I am using the full Settlements mod w/the .esl patch, and really like the changes after the mine reopens, but the load door/portal to Clockwork manor ( https://www.nexusmods.com/skyrimspecialedition/mods/4155 ) is buried under the foundation of one of the ruined/rebuilt houses near the Severin Manor. I also use Additional Clockwork ( https://www.nexusmods.com/skyrimspecialedition/mods/47087 ). Is it possible for you to take a look, and tell me how to go about patching it, or even making a patch yourself? Thanks!
1) While patching, I noticed Meden Maren is inexplicably made a ghost via the "Is Ghost" flag under ACBS. Just curious why? Has me thinking it was an oversight/accident...
2) Also, the From the Ashes and Ownership patches have missing references in them. I'm using the 2.5 ESL main file.
3) Some of the Tel M guards are missing the respawn flag.
This + Spaghetti's Solstheim are my go-to combination for Solstheim. Just enough to spice it up without redefining the original intent of the locations. Only thing missing now is a wall on the north side of Raven Rock, been thinking of adding one myself. I appreciate that you left some room between Severin Manor and the new Arano Manor. Perfect place to squeeze another house there.
I'd suggest giving Arano a simpler home, since he's second in command of the settlement. Also, give the guards ebony weapons, because the ebony gear in Skyrim is canonically Dunmeri in design, and Dunmer don't use Altmer gear, partly because of the geographic distance between the two nations, and partly because of mutual disdain. Also, also, retexture the fabric on the guards' armour to be red instead of white, like you did with the Telvanni guard, because red is the colour of House Redoran.
Suggestion number 2 the Beyond Skyrim Bonemold pack is amazing for this overhaul and will make things look even more Dunmeri. The Ebony weapons can remain for higher ups, Neloth, Arano etc.
If you want ebony weapons for the guards, I highly recommend Ghosts of the Tribunal - Integration if you have the AE. Other than a little bit of mild patching (NPCs), it's compatible with Symonson's Dunmer Settlements. The ebony weapons it distributes to the guards are a "worn" variety of elven tier quality, so they maintain the lore accurate aesthetic, while genuine ebony weapons remain rare.
Simple but very necessary, thanks for finishing what Bethesda should have, I've seen others suggesting adding ebony weapons to replace the Altmer ones and changing the bone mold to red for the cloth, they are right about the weapons, but I'd suggest making the cloth ash colored to give the guards some minor camouflage as well as hinting at how long and often they have to suffer through ash storms while on patrol or guard. minor clutter to also hint that the locals are constantly having to sweep up ash each morning like snow would also be a great immersion enhancer, the fact that they don't speak of it would also add to how extremely common and mundane the task has become.
I plan to use the complete esl version: are the from the ashes and owneship patches included in the mod (in the description there Is "until I figure out") or should I install them separetely?
Working nicely so far, thanks for the mod. I'm using the full version and the only issue i've encountered was in the main mushroom tower there is a flickering light so nothing game breaking. cheers
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This is with the "Dunmer Settlements Solstheim ESL" file. According to More Informative Console the stairs' ref comes from just the Dragonborn ESM.
Unfortunately I didn't create the ESL version myself, but I'll take a look at it.
2) Also, the From the Ashes and Ownership patches have missing references in them. I'm using the 2.5 ESL main file.
3) Some of the Tel M guards are missing the respawn flag.
This + Spaghetti's Solstheim are my go-to combination for Solstheim. Just enough to spice it up without redefining the original intent of the locations. Only thing missing now is a wall on the north side of Raven Rock, been thinking of adding one myself. I appreciate that you left some room between Severin Manor and the new Arano Manor. Perfect place to squeeze another house there.
The Ebony weapons can remain for higher ups, Neloth, Arano etc.
Actually I'm currently working on a plugin that replaces the guard's elven weapons with bonemold weapons from the Beyond Skyrim Morrowind - Bonemold Weapon Pack.