[RELz] AFK_Weye

Post » Fri Oct 08, 2010 10:22 pm

AFK_Weye
Version: 2.0
Date: 7/2/2010
Author: Dwip


http://www.tesnexus.com/downloads/file.php?id=22828

Overview

FOR ANYONE UPGRADING FROM AFK_WEYE VERSION 1.x TO VERSION 2.0, PLEASE READ THE SECTION UPGRADING TO 2.0 BELOW.

  • New, player ownable and upgradable house in Weye, with the possibility for outdoor gardens, trainers, guards, and more
  • New stores in Weye, including a bow shop and general merchant, with the possibility for even more via quests
  • More than 25 new NPCs - grow Weye from a sleepy hamlet to a bustling suburb through your actions
  • Thousands of lines of partially voiced dialogue
  • 18 new quests both in and around Weye and spanning the face of Cyrodiil, including 5 in the main quest line
  • Save damsels in distress, reuinite lost lovers, and right ancient wrongs - or take their treasures for yourself
  • Enemies and treasures both new and old, from daedra lords to master swordsmen, from amulets to deadly new weapons
  • A bard who will tell tales of your adventures to one and all
  • A dungeon unlike any you have seen before


New for 2.0:

  • Well over a hundred major and minor bug fixes since 1.21
  • Many cosmetic changes to Weye and its manor, including several completely new meshes and many more retexures
  • New and rearranged furnishings in the manor, including the choice between a cozy sitting area and display cases, a new guest room for companions, and a revamped alchemy area
  • Fireplaces and lighting in the manor that can be turned on and off manually, or automatically by the maid. You can pick and choose room by room
  • Better equipment for some NPCs, including custom armor retextures and a few other surprises. New equipment in Weye shops
  • Fallout 3 style companion management for Weye guards and companions, with equipment sharing, multiple AIs, and variable follow distances
  • Several new quests, including A Wolf In the Fold, Shiny Things, With A Hungry Heart, Elemental Arrows, Goods For Thalonias, and more
  • Heavily reworked older quests, including new paths to completion for Death and Taxes and All That Glitters, changes to Property Rights, better wrapup after When You Wish Upon A Star, and a proper ending to Zombies In the Mist
  • Much, much more


COBL Support for 2.0:

This is very much a beta feature, and I welcome feedback from COBL users.

  • Outdoor wells now give water
  • Luggage support in the manor entry
  • Larder and home plate in the manor dining room
  • Water barrel in the manor kitchen
  • Alchemy sorter, grinder, and static alchemy equipment in the manor alchemy room


AFK_Weye completely revitalizes the village of Weye outside the Imperial City, adding new buildings, new NPCs, and a Cyrodiil-spanning questline that faces you off against enemies new and old.

At the start of the mod, there are two new merchants in town. Thalonias is a wealthy traveling Breton for those players who like to recieve a reasonable price for their items. Lucius Decimus owns a bow shop, selling bows and enchanted arrows. In addition, there are several more new NPCs living in four other new houses in town. Through quests, you can attract even more NPCs to town, some of whom offer their own services and quests.

Over the course of the quests, the possibility opens up for a player-owned house, and the main questline explores the house, its inhabitants, and lets you grow and breathe new life into both manor and town. In addition, there are several other quests, revolving around Weye and its inhabitants.

Most Weye NPCs are quest related in some way - talking to people and paying attention to them and their actions can open up more options or entirely new quests.

Much attention has been paid to creating believable NPCs - Most are at least as interesting as vanilla NPCs, and they will react to your adventures and to other people in town, tell you about their lives, and more.

Requirements

  • Oblivion patched to the latest version. Shivering Isles is not required.
  • An optional COBL version is included. This version requires COBL 1.72 or above (http://tesnexus.com/downloads/file.php?id=21104).
  • Due to the excessive file size issues, silent voice files were not included. You will need either Elys Universal Silent Voice (http://tesnexus.com/downloads/file.php?id=16622), which requires OBSE (http://obse.silverlock.org), or you will need to generate silent voice files via TES4Gecko (http://tesnexus.com/downloads/file.php?id=8665).


Installation

Installing with BAIN (preferred):

  • Uninstall any previous version of AFK_Weye. READ THE UPGRADING NOTE BELOW BEFORE DOING THIS.
  • Move the AFK_Weye 2.0 archive to your \Oblivion Mods\Bash Installers\ directory.
  • Open Wrye Bash, and click the Installers tab. Select AFK_Weye.
  • Make sure the 00 Core sub-package is selected.
  • Select either the 01 COBL or 01 Non-COBL sub-package, depending on if you want COBL support or not. Make sure the proper AFK_Weye.esp is selected.
  • Select the 02 Compatibility sub-package and select any patch esps you want for compatibility with either RTT 3 or Region Revive: Lake Rumare 1.3.
  • Right click the AFK_Weye package in the packages list and click Install.
  • In the Mods tab, make sure AFK_Weye.esp and any patch esps are selected.
  • Make sure everything is in the proper order either manually or by using BOSS.
  • Use of TES4LODGen is recommended if you want Weye to be visible while distant.
  • Rebuild your Bashed Patch.


Installing Manually:

  • Uninstall any previous version of AFK_Weye by deleting AFK_Weye.esp and AFK_Weye.bsa from your Oblivion/Data directory. READ THE UPGRADING NOTE BELOW BEFORE DOING THIS.
  • Open the AFK_Weye 2.0 archive.
  • In the archive, in the 00 Core directory, find AFK_Weye.bsa and copy it to Oblivion/Data.
  • If you want COBL support, copy AFK_Weye.esp from the 01 COBL directory to Oblivion/Data. Otherwise copy AFK_Weye.esp from the 01 Non-COBL directory to Oblivion/Data.
  • If you want the compatibility patches for RTT 3.0 or Region Revive: Lake Rumare 1.3, copy those files from 02 Compatibility to Oblivion/Data. Close the archive.
  • In your mod manager of choice, make sure AFK_Weye.esp and the esp files for any patches are selected.
  • Make sure everything is in the proper order either manually or by using BOSS.
  • Use of TES4LODGen is recommended if you want Weye to be visible while distant.


Upgrading to 2.0 From Previous Versions

Unfortunately, upgrading from any 1.x version of AFK_Weye to 2.0 is not as easy as dragging and dropping. Upgrading to 2.0 without performing the following procedure may result in quests not working, buggy NPCs, or other unpredictable results including game instability.

Be aware that upgrading from 1.x versions of AFK_Weye to 2.0 will require a clean save (see below), and you will lose all quest progress. Unfortunately, there is no way around this.

To upgrade from a 1.x version of AFK_Weye to 2.0, please:

  • With your 1.x version still installed, load any saved game. If you have items in the player-owned manor, you will need to get them out of the manor and to another location, or else they will be lost. Make a new save and exit Oblivion. Repeat this for all applicable saves.
  • In Bash or OBMM, deselect AFK_Weye.esp and delete all AFK_Weye 1.21 files (AFK_Weye.esp and AFK_Weye.bsa).
  • Load up your save in Oblivion. You will be presented with an error message about missing content. This is ok. As soon as possible, save again and exit Oblivion.
  • Download and install AFK_Weye 2.0 using the instructions above. Make sure to re-run BOSS and TES4LODGen if appropriate.
  • Play as normal. If you need storage space for equipment evacuated from the manor, there is a hollow rock located next to the main signpost near the manor that is safe for player storage.


Compatibility

As of this release, AFK_Weye is compatable with:

  • All official mods (including Deepscorn Hollow)
  • The Unofficial Oblivion Patch

  • All current UL mods
  • Region Revive: Lake Rumare 1.3 via included patch (thanks, Arthmoor!)
  • Ruined Tail's Tail 3.0 via included patch (thanks, Arthmoor!)
  • Ruined Tail's Tail versions below 3.0 do not require this patch


The proper order for RR:LR, RTT, AFK_Weye, and the patches is:

RTT.esp
RTT-Weye Relocation Patch.esp
Region Revive - Lake Rumare.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp

  • Storms & Sound via a patch by Foghorne available here: http://www.tesnexus.com/downloads/file.php?id=8711
  • Dragon Captions - A Saint's Tale will have minor pathgrid conflicts with AFK_Weye. AFK_Weye should load AFTER DC:AST to minimize these.
  • Insanity's Pet Shop Beta may have minor pathgrid conflicts with AFK_Weye but is otherwise compatable.


OOO, Fran's, and other rebalancing mods will work correctly with AFK_Weye with no problems or load order issues, although AFK_Weye uses its own monster leveling and balancing scheme that complements both rebalance mods and the vanilla game.

AFK_Weye should be compatable with almost any mod that does not make changes to the exterior Weye cells.

It is recommended that anyone using AFK_Weye use load ordering software such as BOSS (http://www.tesnexus.com/downloads/file.php?id=20516) to avoid conflicts.

AFK_Weye is NOT compatable with, and will not be made so, with:

  • Weye: The Imperial City Suburbs
  • Colourwheel's sixy Bank
  • Oblivion Farmer's Market
  • MTC Expanded Villages


Known Issues

  • If applied to an existing game, wait 24 hours for the NPCs to properly settle in.
  • Sometimes, Weye NPCs will talk to each other, but there will be no sound. This is a side effect of the lack of voice acting.
  • The subtitles for assorted speeches (mainly Alyssan) may be cut off. This is a limitation of the lack of voice acting. Try again with fewer people around.


Licensing and Legal

Please DO NOT redistribute or reupload this mod without my express permission.

Please DO feel free to use anything in this mod you think is worth using as a basis for your own modding efforts. This includes using AFK_Weye as a base for your own mods (which does not include new versions of AFK_Weye!), or using resources from AFK_Weye.bsa, except where those resources are the work of someone else. If you have a question, please ask. In all cases I would appreciate being notified and being given credit for my work.

Contact

Bethesda Softworks Forums: Dwip
TES Nexus: afk_dwip

Credits

  • Texian - Texian's Static Water Meshes (http://tesnexus.com/downloads/file.php?id=8712).
  • Ghogiel - Bonemold armor from Ghogiel's Armor Resource (http://tesnexus.com/downloads/file.php?id=10775).
  • Meo - Meo's Modular Fireplaces (http://www.tesnexus.com/downloads/file.php?id=27171).
  • Phitt and Keldorn - Ayleid Lich King from Loreless Creature Pack 1 (http://www.tesnexus.com/downloads/file.php?id=9866).
  • Puff - Invisible Activator Resouce (http://www.tesnexus.com/downloads/file.php?id=22549).
  • The Weather All Natural Team - Resources used for Verres Manor (http://www.tesnexus.com/downloads/file.php?id=18305).
  • Mayang's Free Texture Library (http://www.mayang.com/textures/) - Staff of Weyandir base texture.
  • WhoGuru - Voice of the King of Kerrach
  • Conner - Voice of First Mate and Spurius Pecuniarius

  • The 2.0 Playtesting Team - Arthmoor, Hanaisse, and Pvan.
  • Arthmoor - Ideas, mesh and texture edits, _far.nif creation, patches for RR:LR and RTT, and epic amounts of playtesting.
  • Hanaisse - Ideas, commentary, and playtesting.
  • Pvan - Many of the ideas that went into 2.0 are his fault. Also playtesting and commentary.

  • The Original Playtesters - You know who you are. Thanks for sticking with it over three years.
  • Hawt06, WalkerInShadows, scarb, evanchristensen, Eolath, jklinger, doggydoo, jolsby, and everyone else at Bethesda or Nexus who reported bugs or offered suggestions.


Version History

Version 2.0 (7/2/10)

  • Major new version


Version 1.21 (8/17/09)

  • Removed erroneous placement of Sigil of Kerrach.
  • Fixed bug where Sigil of Kerrach was causing permanent stat drain.


Version 1.2 (6/16/09)

  • Fixed idle animations for Zombies In the Mist.
  • Moved various things to script to stop crash problems with Zombies In the Mist.
  • Added AI packs to all Weye NPCs including Aelwin Merowald and Nerussa. All NPCs should now behave properly during Zombies In the Mist.
  • Changed start time for Zombies In the Mist to midnight to prevent massive zombie combat in the Wawnet Inn.
  • Maeron will now give the player a reward at the end of Zombies In the Mist. In games where Zombies In the Mist has already been completed, this reward will be given automatically.

  • Set The Fastest Blade in the West to mark as complete when finished. In games where Orlando has already joined the manor staff, this will update automatically.
  • Fixed bug where you could fight Orlando too early during The Fastest Blade In the West.

  • Restored missing silent voice files for Savesh Arem.
  • Added script checks to fix bug in All That Glitters where Savesh Arem would not travel properly.

  • Added barter gold and food to all Weye residents to help stop combative NPC problem.
  • Changed the end of Gaius Verres' script to stop bug where it was possible to attack him too early.
  • Fixed several bugs in the manor guard quarters where items were improperly enabling and disabling, as well as ownership issues.
  • Fixed bug where Nevos Urns' speech at the end of When You Wish Upon A Star ended improperly.
  • Fixed bug with manor guard AI packs.


Version 1.1 (3/17/09)

  • Fixed bug where Freedom For My People did not complete.
  • Fixed bug where Thalonias would not offer guard services during/after All That Glitters.
  • Fixed bad path node in Kerrach, Molag Garlas.
  • Fixed assorted dialogue errors.
  • Rebalanced Gaius Verres' spell list and powers to provide a (hopefully) more challenging fight.
  • Fixed loot issues with various Breakneck goblins.
  • Fixed issue where original and player versions of manor doors led to different places.
  • Changed Lucius Decimus' candle to only provide light at night.
  • Fixed bug with Lesser Frostarrow/Lesser Shockarrows not flying.
  • Fixed bug where When You Wish Upon A Star ended improperly.
  • Restored missing silent voice files for manor guards.
  • Fixed bug where Waters of Anu were unreachable.


Version 1.0 (2/26/09)

  • Initial public release.

User avatar
Gen Daley
 
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Post » Fri Oct 08, 2010 6:21 pm

Those screenshots are amazing. Hmm it seems like I have a few mods that's incompatible with this mod, time for me to change my load order
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Sista Sila
 
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Post » Sat Oct 09, 2010 3:43 am

Thanks for sharing and the linky, will add this to the list ! ! ! ! !
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Michelle Chau
 
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Post » Fri Oct 08, 2010 10:51 pm

Arthmoor, this is the one, right? :D

Instant DL, this looks so cool! :goodjob:
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Tanya Parra
 
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Post » Fri Oct 08, 2010 5:50 pm

Yes. This is the one. The cat's officially out of the bag now :)
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maria Dwyer
 
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Post » Fri Oct 08, 2010 6:23 pm

Yes. This is the one. The cat's officially out of the bag now :)


Constant refresh ftw!

(well, that and for AN 0.9...)
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Michael Korkia
 
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Post » Fri Oct 08, 2010 9:53 pm

Very cool. I've been avoiding "Weye: the Imperial City Suburbs" mod because of conflicts with RTT 3.0, thank you guys for thinking ahead and patching this! I'm doing a fresh install of my game files right now and AFK_Weye is already downloaded. I'm looking forward to having more to do in the area.
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Lisa
 
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Post » Fri Oct 08, 2010 5:25 pm

My Goodness but doesn't this look tasty!
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Bethany Watkin
 
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Post » Fri Oct 08, 2010 7:02 pm

- OOO, Fran's, and other rebalancing mods should work fine with AFK_Weye, although AFK_Weye sidesteps these sorts of mods by having its own monster leveling scheme that compliments both rebalances and the original game.


So presumably, Fran's should load before this, correct?

Downloading.
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Robert Jackson
 
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Post » Fri Oct 08, 2010 3:48 pm

So presumably, Fran's should load before this, correct?


Shouldn't matter, although Arthmoor did all the Fran's tests and probably knows better. I wrote the mod in such a way that monster/NPC leveled lists aren't the normal ones, which means that the things that Fran's, etc do to them don't happen in AFK_Weye's dungeons and encounters, by design. As far as load order goes, it shouldn't matter, because the two live entirely outside of each other.

Hope that helps.
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KRistina Karlsson
 
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Post » Fri Oct 08, 2010 9:47 pm

Frans, OOO, etc will have no real affect. This mod uses its own leveled lists for spawns so it's placement with regard to the usual overhauls shouldn't matter. Things went fine for my TIE+Frans setup even.
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Mylizards Dot com
 
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Post » Sat Oct 09, 2010 2:02 am

Thanks. I've installed it, and am looking forward to playing it.
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Makenna Nomad
 
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Post » Sat Oct 09, 2010 1:57 am

Thanks for sharing, Dwip! :)

Yes. This is the one. The cat's officially out of the bag now :)

After I saw your post in "Region Revive", I searched for "weye overhauls" for hours. :ninja:
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Shannon Lockwood
 
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Post » Sat Oct 09, 2010 3:17 am

I've edited the readme in the first post to better reflect the actual contents of the mod and what you can expect from it.

There have been a few questions about compatability between AFK_Weye and other mods, namely TamaraVico's Weye: The Imperial City Suburbs and I_Need_Money's Region Revive: Lake Rumare.

- AFK_Weye and TICS are NOT compatible and never will be. Leaving aside the wishes of the author, the two overlap so much that making them compatible is physically impossible. You get one or the other. Sorry.

- AFK_Weye and Region Revive: Lake Rumare are currently incompatible, and badly so. However, I am given to understand that Arthmoor is currently hard at work on a patch which should make the two compatible. Check back soon. - Now compatible via patch! See download page.
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Katey Meyer
 
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Post » Sat Oct 09, 2010 3:24 am

This is just the sort of improvement to Weye I was looking for, thanks for releasing this.
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Darren Chandler
 
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Post » Fri Oct 08, 2010 3:23 pm

I stumbled across Breakneck Fort last night while wandering around Cheydinhal. I didn't know what mod it went to, so I went inside.

Wow. That place is totally awesome - I've never seen a dungeon designed like that before. It's a total departure from the boring old "cut and paste the same tilesets over and over" you see everywhere - very imaginative, with a (plausible) backstory to explain why it looks like it does.

One minor thing:
Spoiler
Some of the lava looks like it's molten metal, not lava. It might be because of my water mod (Improved Water), but it doesn't act like normal lava either - I've got Virtually Realistic (Deadly) Lava, which changes the appearance and makes it so that simply touching lava means you die. The "molten metal" lava deals the normal fire damage. It looks really cool, though, and I don't mind the ongoing fire damage; I keep meaning to change VRL to that anyway.

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Queen Bitch
 
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Post » Fri Oct 08, 2010 9:57 pm

Everyone:

Thanks for the appreciation. Hope you're all enjoying the mod. Love to hear about it if you are (or aren't).

WalkerInShadows:

Glad you liked it. I had a lot of fun building that particular section of the mod, although wrestling the pieces into place was a bit trying at times. One of the nice things about the Oblivion tilesets is that you can do some really creative things with them once you figure out how.

As to the other - there's not much I can do about it, since patching for every one of those sorts of mods would kill me, and I can't use the normal version for a couple of sound-related reasons. But hey, if it looks cool... :)
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pinar
 
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Post » Fri Oct 08, 2010 7:29 pm

A bit of compatability patch news:

- AFK_Weye is now compatible with version 1.21 of Region Revive: Lake Rumare via a patch available through the Nexus download page. It significantly rearranges the geography of the Weye area, so check the readme to stave off suprises. Between the two mods, Weye looks very impressive.

- The patch for Ruined Tail's Tale 3.0 has been revised to move RTT's inn to a new location by Fort Nikel, so as to provide better compatability with other mods besides AFK_Weye, such as Region Revive: Lake Rumare and others. Worth having even if you use a Weye mod that isn't AFK_Weye.

A big thanks to Arthmoor for his work on these.
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Alexander Lee
 
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Post » Fri Oct 08, 2010 10:05 pm

A bit of compatability patch news:

- AFK_Weye is now compatible with version 1.21 of Region Revive: Lake Rumare via a patch available through the Nexus download page. It significantly rearranges the geography of the Weye area, so check the readme to stave off suprises. Between the two mods, Weye looks very impressive.

- The patch for Ruined Tail's Tale 3.0 has been revised to move RTT's inn to a new location by Fort Nikel, so as to provide better compatability with other mods besides AFK_Weye, such as Region Revive: Lake Rumare and others. Worth having even if you use a Weye mod that isn't AFK_Weye.

A big thanks to Arthmoor for his work on these.



Great! I'll take a look at them now. Big thanks to both Dwip and Arthmoor. :goodjob:
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SamanthaLove
 
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Post » Fri Oct 08, 2010 6:47 pm

- AFK_Weye is now compatible with version 1.21 of Region Revive: Lake Rumare via a patch available through the Nexus download page. It significantly rearranges the geography of the Weye area, so check the readme to stave off suprises. Between the two mods, Weye looks very impressive.

Thanks alot. I first installed Region Revive, but the choise got hard when AFK_Weye came out. I also have installed the Guards of Cyrodiil mod, and it turned out it was incompatible with Region Revive. I therefore switched RR for AFK_Weye, but being able to use both is of course very tempting.

Now, if only the incompability between RR and Guards of Cyrodiil (and also UL IL) could be patched, then I can reinstall RR...
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Craig Martin
 
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Post » Fri Oct 08, 2010 11:40 pm

is there any particular load order for AFK_Weye, Region Revive, RTT and the patches?

TheNiceOne: Could you post on GoC thread the incompatability with RR and we will see what we can do: http://www.gamesas.com/bgsforums/index.php?showtopic=959975
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Manuel rivera
 
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Post » Sat Oct 09, 2010 1:46 am

(took this from the patch readmes - Arthmoor's the final authority on the patches)

RTT.esp
RTT-Weye Relocation Patch.esp
Region Revive - Lake Rumare.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp
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maria Dwyer
 
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Post » Fri Oct 08, 2010 10:30 pm

Between the two mods, Weye looks very impressive.

i looked at both of these individually and then put them together. weye is happening! great quality. i likey.
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Darren
 
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Post » Fri Oct 08, 2010 7:36 pm

I admit, i saw this and was intrigued, but Weye always took a hit on my FPS.

But I tried this hoping that it wouldn't cause my FPS to go down to 12 and IT DIDN'T!

I haven't explored it all, but will rate once I get through the entire town and check it all out.

Many thanks to you, I was always sad that after leaving the Imperial City, I saw a small sad village.
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Eilidh Brian
 
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Post » Fri Oct 08, 2010 2:26 pm

In my game, the duellist quest doesn't ever complete. In the CS, stage 100 doesn't have the complete quest box checked. Is this intended? I'm still playing through all the quests, so maybe another quest removes this one from the quest log?
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Floor Punch
 
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