Enderal Special Edition

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LevinLozenges

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LevinLozenges

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About this mod

Adds several EVG Animated Traversal markers throughout the Enderal Worldspace. Version 2.00 Update adds over a hundred markers to the worldspace!

Requirements
Permissions and credits
Changelogs
This mod adds several markers and props from the EVG Animated Traversal mod by Everglaid and places them in the Enderal worldspace.

Why? Because it's 2024 and we're past using trapdoors to transition between the same cell to a higher Z position ;)

!!This mod assumes you have all the requirements and the files from EVG Animated Traversal for this mod to work!!



If you have any suggestions for dungeons or locales to visit to add markers to, please let me know in the comments and I can consider them as an update to this mod.

Areas Covered:
Spoiler:  
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Sun Coast:
Starting Area - Old Temple, Abandoned Temple
Small Bandit Camp
Old Three River Camp
Old Three River Watch
Yero's Cellar
Glimmerdust Cave
Shimmering Grove
Old Sherath, Assembly Hall
Castle Goldenford (v2.1)
Pentas' House (v2.1)
Clearwater Cave (v2.1)
Fogville:
Throastone Woodworks
Throatstone Manufactory, Mine
Throatstone Processing Plant (v2.1)
Heartland
The Penny Road (v2.1) (The road leading to Ark from Riverville)
Ark:
Nobles’ Quarter
Dal'Geyss Estate
Theatre Prop Room
Golden Sickle Trading Post
Water Economy Commercial Trading Post
Foreign Quarter (v2.1)
Undercity:
Old Waterworks Interior (v2.1)
Tarpit (v2.1)
Farmer's Coast
Old Garagatha
Goldenforst
Cliff Diving Grotto, Tomb (v2.1)
Dark Valley:
Monastery Westgard
Lightgrove
Duneville:
Main Interior
Powder Desert:
Powder Mines - Terminal Hall, Shaft East
Thalgard:

Residence Halls
Crematory
EPPI Fogville* - Requires the existing mod:
Fogville, Harbor
Enderal Apothecarii Monastery* - Requires the existing mod:
Dormitory
Library
Dock Tower

Install Instructions
Download the EVG Animated Traversal - Framework 1.02 mod from the original Nexus page here: https://www.nexusmods.com/skyrimspecialedition/mods/63232?tab=files and all associated requirements. Don't forget to run Nemesis!

Then download my mod and have it overwrite the original files - I have included separate patches for EPPI Duneville and EPPI Fogville if you are using those mods as an optional file. Delete or disable the patches if you are using only one or the other.

Delete any previous versions of this mod or overwrite the old files before installing the latest version. I recommend starting a new game if you are using any previous versions due to new objects and markers added to cells and the Vyn worldspace with the mod.

Recommended Mods
No Furniture Camera - disables the forced camera perspective when interacting with objects and also extends to the markers used in this mod.
powerofthree's Tweaks - The "Use Furniture in Combat" tweak allows you to use the EVGAT markers while in combat. Handy for escaping in certain spots.

Mods to Consider
SkyClimb - This mod doesn't play nice with Enderal meshes or at least with my load order, causing me to drop the mod due to accruing a few CTDs during playtests. Give it a try if you want more dynamic climbing.

Compatibility
The original EVGAT mod .esl has a conflicting record with the record numbers used in the Enderal Skyrim.esm - I have patched this out so DynDOLOD will not throw an error when it is run for Enderal.

This mod will be partitioned into several .esp files flagged .esl so they will not take up a spot in your load order (Really I messed up making separate .esps and it is a PITA to merge them all into one since they use linked references). Any future updates I will be making directly to the main EVGAT_Enderal.esp or uploading a separate .esp for. I recommend starting a new game with the 2.0 update.

This mod only adds new structures or makes slight changes to the environment to accommodate for these new EVGAT markers - any existing object placement is initially disabled, and I have made new placed objects for any stepping stones needed to make the markers make sense. Some trapdoors in Duneville have been disabled - namely those that allow you to get back up to the main planks if you fall into the water. The rest are preserved since NPCs may use them(?) as they are part of the navmesh.

This mod contains no navmesh changes - NPCs will not use these new EVGAT markers since there is no supported navmesh for these markers. I will not be making these markers support NPCs since you have no native followers in Enderal anyway and you can teleport Phasmalist summons to you.

I have a compatibility patch made for EPPI Duneville, and an additional patch to add markers to the buildings added with EPPI Fogville and Enderal Apothecarii Monastery.