SKYRIM
Sungarde by Leodoidao
Skyrim » New lands
Added: 14/08/2012 - 05:29AM
Updated: 13/12/2014 - 08:32PM

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Uploaded by Leodoidao

Description

Last updated at 20:32, 13 Dec 2014 Uploaded at 5:29, 14 Aug 2012

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SUNGARDE

Version: 2.2
Author: Leodoidao
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The magic realm of Sungarde, a tropical landscape for Skyrim.

According to the legends, as the earliest tribes of ancient nords roamed through the northern coast of Skyrim, they found groups of druids summoning mage portals to a place that was said to be always "warm and moist", and "the season never changes".Their reports suggest that the Dwemer had been there before, and they left magnificent structures made of rock, just like Nchuand-Zel, the place that would become the city of Markarth.
Historic records tell us that the ancient nords managed to colonize the place for a while, but somehow they all disappeared. The tales about the "Land of Eternal Summer" were
forgotten for centuries. But now, one of the mage portals was discovered in the north
coast...

VERSION 2.0 REQUIRES DRAGONBORN- The former versions do not, so if you don´t have the expansion better play the former versions.




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CHANGELOG 
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v 2.3:

-Fixed several small glitches like floating plants, small cracks and misplaced objects.
-Fixed missing mesh from jungle nordic bridge.
-Added a new creature: giant leech. 


v 2.2:

-Fixed some pathgriding issues.
-Added a khajit merchant at Imperial camp in Bonebreaker valley and another with the vigilants of Stendarr at the uyara tribe (Now you can buy and sell things there).
-Fixed some misplaced objects.
-Re-managed some encounters.

v 2.1:

-Fixed floating fern in Bonebreaker valley.
-Fixed crippled exit from Shadow Caverns to Warsackal.
-Fixed some dialogue glitches.
-Improved the dried up reservoir area.
-Fixed the deer pelt mesh.

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VERSION 2.0 FEATURES:
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-9 landmasses (Bonebreaker Valley, B´zanf excavation site, Western Rocklands, Pantanalia Wetlands, Western Nord Valey, Southern Nord Valley, Johantal temple complex, B´zanf Dam and dried-up reservoir).

        -29 dungeon cells (6 caves, 13 nord ruins, 6 mixed Nord/cave ruins and 4 dwemer).
              Remember: all dungeons with more than one level have a magic portal that will bring you back to the wilderness at its end.
              Korzumjund, Yuhal and Karhuass are one-way dungeon crawls: once you start, you must go to the end!!!
              The cave of Korzumjund is 2nd level now: changed its 1st dungeon cell
       
        -NPCs that will give you information: 
           .Ralfyr in Bonebreaker valley            
           .druid master Klarissmund in western rocklands
           .Ma´luf khajit smuggler in  Southern Nord Valley
           .Dremora outcast in Western Nord Valley
           .Anchieta (a vigilant of Stendarr) in Pantanalia
         -Ma´luff and the dremora outcast will buy and sell things.


       _New meshes from: ANGILLA, BAD GREMLIN, DIGITAL LION, ELINEM, GA-KNOMBOE, INSANITY SORROW, OARISTYS & TONY67, TAMIRA,  VICN,  TIER1DUSTY and some stuff of mine.





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WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!
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-BRING SOME TORCHES: some caves are very dark, almost pitch black.I will add a container with some torches in the next version.

-The panda bears are not aggressive. Please, don´t kill the pandas!!


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KNOWN BUGS/ISSUES
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-One of the new tree trunk meshes has no collision property. I´ll fix this soon.

-there is a spot in the landmass in which my char "swam" in the air for a while (NOTE: I
only experienced this bug in my notebook, not in my PC. Please report if this happens to
you.)

-CTD: they may occur (see "compatibility issues" for details about this problem). For
unknown reasons, some player chars render the mod more stable than others.PLEASE REPORT IF CRASHES ARE PERSISTENT.

YOU SHOULD REPORT ANY BUG/GLITCH/ISSUE YOU MAY FIND.REMEMBER THAT I REALLY NEED SOME FEEDBACK.

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COMPATIBILITY ISSUES
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-If you use the mod GKB-GREEN-TREES you should disable its .esp file. Although my mod uses
some of its meshes, there is a conflict with the .esp file.
-This mod WILL NOT WORK AT ALL if you have too many other mods in your loading list. I
cannot say for sure how many mods and which ones (EXCEPT FOR THE ONE I MENTIONED BEFORE) Sungarde will "get along with", but I tested it in BOTH my PC and my notebook, and managed to solve the stability issues just by unchecking several .esp´s from the mods I use in my loading list. Keep in mind that Skyrim is a buggy game, and its Creation Kit is even
buggier, so it was NOT my fault.To play my mod, you should activate only the most necessary ones (remember that the mods that change something in the vanilla worldspaces and interiorswill make no difference in the realm of Sungarde).


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INSTALLATION
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-Extract the "Data" folder in this mod to your "The Elder Scrolls V Skyrim" folder.Click "yes" ifit asks to overwrite.

-Add a check to Sungarde.esp in your Skyrim Launcher screen to activate the mod... and
play!!!

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Credits
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ALIENSLOF- The new skeever and sabrecat textures

GA-KNOMBOE- the new trees

HANAISSE- The gate to Oblivion

JSNIDER193- The new nord ruin tileset and the "scaly one" texture

MUPPETMUPPET- New trees and foliage

OARISTYS- The new skeletons

SCOTT- The new deer, panda and troll textures, and the bamboo.

TAMIRA- Two new plants

TENTAIN- The skeleton torch

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PLEASE DO NOT UPLOAD THIS IN STEAM WORKSHOP.Ask for permission to upload somewhere else.