cyrodil extended

Post » Thu Jul 17, 2014 9:46 pm

I discovered today a mod called cyrodil extended that seems to improve the already existing villages.
Did anyone try it?

http://www.moddb.com/mods/cyrodiil-extended-by-team-kinetic/downloads/cyrodiil-extended-complete-omod-package


Found the website containing all these: http://www.team-kinetic.de/aktuelles/news/

Damn, it seems to have some interesting mods, a shame they are in German, especially umbra :'(

edit 2: there seems to be some english version of their mods there: http://www.moddb.com/company/team-kinetic

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Rude_Bitch_420
 
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Post » Thu Jul 17, 2014 8:21 am

You might like MTC Expanded Villages mod, and/or Arthmoor's Villages.

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Katey Meyer
 
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Post » Thu Jul 17, 2014 4:09 pm

Thanks a lot for the suggestion! I will definitely try MTC expanded Villages. I cleaned it, and it was full of references. Do you have anything to suggest about the cleaning? Like some dirty edits that the automatic cleaning in tesedit won't remove?

And by the way, have you tried Afk_weye? How is it? ;) There seems to be a lot of bug reports in the tes nexus comment page.

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Charlie Sarson
 
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Post » Thu Jul 17, 2014 3:35 pm

There is also Shezries Towns.

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Blaine
 
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Post » Thu Jul 17, 2014 10:07 pm

Try settlements of Cyrodiil, it adds farms and towns to certain areas. I also recommend better cities as it improves the cities to seem more alive.
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Mizz.Jayy
 
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Post » Thu Jul 17, 2014 3:41 pm

Thanks. Interesting mod. Do you know where can I find the compatibility patch for lost spires?

Thanks.

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N3T4
 
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Post » Thu Jul 17, 2014 6:39 pm

I don't think she ever made one, but if you find one, please let me know. I haven't done lost spires yet, partially because of that incompatibility.

Her Havens Bay town is also somewhat incompatible with the TWMP Valenwood landscape mod by Under the Sign of the Dragon (trees in the middle of buildings, etc), but it was pretty easy to figure out which cells the Havens Bay town occupied, open the CS and delete all the vegetation in TWMP Valenwood in those cells. That was the first time I ever really did anything in the CS. I imagine the conflicts with Lost Spires would be more difficult to resolve, requiring more skill with the CS than merely deleting a bunch of vegetation and cleaning with TES4Edit afterwards.
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Jodie Bardgett
 
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Post » Thu Jul 17, 2014 8:43 am

@Turija: thanks for telling
I think the only thing to do is play through lost spires first, see what are the rewards, then according to them, see if it is better to remove lost spires and be done with it or just leave it activated.

Or ask the volunteer (I remember that he made a topic on tes nexus forums saying that he took compatibility patch requests) on tes nexus forum to make a patch, although I can't seem to find anywhere his topic

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sally R
 
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