If anyone want to port these files to special edition go ahead. Given the bandwidth where I'm at I won't be downloading the SSE until I get back this summer, if then.
13 Sep 2020: Uploaded new version of Pinemoon Village. New version is just a small farming outpost with a few guards, no services such as an inn or general goods store.
I'm finished with redoing the original villages. Not remaking Nightgate as TES frontier fortress and CRF add content there nor Robbers Gorge (I've seen some reports that the bandits still spawn, can't reproduce that on my end, and the author of Lawbringer mentioned in its forum they have plans for that area anyways).
Just letting you know that I love your villages, particularly Robber's Gorge, though I had to make some edits here and there so it would work better for Special Edition, had to fix, fill in a lot of gaps, floating stuff. Only other mod that I use in that area is Ryn's Robber's Gorge and find myself swapping back and forth between his bandit camp overhaul mod and your village. It's a tough choice because both are really good, so when I want to kill more bandits I use his mod, when I want a nice town I pick your mod. Sure there are still some minor issues with this Robber's Gorge Village, but it is still my favorite of yours.
Thank you for the mods, they are very welcome additions to the game.
If I may make a suggestion: have the guards be replicas of the hold guards, with the same guard faction & AI features (crime and whatnot). Most mods that add villages or settlements do this as well and it adds a little more uniformity than a village or farm with multiple inhabitants having their own private militia.
I also spent hours trying different combinations of the files to check what would work and be compatible with the mods I use. Mostly, I use TES Arena Frontier Fortresses and Immersive Hold Borders. The following load order works for me, but I reckon you might know some better versions or bundle version of the following files:
*Angas Mill (Angas Mill Village-Alternate, 30 May 2020) *Half Moon Mill (Half Moon Village TES Arena Frontier Fortress Compatable, 24 Oct 2015) *Heartwood Mill (Heartwood Mill, 27 Oct 2013) *Mixwater Mill (Mixwater Mill-Alternate, 30 May 2020) *Nightgate Inn (Nightgate Village TES Arena Frontier Fortress Compatable, 9 Dec 2015) *Old Hroldan (Hroldan Village-Alternate, 30 May 2020) *Pinemoon (Pinemoon Village, 13 Sep 2020) *Ravenscar (Ravenscar Village-Alternate, 30 May 2020)
Not expecting an update, but just fyi for Nightgate: Nothing in the shops has ownership, so we can just take everything without it flagging as stolen. The porch outside the general goods store's door flickers badly, too.
Both are simple fixes for people who use the CK: -Move the planks in front of the door slightly higher or lower. (z fighting) -Set the shops' cells as owned by their shopkeepers. (don't need to edit individual items)
Hi! Since there is not comparison pictures of the different versions, I'd like to ask which of them is more vanilla friendly and has less added structures&clutter? I would like to keep these places still small and rural but add just a little bit more life in them.
Will there be an updated standalone version for Heartwood? That's the mill I'm looking to change in my game as I have some mods downloaded that adds to the others. When I use the old Heartwood file, my game crashes so I was just asking.
Someone (Ancia) ported the older mods, but I just looked and they have it hidden now with the message they're awaiting to see what we do with it here on LE. I can contact them and ask them to unhide and port the newer versions if they want.
I see this collection of mods have upgraded substantially since last time i check. Very good indeed. Just a few thing i don't feel quite disliked. Falon at morthal having a tough time fitting but mages is ok in these settlements lol. Also in another village settlement like falkreath it just have farmhouse as hall of the dead but these settlements have the elaborate ancient one. I wish i can remove both. Can u teach me how to?
To my knowledge the best way to remove things from a mod like you're asking is to use TES5Edit to remove whatever it is you want. You should be able to find youtube videos or other written explanations on the internet to show you how.
LadyMarin2016, I really like your touch on the Ravenscar mod, the only on I've played with so far. I like the lanterns, but they give off a green glow. I'm not sure how that happened, it's not happening with any of the other lanterns in the game, so there is some setting there that is a little off. I'm not using an ENB right now, but I've tried it with several and the results are the same.
I used the standard light SLightStreetStreet01 Form ID 000D0E40. If you have this light turned green, it means that you either did not completely delete ENB, or you have a mod installed that changes this light. This can be checked using TES5Edit.
Thanks, It wasn't the ENB, I switched it off and the green glow didn't change. I looked it over in Xedit/CK and I fully agree, it is/was something on my end. I've done some adjustments on my monitor, hopefully that takes care of it.
I've uploaded LadyMarin2016's version of Half Moon Village. She also provided a patch for it and jabr's North Keep (part of TES arena mod). Not sure if I really need his permission to post a patch, but to cover my 6 I've posted over there asking his permission since the patch uses his mod as a master.
As far as going about it, download and install the mods. Ensure the new esps are enabled in your mod manager and the old one is disabled or uninstalled. As far as being safe, common wisdom is to not uninstall mods mid-playthough or at least have a save game from before you installed the mod you're disabling. However my mods don't have any new scripts, so I think it should be ok.
I always liked this mod! When it was not updated for a long time, I made several options for its development. I haven't posted them anywhere, because I respect copyright. Perhaps you would like to see them?
I started doing all the parts. Fully prepared Ravenscar, Mixwater, Hroldan, AngasMill, HalfMoon. The remaining parts - about 50%. Only they are not in English... Is the transfer required? I know very little English and use translation programs.
Do you mean you split them into individual villages? If they are not English you have my permission to post them to Nexus in whatever language you made them in.
389 comments
I'm finished with redoing the original villages. Not remaking Nightgate as TES frontier fortress and CRF add content there nor Robbers Gorge (I've seen some reports that the bandits still spawn, can't reproduce that on my end, and the author of Lawbringer mentioned in its forum they have plans for that area anyways).
If I may make a suggestion: have the guards be replicas of the hold guards, with the same guard faction & AI features (crime and whatnot). Most mods that add villages or settlements do this as well and it adds a little more uniformity than a village or farm with multiple inhabitants having their own private militia.
I also spent hours trying different combinations of the files to check what would work and be compatible with the mods I use. Mostly, I use TES Arena Frontier Fortresses and Immersive Hold Borders. The following load order works for me, but I reckon you might know some better versions or bundle version of the following files:
*Angas Mill (Angas Mill Village-Alternate, 30 May 2020)
*Half Moon Mill (Half Moon Village TES Arena Frontier Fortress Compatable, 24 Oct 2015)
*Heartwood Mill (Heartwood Mill, 27 Oct 2013)
*Mixwater Mill (Mixwater Mill-Alternate, 30 May 2020)
*Nightgate Inn (Nightgate Village TES Arena Frontier Fortress Compatable, 9 Dec 2015)
*Old Hroldan (Hroldan Village-Alternate, 30 May 2020)
*Pinemoon (Pinemoon Village, 13 Sep 2020)
*Ravenscar (Ravenscar Village-Alternate, 30 May 2020)
Thanks in advance!
Both are simple fixes for people who use the CK:
-Move the planks in front of the door slightly higher or lower. (z fighting)
-Set the shops' cells as owned by their shopkeepers. (don't need to edit individual items)
Is it safe to update or switch to the individual ESP version mid-playthrough?
How do I go about that? :)
As far as being safe, common wisdom is to not uninstall mods mid-playthough or at least have a save game from before you installed the mod you're disabling. However my mods don't have any new scripts, so I think it should be ok.