Here's a question: if using Better Cities, isn't it strange to have two lighthouses? Maybe remove the BC lighthouse (and island) since Topal Island already has one?
Erm, no? The whole point of the relocation was to remove the need for compatibility patches with other mods such as Better Cities. You'd need a patch to remove BC's lighthouse, in which case you might as well just use the original version of Topal Island along with the patch someone made for BC, or not use Topal Island at all and just have BC's lighthouse.
Besides, two lights at different distances from the mouth of the river (and at different heights) can only be a good thing for ships.
I concur with Vorians here - two lighthouses together did look a bit weird with the original placement, but not so much with the relocated version. I guess you could still use the BC patch with either version, if the 2nd lighthouse really bugs you.
Moving the island to avoid conflicts was a great idea. It solved a lot of problems...except one...there's a mod called NC_Leyawiin_ENG that is an english translation of a russian mod and it is beautiful. While it doesn't conflict with Unique Landscapes mod, there is a conflict with your Topal Island mod even with the new location. I use all three mods and the solution is simple...make sure to put them in this order - Unique Landscapes, NC_Leyawiin, and finally Topal Island. This is just friendly FYI for anyone who might want to be playing with the same mods. BTW...you did an amazing job with this mod as the original had some (landscape) and other issues that all have been now corrected. Thank you! Endorsed!
I ensured that Topal Island (Relocated) does not conflict with either Unique Landscapes, or NC Leyawiin; TCR doesn't even touch any cell edited by UC or NCL.
If you are seeing a conflict, then it is not from these three mods, you have a fourth mod editing this location, and that is the cause of any conflicts you see.
Very well done. I love it! Looks great, I'm definitely gonna use that. Why the requirement of closing the Kvatch Oblivion gate for the housing though, is there a specific reason? (I play with Kvatch Rebuilt pre invasion and am one of those weird people who don't really activate the mainquest on most playthroughs, hence why I'm asking)
Darksyne (the original author) made this requirement so that only the "Hero of Kvatch" would be offered the keys to the house, in recognition of their heroism.
Ahh so it's probably save to use a cheat or unlock the house in that case if I never replay the mainquest (the countess of Leyawiin is easily the worst person in the game anyway so let's assume I stole the key) - thank you
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Besides, two lights at different distances from the mouth of the river (and at different heights) can only be a good thing for ships.
I guess you could still use the BC patch with either version, if the 2nd lighthouse really bugs you.
If you are seeing a conflict, then it is not from these three mods, you have a fourth mod editing this location, and that is the cause of any conflicts you see.