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Changelogs
Version 2.0.1
Removed CC content dependencies
Version 2.0
Changed plugin name
Added SRC_ERS.esp (read sticky post if you don't know what this is)
Added USSEP as a requirement (ERS plugin requires it)
Removed a lot of rubble after clearing
Small changes to the overall aesthetic after clearing
Added an extra key (just in case you need it)
Version 1.6
Changed SM Node overrides to new records.
Overrides would break compatibility and were based on a design flaw in FTF 3.0.
Version 1.5
Converted to FTF 3.0
This will REQUIRE installing on a clean save. See FTF documentation for details.
Version 1.4
Edited Pale Patch to be recognize the new file name
Changed "Pale Patch.esp" to "FT - Fort Fellhammer Pale Patch.esp". Delete old file if updating manually
Changed RAR files to ZIP files (should work better for nmm users)
Version 1.3
The rockfall trap and one piece of floor rubble (in the barracks) disappear once you take the fort
Removed the extra keys added before (no effect)
Moved soldiers because they could be seen walking to their posts if you went back right away
Added ESPLite version
Changed the name of the esp to "FT - Fort Fellhammer.esp". *Delete "Fort Takeovers - Fort Fellhammer.esp" if you are updating manually
Version 1.2
Upgraded to Fort Takeovers 2.0
Mine key spawns on bandit chief again
Version 1.1
Made the fort clearable again (must clear out all bandits and leave the area)
Allows Fort Fellhammer to be captured like other civil war forts. After clearing out the bandits and leaving the area, the fort will be repopulated by Imperial or Stormcloak soldiers depending on who owns Winterhold. If Winterhold changes hands, the fort can be cleared again for the new owner.
For Immersion: This fort is right next to Fort Dunstad and leaving it full of bandits would pose an uneccessary threat. Also, it could be a valuable source of ore for the fort and a possible muster point.