Fort Frostmoth has been attacked, and now some of its walls are missing!
Submitted by Ice on Wed, 09/07/2011 - 03:36
| Project: | Morroblivion |
| Component: | Quests - Bloodmoon |
| Category: | bug report |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | active |
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Description
I recently started playing through the Bloodmoon main story line for the first time. When I started The Disapearance of Captain Carius, I found that large sections of Fort Frostmoth's walls are completly missing. I can see through, and walk through them. It is as if the quest actually disabled the walls, and didn't add another type of wall to replace them. There are no Missing nif markers.
This is in version 41.

I am not sure if this is the case but, in Morrowind(I haven'h got into Bloodmoon yet in Morroblivion) when Frostmoth was attacked, it turned into ruins, so some of the wall might have been destroyed as a part of the quest.
That's what I'm thinking is supposed to happen. It looks to me as if they disabled the 'nice' walls, and forgot to enable the 'ruins' walls. Right now you have walls, and then a corner is completly missing, and where the two parts should connect, there isn't even an end cap. (Meaning you can stand where there isn't wall, and see the inside of a wall that still is there). The walls don't look like they should be gone, they look like a rogue modder went in and deleted pieces he shouldn't.
So I think you're on to something. The walls should turn into ruins, but maybe this was only halfway done...
Here, instead of describing it, it'd be easier just to show it. Here are some pics I took of it.
Having a look at the screens I think the pieces disabled are pretty accurate ... The ruined portions were initially set to be removed in the ESPconverter inis (someone wanted to make Morroblivion in the Oblivion timeline) and so they probably didn't make it to the current main project;though they should be easy to recover when BM gets debugged.

On a side note, I personally found this portion of the BM questline to be very unrealistic ... the attackers are supposed to be werewolves, not Catapults
Cool, thanks Hashmi.
Is there someone debugging / planning on debugging Bloodmoon?
Haha, that's quite a good point; I didn't think of that.
So I went poking around in the editor, and found this attatched to one of the wall pieces that disapeared:
scriptName 0fortDisableScript
begin gamemode
if getstage fbmwbmsmugglers>=93
disable
endif
end
Seems like there should be another 'ruined' wall piece that would have an enable script attatched to it.
@Hashmi
Haha, exactly what I've always thought!