131 comments

  1. WarbirdShaman
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    Version 1.3 up!
    - FINALLY has the 'Underscore Cell ID' bug/oversight fixed which used to cause a kinda fake save corruption of sorts (it actually just hid the save, visible when you clicked "show saves for all characters") anyway, that's the main thing fixed.
    -Smaller second thing fixed is those giant Dwemer Guardians were supposed to have visible weapons, now they do. I thought I'd fixed it before, but now I definitely have.
    CHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!
  2. WarbirdShaman
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    Version 1.1 is up! Should fix any CTDs users were experiencing.
    CHOO CHOO!

    Version 1.2 (Divided or Open) should get rid of the last grey face and make the automaton giant's weapon visible.
  3. WarbirdShaman
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    If you're struggling to find the button to make the train "go" it's on the floor you enter the train on, at the back underneath the Centurion statue. The Submersible is covered with go buttons, so that should be easy.
  4. HellPaul
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    Hi! Could we have a map for each tubes exits for each city so that we could check for compatibilities with cities overhauls?
    1. Czasior
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      https://modmapper.com/?game=skyrimspecialedition&mod=30964
    2. HellPaul
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      Hi! Thanks!
  5. Morgyy
    Morgyy
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    Amazing work! Could I maybe trouble you for a patch for GG's Markarth Farm? Thank you!
  6. mskatonic
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    Hi, thank you so much for making this mod, I really love the concept!  So far, no real issues, but it looks like it will need a patch with Enhanced Solitude Docks as that mod inconveniently puts a building right over the Solitude station entrance.  Other than that, it's a great mod!
  7. NotWxldo
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    I won't demand a patch from either mod authors so I was wondering if it's easy enough to make myself a patch for "Lion Thane Stronghold" since Whiterun's tube-port collides with the mod? I really love the idea of a Dwemer Train Station underneath all of Skyrim. Any links to videos that will help me will be helpful and appreciated :)  
    1. WarbirdShaman
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      That should be nice and easy. I don't know that mod but have a look at what objects are there and figure out which will be easier to move. If you decide to move the Whiterun tube port from my mod, it's as easy as selecting all of the objects I have there (click and drag) then dragging them to a place that has no buildings/objects from the other mod. But if you want to do it properly you'll have to redo the navmesh, just look up on YT for a navmesh tutorial.
  8. DozenthTurmoil
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    does this work with capital windhelm expansion?
    1. WarbirdShaman
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      I'm pretty sure the Windhelm tube exit is outside of anything that mod does so they're most def compatible.
    2. DozenthTurmoil
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      yeah i've actually been thoroughly testing this for a few hours.

      This does work with CWE and also the Oblivion gates mod by s6o6t. Though I will say the windhelm tube and the oblivion gate are like half a foot next to each other. no clipping.

      though i have yet to test it with every part of my modlist. it seems to agree with most of it.
  9. kzht95
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    Love your skyrim's masterpiece. It makes me never want to fast travel. Except at High Hrothgar, that tube is a suicide tube without safety rail. I accidentally miss the tube when I use whirlwind sprint. It cracked me up XD
  10. HellPaul
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    Sad that this absolutely amazing piece of art here can't be flagged ESPFE (not even through ESPFE Follower) as the original version counts over 37k records, and the divided one is over 50k...
    At least the patches should be possible to flag ESPFE and thus save slots.

    I'll keep it in my list, looks too good and the traveling NPC's synergy is just so beautiful as a touch
  11. VendeClarion
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    The idea is really fun, but performance optimization even in split version is really poor. Be ready for like 30 FPS.
    1. WarbirdShaman
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      Do you have any mods that add NPCs to travel around Skyrim? When they're in the station it get's very slow on FPS. But either way, I agree. I'm a lot more experienced with modding now, thinking about redoing this entire thing in a more streamlined way.
    2. WarbirdShaman
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      Also, any Dwemer mesh/texture replacements may lower FPS here.
    3. VendeClarion
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      My modlist is relatively light weight, but I have a lot of shaders, I think the particle lighting makes it screwed.
  12. dannydidit818
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    Question: is this compatible with Shattered (Alternate Skyrim)? Because this almost adds a Metro-esque element to playing Skyrim as a zombie apocalypse. 
    1. WarbirdShaman
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      Should be, unless any of the exterior things overlap.
  13. outtamercy
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    any plans on expanding this to include wyrmstooth or other added dlc mods?
    1. WarbirdShaman
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      Yes! I did have that plan in the pipe as an add-on. Right now I'm focused on my Whiterun Metropolis mod though.