TES4LODGen is not a hard requirement for any mod. TES4LODGen will make places look better when viewed from far away by making buildings and city walls visible in the distance, but it is always entirely optional.
Unfortunately I'm also having issues. Crashing on the bridge, but mostly when entering the city. Have tried with and without the LOD folder, lowering settings, and removing other mods, but nada. A shame since how lovely it is.
I used to get the CTDs around there, but over time, with the addition/subtraction of various mods & patches, that stopped. I'm using MTC, AFK Weye, Talos Bridge, RRLR, BC full, UL full, and the patch that makes the latter 4 all work together, which goes at the very end of all the BC stuff where it works perfectly. There are variations of that patch if you don't use all those mods. The mod itself is not faulty, nor are any of the others; you just need to have the proper load order (use BOSS, not LOOT, which will ruin your load order) & patches depending on what other mods you use that touch that area. I don't use the LODs with this mod or any mod, I use TES4LODGen to create the LODs.
Your load order is heavy. I previously had the same load order + UL. I also crashed and I had a very low fps. This is why I reduced the number of clutters on the bridge.
"use BOSS, not LOOT, which will ruin your load order"
again you're not up to date on this topic, but LOOT for sure IS I really suggest you to read a bit of recent documentation about LOOT and how records in plugins are being parsed and checked...it's not (and was never) just a couple of bash tags like many late BOSS fans love to repeat since years. I started modding Oblivion more than 10 years ago, and of course I was using BOSS, back then was almost daily updated with new rules...but nowadays (and this since 4 or 5 years) LOOT has greatly superseded BOSS, it would be impossible with BOSS to find the right order in my 400-500 mods list (of which more than half would not even be recognized from BOSS). Useless to say, all my mods works like a charm, and each mod change the game as intended, without conflicts--- Yeah, now gimme some LOOT!!! :D
If you use Dynamic Music System for this mod (Data/Ini/DMS/Mods/TalosBridgeGateHouse.esp.ini), You should remove "01" in the Editor ID from TalosBridgeGateHouse.esp, or doesn't work. Editor IDs that begin with number prevent the ini setting.
Small incompatibility with Weapon Mesh Improvement: static weapons on walls have black stains on its teexture (seems to me its distorted due to new meshes applied to it)
UPD: incompatibility with UOP: collision box for a floor is higher than the floor of the bridge.
I'm seeing another thing, there are lots of NPCs with items that have counts set to -1, not just the animation objects which are meant to be set to it.
Consumables such as food, drink, potions etc. or arrows are often set to -1 to ensure the NPC never runs out. It's also a way to prevent the player from pickpocketing certain items and to prevent items from being lootable from a dead body.
The NPC added by this mod named Cunia Plallo has 3 clothing items in their inventory with the count set to 0. They need to be set to 1 or the clothes won't show up in-game.
In the Construction Set, open the NPC window for this NPC, and select the Inventory tab. Click once on the line for the item, then click once on the number in the count column. Change to 1. Repeat for other items, then click OK and save the ESP.
Whats the differance between the 2 versions I don't see any indication as to what they are, except a very vague one word description...No offense but I don't know which one to install...Legacy or Maribosed?
Edit: Nevermind....read the comment below, you may want to pin that DEFMASTER333 Comment explaining the differance between the two. Also I disabled the Trebuchets...The Ballista are cool but Trebuchet's seemed out of place for me, there was no room to turn them to aim and I'm not even sure if they are lore friendly, but thats just me being picky thanks for overseeing this old mod, it adds some much needed life to the Bridge area. Endorsed
This was one of my favorite mods when I played Oblivion years ago! I love that it adds character to the bare, boring old bridge to IC. Thank you for fixing it up!
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All Natural - Indoor Weather Filter for Extra Mods
OCOv2 - Filter Patch for Mods
again you're not up to date on this topic, but LOOT for sure IS
I really suggest you to read a bit of recent documentation about LOOT and how records in plugins are being parsed and checked...it's not (and was never) just a couple of bash tags like many late BOSS fans love to repeat since years. I started modding Oblivion more than 10 years ago, and of course I was using BOSS, back then was almost daily updated with new rules...but nowadays (and this since 4 or 5 years) LOOT has greatly superseded BOSS, it would be impossible with BOSS to find the right order in my 400-500 mods list (of which more than half would not even be recognized from BOSS). Useless to say, all my mods works like a charm, and each mod change the game as intended, without conflicts--- Yeah, now gimme some LOOT!!! :D
Editor IDs that begin with number prevent the ini setting.
UPD: incompatibility with UOP: collision box for a floor is higher than the floor of the bridge.
Edit: Nevermind....read the comment below, you may want to pin that DEFMASTER333 Comment explaining the differance between the two. Also I disabled the Trebuchets...The Ballista are cool but Trebuchet's seemed out of place for me, there was no room to turn them to aim and I'm not even sure if they are lore friendly, but thats just me being picky thanks for overseeing this old mod, it adds some much needed life to the Bridge area. Endorsed
Marobized: the file was edited by me. I removed some items on the bridge.