[REL] Fort Frostmoth Removed

Post » Tue Sep 14, 2010 9:28 pm

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8597

Well, here's my extremely humble addition to the mod community, and my 2nd mod ever released (although I've been playing MW & Oblivion for MANY years...). Basically it's a mod I searched for it, and didn't find it. Asked for it and didn't answered, so I did it myself, and share it ^^

So, ever wanted to remove the Imperial presence from Solstheim? Are you playing an anti-Imperialist Nord and ever wanted to get rid of that giant ruined piece of c***? Well, easy task! :D

What this mod does?:

- Completely removes that nasty Imperial Fort from the island. That includes the Fort itself, and the Imperial guards outside, but NOT the dock, as there are too many mods that uses it and it's generally "too useful to dismantle it".

- Removes the 3 East Imperial Company guys from the port.

- Removes the two torches at Raven Rock.

- Removes Falco Galenus from Raven Rock (he's wandering there even if you don't begin the East Empire Company questline).

- As a little extra, this mod removes the "Copses persist" flag on Uncle Sweetshare and his dead Khajiit assistant, so you can dispose them and claim that house for your own, without having to worry about living along with two rotting cadavers.

Incompatibilities:

- Obviously, any mod that modifies the Fort or US/the dead Khajiit NPC's, and little else. This mod IS compatible with everything. And I REALLY mean it, because I've 10 (yes, 10) mods installed & running that somewhat modifies the cells where the Fort and the dock are, and I have not even a single land tear. I suggest first checking your load order if you've any problems.

Mod cleaned with TESTool.

Make your opinions (or not), and enjoy it! (or not :D).
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Antonio Gigliotta
 
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Post » Wed Sep 15, 2010 10:58 am

Interesting. Any chance of removing the Imperial(ist) presence from the island of Vvardenfell too? I'm sure there are plenty of Dunmer who'd also be very happy to see that, though it might take slightly longer to mod I guess? B)
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Adrian Powers
 
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Post » Tue Sep 14, 2010 8:25 pm

Hah! :D Good one. ^^ I would of course more gladly see the forts razed by dunmer or something like that.
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Bonnie Clyde
 
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Post » Tue Sep 14, 2010 9:05 pm

I'm not an RP purist by any means, but removing the presence of the imperials from Solsthiem would remove all of the "rumors" from there as well wouldn't it? I mean, maybe not really, but realistically? Just curious, but meh, grats on the release either way! :D
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john page
 
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Post » Tue Sep 14, 2010 9:52 pm

I'm not an RP purist by any means, but removing the presence of the imperials from Solsthiem would remove all of the "rumors" from there as well wouldn't it? I mean, maybe not really, but realistically? Just curious, but meh, grats on the release either way! :D


I suppose I could do it. In fact, I did it in a previous version of it, but lost it long ago. And now I'm feeling lazy xP
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kasia
 
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Post » Wed Sep 15, 2010 8:36 am

YOU REMOVED THE FORT! Wouldn't that destroy about all quests on Solstheim.

BTW, did you remember to remove the Redguard in the hall of mead.
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Vicki Blondie
 
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Post » Tue Sep 14, 2010 9:36 pm

YOU REMOVED THE FORT! Wouldn't that destroy about all quests on Solstheim.

BTW, did you remember to remove the Redguard in the hall of mead.

I know it's not polite to question a mod, but I agree, why would you want to remove the fort.
It seems that without the fort and the related quests, it's just an empty island with no reason to visit? Or did I miss something?
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Catharine Krupinski
 
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Post » Wed Sep 15, 2010 8:02 am

I think completely breaking the main quest for Bloodmoon will have very limited appeal. I too have always wanted to see mods that remove the Imperial presence from Morrowind, but done in such a way that the landscape is only altered after quests are done to drive them away. It would require a lot of creative dialogue and quest writing, and also some basic scripting (along the lines of the stronghold scripting, that makes objects appear or disappear from the landscape as it changes).
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Anthony Santillan
 
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Post » Wed Sep 15, 2010 8:09 am

I think completely breaking the main quest for Bloodmoon will have very limited appeal. I too have always wanted to see mods that remove the Imperial presence from Morrowind, but done in such a way that the landscape is only altered after quests are done to drive them away. It would require a lot of creative dialogue and quest writing, and also some basic scripting (along the lines of the stronghold scripting, that makes objects appear or disappear from the landscape as it changes).


Ah, yes. The long-standing dream of throwing off the Imperial rule. Who knows, perhaps some day Vvardenfell will be free...

One Destiny: He speaks the law for Veloth's people. He speaks for their land, and names them great.
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Project
 
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Post » Wed Sep 15, 2010 7:51 am

It seems that without the fort and the related quests, it's just an empty island with no reason to visit? Or did I miss something?

Well, there's Louis Beauchamp's crashed airship quest, which is what's supposed to get you out to the island in the first place. And a few side quests you can stumble into if you explore. But yeah, not much else. Without Imperials, there's less content to Bloodmoon than virtually every landmass mod ever released.

As Stuporstar suggested, driving Imperials from Solstheim should be the end result of a difficult quest. If you don't want to dream up your own questline, tack it onto the Bloodmoon MQ: after the player survives Hircine's Hunt, he can ask the Skaal to organize a war party to attack the fort, drive off the Imperials, and tear the place down.
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Paula Rose
 
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Post » Wed Sep 15, 2010 8:42 am

Yeah, I agree a questline would be cool, but I really lack of time due to Real Life Matters™ right now...

I don't know if there will be more version apart from 2.0 (which I've already published). If I get the time, I'll do what I can ^^
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Matt Gammond
 
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