Hi everyone. Just sticking this here to clarify a few things that have been coming up since launch.
• Up until now, I was unfamiliar with the issues that come with deleting/duplicating items, so WINDSTAD currently has a bunch of dirty edits. I am learning how to fix these and will provide a clean update in the weeks to come. WINSTAD 1.1.0 is out! Thanks to everyone who helped ♥
• I think there might be an issue with Falia, the general goods merchant, but it's a bit obscure. Every now and then, in my game, she seems to be unable to access her merchant's inventory and will only trade her own gold ring. However, this seems to only be the case on saves that I had running before creating WINDSTAD. I tried it on multiple fresh saves and they don't seem to have this problem. I'm still keeping an eye out for this one though, so if anyone encounters this issue ON A NEW SAVE, please let me know!
• Multiple people have reported not seeing snow on the roofs of Windstad. I've looked into it and snow shadders are correctly enabled in WINDSTAD's file, so I don't think the issue is on my side, but probably from a conflict with mods affecting shadders and/or textures. I might be wrong and if I am, I'll look into it, but every screenshot I've received with this issue used heavy retextures, probably parallax, so my guess is that that's where the problem is.
• Which brings me to my last point ; I've also been informed about various compatibility issues with landscaping mods, grass mods and the likes. I want to make clear that I won't be providing patches for this kind of issues, there are just too many mods on the nexus that will change the way your world looks and I can't make up for all of them. If these issues come from your modlist and not from my mod, then they are not mine to fix. I am not responsible for every mod you have installed. You can bring them up to inform other people, but don't expect me to be your modlist's messiah.
Shame there isnt a COTN variant but I love this none the less. I hope you make more places or homes because they are so nice and not overdone or overtuned like most homes.
I just wanted to say how much I appreciate your mod. It was exactly what was needed to make the Hjaalmarch seem inhabited, and it goes so well with the Northern Marsh Bridges. I've added the Massive outstandingly insane marsh trees mod for a distinctive, creepy atmosphere.
Then I tried to get too fancy. I installed The Marshlands mod, which did make the marshes even more immersive and dense... but also placed a huge haunted mansion right on top of where Windstad is! To your credit, I first thought that you had made one of those mods which makes dynamic changes over time and that your town was growing!
Do you think that your mod might win if I set a rule to go after this other mod, or would I need to learn how to make a patch that removes the part of the other mod I don't need?
You could try swapping load order but I doubt it would change anything. The Marshlands modifies the area A LOT, which is bound to bring conflicts. Creating a patch would work, but removing stuctures would not be enough ; you'd have to undo ANY changes made to the area. Otherwise you're gonna get a lot a confusion in town when it comes to the NPCs' pathfinding, as well as a fair bit of lag and potential crashes. I believe it's patchable, but probably quite the hard work.
I tried the Marshlands at some point, but it honnestly felt a bit over the top for me. Since then I did mod my marshes a bit, and got somewhere I'm pretty proud of, without conflicts nor patches ! If you're interested, here's my modlist for the area ; - As you mentionned, Northern Marsh Bridges and M.O.I.S.T - Morthal Swamp Mushroom Grass Overhaul - Hjaalmarch Swamp Water - Clouds over Morthal swamp (incredible yet pretty subtle addition) - A selection from the Detailed Landscapes series - Root Weeds - Screaming Maw - Poison Blooms - Mushroom Trees (+Mania Mushroom Retextured - I went w/ natural brown) - and on top of that you can throw More Lights if you're using ENB, for eerie glowing vegetation.
Thank you Leptonaz for the suggested mods - I love the idea of adding in weird and wonderful weeds and fungi! I'll add them to my mod list. Yes, I love the Clouds over Morthal. Suddenly, everything is terrifying as it looms out of the mist. It reminds me of Morrowind!
Yes, I didn't realise Marshlands would add in quite so much - although some of it seems quite atmospheric, like the abandoned sunken village of Hjaal, and the area filled with spiders and webs. My character is a bard, and simply had to run away to recruit Benor to escort them! But, in the end, I'm sticking with Windstad. Overall, I think that it's your mod which will create the feeling of a living place with character and purpose. Thank you!
Very nice little town. I'm using it alongside Windstad Exterior Additions, mainly for the added guardhouse and greenhouse. Just had to remove a bit of wall and foliage and it fits right in.
That's a best mod for a Windstad Manor. Just need some polishing like deleting some rocks around the stone walls and delete a lot of grass. If it's possbile, to make a road or path to the nearest road.
86 comments
Hi everyone. Just sticking this here to clarify a few things that have been coming up since launch.
• Up until now, I was unfamiliar with the issues that come with deleting/duplicating items, so WINDSTAD currently has a bunch of dirty edits.WINSTAD 1.1.0 is out! Thanks to everyone who helped ♥I am learning how to fix these and will provide a clean update in the weeks to come.
• I think there might be an issue with Falia, the general goods merchant, but it's a bit obscure. Every now and then, in my game, she seems to be unable to access her merchant's inventory and will only trade her own gold ring. However, this seems to only be the case on saves that I had running before creating WINDSTAD. I tried it on multiple fresh saves and they don't seem to have this problem. I'm still keeping an eye out for this one though, so if anyone encounters this issue ON A NEW SAVE, please let me know!
• Multiple people have reported not seeing snow on the roofs of Windstad. I've looked into it and snow shadders are correctly enabled in WINDSTAD's file, so I don't think the issue is on my side, but probably from a conflict with mods affecting shadders and/or textures. I might be wrong and if I am, I'll look into it, but every screenshot I've received with this issue used heavy retextures, probably parallax, so my guess is that that's where the problem is.
• Which brings me to my last point ; I've also been informed about various compatibility issues with landscaping mods, grass mods and the likes. I want to make clear that I won't be providing patches for this kind of issues, there are just too many mods on the nexus that will change the way your world looks and I can't make up for all of them. If these issues come from your modlist and not from my mod, then they are not mine to fix. I am not responsible for every mod you have installed. You can bring them up to inform other people, but don't expect me to be your modlist's messiah.
I just wanted to say how much I appreciate your mod. It was exactly what was needed to make the Hjaalmarch seem inhabited, and it goes so well with the Northern Marsh Bridges. I've added the Massive outstandingly insane marsh trees mod for a distinctive, creepy atmosphere.
Then I tried to get too fancy. I installed The Marshlands mod, which did make the marshes even more immersive and dense... but also placed a huge haunted mansion right on top of where Windstad is! To your credit, I first thought that you had made one of those mods which makes dynamic changes over time and that your town was growing!
Do you think that your mod might win if I set a rule to go after this other mod, or would I need to learn how to make a patch that removes the part of the other mod I don't need?
You could try swapping load order but I doubt it would change anything. The Marshlands modifies the area A LOT, which is bound to bring conflicts. Creating a patch would work, but removing stuctures would not be enough ; you'd have to undo ANY changes made to the area. Otherwise you're gonna get a lot a confusion in town when it comes to the NPCs' pathfinding, as well as a fair bit of lag and potential crashes. I believe it's patchable, but probably quite the hard work.
I tried the Marshlands at some point, but it honnestly felt a bit over the top for me. Since then I did mod my marshes a bit, and got somewhere I'm pretty proud of, without conflicts nor patches !
If you're interested, here's my modlist for the area ;
- As you mentionned, Northern Marsh Bridges and M.O.I.S.T
- Morthal Swamp Mushroom Grass Overhaul
- Hjaalmarch Swamp Water
- Clouds over Morthal swamp (incredible yet pretty subtle addition)
- A selection from the Detailed Landscapes series - Root Weeds - Screaming Maw - Poison Blooms - Mushroom Trees (+Mania Mushroom Retextured - I went w/ natural brown) - and on top of that you can throw More Lights if you're using ENB, for eerie glowing vegetation.
Hope this helps !
Yes, I didn't realise Marshlands would add in quite so much - although some of it seems quite atmospheric, like the abandoned sunken village of Hjaal, and the area filled with spiders and webs. My character is a bard, and simply had to run away to recruit Benor to escort them! But, in the end, I'm sticking with Windstad. Overall, I think that it's your mod which will create the feeling of a living place with character and purpose. Thank you!
I love this mod
That's a best mod for a Windstad Manor. Just need some polishing like deleting some rocks around the stone walls and delete a lot of grass. If it's possbile, to make a road or path to the nearest road.
This is awesome and I'm enjoying this mod. I cant wait to see what future mods you do for the Hjaalmarch and Morthal.
Thanks for this mod and all the hard work!
Sorry for my english.
Very interesting mod.
Can you port or give authorization to port it on xbox please ?
Thanks for your work.