Please note that new user registrations disabled at this time.

fort fire moth plugin

This forum is to be used for all discussions pertaining to Bethesda Softworks' The Elder Scrolls III: Morrowind and its Tribunal and Bloodmoon expansion packs.
Post Reply
User avatar
Tony545
Posts: 1
Joined: Sat May 15, 2004 6:10 am
Location: westyorkshire, near halifax UK
Contact:

fort fire moth plugin

Post by Tony545 »

has anyone completed the fort fire moth plugin coz when i used it the plugin crashed half way through so i never got to finish it, i was wonderin if it was my comp that crashed it or the plugin was dodgy
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

I've seen so many complaints on other boards about incompatibility between this mod and other things in the Seyda Neen area that I've never even tried it. For what it's worth, I'd suggest getting out of the entire area, saving your game, unmarking the mod, then playing, again.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
arno_v
Posts: 1395
Joined: Sun Apr 11, 2004 8:30 am
Contact:

Post by arno_v »

I got the mod, and I made it to the fort, but its a bit boring. All those skeletons I kill them in one hit, it's not challenging.
User avatar
Ares2382
Posts: 735
Joined: Tue Jun 12, 2001 10:00 pm
Location: USA
Contact:

Post by Ares2382 »

Went through that one all the way to the end no problem. I agree most of it is boring. Cept the final boss there, I found him tougher then most other enemies in the game. Actually had to reload several times to beat him.

But never had any technical problems with it.
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

It's a matter of conflicts with some other mods; if you don't have 'em, you won't notice the difficulties. Here's the comment of one other poster (not myself) on another board, regarding Fort Firemoth:

yeah & you know what causes glitches the most? Beth's putting the transport ship & the argonian sailor in EXACTLY the same place as the starting ship in the character generation sequence. I opened up the CS moved the ship & NPCs - haven't had any problems since. The location conflicts with Sea of Destiny & Castles of Morrowind but that's all I know of.

I had exactly that happen to me, plus a strange gray wall that carved the transport ship in half. Elsewhere, conflicts have been noted between FM and Sea of Destiny (which I'm not running). It's only fair to say that some people like Fort Firemoth quite a bit and--like you--have no problems at all.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Post Reply