*Exits a Vault while Bill, Zoey, Louis and Francis wave him goodbye. As Cliffworms passes by a nearby rock, an army of Templars cheer him. He then turns to the door leading to the Forums and open it.
Hellloo!
Sorry for not responding in some time, I decided to take the time I invested in modding to put it in actual gaming, an activity I didn't do for a long time. So I played a lot of Left 4 Dead, Medieval Total War and Fallout 3 lately. But, somehow, and with each passing day, Oblivion modding was calling on me.

So the project is not dead at all, I was simpy away.

Progress report is the same as last time, for now.
To answer some of the questions:
Compatibility of Better Cities and Better Inns: I will gladly include a patch. And with Open Cities as well, otherwise the new NPCs won't appear in the streets.
Let's Talk problems: Thanks for the feedback Bodevanlot! Can you tell me what mod you were running when you got the crash? As for the implementation, I believe you meant how every NPC knows something about every guild/organization. You may notice, though, that a lot of the information the simple commoner may give you is biased or is not true. While asking a member of that guild or a savant will give you better answers.
Fearabbit: Thanks for the laugh for that "Walls stink with Goblin Piss"!
My scripts do not check if the player owns the cell, I'm afraid. I only have 5 or so scripts, 1 for each "Dungeon category". Making around 200 activators with their unique scripts to check if the player owns the cell would be a hassle for me.
Sulteric Drums: I'm ready for your questions!

So, coal has been put in the furnace and the Oblivifall train is riding once again on its tracks. (Does this make sense?)