Skyrim

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Created by

Flashwoozy

Uploaded by

Flashwoozy

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About this mod

Rework of the small (2 Tents & Boat) unmarked Adventures Camp near Chillwind Depths to make it a suitable non-loadscreen Playerhome.

Requirements
Permissions and credits
Description :
------------------------------
Chillwind Camp is a rework of the unmarked Adventurers Camp east of Chillwind Depths
to make it a useable non-loadscreen Starterhome, permanent Player or Follower home,
Weekend Camp or Retreat with a rustic /Campside like look.
See my uploaded Images for Location and Layout
Picture 1-5 showing Version R.1.0
Picture 6 & 7 the Layout changes in Version R.1.1

The Adventures Journal one can find in the original Camp
was moved on the Chest next to the Anvil.



The Camp consists of :
------------------------------
- 2 small Tents with unowned Bedrolls so Followers can use them.
- 1 Large imperial Tent with a Player owned Bed which gives well rested Bonus
- 2 improvised Shacks to provide some shelter for the crafting areas
- 1 Shrine of Talos
- all crafting Tools/Stations besides an Enchanter and a Smelter (could not squeeze them in)
- 12 Hearthfire fertile Soils .
- a decent amount of all kind of Idle Markers so NPC's (Humanoids and Dogs) can use them.
If and what kind of marker they use depends on which AI Package the NPC uses.

- a reworked NavMesh to reflect the Area Changes.
- a couple of safe Storages (set to no respawn)
- a few respawning Barrels, Plants, Birdsnests, small Beehive and harvestable dead Animals.

Note :
ALL Barrels are NOT save to store Stuff as they will respawn.
any other Container (Chests, Wardrobe, Strongbox etc.) should be safe.

- changed water flow direction and type in adjacent Cells
so that the River looks decently better than vanilla.
However the Water still does not follow the riverbed accuratly but that's due the way
the Game handles Water/Rivers or i am not skilled enough with the CK.

See Version History / Changelog for differences.




Requirements :
------------------------------
Skyrim.esm
Hearthfires.esm

-> The mod will most likely crash your Game if you dont have Hearthfire installed. <-



Installation :
------------------------------
First, make a seperate Save (no Quicksave) as a Fallback if things don't work as they should.
Afterwards unpack and place the provided .esp File into your Skyrim Data Folder
and activate it.



De-Installation :
------------------------------
Make sure you grabbed everything stored in the Area first (Barrels, Chests etc.)
then travel to different Location (Riften is a pretty nice Town).
After that Save your Game and deactivate / delete the Mod.
it should not leave any Footprints as only Stock assets are used.



Upgrading :
---------------------------
From R1.0 to R.1.1

I tested it a couple of times and it should be OK to simply overwrite the existing R.1.0 File.
None of the secure Containers was replaced so your Storage should be safe.
Letting the Cell reset usually fixes any possible visual oddities.

However if you want to be on the secure side:
- grab everything from the Camp,
- move your Follower(s) (if applicable) to a different Location,
- move your Character away (best would be a seperate Worldspace like Solitude)
- make a Clean Save
- replace old .esp File with new one
- activate Mod Version R.1.1



Incompatibility / Known Problems:
------------------------------
Activating the Mod while your Character is inside the Area
(ChillwindDepthsExterior01 to 03 and adjacent cells) will prevent some Vanilla scripts
to initialize properly (for ex. the Wood Chopping Block wont work correctly)
-> To avoid this, move your Character far away (Windhelm is allways worth a visit) <-
-> save your game and activate the Mod afterwards. <-

The Camp will surely collide with any Mod that alters the same Cells
(ChillwindDepthsExterior01 to 03 and adjacent ones)

Regarding to Nexus User tdh436 (thanks for sharing the Info)
The Mod "Thalmor Invasion" by Starlitegirl adds a couple of respawning enemies
in /around the Camp.



Some Stuff you might want / should know :
----------------------------------------------------
First of all this is my first released Mod and contribution to the Nexus so
please dont rip my Head off if something is not working as intended.
If you find any errors or problems, let me know and i try to fix them.
-
The Camp should be Follower friendly and even be suitable to be Home for 2 Followers
(with the Help of Mods like EFT) however i cannot say if that is working for Spouses too.
i did quiet some Testing having 2 Followers living in the Camp with no Problem.
Yet that does not mean it works flawless or in conjunction with whatever Follower Mod you use.
-
Right now you should not try to move your Childern to the Camp.
-
I am not entirely sure if the NavMesh works 100% correctly.
In my testing Time i had it twice that an NPC got stuck in the World geometry
but could not reproduce the Error.
Asking them to follow you and then quicktraveling solved the Issue.



Ideas / probably future Plans:
--------------------------------------
adding a Mine (interior Cell) or something similar.
making the Camp accessible by a Bridge



Credits :
-------------------------
Bethesda Softworks for creating Skyrim.
The Skyrim Community for such an awesome amount of Mods/Fixes/Ideas.



Version History / Change Log :
------------------------------------

R.1.1
- reworked the crafting Area and merged the 2 small improvised Huts into a bit bigger makeshift Shelter
- added an Enchanter and a Smelter
- a new safe container on the Enchanters Table
- moved the Strongbox from the Endtable next to the tanning Rack & Workbench to the Enchanters Table
- changed the NavMesh accordingly
(see Picture 6 & 7 for changed Layout)

- fixed a few Texture / Grass oddities
- added 3 different dried Herbs (harvestable & respawning) above the Alchemist Table
- replaced / moved some Idle Markers
- fixed 2 potential NavMesh Issues
- replaced the Hearthfire Planter frames with some stone Blocks to give them a more rustic look
- added a Woodaxe to the Wood choping Block
- some smaller things not worth mentioning
- removed the Stone Quarry in preperation for possible further Versions.



R.1.0
- initial release
(See Pictures 1-5 for Layout and Location)