Oblivion

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Guinefort1

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Guinefort1

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105 comments

  1. Salzber
    Salzber
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    There is minor conflict with Ivellon ,it causes the goblins inside Fort Urasek to spawn.
    1. XerionTheBraveWarrior
      XerionTheBraveWarrior
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      fun goblin raid?
  2. treowtheordurren
    treowtheordurren
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    Minor incompatibility with Arthmoor's Urasek. The first quest involves clearing goblins out of Fort Urasek, which is obviously occupied by the Legion. Conflict ensues, but the quest doesn't break.
  3. DrWilyeCoyote
    DrWilyeCoyote
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    It seems likely but does this conflict with better forts?
    1. xaosbob
      xaosbob
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      According to mixxa77 (Better Forts' author) they chose their locations specifically to avoid conflicts with this mod and Forts of Cyrodiil - Reimagined. The Better Forts description page has a complete list of forts in the game, and notes which mod changes which, which haven't been changed yet, and which mixxa doesn't plan to touch. It's a long and pretty brightly-colored list, so it's easy to find.
  4. jatkinson85
    jatkinson85
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    LOOT Masterlist Entries

      - name: 'Legion-occupied Forts.esp'
        dirty:
          - <<: *quickClean
            crc: 0xA5167B00
            util: '[TES4Edit v4.0.4](https://www.nexusmods.com/oblivion/mods/11536)'
            itm: 12
            udr: 1499
        clean:
          - crc: 0x1B2A3664
            util: 'TES4Edit v4.0.4'

    Yeah this mod needs to be cleaned with TES4Edit's QuickAutoClean function as the mod author has never done it themselves despite being asked to previously.
    1. DryBones12
      DryBones12
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      I have the same error. I'm not sure if it's either the mod's fault, or maybe an error from tesedit? I don't see this mentionned anywhere else on this mod's page
    2. jatkinson85
      jatkinson85
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      It's not an error from TES4Edit, and it absolutely is mentioned in the comment thread on this page.
  5. DiegoReyes1995
    DiegoReyes1995
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    There are some yellow shapes in the occupied Forts, any fixes?
    1. SaintJeremy
      SaintJeremy
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      Did you install the main file?
  6. TheHavok
    TheHavok
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    Pretty good work. Very good mod indeed. There are two suggestions I'll leave that can benefit the mod, one minor and one major:

    The Fine Steel Bow in Fort Nikel has been push below the ground, along with the skeleton there that had a note. Putting these in a useful position would be great. This is the best bow you can easily get early on without stealing from guards, so it can impact some plays. Takes 2 minutes to solve.

    Enhanced Economy has some merchant quests that sends players on treasure hunts. Some items spawn inside some forts used here. A workaround would be for the interior of the fort have a basement where the vanilla interior is, with the original ID. That way we can enter the fort, go to the basement and do what we need without having to disable the mod to do these quests.

    Have a good one!
  7. bunghuffer
    bunghuffer
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    Looks awesome. Compatible with the lost spires? I'm gonna have to skip out on Impereal Empire Unique Forts since the patch for that and lost spires seems to not be around anymore but I totally want to use this if possible! Thank you.

    Edit: Also, sorry if this is a dumb question but I guess these imperial forts can be taken over by other factions/races when played with MOO? That would be really awesome.
  8. itsbooby
    itsbooby
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    This is a very cool mod. There's another cool mod called "Enhanced Daedric Invasion" which seems like it would pair great with this mod. Imagine if both of these mods were combined into one mod? Hear me out:

    The Daedric Invasion mod has Imperial Captains which will give you missions to fight back against the Daedra and close certain Oblivion gates. However, these troops organizing against the Daedra are centered in the cities and the forts are left untouched. 

    If these mods were combined, the forts could serve as bases of operations for assaulting and defending against the Daedra. The Imperial Captains would be placed in the forts instead of their usual locations in or near the city. You would have troops from the forts aid you. You could have say 4 to 6 troops tag along with you at the start, and then the waves of reinforcements will spawn at the forts and make their way toward the battle.

    Over time, you could LOSE forts to the Daedra. Eventually, the Daedra start to attack cities and etc. The more forts left standing, the more allies you have. They will provide troops and supplies such as weapons, armor, healing items, and etc. The less forts standing means less protection on the roads, less help closing the Oblivion gates, higher prices in the cities (the rampaging Daedra could affect the economy in some way), and a gloomier atmosphere.
    1. ZippyLemon
      ZippyLemon
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      this is an awesome idea. I'd rather it was lightweight though, ie the forts don't fall dynamically and no effect on the economy (there are already good economy mods and with or without them I feel like the crisis is supposed to be accounted for in the prices you see already). That would mean less scripting CPU-havoc, more stability, more compatibility. You could make it so that at a late point in the MQ the invasion gets kicked up a notch and any forts you haven't helped get wiped out. That would be a one time scripted check when the player is in a definite cell away from all the changes, which I can imagine would be way easier for the game to handle
  9. marob307
    marob307
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    does this use custom asset armors ? I will prefer stay with vanilla asset.
    1. ghjklzxc
      ghjklzxc
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      No, afaik. I visited about 5 of Legion-ocuppied forts, and everywhere legionnaires use vanilla armor
  10. Enodoc
    Enodoc
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    Just a note that Fort Nikel conflicts with Knights of the Nine Revelation. Given its proximity to Fort Ash, Fort Empire and Fort Virtue, Nikel could probably just be removed from the offering to restore compatibility.