Skyrim Special Edition

Chanterelle is the game world/main Master file - what I would call Level 1, the next worlspace will be Level 2 (only Chanterelle as master, NEVER using Level 3 assets).
Level 1: Chanterelle and all assets inside.
Level 2: All official and non official worldspaces (using their own assets and Level 1 assets)
Level 3: Your mod, other's people mod, my Interior mod, using their own assets and Level 1/2 assets. 

The beautiful Look Far Ranch and my mod Interiors are sub files and would be called Level 3. You can add whatever mod you want on Chanterelle and publish them. You can add worldspaces (Level 2, non official), with doors/passages in Chanterelle.

I reserve for myself the Ancient Path (near 26, -13) as a passage to an "official" swamp worldspace.If you want to work on this project, you have (in french) "carte blanche" (total freedom). Only requirement: you can not directly modify or repost my .esp and files. 

Assets instructions at the end of the article. 

I wanted it like that because every single place of Skyrim is already overmodded, with conflicts everywhere. And I found Skyrim too cluttered each time I want play a savage/forsworn/hunter/explorer.
If you want to help on "official" work or add your own "non official" worldspace to Chanterelle, there is one Concept and Some Thematics to know:

Concept: Distance! real world is big - Skyrim is small. No to a dungeon/house/map marker every three cells! With Chanterelle, you must walk a while before finding a place. If you play without compass, you have the highest risk to be lost and turn in circle. There must be plenty of things to see everywhere, but distant from each other. Sight must be broken by natural obstacles without giving the impression to be in a Labyrinth. Plenty of animals (custom leveled list to generate herds of up to 8 instead of 2 or 3 in Skyrim or a lot of critters). Plenty of flora for our fellows alchemists/hunterborn potion makers. Some NPC's (friendly or hostiles, but few....) Robinson Crusoe/Treasure Island flavour. 
I love this idea of a deserted land, with addons for those who want inhabitants. It's easier to add homes, caves and NPC's than remove them. 

Thematics: each part is like a Skyrim extension.Chanterelle could be like the Falkreath forest extended, The Hall of the Mountain King as the Reach extended (there will be forsworn here) and will look like the "Native Valley" or the South West of Chanterelle.Hall of the Mountain King is on the bench. A worldspace looking like Morthal swamps is to be done, with ruins, shacks, the same grass than in the Chanterelle swamp. A gigantic tundra with small trees and bushes......I was planning a city on the south part, but with only sea access.

Assets: Filter used to find assets spreaded in folders: vac/aaCh/aaChant.
Some assets aren't used in Chanterelle, but are planned for next worldspace/interiors.

Static: section "aaChanterelle": a lot of different objects, a fortress in the section called "Stroti", Witcher assets in the sections "lor" and "Oaristys".

Movable Static
: Custom .nif aaChFXVolume.... Dimmed fog and mist.

Activators
: modified CritterSpawn (lot of fish/bugs), the Salt mine (from version 1.4). FXBirdRaven is a custom .nif based on FXBirdOPreyACT.

Flora: modified mushrooms without ground. To be placed on tree logs.

Door: aaChant Rauenboat/Rennenboat/Rowboat (models from DeviantKaled, and vanilla)

Container
: aaChantLoot to be placed anywhere, aaChantPersonalChest is no respawn (model from Witcher resource) 
aaChantBirdhouse01 if you want place your own notes/treasure maps.

Miscellaneous/TextureSet
: aaChantHunt.... The cavemen graffiti to place on cave walls.

Weapon
: The VacDeer/Savage are powered. The Expert version should be rare (already available in Powerslave interior), the Legend version is intended to be unique and will be implemented in game later.
Rough and fun weapons in subfolders "lor" and "mihail weapons and Oaristys".
aaChEagleRising/ForestMaster/WildHunt are meant to be unique and available in the main file and Interiors mod. 
aaChTribalStaffVoer MUST stay unique (kind of special overpower), available in the Way to Kadath.

Actors: They all have aaCh in their name. The Native tribe are Nord with Forsworn outfit (neutral/friendly), the Tribal (very hostile) are Breton, customized animals have package or have stats/inventory changed. 

All meshes
in the "meshes/aaChanterelle/Vactrol" folder can be copied/modified as they are vanilla assets.The "elevator" platform used in the Native Village and the Mororat Mine is in an interior Cell called "aaChantWorkCell". You can copy it freely. A smelter, an alchemy station and towers are here too. The hunting tower in this cell have the wrong beam (no collision, StockadePike - must be replaced by the original mesh).

The chests in this Cell are referenced and MUST NOT be touched.

The tree bridge in Lumberjack Rest took me one week of work..... You can find it in the activator section "vacTree...". If you want to use it in your mod (Chanterelle related or not) it's a .nif based on the Nord Bridge, and need custom Navcut/collision box. Or just copy the whole thing.

Cheers

Article information

Added on

Edited on

Written by

Vactrol

0 comments