File information

Last updated

Original upload

Created by

Kralyks

Uploaded by

Kralyks

Virus scan

Safe to use

21 comments

  1. There is ice floating in the air along the way, between Morthal, Labyrinthian, and Rockwallow Mine.

    -7, 13 in Skyrim:
    

    -5, 13 in Skyrim:
    

    Here, in the current location:
  2. Xtudo
    Xtudo
    • premium
    • 6,023 kudos
    Several world locations have their XCWT-Water value removed. This happens when porting the ESP from SSE to LE.

    For example the 000075A6 XCWT-Water value should be RiverWaterFlowNW [WATR:001063AA], and it was removed. You can easily fix it with TES5Edit.

    There are also 4 or 5 locations "dirty" edits that they are only in the Esp because of this. For example 00007174 and 000075A5. And they should be removed from the Esp, this also can be easily done with TES5Edit (I did it for my game).

    I hope this helps.
    1. naturemystery
      naturemystery
      • premium
      • 5 kudos
      You're like the Guardian of mods. I find you making posts like this on so many mods sharing fixes for their problems. Thanks man.
    2. Lexmax
      Lexmax
      • member
      • 15 kudos
      +1 :)
    3. Rodr1sen
      Rodr1sen
      • member
      • 13 kudos
      +1
  3. lefttounge
    lefttounge
    • supporter
    • 232 kudos
    Can anybody tell me whether this mod is compatible with any city overhauls? Preferably JK SKyrim?
    How about CLARALUX - More and Brighter Lights?
  4. Noctum28
    Noctum28
    • premium
    • 4 kudos
    Thanks for making the travels around Skyrim more interesting!

    It would be great to know if this is compatible with Lanterns of Skyrim, since a lot of lanterns are added around the roads.
    1. Kralyks
      Kralyks
      • premium
      • 202 kudos
      I know that this mod is compatible with Lanterns of Skyrim II on Special Edition, I didn't check for compatibility on Oldrim though. Shouldn't cause any issues if the lantern placements between the two mods are relatively the same.
  5. CurseOfTheYears
    CurseOfTheYears
    • member
    • 25 kudos
    Hi , first of all congrats this is epic, some much needed attention to detail to fill in empty places that just felt lacking.
    secondly, 
    i downloaded this and your ancient lands mod (which i didn't know existed before i saw this) and checked with xedit for navmesh conflicts and it appears that a few (10-ish)  navmeshes are conflicting with some of my quest mods (i.e rigmor , arteum , other quest mods) now my question is , if i were to put this mod on top of my load order, would that make it safe to use in terms of CTD and  gameplay bugs ? 
    furthermore i need to inqure as to wether or not this mod is compatible with dyndolod , as in , can i generate LODs with dyndolod for this mod safely or if they will be buggy and ugly and placed wrong ? because if its not compatible then even tough it will genrate LODs they will be in wrong places and won't disappear when you get close to them like they should, this is the case with mods like Civil war which dyndolod just doesn't work with fluently.
    1. Kralyks
      Kralyks
      • premium
      • 202 kudos
      I am not an expert but, as far as I know, when two mods edit navmesh in the same cell, they just overwrite each other, so it's safer to put your quest mods lower in the load order so they will take priority over other mod's navmesh.
      Shouldn't cause any issues with DynDOLOD. Some bigger objects in this mod are set to Full LOD so they will be seen from a distance without using DynDOLOD. You can still use DynDOLOD to replace Full LOD with low-poly LOD meshes.
  6. elpocoo
    elpocoo
    • member
    • 8 kudos
    is it compatible with Wintersun - Faiths of Skyrim ? 
    1. CurseOfTheYears
      CurseOfTheYears
      • member
      • 25 kudos
      since this mod's navmesh aren't actually needed for anything other than walking around in the edited spots, so long as this mod is placed above other mods including wintersun and is overwritten by them in the load order it should not actually cause problems, but then again its safest to wait for the author to confirm this before adding this to your mods, i'm waiting too :X.
  7. b1ad3ua
    b1ad3ua
    • member
    • 6 kudos
    Hi. Looks cool, thank you.
  8. zark900
    zark900
    • member
    • 2 kudos
    interesting...
  9. Kursan
    Kursan
    • supporter
    • 247 kudos
    Cool idea I like it, it has a very "Middle Earth" vibe to it, hinting at lost kingdoms.
    You mention navmesh edits, can you elaborate on how much? Just to know in terms of compatibility with other mods that may be near a spot along a road.
    Thanks
    1. Kralyks
      Kralyks
      • premium
      • 202 kudos
      All places edited by this mod have edited navmesh, except that one place to the east of Falkreath
  10. Xtudo
    Xtudo
    • premium
    • 6,023 kudos
    Nice! Downloading now.
    1. Kralyks
      Kralyks
      • premium
      • 202 kudos
      Yes, navmesh is edited.