Midland-Vergayun Patch v 1.1 ROC-Midland-Vergayun Patch v 1.1 Midland-Vergayun-FAR Patch v 1.0 ROC-Midland-Vergayun-FAR Patch v 1.0 Author: mhahn123 ===================== Changes from initial release ============================ 1. Changed Midland map markers to NOT be visible until discovered which matches Vergayun's map marker setup. 2. Added road signs for Midland in various spots depending on which patch you use. 3. Added additional signs for Fort Akatosh which will of course only show up in the two FAR patches. 4. Re-configured some pathing to force npc's to use trails more often. 5. Added landscape "shadows" around the new Midland docks to make them blend in a little better. 6. Added two new patches for Fort Akatosh Redux...one with Roads of Cyrodiil, one without. Description =========== Midland and Vergayun each add small fishing villages at the dock next to Fort Variela. Midland also adds two homes near the dock across the river, making it one of the very few mods that have done anything with that lonely, pointless little dock. Roads of Cyrodiil adds a large bridge which spans the river right next to the villages. Fort Akatosh Redux adds a large Roman Legion style fort and a large dock at the river on east bank across from the villages. Unfortunately since all of these sit right on top of one another, using them together in any combination results in floating buildings, broken path grids, and some rather spectacular rips in the landscape. Especially on the east bank where Midland, ROC, and Fort Akatosh all overlap. While this started out as a simple village combining patch, there are now four patches included here that cover various combinations of Midland/Vergayun with Roads of Cyrodiil and/or Fort Akatosh Redux (this is another one of those crowded little modding spots). Only use the ONE PATCH which matches the mods you have loaded. Using more than one will cause you some pretty bad glitches. These patches all relocate three of Midlands homes very slightly to the south to eliminate conflicts with Vergayun. Landscaping and path grids have also been repaired. I really didn't touch anything from Vergayun since it was the larger, more involved mod of the two, has questlines, and was dominant in Load Order. The two villages are now separated only by the trail which runs between them. I have given Midland it's own dock area which ties in nicely with the pre-existing dock, and added a second map marker for the portion of Midland on the east bank of the Niben. The result is a larger, twin settlement that looks as if it was always intended to be that way. If using Roads of Cyrodiil, the village extends south right to the edge of the Great Niben Bridge, however has plenty of room to spare and looks like it was designed with the bridge in mind (because it was). Midland on the east bank of the Niben now has a small trail that connects to the bridge road as well. If using Fort Akatosh without ROC, Midland's new trail will instead lead to the main gate of the Fort. If using Fort Akatosh with ROC you will find the bridge has been slightly relocated as it was clipping through the Fort dock building. The hillside at the southwest corner of the Fort has been landscaped into a natural looking ramp that comes off of the bridge and directly to the fort main south gate. Trail for Midland ties into this new intersection. Road signs have been placed at all appropriate road intersections. Requirements ========================= Official Oblivion patch version 1.2.406. OBSE 0020 or greater. (http://obse.silverlock.org/) Required by Vergayun Shivering Isles (Required by Midland) Midland by Carah and Malachi Delachot Vergayun by Arthmoor Roads of Cyrodiil by Arthmoor (optional) Fort Akatosh Redux by Onra (optional) Strongly recommended for dialogue: Elys Silent Voice 0.93 (http://tes.nexusmods.com/downloads/file.php?id=16622) Installation ============ 1. Copy the ESP of your choice along with the meshes/textures folders to your Oblivion/Data folder. Only use the ONE esp which matches the mods you are currently using. DO NOT use both. The meshes and textures will not overwrite anything, they are for the new Midland sign. 2. Set Load Order as directed and play. 3. If you have RAEVWD or some other mod which provides LOD, run TES4LODGen to update it to include the buildings. Load Order (without Roads of Cyrodiil or Fort Akatosh) ========== Midland.esp Vergayun.esp Midland-Vergayun patch.esp Load Order (with Roads of Cyrodiil but NOT Fort Akatosh) ========== Roads of Cyrodiil.esp Midland.esp Vergayun.esp ROC-Midland-Vergayun patch.esp Load Order (with Fort Akatosh Redux but NOT Roads of Cyrodiil) ========== Midland.esp Vergayun.esp Fort Akatosh Redux.esp Midland-Vergayun-FAR patch.esp Load Order (with BOTH Roads of Cyrodiil and Fort Akatosh Redux) ========== Roads of Cyrodiil.esp Midland.esp Vergayun.esp Fort Akatosh Redux.esp ROC-Midland-Vergayun-FAR patch.esp Compatibility ============= I know of only two other mods using nearby locations. 1. Nascosto Isles places a ship at the Midland East dock. No conflict as the ship simply sits at the dock and there are no landscape or path grid edits. 2. Bella Moretta by Grumblepunk also places a ship at the same dock, a small camp, and npcs. No patch forthcoming as the npcs added are aggressive and the mods simply don't mesh well. Already tried it. Known Issues ============ There is a dead slaughter fish in a box on the Midland side of the village. Darn thing kept falling through the bottom of the box during testing. I'm 99.9% sure it's fixed now....but if not I'm stumped as to what else can be done. Licensing and Legal =================== The mods that these patches are based on were created by and belong to others. If you wish to use any of the assetts contained in them you will need to contact the original authors. If you wish to make any changes to these patch files you need to contact me first. Please do not host these files on any other sites without my consent. Credits ======= Arthmoor for Vergayun and Roads of Cyrodiil Carah and Malachi Delacot for Midland Onra for Fort Akatosh Redux Credits for borrowed assetts can be found in the original read-me files