forget to use AFK_Weye Manor VWD.

      Also if you are using the Better Cities Imperial isles there is a patch for -> "Better Cities Imperial Isle - Unique Landscapes Imperial Isle - Talos Bridge Gatehouse - Region Revive: Lake Rumare - Patch" -> here.
  3. HurrlingMercator
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    Highly recommend checking out Talos Bridge Gatehouse Revisited by Marob307 for a cleaned version and other patches.
  4. AllisterHenderson
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    This mod looks like it will add a nice bit of immersion... I saw an image of inside the Imperial City.... does this mod make any changes inside Imperial City which would require an additional patch for Better Imperial Cities ESP. I saw the one for Better Cities Imperial Isles....I don't need this one, not using Better Cities Imperial Isles plugin for performance reasons....
    1. defirdayon
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      This mod doesn't alter the Imperial City. The picture you might have seen is located on the bridge itself.
    2. AllisterHenderson
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      Ok, thanks defirdayon :)
  5. TrabberShir
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    I have an intermittent bug I cannot reliably reproduce. It fixes itself when I exit the game and come back. I assume it has to do with the gatehouse because all three occurrences are on the Talos Gate bridge, one in middle of the gatehouse. Does anybody know why this might be happening:

    The ground is raised in a few sections of the Talos Gate bridge from a collision perspective but not a graphical perspective?

    As in, if running down the center of the bridge, you have to jump at the edges of these sections. NPCs get stuck for a while, then walk up on the side walk, from which they can walk onto the raised sections, which appears to be just slightly higher than the side walk. While in these sections, I appear to be walking on air.

    There are 3 sections like this.
    1. One just inside the outermost gate. This one only requires jumping and messes up pathing when heading west (out of town). When headed east, you automatically step up onto it.
    2. One spanning the second gate from the outside, from the last cart to the second barrel. It requires jumping and messes up pathing in both directions.
    3. One just to the east of the west most gate. This one only requires jumping and messes up pathing when heading east (into town).

    I have the following potentially related mods installed (as in, all the mods that affect the area around the bridge and/or Weye):
    AFK_Weye
    AFK_Weye Manor VWD
    MTC-Expanded Villages
    MTC Expanded Villages - Faregyl Patch
    MTC Expanded Villages - Lost Spires Patch
    The Lost Spires
    Region Revive - Lake Rumare
    Region Revive-Lake Rumare grammar patch
    House of Healing at Weye
    Oblivion Farmers Market
    Ruined Tails Tale
    RTT Weye Relocation Patch
    Akaviri Imports
    AFK Weye-MTC-Region Revive Patches
    Talos Bridge Gatehouse
    OSPS - Better Cities Imperial Isle Compatibility Patches (Better Cities Imperial Isle - Talos Bridge Gatehouse - Region Revive: Lake Rumare - Patch)
    1. xamie
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      A bit late... But I have this issue happen only very rarely, even without this mod installed. I have afk_weye and unique landscape, but looking in construction kit neither add anything on the bridge itself. Toggle on wireframe for collisions (tmg) when this happen and yeah you can clearly see a random collision mesh that shouldn't be there.
      I haven't really found a fix other then reloading the save, in which the issue disappears.... Its good to know that I'm not crazy or the only one having this "bug"
    2. malautomedonte
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      Hi, I used to have this kind of glitch only when I had the setting bBackgroundCellLoads set to 0 in my Oblivion.ini. Don't ask me why this happened, it might depend on the way cells and collision meshes are loaded into the memory? I encountered this problem without this specific modas well, but I had UL II and AFK_Weye installed already. There was an invisible step almost at the end of the bridge, direction imperial isle, npcs couldn't go past it and got stuck there.
    3. xamie
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      Interesting bBackgroundCellLoads=1 for me, granted I haven't had the issue in a week... I did install bethini about a week ago so maybe it changed something although looking back through my two ini backups it seems they both had the setting set to 1 as well.
    4. malautomedonte
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      I really don't know, for me it was because of that, but maybe there was some other setting which "conflicted" with that one in particular, causing that glitch in the end, who knows. I've been fiddling with the settings a lot in the past months, I got to the conclusion that the best thing to do was to leave almost everything as it is. Some things might get broken or not work properly. Also some of the options in OSR could cause weird behaviours in the game engine, not only CTDs.
    5. xamie
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      Out of interest malautomedonte do you have this mod installed https://www.nexusmods.com/oblivion/mods/46920?tab=description in particular the "high res LOD bridge" option? As looking at the the LOD meshes in nifscope it seems the relevant meshes (icbridge01_far, icbridge02_far, icbridgecap01_far, icbridgecap02_far, icbridgeramp01_far, and icbridgetower01_far) have collision meshes (https://i.imgur.com/i0VS7Os.png), which I'm guessing shouldn't be on a LOD.
    6. malautomedonte
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      No, I am not using that mod, I am using this one instead, since I prefer to preserve the vanilla appearance as much as possible: https://www.nexusmods.com/oblivion/mods/44011

      In combination I am also using RAEVWD which offers better looking distant meshes for the bridges. :)

      About the LOD meshes you are right, they shouldn't have any collision, since it is useless in that very case. Besides, as far as I know, collision meshes also make the final model heavier to load into memory, so performance wise it's better to keep them disabled.
  6. marob307
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    Hi, dain, i send to you a pm message. I want do an esp replacer for this mod.
    1. HurrlingMercator
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      Hello! I've finally replied.
    2. marob307
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      THANK VERY MUCH !
  7. smaxy3
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    Great mod, makes Imperial City Imperial again :D

    Legions now finally have their home base, IC looks more protected, more serious, like a real city not just some cheap copy of Isengard surrounded by wilderness. It's practically connected with Weye now (I use another mod that makes Weye somewhat bigger so along with stables and Waterfront it all looks far more realistic and natural). I don't use UL at all, too many compatibility issues with zillion other mods, not worth it imo.

    I had no problem so far and no noticeable FPS loss. Absolutely essential.
  8. SuperJohnny94
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    I use this mod with the Imperial Isle compatibility Patch: I love this mod, but the loss of FPS is huge...
  9. dirtroad101
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    I've got Talos Bridge Gatehouse installed in Wrye Bash along with BC full and UL Imperial Isle, and as far as I know all the needed patches (the ones included in BC and the UL compilation, plus the OSPS Compendium BC_IC-II_TalosBridge_UL-II_Separate), but for some reason whenever I run TES4LODGen and Landscape LOD Generator, the activation box for Talos Bridge Gatehouse turns red (in the Installers tab) because of 24 missing files (all are distantlod\Tamriel_various numbers.lod). Those files weren't missing when I installed the mod, and when they go missing I can anneal to fix the problem, except the next time I run TES4LODGen and Landscape LOD Generator they go missing again.

    Any idea what can be done to fix this?
    1. HurrlingMercator
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      I believe they're considered 'missing' because it's being overwritten by the generated distant LOD files, which also causes the installed archive to be tagged as red. This is fine and nothing to worry about - any distant LOD files you generate yourself should take precedence to any included in the archive, because the files you generated will reflect your own load order.

      Hope this helps.
    2. dirtroad101
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      Good to know. Thanks for the prompt and helpful reply!
  10. Instinct666
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    Contains dirty edits: ITM 13, UDR 31
    [Removing "Identical to Master" records done] Processed Records: 1790, Removed Records: 13
    [Undeleting and Disabling References done] Processed Records: 1777, Undeleted Records: 31

    Thats why game crashes sometimes there.
  11. zarniwooop
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    How in the name of holy has this only been downloaded 4000 times?

    That's insane.

    If you KNOW what you are doing, combine this with AFK_Weye, UL complete, Better Cities and Region Revive - Lake Rumare (and 3 compatibility patches) for the most stunning new content I've ever seen for this game.

    I can NOT play without this.

    Edit: if you do not use a mod tool other than Nexus mod manager, AND you do not make use of Boss AND Wyre Bash, you are not ready for what I said above. But, you are ready to learn.
    1. venusian
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      If there were a patch that allows TBG to be used seamlessly with Imperial city suburbs, (along with the rest) that would truly be perfect.
  12. SwordsmanForHire
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    Was there supposed to be something going on with the boarded-up door or no? Just thought it was kinda weird.

    Very cool mod, though.