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Name: Faldar's Tooth - Imperial Fort
Version: 0.9 (beta)
Date: 01-06-2013
Category: Locations - Vanilla
Requirements: 7-Zip - http://www.7-zip.com
Author: MHGhandi

Description
===========

There is a good ton of unused castles and forts lying around in Skyrim. Some of them are owned by bandits, civil war factions or hargraven fan clubs. All of them have one thing in common: they're in terrible shape.

For my personal convenience I have altered a good percentage of them in order to reflect a more lively and vital state of Skyrim infrastructure Faldar's Tooth being my latest work - it is now a fully functional Imperial Fort that controls a strategically important part of Riften.


I have now added a non-imperial, empty version of the castle. You can use that for your convenience if you're not a fan of the Empire ;-)


Details
=======

Version 0.8

Exterior

Cleaned up the exterior and removed the bandits
Rebuilt the exterior part that had become ruined

Interior

Cleaned up the interior and removed the bandits
Added a night shift, a dayshift and three unique officers (all Imperial)
Added specialized areas (armory, infirmary, assembly room, general's quarters, arboretum, officer's quarters, enlisted quarters)

Optimized navmesh and corrected some clipping errors


Version 0.9

Exterior

fixed some pathfinding issues for the patrols
added some new patrol points and corresponding guards

Interior

Added a cook
Added usable book shelfs, mannequins and weapon displays within the Dragonborn room
optimized lighting and pathfinding
Added alot containers and clutter


Installation
============
Extract this archive to any folder and then copy the contents to Skyrim's Data folder

Incompatibility
===============
The mod is lore-friendly and does only use vanilla objects and textures.
This mod is obviously incompatible with all mods that modify Faldar's Tooth (although I haven't seen one, yet)
This mod might interfere with mods that change radiant quests or general bandit behaviour


Known Issues or Bugs
====================
-The dayshift sometimes does not leave the fort walls in time
-Sometimes the NPCs will try to leave the interior cell before executing the next AI package - this should only be a temporal issue
-there may be some lighting-issues depending on your GC and your settings. I haven't found out how I can circumvent this so any information on this is much appreciated!


Contact
=======
You can contact me on the Nexus-network, username MHGhandi!


credits
============


A big thankyou to Nexus user eldiabs who took the time to create the great modder's resource "weapon racks-bookshelves-playques-mannequins"



Legal stuff
===========
It would be nice if you asked for my permission before uploading this mod to distribution sites, change it or include it in your work. If the ideas appeal to me then I'm going to say yes, anyway!
This is a fan-mod for Skyrim - and that stuff is owned by Bethesda, not by me!