Skyrim

About this mod

Essentially this is designed to be the ultimate immersive home base 90% load free. The main building has no loading - it's in Skyrim's main world and everything you do is integrated into the main world there... except the mine and the cellar. This adds a decent amount of content and breaks nothing 100% guaranteed.

Requirements
Permissions and credits
Nordica Hold 2.0
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WORLD MAP LOCATION


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If using the older Nordica Fortress please uninstall prior to downloading.  
   The two mods are completely different. This is much larger and finished.
   (Yes I did the original).
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((For some techy blurb read "What is this mod?" at the end.))


TWO MAIN POINTS outside your custom sandbox experience:
Balance:
This mod adds no items to overpower the player.
Stalhrim ore IS available within Nordica Mines
HOWEVER ancient pickaxes are not available at the compound....
Meaning you'll still have to do the quests to unlock them.

Game Mechanics:
The two drawbridges (Front main entrance and rear mine entrance) can be raised
or lowered while you are at the keep...
HOWEVER -
if you leave the keep for more than a day
put them back in a lowered position.
... or NPCs will most likely have pathing issues (can't get from A to B).
There are multiple NPCs at the Hold which rely on the drawbridges for their schedule.
(Don't worry about the gate positions - ONLY the drawbridges - default is lowered).


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Essentially this is designed to be the ultimate home base.  The main building has no loading - it's in Skyrim's main world and everything you do is integrated into the main world there... except the mine and the cellar.
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How do you stop it from snowing/raining inside now?  
- You'll have to look.
The main area is on the third floor.
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Do I need the DLCs?  
- Yes, some mesh bases were used/and textures.  

How do I install this manually?
- Steam installs it, or nexus mod manager.  However it's a simple ESP (the mod) and BSA (single compiled archive) file that get dropped in the data folder.

What happens if the weather gets mixed up?
- Try activating the tome on the third level that raises the shields... or just reload the zone.

How many areas are there?
- Bridges, main complex, mine system that loops around and connects the base and the cellar.... etc.

Does this break the main game at all in ANY WAY?
- No.  Nothing is overwritten.  The only overwrites you'll see in TESedit are some of the cell data for where the build is placed.  It's the most North Eastern region of the map before world fall off.  All that needed to be toasted were some original navmesh for the ocean and glaciers mainly.  Anything from the vanilla game that got replaced in testing was manually removed by myself and verified prior to publishing the mod.

Does this mod work?
- Yep. Check for my sandal mod shortly.  



What is this mod?
(Some tech bits - feel free to discuss if you take an interest)

- This mod is an attempt to push the engine in a different way while making a base for the player.  A main attempt in trying not to use loading screens for the complex.  This is for the immersion and performance... the overall different perspective it gives.
It's not easy if you plan to add a decent amount of graphic.  As a lot of people know, the engine calculates by cells for the most part.  My advice - if you want to integrate a build into a main world, select the region and don't get picky with the exact placement of location until you are finished building.  After building and prior to navmeshing, pull up your scene info and find out what cells are overloaded.  Then select your entire build and move it evenly divided between cells.  Example, my main complex is approximately eight world cells - four of which hold a lot of geometric shapes compared to the others.  Finding four mostly empty cells and then clearing them and aligning the build on it's center allowed for even dispersion of loaded data... meaning?
It loads fine now.  Prior it was running fine, however the geom. shapes(tris) were not balanced for processing so loading was slow into the zone.  Now it gets better performance than riverwood (active scripts referencing the area could play into this).