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qwerty

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qwertyasdfgh

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76 comments

  1. AedraRising
    AedraRising
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    This is a bit embarassing. This should be something simple and straightforward to install but unlike most of my mods, I'm having problems. Neither the raised bridges (connecting the ponds in their own districts) nor the entryways in each wall (connecting the ponds to form a canal) are appearing for me. I don't have any mods that alter the Imperial City at all right now so there shouldn't be any conflicts. Is there any possibility that this mods doesn't work with save files that have entered the Imperial City before?
    1. qwertyasdfgh
      qwertyasdfgh
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      No, the save is irrelevant. This mod uses direct model replacement, do you have a method of archive invalidation set up? 
  2. Shanfer1990
    Shanfer1990
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    I really love this mod, it's how the imperial city should always have been.
  3. VR61
    VR61
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    Tell me, is the channel “open” only visually, is it impossible to swim under the arch?
    1. qwertyasdfgh
      qwertyasdfgh
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      There are invisible "doors" to travel to another district. 
    2. VR61
      VR61
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      Yes, in the structure of the mod the doors are indicated, I just thought... oh well, why would I swim there. Got in, thanks.
  4. Incudust
    Incudust
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    I notice that this mod changes the x, y and or z axis of water, whuch conflicts with a few of my mods. Can I revert these values to vanilla in tesedit or will that brick this mod somehow?
    1. qwertyasdfgh
      qwertyasdfgh
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      All changes made by this mod are intentional. If you remove edits to water levels, you're going to see holes or mismatched levels of water in the canal.
  5. SamFisher91
    SamFisher91
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    In some areas of the canal theres a "gap" of missing water. When walking in said gap the character goes from swimming on the surface, to walking on the floor. Towards the entrance to the next zone
    1. qwertyasdfgh
      qwertyasdfgh
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      Sounds like you have a mod conflict. Move this mod's esp lower in load order
    2. Incudust
      Incudust
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      I had this same thing happen to me yesterday
  6. falloutnut194567
    falloutnut194567
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    This mod doesn't work completely for me, I can go between districts in the canal, but i seen no waterfalls, and they won't appear no matter what i do.
    I currently have only the Alternative Beginnings and the DLC's active as well as ImpeREAL City - Unique Districts - All The Districts Merged, version 3.0. Any suggestions?
    1. qwertyasdfgh
      qwertyasdfgh
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      Waterfalls are not from this mod
    2. falloutnut194567
      falloutnut194567
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      I didn't know that, honestly, I always thought they where a part of this mod, LOL.
      Sorry, my mistake, so it's good to know that the mod works correctly.
  7. bevilex
    bevilex
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    Thanks, a suggestion, since there are no doors: could you make that we don't need to press activate to teleport to the other district.
    I am thinking of an automatic entry/exit when you get near the connection, like in this mod: https://www.nexusmods.com/oblivion/mods/4666
    1. qwertyasdfgh
      qwertyasdfgh
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      I don't want to, too much hassle for an insignificant (to me) feature.
    2. olha2
      olha2
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      @Bevilex

      So apparently it's very easy to do that (literally one edit with TES4Edit), you can download this mod with the automatic entry/exit here: https://we.tl/t-RqgwUaxfUu
    3. bevilex
      bevilex
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      @olha2
      One edit and much more immersive now, thank you!
    4. olha2
      olha2
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      • 32 kudos
      @Bevilex

      You're Welcome!
    5. Wiepman
      Wiepman
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      @olha2:
      thanks, you see it was also on my wish list!
    6. BlackHole11
      BlackHole11
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      • 14 kudos
      Can we get it re-uploaded to a more persistent location?
    7. olha2
      olha2
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      • 32 kudos
      @BlackHole11 find me a location and I'll share it with you.
    8. anithinks
      anithinks
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      • 9 kudos
      Upload it to Nexus perhaps as a new mod? thanks!
    9. Dispensation
      Dispensation
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      I've uploaded the automatic doors file here.
  8. CamCam2265
    CamCam2265
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    It doesn't want to work and I don't know what to do to make it function =/
    I don't have any texture overhauls (downloading the 'Through the valleys' mod pack) that should conflict with it. 
    1. qwertyasdfgh
      qwertyasdfgh
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      This mod is about as straightforward as it goes. If it doesn't work it's either an installation error or a conflict. I would try reinstalling first.
    2. CamCam2265
      CamCam2265
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      I've made a discovery!
      The mod is loading the area beyond the canal (Discovered through tcl) but the part of the wall that is meant to be removed still remains for some reason
    3. qwertyasdfgh
      qwertyasdfgh
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      Make sure archive invalidation is working. The best and easiest method is SkyBSA. 
    4. CamCam2265
      CamCam2265
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      That solved it!
      Thank you very much!
  9. kennn97
    kennn97
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    Does this need to be installed on a new save? There are no openings in the walls ingame for me when I installed on an existing save. I don't use any mods that edit the Imperial City
    1. qwertyasdfgh
      qwertyasdfgh
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      No, it should be fine on existing save. 
    2. kennn97
      kennn97
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      For whatever reason I can't seem to get this to work on current modded my game. I checked for errors in xEdit, and even tried putting it last in my load order. Ill have to do some more figuring, but it did work on my mostly vanilla oblivion, on my laptop, that I use to test mods.
    3. qwertyasdfgh
      qwertyasdfgh
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      My best guess in this situation would be that new meshes aren't properly installed/are overwritten by something.
  10. apfelwurst
    apfelwurst
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    great mod