About This File
AFK Weye-MTC-Region Revive Patches
A set of patch files which provide compatibility for AFK Weye, MTC Expanded Villages,
and Region Revive Lake Rumare. Features some built-in compatibility with other mods
as well. Giving the potential to use eight Weye mods at once.
Description
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.
Details
There are three progressively larger main patch files included here. They are all created from
the same template but have minor differences. Choose ONLY ONE. Using more than one at
the same time will cause duplicates and lag.
AFK-MTC-RR Patch: The basic patch provides fixes for AFK_Weye, MTC Expanded Villages,
and Region Revive Lake Rumare.
House of Healing Patch: Same as the basic version, but adds compatibility for House of Healing.
Weye Overhaul Patch: Same as the basic version, but adds compatibility for House of Healing
and Oblivion Farmer's Market.
There are also two optional files. One is a replacer .esp for Akaviri Imports which makes that mod
compatible with any of the three main patches. The other is an addon patch for Colourwheels Sexy
Oblivion Overhaul made by Nephenee13. It will only work alongside the basic main file.
Another available option is an addon for Imperial City Suburbs. It should be noted that none of these
patches have any direct conflict with ICS. But Region Revive itself does. I have created a patch for
this (ICSuburbs-Weye Patch) which can be found at The One Stop Patch Shop. In the Downloads
section, packaged in with the "Recent Files".
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 eight 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.
Location
Village of Weye (and ONLY the village of Weye). Any other areas edited by these mods is outside the
scope of this project.
Requirements
Oblivion patched to 1.2.0416
AFK_Weye
MTC Expanded Villages
Region Revive - Lake Rumare
House of Healing at Weye
Oblivion Farmers Market
Ruined Tails Tale
RTT Weye Relocation Patch (Arthmoor pulled the Nexus page, waiting for him to upload it here)
Akaviri Imports
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set load order and play.
It is advisable 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 advisable 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.
Load Order
Suggest using BOSS to set load order. All of these files are already recognized.
Specific Load Order instructions are included with each read-me file as well.
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.
Credits
Bethesda - for Oblivion and the CS
Tes4Edit - for cleaning the inevitable dirt from my mods
LHammonds - for the read-me generator this file was based on
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 these files to any other sites without my consent.
What's New in Version 1.3
Released
Updated the optional "Colourwheels Sexy Oblivion Overhaul" patch. Updates were performed on the main files over the years. And tbh I simply never even thought about this optional file. I never used CSO. As a result of that neglect, a land rip at one cell border was present when using this patch. Since Nephenee13 hasn't been active for years, and the patch was loaned to me, I've now updated it. Reconfigured the landscape and path grids in the one cell surrounding the CSO tower. Now it syncs up with the Weye patch it is mastered to.
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