This mod makes changes to Valtheim Towers using Fort Takeovers. After clearing Valtheim Towers, the correct Civil War faction will take over the fort. As it was meant to be.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.1
Changed some reference IDs
Main gate no longer opens/closes automatically
Added voiced World Interaction by Chase Coleman
Version 2.0.2
Main gate can now also be manually opened in case you messed up - I suggest behaving yourself near a border post (don't run too fast)
Version 2.0.1
Included compatibility plugin for compatibility between SRC mods using the new radiant exclusion system.
Check out the sticky comment for more details!
Version 2.0
Location has been revisited, now also includes pre-conquer additions
Included new radiant system exclusion
Navmesh completely redone
Gate now opens automatically as the player reaches the gate
Several NPC tweaks, fixes and additions
Updated a bunch of reference IDs
Version 1.2.3
Fixed issue while using multiple FTF mods
Version 1.2.2
Updated to Fort Takeovers Framework 3.0+
Version 1.2.1
Shortened plugin name
Future-proofed reference IDs
Added USSEP as master
Updated to USSEP 4.2.2
Version 1.2
Gate fully redone (check pictures for reference)
Added Rope blockade over river
Added extra floor to first tower with new guard
Changed faction commanders to Whiterun commanders
Version 1.1.1
Fixed commander pre-spawning - Large Gate Only! - Thanks to Lukto for pointing that out.
After fully clearing Valtheim Towers, the correct CW faction will now take over the towers, instead of letting monsters take over again. The soldier are from Whiterun hold, but their allegiance depends on the current owner of the hold.
This plugin places multiple guards, a commander and objects around the towers and removes most monster related objects, which in my opinion the new owners would remove. My goal was to make realistic and convenient changes.
Lore After clearing Valtheim Towers, the Jarl of Whiterun noticed the importance of the two towers. In order to make his position in the war stronger, he ordered his men to open a border checkpoint. From now on citizens of Skyrim and all ill willed need to cross this checkpoint, but not all are allowed to pass. So you better behave yourself, or the guards of Whiterun Hold will come for you!
Note from the author I'm trying to make lightweight changes to forts and such places to become more immersive using the Fort Takeovers mod. As of now I am not really making overhauls, but once I have done quite a few, I might start making Full version. The current versions would become Lite versions.
If you have any suggestions for locations to makeover, or changes to the current locations, please contact me, I am eager to listen. Doesn't mean I will do it but you know, we'll see.