Oblivion

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  1. mhahn123
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    FYI.....I've updated the compatibility patches on the files tab. The patches were updated to be current with v2.0 of Unique Landscapes Blackwood Forest and/or the Unique Landscapes Compilation. These are the same patches already available in the UL Patch Compilation. So if you already have them from there, no need to download from here. I just wanted to have up to date files here on this page.

    I've also compiled all of the Legion Outposts patches into a single download vs the individual files that were previously available. Makes the files tab look much neater and less confusing. There were no other changes made.
  2. marob307
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    hi mahn, if you want, may you grant the admin rights to me ? I done a small bug fix for this mod. I am willing to upload if you dn't have time. I corrected the guard faction issue. Now they can arrest you
    1. chicagoasylum
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      Any chance of uploading that file? :D I'd love to have it as this mod is great and adds a lot to the game.
    2. rafaelalcid
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      Looking forward for this, too!!!
  3. User_7162745
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    I don't use the Full Version of Better Cities so the BC Patch you provide does not work in my load order, as it is looking for the Better Cities Full.esp. If you could provide a patch that instead looks for the Better Cities Leyawiin.esp that would be much appreciated.
    1. mhahn123
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      Sorry I don't use the Separate Cities plugins and don't want to have to maintain multiple versions of the same patches. You can try changing the master requirement on the plugin via WryeBash. It should work just fine.
    2. User_7162745
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      Well, I was able to easily add Better Cities Leyawiin.esp as a master file, but the patch is still dependent on Better Cities Full.esp and I cannot find a way to remove the dependency. I am using the latest version of Wrye Bash, if you, or anyone, knows how to solve this issue let me know.
    3. mhahn123
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      Yep, instead of adding BC Leyawiin (separate module), you needed to change it to that from Better Cities Full.esp. To do so with Wrye you need the mod you are altering and the new master both present in your load order. In the mods list, click on the patch to select it. Over to the right, in the section labeled Masters:, click on the master you wish to change. You may get a pop up warning about editing master requirements. Dismiss it. Now click on the master once or twice more until you get a square around it which allows you to change the name. Simply type in the name of whatever you wish to change it to. Being sure it is spelled correctly. Then save.

      Tes4Gecko has a function which allows removing a master requirement entirely. Tes4Edit does also, with the Clean Masters Function. But that assumes there is no internal need for said requirement. Perhaps safer if you load a fresh, unaltered copy of the patch and change the master requirement as described above.
    4. User_7162745
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      Thank you so much, it worked. Love the mod, Endorsed!
  4. marob307
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    I had corrected the guard problem, i think question of confidence they ere very low
  5. marob307
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    Hi, Mhan123

    Is it too ambitious to have a FORTH ways patch ? ( Bc+ulblackwood+ kragneir+white stalion with the outpost)รจ

    thank for your great work
    1. mhahn123
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      I would have to look at all four to answer that. Most of the patches for this area can be merged and made to work. A few of them overlap in bad ways. Will look at it over the weekend and get back to you.
    2. marob307
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      thank plugins management

      but five ways patch with outpost.

      this region is heavely modded.
    3. marob307
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      what about the patch?

      do you have it? I know you are busy with hesu and I hope you will work on soc or ul soon.

      thank
    4. mhahn123
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      No, there is not a single patch available for all of those. It could be made by merging and editing some of the currently available patches. But will take work that I don't have time for right now. Sorry but I have a priority list that I need to stay on track for at this moment.
    5. marob307
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      yes good, luckwhen you will have time
    6. marob307
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      hi i was playing, but theguards from ouptpost are not willing to arrrest.

      also i am using legion+UL+BC patch, plus white stallion and gragenir dead quest patch.

      there minor land tear here + kragenir house seems to be not functionnal.
    7. mhahn123
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      If you are using multiple patches together it is really no surprise you are seeing land tears. I never make any guarantees that one patch will work alongside another. There are simply too many overlapping mods in this small area. If there is no single patch made for the mods you have loaded, it is highly likely you will run into issues like this.

      I'll fix the guard issue once I return to modding. It is most likely a matter of turning up the responsibility setting.
    8. marob307
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      the land tear is still here less KDQ.


      a small land tear near the tree on the road of he fort.
  6. maczopikczo
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    Hi, I've just paid a brief visit to both outposts. They look great, and add interesting locations to the game. I love the fact that you can take a boat across the river to get to the other outpost. One minor problem for me was that in Nova Varos the mudcrab pen attracts unwanted attention of various wild creatures that roam these parts, and Novi Sad was raided by a band of trolls who killed half of its population. I hope the soldiers respawn, otherwise both outposts will be empty in no time.
    There's also a minor conflict with a small Renrijra Krin camp on the hill, added by Roving Renrijra Krin - the camp sits precariously on the edge of the slope with a few objects floating in the air. This is nothing, but then you go slightly west from the camp and water level suddenly raises, and this looks worse. Maybe you or Guinefort1 (Roving RK's author) could look into this?

    And again, thanks for your enormous effort to make TES4 an interesting and seamless experience.
    1. mhahn123
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      Thanks for the reports Mac,

      I need to ask though, are you using any mods that add extra creature spawns. I removed most of the nearby vanilla spawns to keep this very thing from happening. Will double check to see if I missed any, but this is likely a mod interaction of some sort.

      Regarding the RRK mod, that is a non issue. Guinefort already provides an optional SOC compatible version.
    2. maczopikczo
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      Yes, as a matter of fact I use a few creature mods - MMM, BT More Enemies, Betty's Animal Planet, Creature Diversity - I'm not sure if all of them add spawn points, but at least some of them certainly do. If you already trimmed vanilla spawns in the area, then don't worry about my comment. My foes clearly were added by those mods.
      Thanks for the heads up on the special SOC compatible version of RRK.
    3. marob307
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      Don't add more spawn point to MMM. OOO is fine. I had problem with MOO. But will give possibility to remove spawn points in ini file. very kind.
  7. Kinderblut
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    If I used both the UL Blackwood-BC6 patch and the Open Cities Reborn patch would it even out as compatible? Your SOC series looks awesome and I've been meaning to try it out for a while but don't know if I'll get any nasty land tears with my combination of UL, OCR and BC6.
    1. mhahn123
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      No I don't think that would work. Those two patches actually fix some of the same areas, but in very different ways. You may get lucky and find it partially works. But there are sure to be some problems try to use both patches.
    2. Kinderblut
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      Yeah, Wrye Bash got quite unhappy with me because the BC6 patch requires Better Cities Full as a master instead of the Better Cities - Open Reborn esp.
      Surprisingly though using just the separate OCR and UL Blackwood patches works like a charm; no tears or buildings half-submerged in the ground or anything for either outpost. Looks fully compatible from what I can tell.
    3. mhahn123
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      That's great to hear. Thanks for letting me know. I don't always get the chance to test how any one patch interacts with other patches. The big focus is always just getting the individual conflicts patched at all.
  8. bevilex
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    Hi again Mahn,

    Just reporting little conflict between this mod and Elsweyr_Leyawiin_Topal Bay Walkabout. Conflict reproducible even with the patch. Angkor uploaded a new version of his mod, that may be the cause (although I didn't check with previous version). I added a screenshot. It is in the location shown by your first image.
    1. mhahn123
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      Yep that is for sure caused by the Walkabout updates. There was no ship at the dock in previous versions. I'll get the patch updated during the next weekend.
  9. marob307
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    conflict with mooo spawn points
  10. Selh88
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    When I visit either settlement, most of the structures just come up with big yellow and black exclamation points. Any suggestions as to how this is fixed?
    1. mhahn123
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      Yes. Download and install the required resource pack. There is a link here on the description page.
  11. mhahn123
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    Uploaded two new compatibility patches. The first is for UL Blackwood Forest, the second is a 3-way patch for Blackwood Forest and Better Cities 6.0. Thanks to gameandperformance for reporting the conflict.
    1. gameandperformance
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      Tried out the new patches and everything looks great. Thanks.
    2. gameandperformance
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      Tried out the new patches and everything looks great. Thanks.