Oblivion

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mhahn123

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mhahn123

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About this mod

A set of Patch files that allow simultaneous use of AFK Weye, MTC Expanded Villages, Region Revive: Lake Rumare, and a few others.

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So the time has finally come to close up shop. I have migrated these files over to a new page at AFK Mods. These patches are pretty old, but still function just fine. However they could use another update, which I will get to at some point.

Any future updates will be posted to the page found HERE
 







  AFK Weye-MTC-Region Revive Patches


A set of three patch files which provide compatibility for various combinations of AFK
Weye, MTC Expanded Villages, and Region Revive Lake Rumare. Also features some
compatibility with other mods as well.


Updates From v1.2
=================


1. Fixed the conflicts inside Wawnet Inn interior...which I utterly failed to touch   
    in the original patches..durp. Removed duplicate tables and dishes, adjusted path
   
    grids and some NPC markers.  

2. Actually part of what is mentioned above. Made the patches compatible with Clocks   
    of Cyrodiil, or the Better Cities version of COC. Simply adjusted furniture, path
 grids
    and NPC markers to make room for the Grandfather clock inside the Wawnet Inn.
3. Adjusted an x marker and x marker heading so they were relevant to the relocated   
    farmhouse they belonged with.
4. Made some very minor exterior path grid adjustments so NPCs wouldn't bump into a   
    signpost, and to keep the pigs in their pen.

5. Removed some unnecessary collision blocks.
6. Removed one unnecessary cell edit from all three patches. 


Description
===========

Weye is arguably the single most heavily modded area in the entire game. And for good
reason too, the vanilla town of Weye is little more than an inn and a farm house. A quick
search can easily turn up several dozen mods for this spot. From simple player homes to
full village expansions complete with quests. 

Unfortunately most of them do not play nicely together and can have nasty conflicts. Such
as large rips in the landscape, buried and/or floating objects, broken path grids,etc. While
there were a few patches on the market for various combinations of Weye mods, they all
required sacrificing bits and pieces of the mods in order to work. Not an ideal solution.

So I went to work creating a set of patches that will allow simultaneous use of the three
most popular Weye mods I know of, while keeping all mod content intact. Namely AFK_Weye, 
MTC Expanded Villages, and Region Revive: Lake Rumare. The end result transforms Weye 
into a bustling community with vendors, shops offering services, farms, ships, quests, and a
large mansion which can be yours.     


Details
========


There are three progressively larger main patch files included here. They are all created from
the same base file and do pretty much the same thing with minor differences. Choose ONLY ONE
main file. Using more than one at the same time will cause glitches and horrible lag. There are
mesh and texture folders included for clutter objects that were added in, and glitchy items that I
fixed while working on the patches.

The first provides complete compatibility for AFK_Weye, MTC Expanded Villages, and Region
Revive: Lake Rumare.

The second does exactly the same thing with added compatibility for House of Healing by David
Brasher. 

The third goes one step further by also adding compatibility for Oblivion Farmer's Market.

There are also two optional files. One is a replacer esp for Akaviri Imports which will allow that
mod to be used alongside any of the main patches without conflicts. The other is an addon patch
for Colourwheels Sexy Oblivion Overhaul made by Nephenee13. It requires the first main patch as
a master file and as such will only work alongside that patch. 


Built in Compatibility
====================


All three of the main file patches have been designed to work with Akaviri Imports, Ruined Tail's Tale,
and now Clocks of Cyrodiil for the Wawnet Inn interior. None of these mods is required. I have simply
adjusted object placement, landscaping, and path grids to allow simultaneous use of these mods should
you choose to do so. Depending on your choice of plugins...you are now potentially able to combine up
to seven Weye mods at the same time...conflict free.

In order to use Akaviri Imports you will need the replacer esp that is included here under optional files.
Install the full Akaviri Imports mod as you normally would, then install the replacer esp and allow it to
overwrite the original. Use of Ruined Tail's Tale will require the RTT Weye Relocation Patch. 


Location
=========


The Village of Weye


Requirements
=============


Oblivion patched to 1.2.0416
AFK_Weye
MTC Expanded Villages
Region Revive: Lake Rumare
House of Healing At Weye
Oblivion Farmer's Market
Ruined Tail's Tale **optional**
RTT Weye Relocation Patch **optional**
Akaviri Imports **optional**


Install
=======


1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.

2. Set load order.

3. Play and enjoy. 

It is advisable to leave the Weye area before applying any patches. Due to the extensive changes 
throughout the surrounding area, activating while in town may trap you inside a building or other
structure. Because many buildings and doors had to be moved, it is also advisable to perform a 
clean save before using a save game which had any of these mods installed. Failure to do so may 
result in doors showing up in their previous locations. 


Load Order
===========


Suggest using BOSS to set load order. All of these files are already recognized.
Specific Load Order instructions are included with each read-me file as well. 


Compatibility
============


Compatibility is assured ONLY with the mods mentioned above. Anything else added into Weye
will most likely result in a conflict of some kind.

It should be noted that there ARE NO CONFLICTS between any of these patches and any of the Imperial
Bridge mods, since these patches make no edits to the East of Weye. There are also no direct conflicts
between any of these patches and Imperial City Suburbs. 

There is, however, a conflict between Region Revive and Imperial City Suburbs which will cause landscape
rips on the Imperial Isle whether you use these patches or not. I won't be adding a fix for that directly into
any of these patches because it falls well outside the village of Weye, and will create additional conflicts
with a number of Imperial Isle based mods and patches. I am developing a separate patch to address this
issue, which can then be safely run alongside any of these patches. 

Check out the rest of my patch files, and many from other community members at The One Stop Patch Shop.


Credits
=======


Bethesda            - for Oblivion and the CS
Tes4Edit             - for cleaning the inevitable dirt from my mods
LHammonds       - for the read-me generator this file was based on
afk_dwip           - AFK_Weye
Nernie               - MTC Expanded Villages
I_Need_Money    - Region Revive: Lake Rumare
David Brasher     - House of Healing at Weye
Coleen               - Oblivion Farmer's Market
Arthmoor           - Rumare_AFK Weye patch that I used as a starting point in v.1
Mr. Siika            - ship resources
Momo                - Grain, hay, water textures
severian1981      - Akaviri Imports
simyaz               - Ruined Tail's Tale


Legal Stuff
===========


Please do not upload these files to any other sites without my express consent.