This mod is amazing. I love the aesthethic and little details everywhere. This is the coziest house mods i ever used in any TES or Faullout games. It fits Oblivion so well. Very impressive, especially knowing how old it is.
The NPCs in this are a mess. Severely low levels & underequipped; all the guards are in the wrong class; energy levels, aggression, & confidence completely untouched. These NPCs will die with one hit or even just a gentle spring breeze blowing through. Yet another one of those mods where the author spent all his time making the place look cool and just tossed numerous NPCs in as almost an afterthought. Be prepared to spend a lot of time editing these npcs.
Also the files are a mess - no BSA, just loose files, in several different packages, all of which you need to install in a certain order, with no explanation about any of this until you go to the castle in game and see all the missing meshes. You'd think this author would've cleaned it up in 14 years, but no. I spent most of a day wasting my time on this, then gave up & trashed it.
I think the majority of the people that are having issues with this mod may be using an alternative start mod. Or, simply, CSVCastleSeaview 10 is not being set. The quest is actually pretty self explanatory if the quest actually starts. So make sure, if you don't receive a Castle Seaview quest topic, that you "SetStage CSVCastleSeaview 10" when you start the game.
Kenzee, Stand at the wall, facing the same way the cow is, and look over the wall for something at the base of the wall. Hope this helps you out without giving it away. If you are still stuck, message me and I will tell you in detail what to do as I don't want to spoil it for others. Good luck
Rather a curious post, I'm just keen to see if you'd entertain the idea, of remaking this mod for SKYBLIVION, as and when it eventually releases. I loved this mods for years and years in oblivion and i think it could be made even more awesome in the newer engine and with skyblivion's new castle assets. No pressure obviously I'm keen to see what mod authors feelings are to making/remaking mods for skyblivion...
This is a great castle mod and it is truly unique. However, there is one major issue that I noticed with Knights of the Nine official DLC. When I run Castle Seaview and Knights of the Nine simultaneusly, a huge terrain gap appears, as if one of the cells upon which the castle is completely missing. I tried using the following setups:
Oblivion vanilla + Castle Seaview - ok Oblivion vanilla + Shivering Isles + Castle Seaview - ok Oblivion vanilla + Shivering Isles + Castle Seaview + Knights of the Nine - error.
I'm not sure if this was reported before or whether it's a known incompatibility or not, but I thought I should report it.
I have never seen a missing cell for the KoTN-Seaview conflict. The land elevation conflict, mainly along the path to the castle, is solved by loading Seaview after KoTN in the load order.
First off, I love this mod and very excited about using it. I just finish the ghost quest and want to own the castle. However, while I am not CTD, the game has froze on my three times. I am running only one other home mode. any suggestions?
Whenever the castle is on screen, my FPS drops to a crawl. I'm usually running at about 40fps, and when I approach the castle, it drops to 5fps. Not playable for me.
544 comments
Also the files are a mess - no BSA, just loose files, in several different packages, all of which you need to install in a certain order, with no explanation about any of this until you go to the castle in game and see all the missing meshes. You'd think this author would've cleaned it up in 14 years, but no. I spent most of a day wasting my time on this, then gave up & trashed it.
Stand at the wall, facing the same way the cow is, and look over the wall for something at the base of the wall.
Hope this helps you out without giving it away. If you are still stuck, message me and I will tell you in detail what to do as I don't want to spoil it for others.
Good luck
Rather a curious post, I'm just keen to see if you'd entertain the idea, of remaking this mod for SKYBLIVION, as and when it eventually releases. I loved this mods for years and years in oblivion and i think it could be made even more awesome in the newer engine and with skyblivion's new castle assets. No pressure obviously I'm keen to see what mod authors feelings are to making/remaking mods for skyblivion...
All the best.
BUT HOW I PUT THE MOD ON OBLIVION
Oblivion vanilla + Castle Seaview - ok
Oblivion vanilla + Shivering Isles + Castle Seaview - ok
Oblivion vanilla + Shivering Isles + Castle Seaview + Knights of the Nine - error.
I'm not sure if this was reported before or whether it's a known incompatibility or not, but I thought I should report it.
http://www.nexusmods.com/oblivion/mods/29905/?
I think this kind of land gap is specifically addressed by that patch - at least its worth a try.
any suggestions?
http://www.nexusmods.com/oblivion/mods/29905/?
I don't know that it will fix the issue, but its worth a try, ne?
http://www.nexusmods.com/oblivion/mods/29905/?
I don't know that it will fix the issue, but its worth a try, ne?