Oblivion

116 comments

  1. ARavenOfManyHats
    ARavenOfManyHats
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    Sticky
    I'm the kind of fellow who can't really stand unvoiced quests. Is there any chance of a version without the quests? Or instructions how to remove them?

    Regardless, bless you for revitalizing Oblivion's garbage forts.
    1. mixxa77
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      The only quest with silent dialogue is the one for Fort Dirich, which you can easily ignore, or else just remove everything with the Prefix "FortDirich..." in TES4Edit from the plugin.
    2. ARavenOfManyHats
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      Bless.
    3. Dispensation
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      You can now use the Voiced Addons Collection for Mods (ElevenLabs) for that.
  2. kennn97
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    I have 2 Cheydinhal soldiers stuck as followers afters clearing a fort, I checked with the console and they appear to be npcs from this mod. They appear when i fast travel and run off. I have tried killing them, but eventually they just re-spawn.
  3. Kirya
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    Changes in landscape for Fort Cuptor will cause some palm trees from Blackwood Jungle to "fly".
  4. LumpiDSBM
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    is there a patch for the merged version of Unique Landscapes? I found only patches for those Standalone variants. 
    I would really love to use this mod, but if i must choose between ULM and this, than i would be really sad :(
    anyway, this mod looks very well designed.
    1. songlife
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      Patch hasn't been made yet for merged UL.
    2. LumpiDSBM
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      nice, i'll test it out right now!
    3. Hirodin
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      I agree with LumpiDSBM, i use this merged version of  Better Forts. andi also use the UL merged. I have to install the ptaches after the Wryebash, and i also have to create Dummy masters.
        So it would be ideal that Mr. Mahn could provide a version for this merged Better forts, but if not i ask, Is it possible to provide the patches with updated master files, becouse i try to change the master files dependency in Xedit and in Wrye bash and i cant...
        Well, if Mr. Mhan would agree to a merged version or depency redirected masters version of the patches would be great.
        Any way, to both, Mr. Mixxa77 and Mr. Mhan, i am really grateful.
        May the Lord JesusCrist bless our families.
    4. kennn97
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      Fort Sejanus ,Fort Irony, and Fort Variela don't have patches for the UL areas they are in (which are Ancient Yews, Bravil Barrowfileds, and The Dark Forest respectively).

      Both Sejanus and Variela will have messed up pathing and there will be trees/plant clipping with the forts if using with UL. I also experienced CTD at Sejanus. I have to check The Dark Forest ingame, but when I used it previously I saw it had conflicts with The Dark Forest in xedit.

      If there are patches for those 3 I'm unaware of them
    5. songlife
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      There are no patches, which means this merged version continues to be arguably unusable with UL... and probably will remain so, by the looks of things. Would've certainly made more sense to originally construct a mod this comprehensive around UL since most people use it, which would've made patches unnecessary. As it is now, you have to choose UL or this mod unless you can deal with conflicts & possible CTDs.
    6. AllisterHenderson
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      You can try in-game console disabling those clipping trees/plants, which should atleast improve the compatibility.
    7. d181sp1
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      Updating now, been using an older version of this.  So far I haven't run across anything that sticks out as atrocious running this alongside merged UL.  No CTDs or anything. 
    8. YungFattin
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      In regards to using merged BF with merged UL : 

      Sejanus, coldcorn and Irony can both just have a handful of rocks and trees disabled to make it 'work', I had issues fast travelling to Irony though. 

      For Aurus, i didnt even notice what the patch is patching, and in a general walkaround could not tell the difference when using the merged plugins. 

      Fort blueblood and redwater are messed up without their respective patches 

      Rayles is more or less fine after some disabling. 

      Valeria i did not test for UL as I merged my own UL plugins without Dark forest. I do use athmoors villages though and it conflicts hard with Vergayun

      Personally i made a new BF merge plugin omitting blueblood, redwater, and coldcorn ( BB and RW because i will install them as separate plugins to use their patches) .CC is a seperate issue to do with that very busy area near chorrol where there does not exist a patch to bring together every mod that touches that area (clearwater, koyo town, BF CC, maple in, golden perch, UL lush wood).

      You dont need to change anything in xedit for the merge to work, let gecko change the names of static resources, just dont forget to add the meshes and textures folders from the individual mods. 
      Im not sure if this will mess with the scripts though. (upon walking into roebeck all the conjurers attacked me instantly, (except for the main one who sells charges, and i was under the impression that didnt start attacking you until you had unlocked the gate) 
    9. songlife
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      Thanks for this detailed post. It sounds like just a bit much to use it with UL w/o patches. I have enough issues with fast traveling w/o adding more potential problems. Coldcorn sounds like a disaster area since I use all of the mods you mentioned. There is also a mod called Sejanus Village which might cause trouble at Sejanus fort. Hopefully someday someone will take the bull by the horns and make a patch(es).
    10. TheRomans
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      Should be no problem with Sejanus Village, it is some distance from the fort, WSW near the crossroads.
    11. LumpiDSBM
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      I use it for a while now with UL Merged and no issues besides minor clipping in a few areas and ai has problems in those cells regarding pathfinding, but no ctds on my side.
    12. songlife
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      deleted
    13. distanzero
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      Im currently making a patch for the merged versions of both mods that hasnt been covered by the standalone patches. Fort Irony and Gold-Throat are the only ones I'm finished with so far, all I did was remove clipping objects and fixed the pathgrid. Fort Cuptor is proving to be a challenge tho, it looks like i have to significantly change the entrance to the fort because the area around it is heavily modifed by UL. If anyone has any suggestions on how I should go about this lay it on me.
    14. Dispensation
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      A compatibility patch for Better Forts by Mixxa77 and Vergayun by Arthmoor can be found here.
    15. TheRomans
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      What does the Vergayun -better forts (variela) patch address?
    16. songlife
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      For me the patch put a house in Vergayun back down on the ground, which was the biggest problem there, so it works. I merged all of Arthmoor's smaller villages into 1 esp, so I had to change the Vergayun master in the patch to the name of that merged esp, which worked fine. I also had to move Better Forts way up in the load order from where I had it for the patch to work. It is now directly below ROC, where it has to be to allow the ROC patches for it to work.
    17. Kirya
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      Thank you, Dispensation, for the patch!
  5. songlife
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    Using Wrye Bash, I changed the master in all the patches to Better Forts.esp, and that seems to work, at least at a few forts I checked. Coldcorn, for one, is no longer a total mess like it is without the patch. I do notice some dysfunctional pathgridding, like npcs tend to shoot arrows into walls and keep walking into them in combat, and bandits etc are patrolling in some obviously wrong places, but nothing gamebreaking. It seems the pathgridding wasn't adjusted in the patches. Also some FT markers are messed up, at least with Fort Rayles; it puts me inside some messed up spot I have to use tcl to get out of.

    This little solution, though still flawed, seems to work just barely enough for the time being, until or if someone ever properly updates the patches for use with the merged version.
  6. Stewbs
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    Hello! First of all I want to say how much I love this mod and how much life it brings into the Forts in this game, combined with the other Fort mods you mentioned in the description and, it transforms the Forts into something worth exploring and makes them unique and the added quests are the cherry on top <3

    I have one request however. That is, I am using Local Guards Features and the guards spawned by Fort Istirus are using the vanilla guard outfits. Could you make it so that the guards use the Local Guards Features instead if I have it installed? Along this with any other guards that might spawn in Forts. This would be really nice to have although I can understand if you might not want to do this since this is such a niche thing really and I can easily ignore it by pretending that City Guards and Fort Guards wear different fits.

    Once again, thank you for this wonderful mod that makes the world of Cyrodill that much more alive and interesting :D
    1. mixxa77
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      Thanks!

      I use the mentioned mod as well, so I might actually look into making such a patch, but (if at all) it won't be any time soon.
    2. Stewbs
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      Yeah that's okay, do it if you want to honestly... it's such a minor thing and very easy to ignore but it'll be something nice to have. Thanks for the reply btw!
  7. nerjaveika
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    Somehow 3 Cheidnhal Soldiers are stuck in my follower pool.  Any way to dismiss them for good? They don't have any dialog option, and Naso quest is finished. They follow their Captain, but from other mods that use followers, I see that they're bound to me still. 
    1. mixxa77
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      If the quest is completed they should stop following you shortly after. Use the in-game wait or worst case open console, click on them and type evp to have them reevaluate their AI packages.
  8. LordOfTheDucks
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    Great to see the forts get a facelift and given a purpose. It never really made sense that every fort in the province was abandoned and in ruins. Well done and thank you for all the hard work.
    1. mixxa77
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      (Great username)
  9. Spaidengam
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    does this work on existing saves
    1. mixxa77
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      It should.
  10. TheDoctorFat
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    I know you want to do more quests with the forts, do you think you could do anything with some of the various forts around the Imperial Isle? Alessia, Empire, Homestead, Nikel (Though that one might have problems with KotN Revelations idk) etc?
    1. mixxa77
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      I would like to, but those overlap with other mods, so I won't be looking at them until I finish the last few remaining forts that have no overlap (Colored white on the main page), maybe afterwards.
  11. Dispensation
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    Does anyone know what this mod's compatibility is like with the mod Bounty Quests Fixed and Polished?
    1. YungFattin
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      Not an exact answer but my experience running BF (or other fort revamp mods) with mods like OOO and MMM and arthmoors villages (and also this mod you refer to) is that some of the forts become free for alls with all kinds of factions everywhere. 

      I have not yet had an issue clearing a quest, the creatures in question lets say i need to kill are just "also there", but i think in general more BF modules you use that you will eventually run into a problem with other mods