This doesn't seem to fully work with AFK Weye. Although it removes most of the MTC houses, the land is still too high around Weye manor and there is some trees poking out of the building. Tried altering load order but did not make a difference nor does using an old version of the MTC mod.
This is the only patch I've used that reasonably allows MTC & RRLR to work together in Weye. The author's other similar patch, the one that keeps MTC content in Weye, had some issues in my game: an unattached door in the middle of the road; fences & rocks that block in some gardening npcs, etc. There are still some of the same problems with this one - a land tear by Wawnet Inn's front door, and fences that seem to mess up npc pathgridding, but it's better. As for AFK_Weye, forget that - introducing that mod into the mix causes instant ctds, even with MHahn's 3 way patch instead of this one. Just stick with MTC, RRLR, and this patch, and you can at least travel there w/o a ctd.
I've been successfully using MTC+RRLR+AFK Weye with UL and House of Healing on top of that with this patch (correctly installed and sorted with Wrye Bash and BOSS). No issues. (Physical copy of the game.)
I had earlier success with that combo + MHahn's 3-way patch, so I know it can be done, but even at best, there were problems: a sign unattached, boulders & other objects misplaced, land tears, etc. However, despite those flaws, it didn't often ctd on me, so it was usable. Recently I got rid of RRLR and reinstalled AFK, which got rid of the ctds, but it's still a mess in that area because not using RRLR eliminates the use of the 3-way combo patch. So now it's just AFK & MTC (and UL), and I was forced to use dreamed1's AFK/MTC patch which removes most of MTC's content from Weye. No ctds, but same problems exist. I'm using BOSS' exact order for those mods. Hard to know what's causing the issues in that area, because there's nothing in my load order underneath the Weye mods that affects Weye, but one thing's for sure, removing RRLR helped out a lot. Again, I know it can be done successfully like your setup, I've played for months in the past with those, but they were never quite right. Everyone's setup is different; some use LODgen & TES4LL like me, others don't, and who knows, the landscaping changes those programs make may be affecting my Weye area in negative ways. Colourwheels Sexy Bank also creates some issues.
To be exact, I've also used Land Magic, which may have eliminated some possible small land tears in this setup. Everything looked right, though. But as you say, individual sets differ - it may even be something unassuming, like a stage of a certain quest, that edits a small portion of the area without even hinting at it. Also, FormID Finder helps a lot with finding out where offending objects come from.
I've kinda figured out that UL, MTC, RRLR, AFK & the 3-way combo patch are working as they should & as they used to for me - but something unknown is causing a crash anytime I try to get into that region. Entering from Talos Bridge Gatehouse, I can walk as far as Wawnet Inn & ctd. Anything past that, coming from *any* direction or fast traveling in to any Weye map marker, gets an instant ctd. I can use the console to coc inside the Wawnet, everything is fine... but opening the door to leave is a ctd. So I'm thinking some mod is causing that. I need to start deleting mods and try to discover which one is causing the problem. Thx for the info on FormID, I'm going to try it.
Using a variety of village additions like AFK and MTC with all the compatibility patches. I'm getting a crash in Weye North when approaching signposts at fork in road coming from IC or simply wandering around. Only when I deactivate MTC does the crash go away. It's very frustrating since I thought I got to a point of finalizing mods after 3 weeks lol. Does anyone know how to fix? I would really like to keep both and I've seen other people use together. Please help!
demni - that's fantastic! Thanks so much. You can save yourself an esp slot and drop MTCVillages-LakeRumarePatch.esp. This patch pretty much wipes out any changes that has. It's sort of one or the other. I may see if I can get the BOSS folks to add a note.
I'd like to check a couple other mods before I bump this from beta to release but it looks promising so far.
Thanks for fixing this before I could even report a problem. The b2 patch takes care of the RTT relocation well. I tried a new character in Weye and didn't find any problems. Weye is now a bustling suburban extension of the IC. Here is my Weye-related load order for anyone who might find it useful, most is BOSS generated with a couple exceptions:
MTCExpandedVillages.esp Region Revive - Lake Rumare.esp MTCVillages-LakeRumarePatch.esp RTT.esp RTT-Weye Relocation Patch.esp MTC-WeyePatch.esp AFK_Weye.esp (AFK_Weye - Oblivion XP Patch.esp) Rumare-AFK_Weye Patch.esp (Faregyl.esp) (MTCVillages-FaregylPatch.esp) xulImperialIsle.esp RegionReviveLakeRumare-ImperialIsle patch.esp MTCExpandedVillages-UniqueLandscapes patch.esp
@demni - thanks for the heads up. I've tweaked the location and I'll post an update that should work. It'll require a clean save or rolling back to before beta 1 though. Try it out and let me know.
Re: Lost Spires conflict, I'm not sure. Is it just the landscaping around Pell's Gate? If so that can be patched. That's such a huge mod, the biggest problem is knowing where to look.
Thanks, I'm glad you are doing this. I may finally be able to run MTC Expanded Villages since you've made a patch for AFK_Weye and Faregyl Village. I also use RTT with the AFK_Weye patch, it moves the inn near the west well, I'll let you know if there is a conflict in the next couple days.
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I'd like to check a couple other mods before I bump this from beta to release but it looks promising so far.
MTCExpandedVillages.esp
Region Revive - Lake Rumare.esp
MTCVillages-LakeRumarePatch.esp
RTT.esp
RTT-Weye Relocation Patch.esp
MTC-WeyePatch.esp
AFK_Weye.esp
(AFK_Weye - Oblivion XP Patch.esp)
Rumare-AFK_Weye Patch.esp
(Faregyl.esp)
(MTCVillages-FaregylPatch.esp)
xulImperialIsle.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
MTCExpandedVillages-UniqueLandscapes patch.esp
Re: Lost Spires conflict, I'm not sure. Is it just the landscaping around Pell's Gate? If so that can be patched. That's such a huge mod, the biggest problem is knowing where to look.
MTCExpandedVillages also conflicts with Lost Spires (using v14), according to BOSS.