Skyrim Special Edition

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Th3 Duk3

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Th3 Duk3

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49 comments

  1. Semajw9
    Semajw9
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    Does anyone know if there is a patch for this and Bloodchill Manor Enhanced?
  2. mitzie92
    mitzie92
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    Loot is reporting a new deleted Navmesh. Just showed up today.
    1. orochimay
      orochimay
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      There is a fixed version here
  3. Ryc3rZ
    Ryc3rZ
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    Nice to see it being updated. Though I see there is Navmesh issue & 1 landscape gap issue. I don't have any mod changing anything near Badersee. 
    https://imgur.com/a/K4ZC17f
    1. Fe4therstone
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      You find a version without deleted navmeshes among my files - look among those in Skyrim Enhanced.
      As for the gap - possibly a conflict with Inigo?
    2. Ryc3rZ
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      Oh so it conflict with Inigo. No worries that's an easy fix then.
  4. April89
    April89
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    Thanks for the update! It's good to see, that you are still working on your mods!
    1. dinadan95350
      dinadan95350
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      +1
  5. wolfpants77
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    Correct me if I'm wrong, but checking this in SSEdit and the navmesh problem in this has been cleaned up. Just fyi if you're wondering.
    1. Fe4therstone
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      Sure? Because I found it when I checked and I see no recent updates. It can be fixed though, see below.
    2. wolfpants77
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      I have gone through with a this with SEEdit, both auto clean and normal since i'm following a guide , and I found no deleted OR compressed under the record flag, meaning no navmesh issue found, thus the comment.
    3. ctune
      ctune
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      Loot still shows the issue: 18 ITM records and 1 deleted navmesh. The fix below is for SSEdit 4.0.2; sadly the current SSEdit pops up a message saying to use auto-clean, that applying a cleaning filter not needed!?!.
    4. Fe4therstone
      Fe4therstone
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      If you refer to the tutorial that uses this mod as an example, I followed it with up to date ssedit, just switched to and fro Autoclean when needed ( I don't remember exactly, but basically I did an autoclean, took notes of the outcome, then did everything else like the tutorial). Or if you trust to use my version you can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/33906?tab=files (ignore the modlist, I just put it there for convenience sake).
    5. wolfpants77
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      Sorry should clarify, i was doing the Nordic Skyrim modding guide for mod reference. I also cleaned it and didn't see any issues after, so left as is.
  6. MlemandPurrs
    MlemandPurrs
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    SSEEdit v4.0.2 found 18 ITM records and 1 deleted navmesh. It is strongly recommended not to use mods that contain Deleted navmeshes as they're known to cause crashes. Deleted navmeshes must be corrected manually(A complex process that should be done by the mod author).
    Any instructions for fixing the navmesh for this one ?
    Also can it be cleaned ?
    1. Fe4therstone
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      Take a look at this: https://www.nexusmods.com/skyrimspecialedition/mods/23771?tab=description
      It's a tutorial to fix deleted navmesh that uses Badersee as an example (so you can just copy whatever you see in the screenshots). I hope it helps.
  7. dinadan95350
    dinadan95350
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    My three cents, for what it's worth.

    I didn't want to like this town. I didn't want to fill this space. It's desolate in a good way. Gavrostead filled a vacant place that needed to be filled. Overstead filled a place nobody would see otherwise. This one fills a space that is desolate in a good way. But ... unfortunately, I like your town. Uhg.

    There are a few things that just shouldn't work. In general, you go overboard with boardwalks. All your towns. Boardwalks everywhere. But, dangit, it sorta works. I still wish you'd take just one or two of the smaller less significant ones out of each of your towns, but still, it mostly works. Other town authors also go trellis and boardwalk crazy, and it doesn't work. Maybe it's because yours are mostly where they will be well-travelled in the course of daily town life. The horses on top of the inn absolutely should NOT work. And yet I didn't hate that either. (The INN is super-clever. The inn put me over the top.)

    What sold me on this town is the same as your others: they feel more lived-in than most. They feel like they could almost exist as real-world hamlets in medieval Switzerland or Austria. One fan's opinion on all your towns: 10% less boardwalk, 5% more polish. They're almost perfect. Please don't eat up all of Skyrim. Having a hard time not installing your towns. (Maybe time to try adding a new worldspace? One of those cave passage to mountain-valley things?)

    A couple of technical notes:

    - What appears to be a weapon salesman in the inn -- he wouldn't sell me anything. Would not open a dialog.
    - I use Enhanced Vanilla Trees. Right now I have the big fluffy option installed. One of the limbs overlaps the front door of the inn. Since this may also be an issue with the hyper-popular Simply Bigger Trees, you could think about re-situating that tree just a little bit further away from the door.

    Oh, one more opinion: the south German name is a little immersion-breaking. Your other names are appropriately Nordic. Yeah, it fits your town (well, except for the absence of a lake to bathe in, which is another problem), but it doesn't exactly fit Skyrim. If that name was to be hijacked, it might fit more nicely in Bruma. Anything more Ysgramor-ish?

    UPDATE: I like this town even more on second look. First, it sort of faces inward on itself, and the outer buildings and ruins make sort of a rampart against the outer world, which very much reminds me of Gavrostead. Also, the more I look at the map, and the vast expanse of waste between the town, the Dwemer ruins and the sea -- the town is well nestled against the mountains, and there's plenty of desolate waste to spare.
    1. Th3 Duk3
      Th3 Duk3
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      Glad you like this one as well, I will look into those issues. Did you try buying from the fletcher in the inn between shop hours? 8-20 I think it should be, but I'll take a look anyway.

      About the trees. I myself don't use bigger trees although I love it, but I don't like how it clips things. I suppose bigger trees might always be a problem for my mods as I sometimes place a tree really close to buildings to try and create a certain feel. I even sometimes turn the tree slightly so it wouldn't clip into a house. But if it is obstructing a doorway, then I suppose I'll need to move it a little.
    2. ogre51
      ogre51
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      I use a bunch of forest mods (Whiterun, Riverwood, Marshlands and the Rift Overhaul). also use Simply Bigger Trees. Some places do have "problems" with trees. I just use Jaxonz to either copy and delete the tree or just move it out of the way. Kind of gives me an excuse to meander around and see things about the mods I sometimes would not see. I do not have to worry about it until the next time I start a game and already know many of the problem areas so it is faster to remedy the problems.
      Also gives me a bunch of trees to plop down somewhere else. Nice mod. Thanks.

      Is it safe to clean this mod? Loot gives a notification. Sometimes they are left intentionally. Just wanted to be sure. I usually just run SSEEdit Quick Auto Clean when needed.
  8. wolfroy47
    wolfroy47
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    grate mod a welcoming site after the wayward pass.
  9. zooropa333
    zooropa333
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    In case it has not already been mentioned this mod breaks the training system, at least as far as Khayla the khajiit sneak trainer is concerned (part of the Khajiit caravan travelling between Whiterun & Markarth). Whilst you get the option to ask for training the training box does not appear. I have not come across any other trainers that it affects but removing the mod fixes the bug).

    Hope this is useful.
    1. Th3 Duk3
      Th3 Duk3
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      Mmm, that could be serious. Will look into it. Thx for the info.
    2. zooropa333
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      You are welcome. I should perhaps point out that i have an awful lot of mods in my set up.

      Not being a modder i wouldnt know if there is anything in my set up which might contribute to the bug all i can say is what i said above, after removing the mod the problem went away.

      I do recall a long time ago (on Oldrim) a similar issue with a mod breaking the alchemy trainer in Whiterun, sorry, have no idea what the mod was.

      Do please advise if you find a cure as id really like to have this mod, i suppose i can anyway once ive finished with the training.

      Who knows, perhaps its just a bug for me?
    3. Archee11
      Archee11
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      Th3 Duk3,

      Did you find anything on the issue zooropa reported.

      Is it safe to still use this mod cause it's the type of MOD right down my ally.

      cheers
    4. marob307
      marob307
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      how a settlement mod could do that ?
    5. NightDevil90
      NightDevil90
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      Yep +1 from me and Overstead have the same issue with Balimund. I gues something went wrong when you use them as a template or something.
    6. hellbert
      hellbert
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      The reason is Chichua - sneak trainer in Badersee, master trainer. My guess is she is a copy of Khayla and somehow messes with her records.
  10. Aranakis
    Aranakis
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    Thisi an awesome mod, any news for a cleaned update and the training bug fixed?