File information

Last updated

Original upload

Created by

Guinefort1

Uploaded by

Guinefort1

Virus scan

Safe to use

109 comments

  1. redlightvirus
    redlightvirus
    • member
    • 0 kudos
    Could you make some versions for Oblivion Remastered??Thank you very much.
  2. Umbera
    Umbera
    • supporter
    • 1 kudos
    For some reason I get a couple of missing items in the Forts however I just disable them and continue on. Overall works fine besides that and does it's job of breathing life into the Forts and making the imperials more known.
  3. volusian95
    volusian95
    • member
    • 0 kudos
    Just have to say this is one of my favorite mods and I'd consider it an essential one. It never made any sense to me that Cyrodiil apparently just abandoned the concept of forts altogether, forts along the Ring Road teeming with monsters and bandits being especially goofy. 
    The level of detail added to the Imperial garrisons is also appreciated.
  4. Totbringer
    Totbringer
    • member
    • 1 kudos
    Wonderfull mod. Will you also make Extensions for the Skyrim Lawbringer mod module for Skyrim in Oblivion?
  5. Salzber
    Salzber
    • member
    • 5 kudos
    There is minor conflict with Ivellon ,it causes the goblins inside Fort Urasek to spawn.
    1. fun goblin raid?
  6. treowtheordurren
    treowtheordurren
    • supporter
    • 12 kudos
    Minor incompatibility with Arthmoor's Urasek. The first quest involves clearing goblins out of Fort Urasek, which is obviously occupied by the Legion. Conflict ensues, but the quest doesn't break.
  7. DrWilyeCoyote
    DrWilyeCoyote
    • supporter
    • 1 kudos
    It seems likely but does this conflict with better forts?
    1. xaosbob
      xaosbob
      • premium
      • 30 kudos
      According to mixxa77 (Better Forts' author) they chose their locations specifically to avoid conflicts with this mod and Forts of Cyrodiil - Reimagined. The Better Forts description page has a complete list of forts in the game, and notes which mod changes which, which haven't been changed yet, and which mixxa doesn't plan to touch. It's a long and pretty brightly-colored list, so it's easy to find.
  8. jatkinson85
    jatkinson85
    • premium
    • 28 kudos
    LOOT Masterlist Entries

      - name: 'Legion-occupied Forts.esp'
        dirty:
          - <<: *quickClean
            crc: 0xA5167B00
            util: '[TES4Edit v4.0.4](https://www.nexusmods.com/oblivion/mods/11536)'
            itm: 12
            udr: 1499
        clean:
          - crc: 0x1B2A3664
            util: 'TES4Edit v4.0.4'

    Yeah this mod needs to be cleaned with TES4Edit's QuickAutoClean function as the mod author has never done it themselves despite being asked to previously.
    1. DryBones12
      DryBones12
      • premium
      • 26 kudos
      I have the same error. I'm not sure if it's either the mod's fault, or maybe an error from tesedit? I don't see this mentionned anywhere else on this mod's page
    2. jatkinson85
      jatkinson85
      • premium
      • 28 kudos
      It's not an error from TES4Edit, and it absolutely is mentioned in the comment thread on this page.
  9. DiegoReyes1995
    DiegoReyes1995
    • member
    • 1 kudos
    There are some yellow shapes in the occupied Forts, any fixes?
    1. SaintJeremy
      SaintJeremy
      • member
      • 0 kudos
      Did you install the main file?
  10. TheHavok
    TheHavok
    • member
    • 0 kudos
    Pretty good work. Very good mod indeed. There are two suggestions I'll leave that can benefit the mod, one minor and one major:

    The Fine Steel Bow in Fort Nikel has been push below the ground, along with the skeleton there that had a note. Putting these in a useful position would be great. This is the best bow you can easily get early on without stealing from guards, so it can impact some plays. Takes 2 minutes to solve.

    Enhanced Economy has some merchant quests that sends players on treasure hunts. Some items spawn inside some forts used here. A workaround would be for the interior of the fort have a basement where the vanilla interior is, with the original ID. That way we can enter the fort, go to the basement and do what we need without having to disable the mod to do these quests.

    Have a good one!