Well done, I have been looking for a mod that repopulates it with citizens rather then more bandits. Always did find it a bit odd its considered a Falkreath territory in game though considering its next to Riverwood, a Whiterun territory. Either way, wonderful work, I'm curious how well this plays with the New Embershard Miners mod. (Which just adds some miners to the town after its cleared, occasionally hiding outside when bandits take it over again).
Yes, New Embershard Miners works with this location, just tested that situation.. didn't expect the last two bandits from SRC - Embershard Mine waiting outside
Any place to start looking if it simply doesn't work? - ie cleared EM, respawn was as initially present - bandits, and no changes to architecture. FTF installed and working. SSEEdit shows no apparent relevant conflicts (anything present was yellow background with green text ie overwrite but ok, only red text was a wolf in the exterior)
I have also cleared Valtheim (have SRC Valtheim installed as well) but it has not yet respawned at all. How long does it take in game days for SRC to take effect after clearing a location? Edit - Valtheim also respawned with bandits. no architecture change
Further edit - turns out Wrye Bash ignored 5 of the 13 SRC modules I have installed, resetting the "Location" back to USSEP version - this included Valtheim but not Embershard. The change removes the Keywords used to trigger the FTF routine. Easy edit, but you have to look to find it!
I like this series you've started, I understand why you made it Falkreath's but dang it geographically makes so much more sense as a Whiterun hold mine. Any chance you could make a Whiterun variant?
Also how's this work if I also use Embershard Mine - Revisited? https://www.nexusmods.com/skyrimspecialedition/mods/34468
Embershard Mine Revisited has a patch for this built in to its installer - that being said, I haven' used it yet as I am waiting to start a new game first.
The patch is for the SRC - All In One .esp, but it is possible to edit it - but complicated - there is an explanation how to do it in that mods posts
Finally trying it out - with EM - Revisited, patch (edited to use the SRC - Embershard Mine.esp rather than the AIO one) and - nothing different to vanilla - respawn was bandits.
SSEEDit showed no relevant conflicts - the only red coloured conflict was a wolf in the exterior that conflicted with "Improved Roads" - wouldn't have thought that would have stopped things.
I believe the patch was made for the All-In-One, which might be the problem. The reference IDs are different as they are rearranged in case there’s identical IDs, so the patch doesn’t work for both.
In my game once Embershard mine is retaken, the door to the Baliff room is locked and the Baliff is stuck outside. I had to use a console command to unlock the door and let him in.
Interested in the strength of the new guards - I have Mihails Goblins loaded - and they regularly take over vanilla Embershard (and also Embershard Mine Revisited, except for the locked tunnels added) - A couple of beefed up guards would stop the issue. The goblins also assault White River Watch (usually kill the outside bandits, even with OBIS boosting their numbers) and also the Forsworn fort east of Karthwasten (usually kill all the outside Forsworn but then just stand inside the main door - makes for an exciting entry to the fort lol.)
As to Falkreath vs Whiterun - if you have immersive hold borders installed, the Falkreath border post lies BETWEEN Embershard and Riverwood.
Thank you for Embershard Mine. Is it possible you could do the same for Soljund's Sinkhole and Kolskeggar Mine? I am tired of returning after completing the quest to find the miners dead by Draugur and Forsworn (respectively). Even if you simply just prevent the enemies from respawning, it would be great.
Minor nitpick: lit torches on sconces indoors are not realistic.
Before modern petrochemicals, torches produced a ton of thick smoke. You couldn't have that indoors, not to mention underground.
And sconces weren't a place where you'd leave lit torches either; the indoor ones were just holders near outside doors, for when you needed to grab a torch for going outside. And the outdoor ones were there so you could free your hand to quickly do other things. And for both of these cases, the primary purpose of a torch was to carry a source of fire to ignite another fire elsewhere; not as a primary source of light. Lamps and lanterns were a much safer, more effective, and more convenient source of light.
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Compatible??????????? it'd be great
Either way, wonderful work, I'm curious how well this plays with the New Embershard Miners mod. (Which just adds some miners to the town after its cleared, occasionally hiding outside when bandits take it over again).
Depending on the location of it’s camp, I don’t think there will be too many issues!
FTF installed and working.
SSEEdit shows no apparent relevant conflicts (anything present was yellow background with green text ie overwrite but ok, only red text was a wolf in the exterior)
I have also cleared Valtheim (have SRC Valtheim installed as well) but it has not yet respawned at all. How long does it take in game days for SRC to take effect after clearing a location? Edit - Valtheim also respawned with bandits. no architecture change
Further edit - turns out Wrye Bash ignored 5 of the 13 SRC modules I have installed, resetting the "Location" back to USSEP version - this included Valtheim but not Embershard. The change removes the Keywords used to trigger the FTF routine. Easy edit, but you have to look to find it!
Also how's this work if I also use Embershard Mine - Revisited? https://www.nexusmods.com/skyrimspecialedition/mods/34468
I haven’t used revisited with my mod, so I’m not sure.
The patch is for the SRC - All In One .esp, but it is possible to edit it - but complicated - there is an explanation how to do it in that mods posts
SSEEDit showed no relevant conflicts - the only red coloured conflict was a wolf in the exterior that conflicted with "Improved Roads" - wouldn't have thought that would have stopped things.
In my game once Embershard mine is retaken, the door to the Baliff room is locked and the Baliff is stuck outside. I had to use a console command to unlock the door and let him in.
As to Falkreath vs Whiterun - if you have immersive hold borders installed, the Falkreath border post lies BETWEEN Embershard and Riverwood.
Before modern petrochemicals, torches produced a ton of thick smoke. You couldn't have that indoors, not to mention underground.
And sconces weren't a place where you'd leave lit torches either; the indoor ones were just holders near outside doors, for when you needed to grab a torch for going outside. And the outdoor ones were there so you could free your hand to quickly do other things. And for both of these cases, the primary purpose of a torch was to carry a source of fire to ignite another fire elsewhere; not as a primary source of light. Lamps and lanterns were a much safer, more effective, and more convenient source of light.