Conflicts badly with David Brasher's Blood Raven. There's minor clipping in a couple trees and such, but more crucially, a Colovian mound is right in the same spot as one of the cemetery's crypts, making it inaccessible as far as I could tell. This would be coincidentally ideal if it wasn't in an incompatible spot, since Blood Moon's cemetery is wildly overrun with undead and certainly they'd love to have another tomb in their area. But the two mods won't work together as is. Also fast traveling to Blood Raven's cemetery now puts you in a misplaced Colovian rock that you have to disable to get out. Really needs a patch to move the Colovian entrance several yards away.
"In Morrowind and Skyrim, you couldn't walk five minutes without running into a tomb or barrow of some sort."
I do like the idea of this mod.But there are tomb dungeons in Oblivion as well ,Underpall and Amelions tomb are both old graveyards and there are old graves and coffins in other caves and forts as well.
Hello. Just thought I'd drop a thank you for this mod in particular. The burial mounds really help with immersion and add something new while still keeping it lore friendly, not going overboard with new content or seriously conflicting with other mods (despite me having damn near every village mod possible in my load order).
There's a minor conflict with Bralsa Andaren's Cottage mod: Andaren's Cottage at Oblivion Nexus - mods and community The cottage and the local burial mound (near the shrine of Kynareth) clip into one another to a noticeable degree but that didn't really bother me too much as there were no other problems present from this conflict. I could still enter the cabin and the burial mound and I could headcanon it away as Bralsa being... Well... Bralsa and just building her cabin partially into a damn burial mound. She is there just to wreak havoc on Kynareth's creatures for shiz and giggl- erm magical research anyway. The cottage is a pretty obscure and minor mod anyway so if I would've had to choose, it'd been the burial mound that stayed.
I have checked all locations and found no incompatibilities with UL or Hesu. What's up with the KotN patch though? One of the burial mounds is right in the back yard of some KotN buildings but nothing game-breaking. Is there something else I need to look for? Epic mod btw, love it when lots of good content doesn't conflict with lots of other good content.
I'm wondering: I saw it is an .esp without any dependencies, so it seems to me more a substitute than a patch. I'm wondering if I can just use that plugin even if I don't use RoC and KotN, and forget about the .esp you published in the main files section. So if someday I add Kotn or Rotc, at least I won't have to remember that I have to use the optional .esp.
I have no plans to add any more tombs. Putting the interiors together from scratch is tedious, as is location scouting. There's is also the added problem of adding more potential incompatibilities as more tombs are added.
As for unique treasures, I don't have any ideas of what would qualify as Romanesque, let alone where I would find the resources for them.
I love, love, love mods that add more to the world in a logical way through the explorations of niches in the Elder Scrolls universe. Your mod also reminds me of some David Brasher's (the Dwemer ruins and Skyrim Nord tombs specifically). Thanks for sharing.
I found 3 of them, but after a lot of searching, I can't find a trace of the others. Can we get a map or a description of where they're located?
Next, the loot is.. well, there are some undeads, and each barrow has a small chest in it, but the coffins and sarcophagi aren't openable. How can we rob graves that we can't open? LOL?
I'll add a list of general locations in the description. I had to make some of them remote to dodge the need for landscape alterations and compatibility problems.
Lootable urns and sarcophagi...? That's a good suggestion. I'll get on that when I am able.
Ah, I had forgotten to account for UL. I cross-referenced the tomb sites, and it appears that most of the tombs are fine with UL. The only UL mod that I am pretty certain will cause problems is The Great Forest: Lush Woodlands.
I'll take another look and see what I can do. But I can't promise a patch, especially since grad school is eating up most of my time right now.
Edit: I took another look, and it appears that even though UL Lush Woodland and this mod overlap somewhat, they do not interfere with each other. I have made a note in the description.
18 comments
I do like the idea of this mod.But there are tomb dungeons in Oblivion as well ,Underpall and Amelions tomb are both old graveyards and there are old graves and coffins in other caves and forts as well.
Just thought I'd drop a thank you for this mod in particular. The burial mounds really help with immersion and add something new while still keeping it lore friendly, not going overboard with new content or seriously conflicting with other mods (despite me having damn near every village mod possible in my load order).
There's a minor conflict with Bralsa Andaren's Cottage mod: Andaren's Cottage at Oblivion Nexus - mods and community
The cottage and the local burial mound (near the shrine of Kynareth) clip into one another to a noticeable degree but that didn't really bother me too much as there were no other problems present from this conflict.
I could still enter the cabin and the burial mound and I could headcanon it away as Bralsa being... Well... Bralsa and just building her cabin partially into a damn burial mound. She is there just to wreak havoc on Kynareth's creatures for shiz and giggl- erm magical research anyway.
The cottage is a pretty obscure and minor mod anyway so if I would've had to choose, it'd been the burial mound that stayed.
Once again, thank you for your great content.
I know it's been a while but, could you make a KotN patch without RoC? Or does the basic version already work with KotN?
I saw the following plugin:
CBM - KotN and RoC patch
I'm wondering: I saw it is an .esp without any dependencies, so it seems to me more a substitute than a patch. I'm wondering if I can just use that plugin even if I don't use RoC and KotN, and forget about the .esp you published in the main files section. So if someday I add Kotn or Rotc, at least I won't have to remember that I have to use the optional .esp.
As for unique treasures, I don't have any ideas of what would qualify as Romanesque, let alone where I would find the resources for them.
Thank you for the suggestion though.
Next, the loot is.. well, there are some undeads, and each barrow has a small chest in it, but the coffins and sarcophagi aren't openable. How can we rob graves that we can't open? LOL?
Lootable urns and sarcophagi...? That's a good suggestion. I'll get on that when I am able.
I second the desire to know if this conflicts with the Unique Landscapes.
Any chance for a compatibility fix?
Edit: I took another look, and it appears that even though UL Lush Woodland and this mod overlap somewhat, they do not interfere with each other. I have made a note in the description.