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MyGoodEye

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MyGoodEye

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  1. MyGoodEye
    MyGoodEye
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    NEW IN V1C!

    Allows players to disable SPECIFIC CAMPS and/or OUTPOSTS from randomly spawning for dramatically increased compatibility with other mods!

    Detailed instructions and an example provided by clicking here.

    Specific "overlaps", like OUTPOST09 with ETaC will be listed here as we discover them... so PLEASE SHARE!

    It's easy, trust me

    If updating from an earlier version, simply make a save in an interior, close the game, using the mod manager of your choice, remove the old WZAA and install the new one. Allow any overwriting.

    This is a simple exploitation of an existing feature and as such should cause no trouble on updating... if you have troubles, please don't hesitate to contact me here.

    MxR COVERS WARZONES : ASSAULT ATTACK!
    Go to 5:55 for the action!
    Thanks MxR





  2. goblegoblin
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    My game always CTD when I approach a battle, I have the mod installed and made a new savegame game still CTD when I get near warzones or battles
  3. Ru5tyShackleford
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    It seems this conflicts with one of the dungeons from Dawnguard. One of the big fortresses are right on top of Ruunvald Excavation it seems.
    1. reakktor909
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      Correct - Ruunvald Excavation entrance is not reachable, which blocks the Dawnguard main quest. This is a bigger issue, so would advise to leave this mod off until this part of the Dawnguard quest is done.

      There are some other issues in this area, which makes my game CTD instantly as soon I enter certain cells around Ruunvald. Maybe related to above. I tracked this down to this mod, so unfortunately - though I liked the overall idea and had some fun - I had to uninstall.
    2. Oronys
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      Disabling the following IDs should uncover Ruunvald's entrance. Optionally, you can also re-enable them after you're done the quest so the outhouse isn't floating. Using the prid command with the IDs should let you select them regardless of where you are to disable/enable at your leisure.

      prid [id here]
      xx022d96
      xx022d97
      xx022f19
  4. Mediin
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    Appreciate the effort, but the whole idea of adding landmines ruines this whole thing. Never, _never_, add hidden things that can instakill you.
    Since the menu for the mod also doesn't appear, I can't disable them.
    1. Oronys
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      Menu shows up for me just fine, and the disabling features works as it's supposed to. Maybe your MCM isn't updating? Assuming you have SkyUI enabled, open the console and try:
      setstage SKI_ConfigManagerInstance 1

      Sometimes the MCM will stick and not add a mod's new menu when you load the game. Some delay is normal, but I had one that just wouldn't show up no matter how many times I reloaded until I just refreshed the MCM quest this way. Make sure you don't open the menu until you're fairly certain the MCM is done re-adding all of its contents since sometimes weird stuff can happen, but nothing I've experienced while doing so was game-breaking.
  5. jetpackturtroll
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    Hello, I am loving the mod so far, but have found a minor conflict with the mod: Legendary cities (Tes Arena) Skyrim Frontier Fortress. There is a siege cannon that spawns in the middle of Amol City (just south of Winterhold) and makes it impossible to navigate as a result. I've tried disabling cannons through MCM menu and have also tried disabling the cannon through console commands to no avail. is there any workaround to disable this cannon, or a patch that can fix this issue? Thank you for the fantastic mod :D
  6. Daviso452
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    MrGoodEye I quite enjoy the idea you were going for with the strongholds. That said, I cannot stand their design, and I hope to offer constructive reasons why.

    The Quarry has very poor story design and I was forced to use cheats to find the final boss. There are "clues" that in hindsight I came to understand, specifically the relation between the imperial captain's lookout and the blind guy's cryptic message, but everything else leads you believe that Deapri is still looking for the helm, not that he had already found it. I spent more than an hour trying to figure out what I missed until I finally gave up and climbed down the mountain from the lookout, only to discover Deapri at the town where I started. When/where did he find it? If you had just made an empty pedestal in some cave with a note saying "Sorry, I need to save my family. Bye!" that would have given me a clear series of events which would give context to the whole "don't trust deapri" bits. Instead I was left to assume too much, and apparently failed. Also, why did the entire town start exploding when Deapri died? Perhaps I missed the note saying "Deapri is holding a dead man switch to every explosive in the town."

    Another point is the poor level design of the quarry too. It feels artificially inflated to fit the "4x bigger than whiterun" theme. Instead of feeling grand, it feels vast, empty, and unused. I saw no reason not to shrink down the diameter of the quarry and make the lake shallower, both of which would make for a smoother transition from the different parts and less wasted time. The town could use a little shrinkage too, but more importantly it could use better layout. Besides the one "lane", there didn't appear to be much sense to how the town was built, especially if the quarry was such a major feature! There was no clear path from the town to the quarry. Every path was blocked by houses or rocks and I only found the entrance because I was running away from enemies, started climbing and decided to follow the water.

    Honestly your apparent (or your team's) obsession with explosives is the biggest thing driving me away from this mod. In the Safehouse, every one of the many archers has explosive arrows which make it almost unbearable when you are the only target. As a boss fight with the niece, the arrows are a good idea, but not as a limitless spam. The Mine is so filled with cannons and mines (which are not regulated by the mod menu) that any progress you make feels more like a crapshoot than actual skill.

    I'm not even going to attempt the stockpile. I haven't even finished the mine. I did like the idea behind these strongholds, and I recognize they are only part of this mod, but they are the part that drew me in, and I do believe you had a good idea. I realize I put in a lot of negative, but I tried to add some constructive as well. I hope you'll take the constructive to heart, because I am still thoroughly amazed at what you guys created and only want you guys to improve in the future in whatever projects you have going on.
  7. Kraahkan
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    Hey what is the safest/easiest way to disable the Strongholds in this mod? Is it possible in TES5EDIT?

    Asking as Bruma conflicts with one of them. I'd also like to keep the other awesome features of the mod, without the strongholds. If possible

    Thanks
  8. Knight68
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    How can I disable cannons? I've already tried setting allow cannons in the MCM menu to 0, but it they are still firing!
  9. Ulrax
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    @MyGoodEye

    Hi, Thank you for your answer I know but it is for SSE not old skyrim ( https://www.nexusmods.com/skyrimspecialedition/mods/10933/? )

    so, I cannot use him ?
  10. Ulrax
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    Hi, it is possible to add A patch to be compatible with beyond skyrim bruma (for frontier gate ) ?
    1. MyGoodEye
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      There is one somewhere on the NEXUS, iirc. Not at my computer or I'd link ya.
  11. Quiggleberry
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    Awesome mod! Just thinking, to make it a bit more lore friendly for pedants like me, would it be possible to replace the cannons on the siege towers with ballistas? It would be a good compromise I think - getting rid of magical trebuchets without replacing them with something out of the context of 4th era Tamriel.