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Brina Cross Consolidated 1.0


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About This File

      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. 


User Feedback

Recommended Comments

For those of you that also use the Enhanced Wayshrines mod (50439 on NexusMods), it will conflict with this patch or the original JDNT Brina Cross. Placing this before or after the BC patch does not fix the conflict, as apparently the EW mod uses scripts along with the statues it adds. The conflict is that it adds a copy of the Kynareth statue merging with the original statue along with removing the wayshrine base. This can be fixed in the Construction Set Extended by opening both mods with EW as the active mod. Go to cell (-47, -3) in Tamriel space and zoom in on the statues there. Select the large statue that faces away from the lectern and delete it. Next you need to put a wayshrine activator base back around the remaining statue - I suggest looking at the patch mod in the CSE and noting its size and position info to place it correctly. Because of EW's scripting, apparently the wayshrine activator will not work anymore, but I can live with that. Save the EW mod and close CSE. You should find the shrine in Brina Cross looking correct now. This was the best solution I could figure out with my limited modding skills, as I'm still learning modding, and I wasn't going to mess around with scripts and such.

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Update to the ECW conflict. I found that You can keep the wayshrine activation by editing the WayshrineAltarKynareth01. That is, change the ID to something like BCKynarethShrine and create a new form for that then save the patch. This name change will prevent the ECW statue from showing up, but it still will place another copy of WayshrineAltarKynareth01, occupying the same space as the renamed wayshrine activator. So you have to open up CS again, select the BC patch and then select ECW to be the active file. Go to Tamriel worldspace and select cell (-47, -3). In the object listing for that cell, select the Wayshrine altar (NOT the renamed one) and delete it. Save ECW - this will unfortunately make the Brina Cross esps Masters to ECW, but the wayshrine can now be activated unlike in my post above.

mHahn, you might want to take a look at your Sutch Village+TOCC patch. Sutch Village adds its own wayshrine which is NOT affected by ECW. It appears that is maybe because the wayshrine activator script is different, so you might want to take a look a that in figuring out how to update your Brina Cross patch to prevent ECW from changing the wayshrine there.

Oh, and I also found a minor conflict with the Weye Farmer Market inside the Brina Cross Inn. Apparently WFM changes the inside of the inn a bit and places a milk bottle on the relocated bar and there's an ale barrel activator object. Since the Brina Cross Village uses the regular Brina Cross Inn interior with the bar in its normal spot, the milk bottle now floats in mid-air and the ale barrel activator is gone. For those of you that want to fix that in the CS, I simply opened WFM and moved the milk bottle onto the fireplace mantel and moved the ale barrel activator to the empty corner by the bar. The milk bottle now shows up there in the game and so did the ale barrel once, but now that doesn't show up anymore - not sure why.

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I don't have plans to add new content into this patch series any time soon. They were created for the specific purpose of dealing with the two Brina Cross mods and Impereal Forts. They work as advertised for those three mods.

You are talking about other mods which were never factored in, occupying the same real estate. An unfortunate reality in this heavily modded game. But outside the scope of what these patches were made for. And not something I really want to tackle at the moment. I'm knee deep in a bigger project for a while. Perhaps at some unknown later date.

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Running these 3 mods together sure does slow down the fps big time. It's rough getting around in that area, sorta like BC Waterfront. The biggest offender is most likely JDNT, I notice without it the fps is more reasonable. Best to skip that one since it adds very little anyway; it's just a small, somewhat amateurish mod that isn't worth a load order spot when the better Brina Cross Village already exists. Combining them via a patch may sound like an entertaining idea, but in the game, it's too much clutter with both mods & kills the fps. People don't need any of these patches that take up an extra slot if they don't use JDNT; a mergeable one already exists for Imper-real Forts & BCV.

Also the outdoor lighting in Brina Cross Village is significantly off, too bright; the original author seems to have messed it up. If you ever tweak this patch again it'd be a good idea to fix that lighting & remove some of the clutter that tends to hurt the fps even without JDNT.

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