Patches & Fixes
Mods which either provide compatibility patches for other mods or mods which are dedicated to fixing bugs in the game.
12 files
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NorthernUI Away - Faster Map Cursor for Steam Deck
By rileysaccount
Description
A small tweak to NorthernUI's Vanilla-style preset that makes the map cursor move faster.
I made this preset for use on Steam Deck, because I found NorthernUI's default cursor speed to be very slow on it.
Installation
Overwrite NorthernUI's ini file with the one found here.
Or, tweak the ini yourself and change fMapMenuPanSpeed from 4 to 12.
NorthernUIAway is required for this mod to work, as this mod only contains the ini file.
Requirements
Northern UI - NorthernUI Away Nexus
Oblivion Script Extender xOBSE Nexus | Silverlock (Required for NorthernUI)
Permissions & Credits
NorthernUI was developed by DavidJCobb.
Everything in this ini file that was not written by me belongs to the mod author.
The mod author has allowed for modification & reupload of the mod with credit. Monetization & rewards are not permitted.
I allow for modification & reupload of this file, but make sure to credit the mod author.
NorthernUI License
Mirrors
Nexus
6 downloads
0 comments
Updated
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Weye + Ruined Tail's Tale Compatibility Patch
By Arthmoor
This patch file performs the following:
* Transplants the inn added by RTT in Weye to an empty spot on the road next to Fort Nikel.
* Scripted adjustments to plot elements to preserve their state depending on when this patch is installed.
Requirements
* Ruined Tail's Tale 3.0 - Will not work with 2.5, and woudln't be necessary for 2.5 anyway. Don't do it.
Why Do You Need This?
You need this because you have a Weye mod that put a building down on the same location as Ruined Tail 3.0.
Said building may include other buildings as well. The mod may also have landscape and path grids to contend with.
Since most Weye mods are more substantial than a single building, a solution needed to deal with the new inn from RTT instead.
Load Order
RTT.esp
RTT-Weye Relocation Patch.esp
The affected Weye mod
Installation
Go to an indoor location and save the game. You should not be outdoors anywhere within view of Fort Nikel or Weye.
It is strongly recommended that whatever Weye mod you use is cleaned first using TES4Edit.
Place the esp file in your Data folder with your other plugins.
Activate the patch in the proper load order.
Enjoy!
Compatibility
This patch is known to work with:
AFK_Weye (version 1.x and 2.x)
Region Revive: Lake Rumare
The patch for AFK_Weye and Region Revive
Fort Weye
Weye House
Weye Manor by arthieb - The new buildings do not conflict. Load RTT before WM. The patch will work but is unnecessary.
Fighters Guild Weye WayHouse V3 - The new buildings do not conflict. Load RTT before FGWW. The patch will work but is unnecessary.
Weye Culture - New Races - The new buildings do not conflict. Load RTT before WC. The patch will work but is unnecessary.
The patch will NOT be adjusted for:
Tamara's Weye TICS - She placed 3 trees on the new site that all clip heavily into the inn. It remains accesible though. Console disable them if it bothers you.
Farms of Weye - Minor floaters remain but the inn is over all free of obstructions.
Dragon Captions Weye Reborn - Same reason as Farms of Weye, because they apparently used Farms of Weye as a base.
Weye Manor by vlad23 - Direct conflict with the RTT inn. However, patch is unnecessary as the original location for the RTT inn is not modified.
In general, any Weye mod affecting landscape in cell -3,15 is going to conflict. 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. Don't blame me. Weye is far too crowded for everyone's own good.
Redistribution
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.
This means please try and resolve issues through load order FIRST if possible.
Version History
2.0.1 - Minor landscape and path grid adjustments to account for a quest in AFK_Weye 2.x.
2.0 - File renamed and the RTT inn relocated again to the road by Fort Nikel.
1.0 - Initial release.
210 downloads
Submitted
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Unique Landscapes - Beaches of Cyrodiil and Myths & Legends Compatibility Patch
By caillean7
Compatibility Patch
Unique Landscapes - Beaches of Cyrodiil and Myths & Legends
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This patch moves Orne along with his bow further west so he's accessible with UL - Beaches of Cyrodiil installed.
Installation
--------------
Extract the file to your Oblivion/Data folder and activate with OBMM / Wrye Bash / ...
24 downloads
- unique landscapes
- compatibility
- (and 1 more)
0 comments
Submitted
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Oblivion Uncut Compatibility Patches
By mhahn123
Oblivion Uncut Patches
A set of compatibility patches made to repair conflicts when using Oblivion Uncut with several
other mods which edit the same areas.
Details
Oblivion Uncut restores many things that were cut from the game during development. This
includes a number of locations with structures, landscaping, etc. Unfortunately a few of these
restored locations conflict with pre-existing mods. These patch files fix all of the conflicts that I
know about at this time. (Which aren't already addressed by other people's patches)
This is yet another of my pages migrated over from the Nexus. Oblivion Uncut went through a
few updates since I first created the patches for it. Two of the conflicting mods had as well. As
a result most of the patches needed updates. And there was at least one known conflict posted
in the comments over there that hadn't been patched. Everything is now up to date.
Locations
Castle Varaldo: Patches for Archfiend, Oaksdale, UL Entius Gorge. Plus one 3-way patch.
Fair N Square Ballifs HQ: Patch for UL Chorrol Hinterlands and the BC version of the UL
Fox's Den Inn: Patches for Darbinshire Cave and The Scarlet Monastery.
Gretwold: Patch for UL Chorrol Hinterlands and the BC version
IC Arena District: Patch for Better Cities Arena to fix the Yellow Team Bloodworks entrance
Imperial Battle College: Patches for UL Ancient Yews, UL Arrius Creek, or UL Compilation
Lake Canulus: Patch for UL The Eastern Peaks
**Spyrock: No longer requires a patch. Previously had a conflict with Battlehorn Castle. Mod
author eliminated this via internal edits. Patch was removed from this collection.
Requirements
Oblivion patched to 1.2.0416
Shivering Isles (Required by Oblivion Uncut)
Knights of The Nine (Required by Oblivion Uncut)
Oblivion Uncut
Optional
Archfiend
Better Cities
Darbinshire Cave
Elsweyr: The Deserts of Anequina
Oaksdale
The Scarlet Monastery
UL Ancient Yews
UL Arrius Creek
UL Chorrol Hinterland
UL Eastern Peaks
Unique Landscapes Compilation (If you prefer the merged version)
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set Load and play.
Load Order
I 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 also.
Compatibility
May conflict with other mods and patches which edit the same game cells.
Credits
Bethesda - for Oblivion and the CS
TES4Edit - for cleaning the dirt from my mods
LHammonds - for the read-me generator this file was based on
elderscrolliangamer - for Oblivion Uncut
marob307 - for making the first draft of the Ancient Yews patch
Iliana - for Elsweyr The Deserts of Anequina
Ub3rman123 - for The Scarlet Monastery
Carel de Winter - for UL Ancient Yews and UL Chorrol Hinterland
Phitt - for UL Entius Gorge
Prettyfly - for UL The Eastern Peaks
ElderScrollsfan001 - for Oaksdale
Eldosian - for Darbinshire Cave
Legal Stuff
Please do not upload these files to any other sites without my consent.
2094 downloads
Updated
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Open Cities Patch Collection for Oblivion
By Arthmoor
The Open Cities Patch Collection for Oblivion
This is a collection of various patches made to provide compatibility between Open Cities (Classic or Reborn) and other mods. Most of these files have not been looked at in years, but they should still work since the Oblivion community is more or less in a stable state these days.
I cannot guarantee that they all still work as intended though, because who knows what's happened in the last 10 years (written in 2021). When each was last checked, they worked fine.
Some of these mods are no longer available on Nexus, ModDB, or any other site. This shouldn't be a problem if you already have a local copy stored, but do not ask me to upload a missing mod as that can ONLY be done with the original author's express permission.
Each mod patched is specified in the main archive folder. Within each one there may be a patch for OCC, OCR, or both. You'll need to refer to the individual readme files which have been included. Sorry, but the folder structure in this archive was never especially mod manager friendly so they'll need to be handled manually on an individual basis.
If someone wants to provide a working Wrye Bash wizard or an FOMOD installer, I'd be happy to include that to make things a bit easier.
I am no longer creating new patches so this collection will be all of the ones I provide.
My Patreon Page: https://www.patreon.com/arthmoor
System Requirements
Official Patch version 1.2.0416. Steam and GOG users already have this, but some old retail disc copies may not.
The mods being patched may have various different additional requirements, the most common among them being a recent version of OBSE
List of Mods Patched
Official DLC - Frostcrag Spire
Official DLC - Knights of the Nine
Bravil Docks
Bruma Mages Guild Restored (this is NOT for my Bruma Guild Reconstructed mod)
Cats & Rats
Clocks of Cyrodiil
CLS Sailboats
COBL Luggage
COBL Wells
Coffee Shop
Cyrodiil Transportation Network (this is NOT for my Cyrodiil Travel Services mod)
Dungeons of Ivellon
Eternium
Golden Crest
Hiyoko Store
Integration - The Stranded Light
Kvatch Rebuilt
Losing My Religion
Lost Spires
Lost Spires - Cleaned Up Scibe Shop Ruins [3-way combo patch which replaces the above patch]
Malevolent
Midas Magic
MTC River Shack
MTC Thieves Grotto
Naked Nord
One Stop Magic Shop
Orden des Drachen
Oscuro's Oblivion Overhaul
Reclaiming Sancre Tor
Ruined Tail
Survival Suite Hunger Thirst Sleep
Tears of the Fiend
Telekenetic Mastery
Terran Vampires
Valley View Estate
Werewolf Legends
786 downloads
0 comments
Updated
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Brina Cross Consolidated
By mhahn123
Brina Cross Consolidated
A pair of small patch files, made by request, that will allow simultaneous use of Thomas
Kaira's Brina Cross Village, Jonarus Drakus' JDNT Brina Cross, and Silent Resident's
ImpeREAL Empire - Unique Forts.
Details
Prior to patching, using these three mods together in any combination would result in
conflicts. For the most part it was simply overlapping structures which left parts of the
settlement unable to be accessed. There were other issues such as broken path grids,
and landscape textures being out of sorts. Only one tiny land tear on the outskirts.
While there are patches made by others for both Brina Cross mods, there were none
which allowed use of both Brina village mods together. I have included here two patches
which do this very thing.
The end result transforms Brina Cross into a thriving farm community with a bustling open
air marketplace. Depending on which patch you use, the town will also have either one or
two guard towers...so it is now well defended from bandits and the like.
BrinaCrossVillages.esp - Allows use of both Brina Cross Village and JDNT Brina Cross.
BrinaCrossConsolidated.esp - Allows of both Brina Village mods and also adds compatibility
for ImpeREAL Empire Unique Forts.
Choose one or the other, do not use both.
Requirements
Oblivion patched to 1.2.0416
Brina Cross Village
JDNT Brina Cross
ImpeREAL Empire - Unique Forts
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set load order and play.
Load Order
Suggest using BOSS to set load order. These files are already recognized.
Specific Load Order instructions are included with each read-me file as well.
Compatibility Disclaimer
May conflict with other mods and patches which edit the same game area. Please understand that
these patches are specifically designed to work only for these particular conflicts. No guarantees
are made that they will work alongside anything else in your load order.
Credits
Bethesda - for Oblivion and the CS
Tes4Edit - for cleaning the dirt from my mods
LHammonds - for the read-me generator this file was based on
Silent Resident - for ImpeREAL Empire Unique Forts
Thomas Kaira - for Brina Cross Village
Jonarus Drakus - for JDNT Brina Cross
Legal Stuff
Please do not upload these files to any other sites without my consent.
156 downloads
Updated
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AFK Weye - MTC - Region Revive Patches
By mhahn123
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.
686 downloads
Updated
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Sutch Unification Patch
By mhahn123
Sutch Unification Patch
A small patch file, made by request, that will allow simultaneous use of Arthmoor's
Sutch Village and Silent Resident's ImpeREAL City of Sutch.
Details
Prior to patching, using both of these mods together would result in several conflicts.
This included rips at cell borders and the southern most farm from Sutch Village being
buried inside the city walls from ImpeREAL.
Main focus of the patch was relocating the Gerrard Family Farm onto the hillside just
outside the city walls. Also re-worked the cow pen fence at Lazzan Family Farm to make
room for the road leading into the city gates.
Relocated two patrol guards to a position just north of city gates, corrected numerous
path grids, sealed up rips at cell borders, etc. The end result with Arthmoor's village on
the north side and Lord Drad's Estate on the south, makes ImpeREAL Sutch City look
and feel as though it was always meant to be there.
Note: Over the years since I made this patch, some other patches have been made
which add further functionality to it. At some point in the near future I will incorporate
those via a final update.
Location
Just north of Lord Drad's Estate
Requirements
Oblivion patched to 1.2.0416
Sutch Village
ImpeREAL Empire Unique Cities - Sutch
Install
1. Extract to your Oblivion Data folder either manually or using the mod manager of
your choice.
2. Set Load order and play.
Load Order
Suggest using BOSS to set load order. This file is already recognized.
Specific Load Order instructions are included with the read-me file as well.
Compatibility
May conflict with other mods or patches which edit the same game cells.
Sutch Unification - Uniforms: Gives guards from both mods all the same outfits.
Credits
Bethesda - for Oblivion and the CS
Tes4Edit - for cleaning the dirt from my mods
LHammonds - for the read-me generator this file was based on
Silent Resident - for ImpeREAL Empire Unique Cities - Sutch
Arthmoor & Hana - for Sutch Village
Legal Stuff
Please do not upload this file to any other sites without my consent.
349 downloads
Updated
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The One Stop Patch Shop
By mhahn123
The One Stop Patch Shop
For All of Your Compatibility Needs
Description
The One Stop Patch Shop is intended to be a central hub of sorts for Oblivion mod compatibility patches.
It not only hosts patch files in the download section, but also provides links to many others. Once upon a
time, I was part of a small team of mod authors over at Nexus. We took requests for compatibility patches
creation, and knocked out quite a few mod conflicts doing so.
I don't know if that part of the service will return. I am the only one left, with limited free time for this hobby.
But the page was successful over there, and I believe it can be here as well.
Musings On Compatibility Patches
Download File Contents
Oblivion and DLC Patches
Official Oblivion Patch 1.2.0416: Required for physical copies of the game. Not GOG & Steam
All The Patches-All Languages: Alternate language versions of the official 1.2.0416 patch
(UOP) Unofficial Oblivion Patch: A huge collection of bug fixes not covered by official Bethesda patches
(USIP) Unofficial Shivering Isles Patch: Same thing as above but for the official add-on Shivering Isles
Unofficial Oblivion DLC Patches: Bug fixes for all of the other Bethesda DLCs
Modding Community Patches
Adventurers Guild - Lost Spires - DBC Patch: Contains a number of fixes using these 3 together
AFK Weye - MTC - Region Revive Patches: A trio of patches which allow simultaneous use of AFK Weye,
MTC Expanded Villages, and Region Revive Lake Rumare.
Akaviri Imports Mobs Patch: Rebalances weapons to fit the Mobs system
Aleswell Cottage All Natural Patch: Makes the cottage interior use AN's lighting
All Natural - Morroblivion Patch: Edits one script from AN so the weather system recognizes Morrowind
and Mournhold as valid worldspaces
Alternate Start Town Lindum Patches: A group of patches which make Antiscamp's town compatible with
some combinations of Blood Raven and Unique Landscapes
Alternative Start Arrive by Ship Unofficial Patch: Bug fixes for the original mod
Archfiend Patches: Provides fixes for UL and other mods
Arrows of the Ayleid King Patch: Fixes incorrect texture paths for some of the creatures found in this mod
Arthmoor Villages & Reworked Posts Patch: Fixes signpost glitches when using Reworked Posts with some
of the village mods locations
Artifacts - Carah's Caravan Redux Patch: Relocates the Caravan slightly to make the mods play nice
Artifacts - Shezries Towns Patch: Relocates the Collectors Guild building to eliminate conflicts with Shezries
Pells Gate town
Ayleid Steps - All Natural Real Lights Patch: Darkens the interior cells to work better with All Naturals lighting
Balanced Magic Unofficial Patch: bug fixes for the original mod
Battlehorn Castle Upgraded Patches: A set of patches that make Battlehorn Upgraded compatible with AFK
Weye, Tonas Mod Store, UL Chorrol Hinterlands, and Verona House Bloodlines
Better Cities Imperial Isle Compatibility Patches: A set of patches that makes the Better Cities Imperial Isle
Plugin compatible with several mod combinations
Better Cities - Quest of the Week Patch: Fixes for several Quest of the Week locations in cities
Better Cities - The Imperial Waters Patch: Edits some of BC walls so the water effects can be seen
Beyond Cyrodiil - Valenwood Heightmap Patch: Fixes landscape issues around the West Valen Inn added by
Beyond Cyrodiil Camps
Black Marsh - Castle Wolfspike 2 Patch: Fixes general landscape issues between the two
Brina Cross Consolidated Patches: Provides compatibility for Brina Cross Village, JDNT Brina Cross, and
ImpeREAL Forts
Calair Castle - Fort Akatosh Redux Patch: Landscape fix that allows these two mods to work side by side
Cardac Patch Collection: A set of patch files for various combos of Cardac, Shezries Towns, UL mods
Chocolate Elves - Race Balancing Project Patch: Adds the RBP abilities to the Chocolate Elves
Compatibility Patches for OCO v2: Various fixes for official DLCs, the UOP, and Kvatch Rebuilt
Crowded Cities Redone - OCR Patch: Moves various buildings into the Tamriel worldspace
Cute Elves Race Mystical Unicorn Blue Door Patch: Fixes a bug which breaks the vanilla blue magical portals
Elsweyr Anequina - Integration The Stranded Light Patch: Repairs a small camp that Integration places just outside
the south wall of Rimmen
Elsweyr Anequina - Morrowind Drinks COBL Patch: Re-works Elsweyrs pricing system for Morrowind Drinks to match
COBL's system
Elsweyr Anequina - Roberts Bodies Patch: Adds support for Roberts Male and Female bodies to the Elsweyr races
Eyrens Vampire Hunter Armor for BAB Body: Simple mesh replacer to ensure compatibility when using BAB
Frostcrag Reborn - Frostcrag Village Patch: Just what the name says
Frostcrag Reborn - Frostcrag Village - OOTD Patch: Patches the Frostcrag mods with Order of the Dragon
Gilgaliad - Midas Magic Patch: Relocates Midas's Broke Back Mining Co.
Glenmoril Covens - Ruins of Miscarcand Patch: Grounds floating objects and other fixes
Glenvar Castle Teleport Patch: Allows you to learn a spell so you can teleport back to the castle from any location.
Gottshaw Village-Kvatch Devastation Patch: Landscape and object placement fixes
Harvest Container Filter Patch: Changes containers added by a number of mods into Harvest Containers.
Based upon the OOO version of Harvest Containers
Harvest Containers Filter Patch - Non OOO: Same as above but based on and requires the original Harvest
Containers mod
Heart of the Dead - Race Balancing Project Patch: Corrects some texture conflicts between these two mods
Immersive Interiors Patches: Extends the II system to toher mods
Imperial City Suburbs - Talos Bridge Gatehouse Patch: fixes issues centered around the IC Bridge
Ivellon No Crime Patch: Fix for two of the mod added books so you don't have to steal or trespass to get them
Kendelford Avon Compatibility Patches: Fixes for Lost Spires and Verona House: Bloodlines
Knights of the Nine - Francescos Overhaul Patch: Extends the effect of the Boots of the Crusader, an important
artifact from the KotN questline, to the creatures from Frans' overhaul
Knights of the Nine Omobsification Patch: Gives Omobs stats to the DLC weapons
Knights of the Nine Weapon Improvement Project Patch: Mesh fixes for KOTN when using Insanity Sorrow's Weapon
Mesh Improvement mod
Legion Occupied Forts - OOO Patch: Fixes for some of the LOF forts that are used by OOO NPCs
Local Guards Features Unofficial Patch: Fixes issues with the UOP and DLC Knights of the Nine
Losing My Religion OCO v2 Patch: Fixes issues with hairstyles between the two mods
Lost Paladins of the Divines Unofficial Patch: Edits enchantments, amulet slots, and a few other things
Lost Spires & Order of Nibenay Compatibility Patch: Landscape fix for the area around the Archeology Guild building
LTD Vampire Overhaul - Vile Lair Patch: Edits the Font of Renewal script to function properly alongside the Vampire mod
Lubron's Patch for Enhanced Economy: Bug fixes and enhancements for the original mod
Lubron's Patch - No More Wild Goose Chases: Adds helpers to some of the vanilla optional quests
Mage Equipment Body Patches: Converts the Mage Equipment robes to fit BAB and TGND bodies
Mehrunes Razor Omobsification Patch: Gives Omobs stats to the DLC weapons
Millstone Farm All Natural Patch: Makes the cottage interior use AN's lighting
Mobs Patch for MOO: Tweaks weapons added by Maskar's mod to have Mobs stats
Morrowind Racial Abilities - OCO v2 Patch: Integrates abilities from one with faces from the other
MTC - Colourwheels Sexy Overhaul Patch: Allows Colourwheels shop in Weye to work with the changes MTC Expanded
villages makes in Weye
MTC - Faregyl Patch: Re-locates one shop from MTC Expanded Villages so it fits in with Arthmoors Faregyl Village mod
MTC - Lost Spires Patch: Re-locates structures in the Pells Gate area so these two mods can be used together
MTC - Region Revive Patch: Re-locates structures in the village of Weye so these two mods can work together
MTC - Shezries Towns Patch: Re-locates structures in the Pells Gate area so these two mods can be used together
MTC - Weye Patch: A patch file which disables much of MTC's Weye related content so it will work with other Weye mods
MTC Thieves Grotto -Side's Sailing Ships: Landscape fix for the two mods
Nehrim Darn UI Dialogue Patch: Changes dialogue and subtitles to use the Darn UI styles
Oblivifall Losing My Religion Patches: Patches for older mods such as West Roads, may still be useful to some folks
Oblivion Collectible Cards - Cyrodiil Rebuild Patch: Re-locates one house so that these two mods can be used together
Oblivion Warcry New Dimension Patches: A collection of four patches that make various internal adjustments to this mod
OCO v2 Patch for Valenwood Improved: Valenwood Improved NPCs use the Oblivion Character Overhaul style faces
Odd Jobs - Open Cities Reborn Patch: Re-locates all of the job posting papers from the Odd Jobs mod so that they work
with Open Cities Reborn
Open Cities Patch Collection: A large collection of patches that help to make many different mods compatible with either
Open Cities Classic or Open Cities Reborn
Open Cities Reborn - Dark Argonians Patch: Moves roaming merchant beds from MTC Dark Argonians to fit with OCR
Open Cities Reborn - Fighters Guild Quests Patch: Moves some NPCs and a quest marker into Open Leyawiin
Open Cities Reborn - Litterbug Patch: Moves the Litterbug quest locations into the exterior worldspace
Open Cities Reborn - WAC Patch: Fixes numerous item and creature spawns to work with OCR's city layouts
Order of the Dragon - Frostcrag Village Patch: Fixes landscape and object placement issues between the mods
PA Windmills - Unique Landscapes Patch: Relocates windmills to work with UL mods. See Allister's comment below for
some helpful info on how to also use this patch with Oblivion Fragrance mod.
Qarl's Harvest Patches: A collection of patch combinations for Better Cities and Unique Landscapes
Race Balancing Project OCO Patch: Reworks NPCs to match the OCO aesthetic
Region Revive Lake Rumare Grammar Patch: Corrects numerous dialogue errors within the Region Revive mod
Roads of Cyrodiil-Kvatch Devastation Patch: Landscape and object placement fixes
Ruined Tails Tale Unofficial Patch: A bug fix file for RTT
See You Sleep Patch Compilation: A set of patches which make beds added by other mods work with See You Sleep
Servant of the Dawn DLC Compatibility: Landscape fixes for Battlehorn Castle and Knights of the Nine
Servant of the Dawn - Midas Magic Patch: Relocates the Pit Entrance from SOTD so it no longer overlaps with the
Beholden Shrine from Midas Magic
Snowy Road to Bruma Patch Collection: A set of seven patch files which make Snowy Road to Bruma compatible with DLC
Frostcrag Spire, Feldscar, Frostcrag Village, MTC Expanded Villages (Rimehold), UL Snowdale, and UL Jerall Glacier
Stalhrim Village Fighters Guild: Adds a guild hall and NPCs to the mod
Stalhrim Village - Mannimarco Revisted Patch: Relocates Mannimarco's Echo Cave
Supreme Magicka - MOO Patch: Fixes summoning issues
Sutch Reborn Patches: A set of four patches that make Dragon Captions Sutch Reborn compatible with OOO, Verona House
Bloodlines, and Pale Riders Paladin Equipment
Talos Bridge Gatehouse Patches: A set of patches to make UL Imperial Isle compatible with Region Revive Lake Rumare
Tes Diesel - AWLS Patch: Patches the TD farmhouses to work with Animated Window Lighting System
The Hesu Mod Collection & Patches: A series of Japanese landscape mods, with patches for many other mods. Some of which
are not compatible without Hesu in the mix
The Jerall Mountain Compendium Patch: Allows simultaneous use of a number of mods which effect the Jerall Mountain region
The Lost Spires - Order of Nibenay Patch: Fixes landscape tears near the Archeology Guild when using these two mods together
The Order of the Dragon Patch Series: A series of several patch files which address compatibility for Order of The Dragon with
various combinations of Better Cities Imperial City, Fort Akatosh Redux, The Necromancer, Fall of the Ayleids and UL-Jerall Glacier
Theryon Unofficial Patch: A collection of bug fixes for the Theryon mod.
Topal Island Patches: A trio of patch files which repair conflicts between Topal Island, Better Cities, and Settlements of Cyrodiil-
Legion Outposts.
Travelers of Cyrodiil Patch: fixes issues with horses and smugglers in the mod
UL Imperial Isle - Blade of the Haunted - Adense Patch: Performs a number of fixes in order to make all three of these mods play
nicely together
Unique Landscapes Compatibility Patches: A very extensive page which contains or has links to every available patch ever made
for Unique Landscapes mods
Vampire Race Reloaded Patch: Bug fixes and enhancements for the original mod
Verona House Bloodlines - Waterfront Market Patch: Re-locates the Hunter Shack that Verona places in the IC Waterfront so it no
longer conflicts with Nernie's Waterfront Market mod
Vile Lair Omobsification Patch: Gives Omobs stats to the DLC weapon
Vorians Compatibility Patches: A set of patches unrelated to Unique Landscapes. Includes patches for Brew House, Castle Seaview,
Hoarfrost castle, Kvatch Aftermath, Nibenay Castle, OOO, The Necromancer, and Stirk
WAC Consistency Patches: Various fixes for characters and creatures
WAC - Elsweyr Anequina Patch: Adds Walx Animals & Creatures into the Elsweyr Anequina levelled lists
WAC Integration: See mod description, too much to list here
Tutorials
Creating Compatibility Patches: by Arthmoor
Compatibility Patch Creation Tutorial: by David Brasher
Two very good tutorials for the aspiring Oblivion modder who wants to learn about compatibility patches. Both teach the old school method
of using the vanilla Construction Set. While a bit more tricky, I strongly suggest learning this method first. Then graduating to Construction
Set Extender, which makes modding life much easier in general. But is truly a life saver when making patches.
Arthmoor's tutorial is detailed and well laid out. Covers all the basics with some nice tips along the way. Brasher's tutorial is geared towards
people who may have a bit more experience and understanding. It's not as straight forward, but does touch on some useful techniques not
found in the other. I used both when I was learning, both are very helpful tools which will get you to the finish line.
Credits
Given the nature of what this mod page is all about, a credits list would take up a great deal of space.
Please look to the read-me files that are provided with the patches you download.
Legal Stuff
I can only speak for my own work which is uploaded here, and files that have been entrusted to me. Please do
not redistribute files without consent. Look to permissions on linked pages and in downloaded read-me files.
1750 downloads
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Thieves Guild End Dialogue Restored
By SkyLover
I'm kind of surprised that this hasn't been done before (or if it has, I haven't been able to find it). For those who don't know, at the end of the Thieves Guild questline, when you are given the Gray Cowl, minus its curse, and become the new Gray Fox, there was supposed to be one more dialogue topic beyond what we see in the game: "But I don't want the curse!". This would prompt the former Gray Fox to explain how the mask works now that the curse is broken. However, this topic never appears, because the dialogue immediately preceding it is flagged to end the conversation. I don't see any reason for this topic not to be accessible, and can only assume it was a mistake, so I made this little plugin to move the end of the conversation to the explanation of the Cowl's new effects.
I recommend allowing this to be merged into the Bashed Patch, as it changes only two records.
173 downloads
0 comments
Submitted
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Elsweyr Anequina - Valenwood Improved Patch
By Iliana
ELSWEYR ANEQUINA (ALTERNATE VERSION) & VALENWOOD IMPROVED PATCH
by Iliana
This file contains an alternate version of the ElsweyrAnequina.esp (version Mar 2014) with a ElsweyrValenwoodImprovedPatch.esp.They build and patch the border between the two province mods to create a smooth transition.
As the patch requires the specially modified version of the ElsweyrAnequina.esp provided, it will only work with the Mar 2014 version of the mod.
REQUIREMENTS
The following two mods are required:
Elsweyr Anequina (Mar 2014) (only compatible with this version)
Valenwood Improved (+ English translation if required)
LOAD ORDER
Valenwood Improved.esp
ElsweyrAnequina.esp (Use the replacement esp provided with this download)
ElsweyrValenwoodImprovedPatch.esp
MESHES & TEXTURES
The meshes and textures are replacement LOD landscape files (for distant view).
You will need to run TES4LodGen afterwards to properly generate distant trees and cities. DistantLOD for cities and trees is dependent on your load order so if you change that you will need to run TES4LodGen again.
To use TES4LodGen just download and double click the exe. The program will do the rest.
http://www.nexusmods.com/oblivion/mods/15781/?
PERMISSIONS
Please do not upload this file to other sites. The only valid one is my upload on the AFK Mods website.
3150 downloads
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Expanded Greetings
By Enter_77
This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels.
The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree.
The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous.
Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills.
Mirrors Assimilation Lab Dark Creations Mod DB Nexus Mods TES Alliance183 downloads
0 comments
Updated