Love this mod. However, it caused me a gamebreaking bug. When approaching the sigil stone in the quest "Jaws of Oblivion", right after the Xivilai ambush, there is a piece of geometry blocking an exterior hallway. At least, that's what I think is intended to be the correct route. I can only find gameplay of this section on what seems to be a previous version of WOTC, and it did not have this particular add-on installed.
https://www.youtube.com/watch?v=ulsEjgJlJgk
I took this video as evidence of my issue, but also spent a minute or two inspecting the locked metal gates, in case I'm missing the intended routing. But just in case, I thought I'd submit this issue. I hate to do this (especially when I don't know for an absolute fact that it's a bug/oversight) - y'all do this stuff for free and it's not like I can't just tcl through this. Just said I'd show you what happened to me in case it helps!
EDIT: Yeah, after disabling this mod, it seems like it was causing a lever to just vanish near the locked gate.
Hey, came back after having the time to replay WOTC. On the clean save, there was a lever which spawned by the door you're intended to open. When I had the WOTC-TC Consistency Patch installed, it hadn't appeared. My LO hadn't changed dramatically between the playthroughs otherwise. Hope that helps!
I hope to see the Oblivion gates that spawn around the map to also be changed, for additionally consistency purposes. Plus, the causes' gate looks a lot cleaner and nicer.
Recently played through Warden of the Coast with this mod, and the assets from the cause are definitely a step up from the original mod. I have three suggestions to give in the interest of further improving this mod. One would be to add some more flora to the oblivion world space, as there seemed to be a sparse amount compared to what is seen in the cause's world space. My second suggestion would be to change the portal effects of each gate to match the one from the cause as well (potentially with the sound that hums from it) so that it furthermore matches up with the style. Lastly, some of the gates I found had an active effect despite not being active portals, but archways. A fix for that will be more than welcome.
portal effects are hard to replace because they're using a different system than CC's (CC's portals are activators, Warden's are doors). I did replaced the sounds though (not sure if it works). Gates having active effects *likely* isn't caused by this mod. All gates I replaced use a new static that I removed the portal.
If you ever do change the portal effects in the future despite the challenge, it would be very much appreciated. What I am talking about in terms of certain gates having effects where they shouldn't be isn't about the actual portals that spawn around the map, but oblivion gates embedded within the terrain. The causes gate has two separate models or states depending on whether or not if the portal is active or not. if it is inactive, it is the stone archway itself. When active, there is a glow and fire effect the gate emits that is separate from the portal. I'll include pictures on what I am talking about. I don't know how much of a hassle this change would be, but for someone like me a change here would also be appreciated.
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https://www.youtube.com/watch?v=ulsEjgJlJgk
I took this video as evidence of my issue, but also spent a minute or two inspecting the locked metal gates, in case I'm missing the intended routing. But just in case, I thought I'd submit this issue. I hate to do this (especially when I don't know for an absolute fact that it's a bug/oversight) - y'all do this stuff for free and it's not like I can't just tcl through this. Just said I'd show you what happened to me in case it helps!
EDIT: Yeah, after disabling this mod, it seems like it was causing a lever to just vanish near the locked gate.