Name: Weye Mod Patches Date: 12/26/2014 Category: Compatibility Patches Author: mhahn123 Version: 1.3 Updates from V1.2 ================== 1. Fixed the conflicts inside Wawnet Inn interior...which I utterly failed to touch in the original patches..durp. Removed duplicate tables and dishes, adjusted path grids and some NPC markers. 2. Actually part of what is mentioned above. Made the patches compatible with Clocks of Cyrodiil, or the Better Cities version of COC. Simply adjusted furniture, path grids and NPC markers to make room for the Grandfather clock inside the Wawnet Inn. 3. Adjusted an x marker and x marker heading so they were relevant to the relocated farmhouse they belonged with. 4. Made some very minor exterior path grid adjustments so NPCs wouldn't bump into a signpost, and to keep the pigs in their pen. 5. Removed some unnecessary collision blocks. 6. Removed one unnecessary cell edit from all three patches. Introduction ============ Weye is arguably the single most heavily modded area in the entire game. And for good reason too, the vanilla town of Weye is little more than an inn and a farm house. A quick search can easily turn up several dozen mods for this spot. From simple player homes to full village expansions complete with quests. Unfortunately most of them do not play nicely together and can have nasty conflicts. Such as large rips in the landscape, buried and/or floating objects, broken path grids, etc. While there were a few patches on the market for various combinations of Weye mods, they all required sacrificing bits and pieces of the mods in order to work. Not an ideal solution. So I went to work creating a set of patches that will allow simultaneous use of the three most popular Weye mods I know of, while keeping all mod content intact. Namely AFK_Weye, MTC Expanded Villages, and Region Revive: Lake Rumare. The end result transforms Weye into a bustling community with vendors, shops offering services, farms, ships, quests, and a large mansion which can be yours. Files and What They Do ====================== There are three progressively larger main patch files included here. They are all created from the same base file and do pretty much the same thing with minor differences. Choose ONLY ONE main file. Using more than one at the same time will cause glitches and horrible lag. The first provides complete compatibility for AFK_Weye, MTC Expanded Villages, and Region Revive: Lake Rumare. There are mesh and texture folders included for clutter objects that were added in, and glitchy items that I fixed while working on the patches. The second does exactly the same thing with added compatibility for House of Healing by David Brasher. The third goes one step further by also adding compatibility for Oblivion Farmer's Market. There are also two optional files. One is a replacer esp for Akaviri Imports which will allow that mod to be used alongside any of the main patches without conflicts. The other is an addon patch for Colourwheels Sexy Oblivion Overhaul made by Nephenee13. It requires the main patch as a master file. Built in Compatibility ====================== All three of the main file patches have been designed to work with Akaviri Imports, Ruined Tail's Tale, and now Clocks of Cyrodiil for the Wawnet Inn interior. None of these mods is required. I have simply adjusted object placement, landscaping, and path grids to allow simultaneous use of these mods should you choose to do so. Depending on your choice of plugins...you are now potentially able to combine up to seven Weye mods at the same time... conflict free. In order to use Akaviri Imports you will need the replacer esp that is included here under optional files. Install the full Akaviri Imports mod as you normally would, then install the replacer esp and allow it to overwrite the original. Use of Ruined Tail's Tale will require the RTT Weye Relocation Patch. Potentially Required Files =========================== AFK_Weye MTC Expanded Villages Region Revive: Lake Rumare House of Healing At Weye Oblivion Farmer's Market Ruined Tail's Tale RTT Weye Relocation Patch Akaviri Imports Load Order =========== Suggest using BOSS to set load order. All of these files are already recognized. Specific load order instructions are also included with each individual download. Installation ============ 1. Extract the .esp, meshes, and textures into your your Oblivion Data directory either manually or using the mod manager of your choice. 2. Set load order as directed in the read-me file. 3. Play and enjoy. It is adviseable to leave the Weye area before applying any patches. Due to the extensive changes throughout the surrounding area, activating while in town may trap you inside a building or other structure. Because many buildings and doors had to be moved, it is also adviseable to perform a clean save before using a save game which had any of these mods installed. Failure to do so may result in doors showing up in their previous locations. Compatibility ============== Compatibility is assured ONLY with the mods mentioned above. Anything else added into Weye will most likely result in a conflict of some kind. It should be noted that there ARE NO CONFLICTS between any of these patches and any the Imperial Bridge mods, since these patches make no edits to the East of Weye. There are also no direct conflicts between any of these patches and Imperial City Suburbs. There is however a conflict between Region Revive and Imperial City Suburbs which will cause landscape rips on the Imperial Isle whether you use these patches or not. I won't be adding a fix for that directly into any of these patches because it falls well outside the village of Weye, and will create additional conflicts with a number of Imperial Isle based mods and patches. I am developing a separate patch to address this issue, which can then be safely run alongside any of these patches. Credits ======= afk_dwip - AFK_Weye Nernie - MTC Expanded Villages I_Need_Money - Region Revive: Lake Rumare David Brasher - House of Healing at Weye Coleen - Oblivion Farmer's Market Arthmoor - Rumare_AFK Weye patch that I used as a starting point in v.1 Mr. Siika - ship resources Momo - Grain, hay, water textures severian1981 - Akaviri Imports simyaz - Ruined Tail's Tale Legal Stuff ============= Please do not upload this file to any other sites without my express consent. All of the original mod content was created by and belongs to others. If you wish to use any of it, you need to follow the requirements in the original read-me files.