I quite like this mod, but I'm running into an issue on my current playthrough- the magetallow candles box doesn't appear in Aurelinwae's merchant list. I tried using console commands to add it into my inventory, but it says the item doesn't exist (I tried both the Editor ID and Form ID). I tried disabling the mod, making a clean save, then re-enabling the mod, but that didn't work. If I can't find a fix, I'll just have to go back to the vanilla version.
By images this seems to be the prettiest Frstcrag overhauler. but comments here are scaring me. Sad how ppl say it breaks the game but doesn't precisely describe how.
Version 1.5 from 2009 claims to have fixed the MQ breaking bug, but BronzeSwordfish in 2018 still reports crashes and MQ breakage. I'd like to install it but I'm afraid.
Could not load my game with this. I'm playing the gog version of Oblivion and modding it with mo2, loaded up game and it froze, only got 90 odd mods for Oblivion so didn't take long to figure what was causing the freeze. It's a shame as it looks lovely from the pics.
WARNING: Do not install this mod. Had to completely uninstall this mod because it was causing so many crashes that it made the game unplayable. Literally a crash every 5 minutes. I've also heard it breaks the main quest. I'm hoping there will be no lasting effects on my game... Other than the obvious game-breaking bugs, the Spire at least looks very nice. In conclusion, this is a good looking mod that is unfortunately implemented terribly. I'm sorry to have to delete it.
If you want the magetallow candels, deactivate the *Un*official Frostgrag DLC patch. then use the consol and run this script "player.additem xx004CCD" the xx (monoindex) is the number in which frostcrag spire revisited (Which is now your DLCFrostcrag file as this mod overwrites the original DLC) was loaded. The monoindex is in hexdecimal, not decimal.
if that doesnt work, use CS to find the correct FormID under miscitems>architecture; check all the mods leading up to DLCFrostcrag when opening up the data file, and set DLCFrostgrag to active so the CS will give you the monoindex.
The bloodgrass at the entrance can be fixed with console command "disable"
also, frostcrag village + this mod seems to work much better with the unoffical patch disabled :/
I like the ingredient storage... but I wish there were a way to take all the ingredients out instantly like you can put them away. any way to do this? EDIT had to write a script for it, if someone wants it, PM me
I experienced 0 crashes with this mod in the short time I tried it on a save where I'd already bought the upgrades (I did have to buy again). It looks great but all the staircases and such made the place feel cramped to me, and having each alchemical ingredient in a separate container looked like it would be a huge hassle when I wanted to do alchemy (though there was a "sorter" - I think it takes the ingredients from your bag and puts them in the right containers). The only bugs I found were a bloodgrass plant growing partly in the main outside door, and that the journal still told me to go the the Mystic Emporium when all I had left to get were the Megatallow Candles (the mod moves them elsewhere). I'll endorse it because I'd recommend it to someone who'd like the Tower to feel more opulent.
129 comments
Version 1.5 from 2009 claims to have fixed the MQ breaking bug, but BronzeSwordfish in 2018 still reports crashes and MQ breakage. I'd like to install it but I'm afraid.
Had to completely uninstall this mod because it was causing so many crashes that it made the game unplayable. Literally a crash every 5 minutes. I've also heard it breaks the main quest. I'm hoping there will be no lasting effects on my game...
Other than the obvious game-breaking bugs, the Spire at least looks very nice.
In conclusion, this is a good looking mod that is unfortunately implemented terribly. I'm sorry to have to delete it.
About the crashes, have you tried Wyre Bash + BOSS to assure the proper loading order?
if that doesnt work, use CS to find the correct FormID under miscitems>architecture; check all the mods leading up to DLCFrostcrag when opening up the data file, and set DLCFrostgrag to active so the CS will give you the monoindex.
The bloodgrass at the entrance can be fixed with console command "disable"
also, frostcrag village + this mod seems to work much better with the unoffical patch disabled :/
EDIT had to write a script for it, if someone wants it, PM me