Hi Clefj! Love the creativity of your work fella. Most mods you create just simply seem 'to fit' into the world of Skyrim. Checked this latest 'beauty' with TES5Edit and found several problems, 'deleted navmeshes' I believe there called, could you possibly fix this? Would appreciate fella. Thank you for sharing and please keep the creativity coming!
Thanks mate! It should be cleaned... Not sure what the deleted navmesh issues should be; I do typically delete navmesh triangles and make new ones in the exterior cells I edit. I wonder if it's talking about that.
That's almost definitely what it's referring to. TES5Edit can't clean them automatically, but here's a tutorial from Arthmoor on how to fix it: http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/
I wonder if that's part of why your mods don't get more attention, because they really should be waaaay more popular. Most people just won't use mods with them in it. I don't know enough to know if thee's such a thing as a "safe" deleted navmesh, but even if there is, I doubt anyone will ever really check a mod any further once they see "deleted navmesh."
Frankly, I'm trying to adopt the "no deleted navmeshes" practice myself. Giving up some of your mods is the most painful part. But I've had deleted navmeshes cause serious problems in the past, i.e. instant unavoidable CTDs at midnght in-game (not sure why, but I think something in an NPC schedule or cell reset may have referenced the deleted mesh?) Can happen even when you're on the opposite side of the map! Anyway, would love to see the deleted navmeshes in your mods get fixed, because your work is incredible and it really needs to get more attention.
I would be happy to fix any issues, but I still don't see why turning exterior navmeshes to their original state would help; People would be trying to walk through walls and buildings, and not travel on the appropriate paths on the new exterior layout. Le sigh.
Ah, that would explain why the SSE version was deleted. Someone else must have uploaded it without your permission. I was following the Skyrim Rebuilt guide on /r/skyrimmods and this was one of mods on the list. It was gone by the time I went through the guide.
Where does the ladder in the final room of the dungeon lead to? Have you not finished that part yet? I tcl'd through the wall and found it but I can't use it.
Hey ClefJ, looks real good and I'll definitely give it a try (on SSE) once I clear some space on my computer. I was curious, though: It does not add any quests, right? Just the location? If not, do you intend to do that at some point or not? I was thinking, for instance, the dragonborn could find a forsworn plot to take the settlement in Bleakwind Bluff or Broken Tower Redoubt. You'll then have to warn the citizens of New Amberguard, and aid them in a Siege of Whiterun-style fight. You could also do the other way around; that New Amberguard is overrun by forsworn or bandits, and that you have to help clear them out. The quest would start if you encounter a New Amberguard guard or citizen in either Rorikstead or hanging around Lund's hut, after which you gather near New Amberguard for the siege. Let me know if you like the idea
I really love this town. Only 142 endorsements, seriously? Anyway the player home is too big for my character, so I think I'll replace the Smoked Quartz with a cozy little home =) Thanks again.
What a great mod. Worth the sacrifice of Elisdriel to have. I really like "cozy" spaces, and this village is perfect. The design is very artistic and imaginative and everything works great. Makes you realize how much one could really pack into Skyrim's many unused places to make the game even more amazing. I think this mod is pretty much essential for me now, so thanks to you for making it. Cheers!
I have just discovered your mods. I havent seen them before, they are a pearl! I got a few of them now. Havent been ingame yet to see (i am building modlist, takes forever) but you seem to do good work
55 comments
Checked this latest 'beauty' with TES5Edit and found several problems, 'deleted navmeshes' I believe there called, could you possibly fix this? Would appreciate fella.
Thank you for sharing and please keep the creativity coming!
Rock on maestro!
I wonder if that's part of why your mods don't get more attention, because they really should be waaaay more popular. Most people just won't use mods with them in it. I don't know enough to know if thee's such a thing as a "safe" deleted navmesh, but even if there is, I doubt anyone will ever really check a mod any further once they see "deleted navmesh."
Frankly, I'm trying to adopt the "no deleted navmeshes" practice myself. Giving up some of your mods is the most painful part. But I've had deleted navmeshes cause serious problems in the past, i.e. instant unavoidable CTDs at midnght in-game (not sure why, but I think something in an NPC schedule or cell reset may have referenced the deleted mesh?) Can happen even when you're on the opposite side of the map! Anyway, would love to see the deleted navmeshes in your mods get fixed, because your work is incredible and it really needs to get more attention.
I was curious, though: It does not add any quests, right? Just the location? If not, do you intend to do that at some point or not?
I was thinking, for instance, the dragonborn could find a forsworn plot to take the settlement in Bleakwind Bluff or Broken Tower Redoubt. You'll then have to warn the citizens of New Amberguard, and aid them in a Siege of Whiterun-style fight.
You could also do the other way around; that New Amberguard is overrun by forsworn or bandits, and that you have to help clear them out. The quest would start if you encounter a New Amberguard guard or citizen in either Rorikstead or hanging around Lund's hut, after which you gather near New Amberguard for the siege.
Let me know if you like the idea
Anyway the player home is too big for my character, so I think I'll replace the Smoked Quartz with a cozy little home =) Thanks again.