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  1. Drommerenn
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    Welcome to v1.5! Pretty big update!

    Please follow the below update instructions, to minimise issues in your game :)

    TO UPDATE: uninstall "Lived In - Imperial Waterfront" v1.4 or below, go into your save and save your game. Close game and re-install the new "Lived In - Imperial Waterfront" v1.5.

    The reason for this is some people are experiencing an issue where content removed from past versions remains in the game when updating to the new version. So far, the above process has corrected this every time. 

    Please also note: I am aware that the doors to the rooms inside The Broken Barrel are not accessible :) This is a limitation of borrowing that interior cell, where the doors become static baked objects that cannot be interacted with. This was a sacrifice I made for NPCs to be able to go in and out of the cell as well as walk around.

    ---

    Please read and follow steps/troubleshooting guide below before commenting about crashes or missing string tables.

    If you are crashing when a) entering a modded area or b) upon entering a custom interior cell, it is not my mod but rather an issue with the installation/set up of the requirements OF my mod - MagicLoader 2 and/or UE4SS for OblivionRemastered / UE4SS TesSyncMapInjector.

    Even if you have freshly installed the above mods, please make sure the files are in the correct areas.

    MagicLoader installation correct file path: Olivion Remasterd/MagicLoader
    UE4SS installation correct file path: Oblivion Remastered/OblivionRemastered/Binaries/Win64(or gamepass equivalent)/ue4ss
    UE4SS TesSyncMapInjector installation correct file path: Oblivion Remastered/OblivionRemastered/Binaries/Win64(or gamepass equivalent)/ue4ss/mods/TesSyncMapInjector

    --


    If the above required mods are in the correct location, you now need to make sure that that the files for my mod are in the correct locations.

    Correct file path for .json file for MagicLoader: ObvData/Data/MagicLoader/file.json
    Correct file path for .ini file for TesSyncMapInjector: Obv/Data/SyncMap/file.ini

    --


    If all of the above is in the correct area, the game will start without issue. If anything in the above is incorrect, you will crash and/or have missing strings.

    If the mod is still crashing, try the following troubleshooting:
    1) Update UE4SS for Oblivion Remastered to the latest version. Same goes for UE4SS TesSyncMapInjector and MagicLoader
    2) If you are using Mod Organiser 2, make sure you have the most up to date version.
    3) If you are using Vortex to launch the game, try launching without it and see if anything is different.
    4) Make sure you have run the MagicLoader.exe! If you are still running MagicLoader 1 you need to run the .exe and select "Do Magic!". If you are running MagicLoader 2 you just need to run the .exe.
    5) If you are still crashing, please review all above steps. There is usually additional troubleshooting in the sticky comments of most of the required mods as well, please have a look at these if needed.

    Please be aware that mod managers have been known to change file locations and other odd things without users realising.
  2. Drommerenn
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    V1.5 - 9-JUN-2025
    - The NPC update! I have added, in total, 10 NPCs to the Imperial Waterfront all with light schedules.
    - There is now a QUEST to obtain the key to the added player home "Chapel of Arkay". Speak to Agni Strong-Arm in the Broken Barrel to start this :)
    - I have totally changed The Broken Barrel to a different building exterior and interior.
    - In addition to the Broken Barrel changes, I have moved the outdoor seating closer to the water, and where the outdoor seating used to be is now a produce garden.
    - I have given our first NPC, Wool-Watcher, a home near her sheep.
    - Interiors have been added for Wool-Watchers home, The Slaughterfish (ship), and the Marose House (new house near the statue in the slums village)

    V1.4 - 23-MAY-2025 [posting changelong here in case changelog isn't working]

    - REMEMBER to open MagicLoader and click "Do Magic!" for this update as well.
    - BIG update! The mod now also requires UE4SS TesSyncMapInjector because I have inserted the very first test NPC! Her name is Wool-Watcher :D
    - All obelisk variants have been removed as I have removed all obelisks from the main file and simply placed one statue near the middle gateway through to the dock.
    - Added an additional house to the slums village looking out towards the Talos Gate. No interior for this new residence has been added just yet.
    - Small, minor changes including some changes in lantern positions, some additional lanterns, and some additional flax flowers scattered around, and removal of a couple of pieces of debris.
    - The sheep and ram now all have names :D Welcome to the waterfront Loki, Lottie, and Lucy.
    - Lumiere patch updated for Lumiere - Lights of Cyrodiil v1.1.1.

    V1.3 - 16-MAY-2025

    - I may have forgotten that changelogs exist! Head over to the main page and check out the changelog!

    V1.2.3 - 12-MAY-2025

    - Re-added missing Obelisk to the primary version of the mod, however I did slightly adjust the location of it to try be a little less out of the way for the Waterfront shack. Can't believe I accidentally deleted the bloody thing from the main version of the file hahaha.
    - Completely removed then re-added the two dressers inside the Chapel of Arkay for all three file options to see if this alleviates the "Floating flowers and candle" bug where these two dressers would simply not show in-game for some users (pending results to see if this has resolved this issue).

    Please, if there are any issues that arise with this update let me know! I can't fix what I don't know about :)
  3. latax
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    Hi, I checked all installation instructions and possible errors, both at  the magicloader  page and yours.Everything  should be installed as instructed, but I still get the following error when executing magicloader in Vortex:  [2025-06-25T12:07:13][WARN] Adding new cells for a plugin file that is not active: `LI_ImperialWaterfront.esp` (Mod authors can use RequiredActivePlugin to prevent this scenario.)[2025-06-25T12:07:13][WARN] Adding cell mappings for a plugin file that is not active: `LI_ImperialWaterfront.esp` (Mod authors can use RequiredActivePlugin to prevent this scenario.)Plugin.text is (apparently) only managed by Vortex and shows li_imperialwaterfront.esp to be active.When I run the game without Vortex and try to enter the waterfront from the temple District, I get the same ctrd  as when trying to run with Vortex.Hopefully, somebody can point me to whats wrong with my setup.
  4. gyoshkatraz
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    Are ALL of the storage containers in the Chapel Of Arkay home safe / non-respawning? Or just the chests?
    1. Vhalantru
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      Yeah would also like this confirmation. Would be great if the chapel could get a map marker to teleport to its front door, that would help it be really useable.
    2. HughMann1
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      As someone who uses it as his khajiit character's main home, I can confirm that every single container in there is safe!
    3. Drommerenn
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      Thanks HughMann1!

      Yes I believe I was able to make of the containers player home safe/non-respawning! This *should* include even the sacks near the alchemy table etc.

      I am away at the moment so can't check the file in the construction set to make 100% sure, but I do remember making sure to select player home versions of all the containers in the chapel so that they didn't re-spawn!
  5. CDittric77
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    Marvelous mod! Thank you for your dedication and your creativity. I found a key for a secret room in the chapel. Is there one, or am I nuts? :) 
    1. Drommerenn
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      Thank you! :)

      I am not aware of a secret key o.o and there isn't any secret room in the chapel hahaha. Where was the key and what is it marked as?
  6. dreamwraith69
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    For some reason, this mod now breaks map markers with the latest updates.

    Every time I enable this mod, all of my map markers on the map are essentially spaced out twice as far as normal. It basically is like the grid locations (x/y) of all the map markers has been doubled. So the map becomes a small square in the middle of the screen with map markers (about half of them) in an empty space around the map. It basically makes the in game map unusable.

    I have disabled all other mods and this mod still does it, so its just down to this mod.
    1. Drommerenn
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      I've had reports of this from my merged mods "Imperial Gateway" and "Empire Heart" but that was due to the .esp file merge script I use making random world map data edits - I haven't had this come at all for my individual mods yet :o

      I am away at the moment so don't have access to my PC to check the file in xEdit but as soon as I can I will have a look!
  7. Dingenskirchen
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    I really like your additions because they breathe more life into these rather sterile locations.
    Unfortunately, it's too much for my system. With Imperial Waterfront and Imperial Dock mods, my FPS drop a lot.

    Normally I have between 50-60 FPS, as soon as I enter these two locations it's about 30 FPS. That alone wouldn't necessarily be the problem, but somehow the GPU gets so overloaded that it doesn't calm down and even in menus (where normally 60FPS is reached again) it fluctuates between 20-30 FPS and the game starts to stutter a lot.

    I haven't found a solution to this yet.
    This is probably due to the fact that it is an exterior and the two mods with their additional models are too close together for my rig to handle.
    Maybe I'll try it with just one of the two and let myself be surprised.

    Edit: With only Imperial Docks it's fine. Seems to be just too much for my rig.
    1. Drommerenn
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      Hopefully the apparent focus on performance that Bethesda has said they're prioritising for Patch 2 helps with this :c I found the game runs pretty poorly even with no mods installed.

      You may or may not be interested in the other Lived In additions outside of Imperial Waterfront and Imperial Dock, but perhaps if it is an issue of them both being two separate .esp files (unlikely, but maaayybbeee), you could possibly try my AIO file Lived In - Empire Heart and see if there is any improvement or if it is much the same :o

      Otherwise, the only other way for me to make it friendlier on FPS would be to go through and remove a bunch of stuff which is bit of an antithesis to what I'm trying to achieve -- however, I will get around to a "lite" version at some point! But it probably wont be at least until I've done the rest of the areas of the Imperial City :c
    2. Dingenskirchen
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      You shouldn't remove anything. That would diminish the meaning.
      Let's hope for patch 2 and that it brings some performance improvements. I can leave Imperial Docks in.
      I think it's just too much for me at the moment, what has to be loaded into adjacent cells with Waterfront and Weye.
    3. HughMann1
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      Ah, this must have been why my bug report was marked as 'duplicate'... and I should have figured it's a game issue. -.-

      Fingers crossed that Bethesda/Virtuos can fix performance!
  8. HughMann1
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    Sure wish I could enjoy your mods again... or the game in general, without my game instantly crashing to desktop with even a single f*#@ing mod installed...
    1. Drommerenn
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      Did the update break a lot? I'm updating now and am a bit scared...

      Or is this comment regarding my mod specifically and something wrong with it :O
    2. Zanderat
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      Update shouldn't affect your mods.  He said he is crashing with no mods.  Should probably verify/repair his game.
    3. HughMann1
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      I said I'm crashying with ANY mod installed. I can't figure out what's causing it, and it makes me want to throw my pc at a goddamn wall.
    4. Zanderat
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      My advice still stands.  Corruptions happen.
    5. HughMann1
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      OH THANK GOD I FOUND IT

      It was Rebalanced Movement. -.-
    6. HughMann1
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      ignore this post... was just me being a f*#@ing moron as usual
    7. Dingenskirchen
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      Try CrashNoMore. It helps with the occasional crash.
      Another thing (and i would never have thought of that, let alone recommend it) let Loot run and sort your plugins.
      Fixed my Problems in the end.
      And yes, let your Files be repaired/verified. It doesn't hurt.
  9. Paleblood45
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    you could simplify the installation process tenfold if you just simply included the file folder structure instead of us having of manually dig through our folders every time. Just Saying. Considering how often this mods and other mods are updated I'm grateful to the modders who have their file structure starting with /common/oblivionremastered/
    makes things a lot simpler and eliminates user error
    1. Drommerenn
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      That's all well and good for Steam users, but to accommodate Gamepass users as well I would have to make 2 download files for each individual .esp file in the downloads tab because they have different install paths >.>

      I personally have also had instances where mods have included both Steam and Gamepass filepaths in their mod files and without me noticing it just puts both paths in, adding in extra folders, files, etc. Eg, mods that need to go in the "OBSE" folder - for Steam, this filepath is /OblivionRemastered/Binaries/Win64/OBSE/plugins/ but for GamePass it's /OblivionRemastered/Binaries/WinGDK/ so if you're stupid like me and just copy and paste the base "OblivionRemastered" folder without thinking, you get a nice little addition of the "WinGDK" folder and mod files for that path that you don't use if you use Steam, and vice versa.

      Now look, yes the above example is entirely on me and I should probably have opened the files myself to double check - but I have to wonder how mod managers like Vortex and MO2 also handle situations like that. I don't know, however Zanderat (our Vortex and MO2 wizard) if you're floating around please feel free to comment and let me know if you happen to know!

      Both Steam and Gamepass file paths however come together when they reach the "data" folder, which is where .esp files live, as well as where the folders "MagicLoader" and "SyncMap" folders live for the .json files for MagicLoader, and the .ini files for SyncMap.

      I could include the base /data/ folder in the mod zip file if that would potentially make things easier? However(and I'm sorry if this comes across as conceited, I really really don't mean it to be but I know it's hard to read tone through text), the installation of my specific mod is actually extremely simple. The complexity - and issues when it comes to user error - come from the installation of the required mods, which I have no control over.
    2. Zanderat
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      No need to change the file path in your archives.  Both Vortex and MO2 will install your mods correctly, as is. 

      Paleblood45 Frankly, if doing a manual install, it's just a few clicks to access the date folder.  Maybe set up short cut on your desk top?  And if you don't know where your data folder is, I suggest find a good basic modding tutorial.
    3. Drommerenn
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      I've had a bit of a look as well, for my mods specifically, the main file path for Steam is:
      - Steam/SteamApps/Common/Oblivion Remastered/OblivionRemastered/Content/Dev/ObvData/data/

      For Game Pass it's:
      - XboxGames/The Elder Scrolls IV- Oblivion Remastered/Content/OblivionRemastered/Content/Dev/ObvData/data/

      I've highlighted where I could start the main path for both installation paths and still be compatible both Steam and Game Pass users without me needing to made double the amount of files. I'm more than happy to begin the file path in my mods for all future updates at /OblivionRemastered/ to ease things that little bit! But you do still have to go about half way into the overall file path >.>
  10. 7heBUNGA
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    why are theese still getting updates, if u are now doing LI Imperial Heart ? just curious ? for people who just want some and not all ?
    1. Drommerenn
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      That's right :)

      I know some people like some of the Lived In mods and not others, some are concerned about performance and may not want them all, etc.

      The update just now was to bring the Lumiere patches up to date on the individual standalone mods (Lumiere v1.2.0), which is already up to date for my Empire Heart AIO Lumiere patch.

      Edit: In future, I'll still be uploading and updating the individual mods and those new mods and updated versions will also just be immediately rolled into the Empire Heart AIO. So if you're already using Empire Heart, you can just ignore any updates on the individual mods :)
    2. Zanderat
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      I would make life easy on yourself and add FOMOD support to Empire Heart and discontinue the individual mods on their own mod pages.
    3. Drommerenn
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      I have made precisely one FOMOD file in my life ever and it was years ago so I'd definitely have to relearn that process haha - but it's a good suggestion!

      I've only ever used FOMOD files from other creators in mod managers, do they have the ability to be installed manually without a mod manager?

      There's a decent chunk of people (myself included) who are still manually installing OR mods which is my only concern in going exclusively to FOMOD files.

      I knooooowwwww I should probably just make the switch to Vortex or MO2 myself but I find the manual installation for OR quite simple and I'm just used to it now hahaha
    4. Zanderat
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      Besides ease of installation, the primary benefit of modern mod managers (Vortex or MO2) is conflict resolution and load ordering.   Vortex also has update checking for Nexus mods.  Both work well with OR.  
  11. latax
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    Hello, like with the majority of other months for this game, i'm  confused by the installation instructions. On one hand it's nearly always well explained  how to install  manually. On the other hand, one can download (and install I suppose) nearly every mod with a mod manager. So, is it safe to use a mod manager? By the way, I have no problem to install manually, but I rather wouldn't if it's avoidable.
    1. Zanderat
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      Installs perfectly with Vortex.  I would imagine it does with MO2, as well.
    2. latax
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      Excellent! I'm using Vortex.
  12. sydney666
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    I have a a couple of issues with the update.

    1. The rat in the chapel always attacks me
    2. The chapel always changes the weather when I exit. Without fail, no matter what weather is outside, turns into a nice day when I exit. 
    3. I have the clutter ownership mod, and all stuff added by your mod can be easily stolen. I can't change the load order, so can we have a patch for clutter and ownership please?
    4 (found the sheep) lol
    1. CuppaTea42
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      The cute rat attacks me too. I don't want to have to hurt the cute rat! Would love to chapel-share instead.
    2. Drommerenn
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      The rat I have absolutely no idea why he is hostile to everyone D: he wasn't hostile in the many hours of testing I was doing last night at all.

      The only thing I'm starting to suspect is perhaps a mod that I don't have installed that may be messing with the creature AI?

      Someone I got to test the mod jumped in and also said that Trabbatus was hostile and when checking via console confirmed that the aggression for him was raised to 50. He is definitely set at aggression 0 in the construction set, so the only thing I can think of is some other mod overriding mine and setting his aggression to 50.

      I'll re-confirm in the CS tonight to quadruple check.

      As for the weather thing, I haven't noticed this personally but I don't comprehend why this would be occuring as I haven't touched anything to do with the weather - I don't even know how to D: I have to wonder if this is a byproduct of the custom interior cells overall. Is this happening for the Broken Barrel, Wool-Weavers House, The Slaughterfish (ship), or Marose House at all that you've noticed?

      As for ownership, do you mean vanilla assets already in the waterfront? I don't think the Clutter and Ownership mod would do anything to the barrels and crates and clutter etc I have added in my mod since I assume it's just existing items already in game that were touched. I don't use the mod at all, so I'll have to have a look into the specifics of what it's doing and what specific items it's touching to determine if it's a patch situation on my end or if I would essentially have to recreate/copy what the mod is doing localised for my mod (which might be something better suited to the creator of that mod specifically).
    3. sydney666
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      I haven't tried the other locations yet, just the chapel. So I would have to get back to you on that weather issue. 

      The only mod that I use for animals or creatures is ORWO https://www.nexusmods.com/oblivionremastered/mods/2207?

      I can't change it's load order so if it's that it might require a patch, but an extra esp for a single rat seems to be an issue. lol

      In regards to clutter, basically Clutter and Crop Ownership across your mods has made some items inconsistent. Some things you add show as red and will be stolen, other items, barrels etc show up a white. I can hang around those new pcs and steal everything if I want to. lol