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Holds The City Overhaul
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Version0.0.9
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- Companion/Follower Friendly
- Lore-Friendly
- Replacer
- Fair and balanced
- English
- Terrain
- Guilds / Factions
- Armour & Shields
- Books
- Clothing - Female Only
- Clothing - Male Only
- Clothing
- Items - Apparatus
- Items - Furniture
- Items - Leveled
- Locations - Buildings
- Locations - Caverns
- Locations - Dungeons
- Locations - World Map
- NPC Vendors
- NPCs
- Items - Ingredients
- Items - Clutter
- Weapons
- Overhaul
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I have for the past year been engrossed in development on the quest plugin where the focus has been on documentation and dialogue. We now have a drive that is full of stories, characters, lore and other stuff to fill the world with. Here is a synopsis taken from the discord on what are working on right now and how far ahead we are:
What is Holds and what can you expect in the Quest Plugin.
Our direction with Holds is to turn Skyrim into a proper dark-fantasy RPG, much like games like Dragon Age Origins, Witcher 3 and Kotor 2. The mod will feature content of a mature nature such as racism, blood and gore and other weighty themes. There will not be any sexual content in this mod.
The Holds Projects are developed by Galandil who is assisted by a writing staff.
Compatibility patches are handled by SetteLisette.
City Overhaul: The City Overhaul is the foundation for the Quest Overhaul. Its aim is to give every city its own unique appearance and theme. The goal is also to make these cities a lot larger. Holds aims for the smaller villages be bigger then 8-10 homes, and for the Hold capitals to vary from 30-90 homes. I wanted to give the Novigrad treatment. Where the cities actually feel like cities. Capitals will also feature secret entrances like sewer systems and smuggling tunnels, as well as their own unique guard units and crime systems. There is also new shops like bakeries, butcheries, brothels and banks.
Dialogue Overhaul: The Quest Overhaul has a goal of adding dialogue to every single NPC added by Holds, which is just short of 2000 unique characters. All of which will have personalities, backstories, wants and secrets. These dialogue tree's will also be quite comprehensive. Every dialogue tree has conditions for the characters ranging from the players race, how much he likes or dislikes you, your gender, if you are a Thane in the given hold, if this character knows that your the Dragonborn or the leader of a guild(often triggered by wearing the guild leaders armor or being in the town where the guild has its guildhall), quest progression, political influence from the Thane quest-chain, how strong the character is in a given skill, and what civil war faction controls the city or won the civil war.
Dialogue will also include skill-check options and play a pivotal role in quests and world-building.
Quest Overhaul: Holds strives to be as lore compatible with Beyond Skyrim and other large projects as possible, and lore friendly with established Bethesda lore. We will add our own quest-chains and guilds, as well as overhaul the Vanilla Quests, Guilds and Main Quest.
Our motto for the Quest Plugin is: Choices and Consequences. Holds will take a RPG route with every quest having an aim of a minimum of 2 different ways of the quest to end. Larger quests should have consequences that can be seen in the world when they are finished.
Another aim we have with the quest plugin is to focus on more narrative heavy quests, rather then misc radiant quests. Though those will also be featured but are not the main focus.
Dungeon Overhaul: The aim of the Dungeon Overhaul is to first of all add more complexity to existing dungeons, adding more puzzles and alternative routes in particularly the Nordic Tomb Dungeons which are very linear in vanilla. The Imperial Forts in Skyrim will be overhauled to have unique looks for each fort that better meshes with the Skyrim aesthetic(Viking/Barbarian/Meadhall-Fort look). We will also be adding a ton of new enemies for these dungeons, making sure that there is a vast variety of Draugr types and Draugr designs so that not every Draugr tomb looks the same as the Dragon Cult tombs. Some tombs could be more recent and thus their inhabitants should wear different gear and possibly even look different.
We are also considering overhauling some of the Draugr dungeons so they don't all look the same. But I am leaning towards instead using the new tile-set for our own unique dungeons.
Road Overhaul: Changes the Roads of Skyrim into more narrow and natural looking cart tracks or forest trails. Roads in the snow regions are snowed over making navigating difficult. Bridges are overhauled to vary in designs. Aim is to make Skyrim feel more like an untamed and sparsely traveled wilderness.
Features:
Minigames: We hope to create one or possibly two card games based on the Pazaak card game in Kotor and if possible a Gwent styled game. There will also be a game of chance, which is a dice game similar to that of the Mongolian Shagai.
Travel: We want there to be a ship travel system where the Dragonborn can book passage by ship to travel between the coast cities of Skyrim. These will have possible chances of radiant events, where the ship is raided by pirates, sinks, hits an iceberg, discovers an island etc. There will also be a teleport option by the court mages, much like in Morrowind, though a very expensive way of travel.
Bank: There will be a bank system for storing gold. This is styled after the Better Cities mod for Oblivion where the player can store gold in the bank for safe keeping. There will also be an option to purchase the right of storing items in a bank safe, or purchasing a bank vault which is a large vault to store items. Banks can be found in almost every hold capital, and these banks can also be targets for thieves. The Jarl has a separate vault that can also be targeted by thieves.
Arena: There will be brawling arena's and other arenas where the player can fight for money and fame.
The Game of Thrones: As a Thane the Dragonborn can play a delicate game of politics against his opponents during the Thane Quest-chains which is all about acquiring as much power as possible and pacifying your rivals. As part of this the Dragonborn can acquire shares in various valuable land and restore them. This means recapturing forts, mines, logging camps, and fishing huts for resources. This in turn will translate into an annual return on the investment. But beware for your rivals will also have an eye out for these locations and might cause damage to them that you will be responsible for. The Dragonborn can also hire mercenaries to protect the land or form strong but costly alliances to shoulder the costs.
What is planned for the next release and how far ahead are we development wise:
City Overhaul: 95%
The City Overhaul is as good as finished, we've squashed most of the bugs and intend to give an update 0.1.0 alongside the first launch of the Quest Plugin. This update will change the design in Shor's Stone, Karthwasten, Black Moor, North Keep and provide smaller updates to the designs elsewhere. A few Interior cell updates. Windhelm will also receive one more district, a frozen waterwheel and a wizards tower.
The NPC's in the cities will be overhauled with more outfits, earrings, tattoo's and other details.
Other details may also be included as well as any bugs that we are made aware of that needs fixing.
After launch the City Overhaul will be finished and work from there will be focused on compatibility patching.
There is as of right now no promise on anything being done on Markarth, but Nayon is working on an Holds-styled Markarth overhaul that I think looks so exciting that I have asked if we could integrate into Holds if I see it when it is finished and like it so much that I think we should use it. Otherwise I think it is best we leave Markarth alone so that you guys can use whichever mod you want alongside the Complete for Markarth. :)
General Dialogue: 50%
2020 was spent creating documents for characters, lore and factions as well as adding dialogue to the NPC's we have now. These dialogue tree's are quite comprehensive and takes a long time to do effectively due to all of the conditionals and how big the dialogue branches are. As of right now I have finished most of eastern and southern Skyrim. I leave the outlying villages alone for now and focus on the capitals. I will not be touching Dawnstar or Winterhold properly before I have begun their quest development as I imagine there will be a lot of conditionals.
Quest Plugin: 1%
Dialogue is a big part of the quest plugin and the quest plugin has about 10 quests already implemented and a ton in Pre-Planning Phase as of right now. Because I want to wrap up the general dialogue first, we haven't really started all too much on implementing quests yet.
Vanilla and Main Quest Overhaul: 1%
We've come a long way in the Pre-Planning Phase. Expect more news soon-ish.
Dungeon Overhaul: 1%
Pre-Planning Phase. Created Draugr varieties.
Roads Plugin: 99%
Mostly finished. Will look into polishing and adding some more detail in the future.
There is as of now no scheduled release dates but we are working really hard on the next phase of Holds :) Stay tuned!
Sette has created modular versions of Holds 0.0.9, he is working very hard on Compatibility patches for them but has a life outside of modding and a few other projects alongside the help he gives me :) Please be patient or if your feeling adventurous, try using the Xedit to tailor your own experience. You can remove the cells you don't want to use directly but I suggest some heavy testing before you start a play-through if you do this.
LE Version: https://www.nexusmods.com/skyrim/mods/74638
SE Version: https://www.nexusmods.com/skyrimspecialedition/mods/10609
Youtube Channel with Showcases of the content: https://www.youtube.com/watch?v=9U6RYo9w8CQ&list=PLnMYEtyy7aMedLwrwh83x--LTUiKBuJQC
Project Discord Channel: https://discord.gg/dsjZG57
Please go to Holds Patching Center where we host ESPFE modular edition plugins and hundreds of compatibility patches for both Complete and Modular Editions.
Is it NPC's don't know where to go? doors don't unlock, dialogue that doesn't end the quest?
You can move quest stages along with the console command: setstage <quest id> <stage value>
Pieces of the past's ID is: DA07
I'd need to know where in the quest the issue happens to help you get the stage, but I suspect your issue is either an incompatibility, another mod, or you installed this mod either on a save that had already started without the mod or you haven't placed Holds at the very bottom of your load order. Markers are hardcoded into your save, so when mods change their positions, but the save remembers them being elsewhere it is the save that wins out the conflict. This is why city overhauls need to be installed and in the right load order when you start a new game. It's also not recommended to have multiple city overhauls running at once, or to uninstall mods midplaythrough.
If you try using console commands to start a new game, setting your level to 20 which is the requirement for the quest. Do you still get the bug?
Console command is: Player.Setlevel 20
I hope this helps, I apologize for late response, I'll ofc try to help but I'd recommend writing me in the project discord chat so I get notified immediately :) https://discord.gg/bsDQZDcgJy
I uploaded some new videos on my youtube channel :) Hope you like what you see:
https://www.youtube.com/@GalandilHolds/videos
Winterhold is now in the game, and Falkreath is almost finished =)
But I am working on an update and with it Dawnstar and Falkreath will be in the Tamriel worldspace. I don't expect you not to need compatibility patches though. Needing patches for a city overhaul that isn't light on its overhaul is I think a given :)
It seems there's some navmesh issue in the city. Like in Windpeak Inn NPCs will pile at the entrance doorway all the time. I assume it may due to the population mods I use that put the Xmarkers wrongly meant for vanilla inn, thus causing all the NPCs to congest at the same area
Meanwhile at the White Hall exterior, NPCs seem incapable of entering through the house, thus forcing all the key NPCs like the Jarl elder and Madena to stay outside virtually forever...
Navmesh and terrain issues are likely caused by a compatibility issue or a load order. If another mod has edited the navmesh and is lower in your load order than it will overwrite or conflict with my changes which can cause issues like NPC's being unable to navigate the city. The reason is that both terrain and navmesh have an ID that cannot be changed and can only be edited to. This causes any other mod thats loaded after that then has that same Navmesh ID to overwrite or mess with the changes that my or other mods have made. Notorious case of this is terrain issues, like if you encounter the ground being sunk or swallowing up in areas it shouldn't. This is because Terrain data has a set ID that with a load order where Holds isn't lower than the mods it conflicts with, will have its changed messed with.
If you join my project channel and go to #galandils-plugins_list : https://discord.gg/bsDQZDcgJy
If you scroll a bit I have included my personal plugins list which shows roughly how it should look, as well as mods I can guarentee work with Holds.
I really hope that helps, I'm pretty active on the channel so if you run into further issues or have questions then feel free to message me there :) I try to check the nexus every now and again but the discord channel is the best way to get help quickly
I actually managed to fix the Windpeak Inn issue by reinstating the vanilla door activator that was disabled. I'll point out tho that this issue only happened with my custom NPCs (more precisely the NPCs from Populated Lands and Roads). It seems the PLR NPCs were programmed to enter the inn through the vanilla door marker but couldn't exit as the door didnt exist anymore.
I checked through xedit and there weren't any other mods overwriting these Dawnstar cells, apart from the mod's own patches like for ELFX so it's really strange. For White Hall, it could perhaps be a conflict seeing as to how it edits the Tamriel worldspace itself but I don't know how to pinpoint which conflict it is exactly but anyway it's not as big a deal compared to the Windpeak one.
There's also another 'bug' with Dawnstar. Not really a bug per se but more like an incompatibility with Wet and Cold. WnC doesnt seem to acknowledge the new Dawnstar worldspace so none of the NPCs inside the city equips their cloaks/hoods. I fixed it using a rough method by just force SPID-ing cloaks onto most of the NPCs in the city lol but it'll do for now. If you know how to incorporate WnC to recognize your custom worldspace though that'd be great
Definitely a compatibility issue. Settelisette made a lot of patches for Holds and there may be a patch there at the patching center. Unfortunately neither of us have the time right now to work on patches. I'm hoping once this new update is released I can focus on patching.
Yeah I've noticed this issue in Dawnstar as well during a playthrough. In the next update Dawnstar will be in the Skyrim worldspace which will fix this.
Holds patching center:
https://www.nexusmods.com/skyrimspecialedition/mods/20685
Thank you for the kind words, yes I am still working on Holds but the update screenshots and posts are on my project discord channel. When the mod is ready for the update I will post it on the nexus but for now there is quite a lot to get through. Right now I've been working for the past six months on a very comprehensive overhaul of Winterhold which I'm wrapping up now.
There will be updates to Falkreath as well. Along with Morthal, Dawnstar and Winterhold, Falkreath will in this next update be in the Tamriel worldspace without any load-doors to enter.
So for the bugs: If the ground is sinking, so the terrain, that's very likely due to a load order. Holds has to be placed at the very bottom of your load order with only patches and potentially Dyndolod if you use it beneath it. This is because it's important that Holds wins out the terrain conflicts. Along with navmesh, terrain has a unique ID that is interchangeble when edits are made in the Skyrim worldspace. So any mod thats loaded after it, will conflict with the changes Holds has made and might undo them. I have an example of how a load order should look on my project discord channel under Galandils_plugins_List. Here I also showcase what mods I use and can guarentee work with Holds.
Of course the mod will be compatible with AE :) But I can't guarentee it will be compatible with every paid mod creation. Someone made a patch for one that conflicted, Hedraheim I think it was called, but I can't guarentee the rest of them will be compatible or patched for.
I hope that answered everything :)
Holds Project Discord channel: https://discord.gg/2VVRX8nC
I would like to see this road mod developed further if possible.
Legacy of the Dragonborn SSE
Interesting NPCs SE (3DNPC)
I'm considering installing the modular part of the mod, rather than the complete package. Does anyone know which part would effect the hall of the vigilants? The closest city is Dawnstar, but its still some distance away from it, so I'm guessing it could be a different element