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  1. IncoherentMoron
    IncoherentMoron
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    All in all, I like the finished house, but boy oh boy do I have some gripes.

    First off, I couldn't actually finish the house without using the console. Purchasing The Library and Alchemy Lab from Aurelinwae didn't do anything, because apparently some of the flags are messed up.
    [[To fix this issue, open up the console using the ( ` ) key to the left of the ( 1 ) key, then enter:

    prid xx00581f
    enable
    prid xx005820
    enable

    where xx is the hexadecimal location of DLCFrostcragReborn.esp within the load order.]]

    My second gripe with the game is with the associated quest that takes place in the catacombs underneath Frostcrag. The encounters in the catacombs are absolutely ridiculous. For an extensive modification of a home primarily for magically-aligned characters, having the enemies constantly sling Silence spells down small corridors that offer limited mobility seems somewhat cruel. Yes, I know that Dispel potions can remove that status, but that's still a lot of buffs I have to reapply every time i get hit with the spell (which, again, is a lot since there is nothing but cramped corridors down there, from what I've seen so far). The constant Silence status doesn't make the encounters difficult, so much as it makes them intolerably tedious. I'd liken it to a Call of Duty campaign with a gimmick where the player is unable to fire back for 10 seconds every time they got hit. It's just not fun.

    Verdict: If you're fine with having to console command in broken elements of the mod, I would suggest getting this, but I would also caution anyone to stay away from the content found beneath the tower. I don't know what the reward for completing the quest is, but the house works fine enough without it, and I doubt it's worth the time or frustration to grind through it anyway.
    1. g8rk0k
      g8rk0k
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      Thanks for sharing that little fix concerning access to those areas..  I had the same issue in my new game.  Your post should be stickied.
    2. jdstanek1003
      jdstanek1003
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      THANK YOU for mentioning this! This is one of my favorite house mods and I could not get those extra towers to appear. It was driving me nuts.
  2. spark233
    spark233
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    I'm extremely late to this party but I hope to have some help. My game crashes immediately whenever I activate the frostcrag bonding stone. Any idea as to why this could happen?
  3. geekylamb732
    geekylamb732
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    Kvatch patch made for old version of mod. Current version of mod don't have esm master file, and this creates a problem, so Kvatch rebuilt patch for FrostCragReborn needed esm master file, but I used a newest version of Kvatch rebuilt. Oldest version of Kvatch rebuild is incompatible with most part of my installed mods
  4. Venutius
    Venutius
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    You can use the Redecoration by Uberspeedo mod https://www.nexusmods.com/oblivion/mods/24498 to move the Atronach Alter back to its original position or close enough to its position. lt's quite easy to use and also quite easy to muck up as well so be sure to save before attempting to move the alter.
  5. morteASH
    morteASH
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    I have started this mod again after a long time away from oblivion and I seem to be having issues.
    1) when I purchase all the upgrades the alchemy bench is missing, fix with the prids and enables mentioned above (many thanks).
    2) The atronach table decides that it did not like it's starting position up on the platform and has decided it would be much happier down in the flame atronach pit, can not see a fix for this one.
    3) everytime I return to the spire it is being invaded by bandits, this only being a problem because I can not close the stone wall as ever time the lever is pulled the wall starts in the closed position and opens up no matter what position the lever is moved to. Meaning the spire door can not be closed.
    If anyone can offer any advice I would be most grateful.
  6. Quichybo
    Quichybo
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    Ahoy!
    The missing Alchemy Station in the Main Hall seems to result from a mistake in the script "DLCFrostcragSpireScript". There it says:
    if ( Player.GetItemCount FrostcragApparatusReceipt == 1 ) && ( Doonce4 == 0 )
    FrostCragMiniParent03.Enable
    But FrostCragMiniParent03 has FrostCragAlchemyParentREF (which is a calcinator without a parent) as the Enable Parent, which is "initially disabled". Since the children's enabled status depends on their parents, it should say (if I figured this out correctly):
    if ( Player.GetItemCount FrostcragApparatusReceipt == 1 ) && ( Doonce4 == 0 )
    FrostCragAlchemyParentREF.Enable

    I tried to modify this but sadly the construction set crashes when i edit the script in the ESP without having set an active file (to save to a new ESP). When I have frostcrag reborn as active file, it saves but the game crashes on startup, before the menu screen.

    I am also unable to enable that calcinator manually via:

    prid xx00f0b2 (xx=number of loadorder of Frostcrag Reborn)
    enable

    ----- This is the point where I had a sudden inspiration -----

    As vdorie stated, the FrostcragMiniParent03 derives from the old alchemy table (of classic DLCfrostcrag). So when enabling that calcinator manually via console, the XX has to be the number of the original DLCFrostCrag. I think, this is because the old FrostcragReborn overwrites the DLCFrostcrag. Anyway, it works now.

    So, in order to enable everything I found out, open the console and type:

    Prid xx00581f (with xx as number of FrostcragReborn in Load Order, this or the following will enable the teleporters in the main area. Don't know what the other one does)
    Enable
    Prid xx005820 (with xx as number of FrostcragReborn in Load Order)
    Enable

    and finally, to enable that bloody calcinator:

    prid xx00f0b2 (xx=number of loadorder of DLCFrostcrag and NOT FrostcragReborn)
    enable

    Whoa, this was a work of one afternoon and the evening before. This was one of my first attempts of working with the Construction Set.
    I'd like to know if you ran into further issues and if there is a way to correct that DLCFrostcragSpireScript and what I did wrong.

    Mod on!
  7. The Black Ninja
    The Black Ninja
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    I'd assume because this is de-isolated, it is meant to be installed over the original DLC, but only the mod's esp should be active? Is that right?
    NVM... silly me, it's obvious that they are all meant to be active for compatibility.
    It's working so far, but the Kvatch Rebuilt patch is old and requires an esm file when kvatch rebuilt no longer uses that. I would be fine just NOT having a portal at all to save an esp slot, but the portal has to be there I guess, so it's in the middle of the sky, which is minorly odd looking, but not really that visible. Is there some updated patch out there somewhere?
  8. Sergio1992
    Sergio1992
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    I've played through this mod and to say it was disappointing, it would be an understament. I never and I mean never was so bored while playing through a mod. I couldn't even bear completing it. I don't even want to express what mixture of emotions was able to stir in my mind but I'm pretty sure the sheer frustration and the boringness is something that I will remember for a really long time.

    I don't even know from where to begin. Really. I don't want even to rate it, because it's better that I do not.

    Let's start from the good first: one of the purposes of this mod is overhauling frostcrag. I guess that in such section the taste between players is different but I think that you reached part of your purpose. Frostcrag is really revamped, and in the end is up to the player if it likes it or not. To be sincere, I said 'you reached part of your purpose' because I do not like the way you did it. I'm referring especially to portals: some do appear only if you execute the series of quest that you made (with no apparent reason but the fact that you executed such quest, and if you were the character itself you would be wondering why they appeared - after all, bear with me, it is just the human player that knows he is embarking through the quests, isn't it?); at some point, when all the portals appeared, I feel like I was drowned in portals and different rooms. There are really too many portals for my taste. But per-se some people could like it and enjoy it. I do not. And I will not even save this mod neither for the revamping frostcrag part.

    Now the bad:

    1) the lack of quest-markers. I understand that you wish the player to actually embark through the quests, but you just basically leave the player wondering and going around with not even a single clue on what they must do. Or if they do find a clue they are bound to a pointless research. There is a note on the altar, where it is said that there are things better left untold. Yes, and that includes where the key is located. Hiding 'clues' behind certain object that are not common containers is creative, of course, but it gets a little fishy if you just hide notes asking to player to desist from his research, especially if you put such notes on those uncommon places. If I look at those uncommon places, at least give me the key. Not that I've gotta look around non stop and check levers, or what else.

    2) The size of the buildings/new interiors, whatever. As soon as you find the key, you will start to realize that Indefiance is into making generic stairs and corridors. Because that's the path that you are setting yourself upon when playing this mod. Going through very long corridors plagued by generic npcs, or worse, going through very long ladders. And I mean really long. With a character having a speed of 98 I checked that for doing the first ladder (yeah, I said the first because the mod is plagued by ladders and corridors, plagued, do you know what I mean. No you don't. You should play it to understand what I mean), I needed 3 minutes (at least) to reach the bottom or the top. Mix the fact that you have to use the same ladders most of the times, and you need it to do a couple of times.

    So after you've done your first ladder, you find a note telling you about a 'place' where the old owner of frostcrag has hidden the powerful stuff you are looking for. Great, but the note says nothing else. There is a door near you that is locked, and you think that maybe you missed the key while descending the long ladder, or maybe the corridor has the key. Wrong. And that's why I said I don't like the execution of the mod. In the main floor, out of nowhere, as soon as you read the note, two more portals do appear. With no explanation. You basically have to go through the ladder for other 3 minutes and a half, check the various room, then check the main room only to find that two portals appeared. Then you check one of the new room and you find a key for the ruin. Great *.*
    A shame that this means that you have to do the FIRST ladder once again. So you have to go down again, after having already wasted 6-7-8 minutes of your life (it depends on the speed attribute of your character of if you use TCL) and you go down, you open the door that was closed, you find a huge corridor, then you find a generic ayleid ruin that I saved myself from exploring. Well, I explored it, but there was nothing but a bit of loot and a tons of generic npcs. I didn't care, because those added nothing, they just wasted my time.

    So I just reloaded, and as soon as I entered the room I checked the landscape and noticed that there were corridors that are 'sospended' in the plain space but where there are two doors at the end of each bridges (I don't know if I was clear, but you should get it), so basically you have to explore through the ayleid ruin just to get through all those corridors. I didn't care so I just did what a fellow orc would do. I jumped down. And I'm serious. Not a little jump, a great jump because I was simply too bored to face other generic npcs. So, after entering the door, wonder what I found? A gigantic stairs. Well, followed by another gigantic corridor at the end of stairs with a gigantic door in the end. Because you know, why not.


    And then you enter the Gigantic door only to find, wanna know what? Another huge corridor <3. At the end of the huge corridor a huge ayleid ruins full of generic npcs with no clue on what you gotta do, if there is something you should search for, nothing at all.

    I tried completing it, but seriously, in most of the rooms I entered there were other ladders (take the Avalon tower) or other long corridors (see the caverns).

    Some photos: http://share.pho.to/8meaW

    I don't know if there is anything else to add. I don't think so.
    1. CaptainHeroSeven
      CaptainHeroSeven
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      • 18 kudos
      All of this and much more is "fixed" in my massive overhaul and epic quest, Fall of the Ayleids.
    2. dlausactor6373
      dlausactor6373
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      You do know this isn't the original mod, or that this patch wasn't made by the original mod's author, right? If you want to cry to someone, cry to indefiance!
  9. RetroJaro
    RetroJaro
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    So I'm having a weird issue.. the atronach alter is gone.. https://steamuserimages-a.akamaihd.net/ugc/964220916265493902/F16A701B78C95F989CAC01609C7BD7A61CFB93AD/

    It was working fine until I installed OOO&SI&Weapon/armor addon.

    Tried reinstalling it overwriting all the files and moving frostcrag reborn + cobl patch towards bottom. Not working.

    Load order: https://pastebin.com/a9Qjmcyh
  10. User_43573962
    User_43573962
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    After taking two hours to get my stuff out of frostcrag. I'll installed it. I got it to work, but the book is wrong.
    1. User_43573962
      User_43573962
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      I finally got it to work. The CTD was caused by another mod. It took an hour hours to get my stuff out of frostcrag spire. The book isn't right. It's the original text.