Oblivion

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SilentResident - Fallout301 - knightspk2 - mhahn123

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  1. mhahn123
    mhahn123
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    For all those who have posted recent comments...thank you very much for continuing to show support and supply much needed feedback for Silent Resident's outstanding work on this project. It is regrettable however that Silent Resident is no longer continuing work on the mod....at least not any time in the foreseeable future. For now, real life demands are too great. Some time ago we exchanged a few private messages and I shared ideas for possible future improvements to Sutch. Silent Resident has granted me editing access and permission to continue developing the project.

    So good news first. The foundation that has been laid here is very solid. There aren't any major changes that need to be made. I have already begun work developing custom textures for the Sutch architecture, so this city can have it's own unique look as all the other cities do. Some of you may have seen the test model screen shots that were posted recently. There are plans to enlarge the city slightly so that there is a little more room inside, but not so much that it creates mod conflicts. Silent Resident's chief goal was always compatibility and I wish to stick to that as much as possible. My reason for expansion is to only create enough space inside the walls to get the houses separated from one another.

    Other plans include making the city walls accessible and adding a few more guards. The custom architecture mentioned above will be AWLS compatible now that I have finally learned the technique for doing that. Hopefully I can gain enough space to squeeze in a home for the player to purchase. The short list of bugs and glitches will be corrected. Sutch dialogue will be added to all of the NPCs. And yes I will even be trying my hand at adding some short quests. Most likely some small "fetch" quests for starters, but if all goes well we may see something a little more grand on down the road.

    Now for the bad news. This isn't all going to happen tomorrow. It will take time to develop...probably a few months at best. So patience is still the order of the day. But work has already begun and the wheels are turning. So please continue to post constructive comments and any general ideas you may have. All suggestions will be given reasonable consideration.
    1. SilentResident
      SilentResident
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      What mhahn123 said, is very true. What happens to most of us the modders, including me, is that our modding time has been limited, due to life being demanding, and we have less and even less time to work on our mods.

      However, I am very satisfied with the mod, it has become a great mod, and the gamers are satisfied, and this is what counts. Thank you mhahn123 and of course everyone else here in this forums!

      Thanks to your help and contribution, the mod is great!



    2. ArtemSHikoff
      ArtemSHikoff
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      Can i improve this mod by adding interiors and quests? I have some ideas....
    3. RareDwemerArmor
      RareDwemerArmor
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      Well, I actually tried creating a separate .esp addon for this Sutch mod using CSE, but it crashes everytime I tried to save. Doesn't seem like it's actually possible.
    4. TheRomans
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      You can edit this mod diretly without having to use a patch .esp.  Author have given permission.  Check the permission botton on the description page.

      Modification permission
      You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as
      the original creator
  2. michaelschmiedt
    michaelschmiedt
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    The maps with Sutch are not working with MO2, the city is not showing up. Btw, the Elven Map Redux is also not working with MO2. The only map mod is Color Map Mod. Does someone have a solution?
  3. stinkyjaden101
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    I am having an issue with the mod. When I enter the temple in Sutch, there is a graphical glitch line, as seen in the attached screengrab. Before I took the screenshot, it was even worse, with the line being even bigger reaching as a rectangle and another character in the building had the same issue. (Unfortunately, I couldn't get a shot of it, and couldn't replicate the exact phenomenon shown here.)
    Also attached is my mod loadout. I experienced an issue with the Character Overhaul in another instance, so my suspicion is with that, but I'm not certain.

    Thank you for your time.



    1. TheRomans
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      does it appear to be connect to the Kajiit NPC?
    2. TheRomans
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      Confirmed my suspicion reading earlier posts

      That Kajiit nPC has the wrong skeleton nif, he needs the beast skeleton nif (support the tail attachment) rather than the human one.

      If can use the CS or CSE it is a realatively easy fix.
    3. stinkyjaden101
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      Alright, I'll try that...
    4. stinkyjaden101
      stinkyjaden101
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      I do not have any experience with the Construction Set however
    5. stinkyjaden101
      stinkyjaden101
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      Update: I installed the Universal Skeleton Nif and it seems to have fixed the issue. Thank you, kind sir!
  4. kallekukhuve
    kallekukhuve
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    Idea for an improvement:


    There is an image from a user named Nuvendile where there are lines drawn of a possible expansion towards Fort Sutch.

    Fort Sutch is involved in a Dark Brotherhood quest where you are to kill the leader of the "mercenaries" living in the fort.

    If the town is expanded with a large slum quarter, that is outside the main walls and is spread out towards the ruined fort, and you add an old ruined fort wall between a corner of the town and the fort, then you can see the town's history simply when you walk by in game that Fort Sutch was the original castle of the town, but the lords built a new castle (the current one) and the old one along with it's walls has gone to ruins over time. The middle and upper class citizens fortified themselves in the part of the town that was built later, while the lower class people who couldn't afford to move stayed where they had always been.

    Why are you sent by the Dark Brotherhood to kill the mercenary leader in old Fort Sutch? The lord of Sutch is feeling threatened, or might really be threatened, by the mercenaries that have set up a base there.
    Maybe the lower class people of town that live in the shadows of the old broken down walls have turned to the mercenaries for their protection instead of the real lord of Sutch, who doesn't give a crap about them. Well, now he does! Or at least he wants to get rid of their potential new leader that might be a threat to his family's position.
    And finally you will get an evil quest by the Dark Brotherhood, killing the poor people's protector.

    If you don't join the Dark Brotherhood there can be quests about overthrowing the lord of the town, a nice class conflict quest line! Who do you choose to help? The poor people outside the walls who have been treated badly for generations, or the good and honest middle and upper class people inside the town who have worked hard all their life to get to where they are?
    1. Aspjerger
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      Since Titus Mede I is said to have been a Colovian warlord maybe after Roderik is killed he would become idealistic ruler of the Mercenaries and take over Sutch.
    2. Mothduke
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      It'd be poetic to have the Mede Dynasty get its start through the actions of the Dark Brotherhood.
    3. kallekukhuve
      kallekukhuve
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      When did Titus Mede I live? Was it during the Oblivion time period?
  5. GeorgeCorbul
    GeorgeCorbul
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    I'm not sure who I address about this but I've come across a few issues:
    1) There are certain doors in town that are locked or have no 'teleport' function (that is, they do nothing when activated). Examples of them are the well - it's locked and requires a key - and a trapdoor behind a house next to the church. I think there's at least one more door like this near the castle entrance, but I'm not sure. Anyway, is this a glitch, or was it intended?
    2) When I entered the castle, everyone there became hostile and the guards wanted to arrest me. Why? There was no warning that I couldn't enter the castle...

    And also a question: the abandoned house has some interesting loot and a cauldron with bones of all things. There are a couple of containers that belong to someone. Is there some npc that actually comes to the abandoned house, or are those owned containers just for show?
    1. FireTehVahu
      FireTehVahu
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      Sadly this mod was never quite finished so the doors that you found were meant to be expanded upon at some point. The abandoned house is always empty; no npc ever visits it. It could be that some of the areas were intended to have quests associated with them, but this is just speculation on my part. The guards in the castle seem to have high aggression values. Check the post from TheRomans (14 September 2020) in order to fix it.
    2. kallekukhuve
      kallekukhuve
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      It would be good to know the plans of the origimal authors so someone could continue and finish up. Otherwise it will be hijacked and turned into something else for the one who gets permission to work on it.
  6. OswaldMrOswald
    OswaldMrOswald
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    Hello,

    Is it at all possible for someone to take charge of the mod and start adding new content? I would gladly support it, especially since it should have been apart of the game from the start. I believe a mod like this would be a good investment. 
  7. Mymlala
    Mymlala
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    Sad this never got completed... it seemed like such a promising start. But so many of the interiors feel copy-pasted from default game interiors (such as how the Mage's Guild and Fighter's guild interiors are just copies down to the exact same lootable items of Chorol's guild halls). Also the lack of any shops (other than the one guy in the Mage's guild) to sell/buy from is a bummer.

    To top it all off... got a really immersion breaking and glitchy bug when I walked in where part of a guard's head just stretched for all the way from his position at  the gate over to the front gate of the castle. Haven't seen anything like that show up in any other location... so yeah... probs going to uninstall this and try Arth's mod instead. :\
    1. songlife
      songlife
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      Reminds me of the Kvatch Rebuilt mod, which pre-invasion is unfinished, with a bunch of doors that don't open, empty houses, etc. I took one look at that and said no thanks. I can't imagine why people would put unfinished/abandoned mods in their game. Supposedly this mod was going to be finished by MHahn, but after 8 years, I guess we can consider that yet another idle promise.
  8. TheMadSlayer
    TheMadSlayer
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    Cool idea but there is nothing to really do in the city but explore and loot for a hour.
  9. 2Soulz
    2Soulz
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    just works. Amazing but the kajid there has a lon left arm huh i hope this 1 gets fixed
  10. axac
    axac
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    When I enter the castle, the Count's bodyguard attacks me, and then the other guard defends me. If the bodyguard dies, the other guard comes to attack me after defending me. Uhh.
    1. TheRomans
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      Sounds like the bodyguard has aggression and maybe faction problems. As soon as you can get a line of sight on him, use the console on him. First
      click on him
      the do
      setav aggression 5
      see if that helps.
      If you can use the Construction Set you can also edit his aggression there, and edit his factions.

      if he has already entered combat mode before you could use the console to edit his aggression, then also use the command:
      stopcombat
  11. Seferoth
    Seferoth
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    No inns,shops or quests of any kind? Without those this mod is completely useless. There is literally ZERO reasons to visit Sutch. Simple shop and one inn would be enough reasons to visit it. Shame, the city looks nice though, with little more work it could have been a decent mod.
    1. Robertthe3
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      >zero reason to visit it
      Not really, there's a few quests that occur in the vicinity, including a Dark Brotherhood Quest and a Daedric quest that literally takes you close to the front gates. Sure there might not be much else to do here, but there's still reasons to end up nearby and explore it. Plus it adds some fun stuff for thief characters. I'd rather not have too many other things attached to it because I personally hate silent voices stuff, so if they do add some more quests to the city I hope they're small or can use the available voice files.
    2. Grogrokl
      Grogrokl
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      Use Arthmoor's Sutch Village instead, it has a long quest.
    3. GeorgeCorbul
      GeorgeCorbul
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      Why not both? I think there's a patch that makes the two work together without problems.