Oblivion

233 comments

  1. Sifonseal
    Sifonseal
    • member
    • 31 kudos
    Locked
    Sticky
    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!
  2. VvardenDwemer
    VvardenDwemer
    • supporter
    • 2 kudos
    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?
    1. VvardenDwemer
      VvardenDwemer
      • supporter
      • 2 kudos
      Ignore this, I missed the extra resources archive at the bottom of the main files lmao. Love this mod!
  3. antisteam
    antisteam
    • member
    • 5 kudos
    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.
    1. Az1nexus
      Az1nexus
      • member
      • 0 kudos
      if you're using the vanilla only version then there won't be any exterior edits, only the underground sections
  4. TheRomans
    TheRomans
    • premium
    • 132 kudos
    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"

    1. Hirodin
      Hirodin
      • member
      • 1 kudos
      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?.
  5. venusian
    venusian
    • member
    • 1 kudos
    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...
    1. zachary6787
      zachary6787
      • member
      • 0 kudos
      same problem
    2. Hirodin
      Hirodin
      • member
      • 1 kudos
      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?.
  6. TelShadow
    TelShadow
    • premium
    • 343 kudos
    Oh thank you.
  7. Grogrokl
    Grogrokl
    • member
    • 13 kudos
    Any plans to make this compatible with the merged version of Unique Landscapes?
    1. Grogrokl
      Grogrokl
      • member
      • 13 kudos
      It will save you millions of esp slots
    2. anonimousone
      anonimousone
      • member
      • 3 kudos
      +1 for this
      +1 for a Open cities: reborn plugin please!
    3. skeletonking
      skeletonking
      • premium
      • 3 kudos
      Definitely +1 to this as well.

      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!
    4. bodiddley
      bodiddley
      • member
      • 1 kudos
      Yes please
    5. RavenMind
      RavenMind
      • supporter
      • 44 kudos
      Add another +1 to merged version of UL. Has anyone ACTUALLY TRIED this with the merged version? Is there a problem?

    6. angkor
      angkor
      • member
      • 56 kudos
      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
    7. LeadManHoller
      LeadManHoller
      • member
      • 8 kudos
      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...
    8. venusian
      venusian
      • member
      • 1 kudos
      Uhm yeah...it's half jacked up..it could be worse, but it could look a lot better too..
    9. dreadrath
      dreadrath
      • supporter
      • 1 kudos
      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.
    10. TheRomans
      TheRomans
      • premium
      • 132 kudos
      If your only compatibility problem is land tears, then you can use the land magic utility which creates a patch .esp for land tears.

      https://www.nexusmods.com/oblivion/mods/30519

    11. darkphoenixff4
      darkphoenixff4
      • premium
      • 22 kudos
      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.
    12. deleted5400515
      deleted5400515
      • account closed
      • 12 kudos
      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.
    13. Grogrokl
      Grogrokl
      • member
      • 13 kudos
      This mod does
      https://www.nexusmods.com/oblivion/mods/45817
  8. zzyma
    zzyma
    • premium
    • 15 kudos
    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
  9. MlemandPurrs
    MlemandPurrs
    • member
    • 4 kudos
    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)
    Screen-Shot5.jpg Screen-Shot6.jpg Screen-Shot7.jpg Screen-Shot8.jpg Screen-Shot9.jpg Screen-Shot10.jpg Screen-Shot11.jpg Screen-Shot12.jpg
    Active Mod Files:
    Spoiler:  
    Show


    00  Oblivion.esm
    01  TR_OoT_Main.esm
    02  SettlementsOfCyrodiil.esm  [Version 1.3]
    03  Jog_X_Mod.esm
    04  All Natural Base.esm  [Version 1.37]
    05  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0]
    06  Francesco's Optional New Items Add-On.esm  [Version 5.0]
    07  Francesco's Optional New Creatures Add-On.esm  [Version 5.0]
    08  TamrielTravellers.esm  [Version 1.39c]
    09  Better Cities Resources.esm  [Version 6.0.9]
    0A  CM Partners.esm
    0B  UnnecessaryViolence.esm
    0C  FOMO Main.esp
    0D  HrmnsOblivionScriptOptimizationv1.0.esp
    0E  Unofficial Oblivion Patch.esp  [Version 3.5.6]
    0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
    10  DLCShiveringIsles.esp
    11  Unofficial Shivering Isles Patch.esp  [Version 1.5.9]
    12  Better Cities .esp  [Version 6.0.5]
    13  Francesco's Creatures and Items Resources.esp  [Version 5.0]
    14  Natural_Habitat_by_Max_Tael.esp
    15  All Natural.esp  [Version 1.37]
    16  All Natural - SI.esp  [Version 1.37]
    17  All Natural - Real Lights.esp  [Version 1.37]
    18  WindowLightingSystem.esp
    19  300_Lore_Dialogue_Updated.esp
    1A  ClocksOfCyrodiil.esp  [Version 6.0.1]
    1B  Chapel Tithe.esp
    1C  Days&Months.esp
    1D  Inebriation.esp
    1E  Inscription Profession.esp  [Version 1.0]
    1F  Security Rebalance-Traps and Bash Locks.esp
    20  NightBanditsOnRoads.esp
    21  Personality Idles - Modified version.esp  [Version 1.3]
    22  SkyrimizedFollowers.esp
    23  Enhanced Economy.esp  [Version 5.4.3]
    24  Populated Prisons.esp  [Version 1.2]
    25  Immersive Travelers.esp
    26  C&C - The Blackwood Company.esp
    27  AoG - Is Anybody Home.esp
    28  MigBashing.esp  [Version 1.6]
    29  MigBashing - BlockDesc.esp
    2A  Dynamic Map.esp  [Version 2.1.1]
    2B  StoneMarkers.esp
    2C  WayshrineMapMarkers.esp
    2D  DLCOrrery.esp
    2E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.7]
    2F  DLCVileLair.esp
    30  DLCVileLair - Unofficial Patch.esp  [Version 1.0.11]
    31  DLCMehrunesRazor.esp
    32  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.7]
    33  DLCSpellTomes.esp
    34  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
    35  Holy Amulets of the Divines.esp
    36  Mixxa77-Battlemage-Armor.esp
    37  Obscure_Texts.esp
    38  Spears!.esp
    39  Command Mount.esp
    3A  MigHorseArmor.esp
    3B  DLCThievesDen.esp
    3C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
    3D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
    3E  Francesco's Optional Chance of Stronger Bosses.esp  [Version 5.0]
    3F  Francesco's Optional Chance of Stronger Enemies.esp  [Version 5.0]
    40  Francesco's Optional Dungeon Chest Loot.esp  [Version 5.0]
    41  Francesco's Optional Dungeon Chest Locks.esp  [Version 5.0]
    42  Francesco's Optional New Adventurers.esp  [Version 5.0]
    43  Francesco's Optional Chance of More Enemies.esp  [Version 5.0]
    44  TamrielTravellers.esp  [Version 1.39c]
    45  zCats & Rats.esp
    46  Hunting and Wildlife Expansion.esp
    47  SOC-RegionalFarms.esp
    48  Trade and Commerce.esp
    49  Akaviri Imports.esp
    4A  Bandit Hideouts.esp
    4B  BHC_Expanded.esp  [Version 1.2]
    4C  BrotherhoodRenewed.esp  [Version 1.1.2]
    4D  BrotherhoodRenewed - Oblivion XP Patch.esp
    4E  Castle_Dunkerlore_V1.esp
    4F  eeks Smithing Mod.esp
    50  Fighters Guild Quests.esp
    51  OblivionFarmer'sMarket3NoHungry.esp
    52  300_White Stallion 4.esp
    53  RescueMenien.esp
    54  Legion-occupied Forts.esp
    55  OldCrowInn.esp  [Version 6.0.0]
    56  RoadLights.esp
    57  Mages Guild Quests.esp
    58  MTCExpandedVillages.esp
    59  PearlFarm.esp
    5A  StopDarkBrotherhood.esp
    5B  Steve - Thieves Guils HQ.esp  [Version 1.2-SF.]
    5C  thievery.esp
    5D  TR_Stirk.esp
    5E  Stirk_Compatibility_Patch.esp  [Version 1.4]
    5F  Valenwood Improved.esp
    60  VaultsofCyrodiil.esp  [Version 6.0.8]
    61  DLCBattlehornCastle.esp
    62  DLCFrostcrag.esp
    63  BrumaMGRestored.esp
    64  BrumaMGRestored-Frostcrag.esp
    65  Knights.esp
    66  Knights - Unofficial Patch.esp  [Version 1.1.8]
    67  DLCMergedBooks.esp
    68  rhkDLCDelayed.esp
    69  FOMO Imperial Isles BC.esp
    6A  AFK_Weye.esp  [Version 2.32.Non-COBL]
    6B  House of Healing at Weye.esp
    6C  FOMO-II-BC+UL AFKWeye MTC HOH FarmersM Patch.esp
    6D  LegionOutposts.esp
    6E  WhiteStallion-LegionOutposts Patch.esp
    6F  ElsweyrAnequina.esp
    70  Reaper's Esmeralda's Desert Manor.esp
    71  Elsweyr plantations & co..esp
    72  ElsweyrValenwoodImprovedPatch.esp
    73  Tales from Elsweyr Anequina.esp
    74  Tales of Cyrodiil.esp
    75  ClearwaterFarms.esp
    76  EastbrinkBasic.esp
    77  Faregyl.esp  [Version 2.0.11]
    78  Faregyl+Anequina Patch.esp  [Version 2.0]
    79  Feldscar.esp  [Version 1.0.13]
    7A  Gottshaw Village.esp  [Version 1.0.1]
    7B  Molapi.esp  [Version 1.0.1]
    7C  Oranstad.esp
    7D  PTMudwater.esp
    7E  Reedstand.esp  [Version 1.0.4]
    7F  SilverfishFalls.esp
    80  Urasek.esp  [Version 1.0.4]
    81  Vergayun.esp  [Version 2.0.2]
    82  WhiteRoseFarm.esp
    83  Millstone_Farm.esp
    84  xuldarkforest.esp  [Version 2]
    85  xulStendarrValley.esp  [Version 2]
    86  xulTheHeath.esp  [Version 2]
    87  xulEntiusGorge.esp  [Version 2.0.1]
    88  xulFallenleafEverglade.esp  [Version 2]
    89  Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [Version 1.0]
    8A  xulColovianHighlands_EV.esp  [Version 2]
    8B  xulBeachesOfCyrodiilLostCoast.esp  [Version 2]
    8C  xulBravilBarrowfields.esp  [Version 2]
    8D  xulLushWoodlands.esp  [Version 2]
    8E  xulAncientYews.esp  [Version 2]
    8F  xulAncientRedwoods.esp  [Version 2]
    90  xulCloudtopMountains.esp  [Version 2]
    91  xulArriusCreek.esp  [Version 2.0.0]
    92  xulPatch_AY_AC.esp  [Version 2]
    93  Verwen Brewery UL_AY_AC Compatable.esp  [Version wen.]
    94  xulRollingHills_EV.esp  [Version 2]
    95  xulPantherRiver.esp  [Version 2]
    96  xulRiverEthe.esp  [Version 2.0.1]
    97  Valenwood Improved - River Ethe EV - Patch.esp  [Version 1.0]
    98  xulBrenaRiverRavine.esp  [Version 2]
    99  xulImperialIsle.esp  [Version 2]
    9A  xulBlackwoodForest.esp  [Version 2]
    9B  xulCheydinhalFalls.esp  [Version 2]
    9C  xulAspenWood.esp  [Version 2]
    9D  xulSkingradOutskirts.esp  [Version 2]
    9E  xulSnowdale.esp  [Version 2]
    9F  xulCliffsOfAnvil.esp  [Version 2]
    A0  xulSilverfishRiverValley.esp  [Version 2]
    A1  xulJerallGlacier.esp  [Version 2]
    A2  xulTheEasternPeaks.esp  [Version 2]
    A3  Unique Landscapes.esp  [Version Dummy]
    A4  ImpeREAL Empire - Unique Forts.esp
    A5  Millstone_UL_Patch.esp
    A6  ImpeREAL Empire Unique Cities - Sutch.esp
    A7  Skingrad outer district.esp
    A8  Sutch Village.esp  [Version 1.0.4]
    A9  SutchUnificationPatch.esp
    AA  ULE Anequina-FallenleafEverglade patch.esp  [Version 1.1]
    AB  ULM SutchVillage-LostCoast patch.esp  [Version 2]
    AC  ULE Clearwater-LushWoodlands patch.esp  [Version 1.2]
    AD  ULM MTCExpandedVillages-Oranstad-AncientRedwoods patch.esp  [Version 2.0]
    AE  ULE FightersGuildQuests-Snowdale patch.esp  [Version 2]
    AF  ULM MTCExpandedVillages-Snowdale patch.esp  [Version 2]
    B0  ULM Feldscar-Snowdale patch.esp  [Version 2]
    B1  ULE BanditHideouts-SilverfishRiverValley patch.esp  [Version 1.0]
    B2  ULM LegionOccupiedForts-SilverfishRiverValley Patch.esp
    B3  ULM SilverfishFalls-SilverfishRiverValley patch.esp  [Version 2]
    B4  ULM Eastbrink-ImpeREALForts-SilverfishRiverValley patch.esp  [Version 2]
    B5  Armored Skeletons (LL).esp
    B6  Brighter_Torches.esp
    B7  EnhancedMountedCombat.esp
    B8  Golden Perch Inn.esp
    B9  GuildAdvancement.esp
    BA  Kyoma's Journal Mod.esp  [Version 3.2.1]
    BB  PersuasionOverhaul_LITE.esp  [Version 1.42]
    BC  Valuable Gems.esp
    BD  Borderless Cyrodiil-3578.esp
    BE  Alternative Start by Robert Evrae.esp
    BF  RefScope.esp  [Version 2.1.2]
    C0  sr_spell_deletion.esp  [Version 0.50]
    C1  Spell Failure Chance.esp
    C2  Diverse Effect Icons.esp
    C3  Syc_AtHomeAlchemy.esp
    C4  sycHearNoEvil.esp  [Version 1.0]
    C5  sycSHOUT.esp  [Version 1.02]
    C6  Enhanced Grabbing.esp  [Version 0.5]
    C7  Archery Rebalance.esp
    C8  Simple Dual Wielding.esp
    C9  ptThrowingWeapons.esp
    CA  MercantileProgressionFix.esp
    CB  Oblivion XP.esp
    CC  Male Hair Mod.esp
    CD  CM Partners.esp
    CE  Oblivion_Character_Overhaul.esp  [Version 2.0]
    CF  OCO-Mystic Emporium Patch.esp
    D0  NPC Hair Matches Beard.esp
    D1  Better Cities Full.esp  [Version 6.0.9]
    D2  Better Cities - IC Imperial Isle.esp  [Version 6.0.9]
    D3  Better Imperial City.esp  [Version 6.0.9]
    D4  All Natural Real Lights - Better Cities IC Patch.esp
    D5  Better Cities - All Natural.esp  [Version 6.0.4]
    D6  Kvatch Rebuilt.esp  [Version 3.0]
    D7  Kvatch Rebuilt - No More Burned Ground.esp
    D8  Kvatch Rebuilt Weather Patch.esp
    D9  Better Cities - Skingrad Outer District.esp  [Version 6.0.8a]
    DA  xulChorrolHinterland-BC6.esp  [Version 2]
    DB  Better Cities Chorrol - Knights of the Nine.esp  [Version 6.0.7]
    DC  Better Cities - Alternative Start Arrive by Ship.esp  [Version 6.0.8]
    DD  Adventurers Guild.esp  [Version 1.0]
    DE  ULM BetterCities-UniqueLandscapes merged patch.esp  [Version 2]
    DF  ULE KvatchRebuilt-CheydinhalFalls patch.esp  [Version 2.0]
    E0  Better Cities - Thievery.esp  [Version 6.0.0]
    E1  FGQ-BC6 Patch.esp
    E2  ULM LegionOutposts-BetterCitiesFull-BlackwoodForest patch.esp  [Version 2]
    E3  BattlehornUpgraded-AltCH Patch.esp
    E4  RegionalFarms-BC6 Patch.esp
    E5  Productive Mines.esp
    E6  FOMO Imperial Isles HotE BC + UL.esp
    E7  MiniMap.esp
    E8  NPC Plus.esp
    E9  Nobody Goes into the Mountains but Hunters.esp
    EA  UmbSnailAncestorsGuidebook.esp
    EB  Book of Disease.esp
    EC  Colorful Clothing - Upperclass.esp
    ED  Xivilai_Ichor.esp
    EE  JulianosTeardrop.esp
    EF  1 Atribute gain FairMode.esp
    F0  Dark-Glass-Extra-Set.esp
    F1  Uncapped Skeleton Key OBSE.esp
    F2  Plentiful Priories.esp
    F3  HideUnhideMapMarkers.esp


     
    edit: i have found the culprits !
    NPCPlus.esp
    Kvatch Rebuilt.esp
    any one of those two caused it to break.
    1. Quorwyf
      Quorwyf
      • supporter
      • 5 kudos
      Which version of FOMO-II are you using?
  10. Sergio1992
    Sergio1992
    • member
    • 80 kudos
    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?
    1. tauntedflail
      tauntedflail
      • member
      • 1 kudos
      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.
    2. Sifonseal
      Sifonseal
      • member
      • 31 kudos
      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 ^^.
    3. Sergio1992
      Sergio1992
      • member
      • 80 kudos
      > 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.


    4. Sifonseal
      Sifonseal
      • member
      • 31 kudos
      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.
    5. Dennai
      Dennai
      • premium
      • 6 kudos
      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.
    6. Sergio1992
      Sergio1992
      • member
      • 80 kudos
      Imperial Isle is not open in OC:R. So, if you've got time, honestly I would appreciate a plugin.
    7. mhahn123
      mhahn123
      • premium
      • 207 kudos
      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.
    8. Dennai
      Dennai
      • premium
      • 6 kudos
      Mhahn123:
      "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?
    9. mhahn123
      mhahn123
      • premium
      • 207 kudos
      Well I certainly don't want to step on any toes. This is Sifonseal's mod page, and the author is quite capable. But I'm happy to assist if needed.
    10. bodiddley
      bodiddley
      • member
      • 1 kudos
      Mhahn - it's impressive to see the amount of work you have put into modding and patching this game. It's appreciated. Thank you
    11. kallekukhuve
      kallekukhuve
      • member
      • 7 kudos
      tauntedflail ---- so it works fine if i use the Region Revive-AFK Weye-MTC expanded--patch together with FOMO and MTC expanded?
  11. benorun974
    benorun974
    • premium
    • 10 kudos
    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... ?