I fixed the floating doors and the broken door at The Bloated Float for this mod. You can not use this mod with existing saves, by the way. It has to be a new save, or the floating doors persist. http://www.nexusmods.com/oblivion/mods/47982/?
Thank you so much! As long as you leave out the unexpected voyage quest, it seems to work just fine. As for the mod itself: It's so beautiful and well done! Thank you. The only thing that I don't like that much is the fact, that the trader seems to have a mercantile skill of just 5 (they usually have 30-40+ afaik), buys stolen goods and it shows he's selling spells, but he has none. I guess that's due to the fact, that it's a WIP. But anyone who wants a fence and/or trader to make a lot of gold right next to your own house will probably have a good portion of fun here. Otherwise it's really pretty, immersive and well-done. Even the pathfinding seems to be working just fine with the new spot where the TG will meet.
This is the definititely the best mod for Waterfront! It looks amazing. And it only touches one corner, so it shouldn't be too difficult to make a patch to make it work with mods that add a church and a butcher, I think they are Nernie's and Reaper's mods. Nothing on the inside of the harbour is touched.
How many of you have over a hundred different mods? they all can't be perfectly compatible with each other. Hence why i say i don't care about your compatibility problems. Deal with it. This file is designed to work with OBLIVION, not every other landscape modification ever made.
It's been well over a month since the author posted any updates. The Bloated Float Inn still has no exit, which causes all npcs that go inside to get stuck. Since most waterfront NPC routines involve going in there, this mod will eventually disappear with every Waterfront citizen except for the pirates, and break any waterfront related quest. This will happen no matter your load order or installation method. Here's a screenshot of everyone stuck inside the inn: http://i.imgur.com/ZPOLYsj.png
The author explicitly stated he doesn't care that his mod breaks your game, and has replied only with sarcasm to concerned users. Install this terrible mod at your own risk.
Uninstall more mods, leave this one be, or alter it to work if you have all the time to do so. Otherwise it doesn't really matter to me. free content is what it is, don't be a whiny b&@*$ when somethings screwed up. I will get back to this... when i have the time and energy. and no, it won't "break your game". if you find it to be the most terrible, repulsive thing you ever seen, simply delete the esp, along with the new textures & meshes. And boom! your good. If it means so much to you, i'll send you my pay-pal info so you can pay me to take time from my day to fix the issues right away! thanks!
AlexOfSpades: Pretty simple fix, just load in tes4edit and delete all references to bloated float, including persistent "boat door" refs. Otherwise this mod is fantastic, completely transforms the waterfront, and great attention to detail!!!
Hmm, I always wince when I see comments like these two. I'd rather say, don't install any mods before you learn how, or you may risk breaking your game. I had the problem with floating doors - which is a common issue with this mod, and I hope the author finds time and energy to see about it - but apart from that installation and uninstallation was a breeze with Wrye Bash.
While you warn other users, do you mind telling what installation method you actually used? Maybe it's only this particular method/tool that's faulty, and not this mod at all?
All i can say is that i run pretty stock copy of Oblivion, a few graphical mods and obse. and this file works perfect. perhaps it has something to do with load order?
I installed the mod manually, by dragging the files, putting them in the Data folder and checking the .esp.
At the time I tested this mod, I had a pretty vanilla setup. Even after unchecking the .esp the doors continued to show up, floating, and the Thieves Guild questline (with Armand Cristophe) stopped working entirely.
I'm installing the new version of the mod to test it, I'll edit this post in case it doesn't fix it.
Edit: Installed new version, Waterfront definitely looks prettier and less laggy than mod's first version. However, Methredel never showed up for the Thieves Guild first quest - I used moveto to teleport to her, and it seems she was floating in the void somewhere below the Waterfront. I suppose she clipped in there somehow?
I loaded an earlier save, isnide the Bloated Float inn, finished the quest and then realized I couldn't leave. The door wouldn't work.
All of this is making me think that if you're installing this mod, you should preferably do it if you haven't started any of the waterfront quests, and you're not in the zone. It might also require a new save, in case NPC positions have been registered in your save - some of them apparently might be trapped into zones that no longer exist.
Edit 2: Yep, even in a new clean save, Bloated Float Inn had its door locked, and if unlocked with the console, if you enter you can't leave anymore as the door out stops working. This conveniently trapped some Thieves Guild npcs inside the Inn, making the questline undoable for me. I don't have any other city or landscape mods installed, just a grass retexture and basic CM Partners.
Actually I have encountered a problem. In the Bloated Float Inn, the door does not work once you enter, making leaving the inn impossible. Please fix this, the rest of the mod is great :c
Here's the thing, I was having the floating door problem until I started a new game. You can't use this mod with pre-existing saves. It does not work. I also used TES4Edit to clean it, even if it didn't really need it, and I reset BSA timestamps. This mod works, you just have to start a new game after you install it.
Amazing job, tough i get CTDs with the mod on. I get a CTD each time i try to cross the tunnel to the temple plaza and normally after 3 min playing the game crashes. I disabled all my mods and it still was an issue, it only stopped when i removed your mod. I hope this is helpful in order to make this mod better, as for the moment i can't use it. Edit: i am using the newly added version 3.0
48 comments
You can not use this mod with existing saves, by the way. It has to be a new save, or the floating doors persist.
http://www.nexusmods.com/oblivion/mods/47982/?
As for the mod itself: It's so beautiful and well done! Thank you.
The only thing that I don't like that much is the fact, that the trader seems to have a mercantile skill of just 5 (they usually have 30-40+ afaik), buys stolen goods and it shows he's selling spells, but he has none. I guess that's due to the fact, that it's a WIP.
But anyone who wants a fence and/or trader to make a lot of gold right next to your own house will probably have a good portion of fun here.
Otherwise it's really pretty, immersive and well-done. Even the pathfinding seems to be working just fine with the new spot where the TG will meet.
This file is designed to work with OBLIVION, not every other landscape modification ever made.
The author explicitly stated he doesn't care that his mod breaks your game, and has replied only with sarcasm to concerned users. Install this terrible mod at your own risk.
I had the problem with floating doors - which is a common issue with this mod, and I hope the author finds time and energy to see about it - but apart from that installation and uninstallation was a breeze with Wrye Bash.
While you warn other users, do you mind telling what installation method you actually used? Maybe it's only this particular method/tool that's faulty, and not this mod at all?
At the time I tested this mod, I had a pretty vanilla setup. Even after unchecking the .esp the doors continued to show up, floating, and the Thieves Guild questline (with Armand Cristophe) stopped working entirely.
I'm installing the new version of the mod to test it, I'll edit this post in case it doesn't fix it.
Edit: Installed new version, Waterfront definitely looks prettier and less laggy than mod's first version. However, Methredel never showed up for the Thieves Guild first quest - I used moveto to teleport to her, and it seems she was floating in the void somewhere below the Waterfront. I suppose she clipped in there somehow?
I loaded an earlier save, isnide the Bloated Float inn, finished the quest and then realized I couldn't leave. The door wouldn't work.
All of this is making me think that if you're installing this mod, you should preferably do it if you haven't started any of the waterfront quests, and you're not in the zone. It might also require a new save, in case NPC positions have been registered in your save - some of them apparently might be trapped into zones that no longer exist.
Edit 2: Yep, even in a new clean save, Bloated Float Inn had its door locked, and if unlocked with the console, if you enter you can't leave anymore as the door out stops working. This conveniently trapped some Thieves Guild npcs inside the Inn, making the questline undoable for me. I don't have any other city or landscape mods installed, just a grass retexture and basic CM Partners.
You can't use this mod with pre-existing saves. It does not work. I also used TES4Edit to clean it, even if it didn't really need it, and I reset BSA timestamps.
This mod works, you just have to start a new game after you install it.
Edit: i am using the newly added version 3.0