Verona House: Bloodlines - Arthmoor's Fixes
Verona House: Bloodlines is an extensive quest mod that takes place after the end of the main quest. It makes several additions to the game including a large town on the northwest portion of Lake Rumare.
During the course of my attempt to complete this quest, I ran into a number of small bugs which needed to be fixed in order to be able to progress. Generally in the AI packs and dialogue conditions, but there were also some broken scripts as well. It is important to bear in mind that this fixed version DOES NOT necessarily fix every last bug, just those that were keeping me from continuing based on what I was doing. There may yet be more to find as it's a complex mod with a lot of different elements to experience.
The meshes have all been run through PyFFI 2.1.7 to clear up any broken nodes and to optimize them at current levels. Jury is still out on whether they're all fixed or not, but so far there's nothing out of place.
The textures have all been checked for the proper compression formats to cut down on VRAM usage. Again, so far there appear to be no anomalies.
I've repackaged all of the loose files into a BSA since there's enough of them to warrant keeping things organized this way, including what portions of voiced dialogue there were. All of the assets in the BSA file are unique so there is no risk of a collision with the vanilla BSA archives.
Because the voice files all depend on the ESP name, I have not removed the version number from the filename. The version number in the filename is not the true version number for the mod. There are also a number of patches which depend on this being named the way it is, so it can't be fixed. The true version I started from was labeled as version 1.4, which appears to be a file version that's no longer available anywhere. I am fairly certain it cam from DTom's original website and *NOT* from the copy currently uploaded to TES Nexus. I have designated this one as version 1.5.
Full credit goes to DTom for the mod. All I did was fix what needed fixing. See his unaltered credits in the original Bloodlines.txt file for the rest. Please be aware that his original text references a lot of things that are no longer current. I have left the file in the last state he did in his original work.
This fix package only covers the Shivering Isles version of the mod. Sorry. I don't have time to go digging around to remove the SI elements, nor would I consider it. If you don't have SI, then DO NOT INSTALL this as you'll probably break something.
Now go have some fun and enjoy this mod! Despite the troubles, it's well worth playing.
The install requirements are slightly altered over the original:
* Official Oblivion Patch 1.2.0416.
* Shivering Isles required.
OBSE is not required for this mod.
Elys' Silent Voice is recommended as I'm not entirely sure if there are silent dialogue files for the non-voiced lines.
This fixed version of the mod needs to load prior to any Unique Landscapes mods, as well as prior to any Open Cities mods or Better Cities mods. Use LOOT if you are unsure where to put it as LOOT has the current correct load order.
All patches for Unique Landscapes are obsolete with this version. If you are using them, you may now deactivate them and forget they ever happened.
All patches for Open Cities are obsolete with this version. Open Cities support is built-in now, which was one of the alterations DTom had previously approved of. You can now get rid of any Open Cities patches you are using with this.
If you're using Region Revive and/or AFK_Weye, you need to make sure this fits in like so:
Region Revive - Lake Rumare.esp
Failure to set the proper order will result in land tearing in the Verona Bay town.