Skyrim

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Exact_Mouser

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ExactMouser

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64 comments

  1. Gerheardt
    Gerheardt
    • member
    • 49 kudos
    Hello everyone! I actually wrote a message to mod's author, asking the rights to fix/enhance this mod. I hope he'll see my message and let me work on it, it's been years since he gave any sign of life. It's sad, it's a nice place with potential...
    1. GreenZepp
      GreenZepp
      • member
      • 0 kudos
      updated with a Special Edition would be nice!
  2. KriskoBling
    KriskoBling
    • member
    • 52 kudos
    no npcs are roaming around at day time .. only three guards and rest of population is inside their houses all the time ...
  3. firstlegacy
    firstlegacy
    • member
    • 1 kudos
    kinda love what the arrangement of houses.. what's left is the continuation of this, like added walls,clutter and whiterun guards.

    Might be good if someone continue this one..
  4. otakeksi
    otakeksi
    • member
    • 0 kudos
    I dont know if the users of this mod haven't noticed this yet but... This absolutely destroys fort graymoor... I went into the fort through underground becasue the ground has risen alot... 1/2 of the fort is underground basically. Yeah...
    1. Darthchee
      Darthchee
      • member
      • 0 kudos
      I think this mod conflicts with the unofficial skrim patches somehow, i shut them off and this eliminated the mound, the navmeshes were still screwed up though
  5. bigphil23
    bigphil23
    • member
    • 2 kudos
    good job, I noticed that there was no wall (wooden palisade or stone) around the city, with some warning it would not hurt at all.
  6. User_22887569
    User_22887569
    • account closed
    • 2 kudos
    I really like this mod, but it is not finished from what i seem. There are some nav mesh problems. Other than that, it looks amazing and it doesn't conflict with anything else that I ham using or plan to use.
    1. User_22887569
      User_22887569
      • account closed
      • 2 kudos
      Just use the ck to finalize the navmeshes, should fix this small problem. Great village overall.
  7. jknjb
    jknjb
    • member
    • 79 kudos
    This is a great little village, and I love the location.

    As an FYI for compatibility questions, Woodhalt is right next to the advance camp added by the DovKroniid Redoubt quest mod (http://www.nexusmods.com/skyrim/mods/52971/?)
  8. Sajuuknights
    Sajuuknights
    • member
    • 1 kudos
    can you elaborate as to how this will F*** up the game ? i don't want to install anything that may break something.
    1. 3xBacon
      3xBacon
      • member
      • 0 kudos
      As long as you don't have another city or some other modification in the same area, it won't. Same goes for any other city/building/object mod additions.
    2. Sophy5
      Sophy5
      • BANNED
      • 5 kudos
      except the few exceptions of a mod which edits stuff it shouldnt...like i recently downloaded a new house mod, really nice, but while playing i randomly came across a floating door in a place far far away from that house mod.. i disabled the house mod and the door was gone..so you never know what a mod actually edits
  9. nguyenlong311
    nguyenlong311
    • member
    • 4 kudos
    good job making the village.
    And why are you trying to overide Foxchase manor mod. They're the only mod at that location.
    the village is empty during the day also. and missing some defense. The guard look out of place.
    This would be an excellent mod if you could move it somewhere else closer to city and add a few npcs doing their daily activity.
  10. Sophy5
    Sophy5
    • BANNED
    • 5 kudos
    Wonderful mod, and building layout, I love it, very atmospheric