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?
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
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
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.
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!
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.
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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!!
"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.