134 comments

  1. ARavenOfManyHats
    ARavenOfManyHats
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    Sticky
    I'm the kind of fellow who can't really stand unvoiced quests. Is there any chance of a version without the quests? Or instructions how to remove them?

    Regardless, bless you for revitalizing Oblivion's garbage forts.
    1. mixxa77
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      The only quest with silent dialogue is the one for Fort Dirich, which you can easily ignore, or else just remove everything with the Prefix "FortDirich..." in TES4Edit from the plugin.
    2. ARavenOfManyHats
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      Bless.
    3. Dispensation
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      You can now use the Voiced Addons Collection for Mods (ElevenLabs) for that.
  2. Scartavian
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    This is one of my most beloved mods. It gives the Imperial Province more variety that it justly deserves and actually makes the Cyrods look like they give a damn about defending their home lol. Magnificent work overall.

    I know it's pretty much impossible to port most of your mods into remaster as things stand because of adjusted and new assets etc., but I do hope to see these glorious castles in there one day. 
    1. mixxa77
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      Thank you!

      I share the same hope, let us see how mod development options for the new game turn out, given some time.
  3. dudetheplayer
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    Essential mod.  Thank you for this great piece of work.
    1. mixxa77
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  4. ArtemSHikoff
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    One newbie question: did you stored old ruins under the terrain by yourself or it xEdit? I ask 'cause I want to understand the reason: is it for working reason (vanilla ruins would definitely disturb while working) or it's just automatic way xEdit cleans mods?

    One of the best works for this game so far!
    1. mixxa77
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      I moved (and disabled) the old ruins underground myself in the CS. Construction Set Extender makes this easy. With vanilla CS doing it manually would be annoying.
      It is like you guess for working reasons, the old ruins would be in the way when placing and adjusting the new architecture.
      Deleting them and having xEdit undelete and disable them with auto-clean is also viable, but I prefer doing it manually (Also makes it easier to bring original pieces back if I think they are needed.)

      Thank you!
  5. MrUhrwerk
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    First off, let me just say this is an amazing mod, and one I can not recommend highly enough. Awesome work!

    Secondly, it is possible add a patch for AssyMcGee's mod that re-adds the interior of Fort Wariel?
    Some mods use it (like Phitts Artifacts and the radiant quests in MOO), so having it be inaccessible brakes those.
    Thank you!
    1. mixxa77
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      I tried to get into contact with AssyMcGee in the past about their mod in general, but didn't hear back, sadly.
    2. MrUhrwerk
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      Well dang.
      Any chance you can add a patch through this mod? Like if you have Assy's mod, this one will add a trap door in captain's room or something?
      (I honestly thought there was supposed to be something in there, as the journal you find in the keep mentions that room smells/feels weird.)
  6. crowlotus
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    Don't know if it's a conflict or something but ran into problems. On some of the forts, the old 'pieces' are still there. I.e., in the quest The Crying Voices for the Mage Guild, when I got to Fort Bluebood, part of the stairs was buried behind the old ruins. Had to use console to even enter it. I looked through TESedit but couldn't really find a conflict? Any ideas?
    1. TheRomans
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      Could be load order, maybe a later loading mod is also editing objects this mod tries to disable.
    2. crowlotus
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      Uploaded a screenshot of it. The only mods lower in the list is Better Camps. Could that be the conflict? I could send you my LO if that would help.
  7. LumpiDSBM
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    is there a patch for the merged version of Unique Landscapes? I found only patches for those Standalone variants. 
    I would really love to use this mod, but if i must choose between ULM and this, than i would be really sad :(
    anyway, this mod looks very well designed.
    1. songlife
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      Patch hasn't been made yet for merged UL.
    2. LumpiDSBM
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      nice, i'll test it out right now!
    3. Hirodin
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      I agree with LumpiDSBM, i use this merged version of  Better Forts. andi also use the UL merged. I have to install the ptaches after the Wryebash, and i also have to create Dummy masters.
        So it would be ideal that Mr. Mahn could provide a version for this merged Better forts, but if not i ask, Is it possible to provide the patches with updated master files, becouse i try to change the master files dependency in Xedit and in Wrye bash and i cant...
        Well, if Mr. Mhan would agree to a merged version or depency redirected masters version of the patches would be great.
        Any way, to both, Mr. Mixxa77 and Mr. Mhan, i am really grateful.
        May the Lord JesusCrist bless our families.
    4. kennn97
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      Fort Sejanus ,Fort Irony, and Fort Variela don't have patches for the UL areas they are in (which are Ancient Yews, Bravil Barrowfileds, and The Dark Forest respectively).

      Both Sejanus and Variela will have messed up pathing and there will be trees/plant clipping with the forts if using with UL. I also experienced CTD at Sejanus. I have to check The Dark Forest ingame, but when I used it previously I saw it had conflicts with The Dark Forest in xedit.

      If there are patches for those 3 I'm unaware of them
    5. songlife
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      There are no patches, which means this merged version continues to be arguably unusable with UL... and probably will remain so, by the looks of things. Would've certainly made more sense to originally construct a mod this comprehensive around UL since most people use it, which would've made patches unnecessary. As it is now, you have to choose UL or this mod unless you can deal with conflicts & possible CTDs.
    6. AllisterHenderson
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      You can try in-game console disabling those clipping trees/plants, which should atleast improve the compatibility.
    7. d181sp1
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      Updating now, been using an older version of this.  So far I haven't run across anything that sticks out as atrocious running this alongside merged UL.  No CTDs or anything. 
    8. YungFattin
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      In regards to using merged BF with merged UL : 

      Sejanus, coldcorn and Irony can both just have a handful of rocks and trees disabled to make it 'work', I had issues fast travelling to Irony though. 

      For Aurus, i didnt even notice what the patch is patching, and in a general walkaround could not tell the difference when using the merged plugins. 

      Fort blueblood and redwater are messed up without their respective patches 

      Rayles is more or less fine after some disabling. 

      Valeria i did not test for UL as I merged my own UL plugins without Dark forest. I do use athmoors villages though and it conflicts hard with Vergayun

      Personally i made a new BF merge plugin omitting blueblood, redwater, and coldcorn ( BB and RW because i will install them as separate plugins to use their patches) .CC is a seperate issue to do with that very busy area near chorrol where there does not exist a patch to bring together every mod that touches that area (clearwater, koyo town, BF CC, maple in, golden perch, UL lush wood).

      You dont need to change anything in xedit for the merge to work, let gecko change the names of static resources, just dont forget to add the meshes and textures folders from the individual mods. 
      Im not sure if this will mess with the scripts though. (upon walking into roebeck all the conjurers attacked me instantly, (except for the main one who sells charges, and i was under the impression that didnt start attacking you until you had unlocked the gate) 
    9. songlife
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      Thanks for this detailed post. It sounds like just a bit much to use it with UL w/o patches. I have enough issues with fast traveling w/o adding more potential problems. Coldcorn sounds like a disaster area since I use all of the mods you mentioned. There is also a mod called Sejanus Village which might cause trouble at Sejanus fort. Hopefully someday someone will take the bull by the horns and make a patch(es).
    10. TheRomans
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      Should be no problem with Sejanus Village, it is some distance from the fort, WSW near the crossroads.
    11. LumpiDSBM
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      I use it for a while now with UL Merged and no issues besides minor clipping in a few areas and ai has problems in those cells regarding pathfinding, but no ctds on my side.
    12. songlife
      songlife
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      deleted
    13. distanzero
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      Im currently making a patch for the merged versions of both mods that hasnt been covered by the standalone patches. Fort Irony and Gold-Throat are the only ones I'm finished with so far, all I did was remove clipping objects and fixed the pathgrid. Fort Cuptor is proving to be a challenge tho, it looks like i have to significantly change the entrance to the fort because the area around it is heavily modifed by UL. If anyone has any suggestions on how I should go about this lay it on me.
    14. Dispensation
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      A compatibility patch for Better Forts by Mixxa77 and Vergayun by Arthmoor can be found here.
    15. TheRomans
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      What does the Vergayun -better forts (variela) patch address?
    16. songlife
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      For me the patch put a house in Vergayun back down on the ground, which was the biggest problem there, so it works. I merged all of Arthmoor's smaller villages into 1 esp, so I had to change the Vergayun master in the patch to the name of that merged esp, which worked fine. I also had to move Better Forts way up in the load order from where I had it for the patch to work. It is now directly below ROC, where it has to be to allow the ROC patches for it to work.
    17. Kirya
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      Thank you, Dispensation, for the patch!
    18. Sasquatch678
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      Any updates on this patch?
  8. ToMattBan
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    I'm trying to enter fort Roeback, but there is a gate there that needs a key.

    Using TES4Edit I found that I need to activate a lever, but I cant find it hehe.
    It seems also to have a quest for this Fort.
    How can  Itrigger the quest, or, where is the lever?

    I have another mod that put an intem inside the fort and I need it hehe.

    Thanks in advance
  9. BUSHHHess
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    I think its working but not, what I mean is after exploring a bit I then encounter the fort from this mod, but the problem is that the land arond is floating so I have to jump to get there while jump above the void below
    1. TheRomans
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      sounds like a mod location conflict.
    2. BUSHHHess
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      is there a way to fix this??, I can provide the mods I use that I think altering the map
    3. TheRomans
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      Load order may ameliorate it
      Wrye Bash may ameliorate it
      Land magic may fix or ameliorate it

      Once you figure out the conflict, you can search for a patch mod, usually, though, they would be linked on one or both of the mod pages.
  10. BUSHHHess
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    PLEASE HELP!!!, why is mine not showing up (still showing ass fort), like the fort near the bridge in Imperial City.. I used Wyre Bash to install the mod (archive)


    .oh and I use UniqueLandScape
  11. kennn97
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    I have 2 Cheydinhal soldiers stuck as followers afters clearing a fort, I checked with the console and they appear to be npcs from this mod. They appear when i fast travel and run off. I have tried killing them, but eventually they just re-spawn.