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Vermunds

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Vermunds

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285 comments

  1. Vermunds
    Vermunds
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    This mod is no longer supported. It still works, and should function normally, but it won't receive any updates in the future.
    The permissions are open for anyone if they wish to improve it.
    Please do not message me about this anymore.

    Unofficial update by MakeThomas.
    Fixed the issue (renamed esp.) with Dawn of Skyrim v1.5
    https://www.dropbox.com/sh/l3bjfpg29rxzns7/AABNIlD7apHrBDbp4wVXholja?dl=0
  2. Teabag86
    Teabag86
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    I've added a Bells of Skyrim - JK's Skyrim - Dawn of Skyrim Patch on the JKS + DoS Patch page. You only need to use this single ESL flagged patch instead of the previous 3 patches required. The Solitude bell has been moved into an existing JKS tower and minor clipping in the other towns is removed. Big thanks to Vermunds for his work on this mod and the other patches which I based my patch off. Cheers.
  3. robbybaby1962
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    This needs a High Poly version and HD textures to update it.
    1. Skyrob57
      Skyrob57
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      You're welcome
      https://www.nexusmods.com/skyrimspecialedition/mods/81847
  4. Skyrob57
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    Still works perfectly after all these years, using it with JK's and Fancy Bells, looks awesome.
  5. Regalita
    Regalita
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    Hiya, what's the alternate location in solitude, I can't find it :)
    1. robbybaby1962
      robbybaby1962
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      It's where Books of Skyrim would be located.
  6. Eorlin1982
    Eorlin1982
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    Sadly this didnt work for vampire attacks in whiterun. The bell is too far away from where the vampires spawn. Citizens suicided agains them near the gate and no ringing :(
    It rang perfectly when i poked heimskr tho
  7. hoangdai94
    hoangdai94
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    @Vermunds Is it safe to compact the form id of this mod's plugin to flag as esl ?
    1. deleted2617394
      deleted2617394
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      hey did you try this?
    2. hoangdai94
      hoangdai94
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      Yes, its safe, follow this ESPFE Follower - Eslify facegen and voices
    3. deleted2617394
      deleted2617394
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      cheers!
    4. deleted2617394
      deleted2617394
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      unfortunately im getting this:

      [00:00] Start: Applying script "__ESPFEFollower"
      [00:00] Exception in unit  line -1: Error in unit '__ESPFEFollower' on line 241 : Type mismatch
      [00:00] Error during Applying script "__ESPFEFollower": Error in unit '__ESPFEFollower' on line 241 : Type mismatch
      [00:00] Start: Applying script "__ESPFEFollowerCELLFree"
      [00:00] Exception in unit  line -1: Error in unit '__ESPFEFollower' on line 244 : Type mismatch
      [00:00] Error during Applying script "__ESPFEFollowerCELLFree": Error in unit '__ESPFEFollower' on line 244 : Type mismatch



      any ideas? :/
    5. hoangdai94
      hoangdai94
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      @
      Shaithos Did you load the mod alone and then apply the script ? Do not load your whole load order.
      Also remember to unpack the bsa files. 
    6. deleted2617394
      deleted2617394
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      yeah i did, still not working, guess im just gonna have to leave it unless the author uploads a ESL version
  8. UnholySalmon
    UnholySalmon
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    Just a correction: You are linking to the version of Run For You Lives for old Skyrim and not Skyrim Special Edition in the description. Probably not a big deal but could be good to correct when you have time :)

    Edit: Just realized the mod is not maintained anymore.
    1. Ausarq23
      Ausarq23
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      for anyone who needs it this is the correct link 
  9. popllllop
    popllllop
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    could somebody pleaae make a patch or version to prevent falling out of the windhelm worldspace? thanks!
    1. Ausarq23
      Ausarq23
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      i haven't noticed falling out of the world space in windhelm (neither with vanilla or dawn of skyrim and this mod installed plus all relevant patches) i'd check for other mods or verify your game files or check you are using the latest version of this mod
  10. Denixerianer
    Denixerianer
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    I noticed sometimes NPCs dont flee when the bell is rung (lets say i start killing people like a maniac) they just stand there like nothing is happening. Another thing is i have to run next to or near to the bell for the guard to start ringing it (maybe this is intended?) Would love to have it that when there is something going on anywhere in the city that the bell gets rung. I had a look in xedit and saw that the guards that ring the bell are new npcs and i was wondering if i could add maybe the ai packages to a few select individual guards from vanilla so that they run from A (crime scene) to B (the bell)? Thank you.
  11. ServalKhajiit217
    ServalKhajiit217
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    Hi. How many incompabilities this mod have? I mean - with other mods/cities/AI/overhauls etc without patches?
  12. gsimon123
    gsimon123
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    Adds so much. thanks for the memories throughout the years! Cheers