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  1. mhahn123
    mhahn123
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    Per the description page, I have migrated all of my mod files over to new pages at AFK Mods. There were always plans in place to do more with this. Although I don't know when exactly that may happen. When I do eventually come back to finish this series off, any future updates will be posted on the page found HERE
  2. songlife
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    Colourwheels users shouldn't use the patch. While it does move the CSO bank over a few feet to fix the landscape issue, it renders the bank door unusable, causing lots of npcs to get stuck on the steps in front of it. I only noticed this problem because I realized several npcs I'm used to seeing wandering around towns were not there. When I checked around, they were all lined up in front of the bank with the door that will never open. It's not a lock issue; the patch renders it completely inoperable. I got rid of the patch and now the landscape in that specific area is back to being a little ugly, but the steps are still there (barely) and the door works, so npcs go in & out as usual, and their AI isn't permanently interrupted.
    1. mhahn123
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      You really should do a little trouble shooting before posting comments like that. I just loaded up the Colourwheels patch to check things out. The door leading into the tower works just fine. Went through both ways twice. Not sure what is wrong on your end but the patch didn't break the doors.

      However, it does need an update. I've updated my patches a few times since Nephenee gave me that CSO patch. As a result there is a land tear caused by some of the changes I made in the main Weye patches. The CSO patch was never adjusted to account for those changes. What can I say? I never used CSO so never even looked at that patch prior to now. That issue aside, things function just as they should. I'll get an update out in the near future which will be posted on the AFK Mods page.    
  3. AllisterHenderson
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    So the Colourwheels patch 'AFK_Weye-MTC-RRLR-CSO Patch.esp', requires 'AFKWeye_MTC_RRLRumarePatch.esp' as a master. But I also want to use 'House of Healing' so will need the patch 'AFKWeye_MTC_RRLRumare_HOH Patch.esp'.

    Would it be safe to swap out the 'AFKWeye_MTC_RRLRumarePatch.esp' master for 'AFKWeye_MTC_RRLRumare_HOH Patch.esp' as a master instead in the 'AFK_Weye-MTC-RRLR-CSO Patch.esp' or would it be better to just have both patches installed, and then load the Colourwheels patch after like:


    AFKWeye_MTC_RRLRumarePatch.esp
    AFKWeye_MTC_RRLRumare_HOH Patch.esp
    FK_Weye-MTC-RRLR-CSO Patch.esp

    Regards.
    1. mhahn123
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      Hey Allister,

      You can try swapping masters for that CSO patch. Although I didn't make that one, which is why it's listed as an optional. So can't say for sure how well that is going to work. The CSO patch only touches a very small area, but there are quite a few differences between the three main patch variants. This will be a try it and see what happens situation.

      Using more than one of the three main patches is NOT a good idea. You will quite likely end up with duplicates of many things. Also differences in landscaping at a few cell borders may cause problems.
    2. AllisterHenderson
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      Thanks mhahn123,
      Yes, I will try swapping the masters out for the CSO patch, and not double-up on the patches as you advise.
      I may even have to open up the CSO patch in CSE if it doesn't quite workout and move the object meshes around if there are any conflicts still :)

  4. igorokumura
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    thank you so much for this patch!!! im having a conflict with the mod town of weye, it seems not working together. the ground is elevated in some areas and objects floating in others. it is supposed to work together without conflict? i'd love to see these great compilation working fine.

    Scooby_Doo writes on description of his mod that is supposed to work together...

    the mod: https://www.nexusmods.com/oblivion/mods/43980?tab=description
    1. mhahn123
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      You may want to try reaching out to Scooby_Doo. I have no knowledge of that mod and these patches were obviously not designed to work with that in mind. If that person has successfully used the patches in such a manner he/she could explain how to do so. I can not unfortunately as I was never consulted about using these patches for that project.
    2. igorokumura
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      ok ill try to make contact with him. i reached you cause you seem more active =] 

      thanks for the attention.
  5. AllisterHenderson
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    Hi, it seems Weye is a very popular area in deed.....
    I so far have the following mods and patches working together successfully in this region.....

    Reaper's Bleaker's Way Village Revamp.esp
    RTT.esp
    RTT_Unofficial_Patch.esp
    RTT-Weye Relocation Patch.esp
    The Lost Spires.esp
    MTCExpandedVillages.esp
    Roads of Cyrodiil.esp
    HESU WhiteRoseRiver.esp
    Unique Landscapes.esp
    ROC+RBWR Patch.esp
    ULM MTCExpandedVillages-UniqueLandscapes patch.esp
    ULE LostSpires-UniqueLandscapes merged patch.esp
    MTCVillages-LostSpiresPAtch.esp
    KOTNR-WRR Patch.esp
    LostSpires-WRR Patch.esp
    MTC-WRR Patch.esp

    ..... will my computer blow up if I try squeezing

    Region Revive - Lake Rumare.esp (RRLR)
    AFK_Weye.esp
    AFKWeye_MTC_RRLRumarePatch.esp

    .....into the load order mix. I don't suppose you know if the trio; RRLR, AFK_Weye , MTCExpandedVillages and your patch is also compatible with Lost Spires and HESU WhiteRoseRiver.esp, they are the main 2 I want to keep on top of the trio and your patch.

    Would it be safe to merge any of the previous plugin patches I had 1st before installing your patch to save space?

    Also I am using Colourwheels. You have the load order (in your readme.txt) for the Colourwheels.esp to load after
    AFKWeye_MTC_RRLRumarePatch.esp, however on the Colourwheels page it is suggested to load Colourwheels near the beginning
    https://imgur.com/a/67isRHG . This would mean I would have all the Weye plugins loading before even the DLC's.
    Would it be Ok if I change the order of Masters in the AFK_Weye-MTC-RRLR-CSO patch.esp for the Colourwheels.esp to be on top of the Masterlist.
    1. mhahn123
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      I doubt your pc will blow up. But obviously squeezing more stuff into a relatively restricted space could cause lag.

      The Weye patches are entirely localized to the Weye area, so will not conflict with anything else, unless that something else places content in Weye. HESU White Rose River is nowhere near Weye, no problem there. And it has it's own set of patches which work fine alongside the Weye patches. IIRC WWR does have a patch for MTC (because MTC edits the small village of Pell's Gate).

      Regards merging patches: Results can vary. Patch content does not always merge as you intend, even when load order looks perfect. You really need a good understanding of what the patches are editing. And may need to do some manual work to the merged version. All I can say is try and see what happens.

      I honestly don't know why there is a discrepancy in load order instructions. May have been changes to the original patch and one of us forgot to update read-me. Where does BOSS place the patch? And does everything look ok with the way BOSS places it? if so, go with that. Changing Master order might work, or it may break things. Without loading the patch and looking at it I can't say for sure. Patches are created with a specific load order, changing that order changes how the game reads landscape edits if there are any.
    2. AllisterHenderson
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      Thankyou mhahn123 for your help and guidance. I think my biggest mistake was not using BOSS. I was using LOOT previously and it completely stuffed my load order up. I have just switched to BOSS and comparing the two load orders LOOT looked almost random, it placed Unique landscapes near the top of my load order. I have switched to BOSS now so have to now fix all the things LOOT got wrong. I have to redo my personalized merged patches because the Master lists of all my patches are in the wrong order because they are based on the wrong load order of ESP's......

      I thought that LOOT was made by the creators of BOSS and is the successor of BOSS. I know BOSS is only for Oblivion and LOOT is for the other Elder Scrolls games too, but still, you would think that LOOT would be more accurate then BOSS, but it isn't.

      There was a dozen or so plugins BOSS didn't recognize and placed them at the bottom of the load order. But at least BOSS notified me that it didn't recognize those plugins and instructed me to place them manually... there is also a feature where you can make your own rules up for plugins BOSS doesn't recognize.
    3. mhahn123
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      Without going into a super long winded ramble, LOOT was intended to be the successor. And works in that fashion for the newer games. Not so much for this old gem of a game. Oblivions modding scene revolves around many popular mods (mostly incompatible with one another) being patched to work together based on a defined load order. LOOT cant achieve that because it doesn't use a structured Master List the way BOSS did. LOOT determines load order by reading the actual plugin content and deciding where it should best be placed. So It is in a sense very random. You can run LOOT several times in a row and see slightly different load outs every time. Add or remove plugins, run it again, and the load order can be way different. BOSS will load the same every single time, simply placing unrecognized mods at the very bottom for manual adjustment.
    4. AllisterHenderson
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      Thanks for the info mhahn123,
      Yes I will definitely be sticking with BOSS for now on.................
  6. rafaelalcid
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    Hi!
    Okay, I have all of the mods sorted out, but I have one, different mod in my Load Order:
     
     - Rumare-AFK_Weye Patch.esp
     
    This esp comes inside AFK Weye mod:
     
     - AFK_Weye Arrius_Creek Patch.esp
     - AFK_Weye.esp
     - Rumare-AFK_Weye Patch.esp
     
    What should I do about Rumare-AFK_Weye Patch.esp, since I have already installed the AFK-Weye-MTC-Region Revive Patch (also, I have installed Unique Landscapes Compatibility Patches, too)??
     
    And what about AFK_Weye Arrius_Creek Patch.esp?? should I keep it, too??
     
    Thank you.
    1. AllisterHenderson
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      Yes! Get rid of the Rumare-AFK_Weye Patch.esp. You don't need it, the 3 way patch is the only one you need.

      Yes keep the AFK_Weye Arrius_Creek Patch.esp.
      You need three UL Compatibility patches, one for each mod; UL-RR-LR compatibility patch, UL-MTCExpandedVillages compatibility patch and UL-AFK_Weye compatibility patch you mentioned.
      Should have load order like:
      ==========
      MTCExpandedVillages.esp
      Region Revive - Lake Rumare.esp
      AFK_Weye.esp
      AFKWeye_MTC_RRLRumarePatch.esp
      Unique Landscapes.esp
      UL Compatibility patches
      (I would merge all the UL Compatibility patches together to save space)

      Then rebuild the Bashed-patch.
    2. AllisterHenderson
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      .
    3. rafaelalcid
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      Thank you very much, Allister!
      I'm going to post this in the Unique Landscapes Pages too, but:
      Okay, so it's official: I'm using LOOT, now (lol)! and it seems quite better than BOSS!
      BUT... I'm still having issues.
      After doing some tests (and taking almost a whole day... sob), I've discovered an incompatibility between:
      - Region Revive - Lake Rumare.esp and xulImperialisle.esp;
      - MTCExpandedVillages.esp and, propably, xulImperialisle.esp, too (I saw it today), in Aleswell.
      AND if I use the Merged Version, it gets worse: In the Sewer Entrance (when you begin your game), for example, water is above the ground, and rocks, too. BUT if I use the Separated Version, at least this part of the worldspace gets fixed (but I'm still having issues, like down the Imperial Brigde to Weye and Aleswell).
      Here's my Load Order with LOOT (But I had to move the mods you mentioned here right above manually - LOOT has put them differently:
      Active Mod Files:
      Spoiler:  
      Show
      [xml]
      00 Oblivion.esm
      01 All Natural Base.esm [Version 1.38]
      02 Cobl Main.esm [Version 1.74]
      03 Armamentarium.esm [Version 1.35]
      04 Fundament.esm [Version ision]
      05 Knights - Revelation.esm
      06 Cobl Glue.esp [Version 1.73]
      07 Unofficial Oblivion Patch.esp [Version 3.5.6]
      08 Oblivion Citadel Door Fix.esp
      09 DLCShiveringIsles.esp
      0A Cobl Si.esp [Version 1.63]
      ** Beautiful_Women_NiceOnly.esp
      ** Beautiful_Women_DB_Addon.esp
      0B Unofficial Shivering Isles Patch.esp [Version 1.5.9]
      ** Beautiful_Women_SI.esp
      ** Beautiful_Women_Vampires.esp
      ** Beautiful_Women_Vampires_50.esp
      ** Beautiful_Women_NotSoNice_Bonus.esp
      ** Handsome_Gents_Addon.esp
      ** Handsome_Gents_DB_Addon.esp
      ** Handsome_Gents_SI.esp
      ** Handsome_Gents_Vampires.esp
      ** Handsome_Gents_Vampires_50.esp
      ** emperorface.esp
      0C DLCHorseArmor.esp
      0D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]
      0E DLCOrrery.esp
      0F DLCOrrery - Unofficial Patch.esp [Version 1.0.7]
      10 DLCVileLair.esp
      11 DLCVileLair - Unofficial Patch.esp [Version 1.0.11]
      12 DLCMehrunesRazor.esp
      13 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.7]
      14 DLCSpellTomes.esp
      ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
      15 DLCThievesDen.esp
      16 DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]
      17 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]
      18 DLCBattlehornCastle.esp
      19 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]
      1A DLCFrostcrag.esp
      ** Handsome_Gents_Bonus.esp
      1B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]
      1C Knights.esp
      1D Knights - Unofficial Patch.esp [Version 1.1.8]
      1E LoadingScreens-AddOn.esp
      1F MTCExpandedVillages.esp
      20 Region Revive - Lake Rumare.esp
      21 AFK_Weye.esp [Version 2.32.COBL]
      22 AFKWeye_MTC_RRLRumarePatch.esp
      23 Unique Landscapes.esp [Version Dummy]
      24 xulRiverEthe.esp [Version 2.0.1]
      25 xulTheEasternPeaks.esp [Version 2.0.1]
      26 xulAncientYews.esp [Version 2]
      27 xulCloudtopMountains.esp [Version 2.0.1]
      28 xulBravilBarrowfields.esp [Version 2]
      29 xulLushWoodlands.esp [Version 2.0.1]
      2A Better Dungeons.esp
      2B Topal Island & Safe Water.esp
      2C Book Jackets Oblivion.esp
      2D xulCheydinhalFalls.esp [Version 2]
      2E xulSilverfishRiverValley.esp [Version 2.0.1]
      2F xulBlackwoodForest.esp [Version 2]
      30 xulBeachesOfCyrodiilLostCoast.esp [Version 2]
      31 xulColovianHighlands_EV.esp [Version 2]
      32 xulChorrolHinterland.esp [Version 2]
      33 xulArriusCreek.esp [Version 2.0.0]
      34 xulSnowdale.esp [Version 2]
      35 xulAncientRedwoods.esp [Version 2.0.1]
      36 xulJerallGlacier.esp [Version 2.0.1]
      37 xulEntiusGorge.esp [Version 2.0.1]
      38 xulCliffsOfAnvil.esp [Version 2]
      39 Storms & Sound.esp
      3A More Magical Mages Guilds Clean.esp
      3B All Natural.esp [Version 1.38]
      3C All Natural - SI.esp [Version 1.38]
      ++ Louder Nirnoot.esp
      ++ Symphony of Violence.esp
      3D Atmospheric Oblivion.esp
      3E xulBrenaRiverRavine.esp [Version 2]
      3F xulTheHeath.esp [Version 2]
      40 xulPantherRiver.esp [Version 2]
      41 bartholm.esp
      42 xuldarkforest.esp [Version 2]
      43 xulAspenWood.esp [Version 2.0.1]
      44 xulRollingHills_EV.esp [Version 2]
      45 xulFallenleafEverglade.esp [Version 2]
      46 xulSkingradOutskirts.esp [Version 2.0.1]
      47 Knights - Revelation.esp
      48 More Magical Arcane University.esp
      49 xulStendarrValley.esp [Version 2]
      4A Mages Guild Quests.esp
      4B Better Bell Sounds.esp
      4C DialogTweaks.esp [Version 1.2.1]
      4D 00 Realistic Player Speech.esp
      ** Cobl Bookjackets.esp
      4E More Effective Enchantments.esp
      4F Enhanced Economy.esp [Version 5.4.3]
      50 Forward Motion Blur.esp
      51 LootMenu.esp
      52 MigMiscellanea.esp [Version 1.9.1]
      53 randommenu.esp
      54 UnidirectionalAttack.esp
      55 Dynamic Map.esp [Version 2.1.1]
      56 More Effective Enchantments Mehrunes Razor.esp
      ++ DLCSpellTomes - OBSEfixer.esp [Version 2.2]
      ** Book Jackets DLC.esp
      ** GrimbotsSpellTomes.esp
      57 BalancedMagic.esp
      58 ACCCGR SI.esp
      ** EVE_StockEquipmentReplacer.esp
      ** HGEC_special_armor_repl.esp
      59 Immersive Weapons.esp
      5A pale_rider's Hats.esp
      ++ Weapon Improvement Project.esp [Version 1.9]
      ** Armamentium female.esp
      5B Eri's Simple Sprint n Gallop.esp
      ++ Cobl Tweaks - SI.esp
      5C Alluring Potion Bottles v3.esp
      ++ ArmamentariumLL.esp [Version 1.35]
      ++ ArmamentariumLLMagic.esp [Version 1.35]
      5D xulImperialIsle.esp [Version 2.0.1]
      5E Fighters Guild Quests.esp
      5F ArmamentariumArtifacts.esp [Version 1.35]
      ++ ArmamentariumLLArmaVendor.esp [Version 1.35]
      60 Creature Diversity.esp
      ++ Creature Diversity Arachnophobia Patch.esp
      ** [cq]ColoredQuests.esp
      61 GuildAdvancement.esp
      62 LittleShops.esp
      63 0WeynonPrioryAlive.esp
      ** [cq]ShiveringQuests.esp
      64 [cq]AdvancedFightersQuests.esp
      65 [cq]AdvancedMagesQuests.esp
      66 24HrArenaAliveLow.esp
      67 Arena Ring.esp
      ** Knights - Book Jackets.esp
      ** [cq]QuestsoftheNine.esp
      ** EVE_KnightsoftheNine.esp
      68 Muggrug's Bar & grill 2.2.esp
      69 LittleShopsNoHearts.esp
      6A ULS MTCExpandedVillages-UniqueLandscapes merged patch.esp [Version 2.0]
      6B Frostcrag Village.esp [Version 1.0.7]
      6C Harvest [Flora].esp [Version 3.0.0]
      6D TimeEnough.esp
      6E ULS RegionReviveLakeRumare-ImperialIsle patch.esp [Version 2]
      6F ULS WeynonPrioryAlive-ChorrolHinterland patch.esp [Version 2]
      70 TD_MarshGlenn.esp [Version 1.1]
      71 Dogs in cyrodiil.esp
      72 TopalIsland.esp
      73 Redguard Guards.esp
      74 EmberstoneEstate.esp
      75 More_Vegetables.esp
      76 Blackwood Company Remnants.esp
      77 DremoraPersuasionDialogue.esp
      78 Fort Redwater Residence.esp
      79 Map Marker Overhaul.esp [Version 3.9.3]
      7A PunjabMopedAbode.esp
      7B Whispered Warning.esp
      7C AgronakGroMalogDeadlyChallenge.esp
      7D AlchemistsCave-COBL.esp
      7E Grandmaster of Alchemy.esp
      7F Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
      80 DLCSpellTomes-No Attack.esp
      81 BaronArmor.esp
      82 AFK_Weye Arrius_Creek Patch.esp
      ++ AESgreaterharvestchanceharvestflorapatch.esp
      ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
      ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
      ++ Real Lava 1.3.esp
      ** ApparatusIcons.esp
      83 Auto Update Leveled Items And Spells.esp [Version 1.2.5]
      ++ Brighter_Torches.esp
      84 Enemy Weapons dont drop.esp
      85 EVE_ShiveringIslesEasterEggs.esp
      86 Map Marker Overhaul - SI additions.esp [Version 3.9.3]
      87 Dungeon Actors Have Torches 1.6 CT.esp
      ** [cq]GuildAdvancement.esp
      ++ Larger Ogres and Trolls etc.esp
      88 Lootable Merchant Chests.esp
      89 P1DkeyChain.esp [Version 5.00]
      8A SkycaptainsBloodTime.esp
      8B Storms & Sound - Bartholm.esp
      8C Storms & Sound - AFK_Weye.esp
      8D Toggleable Quantity Prompt.esp [Version 3.2.0]
      8E VanillaCombatEnhanced.esp
      ++ VCEClassOverhaul.esp
      8F RefScope.esp [Version 2.1.2]
      90 dyseso_Alchemy_Potion_Perks.esp
      91 RshAlchemy.esp
      ++ RshAlchemy - AVU.esp [Version 1.0]
      92 RshAlchemyRecipes.esp
      93 Enhanced Grabbing.esp [Version 0.5]
      94 Bundlement.esp [Version ision]
      95 JCN_AV Uncap.esp [Version 1.01]
      ** Woman's Move - Animation Replacer.esp
      96 ZUSwordFlameAtro.esp
      ++ ZUSwordFlameAtro_Vanilla.esp
      97 ZUSwordFlameAtro_UOP.esp
      98 Companion Compatibility.esp
      99 Guts Chainmail.esp
      9A Guts Leather.esp
      9B More Effective Enchantments DLC.esp
      ++ Complete Enchantment Overhaul.esp
      ++ ZUSwordFlameAtro_Frostcrag.esp
      ** Book Jackets DLC Misc.esp
      ++ Better Restoration Leveling.esp
      9C GlowingSewerZombies.esp
      9D Better Looking Redguards v2.esp
      9E PHVanillaEyesAddon.esp
      9F Ren_Soya_KD's.esp
      A0 _Ren_BeautyPack_full + Soya's hair.esp
      ++ MaleBodyReplacerV5.esp
      ++ EVE_KhajiitFix.esp
      A1 StrongerHindaril.esp
      ++ ElixirOfExplorationEnhancedNightEye.esp
      A2 lBookworm.esp [Version 1.1.1]
      ++ skilltweak.esp
      A3 ULE FightersGuildQuests-Snowdale patch.esp [Version 2]
      A4 Enhanced Economy - House prices.esp [Version 5.4.3]
      A5 bartholm - EE patch.esp [Version 4.2]
      ++ Item interchange - Extraction.esp [Version 88]
      ++ Item interchange - Placement.esp [Version 88]
      ++ Item interchange - Placement for Frostcrag.esp [Version 88]
      ++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 88]
      ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
      ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.38]
      A6 Bashed Patch.esp
      [/xml]

  7. marob307
    marob307
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    mhan can i take this patch for my mtc villages expanded version ? I will remove editd from mtc in the inns. I will need to fix the patch. .
  8. JohnFreechment
    JohnFreechment
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    Does this work with Better Cities?
    1. mhahn123
      mhahn123
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      Yes. The locations involved do not touch any of the cities.
  9. Worldsong
    Worldsong
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    Hi. I'm fairly new here and been adding mods to my Oblivion game & trying them out before actually playing thru the game, which I'm looking forward to. I added your patches for the three mods that I added and it makes them work very well together. However, I'd like to ask if you would consider making a patch for the The Secrets of Blacksmithing (mod #35472) by Piepenguin1995? It adds an abandoned smithy to Weye and unfortunately clips a corner of one of the Weye buildings near the shore, making it impossible to enter without using the console. Basically either one of the buildings just needs too be moved away a bit with a slight landscape modification. I'll be adding a comment on his mod page as well, so hopefully you two guys could work out a patch for this, as I think the smithy would be a great building to add to Weye. Thanks!
  10. nyahahahanyan
    nyahahahanyan
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    Need this patch but without the Region Revive: Lake Rumare dependency
    1. mhahn123
      mhahn123
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      Unfortunately I've no plans to remove content from the patches. Pretty far down my list at this point, but my only future updates for this series is to add support for one more mod. Perhaps it's a good time to crack open the Construction Set and learn how to create the patch you need. That's how I started out.

      Regards the comment, it isn't possible to remove dependency without rebuilding the patches from scratch. These patches are dependent on all three mods because they edit things from all three mods. Which means they move homes, clutter, NPCs, creatures, markers, etc. And in regard to those moves, both landscaping and path grids are heavily altered.

      You could in theory use Tes4Edit to prune out any of the three major mod dependencies. But in terms of landscape adjustments and architecture placement, you will be left with some very odd looking elements that won't be nice to play with in-game. There is a lot of manual CS work needed to make it look right again.
  11. darkphoenixff4
    darkphoenixff4
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    Would it be possible at some point to get a patch that fixes all of the mods in the Weye Overhaul Patch (AFK, MTC, Farmers Market & Houses of Healing) without RRLR? I ask because as mentioned below, RRLR mods a lot more than just the Weye region, and I'd like to just use Unique Landscapes: Imperial Isle if I could get away with it...
    1. mhahn123
      mhahn123
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      That would require rebuilding a good deal of stuff. I don't have plans to do so. The original patches were built to fix the three mods I used (and still use). Later I added in more due to requests. Frankly due to losing a PC over the years, I don't have the landscape files i created as a base to build off of. Doing anything new with these would mean starting over.

      Regards using these with UL Imperial Isle, you should be able to do that. I used to. These patches do not overlap with ULII or it's Region Revive patches. Unless something has drastically changed since I last played.