Skyrim

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Voidshard

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Voidshard

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7 comments

  1. FatGiant
    FatGiant
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    Tracking because I like the idea.

    I'll wait for the navmesh fixes.
  2. ArmoredCoreSucks
    ArmoredCoreSucks
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    When I was walking to it from Helgen, I noticed a man standing in midair, then as I got closer the tower he was standing on began to render. There is a workaround to getting fully LOD objects in the creation kit, and it involves something like disabling 'has distant lod' on a reference item, duplicating its base, then ticking 'has full lod,' and using the duplicated item in its place. I can't quite remember the specifics.

    There is a large rock floating in midair south of the fort, by the start of the large stairs.


    Other than that, I think the general layout, feel and experience with the tower seems very natural, and I had a fun time killing all the bandits.


    My follower wasn't able to wonder around the direct vicinity of the fort, but she did come inside the small shacks. I guess that's a bug you're still working out. I'll have to look at the file in the creation kit sometime to see what I can help with.

  3. matt121291
    matt121291
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    I really expected a Zelda Windwaker related mod. This sounds great, and I'm going to give it a try! Your description was nice, and humerous. Love it
  4. Voidshard
    Voidshard
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    The problem with too much utility is a break in the verisimilitude of the setting. Sorting would be cool but I haven't begun to learn Python yet

    What spinning wheel is this?
  5. livnthedream
    livnthedream
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    I am just tracking for now, i will likely be grabbing it at a later date but for crafting is the forge Skyforge enabled? Also could you include the spinning wheel that many newer mods are taking advantage of, like Cloaks of Skyrim? Also purely for those who are focused on utility you should consider adding shrines/standing stones and possibly an auto sort system.
  6. Voidshard
    Voidshard
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    Curses I must have missed that. I added the curtain wall afterwards in order to make things a bit more fiendish for attackers :o)


    Moving the smithing equipment closer had occured to me, my only worry was the break in realism ( floating wall aside :oP ) - cluttering the top of a defensive structure with .. well ..
    I placed a chest near the smithing area so the player had somewhere to stash heavy materials as a kind of compromise.



    I will ground the wall, check the navmesh and move the map marker. All good suggestions!



    Yes one has to watch those bandits ^.^ Once I gave them all bows they certainly became a menace.



    *Edit.

    - Grounded floating stonework.
    - Fixed a few navmeshes.
    - Moved map marker and added another in the tower itself.
    - Added another barricade and moved a few about
    Take your things out of the containers before upgrading just to be safe.

  7. Paltiel
    Paltiel
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    Interesting design! The bandit infestation was worse than expected.

    A few thoughts:
    - To the left of the entrance stairway is an arch that is only half anchored. Seeing that huge piece of stonework float by itself is a little immersion breaking.
    - During the fight to clean the area, two of the bandits wound up inside some of the stonework.. a console TCL (toggle clip mode) was needed to find, then finish them off.
    - The smithing area is a good 40 second run away from the enchanting/potion crafting area. Consider bringing the them closer together?
    - Perhaps move the map marker to the center of the area, that way characters won't have to run so much- the design is as large as a good sized fort. so it takes awhile to get around.