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
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.
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.
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:
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.
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 :)
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
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.
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.
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.
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.
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.
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??
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)
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:
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!
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.
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...
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.
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The author has locked this comment topic for the time beingHowever, 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.
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.
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.
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 :)
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
thanks for the attention.
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.
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.
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.
Yes I will definitely be sticking with BOSS for now on.................
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.
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.
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:
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]
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.
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.