The mod is a good addition. I'd only suggest to run v 0.20 through Tes4Edit autoclean, in order to undelete and disable the broken levers. If by chance some fort overhaul also reference the original levers, it will cause CTD on cell load.
v0.10 "Lever Bypass" was updated to simply fix the old levers, now v0.20 "Lever Fix". I recommend giving the new version a shot if you prefer a more discrete change.
However, I'm not oppose to the button version and I agree with your change. I'll post the changed buttons as "Fort Virtue Lever Bypass" v0.11, you can keep an eye out for that very soon. Thanks for the feedback!
Version 0.20 work very well, but I have to wonder if you apply the fixes to the original levers it might make the esp merge-able into the bash patch for wyre bash so it won't take a spot in the load order. However I'm not entirely sure that it would do that or not.
Ahh, good suggestion. I haven't had to use Wyre Bash for Oblivion yet and I don't assume it's like Skyrim's application of it. On the surface 0.20 seems bashable now but I honestly don't know. I will spend some study time on this idea though.
I'm glad 0.20 is working for you and I appreciate the input!
I see what you mean now. Unfortunately the levers have ID prefix "MQ09", meaning their used in the 9th main quest. This other use is in Sancre Tor and changing the levers function there could prove problematic. Simply because their tied to main quest script and are on the entry side of gates, I opted to leave them as is.
I've not given up on the idea of making a bashable version though, so I will continue putting thought to it and likely implement a suitable change in the future. Thanks again for the suggestion.
8 comments
However, I'm not oppose to the button version and I agree with your change. I'll post the changed buttons as "Fort Virtue Lever Bypass" v0.11, you can keep an eye out for that very soon. Thanks for the feedback!
I'm glad 0.20 is working for you and I appreciate the input!
I see what you mean now. Unfortunately the levers have ID prefix "MQ09", meaning their used in the 9th main quest. This other use is in Sancre Tor and changing the levers function there could prove problematic. Simply because their tied to main quest script and are on the entry side of gates, I opted to leave them as is.
I've not given up on the idea of making a bashable version though, so I will continue putting thought to it and likely implement a suitable change in the future. Thanks again for the suggestion.