571 comments

  1. Galandil
    Galandil
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    Hey guys! Now with 0.0.8 out, which fixes the minor bugs found in 0.0.8 I am also happy to announce that Holds is available for the Special Edition.

    http://www.nexusmods.com/skyrimspecialedition/mods/10609/?

    The new update brings with it many fixes, chief among them: CTD near Solitude, near Falkreath, during dragon combat within Falkreath and Dawnstar, and many other fixes.

    Read more about it here.
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    Important update to installation of Holds in 0.0.8. Please Read!
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    Plans going forward
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    Incase you've not heard. Beyond Skyrim is releasing the Bruma county of Cyrodiil. Here is their latest video. Release is schedueled for the 1st of July!
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    My thoughts on the new Creation Club and what that means for the future development of Holds.
    Spoiler:  
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    As always I very much appreciate feedback, even the criticism as long as its constructive as it helps me improve!
  2. Galandil
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    Long time no see! I apologize for the silent-months but I've been very busy, first with moving out on my own which was a big step, but then also having to help out as my parents moved into a new house. I have continued work on Holds naturally, but I've also taken a bit of a break, which paid off. I've added dialogue to every NPC with the exception of Dawnstar and the villages. This is because the villages will be heavily story-driven and will require those quests to be developed to fresh out what stages should allow what dialogue.

    I've just finished creating custom building assets for the village of Wintergate, (Essentially the Riften building style with hay roofs, simplified wood, removal of windows and ceiling openings to make them less modern and far more simple).

    The next update will be the last level-design update which will include changes to Markarth, Morthal, a possible re-design of Dawnstar(Not a big deviant from the current get-up but different), and an additional district to Windhelm near the fighting pit, and a small farming community near the Chillfurrow farm which will include the Wintersand Manor.

    I'll be continuously working on the quest and dialogue plugin while mapping this out but with the dialogue mostly finished the main focus will be on the last level-design followed by (finally) the update to the modular-plugins

    Coming back into Skyrim after a months break I saw my work with new eyes and it made me consider re-designing Dawnstar. As much as I like the dark-medieval-town design, I think the critics are right, it really feels out of place in Skyrim. Coupled with the quest stories we have for the city, themes and etc... I feel as though it needs a re-design, but still feels as a proper dock town. Seeing as we're re-doing Winterhold, a city of refined stone architecture, perhaps Dawnstar should be simpler. Perhaps if we downsize the buildings a little, usually the attics are empty-spaces anyway, instead of black Windhelm stone we go for the same riverwood stacked rocks as we did in Falkreath, and as a final touch add dragon-heads or something of carved wood to the building tops. My main fear is that this will make Dawnstar feel too similar to Falkreath, though I fully intend to keep the whitish wood coupled with the dark bark wood, as well as not going for hay roofs. I am considering re-doing the towers of Dawnstar, simplifying them a bit, and moving the Jarl's court to his longhouse, rather then "the Dark Tower" as before. I do like the design of the old towers and will definitely use them in some capacity in the future, but perhaps for Dawnstar they feel a bit too European. I would love to get you guys input on this, what you would like a potential Re-design of Dawnstar to be like, does the idea's I've outlined above make it sound too similar to Falkreath. Please comment below.

    Either way it is very exciting and I'm looking forward to the next unveiling of our development cycle

    Cheers!
  3. SetteLisette
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    Hey guys,

    Holds Patching Center for SSE is up n' loaded. Please ask any questions regarding compatibility with Holds there.
    You can find Holds Unofficial Patch and many other patches meant for all Holds lovers!
    Holds Patching Center SE
  4. LeddBate
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    Hey everyone! For those who have read the comments all the way through, you know I've posted several long-winded descriptions of my journey through Holds with lots of screen caps for you to look at. Unfortunately, Photobucket has decided to cut the "free" bandwith limit rather drastically. This means that my photos will be either blurred and watermarked or simply removed. I'm not sure which they will do. Because I had flooding damage in my house when a tree smashed through my roof, I lost a LOT of the original images (both my computer AND the more recent backup storage drive got soaked) -this means a lot of those images will disappear permanently after May 31st. Sorry about that.

    Anyway, for those of you who haven't seen my screen caps and descriptions, I would encourage you to do so now and save any of the screen caps you like before they're gone.

    Galandil, I would especially like to invite you to save those screen caps for future use when you update your mod pages. Feel free to use any of them in any way.
    1. Galandil
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      Thanks Ledd! Sorry to hear about your home, I hope you and your family are alright and that you will recover quickly from the accident

      Working on a big update to the project, and when its out a lot will look very different to how it looks now, would you be interested in perhaps doing another tour of Holds? I really enjoyed your last one.
  5. kellersab
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    I redownloaded the mod and there is a hole in the road right outside Solitude
  6. frodohater136
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    Might just be me, but Falkreath is utterly broken. There are floating mounds of dirt meaning you can't get through doors and can see through the map. Jarl Siddegir sleeps in a room way out of the cell and his steward is over there permanently.
    1. EliteAdamZ
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      yeah im getting the same issue, have you found any fixes or what might be causing it?
    2. lincolnshooter
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      Have you put this mod near the bottom of the load order? Only bash/smash and dyndolod and paper maps should come after it
  7. Seanicus12345
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    Hi, im planning on to use this mod in the future cause it looks really neat, just wondering if it will be compatible with a big mod list? Also will this be compatible with Open Civil War as they have stated that mods overhauling cities can confuse soldiers. Also when will the new update be released really looking forward to it.
    1. gab340
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      I would like to know this too!
  8. golem623
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    Right now its not worth downloading , its buggy as hell.
    For example many citizens are without clothes , some have missing texture clothes.
    And I cant travel to the Solitude by carriage or boat - infinite loading screen.
    Unfortunately.
    + I really dont like that there are so much loadings , lol you made half of the cities / areas accesibble with loading , thats a huge minus IMO.
  9. nerodavids12
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    friend when I install the mod some NPCs and objects are left with a red triangle and inside a question mark.
  10. Christscorpion
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    Hi I'm really liking the mod so far. How often do the contents/interiors of the banks respawn? Also, where is the bank of WIldhelm? I can't find it anywhere. Thank you
  11. IndyJacksonTT
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    The children in falkreath have no clothes and have black face.
    Could you make a RS children overhaul patch?
  12. ChefBoyareDeezNutz
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    just a quick question will this mod work with open cities?
    1. BryanJackkison
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      I want to know the same thing. Sadly most people really do not care about that mod, and don't understand the immense immersion it brings. Most are content with loading into a city, which even before I knew about open cities would kill my immersion, even back in 2011 when the game first released AND I DIDNT MOD AT ALL. Bethesda has no excuse for such foolery, as in morrowind loading into cites was not a thing. Hopefully someone answers our question though, but for now open cities goes beyond any city mod for me.
    2. icecreamassassin
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      Unless there is a patch for Open Cities, then no, it would not be compatible with this mod. Open cities is really a chicken wire and duct tape solution though (nothing against Arthmoor, the engine is just wonky). The cities are literally reproduced in the exterior and all NPC's are moved into it. In doing so some elements don't translate well (like the pick pocket scheme in riften which makes you use a rock to teleport in and out of the two versions of the city for the scene because the game simply won't allow the mod to alter it to be in the open city space (how's that affect your immersion?). Load screens are a fact of life people, stop letting them "ruin your immersion". I do like the idea of being able to ride into town, that is cool, but it's not a fair tradeoff to have to patch half a dozen or more mods as a result.

      The reason for large cities being in their own space in Skyrim is an engine limitation. Basically any time you are remotely near an Open Cities affected town, all the NPC's AI packages are running and they are all pathing and taking up memory, which as we know Skyrim has major problems with, especially on a large load order with many moving parts. The reason this isn't an issue for Morrowind is that the NPC's didn't do anything but wander around really. They didn't sandbox in the same manner that they do in Oblivion or Skyrim, so they didn't really need enclosed cities like that.
  13. jasoncox83
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    You have it listed that the compatibility patch is under the files section for Skyrim Flora, although you only have the one file available? Is this located elsewhere, coming soon, not available etc thank you for your help
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