I now have slightly larger plans for this mod as a standalone, having a healthy list of piraty/smugglery quest ideas I am splitting them between Shumer Smugglers and Skyrim Pirates. Having added a galleon (which was not in the plan but I got carried away) I have to have places for it to go to do stuff. I have done a worldspce with 4 or 5 small volcanic islands with a remnant caldera (who doesn't want to go inside a volcano!) so will add that in at some point. The quests will be focused on Smuggling, finding treasure, bumping off rivals and some light thievery.
On the Planning Table are:
Pirates of the North Version 4+
1. Skyrim Pirate Quests - 12 and the Galleon will get moving. 2. Volcanic Islands (Externals done) 3. More voices
Glad to see this great mod get an update. I've finally had a chance to try it, and aside from some minor landscape issues, which were easy enough to patch, everything seems to work just fine.
I have More Bandit Camp-Original Version installed. MooreBanditCampsPNPatch.esp is intended only for More Bandit Camps-Explorers Edition.Please make this patch too! I don'twant to give up on any of these mods.
This mod looks very interesting and well made. But for the life of me, I cannot find any guards at Frostcombe Landing! There are a few NPCs, but no guards. How can I start the quest?
Thank you very much! So Fargas is the guard?! I did find him already and talked to him - but he didn't talk to me! I think it was just something like "Yes?" "Need something"? and no further options.
You may need the patch for grass, landscaping and large mods in the download section. The dialogue and quests are based on location names for cells and in Skyrim any mod that even touches a cell will revert them to vanilla. The patch just restores the names.
I stumbled across this mod while looking for content to spice up a bandit/pirate playthrough, and now it's never leaving my load order. I like the armor mashups, the leather clothes, the rings, amulets, etc. but what really made this appealing was the lore friendly way you integrated pirates and smugglers into the game while giving me something fun to do in the northern part of Skyrim.
One of my all time favorite mods. So glad you've kept adding to and updating all this. Thanks so much for working so hard on it. if I had money I'd totally buy you pet donkey or something.
Hi agerweb i have an issue i can't find an answer to - wilvercombe from this mod and insmouth from the mod (from the deeps) are occupying the same space causing lots of clipping and holes in the terain to fall through but no ctd's yet. Is there anything i can do about this or do i have to uninstall one of these mods? Thanks
This mod? FROM THE DEEPS www.loverslab.com/topic/44452-from-the-deeps/?tab=comments#comment-1111442 www.loverslab.com/topic/119249-from-the-deeps-for-sse/?tab=comments#comment-2566759
You will have to get it for me, as you need to register for LL to download anything and I don't trust em enough to do that. Upload it somewhere and PM me the link (mega or googledocs or wherever).
About PiratesNorth_ExteriorCellsPatchLE patch: This patch restores cell records returned to vanilla by other mods to those of Pirates of The North. In my experience, ELFX - Exterior.esp has returned a number of exterior cells to vanilla, which hinders the Pirates of The North quest. If you install this patch and sort by LOOT, the patch should be placed after ELFX - Exterior.esp (or such plugins), but if not, move it manually to the end of the load order.
323 comments
I now have slightly larger plans for this mod as a standalone, having a healthy list of piraty/smugglery quest ideas I am splitting them between Shumer Smugglers and Skyrim Pirates. Having added a galleon (which was not in the plan but I got carried away) I have to have places for it to go to do stuff. I have done a worldspce with 4 or 5 small volcanic islands with a remnant caldera (who doesn't want to go inside a volcano!) so will add that in at some point. The quests will be focused on Smuggling, finding treasure, bumping off rivals and some light thievery.
On the Planning Table are:
Pirates of the North Version 4+
1. Skyrim Pirate Quests - 12 and the Galleon will get moving.
2. Volcanic Islands (Externals done)
3. More voices
https://www.nexusmods.com/skyrim/images/78600
Edit: Only one conflict that screws up the navmesh on the boat near Dawnstar, I will upload a ptach.
Is there anything i can do about this or do i have to uninstall one of these mods?
Thanks
FROM THE DEEPS
www.loverslab.com/topic/44452-from-the-deeps/?tab=comments#comment-1111442
www.loverslab.com/topic/119249-from-the-deeps-for-sse/?tab=comments#comment-2566759
Thanks anyway.
This patch restores cell records returned to vanilla by other mods to those of Pirates of The North. In my experience, ELFX - Exterior.esp has returned a number of exterior cells to vanilla, which hinders the Pirates of The North quest.
If you install this patch and sort by LOOT, the patch should be placed after ELFX - Exterior.esp (or such plugins), but if not, move it manually to the end of the load order.