Update 1.9e =========== - replaced some of the Windhelm Gate Guards' dialogue to avoid any noticeable splicing. - there is now a bribe option to get past the guard. - the Front Gate Guard's AI package has been adjusted. If you are visiting Windhelm for the first time, the Front Gate guard will be stationed outside of the city. If you have been to Windhelm before (eg. inserting the mod into an existing game), the Front Gate guard will be located in his old spot, just inside the gate.
Previous conditions about Nords, Stormcloaks, and Companions getting a free pass from the gate guards, still hold.
Might seem like a "quick fix" but it actually took a bloody long time to redo those lines. Anyway, I figured I'd upload a version of the new dialogue lines before I undertake any edits to the plugin in preparation for the next major update.
I've always liked this mod, had it in my LE game for years before I got SE and ported it for myself and I have it there and with 3DNPCs and Citizens of Tamriel it makes the province feel so much more alive. I am on AE 1.6.1170 and it works well still. I was telling my husband how I dug through my huge backup 'mods for Skyrim SE' folder to pop it back into my game and he didn't remember it until I mentioned the addicts outside the Ratway who I always paid 20 septims to for "tension relief" whenever (and I mean WHENEVER) I went that way and then he remembered. :'D Oh and that poor ghost in the midden under the college I wanted to hug so badly it physically hurt listening to him. I wanted to find whoever had teased and bullied him and smash their heads against the nearest wall a good few times. The poor ghost, I really wish we could talk to him and give him a hug but no, he's stuck in that despairing loop, I always wondered if he would become a wraith or something.
I remember ages ago using COTR as a Breton and the guard outside Windhelm was berating me for something and he couldn't work out what race I was so he was like 'whatever you are" had me cracking up. I wanted to FUS him so badly, "thats who I am you dick now let me through". I really like all the npcs they are so well voiced. I should have endorsed this ages ago, I just done it. Thank you for this mod. <3
hello there :D I am also on the latest (at the time of this comment) version of AE. Glad to hear your port works (seemingly with no issues ?). Would you be willing to share the port ? :D
Sadly I cannot, as started in the permissions, its easy to port yourselves with the CK and a nif optimizer though, took me maybe 10 minutes to port it years ago. I first used BAE to unpack the bsa, then I use SSE NIF Optimizer to convert all the nifs, scan the textures with it make sure they are fine if not I fix with Paint.net and then I load the esp in the CK, save the esp and quit. I converted the main and enhancement files a few (6-7) years ago.
You can easily use Cathedral Assets Optimizer for all the files and open and save the esp in the CK OR add and remove an ESM flag with Wrye Bash. Unfortunately the Author seems to be unavailable.
could you slide me a link? we can talk somewhere else if needed. i've been looking for mods to make the world alive but all the good ones like this are un-updated 💔
Kinda sad this mod ( like many others) isnt on SSE and all the great work done for it will only be enjoyed by ~1/7th the amount of people that it would if it was on SSE because most will never see it or couldn't be bothered to download it if its not 1-click or part of a collection, Im sure its not the reason but kinda feels like the author got their 2 mil downloads and dipped without saying goodbye but I really I hope nothing bad happened to them because this mod is great and I get that people have other priorities just sucks such a unique mod with novel voice acting essentially dies because closed perms and now all we seem to get is AI. Still I enjoyed this mod back in the day and I will most likely port it (for just myself of course) once I get the rest of my load order to work together <3
I've read, and bloody well can't find it again, that stealth based 'beast races' can sneak into Windhelm though some spot along the wall. But I dunno where, which is why I was looking for it again. Am I remembering this right or no? O.o
Not sure if this is the right place to post this here, but Vortex is telling me that this mod is incompatible with SSE. Can anyone help? It says to contact the mod author and inform them. I'm not sure how to do that. Also they haven't updated this in like 8 years so idk if they will update the mod just for that.
You'll have to dig up the method to port the mod (ie: update it to Skyrim SE) yourself. The mod author hasn't given permission to share it and there's a chance they may have moved on to other projects.
There's a short primer on how to right about here: https://gitlab.com/G_ka/Cathedral_Assets_Optimizer/-/wikis/Porting-a-mod
Main steps are grabbing a couple of the free utilities to do so. Creation Kit is (or was, the last time I used it) available on Steam for free and the others are easily found. It's not an overly difficult process if you're used to modding. INPC is on my to do list, but I'm having a long argument with getting another mod working. (Didn't realize how empty Skyrim actually was until I loaded into a vanilla install of it.)
Ok, apologies, I haven't installed this yet, debating on installing this, and I am trying to wrap my head around a few things. It sounds fascinating and would help bolster the dismal number of people in the world. But I usually play a Khajiit thief or Dark Brotherhood assassin, both of those quest lines have quests involving Windhelm. If I read right, I can't get into the city to do my thieving / killing so... What... Do I have to do Civil War first on the Imperial side to replace Ulfric with Free-Winter or ... ? O.o
It doesn't directly say they'll become aggressive, just that they'll escort you out if you enter...which sounds more like a strong suggestion rather than them becoming hostile, but it would be cool if they arrested you. You could just sneak into the city though, use invisibility potions...which would add more challenge to the thieving and killing. Honestly you should just install it in a test game and see how it works!
3498 comments
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- replaced some of the Windhelm Gate Guards' dialogue to avoid any noticeable splicing.
- there is now a bribe option to get past the guard.
- the Front Gate Guard's AI package has been adjusted. If you are visiting Windhelm for the first time, the Front Gate guard will be stationed outside of the city. If you have been to Windhelm before (eg. inserting the mod into an existing game), the Front Gate guard will be located in his old spot, just inside the gate.
Previous conditions about Nords, Stormcloaks, and Companions getting a free pass from the gate guards, still hold.
Might seem like a "quick fix" but it actually took a bloody long time to redo those lines. Anyway, I figured I'd upload a version of the new dialogue lines before I undertake any edits to the plugin in preparation for the next major update.
Oh and that poor ghost in the midden under the college I wanted to hug so badly it physically hurt listening to him. I wanted to find whoever had teased and bullied him and smash their heads against the nearest wall a good few times. The poor ghost, I really wish we could talk to him and give him a hug but no, he's stuck in that despairing loop, I always wondered if he would become a wraith or something.
I remember ages ago using COTR as a Breton and the guard outside Windhelm was berating me for something and he couldn't work out what race I was so he was like 'whatever you are" had me cracking up. I wanted to FUS him so badly, "thats who I am you dick now let me through". I really like all the npcs they are so well voiced. I should have endorsed this ages ago, I just done it. Thank you for this mod. <3
Glad to hear your port works (seemingly with no issues ?).
Would you be willing to share the port ? :D
I first used BAE to unpack the bsa, then I use SSE NIF Optimizer to convert all the nifs, scan the textures with it make sure they are fine if not I fix with Paint.net and then I load the esp in the CK, save the esp and quit. I converted the main and enhancement files a few (6-7) years ago.
Edit: Never mind, got it going.
Edit again: Eh, never mind, eff it.
Edit: I actually got it working. Just needed to start a new game. :)
There's a short primer on how to right about here: https://gitlab.com/G_ka/Cathedral_Assets_Optimizer/-/wikis/Porting-a-mod
Main steps are grabbing a couple of the free utilities to do so. Creation Kit is (or was, the last time I used it) available on Steam for free and the others are easily found.
It's not an overly difficult process if you're used to modding. INPC is on my to do list, but I'm having a long argument with getting another mod working.
(Didn't realize how empty Skyrim actually was until I loaded into a vanilla install of it.)