Skyrim Special Edition
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Monster23

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Monster23

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  1. Monster23
    Monster23
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    Sorry for the long silence. So, some things:
    I will not update this mod, at least not until I am interested in skyrim again, which might take the release of BS. 
    I will not make a version for cutting room floor. It's usable now as is with the exception of the barrels in front of the entrance. I got permission to do it, but with the rule to not make any changes to the CRF mod, which is unsolvable for me, because the dimensions of the CotN buildings are much different than vanilla and I would have to rearrange assets from CRF to make it work. That's a conflict which I cannot circumvent, but I will honor arthmoor and his work and thus I don't do it.
    This mod was a first for me to get into the modding world, which makes it susceptible to faults. I only understood half the things I did there, but it should work regardless. I couldn't get the esl. flag to work, so if you want to waste a esp slot for this small house, it's on you.
    I would recommend the "Great villages" series as their creator is much more professional than me and might come around to work on Stonehills and other smaller hamlets.
    Thanks to everyone who used and liked my mod. I hope I have the energy to pick up the modding tools sometime again to make you something better and prettier.
  2. blo0d1k
    blo0d1k
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    Good afternoon. I think you need to update the mod, because "CITIES OF THE NORTH - MORTHAL" itself was updated, and with your mod it now CTD in game.
    1. MonkutPaik
      MonkutPaik
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      +1
    2. zaorish83
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      dyndolod crashes REFR00062DAB  places FE27FD3A could not be resolved 1>NAME-base in GRUP cell persistent children CELL00000D74 in tamriel skyrim WRLD 0000003C at -2,15
    3. ModGoblin9000
      ModGoblin9000
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      Same problem, this mod doesn't work anymore with the latest version of CotN Morthal.

      Dyndolod error message (screenshot):
      Spoiler:  
      Show


    4. BroBroNelly
      BroBroNelly
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      Confirmed. Crashing as soon as I pass Morthal along the road.
    5. blehmeh
      blehmeh
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      Instant CTD for me as well. Looks like author has moved on from modding Skyrim for the time being, so as users, we'll have to move on from this mod as well.
    6. blo0d1k
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      The author doesn't seem to care about this and is ignoring everyone.👎
  3. zinghunt
    zinghunt
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    There's one deleted navmesh.
    1. Monster23
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      Really? It's quite some time ago, but I was most careful to not delete any navmesh. This  seems odd.
    2. novastark
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      Yes, there is indeed a deleted navmesh along with one other error in the esp.

      I see from your pinned post that you don't intend on updating the mod. Perhaps you could open up your permissions so someone else could take over your much appreciated work? Thanks for the work you have done. 
  4. Iqbalev
    Iqbalev
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    Would love to see this mod updated to match the latest CotN - Morthal. Because whenever I coc to Stonehills the game will crash.
  5. cmkostrom
    cmkostrom
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    Hi,

    Would you be willing to grant permission for someone to port this to Xbox? 

    Thanks for any consideration! 
  6. Ganzlinger
    Ganzlinger
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    Great work! I really hope you can make an addon for Cutting Room Flor, since it adds more houses to Stonehills and around Nightgate Inn (the Pale hold)
    1. Monster23
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      I asked arthmoor for permission and he is ok with it.
    2. Ganzlinger
      Ganzlinger
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      Nice to hear it!
    3. Ganzlinger
      Ganzlinger
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      Sorry to ask, but any news about it? :/
    4. dizo1983
      dizo1983
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      yep... no news still? hmm :::(
    5. carpenihil
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      What is the issue here, clipping and bugs or just that the the houses have different styles? Just curious
    6. Monster23
      Monster23
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      Look at my post above, the issue lies in the different dimensions of the houses. Arthmoor allows overhauls, but under the condition that their placement is left untouched, which just really doesn't combine well.
    7. Jlakshan
      Jlakshan
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      Absolutely ridiculous on his part.
  7. waeq17
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    Hello is it possible to get a patch for Stonehills Reborn? I assume it needs one, but I will be thrilled if it doesn't.
    1. Monster23
      Monster23
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      There will be a pile of woods in front of the entrance, if I remembered correctly, everything else is compatible. The easiest way is to just disable it via console.
    2. waeq17
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      Cool! Appreciate the info, thanks a bunch.
  8. PkingGd
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    Hi!

    I know this might seem kind of a random comment, but are you still planning to overhaul minor settlement houses like this with the CoTN exteriors and interiors?

    1. Monster23
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      Would love to. But I neither have the time personally nor the knowledge to do so. The mod should be 100% safe, no deleted navmeshes, no deleted references, everything kept simple. But I really lack the knowledge to do more. I tried to make this a esp-fe or esl and even this didn't work. IF anyone wants to try their hands on more settlements overhauls, please do so. I don't believe there are that many untouched though. Excluding those that did get an overhaul, you're left with:
      - the farmhouses outside of Windhelm (I tried using the CotN Dawnstar models, but it just didn't fit really, so I left them vanilla)
      - the single house north of Rorikstead (which too didn't fit any CotN model and looked better in vanilla
      - Darkwater Crossing (which could look good with CotN Falkreath models)
      - Half-Moon Mill (tried using CotN Morthal models on that, which looked good, but the pathing was completely off)
  9. benjapo
    benjapo
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    This is a really awesome addition! Hoping that you're still planning the Cutting Room Floor update! :)
  10. EiraSvero
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    Adding COTN and just found this mod. Very excited to continue the theme! Thanks so much. I'll get you some screenshots as soon as I get my load order to to talk to COTN nicely. LOL
  11. dizo1983
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    Yes.. very good idia! was waiting to see someone with skills and courage to make that small addons for different houses according to the COTN great designs.
    I guess that the main story is about 9 holds - each one with it's owen "look".. well.. at least main holds. And the question was only about all small houses around there...
    Thanks to JPSteel2? and Janquel?, and now to you for all your time, passion and work!
    1. Monster23
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      As there aren't any other settlements in Hjaalmarch I could use the CotN Morthal model, I think I will vary with the locations a bit and try to use the assets I think fit best. So, the small CotN Dawnstar houses could fit well with the farms east of Windhelm, the CotN Morthal model maybe for some more suspicious locations such as the Half-moon mill and so on. I thought about even mixing them together for Heljarchen from CRF. The inn gets the Morthal model, the farm houses the Dawnstar ones. All completely usable separate from another. Main focus is immersion, variation and credibility.
    2. dizo1983
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      well... I would recommend to use skyrim's regions map as a guide... becouse of the climatic zones...
      https://skyrim.gamepedia.com/Skyrim
      I think its a most important point to deal with.. that affect the houses designs.
      Half-moon mill as exmple has very different climatic zone... and farms east of Windhelm are for sure in The Pale, so they should have as you said CotN Dawnstar's style.
      Step by step... the best way is to follow JPSteel2' regions... now he is working on Winterhold. Very interesting place, old city... well - rests of city.

      Also... its still good to see and have stone walls for farm houses, isn't it? there should be that concept for other holds of Skyrim in my opinion.
      I dont know if CotN will have it in his future works.. but I hope so. I even thought that all small farms and etc.. could have some stone wall with CotN design parts.. as option. like some main concept for small locations. But still love more the idia to see Hold's different styles.

      The really good idia is also to add houses with grass on the roofs for south part like Falkreath Hold.. (Half-moon mill).
      Check this wallpaper https://www.besthdwallpaper.com/games/the-elder-scrolls-legends-heroes-of-skyrim-dt_en-US-19452.html
      I dont know if its possible.. but who knows. :)

      well.. Mortal's, Dawnstar's and soon Winterhold's hold are still have few shacks, halls etc. to customize.
      So if you like it - there is a lot to do :)

      P.S.: I do like a lot Viking's Longhouse concept by Schwarky: https://www.nexusmods.com/skyrimspecialedition/mods/10860 (port by Mathy)
      guess it was the first attempt to create something different that worked as inspiration for others...


    3. Monster23
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      You're absolutely correct with the climate zones. Unfortunately, JPSteel2's assets aren't 3d in the sense that I could overhaul shacks or anything that has an interior directly in the worldspace, so it must be a house with an interior worldspace that I can change.
      Thank you for the recommendation! Maybe I can ask the author to use his assets for an Inn for example!
    4. dizo1983
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      I see... hmm.
      Does it mean that it also affects Hearthfire add-ons - homesteads..? those are houses with an interior worldspace, but also they have to be constructed by parts and some will be part of the worldspace... at the beginning at least. Just a question... ;)
    5. Monster23
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      I already thought about that. JPSteel2 has also his assets on his site as modders resource. Theoretically, you could construct a Hearthfire home by cutting out and putting it together in the Hearthfire layout in nifskope. The biggest problem that I see would be the interior decorations and the technicalities how Hearthfire works. If the new homes would be the exact same dimensions in length and width, it should be just a simple model replacer and the interior should be placed without weird floating. But how to integrate it is still way above my skill.