BTW don't mix town mods for Skyrim they are automatically incompatible with each other due to how they are made,
TO MIX ANY TOWN MOD YOU MUST MAKE A PATCH FOR IT
NAVMESH IS WHY, EVEN IF A MOD LOOKS COMPATIBLE CAUSE OBJECTS ARENT CLIPPING, THE NAVMESH IN A CELL WILL CONFLICT AND CAUSE BUGS AND EVEN POTENTIALLY BREAK YOUR GAME
Another town overhaul I really like. Rorikstead was always a pain in the neck to me as it was advertised as that great farming hub and then it was literally empty with less than 10 people around. Now it's a busy little town, the palisade adds to its defensives quite much as there are always bandits, forsworn or giants nearby, whilst the old walls greatly add to the imagined history and lore of the place. I also appreciate that Rorik finally got a family. To have the blacksmith directly at the backside of the Inn is a very neat solution! Also to remove those old farmhouses and replace them with fields is quite the thing for me.
Only two suggestions: 1) The central place between the huts is a bit c(r)owded with people and cows together. Maybe another cowshed at the edge of the town would help out? 2) Another medium sized field for this farming hub would add much to the feel that Rorikstead not only supplies itself yet also exports food for other places. Theres quite some space south of the inn downhill. Other overhauls used this place as well, though I think it won't need to be as big as them.
While on a check with xEdit, there's an error related to vanilla cow being both disabled and deleted, as well as a few other animals (chickens, I think) being disabled but with inadvertent persistent flags. Just the usual CK problems.
I use and self-edit Kursan's Cozy Taverns/Baths, primarily for the non-city inns and their silo baths. Previously I used Arthmoor's Rorikstead, whose design was accommodating. But due to the Thanedom's compact design, it seems like either I give this one a pass/or significantly self-edit this Thanedom, as not only the silo clips the new-cell warehouse, the silo even blocks access to the windmill and blacksmith. Man, decisions, decisions.
I just wanted to thank you for all your great mods. They are my favorite city expansion mods, because their additions are so logical, realistic and yet they do not add anything unnecessary. I do hope you'll have time to finish all the holds (you did more than half already, wow!) and wish you and your close ones all the best.
I assume you're going through all the holds now that you're adding to Whiterun, if that's the case you only have Whiterun, The Reach, Hjaalmarch and Haafingar left to go.
not without a patch it looks like due to the graveyard, I might be wrong though as he might not be touching Navmesh it sounds like. Hard for me to say.
22 comments
TO MIX ANY TOWN MOD YOU MUST MAKE A PATCH FOR IT
NAVMESH IS WHY, EVEN IF A MOD LOOKS COMPATIBLE CAUSE OBJECTS ARENT CLIPPING, THE NAVMESH IN A CELL WILL CONFLICT AND CAUSE BUGS AND EVEN POTENTIALLY BREAK YOUR GAME
To have the blacksmith directly at the backside of the Inn is a very neat solution! Also to remove those old farmhouses and replace them with fields is quite the thing for me.
Only two suggestions:
1) The central place between the huts is a bit c(r)owded with people and cows together. Maybe another cowshed at the edge of the town would help out?
2) Another medium sized field for this farming hub would add much to the feel that Rorikstead not only supplies itself yet also exports food for other places. Theres quite some space south of the inn downhill. Other overhauls used this place as well, though I think it won't need to be as big as them.
Getting married Next June and I can expect about a year after that ill end up a Father so probably wont have much time to code.