-Rocks- If some of you have rock replacers 1 or 2 mud crabs will be stuck, I'll Move them more away from the rocks in a future update so its not that much of a problem, this is on the main island itself.
-Flowers- Flower replacers in the Glowing gardens will be over sized and out of the pots. depending on your replacer.
Aesthetically beautiful, but my god does is feel empty! I feel some NPC's populating the island and in the castle might be a huge benefit. Greetings could be considered as well. But other than that, pretty impressive.
Add more houses at the harbour and turn it into a little town. And have be castle being taken over by enemies of the people in the little town. Then you can make interesting quests, who to support etc. You can have assassination quests to kill officers of the castle, or to kill leaders of the people in the town.
I know this has been out for a while now, but wanted to post about an issue I had with the GOG GOTY version and your mod. When I traveled to the castle I saw a lot of "missing mesh" icons and couldn't figure out why since this version of the game has all of the DLC. Since I'm also using OBSE I have my Oblivion shortcut set to obse_loader.exe. To fix the problem I had to manually launch the OblivionLauncher.exe, go to Data Files, uncheck all of the "DLC" data files, close the launcher, restart the launcher, re-enable all of the data files, then start the game from the launcher. After that I was able to keep using the obse_loader.exe to start Oblivion and did not see the missing mesh icons again.
Amazing job on the mod. I got into Morrowind modding over 10 years ago to make stuff like this. Thanks.
Okay, wow... just wow! This house is AMAZING! Seriously, this house is so tastefully well done, in fact, that it irritates me. What? You ask, well I'm glad you did...
1) This house should have an alchemist/merchant in the alchemy room. 2) It should have a mage/spell, scroll, soul gem merchant in the spellmaking/enchanting room. 3) The ball room and balcony should have a ball going on with NPCs dancing and mingleing. 4) The throne room should have a cleric, preferably one that links to Bank of Cyrodiil. Found here: Bank of Cyrodiil at Oblivion Nexus - mods and community (nexusmods.com) 5) The training room should have my very own garrison of soldiers in it, training. They should match the guards throughout the house. 6) It would be awesome if I could choose the race of the guards/soldiers. 7) The boat... this is the one thing that upsets me most about this INCREDIBLE mod. Why would a boat of that size be moored in front of the prison sewers entrance? I know why this was done, but it certainly doesn't make sense from an immersion perspective. It would be 1000x better if the boat was moored in the waterfront district. Even better yet if that change was compatible with New Cities - Waterfront. Found here: NewCity_IC_Waterfront_ENG at Oblivion Nexus - mods and community (nexusmods.com)
I think that this is the mod that teleports the Anvil Castle Courtyard to Shivering Isles.
I analized the parameters at TESEdit4, and... The ID form 00038D48 that in Oblivion.esm was named TestEndGame now is named Anvil Castle Courtyard and has the worldspace changed to the Realm of Sheogorath.
28 comments
-Rocks-
If some of you have rock replacers 1 or 2 mud crabs will be stuck, I'll Move them more away from the rocks in a future update so its not that much of a problem, this is on the main island itself.
-Flowers-
Flower replacers in the Glowing gardens will be over sized and out of the pots. depending on your replacer.
Amazing job on the mod. I got into Morrowind modding over 10 years ago to make stuff like this. Thanks.
1) This house should have an alchemist/merchant in the alchemy room.
2) It should have a mage/spell, scroll, soul gem merchant in the spellmaking/enchanting room.
3) The ball room and balcony should have a ball going on with NPCs dancing and mingleing.
4) The throne room should have a cleric, preferably one that links to Bank of Cyrodiil. Found here: Bank of Cyrodiil at Oblivion Nexus - mods and community (nexusmods.com)
5) The training room should have my very own garrison of soldiers in it, training. They should match the guards throughout the house.
6) It would be awesome if I could choose the race of the guards/soldiers.
7) The boat... this is the one thing that upsets me most about this INCREDIBLE mod. Why would a boat of that size be moored in front of the prison sewers entrance? I know why this was done, but it certainly doesn't make sense from an immersion perspective. It would be 1000x better if the boat was moored in the waterfront district. Even better yet if that change was compatible with New Cities - Waterfront. Found here: NewCity_IC_Waterfront_ENG at Oblivion Nexus - mods and community (nexusmods.com)
I analized the parameters at TESEdit4, and... The ID form 00038D48 that in Oblivion.esm was named TestEndGame now is named Anvil Castle Courtyard and has the worldspace changed to the Realm of Sheogorath.
But is only a little issue, nothing more.
Best wishes.