Fort Akatosh Guards of Cyrodiil Resource Pack

Post » Sat Feb 19, 2011 10:49 am

hey @ all

New Resource Pack is coming soon !

what will be new or different to the CURP ...

mod related content...

our new Resource Pack will not contain any mod related data of our team like the CURP does and did ...it will be a pure modders resource which will be required for our mods but can be used as a free modders resource by all other modding people ( without having any of our mod data in the esm)...
As it containes only free modders resources made from people of the whole community, nobody has to be afraidd that this pack will be uploaded and deleted and all this permission blabla drama we had with the CURP ( and other mods) in the past...if we should ever decied to quit modding one day...everybody will be free to reupload or use this resource pack as he likes ....

installation / modularity...

the new Resource Pack will be made modular...means we will create 3-4 different resource packs ( meshes, textures,sounds in one pack) as Omods, so that installation will be much easier than it is with the CURP /DCRP....the first pack is called "basic" and will be required for our current mod projects ( Fort Akatosh, Guards of cyrodiil, Guard Enhancements...)...next packs which are planned are an architecture pack, a dwemer pack and probably an extra overhaul pack which will be required for a new Oblivion Overhaul, an old team mate and former Dragon Captions member is working on at the moment. Every pack can be used on its own (with its own esm) or in any other combination ( different esm's will be provided)....it will be even possible to use just the resources and to create an own esm or esp for it if you don't want to use our esm's....

last but not least we have created a new subfolder system for all the meshes so that it will be much more easier to find the new resources when using our esm....

have fun

onra
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Leanne Molloy
 
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Post » Sat Feb 19, 2011 3:43 am

For those of us who want to continue to use the CURP resource packs - will there be any conflicts? Such as entirely new textures from the same thing that already existed in the CURP?
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 4:07 am

I have two suggestions for your new resource pack. First off, I would prefer you didn't upload them as OMODs; this would safe me the time of having to use OBMM do extract the folders someplace else (if your uploading big packs then this process take a while). Second, my advice would be not to add any sub-folders to your resource pack. It is true that this would make archiving easier but if you keep the original file path for all the modder's resources your uploading, then that means any replacers/updates to those modder's resources can simply be installed over your resource pack without having to worry about sub-folders and such.

Luck,
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ruCkii
 
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Post » Sat Feb 19, 2011 7:21 am

For those of us who want to continue to use the CURP resource packs - will there be any conflicts? Such as entirely new textures from the same thing that already existed in the CURP?



The CURP uses it's own texture paths and Editor ID's (CyrodiilUpgradeOverhaul) we will use the original texture paths of the used resources and use our own unique Editor ID's ...so there should be no conflicts....


I have two suggestions for your new resource pack. First off, I would prefer you didn't upload them as OMODs; this would safe me the time of having to use OBMM do extract the folders someplace else (if your uploading big packs then this process take a while). Second, my advice would be not to add any sub-folders to your resource pack. It is true that this would make archiving easier but if you keep the original file path for all the modder's resources your uploading, then that means any replacers/updates to those modder's resources can simply be installed over your resource pack without having to worry about sub-folders and such.

Luck,


We will of course provide the packs not only as Omods... but as I created and supported big parts of the last Curp/DCCUORP I know that many people have problems to install such complex things properly. I spent endless hours with answering mails like... everything is purple...my guards have no bodies..etc etc etc...so we will upload the resources in two ways ...you will be able to dl the single packs ( meshes ,textures etc) or an easy to install Omod....
for the subfolder and texture paths....all meshes are still in their original folders but are all pooled in one new big folder...this way it is very easy to find and identify the resources of our pack and it should be as well very easy to update the resources if necessary...the texture paths are original anyway...

cheers
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 12:24 am

We will of course provide the packs not only as Omods... but as I created and supported big parts of the last Curp/DCCUORP I know that many people have problems to install such complex things properly. I spent endless hours with answering mails like... everything is purple...my guards have no bodies..etc etc etc...so we will upload the resources in two ways ...you will be able to dl the single packs ( meshes ,textures etc) or an easy to install Omod....

May I suggest a third alternative, which I prefer, and even may be easier for you. Do not release it as an omod file, but release it as an omod-ready archive. That way, you only get one file to upload. Also, people not using OBMM can copy everything (except the omod folder) and people using OBMM get the clean install of an omod. You also have better control of the omod name by keeping this in the omod data and not as the file name itself.

This is quite easy to create if you're worked a bit with OBMM, but I would be happy to help if you want to.
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Jeffrey Lawson
 
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Post » Fri Feb 18, 2011 7:14 pm

May I suggest a third alternative, which I prefer, and even may be easier for you. Do not release it as an omod file, but release it as an omod-ready archive. That way, you only get one file to upload. Also, people not using OBMM can copy everything (except the omod folder) and people using OBMM get the clean install of an omod. You also have better control of the omod name by keeping this in the omod data and not as the file name itself.

This is quite easy to create if you're worked a bit with OBMM, but I would be happy to help if you want to.


hey TheNiceOne....

...the ready omod will be just one alternative for people who are not that experienced or just want a simple, safe and quick dl and install and it was as well requested by many people for the CURP

but it is defenetely a good idea to provide an Omod ready archieve together with the single files for people who want to create their own Omod....

cheers
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Alister Scott
 
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Post » Fri Feb 18, 2011 7:31 pm

the resource pack looks like it is nearly finished or perhaps done completely.

i've just uploaded the complete updated one with my content in it, so that means we both can start focussing on re-creating our mods or make additional content.

as for guards of cyrodiil, i've listened to quite a few comments.

bosses being too easy (i wanted compatibility with Duke Patrick's Nosferatu which makes them way stronger)
compatibility (probably going to set the boss loading order as a base, so i can create several patches from it... main thing will be solving land seams)
more quests

plus a complete new faction, including content.

i probably won't re-release guards of cyrodiil before this is all implemented.
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JERMAINE VIDAURRI
 
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Post » Fri Feb 18, 2011 8:32 pm

great work both of you, loving the sounds of where this is heading and good to see you making quick progress
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Steph
 
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Post » Sat Feb 19, 2011 1:57 am

I still have the old installed, though haven't played much of them yet, so I'm looking forward to improved versions :)
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Brandi Norton
 
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Post » Sat Feb 19, 2011 7:05 am

Has anyone else reported consistent crashing when approaching fort hist?

I ctd whenever lingering there longer than a minute. I know TIE places a lunatic right in the middle of camp which the guards kill instantly.

whenever I go near there (actually try to avoid it now) it is only a very short time before I'm looking at my task manager/desktop.

Tried cleaning it too - same results.

Load order if interested:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  MD_Saddle_Master.esm04  Jog_X_Mod.esm05  All Natural Base.esm  [Version 0.9.3]06  Cobl Main.esm  [Version 1.70]07  Ulrim's Horses.esm08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b1]0A  Enhanced Daedric Invasion.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9a7]0D  Armamentarium.esm  [Version 1.2.2]0E  Better Cities Resources.esm0F  CyrodiilUpgradeResourcePack.esm10  Fort Akatosh.esm11  Progress.esm  [Version 2.0]12  piCore.esm  [Version 1.50]++  HrmnsOblivionScriptOptimizationv1.0.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp16  Francesco's Optional Leveled Quests-SI only.esp17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp19  Francesco's Optional Chance of More Enemies.esp1A  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1D  Fran_Lv30Item_Maltz.esp++  Fransfemale.esp1E  AliveWaters.esp1F  Enhanced Vegetation [125%].esp20  _Environments Mods Merged1.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp21  Enhanced Water v2.0 HD.esp22  Atmospheric Oblivion.esp23  MIS.esp24  WindowLightingSystem.esp25  All Natural.esp  [Version 0.9.3]++  All Natural - EW + NW + AWS.esp  [Version 0.9.2]26  All Natural - Real Lights.esp  [Version 0.9.2]27  OBSE-Storms & Sound SI.esp28  Elytramount.esp29  Ayleid Loot EXtension.esp++  Item interchange - Extraction.esp  [Version 0.74]**  Book Jackets Oblivion.esp**  Book Jackets DLC.esp2A  Game Tweaks Early.esp2B  Roleplaying Dialogues.esp2C  Living Economy - SI.esp2D  Living Economy - Items.esp2E  Enhanced Quest Roleplaying.esp2F  Choices and Consequences.esp30  C&C - The Blackwood Company.esp31  DLCHorseArmor.esp32  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]33  DLCOrrery.esp34  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]35  DLCVileLair.esp36  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]37  DLCMehrunesRazor.esp38  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]39  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3A  Slof's Horses Base.esp3B  MD Saddlebags v3.0.esp3C  _Horse Mods Merged3.esp3D  DLCThievesDen.esp3E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3F  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.69]42  Cobl Si.esp  [Version 1.63]++  FCOM_Cobl.esp  [Version 0.9.9]43  Bob's Armory Oblivion.esp44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]46  Oblivion WarCry EV.esp47  FCOM_WarCry.esp  [Version 0.9.9]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]49  OOO 1.32-Cobl.esp  [Version 1.69]++  ArmamentariumLL4OOO.esp++  ArmamentariumLLMagic.esp  [Version 1.05]++  ArmamentariumLLArmaVendor.esp  [Version 1.2.2]4A  ArmamentariumArtifacts.esp  [Version 1.2.2]++  Armamentium female.esp4B  FCOM_Convergence.esp  [Version 0.9.9]4C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]4D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  EVE_StockEquipmentReplacer4FCOM.esp4E  Mart's Monster Mod - 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B&M Edition.espD4  Better Cities - Full City Defences.espD5  Better Cities .espD6  Better Imperial City.espD7  BCChorrol-ChorrolHinterland fix.espD8  BCBravilB&M-Barrowfields patch.espD9  Better Cities - Old Crow Inn.espDA  Better Cities - COBL.esp  [Version 0]DB  Better Cities - VHBloodlines.espDC  Better Cities - Thievery.esp++  TIE In - BC-Anvil.esp  [Version 1.2b]DD  Better Cities - Ruined Tail's Tale.esp**  NRB4 Standard Road Record.espDE  ProgressMBSP.esp  [Version 1.0]DF  ProgressSBSP.esp  [Version 1.0]E0  PureImmersion.esp  [Version 1.50]++  Jjiinx_MorrowindStyleArgonians.esp++  EVE_KhajiitFix.esp++  MaleBodyReplacerV4.esp++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]E1  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Visually Realistic Deadly Lava.esp++  ShinySeptims_Septimus.esp**  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]E2  DS Less Predictable Respawn.esp  [Version 1.1]++  Item interchange - 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Of course dependent upon CURP - I've not found any missing meshes or textures though.

Not sure if this is the forum for this question - just wanted to get it reported. Hopefully the new resource pack will clear up this issue (if it is something that is missing in a file path).
thanks
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ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri Feb 18, 2011 10:53 pm

@psymon

yes this happens to other users as well. some compatibility issue or anything else (space invaders from mars excluded), there's alot of modding material which can cause a ctd.

i'm really trying to look into it... but it isn't an easy task because it's mostly reported by people with a large load order, which makes investigation a little harder
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jessica robson
 
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Post » Sat Feb 19, 2011 6:02 am

sorry..double post
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KU Fint
 
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Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Feb 18, 2011 10:49 pm

@Psymon

hmmm..I am sure the crashes are not caused by a resource problem....every mod which places or edits levelled creatures at the same location could cause these crashes...
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Stephanie Kemp
 
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Post » Sat Feb 19, 2011 5:54 am

Well for certain I never got that problem in that area before this mod.

For certain FCOM and its many spawn points could be a factor - as could region rumare and UL Imperial Isles.

I agree not resource because as far as I know all other use of CURP goes off without a hitch.

Anything you want me to test let me know.

Are the plans to keep the fort there?

Always thought it was a weird place for a fort, not that I could think of a better place.

thanks
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Samantha Pattison
 
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Post » Fri Feb 18, 2011 9:35 pm

Hey Psymon


...GoC places a lot of persistent stuff at this location ...let me give you an example ...Fort Akatosh ..I moved some Levelled Creatures at the docks ( underwater) and placed two scripted ships there .
If now any mod edits these LL creatures and is placed in load order after FA or even places new creatures at the same location ( maybe new fishes) the game will crash...this can be caused by overhaul mods but as well by unclean mods...so it is very difficult to track down the reason....

for the location

The background story of this mod is the return of the Swamp Moth legion from Blackmarsh back to cyrodiil during the Oblivion crisis. Fort Hist is not a proper legion Fort like Fort Akatosh or the forts we know from Morrowind....it is just a field camp ( inspired by roman Legion)...the Legions of cyrodiil are stretched over the whole empire and the remaining Legion in Cyrodiil is not really glorious ..the Legion of Cyrodiil is nothing more than townguard of the IC plus a few legion riders...the old Forts ruined and abandonned...Fort Akatosh has just enough troops to protect itself... This is the atmosphere of our legion mods and as well the reason we did not rebuild any of the old forts or build new proper ones ( exept Fort Akatosh)...
back to Fort Hist...as I said it is just a provisional field camp and I think its location is logical . from here the Blackmarsh legionnaires can protect the IC and use all the roads to controll and protect different stategic points ( things the Cyrodiil Legion is not able to do)...

have fun B)

onra
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Damned_Queen
 
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Post » Sat Feb 19, 2011 2:31 am

Hmmm - well I clean all cleanable mods before using them and have for several months now.

But having anything that adds a spawn point to that area loading after GoC causing CTDs - I wonder does the bashed patch add spawn points - or even alter them?

Because I could just move the GoC and its NRB patch to after all quests and UL (not what BOSS recommends btw) - worth testing to see I suppose.

Tomorrow.
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brandon frier
 
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Post » Sat Feb 19, 2011 7:40 am

i'm curious to what you find out - and yes as for it's location, it's actually quite a tactical location, it's near the Imperial City..in the middle of Cyrodiil and close to important rivers. Although quite a troublemaker when it comes to sharing landmass with two other mods ... but this can be patched.

quite honestly i rushed these patches before (deleted two..one wasn't needed anymore for roads and bridges near leyawiin). but this time i'll take my time. After this post i'll install both region revive lake rumare and imperial isle and create patches from the recommended load order...probably three patches are required. But this is for land seams, not ctd's related to spawn points or the like.

cheers.

oh boss does set the load order like this:

guards of cyrodiil
region revive lake rumare
fort akatosh
unique landscapes - imperial isle

with just unique landscapes - imperial isle in the mix i notice no land seams at all.
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 8:22 am

So I adjusted my load order to have GoC and its region rumare patch load after all quests and UL mods.

the results were the same - 5 times visited and each time resulted in a ctd. Two of them just trying to fast travel there. Usually this will happen within in minutes of being there. One time I turned the AI off and that helped me stay there longer - like say 10 minutes, so I could look around and go in the tents.

for the sake of contrast - I can go to fort Akatosh during the apparently busy time of day when people are milling about and although the game will stutter (or slow when using stutter remover) upon loading the cells - after loaded will be fine and can go in and out of that fort all I want ... wen down to kill some goblins, fast travel back, go run around the woods, run back - fast travel to Fort Hist: See desktop.

I've not yet become a legionaire or done that quest - does it require being at that fort for an extended time?

TIE still places a lunatic right in camp - perhaps the others that reported the error also had TIE, so maybe it is not just FCOM that wants to use those spawn points - maybe it is TIE (I use TIE In) and FCOM and GoC that does it.
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AnDres MeZa
 
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Post » Sat Feb 19, 2011 8:15 am

So I adjusted my load order to have GoC and its region rumare patch load after all quests and UL mods.

the results were the same - 5 times visited and each time resulted in a ctd. Two of them just trying to fast travel there. Usually this will happen within in minutes of being there. One time I turned the AI off and that helped me stay there longer - like say 10 minutes, so I could look around and go in the tents.

for the sake of contrast - I can go to fort Akatosh during the apparently busy time of day when people are milling about and although the game will stutter (or slow when using stutter remover) upon loading the cells - after loaded will be fine and can go in and out of that fort all I want ... wen down to kill some goblins, fast travel back, go run around the woods, run back - fast travel to Fort Hist: See desktop.

I've not yet become a legionaire or done that quest - does it require being at that fort for an extended time?

TIE still places a lunatic right in camp - perhaps the others that reported the error also had TIE, so maybe it is not just FCOM that wants to use those spawn points - maybe it is TIE (I use TIE In) and FCOM and GoC that does it.


hey Psymon

we will have a deeper look at these things now as we are starting to rebuild our mods.....( I will check out Tie for both mods)

cheers

onra

PS : try to disable Allive Waters as well ( if you use it) ... for a test
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Devin Sluis
 
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Post » Sat Feb 19, 2011 2:38 am

Ok test run two with GoC and patch back where boss suggests and without Alive waters in my load order (clean save though).

Crash not so immediate but when it happens it is actually harsher than the usual crash - normally if my game crashes I get a crash report and have to ctr+alt+del and got to task manager to deactivate oblivion.exe.

With these crashes - straight to desktop no crash report - three times in a row.

I use Alive waters (great enviro mod), but not OOO fish spawns (they conflict I think). Poking around in the CS I did see UOP having conflcits over ninroot placement. Just a thought.

I like the idea of the mod, so hope this gets ironed out.

In the meantime - I avoid fort hist.
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james reed
 
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Post » Fri Feb 18, 2011 7:10 pm

News...

Fort Akatosh Redux

The complete mod including the fort will be completely rebuild. This time I will build it in a really roman castellum stylish way ..

http://gallery.filefront.com/onra

note..this is a very early stage of my work, but will hopefully give you a good impression of the new style...

As the docks and the signal towers will be moved and rebuild as well, the patches for the Ville Lair and the Bella Moretta are obsolete. Also no border remover will be required anymore.
The Oblivion gate near the original FA docks will not be disabled any longer and a lot of cells around Fa will not longer be edited (for example the path down to the Ayleid ruins).
Last but not least Fort Akatosh Redux will not require "The Elder Council" and the huge CURP (13 packs) anymore. Also it will come as one esp and not devided into an esp and esm any longer.
new content...
Fort Akatosh Redux will feature a fully playable and joinable imperial legion faction, featuring 7 playable ranks. To reach these ranks, player has to complete different quests (expect a lot new quests) in our legion mods.
Of cource we will provide some repeatable tasks ( patrols, escort, supply) and mini quests for the legionnaires as well, but they will be rewarded with gold, potions and other goodies.

have fun
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Destinyscharm
 
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Post » Fri Feb 18, 2011 9:49 pm

Sounds good :) , how big do you think the resource pack will be?
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Kit Marsden
 
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Post » Fri Feb 18, 2011 9:34 pm

great work guys, loving the heavier implementation of a roman fort. Added to what was already there (eg shield/scutum and armour etc) really looking forward to it
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Emily Graham
 
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Post » Sat Feb 19, 2011 6:24 am

Wow! It looks great!

How's the progress with the resource pack?
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Amy Gibson
 
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Post » Sat Feb 19, 2011 11:18 am

great work guys, loving the heavier implementation of a roman fort. Added to what was already there (eg shield/scutum and armour etc) really looking forward to it



thx pickers101 :)

I will keep nearly all the old features, but FA Redux will come with new stuff as well, like a bigger kitchen, new barracks, a legion bakery, a roman style bath (chigga?s Thermae) a scriptorium etc...

cheers
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David John Hunter
 
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