- This version 1.1 is BOSS checked and TESV cleaned by my friend Foaman, and tested on the last game version : 1.9 - The Navmesh has been totally redone in 1 exterior cell. - All the exterior cells includes now less movable static FX elements, for less performances loss and a better rendering. - Some more fixes and cluttering corrections about details.
----------------------------------------------------------------------------------------------------- Hope you will all appreciate the maintenance work here, and do not forget to Endorse if you appreciated this mod ! -----------------------------------------------------------------------------------------------------
AWESOME! an update and cleaned and recognized and everything!!! Great work! I do have one request and I am sure you have received this request before too. I wanted to know if you plan on merging all of these mods into one single .esp for us whom are near the limit of modding Skyrim. I unfortunately have worked on modding my Skyrim for over a year, every day, for about 4 to 8 hours a day! I have selectively selected the best mods and am so close to the modding limit that I cannot remove any mods (because I do not want to lose those said mods) that if I install all of the episodes I go past the 255 .esp's limit. Can you let us know if this will be a possibility at all? ...to have all the episodes included in just one mod? Please? ^^)
thanks , and yes I plan to, but it won't be before few months...as I have already many things to do on my actual mods, like some projects, before to do such a package. FYI I work actually on the update 1.1 of Adal Matar, it takes a bit of time, as this version will add a new clearable dungeon I am actually designing. After that I ll do the 1.1 update for South Dragon Bridge....then I will start the "Fight against the Thalmor" episode V. When the serie will be finished, my plan is to pack it, including some "goodies". but as you can read, it won't be tomorrow, more probably in a month or two...
AdalMatar.esp Active Checksum: 5B12DD15Contains dirty edits: 183 ITM, 1 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here. Warning: This file contains 5 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here. Note: V1.1+: This file contains 3 deleted NavMesh records that TES5Edit cannot repair automatically, and which are reported by the mod author to be harmless artifacts from Creation Kit export.
from boss report on 21 sept 2013 - version 1.1 TheDomain.esp Active Warning: This file contains 1 deleted NavMesh record(s) that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
Boss still mark this mod with deleted navmesh: is it true? becouse from the stikie i read the deleted navmesh was solved. thank you
Hey! I love these fight against the Thalmor mods, but I beat numbers 1 and 2 in like an hour total, and I was moving slowly. Still, great mods! I just think the estimated time it'll take to complete them is overstated.
Dude this mod is fuckin awesome. you should make Oakvale from Fable http://img4.wikia.nocookie.net/__cb20100702194323/fable/images/f/f0/Oakvale_Map.png
CRC: F9F6653F •Warning: This file contains 1 deleted NavMesh record(s) that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author."
If anyone is still paying attention at this late date, can someone tell me how to get to the Domain in the first place? It shows up on my map (in the mountains north of Solitude), but I've walked all around the base of the mountain without finding a way up. Can't fast-travel there since I haven't discovered it yet. Tried placing a marker at the spot and using the Clairvoyance spell, but it comes back with "No direct path seen."
This one has to be my favorite. It's put together very well and lots of action - My character is a Nightblade CT so the whole stealth thing was right up his alley. Excellent job.
I would also love to know.. These mods look incredible but I only have SSE. Does anyone know if its possible to convert to SSE for private use? Or will MadFrenchie have to port?
If you know how to port it, you can likely do it yourself for private use. Since nobody has heard from Mad Frenchie in a while it's unlikely he will ever be porting it, or give permission to port it.
I played parts 1 and 2 and had no problems at all. Slaughtering Thalmor never gets old!
Sadly part 3 has problems for me. Having killed everyone (sorry Imperials, I was lazy) and looted everything (I did a very thorough area search), I never found a key to get into the domain! In the end I just set the doors to lock level 100, picked them and continued my stealth kill rampage. I think others have posted that the NPCs didn't loot drop keys for them either...
260 comments
version 1.1 / 26 / 03 / 2013 - is available from today.
----------------------------------UPDATE DETAILS-------------------------------------
- This version 1.1 is BOSS checked and TESV cleaned by my friend Foaman,
and tested on the last game version : 1.9
- The Navmesh has been totally redone in 1 exterior cell.
- All the exterior cells includes now less movable static FX elements,
for less performances loss and a better rendering.
- Some more fixes and cluttering corrections about details.
-----------------------------------------------------------------------------------------------------
Hope you will all appreciate the maintenance work here,
and do not forget to Endorse if you appreciated this mod !
-----------------------------------------------------------------------------------------------------
Warning: This file contains 5 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
Note: V1.1+: This file contains 3 deleted NavMesh records that TES5Edit cannot repair automatically, and which are reported by the mod author to be harmless artifacts from Creation Kit export.
TheDomain.esp Active
Warning: This file contains 1 deleted NavMesh record(s) that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
Boss still mark this mod with deleted navmesh: is it true? becouse from the stikie i read the deleted navmesh was solved.
thank you
you should make Oakvale from Fable
http://img4.wikia.nocookie.net/__cb20100702194323/fable/images/f/f0/Oakvale_Map.png
"TheDomain.esp
CRC: F9F6653F
•Warning: This file contains 1 deleted NavMesh record(s) that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author."
thanks,
Sadly part 3 has problems for me. Having killed everyone (sorry Imperials, I was lazy) and looted everything (I did a very thorough area search), I never found a key to get into the domain! In the end I just set the doors to lock level 100, picked them and continued my stealth kill rampage. I think others have posted that the NPCs didn't loot drop keys for them either...
Anyway, off to get part 4!