New version of Crate Manor for Oblivion

https://princessstomper.wordpress.com/2009/03/01/princess-crate-manor/

Bizarrely, the previous version had a “known issue” during testing, which was that the exterior door was missing, but if you took the Shivering Isles ‘back’ door and then exited to the Imperial City, the door would be back in its place. I put this down to the regular savegame corruption that causes a lot of doors to go walkies, just as they did in Morrowind.

Therefore I didn’t take too much notice when someone emailed me about it.

However, once I’d finally sorted out my recurrent nightmare of driver problems that has caused me to cut back on my modding lately, I checked out Crate Manor. Somehow, both doors had gone missing. I must have broken it in version 1.1 but the very savegame issues to which I’d attributed the weirdness must have retained at least one working entrance, hence the problem going undiscovered.

Anyway, just restoring the doors from their inexplicable positions in limbo (what were they doing there? Who put them there?) wasn’t good enough. It had long bugged me that I had these pretty self-contained homes in the style of of the major cities, and no easy way to jump back and forth between them. So, more crates with more trap doors, and now the Crate Manor doubles up as a handy rapid transport system.

Of course it’s a cheat – and weirdness will undoubtedly ensue if you use the door to/from the Shivering Isles without going through the proper quest. You have been warned!