Hey again followers. just to let you all know I am not leaving modding, nor skyrim.. be warned haha, joking, But seriously I am too fond of this game series to stop modding, after having a break I'm back and ready for more. especially after the recent influx of energy or enthusiasm or both from loving also the dark souls series too ( and then playing the nexus mod DARKEND.. Absolutely Must see mod by the way, has inspired me to go and push even further, amongst others ).
Now with the recent requests regarding navmesh and followers ( in game ) etc, this has been rectified. and Folkvangr is complete. While I'm deciding what is next, I'd like to ask If any of you are good with making gameplay video presentations?? feel free to make something of my mod add to youtube and post me the link so that I may add it here to the description thankyou very much
I tend to check the box for Full LOD, on very large mountain pieces, and certain structures that can handle it, but yes, sometimes generating lod will make those sometimes disappear [ have a collision but cant see it ] then I've got to go in and uncheck, and re- LOD again. It's a pain the bigger the world I make, I don't usually have a list of what pieces I chose to do full lol on, especially troublesome if if done that on a spectacular structure that has it on like 200 pieces haha. cheers.
I haven't tried that, but it's probably best left as the separate mods they are. I love my older works, But I have to say, I'm the happiest with this mod, i'ts taking everything I've learned and pushed forward a far more quality experience for everyone. I've hoping this can get enough coverage, I still haven't put this on the workshop yet, It'll be great to see a youtube video with enb's or whatnot. always nice
I would like to play all your landmasses but sadly merging is the only way to go for me as i currently have 1300+ active mods in my load order and i wanted to save all the new landmass/quest mods for last (best for last?)
I've taken a quick look at the structure in all the mods and there doesn't seem to be any conflicting scripts or files for a possible merge and the standalone plugin by mathor is pretty smart.
But if not a good idea i'll see about merging other mods and leaving yours one by one in MO.
Would gladly make some videos but i have a small sub base (about 220 ppl) but i agree a lot of people should cover more landmasses as they are a great addition to what skyrim has to offer.
Edit : Some meshes from Folkvangr conflict with the ones from Frostmaarch. Will they conflict in any way? I'm a complete noob when it comes to how landmass mods are made.
Edit 2 : Some errors in kamdoon :
Spoiler:
Show
Filename: Kamdoon.esp Hash: 91B57AE9 File size: 20.6 MB Date modified: 1/31/2013 7:22:18 AM Merge rating: No rating Flags[0]: [E] Has errors Flags[1]: [G] Has FaceGenData Flags[2]: [F] Has Script fragments Number of records: 48306 Number of overrides: 163 Author: Clint Mathew Chapman Description: Masters[0]: Skyrim.esm Errors[0]: [REFR:EB057FCB] (places SpiderWebActorFXTrigger [ACTI:00104B78] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E]) Errors[1]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F5F] < Error: Could not be resolved > Errors[2]: [REFR:EB057FCA] (places SpiderWebAnimationsTrigger [ACTI:0004D77F] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E]) Errors[3]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F5F] < Error: Could not be resolved > Errors[4]: [REFR:EB057FCA] (places SpiderWebAnimationsTrigger [ACTI:0004D77F] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E]) Errors[5]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F50] < Error: Could not be resolved > Errors[6]: KDQSword "Imogen's Family Sword" [WEAP:EB03CFA7] Errors[7]:WEAP \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0103CF94] < Error: Could not be resolved > Reports:
Some errors in ashenguard also
Spoiler:
Show
Filename: Ashenguard.esp Hash: 88D5EDAB File size: 1.23 MB Date modified: 9/4/2013 6:32:36 AM Merge rating: No rating Flags[0]: [E] Has errors Flags[1]: [G] Has FaceGenData Flags[2]: [F] Has Script fragments Number of records: 10702 Number of overrides: 72 Author: Clint Mathew Chapman Description: Masters[0]: Skyrim.esm Masters[1]: Update.esm Masters[2]: Dragonborn.esm Masters[3]: Dawnguard.esm Masters[4]: HearthFires.esm Errors[0]: 01MysteryStone "Mystery Stone" [ACTI:EC0036CB] Errors[1]:ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05003742] < Error: Could not be resolved > Errors[2]: 02MysteryStone "Mystery Stone" [ACTI:EC003741] Errors[3]:ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050036CA] < Error: Could not be resolved > Reports:
My earlier attempt resulted in a CTD. I merged Kamdoon.esp, Frostmaarch.esp, Ashenguard.esp and Folkvangr.esp, then fixed the errors directly with MergePlugin. CTD with 100% probability and certainty.
Not sure if something went wrong with the error fixing, or I'm supposed to do additional edits with TES5Edit, or if the resulting .esp is just too big (28 MB), or if something between the merged .esp and Real Shelter patcher (which, after repatching, did include the merged .esp as a new master) broke it.
Haven't had the leisure to look deeper into it, plus the last time I played my character was running around Soul Cairn, so I think I'll wait until I'm done there, get to a safe interior space, and try again. Let me know if you've had any luck otherwise
(Note: nothing in what I said should be taken to mean ill to coheed82, obviously And, since after extensive merging I managed to narrow down my .esp count to 187, I can live without merging, so I'm no less thankful either way.)
Make sure your tools are run as admin especially "Champollion.exe" and be sure to let the the script/s finish because they don't pop in the foreground, and they do their thing in the background.
I'm fairly certain there's no permission issues; I run extensive HIDS system on my system and would notice virtually every single one of them.
I didn't integrate Champollion, though. I'll admit this is mainly due to procrastination, plus I've merged scripted mods before -- even those with MCM settings -- and noticed no problems, so I guess I just ended up forgetting it. Thanks for mentioning it, it might just be the missing piece I needed.
Did your merge work for you though? I'm still a bit concerned about the overall size (I've never merged new land mods before, only locations)
Didn't have time to test it as i work 2 jobs ATM and i have limited time to mod Skyrim sadly. I will get to do it at some point and will report if everything goes ok, just don't expect this to be soon.
I don't know how I'd missed all your mods before. Guess I just don't check the new lands section often enough. Thanks for this (and Kamdoon, Frostmaarch, etc...) and all the effort you put into it I'll echo the sentiment that not having quests isn't the end of the world, because there's plenty enough new area to explore. Also, settlements -- always love new settlements, especially when they're located on a separate land, free from compatibility problems and conflicting locations.
Thinking of merging all your mods into one single .esp. Fingers crossed nothing will break
Spent the evening farting around in Folkvangr yesterday. I enjoyed it thoroughly, while there aren't any quests tied to it there were enough NPCs and features to keep me entertained and the layout was very well done with a lot of area to explore. I found it enjoyable and appreciate your hard work. Thanks for sharing!
nawww.. thankyou!! I think I might have to agree with ya think I could've done better? afew more npcs? I didn't want to overwhelm the players, nor bore them haha
Folkvangr in norse mythology is the home of Freya who's counterpart on Nirn is Dibella. Half of the fallen warriors that the Valkyries picked up from the battleields went to Folkvangr instead of Valhalla. Just a bit of information about where the name comes from. A local Dibellan cult would fit right into the locale of this reason.
Feel free to drop comments here even if you haven't downloaded. I finally finished this.. Exhausted haha. but I think you'll have a good time here, whatever your tastes in Skyrim !!
It's an Island, with a town, lots to see, and some roads taking you upto the mountaintop dungeon, you really need to see it everyone wants quests but I suck at those, cant script.. and I'm doing this all by myself..
If anyone finds things wrong too let me know and I'll certainly go over and fix them. something this size is bound to have something. Anyone wants to use any good ENB's and make youtube videos of that go ahead, because while I'd love to see it like that I don't use them myself.
Thankyou SkyLuvr I hope that you will! I think everyone would find at least afew wow moments ( not Warcraft.. just "wow"), and even a fun one or two... hahaha.
36 comments
just to let you all know I am not leaving modding, nor skyrim.. be warned haha, joking, But seriously I am too fond of this game series to stop modding, after having a break I'm back and ready for more. especially after the recent influx of energy or enthusiasm or both from loving also the dark souls series too ( and then playing the nexus mod DARKEND.. Absolutely Must see mod by the way, has inspired me to go and push even further, amongst others ).
Now with the recent requests regarding navmesh and followers ( in game ) etc, this has been rectified. and Folkvangr is complete.
While I'm deciding what is next, I'd like to ask If any of you are good with making gameplay video presentations?? feel free to make something of my mod add to youtube and post me the link so that I may add it here to the description thankyou very much
I know how to solve your LOD problems.
you must, must, must uncheck those little box - (is full LOD)in reference window,
then upload esp file for me plz.
I will generate object,tree,landscape LODs for you.
I tend to check the box for Full LOD, on very large mountain pieces, and certain structures that can handle it, but yes, sometimes generating lod will make those sometimes disappear [ have a collision but cant see it ] then I've got to go in and uncheck, and re- LOD again. It's a pain the bigger the world I make, I don't usually have a list of what pieces I chose to do full lol on, especially troublesome if if done that on a spectacular structure that has it on like 200 pieces haha. cheers.
I unchecked all 'IsFullLOD' boxes then generated Landscape, objects, trees LOD files.
where should I send them to you?
One simple question can all your mods be merged into a single .esp?
thanks
I haven't tried that, but it's probably best left as the separate mods they are. I love my older works, But I have to say, I'm the happiest with this mod, i'ts taking everything I've learned and pushed forward a far more quality experience for everyone. I've hoping this can get enough coverage, I still haven't put this on the workshop yet, It'll be great to see a youtube video with enb's or whatnot. always nice
I would like to play all your landmasses but sadly merging is the only way to go for me as i currently have 1300+ active mods in my load order and i wanted to save all the new landmass/quest mods for last (best for last?)
I've taken a quick look at the structure in all the mods and there doesn't seem to be any conflicting scripts or files for a possible merge and the standalone plugin by mathor is pretty smart.
But if not a good idea i'll see about merging other mods and leaving yours one by one in MO.
Would gladly make some videos but i have a small sub base (about 220 ppl) but i agree a lot of people should cover more landmasses as they are a great addition to what skyrim has to offer.
Edit : Some meshes from Folkvangr conflict with the ones from Frostmaarch. Will they conflict in any way? I'm a complete noob when it comes to how landmass mods are made.
Edit 2 :
Some errors in kamdoon :
Hash: 91B57AE9
File size: 20.6 MB
Date modified: 1/31/2013 7:22:18 AM
Merge rating: No rating
Flags[0]: [E] Has errors
Flags[1]: [G] Has FaceGenData
Flags[2]: [F] Has Script fragments
Number of records: 48306
Number of overrides: 163
Author: Clint Mathew Chapman
Description:
Masters[0]: Skyrim.esm
Errors[0]: [REFR:EB057FCB] (places SpiderWebActorFXTrigger [ACTI:00104B78] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E])
Errors[1]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F5F] < Error: Could not be resolved >
Errors[2]: [REFR:EB057FCA] (places SpiderWebAnimationsTrigger [ACTI:0004D77F] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E])
Errors[3]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F5F] < Error: Could not be resolved >
Errors[4]: [REFR:EB057FCA] (places SpiderWebAnimationsTrigger [ACTI:0004D77F] in GRUP Cell Temporary Children of DeathAddersBarrow01 "Death Adder's Temple" [CELL:EB057F2E])
Errors[5]:REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01057F50] < Error: Could not be resolved >
Errors[6]: KDQSword "Imogen's Family Sword" [WEAP:EB03CFA7]
Errors[7]:WEAP \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0103CF94] < Error: Could not be resolved >
Reports:
Some errors in ashenguard also
Hash: 88D5EDAB
File size: 1.23 MB
Date modified: 9/4/2013 6:32:36 AM
Merge rating: No rating
Flags[0]: [E] Has errors
Flags[1]: [G] Has FaceGenData
Flags[2]: [F] Has Script fragments
Number of records: 10702
Number of overrides: 72
Author: Clint Mathew Chapman
Description:
Masters[0]: Skyrim.esm
Masters[1]: Update.esm
Masters[2]: Dragonborn.esm
Masters[3]: Dawnguard.esm
Masters[4]: HearthFires.esm
Errors[0]: 01MysteryStone "Mystery Stone" [ACTI:EC0036CB]
Errors[1]:ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05003742] < Error: Could not be resolved >
Errors[2]: 02MysteryStone "Mystery Stone" [ACTI:EC003741]
Errors[3]:ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050036CA] < Error: Could not be resolved >
Reports:
But they are easily fixable just letting you know
Not sure if something went wrong with the error fixing, or I'm supposed to do additional edits with TES5Edit, or if the resulting .esp is just too big (28 MB), or if something between the merged .esp and Real Shelter patcher (which, after repatching, did include the merged .esp as a new master) broke it.
Haven't had the leisure to look deeper into it, plus the last time I played my character was running around Soul Cairn, so I think I'll wait until I'm done there, get to a safe interior space, and try again. Let me know if you've had any luck otherwise
(Note: nothing in what I said should be taken to mean ill to coheed82, obviously And, since after extensive merging I managed to narrow down my .esp count to 187, I can live without merging, so I'm no less thankful either way.)
I didn't integrate Champollion, though. I'll admit this is mainly due to procrastination, plus I've merged scripted mods before -- even those with MCM settings -- and noticed no problems, so I guess I just ended up forgetting it. Thanks for mentioning it, it might just be the missing piece I needed.
Did your merge work for you though? I'm still a bit concerned about the overall size (I've never merged new land mods before, only locations)
I will get to do it at some point and will report if everything goes ok, just don't expect this to be soon.
Thinking of merging all your mods into one single .esp. Fingers crossed nothing will break
think I could've done better? afew more npcs? I didn't want to overwhelm the players, nor bore them haha