SKYRIM
Immersive Settlements by Pymous
Skyrim » Cities, towns, villages and hamlets
Added: 13/03/2013 - 06:06PM
Updated: 29/01/2014 - 09:59PM

2,406 Endorsements

0.55 Latest version

94,245 Unique D/Ls

118,069 Total D/Ls

553,842 Total Views

Uploaded by Pymous

Description

Last updated at 21:59, 29 Jan 2014 Uploaded at 18:06, 13 Mar 2013


News


Version 0.55 is Out! + Recruitment

Hello guys!

To start, the new update of Immersive Settlements is online (v0.55)!
Dawnstar get some important improvements, hope you will enjoy them!

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Version 0.55 Changelog:

Bug Fixes:
- No more free horse in Falkreath
- No more free horse in Riverwood
- Fixed wrong guard faction in Dawnstar

Dawnstar:
- Added an ancient Fort inside the town
- Added a stable
- Added +1 horse
- Added +2 buildings
- Expanded docks
- Added +1 longboat
- Added +1 NPC (basic AI package)

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I have also an important announcement to make:
Thanks to your support, I think the mod presents some solid foundations now and I think it’s time for me to setup a team to continue the development.

To synthesize the strategy, the mod aims to improve Skyrim settlements' “immersion” by:
- Adding new structures/buildings
- Adding new related NPCs
- Adding new quests/interactions (not covered yet) to support previous points

At this stage (v0.55) the mod propose mainly new exteriors designs (but with limited interior access) and some new NPCs (including merchants) with basic AI package and standard dialogues. To go further toward the “immersion” objective and keep coherence between added elements I think it is time to increase the interactions between all theses aspects. It represents a lot of work, requires multiple skills and that’s why it needs a team: not only to speed up the development but also to propose the best experience and quality as possible (you can’t be a specialist in all domains!). I will continue mainly to work on “exterior designs” but ideally the mod needs support from:

- A « scenarist » : An expert in Skyrim/TES Lore knowledge, with talents for storytelling and staging characters. Interested by designing new NPCs, writing dialogues, setting interactions between NPCs, he will also propose quests or others mechanisms ideas to make the places more believable and alive.

- A “CK Expert”: Experienced Creation Kit modder. You know how to “make things work”. You are used to setting up quests, dialogues, designing AI behaviours, package routine, scripts, etc.... You will help the team to realize basic or more advanced ideas and propose your owns suggestions.

- "House interiors designer": In charge to help me with all the “building” stuff. The mod already propose thousands of new buildings and structures but most of them remain empty (inaccessible) for now. You have experience with CK and talents creating “atmospheres” and adding life to buildings interiors (and eventually exteriors). You can take the time to explore the settlement you're working on in order to get acquainted with the new NPCs and their buildings. You have patience and interest in details.

If you are interested to join me in this adventure, please leave a message (with links pointing to some of your reference works) in the new dedicated forum or send me a private message.

Again, thank you all for your support!



Introduction


This mod aims to expand Skyrim Settlements (villages, towns and cities) to bring more life and improve player immersion. The mod is lore-friendly and highly modular: each modified settlement has is own .esp file.
If you install the whole package, actual version (v0.30) contains 34 new NPC, 45 new added houses and hundred of items, objects and others details for immersion purpose.

Development strategy


I'd like to propose some community participation for the development of this mod. Best ideas are often shared and come from discussion between people. Feel free to post suggestions, ideas or just track the bugs and report them.
I will create a topic on the discussion forum (of this mod) for each individual settlement so we can discuss on specific subjects. Please try to post on correct discussions so I can keep track of all important things and don’t miss some of your suggestions or interesting ideas.

Development planning


I'll work in parallel on multiple settlements. This method allows me to keep a fresh eye and mind each time I return working on a specific settlement.
Each settlement will get through different "modding stages" explained below:

  • Stage 0: Untouched. Nothing done yet about this settlement
  • Stage 1: Adding buildings/large structures. Expanding settlements with major additions but without altering the landscape.
  • Stage 2: First NAVMESH edition. The Navmesh "tells" NPC where they can and cannot move.
  • Stage 3: Adding NPC and furnitures/elements/details. NPC get only a basic AI package for testing and concept validation purpose.
  • Stage 4: Second NAVMESH edition to take account of added furnitures and other static elements from previous stages.
  • Stage 5: Designing Houses interiors
  • Stage 6: Designing NPCs and their AI. Designing their face, outfits for immersion purposes + Planning their "daily schedule". Get them sleep in their new house for exemple.
  • Stage 7: Voice Acting. Giving every new NPCs a unique voice.
  • Stage 8: Adding deeper, longer dialogues and quests.
  • Stage 9: It's mainly done! Time for cleaning and optimization. Next steps will include more advanced suggestions.

Important note: Please keep in mind I want this mod to stay lore-friendly: Don’t ask me for example to turn "Darkwater crossing" in a huge fortified city. There is no point (for me) to do such thing, it just breaks the story and Elder scroll lore. The objective is just to make things more “immersive”, “alive” and I’m sure we can do it even for simple and small settlements.

Immersive Settlements status (v 0.55):



Small Settlements / Villages :

Darkwater Crossing[Stage 4] - A small mining camp that operates the Goldenrock Mine.
Kynesgrove[Stage 5] - A small village located on the road south from Windhelm, in Eastmarch.
Stonehills[Stage 5] - A small iron mining settlement, directly east of Morthal, based outside of Rockwallow Mine.
Shor's Stone[Stage 4] - A small mining village that operates the Redbelly Mine.

Towns:

Dragon Bridge[Stage 4] - A town in northwestern Skyrim.
Helgen[Stage 0] - A town located within Falkreath Hold, near the Skyrim-Cyrodiil border.
Ivarstead[Stage 4] - A small milling town located at the base of the Throat of the World.
Karthwasten[Stage 4] - A mining town in the Reach.
Riverwood[Stage 5, 6, 7] - A medium-sized town northeast of Helgen.
Rorikstead[Stage 5] - A farming town in Whiterun Hold

Orc Strongholds: (NEW!)

Dushnikh Yal[Stage 4] - An Orc stronghold southeast of Markarth.
Largashbut[Stage 4] - An accursed Orc stronghold in the Rift beset by giants.
Mor Khazgur[Stage 4] - An Orc stronghold located west of Solitude and north of Markarth.
Narzulbur[Stage 4] - An Orc stronghold of the Eastmarch hold.

Minor Cities:

Dawnstar[Stage 4] - A small fishing and mining settlement on the northern coast of Skyrim, and the capital of the Pale.
Falkreath[Stage 4, 5, 6, 7] - A city in Falkreath Hold, located near the Cyrodilic border
Morthal[Stage 4] - A city located in Hjaalmarch.
Winterhold[Stage 0] - A city located on the northeastern tip of Skyrim

Major Cities:

Markarth[Stage 0] - A major city located in The Reach, near the border of High Rock.
Riften[Stage 0] - A major city located in the southeastern corner of the Rift.
Solitude[Stage 0] - A major city located on the northwestern coast of Skyrim, and the capital of the province.
Whiterun[Stage 4] - A major city located in the center of Skyrim, near the Throat of the World.
Windhelm[Stage 0] - A major city in Eastmarch, located near the Dunmeth Pass to Morrowind in northeastern Skyrim.

Compatibility


The mod is still in development and compatibility with others mods are not priority
Please report any mod incompatibility so I can list them.

Incompatibilities reported so far:
  • Better Fast Travel - Carriages and Ships - Overhauled : PATCH available in File section!
  • Skyrim Flora Overhaul : only problems with the version with hand placed trees!. The last version (Basic v181b) works fine!
  • Civil War Overhaul: Problems reported - Need confirmation


Translations


Translations are NOT necessary up-to-date. Please check links and thanks authors for their work if you like their translation!

- FRENCH Translation by raphou112
- FRENCH Translation by Kaos Sita (La confrérie des traducteurs)
- GERMAN Translation by endymion81
- RUSSIAN Translation by Const24
- POLISH Translation by LordTorus

Changelog


See Readme File

Videos and Rewards





Recommended mods


My personnal list of mandatory "Immersive" mods: