While I was personally updating this location for the new SRC - All In One v0.60, I figured you'll want a standalone version too. So I decided to make it an official FTF - Fort Fellhammer update as well.
The mod now includes my Exclude from Radiant System (ERS) plugin. Thanks to this plugin, radiant quests will no longer send you to this location after you clear it. The system will search for an alternative. For more compatibility, I created a seperate mod page for ERS. Check it out and download the version that fits you best.
Picture was made by Apocrypher, so I'm not sure. My guess is the map markers comes from the Atlas map markers mod, and the village near Saarthal might be Greater Saarthal.
on the description page it says under the requirements for this mod: Fort Takeover Framework!!!
This is unfortunately a false statement.
Unfortunately, the mod is actually dependent on the SRC_ERS.espSo not on the Fort Takeover Framework. !!!
Therefore the name of the mod should be changed accordingly. OR The dependency on the SRC_ERS.esp should be removed in favor of the Fort Takeover Framework.
I really love this mod! Used it in my last 2 playthroughs. Latest version seems to have CC content as dependencies. Too bad... I'm still a pre-AE user...
You would have to backport yourself, I did that with the all-in-one version and it works just fine. There was an old (now deleted) LE version of that mod, so you will have to backport yourself, there is a guide here on the nexus that tell you step-by-step how to do that.
I also fixed the bug with the hole in the floor as mentioned below in the .esp. It's because the disable/enable marker is accidentally attached to [REFR:000446E7] (places ImpFloorChunk02 [STAT:0003E211]. You can remove this record (I already did in the esp I uploaded)
I have cleared fort fellhammer for the first Time. I Like it but i would ask if you could close the hole in the east side of the fort, when the fort is taken over ?
A heads up for those who use bashed patches - Wrye Bash took it upon itself to ignore this mod and reset the "Location" details back to USSEP state - removing the tags that will trigger the hidden quests in FTF - easy to edit, but you have to know to go and look! It did the same for 5 of the Skyrim Realistic Conquering modules I had installed (of 13)
I just ran this mod though SSEEdit with the "veryquickshowconflicts" tag, and it seems it's undoing some fixes from USSEP. Is this intentional? (example of this: https://i.imgur.com/gqkxLUg.png)
Not intentional. I'm not sure exactly what that script does, why USSEP removes it, or what other changes it makes. I think that if a mod changes a vanilla record, it copies all of its data, except for the changes. My mod isn't aware of and doesn't account for changes made by other mods, and since it gets loaded after USSEP, my changes take precendence. I'm not sure what the effect would be exactly, but you should be able to copy the changes made by USSEP if you are worried about it.
Feel free to upload a patch if you want. Also, if you know where to find documentation for what changes exactly are made by USSEP, I would be interested. The image you posted shows a change related to the Silver Hand and I wasn't sure what to do about that radiant quest when I was making the mod. If the changes just remove the effects of the quest from Fort Fellhammer, I may just add them to my mod and there wouldn't be any more conflicts.
You might want to ask Arthmoor about the changes this mod is overriding, either on the afkmods site or the xedit discord? He can probably explain why the changes were made.
I looked through the USSEP changelog (https://www.afkmods.com/Unofficial%20Skyrim%20Special%20Edition%20Patch%20Version%20History.html) and found the reason for the removed script:
"All of the bandits at Fort Fellhammer had a script attached to them that would increment a Silver Hand kill counter for Purity of Revenge (C05) even when that quest is not running. This would result in later passing through on the way to do part of C05 and having the objectives update for the quest. (Bug #12058) [NR]"
29 comments
Hello conquerors of Skyrim!
While I was personally updating this location for the new SRC - All In One v0.60, I figured you'll want a standalone version too.
So I decided to make it an official FTF - Fort Fellhammer update as well.
The mod now includes my Exclude from Radiant System (ERS) plugin. Thanks to this plugin, radiant quests will no longer send you to this location after you clear it. The system will search for an alternative. For more compatibility, I created a seperate mod page for ERS. Check it out and download the version that fits you best.
Enjoy the new additions!
Cheers!
Saarthal might be Greater Saarthal.
on the description page it says under the requirements for this mod: Fort Takeover Framework!!!
This is unfortunately a false statement.
Unfortunately, the mod is actually dependent on the SRC_ERS.espSo not on the Fort Takeover Framework. !!!
Therefore the name of the mod should be changed accordingly. OR
The dependency on the SRC_ERS.esp should be removed in favor of the Fort Takeover Framework.
Best regards
PranDe
OK thanks for clearing this.
PranDe
it works on LE?
I also fixed the bug with the hole in the floor as mentioned below in the .esp. It's because the disable/enable marker is accidentally attached to [REFR:000446E7] (places ImpFloorChunk02 [STAT:0003E211]. You can remove this record (I already did in the esp I uploaded)
I Like it but i would ask if you could close the hole in the east side of the fort, when the fort is taken over ?
(example of this: https://i.imgur.com/gqkxLUg.png)
Feel free to upload a patch if you want. Also, if you know where to find documentation for what changes exactly are made by USSEP, I would be interested. The image you posted shows a change related to the Silver Hand and I wasn't sure what to do about that radiant quest when I was making the mod. If the changes just remove the effects of the quest from Fort Fellhammer, I may just add them to my mod and there wouldn't be any more conflicts.
"All of the bandits at Fort Fellhammer had a script attached to them that would increment a Silver Hand kill counter for Purity of Revenge (C05) even when that quest is not running. This would result in later passing through on the way to do part of C05 and having the objectives update for the quest. (Bug #12058) [NR]"