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

Post » Wed Sep 01, 2010 1:57 pm

Name: Fort Akatosh Redux
Version: 1.0
Date: 10.2009
Author(s): onra


News
======

Fort Akatosh Version 1.0 is avaible now for download !


http://www.tesnexus.com/downloads/file.php?id=21856


Description
========
Fort Akatosh is a fully functional fort south of the Imperial City run
by the Akatosh Legion. The fort protects the main trade routes from the
east and south and could as well support the Imperial City in the event
of an attack. Fort Akatosh is also the headquarters of all legions of
Tamriel, under command of General Synniu Esdrecus.

These days most of the units of the Akatosh Legion are stationed all
over the whole empire. Only two regiments are currently stationed at the
fort: the 1st Akatosh Guard Regiment and the 1. Elite Infantry Regiment.
As the old Legion forts were abandoned and the Cyrodiil Legion has
nearly no troops operating outside of the Imperial city, the Swamp Moth
Legion has received orders to return from Blackmarsh to Cyrodiil, to
support the local forces during the oblivion crisis. (This will be part
of our other very soon coming mod "Guards of Cyrodiil" which is highly
recommended to play with Fort Akatosh).

Fort Akatosh is located at the river Niben just beside Cropsford and
will come with 4 gates, 12 watchtowers, 4 large barracks, a legion
smith, stables, own prison, storages, infirmary, jakes, washhouse,
Thermae ( Roman bath), legion kitchen, herbgarden, drill area, the
mainbuilding ( featuring the HQ, the Arsenal, the Scriptorium, the
Imperial Cult) and a large basemant ( featuring private quarters, guard
barracks, the legion vaults, armory, temple of Akatosh and interrogation
chamber),

Further on we have the Fort Akatosh Docks..featuring a big dry dock
(with cranes and stuff), navy barracks, storages, a lighthouse, imperial
trading company cog and the trading company office....

last but not least Fort Akatosh will add 6 legion watchtowers (beacons)
along the Cyrodiil borders ...

The Fort itself has been built in the style of a roman/imperial legion
castellum by using a mix of castle meshes ( Mr_Siika), imperial
architecture and meshes taken from Mr_Siikas Jurad tileset for designing
it. So it has a unique military look but fits perfectly in the existing
game as well.

More than 100 npc's have been made so far , legionnaires, recruits,
guards, elite guards, battlemages, officers, legionnaires from other
provinces etc...all high detailed with unique names, faces, inventories,
unique legion gear and complex AI shedules featuring a lot of different
animations...you will see soldiers patrol, pray, eat , sleep, being
drilled, taking notes, playing lute, drink, smoke etc ....


Fort Akatosh will provide a lot of different services and features like
merchants ( selling as well lot of new stuff and cobl items from the
other provinces), training, repairs, recharge, horses, an altar to pray
at, sleeping places ( from barracks up to your own officers quarters),
fully scripted roman bath, fully working alchemy lab (cobl and more),
enchantment altar, food and water supply (cobl), the luggage (cobl), a
big library ( featuring all ! cobl books and more), legion kitchen with
an oven to bake your own bread, etc....

As a special feature all races and genders are made useable as guards
now ...this means npc's of all races and genders can be used as
legionnaires and guards and will warn you for trespassing and arrest you
properly....( will work with npc's from other mods as well)....no more
feeling lonely cause you are the only Argonian or Nord in the Imperial
Legion...This feature is fully voice acted by using original vanilla
voices.
A guard crime fix has been included as well, so that the player will be
arrested properly for commiting a crime even if he is a member of the
Imperial Legion...
All Imperial Legion members will greet you properly ( animated) if they
recognize you as an imperial soldier ( will work as well with npc's from
other mods)

This mod introduces 3 new fully playable factions ( "Imperial Legion 1st
Akatosh Guard Regiment" , "Imperial Cult", "North&East Empire Company")
which the player can join. All factions will provide quests for the
player to climb up the ranks ( up to 9 different lore based ranks).
Version 1.0 will allow the player to join the Imperial Legion, the
Imperial Cult and the North&East Empire Company and to rise up one
imperial legion rank by completing a quest which will introduce the 6
border watch towers as well .

Note!! This mod will be updated regulary with new quests and features
for all factions.


Optional you will find an additional esp called " Cyrodiil Legion Addon".

This esp contains some features which might conflict with other mods or overhauls . It changes and adds some legion stuff ingame to get a nice overall feeling for the Imperial Legion playing it together with
Fort Akatosh and Guards of Cyrodiil.



Requirements
==========
Oblivion Patch 1.2.0.214 (Official 1.2 Patch)

Shivering Isles (required for our Resource Pack anyway)

Cobl 1.72 or higher (resources & main esm)

http://www.tesnexus.com/downloads/file.php?id=21104

Tamriel Resource Pack 1.3 or higher

http://www.tesnexus.com/downloads/file.php?id=24822

for generating a proper Lod you have to dl and install the additional provided Fort Akatosh "Fort Akatosh Visible when Distant" pack and run Elminsters Tes4LodGen !

Also highly recommended :

for having a proper Landscape Lod ( distant land ) dl and install one of the seperately provided Landscape Lod file sets which can be found here :

http://www.tesnexus.com/downloads/file.php?id=28533


Incompatability
===========
a patch for New Roads and Bridges made by Vorians has been uploaded with Version 1.0.

mods/overhauls which are editing the levelled creatures (spawnpoints) should be placed in load order before the Fa Redux esp.
Some FA Redux featues don't work properly when played together with Reneers Guard Overhaul..see readme for more details...

FA Redux has been tested and is fully compatible with BBC/OBC/OC, Imperial City "all disticts merged", Blood&Mud, The lost Spires, all Unique Landscapes, Weather All Natural, The Ayleid Steps, Thieves Arsenal, Midas Magic and many many more popular mods

One thing about UL !!

Fort Akatosh must be loaded after UL Blackwood !!!!!!

Renners Guard Overhaul seems to be not fully compatible

mods which edit and use the vanilla imperial legion faction making it playable like Dragon Captions The Elder Council will probably conflict...for Tec I recommend to leave the legion part out, the main plot and all other features beside the imperial legion will work fine with FAR.

See Readme for more details


Known Issues
===========
none

Change Log
=========


Credits
======

Marxx and Aiwa for their fantastic voice acting ( both are members of the TES Alliance Voice Acting project)
gamesas for this wonderful game and the Construction Set
the Nexus guys..for Nexus
Elminster, Wrye, Timeslip and TeamGecko for their amazing tools
Vorians for the NR&B patch
all the people who created and shared all these wonderful resources we are using in our mods (see full credit list of our resource pack)
special credits to Mr_Siika( most of the architecture meshes for FA are taken from his resources)
special credits as well to Lady Li and friends for their spider cave DV.

the team :
firesparks for creating so many things
to improve this mod , proofreading, testing and...and ...and ....

Euther for doing most of thevoice coordination
(voiceacting, mastering, generating lip anims)

Cobb for being our military historian, writer and play tester

Licensing
=======

All used resources are free modders resources and can freely be used as long as proper credit is given.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Wed Sep 01, 2010 10:03 pm

This looks great!

I still have your old Fort Akatosh installed, but I guess it's time for a change. Is it still compatible with Unique Landscapes Imperial Isle, AFK_Weye and Region Reviwe?
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Wed Sep 01, 2010 4:43 pm

This looks great!

I still have your old Fort Akatosh installed, but I guess it's time for a change. Is it still compatible with Unique Landscapes Imperial Isle, AFK_Weye and Region Reviwe?



the new version should be even more compatible ...only thing Fort Akatosh Redux has to be loaded after Ul especially UL Blackwood ...UL compatible Landscape Lod meshes are provided seperately...

have fun
User avatar
kiss my weasel
 
Posts: 3221
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Post » Thu Sep 02, 2010 12:30 am

OK - YAY.

Congrats on getting this release ready!

Similar questions as NiceOne.

Is this still compatible with The Elder Council?
You say compatible with All ImpeREAL districts ... dumb question follows ... does that mean that if I only use some of the districts it is OK too?

You mention Guards of Cyrodiil - are will to be using the old one that came out a year ago? Will there be updates on that too?

Maybe Reneer would have an idea of what the problem is.

Have you looked at http://www.tesnexus.com/downloads/file.php?id=22678 (updated Knights of the White Stallion) it changes the uniform of the legion - does this do that too? If you are familiar should this load before or after Feudal Empire?

[edit] and why after blackwood? - just curious

Look forward to testing this out in the next few days.

[edit 2] just read incompatibilities section of readme - what if my character is already part of the legion using TEC? You mean that is not the main plot of TEC (I need to find out what that is).
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Wed Sep 01, 2010 1:38 pm

OK - YAY.

Congrats on getting this release ready!

Similar questions as NiceOne.

Is this still compatible with The Elder Council?

Fort Akatosh brings its own imperial legion faction ( beside two other new factions). This faction is unique ( 1st Aktosh Guard Regiment) but it uses the vanilla imperial legion faction as well. By wearing a special legion insignia ring you will be part of this faction and recognized as a member of the imperial legion. Tec uses the vanilla faction as well..you have to wear the legion armor to be recognized on duty ( member of ther vanilla legion faction)..so it is logical that this will conflict, beside a lot of other features that are handled in Fa in an other way....beside this it is not really a good idea to use two different legion factions having different ranks etc....but you can play Tec without using its legion features...the main quest, the tax quests, the palace and the town of Arenthia will work fine without beeing a tec legionnaire. ..

You say compatible with All ImpeREAL districts ... dumb question follows ... does that mean that if I only use some of the districts it is OK too?

FAR is fully compatible with BBC/OBC (this includes all different combinations using ImperialCity or Blood and Mud)

You mention Guards of Cyrodiil - are will to be using the old one that came out a year ago? Will there be updates on that too?

there will be a complete new version Of GoC released within the next days...featuring a lot of amazing quests around the the swamp moth legion etc and intoducing another new playable faction the nightblades....

Maybe Reneer would have an idea of what the problem is.

Yeah I will contact Reneer but first I want to know if anything else have to be fixed....

Have you looked at http://www.tesnexus.com/downloads/file.php?id=22678 (updated Knights of the White Stallion) it changes the uniform of the legion - does this do that too? If you are familiar should this load before or after Feudal Empire?


All Npc's and resources of FAR are unique and no vanilla stuff has been edited...so you should be safe using it together with mods editing the vanilla legion armor...
the seperately provided Addon " CyrodiilLegionAddon" changes the vanilla legion cuirass to the one we use for Fort Akatosh....but this esp is optional

[edit] and why after blackwood? - just curious

one of the new border watchtowers is place of a small battle during a quest ...if FAR is loaded before UL Blackwood the pathgrids are not working properly and all npc's are running against trees and walls instead of fighting each other ....

Look forward to testing this out in the next few days.

[edit 2] just read incompatibilities section of readme - what if my character is already part of the legion using TEC? You mean that is not the main plot of TEC (I need to find out what that is).



beside the other compatibility problems ...using an existing char being a higher ranking tec legionnaire will be as well not very logical as you will start at Fort akatosh as a recruit....
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Wed Sep 01, 2010 10:41 am

Hmmm - well not to keep asking, but what if all I've really done with the TEC mod is do tours of duty to towns - they have promoted me to Duke (for just being a guard - silly huh).

Related I also am running Kvatch Aftermath and Ocato (or whatever 'is name is) offered me to be Duke of Kvatch - I think this is TEC-KA compatibility. I've not pursued that (or even returned to Kvatch in weeks and weeks).

I'm wondering what damage may be done to that if I disable TEC and clean save from it. I'm way too invested for a new game.

I'm thinking it should be ok.

Very much look forward to the new GoC too. Wondering if the camp near IC got moved?

This gonna be fun!

thanks
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Sep 01, 2010 5:12 pm

Hmmm - well not to keep asking, but what if all I've really done with the TEC mod is do tours of duty to towns - they have promoted me to Duke (for just being a guard - silly huh).

Related I also am running Kvatch Aftermath and Ocato (or whatever 'is name is) offered me to be Duke of Kvatch - I think this is TEC-KA compatibility. I've not pursued that (or even returned to Kvatch in weeks and weeks).

I'm wondering what damage may be done to that if I disable TEC and clean save from it. I'm way too invested for a new game.

I'm thinking it should be ok.

Very much look forward to the new GoC too. Wondering if the camp near IC got moved?

This gonna be fun!

thanks



for tec....as I said you can play through Tec with all its features (main story, KA support etc) without joining the tec legion...the tec legion is only one easy way to rise up the tec ranks by getting nobility points for doing this ..sorry... boring patrols and rat killing quests.... You can earn these points in many other different ways and so be able to rise up the ranks and play the main quest ( given by Ocato)...

the new GoC will be truely epic...Fort Hist is still at the same place ...but has been moved in its own worldspace too ( like FA) ...it should be much more compatible and stable now..I think a patch for Lake rumare will be provided by firesparks as well..



have fun :)
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neil slattery
 
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Post » Wed Sep 01, 2010 9:45 am

ah, I had been waiting for this... excellent to see it out. thanx guys! :)
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no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Wed Sep 01, 2010 11:14 pm

If everything goes to plan Guards of Cyrodiil will be released in a few hours from now. I've just finished up on creating a patch for Region Revive - Lake Rumare which fixes all manner of ugly "artifacts" in the landscape around the main encampment.
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OTTO
 
Posts: 3367
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Post » Wed Sep 01, 2010 5:33 pm

Looks so good maybe I even wouldn't mind to install the 300 mb Resource Pack it requires :)
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Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Wed Sep 01, 2010 10:55 am

Looks so good maybe I even wouldn't mind to install the 300 mb Resource Pack it requires :)


I know the resource pack is not really small :whistle: but it is used for Fort Akatosh Redux and Guards of Cyrodiil ( has been released on Nexus today as well) and will be used as well for all our coming updates and new mods....all resources are packed in bsa archieves, so they will not flood your data folder and will also be very easy to install and uninstall....

have fun :-)
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Christine Pane
 
Posts: 3306
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Post » Wed Sep 01, 2010 1:14 pm

Yep, I'll install it. It'll make a good companion to the CUORP Resource pack ^^
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Jeneene Hunte
 
Posts: 3478
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Post » Wed Sep 01, 2010 9:24 am

fort akatosh crashes the game for me. guards of cyrodiil works fine. might be caused by the fact that fort akatosh wants tamres.esm to load AFTER cobl.esm, yet doing so crashes the game before you reach the main menu.

working load order, with fort akatosh deactivated:

Active Mod Files:00  Oblivion.esm01  TamRes.esm02  Cobl Main.esm  [Version 1.72]03  CyrodiilUpgradeResourcePack.esm04  Better Cities Resources.esm05  DA Run Fatigue.esm06  HorseCombatMaster.esm07  UnnecessaryViolence.esm++  HrmnsOblivionScriptOptimizationv1.0.esp08  Unofficial Oblivion Patch.esp  [Version 3.2.3a]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp++  MOBS.esp  [Version 1.2.2]0B  MOBS Optional Combat Settings.esp  [Version 1.2.2]++  no_wind-2578.esp0C  PowerAttack Voicemod.esp0D  CampfireBehavior.esp0E  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]0F  Thieves Arsenal.esp10  Extinguish the Lights.esp11  Thieves Arsenal - Extinguish the Lights Patch.esp12  Mounted_Spellcasting.esp13  Mounted_Trampling.esp14  Cobl Glue.esp  [Version 1.72]++  Cobl Tweaks.esp  [Version 1.44]15  kuerteeWanderingEncounters.esp16  (DC) Sutch Reborn.esp17  TamRes.esp18  GuardsofCyrodiilRedux.esp  [Version 1.0]++  Cyrodiil Legion Addon.esp19  ElsweyrAnequina.esp1A  xuldarkforest.esp  [Version 1.0.3]1B  xulStendarrValley.esp  [Version 1.2.1]1C  xulTheHeath.esp1D  XulEntiusGorge.esp1E  xulFallenleafEverglade.esp  [Version 1.3.1]1F  Anequina-Fallenleaf-Patch.esp20  xulColovianHighlands_EV.esp  [Version 1.2]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]23  SutchReborn-LostCoast patch.esp24  xulBravilBarrowfields.esp  [Version 1.3.2]25  xulLushWoodlands.esp  [Version 1.3]26  xulAncientYews.esp  [Version 1.4.1]27  xulAncientRedwoods.esp  [Version 1.6]28  xulCloudtopMountains.esp  [Version 1.0.1]29  xulArriusCreek.esp  [Version 1.1.2]2A  xulPatch_AY_AC.esp  [Version 1.1]2B  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.1]2E  xulBrenaRiverRavine.esp  [Version 1.0.2]2F  xulImperialIsle.esp  [Version 1.6.3]30  xulBlackwoodForest.esp31  xulCheydinhalFalls.esp  [Version 1.0]32  Drop Lit Torches Weight.esp  [Version 1.6]33  ActorsHaveTorches.ESP34  npcjump.esp++  ScriptIcon_Replacer.esp++  Enhanced Vegetation [100%].esp35  RealisticFatigue.esp++  DA ReducedBackwardsRunningSpeed.esp36  DA Sprint.esp37  RealisticForceMedium.esp38  RealisticMagicForceLow.esp39  sr_enhanced_magic_system.esp3A  MidasSpells.esp3B  RshAlchemy.esp3C  Enchantment Enhanced.esp3D  attack and hide medium v2.1.esp3E  sycHearNoEvil.esp  [Version 1.0]3F  sycSHOUT.esp  [Version 1.02]40  Enhanced Grabbing.esp  [Version 0.4]41  Combat Behavior 2.11b.esp42  Deadly Reflex 5 - Timed Block and 250% damage.esp43  DeadlyReflex 5 - Combat Moves.esp44  Deadly Reflex Bow Sway.esp45  Deadly Reflex - Breathing Motion & Head Bobbing.esp46  kuerteeNPCsYield.esp47  kuerteeBattleFatigueAndInjuries.esp48  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp49  Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp4A  Duke Patricks - Fresh Kills Now Alert The NPCs.esp4B  RealisticLeveling.esp4C  Let There Be Darkness - Cyrodiil.esp++  Item interchange - Placement.esp  [Version 0.78]4D  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]4E  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]4F  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]50  bgMagicEVPaperChase.esp  [Version 1.68EV]51  bgMagicAlchemy.esp  [Version 1.57]52  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]53  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]54  UnnecessaryViolence.esp55  Bashed Patch, 0.esp56  no_mouse_wheel.esp++  Duke Patricks - BASIC Script Effect Silencer.esp57  Streamline 3.1.esp

User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Wed Sep 01, 2010 9:18 am

Oh! Well that completely isn't cool. About the master file load order. I don't know if you're familiar with TES4Gecko?

It will enable you to move master files up and down in load order inside the plug-ins configuration. But again; it's odd behaviour and it will most likely not fix this issue :( But if it does ..well happy gaming.

Or did you try to fiddle with moving around the master files inside the load order itself using as i have noticed wrye bash?

Onra probably went to bed right now. So sorry i can't assist you any further. Also i don't see Fort Akatosh's plug-in in the list at the moment. So i can't anolyze it any further either.

Although an immediate crash to desktop is mostly if not nearly always caused by master file problems!

So perhaps fiddle around with the settings yourself? Orrr wait for Onra to come back tomorrow :) Although from what it looks like there's not that much to fiddle with :(

cheers!
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Fanny Rouyé
 
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Post » Wed Sep 01, 2010 2:31 pm

forth akatosh was after xulblackwoodforest.esp like the readme suggests...

I'll try reordering masters with tes4gecko and see what happens :D
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Baylea Isaacs
 
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Post » Wed Sep 01, 2010 6:16 pm

I would also really appreciate it if you post again if this or something else solves the pre-menu crash.

What is a little bit odd is that there are quite a few players including myself with the same load configuration.. but odd things happen in oblivion i guess :o
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Melung Chan
 
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Post » Wed Sep 01, 2010 10:07 pm

still crashing after I've tried inverting the master files order with gecko... maybe an error on my part, I'll try experimenting with it later :)

just one question: I'm supposed to use both the tamres. esm AND the .esp , right? where should tamres.esp go in the load order?
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mike
 
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Post » Wed Sep 01, 2010 7:17 pm

forth akatosh was after xulblackwoodforest.esp like the readme suggests...

I'll try reordering masters with tes4gecko and see what happens :D


if you open the Fort Akatosh Redux esp with Tes4edit you should have following master files :

Oblivion esm 00
cobl esm 01
TamRes esm 02

and this should be your load order as well as !

as fire said such crashes are mostly caused by missing or wrong master files..

FAR is made highly compatible...most of its content is unique and nearly none vanilla content has been edited...also the esp has been cleaned with tes4edit

try to run only Cobl esm, TamRes esm and Fort Akatosh Redux ...if this will run you have to search for a conflicting mod ( if not something is wrong with your master list and/ or your install)

...you have a lot stuff which is editing scripts and game settings and

honestly I do not use or even know half of them...so only thing you can do is testing or using Tes4edit for spotting a probably conflict

hope this helps

cheers
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Haley Merkley
 
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Post » Wed Sep 01, 2010 11:21 am

still crashing after I've tried inverting the master files order with gecko... maybe an error on my part, I'll try experimenting with it later :)

just one question: I'm supposed to use both the tamres. esm AND the .esp , right? where should tamres.esp go in the load order?



the TamRes esp is just a dummy esp which activates the bsa files...it does nothing else ...so load order is not really important

cheers
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chloe hampson
 
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Post » Thu Sep 02, 2010 12:52 am

Yes both must be activated. Most plug-ins contain alot of data material to function. The TamRes.esp doesn't belong in this group of "true" plug-ins. It's a dummy file as it's called to make sure the proper resource .bsa's load. Making sure the resources are used while playing Fort Akatosh or Guards of Cyrodiil Redux.

So if the file is called TamRes.esp it will continue to load all .bsa files named TamRes - ... .bsa

I'm not 100% sure, but i think you can place the .esp anywhere in your load order.

*edit* double-answer :intergalactic:
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Shae Munro
 
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Post » Wed Sep 01, 2010 11:24 am

wow I have no idea what's wrong here. I tried running the game with ONLY Oblivion.esm , Cobl.esm , Tamres.esm, Tamres.esp, Cobl glue.esp, Cobl Tweaks.esp, Fortakatoshredux.esp , and it still crashes. running everything else BUT fort akatosh works fine. I'm puzzled :D
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Laura-Jayne Lee
 
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Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed Sep 01, 2010 2:10 pm

wow I have no idea what's wrong here. I tried running the game with ONLY Oblivion.esm , Cobl.esm , Tamres.esm, Tamres.esp, Cobl glue.esp, Cobl Tweaks.esp, Fortakatoshredux.esp , and it still crashes. running everything else BUT fort akatosh works fine. I'm puzzled :D


cobl tweaks and glue are not required for Fort Akatosh Redux so you can leave them out for testing....but however very strange indeed....maybe try to dl and reinstall the FAR esp ( bad dl ??) ...do you have the FAR - Resources bsa installed ?..As well FAR requires SI....
good thing it seems not be a compatibility problem with your load order....so we should be able to solve your problem...
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Richard Thompson
 
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Joined: Mon Jun 04, 2007 3:49 am

Post » Wed Sep 01, 2010 6:05 pm

hey @ all

just to let you know ... a filefront mirror has been added for Fort Akatosh Redux 1.0. It contains all 5 required and optional files in one download ( 28 MB).

http://www.tesnexus.com/downloads/file.php?id=21856


or directly

http://www.filefront.com/user/onra

have fun
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K J S
 
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Post » Wed Sep 01, 2010 4:22 pm

FAR requires SI! I'm an idiot, that's why it's not working. I'm not using SI at the moment :lol:
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^_^
 
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Post » Wed Sep 01, 2010 10:35 am

FAR requires SI! I'm an idiot, that's why it's not working. I'm not using SI at the moment :lol:



hope this will be the solution.... :)
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cutiecute
 
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