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!!!!!!!!!!!!!!!!!!!
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.
I love the concept, but I just wanna ask something kinda mundane: where should I place this in my load order? My load order is quite heavy with tons of mods that overhaul cities and city exteriors, including this one that changes Blackreach. Would it be better to place this before all the overhaul mods, or after?
Hey War! Been a while since i've played Skyrim, but decided to check this mod out again. Still impresses me how beautiful the stations are. I hope this works with 1.6.1130. Bethesda breaks so much when they release new updates...
I only discovered this mod exists two days ago and I love it so much I've decided it will permanently stay in my load order XD That said, is there no way to reduce the number of travelers inside the station? From the description it doesn't seem so. While I think that the presence of travelers make the station seem lively, I want to reduce them (just my personal preference). If I want to make some personal edits to achieve that, do I just delete some placed NPCs whose name says 'Traveler' or 'Noble' in SSEedit in Cells? Any help would be appreciated. Thanks a lot for the amazing work, Warbird!
I love this mod, Makes Skyrim feel a lot more alive, It feels like a true metro where different extravagant characters would get intertwined, Thank you so much!!!
The dwemer single handedly made skyrim so developed, why the hell did they have to go and dissappear into oblivion?! Thanks for the great mod. I would have asked for patches to go to new worldspaces, but then because of the need to build new stations it's going to be a massive endeavor.
I cannot believe I never replied here :( but here are 5 popular places I'd like to request (One station in each worldspace): 1) Falskaar 2) Wyrmstooth 3) Alik'r Desert 4) Midwood Isle 5) Warden of the Coast I'm pretty sure the golden period is done and WarbirdShaman might not be interested now...but that's the list..just in case the stars are favoring me right now.
BAM! Stars are shining, but...alas, for I have a small child now and she's really eating into my free time believe it or not. But if I manage to have some modding time again soon I'd be totally into making a patch for trains to take people to Falskaar, Wyrmstooth and the Alik'r Desert, not heard of the other mods but I may go that far.
Congrats for the kid! Also, no worries. The fact that you are even considering doing them (despite lack of time ) after so long is pretty great in itself.
Do the NPCs you've added in the stations respawn? Because there might have been a bit of an incident...I blame Uthgerd. Long story short, there were modded bandits wielding lots of OP modded spells, then Uthgerd went berserk and started a riot. The Dwemer riot police got involved and I'm not sure how many (if any) NPCs survived. I only survived by fleeing up the nearest escape tube. I'm kind of afraid to go back down there again, although I don't appear to have any sort of bounty.
114 comments
- 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!!!!!!!!!!!!!!!!!!!
CHOO CHOO!
Version 1.2 (Divided or Open) should get rid of the last grey face and make the automaton giant's weapon visible.
I have no idea, I'm running an older version but do let me know if it works or not.
That said, is there no way to reduce the number of travelers inside the station? From the description it doesn't seem so. While I think that the presence of travelers make the station seem lively, I want to reduce them (just my personal preference).
If I want to make some personal edits to achieve that, do I just delete some placed NPCs whose name says 'Traveler' or 'Noble' in SSEedit in Cells? Any help would be appreciated. Thanks a lot for the amazing work, Warbird!
Thanks for the great mod.
I would have asked for patches to go to new worldspaces, but then because of the need to build new stations it's going to be a massive endeavor.
What worlds are you thinking?
but here are 5 popular places I'd like to request (One station in each worldspace):
1) Falskaar
2) Wyrmstooth
3) Alik'r Desert
4) Midwood Isle
5) Warden of the Coast
I'm pretty sure the golden period is done and WarbirdShaman might not be interested now...but that's the list..just in case the stars are favoring me right now.
Also, no worries. The fact that you are even considering doing them (despite lack of time ) after so long is pretty great in itself.
Thank you!
Thank you!
This is why I can't have nice things. lmao