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Mharlek1

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Mharlek1

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51 comments

  1. justrush808
    justrush808
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    Locked
    Sticky
    Unsure if it's named for a specific reason, but if anyone has issues putting the Ysgramor statue on your map via DynDOLOD (or with DynDOLOD issues in general I guess), you might have to edit this line in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
    ; (partial) EditorID of base element to ignore
    IgnoreBaseEDID=loadscreen, _invis_, dbm_arrivalship
    As it stands, it will be ignored entirely by DynDOLOD processing since its EID is 00_LoadScreenStatueYsgramor. Could be fine for in-game LOD, but you won't be able to make Level 32 meshes for your map. Spent hours a few months ago troubleshooting JK's records that wouldn't show up in the logs/reports at all despite my mesh/mask rules and realized it was because of this.
  2. brackett666
    brackett666
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    Would there be any chance to get it to work with this mod: https://www.nexusmods.com/skyrimspecialedition/mods/105941? 
    1. Mharlek1
      Mharlek1
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      I'd have to ask. Is this something you want ?
    2. brackett666
      brackett666
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      I would like, yes. 
    3. Mharlek1
      Mharlek1
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      Ok.
    4. RaxiRaxi
      RaxiRaxi
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      Open the ssedit with this esp. Change the texture path which talos texture u want. Save, exit. Thats all 
    5. Mharlek1
      Mharlek1
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      No Raxi, that would not work.

      I contacted Psboss for additional permissions and they are denied.
    6. RaxiRaxi
      RaxiRaxi
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      https://www.nexusmods.com/skyrimspecialedition/mods/150814 I made a patch with this way btw. but i use JDanchor's Talos not Psboss. Plus its just an esp, there is no need any texture or mesh assets.
    7. Mharlek1
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      Ok, thanks for letting me know!
  3. nanana6969
    nanana6969
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    Is there a way to get this to work with Amon's Talos Statue Replacer?  I get the original statue for some reason.  It's not a deal breaker because this is absolutely amazing, and I'm keeping it either way.
    1. Mharlek1
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      The amon retexture works by default. The amon talos statue has a bit of width for this base.
  4. SKYKLF
    SKYKLF
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    this is pretty cool, I agree with the other comment about the statues being more symmetrical. It does look a bit off also I would recommend adding snow to the statues..you can do this by editing the object, you have to edit the base and under directional material pick a snow object 
    Spoiler:  
    Show




    and then they will look like this

    Spoiler:  
    Show
     


    
    1. Mharlek1
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      If they do not have snow I forgot.
      No idea what asymmetry you see.
    2. SKYKLF
      SKYKLF
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      This is what we are talking about the statues are not lined up
      Spoiler:  
      Show


      

      maybe the one on the right would have been better placed here
      Spoiler:  
      Show




      the mod is really awesome we were just giving some constructive feedback is all
      
    3. TheCourierModder
      TheCourierModder
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      Plz release a patch that makes these changes! =)
    4. Mharlek1
      Mharlek1
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      Ok. Sorry but no. For 3 reasons.
      Why does the topview matter? I do not understand.
      The river shore does not allow that change because of the necessary base rock foundations.
      They are already lined up when you come from the bridge via Whiterun via west, or the other eastern road and the in-between bridge.
    5. Runescribe
      Runescribe
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      To clarify, they're saying the top view matters because Windhelm is snowy, so the statues should have snow on them. It's pretty simple yet makes a big difference - your mod, your decision.

      If anyone wants to fix this themselves, just do what SKYKLF recommended. It takes a couple of minutes in Creation Kit, not even that. Same thing with the repositioning of the statues.
    6. Mharlek1
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      I understand. Please read the changelog.
      if you try reposition the statues-rock base it will clipp either with the shore or the bridge, they are perfectly setup as they are. Ofc anyone can verify it and try themselves but be warned of a waste of time.
    7. SKYKLF
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      I'll put out a patch soon. At least for the talos statues since that's the one im using. It works with no issues aligning them. It really is an awesome mod and I hope I wasnt offending by offering my opinions.
    8. SKYKLF
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    9. Mharlek1
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      The ice looks great, havent thought about that. Hope you do not mind if I introduce it here.
      I do not see a difference in alignment. Did you just rotate the statue? I hope you read why this was not added in the first place, I did explain my concerns.

      You wrote that I did not want to make patches, what patches ?
    10. SKYKLF
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      I do not mind, I said you did not want to adjust the statues, as you said in the other comments you would not. The statue on the right is moved forward and over by quite a bit. If you compare them. It was what the others an I were asking with the asymmetry being off. 

      There is another snow object inside the CK called snow melts you could use along the icicles if you wanted also.

      Thanks for the awesome mod!!
    11. Mharlek1
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      Oh, those are not patches, I thought there were compatibility issues I did not say I wouldn't address.

      As I wrote before, If you push the right statue-rockbase forward it will clipp with the shore. I do not mean to be obtuse repeating it.

      Thanks for the ice idea, I will also try that ice melt tip for sure.
    12. SKYKLF
      SKYKLF
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      No worries dude I address them.

      It works fine. Idk if there are language barrier issues but you asked if I rotated the statue, look at the picture on the patches page they are not rotated just moved, there is no clipping other than what is already there. I wouldn't even worry about it, the rock structures you made have a TON of clipping already so why it would bother you idk, there are even rocks sunk inside that weren't even visible or used so clipping is not really an issue pretty much all the rocks inside Skyrim clip somewhere. 

      Peace and take care dude!!
  5. previ0us
    previ0us
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    • 11 kudos
    Very nice mod!
     It gives LOTR vibes to Windhelm.
    Unfortunately it causes crashes with Simplicity of Snow for me according to the crashlog.
    1. previ0us
      previ0us
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      crashlog : https://pastebin.com/GLJMrTLA
    2. Mharlek1
      Mharlek1
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      Thanks. SnowMatUVFixes.esp what is this mod ?
      It sure looks like an incompatibility with simplicity of snow. I'll check see if a patch is needed, although this is vanilla..only in a few days.
    3. previ0us
      previ0us
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      Snow Material UV Fixes (SOS)it's a material fix 
    4. previ0us
      previ0us
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      Update: still crashing w/o the mod just SoS.
      I'm also using Talos PBR mod maybe its that mod i guess...
    5. Mharlek1
      Mharlek1
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      Its not the model for sure. Its the snow flag.
  6. HandsomeMatt76
    HandsomeMatt76
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    My Crash Log Analyzer is reporting that the newest version of this plugin is causing a repeatable CTD anywhere near Windhelm, is Dyndolod a hard requirement? (Just got new computer, haven't reinstalled LODs).
    1. Mharlek1
      Mharlek1
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      Nope, no requirements.
      Share the log here
    2. HandsomeMatt76
      HandsomeMatt76
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      Spoiler:  
      Show
      CLA SSE - Sephs Skyrim Experimental Crash Log Analyzer (1.2.0) / 2023.09.10
      ---------------------------------------------------------------------------
      If you are asking others for assistance / help, ALWAYS provide the crashlog as well!
      #####################################################################################
      Crashlog Tool: CrashLoggerSSE v1-15-0-0 Oct 12 2024 11:33:37
      Game Version:   1.6.1170
      Script Extender:1.6.1170
      ################################################################################
      RAM
      ################################################################################
      RAM Total:31.05 GB
      RAM Used:15.23 GB
      RAM Free:15.82 GB
      Analysis RAM (all good):
      It is absolute unlikely that the crash was due to RAM.
      ################################################################################
      Mod Count:
      ################################################################################
      Light: 167Regular: 65Total: 232
      ################################################################################
      Header indicators:
      ################################################################################
      Memory:  0x7FF64CF37BCDcount: (2)
      File:    SkyrimSE.execount: (43)
      Address: 14C7BCDcount: (2)
      Assembler:mov rax, [rbx]count: (2)
      [0] 0x7FF64CF37BCD     SkyrimSE.exe+14C7BCD -> 107062+0x3Dmov rax, [rbx] -//- count: (1)
      [1] 0x7FF64BCE329B     SkyrimSE.exe+027329B -> 17667+0xBFBlea rdx, [rbp+0x248] -//- count: (1)
      [3] 0x7FF64BD53B47     SkyrimSE.exe+02E3B47 -> 19727+0x1D7cmp rdi, rax -//- count: (1)
      [4] 0x7FF64BBFE24F     SkyrimSE.exe+018E24F -> 13019+0xCFmov rdx, rax -//- count: (1)
      [5] 0x7FF64BBFF9C3     SkyrimSE.exe+018F9C3 -> 13049+0x1B3test al, al -//- count: (1)
      [6] 0x7FF64C740DBD     SkyrimSE.exe+0CD0DBD -> 68445+0x3Dmov rcx, [0x00007FF64EC3C318] -//- count: (1)
      [RSP+8   ] 0x7FF64BC75617     (void* -> SkyrimSE.exe+0205617nop) -//- count: (1)
      [RSP+18  ] 0x7FF64C787F91     (void* -> SkyrimSE.exe+0D17F91mov rsi, [rsp+0x38]) -//- count: (1)
      [RSP+48  ] 0x7FF64BCE329B     (void* -> SkyrimSE.exe+027329Blea rdx, [rbp+0x248]) -//- count: (1)
      [RSP+F0  ] 0x7FF64DA90000     (void* -> SkyrimSE.exe+2020000test al, 0x36) -//- count: (1)
      [RSP+138 ] 0x7FF64DA46518     (void* -> SkyrimSE.exe+1FD6518fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+150 ] 0x7FF64DA92708     (void* -> SkyrimSE.exe+2022708fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+168 ] 0x7FF64DA46514     (void* -> SkyrimSE.exe+1FD6514fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+1A8 ] 0x7FF64DA46514     (void* -> SkyrimSE.exe+1FD6514fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+1D8 ] 0x7FF64DA46514     (void* -> SkyrimSE.exe+1FD6514fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+208 ] 0x7FF64C76C567     (void* -> SkyrimSE.exe+0CFC567movzx eax, word ptr [rbp+0x110]) -//- count: (1)
      [RSP+238 ] 0x7FF64DA46518     (void* -> SkyrimSE.exe+1FD6518fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+268 ] 0x7FF64DA46514     (void* -> SkyrimSE.exe+1FD6514fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+2B8 ] 0x7FF64DA46518     (void* -> SkyrimSE.exe+1FD6518fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+2F8 ] 0x7FF64DA46518     (void* -> SkyrimSE.exe+1FD6518fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+428 ] 0x7FF64C87F6F4     (void* -> SkyrimSE.exe+0E0F6F4mov rsi, rax) -//- count: (1)
      [RSP+488 ] 0x7FF64C87F65C     (void* -> SkyrimSE.exe+0E0F65Cnop) -//- count: (1)
      [RSP+4C8 ] 0x7FF64C87F65C     (void* -> SkyrimSE.exe+0E0F65Cnop) -//- count: (1)
      [RSP+548 ] 0x7FF64C87E8B8     (void* -> SkyrimSE.exe+0E0E8B8mov eax, ebx) -//- count: (1)
      [RSP+5B0 ] 0x7FF64DA44698     (void* -> SkyrimSE.exe+1FD4698fisubr [rbp-0x52211042]) -//- count: (1)
      [RSP+5D8 ] 0x7FF64C819319     (void* -> SkyrimSE.exe+0DA9319lea r11, [rsp+0x90]) -//- count: (1)
      [RSP+658 ] 0x7FF64C83915A     (void* -> SkyrimSE.exe+0DC915Amovss [rbx], xmm0) -//- count: (1)
      [RSP+698 ] 0x7FF64C819EDF     (void* -> SkyrimSE.exe+0DA9EDFmovss xmm0, dword ptr [rsp+0x48]) -//- count: (1)
      [RSP+738 ] 0x7FF64C656603     (void* -> SkyrimSE.exe+0BE6603movaps xmm0, [rbx]) -//- count: (1)
      [RSP+768 ] 0x7FF64C5A0216     (void* -> SkyrimSE.exe+0B30216mov rcx, rbx) -//- count: (1)
      [RSP+798 ] 0x7FF64C7390CF     (void* -> SkyrimSE.exe+0CC90CFcmp [rdi], eax) -//- count: (1)
      [RSP+7C8 ] 0x7FF64BBE939F     (void* -> SkyrimSE.exe+017939Fnop) -//- count: (1)
      [RSP+868 ] 0x7FF64BD67132     (void* -> SkyrimSE.exe+02F7132cmp qword ptr [rbx], 0x00) -//- count: (1)
      [RSP+898 ] 0x7FF64BFBB103     (void* -> SkyrimSE.exe+054B103movzx ebx, al) -//- count: (1)
      [RSP+8D8 ] 0x7FF64BBFF2EE     (void* -> SkyrimSE.exe+018F2EEtest al, al) -//- count: (1)
      [RSP+9E0 ] 0x269D66C58E0      (char*) "D:/SteamLibrary/steamapps/common/Skyrim Special Edition/SkyrimSE.exe" -//- count: (1)
      [RSP+AF8 ] 0x7FF64BBD82CE     (void* -> SkyrimSE.exe+01682CEtest rax, rax) -//- count: (1)
      [RSP+B28 ] 0x7FF64BD53B47     (void* -> SkyrimSE.exe+02E3B47cmp rdi, rax) -//- count: (1)
      [RSP+C18 ] 0x7FF64BBFE24F     (void* -> SkyrimSE.exe+018E24Fmov rdx, rax) -//- count: (1)
      [RSP+C78 ] 0x7FF64BBFF9C3     (void* -> SkyrimSE.exe+018F9C3test al, al) -//- count: (1)
      [RSP+D18 ] 0x7FF64C740DBD     (void* -> SkyrimSE.exe+0CD0DBDmov rcx, [0x00007FF64EC3C318]) -//- count: (1)
      SkyrimSE.exe                     0x7FF64BA70000 -//- count: (1)
      ################################################################################
      Solutions
      ################################################################################
      SkyrimSE.exe: count: (43)
      This file on its own is not the cause, however, we'll do further parsing...
      Could not find any known issues related to SkyrimSE.exe.
      SkyrimSE.exe _might_ be listed for the sole reason of... you're playing this game!!
      --------------------------------------------------------------------------------
      NiNode: count: (12)
      Ninodes are related to skeletons. It could be a wrong loadorder for skeleton based mods.
      If you use HDT/SMP, make sure to load it like: Body (CBBE or BH/UNP) -> FNIS/Nemesis -> DAR -> HDT -> XP32
      Also make sure that you've chosen the HDT/SMP variant of xpmsse.
      If you find a mod name in the following list, try disabling it and rerun FNIS or Nemesis.
      --------------------------------------------------------------------------------
      [RSP+88  ] 0x26A1FDE4E00      (NiNode*) count: (1)
      RTTIName: "NiNode" count: (1)
      Name: "Scene Root" count: (1)
      [RSP+68  ] 0x267A65DA098      (char*) "yamadori\Windhelm\StatueTalos02.nif" count: (1)
      --------------------------------------------------------------------------------
      tbbmalloc.dll: count: (3)
      Threading Building Blocks Memory Allocator
      This is either part of:
      - the CreationKit Fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061 
      - the Engine Fixes (part 2): https://www.nexusmods.com/skyrimspecialedition/mods/17230 
      I do recommend to use Engine Fixes (pick 'part 1' according to your SKSE)
      This message is shown without a check:
      Make sure to disable: SrtCrashFix64.dll (Animation Limit Crash fix SSE) as this is handled by the Engines Fixes, which is recommended to use!
      Either way, make sure to have the 'latest' version variant for your Skyrim edition.
      However, this probably is not the cause, but the causing mod relies on excessive memory handling.
      First and foremost, try to close any other application and background processes that might be running that you do not need.
      Like, but not limited to, game launchers, web browsers with 20 open tabs, Spotify, even Discord.
      Also, you might want to consider using lower texture mods, aka, use a 2k instead of a 4k texture mod, or just a 1k texture.
      If the above did not help, you could try apply these config tweaks to: __Skyrim.ini___
      Make sure to comment out (#) any existing variants of these, so you can go back if they dont help or make things worse.
      This is most applicable if you're using 4-8 GB ram or less, you game addicted freak! ;) (said the guy who was playing WoW raids at 3 fps).
      ==================================
      [Display]
      iTintTextureResolution=2048
      [General]
      ClearInvalidRegistrations=1
      [Memory]
      DefaultHeapInitialAllocMB=768
      ScrapHeapSizeMB=256
      ==================================
      Last but not least, increasing your pagefile is a good and simple way to avoid this.
      Best practice: pagefile-size > RAM
      Example: 24 GB > 16 GB RAM
      Please read / follow:
      1. In the Taskbar Search, type “Advanced System“. ...
      2. In System Properties, click Advanced tab.
      3. In Performance section click Settings button.
      4. Performance Options will open. ...
      5. Here, under Virtual memory, select Change.
      6. Uncheck Automatically manage paging file size for all drives.
      7. Select a Drive that hardly use (as in not often)
      8. Set manual size
      9. Set value to ~ 150% of your RAM (as shown in example)
      10. Confirm with "OK".
      If you want to read more about (allthough, not related to sharepoint server):
      https://learn.microsoft.com/en-us/sharepoint/technical-reference/the-paging-file-size-should-exceed-the-amount-of-physical-ram-in-the-system

      --------------------------------------------------------------------------------
      Modified by: count: (16)
      These are only listed as additional hints for probably debugging. If you have no other indicators, this might be worth investigating. 
      If you do have other indicators, try to solve those first!
      That said, it is common to have 2-4 mods listed in a row, however, 
      lists of 5 or more _might_ cause issues by the sheer amount of what possibly could be overwritten several times.
      Chance: LOW (2)
      Modified by: Skyrim.esm -> Update.esm -> Simplicity of Snow.esp -//- count: (3)
      Chance: HIGH (19)
      Modified by: Skyrim.esm -> Update.esm -> ccBGSSSE001-Fish.esm -> unofficial skyrim special edition patch.esp -> Lux Via.esp -> Snowy AF Windhelm.esp -> WindhelmSSE.esp -> Medieval Lanterns of Skyrim.esp -> Lux Via - plugin.esp -> JK's Windhelm's Outskirts.esp -> Windhelm Bridge Revived.esp -> Windhelm Bridge Revived - Capital Windhelm Expansion.esp -> JKs Windhelm Outskirts - Lux Via patch.esp -> JKs Windhelm Outskirts - Capital Windhelm patch.esp -> JKs Windhelm Outskirts - Windhelm Bridge Revived patch.esp -> Windhelm Bridge Revived - Wood Roof Addon.esp -> Immersive Citizens - AI Overhaul.esp -> JKs Windhelm Outskirts - DK Nord Ships patch.esp -> JKs Windhelm Outskirts - Immersive Citizens patch.esp -> Windhelm Mighty Talos Reforged.esp -//- count: (13)
      ################################################################################
      Success Statistic: (this has been detected/handled, does not mean it's the cause)
      ################################################################################
      Issues Found:4
      Issues Solved:4
      ################################################################################
      DEBUG State:
      ################################################################################
      Culprit list content: (just a list)
      SkyrimSE.exe, NiNode, tbbmalloc.dll, Modified by, 
      ################################################################################
      Random 'Fallback' Checks
      ################################################################################
      How to read these results?
      - They are simple keywords that may appear when you have a lot of issues.
      - They do NOT have to mean anything.
      - Only if the "regular" results / solutions do not help, they might provide an indication to the reason for this crash.
      File: "Simplicity of Snow.esp" -//- count: (3)
      File: "Windhelm Mighty Talos Reforged.esp" -//- count: (29)
      File: "Landscape\Plants\DeadShrub01Snow.nif" -//- count: (1)
      File: "Skyrim.esm" -//- count: (4)
      File: "WHBridgeRevived\blocks\WHStoneBlock06.nif" -//- count: (3)
      File: "Windhelm Bridge Revived.esp" -//- count: (3)
      Name: "Scene Root" -//- count: (10)
      RTTIName: "NiNode" -//- count: (7)
      Name: "DeadShrub01Snow" -//- count: (2)
      RTTIName: "BSLeafAnimNode" -//- count: (1)
      Full Name: "" -//- count: (4)
      RTTIName: "BSMultiBoundNode" -//- count: (1)
      Name: "ObjectLODRoot" -//- count: (1)
      Name: "shadow scene node" -//- count: (1)
      RTTIName: "ShadowSceneNode" -//- count: (1)
      Name: "WorldRoot Node" -//- count: (1)
      RTTIName: "SceneGraph" -//- count: (1)
      Name: "fcHawkWithNest" -//- count: (2)
      RTTIName: "BSFadeNode" -//- count: (1)
      ExtraData[0] Name: "BSX" -//- count: (1)
      Name: "AutoplayBehavior.hkb" -//- count: (2)
      FormID: 0x00025129 -//- count: (3)
      FormID: 0xFE19D80C -//- count: (9)
      EditorID: "WindhelmBridge02" -//- count: (13)
      FormID: 0x0000B4FD -//- count: (13)
      FormID: 0xFE19D80D -//- count: (7)
      FormID: 0x000A731D -//- count: (2)
      FormID: 0x00080C32 -//- count: (1)
      FormID: 0x000C514E -//- count: (1)
      ID: 0x0000FFFF -//- count: (2)
      FormID: 0xFE048911 -//- count: (3)
      RDX 0x26799917088      (BGSMaterialObject*) -//- count: (1)
      RBP 0x26799917088      (BGSMaterialObject*) -//- count: (1)
      R13 0x26799917088      (BGSMaterialObject*) -//- count: (1)
      [ 6]     ccBGSSSE001-Fish.esm -//- count: (1)
      [ 8]     ccBGSSSE025-AdvDSGS.esm -//- count: (1)
      [FE:  5] ccBGSSSE037-Curios.esl -//- count: (1)
      VoltekLib.MemoryManager.dll      0x7FF9B9B50000 -//- count: (1)
    3. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      Please edit it under spoiler tags
      [Spoiler ] before text and [/spoiler ] after, without the spaces
      Use net script framework crash logger for crash logs instead, it tells you exactly what is going on as a probable cause. That one is experimental.
      You also have 4 other windhelm bridge mods installed ?
    4. HandsomeMatt76
      HandsomeMatt76
      • member
      • 7 kudos
      Just Windhelm Bridge Revived + patches to make it work with other mods that add things to the bridge (CWE, JK's WO), all of which worked fine including your initial release, but latest update just crashes for me. I am on 1.6.1170, don't think .net script framework works for that. I will just keep testing and figure it out thanks anyway. 
      EDIT: Narrowed it down to something with Simplicity of Snow. Disabling the two mods together stopped the crashes. RockS02.nif I think is a problem from my log.
    5. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      Thank you. Simplicity of snow.. I do enable a snow flag in the update, but only on statues, I wonder whats that about.
  7. whiskeyjack9105
    whiskeyjack9105
    • member
    • 42 kudos
    Perhaps an even cooler reference to Argonath would be to have one statue be Talos and the other Ysgramor.
    1. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      This option is present in version 1.1
    2. whiskeyjack9105
      whiskeyjack9105
      • member
      • 42 kudos
      Nice
    3. dlwpghek2
      dlwpghek2
      • member
      • 9 kudos
      Could you please show me a screenshot of this option??
      I'm currently using the talos option and I'm wondering if I should update it.
    4. Mharlek1
      Mharlek1
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      • 726 kudos
      I can only post one next week.
    5. doggexbay
      doggexbay
      • supporter
      • 26 kudos
      It's a 1.1mb download my guy, just try it for yourself
  8. phileaschen
    phileaschen
    • member
    • 0 kudos
    Will you consider adjusting the positions of the two statues to be more symmetrical?
    1. SKYKLF
      SKYKLF
      • premium
      • 79 kudos
      +1
    2. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      ..If I do know what you mean. Maybe download, and check in game for yourself first..
  9. VesperXeni
    VesperXeni
    • premium
    • 18 kudos
    I loved this mod!  I am so glad you updated it.  The LeanWolf Talos is by far my favorite!

    If you have the time/effort/energy: Could you possibly swap one Talos with Ysgramor?  I've always thought having both of them would be great.  Thanks!
    1. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      I guess I can. Ysgramor on the left or right ?
    2. VesperXeni
      VesperXeni
      • premium
      • 18 kudos
      Whichever is easier!  Thank you so much for considering it!
  10. justrush808
    justrush808
    • premium
    • 20 kudos
    Thanks! I really cut down on my clutter this modlist, so most overhauls, especially around cities, went out the window. Was wondering how I could go about adding atmosphere to the bridge and you dropped this. Looks great!
    1. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      Good to know this grabs your attention. Thanks
  11. drose25
    drose25
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    • 0 kudos
    Well this is gonna make the Thalmor happy.  
    1. Mharlek1
      Mharlek1
      • premium
      • 726 kudos
      its the pointy ears mostly