This page was last updated on 23 April 2021, 10:30AM
Changelogs
Version 3.2
Split the mod in 3 variants: base, semi-purist and purist. The purist version is an even more ligthweight version of the mod without a floating/upper district and the plantation.
Version 3.1
Cut a couple more things, removed unused assets and further assets optimization by Darkfri.
Version 3.0
- Dramatically reduced the number of pods and clutter. - Deleted the wall of menhirs in favour of cliff models from TR - Opened a new gate in the Wolverine Hall for easy transport between the WH and the main port of Sadrith Mora.
Version 2.5
Improved many meshes and made custom ones to reduce the FPS impact as much as possible (plus a couple of small fixes for misplaced objects)
Version 2.4.3
Some pathgrid edits
Version 2.4.2
2.4.2 Fixed some floating flasks in the Mages' Guild (thanks to qwertyquit for the heads up!) and removed some light sources from the floating distric to try to reduce the FPS impact of the mod a little bit.
Version 2.4.1
Missed a couple of floaters around the port
Version 2.4
- The Wolverine Hall has been physically separated from Sadrith Mora - Toned down the expansion of the Wolverine Hall and removed a lot of un-necessary clutter - Toned down the clutter around the port - Many landscape edits - Updated the grass patches - Added patch for Mora Stada
Version 2.3
- Greatly improved the enclosing of the city by using TR rocks meshes instead of vanilla ones. - Small fixes here and there - Guards from YAGD full cephalopod and RR better cephalopod now use the right helm model.
Version 2.2
- Added patches for YAGD regular version and fixed the Full cephalopod (non-YAGD) patch - The RR ships and boats patch is now and esp that goes alongside the original one (a change needed for compatibility with my Ebonheart mod. - Tiny fixes here and there and the ladder in Wolverine Hall is now properly scriped to take you up or down depending on where you stand.
Version 2.1
- Many small tweaks and improvements - Fixed some interiors that were too bright - Fixed some misplaced objects. - Added missing ownership to some containers - Restored an interesting piece of landscape design around the port that was present in vanilla but wiped out by Epic sadrith mora - Expanded the Glow in the dahrk telvanni dormers patch to also cover the new buildings - Removed Patch for Purists dependency - Modified some scripts and dialogue entries so now the service refusal works as intended even when installing mid-game - Two separate patches for yet another guard diversity full cephalopod and for the better chephalopod armor version
Version 2.0
- Every new building has a proper interior. - Almost every bit from Epic Sadrith Mora has been reworked: buildings placement should now feel more organic and thought-out and I slighlty reduced the number of pods (there's still an impressive amount, don't worry) - Completely reworked the port/entrance part of Sadrith Mora and implemented some ideas I've seen in Lougian's Sadrith Mora alterations
Version 1.3
Lots of minor improvements and fixes. Added 6 new interiors (most of them for vanilla npcs who didin't have one). Reworked some parts of Sadrith Mora. Added a lot of compatibility patches for various popular mods. Mod is now esm only
Version 1.2
Minor improvements, merged with Hospirality Papers expanded, split the mod into a base esm and an esp.
Version 1.1
- Small improvements - Improved compatibility for people using PeterBitt's Mushroom Tree replacer - Added patches for Well Diversified, YAGD Full Cephalopod and ROHT