Oblivion
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dreamed1

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dreamed1

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General compatibility Patch for MTC Extended Villages and mods that change Weye

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!!!NOTE: If you want to use AFK Weye, Region Revive Lake Rumare & MTC Expanded Villages, there's now a BETTER PATCH for that. Please Use that instead!!!
See below for what this patch does to decide if your Weye area is just too crowded and you want to use this patch.


Compatibility Patch for Nernie's "MTC Expanded Villages" that essentially disables most of the Weye-related content.

Link to Nernie's MTC Expanded Villages Mod

Nernie's mod expands on several of the villages in Oblivion. However, since one of them is Weye, it also conflicts with the 20,000 or so other mods that also alter Weye. I received some requests to patch this for other Weye mods so that hopefully more people can enjoy Nernie's work.

This patch is pretty heavy-handed, in that it disables nearly all of the Weye-related content in MTC Expanded Villages. The quests should remain intact.

The goal is to make MTC Expanded Villages compatible with as many mods as possible. So virtually all of the Weye additions have been disabled. The tailor's shop is gone, as is the stonemason and the weaver's house. Those NPC's are also gone. The wainwright's house has been moved to the lonely well west of Weye, which so far seems unoccupied by the Weye mods I've seen. Vanilla landscaping and pathgriding have been restored wherever possible.
See the readme for specific cells.

I prefer a less heavy-handed patch that keeps all of the MTC content plus adds the goodness of Region Revive Lake Rumare
However, if you prefer to use only Region Revive's content and don't want the extras from MTC Extended villages, you can try this patch. Again, if the sum of your Weye mods is AFK Weye + Region Revive Lake Rumare + MTC Expanded Villages, use the patch linked at the top of the page.

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The point of this patch is to minimize and maybe eliminate conflicts with the MTC Expanded Villages mod. I'll try to list as many reported conflicts or non-conflicting Weye mods as possible here:

Confirmed Conflicts:
Oblivion Farmer's Market - places a rock that sticks out of the side of the wainwright's house; can be disabled via console if it's bothersome.
Weye The Imperial City Suburbs - The wainwright's house will rest on the corner of a wheat field. The clutter around the west side of the wainwright's house will be floating (they can be console disabled or you can move them in the CS) and the path to the door is totally wiped out but the mods will still be playable.

Weye mods this patch should work for:
AFK Weye
Region Revive: Lake Rumare
AFK Weye + Region Revive: Lake Rumare (with compatibility patch)
Ruined Tails Tale (standalone* or with Weye relocation patch)
DC The Imperial Fortress of Weye
Weye Dog Shop

* of course if you're using RTT and no other Weye mods, you should just use MTC Expanded Villages and Arthmoor's Weye relocation patch (this is the same relocation patch that is included with AFK Weye)

Other:
House of Healing at Weye - compatible without patching
ColourWheels Sexy Oblivion Overhaul - has its own compatibility patch