Released version 1.02 Basically just a fix update for the Unique Landscapes and UL + BC versions adding the changes from demni's RR - LR grammar patch and fixing any issues that have been found since the last update. Better Cities Only and Vanilla Only versions have no changes.
To everyone who have and continue to provide great suggestions I will get around to making them happen, just needed to make sure these fixes got released first ^^.
Please Also Note: this update requires v1.001 of FOMO Main!
Hi! I Installed the better cities + UL version of the mod and everything installed perfectly fine, except there are a bunch of missing meshes all over the Isle, pictured below https://imgur.com/a/k1RBx3D I tried fixing this, assuming I didn't register a bsa with archive invalidation, but I couldn't find any bsas from this mod. Anyone have an idea as to how I can fix this?
Despite following install commands to letter the entrance for East docks isn't showing for me. I play the latest BC version 6.0.13. Anybody got any ideas or is this collection of FOMO Mods just busted now. In other words the BC only patch doesn't seem to work. There is no entrance near the Waterfront tunnel.
Does the FOMO - Imperial Isles - Only Better Cities Version still have the extraneous dependency on UL Imperial Isle? noted below by darkphoenixff4 on 04 June 2017 - 08:32 PM "I don't know if this is an oversight or intentional, but the BC-Only ESP lists UL Imperial Isle as a master"
Use the Only BC install, and inside Wryebash program, right click on the .esp that requires the xullimperialisle.esp and select an option that say something like -create a dummy.esp-, and it creates a xullimp[reialisle.esp that only weights 1kb, and you can use that one and you will have no imcompatibilities. This way is possible to use Better cities (BC) merged, and Unique lanscapes compilation merged (UL).
Now, a few time ago a new Better cities version was updated, and the thing is that this MOD FOMO Imperial Isles - Heart Of The Empire, already integrats the IC expanded, and ...so does the updated Better cities. So is it possible to create a FOMO Imperial Isles that does not have the IC expanded integrated?, so i can use the new Better Cities instead?.
It would be marvelous if FOMO and all of its related patches could .play nice with the merged version of UL. ..with no dependencies required of any xul UL pluglins as masters..I'm a non BetterCities user. Pretty pleasse...
Use the Only BC install, and inside Wryebash program, right click on the .esp that requires the xullimperialisle.esp and select an option that say something like -create a dummy.esp-, and it creates a xullimp[reialisle.esp that only weights 1kb, and you can use that one and you will have no imcompatibilities. This way is possible to use Better cities (BC) merged, and Unique lanscapes compilation merged (UL). Now, a few time ago a new Better cities version was updated, and the thing is that this MOD FOMO Imperial Isles - Heart Of The Empire, already integrats the IC expanded, and ...so does the updated Better cities. So is it possible to create a FOMO Imperial Isles that does not have the IC expanded integrated?, so i can use the new Better Cities instead?.
As an aside, does anyone know if Better Cities' newest update, 6.0.8a, work with FOMO Heart of the Empire? I haven't gotten around to updating Better Cities yet, but any information in advance would be nice!
Well, there's probably a problem with Roads Of Cyrodiil or Let The People Drink or Natural History Museum for these all need patches if used with xul_imperial isle which might depend on the xul esp - not really sure here though ... Another problem for FOMO are patches for Region Revive and other mods like Villages or so for these also depend on the Region Revive esp to function. This all being said though, imho there's no need for FOMO to be depended on xul at all, just place some rocks and stuff where necessary and - usually - All's Well
I edited my hote esp just as RavenMind explained in his answer to darkphoenix (I'm using BC and UL merged and full FOMO versions as well as AFK and other patches). Needed to remove errors in TES4Edit (hote.esp) and then removed rest of the references to xULImperialIsle.esp in TES4Gecko (he did it automatically, asked first after i removed the master in Gecko, TES4Edit didn't want to do it automatically as I couldn't find all the references). Now this needs to be tested in game...
It'd be great if a patch could be made for a Merged UL version, though with what little experience I have with modding, I guess it'd be a complicated thing to work out. No matter, the landscape tears weren't so bad that I couldn't pretend they weren't there. Just looks odd in some places is all.
Just to let you know, if you want to get Sifonseal's attention when it comes to this mod, you might have better luck posting here: http://www.theassimilationlab.com/forums/topic/15509-fomo-imperial-isles-heart-of-the-empire/ , though I believe he's busy with a few other FOMO mods at the moment.
It seems that even as is, it's based on an outdated version of the separate Unique Landscapes. Even outside this mod, there is nothing right now that makes the combination of UL 2.0, Talos Bridge Gatehouse, and Region Revive compatible.
i just installed the unique landscapes no BC version, got a error when i merged it with my bashed patch, checked it in tes4edit, there seems to be a lot of strange stuff with cells that are owned by npc's that don't exist and then the cell only has two doors in it and nothing else is strange, i don't understand it also in the construction set it appeared that there was buildings overlapping in the place i was checking, going to check in game seems there is some issues for me to solve, if anyone else knows anything about this i would appreciate help in figuring this out, very confused at the moment
Im having ground height problems in Imperial City districts, it may be related to ICExpand being included as Better Cities provides an patched version of it, since this one is included it cannot be applied to this (and it seems as if is lacking that) Active Mod Files:
I saw you added the grammar patch. Yuppie, I must say
By the way,
> am I forced to use the goblin .dll? What if I'm not into it? > Any chance you could also integrate Afk weye or the other alternative I've pointed you to?
If you check the main page, he has another nexus page for Afk_weye in FOMO. I'm personally running afk_weye, MTC expanded, FOMO, project ambience AND the lights of cyrodil mod all at once using those patches, and aside from project ambience which has minor issues everything is flawless. (Except the millions of NPCs and FPS hit)
I agree it would be super amazing to have it all in one .esp though. Isn't arthmoor in control of Afk_Weye these days? Maybe he'd be willing to give permission to sifonseal or something, IDK.
As long as you don't want to wade into Goblin Games & Gamble you should be perfectly fine not using the .dll ^^. I had thought to mention this in the main description for people who wouldn't be into it, but decided I didn't want to make that description page any longer ^^". Thanks for taking the time to ask rather than simply dismissing the whole mod over it, should I actually change the mod description to state that it is fine without the .dll as well you think?
As for integration AFK Weye is definitely something I will look into, though Arielle's Weye Village is less likely at this point as I worry it may be too resource heavy. Though to be honest I haven't actually installed and tried it myself yet. Naturally I would be willing to put together a patch if you have tried having FOMO - II + AFK Weye + MTC + Arielle's Weye Village installed and didn't find it was too much strain on the system ^^.
> so you mean that I won't meet the goblin, or that I won't be able to play games with him? It was just a question to see the amount of cutomizability available with your plugins; I didn't meet the goblin yet, so there is a chance I may be positively surprised Yup, you should add the note to the description.
> I didn't mix Afk weye with Arielle's weye village, and I doubt it is possible but I never tried.
> Honestly I never played Arielle's village either, but I was strongly advised it, that's why I would have liked to see you fiddling around it, and actually made me ask both a version with Afk_weye and one with Arielle.
> Afk weye itself mixed with FOMO is not a bad idea. I've used all these mods together in the past, to be honest. And the reason I didn't try Arielle still is exactly this: I was too satisfied with the current content and didn't have any chance to rework my load order (and to look around and see if patches were needed..)
> Do you know how your mod works with OC:R? I do not remember if it touches the imperial city or not. I remember some sections of the city to be opened, but my memory could be failing me.
I wouldn't go so far as to call leaving the .dll out a customisation option, it is simply just that it isn't explicitly needed unless you want to go check out the Goblin games. Dropping the .dll you will still be able to go visit the gambling hall the games will simply not work. Though like you said you probably should go check it out with the .dll on first, you just might find it a fun pass time for some character of yours to engage in as the visit the IC ^^.
In their current state it would be impossible to play both together, but naturally they can be made to play nice with each other with a bit of work ^^. AFK Weye really would meld in with FOMO - II well, for now though as taunted said you will have to run AFK_Weye with the FOMO compatibility patch.
As for working with OC:R, I imagine it wouldn't work with an open IC, but then again even if I were to patch them to work together the strain on the system with all the FOMO - II NPCs + all the open cities NPCs would be too much, I didn't think there was anyone brave enough to use Open Cities for the IC even on its own with no other mods.
I don't think Afk_Weye and Arielle's Weye can't coexist together no matter how much effort you put in patching them, without sacrificing parts of either mod, or crippling one in benefit of the other. Even mighty Mhahn123 wouldn't try, and that's saying something.
I wouldn't go so far as to say they "can't" coexist, Arielles mod could be integrated into Weye along with the other three. It's just that doing so would have required a complete re-design for the Weye patches, and would have pushed the Weye Village boundaries even further out than they already are. There is also the possibility that the sheer amount of content may cause game instability. So I just never went that far.
I have tried Arielle's mod and found it to be an excellent alternative to the other Weye mods. Perhaps it's time to take another look at how to combine mods for Weye.
P.S. "mighty Mhahn123"...that gave me a good laugh Dennai.
Want to know how to update this mod with the last release of revive rumare ( https://www.nexusmods.com/oblivion/mods/48347) and to make it compatible with. UL merged version. How do i do this with Gecko ? Sifonseal didn't answer to pm a long time ago and his page is inaccessible from assimilation lab. How can i make the east docks standalone, i mean just the exteriors docks without RRR, talos bridge ans so... ?
233 comments
Basically just a fix update for the Unique Landscapes and UL + BC versions adding the changes from demni's RR - LR grammar patch and fixing any issues that have been found since the last update. Better Cities Only and Vanilla Only versions have no changes.
To everyone who have and continue to provide great suggestions I will get around to making them happen, just needed to make sure these fixes got released first ^^.
Please Also Note: this update requires v1.001 of FOMO Main!
https://imgur.com/a/k1RBx3D
I tried fixing this, assuming I didn't register a bsa with archive invalidation, but I couldn't find any bsas from this mod. Anyone have an idea as to how I can fix this?
noted below by darkphoenixff4 on 04 June 2017 - 08:32 PM
"I don't know if this is an oversight or intentional, but the BC-Only ESP lists UL Imperial Isle as a master"
Now, a few time ago a new Better cities version was updated, and the thing is that this MOD FOMO Imperial Isles - Heart Of The Empire, already integrats the IC expanded, and ...so does the updated Better cities. So is it possible to create a FOMO Imperial Isles that does not have the IC expanded integrated?, so i can use the new Better Cities instead?.
Now, a few time ago a new Better cities version was updated, and the thing is that this MOD FOMO Imperial Isles - Heart Of The Empire, already integrats the IC expanded, and ...so does the updated Better cities. So is it possible to create a FOMO Imperial Isles that does not have the IC expanded integrated?, so i can use the new Better Cities instead?.
+1 for a Open cities: reborn plugin please!
As an aside, does anyone know if Better Cities' newest update, 6.0.8a, work with FOMO Heart of the Empire? I haven't gotten around to updating Better Cities yet, but any information in advance would be nice!
Another problem for FOMO are patches for Region Revive and other mods like Villages or so for these also depend on the Region Revive esp to function.
This all being said though, imho there's no need for FOMO to be depended on xul at all, just place some rocks and stuff where necessary and - usually - All's Well
https://www.nexusmods.com/oblivion/mods/30519
https://www.nexusmods.com/oblivion/mods/45817
is strange, i don't understand it
also in the construction set it appeared that there was buildings overlapping in the place i was checking, going to check in game
seems there is some issues for me to solve, if anyone else knows anything about this i would appreciate help in figuring this out, very confused at the moment
Active Mod Files:
edit: i have found the culprits !
NPCPlus.esp
Kvatch Rebuilt.esp
any one of those two caused it to break.
By the way,
> am I forced to use the goblin .dll? What if I'm not into it?
> Any chance you could also integrate Afk weye or the other alternative I've pointed you to?
I agree it would be super amazing to have it all in one .esp though. Isn't arthmoor in control of Afk_Weye these days? Maybe he'd be willing to give permission to sifonseal or something, IDK.
I had thought to mention this in the main description for people who wouldn't be into it, but decided I didn't want to make that description page any longer ^^". Thanks for taking the time to ask rather than simply dismissing the whole mod over it, should I actually change the mod description to state that it is fine without the .dll as well you think?
As for integration AFK Weye is definitely something I will look into, though Arielle's Weye Village is less likely at this point as I worry it may be too resource heavy. Though to be honest I haven't actually installed and tried it myself yet. Naturally I would be willing to put together a patch if you have tried having FOMO - II + AFK Weye + MTC + Arielle's Weye Village installed and didn't find it was too much strain on the system ^^.
Yup, you should add the note to the description.
> I didn't mix Afk weye with Arielle's weye village, and I doubt it is possible but I never tried.
> Honestly I never played Arielle's village either, but I was strongly advised it, that's why I would have liked to see you fiddling around it, and actually made me ask both a version with Afk_weye and one with Arielle.
> Afk weye itself mixed with FOMO is not a bad idea. I've used all these mods together in the past, to be honest. And the reason I didn't try Arielle still is exactly this: I was too satisfied with the current content and didn't have any chance to rework my load order (and to look around and see if patches were needed..)
> Do you know how your mod works with OC:R? I do not remember if it touches the imperial city or not. I remember some sections of the city to be opened, but my memory could be failing me.
In their current state it would be impossible to play both together, but naturally they can be made to play nice with each other with a bit of work ^^.
AFK Weye really would meld in with FOMO - II well, for now though as taunted said you will have to run AFK_Weye with the FOMO compatibility patch.
As for working with OC:R, I imagine it wouldn't work with an open IC, but then again even if I were to patch them to work together the strain on the system with all the FOMO - II NPCs + all the open cities NPCs would be too much, I didn't think there was anyone brave enough to use Open Cities for the IC even on its own with no other mods.
I have tried Arielle's mod and found it to be an excellent alternative to the other Weye mods. Perhaps it's time to take another look at how to combine mods for Weye.
P.S. "mighty Mhahn123"...that gave me a good laugh Dennai.
"P.S. "mighty Mhahn123"...that gave me a good laugh Dennai."
Could I take then advantage of your good spirits to coax you to create a patch for FOMO II BC & Ul-II version and Roads of Cyrodiil?
How do i do this with Gecko ?
Sifonseal didn't answer to pm a long time ago and his page is inaccessible from assimilation lab.
How can i make the east docks standalone, i mean just the exteriors docks without RRR, talos bridge ans so... ?