I'm so clad I've setted out to build myself quite a minimal load order, with vast majority of mods for roleplaying, and so the open world space was ready for stuff like this, in fact, maybe exactly this.
I only have a question, do I really need to go from 1.0 to 1.0a? 'Case i've inlcluded the mod in my bash patch and I ain't lookin' foward to start a new game for a simple change here and there. Ty.
You should be fine as the worst the will happen is maybe a little bit of floating stuff as this mod does not have CTDs from my testing in both versions.
Thank you for making this port. I'd like to report that this mod causes the water next to Folgunthur in the marsh to disappear. When I uninstalled this mod the water appear again.
I see in xedit SubBlock -2,2 where water records used in vanilla and referenced by Usleep are empty
You can quickly look in FolgunthurExterior04 and you'll see XCWT-Water and in Skyrim.esm and Usleep both reference it with DefaultMarshWater, when this mod references the water is just blank, go to all the various location in WorldSpace where this has been left blank you could most likely drag and drop over the DefaultMarshWater from Skyrim.esm or Usleep.esm into the blank spot created by this mod.
I've gone through and forwarded all the water records from Skyrim.esm and USLEEP- no USLEEP requirement. I can post the link to my google drive if that's okay.
This is from the original SSE Mod page This mod is designed to diversify the exploration of Skyrim by adding new unmarked locations with loot, unique interactions and encounters. FEATURES More than 50 new locations to visit. Some unique interactions in the locations (For Example: Sealed Crypt near Markarth). Some unique encounters in the locations (For Example: new boss fight in Hjaalmarch Swamps). Some Easter eggs.Compatibility with Lux Via, Northern Roads, Depths of Skyrim and Creation Club content!
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and i get some crashes exterior. so. lo seems to be much more important. any suggestions?
I only have a question, do I really need to go from 1.0 to 1.0a? 'Case i've inlcluded the mod in my bash patch and I ain't lookin' foward to start a new game for a simple change here and there. Ty.
You can quickly look in FolgunthurExterior04 and you'll see XCWT-Water and in Skyrim.esm and Usleep both reference it with DefaultMarshWater, when this mod references the water is just blank, go to all the various location in WorldSpace where this has been left blank you could most likely drag and drop over the DefaultMarshWater from Skyrim.esm or Usleep.esm into the blank spot created by this mod.
I can post the link to my google drive if that's okay.
This mod is designed to diversify the exploration of Skyrim by adding new unmarked locations with loot, unique interactions and encounters.
FEATURES
More than 50 new locations to visit.
Some unique interactions in the locations (For Example: Sealed Crypt near Markarth).
Some unique encounters in the locations (For Example: new boss fight in Hjaalmarch Swamps).
Some Easter eggs.Compatibility with Lux Via, Northern Roads, Depths of Skyrim and Creation Club content!
Edit: Does not play nice with Marshlands. Sadness