Skyrim

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agerweb

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agerweb

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About this mod

Four villages, an estate and a pirate base servicing the low rent trade and smugglers routes along the northern coastline. Also two islands and a few other places here and there..

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Update 17 May 21: Version 4.0 added, some more dialogue, more bug fixes and because people asked, modest player homes on Barbella and Althira.


Important Compatibility Patch : I have uploaded a patch which is primarily for those with Lighting and landscape/grass Mods that tend to revert exterior cell names back to vanilla (this also includes mods that make multiple changes to Skyrim eg TPOS, Holds and ETAC), this means that all my quests including dialogue may not run because they depend on the location names I have given cells. This patch just reestablishes these names and is otherwise harmless.


Now available for  SSE

****See Sticky Post for current state of Mod development and plans ****



Note:

No NPCs added by this mod are marked as essential so you can kill anybody you like, but beware, killing some characters will forgo future quests and in the case of some of the pirates the game notes you have killed them and consequences will ensue. eg If you kill the rude pirate guard outside the castle on Althira your chances of interacting with it's inhabitants are nil.
 

Mod Features so far

  • A Pirate Base with a galleon in the harbour. 
  • Two Islands (Barbella and Althira)  
  • Four Villages and small landings near Solitude, Dawnstar, Windhelm and Winterhold.
  • Smugglers Tavern near Windhelm and The White Horse Inn west of Whiterun.
  • An estate and a castle ruin.
  • Patrolling guards, people and Pirates generally going about their business.
  • A selection of Traders – inns, blacksmith, jeweller/locksmith, apothecary, general stores, fishmonger, bakery, smithy and carpenter\fletcher.
  • An interesting cave with a Player Home – speak to the guard in Frostcombe Landing (see article for details).
  • A long boat to take you up and down the coast (activators on the boats wheel). 
  • A set of custom piratical  and Barbella weapons.
  • Crafting Options for existing and custom gems.
  • 37 small quests and 112 custom voiced NPC's

Notes

No NPCs added by this mod are marked as essential so you can kill anybody you like, but beware, killing some characters will forgo future quests I may add. eg If you kill the rude pirate guard outside the castle on Althira your chances of interacting with it's inhabitants are nil.

A list of quest givers is here: Wiki


How to get to Frostcombe landing

It is North of Winstad, map marker is visible.

Sailing About

The longboats in the various locations have two activators on the Wheel one takes you to various 'Pirate Locations' and one to 'Town Locations' you get a list to pick from.

The second longboat in Yar (Pirate's) Cove has an activator on the wheel which will take you to the Islands.


Compatability:

Patches available in download section: (the mods themselves should be before Pirates in the load order)

Salem - Arena Tournament -
moves bandit cave entrance up gully to Snow Veil Sanctum
The Forts of Skyrim Redone -
moves a fort uphill away from Allagard Estate.
More Bandit Camps -
removes the bandit camp clashing with Mitt.
Sailable Ships - moves my ship at Solitude out of way.
TPOS-
moves my ship at Solitude out of way and fixes navmesh and terrain as Mitt is close to Rorikstead Market.
Great Forest of Whiterun -
not surprisingly removes trees.
Amber Guard by 13Oranges
- tidies the terrain by the castle
The Unfinished Business - Dungeon Pack - I have moved the entrance to Cryon Nulal up the hill as it was inside Yar Cove. May at some point incorporate it into Yar Cove, but that will require to more faffing about than I have time for at the moment.
Holds the City Overhaul - tidies up Allagard Castle
Brotherhood of Old - moves cave at Smugglers Rest
Great City of Skyrim -
removes drydock from Solitude Landing
Forgotten Dungeons - moves Ragnaulfs Cave at Frostcombe Landing(for this patch Forgotten Dungeons should be higher in you load order than PiratesNorth.esp)
Serenity
- moves Winhelm pier


This mod specifically does not conflict with Northern Encounters, Pirates of Skyrim - Norther Cardinal Under The Black Flag and The Watchtowers Reborn or any of the Mods I know of around the Winstad Area.

For Immersive Horses users a poster has mentioned the following:
You'll need to add the Island worldspaces (833775 P iratesNorth.esp, 1104455 PiratesNorth.esp ) to the IHO .ini 


A patch for Complete Alchemy and Cooking Overhaul has been done by crimjackal here


My Other Mods

Shumer and the Fall of Allagard
Hunter'sWorld
HardrockLanding – Rochester
Edoras
Castle Grey Updated
Dawn Point Lighthouse
Hunters World revisited

Voice Actor Credits
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Modders Resources and Music Credits
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