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.
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.
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.
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.
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.
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
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.
109 comments
The level of detail added to the Imperial garrisons is also appreciated.
- 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.
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!