I realize this is a far stretch to ask but... this is my favorite mod ever made for Oblivion. I would love to see it in the remaster as well. The Imperial City just doesn't feel right without this mod anymore. Thank you for many years of a beautiful mod.
Hello, I have arrived at the aqueduct and it looks like a fluorescent yellow low-polygon blob (as does the cave area). I am playing the GOG deluxe edition of Oblivion. I have turned off all other mods. I would post a screenshot but Oblivion resists my attempts to do so (small keyboard with no print screen button; and Windows snipping tool does not play with Oblivion)
As you're the only person this appears to happen to, almost certainly nothing to do with Let the People Drink, mere coincidence that something triggers a crash in the same location as the aqueduct.
No matter how I install it Loot reads it as obsolete. I've installed it manually, through Wrye Bash and through MO2. Loot threw the same error each time.
Hi, I believe the patch for region-revive lake Rumare is outdated. It appears to create land tears. The patch should be removed. Also, the patch doesn't seem to be necessary. Both mods appear to go well along.
Okay good news, works now turns out some other files messed with the ESP and for some reason didn't let it be enabled.
Now I have a new issue; LOD's fucked. Unlike the screenshots of the Mod the bridge always looks like its half cut off and for some reason can't be seen from other places; any advice how to fix that?
You missed the optional final install step from the readme:
However you choose to install, afterwards you should generate .lod (VWD) files with TES4LODGen in order to see the aqueduct from a distance. If you skip this step the aqueduct will only be visible from up close.
TES4LODGen cannot possibly break your game, all it does is generate DistantLOD files based on the mods you have installed. If problems occur, it's due to one or more of the other mods containing bad meshes (or you have a really weak PC which cannot handle distant LOD). The generated DistantLOD files can easily be deleted again.
I haven't played Oblivion in over a decade, but even now, when I play Beyond Skyrim and see the Imperial City in the distance, I miss the aqueducts. This mod was always an instant inclusion and my memory of what the Imperial City looks like always includes this mod
Having an issue where the fountains are already activated even though I haven't done the quest. Or is this normal? I'm using better cities if that's any indication.
If you are using Let the People Drink and Better Cities at the same time, then remove LtPD as BC contains LtPD already.
If you are just using Better Cities, then you really ought to be querying this in the BC comments. In Better Cities, the fountain quest exists in "Better Cities - IC Imperial Isle.esp" - if using this ESP, the fountains should be disabled until the quest is completed. If not using that ESP, then the fountains are enabled by default as you have no access to the quest content. So most likely you are not using the BC IC Imperial Isle ESP.
Am I right to assume that this mod changes the entrace of Charcoal Cave? If so, it also changes its map marker on the map, right? For some reason, the map marker it's still in the same place as it is in vanilla, which is a problem since it is basically on top of the map marker for the acqueduct's worker's house. I do have Map Marker Ovherhaul installed which changes the position of vanilla markers to be closer to their actual location, but I have LTPD lower on the load order, and it should by no means replace it, unless the bashed patch is the one mixing up the markers? But even then, when I open ALL my esps. on the Construction Set, the markers (the assets themselfs in the render window) are separated one from the other, not at all on top of each other as they appear in-game. Is this mod then not compatible with Map Marker Overhaul? Someone told me to move markers I should edit an xtml or ini file, does this mod use them for the marker? Thanks!
LtPD does move the map marker for Charcoal Cave, however if you had visited the location and saved your game before installing LtPD, then the game save will have memorised its original location, preventing any mod from moving it somewhere else. The only way a mod may avoid this is by disabling the original map marker, and adding a replacement in the new location, however LtPD does not do this, it merely moves the original map marker.
It is not possible to move map markers using XML or INI files, unless those files are from a mod specifically designed to enable that function.
314 comments
I am playing the GOG deluxe edition of Oblivion.
I have turned off all other mods.
I would post a screenshot but Oblivion resists my attempts to do so (small keyboard with no print screen button; and Windows snipping tool does not play with Oblivion)
Now I have a new issue; LOD's fucked. Unlike the screenshots of the Mod the bridge always looks like its half cut off and for some reason can't be seen from other places; any advice how to fix that?
Hopefully though LODgen Won't f*#@ my game up like last time, though this set up is a lot more stable than last one.
Anyways, again thanks a lot my guy, very helpful.
If you are just using Better Cities, then you really ought to be querying this in the BC comments. In Better Cities, the fountain quest exists in "Better Cities - IC Imperial Isle.esp" - if using this ESP, the fountains should be disabled until the quest is completed. If not using that ESP, then the fountains are enabled by default as you have no access to the quest content. So most likely you are not using the BC IC Imperial Isle ESP.
It is not possible to move map markers using XML or INI files, unless those files are from a mod specifically designed to enable that function.