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Tags for this mod
- Companion/Follower Friendly
- Lore-Friendly
- Replacer
- Fair and balanced
- English
- Terrain
- Guilds / Factions
- Armour & Shields
- Books
- Clothing - Female Only
- Clothing - Male Only
- Clothing
- Items - Apparatus
- Items - Furniture
- Items - Leveled
- Locations - Buildings
- Locations - Caverns
- Locations - Dungeons
- Locations - World Map
- NPC Vendors
- NPCs
- Items - Ingredients
- Items - Clutter
- Weapons
- DLC: Dawnguard
- DLC: Hearthfire
- DLC: Dragonborn
- Overhaul
Current section
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I have for the past year been engrossed in development on the quest plugin where the focus has been on documentation and dialogue. We now have a drive that is full of stories, characters, lore and other stuff to fill the world with. Here is a synopsis taken from the discord on what are working on right now and how far ahead we are:
What is Holds and what can you expect in the Quest Plugin.
Our direction with Holds is to turn Skyrim into a proper dark-fantasy RPG, much like games like Dragon Age Origins, Witcher 3 and Kotor 2. The mod will feature content of a mature nature such as racism, blood and gore and other weighty themes. There will not be any sexual content in this mod.
The Holds Projects are developed by Galandil who is assisted by a writing staff.
Compatibility patches are handled by SetteLisette.
City Overhaul: The City Overhaul is the foundation for the Quest Overhaul. Its aim is to give every city its own unique appearance and theme. The goal is also to make these cities a lot larger. Holds aims for the smaller villages be bigger then 8-10 homes, and for the Hold capitals to vary from 30-90 homes. I wanted to give the Novigrad treatment. Where the cities actually feel like cities. Capitals will also feature secret entrances like sewer systems and smuggling tunnels, as well as their own unique guard units and crime systems. There is also new shops like bakeries, butcheries, brothels and banks.
Dialogue Overhaul: The Quest Overhaul has a goal of adding dialogue to every single NPC added by Holds, which is just short of 2000 unique characters. All of which will have personalities, backstories, wants and secrets. These dialogue tree's will also be quite comprehensive. Every dialogue tree has conditions for the characters ranging from the players race, how much he likes or dislikes you, your gender, if you are a Thane in the given hold, if this character knows that your the Dragonborn or the leader of a guild(often triggered by wearing the guild leaders armor or being in the town where the guild has its guildhall), quest progression, political influence from the Thane quest-chain, how strong the character is in a given skill, and what civil war faction controls the city or won the civil war.
Dialogue will also include skill-check options and play a pivotal role in quests and world-building.
Quest Overhaul: Holds strives to be as lore compatible with Beyond Skyrim and other large projects as possible, and lore friendly with established Bethesda lore. We will add our own quest-chains and guilds, as well as overhaul the Vanilla Quests, Guilds and Main Quest.
Our motto for the Quest Plugin is: Choices and Consequences. Holds will take a RPG route with every quest having an aim of a minimum of 2 different ways of the quest to end. Larger quests should have consequences that can be seen in the world when they are finished.
Another aim we have with the quest plugin is to focus on more narrative heavy quests, rather then misc radiant quests. Though those will also be featured but are not the main focus.
Dungeon Overhaul: The aim of the Dungeon Overhaul is to first of all add more complexity to existing dungeons, adding more puzzles and alternative routes in particularly the Nordic Tomb Dungeons which are very linear in vanilla. The Imperial Forts in Skyrim will be overhauled to have unique looks for each fort that better meshes with the Skyrim aesthetic(Viking/Barbarian/Meadhall-Fort look). We will also be adding a ton of new enemies for these dungeons, making sure that there is a vast variety of Draugr types and Draugr designs so that not every Draugr tomb looks the same as the Dragon Cult tombs. Some tombs could be more recent and thus their inhabitants should wear different gear and possibly even look different.
We are also considering overhauling some of the Draugr dungeons so they don't all look the same. But I am leaning towards instead using the new tile-set for our own unique dungeons.
Road Overhaul: Changes the Roads of Skyrim into more narrow and natural looking cart tracks or forest trails. Roads in the snow regions are snowed over making navigating difficult. Bridges are overhauled to vary in designs. Aim is to make Skyrim feel more like an untamed and sparsely traveled wilderness.
Features:
Minigames: We hope to create one or possibly two card games based on the Pazaak card game in Kotor and if possible a Gwent styled game. There will also be a game of chance, which is a dice game similar to that of the Mongolian Shagai.
Travel: We want there to be a ship travel system where the Dragonborn can book passage by ship to travel between the coast cities of Skyrim. These will have possible chances of radiant events, where the ship is raided by pirates, sinks, hits an iceberg, discovers an island etc. There will also be a teleport option by the court mages, much like in Morrowind, though a very expensive way of travel.
Bank: There will be a bank system for storing gold. This is styled after the Better Cities mod for Oblivion where the player can store gold in the bank for safe keeping. There will also be an option to purchase the right of storing items in a bank safe, or purchasing a bank vault which is a large vault to store items. Banks can be found in almost every hold capital, and these banks can also be targets for thieves. The Jarl has a separate vault that can also be targeted by thieves.
Arena: There will be brawling arena's and other arenas where the player can fight for money and fame.
The Game of Thrones: As a Thane the Dragonborn can play a delicate game of politics against his opponents during the Thane Quest-chains which is all about acquiring as much power as possible and pacifying your rivals. As part of this the Dragonborn can acquire shares in various valuable land and restore them. This means recapturing forts, mines, logging camps, and fishing huts for resources. This in turn will translate into an annual return on the investment. But beware for your rivals will also have an eye out for these locations and might cause damage to them that you will be responsible for. The Dragonborn can also hire mercenaries to protect the land or form strong but costly alliances to shoulder the costs.
What is planned for the next release and how far ahead are we development wise:
City Overhaul: 95%
The City Overhaul is as good as finished, we've squashed most of the bugs and intend to give an update 0.1.0 alongside the first launch of the Quest Plugin. This update will change the design in Shor's Stone, Karthwasten, Black Moor, North Keep and provide smaller updates to the designs elsewhere. A few Interior cell updates. Windhelm will also receive one more district, a frozen waterwheel and a wizards tower.
The NPC's in the cities will be overhauled with more outfits, earrings, tattoo's and other details.
Other details may also be included as well as any bugs that we are made aware of that needs fixing.
After launch the City Overhaul will be finished and work from there will be focused on compatibility patching.
There is as of right now no promise on anything being done on Markarth, but Nayon is working on an Holds-styled Markarth overhaul that I think looks so exciting that I have asked if we could integrate into Holds if I see it when it is finished and like it so much that I think we should use it. Otherwise I think it is best we leave Markarth alone so that you guys can use whichever mod you want alongside the Complete for Markarth. :)
General Dialogue: 50%
2020 was spent creating documents for characters, lore and factions as well as adding dialogue to the NPC's we have now. These dialogue tree's are quite comprehensive and takes a long time to do effectively due to all of the conditionals and how big the dialogue branches are. As of right now I have finished most of eastern and southern Skyrim. I leave the outlying villages alone for now and focus on the capitals. I will not be touching Dawnstar or Winterhold properly before I have begun their quest development as I imagine there will be a lot of conditionals.
Quest Plugin: 1%
Dialogue is a big part of the quest plugin and the quest plugin has about 10 quests already implemented and a ton in Pre-Planning Phase as of right now. Because I want to wrap up the general dialogue first, we haven't really started all too much on implementing quests yet.
Vanilla and Main Quest Overhaul: 1%
We've come a long way in the Pre-Planning Phase. Expect more news soon-ish.
Dungeon Overhaul: 1%
Pre-Planning Phase. Created Draugr varieties.
Roads Plugin: 99%
Mostly finished. Will look into polishing and adding some more detail in the future.
There is as of now no scheduled release dates but we are working really hard on the next phase of Holds :) Stay tuned!
Sette has created modular versions of Holds 0.0.9, he is working very hard on Compatibility patches for them but has a life outside of modding and a few other projects alongside the help he gives me :) Please be patient or if your feeling adventurous, try using the Xedit to tailor your own experience. You can remove the cells you don't want to use directly but I suggest some heavy testing before you start a play-through if you do this.
LE Version: https://www.nexusmods.com/skyrim/mods/74638
SE Version: https://www.nexusmods.com/skyrimspecialedition/mods/10609
Youtube Channel with Showcases of the content: https://www.youtube.com/watch?v=9U6RYo9w8CQ&list=PLnMYEtyy7aMedLwrwh83x--LTUiKBuJQC
Project Discord Channel: https://discord.gg/dsjZG57
9/10/17
Greetings.
Dmitriy.
I'm sorry for the delayed response. haven't tried it my self yet but I hear Skyrim Sewers is a great mod! I think it'd be great if we could somehow incorporate the sewers systems from both Holds and SS with a compatibility patch. I'll see what i can do.
I do have a question though:
for the Modular Dawnstar USLEEP patch:
[00:06] Background Loader: <Note: [REFR:08041324] (places Bedroll01L "Bed Roll" [FURN:0003B3CE] in GRUP Cell Temporary Children of DawnstarExterior04 [CELL:00008E96] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,26)) was injected into HoldsResources.esm>
[00:06] Background Loader: <Note: [REFR:08041325] (places Bedroll01L "Bed Roll" [FURN:0003B3CE] in GRUP Cell Temporary Children of DawnstarExterior04 [CELL:00008E96] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,26)) was injected into HoldsResources.esm>
[00:06] Background Loader: <Note: [REFR:08041326] (places Bedroll01L "Bed Roll" [FURN:0003B3CE] in GRUP Cell Temporary Children of DawnstarExterior04 [CELL:00008E96] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,26)) was injected into HoldsResources.esm>
these get injected into the wrong plugin since they should point to USLEEP for those who dont have USLEEP on 08 position.
also this:
[00:04] Background Loader: <Note: [REFR:0500A443] (places XMarkerHeading [STAT:00000034] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -2,-26) was injected into Unofficial Skyrim Legendary Edition Patch.esp>
this gets injected into USLEEP but this isnt present in USLEEP.. so either its a mistake or should point to another plugin that i cant seem to find. Could be the one from HoldCityDawnstar.esp
thanks again.
I am having a slight issue with the JKs skyrim lite + DoS lite compatibility patch (For Holds complete version, and JK merged version), which seems to have a wrong .esp master name.
It is looking for 'JKs LITE - Merged.esp', but the JKs merged esp is called 'JKs LITE - Cities.esp'. There is no .esps with 'Merged' anywhere in JKs installer package. Perhaps the name changed? Or perhaps I overlooked something and end looking silly, that''s also possible.
Edit: Just renaming the JKs .esp solves the issue for me.
I get a lot of clipping and missing textures, im wondering if its the load order. What have you been using?
Just a question
is the whole patch file to be crammed in with NMM or extracted and added individually?
Btw: what is more important: no / short loading screen or a busy and exciting city?? ^^
I agree though I bet a lot of systems couldn't run open cities with dawn of Skyrim. Some could though. Even on oldrim.
Fix plz? I'm p sure the game is gonna crash if I try to load it now.
Deuxièmement, si ton jeu a un CTD, vérifie que tes mods possèdent leurs prérequis.
gonna ruin the joke bellow
Falkreath was originally a Nedeic / Imperial settlement. It would, assuming the Nords didn't eventually just rebuild the whole thing in their own style, look very much like an Imperial town / city. Of course one can expect to see Nordic details and additions appear as time goes by since, the -NORDS- are fixing stuff now. Not Imperials.
not sure if it's just me or if other people have this problem?
In every game, I try to enter into Windham bank and it crashes on every playthrough i have done.