Oblivion

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monkeyangie

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monkeyangie

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77 comments

  1. Dispensation
    Dispensation
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    A compatibility patch for Reworked Posts and AFK_Weye can be found here.
    1. monkeyangie
      monkeyangie
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      nice, thank you
  2. songlife
    songlife
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    Love this mod! Thanks!
  3. DEEJMASTER333
    DEEJMASTER333
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    Noticed Skyrim includes the smaller villages on the road signs but Oblivion does not, now it does. Thanks for all your mods.
  4. Worldsong
    Worldsong
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    Been remodding Oblivion and installed your mod again, which is great. But I found a problem with one of the posts in Weye. It's in Cell -1,15 near the Wawett Inn. The 3 pointer signs on the bottom are too low and should be raised nearer the top under the side pointers. This is because with the Weye mods I use, a cart sits in front of the signpost,  making those 3 pointers not very visible unless looking from the side. Hopefully you can add this in your next update. Already fixed it myself in Construction set as it's easy to fix if anyone wants to fix it themselves.
  5. IliasTam
    IliasTam
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    It's really a great mod. But I wonder if it's possible to remove most of those candles. Sometimes they seem to be out of place and immersion breaking.
  6. dirtroad101
    dirtroad101
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    Also, that patch for Arthmoor's Villages by LordEmm has a single comment reporting a problem most rookie modders won't know how to fix, and the author hasn't responded or fixed the problem. Just a suggestion, but with the growing popularity of this mod you might consider making your own version of the patch to avoid possible future complaints and requests for help involving a patch from another author.
    1. monkeyangie
      monkeyangie
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      thank for the report, ill see what i can do
    2. dirtroad101
      dirtroad101
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      And I'll anxiously keep watch for any updates you provide! I'm using almost all your mods, can't play without them anymore!

      Oh, just to make sure (if you didn't notice), I asked about a patch in the post below this one.
    3. monkeyangie
      monkeyangie
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      the patch provided are only for UL, i dont know of any conflict with BC, also i dont use the mod, what conflict there is?
    4. dirtroad101
      dirtroad101
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      Oops, my mistake, I meant the UL Compilation! I just corrected that, sorry!

      What I meant to say: I only use a small number of the separate UL's, not the merged, so I'm wondering if the patch for Bravil Barrowfields needs to be updated to maintain compatibility with the newly updated V2 UL's?
      I only ask because Vorians says all the patches made before the update must also be updated or they will no longer work properly, and this mod's UL merged patch appears to have been updated, but the BB has not, so I am curious if it needs to be or if it will be updated sometime soon.
    5. monkeyangie
      monkeyangie
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      the BB patch is working as far as i know, let me know if there is an issue
    6. dirtroad101
      dirtroad101
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      Okay, I'll do that. Thanks!
    7. kiwifruitxx
      kiwifruitxx
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      Love this mod - Thank you!

      And if you could please offer a corrected patch for Arthmoor's Villages that would be AWESOME!

      :)
  7. dirtroad101
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    Edited. I got mixed up between this mod and your Retextured Road Signs. I like the addition of the realism this mod adds! I'm wondering if the UL Bravil Barrowfields patch needs to be updated (like the UL merged appears to have been) for the recent update to the UL Compilation?
  8. BlackHole11
    BlackHole11
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    do "Reworked Potions" next
    1. RavenMind
      RavenMind
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      Um.. "please"?
      Sheesh, kids today.. <rant about manners & getting off the lawn..>
  9. maczopikczo
    maczopikczo
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    I like the look (in screenshots - you know, I'm in Nehrim, so I can't see them in action) of the carved version even better. I guess I'll go for a healthy mix of both when I come back to Cyrodiil. Maybe I'd go for an optional, slightly more weathered font - I mean the same but weathered - however it may come at the cost of readability...
    And the same as with lanterns, how about adding some signposts that are kind of ruined - broken, illegible, or even lying about?
    1. monkeyangie
      monkeyangie
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      yeah i could do that, but the thing is the will to make them is missing xD, i just make mods to my own taste and if i feel they are complete, that's just it for me, so finding the will is hard, although i really like your suggestions, i think i'll have to give them a push one of this days
    2. maczopikczo
      maczopikczo
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      No hurry Even if you never find energy to make them, maybe I will one day
    3. lubronbrons
      lubronbrons
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      lol
      same here Angie,
      my modding TO DO list still long, but "the will to make" is missing
      by just looking at Mac comment
      made me smile

      that there is still people that have high hope modding Oblivion (this kind of thing is contagious, in a good way)
    4. maczopikczo
      maczopikczo
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    5. wroma74
      wroma74
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      Oblivion Community is not dead :-D we always need good modders and stuff to try ;-)
    6. RavenMind
      RavenMind
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      Agreed, and you're chatting with 3 of the best: L, Mac, & monkeyangie.

      @monkeyangie: Love the posts!! Of all the different signpost mods out there, yours are definitely my favorite! I use your amulets & rings as well. Your tastes and mine must run along the same lines.
  10. Killerband4256
    Killerband4256
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    Yo, was wondering if you could redo the bravil barrowfields patch to have it if you have the merged version of all unique landscapes.
    1. Killerband4256
      Killerband4256
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      By any chance, will it work if I rename the patch's esp master from xulBravilBarrowfields.esp to Unique Landscapes.esp? Or does it have to be redone overall?
    2. monkeyangie
      monkeyangie
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      you could see if by renaming it works, because i have no clue and sadly i dont have that much time now to test it, if you test it tell me how it goes ;)
    3. RavenMind
      RavenMind
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      Killerband, I think it should work because I recall Vorians having mentioned that the merged esp is an exact match with the individual UL's, no FormID changes. To be safe, I'd use Wrye Bash or TES4Edit to change the master though.