Oblivion

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Mixxa77

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mixxa77

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20 comments

  1. callistofalling
    callistofalling
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    another very cool entry into the Better Forts series! :) I took a look around in-game as I thought this mod might conflict with Oblivion Uncut (it places an inn quite close by) but I didn't see any land tears or anything! I did find a floating barrel in the Fort Facian House cell (it's the barrel next to the fireplace), but it's not super noticeable. One thing I did notice was that I couldn't activate the trap door in the ceiling of the house, or the trap door on the outside on the roof either. I looked in the CS and it does have door markers though, so maybe I just wasn't clicking in the right spot? lol

    still, really great job on the mod, Mixxa77! :)
    1. mixxa77
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      Thanks! The thing with the trap doors is probably due to it's collision being being hidden under the houses collision mesh, hmm...
    2. callistofalling
      callistofalling
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      ahh, I didn't think of that but it would make sense! I've had problems with that trap door mesh too, since it's very flat - I've gotten around this by building a little "box" for the trap door, so to speak. As in, moving the trap door up/out to where it isn't blocked by the other object's collision, then using wooden beams or planks to cover up the edges so it doesn't look like it's floating. It can look a bit silly sometimes haha, but at least it gets the job done! :')
    3. mixxa77
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      Ah, that sounds like a good workaround!
  2. Guinefort1
    Guinefort1
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    Loving this new project of fort renovations!  Please, I'd love to hear more about your plans!  

    Edit: For clarification, I've been away from the modding scene for a while so this whole series snuck up on me. 
    1. mixxa77
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      Thanks!

      The current plan is to keep going until all the forts not yet touched by your mod are done, some of them with quests, some only for atmosphere. At this point the Forts left are:

      • Cuptor
      • Gold-Throat
      • Roebeck
      • Sejanus
      • Teleman
      • Arkved's Tower (Maybe, feels pretty much fine the way it is in vanilla.)
      • Fathis Aren's Tower (Same as above).
      • Blueblood
      • Caractacus
      • Farragut
      • Irony
      • Magia
      • Scinia

      As you can see, there's still quite some work left.

      After that is done, the idealist in me wants to use the changed forts to try and bring back the Nobility faction somewhat, with new NPCs of various Knight and Baron ranks with quests that bring a bit of a political feeling that is missing from Morrowind. Most people probably won't run the same dungeon multiple times, so some of the Forts already get new friendly inhabitants (At this point largely only as flavor) in such a way with the hope to use them more in the future.

      Problem with that is, something like that would need creativity with good writing, which I only possess in a pretty basic way. Same for the backstories of the forts, which my brain mostly randomly came up with in the shower after watching whatever random stuff.

      If that doesn't work out, maybe I will try and get to work to change the other forts that would still be left as well, though I can't say at this point. First I have to get my main goal as stated in the beginning of the comment done.
    2. Dispensation
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      Someone already took the Nexus mod name 'Better Fort Farragut' in 2010.
    3. mixxa77
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      I see, maybe one to skip then as well, or just give mine the name Better Fort Farragut 2. We will see eventually.
    4. Guinefort1
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      Thanks for responding.  This series is delightful and I can't wait for the compilation!  The size of the load order for each individually just isn't appealing right now. 

      If I may, I think that Fathis Aren's tower ought to be refurbished.  He's a battlemage employed by the nobility, why is he squatting in some random ruin?!  Conversely, it makes sense to leave Arkved's Tower and Caractus alone, since both are homes to rogue mages who are quite literally squatting in random ruins.  But the choice is yours it'll be awesome regardless.   

      Also, just by digging into the screenshots of the rest of them, I am extremely impressed by the level of polish on the exterior design.  Everything just looks right, like it all belongs there and wasn't a mod in the first place.   
    5. vvolatile
      vvolatile
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      I love these revisions too! I've only looked at the screenshots so far, because I want to wait for the merge, then take a shot at patching it for Unique Landscapes myself. But I'm very much looking forward to it!
    6. mixxa77
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      Your reasoning for Fathis Aren's tower and the other two sounds fair, definitely something to keep in mind.

      Thanks! Making them look like they belong is part of the idea.
    7. mixxa77
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      vvolatile, if you are interested in creating patches then you could get in contact with mhahn123, I'm sure he would appreciate any help on the patch front.
  3. DremoraLord98
    DremoraLord98
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    Amazing. Do you ever plan to include all forts into one package once its done?
    1. mixxa77
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      I do plan to have a merge available at some point.
  4. deleted2027229
    deleted2027229
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    Another great fort, what I like best about them is how well they compliment the vanilla parts. I just spent an hour or so exploring this fort, only then did I venture into the vanilla part. And it just felt like this ancient and forgotten part of the fort.
    1. mixxa77
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      Happy to hear that I'm getting it right.

      Thanks for the pics!
  5. FlexXGopnik
    FlexXGopnik
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    Each time better and better work.
    1. mixxa77
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  6. DemonLord7654
    DemonLord7654
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    What lighting/ENB are you using? Also, the design of this one is definitely unique, nice work.
    1. mixxa77
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      Thanks!

      I'm using Oblivion Reloaded 9.0.1 and no ENB. The settings for Oblivion Reloaded are default I think, with some little adjustments here and there.