As it is, unfortunately, the conflicts are large, but they could be fixable. The big issues are: the Farmers' Market starts "flying", one of the houses added by it is in the exact spot as the Town's defender lodge. The Houses of Healing is a bit better, it gets just a little bit too much above the ground. Honestly, if anyone would like to make a patch for this with Weye Consolidated, you could unite them more or less easily, it's only a matter of lowering the market into the new ground level set up by Town (it will end up nicely surrounded by houses added by Town), same with the part closer to Fort Nickel from the Houses of Healing. I didn't even notice the FPS drop (though that's using injector). Then there is the question of moving the house/defender's lodge.
Very good idea. It could also be moved to the beach to the north, there is a mod that adds a weapon shop there. It would be like a little extension outside the side, market + weapon shop. Maybe put house of healing there as well? Or is there space inside the town for the Market and it's buildings and house of Healing? (And that weapon shop on the beach, it would be cooler if it all were inside the town)
It could also all be moved into a new worldspace and become like the vanilla towns. Trigger boxes could be placed in the water around the part that is not walled in, and where you pass the bridgehouse another one could be placed. (The trigger boxes leading in and out of Weye's worldspace) For fps
I've installed each of the required mods and put them in the correct order according to the patch instructions, yet my game always crashes while I'm crossing the bridge. I uninstalled all of my other mods just to make sure none of them were causing the problem. Am I missing something or is this mod broken? It really looks like a great mod!
hi! im having a conflict, some houses are half underground and others are elevated. Im using wrye bash, boss, the load order looks fine. have i missing something? i checked everything many times... anyone have an idea?
btw the mod are awesome, id love to have it in my game working fine.
which houses are messed up? are they the ones added from this mod, or from afk weye/region revive? if theyre from one of the dependencies, then it might be that you forgot to get the patch for those 2. also do you use house of healing or ruined tails tale? those are patched to work with afk and everything else, but idk if they work with this one. also do keep in mind that when you get it working, there will be minor land tears, because the dependencies have been updated after this mod came out, but i dont think thats the issue here.
New version up. Adds several more npc's to the town. Mostly workers (those that have businesses). It looks like Healers of Weye may be made compatible with mine. Just have the tents/buildings moved to a different location. Right now they collide with the walls and pasture land just outside the city.
I'm also considering moving that garden/horse area to a different location. Having that right in the middle of prime real estate doesn't make much sense.
edit: Opps I think i forgot to mention, COBL is now required. Weye's Diner makes use of all those nice baked goods (the pies,cookies, meats...etc)
Might want to update the description regarding the COBL requirement. I'm curious about few things: is this compatible with UL Imperial Isle and also how's the performance with this mod installed. I tend to get 15-20 fps whenever I'm around Weye which I'm trying not to get.
Strange, my very weak GT 610 can handle Weye without my mod with no issues and UL, I even have the Imperial suburbs mod.
I'm hoping to replace this cheap-emergency video card this coming Black Friday *crosses fingers for good deals*. I just finished building a new computer this spring and that's the only thing I still need to get.
During the daytime Weye gets a decent framerate, not great, but not laggy like UL Bravil which can be murderous on framerate. Nighttime is gets a lot more sluggish due to the streetlights. This could be due to the video card just not being able to handle it, in which case shouldn't be a problem. Also I'm using only medium quality game-default textures (Qarl's would kill my video card) In all honestly I would have loved to moved Weye to a seperate worldspace which would help a lot in framerate (no need to have all those things outside the town rendered). But since it's right on the lakes edge (even more-so than Anvil) there's no easy way to do it.
If you can find landmass border issues with mine and UL let me know and I'll do something about it, most likely throw some rocks over it if needed.
Ahh, too bad you've made it require COBL, unfortunately with FCOM 1.0 COBL is a little strange. I'll be waiting for an update to COBL before I try this.
The Constructor Editor Extender lets you nuke masters. Simply don't have that master ESM or ESP in the data folder and it'll appear as "UNKNOWN" when you load it into the editor. Save and that entry is gone. Course anything related to the master (in this case COBL foods) are gone too. I don't know if there's any bad side-effects, I'll let the exports give their judgement on it.
I've added a secondary master file (TownOfWeye-NoCOBL.esp) to the download list. Use one or the other, but not both (you'll get some nasty doubling I would imagine)
There might be food items physically placed, those will no longer exist. The grocer and the cafe does sell COBL foods, those will disappear off the menu.
At least it worked for me when I removed the CM_Partners requirement from cm companions so I could use companion share & recruit.
Well, I'm no expert, but I've heard it said that references to items placed in the world that are form missing or removed masters cause crashes. I'll have to investigate this sometime soon. Check back when I get the chance to see if it explodes my game.
If you try to load the game with a missing master then it'll crash right at startup, even before the movies. I think what might be happening in the editor is it tries to load it, can't see it so it classifies it as "UNKNOWN" then any references to the missing master are either deleted or nulled out. Then when it saves it, it won't save the missing info. At least with scripts and stuff, after saving the cm companions, the script entry for the npc would be nulled out and class would be set to a default value instead of the cmClass entries. For physical stuff I have no clue, i would imagine the same would happen.
Weye, the largest town in Cyrodiil. Both this mod and the Weyer overhaul mods patch makes it really big. But this one turns it into a real town. It would be awesome if someone with the know how would move it into it's own worldspace.
This is the best thing I have come across in a while for Oblivion, I always did my Weye upgrades last, with all the said mods in your description in fact . Very happy to have found this nice little upgrade, thanks for your efforts. Endorsed.
It'll be added with the next revision. Right now I'm making sure all the AFK_Weye npcs have homes (horse-breathe, the two merchants...etc) Once that's done, I'll be uploading it.
Done. I've modified the AFK_weye main good characters so they have homes now. Some of them may behave badly. i.e. not going home when they're suppose to. Not exactly sure why, maybe it needs time to get their schedule fully running. It's like trying to herd cats.
Added a couple of new npc's to the list to and included a patch for yours. Next up... more homes and npc's.
33 comments
It could also all be moved into a new worldspace and become like the vanilla towns. Trigger boxes could be placed in the water around the part that is not walled in, and where you pass the bridgehouse another one could be placed. (The trigger boxes leading in and out of Weye's worldspace)
For fps
have i missing something? i checked everything many times... anyone have an idea?
btw the mod are awesome, id love to have it in my game working fine.
thanks scooby!
It looks like Healers of Weye may be made compatible with mine. Just have the tents/buildings moved to a different location. Right now they collide with the walls and pasture land just outside the city.
I'm also considering moving that garden/horse area to a different location. Having that right in the middle of prime real estate doesn't make much sense.
edit: Opps I think i forgot to mention, COBL is now required. Weye's Diner makes use of all those nice baked goods (the pies,cookies, meats...etc)
I'm hoping to replace this cheap-emergency video card this coming Black Friday *crosses fingers for good deals*. I just finished building a new computer this spring and that's the only thing I still need to get.
During the daytime Weye gets a decent framerate, not great, but not laggy like UL Bravil which can be murderous on framerate. Nighttime is gets a lot more sluggish due to the streetlights. This could be due to the video card just not being able to handle it, in which case shouldn't be a problem. Also I'm using only medium quality game-default textures (Qarl's would kill my video card) In all honestly I would have loved to moved Weye to a seperate worldspace which would help a lot in framerate (no need to have all those things outside the town rendered). But since it's right on the lakes edge (even more-so than Anvil) there's no easy way to do it.
If you can find landmass border issues with mine and UL let me know and I'll do something about it, most likely throw some rocks over it if needed.
I've added a secondary master file (TownOfWeye-NoCOBL.esp) to the download list. Use one or the other, but not both (you'll get some nasty doubling I would imagine)
At least it worked for me when I removed the CM_Partners requirement from cm companions so I could use companion share & recruit.
but now I have a new issue,im getting low fps in Weye now,20-25 fps.
Added a couple of new npc's to the list to and included a patch for yours. Next up... more homes and npc's.