Oblivion

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RedBag

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RedBag

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  1. Alkorri
    Alkorri
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    Just wanted to say this adds so much atmosphere to the city, thank you! I don't have Better Cities installed for certain reasons, but this was the only Imperial City-related mod for me. The waterfront and market districts look so much less lifeless
  2. matias9122
    matias9122
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    Is it compatible with the Better Cities mod?
  3. TouchTheSkyrim
    TouchTheSkyrim
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    This mod looks really cool. Can anyone tell me if the NPCs added by this mod are voice acted? Tried googling but couldn't find anything.
    1. RedBag
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      They don't have unique voice acting or any unique dialogue, just vanilla voice actors saying hello.
    2. TouchTheSkyrim
      TouchTheSkyrim
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      Wow thanks so much for the reply! That's what I was hoping for.
  4. brakesbrakesbrakes
    brakesbrakesbrakes
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    Playing through Oblivion again after a long time this year, and really enjoyed this compared to some overhauls or Unique Landscapes that just add clutter everywhere. With the single exception of the carriage in Talos Plaza which I disable on sight, everything else feels perfectly integrated and as you would expect it to be there. Highly recommended over more bloated additions.
  5. joekool34
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    Having an issue with the arena area. For some reason, where the stalls are supposed to be, there is a villa there messing up the environment, but I have not downloaded any new player houses. i've been crawling over my modlist and can't seem to see what conflicts. Do you know what might be conflicting?
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    1. RedBag
      RedBag
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      No idea, i don't keep up with Oblivion modding scene, so i can't help, unfortunately. I think this mod can tell you which esp places an object.
    2. Apph
      Apph
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      I think that the villa Is added by Reclaiming Sancre Tor.
  6. MikeCobalt
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    :) Excellent, The capitol really seems to come alive with this as it should. 
    Adding Silka's sailboat, cog, corvette and caravel is the icing on the cake in the waterfront. Street vendors and training really bring it to life.
  7. tinnyfarts
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    Does anyone know if Oblivion Nouveau Uncut is compatible with this?
  8. swordjuggler
    swordjuggler
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    It's a nice mod, but those new big ships at the Waterfront really bug me. I understand the desire to create a busy port, but there's just not enough space for all those ships. In reality they would be anchored somewhere in the bay. One of them looks especially ugly (I don't know whether it's something that already existed in the game, but it's literally backwards - its foremast is at its aft and so on). Also, when you walk on those two ships' deck, the sound you hear is that of sand and not wood. I really wish I could get rid of those two ships, everything else is fine. Another possible improvement would be the conversion of new NPCs for OCO, their faces definitely look off.
    1. RedBag
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      Lol, which one is backwards, i had no idea. I really like the ships, so they're staying, but if you want you can remove them with console. When you are close to the ship you want to remove, open up the console (button left of "1", above "tab"), click on the ship, type "disable", press enter, exit console. Just don't disable the one closes to the tunnel doors, because it has interior and NPCs living inside. I'll look into footsteps, but i could barely hear the difference myself.

      Thanks for commenting!
    2. swordjuggler
      swordjuggler
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      Thanks for answering! I already figured out how to remove the ugly one ("corvette") in Construction Set. I appreciate the rest of what you did with IC, it's minimalistic but effective.
    3. eygrima
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      What a disappointing comment chain. The dude literally told you a prop has been placed incorrectly and wrongly and you say "the ships are staying" for no reason other than hubris and pride I suppose. Not going to download the mod because of the ships.
    4. swordjuggler
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      I didn't mean to berate RedBag's work. Not everybody knows what sailing ships are supposed to look like. This particular model comes from another modder's resource.
    5. RedBag
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      @eygrima Sometimes people say that they don't like something about my mod, and i take it into consideration, but i won't remove a feature that i like every time someone says that they don't like it.
  9. thatdudewiththegun
    thatdudewiththegun
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    BTW I have a compatibility issue with this mod. I don't understand why there would be an issue since Leyawiin isn't exactly in the Imperial City. https://www.nexusmods.com/oblivion/mods/37774

    Decided to put this mod after your mod in your load order.

    I wonder what the issue is, tho I might update what I found. Just found it odd when vortex told me there was a issue between mods.
    1. 1Mac
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      Both mods use the same ship resources (see credits for each), so the conflict is just the same resource files packaged twice, once for each mod. Install order probably doesn’t matter, but if anything I’d install this mod last, just in case Redbag made any improvements to those resources.
  10. Xorpie
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    Very nice! I used your original mod back in the day and did notice the performance went downhill a bit. Never was much of a fan of Better Cities, and now seeing this just as I am getting back into Oblivion makes me very happy :)