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Grond1911

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gr1911

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18 comments

  1. Reno77
    Reno77
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    Even after distant land regenerated and with a fresh merged list, Hvitkald Peak is displayed strangely with floating rocks and melty mountain as I approach the barrow. I must miss something simple, but I don't see the trick. I use the "gr_DraugrDiversity.esp" on the vanilla engine.

    Could someone help me please ?

    Thanks you ^^

    [EDIT] It was a conflict with the mod "Moesring Mountains". I disabled it, regenerated distant lands and problem solved. The mod works perfectly. 
  2. Reno77
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    This is just awesome...

    Can we encounter these different types of draugr if we just install the "optional 'Lite' plugin" ? It depends on our character level ?

    Thanks a lot !!
    1. Reno77
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      After several tests, the answer is yes. The differents draugr are levelled, and the "Optional 'Lite' Plugin" make effectively them appear. This mod is really amazing !
  3. Pherim
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    This is an awesome mod!
  4. XMadManJazzaX
    XMadManJazzaX
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    Great mod :)
  5. GrandKurosu
    GrandKurosu
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    Beat the tomb last night, and I gotta say, I enjoyed it a lot. I am curious though: Is the Dragon soul trappable? I tried a few times and failed before I gave up and killed it.
  6. sigslug
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    Hi, firstly great mod.
    I have made a patch for the Hvitrigg Barrow to work with HOTV anthology TOTSP.
    Id like to release it on the nexus but would obviously like your permission to do so as its an awesome battle and its a shame people cant play it properly if they do use the HOTV mod.
    Iv put the Barrow entrance in an appropriate place very close to its original position in vanilla Solstheim, Your original mod would still be required.
  7. Jadefang
    Jadefang
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    Heads up, if you're running the non-Lite version with the Neverhalls (both mods edit the same exterior cell), make sure to load Draugr Diversity first or else the entrance to the Neverhalls will be half buried in the ground.
  8. OffworldDevil
    OffworldDevil
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    Just curious if you'd be willing/able to lengthen the forearms and shins on the Draugr, similar to what this mod does with shortening NPC shins. It always bugged me how short and stunted they look compared to the rest of their body.

    In any case, well done on the new models. :)
    1. gr1911
      gr1911
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      I'll look into it, but I'm not sure if I can get it to look right with the existing animations (which I want to edit eventually, but I haven't learned how yet).
    2. OffworldDevil
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      I found out it's actually really easy to resize proportions by editing the skeletal NiNodes in NifSkope -- the ones prefixed "Bip01." Here's one little test I did.
  9. bobbyp456
    bobbyp456
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    I really hope this gets a patch for Tomb of the Snow Prince one day
  10. akortunov
    akortunov
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    In Xgr_draugr_an_warlord.kf "Follow Start" and "Follow Stop" keys have the same time for Thrust attack (42.560001), so Thrust attack looks weird for Draugr Warlord, at least in OpenMW.
    Is it intentional? Based on timing in other meshes from this mod, "Thrust Follow Stop" should have something like 43.226665.