Cool mod, but I'm wondering, those groups will spawn even after the main quest completion? And a group related to an oblivion gate would respawn if the latter is banished?
Thank you for updating it with the only Good Morality Npcs :)! I still prefer the all-around version since i see it more like a Humans & Beast vs Oblivion, but still the more options the better.
Can you release a version of this mod with only friendly NPCs? Reason I ask is I tried to edit your script in the Construction set, but it wouldn't allow me to save because you used "Call". So it wont allow the changes, it would be so much easier for your to release a good NPC version since so many have asked for this and it seems your script cannot be edited without removing something essential to your code.
I have now made a version that prevents the bad guys from spawning, available in "Optional Files" in the "Files" tab.
The reason it crashed is because "Call" and some other script functions are OBSE functions, meaning you would have to start the Construction Set exe with OBSE support. Can be done with something like this, for example: https://www.nexusmods.com/oblivion/mods/48742
Is there a way to remove the "evil" NPCs from this mod? I've tried removing them from the plugin then from the script manually but then it causes certain factions to stop spawning.
You would have to remove them from the list of possible spawns in the script and adjust the values of the elseif getrandompercent checks that spawn the parties to accomodate for the lower amount of available possible spawns.
I have encountered some marauders at one of the gates they did not attack my character as I thought the would. Are the suppose too or is part of the mod that these marauders won't attack the player?
I think the only exception to that are necromancers, but only if you joined the mages guild. Can't remember 100%, it has been a while that I made this mod.
Thanks for the info! Multiple gates in the game have broken pathgrids, the issue is usually that nodes are tagged to be enabled/disabled via scripts but the scripts often don't have the correct functions attached to enable/disable them, if I remember correctly. I'm unsure if I should expand this mod to fix those though, it feels more like a job of the UOP or a standalone mod. I will think about it.
Since this doesn't alter the landscape, is it compatible if a mod moves an Oblivion gate? I use the Isolated Village mod and that moves the Oblivion gate to the nearby forest. Will this still work?
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I still prefer the all-around version since i see it more like a Humans & Beast vs Oblivion, but still the more options the better.
The reason it crashed is because "Call" and some other script functions are OBSE functions, meaning you would have to start the Construction Set exe with OBSE support. Can be done with something like this, for example: https://www.nexusmods.com/oblivion/mods/48742
I have encountered some marauders at one of the gates they did not attack my character as I thought the would. Are the suppose too or is part of the mod that these marauders won't attack the player?