Skyrim Special Edition

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Jabr

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  1. jabr
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    Hello everyone:

    After a long (very long) period of rest, I have made the decision to resume the development of this mod, with the sole purpose of delivering a definitive version. Therefore I am trying to solve the problems that have been reported over the years, which includes eliminating most non-original assets, in order to avoid incompatibilities.

    So, in general the changes have been:

    ---Granite Hall: The file underwent minor changes, but I am on the verge of making modifications regarding its quest.
    ---Amol: For now, I have solved most of the problems without major modifications to the city.
    ---North Keep, Nimalten and Blackmoor: All the files have undergone important changes, but maintaining their previous essence and designs.

    However, I need people who can help me with the testing, because I simply don't have the time to check the behavior of the NPCs, both indoors and outdoors.

    Likewise, I have difficulty cleaning esp files, so I would appreciate if someone could help me with this.

    Finally, I have made the first MERGE of these versions, which have been successful, although I still cannot get the quest scripts to work properly.I hope to put an end to this work, leaving a mod in a final state so that it can be enjoyed by this community.

    I send you my best wishes.

    Greetings
    1. Cebix
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      GOAT HAS RETURNED.

      Thank you for continuing the work with this mod, it has a lot of potential and having a merged version would be a lifesaver for compatibility patches!
    2. MoldyMarshmello
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      OH s#*!

      Hell yeah, I was just moping about how this mod hasn't been updated in ages and I had to use Schlitzohr's mods instead. I welcome your return king. One thing I want to point out is there seems to be compatibility issues with Warzones and RS Children. I don't know how to make patches but is that something you're looking into?
    3. TeaMistress1
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      Exciting news! I would love to see Sunguard come back in your new version, if possible. It was my absolute favorite and Skyrim doesn't feel right without it.
    4. Torp13
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      It's good to hear that this project is back up. Amazing work. I really hope you are planning to bring back the other villages as well, especially Helarchen Creek cuz the only other settlement in the pale is Dawnstar. I heard that the location was supposed to be a village in the base game anyway but got cut.
    5. Bingus43754
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      Very awesome. Can't wait to see the next update!
    6. gameandperformance
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      ^glad to see the mod is still being worked on, and yes I agree with the comment that Sunguard was very nice back when it was part of the mod and I'd love to see it return. A merged all-in-one version or a FOMOD installation would also be immensely welcome.
    7. BranCana
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      Is there any chance for an xbox port? We do have an older version from years ago but we are missing out on Blackmoor and some fixes that have been made. If they could be separate as well amazing but

      Thank you either way
    8. GreenStorm1988
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      would definitely love to test your mod by adding it to my load order. This mod has been one of my personal favorites for 4 years now. 
  2. zelurker
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    Sadly there are some errors in some of the plugins preventing any merge, and adding a strong possibility of problems during play.
    This kind of mod is hard work and not easy to finish for sure, too bad it's been abandoned apparently...
    Plugins with errors at least :
    amol : [00:01] [INFO:02029172] ('I have! Some travelers on their way back south mentioned that Birna, the pawnbroker up the road in Winterhold, has a dragon claw' in GRUP Topic Children of AMOdialogues3Topic "Have you heard any local rumors?" [DIAL:02029171])
    [00:01]     INFO \ Responses \ Response \ NAM1 - Response Text -> Can't read string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page
    [00:01] AMOdialoguesoyla2 [DLBR:0202A1B4]
    [00:01]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

    I can't guess what is the starting topic here ! So I can't fix it, I can just choose randomly a topic here to avoid a crash... !

    Blackmoor has the longest list, didn't look into it yet.
    But these seem to be encoding problems, they shouldn't occur in sse, this plugin was probably made on a non utf8 system 1st, the quickly converted... !

    Granite hall has also only encoding problems, easily fixed this time.

    I'll try a 1st merge without Blackmoor to see how it works...
    edit : after testing : very good, so I'll try to fix blackmoor later and do a complete merge this time ! :) I particularly like the detailed dialogues, so unlike the rest of skyrim, and the small quests added in each settlement, it's a pity to give up on such a mod... !

    edit 2 : finished the complete merge, seems to work but I had to guess the null references for some dialogs for blackmoor, so I should test it 1st. Also the merge requires a bashed patch to merge 1 navmesh apparently (but I don't know if it just creates some bugs in npcs moves or if it crashes the game). I'll test that for a few days then !

    edit 3 : well had some trouble to start the quest because I couldn't find the priest who is not in his temple, and the jarl doesn't send you to him, he tells about the events, but doesn't start the quest. He is near the only tomb of the town, near the ruin of a house, just outside the walls of the town, very easy to miss ! I finished the 1st quest, and it chained correctly onto the 2nd, so everything seems to work. The quests are really great !

    After totally finishing the 3 long quests of Blackmoor : wow impressive job. Only small problem : in the end we are left with Forad skull in our inventory, I guess it would be more logical that the priest gets it back, in case you decide to return to this mod one day... ! But except that, very impressive work, you are truly a dungeon master ! I was a little surprised to see Hircine in his ghostly form at the end, I almost expected to see his warrior-like form, like the one he had in bloodmoon, the morrowind extension, but if he had chosen this I am not sure I would have been able to handle him, so it's probably better this way ! :)

    For me everything seems ok, so here is the archive of the merged version : https://mega.nz/file/jc0lkZIL#QSOl1_LA4b-GN9JV2ZIyDCYK4O-NsDBDcV7sKlKFx1A
    I advice to make a bashed patch with this one, to fix some eventual navmesh issue. I am not sure the lods are referenced by the mod, it hadn't included them in the resulting merge, I just added the files from the original download but I am not sure they are useful. Just use dyndolod if you want serious lods, but anyway I didn't find any bug after finishing the 3 quests in Blackmoor and starting the one in Amol, so it seems ok for me.
    1. rickyn12345
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      You're amazing for this man I really appreciate this
    2. Oblivionblade88
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      You are a literal hero, this mod has always been one of my favorites for immersive reasons, on my last playthrough it just broke randomly. I cant wait to try this out :)

      edit: damn, didn't work for me lol
    3. CopperCrab
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      Same, the merge regrettably didn't work with me either

      Isolated test of the merge and it CTD on Vernim Woods
    4. dasik84
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      Now you scared me... Are the separate plugins safe for play and only the merging is problem? Or they are super buggy as you suggested?
    5. AngryPocketPyro
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      Heya. I know I'm far too late with this, but for anybody else dealing with this merge giving them CTD's especially around Vernim Woods, I ran it through sseedit's quick auto clean and that seems to have fixed it. Ran my own isolated test running through each of the areas and none of em gave me issues
    6. Zazzar
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      AngryPocketPyro THANKS SO MUCH !!
  3. ElliotKeaton
    ElliotKeaton
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    These are awesome! Thank you!
  4. ServalKhajiit217
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    Looks like it need some patches for trees.

    (for example: Ulvenwald, Fable Forests or TPOS etc.)
  5. SefaAlaz
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    I'm so glad you're back to developing the mod, man. It's really a legendary mod from way back. I still use many of its locations. Looking forward to your new updates.
  6. Sethermancrash
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    would a condensed esp version of the mod be do able I just want to clear up some mod slots while not losing anything cause I love all the cities this adds but I don't want it eating 8 slots even if it was reduced down to 4 esps to have all 8 cities/towns I would consider that a win
  7. Kensho540
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    Does anyone has an issue with Verminwood? I'm having some textures missing in the buildings next to the mountain. I don't know if maybe Ryn's dragon mounds mod or Ryn's Mistwatch mod may cause the issue. If anyone had that issue and know of a way to fix it, the information is gonna be appreciated
  8. Hluill
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    I am still exploring the various places added by this mod and am loving it.

    Some were added to the map and are easy to find and some are not.  Not sure where some of them are yet, which I am enjoying a great deal.
    1. Hluill
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      Amol City shares a lot of space with Schlitzohr's Whistling mine.  I have to choose between them...
  9. MT92RPGLVR
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    Does anyone else have a giant's camp right in front of the entrance to Granite Hall? Not sure if this is a glitch or a conflict/bug on my end
    1. reyzark
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      .
    2. GabyCechin
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      Hi! Yes,  had the same conflict. The Elder Scrolls Online Imports mod adds the giant's camp.
  10. ZisePaws
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    this mod will always have a place in my load order
  11. TeaMistress1
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    Over 3 years since an update and none of the newer cities like Sunguard and Reich Corigate were ever re-released. Makes me sad. Sunguard was my favorite.
  12. Aspjerger
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    I think the Pargran Village clips heavily with The Great Village of Mixwater Mill and I don't think there is a patch yet