Oblivion
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bananasplit

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cthulhu314

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47 comments

  1. snargel
    snargel
    • member
    • 3 kudos
    Hey, I've made a small patch for compatibility with Lights of Oblivion-Road Lanterns (The lamp-posts are sticking out of odd places so I've repositioned them along the road.) Is it cool if I put it op on Nexus?
    1. Vorians
      Vorians
      • premium
      • 370 kudos
      Sure, as long as it's a patch and not a replacement ESP you can do what you like.
    2. alexpublius
      alexpublius
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      • 35 kudos
      I'm looking forward to seeing your mod, @snargel!
  2. Lemonworm
    Lemonworm
    • member
    • 0 kudos
    this area is so beautiful but the one thing that really bugs me is how many nightshade plants were removed. the peninsula south of bravil is one of the best nightshade hotspots of the game but this mod unfortunately reduces it to only a couple plants in the whole region. in their place is tons and tons of pretty but alchemically useless foxglove plants. i feel like at least half of those foxglove plants could be replaced with nightshade and it'd look even more beautiful. idk i just feel like the area should retain some of its native staple plants. at least i still have the west weald lol
  3. fredlaus
    fredlaus
    • account closed
    • 194 kudos
    I have uploaded two images showing a glitch outside of Bravil. I don't know if this comes from your mod though.

    This mod is outstanding. I am really happy for being back in Oblivion:-)

    Your mod wasn't the reason for the glitch - still investigating :-)

    Last report I hope: Now I loaded your mod last in my load order and the glitches are gone. Yippie, Bravil, here I come!!
    1. Vorians
      Vorians
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      • 370 kudos
      Indeed, another mod which you did have loading after the UL was conflicting.
  4. mhahn123
    mhahn123
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    • 207 kudos
    Just an FYI for anyone who is interested. I have created two patches for this mod and the Suliin Village mod. The first allows use of Bravil Barrowfields, Suliin, and Elsweyr: The Deserts of Anequina. The second allows use of Bravil Barrowfields, Suliin, Elsweyr: The Deserts of Anequina, and Tales from Elsweyr: Anequina. Suliin and the patches can be found here http://oblivion.nexusmods.com/mods/42749
  5. Pixeldust
    Pixeldust
    • premium
    • 24 kudos
    Definitely my favorite of all the UL mods, the most fun to explore and the most pretty to look at, also Bravil is one of the most ugly cities but with this added in it actually makes me want to visit the area more.
  6. Perillious
    Perillious
    • supporter
    • 1 kudos
    This is very nice and very atmospheric but it sadly kills my FPS so much that I hardly can walk along the road.
  7. Papet
    Papet
    • BANNED
    • 1 kudos
    Great work bud.
  8. Arthmoor
    Arthmoor
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    • 7,357 kudos
    They're leftovers from whenever that road was once used. They're just there for looks.
  9. Lord Palpatine
    Lord Palpatine
    • member
    • 14 kudos
    I love this mod alot, in fact it is perhaps one of my most favorite UL mods! Now out of curiosity, I noticed a signpost from the Green Road pointing towards Skingrad, but it dead ends immediately after the big bridge spanning the main river in this mod! Was that road actually to go all the way to Skingrad, or is it there just for immersion/scenery flavor, or is it gonna maybe be used some day as a direct link for the future (still under construction) Rimmen mod expansion for Iliana's Elsweyr Deserts of Anequina mod? I'm kinda curious about that one!
  10. astr0wiz
    astr0wiz
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    • 1 kudos
    Arthmoor:
    "Bad load order"

    Yes, I thought of that. I use BOSS to order my mods, but I thought that maybe the load order was out. So, I placed this mod very last, rebuilt the bashed patch, and tried again. No change.

    I'm thinking that I should try TES4Edit to see if I can find the problem...assuming it is a conflict between mods. I noticed that all the UL mods show this problem, so I feel that something else may be the cause. I just don't know what it could be. What would leave the modded landscape intact, but keep the water level at the vanilla settings for the cells?

    UPDATE: I found out what was basically causing it, and it was the Wrye bashed patch! I had included the Cells in the build, so it kept importing cells from other places and overwriting the UL stuff. By unchecking the Cells box and rebuilding the patch, all of the UL water is now visible. Yowza.