I really like the concept of this mod, and the new places do feel like they fit into the game. My biggest issue, though, is that there's no real point to having them, aside from immersion. No one wants to talk with you, has anything to trade, or has any work for you. The farmers are going about their farming. The loggers are going about their logging. The miners are going about their mining. And the "trade" village on the coast doesn't have any traders - just a tavern where you can buy food and then have to leave because there's no place to sleep. I can live with the farms and camps not having time to talk, but I do wish that trading village had a merchant and an inn.
Yeah its true that its very uninteractive - although there is a merchant at the trading outpost - I better check if he actually works - the inn is kinda incomplete though, I will need to wrap that one up (its all set exept for the script that actually allows you to sleep in the bed there)
In fact I actually made the mod on account of frostfall, as it used to be almost impossible to explore the hold because it was too cold - so I stuffed in places to warm up ????
But yeah I completely agree with what you wrote, Ill try to do sth with it when I find the time (and mood) to actually mod again.
Edit: Actually I just realised that this is the Oldrim version and not the SE - that one is more up to date, even if not significantly so.
I did find the merchant and did manage to get him to trade with me! I guess he just likes to sleep in and take long lunch breaks. Anyway, I really do like this mod and decided to keep it in my load order. You did a really good job of making something that feels like it's part of the vanilla game, and I mean that in a good way. I'd love to see you do similar things with other areas.
Yep, its a known issue. I have planned on removing it, but I am prioritizing SE to this mod (especially as its easy to remove the conflicting bridge via the "disable" command). I should get around to it eventually but I have no idea when.
Should be spawn for fish, but it also may be a sound effect or something like that. Shouldn't be from my mod though - I could double check it if you'd want me to.
No, just wanted you to know that Iv'e noted that the etac circle is in diffrent location then youre mod, it may be seems like nothing special but after several changes iv'e made in the Bridge area the game stopped working, only after i disabled the etac circle it returned to normal, maybe i'm writing bullshit but i have no other way to explain this, iv'e tried everything and it's the only thing that worked(aside from disabling the mods of course)
Well, I've ran into a unfortunate problem... my game is set up with a bunch of other mods, so ETaC is now incompatible with my game, nonetheless, I have tried to make a small plugin that would delete the bridge, unfortunately, the incompatibility didn't allow me to check it, so I am uploading it here for you to try, it might work, it might not. Just let me know if it worked or not, so that I can either delete it and try to change the mod itself, or if I should keep it in the files. C.
Mine was more to do with how I set up my other mods (ie. all my patches were for Holds and not ETaC, which then caused my game to CTD when I tried to swap Holds with ETaC, and I just couln't bring myself to setting a new "clean" game to test it...
Nope, but I took them for the other cities that clash (flakreath, witnterhold etc, I guess you can opt out in holds, but I wanted a change, and now I am stuck with it
Hi, thanks for your mod! I added it for my last playthrough and I'm loving it. Just wanted to tell you there's a bit of overlap with a bridge of your mod and a bridge of JK's DragonBridge. The bridge is the one by the sawmill, both of you placed a (different) bridge there and it overlaps. Nothing that some console couldn't fix though but thought you'd like to know.
Mostly - I have corrected all the issues I have experienced, but there may be (and probably are) areas that I have missed - I will correct these should I encounter them myself or if someone reports them to me.
Hmmm that is wierd, as this mod does not touch the area around Solitude at all.
The only reason I can think of that may be responsible for the bug is swapping USKP for USLEEP, still not sure why it only activated with this mod on. Maybe try loading this one higher in the load order than the patch for SR, so that it can write over the wrong flags from this mod. Not sure if it will work but it might.
Do let me know if this solves the issue or not, so that I could potentially experiment with the two mods.
the bug still appear, i think i know the problem, the pine tree fix need unofficial skyrim patch and the haafingar expanded needs unofficial LEGENDERY patch, i had the same problem with solitude expansion
This is a great addition to an otherwise empty back area of Haafingar, makes exploring that region more interesting. Just curious, will you be updating this with to be compatible with the newest Unofficial Skyrim Legendary Edition Patch?
I will, along with more addtions to the area and one more village - the lumbercamp. I just didn't get to modding that often lately and when I did I was trying to fix the SE, but I think I could get a new version for this mod in january.
Wonderfull idea, besides the fact of none exictent of "clan like" Villages in the eastern holds, the non existence of settlements in Haafingar always striked me as odd.
Great mod, No issues it works fine. It really adds life to these areas that are too empty. Besides after 10,000 playthroughs it's nice to see something different. Looking forward to you doing other areas. Endorsed!
45 comments
Yeah its true that its very uninteractive - although there is a merchant at the trading outpost - I better check if he actually works - the inn is kinda incomplete though, I will need to wrap that one up (its all set exept for the script that actually allows you to sleep in the bed there)
In fact I actually made the mod on account of frostfall, as it used to be almost impossible to explore the hold because it was too cold - so I stuffed in places to warm up ????
But yeah I completely agree with what you wrote, Ill try to do sth with it when I find the time (and mood) to actually mod again.
Edit: Actually I just realised that this is the Oldrim version and not the SE - that one is more up to date, even if not significantly so.
C.
Have anyone tested it with Immersive Citizens - AI Overhaul?
The only reason I can think of that may be responsible for the bug is swapping USKP for USLEEP, still not sure why it only activated with this mod on. Maybe try loading this one higher in the load order than the patch for SR, so that it can write over the wrong flags from this mod. Not sure if it will work but it might.
Do let me know if this solves the issue or not, so that I could potentially experiment with the two mods.