![]() ![]() Includes a number of locations with structures, landscaping, etc. Oblivion Uncut restores many things that were cut from the game during development. This This means please try and resolve issues through load order FIRST if possible.Ģ.0.1 - Minor landscape and path grid adjustments to account for a quest in AFK_Weye 2.x.Ģ.0 - File renamed and the RTT inn relocated again to the road by Fort Nikel.Ī set of compatibility patches made to repair conflicts when using Oblivion Uncut with several You may redistribute this patch alongside your own Weye mod provided you verify first that it is necessary to use it with your Weye mod. Weye is far too crowded for everyone's own good. This includes any mod in any of the 8 surrounding cells as well if their landscape edits cross any of the cell borders into -3,15. In general, any Weye mod affecting landscape in cell -3,15 is going to conflict. However, patch is unnecessary as the original location for the RTT inn is not modified. Weye Manor by vlad23 - Direct conflict with the RTT inn. Console disable them if it bothers you.įarms of Weye - Minor floaters remain but the inn is over all free of obstructions.ĭragon Captions Weye Reborn - Same reason as Farms of Weye, because they apparently used Farms of Weye as a base. Tamara's Weye TICS - She placed 3 trees on the new site that all clip heavily into the inn. Weye Culture - New Races - The new buildings do not conflict. The patch will work but is unnecessary.įighters Guild Weye WayHouse V3 - The new buildings do not conflict. ![]() Weye Manor by arthieb - The new buildings do not conflict. Place the esp file in your Data folder with your other plugins.Īctivate the patch in the proper load order. It is strongly recommended that whatever Weye mod you use is cleaned first using TES4Edit. You should not be outdoors anywhere within view of Fort Nikel or Weye. Go to an indoor location and save the game. Since most Weye mods are more substantial than a single building, a solution needed to deal with the new inn from RTT instead. The mod may also have landscape and path grids to contend with. Said building may include other buildings as well. You need this because you have a Weye mod that put a building down on the same location as Ruined Tail 3.0. * Ruined Tail's Tale 3.0 - Will not work with 2.5, and woudln't be necessary for 2.5 anyway. * Scripted adjustments to plot elements to preserve their state depending on when this patch is installed. * Transplants the inn added by RTT in Weye to an empty spot on the road next to Fort Nikel. ![]()
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