Imperial City Pack #2

Post » Sat Feb 06, 2010 8:04 pm

Current thread.
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Imperial City Pack Beta 0.95

Screenshots: http://www.shrani.si/f/2o/OF/RYhfoM6/screenshot107x.jpg, http://www.shrani.si/f/9/141/4f4ErxKr/screenshot112x.jpg, http://www.shrani.si/f/e/WL/2EAoJHZ7/screenshot106xx.jpg, http://www.shrani.si/f/A/kh/3tfxrfDO/screenshot126.jpg, http://www.shrani.si/f/1Q/Rx/3mShf1oo/screenshot128.jpg, http://www.shrani.si/f/17/nr/2oj7qaJE/screenshot106x.jpg, http://www.shrani.si/f/2o/kl/sVXJcN3/screenshot118.jpg, http://www.shrani.si/f/16/EW/1YaZ0UgV/screenshot112.jpg, http://www.shrani.si/f/2k/CA/B2Nkyja/screenshot124.jpg, http://www.shrani.si/f/Q/6e/2ttXUBLL/screenshot121.jpg, http://www.shrani.si/f/1K/AH/3NabfvJJ/screenshot111.jpg, http://www.shrani.si/f/41/103/3KjVMv32/screenshot107.jpg, http://www.shrani.si/f/1e/PV/VuWnORs/screenshot138.jpg, http://www.shrani.si/f/2T/Ax/4Q4QjwHh/screenshot135.jpg ...

Shortly:
The point of this mod is to make Imperial City more alive, more glorious, and more interesting. This mod differs from other similiar mods in style and purpose. It overhauls Imperial City into what it should be like, not what i would personally like it to be. The vanilla charm of the city is preserved, so the player would experience IC like in vanilla, only better. In the complete release, the mod will overhaul every district in IC, add a lot of new houses, and also overhaul the Waterfront and Imperial Isle.

Features:
-Lore-friendly
-Every district pimped
-New public places
-More than 90 new houses
-More than 75 new NPCs
-Expanded Prison
-High Quality Resources

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Market District http://www.shrani.si/f/2y/i1/7NcbRX2/screenshot114x.jpg, http://www.shrani.si/f/3q/CQ/2pnLq9p0/screenshot116.jpg, http://www.shrani.si/f/2o/kl/sVXJcN3/screenshot118.jpg, http://www.shrani.si/f/1L/v8/44AjU7EZ/screenshot119.jpg, http://www.shrani.si/f/2a/KQ/3wPmC5Rz/screenshot120.jpg
Vanilla: The market is empty and quiet, every vendor is in it's shop. The stuff they sell is very limited, so it's hard to buy the items you want.
Modded: 32 addition vendors are selling merchandise in the Market District. They have merchandise they sell displayed on crates, barrels, tables and rugs, which they use as stands. They sell low and mid class stuff, most of items they sell is rare, hard to find, or unusual. Market is busy, crowded and dirty.

Waterfront http://www.shrani.si/f/2o/OF/RYhfoM6/screenshot107x.jpg, http://www.shrani.si/f/37/iF/2ruzNXo0/screenshot140.jpg, http://www.shrani.si/f/1k/Qu/2piEYY7O/screenshot143.jpg, http://www.shrani.si/f/18/FY/twym5oc/screenshot141.jpg, http://www.shrani.si/f/1w/xx/4EFGgzMB/screenshot144.jpg, http://www.shrani.si/f/2t/RI/17WPRdFj/screenshot145.jpg, http://www.shrani.si/f/3i/SM/F5b6kbA/screenshot146.jpg, http://www.shrani.si/f/3L/ya/2FCEcBOy/screenshot147.jpg.
Vanilla: Waterfront is unworthy of it's infamy. There are only a few shacks, everything is empty. Although it is supposed to be the port of the biggest city, it only has 2 ships, 1 main dock and 0 boats.
Modded: There are around 40 shacks in Waterfront. It is very dirty and busy. There is a labyrinth of new docks and houses. There is clutter sutch as crates and barrels lying arround. Every house has an unique interior, most of the NPCs from my mod live there. There is also 4 new ships and countless boats.

Temple District http://www.shrani.si/f/3w/rK/3B0zuLxw/screenshot127.jpg, http://www.shrani.si/f/1Q/Rx/3mShf1oo/screenshot128.jpg, http://www.shrani.si/f/F/Up/16naTes3/screenshot129.jpg, http://www.shrani.si/f/t/Pp/1sH6Pbw1/screenshot130.jpg, http://www.shrani.si/f/3M/13K/36E4QA23/screenshot136.jpg
Vanilla: The Temple is not very interesting, there is nothing you can do with it. The district itself is, apart from the Temple of the One, pretty boring.
Modded: Is transformed into a living religious section, where people from all over the city will go praise the divines. Not only Talos, all the divines. There will be houses, (if you prefer, temples) dedicated to every god. Also, lots of priests who will live there will be added.

Prison District http://www.shrani.si/f/17/nr/2oj7qaJE/screenshot106x.jpg
Vanilla: Imperial Prison is ridicously small and empty. Biggest city, and only 6 cells in the public accesible area, half of them are empty.
Modded: Thats why i doubled the number of the cells, from 6, to more realistic number, 12. Every averge cell have around 2 prisoners. I've also added a prison torturer and a table for prison food.

Arena District http://www.shrani.si/f/1U/pJ/32UG7ZlE/screenshot106.jpg, http://www.shrani.si/f/41/103/3KjVMv32/screenshot107.jpg, http://www.shrani.si/f/2T/NM/3ThypXkj/screenshot108.jpg, http://www.shrani.si/f/19/rz/4GUBn4JW/screenshot109.jpg, http://www.shrani.si/f/1B/LS/3N5hctvb/screenshot110.jpg, http://www.shrani.si/f/1K/AH/3NabfvJJ/screenshot111.jpg
Vanilla: Arena Distritct is boring and empty. There is absolutely nothing interesting outside of the arena, in the district. It is also overgrown, and does not represent the "bloody" arena feeling at all.
Modded: There are 12 new gladiators practising individually or in pairs in the district. There is more blood. Instead of bushes other flora, there are urbanised trees, with some organised bushes and small rocks. 6 new houses has been added, and many new obelisks. Inside the arena, there are new tribunes full of people cheering.

Elven Gardens District http://www.shrani.si/f/Q/6e/2ttXUBLL/screenshot121.jpg, http://www.shrani.si/f/2v/YM/4PNGgocX/screenshot122.jpg, http://www.shrani.si/f/2G/13M/GUx37mG/screenshot123.jpg, http://www.shrani.si/f/2k/CA/B2Nkyja/screenshot124.jpg
Vanilla: People live there, although there is nothing ever happening. Even if there are gardens who gave district a name, they are overgrown and boring. Player often forgets about them. Probably the most random and boring district of all.
Modded: The Elven Gardens are now ordered, neat, and a little misterious. Two extra gardens are added. The district itself is more crowded. There are 8 new houses added. In the center of the district, there is now a smaller forum, where people gather and share the news. The nineth building serves as baths.

Arboretum District http://www.shrani.si/f/3/8L/1XI6muod/screenshot131.jpg, http://www.shrani.si/f/l/13v/1NwO4Zqp/screenshot132.jpg, http://www.shrani.si/f/A/dZ/19sIl0o3/screenshot133.jpg, http://www.shrani.si/f/2M/ry/2xEaBWNy/screenshot134.jpg, http://www.shrani.si/f/2T/Ax/4Q4QjwHh/screenshot135.jpg, http://www.shrani.si/f/2E/St/303SYBsf/screenshot142.jpg
Vanilla: Serving as a central park, it is overgrown and is not urbanised. It is peaceful, but boring.
Modded: Arboretum is now urbanised. There are no rocks around. Instead of dead leaves, there is green grass. Many lights have been added. There are 6 new houses. In the center, there is magnificent statue of Septim, placed on a building that serves as it's base and an Imperial Vault.

Arcane University
http://www.shrani.si/f/16/4i/3mX5Nzd3/screenshot137.jpg, http://www.shrani.si/f/1e/PV/VuWnORs/screenshot138.jpg, http://www.shrani.si/f/2G/13b/2meS0AzK/screenshot139.jpg
Vanilla: The University is misterious, good looking, but small. 6 houses, 2 towers and an orrey.
Modded: I've increased the mystery of it by adding special lights in some places. There are also more fireflies. There is little space for new houses, so i expand the current ones. Every house will reach up to 3 additional floors underground, adding depth and mistery.

Talos Plaza District http://www.shrani.si/f/1g/7V/1ppAu0av/screenshot125.jpg, http://www.shrani.si/f/A/kh/3tfxrfDO/screenshot126.jpg
Vanilla: A rich place for upper class. Glorious, but with some space for improvements.
Modded: More lights are added. Also, there are some new houses*. More peaceful district, where people can sit down and share the news.

Green Emperor Way http://www.shrani.si/f/16/EW/1YaZ0UgV/screenshot112.jpg, http://www.shrani.si/f/3H/az/45Fe6v3b/screenshot114.jpg, http://www.shrani.si/f/2V/4n/1ZC95olP/screenshot113.jpg, http://www.shrani.si/f/1l/YR/134NVcs5/screenshot115.jpg
Vanilla: A glorious place, but kinda lifeless and a little boring. There is good atmosphere, but apart from the Palace, there is nothing really interesting.
Modded: The Green Emperor way is green, with much less rocks and dead leaves. There are 3 new towers, some new tombs and houses. Many lights are added. The Council is full, and counsellors are sitting in the Elder Council, and they hang out in the district in their free time.

Imperial Isle: http://www.shrani.si/?Y/7R/16cK0iP7/screenshot113.jpg, http://www.shrani.si/f/1a/11k/4R4H5uvG/screenshot111.jpg
Vanilla: The walls present a barrier between civilization and wilderness. Although a place of a biggest city in game, Imperial Isle consists of small and curvy pathways.
Modded: Around the IC, there are lots of houses carved in the steep hill. The area is more populated, and small pathways are now roads, appropriate for a big city. The city now also have a proper entrance.

Other Things http://www.shrani.si/f/e/WL/2EAoJHZ7/screenshot106xx.jpg http://www.shrani.si/f/9/141/4f4ErxKr/screenshot112x.jpg, http://www.shrani.si/f/c/wY/48YrRD93/screenshot113x.jpg
You are able to go on the top of Waterfront's Lighthouse and on White Gold Tower. White Gold Tower now has a spectacular lightining. The lights are enhanced in every district. Every NPC has a life. They live, they work hardly all day (except of prisoners, 4sho), they sleep, have meals - that reminds me that inns in IC will be more full. And in their brief free time, they wander around the city. Every NPC has his/her own custom made face, no duplicates. Every NPC's name is lore-friendly. Buildings near the White Gold Tower are taller and taller, so you get the feeling you are ascending, as you walk nearer the center.

Log
Spring 2008 - Started modding
20 October 2008 - Bethesda post
21 February 2009 - Beta released
26 April 2009 - Second beta released
29 May 2009 - Third beta released
8 August 2009 - Fourth beta released

Author, Credits
Author: RedBag, Thanks to: contributors to http://cs.elderscrolls.com/constwiki/index.php/Main_Page and spligitMoose for his inspiring http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4339. If you wish to do anything with my mod (upload to a site, sell, kill kittens ...) you must first consult with me via mat579Red@gmail.com email. Resources used: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5494, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7440, http://www.tesnexus.com/downloads/file.php?id=3975, http://www.tesnexus.com/downloads/file.php?id=18581. Thanks to everyone for making those resources and letting me use them.

FAQ
-Q: Is this mod going to be modular?
A: No. The district are connected with NPCs. The connection, which makes life of every NPC far more dynamic, for a cost of making it impossible to modularize.
-Q: Is this mod compatible with Better Cities, ImpeREAL City ...?
A: No. And there is not going to be compatibility patch, because these mods are completely different.
-Q: Are there going to be compatibility patches (UL - Imperial Isle)?
A: No, i overhauled Imperial Isle myself. There will be no compatibility patces or different versions of my mod before the final release.
-Q: Is there a FPS hit?
A: Yes. The biggest fps hit is in the Market District and Waterfront. I think it isn't bigger than 15 FPS in the worst scenario. Depends on a system, really.
-Q: When it is going to be finished / next beta release?
A: There will be no new betas before the complete release, coming in a few months.
-Q: I will say something negative, non-constructive, something that has been answered in FAQ and/or many times before.
A: Do it, but don't expect my response anymore. If it is insulting, you will be reported.

NOTE!
-The screenshots also include some other mods, sutch as http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3813, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=665, http://www.tesnexus.com/downloads/file.php?id=18801, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=376, http://www.tesnexus.com/downloads/file.php?id=8011, and maybe some others also.
-Recommended mods are http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3782, many NPCs from screenshots are from that mod. It is essential if you want to experience all the features of my mod. Also, get http://planetelderscrolls.gamespy.com/View.php?id=3293&view=OblivionMods.Detail http://www.tesnexus.com/downloads/file.php?id=14344, for actually hearing the crowd.
-The screenshot are always outdated, as this mod is changing fast. Look for the last posts for the most current screenshots.
-You'll need my http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5052, or some of the vendors won't sell anything. To experience the full lighning enhancement, set your fLightLOD1 to a higher value in your ini file.
-Some features are not yet included in the current release.
-Old threads: http://www.gamesas.com/bgsforums/index.php?showtopic=889778.
-Do not rate this mod based on the bugs! This mod is beta, under construction, so i know there are bugs. Do not send me bug reports! Also, it is not the same of a mod that adds 1 interior have a floating object, and if a giant mod like mine has a floating object.
-Please download, comment, post, and share your ideas about this mod!

Would you like to help?
If you are skilled with interiors and you would like to see this mod finished, just PM or mail me. I'll tell you what do i need, you'll make a specific interior, and i'll merge it into my mod.
DOWNLOAD: http://www.tesnexus.com/downloads/file.php?id=22726 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5353
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sat Feb 06, 2010 10:39 pm

This mod looks great. I'm downloading, looking forward to giving it a try. I've removed Better Cities... any idea how the FPS compare with Better Cities IC?
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YO MAma
 
Posts: 3321
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Post » Sat Feb 06, 2010 3:18 pm

Citizen86: It is my judgement that the FPS is generally better in RedBag's mod. However, there is still a hit within the Market District (perhaps a bigger hit than Better Cities?) and in the Waterfront.

And certainly, mods like Crowded Cities and Extended Imperial City certainly derange your FPS even more. I played both in the Market District while running RedBag's mod, and I absolutely crawled through the place. No joke.
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bonita mathews
 
Posts: 3405
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Post » Sat Feb 06, 2010 2:11 pm

@zax (i forgot to answer this one in previous thread), there will be no new betas until the first complete release. However, before the complete release, i will upload the final "bughunt" release, which would be almost complete, only with bugs and unpolished features. That way, everyone will be able to try it and report bugs, so the complete release will be more bug-free and polished. All the key houses (and public places) will have interiors, but i'm not shure about the regular houses (there are more than 90 houses, and a lot of them don't have interiors yet). It will come when it will be done, and it will probably be done in a few months. The most important thing is that i don't make boundaries, dead lines, or things in general that will make my modding unflexible. Because if i wouldn't make it flexible, this mod would be released and finished a long time ago, and it would feature only about 10 vendors and 20 extra NPCs.

@Citizen86, i didn't play BC, but my mod is definetely heavyer in Market District and Waterfront. I guess in other districts also, but only a little. The reason are new NPCs, and in Market and Waterfront, there are plenty new NPCs.
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Amber Hubbard
 
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Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Feb 06, 2010 10:24 am

I prefer Redbag's. I am jus in love with it...sorry if I sound partial.

And remember....PORTCULLIS
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mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Sat Feb 06, 2010 8:09 pm

I checked out this mod ingame and I like the city detail. However I noticed that most of the buildings inside the city walls exist in exterior world. I forgot to check if the other other cells are visible from within the city walls (arena and prison from market district, and so on), but some cleanup may help reduce the fps hit.
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Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat Feb 06, 2010 5:53 pm

Those buildings are put there intentionally. You can generate LOD with them using TES4LODGen, so you will have all the buildings visible from hills and mountains outside IC. Also, you can enjoy the view of full city http://www.shrani.si/f/24/1e/2mtPDXuW/screenshot4.jpg. I removed most of the bushes and rocks, things that you couldn't see from far anyway, although there is still a little room for optimisation.

EDIT: @richardrocket009, yes, portcullis, i wonder where to put them.
I'm not shure where do you think that kind of gate would fit into my mod. Can you be more specific? Because portcullis is usually used for closed areas, and the new districts outside of IC are very open.

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Dona BlackHeart
 
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Joined: Fri Dec 22, 2006 4:05 pm

Post » Sat Feb 06, 2010 7:45 pm

Great-looking mod. I love what you've done with the market district. :tops:
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Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sat Feb 06, 2010 4:55 pm

Another short statistic summary: 3000 downloads on PES. Allright!! 1870 downloads on TESNexus, and almost 5000 downloads alltogether.

I am working on some special buildings right now, namely the Imperial Vault. It is coming along really nicely. As i've planned, the tower Arboretum will serve as the entrance to the vault. From there, you will descent trough long spiral stairway deeper under the ground, below the sewer level. Trough some dome-like rooms to the public vault. There will be 3 section of vaults, for lower, middle and upper class, where lower will have weakest, and upper the strongest level of security. I'm planning to add about 100 vault cells for each class (300 public cells overall), as the Vault would hold treasure of people from all over Cyrodiil, or maybe also from Tamriel, not just from IC. The second door will lead to Mages Guild Vaults and will be connected with the Arcane University with a passage, storing some of the MG artefacts. The third door will lead to the true Imperial Vaults, the treasury of Imperial legacy, and will be connected with the White Gold Tower and the Prison District. Quite some underground routes then. I'll maybe add a screenshot or two when it will be more finished.

Also, which god do you guys think it will suit the most for the Imperial Vault? I'm thinking of Zenithar, since it commands people to treat their gold carefully.
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Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sun Feb 07, 2010 1:28 am

How's the vault going, RedBag?

Anyway lovely mod. The Imperial City is beautiful and so is the isle. Thanks for sharing!
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Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sat Feb 06, 2010 7:57 pm

Of course the merchant god Zenithar fits the bill perfectly for Imperial Vault.
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Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Sat Feb 06, 2010 4:29 pm

Good. Well, here are some screenshots.

http://www.shrani.si/f/3F/7E/191v3RoW/screenshot18.jpg, http://www.shrani.si/f/3C/OL/3bRUrvTx/screenshot19.jpg - The interior of the Vault Tower above the ground.
http://www.shrani.si/f/1R/ge/3ZqFwUgu/screenshot20.jpg, http://www.shrani.si/f/2D/hZ/4VhRVU02/screenshot21.jpg - You will descent to the vaults through a long spiral stairway.
http://www.shrani.si/f/1r/Jv/3jcfQh0x/screenshot22.jpg - Interiors underground are darker. This room will grant acces for every citizen of Imperial City to the public vaults. Entrance to the Imperial Vaults and secret passages are for experienced thieves only.
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Gwen
 
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Post » Sat Feb 06, 2010 10:53 pm

Very good work, Redbag. Very good screens too.

Keep up the good work.
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Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Sat Feb 06, 2010 9:56 pm

this looks outstanding!

I'm usually not one of the "better cities" type, I think they are all fine in Vanilla. You managed to convince me otherwise. Can't wait to check it out!
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Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat Feb 06, 2010 9:29 pm

I'm having a problem now. I got a few new mods that added stuff to the Imperial City, so I deactivated this mod. Now, some of the doors don't show up. (they are the doors that you added stairs leading up to, like A Fighting Chance). How do I get the Imperial City back to normal?
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le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Sat Feb 06, 2010 9:01 pm

Ugh, another problem with doors. Oblivion really svck at keeping track of vanilla doors moved by mods. Creating a new character/restarting a game will help you for shure, but i guess you aren't ready to do that. Disabling my mod and then going back to the save where you didn't have my mod installed could also help. I can only recommend that you play with disabling/enabling my mod a little, and going back to different saves.
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Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Sat Feb 06, 2010 11:38 am

Ugh, another problem with doors. Oblivion really svck at keeping track of vanilla doors moved by mods. Creating a new character/restarting a game will help you for shure, but i guess you aren't ready to do that. Disabling my mod and then going back to the save where you didn't have my mod installed could also help. I can only recommend that you play with disabling/enabling my mod a little, and going back to different saves.

alright, thanks for the quick response. I am currently just using a Test profile, so it isn't a big deal.
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Fluffer
 
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Post » Sun Feb 07, 2010 2:12 am

Whoa, i posted another help thread, and it got ignored. Again. Even after two bumps. Ah well, it seems i'm not very lucky when it comes to support.

In other news, my mod got 2000 downloads at TESNexus! How nice.

Just for those who want to know: I have improved the landscaping around IC a whole bunch lot recently. The area now feels more natural, there are no sharp edges on the ground, flora is improved ... There is still work to do though. The big cake are now interiors. I'll ask again, if anyone would like to donate a few interiors, contact me. Also, if you have any comment or idea - post it.
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Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Sat Feb 06, 2010 10:31 pm

Could you add an economically disadvantaged shop or two into the waterfront district? I mean, even bums who live there have to shop somewhere. Maybe also have one of the shops be a drug dealer on the side. Also, maybe one of the shops will be a pawn shop...or a tatoo parlor. Those kind of businesses appear in poor neighborhoods.
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Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Sat Feb 06, 2010 4:42 pm

For my next playthrough, I plan on using the following mods - just a couple of compatibility questions:

Open Cities?
Let the people drink?
Cobl?

In your FAQ you state no compatibility patch with UL Imperial Isle, which means to me "dont load UL Imperial Isle" correct?
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Benji
 
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Joined: Tue May 15, 2007 11:58 pm

Post » Sat Feb 06, 2010 4:34 pm

@richardrocket009, i was thinking of some poor shops, yes. I'll add some open vednors, like in Market District, but really super poor. There won't be any legal open shops, they will just be certain people, offering certain merchandise in their homes. I got a suggestion of a shop for vampire hunters, for example. Shady stuff. Edit: Thanks for an idea!

@Chakka, my mod is compatible with Open Cities and Cobl, but not with Let The People Drink. My mod is a replacement for UL Imperial Isle.
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LuCY sCoTT
 
Posts: 3410
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Post » Sat Feb 06, 2010 9:38 pm

I literally can not play the game without this mod...for those who do not have it yet...WAKE UP!!!
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Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Feb 06, 2010 11:01 pm

What are people's opinions of this compared to better cities? From the screen shots this looks great, as does better cities: IC though.
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Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Sat Feb 06, 2010 8:12 pm

I don't know if I have checked this mod out.
Posting to remember to download it when I am at home.
Weye isn't touched by this, right?
Also the dungeons on the isle aren't touched, right? Will this be compatible with OOO which adds those notes about amazons to the city?
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sat Feb 06, 2010 8:58 pm

Thanks for a wake up call, richardrocket009 :) . pash111, i don't think question which mod is better, mine or BC, is really in place. Those are two different mods with different goals, it is everyone's personal opinion which one suits them better.

The bad news is that i am very busy because of school and other real worldly thingys. The good news is that people one some other forums (closed community, won't say the name) have responded to my thread for help (unlike here) in a positive way. I am expecting some new interiors for my mod, and it's good that community (even if not the community) care about this mod. Nice to know that someone cares ...
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DarkGypsy
 
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