pkmcgowan Posted September 24, 2011 Share Posted September 24, 2011 Is it possible to relocate an existing cave entrance without the staff at Bethesda getting all bent out of shape about it? I've put in several months of effort creating a mod that adds a new district for the Imperial CIty but I had to move the entrance to Sinkhole Cave along with the associated encampment to the northwestern corner of City Isle (near the foot bridge). If anybody has an answer I would appreciate it. I just want to give the Fighters' Guild a new chapter in the Imperial City, not fight whiners and their lawyers in court. Link to comment Share on other sites More sharing options...
WarRatsG Posted September 24, 2011 Share Posted September 24, 2011 I'm pretty sure they will not be upset, provided you dont try to sell the esp for money.After all, it is just a mod - the whole game was designed to be easily modded. Link to comment Share on other sites More sharing options...
Lanceor Posted September 24, 2011 Share Posted September 24, 2011 The whole point of a mod is to change something in the game, so basically as long as you're not selling it, you can change anything you like for your mod. If you're changing the cave entrance's location, the main things to look out for are pathgrids and deleted references. Link to comment Share on other sites More sharing options...
jamochawoke Posted September 25, 2011 Share Posted September 25, 2011 Well you can't sell a mod directly. But I remember there was this rather huge vampire mod... can't remember the name for the life of me lol... but it was a massive mod you could download pretty much anywhere for free. But all of the voice acting done in the mod was kept seperate and if you wanted the voice acting you had to pay the author and he'd send you cds with the files on it. It's the only way I've seen someone legally get around the "can't mod for pay" thing and I believe the reasons for it were to pay the voice actors. At least I think it was. It's been years since I've seen that thing floating around. But yeah, anything usually modding another company's or author's materials you generally don't want to sell for multiple legal reasons and also it's generally not good for big open communities like modding communities. Link to comment Share on other sites More sharing options...
ub3rman123 Posted September 25, 2011 Share Posted September 25, 2011 The only problems that can come out of a change like that is possibly pathgridding or conflicts with another mod that might affect the cave entrance. Link to comment Share on other sites More sharing options...
pkmcgowan Posted September 27, 2011 Author Share Posted September 27, 2011 Thank you for the heads-up. Here's a teaser of what I'm trying to create - I call it the Imperial Academy District. It's intended to be a fully functioning chapter of the Fighters' Guild AND a real academy with cadets undergoing rigourous training (including running laps around the central tower's plaza). It can be reached from the Elven Gardens District. The original entrance of Sinkhole Cave was located directly UNDER the new district hence the need to relocate it. Link to comment Share on other sites More sharing options...
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