Jump to content

Search the Community

Showing results for tags 'stronghold'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Creatures & Monsters
  • Items
  • Housing & Estates
  • Graphics Packs
  • Overhauls & Expansions
  • NPCs & Companions
  • Music & Sounds
  • Tools & Utilities
  • Splash Packs
  • Races & Birthsigns
  • Miscellaneous
  • Resources
  • Quests
  • ModJam Community's Modjam Entries - Summer '21

Forums

  • General
    • News & Announcements
    • General Chat
    • Help & Support
  • Mod Support
    • Creatures & Monsters
    • Items
    • Housing & Estates
    • Graphics Packs
    • Overhauls & Expansions
    • NPCs & Companions
    • Music & Sounds
    • Tools & Utilities
    • Splash Packs
    • Quests
    • Races & Birthsigns
    • Miscellaneous
    • Resources
  • Ashes of the Sharmat's Discussion
  • ModJam Community's Discussion & Voting
  • Danae's Guests's Topics

Product Groups

There are no results to display.

Categories

  • Documentation

Categories

  • Mod Lists
  • Directories

Calendars

  • Community Calendar
  • Ashes of the Sharmat's Events
  • ModJam Community's ModJam Calendar
  • Danae's Guests's RingComics (YAJAN)
  • Danae's Guests's Livestream
  • Danae's Guests's Written Interviews

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Twitch.TV


Youtube

Found 4 results

  1. View File Under Construction Under Construction Summary With this mod, construction materials and scaffolding will be visible at the Great House strongholds during construction of the later stages. Description It's commonly understood that the Great House strongholds have three stages, but they actually have six phases. In addition to the three main stages, there are also three intermediate phases during which various portions of the stronghold are under construction. Bethesda implemented the first intermediate phase (where the first stage of the stronghold is under construction), but did not fully implement the other two (where the second and third stages are in progress). The developers went to the trouble of creating the required objects (scaffolding, wood planks, buckets, and so on) and placing them in the world, as well as assigning them scripts to ensure they'll only be visible during the appropriate construction phases. However, they just never actually set the relevant global variable to the proper values to implement these later intermediate phases. When construction first begins on your stronghold, the main building is inaccessible, and you'll see various construction materials nearby. But, in the vanilla game, due to Bethesda's partial implementation, there are no such intermediate phases later on. When construction of the second stage of the stronghold begins, there are no changes at the stronghold at all; when construction is complete, the new buildings pop into existence fully built. The same thing happens with the third stage. This mod finishes the job that Bethesda started by implementing the last two intermediate phases. Now, when construction of the second or third stage of your stronghold begins, you can visit the stronghold and actually see the new buildings - inaccessible, for now - in progress, along with scaffolding and assorted construction materials lying about. The site foremen are also active during the intermediate phases. After the requisite amount of time has passed, the under construction phase will be complete, the construction materials will be gone, and the new buildings will be accessible. The mod also fixes a couple errors in the vanilla Raven Rock scripts (principally one that caused certain objects to be disabled when they shouldn't be), but does not otherwise touch Raven Rock. Compatibility This mod edits the following vanilla scripts: Strong_Build2_H Strong_Build2_R Strong_Build2_T Strong_Build3_H Strong_Build3_R Strong_Build3_T Strong3_Not ColonyFactor3_D Colony_E_Torch It will be incompatible (without a patch at least) with any mod that touches the Strong_Build scripts. Stronghold overhauls should be okay, but any mod that changes the actual process of stronghold construction might touch the scripts. I'm not aware of any other mods that edit the Strong3_Not script, but if one does, the conflict will be relatively minor - certain parts of Tel Uvirith that shouldn't be accessible until stage 3 is complete might be accessible during the under construction phase for stage 3. Regarding the two Raven Rock (colony) scripts, if any other mod touches those scripts, it should come after this one in your load order. The above script edits represent most of this mod's changes, although a couple manual adjustments to Tel Uvirith were necessary in order to prevent reaching certain areas before they're supposed to be accessible. The only actual cell edit is to the exterior cell Uvirith's Grave: placing two unopenable doors that will only be visible during the intermediate phase for stage 3. If you're using a mod that changes the exterior placement of Omavel's or Seleth's houses, this might result in a little weirdness. The other Tel Uvirith-related edits *shouldn't* result in conflicts, but I'm not 100% certain about that. Version History Version 1.1 - 2021-10-05 - Fixed a couple errors in the vanilla Raven Rock scripts, principally one that caused certain trees/rocks at the SE factor's estate location to be disabled when they shouldn't be. - Raven Rock is otherwise untouched. Version 1.0 - 2021-09-29 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692. Submitter Necrolesian Submitted 11/05/2021 Category Housing & Estates  
  2. Version 1.1

    97 downloads

    Under Construction Summary With this mod, construction materials and scaffolding will be visible at the Great House strongholds during construction of the later stages. Description It's commonly understood that the Great House strongholds have three stages, but they actually have six phases. In addition to the three main stages, there are also three intermediate phases during which various portions of the stronghold are under construction. Bethesda implemented the first intermediate phase (where the first stage of the stronghold is under construction), but did not fully implement the other two (where the second and third stages are in progress). The developers went to the trouble of creating the required objects (scaffolding, wood planks, buckets, and so on) and placing them in the world, as well as assigning them scripts to ensure they'll only be visible during the appropriate construction phases. However, they just never actually set the relevant global variable to the proper values to implement these later intermediate phases. When construction first begins on your stronghold, the main building is inaccessible, and you'll see various construction materials nearby. But, in the vanilla game, due to Bethesda's partial implementation, there are no such intermediate phases later on. When construction of the second stage of the stronghold begins, there are no changes at the stronghold at all; when construction is complete, the new buildings pop into existence fully built. The same thing happens with the third stage. This mod finishes the job that Bethesda started by implementing the last two intermediate phases. Now, when construction of the second or third stage of your stronghold begins, you can visit the stronghold and actually see the new buildings - inaccessible, for now - in progress, along with scaffolding and assorted construction materials lying about. The site foremen are also active during the intermediate phases. After the requisite amount of time has passed, the under construction phase will be complete, the construction materials will be gone, and the new buildings will be accessible. The mod also fixes a couple errors in the vanilla Raven Rock scripts (principally one that caused certain objects to be disabled when they shouldn't be), but does not otherwise touch Raven Rock. Compatibility This mod edits the following vanilla scripts: Strong_Build2_H Strong_Build2_R Strong_Build2_T Strong_Build3_H Strong_Build3_R Strong_Build3_T Strong3_Not ColonyFactor3_D Colony_E_Torch It will be incompatible (without a patch at least) with any mod that touches the Strong_Build scripts. Stronghold overhauls should be okay, but any mod that changes the actual process of stronghold construction might touch the scripts. I'm not aware of any other mods that edit the Strong3_Not script, but if one does, the conflict will be relatively minor - certain parts of Tel Uvirith that shouldn't be accessible until stage 3 is complete might be accessible during the under construction phase for stage 3. Regarding the two Raven Rock (colony) scripts, if any other mod touches those scripts, it should come after this one in your load order. The above script edits represent most of this mod's changes, although a couple manual adjustments to Tel Uvirith were necessary in order to prevent reaching certain areas before they're supposed to be accessible. The only actual cell edit is to the exterior cell Uvirith's Grave: placing two unopenable doors that will only be visible during the intermediate phase for stage 3. If you're using a mod that changes the exterior placement of Omavel's or Seleth's houses, this might result in a little weirdness. The other Tel Uvirith-related edits *shouldn't* result in conflicts, but I'm not 100% certain about that. Version History Version 1.1 - 2021-10-05 - Fixed a couple errors in the vanilla Raven Rock scripts, principally one that caused certain trees/rocks at the SE factor's estate location to be disabled when they shouldn't be. - Raven Rock is otherwise untouched. Version 1.0 - 2021-09-29 - Initial release. Contact Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.
  3. Version 1.1b

    187 downloads

    The once generic stronghold of Marandus has now been given a facelift to truly show that it's now a Redoran conquest. This mod adds a new tower to the stronghold of Marandus, along with some exterior and interior decorations, making the fort more distinct. The rogue Redoran inhabitants will now tout some more impressive OAAB armour, truly preparing themselves for the inevitable onslaught of the enemies of Redoran. Future plans include making the denizens of Marandus friendly to high ranking Redoran characters (or maybe to those with a cunning disguise) and adding more services to make it something of an alternate Great House stronghold that the player can link up into with the propylon network. This mod requires Of Ash And Blight Data and all game expansions. This mod is likely incompatible with any other mods that change Marandus or edit the inventories of the NPCs there. Some recommended mods: Master Index Redux by me Streamlines Master Index functionality and can be useful when travelling to Marandus. Andasreth Stronghold by Rytelier Another stronghold overhaul to make the bandit hideout a bit more interesting. Berandas Overhaul by seelof A new dungeon redux that makes the daedra takeover of the stronghold more apparent and visible. Kogoruhn Expanded by Team Drama Kwama The stronghold of Kogoruhn has now been made fitting as one of the main strongholds of House Dagoth. 
  4. View File Marandus Rebuilt The once generic stronghold of Marandus has now been given a facelift to truly show that it's now a Redoran conquest. This mod adds a new tower to the stronghold of Marandus, along with some exterior and interior decorations, making the fort more distinct. The rogue Redoran inhabitants will now tout some more impressive OAAB armour, truly preparing themselves for the inevitable onslaught of the enemies of Redoran. Future plans include making the denizens of Marandus friendly to high ranking Redoran characters (or maybe to those with a cunning disguise) and adding more services to make it something of an alternate Great House stronghold that the player can link up into with the propylon network. This mod requires Of Ash And Blight Data and all game expansions. This mod is likely incompatible with any other mods that change Marandus or edit the inventories of the NPCs there. Some recommended mods: Master Index Redux by me Streamlines Master Index functionality and can be useful when travelling to Marandus. Andasreth Stronghold by Rytelier Another stronghold overhaul to make the bandit hideout a bit more interesting. Berandas Overhaul by seelof A new dungeon redux that makes the daedra takeover of the stronghold more apparent and visible. Kogoruhn Expanded by Team Drama Kwama The stronghold of Kogoruhn has now been made fitting as one of the main strongholds of House Dagoth.  Submitter EndoranWest Submitted 04/10/2021 Category Overhauls & Expansions  
×
×
  • Create New...