Lived In - Imperial Gateway
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 1.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #10 of 68 Locations mods in this game by downloads
📋 About This Mod
The Talos Bridge and Village of Weye were always a little disappointing to me, considering they are the first main points a traveller would hit before entering the Imperial City! Weye itself being just a shack and an Inn was always so surprising to me, and the Talos Bridge always felt like it lacked some sort of fortification given it is supposed to be the only way in and out of the Imperial Isle. Overall, both places needed some extra grandeur and Imperial Empire flair.
Rundown:
Village of Weye:
- A new dock with accompanying 2 ships (currently not explorable).
- 7 new buildings, all currently without interior cells as I want to wait until I can implement NPCs with actual AI routines before before I add the interiors so that everything doesn't feel so empty.
- 2 new gateway arches into Weye.
- Of course there is clutter, ruins, décor, historical statues, etc.
Talos Bridge:
- New fortified structure inspired loosely by Talos Bridge Gatehouse for Oldblivion by HurrlingMercator but with my own vision and execution.
- Both sides of the new structure have interior cells that you can explore as I was able to piggyback of existing vanilla interior cells that had appropriate-enough names! No extra mods required.
- New additions/decoration leading up to the gateway to give a bit more grandeur to the entrance of THE Imperial City.
- Some small-ish additions to the Chestnut Handy stable.
- Clutter, décor, etc obviously it's a "Lived In" mod.
Future Plans:
- While I figured out how to successfully inject new NPCs using UE4SS TesSyncMapInjector, I still am not confident enough in setting up AI behaviour, schedules, etc. Once I'm at a point where I'm happy with my ability for that, I will be adding NPCs to all of my "Lived In" mods to make them... well... more lived in. The introduction of new NPCs will be a major update for all mods.
- Once I figure out and am happy enough with proper schedules for the injected NPCs, I will go through and create an interior for each of the 7 new buildings and 2 new ships in Weye :)
- I want to turn one of the two larger buildings into a Player Home as well, which I'm tossing up between using MagicLoader to inject a new interior cell or just try piggyback off a vanilla cell.
Compatibility:
- Should be fine with most things that do not alter/change or add things to the exterior world cells around the Talos Bridge, Imperial City entrance, and Weye. Most likely issues if this happens would be clipping (which I try to provide patches for at leas the common mods I also use in my game).
- Clipping issues between this mod and Lumiere - Lights of Cyrodiil which has been corrected with a patch I have provided.
- Clipping issue with this mod (Combined Imperial Gateway and the singular Village of
This mod brings the 'Lived In' treatment to the Talos Bridge and Village of Weye in Oblivion, adding history, clutter, and decorations to make these areas feel more lived in and interesting. With 383 endorsements and recent updates, it's a solid choice for players wanting to enhance these specific locations.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community-approved with 383 endorsements and over 36k downloads.
- Recently updated (June 2025), so likely compatible with current Oblivion setups.
- Fills a niche for players who want more flavor in these often-overlooked areas.
⚠️ Cons
- Only covers two locations—if you want the whole world overhauled, this is just a piece.
- No explicit compatibility notes or requirements listed, so you'll need to test with other mods.
For Oblivion players who love environmental storytelling and want to make the Talos Bridge and Weye feel more alive. If you're a completionist who enjoys exploring every nook, this adds flavor to two spots you'll pass often. Skip if you're looking for gameplay changes or a full overhaul—this is purely cosmetic and localized.
💡 Beginner Tips
- Since it's a mod for Oblivion, make sure you have the official patch and any DLC installed to avoid conflicts.
- Use a mod manager like Oblivion Mod Manager (OBMM) or Wrye Bash to keep track of your load order and avoid overwriting other mods.
- If you have other mods that alter the same areas, check for conflicts in the Construction Set or use a conflict detector.
📊 Mod Details
- Game
- Oblivionremastered Mods
- Author
- Drommerenn
- Version
- 1.1
- Downloads
- 36,152
- Endorsements
- 383
- Category
- Locations
- Created
- 5/18/2025
- Updated
- 6/11/2025
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