[RELz] Under the sign of the dragon - Fort Akatosh Redux -

Post » Thu Sep 02, 2010 1:10 am

hey...

for the elsweyr tower...yeah it is possible to swim around the tower, climb on the ship ( rope ladder)..then sneak to the backdoor and access the tower without a fight....but once activated the beacon ...all maurauders will hunt you B) ...


Fort Akatosh Redux V.1.3

a lot of stuff has been added for version 1.3 already and I have also started creating two more small addons ... a small but nice legion forester overhaul and an imperial navy base for which Mr_siika has created some truely amazing new resources :)

atm I am taking a small break from working on the legion and working instead on my tamriel heightmaps....

but this will allow me to expand the legion mods to the other provinces as well....

cheers
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Wed Sep 01, 2010 11:16 pm

Hey Onra

Glad you liked my post http://www.gamesas.com/bgsforums/index.php?showtopic=1072969&view=findpost&p=15660011. Ever since you announced the heightmaps I've been drooling over the idea of a complete tamriel being made available much sooner than all those 3-4 year planned complete 'all at once' provinces. After I realized it was just a matter of the heightmaps being there it made me wonder why all these teams then took to the idea of 'let's do the entire province at once' then isolate and few real success stories.

What your doing is going to make it so that modding the provinces will be a lot like the modding Cyrodiil as it is now.

Anyway - I had been reading into the lore stuff and thought I'd respond to your idea of a navy base on the Summerset Isles.

I could be wrong and I'm not sure where I read it - but doesn't Summerset invade Valenwood after the oblivion crisis? And further then aren't the high elves really snooty about who they associate with (being more so on their homeland)?
Mainly just mentioning these things to consider from a lore perspective. Being an imperial Empire type thing though I'd imagine they would have navy ports in each province.

The history of Summerset versus Valenwood is rich for mod making. My head is thinking about it anyway.
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Wed Sep 01, 2010 2:09 pm

hey Psymon...


for the provinces....if everything goes well the complete South of Tamriel including basic regions, map data, sounds , weather and pathgrids will be completed by the end of this month...Hammerfell, High Rock and Skyrim are made as well but have to be improved a lot more (erosion settings etc etc)...
from this point we will see what happens...the major advantage of my heightmaps really is that they are fully playable right from the start and nobody have to ask for a claim or permissiom to create his own province mods....
last but not least...Side's amazing sailing mod...playing this two mods together will give us a complete new game experience and so much possibilities for new mods....just think of all the legion, trading company and pirates mods which are possible now :-)

but back to the imperial legion....thing is that not much lore really exists about the imperial legions and forts at the time of the oblivion crisis...we know the legions and forts from Morrowind and the Cyrodiil Legion stationed a the the IC (not playable and not very realistic in the original game..at least in my eyes)...beside this only two more legions or forts are named....Fort Swampmoth and its legion (Blackmarsh)
and Fort Sphinxmoth located at the Elsweyr/Valenwood border near Dune...

from a realistic point of view... legion forts and/or navy bases should be placed in every province of Tamriel...Summerset Isles for example would have (in reality) of course ( as an island) an imperial navy base....the question is ...how do we handle it...will the imperial legion(navy) be able to keep Summerset under control ?...for those of you playing Fort Akatosh Redux...you will find a message on Sergeant Viculus desk...it describes things getting worse on Summerset Isles for the legion ....probably the high elves are invading Valenwood and the legion can't do anything against it....
Fort Swampmoth probaly lies in ruins..while his legion patrols the roads of Cyrodiil....and...and...and....

a lot of amazing quests are now possible...you even could transport a squad of legionnaires from one end of the empire to the other using the tamriel heightmaps and side's sailing mod...

btw have a look at Mr_siikas amazing imperial navy galleys he made ....maybe they can be made pilotable as well ...

regards

onra
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Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Thu Sep 02, 2010 12:25 am

Hey @ all

just to let you know Fort Akatosh Redux V.1.3 will be released very soon...bringing a lot of new features and improvments...

if you don't know the mod yet...or for the time you have to wait for the new version....

here is a very nice video made by bics ( thx for creating this :-) )

http://www.youtube.com/watch?v=ealxk2uknbc


have fun

onra
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Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Sep 01, 2010 10:16 pm

Fort Akatosh Redux Version 1.3 has been released :-)


Fort Akatosh Redux V.1.3 Changelog

fixed a lot of minor stuff and cleaned different exterior cells to avoid compatibility problems with other mods

improved all scripts and quests in general

added visual improvements like animated flags, torture devices and static scroll resources...

added a stable outside the fort including respawning legion horses for the the player to use

added a small convoy in front of the fort, the waggon driver will provide travell services ( to cities only atm) for legion members

added two new wooden docks , one can be used for a player owned pilotable sailing ship

added coming and going ships from Skyrim and Hammerfell

added coming and going soldiers from Blackmarsh and Morrowind,

added a coming and going Nightblade and Argonian Inquisitor

improved the AI of the watch tower garrisons ( which show up after finishing the 1. quest) the new squads stationed at the Hammerfell,Skyrim and Blackmarsh watch towers will go on patrol 3 days a week (Mo,We;Fr at 8:00)...joining them is great fun ( no quest though !)

attached a small spearman script to some soldiers so that they are holding their spears properly

added two new quests to allow the player to climb up the imperial legion ranks to watchman and sergeant

moved the Elsweyr tower back to its original location ( Note this will conflict with Feudal Empire)

if the Oblivion gate near the fort opens there will be now as well barricades and soldiers fighting against the invaders

if the player reaches the rank of Sergeant and becomes the Hero of Kvatch (MS49) he will be promoted to captain

created private officers quarters for the player down at the Fort Akatosh Basemant as a reward for becoming a captain

added a new Addon " Legion Ranger Addon"

added armored robes to the imperial battlemages (Cyrodiil Legion Addon)

Attached the script which adds/removes the player from the vanilla legion faction directly to the legion insignia ring

this will make FAR compatible with nearly every other legion mod that works the same way. This means if for example an other mod uses the cuirass to add the player to the vanilla legion faction, you

can choose now, if you want to use the FAR insignia ring or the cuirass (or whatever) from an other mod to add/remove your char from the imperial legion faction.


Fort Akatosh 1.3 requires the Tamriel Resource Pack 1.4

if you are updating FAR from a previous version you have to create a clean save game.

if you have the FAR Visible when Distant pack installed already, you have to delete your Oblivion/data/meshes/TamRes/mr_silka port/corvette folder


have fun
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Joe Alvarado
 
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Post » Wed Sep 01, 2010 5:37 pm

An extensive update, very nice :) Downloaded already.
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Emmanuel Morales
 
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Joined: Sat Oct 06, 2007 2:03 pm

Post » Wed Sep 01, 2010 12:02 pm

Nice! Congrats on the update! :foodndrink:
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Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Wed Sep 01, 2010 3:23 pm

Hi Onra

I've enjoyed Fort Akatosh for some time now and just upgraded to 1.3.

Question: The shed in the picture seems to be floating off the ground a little, is it on my end, due to a mod?

http://yfrog.com/09oblivion24p

  • Load Order
  • 00 Oblivion.esm
  • 01 Jog_X_Mod.esm
  • 02 All Natural Base.esm [Version 0.9.9]
  • 03 Francesco's Leveled Creatures-Items Mod.esm
  • 04 Francesco's Optional New Items Add-On.esm
  • 05 Cobl Main.esm [Version 1.72]
  • 06 TamRes.esm
  • 07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
  • 08 Mart's Monster Mod.esm [Version 3.7b3p3]
  • 09 VASE - core.esm
  • 0A Enhanced Daedric Invasion.esm
  • 0B CyrodiilUpgradeResourcePack.esm
  • 0C TamrielTravellers.esm [Version 1.39c]
  • 0D FCOM_Convergence.esm [Version 0.9.9MB3]
  • 0E Armamentarium.esm [Version 1.35]
  • 0F Artifacts.esm [Version 1.1]
  • 10 Better Cities Resources.esm
  • 11 NNWAEMaster.esm
  • 12 HorseCombatMaster.esm
  • 13 ShieldOnBack.esm
  • ** Younger Hotter NPC's v1.0.esp
  • 14 Unofficial Oblivion Patch.esp [Version 3.2.5]
  • 15 DLCShiveringIsles.esp
  • 16 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
  • ++ Shivering OOO.esp
  • 17 Better Cities .esp
  • 18 TamRes.esp
  • 19 Francesco's Optional Chance of Stronger Bosses.esp
  • 1A Francesco's Optional Chance of Stronger Enemies.esp
  • 1B Francesco's Optional Chance of More Enemies.esp
  • 1C Francesco's Optional Leveled Guards.esp
  • ++ Francesco's Dark Seducer Weapons Patch.esp
  • ++ FCOM_Francescos.esp [Version 0.9.9]
  • ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
  • 1D FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
  • 1E Fran_Lv30Item_Maltz.esp
  • ** LoadingScreens.esp
  • 1F Natural_Habitat_by_Max_Tael.esp
  • 20 All Natural - Real Lights.esp [Version 0.9.9]
  • 21 All Natural.esp [Version 0.9.9]
  • 22 All Natural - SI.esp [Version 0.9.9]
  • ++ All Natural - EW + NW.esp [Version Final]
  • 23 Enhanced Water v2.0 HDMI.esp
  • ++ Symphony of Violence.esp
  • 24 MIS.esp
  • 25 MIS New Sounds Optional Part.esp
  • 26 Atmospheric Oblivion.esp
  • 27 WindowLightingSystem.esp
  • 28 AliveWaters.esp
  • ++ Item interchange - Extraction.esp [Version 0.78]
  • 29 RAEVWD New Sheoth.esp [Version 1.5]
  • 2A moDem's City Life.esp
  • 2B Crowded Cities 15.esp
  • 2C Crowded Roads.esp [Version 2.0]
  • 2D DLCHorseArmor.esp
  • 2E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
  • ++ Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]
  • ++ MaleBodyReplacerV4.esp
  • ++ ArtifactsFemaleArmor.esp
  • 2F ClassyClothingCompendium.esp [Version 1.2]
  • 30 Thieves Arsenal.esp
  • 31 XiaNewAmuletsV1.esp
  • ** Armamentium female.esp
  • 32 KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
  • ++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
  • 33 Slof's Oblivion Robe Trader.esp
  • 34 Cobl Glue.esp [Version 1.72]
  • 35 Cobl Si.esp [Version 1.63]
  • ++ FCOM_Cobl.esp [Version 0.9.9]
  • 36 Bob's Armory Oblivion.esp
  • 37 FCOM_BobsArmory.esp [Version 0.9.9]
  • 38 Loth's Blunt Weapons for Npcs.esp
  • ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
  • 39 Oblivion WarCry EV.esp
  • 3A FCOM_WarCry.esp [Version 0.9.9MB3]
  • 3B Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
  • ++ OOO_XiaNewAmulets Addon.esp [Version 0.5]
  • ++ OMOBS.esp [Version 1.0]
  • ++ OMOBS_SI.esp [Version 1.0]
  • 3C ArmamentariumArtifacts.esp [Version 1.35]
  • 3D FCOM_Convergence.esp [Version 0.9.9Mb3]
  • ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
  • 3E FCOM_RealSwords.esp [Version 0.9.9]
  • 3F Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
  • 40 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
  • 41 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
  • ++ VASE - Cyrodiil for MMM.esp
  • ++ VASE - Vanilla SI.esp
  • ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
  • ++ Mart's Monster Mod - Diverse Runeskulls Loot.esp [Version 3.7b3p3]
  • 42 TamrielTravellers4OOO.esp [Version 1.39c]
  • 43 TamrielTravellersItemsCobl.esp [Version 1.39c]
  • 44 ShiveringIsleTravellers.esp [Version 1.39c]
  • ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
  • ++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
  • ++ FCOM_HungersUnitySI.esp [Version 0.9.9]
  • ++ FCOM_FriendlierFactions.esp [Version 0.9.9]
  • ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
  • ++ ArmamentariumLL4OOO.esp [Version 2.01]
  • ++ ArmamentariumLLMagicOOO.esp [Version 1.35]
  • ++ Fransfemale.esp
  • ++ EVE_StockEquipmentReplacer4FCOM.esp
  • 45 KvatchAftermath.esp
  • 46 Ivellon.esp [Version 1.8]
  • 47 Artifacts.esp [Version 1.1]
  • ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
  • 48 Castle_Dunkerlore_V1.esp
  • 49 (DC) Sutch Reborn.esp
  • 4A Sutch Reborn Spawn Patch.esp
  • 4B Extended Imperial City Version 1.0.esp
  • 4C Extended Chorrol.esp
  • 4D Extended Skingrad.esp
  • 4E ImpeREAL Empire - Unique Forts.esp
  • 4F Imperial City Suburbs.esp
  • 50 GlenvarCastle.esp
  • 51 LostSwordOfTheAylied.esp
  • 52 Malevolent.esp
  • 53 NNWAREAyleidDungeons_Series1EV.esp [Version 2.2]
  • 54 NNWAEDungeons-Series2EV.esp
  • 55 NNWARE06-RhyeliaEmeroEV.esp
  • 56 Reaper's Coldstone Town.esp
  • 57 Side's Sailing Ships.esp
  • 58 Sylar_INNMergedCyrodillInnsRevised.esp
  • 59 The Ayleid Steps.esp [Version 3.3]
  • 5A (DC) The Pride of Wolfs Gate.esp
  • 5B TheForgottenShields.esp
  • 5C thievery.esp
  • 5D Tona's_ModsStore.esp
  • 5E VaultsofCyrodiilBC.esp
  • 5F Villages1.1.esp
  • 60 WOTFH_1.3.esp
  • 61 Weye.esp
  • 62 24HrArenaAliveV2.esp
  • 63 DLCfrostcrag.esp
  • 64 FrostcragRebornCobl.esp
  • 65 Knights.esp
  • 66 Knights - Unofficial Patch.esp [Version 1.0.9]
  • ++ EVE_KnightsoftheNine.esp
  • 67 The Lost Spires.esp
  • 68 LostSpiresImpeREALFortsPatch2.esp
  • 69 Mighty Umbra.esp
  • 6A Blood&Mud.esp
  • 6B Origin of the Mages Guild.esp [Version 6]
  • 6C MannimarcoRevisited.esp
  • 6D MannimarcoRevisitedOOO.esp [Version 0.1]
  • ++ FCOM_MightyUmbra.esp [Version 0.9.9]
  • 6E FCOM_Blood&Mud.esp [Version 0.9.9]
  • ++ FCOM_Knights.esp [Version 0.9.9Mb3]
  • ++ FCOM_SlofsRobeTrader.esp [Version 0.9.9]
  • 6F FCOM_OMG.esp [Version 0.9.9]
  • ++ FCOM_OMGSRT.esp [Version 0.9.9]
  • 70 Enhanced Daedric Invasion.esp
  • ++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
  • 71 ElsweyrAnequina.esp
  • ++ ElsweyrAnequina - Races HGEC-Robert.esp
  • 72 road+bridges.esp [Version 4.5.5]
  • 73 Feldscar.esp [Version 1.0.1]
  • 74 Vergayun.esp [Version 1.0.4]
  • 75 Faregyl.esp [Version 1.0.10]
  • 76 Faregyl+Anequina Patch.esp
  • 77 xuldarkforest.esp [Version 1.0.4]
  • 78 LostSpires-DarkForest patch.esp
  • 79 xulStendarrValley.esp [Version 1.2.2]
  • 7A xulTheHeath.esp
  • 7B MMMMWL-TheHeath patch.esp
  • 7C XulEntiusGorge.esp
  • 7D KvatchAftermath-EntiusGorge compatibility patch.esp
  • 7E xulFallenleafEverglade.esp [Version 1.3.1]
  • 7F LostSpires-Everglade patch.esp [Version 1.2]
  • 80 Anequina-Fallenleaf-Patch.esp
  • 81 xulColovianHighlands_EV.esp [Version 1.2.1]
  • 82 xulChorrolHinterland.esp [Version 1.2.2]
  • 83 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
  • 84 OOO-UL-Sutch patch.esp
  • 85 xulBravilBarrowfields.esp [Version 1.3.2]
  • 86 xulLushWoodlands.esp [Version 1.3]
  • 87 xulAncientYews.esp [Version 1.4.2]
  • 88 xulAncientRedwoods.esp [Version 1.6]
  • 89 xulCloudtopMountains.esp [Version 1.0.3]
  • 8A xulArriusCreek.esp [Version 1.1.3]
  • 8B xulPatch_AY_AC.esp [Version 1.1]
  • 8C LostSwordoftheAyleids-ArriusCreek patch.esp
  • 8D xulRollingHills_EV.esp [Version 1.3.2]
  • 8E MMMMWL-RollingHills patch.esp
  • 8F xulPantherRiver.esp
  • 90 Blood&Mud-PantherRiver patch.esp
  • 91 xulRiverEthe.esp [Version 1.0.2]
  • 92 xulBrenaRiverRavine.esp [Version 1.0.2]
  • 93 xulImperialIsle.esp [Version 1.6.3]
  • 94 xulBlackwoodForest.esp
  • 95 xulCheydinhalFalls.esp [Version 1.0.1]
  • 96 Blood&Mud-CheydinhalFalls patch.esp
  • 97 DungeonsOfIvellon-CheydinhalFalls patch.esp
  • 98 Villages-CheydinhalFalls patch.esp
  • 99 xulAspenWood.esp [Version 1.0.1]
  • 9A xulSkingradOutskirts.esp
  • 9B NRB4+UL-II Patch.esp [Version 5.0.1]
  • 9C West Roads.esp
  • 9D WR Villages Addon.esp
  • 9E Castle_Seaview.esp
  • 9F CastleSeaview-SutchReborn-LostCoast patch.esp
  • A0 bartholm.esp
  • A1 Bartholm-Panther River Patch.esp [Version 1.0]
  • A2 Fort Akatosh Redux.esp
  • A3 FortAkatoshRedux-NewRoads&Bridges patch.esp
  • A4 JQ-Fighters_Guild_United.esp
  • ++ FCOM_FighterGUnited.esp
  • A5 Harvest [Flora].esp [Version 3.0.0]
  • ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
  • A6 Birthsigns Expanded.esp [Version 3.]
  • A7 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.1]
  • A8 Enhanced Vegetation [150%].esp
  • A9 Alternative Start by Robert Evrae.esp
  • AA AgarMoreVariedSpellEffects.esp
  • AB MidasSpells.esp
  • AC attack and hide medium v2.1.esp
  • AD RenGuardOverhaul.esp
  • AE RenGuardOverhaulShiveringIsles.esp
  • AF Enhanced Grabbing.esp [Version 0.5]
  • B0 DeadlyReflex 5 - Combat Moves.esp
  • B1 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
  • B2 Duke Patricks - Actors Can Miss Now.esp
  • B3 Duke Patricks - Fresh Kills Now Alert The NPCs.esp
  • B4 Oblivion XP.esp [Version 4.1.5]
  • ++ Item interchange - Placement for FCOM.esp [Version 0.78]
  • B5 Ancient Elven Sorceress - EV.esp
  • B6 1em_Vilja.esp
  • B7 bgMagicEV.esp [Version 1.7EV]
  • ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
  • ++ bgMagicItemSigil.esp [Version 1.68EV]
  • ++ bgMagicEVStartspells.esp [Version 1.68EV]
  • B8 bgMagicBonus.esp [Version 1.7EV]
  • ++ bgMagicEVAddEnVar.esp [Version 1.68EV]
  • ++ EVE_KhajiitFix.esp
  • B9 Better Cities Full - B&M Edition.esp
  • BA Better Cities - Unique Landscape Barrowfields.esp
  • BB Better Cities - Unique Landscape Chorrol Hinterland.esp
  • BC Better Cities - Unique Landscape Cheydinhal Falls.esp
  • BD Better Cities - Unique Landscape Skingrad Outskirts.esp
  • BE Better Cities - Thievery.esp
  • BF Better Cities - VWD of the IC.esp
  • C0 Better Imperial City.esp
  • C1 Better Cities - COBL.esp [Version 2]
  • ** bgMagicEVShader.esp [Version 1.7EV]
  • C2 bgMagicLightningbolt.esp
  • C3 BubbleFx.esp
  • ++ Real Lava 1.3.esp
  • C4 NRB4 Standard Road Record.esp
  • ++ CoreRandmonClothing4Npcs.esp
  • ** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
  • C5 Bashed Patch, 0.esp
  • C6 Duke Patricks - Combat Archery.esp [Version 2]
  • C7 Streamline 3.1.esp

User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Wed Sep 01, 2010 12:36 pm

@ furyfish

I guess this is a problem with the New Roads and Bridges patch ( the patch edits the small path leading to the Ayleid ruins)...I do not use NR&B myself so I totally forgot to test the patch with the new version...

will check and update the patch if necessary...thx for reporting
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Wed Sep 01, 2010 1:33 pm

@ all / furyfish

The Fort Akatosh Redux_New Roads and Bridges Compatibility Patch has been updated ! It works now properly with FAR V.1.3

cheers
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Wed Sep 01, 2010 7:48 pm

Thanks for this Onra.

Is there a Guards of Cyrodiil patch on the way?

Curious what eventually got decided (if anything) on the Elswyr tower.

[edit] I noticed an update to the NRB patch too - so thanks, because like many of Arthmoor's mods I now consider it essential.

Next question - are all the http://www.tesnexus.com/downloads/file.php?id=28533 still good?
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Thu Sep 02, 2010 12:36 am

Thanks for this Onra.

Is there a Guards of Cyrodiil patch on the way?

Curious what eventually got decided (if anything) on the Elswyr tower.

[edit] I noticed an update to the NRB patch too - so thanks, because like many of Arthmoor's mods I now consider it essential.

Next question - are all the http://www.tesnexus.com/downloads/file.php?id=28533 still good?



firesparks is too busy with RL atm so don't expect any updates from him before summer

for the Elsweyr watch tower...I think it is more realistic to have the tower near the road leading to Elsweyr ....

yeah the NR&B patch ...I totally forgot about the patch...FAR 1.3 adds a lot of new stuff in front of the fort..so it was very important to update the patch as these cells are edited by the patch as well

no landscape edits have been made..so the lod meshes are still up to date

in this case ...if you have the VWD pack installed..make sure you delete the TamRes/mr_siika/corvette folder...

cheers
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Wed Sep 01, 2010 12:49 pm

firesparks is too busy with RL atm so don't expect any updates from him before summer

for the Elsweyr watch tower...I think it is more realistic to have the tower near the road leading to Elsweyr ....

in this case ...if you have the VWD pack installed..make sure you delete the TamRes/mr_siika/corvette folder...

cheers
Agree on the watchtower - will look for it in game.

What Corvette folder - there is no meshes/TamRes/mr_silka port/corvette folder - are you talking about the meshes folder in the VWD add on or elsewhere?
I see cog, crane, and fisherboat, but no corvette.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed Sep 01, 2010 11:02 am

Agree on the watchtower - will look for it in game.

What Corvette folder - there is no meshes/TamRes/mr_silka port/corvette folder - are you talking about the meshes folder in the VWD add on or elsewhere?
I see cog, crane, and fisherboat, but no corvette.



missunderstanding :-) the current FAR VWD Pack V.1.3) has been updated ...only if you have the old FAR VWD pack 1.2 installed you must delete this folder...

FAR V.1.3 adds coming and going ships ..that's the reason why I removed the _far meshes for the corvette from the current files...
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Wed Sep 01, 2010 8:48 pm

I've found two direct landscape conflicts.

1. http://www.tesnexus.com/downloads/file.php?id=11345 in the 19, 35 - 20, 35 area. I can provide screenshots if requested.

2. http://www.tesnexus.com/downloads/file.php?id=24250
The Fort is located directly on top of the caves.

I'm not asking for patches, just reporting and suggesting you put this info in the Read Me.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Wed Sep 01, 2010 6:42 pm

I've found two direct landscape conflicts.

1. http://www.tesnexus.com/downloads/file.php?id=11345 in the 19, 35 - 20, 35 area. I can provide screenshots if requested.

2. http://www.tesnexus.com/downloads/file.php?id=24250
The Fort is located directly on top of the caves.

I'm not asking for patches, just reporting and suggesting you put this info in the Read Me.



hey :-)

thx for reporting ...info added to the mod description on Nexus :-)

btw that's why I am creating the tamriel heightmaps...FAR for example is made really compatible with most of the popular mods ...but meanwhile there is no squaremeter left unmodded in cyrodiil :violin:

regards

onra
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Julie Ann
 
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Post » Wed Sep 01, 2010 10:56 pm

Wow! I watched the embedded Youtube video, and immediately watched it again in hi def full screen. Remarkable.

I downloaded the original Fort Akatosh mod when it came out, it sat in my load order for a while, but beyond having a quick look around the fort I never played the quests. To be honest it didn't grab my attention, the fort was too obviously cobbled together from standard Oblivion architecture, and that put me off; sorry.

On the other hand the work shown in the video is breathtaking, professional quality. The video is also well made. In all it plays like a trailer for a commercial game.

You already had my utmost respect for your work wirth the Tamriel Heightmaps. This just goes to prove what a great modder you've become.

Thank you once again for your continuing dedication and hard work. Maybe I'll watch that video just one more time :foodndrink:
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Tiffany Carter
 
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Joined: Wed Jul 19, 2006 4:05 am

Post » Wed Sep 01, 2010 10:05 am

Wow! I watched the embedded Youtube video, and immediately watched it again in hi def full screen. Remarkable.

I downloaded the original Fort Akatosh mod when it came out, it sat in my load order for a while, but beyond having a quick look around the fort I never played the quests. To be honest it didn't grab my attention, the fort was too obviously cobbled together from standard Oblivion architecture, and that put me off; sorry.

On the other hand the work shown in the video is breathtaking, professional quality. The video is also well made. In all it plays like a trailer for a commercial game.

You already had my utmost respect for your work wirth the Tamriel Heightmaps. This just goes to prove what a great modder you've become.

Thank you once again for your continuing dedication and hard work. Maybe I'll watch that video just one more time :foodndrink:



thx very much :-)

indeed only the location of the fort, one quest and a handfull of npc's are taken from the original release....everything else has been completely remade :-)

regards

onra
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Michelle davies
 
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Post » Wed Sep 01, 2010 3:02 pm

I'm giving this mod a try and am impressed with what I see so far.

I do have a question though - I see the mod edits the iNumberActorsinCombatPlayer GMST setting to 20. Since this mod will load subsequent to overhauls this will override changes made by MMM and FCOM which use 30 for this value. It's not a big deal for me to change it back in my game to FCOM's settings but I'm just wondering if this was an intentional change on your part?

Also, I see there are some path grid conflicts with some of the Unique Landscapes mods, in particular Brena River Ravine and to a lesser extent Black Forest. From what I can see this mod has path grids that are almost identical to Oblivion.esm with only a slight change, e.g. on path grid with FormID 000CCA11 your mod has "1" as opposed to "2" connections on point 27, otherwise it seems unchanged from Oblivion.esm. There's also a path grid conflict with Frostcrag Reborn.

Honestly I don't really know enough about how path grids work in practice to know if these are serious conflicts or not, but given that this mod's alteration of the path grid seems very minor compared to Oblivion.esm I figured I'd just ask the editing of the path grid in these regions was intentional?
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Ross Zombie
 
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Post » Wed Sep 01, 2010 2:21 pm

I'm giving this mod a try and am impressed with what I see so far.

I do have a question though - I see the mod edits the iNumberActorsinCombatPlayer GMST setting to 20. Since this mod will load subsequent to overhauls this will override changes made by MMM and FCOM which use 30 for this value. It's not a big deal for me to change it back in my game to FCOM's settings but I'm just wondering if this was an intentional change on your part?

Also, I see there are some path grid conflicts with some of the Unique Landscapes mods, in particular Brena River Ravine and to a lesser extent Black Forest. From what I can see this mod has path grids that are almost identical to Oblivion.esm with only a slight change, e.g. on path grid with FormID 000CCA11 your mod has "1" as opposed to "2" connections on point 27, otherwise it seems unchanged from Oblivion.esm. There's also a path grid conflict with Frostcrag Reborn.

Honestly I don't really know enough about how path grids work in practice to know if these are serious conflicts or not, but given that this mod's alteration of the path grid seems very minor compared to Oblivion.esm I figured I'd just ask the editing of the path grid in these regions was intentional?



Thx very much for reporting :-)

An Update (FAR Version 1.3.1 esp only) has been uploaded on Nexus !

it removes the cell edits conflicting with UL Brena River and Blackwood Forrest and sets iNumberActorsinCombatPlayer GMST setting to 30, so that it does not conflicht with Fcom anymore.


Sorry for the cell edits I am sure I removed them before...however it should be fine now with all UL mods

for Frostcrag Reborn...FAR does not conflict with the original DLC and I am not using Frostcrag Reborn ...will dl and install Frostcrag Reborn to have a closer look later on ..I would recommend to load FAR after Frostcrag... at least whilst playing the FAR quest (Watch Towers)

cheers

cheers
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Alisia Lisha
 
Posts: 3480
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Post » Wed Sep 01, 2010 9:37 am

Thx very much for reporting :-)

An Update (FAR Version 1.3.1 esp only) has been uploaded on Nexus !

it removes the cell edits conflicting with UL Brena River and Blackwood Forrest and sets iNumberActorsinCombatPlayer GMST setting to 30, so that it does not conflicht with Fcom anymore.


Sorry for the cell edits I am sure I removed them before...however it should be fine now with all UL mods

for Frostcrag Reborn...FAR does not conflict with the original DLC and I am not using Frostcrag Reborn ...will dl and install Frostcrag Reborn to have a closer look later on ..I would recommend to load FAR after Frostcrag... at least whilst playing the FAR quest (Watch Towers)

cheers

cheers


onra - thanks very much for the prompt reply. I will check out the update.

I suspect the Frostcrag Reborn conflicts probably aren't very serious since the path grid for FR seems to be very similar to Oblivion.esm while your mod makes the more dramatic change. So unless you've changed the path to run through Frostcrag, which is in the same place as the original DLC, hopefully it shouldn't cause issues. Again, I'm not an expert in path grids that's just my gut feeling looking at the TES4EDIT report.
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koumba
 
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Post » Wed Sep 01, 2010 10:41 am

Thanks for the FAR and associated files updates! Been runnin' FAR since its first modern release some months ago. Very enjoyable! Look forward to the improvements. Haven't installed the upgrade yet since it requires a clean save (for those that use prior versions). Since that means losing all my current progress, I'll need to psych myself first. Might take a few days or weeks... heh.

-Decrepit-
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kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Wed Sep 01, 2010 7:10 pm

It appears some of the weapons added by TamRes.esm (your requirement for this mod) may be missing the first person meshes? Specifically, I picked up an Elswyr Khopesh (TamResElswyrkhopes) and a Moonteethshovel (TamResMoonteethshovel). The icons appear in inventory and the weapons are visible in the inventory screen, but when equipped in first person they're invisible.

I have TamRes - Meshes.bsa, TamRes - Complement.bsa, TamRes - Sound.bsa, and TamRes - Textures - Compressed.bsa properly installed along with the .esm and .esp file. These are the first things I've noticed added by the mod which appear to have something missing.

When switching to third person mode, the weapons still appear "sheathed" (e.g. on belt or back) when drawn, as opposed to appearing in hand.
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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Sep 01, 2010 11:35 am

It appears some of the weapons added by TamRes.esm (your requirement for this mod) may be missing the first person meshes? Specifically, I picked up an Elswyr Khopesh (TamResElswyrkhopes) and a Moonteethshovel (TamResMoonteethshovel). The icons appear in inventory and the weapons are visible in the inventory screen, but when equipped in first person they're invisible.

I have TamRes - Meshes.bsa, TamRes - Complement.bsa, TamRes - Sound.bsa, and TamRes - Textures - Compressed.bsa properly installed along with the .esm and .esp file. These are the first things I've noticed added by the mod which appear to have something missing.

When switching to third person mode, the weapons still appear "sheathed" (e.g. on belt or back) when drawn, as opposed to appearing in hand.



Ooops...yep tested ingame and you are right...for some reason I have made a stupid mistake :facepalm: ...the Moontheeth shovel has to be a twohand blade and the Elsweyr Kopesh has to be a onehand blade...you can easily fix that for yourself until I have uploaded an updated TamRes esm....

thx for reporting

onra
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suzan
 
Posts: 3329
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Post » Wed Sep 01, 2010 10:51 pm

Ooops...yep tested ingame and you are right...for some reason I have made a stupid mistake :facepalm: ...the Moontheeth shovel has to be a twohand blade and the Elsweyr Kopesh has to be a onehand blade...you can easily fix that for yourself until I have uploaded an updated TamRes esm....

thx for reporting

onra


Thanks again for the prompt reply.
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Marquis T
 
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