Probably not, as Beautiful Cities of Morrowind (BCoM) already does changes to Pelagiad, and is newer (from the same author). I'm guessing BCoM incorporates an updated version of this mod.
I got a problem with the interior cells, I think it's because I have a translation mod which modifies the name of all cells and turns this one into a clone (which has no floors nor any of the items of the original). I opened both mods on Construction Set but I don't know how to merge the "Fort Pelagiad interior cell" from this mod and the one from the translation.
I know this mod is abandoned but If the author or anybody can help me I'll really appreciate it.
Hey, I noticed that there isn't enough wall room above the gate for a portcullis, so when the portcullis is raised it looks really short. Are there any plans to redo the interior of the fort to match the exterior? I still can't tell the difference. Also, I think giving that nord barbarian a home defeats the purpose of making him a barbarian. He is supposed to be a wandering barbarian, not a resident of the town I think. Otherwise, I like that the watchtower is moved to the road, even though it should probably be removed since it is mogged by the mushrooms. The main road is a good place for a tower. I generally like the fort layout, which is why I keep your mod installed with tweaks (the gallows were overkill), but overall I'm not as impressed with this iteration, as I am with your other location mods.
My standalone mods are abandoned at this point and they'll remain as they are now. No more updates from me, tough they have free perms so anyone is free to make forks and upload them.
Only thing I can say is to give Beautiful Cities a try as overtime I improved as a modder, I got a lot of feedback from the community and I also spent a lot of time on that project (more than 90 updates from version 1.0) so the consistency, polish and overall quality of BCoM at this point is on another level compared to the standalone mods. Save for a few of them (Tel Aruhn, The Ashlanders, Balmora, Ebonheart and stuff released after BCoM) I wouldn't use my standalone mods myself since there's a better alternative now.
p.s. Agreed on the fort and on the tower. The point you make about the barbarian is more a personal interpretation I think.
1. A mesh was optimized and edited to use a vanilla texture so that one is no longer necessary 2. Correct. It's just one single piece that needs to be deleted from PfP.
Subtle, simple and amazing - I love the changes, especially the watchtower moved to a logical location and the added height of the fort makes it so damn impressive to walk up to. Additionally, no patch needed for Repair Add-on... yet lol
Wanted to ask if the Patch for Purists is really necessary (as Wrye Mash suggests), since I'm using the Patch Project (may eventually switch, but not right now).
No you can just remove the dependency. I didn't want to add a patch for it since I think 98% of the community is using it. I just had to delete a piece PfP was editing (and thus duplicating when using this mod alogisde of it).
I really love your mods immensely and thank you for taking the time to create them.
That mod is amazing but I am currently using the mod "Cesus & Excise a joinable faction". In that mod, I receive a quest where I need to head to Pelagiad to collect a tax from Erval:
https://elderscrolls.fandom.com/wiki/Erval
For some reason, when I try to enter his house, it's only a door, there is no cell attached to the house and I suspect this is probably caused by your mod. It's nothing major but still a little bug.
24 comments
I know this mod is abandoned but If the author or anybody can help me I'll really appreciate it.
Only thing I can say is to give Beautiful Cities a try as overtime I improved as a modder, I got a lot of feedback from the community and I also spent a lot of time on that project (more than 90 updates from version 1.0) so the consistency, polish and overall quality of BCoM at this point is on another level compared to the standalone mods.
Save for a few of them (Tel Aruhn, The Ashlanders, Balmora, Ebonheart and stuff released after BCoM) I wouldn't use my standalone mods myself since there's a better alternative now.
p.s.
Agreed on the fort and on the tower.
The point you make about the barbarian is more a personal interpretation I think.
"Textures\CRC\x\Tx_metal_strip_02a.tga"
but not in v1.4, it's no longer necessary?
2. v1.4 is now a BAIN installer yet there's is no indication as to what this new patch does
"01 Patch for Purists patch\Pelagid_PfP_patch.ESP"
Perhaps it has something to do with your earlier comment;
2. Correct. It's just one single piece that needs to be deleted from PfP.
So I'm clear on this "Pelagid_PfP_patch.ESP" is for those
a. using Patch for Purists
or
b. for those not using Patch for Purists
multiple choice is easier
:P
Wanted to ask if the Patch for Purists is really necessary (as Wrye Mash suggests), since I'm using the Patch Project (may eventually switch, but not right now).
I really love your mods immensely and thank you for taking the time to create them.
That mod is amazing but I am currently using the mod "Cesus & Excise a joinable faction". In that mod, I receive a quest where I need to head to Pelagiad to collect a tax
from Erval:
https://elderscrolls.fandom.com/wiki/Erval
For some reason, when I try to enter his house, it's only a door, there is no cell attached to the house and I suspect this is probably caused by your mod. It's nothing major but still a little bug.
Thank you !