I'm using "Better Cities Imperial Isle - Unique Landscapes Imperial Isle - Talos Bridge Gatehouse - Patch" and it's come out like this. Did I do it right? Besides these and the grass growing on the trebuchet platforms, there's no other clipping and no land tears.
I'm using the patch for Better Cities Imperial Isle - Unique Landscapes Imperial Isle - Talos Bridge Gatehouse - Region Revive: Lake Rumare, all merged versions. I've done some exploration, and everything around the Isle appears perfect save for one location: the underground Legion Smithy, just off to the right of the Talos Bridge, is quite literally underground. You can see the posts of the awning sticking out of the hillside, but accessing the door requires a tcl command.
Great work on the whole. The island looks amazing!
You have a fifth mod editing the area, or you have a bad load order. With just the four patched mods plus the patch, the entrance to the smithy looks just fine.
You would be correct. I had to reinstall the UL Compatibility patches and forgot to remove the Imperial Isle patches after running the install wizard. User error. Thanks for the response.
I let LOOT organize everything, and they ended up as Talos Bridge -> Region Revive -> UL -> Imperial Isle. I also use Wrye Bash to merge everything, so if you also use a bashed patch, you'll need to tag C.Water on this patch or the water levels will be buggy.
Thank you, this fixed most of the major tears, Are you by chance using the newest version of Better Cities though? Because I've got one tear by the water front I can't seem to get rid of and unfortunately I think its just a problem with the newest version updating the water front...
I'm using 6.4 and I'm not aware of any tears in the waterfront...there is the one redundant shack that sits in the middle of the horse pen that I have to disable when starting a new character, but that's the only thing that comes to mind.
So, I've set up my load order with the whole setup of BC-II, ULM, TBG-R, and RR-LR. At the bottom of my load order I have ULM Better Cities-UniqueLandscapes-Merged patch, and then this patch that pertains to the four mods it covers.
I have no other mods that would conflict. But there are two areas on the Imperial Isle that suffer from conflicts. I have noticed that they have been mentioned here in the comments by others before, but no one has put forth exactly how to fix it.
The first is at the Sisters Settlement. It is flooded with water in the path before the house. Going slightly down the hill, the water cuts off at the rocks in midair.
The next is at the Priory of the Sleeping knight. Just down the path is a flooded water section. The water is cut off in midair in a straight line going down the path. Its pretty much running down the middle of the path.
The way the water tears are behaving leads me to think that the cutoffs are at the edge of a cell. On one side the water is removed for the patching, but on the other side of the cell edge they were left in place. This is my completely unexpert opinion, but it seems to explain what is happening. I cant disable the water in the console. And I dont know how to use the Oblivion Editor . Is there any way to get rid of these water spots and tears? I'm pretty pleased with how these four mods are patched together to make the Imperial Isle interesting.....but these two flaws are gnawing at me.
******************************** EDIT:
OMG! I fixed it! I ran across some comments mentioning that this patch should have the C.Water tag added to it. So I figured out what that meant and added the tag in LOOT, rebuilt the bash patch...and Tada! The water issues are fixed!
I'm curious if it's possible to use the most inclusive patch on this list with the imperial city suburbs mod and it's own corresponding patch for the Talos gate house?
If Imperial City Suburbs does not itself conflict with any of the other mods being patched, then possibly, however if both patches patch the same content of Talos Gate House then no. And if Imperial City Suburbs does conflict with any of the other mods being patched as well, then those conflicts will still exist regardless.
So after extensive work testing, I'd say it's not really advisable to keep using Imperial City Suburbs with this patch currently. It could probably be added to this compilation and fixed, but as it stands they conflict.
Without ICS at all there seems to be a bug with the full version of the patch between UL and RR: all of the assets behind Macrin Pundus's house on the hill (trees, plants, shrine) are all floating in the air. In front of said house, as well as the two nearest it, the landscape has been raised about halfway up the doors/buildings/fences.
I had a similar problem with Colourwheels Sexy Tavern & RRLR. There's a patch for CST & UL which works fine, but when you add RRLR into the mix, all the RRLR assets in that spot are floating in the air because it places a house right in the Tavern spot. I hoped the new version of OSPS might somehow fix that, but no such luck.
Then you're talking about a different location, I only fixed the land height at the location Dmettler182 reported after confirming that the patch had missed that location.
As this patch collection doesn't cover Colourwheels Sexy Tavern, there is probably no existing working combination of mods and patches.
Ah, I see. Yep, the Tavern is outside the scope of this patch. I thought the owner of the RRLR house was Macrin Pundus, but I checked; it's someone else's house.
You have set your image to hidden so I cannot see what you see, however everything appears fine around the priory when using the full patch with the mods it patches. So you have another mod editing the same location and it conflicts, either move that mod to load before the Region Revive, or disable it.
It looks like the photo is no longer set to hidden, which was handy as I was headed here with the same issue which it depicts.
There is a log going through one of the buildings at this location, as well as land and water height tearing. The conflict seems to be between unique landscapes imperial isle, and region revive
Now that I can see the screenshot, my original suggestion was correct. There are no remaining conflicts at that location when using the patch, oxyg had another mod editing the same area which altered the water height.
What you describe also does not exist when using BC II, UL II, RR and the corresponding compatibility patch, so you have another mod editing the same area which has altered water height, changed land height, and placed a log through a building (not visible in oxyg's screenshot so I do not know which building you refer to but there's only three buildings at that location and no logs).
recently I ran into some trouble using this patch for UL Imperial Isle (separate Version), BC Imperial Isle, RR-LR and Talos Bridge Gatehouse all together.
I experience the same issues at the Priory of Sleeping Knight as described (cells 9,14; 10,14; 10,15) by oxyg some posts below, though I use another patch.
The water level can be fixed by adding the "cwater" bashed tag to the patch.
I uninstalled Talos-Bridge-Gate and gave it a try with the fitting patch (ULS OSPS-BC_IC-II_UL-II_RRLR_Patch.esp), and here I did not encounter the issues mentioned before (except for the water level). It looks like some of the landscape changes are not included in the Talos-Bridge-Gate-patch (ULS OSPS_BC_IC-II_UL-II_TalosBridge_RRLR_Patch.esp is the file I use).
I'm getting tired of these patches. So many variations of the patches that things fixed in one get missed from another, or aren't found by me because I'm looking at the wrong patch. I'll get another update released soon, thanks for reporting.
EDIT v6.1.2 uploaded, hopefully no remaining errors this time.
This patch may revert/cancel out edits to RR-LR esp, but I'm not sure. I've made made numerous changes to most of the NPC's in RR-LR, none of which show up in game, which is extremely unusual. The last esp in my order that has anything to do with RR-LR is this one, though there are a couple other RR-LR patches by MHahn above it that fix landscaping issues in the Weye area. Those are very minor; doubtful they'd be involved in this problem. I'm at a loss to explain how this patch, which supposedly only touches land, and has no bash tags, could possibly revert NPC changes to the main RR-LR esp. It probably doesn't... but *something* is reverting my RR-LR edits, so I'm mentioning it here in case anyone has the same problem and has figured it out. BTW, RR-LR *does* need editing, since most of its NPCs are lame, low-level, weaponless, armorless, non-essential weaklings who can be killed in two seconds by a stray rabbit. The chances of this OSPS mod negating the RR-LR changes are slim to none, but I can't find any other mod in my order that pertains to RR-LR.
Nothing to do with this collection of patches, these do not edit NPCs. Use TES4Edit to view your entire load order, then check which ones also edit the NPCs edited by your patch.
Interesting result. It's mhahn123's AFK Weye-MTC-Region Revive Patch reverting the changes. He's an experienced modder; I wouldn't have expected him to make a bunch of NPC changes to a landscape patch which nullify all npc changes to the original esp. But that's the cause of the problems, and it's a must have patch to use all those mods together in that Weye area. So I used TES4Edit to edit the patch & delete all its changes to RR-LR npcs. Not an ideal solution, but it'll have to do.
Yep, using the newest version of the patch. I'm thinking the issue is either: 1) he had to edit the npcs for some AI/pathgridding reason, and just touching them at all is causing them to override my changes in RR-LR, or, 2) I'm using Marob's RR-LR Updated version, with his own personal fixes, and since MHahn based his patch on the original version, somehow there's a conflict. But at least I fixed the problem, even though whatever changes MHahn made to the npcs are now gone and I'll probably pay the price for that with npcs walking into walls and so on.
Pathgridding isn't set in the NPC/Actor records, pathgridding is a sub-record within the Cell records, so they won't start walking into walls unless they already were anyway.
176 comments
I've just uploaded v6.1.3, removing the bush stuck in a large rock, and cutting back the grass around the Legion Smithy.
Great work on the whole. The island looks amazing!
At the bottom of my load order I have ULM Better Cities-UniqueLandscapes-Merged patch, and then this patch that pertains to the four mods it covers.
I have no other mods that would conflict. But there are two areas on the Imperial Isle that suffer from conflicts. I have noticed that they have been mentioned here in the comments by others before, but no one has put forth exactly how to fix it.
The first is at the Sisters Settlement. It is flooded with water in the path before the house. Going slightly down the hill, the water cuts off at the rocks in midair.
The next is at the Priory of the Sleeping knight. Just down the path is a flooded water section. The water is cut off in midair in a straight line going down the path. Its pretty much running down the middle of the path.
The way the water tears are behaving leads me to think that the cutoffs are at the edge of a cell. On one side the water is removed for the patching, but on the other side of the cell edge they were left in place. This is my completely unexpert opinion, but it seems to explain what is happening.
I cant disable the water in the console. And I dont know how to use the Oblivion Editor . Is there any way to get rid of these water spots and tears?
I'm pretty pleased with how these four mods are patched together to make the Imperial Isle interesting.....but these two flaws are gnawing at me.
********************************
EDIT:
OMG! I fixed it! I ran across some comments mentioning that this patch should have the C.Water tag added to it. So I figured out what that meant and added the tag in LOOT, rebuilt the bash patch...and Tada! The water issues are fixed!
Thank you!
Try and see.
Without ICS at all there seems to be a bug with the full version of the patch between UL and RR: all of the assets behind Macrin Pundus's house on the hill (trees, plants, shrine) are all floating in the air. In front of said house, as well as the two nearest it, the landscape has been raised about halfway up the doors/buildings/fences.
As this patch collection doesn't cover Colourwheels Sexy Tavern, there is probably no existing working combination of mods and patches.
Try this one
Found a land tearing/mod conflict at Priory of Sleeping Knight (East side of Imperial City)
Here is my modlist: Plugins.txt
There is a log going through one of the buildings at this location, as well as land and water height tearing. The conflict seems to be between unique landscapes imperial isle, and region revive
What you describe also does not exist when using BC II, UL II, RR and the corresponding compatibility patch, so you have another mod editing the same area which has altered water height, changed land height, and placed a log through a building (not visible in oxyg's screenshot so I do not know which building you refer to but there's only three buildings at that location and no logs).
Hi,
recently I ran into some trouble using this patch for UL Imperial Isle (separate Version), BC Imperial Isle, RR-LR and Talos Bridge Gatehouse all together.
I experience the same issues at the Priory of Sleeping Knight as described (cells 9,14; 10,14; 10,15) by oxyg some posts below, though I use another patch.
Log in the house
Tree stuck in a rock and wrong water level
Tree in a bridge north of the priory area
Landtear on the way south of the priory
The water level can be fixed by adding the "cwater" bashed tag to the patch.
I uninstalled Talos-Bridge-Gate and gave it a try with the fitting patch (ULS OSPS-BC_IC-II_UL-II_RRLR_Patch.esp), and here I did not encounter the issues mentioned before (except for the water level). It looks like some of the landscape changes are not included in the Talos-Bridge-Gate-patch (ULS OSPS_BC_IC-II_UL-II_TalosBridge_RRLR_Patch.esp is the file I use).
EDIT
v6.1.2 uploaded, hopefully no remaining errors this time.
Did you download the newer version on AFK Mods?
1) he had to edit the npcs for some AI/pathgridding reason, and just touching them at all is causing them to override my changes in RR-LR, or,
2) I'm using Marob's RR-LR Updated version, with his own personal fixes, and since MHahn based his patch on the original version, somehow there's a conflict. But at least I fixed the problem, even though whatever changes MHahn made to the npcs are now gone and I'll probably pay the price for that with npcs walking into walls and so on.
https://www.nexusmods.com/users/66736676?tab=user+images
Edit: I sorted my load order with LOOT instead of BOSS and it fixed the issue. Not sure exactly which mods got moved to fix this specific issue.
Active Plugins:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.38]
02 Better Cities Resources.esm [Version 6.2.2]
03 RealisticLeveling.esm
04 Unofficial Oblivion Patch.esp [Version 2]
05 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
++ Oblivion Citadel Door Fix.esp
06 DLCShiveringIsles.esp
07 Unofficial Shivering Isles Patch.esp [Version 270]
08 Better Cities .esp [Version 6.2.0]
09 All Natural.esp [Version 1.38]
0A All Natural - SI.esp [Version 1.38]
0B Enhanced Water v2.0 HD.esp
0C GOSH.esp
0D All Natural - Real Lights.esp [Version 1.38]
0E ImprovedSigns.esp
0F Dynamic Map.esp [Version 2.1.1]
10 Enhanced Hotkeys.esp [Version 2.3.1]
11 DLCHorseArmor.esp
12 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9]
13 DLCOrrery.esp
14 DLCOrrery - Unofficial Patch.esp [Version 1.0.7]
15 DLCVileLair.esp
16 DLCVileLair - Unofficial Patch.esp [Version 1.0.11]
17 DLCMehrunesRazor.esp
18 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.8]
19 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** EVE_StockEquipmentReplacer.esp
1A Immersive Weapons.esp [Version 800]
1B RTFemaleReplacerV12.esp
1C DLCThievesDen.esp
1D DLCThievesDen - Unofficial Patch.esp [Version 1.0.15]
1E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14]
1F Fighters Guild Quests.esp [Version 1.8]
20 Kvatch Rebuilt.esp [Version 3.0RC3]
++ Kvatch Rebuilt - No More Burned Ground.esp
21 Kvatch Rebuilt Weather Patch.esp
22 Mages Guild Quests.esp [Version 1]
23 DLCBattlehornCastle.esp
24 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12]
25 DLCFrostcrag.esp
26 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10]
27 Knights.esp
28 Knights - Unofficial Patch.esp [Version 1.1.8]
** EVE_KnightsoftheNine.esp
29 MannimarcoComplete.esp
2A MannimarcoRevisited.esp
2B MannimarcoWardrobeChest.esp
2C xuldarkforest.esp [Version 2]
2D xulStendarrValley.esp [Version 2]
2E xulTheHeath.esp [Version 2]
2F xulEntiusGorge.esp [Version 2.0.1]
30 xulFallenleafEverglade.esp [Version 2]
31 xulColovianHighlands_EV.esp [Version 2]
32 xulBeachesOfCyrodiilLostCoast.esp [Version 2]
33 xulBravilBarrowfields.esp [Version 2]
34 xulLushWoodlands.esp [Version 2.0.1]
35 xulAncientYews.esp [Version 2]
36 xulAncientRedwoods.esp [Version 2.0.1]
37 xulCloudtopMountains.esp [Version 2.0.1]
38 xulArriusCreek.esp [Version 2.0.0]
39 xulPatch_AY_AC.esp [Version 2]
3A xulRollingHills_EV.esp [Version 2]
3B xulPantherRiver.esp [Version 2]
3C xulRiverEthe.esp [Version 2.0.1]
3D xulBrenaRiverRavine.esp [Version 2]
3E xulImperialIsle.esp [Version 2.0.1]
3F xulBlackwoodForest.esp [Version 2]
40 xulCheydinhalFalls.esp [Version 2]
41 xulAspenWood.esp [Version 2.0.1]
42 xulSkingradOutskirts.esp [Version 2.0.1]
43 xulSnowdale.esp [Version 2]
++ Snowdale - Fighters Guild Quests Patch.esp [Version 1]
44 xulCliffsOfAnvil.esp [Version 2]
45 xulSilverfishRiverValley.esp [Version 2.0.1]
46 xulJerallGlacier.esp [Version 2.0.1]
47 xulTheEasternPeaks.esp [Version 2.0.1]
48 Unique Landscapes.esp
++ ULE KvatchRebuilt-CheydinhalFalls patch.esp [Version 2.0]
++ ULE FightersGuildQuests-Snowdale patch.esp [Version 2]
49 ULE MannimarcoResurrection-CliffsOfAnvil patch.esp [Version 1.0]
4A ULS MannimarcoResurrection-EasternPeaks patch.esp [Version 2]
4B Harvest [Flora].esp [Version 3.0.0]
** Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
** Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
** Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
4C Auto Update Leveled Items And Spells.esp [Version 1.2.5]
4D Better Dungeons.esp
4E EVE_ShiveringIslesEasterEggs.esp
4F Grass Overhaul.esp
50 Grass Overhaul_xUL_Imperial_Isle_patch.esp [Version 1.0]
51 GuildAdvancement.esp
++ Noticeable Skill Books.esp
52 P1DkeyChain.esp [Version 5.00]
53 Alternative Start by Robert Evrae.esp
54 MidasSpells.esp
55 kuerteeCrimeHasWitnesses.esp
56 Enhanced Grabbing.esp [Version 0.5]
57 Oblivion_Character_Overhaul.esp [Version 2.0]
++ Kart Hair Replace v01.esp
++ OCO_DLCHorseArmor_Patch.esp
++ OCO_DLCOrrery_Patch.esp
++ OCO_DLCMehrunesRazor_Patch.esp
++ OCO_DLCThievesDen_Patch.esp
++ OCO_KvatchRebuilt_Patch.esp
++ OCO_KnightsOTN_Patch.esp
++ OCO_UOP_USIP_Patch.esp
58 bgMagicEV.esp [Version 1.8EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
59 bgMagicBonus.esp [Version 1.8EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
5A bgMagicEVPaperChase.esp [Version 1.68EV]
5B bgMagicAlchemy.esp [Version 1.57]
++ bgMagicPotionNumberSoulGemValue.esp [Version 5]
5C Better Cities SKINGRAD.esp [Version 6.2.0]
5D Better Cities BRAVIL.esp [Version 6.2.0]
5E Better Cities ANVIL.esp [Version 6.2.0]
5F Better Cities CHORROL.esp [Version 6.2.0]
60 Better Cities CHEYDINHAL.esp [Version 6.2.0]
61 Better Cities LEYAWIIN.esp [Version 6.2.2]
62 Better Cities BRUMA.esp [Version 6.2.0]
63 Better Cities - IC Imperial Isle.esp [Version 6.2.0]
64 Better Imperial City.esp [Version 6.2.0]
++ All Natural Real Lights - Better Cities IC Patch.esp
65 Better Cities - All Natural.esp [Version 6.1.0]
++ ULS BetterCitiesBravil-BravilBarrowfields patch.esp [Version 6.0.0]
66 xulChorrolHinterland-BC6.esp [Version 2]
67 Better Cities Chorrol - Knights of the Nine.esp [Version 6.1.0]
68 ULS BetterCitiesCheydinhal-CheydinhalFalls patch.esp [Version 6+]
++ Better Cities - Alternative Start Arrive by Ship.esp [Version 6.2.0]
++ ULE BetterCitiesBravil-PantherRiver patch.esp [Version 5.4.0+]
69 ULS BetterCitiesSkingrad-SkingradOutskirts patch.esp [Version 6+]
++ ULS BetterCitiesBruma-Snowdale patch.esp [Version 6+]
6A ULS OSPS-BC_IC-II_UL-II_Patch.esp [Version 2.1]
6B bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
6C bgMagicLightningbolt.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.38]
++ OCOv2 - Filter Patch for Mods.esp [Version 1.8.3]
6D More Magical Mages Guilds Clean.esp
6E MannimarcoRevisited UOP Patch.esp [Version 1.2]
6F lGet rid of small Souls.esp [Version 1.0]
70 SupremeMagickaLite.esp
71 GOSH - All Natural Patch.esp [Version 1.1]
72 lDisplay Skill Perk Effects.esp [Version 1.4]
73 Better Cities Leyawiin - Unofficial Oblivion Patch.esp [Version 6.2.2]
74 Bashed Patch, 0.esp
75 Maskar's Oblivion Overhaul.esp [Version 4.9.4.2]
76 OCOv2 - MOO Patch.esp [Version 1.0]