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fort fire moth plugin

Posted: Thu May 20, 2004 1:02 pm
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

Posted: Thu May 20, 2004 1:12 pm
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.

Posted: Thu May 20, 2004 1:54 pm
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.

Posted: Thu May 20, 2004 2:21 pm
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.

Posted: Thu May 20, 2004 3:08 pm
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.