Curious if the pathing issues around Fort Chalman have been resolved. I was a bit amused and annoyed when every IC resident with travel package to either Bruma or Cheydinhal got stuck (including quest relevant ones like Hermina Cinna) INSIDE the rock blocking the entrance to the fort after it got blown up while playing the original mod and no amount of messing with pathgrids around the Fort seemed to solve this (and that it didn't make sense for NPCs who should be using the Silver Road to get to Bruma should be stuck there).
The author of the original mod says the following:
Apparently, the NPCs getting trapped around Ft Chalman was the product of me adding a "back door" (in form of a teleport pad) to IC so that I could still get into the Fort after it gets blown up. What I thought was a bizzarre pathing actually looks brilliant once I realized how it came about! So that was the product of my tinkering, not something off with the mod!
Not sure if that helps. When I get around to reinstalling Oblivion I'll have to take a look at it.
Actually, that was me commenting on the original mod, not the mod author who seems to have disappeared for some years now. Yes, the issue has been resolved after some investigation: I didn't like the fact that Fort Chalman is made unusable by the mod, so I added a back door leading directly to IC and, lo and behold, NPCs heading to IC decided that they want to use this back door rather than the roads which surprised me greatly. But the point I originally raised, both here and on the other mod, applies: some sort of back door to the interior of Fort Chalman, or some variation where it is not destroyed and made inaccessible is highly desirable. (As does my amazement at the unexpected genius of the Oblivion pathing AI).
I can't thank you enough for taking the time to revisit this mod. This is my all time favorite player home. For the longest time it disappeared online and I remember digging through an old PC hard drive just to get a copy of the original.
Thank you! I was so glad when it reappeared on this site, and the author kindly allowed me to update it. After all these years Belda Elysium is still my favourite player home.
Latest version is now live. I finally got around to adding three new display cases to the northeast corner of the middle floor. I remember someone requested this a long time ago - sorry to take so long!
Their features are very similar, although Sylvian-Lir has a darker skin tone. EDIT: After due consideration, I've made some subtle changes to Myrisi'l's appearance, as seen in the new screenshots.
Playing through the "Dressed to the Nines" side quest I noticed some problems caused by the UOP's changes to the Chapel of Julianos in Skingrad. These have been addressed in v.1.6.2, and all other interior cells have been brought into line with the UOP. I'm really hoping to put this baby to bed now, as I have a couple of other projects that need my full attention.
God, I hope so! The North Basement was the last real bugbear, so I'm not planning any further changes.
EDIT: Additional play testing has uncovered further room for improvement. I'm currently working through the "Path of Ascensyon" trials, so v.1.6 should be ready in the not too distant future.
In version 1.5.6 I've replaced most of the items in the Vault and War Room display cases with static models, so it's now safe to load saved games in the North Basement. My first use of nifskope, yay!
43 comments
Apparently, the NPCs getting trapped around Ft Chalman was the product of me adding a "back door" (in form of a teleport pad) to IC so that I
could still get into the Fort after it gets blown up. What I thought
was a bizzarre pathing actually looks brilliant once I realized how it
came about! So that was the product of my tinkering, not something off
with the mod!
Not sure if that helps. When I get around to reinstalling Oblivion I'll have to take a look at it.
EDIT: After due consideration, I've made some subtle changes to Myrisi'l's appearance, as seen in the new screenshots.
is this mod finished?
EDIT: Additional play testing has uncovered further room for improvement. I'm currently working through the "Path of Ascensyon" trials, so v.1.6 should be ready in the not too distant future.
Thank you for sharing your excellent mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff