[Wipz] ImpeREAL Empire-Unique Forts

Post » Wed Mar 30, 2011 7:14 am

http://www.tesnexus.com/downloads/file.php?id=22965


Welcome to the ImpeREAL Empire - Unique Forts V2!

By SilentResident and Prettyfly


I hope you approve my efforts to bring you a small mod which offers YOU the chance of visiting a NON-RUINED legion fort, in its whole glory! :-)

My dearest friends and visitors, your positive comments and ratings encourages me a lot to continue the development of the mod. :-)

Note from Prettyfly: There's still more coming. The next update will include quests and AI and NPC overhauls of the guards. Are you going to let those goblins occupy the bottom of

Fort Ordeal forever? And whats behind that mysterious locked door in Fort Black Rock...


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Author's Personal Note:
Those are my efforts to create this very little mod that allows the Imperial Tamrielic Empire to have at least some LIVING forts for its Imperial Legion Army!


Love ya!



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"MOD INFO" SECTION
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Why:
-The Imperial Watch is housed in the Imperial City Towers,
-The Palace Guards are housed in the Imperial Palace,
-The Blades are housed in Cloud Ruler Temple,
-The Bruma Guard, the Chorrol Guard, (etc...), are housed in the Castles of their Cities,

When...

The Imperial Legion Army which is known as the Empire's greatest army, and which has the hard task of defending the provinces of the Empire from enemies, guarding the roads from barbarians and goblins, and protecting the poor travellers from road thieves, does NOT has any place that helps them in their work and thus, a resting house for their Legion Soldiers?

And, thus, I have noticed that ALL the forts in the whole Cyrodiil where the Legion is supposed to be living, are ruined...! ALL!!!

(As you know, the forts are structures built by the mighty Imperial Legion, but, strangely, those symbols of stability and safety, in modern day Cyrodiil, ALL of them are... ruined (!), and DANGEROUS (!!!) which is very unrealistic, in my opinion.)


As the name "ImpeREAL Empire - Unique Forts" says, this small mod tries to adds new but LIVING forts to the Imperial Province of Cyrodiil, so to be more realistic, glorious, and act as the center of the whole Empire!

Just during gameplay I have decided to create this fort mod as I have noticed that ALL the forts built by Bethesda are RUINED! ALL of them...! So I came here to correct it. :-)

Those forts I have created will have ABSOLUTELY THE SAME architecture with the ruined ones, except that my forts will be not ruined!!! Unbelievable? Then try it!

-This small mod does modifies NOTHING in the game, except the area where the new forts have been placed. Simple!
-This mod does *NOT* adds (nor edits) any textures or meshes.

The time for the Imperial Legion to show its true power, just came!!!



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"INSTALLATION / UNINSTALL" SECTION
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Just place the .esp file to Oblivion/Data and enable it! If there are older versions of the mod, just delete/replace them with the newer ones!

If you want to uninstall it, just delete the .esp file! Simple!



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"OLD SAVES OR NEW GAME?" SECTION
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Do not worry! Your saves are SAFE!

Your game will not be affected at all!!!



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"COMPATIBILITY" SECTION
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It should be compatible with ANYTHING in the game, including the Unique Landscapes mods!!! I ensure it!



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"DETAILS" SECTION
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The Legion Fort Bouayard has been released.

Informations about the Legion Fort Bouayard:

The Legion Fort Bouayard is guarding the dangerous Imperial City - Skingrad road.
The floors of the fort:
1st floor: the "Welcome" area.
2nd floor: the Hospital for injured travellers
3rd floor: the Training room for the Legion Soldiers
4th floor: the Office of the Imperial Legion Commander
5th Floor (not accessible): the storage of the Boiling Oil Barrels
Rooftop: the watchman area where Legion Archers are posted.
Basemant floor: Soldier Quarters, Office of Imperial Legion Captain, Blacksmith, Prisons, Dining Room, Blacksmith.


The Legion Fort Ordeal has been released.

Informations about the Legion Fort Ordeal:

The Legion Fort Bouayard is guarding the dangerous Imperial City - Leyawiin road.
The floors of the fort:
1st floor: the "Welcome" area.
2nd floor: the Hospital for injured travellers
3rd floor: the Training room for the Legion Soldiers
4th floor: the Office of the Imperial Legion Commander
5th Floor (not accessible): the storage of the Boiling Oil Barrels
Rooftop: the watchman area where Legion Archers are posted.
Basemant floor: Soldier Quarters, Office of Imperial Legion Captain, Blacksmith, Prisons, Boiling Oil Storage, Dining Room


The Legion Fort Ordeal is currently under an... ordeal. The Goblins of the new-founded Darkmoon Tribe are raiding the Legion Fort Ordeal's basemants and labyrinths. - A update will come soon, expanding the basemant and add more stuff plus a story.

-All the friendly NPCs are welcomed to any sections of the fort.
-All the items of the fort (food, weapons) belong to the Legion faction. If you are not member of the Legion, you don't have permission to use them. Only the beds and some food in the Hospital's floor are allowed to be used/consumed by the travellers and you.
-All the guards will arrest you if you are criminal and they will help you if a criminal attacks you.
-All the guards are assigned to their posts, so after the battles they will return to their positions and hold on.
-All the guards are members of the Legion Faction and its other similar factions as well.
-All the guards will have guard-like dialogues.
-Since the fort's jails are out of control, any arrest here will send you to the jails of the Capital City of the County where the Fort has been built: For Legion Fort Ordeal is Bravil.


Legion Fort Sunset Vista has been released.

The Legion Fort Sunset Vista is guarding the dangerous Anvil Province.
The floors of the fort:
1st floor: the "Welcome" area.
2nd floor: the Hospital for injured travellers
3rd floor: the Training room for the Legion Soldiers
4th floor: the Office of the Imperial Legion Commander
5th Floor (not accessible): the storage of the Boiling Oil Barrels
Rooftop: the watchman area where Legion Archers are posted.
Basemant floor: Soldier Quarters, Office of Imperial Legion Captain, Blacksmith, Prisons, Dining Room, Blacksmith.

Legion Fort Black Rock has been released.

The Legion Fort Black Rock is guarding the dangerous Orange Road.
The floors of the fort:
1st floor: the "Welcome" area.
2nd floor: the Hospital for injured travellers
3rd floor: the Training room for the Legion Soldiers
4th floor: the Office of the Imperial Legion Commander
5th Floor (not accessible): the storage of the Boiling Oil Barrels
Rooftop: the watchman area where Legion Archers are posted.
Basemant floor: Soldier Quarters, Office of Imperial Legion Captain, Blacksmith, Prisons, Dining Room, Blacksmith

I also offer you 2 new features with this mod:
1) The separate from the teleportation system, doors.
With this new feature, I offer to YOU the ability to see the interior of the fort from the exterior (Cyrodiil) where you are!!! :D
Is obvious that it allows the fort to look like a more welcoming place and a place of safety for those who in the darkest night open the door and see the light from inside to shiny in their poor and tired faces...
Also you can use this feature with other means: Is a beautiful way to leave the door opened so the next time you visit the fort, you will find them opened, welcoming you and hear 4 guards to hail at you! :D
No worries, this feature is 100% simple.
2) In the Legion Fort Ordeal's basemant you are allowed to lit the Fire Pits that have been turned off. Now, finally, you can lit the corridors of the dark basemant! :)

I hope you like it! :D Love ya, guys! :D



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"LOD / FORTS VISIBLE IN CYRODIIL" SECTION
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I should like to see and enjoy those mighty and big forts when I am traveling, in the wilderness of Cyrodiil, like you! :)
And thanks to the modding community of Oblivion, there is the way to create a LOD of a fort VERY EASILY and FAST!!!
Simply Download Really AEVWD distant, install the forts part of the mod (don't worry, this part of it alone won't affect your performance) and run TES4LODGEN.


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"PERFORMANCE" SECTION
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It does adds only few things, so it should not hit performance.



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"CURRENT STATUS" SECTION
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-Legion Fort Bouayard.......................RELEASED! Bouayard now secures the dangerous road that connects Imperial City with Skingrad.
-Legion Fort Ordeal...........................RELEASED! Ordeal now secures the dangerous road that connects Imperial City with Leyawiin.
-Legion Fort Black Rock...........................RELEASED! Black Rock now secures the dangerous road that connects Chorrol with Bruma.
-Legion Fort Sunset Vista...........................RELEASED! Ordeal now secures the dangerous road that connects Anvil with Kvatch.

More updates coming soon...

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"CHANGELOG" SECTION
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V2 *Added 2 new forts, Black Rock and Sunset Vista
*Filled up the book shelves with books
*Added more crates to the basemants of all the forts except for Ordeal, to represent supplies stored away in case of a seige
*Added more weapons to the basemants of all the forts except for Ordeal
*Cleaned mod with TES4edit

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"CREDITS" SECTION
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SilentResisdent
-Thanks Bethesda for creating the Elder Scrolls: Oblivion.
-Thanks to the friends and customers for their excellent support and encourage of me to keep the work! :D

Prettyfly
-SilentResident for the original mod and somehow managing to cunstruct such brilliant forts.
-Everyone in the Oblivion community

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"SISTER MODS / OTHER MODS BY SILENTRESIDENT" SECTION
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-"ImpeREAL City - Unique Districts" at: (http://www.tesnexus.com/downloads/file.php?id=19589)
-"ImpeREAL Empire - Unique Castles" at: (http://www.tesnexus.com/downloads/file.php?id=22446)
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Javier Borjas
 
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Post » Wed Mar 30, 2011 11:59 am

Best of luck with this project.

Please consider the other major guard fort overhaul as something to look at for placement and possible compatibility.

http://www.gamesas.com/index.php?/topic/1060349-relz-under-the-sign-of-the-dragon-fort-akatosh-redux/ and its sister mod http://www.gamesas.com/index.php?/topic/1060474-relz-under-the-sign-of-the-dragon-guards-of-cyrodiil-redux/. Both very developed mods that do add forts (though modern age ones) and two training centers for guards, quests, etc.

Also consider http://www.gamesas.com/index.php?/topic/1141640-tamriel-worldspace-modding-project/.

Not that it would be earth shattering if you just made some new forts like Silent did - these are just friendly suggestions.
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Anna Krzyzanowska
 
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Post » Wed Mar 30, 2011 9:56 am

Thanks for that information.

I'm not planning on doing anything that could clash with Fort Akatosh, so that one's good.

As for the second mod, there doesn't seem to be any information about where they've added forts in. Since it sounds to be more around the east of Cyrodiil hopefully there should be no problems, though I'll have to check it out more in the future.

I don't mind the idea of outside Cyrodiil either, but it'll have to wait to I'm finished with adding forts inside Cyrodiil.
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Pixie
 
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Post » Wed Mar 30, 2011 12:33 am

Guards of Cyrodiil places a larger outpost right outside the front gate of the IC and north of the bridge. It then places smaller outposts (look like camps) throughout Cyrodiil - I'm not sure if I've found them all. It then places a secret training center in a separate worldspace.

Between them it is a lot of guarding.

As In understand it then old forts were from an earlier age and if the legion was guarding and using them it is not because they built them - renovation perhaps.

I think also the province mod Elsweyr also adds a functioning fort near the border crossing south of Skingraad.
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Courtney Foren
 
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Post » Wed Mar 30, 2011 8:20 am

Ok, well those shouldn't be a problem with the forts I'm adding at the moment.

I'll have to get some pics soon too...
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Brian LeHury
 
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Post » Tue Mar 29, 2011 11:24 pm

Oh cool, always hoped someone might try and pick up where SilentResident left off.
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Deon Knight
 
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Post » Wed Mar 30, 2011 2:56 pm

I'll do my best...
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adame
 
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Post » Wed Mar 30, 2011 4:23 am

I've long used ImpeREAL forts and will almost certainly upgrade to any expanded version barring mod conflicts.

That said, I'd like to point out yet another potential conflict. http://www.tesnexus.com/downloads/file.php?id=19691 places its westernmost tower straddling the Gold Road somewhat near Brina Cross. Additionally, the westernmost of the two http://www.tesnexus.com/downloads/file.php?id=29523 has its southern terminus right next to the afore mentioned Guard Tower.

-Decrepit-
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John N
 
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Post » Wed Mar 30, 2011 8:54 am

Hi Prettyfly, I'm glad you took up the Unique Forts project!

Just wanted to thank you and notify the presence of a new fortified Imperial-Skyrim border crossing located on the road north of Dragonclaw Rock,
added by http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=59, in case you were considering that location.

Cheers :)
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Je suis
 
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Post » Wed Mar 30, 2011 11:19 am

That said, I'd like to point out yet another potential conflict. DC Kvatch Guard Towers places its westernmost tower straddling the Gold Road somewhat near Brina Cross. Additionally, the westernmost of the two West Roads has its southern terminus right next to the afore mentioned Guard Tower.


West Roads seems to come in on the eastern side of Brina Cross. I've placed my fort on the western side so that should deal with that problem. It should be a similar thing with the Dragon Captions mod, though its possible that there could be two military installasions surprisingly close together.

If there is conflicts I can always make a patch, or if that fails beg Arthmoor to do it for me.

Just wanted to thank you and notify the presence of a new fortified Imperial-Skyrim border crossing located on the road north of Dragonclaw Rock,
added by Improved Imperial Infrastructure, in case you were considering that location.



I wasn't considering that location, but its always good to know where these things area.
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Kill Bill
 
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Post » Wed Mar 30, 2011 2:45 am

http://www.tesnexus.com/downloads/file.php?id=35409 is starting to get rather crowded :) I'm sure making patches for all this stuff wouldn't be overly difficult although a decent sized village on the site makes it an interesting juggle.
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Steeeph
 
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Post » Tue Mar 29, 2011 11:22 pm

Oh wow, didn't know there was a village mod for Brina Cross.... Thanks for the link, Arthmoor. :foodndrink:

It would be great to see a patch(s) for all these mods!
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Steve Bates
 
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Post » Wed Mar 30, 2011 8:58 am

I'd love to see more forts like those made by Silent Resident. You might find http://www.tesnexus.com/downloads/file.php?id=31282 resource helpful in your endeavor.
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^_^
 
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Post » Wed Mar 30, 2011 2:22 pm

Pics are uploaded. I had a really good image of the base around Fort Black Rock, but my internet security was having a spaz over its sadly not present.

Brina Cross is starting to get rather crowded I'm sure making patches for all this stuff wouldn't be overly difficult although a decent sized village on the site makes it an interesting juggle


I like the idea of a whole town around the fort, though if its a patch that complex I may pass it on to you, if you're happy to make it.
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Kelly Osbourne Kelly
 
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Post » Wed Mar 30, 2011 6:43 am

You wouldn't happen to be interested in a copy of the ESP for the mod that has gone through a thorough cleanup would you? I just happened to remember that I did more than the normal cleanup on this a long time ago to get it to fit in with stuff near Fort Bouyard. You've probably already made enough changes to make it a bit of a pain but I figured I'd ask while it was still on my mind.

It would be really nice if we had more people who could do patches, but sure, I can always take a look at it if things get hairy.
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April D. F
 
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Post » Wed Mar 30, 2011 2:09 am

Is the Brina area also where losing my religion places its fort? Or is that more near Gottshaw?


.... and poor guy here he wants to expand a favorite mod and we all start crying real estate woes.
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Emmie Cate
 
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Post » Wed Mar 30, 2011 8:30 am

You wouldn't happen to be interested in a copy of the ESP for the mod that has gone through a thorough cleanup would you? I just happened to remember that I did more than the normal cleanup on this a long time ago to get it to fit in with stuff near Fort Bouyard. You've probably already made enough changes to make it a bit of a pain but I figured I'd ask while it was still on my mind.


Well, I'd be happy to start again with your esp if I hadn't done so much landscaping for it already. I could hand the mod over to you to do the same sort of cleanup once its done, or do it myself with the information about what needs to be cleaned. Also, does that mean that the original esp hasn't even had a Tes4edit clean?

Is the Brina area also where losing my religion places its fort? Or is that more near Gottshaw?


.... and poor guy here he wants to expand a favorite mod and we all start crying real estate woes.


I think I'm going to have to go back through Arthmoor's patch making tuitorial if I'm going to have to make this mod work...
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Tamika Jett
 
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Post » Wed Mar 30, 2011 8:34 am

Yeah, I sort of figured you'd probably done a lot to it already. It's not a huge issue since it's mainly Bouyard that needed the attention. Ordeal is fairly isolated and only needed a small patch for Lost Spires.

No, the original mod hadn't been cleaned. A lot of things aren't, even stuff that's recent.
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Del Arte
 
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Post » Wed Mar 30, 2011 10:09 am

Nice job, mate! You have my blessings, PrettyFly!



I apologize for being unable by myself to satisfy the gamers with more than just 2 Imperial Legion forts, but i am glad someone picked up the project and continues it. :)
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Joe Bonney
 
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Post » Wed Mar 30, 2011 12:46 pm

Ha, I finally managed to get that image up. Lets hope no-one else's internet security vomits over it.

Yeah, I sort of figured you'd probably done a lot to it already. It's not a huge issue since it's mainly Bouyard that needed the attention. Ordeal is fairly isolated and only needed a small patch for Lost Spires.

No, the original mod hadn't been cleaned. A lot of things aren't, even stuff that's recent.


I'll tes4edit clean the mod myself, but if there's anything special that needs to happen to Bouyard I can hand it over to you for those touch ups. I don't think Silent resident will object as one of his goals was to always maximize compatibility. While I'm on about that, would it be possible to merge the lost spires patch into the main mod (if not, I'll move your patch to the tesnexus page for the mod).

Also, as a question to the users of the mod, does anyone think the forts are to tall or are they fine the way they are?
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Heather beauchamp
 
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Post » Wed Mar 30, 2011 7:31 am

No, you can't combine the patch with the main mod. Without Lost Spires the landscape near Ordeal wouldn't match up and you'd get land tearing and texture seams.

I love the height on the forts as they are. Especially when you can see one rising in the distance using RAEVWD.
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clelia vega
 
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Post » Wed Mar 30, 2011 10:34 am

Also, as a question to the users of the mod, does anyone think the forts are too tall or are they fine the way they are?

No. I for one do NOT think the two existing forts are too tall. That' not to say that I think ALL forts must be that tall. Then again I certainly won't mind if they are!

Another thing I like about these forts is how the entry doors work, giving the illusion of being able to see inside the forts before entering.

-Decrepit-
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Isaac Saetern
 
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Post » Wed Mar 30, 2011 1:05 pm

Another thing I like about these forts is how the entry doors work, giving the illusion of being able to see inside the forts before entering.



Hehe, I noticed. Indeed, many players said that they love how the main entry door works. Attempted that for first time on the Legion Fort Bouayard, which was the mod's very first Fort. And after the very positive reception of the door illusion, by the players, decided to expand this "door illusion" to the other Fort (Ordeal) too.
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 2:31 pm

Hehe, I noticed. Indeed, many players told me they love how the main entry door works in Legion Fort Bouayard and I decided to use it in Legion Fort Ordeal too.


I think it can be said safely that that is one feature that no-one complains about. Which brings up the point-why don't more modders use this sort of feature?
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M!KkI
 
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Post » Wed Mar 30, 2011 6:01 am

I think it can be said safely that that is one feature that no-one complains about. Which brings up the point-why don't more modders use this sort of feature?



Unfortunately, I got some complains for it by 1-2 gamers who find it disturbing or unfamiliar. But the fact remains: I got 1-2 complains about it.

The reason modders didn't used this feature before, is because probably they didn't had the idea or inspiration to try it.
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N Only WhiTe girl
 
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