I used the original one of these when it first came out for SSE, and when I went back to Oldrim, this was one of only two mods I was sorry to lose. I just discovered it's now available for LE and put it straight into my game. Thank you so much for this. I too would be very interested to know if you'll be converting your other town overhauls, please?
the lantern in the middle where the bridge beside alvors used to be is from lanterns of skyrim, thats why it floats above the water. personally i think the bridge should be left there anyway as it is part of the original navmesh for the npcs. i have noticed that when you first get into riverwood with new character some of the npcs dont go where they need to properly, this is a navmesh issue, if this mod is loaded after you have done the riverwood quests, including starting the golden claw quest, all good.
It really is hard to find a riverwood mod that doesnt interfere with the navmesh for initial quests, but i typically havent had any problems with arthmoors town expansion mods for ivarstead, shors stone etc as he is so thorough.
Riverwood has so much potential to be alot better, but i have no idea how to mod it in CK, just love playing with all the awesome mods out there. kudos to Kato for being so creative with riverwood though.
I'm not sure if this is a bug or it was intended to be removed, but the bridge next to Alvor's house that leads you to the watermill where the logs are stacked, the bridge is either missing the rest of it, or it was intended to be like that. I'm not sure because the second promo screenshot shows the bridge. However, I want to point out that if it was intended to be like that, there is a floating lantern where the bridge used to be.
Also, really like the level of detail. The extra static objects always makes areas look more realistic.
It looks great! Love this mod! I have found only 1 issue. I cannot enter the tent across the river. There is an invisible wall holding me back. I even tried Sneaking to get in, thinking maybe it was too short. But that didnt work either.
The reason I kinda prefer the 1st version of the Kato's better riverwood than this one, is because I liked the added buildings that were in the first one... :/ even though they were unoccupied mostly, and without npc's, they helped fill the void to make riverwood seem more town-like rather than a simple pit stop. With this one, I feel like with a good bit of the new added buildings gone, there's kinda something missing...
Just to clarify.....you say this mod was made for SSE, but now works on Skyrim...I am assuming that means oldSkyrim.....but the requirements stipulate current SSE......???
19 comments
I love all your town remakes i use them on my ps4 i would like to have the same here.
Excellent mod!
It really is hard to find a riverwood mod that doesnt interfere with the navmesh for initial quests, but i typically havent had any problems with arthmoors town expansion mods for ivarstead, shors stone etc as he is so thorough.
Riverwood has so much potential to be alot better, but i have no idea how to mod it in CK, just love playing with all the awesome mods out there. kudos to Kato for being so creative with riverwood though.
Also, really like the level of detail. The extra static objects always makes areas look more realistic.
even though they were unoccupied mostly, and without npc's, they helped fill the void to make riverwood seem more town-like rather than a simple pit stop.
With this one, I feel like with a good bit of the new added buildings gone, there's kinda something missing...