Skyrim Special Edition

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mnikjom

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mnikjom

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  1. mnikjom
    mnikjom
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    -1.1-

    ***
     

    Compatible list:

    Spoiler:  
    Show

    Compatible || Semi-Compatible || Incompatible
     
     
    The People Of Skyrim Complete SSE

  2. Sithiel
    Sithiel
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    Is this voiced at all?
  3. ThorM465
    ThorM465
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    Has anyone tried to flag this mod as an ESM? Any problems or patches needed?

    I'm trying to reduce my reference handles to stabilize my load order.
  4. KingstonPrince7
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    I'm not sure to report this as a bug or a mod conflict, but... using this with Alternate Perspective has the following weird behavior:

    If you pick the Inn start in Whiterun, you won't start in Whiterun, but in Ragnheid. Somehow Ragnheid edits some cells on Whiterun, and that's not all the weird part, you'll see Whiterun wards spawning there in Ragnheid, so they will walk directly to Whiterun from Ragnheid, and they will end crossing in Winterhold so they will fight the Winterhold guards there. I'm not sure if this is a bug, a mod conflict or an extra feature that it just works.
  5. Lexmax
    Lexmax
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    Wish this existed for LE :s
    1. XSignFX
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      Just get sse already, LE is buggy and outdated
  6. ForRedwall
    ForRedwall
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    Conflicts with the mod The Secret of Dragonhead. Bolivor building gets almost entirely clipped into Fort Dragonhead.
    1. dcholmes2001
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      As a noob mod user, is there any (easy) way to eliminate the conflicting Bolivor building but keep the other two towns? I don't have nearly the skill to even pretend to move it, and while it really sucks to just "cut out" a part of a  mod author's labor of love, I really want to enjoy the rest of it. Any help from anyone would be appreciated. Thanks!
    2. liamnotneeson
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      dcholmes2001 Yes.
      1. When in-game, open the console and click on Bolivor, write down it's Form ID
      2. Open Viking Towns in SSEEdit
      3. Type in the Form ID and hit enter, that should bring you to where Bolivar's records are in the plugin
      4. Delete all of the records in that cell (you can just delete the cell group itself in that plugin too)
      5. Save the plugin and back it up
      6. Repeat if another cell is affected (doubt it)
  7. rbc1989
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    Is Rangheid ever going to be finished? Opening doors there is extremely jarring. Also there is a typo in the names of one of the nords in lliade his first name is all lowercase letters.
    1. liamnotneeson
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      This mod has been abandoned by the author, he's gone on to other mods
  8. Sonja
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    These look wonderful, and work very well for the Norse-focused install I'm trying to create.
    Unlike others here, I have no clipping; everything fits into my landscape perfectly, and the kids look fine too. I have, however, observed the flickering lliade tavern ceiling beams, the unfinished doors (that have stonework behind them), and in Bolivar.. an essential Argonian kept trying to attack my character with his fists ??? It's possible the brawling Argonian is on my end... but I'm a bit puzzled, because I'm reasonably sure I haven't installed any mods that would add something like that.
    On that note, my only serious criticism is that quite a few of the NPCs are non-Nords (elves, even), and given that these settlements feel like the most Nord of Nord locations, it's a bit jarring. I say that as somebody who almost always sides with the Imperials in the Civil War, btw... I simply find the demographics of these towns a touch incongruous.

    All in all, this mod's architecture is beautifully designed, and enhances a Norse/Viking play-through. It does seem somewhat incomplete,  but for anyone wanting a simple cosmetic addition that amplifies Skyrim's Nordic atmosphere, it's quite lovely..
  9. Thissguy
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    So far it's a cool addition to the game, I guess.  Skyrim is so painfully unpopulated for all the vast empty space, with no sense of a feudal medieval world.
    More places are especially welcome with mods like Requiem and Frostfall, which lower your ability to sprint clear across entire empty holds in less than a day.  If a blizzard kicks up, I gotta roll the dice to chop wood lest I faint and end up somewhere else, and as I'm slowly lighting the campfire with twigs I'm mumbling why tf is this big empty plain still not settled thousands of years after Ysgramor ate liquid soup with a damn fork?!

    All I can find fault so far (I just started a new game with this mod last night) is that Iliade's tavern interior's roof flickers really badly, and Kids' faces are bugged for me.  The latter is probably a conflict with RS Children.  I might just disable the kids with the console.
  10. Cecell
    Cecell
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    Please add to compatibility list:

    semi-compatible:

    More Bandit Camps. Camp Bronin in More Bandit Camps conflicts however it just so happens that:
    1) Player can disable the camp in the More Bandit Camps config book (FormID xx0424F2), and
    2) Viking Towns of Skyrim loads AFTER More Bandit Camps so there is no conflict in the Navmesh!

    Incompatible:
    Shumer and the Fall of Allagard SSE. The town Wilvercombe Landing from Shumer conflicts with Iliade town from this mod.
    1. hielkeskyrim
      hielkeskyrim
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      Thanks for this info :) 
  11. mpjbay
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    Desperately need patches for

    https://www.nexusmods.com/skyrimspecialedition/mods/11343

    and

    https://www.nexusmods.com/skyrimspecialedition/mods/12371

    Also at the mead hall when I read the stone nothing happened.

    thank you.
    1. RVAWolfman
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      What kind of problem does 3D trees and plants cause? Isn't that just a replacer for the most part?