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  1. SuperJohnny94
    • member
    • 0 kudos
    The statue in the chapel is not fixed to the ground. It can be actually thrown away.
    1. xenogearslucas
      • member
      • 30 kudos
      Yes. Its a very odd decision. The physics on the statue can be disabled if you find the model meshes\stroti\useablegodstatues\septimnew.nif in the .bsa. Follow this guide to remove the physics: https://wiki.nexusmods.com/index.php/Removing_havoc_on_an_object
  2. Wiseman05
    • member
    • 11 kudos
    A beautiful little immersion mod for those that have the .esp room to fit it in! I like taking screenshots here and I honestly wished the "Alive Series." got a complete workover like Better Cities and Unique Landscapes did. While as a kleptomaniac it's rough looking at all the boxes and chests and stuff that are just statics and being unable to loot them, it's undeniable that it helped give the area (and others in the series) a much needed "lived-in" appearance that makes them feel more immersive without cluttering everything up and eating FPS.

    Speaking of Unique Landscapes though. For anyone using this mod, be aware that there IS a conflict with the East side of Chorral (north of the Priory) which results in a large land tear that Land Magic can't even seem to fix. Unique Landscapes does have a patch for it, but it doesn't seem to work. The only way I was able to fix it was by loading 0WeynonPrioryAlive.esp BEFORE Unique Landscapes, coupled with the provided patch, and that seemed to fix it. 

    ALSO, be aware that it has dirty edits. So you'll need to clean it with Tes4edit. As mentioned below if you use a horse replacer mod, be sure to delete the entry on the horses so those don't get overwritten (though I did that before I cleaned it, so perhaps cleaning it will help.)

    Edit: Apparently I'm kind of an idiot. I was using LOOT instead of BOSS, and BOSS already fixes the Unique Landscape issue I mentioned in the second paragraph. So as long as you're using BOSS it'll work out. You still need to clean it with TES4Edit though. 
  3. Qefucan
    • supporter
    • 1 kudos
    Is there a way to undo the changes to Horses that this mod does? I use slofs Horses, and this mod overrides some of her horse meshes and textures, and i really really really like her horses (especially Prior Mabels) more than the ones included in this mod and the high detail saddles with potions and stuff, no offense. Ive been poking around in the BSA but bad things happen when i delete the horse stuff from this mods BSA. Any Ideas?
    1. Joehtosis
      • supporter
      • 22 kudos
      Seven years late, but for anyone interested, it's very easy. Open the mod in tes4edit, open the creature block and delete the relevant blocks regarding the horses. I wound up just deleting the entire creature block as I'm using my own sheep replacers as well lol.
  4. Ciccigomma
    • premium
    • 40 kudos
    i think this mod is a great addition but it should updated to make it compatible with modification apported into the Weynon Chapel by Oblivifall - Losing my Religion mod.

    Or is it possible to update an alternative version with modifications only for the Weynon House and the Chapel exterior? Leaving the Chapel interior untouched?
  5. dm3588
    • member
    • 0 kudos
    In the scriptorium area, is the cupboard supposed to be buried inside the bookcase?
  6. mhahn123
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    • 207 kudos
    An excellent transformation of an otherwise boring area. Used with UL Chorrol Hinterland and Nephenee's patch it really gives a whole new look. Only one critque and it's a small one at that, the well out front needs to be lowered slightly. If you look at it from the side the wood posts of the wellhouse are not touching the ground.

    Would also like to mention that I have uploaded a patch for WPA and my Regional Farms mod. File can be found here. This patch will work just fine alongside Nephenees patch and UL Chorrol Hinterland so long as you follow the directions in my enclosed text file.

  7. CarlosS4444
    • premium
    • 126 kudos
    And not only its more convenient but the user is able to see what files are overriten by another mod. Which is difficult using BSA.
  8. Nephenee13
    • supporter
    • 256 kudos

    @ CarlosS4444
    No. The real reason to use BSA files is to provide much cleaner mod installations. Why have add 10 folders to the user's meshes folder when you can just have one simple BSA?

    The problem is that there's a bug in Oblivion's Engine which causes Directory Thrashing if there are more than 400 ESP/ESM/BSA files in the Data directory.

    Now, granted that there is a hard limit of 255 active ESP/ESM files, this is not an enormous problem, but it is an issue.

    I also find that using Wrye Bash's BAIN to install loose files is actually far more convenient and informative than installing BSAs.

    Edit: Also you should remove the DistantLOD folder, it is not necessary and its better for users to generate their own LOD using TES4LODGen
  9. knightspk2
    • member
    • 22 kudos
    @ CarlosS4444
    No. The real reason to use BSA files is to provide much cleaner mod installations. Why have add 10 folders to the user's meshes folder when you can just have one simple BSA?
  10. mrwitchhunter
    • member
    • 1 kudos
    There are mods with the same idea - to make little villages more unique.
    http://oblivion.nexusmods.com/mods/38351 3 mods EV
    http://oblivion.nexusmods.com/mods/37731 16 mods DV
    Look great =) If somebody is interested =)