WARNING: The mod should be removed as it creates a hard lock on the dawnguard dlc preventing the prophet quest from starting to which the console cannot fix. This requires a reinstall of dawnguard and deletion of that save file in its entirety. This may not be maliciously intentional but is permanently damaging to any players savefiles and thus should be removed to avoid others from having the same incidents happening to them. This seems to be a long standing issue judging by a few other accounts: https://steamcommunity.com/app/489830/discussions/0/3077621289895093477/
Does ANYONE know if the music on this mod, is made by the creator? Or was it imported from somewhere else? I love it so much, I need it in my life without having to sit on Skyrim for hours just to listen to it
No clue, but you could always just convert it (for personal use only, ofc). The tracks are already extracted and in a nice folder for you to dump into Skyrim Audio Converter. That'll change the xfm's into wav's, which you can either play or convert further into mp3's with any audio other converter you like.
The music is from vindsvept, you can also search vindsvept in nexusmods, and download the mucsic package, and repace the vanilla.I also recommand Immersive Sound and Audio overhaul Skyrim, and Skybird, Birds of Skyrim, Birds and Flocks.: ) I really recommand you to try this combo, by the way,if you are using weather mod, AOS may need a patch
You've put in a lot of effort, and it really shows. The land you've crafted is gorgeous, the custom music is almost enchanting and beautiful, and the attention to detail is spot on.
However, it runs like total ass. You REALLY need to work on optimisation. For someone who can consistently play skyrim above 60 frames so frequently that I need to cap it, I was surprised that your mod runs at 2 frames for the vast majority of locations. After manually optimising texture sizes, I changed the 2 frames per second to 5 in some locations, but the terrible performance remained in most areas.
If I had any idea what actually caused this terrible lag, I'd be fixing it manually in your mod and not bothering you about it at all. But this issue extends throughout the entire experience and literally prevents me from using it at all. It's a shame, and it's not my end.
It's the trees. There's no way to optimize outdoor areas with that many trees without either thinning them out, or limiting the view so you can use the zone marker planes (forget what they're called, but you can see them in the ck for large dungeons. Nothing past the plane loads until you walk through it, so you have to use corridors & sharp turns to hide the massive hidden areas).
Also, vines all over buildings. Trees & ivy look fantastic in excess, but Skyrim (especially Oldrim) simply can't handle it. Every over the top aesthetic city overhaul or house mod has this problem, so it's a trade off between looking nice OR playability. This is meant mostly for screenshotting and can't/won't be fixed without neutering most of the charm.
I wish I could reply to this comment way earlier! Agreed, the mod looks gorgeous and the work put in it is proof of the mod author's (NevahNevah) dedication. As for the heavy lag, Zone marker triggers mentionned by @JerisEnigma are indeed used to alleviate the load on the GPU, but they're not sufficient.
When using TLL console command which toggles LOD on/off, I have noticed that pretty much all the affected areas don't use LOD. In other words, when you're close to an object, its mesh is at its maximum detail, and when you get far from that object, the mesh is supposed to be swapped with lower detail 3d meshes, 2D representations of it or be completely disabled. But in this case, the same high mesh quality is retained no matter how far you get from an object, which results in huge amounts of vertices being calculated by your GPU. Therefore, no matter how optimized your textures are, the actual load on your GPU will always be over the top as long as LOD are not used on most objects and not just on a few trees.
Now, unfortunately, I don't have enough knowledge on how to implement LOD into a skyrim mod as my expertise is limited to Unity Engine and Blender, so if anyone else could do that, then it would be great as NevahNevah allowed altering the mod as long as he is asked for permission before doing so.
Beautiful place! The only issue I had with it was a tiny one; some weird yellow lines around the lighthouse and the ship going to Solitude Docks. Other than that, 100% love it. Endorsed!
the mod is wonderful, only one question: when enter "the haven' s west bun***" ,the companions can't walk? I try this mod with original skyrim , but the problem still exist.
With dyndolod generated it works flawlessly. Serana follows not too badly (well she lags behind sometimes, but no bother). Very nice to visit, especially with dyndolod you have a few stunning views. I almost missed the dovahkin home, it has no map marker and it's really not the most beautiful place on the island, far from that ! It's worth a trip, definitely, I used the french translation for testing.
By the way there are lots of passages to skyrim, more easily found by using the local map : to whiterun, riften, morthal, and high hrotgar, maybe I missed some. The passage through the mountain which ends in the cave without name, with its chest full of daedric equipment, at least 4 treasure chests with 65535 septims each and a load of gemstones, why all these cheats, you could only be interested by this in your 1st skyrim game, after that you know you can create all this with 1 line at the console but it ruins a big part of the game... I didn't see the library, or I didn't understand it was a library though, no map marker... strange I thought I visited everything... By the way there are some places where it's very convenient to fly, I recommend the "real flying" mod there !
By the way the mod overwrites the meshes for the iron claymores, and probably some other weapons, giving them a "twisted" look, which is ok for foreign exotic weapons, but not for the default ones... !
One day I will give it a try but right now it is crashing my set up. Oh and I cant go there with companions and that kind of defeats the purpose of having companions/ followers in the first place.
135 comments
This seems to be a long standing issue judging by a few other accounts: https://steamcommunity.com/app/489830/discussions/0/3077621289895093477/
Thank you, although to date there is still no nexus verification, thank you for reporting this, you have saved me a big headache
I really recommand you to try this combo, by the way,if you are using weather mod, AOS may need a patch
However, it runs like total ass. You REALLY need to work on optimisation. For someone who can consistently play skyrim above 60 frames so frequently that I need to cap it, I was surprised that your mod runs at 2 frames for the vast majority of locations. After manually optimising texture sizes, I changed the 2 frames per second to 5 in some locations, but the terrible performance remained in most areas.
If I had any idea what actually caused this terrible lag, I'd be fixing it manually in your mod and not bothering you about it at all. But this issue extends throughout the entire experience and literally prevents me from using it at all. It's a shame, and it's not my end.
Also, vines all over buildings. Trees & ivy look fantastic in excess, but Skyrim (especially Oldrim) simply can't handle it. Every over the top aesthetic city overhaul or house mod has this problem, so it's a trade off between looking nice OR playability. This is meant mostly for screenshotting and can't/won't be fixed without neutering most of the charm.
Agreed, the mod looks gorgeous and the work put in it is proof of the mod author's (NevahNevah) dedication.
As for the heavy lag, Zone marker triggers mentionned by @JerisEnigma are indeed used to alleviate the load on the GPU, but they're not sufficient.
When using TLL console command which toggles LOD on/off, I have noticed that pretty much all the affected areas don't use LOD. In other words, when you're close to an object, its mesh is at its maximum detail, and when you get far from that object, the mesh is supposed to be swapped with lower detail 3d meshes, 2D representations of it or be completely disabled. But in this case, the same high mesh quality is retained no matter how far you get from an object, which results in huge amounts of vertices being calculated by your GPU. Therefore, no matter how optimized your textures are, the actual load on your GPU will always be over the top as long as LOD are not used on most objects and not just on a few trees.
Now, unfortunately, I don't have enough knowledge on how to implement LOD into a skyrim mod as my expertise is limited to Unity Engine and Blender, so if anyone else could do that, then it would be great as NevahNevah allowed altering the mod as long as he is asked for permission before doing so.
It's worth a trip, definitely, I used the french translation for testing.
By the way there are lots of passages to skyrim, more easily found by using the local map : to whiterun, riften, morthal, and high hrotgar, maybe I missed some. The passage through the mountain which ends in the cave without name, with its chest full of daedric equipment, at least 4 treasure chests with 65535 septims each and a load of gemstones, why all these cheats, you could only be interested by this in your 1st skyrim game, after that you know you can create all this with 1 line at the console but it ruins a big part of the game... I didn't see the library, or I didn't understand it was a library though, no map marker... strange I thought I visited everything... By the way there are some places where it's very convenient to fly, I recommend the "real flying" mod there !
By the way the mod overwrites the meshes for the iron claymores, and probably some other weapons, giving them a "twisted" look, which is ok for foreign exotic weapons, but not for the default ones... !