Currently I'm trying to get two of my other mods finished (one of which took me more than a year to finish, the other... well, I would love to release it, but IRL priorities and bugs prolonged things) within the week.
However, I have plans to expand this mod further, as it's obviously clear that despite lore saying that Saarthal was the largest of the Atmoran colonies, and there was even a leading archaeologist who spoke of homes, gardens, and living conditions, in reality we were shown only a fraction of its existence as it serves as a hidden safety box for the Eye of Magnus, a tip of the iceberg.
I could envision the city in its heyday, built with huge blocks of granite, towering over wooden homes; there had to be a harbor full of ships laden with colonists and their supplies coming in from Atmora; and the centerpiece of this city is a palace built to house Ysgramor and his brothers-in-arms, where he administered the city on a daily basis.
Just stopped by to endorse. Great job on changing Saarthal into an excavation site. I'll definitely be keeping this in my load order. My only comment is concerning the hunters. I can understand why the College would use them over guards however their constant comments about 'hunting and fishing in these parts for years' seems a bit off. If you are updating perhaps you could add Mercenaries instead which would fit in with how the college would probably source the muscle needed for protection. As a suggestion they could have the 'Voice-MaleCondescending' which would fit well with their role. Cheers
I'll see what I could do to make some changes, but initially my idea for them was that, in order to pass time on what looked to be a very cold and boring assignment in a nearly-isolated spot, the hired hunters would take a few hours off to hunt game and catch fish, then either cook the catch for meals or sell their produce to any passerby who venture into the excavation site.
Hi everyone, I'm excited to announce that I've created a Patch for Greater Saarthal that replaces the Hunters with College Watchmen from the Inconsequential NPCs mod to make it more realistic, as well as assigning some ownership rights to expensive items in the area. Take a look! https://www.nexusmods.com/skyrim/mods/100266
Hey there, thanks very much for this excellent, well made mod!
I have a question about Catbane as a follower, I recruited him, then dismissed him but his PlayerTeammate flag is not being set back to 0 on dismissal? Also I had no dialogue with the dog at all, I just activated him then he was automatically my follower, an option to hire him in dialogue would be good? Please correct me if I'm wrong!
Too bad, I literally just finished this quest. This small mod would have greatly increased the immersion and made the excavation site a lot more believable. Great work!
Is Saarthal supposed to have a bunch of people constantly researching the place? I thought the Saarthal exploration thing was just a one-off thing that's a product of the College's insolence.
I suppose there must have been some kind of on-going excavation for it to be in the state we experience even in vanilla. Having an encampment, abandoned or not, makes sense.
In vanilla, the site is terribly messy once the Winterhold quest is finished; like 19th century archaeologists, everything there is left behind -- they didn't bother to clean up, pack their gear and tear down the scaffolds, seal off the doors and leave. Now that is greater insolence, especially as Saarthal happens to be the starting point of human existence in Tamriel.
28 comments
Currently I'm trying to get two of my other mods finished (one of which took me more than a year to finish, the other... well, I would love to release it, but IRL priorities and bugs prolonged things) within the week.
However, I have plans to expand this mod further, as it's obviously clear that despite lore saying that Saarthal was the largest of the Atmoran colonies, and there was even a leading archaeologist who spoke of homes, gardens, and living conditions, in reality we were shown only a fraction of its existence as it serves as a hidden safety box for the Eye of Magnus, a tip of the iceberg.
I could envision the city in its heyday, built with huge blocks of granite, towering over wooden homes; there had to be a harbor full of ships laden with colonists and their supplies coming in from Atmora; and the centerpiece of this city is a palace built to house Ysgramor and his brothers-in-arms, where he administered the city on a daily basis.
Translations with only the plugin, yes, just message me.
But the whole mod... Nope.
It would be nice with a version with regular college guards, and perhaps even a few low-class students mucking about, for even more immersion.
https://www.nexusmods.com/skyrim/mods/100266
I will check that one out.
I have a question about Catbane as a follower, I recruited him, then dismissed him but his PlayerTeammate flag is not being set back to 0 on dismissal? Also I had no dialogue with the dog at all, I just activated him then he was automatically my follower, an option to hire him in dialogue would be good? Please correct me if I'm wrong!
As with Vigilance, try using Set PlayerAnimalCount to 0 in the console.