Without giving anything away...

Post » Tue May 08, 2012 4:17 pm

Is anyone aware of any mod (of any kind) that alters this area of the map? (I'm talking about the exact center of the below link.)
Just wondering :smile:

http://www.uesp.net/maps/obmap/obmap.shtml?locx=89728&locy=-179648&zoom=14, aka Wilderness Cell (22,-44).
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Katharine Newton
 
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Post » Wed May 09, 2012 12:21 am

Pretty sure there's at least a couple of house mods that operate near there, and one other that turned its house mod self into a small island.
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Chris Duncan
 
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Post » Tue May 08, 2012 1:44 pm

Thanks! I have to admit to being a bit disappointed - I didn't figure the middle of the bay would see very much mod activity.
I don't suppose you can remember any additional information on any of those mods? I'd like to check whether they actually do conflict with what I have in mind.
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Joey Bel
 
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Post » Tue May 08, 2012 11:30 pm

Not really. I'd say search Nexus for "topal bay" and see what comes up? Maybe just "topal"?
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sw1ss
 
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Post » Wed May 09, 2012 2:48 am

One mod has a small island at the very edge of the map. (ie: the location is far off in the ocean and the icon barely shows up on the map.)
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Shae Munro
 
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Post » Wed May 09, 2012 4:06 am

One mod has a small island at the very edge of the map. (ie: the location is far off in the ocean and the icon barely shows up on the map.)
I know that mod - pretty popular mod.
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Eliza Potter
 
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Post » Tue May 08, 2012 6:13 pm

I think a castle mod was placed there, maybe called Castle Dumbledore or something like that.
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Siidney
 
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Post » Wed May 09, 2012 5:48 am

I think a castle mod was placed there, maybe called Castle Dumbledore or something like that.
Dunkerlore, actually, but you were close. :P
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Jose ordaz
 
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Post » Tue May 08, 2012 9:11 pm

I'm going to go against my own policy and provide a rare *bump*. I would rather not create a new mod conflict if I could help it!

This is kind of making me wonder what a Cyrodiil map that included every published Oblivion mod in existence would look like...and, if there are ANY locations left that won't conflict with at least one mod.
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Solina971
 
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Post » Tue May 08, 2012 4:44 pm

Such a map would be all because pretty much every cell inside the borders is taken in some way. Aside from what you've already been given, I don't think you're going to find out much more.
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Beth Belcher
 
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Post » Tue May 08, 2012 2:24 pm

Such a map would be all because pretty much every cell inside the borders is taken in some way.


I dunno. I suspect that this spot hasn't been used too often: http://www.uesp.net/maps/obmap/obmap.shtml?locx=12000&locy=17000&zoom=14
(Inside joke for modders, in case you're wondering :) )
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Lauren Dale
 
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Post » Wed May 09, 2012 2:09 am

I think a castle mod was placed there, maybe called Castle Dumbledore or something like that.
Castle Dunkerlore is located near Deepscorn Hollow (seen on map as linked in OP) as is the DLC Vile Lair, and the larger Reclaiming Sancre Tor. I don't think any of those really affect the central area of the bay shown though, so as long as the mod is not too large in map-space I doubt there would be any conflicts there.

I wouldn't really worry about such conflicts to be honest, beyond those you already happen to know about perhaps.
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Kirsty Wood
 
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Post » Tue May 08, 2012 4:42 pm

You might need to keep an eye on cells used by Elsweyr Anequina over to the west now that I think about it.
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Avril Louise
 
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Post » Tue May 08, 2012 3:29 pm

Castle Dunkerlore is located near Deepscorn Hollow (seen on map as linked in OP) as is the DLC Vile Lair, and the larger Reclaiming Sancre Tor. I don't think any of those really affect the central area of the bay shown though, so as long as the mod is not too large in map-space I doubt there would be any conflicts there.
I wouldn't really worry about such conflicts to be honest, beyond those you already happen to know about perhaps.
Nope, I won't need too much space there...just the amount of space that's typically taken up by a Daedric Shrine :)

It doesn't sound like anyone knows of any uber-popular mods that use that area so I'll probably go ahead and do so. Thanks for the feedback.
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Cedric Pearson
 
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Post » Wed May 09, 2012 12:00 am

I'm going to go against my own policy and provide a rare *bump*. I would rather not create a new mod conflict if I could help it!

This is kind of making me wonder what a Cyrodiil map that included every published Oblivion mod in existence would look like...and, if there are ANY locations left that won't conflict with at least one mod.
I think bg2408 or someone made a topic like that a while back, probably purged by now. Had a map for Integration, UL, and a few others.
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Shianne Donato
 
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Post » Tue May 08, 2012 4:04 pm

I don't think you should ever worry about conflicting with typical house mods since they are very common and if some conflict it iis easy to get another or even move it yourself.
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Laura
 
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Post » Wed May 09, 2012 1:18 am

I think bg2408 or someone made a topic like that a while back, probably purged by now. Had a map for Integration, UL, and a few others.
I have those maps.

But they don't cover the part asked about in this thread.
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Josephine Gowing
 
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