Skyrim Special Edition

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sa547

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sa547

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  1. sa547
    sa547
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    NOTE:

    Some people requested me to convert this mod for SSE. Do consider that there will be some performance and compatibility problems I may not have foreseen.
  2. Oblivionplayer437
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    Lovely mod indeed! In terms of size and scope really the most fitting Saarthal enhancement, in my opinion. Ryn's is everybody's new darling but I find it too bombastic.
    1. golivie
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      -ignore-
  3. thurderan
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    Much needed immersion improvement.

    Would this play well with Nordic Ruins of Skyrim? https://www.nexusmods.com/skyrimspecialedition/mods/20382?tab=posts
    1. badiser
      badiser
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      This mod looks so great, and Nordic Ruins is a must, so i hope so...
    2. GeoNL
      GeoNL
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      Anyone confirmed if it clashes or not?
    3. Janquel
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      So there's a couple things - Nordic Ruins and Greater Saarthal both place some ruins stuff in one same spot, but they're both window dressing and don't really conflict badly (if I don't point out what it is, you wouldn't notice it, probably).

      They both touch navmesh in SaarthalExterior and POISnowy29. Regardless of load order, you have the possibility of seeing conflict, HOWEVER - primary pathing routes look fine, so I *think* you shouldn't see an issue if you load Greater Saarthal below Nordic Ruins. POISnowy29's conflict, in particular, is off to the side and you're liable to never run into problems.

      Aside from that, there's some USSEP EZ stuff which isn't forwarded on three barrels which are moved, but that's the only other mod I use which conflicted.

      So yeah. Load Greater Saarthal below Nordic Ruins and I'd say you're 99% likely to not see a problem.
    4. pytheian
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      Sorry for the very stupid question - load Sarthal *below* Nordic Ruins means Nordic ruins loads *after* Greater Sarthaal, right? I.e. Greater Sarthal is below in priority (lower #) but above (before) Nordic Ruins in MO2 right pane. The record view in X-Edit made it look like Nordic Ruins made less of the two areas accessible relative to vanilla navmesh so I assume that's what you meant. thanks!

      EDIT: check - it must be the exact opposite (load Greater Sarthaal after Nordic Ruins, patch the max height data from Nordic Ruins after Greater Sarthaal for dragons, etc.) otherwise the NPCs will just derp around the added (by this mod) structures, whereas the bases of the big arches Nordic Ruins adds are mostly out of the way. The two sort of wind around each other nicely.

      MORE EDIT - just a couple of big slabs of ice added by Nordic Ruins need to be disabled - they bury the sleeping area and the mini-stable. I'll take a shot at everything except the navmesh which I'd definitely mesh up.
    5. SkyrimVon
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      Hi, 

      Poepkat, made a patch for this mod and Nordic Ruins. https://www.nexusmods.com/skyrimspecialedition/mods/54319?tab=files&file_id=222982&nmm=1
  4. BMoss
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    Hello! sounds like a fun mod! is it safe to be installed before one starts a new game, or do I actually have to start one, save, then install your mod? thanks
    1. sa547
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      The mod simply and safely adds a few structures and more people at the dig site. Can be installed mid-game.
  5. TheRealGeneral
    TheRealGeneral
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    this is esl flagged esp, not an actual esl correct? Big difference in some cases. Ty
  6. Carboniac
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    So nice to see this mod on SE, I remember it from classic, along with your Old Hroldan one.

    I agree that the hunters don't really fit as impromptu guards here, so I made them into "College Guards", removed the hunter vendor abilities, and packed them in some decent steel and iron armor with some fur coats and cloaks, as well as changing their factions to Winterhold and College. Worked out very nicely. Thanks!
    1. bientje
      bientje
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      But why not share your edited file with us?
  7. jfjb2005
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    Would this work in combo with Immersive College NPCs ?
    Thinking of its NPCs, dog and Storm Atronach guards...
    1. sa547
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      As it stands, the mod mostly adds cosmetic details to the dig site, so doesn't interfere with the existing College quest.
    2. jfjb2005
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      ...that was fast!
      Good to know. Will try (test?) that now.
      Stay safe.

      EDIT: definitively compatible.
      Good work also with the landscape/buildings set in tune with the area.
      Maiden voyage there greeted with a dragon attack, LOL. Only noticed that the hunters appear to share a common pool of items I sold to either one of them -- tried them all to unload my loot -- no sweat over that. Endorsed... like your Paradise City mod. Thanks.
  8. Cannellc
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    does this make it possible to enter it without doing mage quest line ?
    1. sa547
      sa547
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      It's been made in such a way to have absolutely no effect with the Winterhold quest.
    2. Cannellc
      Cannellc
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      OK was hoping I could get in without having to join guild as won't fit with chracter
    3. BlazeStryker
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      Another reason we may (and I do) want to get in without joining the college is the (in)famous Forgotten Legends/Gauldur Amulet quest.
    4. 13coins
      13coins
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      Im pretty sure there already is a mod that allows you to enter quest-locked doors.
  9. blehmeh
    blehmeh
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    Anyone played with Nordic Ruins and Greater Saarthal together? Janquel says if placed in that order, conflicts should be neglisigble. Laptoprocker says it's a mess. What's your experience?
    1. RockenJenAnn
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      I'm going to test this tomorrow with Nordic Ruins. I'll be back.
    2. RockenJenAnn
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      Works AWESOME! lol "tomorrow" Yeah right. Sorry.
  10. Laptoprocker
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    FYI with Nordic Ruins of Skyrim if both mods are loaded it makes a huge clipping clusterfuck, also breaking dragon pathing and navmeshes. So If anybody wants to use this mod with Nordic Ruins I recommend loading up Nordic Ruins in xEdit and delete the conflicting cell edits.
    1. deleted75062723
      deleted75062723
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      That's the problem with so many mods...WELCOME TO CLUSTERFUCKSVILLE...
  11. Laptoprocker
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    OK the mod is absolutely amazing, looks gorgeous and a huge improvement to the place! It looks definitely like vanilla+ which is my favourite type of mod.

    However I have a bunch of goofy ass generic NPCs loitering about, all named "Hunter". Are they added by this mod? If yes, then curious why they are called hunters?
    1. sa547
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      Besides the College being stingy, most sellswords are Nords, and Nords have a lot of myths about the College and as such they stay away. Likewise the sitting Jarl doesn't trust the College and accordingly does not provide guards he doesn't consider vital to the hold.

      So this left the College having to hire hunters to guard the dig site.
    2. Laptoprocker
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      Wouldn’t it be better to name them miners? (like miners contracted from the nearby Whistling Mine). Also I’d add some wizards/college students on site overseeing the excavation.