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Mixxa77

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mixxa77

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  1. mhahn123
    mhahn123
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    Sticky
    A compatibility patch for Better Fort Dirich + Trails Of Cyrodiil Complete can be found HERE
    1. mixxa77
      mixxa77
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      Wonderful! Added a link on the description page.
  2. TheRomans
    TheRomans
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    A general description of the quest, please?
    1. mixxa77
      mixxa77
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      Look around inside the castle, you will find someone hidden away needing your help. There is a "good", "neutral" and "evil" solution to the quest, though only the "good" one is directly communicated to you.
  3. TriniXjin
    TriniXjin
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    Damn now thats gorgeous.  Were these screen shots edited and if not what basic combination of graphic mods are you using?
    1. mixxa77
      mixxa77
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      Thanks, they are not edited after taking them, what I remember right now I use: Oblivion Reloaded, OUT (+ some select other retexture mods), OCOv2, Grass Overhaul and Arboretum.
  4. DonProtein
    DonProtein
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    Yes!
    Your fort improvement series grew up into quite a gem, and it's always nice to see a new one. Thank you for sharing!
    1. mixxa77
      mixxa77
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  5. deleted2027229
    deleted2027229
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    Loved fort redwater, when I entered the tomb, I didn't expect a crew of adventurers to come in with me... I had an epic battle through the dungeon with my new adventuring buddies. Question: was there any dialogue or quest I missed? I followed them through the dungeon till we killed the patriarch, then they just calmly walked out. I think the well kept "upper" parts of the keeps really help compliment the abandoned (vanilla) parts. The vanilla dungeons get a lot of criticism but they're still incredibly atmospheric. I've now played through all of your dungeons and would offer some constructive feedback if I may.

    1) The forts with outer courtyards, with dining areas, graneries, stables and living areas are simply excellent and feel like actual functioning forts.

    2) When looting some of the keeps, some of the items are tagged as stolen, one in particular was full of necromancers. IIRC it was the fort with the ghost outside standing by the graveyard. Whether intentional or not I don't know, but if the keep is abandoned then I'm not sure why the loot would count as stolen.

    3) Some forts have glitchy rooftop meshes, fort hastral (IIRC) in the colovian highlands, if you come at it from the north side (that his, from uphill onto its roof) you will stand on an invisible platform high above where the actual roof ends. Though this is more an issue with the vanilla mesh itself than the design of the mod.

    4) Sometimes less is more. Instead of cramming every keep with bandit fodder, maybe have some remain empty and derelict. Just creeping through old forgotten keeps on your own makes for excellent atmosphere. As always there are plenty of bandit fodder in the vanilla parts of the dungeons.

    5) Putting the vanilla dungeon entrances inside the new keeps is a great idea, as well as putting random bits of loot on the battlements and crenellations here and there, it's just rare enough to not feel over done.

    Otherwise I had a great time, I had a troll lay waste to fort blackboot courtyard, when it killed everyone I looted a powerful staff from a dead mage, used it to kill the troll, then looted a crate full of beer and got drunk while walking around the overgrown courtyard just taking in the awesome design and atmosphere. Good times.
    1. mixxa77
      mixxa77
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      Thank you very much! This was very pleasant and informative to read.

      1) Making them feel like funtioning forts is a big focus for me when creating these.

      2) I think I know which one you are talking about.

      3) The issue with Fort Hastrel is know and is indeed caused by the vanilla mesh.

      4) I will keep it in mind.