You shouldn't use both of them as the new additions from Ryn's and Broken Tower Redone are in about the same place so they'll clip. If you do want to use them, you can use the Ryn's patch with the Lawbringer + BTR patch, but keep in mind there'll be a lot of clipping and navmesh issues.
At the moment I can't remember if Ryn's Broken Tower adds more enemies to the area but it probably does. In that case they won't despawn with Lawbringer so you'll probably run into whichever faction you choose fighting the few Forsworn that respawn there. In any case the Lawbringer patch should be loaded after the patch for Ryn's.
Been a long while since I downloaded any dungeon, or hostile location mods, and was pleasantly surprised it was same old version of SE that I have, good, no BEES necessary. Great. Looks pretty good from the images so I wanna check that out.
So I get to this Karthwatch, oops, noticed that I forgot to deactivate Ryn's Broken Tower Redoubt mod, so I have both going on at the same time, figure I continue and check them out and see if they play nice together. Outside at least from what I could tell looked okay, was attacked by a dozen forsworn, though navmesh conflicts were slightly confusing some of them, I don't care, not my issue if they are stupid. I kill all of the ones on the ground as well as up atop that new tower and then proceed into the main body of the fort, enter the load door and crash to desktop.
Hmm, I forgot to clean the mod before trying it, so I put it into SSEedit cleaner and it shows 7 deleted navmeshes for Karthwatch. I removed those, so hopefully when I get back all will be good, but this should be fixed for others that don't know how to deal with any of that in case like myself they got other things going on in the immediate area that also rely on those very navmeshes that were deleted. Also, there were 4 deleted navmeshes for your other mod, Deep Folk Redoubt (I didn't get to explore that one yet since Karthwatch crashed me).
Karthwatch deleted Navmeshes :
Spoiler:
Show
[00:00] Start: Applying Filter [00:01] Done: Applying Filter, [Pass 1] Processed Records: 1308, [Pass 2] Processed Records: 1291, Remaining unfiltered nodes: 1291, Elapsed Time: 00:01 Skipping: [NAVM:00015DAB] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior [CELL:00009495] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,9)) Skipping: [NAVM:000EDBDD] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10)) Skipping: [NAVM:000EDBDA] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10)) Skipping: [NAVM:00104F56] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10)) Skipping: [NAVM:00015DF8] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10)) Skipping: [NAVM:00015E06] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10)) Skipping: [NAVM:00104F58] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10)) [Undeleting and Disabling References done] Processed Records: 1290, Undeleted Records: 0, Elapsed Time: 00:00 <Warning: Plugin contains 7 deleted NavMeshes which can not be undeleted> [Removing "Identical to Master" records done] Processed Records: 1290, Removed Records: 0, Elapsed Time: 00:00 LOOT Masterlist Entries - name: 'KarthwatchRedoubt.esp' dirty: - <<: *reqManualFix crc: 0x3215F7E9 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 3 nav: 7 dirty: - <<: *reqManualFix crc: 0x0D16F023 util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)' nav: 7 [00:00] Quick Clean mode finished. [00:11] Background Loader: finished
Yup, I never updated Skyrim past 1.6.640, so any mods I make for it will work with or without the next gen update. I noticed while playing that the AI gets a little finicky with some of the narrower paths, even though the CK's navmesh tester finds paths through them just fine. The thing about the deleted navmeshes is that trying to clean them up and remove the records left me with this:
Spoiler:
Show
The old and new navmeshes combined, on top of each other. Too many cooks in the kitchen. Though for what it's worth I don't like xEdit and only really use it to clean up dirty edits, so if there's a better way to go about doing it I'm probably missing it.
I only use SSEedit, is a really good program and easy to use, but there's that one thing I can't do with it is navmesh, but use it for everything else that I've done from my own simple mods to editing others' mods and cleaning mods up, it is good for that.
I don't typically care about navmesh, but do notice when NPCs don't know where they heck they are going, but NPCs are stupid anyway, but when there's a will there's a way for them to get through whatever obstacle is troubling them, even if they have to teleport through it.
So, I played through Karthwatch, combined with Ryn's Broken Tower Redoubt, took me around 45 minutes to clear it all, and from what I could tell, both mods play rather nice together since your mod adds towers in different spots and a new inside expansion, nothing visually conflicting as far as I could tell, so this place which was already quite big from Ryn's mod is now even larger and thus more forsworn to kill, even more fun. So is a keeper for me.
Also after clearing all that I went over to Deep Folk Redoubt, was a nice little forsworn fort set up there, was done with them all in just a handful of minutes, and while there is that wooden bridge going across, aside from that it doesn't conflict with the Lorkhan's Gate dungeon entrance that Immersive Dungeons puts there, a simple fix for me to patch myself when I get to caring about it enough, otherwise all good with this one.
Aside from the deleted navmeshes, which may cause CTD (again, depends on what mods people have in the area that also use those navmeshes), visually I noticed a lot of z-fighting of structural objects in both mods, a minor gripe though for two rather enjoyable additions to the forsworn. Thank you for creating and sharing these.
Videos (about 42 minutes of play) I made with my second playthrough of Karthwatch, along with Ryn's Broken Tower. Here for those that may want to watch.
I find the Creation Kit's layout more intuitive and easier to use. I also don't like the occasional popup xEdit will show on startup and the fact that you can't get it to go away permanently. I did take another look at the navmeshes and I think I was finally able to reconcile the new and deleted navmeshes, so new versions have been uploaded for both mods.
Is the z-fighting present on a clean save without other mods? I don't see any, whether playing on a clean save or on my regular modded save (which, to be fair, doesn't have any other mods that edit Broken Tower and Deep Folk). I tried to take a look for any hidden little surprises but couldn't find anything that might've caused z-fighting. It's nice that Ryn's Broken Tower doesn't seem to have any issues with this, though. Now people can have double the fun.
Creation Kit to me is super confusing and majorly complicated, and takes so long to even load up completely, plus it always crashed for me randomly. I started trying to teach myself to navmesh a long while ago, didn't get very far since I was having trouble with following the tutorials and it crashed after I did a few triangles, I rage quit, deleted it and never went back to it. I never did learn to use it, other than at first use it for changing form from LE to SE, but I do that now with SSEedit along with everything else. But again, I do simple stuff, is easy to edit things that you can see in game, move them with the jaxonz positioner and change some numbers in sseedit and save it.
Was just spots here and there on the floors, but could be conflicts, I didn't check, just noticed while playing through, no biggie really and rather common to see flickering from two objects fighting for the same spot, slight adjustments on one the conflicting objects by .10 on the z position always fixes that.
Different strokes for different folks. The CK is notoriously unstable so Creation Kit Platform Extended is your friend. If I had a dollar for every time it crashed on me without warning I wouldn't need a job.
Funny, earning money through creation kit crashes, that'd be something. Still got me wondering if that being the tool they used to create Skyrim, no wonder it can be so buggy, though somehow it just works, and by far my most played game ever.
Hi! I noticed that Deep Folk Redoubt is ESL, is this ESL/ESPFE flagged too? Will you plan for a FOMOD which unites all of your overhauls and expansions in just one ESPFE?
This one is not ESL flagged. I might end up with enough individual bits and pieces of Forsworn stuff that an all-in-one FOMOD would be a good idea, but at this point I don't plan to.
It's meant to be made from the spoils of several different hunts put together for some kind of ritual. There is, however, a folktale passed down by the shamans at Karthwatch: -- One day, a hunter entered the gates of Markarth to trade some of his spoils after a successful hunt. On his way to the market, he passed by a little girl holding a basket. The girl asked, "Excuse me mister, would you like to buy some flowers?" The hunter inquired, "Well, what kind do you have?" The young girl opened her basket to reveal an assortment of flowers of all colors, from lavender to tundra cotton to dragon's tongue. The hunter looked them over and said, "I'll take some lavender for my clan shaman. How much will that be?" The girl met the hunter's gaze and answered, "I'll need about tree fiddy." It was about that time the hunter noticed the girl was about eight stories tall and was a crustacean from the Paleozoic era. He yelled, "Gods damn it, Loch Ness monster! I ain't giving you no tree fiddy!" At that moment, the hunter slew the monster where it stood. By himself, he took the body of the creature back to his clan, and there was enough meat for all of his clan brothers and sisters to feast. They prayed, danced, and celebrated all night, and when the festivities were over, they hoisted the bones up for all to see, to give thanks to Hircine for their bounty.
It's possible. There's a Forsworn camp buildup of Deep Folk Crossing that really only needs to be touched up a little bit. There's also a half-done edit of Lost Valley Redoubt that tries to make it denser and more cramped, since to me it feels almost empty with how open and wide the place is.
28 comments
This is beauty and I am about to remove Amber guard :)))
btw, bro Deep Folk Redoubt has no Lawbringer, is it possible to give it a go?
btw: which patch is for Ryn's Broken Tower + Your Mod + Lawbringer Guardsman with Redone
So I get to this Karthwatch, oops, noticed that I forgot to deactivate Ryn's Broken Tower Redoubt mod, so I have both going on at the same time, figure I continue and check them out and see if they play nice together. Outside at least from what I could tell looked okay, was attacked by a dozen forsworn, though navmesh conflicts were slightly confusing some of them, I don't care, not my issue if they are stupid. I kill all of the ones on the ground as well as up atop that new tower and then proceed into the main body of the fort, enter the load door and crash to desktop.
Hmm, I forgot to clean the mod before trying it, so I put it into SSEedit cleaner and it shows 7 deleted navmeshes for Karthwatch. I removed those, so hopefully when I get back all will be good, but this should be fixed for others that don't know how to deal with any of that in case like myself they got other things going on in the immediate area that also rely on those very navmeshes that were deleted. Also, there were 4 deleted navmeshes for your other mod, Deep Folk Redoubt (I didn't get to explore that one yet since Karthwatch crashed me).
Karthwatch deleted Navmeshes :
[00:00] Start: Applying Filter
[00:01] Done: Applying Filter, [Pass 1] Processed Records: 1308, [Pass 2] Processed Records: 1291, Remaining unfiltered nodes: 1291, Elapsed Time: 00:01
Skipping: [NAVM:00015DAB] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior [CELL:00009495] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,9))
Skipping: [NAVM:000EDBDD] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10))
Skipping: [NAVM:000EDBDA] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10))
Skipping: [NAVM:00104F56] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior03 [CELL:00009475] (in Tamriel "Skyrim" [WRLD:0000003C] at -28,10))
Skipping: [NAVM:00015DF8] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10))
Skipping: [NAVM:00015E06] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10))
Skipping: [NAVM:00104F58] (in GRUP Cell Temporary Children of BrokenTowerRedoubtExterior02 [CELL:00009474] (in Tamriel "Skyrim" [WRLD:0000003C] at -27,10))
[Undeleting and Disabling References done] Processed Records: 1290, Undeleted Records: 0, Elapsed Time: 00:00
<Warning: Plugin contains 7 deleted NavMeshes which can not be undeleted>
[Removing "Identical to Master" records done] Processed Records: 1290, Removed Records: 0, Elapsed Time: 00:00
LOOT Masterlist Entries
- name: 'KarthwatchRedoubt.esp'
dirty:
- <<: *reqManualFix
crc: 0x3215F7E9
util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
itm: 3
nav: 7
dirty:
- <<: *reqManualFix
crc: 0x0D16F023
util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
nav: 7
[00:00] Quick Clean mode finished.
[00:11] Background Loader: finished
I noticed while playing that the AI gets a little finicky with some of the narrower paths, even though the CK's navmesh tester finds paths through them just fine. The thing about the deleted navmeshes is that trying to clean them up and remove the records left me with this:
I don't typically care about navmesh, but do notice when NPCs don't know where they heck they are going, but NPCs are stupid anyway, but when there's a will there's a way for them to get through whatever obstacle is troubling them, even if they have to teleport through it.
So, I played through Karthwatch, combined with Ryn's Broken Tower Redoubt, took me around 45 minutes to clear it all, and from what I could tell, both mods play rather nice together since your mod adds towers in different spots and a new inside expansion, nothing visually conflicting as far as I could tell, so this place which was already quite big from Ryn's mod is now even larger and thus more forsworn to kill, even more fun. So is a keeper for me.
Also after clearing all that I went over to Deep Folk Redoubt, was a nice little forsworn fort set up there, was done with them all in just a handful of minutes, and while there is that wooden bridge going across, aside from that it doesn't conflict with the Lorkhan's Gate dungeon entrance that Immersive Dungeons puts there, a simple fix for me to patch myself when I get to caring about it enough, otherwise all good with this one.
Aside from the deleted navmeshes, which may cause CTD (again, depends on what mods people have in the area that also use those navmeshes), visually I noticed a lot of z-fighting of structural objects in both mods, a minor gripe though for two rather enjoyable additions to the forsworn. Thank you for creating and sharing these.
Videos (about 42 minutes of play) I made with my second playthrough of Karthwatch, along with Ryn's Broken Tower. Here for those that may want to watch.
Is the z-fighting present on a clean save without other mods? I don't see any, whether playing on a clean save or on my regular modded save (which, to be fair, doesn't have any other mods that edit Broken Tower and Deep Folk). I tried to take a look for any hidden little surprises but couldn't find anything that might've caused z-fighting. It's nice that Ryn's Broken Tower doesn't seem to have any issues with this, though. Now people can have double the fun.
Was just spots here and there on the floors, but could be conflicts, I didn't check, just noticed while playing through, no biggie really and rather common to see flickering from two objects fighting for the same spot, slight adjustments on one the conflicting objects by .10 on the z position always fixes that.
Will you plan for a FOMOD which unites all of your overhauls and expansions in just one ESPFE?
--
One day, a hunter entered the gates of Markarth to trade some of his spoils after a successful hunt. On his way to the market, he passed by a little girl holding a basket.
The girl asked, "Excuse me mister, would you like to buy some flowers?"
The hunter inquired, "Well, what kind do you have?"
The young girl opened her basket to reveal an assortment of flowers of all colors, from lavender to tundra cotton to dragon's tongue.
The hunter looked them over and said, "I'll take some lavender for my clan shaman. How much will that be?"
The girl met the hunter's gaze and answered, "I'll need about tree fiddy."
It was about that time the hunter noticed the girl was about eight stories tall and was a crustacean from the Paleozoic era. He yelled, "Gods damn it, Loch Ness monster! I ain't giving you no tree fiddy!"
At that moment, the hunter slew the monster where it stood. By himself, he took the body of the creature back to his clan, and there was enough meat for all of his clan brothers and sisters to feast.
They prayed, danced, and celebrated all night, and when the festivities were over, they hoisted the bones up for all to see, to give thanks to Hircine for their bounty.
Will we have more kind of this expansions?