So the time has finally come to put an end to this. At least for me. I've migrated all of the files to the new page over at AFK Mods. This page will stay up. Any of the other community members who already have editing access are welcome to take it over and do their own thing. I won't be uploading any further files here. Any updates that are done for any of the files that were on this page will be uploaded HERE
I wonder if you'd consider a patch for Couture Serene Boutique https://www.nexusmods.com/oblivion/mods/50911?tab=description&BH=1 for use with latest version of Better Cities. As is, it's in the location of the Bank of Cyrodill. I figured moving the Coutere building elsewhere shouldn't be too hard in the CS, but I was unable to do it. If it's a fairly simple process for an experienced modder, please help! Thanks!
Per the description page there is nobody here actively taking requests. I am the only one left from the original team and am up to my armpits in personal mod projects. If at some time in the future I am able to resume work creating patches, they will be uploaded to the One Stop Patch Shop at AFK Mods.
s*** sorry, I meant RST and The Dark Brotherhood Chronicles xD They are both award winning mods and my personal 2 favorite out there but there is a bit of a cosmetic issue between the 2 of them. Apparently only 1 location has the cosmetic issue. I will link the modpage below for more info. Any updates on this would be greatly appreciated! https://www.nexusmods.com/oblivion/mods/41090?tab=description
As you seems to do patches, during chrismas break, i will patch reclaiming sancre tor and dark brotherhood chronicles. small conflict, if you are interested you may patch before me.
hello mhan123, if you need a distraction, could you make order in order of dragons mess, Currently is impossible to play the mod with ul and frastcragdlc + villages. some patches already exist but they are not compatible with each other.
As you well know, compatibility patches are engineered to fix a specific problem. Almost never with an eye towards playing nice with other patches. Sometimes it's hard enough to fix the conflict you're focused on.
That area of the Jerall Mountains has too many overlapping mods. Slangens made a good effort to patch up some of the more popular titles. Not sure I want to do the same unless they are things I would use myself. I will be, at some point, circling back to this area though. I've yet to finish up the Snowy Road to Bruma patch series and I have an unpatched conflict with Skyrim Temple to wrap up.
You're request might not be too difficult. One could easily borrow snippets from existing patches.
hi mhann after an inquiry, good news, the patches seem working. The ul patches are ok. Also, i find the patch i want on an obscur tier author. The existing patches should be regrouped properly I think for pratical reasons. https://www.nexusmods.com/oblivion/mods/47956
Oh yes, adamixos' patch. I had forgotten about that. Glad you found it.
Which reminds me, it's been a while since I updated the links section for this page. Might be a good idea to do so. There are probably quite a few good patches out there which I haven't added links for.
Posted several patch files related to Oblivion Uncut. There are now six patches available for Oblivion Uncut which address conflicts with DLC Battlehorn Castle, Elsweyr Anequina, Scarlet Monastery, UL Ancient Yews, UL Chorrol Hinterland, and UL Entius Gorge.
It should be noted that the UL patches are also available from the Unique Landscapes Compatibility Patches page.
I may have mentioned once or twice that there's nobody here actively working on requests anymore. Perhaps try reaching out to Kad Venku directly. I believe he had actually started working on that very patch ages ago.
Hello mhahn, I was hoping you could maybe help with a patch that I've been trying to find. According to the Reclaiming Sancre Tor thread in TESAlliance, ImpeREAL Empire Unique Forts conflicts with Reclaiming Sancre Tor due to certain pathgrids being disconnected. This issue was patched but all the links to the patch provided in the thread are dead. I looked everywhere and couldn't find any alternative links. Maybe you know what happened to it?
Off the top of my head I don't know. But if there was a patch I probably have a copy of it in my mod files somewhere. Refresh my memory, which of the forts had the issue with RST? Might make it easier for me to follow up.
If it helps to pinpoint the Unique Forts conflict, the path grid gets disconnected in Cell -10,33 and the preferred nodes from cells -8,33 all the way to the disconnect are erased. Load order tweaks won't help, because you'll erase the path grid leading up the stairway to the fort
I believe it is the fort that is north east of Chorrol. Fort Black Rock to be precise.
Alright so as it turns out I do have a copy of the patch in question (RST+Unique Forts Patch.esp). Can't remember where I downloaded from back then, but can't find it online anywhere atm. The patch was made by Thomas Kaira according to the readme file. Ive sent messages to TK and Dark Rider to see if it's ok to upload and host the patch here at One Stop Patch Shop.
Great, thanks! It was probably from TESAlliance as the site gives an error when I click on the link. I've no idea why its dead and why they didn't upload it on the nexus in the first place though.
Just thought to update you on this topic. Sadly I've had no reply from either party as of this moment. However, there is a light at the end of the tunnel. Per the read-me included with the patch, the author stated that "if there is no reply within one month of asking, you may assume you have my permission".
In accordance with that statement, I will upload the file on April 13 if there hasn't been a response before then. Apologies for the extended wait, but I do strongly believe in honoring the author's permissions requirements.
Hi, sorry to butt into this conversation/necro it, but is there anything new regarding the patch? There was also a patch for ImpeREAL City and Reclaiming Sancre Tor that is no longer available, any chance you have that one too?
Hmm...glad you reminded me about that. I had it packaged up and forgot to upload. I'll get it posted first thing tomorrow morning. Didn't hurt to wait a little longer anyway, I was really hoping the author would respond and give an official ok. But the read-me disclaimer is fairly clear enough.
About that other patch, nope don't have that one. By the time Reclaiming Sancre Tor was released I was exclusively using Better Cities. The ImpeREAL Cities unique castles architecture had been incorporated into BC long before.
Well, this might be a long shot, considering that Arthmoor isn't very active when it comes to Oblivion and Waalx is just gone it seems.
There's quite the landscape issue between Sutch Village and WAC, since wac likes to add some Gnoll camps around the world, it adds one near the town of Oyster bay added by Sutch Village, and hoo boy, its a mess, not only there are creatures (some of which can be hostile) spawning in the centre of the town, and the landscape change that sutch village makes, make the gnolls spawn in really awkward places, like on a really steep hill.
Hopefully a patch could be made, I can't find any patch for those two, either that or just use the WACoverspawn.esp rather than the normal WAC.esp, since the overspawn adds WAC creatures to the leveled lists, while WAC.esp adds new spawn points and the gnoll camps that cause some trouble with other mods
Yep it's a long shot. But thanks for posting. As the description and sticky both point out we are no longer actively taking requests. There really isn't anyone around other than myself these days. And I have a laundry list of my own things that are being worked on.
Long story short I'm only making patches for issues related to my personal projects right now. With the occasional random Unique Landscapes patch thrown in since I help out with those. It's just way too easy to get bogged down making one compatibility patch after another. If I get to the point of just needing a distraction one day, maybe something on the list here will get knocked out.
I've added a patch for Rustle House + UL Lush Woodlands to the files section. This should be used in lieu of the Lush Woodlands patch which is included with Khettienna's mod package. Her mod hasn't yet been updated to sync with Unique Landscapes v2.0.
Not yet included in BOSS Masterlist, but there is a detailed read-me with load order instructions.
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The author has locked this comment topic for the time beingThey are both award winning mods and my personal 2 favorite out there but there is a bit of a cosmetic issue between the 2 of them. Apparently only 1 location has the cosmetic issue. I will link the modpage below for more info. Any updates on this would be greatly appreciated!
https://www.nexusmods.com/oblivion/mods/41090?tab=description
Reguarding Dungeons of Blackwood, Moneypit Mine and Peeping Wizard Cave are a little buried, even if fully accessible.
That area of the Jerall Mountains has too many overlapping mods. Slangens made a good effort to patch up some of the more popular titles. Not sure I want to do the same unless they are things I would use myself. I will be, at some point, circling back to this area though. I've yet to finish up the Snowy Road to Bruma patch series and I have an unpatched conflict with Skyrim Temple to wrap up.
You're request might not be too difficult. One could easily borrow snippets from existing patches.
good news, the patches seem working. The ul patches are ok.
Also, i find the patch i want on an obscur tier author. The existing patches should be regrouped properly I think for pratical reasons. https://www.nexusmods.com/oblivion/mods/47956
Which reminds me, it's been a while since I updated the links section for this page. Might be a good idea to do so. There are probably quite a few good patches out there which I haven't added links for.
It should be noted that the UL patches are also available from the Unique Landscapes Compatibility Patches page.
I believe it is the fort that is north east of Chorrol. Fort Black Rock to be precise.
Let you know as soon as I get a response.
In accordance with that statement, I will upload the file on April 13 if there hasn't been a response before then. Apologies for the extended wait, but I do strongly believe in honoring the author's permissions requirements.
About that other patch, nope don't have that one. By the time Reclaiming Sancre Tor was released I was exclusively using Better Cities. The ImpeREAL Cities unique castles architecture had been incorporated into BC long before.
There's quite the landscape issue between Sutch Village and WAC, since wac likes to add some Gnoll camps around the world, it adds one near the town of Oyster bay added by Sutch Village, and hoo boy, its a mess, not only there are creatures (some of which can be hostile) spawning in the centre of the town, and the landscape change that sutch village makes, make the gnolls spawn in really awkward places, like on a really steep hill.
Hopefully a patch could be made, I can't find any patch for those two, either that or just use the WACoverspawn.esp rather than the normal WAC.esp, since the overspawn adds WAC creatures to the leveled lists, while WAC.esp adds new spawn points and the gnoll camps that cause some trouble with other mods
Long story short I'm only making patches for issues related to my personal projects right now. With the occasional random Unique Landscapes patch thrown in since I help out with those. It's just way too easy to get bogged down making one compatibility patch after another. If I get to the point of just needing a distraction one day, maybe something on the list here will get knocked out.
Not yet included in BOSS Masterlist, but there is a detailed read-me with load order instructions.