CUO Leyawiin
Written by The Guild Master   
Tuesday, 26 January 2010 21:10

CUO Leyawiin for the Elder Scrolls Oblivion V1.2

By Giskard

Required = 1.2 Patch for Oblivion
Required = The Shivering Isles (may work with out it, untested)
Required = Cyrodiil Upgrade Resource Pack v1.4.7 or newer.
Link to CURP http://www.theengineeringguild.co.uk/forum2

 

Introduction

This is the Cyrodiil Upgrade Overhauls version of a city revamp and contains additional features that become available if you are running a Legion mod and are a member of the Legion. It is assumed you are using The Elder Council Mod but it will support any Legion mod.

About CUO Leyawiin

CUO Leyawiin is the second City Revamp in the CUO Cities series and like the others it adds what the City Guide said it should have had all along. In the case of Leyawiin, the guide focuses on Leyawiin being a fortress guarding the mouth of the river niben and the route north to the Imperial city.

The guild also says Leyawiin straddles the River Niben and it and other lore sources descibe a very "Imperial leyawiin for the imperials" type of racist attitude going on within the city towards the Khajiit and Argonians. The other thing you read is that Leyawiin is pleasant looking town with some of the best shops outside of the Imperial city.

For me, Leyawiin does not live up to that description so this mod attempts to make it better match its own desciption in the Guide to Leyawiin without editing things for the sake of it. So everything you see in this mod is mentioned in some lore source somewhere. Usually the Guild to Leyawiin and the rumours from Leyawiin.

Installation:

Just point the exe at your Oblivion Folder (NOT THE OBLIVION DATA FOLDER) and click next to automatically install all the files in the correct place. If you're updating, say yes to any requests to overwrite files.

Remember you also need to have the Cyrodiil Upgrade Resource Pack v1.4.7 or newer installed and the Shivering Isles for this mod to work.

Always Uninstall/Disable Instructions.

Usually my mods can be disabled freely without issue and left installed but CUO Leyawiin is different because it edits the Tamriel worldspace and needed to update the LOD files. If those files are left in place, you may see walls that are not there whilst this mod is disabled. So some files need to be removed.

Look inside your Oblivion\Data\DistantLOD folder and remove this files if you disable this mod.

Tamriel_23_-35.lod
Tamriel_23_-36.lod
Tamriel_24_-35.lod
Tamriel_24_-36.lod
Tamriel_25_-35.lod
Tamriel_25_-36.lod

These are the distance lods that this mod updates, if other Tamriel LODS exist then they are put there by other mods and should be left alone. You can ignore the TecValenwoodArenthia and KvatchRisingWorld world LODS if you use my other mods because they are from a totally custom worldspace and so do not have this problem. This issue only comes up because Tamriels own worldspace was edited.

Compatibility

This mod is not compatible with other City Overhaul mods that edit Leyawiin and never will be because it is not possible for 2 mods to edit the same things in the city and still work together safely. T

The design of this city mod accepts compatibility issues will arise from upgrading a city and so makes a delibrate choice to not edit the existing streets too much. This means the streets and all the houses along them have not been moved. So other mods can safely assume the streets will be almost exactly as they where in the default game.

In the case of CUO Leyawiin, very few edits are made to the main city, the area outside the castle door and the water areas around Leyawiin have had most of the work and are the locations most likely to cause compatibility issues.

Also this mod needs complete control over a cities Path Grid and so should always be run last in your load order or after any other mod that you know edits Leyawiin streets in some way. This is important because it effects which mods controls where the NPCs can walk. Given the scope of changes made by this mod, CUO Leyawiin needs to be one saying where the NPCs can walk. Minor path finding problems may arise from other mods editing the path grid for their own mods to work, but that should be worst of it.

Change Log

Version 1.1

Gave the Imperial Cult Priest a proper name.
Locked the Canal gates to stop them opening (oops), could not find better ones so I am sticking with these.
Fixed the Leyawiin - North East Gate spawning you in the water problem (had to edit the nocturn quest to fix it)
Replaced the rope bridge to the coast guards hut with a raised bridge for immersion reasons.
Made some changes to the ownership of default items in the fortress and added security to support Thieves.
Added a Legion Strong Box to the Fortress, full of respawning gold to support Thieves.

Version 1.2

Added Environmental Audio to Leyawiin to make the sounds of the city come alive.
Added Elswyer Border changes Background story support
Added support for the Argonians leaving for Blackmarsh.
Added support for the Imperials fleeing Blackmarsh.
Added the Mary Celeste at the dock.
Plus lots of new dialog for the above.

Last Updated on Tuesday, 16 February 2010 20:07
 

This is the end...my friend.

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