Hey i loved this mod so much!! One of the best! Is there any chance you would consider making this for oblivion remastered? Thank you for your hard work!
I would love to but i'm unfamiliar with the Oblivion Remastered engine. Someone else is welcome to port it. I'm currently working on a pretty big mod for Morrowind so that's my main focus right now
Well, I wanted to play this, but it adds a ridiculous amount of locations that make basically anything on the Anvil coast incompatible with it (including the KOTN DLC it was said to be compatible with), and then after removing like 5 mods to remedy this issue, there's not even any dialogue options to start any quests. So needless to say I'm tired of jumping through hoops to try and play this mod
I report another conflict with OOO and the Greenpact Pirates Quest.
The Harbour of the Greenpacts is located so close to Dostares that ; 1 A wall from Dostares clips through the Captain's house, you either have to make a detour to jump over it or tcl to access the door. 2 Dostares is home to a very powerful faction from OOO, with a high chance for them to attack the nearby pirates. If the Pirates are attacked, even by other NPC, they all turn hostile to the player and you cannot complete the quest. (Cannot talk to captain and cannot kill him because he is essential)
Even when they weren't fighting, I couldn't go near the captains house without triggering an aggro. What I had to do: Rush the outskirts of Dostares and kill all Braided Armor dudes, (preferably via console to ensure that the fighting doesnt spread to the pirates.)
Basically with this mod, make a hard save before attempting any new quest!
What exactly is this mod doing outside the borders? Placing items? Changing landscape? Does anyone know where exactly outside the borders/how far out this mod places items/has quests? (in regards to its compatibility with TWMP modules)
I just found that the mod changes the water height 28,29 just south of LordRugdumphsStateExterior and has water sticking out of road and it deletes the bridge in Leyawiin county next to Fort Redman
I use the vanilla version because it said I was compatible with KOTN which I still had to make a patch for land scape and land conflicts. I just DL'd your version I let you know if the land scape issue around Garlas Malatar are still there
This is a good mod. It's just really buggy right now, at least in the UL-no BC version. Some game stopping bugs related to dialogues, wrong information given in dialogues and quest logs, many many floating objects, missing meshes, missing textures, random and unnecessary edits that can cause many conflicts. Storywise is excellent, and when it works it works well. Sadly that's not all the time, so every couple of quests I had to fix things in the CS. Oh and regarding the CS: The mod's dialogue is scripted very strangely. Instead of using a specific NPC as a condition for who's speaking, the mod adds a faction to every NPC and uses that faction as a condition. Entirely unnecessary and strange because in 99% of the cases there's only one person who speaks that dialogue. This is why this mod also edits vanilla NPCs unecessarily. If you are on vanilla or using BC, you should probably give it a shot, looking at the other commenters, those versions don't seem to be so buggy.
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That would truly be amazing.
The Harbour of the Greenpacts is located so close to Dostares that ;
1 A wall from Dostares clips through the Captain's house, you either have to make a detour to jump over it or tcl to access the door.
2 Dostares is home to a very powerful faction from OOO, with a high chance for them to attack the nearby pirates. If the Pirates are attacked, even by other NPC, they all turn hostile to the player and you cannot complete the quest. (Cannot talk to captain and cannot kill him because he is essential)
Even when they weren't fighting, I couldn't go near the captains house without triggering an aggro. What I had to do: Rush the outskirts of Dostares and kill all Braided Armor dudes, (preferably via console to ensure that the fighting doesnt spread to the pirates.)
Basically with this mod, make a hard save before attempting any new quest!
Does anyone know where exactly outside the borders/how far out this mod places items/has quests? (in regards to its compatibility with TWMP modules)
thanks for making your version
I f you use Better cities FULL, make sure to load this mod before Better Cities FULL.esp
Otherwise you will get the Crumbling mine Bug near chorrol, where miners will get stuck on the city walls.