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Suinier

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Suinier

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  1. nlmiller0064
    nlmiller0064
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    Is this compatible with Interesting Npcs there a npc name Gerrod that usually hangs around there.

    Edit : Did some testing it will need a patch
    1. Surfium
      Surfium
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      And how does the conflict manifest itself?
    2. nlmiller0064
      nlmiller0064
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      There is a npc that have marker issue basically he will Idle on invisible objects when the house is destroyed they maybe more but I'm not sure 
    3. Calarien
      Calarien
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      need a patch +1
    4. Giboss
      Giboss
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      Need a patch :/
  2. Heisenberg747
    Heisenberg747
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    it seems like your mods conflict with eacother, should i just set them after eachother in the rules? 
    1. Suinier
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      It's only scrips which conflict. Some share scripts which are the same so overwriting is totally fine.
  3. MoonAndStar3E427
    MoonAndStar3E427
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    Hi, I don't why, but your mods have conflicts between each other and they crash my game when I have them enabled. The installation went correctly, and I do not know what's the problem. I read a guy talking about having 1.6.640 and not going to update, so I guess maybe this mod is not compatible with 1.6.640?
    1. TheLoneWolf449
      TheLoneWolf449
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      Are you using Backported Extended ESL Support? Because you need that if you are using any Skyrim version before 1.6.1130(which 1.6.640 is). As for the conflicts, It's the same exact set of scripts being used by all the author's Evolving Location mods. You can ignore the conflict between them, load order is irrelevant.
    2. Heisenberg747
      Heisenberg747
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      just a question about the conflicts, is it ok if i just set them after eachother in the rules?  
  4. Dragonify03
    Dragonify03
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    May I suggest an option that combines Timed and Observed? With Timed I feel like I might miss any changes to the shack if I haven't gone there, but with Observed the timing might feel too fast if I visit a city and then come back. I was thinking something more closer to Timed but with a condition that the player has to have observed the shack's new changes.
    1. cardician77
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      Wanted to chime in as well. First, I love the idea for this mod. Makes the world so much more immersive. Thank you for creating it.

      Second, I agree with Dragonify03 that a third option combining the two would be awesome. I don't want to miss anything but I really like the idea of there still being a minimum time that must pass before changes are made. 

      Regardless, great idea. Thanks again for making it. Will definitely be adding it to my current work in progress modlist.
    2. Nezahuatez
      Nezahuatez
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      IDK, I'd rather them do more locations. This seems like a wholly unnecessary complication lol. Modding takes time.
  5. vicki08
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    Good afternoon!

    For the new NPCs, I'd like to set them to 'Essential' in my game to ensure their safety.  Since you specifically mention in the descriptions for this and your other mods that they are not, I wanted to check in to see if there was a particular reason why they should not be.  Will I break anything by adding the 'Essential' flag to the new folks, using SSEEdit?

    Thanks for the mods and your help!  Have a wonderful day! 


    Victoria
    1. Suinier
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      It wont break anything no.
      They are unessential to provide a choice since some people like to play evil, that's all.
      The script for stage progression checks to see if they're alive as a prerequisite. If the NPC it checks is dead, the quest controlling the locations changes stops, and no changes occur. Setting the npc as essential would just guarantee that they stay alive and thus, the progression will always move along.
    2. vicki08
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      Thank you so much for the quick reply and explanation; I am looking forward to seeing these mods in action!

      Have a wonderful day! 


      Victoria
  6. Lythca
    Lythca
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    Just popping in to say thank you for this series of mods. 
    1. Suinier
      Suinier
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      You're welcome.
  7. mitzie92
    mitzie92
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    So when it comes to the two versions, I want to make sure I got this. 
    Observer means that if I go to say three cities back to back, I might miss the middle stage? And Timed means it all might happen without me visiting after the first time?
    Just want  to make sure I can see the progress.
    1. Suinier
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      Observer forces you to go back to the actual location for each stage. Going to multiple cities in a row wont force a quicker advancement. You still have to go back to the location itself for it to recognize that it's appropriate to go onto the next stage. This repeats for each stage of the change.
      Timed just happens on it's own with or without you going to the original location (this one can absolutely skip stages).
    2. mitzie92
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      Wow, thanks for the quick response! Observer it is.
      Thank you for the great mods.
  8. Siberpunk
    Siberpunk
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    Hey cool mod! Congrats on the release, and thanks for the shoutout :D

    Can’t wait to see what you do next in the series!
    1. Suinier
      Suinier
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      The evolving wizard themselves!
      Thank you, for your words and for your Environs mods!
  9. nurna
    nurna
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    is it okay to overwrite the scripts in your other evolving location mods? better question, can all your evolving location mods be used at the same time?
    1. Brandy1123
      Brandy1123
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      yes, overwrite if asked, using the latest file.
      Just insure you aren't already using the location with another mod.
    2. Suinier
      Suinier
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      Yeah overwriting is fine and yes using my other Evolving Locations together is also fine. It's just using the same base scripts as eachother, and each script parameter is set independent of the other mods so they all work fine together.
  10. Brandy1123
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    "Suinier present their take on a new Evolving Location.
    Today's Download, the Cliffside Retreat in the Reach."

    (liberties were taken on the quote)


    Another wonderful mod for one's worldly expeditions.
    Thank you, kind person!  :)
    1. Suinier
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      haha thanks, glad you like it.