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  1. giovanni1214
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    • 55 posts
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    Nice mod, but your navmesh has lots of errors.
    1. head0nfire
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      • 323 posts
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      How can you tell? I've been trying to learn more about keeping a heavily-modded game stable and only recently learned what "navmesh" means. Is there a way for people who aren't very tech-savvy to check these things?
  2. davisdragon
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    • 251 posts
    • 1 kudos
    Download is currently broken soldierofwar, could you please fix it as it sends us to a wall of text. I love your mods especially your SSE ones and I am devolving back to Oldrim for the foreseeable future and I'd love to use this mod for my oldrim gameplay. Have a great day, much love!
  3. John452
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    • 67 posts
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    I am trying to download but when I click on the download button it just sends me to a wall of text.
  4. EvilTwinz
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    Looks like a real interesting mod.
    I haven't been everywhere to see the changes,just Saarthal & Labyrinthian.
    Do you know if it will clash with any of your Great Cities of Mods?
    And I hope that you can add more locations............Thank You for sharing your mod!
  5. spaven
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    ..third edit of post, wondering at this point if it's worth bringing up


    I've been bouncing around the updated cells and doing the usual checking, pretty awesome so far. I do have one minor 'nit' though as regards Forelhost, it's the tree that's growing out of the intact stone roof of one of the buildings. There is another mod that did a lot of this..Old Hroldan Ruins, that I loved to death except for it had a lot of that going on, and it just was.. what do the kids say around here..? "breaking muh immersion?" or whatever? Anyway again I hate to be that guy, but I was wondering what your thoughts on that were - for me, it just seems incongruous, one of those things that you look at and go 'that doesn't make sense' - or maybe I am wrong and large trees can do that? I am not an biologist. Anyway just figured I'd bring it up as nitpicky as it is. Sorry..

    EDIT: I pretty much always have a postscript to my posts. So, yes - I know I can disable it. I know I can use the console and get the ID and disable it using xEdit so that DynDOLOD doesn't potentially consider it. I know it's your mod and my opinion really is of no consequence. Just wanted to put it out there that I am aware of all that and yet for some stupid reason I didn't do the usual thing and just keep it to myself, so apologies for that. :O

    SECOND EDIT: So, I actually (after posting this of course since that's how I operate - duh) checked the ID out in the console and turns out this was a vanilla tree that seems to have just gotten re-positioned. Well, that's what my interpretation is anyway. Might have even been there in the earlier version of this mod and I just noticed it. Ahh, my inane ramblings...really, Nexus should allow users to delete their own posts so long as no-one has responded directly to it. Well, I am done embarrassing myself for the moment.
  6. amokrun1
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    • 673 posts
    • 5 kudos
    Looks great, but does it have a significant performance hit?
  7. JCThunder
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    • 1,072 posts
    • 21 kudos
    Hi there soldierofwar a simple question , can I merge your mod files ,???
    1. soldierofwar
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      Sure. You can always merge them for your own use no need to ask me :)
    2. JCThunder
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      • 1,072 posts
      • 21 kudos
  8. SETVI
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    • 2,387 posts
    • 118 kudos
    Hi! Nice one! I guess I've found THE mod to overhaul the Nordic Ruins of Skyrim!
  9. guymine123
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    • 135 posts
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    can you put all the city overhauls into one file to cut down on load order please
    1. ZerOxShadows
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      • 637 posts
      • 22 kudos
      He already created this and even without it you can combine all the mods with the Merge Plugins program.
  10. sutekki
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    • 342 posts
    • 34 kudos
    F***ing epic. As it should've been!